From d160ce51e294f72362f4e34197c444d6bedd9cc9 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Sun, 5 Aug 2007 05:13:25 +0000 Subject: [PATCH] special punctuation encoded git-svn-id: https://projectaon.org/data/en/xml@422 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 20tcon.xml | 301 ++++++++++++++++++++++++++--------------------------- 1 file changed, 150 insertions(+), 151 deletions(-) diff --git a/20tcon.xml b/20tcon.xml index e101e05..6b766b7 100644 --- a/20tcon.xml +++ b/20tcon.xml @@ -762,7 +762,7 @@ 1 -

Your journey through the Shadow Gate is a cold and lonely voyage, yet one that you endure without fear for you sense that Alyss is watching over you. She is using her powers to steer you safely home to Magnamund. As you hurtle through the timeless void, you remember vividly the last few moments which preceded your leap into the Shadow Gate and your triumphant escape from Naars throne hall--the innermost sanctum of his stronghold upon the Plane of Darkness. You recall how Alyss commanded you to flee whilst she drew away the frenzied attacks of Naars champion--Kekataag the Avenger. It was her selfless act of bravery which enabled you to escape and it has left an indelible mark upon your conscience. Inspired by her courage, and by the realization that if the Dark God is to be stopped from sending more of his foul creations to Magnamund you must deny him the fabled Moonstone of the Shianti, you vow that you will return to the Plane of Darkness and recapture that precious stone of power.

+

Your journey through the Shadow Gate is a cold and lonely voyage, yet one that you endure without fear for you sense that Alyss is watching over you. She is using her powers to steer you safely home to Magnamund. As you hurtle through the timeless void, you remember vividly the last few moments which preceded your leap into the Shadow Gate and your triumphant escape from Naars throne hallthe innermost sanctum of his stronghold upon the Plane of Darkness. You recall how Alyss commanded you to flee whilst she drew away the frenzied attacks of Naars championKekataag the Avenger. It was her selfless act of bravery which enabled you to escape and it has left an indelible mark upon your conscience. Inspired by her courage, and by the realization that if the Dark God is to be stopped from sending more of his foul creations to Magnamund you must deny him the fabled Moonstone of the Shianti, you vow that you will return to the Plane of Darkness and recapture that precious stone of power.

After what seems like an eternity, gradually the inky blackness of the abyss is illuminated by a fluorescent vapour studded with whirling motes of light. Clumps of tiny stars swirl around your body like swarms of glowing moths until you become completely cocooned within a shroud of blinding white luminescence. Then, quite suddenly, you feel solid ground once more beneath your feet and you emerge from the light to find yourself standing in a dank, subterranean vault.

Turn to 160.
@@ -782,7 +782,7 @@ 3 -

As the first bolts come whistling through the air, you throw yourself behind Shamaths great Throne of Power. Crouching here, as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you notice the waters of the strange pool which lies no more than a dozen yards from the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly you recall the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darkness--an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pools swirling surface.

+

As the first bolts come whistling through the air, you throw yourself behind Shamaths great Throne of Power. Crouching here, as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you notice the waters of the strange pool which lies no more than a dozen yards from the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly you recall the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darknessan exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pools swirling surface.

Turn to 300.
@@ -869,7 +869,7 @@ 11 -

You speak the words of the Brotherhood spell--Net--and point your right hand at the attacking creature. A gout of sticky fibres shoots from your palm and engulfs the beast, ensnaring its head and forefeet in a gluey net which brings it crashing to the floor at the foot of the ramp.

+

You speak the words of the Brotherhood spellNetand point your right hand at the attacking creature. A gout of sticky fibres shoots from your palm and engulfs the beast, ensnaring its head and forefeet in a gluey net which brings it crashing to the floor at the foot of the ramp.

As the beast struggles to break free from its sticky prison, you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and, just as you believe it will, it moves inwards with an audible clunk! Moments later the portal creaks open and you hurry through, slamming it shut behind you to prevent the beast from following in your wake.

Turn to 210.
@@ -914,7 +914,7 @@

Despite your brave attempt to dodge the onrushing lance of flame, it glances your back and sends you spinning backwards across the halls slimy floor.

Pick a number from the Random Number Table (0=10). The number you have picked is equal to the number of ENDURANCE points you have lost as a result of your wounds. If you possess Deliverance, you may reduce this total by 1 point.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you stagger to your feet and shout out his secret name. Immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the tide of larvae writhe towards you they begin to swell grotesquely in size.

-

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness--you must try to recall the name from memory.

+

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -945,7 +945,7 @@ 18 -

Suddenly you fathom the identity of the third spirit occupying this hall. It is Cadak--Arch Druid of the Cenerese--sworn enemy of the Kai and all who ally themselves to the cause of Good. His body was destroyed on Magnamund five years ago but his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

+

Suddenly you fathom the identity of the third spirit occupying this hall. It is CadakArch Druid of the Ceneresesworn enemy of the Kai and all who ally themselves to the cause of Good. His body was destroyed on Magnamund five years ago but his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

Your heart pounds as you witness a swirling, ghostly, gossamer shape arise from the hollow ribcage of the carcass and snake towards you like a vampiric mist. As it draws closer, you hear the chilling voice of Cadak invade your mind: From beyond death the powers of decay grant me revenge, Lone Wolf!

If you possess Kai-screen, turn to 249. If you do not possess this Grand Master Discipline, turn to 4. @@ -989,7 +989,7 @@

The unexpected sight of your face in the pool fills Shamath with a blind rage. In her fury, she expels a mass of psychic energy from which, using your Magnakai Discipline of Divination, you are able to extract scores of vivid images. They are Shamaths memories of what befell her after she failed to resurrect Darklord Vashna from the depths of the Maakengorge.

-

From the collage of images you deduce that your destruction of the Shadow Gate at Maakengorge forced Shamath to return to the Plane of Darkness. As punishment for her failure to complete her mission, Naar imprisoned her and commanded Shamaths hated rival--Avavae the Tormentress--to ruin her evil beauty. Satisfied that the Demoness had paid for her failure, Naar allowed her to return to her realm where, ever since, she has been goaded and tormented by her malicious rival.

+

From the collage of images you deduce that your destruction of the Shadow Gate at Maakengorge forced Shamath to return to the Plane of Darkness. As punishment for her failure to complete her mission, Naar imprisoned her and commanded Shamaths hated rivalAvavae the Tormentressto ruin her evil beauty. Satisfied that the Demoness had paid for her failure, Naar allowed her to return to her realm where, ever since, she has been goaded and tormented by her malicious rival.

The appearance of your face in the pool has brought back these haunting memories. It has also alerted Shamath to your presence in her Throne Room. As her rage subsides, you sense that she is communicating telepathically with her two lieutenants. Suddenly, all three turn to stare at the pillar behind which you are hiding, and your sixth sense tells you that they are preparing to launch a combined psychic attack.

If you possess Kai-surge, and have attained the Kai rank of Grand Guardian, turn to 267. If you do not possess this skill, or if you have yet to attain this level of Kai mastery, turn to 335. @@ -1002,7 +1002,7 @@

For countless hours you follow this tunnel as it ascends and descends by ramps and stairways through a bewildering maze of chambers, vaults, and grand halls. On your travels through this vast underworld you witness many awe-inspiring sights: huge subterranean quarries, blazing furnaces, armouries, weapon forges, steel mills, and white-hot lava pits. Armies of grey-skinned humanoid workers labour without rest within this hellish domain to manufacture weapons of war and destruction.

At one vast hall you stop to observe a legion of these creatures tapping the volcanic power which lies at the core of this realm. By a system of chutes and tubes they divert a blazing lava flow to turn gigantic wheels and heat titanic vats of noxious fluids. The workers, although physically similar in size and demeanour to Drakkarim, seem to lack consciousness and remain oblivious to your presence. It is as if they have been turned into unthinking automatons, programmed simply to perform their labour with little regard to their immediate surroundings.

-

You leave the hall and ascend a staircase which spirals hundreds of feet through solid rock to a titanic concourse. Here your senses detect a living presence and you allow your Kai instincts to lead you in pursuit of it. You enter a tunnel which branches away from the concourse and follow this to a wider passage. The walls of this passage are decorated with spectacular scenes of war and destruction. Thousands of troops fight an endless parade of battles across the landscapes of a hundred different worlds. In each of the scenes the theme and the outcome is identical--the victory of the superior forces of Evil over the inferior armies of Good. This callous celebration of evil military might infuriates you, but you control your anger and use it to sharpen your senses. You detect that somewhere at the end of this passage is where the living presence can be found and, not knowing the nature of what it is that you will find there, you approach with the utmost caution.

+

You leave the hall and ascend a staircase which spirals hundreds of feet through solid rock to a titanic concourse. Here your senses detect a living presence and you allow your Kai instincts to lead you in pursuit of it. You enter a tunnel which branches away from the concourse and follow this to a wider passage. The walls of this passage are decorated with spectacular scenes of war and destruction. Thousands of troops fight an endless parade of battles across the landscapes of a hundred different worlds. In each of the scenes the theme and the outcome is identicalthe victory of the superior forces of Evil over the inferior armies of Good. This callous celebration of evil military might infuriates you, but you control your anger and use it to sharpen your senses. You detect that somewhere at the end of this passage is where the living presence can be found and, not knowing the nature of what it is that you will find there, you approach with the utmost caution.

The passage ends at a vast chasm where a narrow bridge of rock crosses a yawning void to a gate located on the far side, some 300 yards distant. The gate and its surroundings have been fashioned to resemble the mouth and head of a ferocious dragon, and the bridge of rock is likewise carved to resemble its extended tongue. A shimmering, twinkling, blue-white light gleams from the mouth of the dragon-gate, revealing it to be the exit from this dark domain. Excited by your discovery, you step onto the narrow rock-bridge and make your way across to the far side as swiftly as you dare. On either side of this stone beam the chasm falls away into a seemingly bottomless pit. You try not to look down for the sight makes your stomach churn uncontrollably.

You are nearing the centre of the bridge when suddenly a dark and terrifying apparition manifests itself before the dragon-gate. This awesome sight brings you skidding to a halt.

Turn to 200. @@ -1013,7 +1013,7 @@ 24 -

You are about to push your way through this barrier of vines when you notice something strange: each creeper is trembling very slightly, as if it is shivering with cold or fear. You draw your weapon and use it to prise the vines apart, but suddenly you hear something which makes you freeze. From somewhere above the canopy of branches there comes a deafening noise, like the sound of heavy tropical rainfall. As if in response to this noise the hanging vines rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows: lose 3 ENDURANCE points. With mounting dread you realize that these vines are not plants at all--they are hostile living creatures.

+

You are about to push your way through this barrier of vines when you notice something strange: each creeper is trembling very slightly, as if it is shivering with cold or fear. You draw your weapon and use it to prise the vines apart, but suddenly you hear something which makes you freeze. From somewhere above the canopy of branches there comes a deafening noise, like the sound of heavy tropical rainfall. As if in response to this noise the hanging vines rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows: lose 3 ENDURANCE points. With mounting dread you realize that these vines are not plants at allthey are hostile living creatures.

From beneath the coating of moss which sheathes the vines are hundreds of tiny hollow barbs, capable of ripping flesh to shreds. You strike out at them, smashing one in half. It emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its broken tip. As if enraged by their companions cry of pain, the remaining vines snake towards you with increased tenacity. You must fight them.

Haemodyls4945

These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your COMBAT SKILL for the duration of this fight.

@@ -1046,7 +1046,7 @@

Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging artifacts upon a sheet of scarlet silk, and he invites you to inspect these curious items. He glances at your swordbelt and smiles when he sees the finely-crafted hilt of the Sommerswerd protruding from your scabbard.

-

Well, I see youll have no need of new weaponry, Grand Master. Surely there can be no blade better suited to the slaying of the Dark Gods foul creatures than the one you already possess--the Sword of the Sun.

+

Well, I see youll have no need of new weaponry, Grand Master. Surely there can be no blade better suited to the slaying of the Dark Gods foul creatures than the one you already possessthe Sword of the Sun.

Aye, comments Ardan, tis true. Your divine sword can vanquish any of Naars creations. It may even possess power enough to smite the Dark God himself!

Lord Ardans words lift your spirits. It is comforting to hear that you possess at least one effective weapon against the horrors you may have to face during your quest for the Moonstone.

It is a fine blade, Grand Master, says Rimoah, but be sure to use it with utmost discretion. It was crafted upon the Plane of Light and it radiates a strong and goodly aura. In Naars domain its radiant energies could attract unwanted attention.

@@ -1060,7 +1060,7 @@

Your speed and skill have devastated the maggot swarm. You have slayed more than half their number and forced the remainder to seek shelter in the shadowy recesses of this reeking hall. You sense also that your victory over the swarm has greatly weakened the spirit of Cadak. You are about to seize the advantage and launch a psychic attack when suddenly you hear something quite unexpected.

-

Spare me and forgive me, Lone Wolf, pleads Cadaks plaintive voice in your mind. I renounce my evil past. Forgive me so that death may free my soul from the slavery of Evil. Grant me this salvation and I shall help you to escape from the realm of the Knae.

+

Spare me and forgive me, Lone Wolf, pleads Cadaks plaintive voice in your mind. I renounce my evil past. Forgive me so that death may free my soul from the slavery of Evil. Grant me this salvation and I shall help you to escape from the realm of the Knae.

The receding tide of maggots has revealed a glowing ring that lies on the slime-smeared floor at the centre of the hall.

Take the ring, Lone Wolf. Take the ring and grant me your forgiveness. With the ring the way is clear for you to leave this hall through the Tunnel of the Wyrm.

Beyond the flame-like spirit of Cadak you can see the rotting ribcage of the reptillian carcass. The semi-circular shadow that occupies it is now pulsing with a warm, amber light.

@@ -1117,7 +1117,7 @@

You retrieve the book from your backpack and thumb through its shiny blank pages until you discover two pages that have changed both in colour and texture. A cluster of rust-red lettering is enclosed within the black runic borders that outline these two sheets of creamy parchment. Once again, using your Magnakai Discipline of pathsmanship, you study the complex text and are able to decipher much of its meaning.

-

The words tell of Zantaz--the Lord of the Pit--whose many accompanying titles include Reaper of Gloom, Armourer of the Fell Legions, and Guardian of the Gate of Dragonflame. It says that he presides over a deep realm of rock, iron, steel and flame, and that among the many eternal duties he has been set by Naar, his primary task is to forge weapons of power for the Dark Gods champions. Zantaz has no secret name, but you are able to translate the text which details how one can leave his domain. It makes for uneasy reading. The tome states that any who wish to depart must first defeat Zantaz in mortal combat and cast his body into the Pit of Darkflame, from whence he shall be reborn. Only by proving oneself worthy in combat against Zantaz can one cause the Gate of Dragonflame to release the worthy victor. The name Zantaz is vaguely familiar; you are sure that you have heard it before. As you ponder the remaining text which lists his infamous deeds, you suddenly recall where it was that you heard his name spoken. It was many years ago, while you were still an initiate at the Kai monastery, and your old tutor--Storm Hawk--was lecturing your class about the Drakkarim: the barbarian race of humanoids whose conquest of Northern Magnamund preceded the rise of the Darklords of Helgedad. Zantaz was the name of the warrior-god whom the Drakkarim worshipped.

+

The words tell of Zantazthe Lord of the Pitwhose many accompanying titles include Reaper of Gloom, Armourer of the Fell Legions, and Guardian of the Gate of Dragonflame. It says that he presides over a deep realm of rock, iron, steel and flame, and that among the many eternal duties he has been set by Naar, his primary task is to forge weapons of power for the Dark Gods champions. Zantaz has no secret name, but you are able to translate the text which details how one can leave his domain. It makes for uneasy reading. The tome states that any who wish to depart must first defeat Zantaz in mortal combat and cast his body into the Pit of Darkflame, from whence he shall be reborn. Only by proving oneself worthy in combat against Zantaz can one cause the Gate of Dragonflame to release the worthy victor. The name Zantaz is vaguely familiar; you are sure that you have heard it before. As you ponder the remaining text which lists his infamous deeds, you suddenly recall where it was that you heard his name spoken. It was many years ago, while you were still an initiate at the Kai monastery, and your old tutorStorm Hawkwas lecturing your class about the Drakkarim: the barbarian race of humanoids whose conquest of Northern Magnamund preceded the rise of the Darklords of Helgedad. Zantaz was the name of the warrior-god whom the Drakkarim worshipped.

Feeling a little unnerved by what you have discovered and remembered, you close the tome and slip it back into your pack. You sense that the Moonstone is not to be found here in this domain of tunnels and so you resolve to escape from here as soon as possible. But if you are to do so successfully it seems you will first have to find and defeat Zantaz, the warrior-god of the Drakkarim.

You get to your feet and continue along the tunnel which leads out of the empty cavern. You follow this passageway for several hundred yards until you arrive at a junction where another tunnel crosses your path from right to left. Cautiously you scan the tunnel in both directions and notice that away to your right, little more than twenty yards distant, is an open archway. Although you can sense no living presence, the angle of view and the darkness of the interior prevent you from determining what lies beyond this archway. To your left, your tracking skills reveal that the tunnel leads eventually to a dead end.

If you wish to investigate what lies beyond the arch, turn to 260. @@ -1182,7 +1182,7 @@

Successfully you dodge the onrushing lance of flame and it speeds across the chamber to smash harmlessly against the shimmering green metal of the halls grand portal.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout out his secret name. Immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

-

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness you must try to recall the name from memory.

+

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness you must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -1205,8 +1205,8 @@

You focus on the runes that have been chiselled into the floor. They are similar to those you encountered on the portal to this subterranean labyrinth when first you entered. You feel your pulse quicken when slowly you are able to decipher part of their meaning:

-

Ye who seek entry to the Hall of the Knae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled; base metal without for thy fate to be sealed.

-

With caution guiding your every step, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You had hoped that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Knae. Then you discover three small slots: one circular, one square and one triangular in shape.

+

Ye who seek entry to the Hall of the Knae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled; base metal without for thy fate to be sealed.

+

With caution guiding your every step, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You had hoped that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Knae. Then you discover three small slots: one circular, one square and one triangular in shape.

If you possess any Gold Crowns, turn to 109. If you have no Gold Crowns, turn to 65.
@@ -1227,7 +1227,7 @@ 43 -

With your back pressed hard against the wall of the pit, you quickly recite the words of the Old Kingdom spell--Shield--as you draw a circle in the air directly above your head. Nzapok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.

+

With your back pressed hard against the wall of the pit, you quickly recite the words of the Old Kingdom spellShieldas you draw a circle in the air directly above your head. Nzapok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.

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

If your total is 4 or less, turn to 312. If it is 5 or more, turn to 277. @@ -1238,9 +1238,9 @@ 44 -

You hit out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Knae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

+

You hit out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Knae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the tide of larvae writhe towards you they begin to swell grotesquely in size.

-

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness--you must try to recall the name from memory.

+

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -1283,7 +1283,7 @@

You draw upon your Grand Mastery to supply a burst of life-saving vitality (restore 20 ENDURANCE points). As this wave of Kai energy surges through your battered body, you find the strength to scramble to your feet and rush towards the glowing portal. You leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate, and the crash of stone echoes in your ears as you fall headlong through the corridor of swirling flame that lies beyond this mysterious portal. Your Platinum Amulet protects you from the fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

-

Pick a number from the Random Number Table (0-10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet (remember your ENDURANCE score cannot exceed the total with which you began this adventure).

+

Pick a number from the Random Number Table (010). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet (remember your ENDURANCE score cannot exceed the total with which you began this adventure).

After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot cindery ground and you crash forwards to land in a tangled heap.

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125. If you have never visited this town, turn to 215. @@ -1305,7 +1305,7 @@ 50 -

Ardan and Rimoah are honoured that you have chosen to take this sword which they have spent many months creating. (Record this sword--Skarn-Ska--on your Action Chart as a Special Item. When used in combat it will add 5 points to your COMBAT SKILL. This sword possesses other attributes which will be revealed when it is used in combat.)

+

Ardan and Rimoah are honoured that you have chosen to take this sword which they have spent many months creating. (Record this swordSkarn-Skaon your Action Chart as a Special Item. When used in combat it will add 5 points to your COMBAT SKILL. This sword possesses other attributes which will be revealed when it is used in combat.)

You take hold of Skarn-Ska and essay a few strokes in the air to gauge its weight and balance. It does not take you too long to discover that this is an exceptionally fine blade. You feel your spirits rise, for now you possess at least one effective weapon against the horrors that may be encountered on your quest for the Moonstone.

We are delighted that you approve of Skarn-Ska, Grand Master, says Rimoah, but you must be sure to use it with discretion. It has magical properties which give off a strong and goodly aura. In Naars domain these radiant energies could attract the unwanted attentions of those who dwell therein.

Lord Ardan picks up a seemingly plain leather scabbard from the table and offers it to you.

@@ -1373,7 +1373,7 @@ 55 -

You throw yourself towards the adjoining tunnel, but in your desperate effort to get clear, you trip and fall in the path of the onrushing leviathan. This gigantic beetle-creature flattens you beneath its vast bulk, yet amazingly you survive this collision--but not for very long. Trailing in the creatures wake are a long line of wagons piled high with grey metallic ore. You are hit by several of these heavy iron carriages and killed instantly.

+

You throw yourself towards the adjoining tunnel, but in your desperate effort to get clear, you trip and fall in the path of the onrushing leviathan. This gigantic beetle-creature flattens you beneath its vast bulk, yet amazingly you survive this collisionbut not for very long. Trailing in the creatures wake are a long line of wagons piled high with grey metallic ore. You are hit by several of these heavy iron carriages and killed instantly.

Sadly, your life and your quest end here in the Mines of Zantaz.

@@ -1392,7 +1392,7 @@ 57 -

As you pass through the curtain of black flames, the three magical items vanish from your hands (erase the Nzapok Amulet, the Knae Ring, and the Scarab of the Wingless Dragon from the Special Items section of your Action Chart). Beyond the flaming curtain lies a hall of grey adamanite which is seemingly devoid of all life. You scour this eerie chamber and your senses detect Alysss lifeforce. Hers is the only goodly presence, save your own, in the whole of this evil stronghold, and although her aura is weak it is sufficient enough for you to be able to track it.

+

As you pass through the curtain of black flames, the three magical items vanish from your hands (erase the Nzapok Amulet, the Knae Ring, and the Scarab of the Wingless Dragon from the Special Items section of your Action Chart). Beyond the flaming curtain lies a hall of grey adamanite which is seemingly devoid of all life. You scour this eerie chamber and your senses detect Alysss lifeforce. Hers is the only goodly presence, save your own, in the whole of this evil stronghold, and although her aura is weak it is sufficient enough for you to be able to track it.

Guided by your instincts and shielded by your Kai Disciplines, you follow Alysss trail as it wends its way deeper into the heart of this citadel of Evil. During your exploration you encounter many of Naars newest creations who populate the halls and dungeons of Dazganon. Their repugnant forms, and depraved and brutal behaviour provide you with an unsavoury insight into Naars seemingly infinite capability to create evil and monstrous life forms. You shudder to imagine these foul beings running loose upon your home world of Magnamund, and the thought strengthens your resolve to fulfil your quest for the Moonstone.

For what seems like an hour, your camouflage and psychic skills make you invisible to the creatures that dwell within Dazganon. It is not until you reach a busy junction at the heart of a maze of tunnels that your skills are truly put to the test. Your senses detect the presence of Alyss at the end of an adjacent tunnel, yet the entrance to this wide passage is virtually blocked by creatures who are bickering with Naars armed guards.

Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, or Grand Pathsmanship, add 1. Also, for every level of Kai rank you have attained above the rank of Grand Guardian, add a further 1.

@@ -1428,7 +1428,7 @@

As you pass into the void, a sensation of unimaginable speed assaults your senses. You fly through the stellar darkness and a universe unfolds before you, like a million gems strewn upon an endless sea of black velvet. Your physical body is sheathed within a casing of pale white light, and you sense that it is a protective shell generated by your platinum amulet to protect you from the icy chill and airlessness of this astral starscape.

-

You surrender yourself to the invisible currents that ebb and flow through the void and, as you glide across this immeasurable no-space, once more you consult the Tome of Darkness. The transparent page that revealed information about Shamaths realm is now blank, but the one which follows has changed in colour and texture. Lines of glowing text have appeared on a page that is as dark as deep space. Again, using your Magnakai Discipline of pathsmanship, you are able to decipher much of the text and you discover that it tells of Avarvae the Tormentress, and it reveals that this void--which is her domain--is called The Oblivion of the Tortured Souls. You ignore the list of her cruel and evil deeds, and search out her secret name.

+

You surrender yourself to the invisible currents that ebb and flow through the void and, as you glide across this immeasurable no-space, once more you consult the Tome of Darkness. The transparent page that revealed information about Shamaths realm is now blank, but the one which follows has changed in colour and texture. Lines of glowing text have appeared on a page that is as dark as deep space. Again, using your Magnakai Discipline of pathsmanship, you are able to decipher much of the text and you discover that it tells of Avarvae the Tormentress, and it reveals that this voidwhich is her domainis called The Oblivion of the Tortured Souls. You ignore the list of her cruel and evil deeds, and search out her secret name.

Unfortunately you discover that there is no name to bind her. However, you do learn that no special artifact is required to leave her realm and there are two exits: The Gates of Darkness, by which you entered, and the Bridge of the Damned. Having no desire to return to Shamaths domain, you put away the tome and resolve instead to find the Bridge of the Damned. Yet, as you stare across the infinite distances of this void, it is hard to dispel your fears that you may end your days lost here forever.

If you possess Shamaths Potion, turn to 315. If you do not possess this item, turn to 218. @@ -1507,7 +1507,7 @@

The causeway comprises a procession of cracked grey blocks of stone which cross this fetid land and trail away towards a tangle of jungle vegetation that stretches across the horizon. In places the mouldering pavement disappears completely beneath the surface, swallowed by the swamp, yet the encroaching mud is shallow and it does not hamper your progress too greatly. On either side of this swamp-road you notice an occasional spur of rock protruding through the mire. Then you see the apex of a stone roof and a broken spire and suddenly you realize that they are segments of buildings. They are all that remain visible of an ancient city which has long since drowned beneath the swamp. The causeway is not a road at all; it is the remnants of the citys fortified wall.

-

The cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky shade of blue. You raise the hood of your cloak and press on, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. The rain is not water--it is a corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable to its effect. Rather than risk losing them, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a large mound of fallen stone slabs several hundred yards away to your right.

+

The cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky shade of blue. You raise the hood of your cloak and press on, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. The rain is not waterit is a corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable to its effect. Rather than risk losing them, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a large mound of fallen stone slabs several hundred yards away to your right.

If you possess the Discipline of Grand Pathsmanship, turn to 263. If you do not, turn to 134.
@@ -1517,7 +1517,7 @@ 68 -

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naars fearsome champion--Kekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

+

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naars fearsome championKekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffeting your mind.

If you possess the Sommerswerd, turn to 121. If you possess Skarn-Ska, turn to 211. @@ -1571,7 +1571,7 @@ 73 -

You recite the words of the Brotherhood spell - Teleport - and the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself along the tunnel, away from the approaching creature, and as you glide around a gentle bend you see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown to an almost deafening crescendo. Swiftly you glide along the passageway, enter the adjoining tunnel, and ease yourself back to the ground (lose 1 ENDURANCE point).

+

You recite the words of the Brotherhood spellTeleportand the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself along the tunnel, away from the approaching creature, and as you glide around a gentle bend you see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown to an almost deafening crescendo. Swiftly you glide along the passageway, enter the adjoining tunnel, and ease yourself back to the ground (lose 1 ENDURANCE point).

A few moments later the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock. This ore load is heavily veined with a mineral which radiates a yellow luminescence.

If you wish to leap on the last ore wagon as it passes by the junction, turn to 181. If you do not wish to leap on the wagon, turn to 158. @@ -1593,7 +1593,7 @@ 75 -

The first bolts come whistling through the air as you throw yourself behind Shamath's great Throne of Power. Crouching here as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you suddenly notice the waters of the strange pool which lies less than a dozen yards from the rear of the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly your mind recalls the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darkness - an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool's swirling surface.

+

The first bolts come whistling through the air as you throw yourself behind Shamath's great Throne of Power. Crouching here as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you suddenly notice the waters of the strange pool which lies less than a dozen yards from the rear of the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly your mind recalls the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darknessan exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool's swirling surface.

Turn to 300.
@@ -1613,7 +1613,7 @@ 77 -

The sight of Huan'zhor fast approaching galvanizes you into action. Frantically you search for the Scarab of the Wingless Dragon but you cannot detect any artifact that resembles either a scarab or a wingless dragon. Through the wall of flames you can see Huan'zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. You feel a wave of magical energy sweeping over the nest and you sense that the Dragonlord has reactivated the spell which shielded the trapdoor. This route of escape is now sealed. Moments later his shadow darkens the flames - he is but seconds away from landing.

+

The sight of Huan'zhor fast approaching galvanizes you into action. Frantically you search for the Scarab of the Wingless Dragon but you cannot detect any artifact that resembles either a scarab or a wingless dragon. Through the wall of flames you can see Huan'zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. You feel a wave of magical energy sweeping over the nest and you sense that the Dragonlord has reactivated the spell which shielded the trapdoor. This route of escape is now sealed. Moments later his shadow darkens the flameshe is but seconds away from landing.

If you wish to escape the nest by leaping into the transporter beam, turn to 209. If you wish to attempt to find a place in the nest where you can hide from the approaching Dragonlord, turn to 185.
@@ -1633,8 +1633,8 @@ 79 -

You recognize the vengeful visage of Zahda - the evil renegade sorcerer - who was killed by your hand and whose body was incarcerated in the ruins of Kazan-Oud. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

-

The spirit of Darklords Gnaag, Haakon, and Kraagenskul are trapped upon this plain. So, too, are those of Warlord Magnaarn, many cener druids, acolytes of Vashna, Nadziranim and their Liganim minions. But there is one ghostly figure that is more terrifying than any other; and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

+

You recognize the vengeful visage of Zahdathe evil renegade sorcererwho was killed by your hand and whose body was incarcerated in the ruins of Kazan-Oud. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

+

The spirit of Darklords Gnaag, Haakon, and Kraagenskl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many cener druids, acolytes of Vashna, Nadziranim and their Liganim minions. But there is one ghostly figure that is more terrifying than any other; and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

Turn to 170.
@@ -1653,10 +1653,10 @@

Suddenly you sense movement behind you and you turn around to face it. You see nothing, but your swift reactions do save you from suffering the full effects of a powerful psychic shock-wave. The blast glances your shoulder and spins you backwards through the bloodstained entrance to Naar's inner sanctum. This entrance then closes behind you like a rapidly healing wound.

-

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naar's fearsome champion - Kekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

+

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naar's fearsome championKekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffeting your mind.

If you possess the Sommerswerd, turn to 121. - If you possess Skarn-Ska, turn to 211. 82-83 + If you possess Skarn-Ska, turn to 211. If you do not possess either of these Special Items, turn to 282.
@@ -1677,7 +1677,7 @@

You attempt to dodge the onrushing lance of flame but it glances your shoulder and sends you tumbling backwards across the hall's slimy floor.

Pick a number from the Random Number Table (0=10). The number you have picked is equal to the number of ENDURANCE points you have lost as a result of your wounds. If you possess Deliverance, you may reduce this total by 1 point.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you stagger to your feet and shout his secret name. Immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

-

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Kunae. But there is no time to consult the Tome of Darkness - you must try to recall the name from memory.

+

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -1689,7 +1689,7 @@

This gloomy cavern looks chillingly familiar, and when suddenly you recognize its derelict features a sense of fear and loathing pervades your mind. It was here you first encountered the Demoness Shamath with her army of attendants and dread automatons. You shudder when you recall how you seized the evil Deathstaff from this place, escaped from here by way of a Shadow Gate, and later thwarted Shamath's attempt to resurrect Darklord Vashna from the depths of the Maakengorge. The chamber's cracked and crumbling walls seem to reaffirm your past victory over the Demoness for you can detect no trace of the Shadow Gate nor of the supernatural creatures who previously dwelt in this once-splendid chamber. Cautiously you step out of the transporter beam and enter the cavern. The shattered remnants of the crystal dais crunch underfoot as you make your way across the floor towards a tunnel which gradually descends for more than a mile before reaching a circular cavern. The mouths of several smaller tunnels meet at this chamber, and all of these entrances are dark, save for one which radiates an icy blue luminescence. Before approaching any closer, you retrieve the Tome of Darkness from your backpack and consult its pages.

-

The black page that revealed to you information about the realm of Huanzhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of pathsmanship, you are able to decipher much of this sorcerous text. The writings confirm some of what you already know, and they also provide you with fresh information that may aid your quest. You have entered the realm of the Demoness Shamath - the Mistress of the Gates of Darkness. The tome does not tell of her defeat by your hand, but you assume that this is because it was written long before your recent victory over her and her minions. Speaking as if she were still in control here, it says that she rules this domain from her throne of power which stands beside the Pool of Sorrows. You pass over the long list of unspeakably cruel deeds which earned her the right to rule this icy realm, and the revelation of her secret name - Gnekasha, until you discover that which interests you most: details of how to escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first spill their own blood in the Pool of Sorrows.

+

The black page that revealed to you information about the realm of Huanzhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of pathsmanship, you are able to decipher much of this sorcerous text. The writings confirm some of what you already know, and they also provide you with fresh information that may aid your quest. You have entered the realm of the Demoness Shamaththe Mistress of the Gates of Darkness. The tome does not tell of her defeat by your hand, but you assume that this is because it was written long before your recent victory over her and her minions. Speaking as if she were still in control here, it says that she rules this domain from her throne of power which stands beside the Pool of Sorrows. You pass over the long list of unspeakably cruel deeds which earned her the right to rule this icy realm, and the revelation of her secret nameGnekasha, until you discover that which interests you most: details of how to escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first spill their own blood in the Pool of Sorrows.

You close the tome and stow it away into your backpack, then stealthily you approach the tunnel entrance which is radiating a pale azure light. When you halt upon its threshold and peer through its embellished archway, you witness a scene which both shocks and confounds you.

Turn to 275.
@@ -1711,7 +1711,7 @@

Upon reaching the crater you are relieved to discover that its steep sides are covered with hardened lava, dusted with loose volcanic ash. You climb towards the rim, pausing halfway to take cover from the searing hot winds in the lee of a jagged boulder. While you are sheltering here, you take the opportunity to consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear as blank as when you first looked through them, but then you discover a page that is now very different. Bold black text stands out from a page that glimmers like mirrored steel. Using your Magnakai Discipline of pathsmanship, you are able to decipher much of the arcane script which fills this page.

-

The text tells of a creature called Huanzhor the Dragonlord, and of his throne of power which is located within a nest of fire atop the Tree of the Wyrm. It lists the many acts of Evil perpetrated by Huanzhor during his long existence, for which he has been generously rewarded by Naar; the Dark God has granted him this fiery domain within the Plane of Darkness. It continues at length to describe the creatures who are enslaved to him, which include the Lavas, the Zarthryn, and the Chugotha. But most interestingly it reveals his secret name - Zheva - which can be used to bind him, and tells of a magical item - the Scarab of the Wingless Dragon - which can be found in the nest of fire and which can be used to effect an escape from his realm.

+

The text tells of a creature called Huanzhor the Dragonlord, and of his throne of power which is located within a nest of fire atop the Tree of the Wyrm. It lists the many acts of Evil perpetrated by Huanzhor during his long existence, for which he has been generously rewarded by Naar; the Dark God has granted him this fiery domain within the Plane of Darkness. It continues at length to describe the creatures who are enslaved to him, which include the Lavas, the Zarthryn, and the Chugotha. But most interestingly it reveals his secret nameZhevawhich can be used to bind him, and tells of a magical itemthe Scarab of the Wingless Dragonwhich can be found in the nest of fire and which can be used to effect an escape from his realm.

You close the tome and slip it back into your pack. From your makeshift shelter you command a view over the surrounding landscape in which there is nothing that remotely resembles a nest or a tree. All you are able to discern with any clarity is the blazing firestorm which is now sweeping across this charred land. Fearful of what could befall you when the firestorm reaches this exposed flank of the crater, you continue your climb and seek cover within the crater itself.

If you have ever visited the city of Tahou in a previous Lone Wolf adventure, turn to 194. If you have never visited this city, turn to 339. @@ -1722,7 +1722,7 @@ 87 -

You sense a sorcerous resistance to your counterspell, but the power of your Brotherhood magic proves strong enough to overcome this reaction. There is a sharp crackling noise and spiders of fiery blue electrical arcing appear all around the circular slot. Then they flicker and fade and you suddenly hear another sound - a grating squeal. Anxiously you watch as the great portal slowly swings open.

+

You sense a sorcerous resistance to your counterspell, but the power of your Brotherhood magic proves strong enough to overcome this reaction. There is a sharp crackling noise and spiders of fiery blue electrical arcing appear all around the circular slot. Then they flicker and fade and you suddenly hear another sounda grating squeal. Anxiously you watch as the great portal slowly swings open.

Turn to 343.
@@ -1746,7 +1746,7 @@

Very well, you reply, and take the amulet from your advisor's outstretched palm. (Record this Platinum Amulet, which you wear around your neck, as a Special Item on your Action Chart. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

As you tuck the amulet inside the collar of your robes, Lord Ardan picks up a small package from the table that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly this time, you take it from him.

It was discovered a decade ago in Northern Dessi, he says. A party of our brethren found it on the Isle of Khor. It was found buried in the ruins of Kazan-Oud.

-

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be empty - devoid of script, pictures or diagrams of any sort.

+

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be emptydevoid of script, pictures or diagrams of any sort.

I do not see how this book will help my quest, you say, as you flick back and forth through the seemingly empty pages.

This may be true while you are here in Sommerlund, replies Lord Rimoah, but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naar's domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.

You are dubious as to the true value of this item but, in deference to Lord Rimoah's judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item which you keep in your backpack. As with the Platinum Amulet, you need not discard another Special Item in its favour if you already hold the maximum number permissible).

@@ -1759,8 +1759,8 @@

Gradually the distant speck grows larger until, with a sudden violent surge, you pass through its white-hot core and feel yourself engulfed by a damp and fetid atmosphere. Moments later your journey ends abruptly when you splash feet-first into a swampy morass. Despite the speed of your impact, your natural balance and agility prevents you from plunging beneath the surface of the stinking swamp into which you have fallen.

-

After wiping away the slime that has splashed your face, you cast your gaze out across an unlovely vista of steaming mud pools fringed with dark jungle vegetation. A cloying aura of evil permeates every part of this vile landscape, leaving you in no doubt that you have successfully arrived at your destination - the Plane of Darkness. You look up and scour the corpse-green skies, but dense clouds of acidic vapour hide all traces of the Shadow Gate through which you have entered this plane. Feeling suddenly vulnerable standing waistdeep in steaming swamp mud, you decide to wade through the gluey sludge towards a nearby mound of barren grey earth. Once out of the mire, you rest on your haunches and consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear to be as blank as when you first flicked through them, but then you turn to one page that is now very different. Coloured designs have appeared, surrounded by a ragged text which radiates a flickering spectrum of light. Using your Magnakai Discipline of pathsmanship, you are able to decipher much of this arcane writing.

-

The text tells of a creature called Nza'pok - Lord of the Mire - and of his throne of power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures who are enslaved to him. But most interestingly it tells of a secret name - Khula - which can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nza'pok's realm. The pages of the tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another. Unfortunately, not all of the book appears legible at any one time. You close the tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nza'pok - the ruler of this domain - and take the amulet which he possesses. Suddenly your sixth sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south you see a shattered causeway of mouldering grey stones and, to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp.

+

After wiping away the slime that has splashed your face, you cast your gaze out across an unlovely vista of steaming mud pools fringed with dark jungle vegetation. A cloying aura of evil permeates every part of this vile landscape, leaving you in no doubt that you have successfully arrived at your destinationthe Plane of Darkness. You look up and scour the corpse-green skies, but dense clouds of acidic vapour hide all traces of the Shadow Gate through which you have entered this plane. Feeling suddenly vulnerable standing waistdeep in steaming swamp mud, you decide to wade through the gluey sludge towards a nearby mound of barren grey earth. Once out of the mire, you rest on your haunches and consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear to be as blank as when you first flicked through them, but then you turn to one page that is now very different. Coloured designs have appeared, surrounded by a ragged text which radiates a flickering spectrum of light. Using your Magnakai Discipline of pathsmanship, you are able to decipher much of this arcane writing.

+

The text tells of a creature called Nza'pokLord of the Mireand of his throne of power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures who are enslaved to him. But most interestingly it tells of a secret nameKhulawhich can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nza'pok's realm. The pages of the tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another. Unfortunately, not all of the book appears legible at any one time. You close the tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nza'pokthe ruler of this domainand take the amulet which he possesses. Suddenly your sixth sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south you see a shattered causeway of mouldering grey stones and, to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp.

If you wish to explore the causeway, turn to 67. If you decide to investigate the ridge, turn to 202.
@@ -1819,8 +1819,8 @@ 96 -

You shout the name Rhunotar but it has no effect. The remaining Lord of Decay utters a bilious laugh and watches with undisguised glee as his growing maggot horde closes in and suffocates you beneath ever-swelling bodies. You fight bravely to save yourself, but your fate is sealed when the Kunae discharges a second lance of flame. It rips through the maggot swarm and consumes your upper body; death is instantaneous.

-

Tragically, your life and your quest for the Moonstone ends here in the Hall of the Kunae.

+

You shout the name Rhunotar but it has no effect. The remaining Lord of Decay utters a bilious laugh and watches with undisguised glee as his growing maggot horde closes in and suffocates you beneath ever-swelling bodies. You fight bravely to save yourself, but your fate is sealed when the Knae discharges a second lance of flame. It rips through the maggot swarm and consumes your upper body; death is instantaneous.

+

Tragically, your life and your quest for the Moonstone ends here in the Hall of the Knae.

@@ -1828,7 +1828,7 @@ 97 -

A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaag - giant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlord's frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

+

A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaaggiant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlord's frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

Memories of your ordeal in Ixia suddenly come flooding back to haunt you. As you recall your previous encounter, you remember that these horrific beings possess strong psychic powers. Forewarned, you draw upon your mental Kai defences as your captors prepare to land with you inside the settlement.

If you possess Kai Screen, turn to 242. If you do not possess this Discipline, turn to 59. @@ -1840,7 +1840,7 @@

The warrior raises his black sword and releases a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snake's tongue withdrawing into its mouth.

-

The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you have been pushed to within ten yards of your adversary, you give voice to the power word - Kai! - and project its concussive energy at the towering warrior. He shudders as the terrific force of your spell-word hits his chest and forces him back towards the glowing gate. Instantly you seize the advantage. You draw your weapon and rush forward to strike the first blow while your enemy is caught off-balance.

+

The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you have been pushed to within ten yards of your adversary, you give voice to the power wordKai!and project its concussive energy at the towering warrior. He shudders as the terrific force of your spell-word hits his chest and forces him back towards the glowing gate. Instantly you seize the advantage. You draw your weapon and rush forward to strike the first blow while your enemy is caught off-balance.

If you possess the Sommerswerd, or Skarn-Ska, turn to 310. If you possess neither of these Special Items, turn to 147.
@@ -1851,7 +1851,7 @@

Using your improved Grand Mastery to spirit-walk, you cause yourself to soar at great speed towards the distant bridge. Within this astral domain, your body and spirit do not separate from one another when using this ability. Instead, it has the effect of propelling you through the void by the force of your will alone. However, the use of such willpower takes its toll upon your reserves of strength and stamina: lose 2 ENDURANCE points.

-

Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damned - the exit from Avarvae's domain.

+

Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damnedthe exit from Avarvae's domain.

Turn to 150.
@@ -1861,9 +1861,9 @@

Upon entering the tunnel, the ground disappears beneath your feet and you begin to fall through darkness towards a pale speck of greyish light far below. You are gripped instantly by the fear that you have unwittingly stepped into a deep pit, yet your descent is uncannily smooth and controlled. It is as if you are being lowered by an invisible cable down a dark, interminable mineshaft.

-

As you slowly descend, your fear subsides and you take the opportunity to look at the ring which you cut from the hand of the Kunae. It radiates its own dim light by which you can see a runic inscription carved on the inside of the band. Record this Kunae Ring on your Action Chart as a Special Item, which you keep in your pocket. The runic number on its band is 20. Make a note of this number in the margin of your Action Chart for future reference.

+

As you slowly descend, your fear subsides and you take the opportunity to look at the ring which you cut from the hand of the Knae. It radiates its own dim light by which you can see a runic inscription carved on the inside of the band. Record this Knae Ring on your Action Chart as a Special Item, which you keep in your pocket. The runic number on its band is 20. Make a note of this number in the margin of your Action Chart for future reference.

After what seems like more than an hour, you eventually reach the base of this dark shaft. Your feet hit solid ground with more force than you are expecting after the long and gentle descent, and the violent jolt of impact leaves you sprawled in the dust, stunned and gasping for breath: lose 2 ENDURANCE points.

-

Dragging yourself wearily to your feet, you inspect your new surroundings with a feeling of curiosity and apprehension. You have emerged in a deep mine tunnel that passes through ore-rich rock. The reek of iron, sulphur; and rust assails your nostrils, a pungent aroma but one that smells as sweet as spring in Sommerlund after the indescribable stench of the Hall of the Kunae. You scan the tunnel in both directions and use your Kai senses to gather information. The faint sounds of hammering and scraping can be heard coming from somewhere above, and the symmetrical grooves which scar the tunnel walls tell you that this passage was excavated by some sort of gigantic burrowing machine. Feeling certain that you have entered a new realm of the Plane of Darkness, you are about to consult the Tome of Darkness when suddenly you hear a noise along the tunnel away to your right. Something huge is approaching at great speed.

+

Dragging yourself wearily to your feet, you inspect your new surroundings with a feeling of curiosity and apprehension. You have emerged in a deep mine tunnel that passes through ore-rich rock. The reek of iron, sulphur; and rust assails your nostrils, a pungent aroma but one that smells as sweet as spring in Sommerlund after the indescribable stench of the Hall of the Knae. You scan the tunnel in both directions and use your Kai senses to gather information. The faint sounds of hammering and scraping can be heard coming from somewhere above, and the symmetrical grooves which scar the tunnel walls tell you that this passage was excavated by some sort of gigantic burrowing machine. Feeling certain that you have entered a new realm of the Plane of Darkness, you are about to consult the Tome of Darkness when suddenly you hear a noise along the tunnel away to your right. Something huge is approaching at great speed.

If you possess Grand Huntmastery, turn to 113. If you do not possess this Discipline, turn to 7.
@@ -1873,7 +1873,7 @@ 101 -

Suddenly the insects detect you and become agitated. You sense something is wrong and hurriedly you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up into a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at all - they are getting ready to launch an attack.

+

Suddenly the insects detect you and become agitated. You sense something is wrong and hurriedly you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up into a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at allthey are getting ready to launch an attack.

If you wish to attempt to escape from these angry insects, turn to 212. If you choose to stand and face them, turn to 318.
@@ -1939,7 +1939,7 @@ 107 -

The sight of the approaching creatures stirs distant memories of the Temple of Maaken - the forbidden place which lies buried beneath the ruins of an old Sommlending city that teeters on the edge of the infamous Maakengorge. These winged horrors are Daemonaks, a breed of vampiric predators who were originally spawned by Lord Vashna - the first and mightiest Darklord leader. You first encountered one of their kind at Maaken, but now you face a flock of twenty such creatures.

+

The sight of the approaching creatures stirs distant memories of the Temple of Maakenthe forbidden place which lies buried beneath the ruins of an old Sommlending city that teeters on the edge of the infamous Maakengorge. These winged horrors are Daemonaks, a breed of vampiric predators who were originally spawned by Lord Vashnathe first and mightiest Darklord leader. You first encountered one of their kind at Maaken, but now you face a flock of twenty such creatures.

As they descend towards your hiding place they give vent to a piercing wail that makes your flesh crawl. The sound of their cries unsettles you, but this discomfort pales in comparison to the shock you experience upon seeing the response to their hideous cries.

Turn to 280.
@@ -2034,7 +2034,7 @@ 116 -

You wait until the bickering dies down and the tunnel traffic thins out. When you see your chance I to move you seize it swiftly and successfully. Shielded by your Kai skills, you avoid the guards and hurry along this tunnel. The deeper you explore, the stronger the sensation and concentration of Evil becomes, but still you can sense the presence of Alyss. Eventually you reach the tunnel's end at an ante-chamber, where an open archway to an adjoining hall is dripping with blood. You peer through this gruesome entrance and recognize the hall beyond to be the inner sanctum of Naar's stronghold - his personal chamber. The walls comprise swirling smoke in which alien shapes writhe and contort themselves into impossible shapes. A circular plinth occupies the central section of the floor; and your heart skips a beat when you glimpse something beyond the plinth, something encased within a glimmering field of energy.

+

You wait until the bickering dies down and the tunnel traffic thins out. When you see your chance I to move you seize it swiftly and successfully. Shielded by your Kai skills, you avoid the guards and hurry along this tunnel. The deeper you explore, the stronger the sensation and concentration of Evil becomes, but still you can sense the presence of Alyss. Eventually you reach the tunnel's end at an ante-chamber, where an open archway to an adjoining hall is dripping with blood. You peer through this gruesome entrance and recognize the hall beyond to be the inner sanctum of Naar's strongholdhis personal chamber. The walls comprise swirling smoke in which alien shapes writhe and contort themselves into impossible shapes. A circular plinth occupies the central section of the floor; and your heart skips a beat when you glimpse something beyond the plinth, something encased within a glimmering field of energy.

Turn to 40.
@@ -2082,8 +2082,8 @@ 121 -

You raise the Sommerswerd and a blinding halo of golden light engulfs the blade. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your divine blade is unsheathed, for he fears that your god-forged weapon could destroy him. He is content to allow his mighty champion - Kekataag - the pleasure of slaying you on his behalf.

-

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cry - For Sommerlund and the Kai! and launch yourself at your fell adversary in an attempt to land the first blow.

+

You raise the Sommerswerd and a blinding halo of golden light engulfs the blade. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your divine blade is unsheathed, for he fears that your god-forged weapon could destroy him. He is content to allow his mighty championKekataagthe pleasure of slaying you on his behalf.

+

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cryFor Sommerlund and the Kai! and launch yourself at your fell adversary in an attempt to land the first blow.

Kekataag the Avenger6058

This enemy is an undead warrior. You may double all ENDURANCE point losses which you inflict upon him during this combat.

If you win the combat, turn to 29. @@ -2117,7 +2117,7 @@

Cautiously you step out of the transporter beam and enter the cavern. The shattered remnants of the crystal dais crunch underfoot as you make your way across the floor towards a tunnel which gradually descends for more than a mile before reaching a circular cavern. The mouths of several smaller tunnels meet at this chamber, and all of these entrances are dark, save for one which radiates an icy blue luminescence. Before approaching any closer, you retrieve the Tome of Darkness from your backpack and consult its pages.

-

The black page that revealed to you information about the realm of Huanzhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of pathsmanship, you are able to decipher much of this sorcerous text. The writings inform you that you have entered the realm of the Demoness Shamath - the Mistress of the Gates of Darkness - who rules from her Throne of Power which stands beside the Pool of Sorrows. You pass over a long list of unspeakably cruel deeds which have secured for her the rulership of this realm, until you come to two very useful pieces of information. The first reveals Shamaths secret name - Gnekasha - and the second details how one can escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first spill their own blood in the Pool of Sorrows.

+

The black page that revealed to you information about the realm of Huanzhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of pathsmanship, you are able to decipher much of this sorcerous text. The writings inform you that you have entered the realm of the Demoness Shamaththe Mistress of the Gates of Darknesswho rules from her Throne of Power which stands beside the Pool of Sorrows. You pass over a long list of unspeakably cruel deeds which have secured for her the rulership of this realm, until you come to two very useful pieces of information. The first reveals Shamaths secret nameGnekashaand the second details how one can escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first spill their own blood in the Pool of Sorrows.

You close the tome and stow it away into your backpack, then stealthily you approach the tunnel entrance which is radiating a pale azure light. When you halt upon its threshold and peer through its embellished archway, you witness a scene which both shocks and confounds you.

Turn to 275.
@@ -2128,7 +2128,7 @@

You drag yourself to your feet and look with mounting dread at the nightmarish landscape into which you have fallen. A blazing vista meets your gaze, a burning dead world of volcanic magma, boiling lava pools, and shifting islets of cinder and ash. The smoky orange sky is lit frequently by geysers of yellow flame which shoot forth from vents in the uncertain ground, and a hellish temperature conspires with a toxic atmosphere to overwhelm your senses.

-

Your initial feelings of dread suddenly deepen when memories of this dark domain come flooding back to haunt your consciousness. You have been here once before, four years previously, when your brave actions in defence of the Kai Monastery resulted in a mortal combat upon this evil domain, against Vaxagore - the leader of Naar's dragon army. You had wished then never to return to this terrible place - but fate, it seems, has decreed otherwise.

+

Your initial feelings of dread suddenly deepen when memories of this dark domain come flooding back to haunt your consciousness. You have been here once before, four years previously, when your brave actions in defence of the Kai Monastery resulted in a mortal combat upon this evil domain, against Vaxagorethe leader of Naar's dragon army. You had wished then never to return to this terrible placebut fate, it seems, has decreed otherwise.

You are aware that your Platinum Amulet is affording you protection from the searing heat and poisons of this realm. However, your Kai senses tell you that a firestorm is brewing in the skies above and you fear that the powers of the amulet will not be sufficient to save you when this storm breaks. Anxiously you scan the bleak horizon in search of anything that may provide shelter from the coming storm. The only feature which promises to provide cover is the cone of a seemingly dormant volcano several miles away on the distant horizon.

If you possess Kai-alchemy, and have attained the Kai rank of Grand Crown, turn to 245. If you possess Telegnosis, and have attained the Kai rank of Sun Lord, turn to 165. @@ -2152,7 +2152,7 @@ 127 -

You are shocked to the core when suddenly you recognize the faces that have appeared upon the surfaces of the three leading comets. The first is Lord Paido - the Vakeros warrior who accompanied you through the uncharted swamps of the Danarg and later sacrificed his life to protect yours in the infamous Darklord fortress of Torgar. The second is the face of Adamas - the Lord Constable of Garthen - who led the armies of Talestria and Palmyrion in the assault upon Torgar and perished during that fearsome siege. And the third is the bearded face of Seb Jarel - the brave Eruan partizan who guided you through the Hellswamp and, in so doing, forfeited his life.

+

You are shocked to the core when suddenly you recognize the faces that have appeared upon the surfaces of the three leading comets. The first is Lord Paidothe Vakeros warrior who accompanied you through the uncharted swamps of the Danarg and later sacrificed his life to protect yours in the infamous Darklord fortress of Torgar. The second is the face of Adamasthe Lord Constable of Garthenwho led the armies of Talestria and Palmyrion in the assault upon Torgar and perished during that fearsome siege. And the third is the bearded face of Seb Jarelthe brave Eruan partizan who guided you through the Hellswamp and, in so doing, forfeited his life.

Your Kai senses detect that the souls of these three brave men are trapped upon this domain. Their spirits were captured by evil at the moment of their deaths and Naar has since condemned them to an eternity in the service of Avarvae the Tormentress. You see them mouthing words; they are pleading for you to release them from their torment, and your heart is torn by their silent, plaintive cries.

If you possess Deliverance, and you have attained the Kai rank of Sun Thane, turn to 163. If you do not possess this skill, or if you have yet to attain this level of Kai mastery, turn to 138. @@ -2164,8 +2164,8 @@

The very instant you touch the ring it transforms into the mouth of a huge scaly worm. Your whole hand and forearm disappear into its fang-filled maw and, before you can save yourself, it snaps shut its powerful jaws. Red-hot agony engulfs your arm and sears your senses. Instinctively you pull away and, to your horror, you fall backwards with blood spilling freely from your severed limb. Cadak's malicious laughter fills your ears as, in a swirl of pain and confusion, you feel the numbing chill of shock begin to fill you with a deadly lethargy.

-

Seated upon the two throne-like seats which adorn the great carcass appear the ghastly forms of the Kunae - the Lords of Decay. Their braying laughter echoes Cadak's vicious howl; they are clearly delighted by his use of base trickery to defeat you. Tragically, this awful sound is the last that you will ever hear. You have allowed yourself to be deceived by the spirit of the Arch Druid and you have paid the ultimate price. In a moment of sheer terror, the Kunae focus their terrible powers of disease and decay and turn them upon you, consigning you swiftly to oblivion.

-

Sadly, your life and your quest end here in the dreaded Hall of the Kunae.

+

Seated upon the two throne-like seats which adorn the great carcass appear the ghastly forms of the Knaethe Lords of Decay. Their braying laughter echoes Cadak's vicious howl; they are clearly delighted by his use of base trickery to defeat you. Tragically, this awful sound is the last that you will ever hear. You have allowed yourself to be deceived by the spirit of the Arch Druid and you have paid the ultimate price. In a moment of sheer terror, the Knae focus their terrible powers of disease and decay and turn them upon you, consigning you swiftly to oblivion.

+

Sadly, your life and your quest end here in the dreaded Hall of the Knae.

@@ -2174,7 +2174,7 @@

As the last of the ghoulish horde falls to your deadly blows, you leap over its shattered body and break into a run. Unfortunately you do not get very far; a heavy weight hits you squarely in the back and knocks you to your knees. You struggle to regain your footing in the thick mud but your efforts are soon thwarted when you are suddenly engulfed by a coarse rope net dropped from above. Frantically you scrabble to untangle yourself, but a second net smothers the first and delays you just long enough for a pair of winged flyers to land on your back and force you down. Then another two of these demonic fliers come to assist them. While you are being subdued they hurriedly thread ropes through the edges of the nets and hurl the loose ends to others hovering above. Then, as one, the flock utters a chilling shriek of triumph. Your stomach churns and your heart pounds as you feel the net close in and hoist you off the ground.

-

Pick a number from the Random Number Table. If the number you have picked is 0-4, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 5-9, your money pouch spills open and you lose all of your Gold Crowns.

+

Pick a number from the Random Number Table. If the number you have picked is 04, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 59, your money pouch spills open and you lose all of your Gold Crowns.

After making the necessary adjustments to your Action Chart, you may continue by turning to 63.
@@ -2235,7 +2235,7 @@ 135 -

You raise your right hand and utter the words of the Brotherhood spell - Lightning Hand. Moments later a bolt of crackling energy leaps from your palm and hits the towering warrior squarely in the chest. He shudders momentarily, but the power and impact of the spell proves insufficient to topple him from this narrow beam of rock and he quickly recovers.

+

You raise your right hand and utter the words of the Brotherhood spellLightning Hand. Moments later a bolt of crackling energy leaps from your palm and hits the towering warrior squarely in the chest. He shudders momentarily, but the power and impact of the spell proves insufficient to topple him from this narrow beam of rock and he quickly recovers.

The warrior retaliates by raising his black sword and releasing a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snake's tongue returning to its mouth.

The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you are pushed to within ten yards of the gate itself, you reach for your own weapon and brace yourself for a fight that seems unavoidable.

If you possess the Sommerswerd, or Skarn-Ska, turn to 254. @@ -2327,7 +2327,7 @@

The trek to the distant crater is a difficult and perilous journey, fraught with danger every step of the way. Despite your natural agility and Kai skill, during your trek you incur several painful injuries to your feet and legs.

-

Pick a number from the Random Number Table. If the number you have picked is 0-4, reduce your current ENDURANCE points total by 4. If the number you have picked is 5-9, reduce your current total by 5.

+

Pick a number from the Random Number Table. If the number you have picked is 04, reduce your current ENDURANCE points total by 4. If the number you have picked is 59, reduce your current total by 5.

If you survive the trek, you may continue your quest by turning to 86.
@@ -2337,8 +2337,7 @@

Lord Rimoah summons a meeting of a secret council at the hall of the magicians' guild in Toran. This gathering is attended by Magnamunds wisest men, many of whom have aided you in the past. Among their number you recognize Guildmaster Banedon, Gwynian the Sage, Baron Medar, several of Dessis High Council of Elders, and the inner circle of magicians of the Brotherhood of the Crystal Star.

-

Under Rimoahs direction, these distinguished and gifted men deliberate how best they can help you to retrieve the Moonstone from the Plane of Darkness. A Shadow Gate has long existed in the dungeons below the Guildhall and it is quickly established that the High Council of Elders can, by pooling their ancient skills, use this portal to convey I 146-146

-

you to Naars forbidden realm. The thought of journeying once more to the Plane of Darkness fills you with a sense of dread, yet this daunting voyage could prove to be but one of the lesser perils you will have to face if you are to fulfil your vow. You are sorely aware that once you arrive upon Naars domain, not only will you have to survive the attentions of his loathsome followers, but you must also locate the Moonstone and then return with it to your home world.

+

Under Rimoahs direction, these distinguished and gifted men deliberate how best they can help you to retrieve the Moonstone from the Plane of Darkness. A Shadow Gate has long existed in the dungeons below the Guildhall and it is quickly established that the High Council of Elders can, by pooling their ancient skills, use this portal to convey you to Naars forbidden realm. The thought of journeying once more to the Plane of Darkness fills you with a sense of dread, yet this daunting voyage could prove to be but one of the lesser perils you will have to face if you are to fulfil your vow. You are sorely aware that once you arrive upon Naars domain, not only will you have to survive the attentions of his loathsome followers, but you must also locate the Moonstone and then return with it to your home world.

The members of the secret council consider these problems at great length. Reassuringly, they are able to offer you some practical help in overcoming them.

Turn to 223.
@@ -2348,7 +2347,7 @@ 146 -

Your fear of this supernatural creature is fast transforming into sheer terror. You sense the colossal power that she is capable of wielding and you have no doubts that her intention is to slay you--but not quickly. It is clearly her desire to enjoy your slow demise.

+

Your fear of this supernatural creature is fast transforming into sheer terror. You sense the colossal power that she is capable of wielding and you have no doubts that her intention is to slay youbut not quickly. It is clearly her desire to enjoy your slow demise.

To engage the Tormentress and her huge escort of Shadow Reavers in combat would be a brave yet suicidal action, for you have no experience of the nature of combat upon this astral realm and you could be quickly overwhelmed by your enemys sheer weight of numbers. You sense that your only chance for survival is to evade the Tormentress and her minions by crossing the Bridge of the Damned.

If you possess Grand Nexus, and have attained the Kai rank of Sun Prince, turn to 225. If you possess Telegnosis, and wish to use it, turn to 99. @@ -2394,7 +2393,7 @@

You soar across the shimmering span of this colossal bridge towards a new and terrifying realm. Ahead you see a sprawling plateau burning with magical flame. At its centre there is a vast crater of cinder and ash and, rising like a towering spike at the heart of this desolate bowl, you glimpse a titanic fortress.

-

As you traverse the great Bridge of the Damned, you consult the Tome of Darkness and it confirms your highest hopes and your deepest fears. Ahead lies the realm of Naar and his dread stronghold of Dazganon. The tome warns those who would voluntarily seek to enter Naars fortress that they must possess three magical artifacts: the Nzapok Amulet, a Knae Ring, and the Scarab of the Wingless Dragon. The final page of the tome lists the names of Naars closest minions who dwell within Dazganon, and one who dwells without whose name is Tzor--The Guardian of the Plain of Despair, Keeper of Evil Souls. The text of the final page states that there is no secret name to bind Naar and, most chillingly, that there is no exit from his dread fortress.

+

As you traverse the great Bridge of the Damned, you consult the Tome of Darkness and it confirms your highest hopes and your deepest fears. Ahead lies the realm of Naar and his dread stronghold of Dazganon. The tome warns those who would voluntarily seek to enter Naars fortress that they must possess three magical artifacts: the Nzapok Amulet, a Knae Ring, and the Scarab of the Wingless Dragon. The final page of the tome lists the names of Naars closest minions who dwell within Dazganon, and one who dwells without whose name is TzorThe Guardian of the Plain of Despair, Keeper of Evil Souls. The text of the final page states that there is no secret name to bind Naar and, most chillingly, that there is no exit from his dread fortress.

As you close the tome it suddenly ignites and is consumed by voracious tongues of blue flame. You drop the blazing book and it disappears below, to be swallowed up by the fabric of the bridge (erase this Special Item from your Action Chart).

To continue, turn to 248.
@@ -2405,7 +2404,7 @@

Relying on the element of surprise, you leap through the entrance and rush towards a gap in the line of advancing horrors. They immediately try to close ranks but their reactions are deathly slow and you are easily able to barge your way through them. Unfortunately you do not get very far; a heavy weight hits you squarely in the back and knocks you to your knees. As you struggle to stand in the thick mud you are engulfed by a coarse rope net dropped from above. Frantically you scrabble to untangle yourself, but a second net smothers the first and delays you long enough for the ghoulish horde to close in and pin you down. Two of the winged flyers descend close by and hurriedly they thread ropes through the edges of the nets. When their task is completed they shriek loudly and suddenly you feel yourself being hoisted aloft.

-

Pick a number from the Random Number Table. If the number you have picked is 0-4, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 5-9, your money pouch spills open and you lose all of your Gold Crowns.

+

Pick a number from the Random Number Table. If the number you have picked is 04, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 59, your money pouch spills open and you lose all of your Gold Crowns.

After making the necessary adjustments to your Action Chart, you may continue by turning to 63.
@@ -2418,7 +2417,7 @@

Seizing your advantage, you unsheathe your weapon and rush forward. With two swift and deadly blows you dispatch the lieutenants in passing and then rush towards Shamaths gigantic throne. Through the red haze of the agony that fills her head, the Demoness sees you approaching.

Immediately she slams her right hand down upon the arm of her throne, to where a glowing opal is set into the stone.

Gnekasha! you scream, giving voice to her secret name, and she freezes as still as a stone statue. But not before her clenched fist has struck the glowing gem.

-

Suddenly you hear a terrible sound; it is the screams and cries of Shamaths vengeful legions. With dread you glance over your shoulder and look to the source of the cacophony--the chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

+

Suddenly you hear a terrible sound; it is the screams and cries of Shamaths vengeful legions. With dread you glance over your shoulder and look to the source of the cacophonythe chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

Turn to 201.
@@ -2428,7 +2427,7 @@

The column of fire speeds across the hall and roars through the body of your double before impacting harmlessly against the surface of the closed portal. Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

-

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness--you must try to recall the name from memory.

+

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -2460,7 +2459,7 @@ 156 -

The streams of flying insects gather into a dark cloud that hovers menacingly above the rocks. At first it looks like a defensive action, a show of force to frighten you off, but when the tone of their buzzing suddenly gets louder you sense that these angry insects are not preparing to defend their lair at all--they are getting ready to launch an attack.

+

The streams of flying insects gather into a dark cloud that hovers menacingly above the rocks. At first it looks like a defensive action, a show of force to frighten you off, but when the tone of their buzzing suddenly gets louder you sense that these angry insects are not preparing to defend their lair at allthey are getting ready to launch an attack.

If you wish to attempt to escape from these angry insects, turn to 212. If you choose to stand and face them, turn to 318.
@@ -2501,16 +2500,16 @@ 160 -

You cast your gaze around the mouldering walls of this dimly-lit vault and feel a surge of joy and relief well up from the pit of your stomach. The dripping granite is cold and cheerless, but to your eyes, having witnessed the horrors of Naars throne hall, this dank stone vault looks warm, welcoming, and reassuringly familiar. You have returned to the secret burial chamber below the Necropolis of Tyso--the place from where you began your journey through the Shadow Gate some time ago. With Alysss help you have arrived home safely to Sommerlund.

+

You cast your gaze around the mouldering walls of this dimly-lit vault and feel a surge of joy and relief well up from the pit of your stomach. The dripping granite is cold and cheerless, but to your eyes, having witnessed the horrors of Naars throne hall, this dank stone vault looks warm, welcoming, and reassuringly familiar. You have returned to the secret burial chamber below the Necropolis of Tysothe place from where you began your journey through the Shadow Gate some time ago. With Alysss help you have arrived home safely to Sommerlund.

No trace of the Shadow Gate remains; it vanished the moment you emerged from the cocoon of light and took your first tentative steps into the vault. With eager anticipation you leave the chamber and hurriedly ascend to the surface where you are greeted by warm summer sunshine. The commander of Tyso is Baron Tor Medar, and two of his stewards are dutifully guarding the gates to the citys necropolis. When they see you emerge from a mausoleum close by, their jaws drop open in amazement as simultaneously they recognize who you are from the cut and colour of your Grand Master robes. Upon recovering their senses, the stewards volunteer to escort you directly to Baron Medars castle. During the brief journey through the city you are shocked to learn that a whole year has passed since you entered the Shadow Gate, even though the time that you spent upon the Plane of Darkness seemed no more than a few days at most.

Baron Medar is an old and trusted friend and he welcomes your safe return to Tyso with a show of great warmth and affection. Having feared for the past year that you had perished during your pursuit of Wolfs Bane, he is clearly delighted to hear that not only did you survive your ordeal beyond the Shadow Gate, but that you also vanquished the impostor. Naturally you are anxious to return to your Kai brethren without delay and Medar gladly offers his help. He gives you the finest horse in his stables and assigns a troop of his personal bodyguards to escort you swiftly across Sommerlund to the Kai Monastery.

-

At the monastery you receive a rapturous reception from the ranks of the Kai, for whom your return is the fulfilment of a years hopes and prayers. Firestone, the most senior of the New Order warriors, despatches journeymen to carry word of your triumphant return to the King in Holmgard and to Guildmaster Banedon--the leader of the magicians' guild in Toran. Firestone had rightly assumed command during your absence and, as he accompanies you through the grounds of the monastery to your vault below the Tower of the Sun, you commend him on how well he has conducted his stewardship of the monastery and the training of the Kai in his charge.

-

Thank you, my lord, he says with pride, yet truly I cannot lay claim to all of the credit. My duties would have been far harder to fulfil had it not been for the invaluable aid Ive received from your wise advisors--Lord Rimoah and Lord Ardan of Dessi.

-

These two Old Kingdom magicians--Lords Rimoah and Ardan--greet you the moment you enter the vault. Ever since you disappeared into the Shadow Gate a year ago, they have resided at the monastery so that they could assist Firestone with the task of training the New Order Kai.

+

At the monastery you receive a rapturous reception from the ranks of the Kai, for whom your return is the fulfilment of a years hopes and prayers. Firestone, the most senior of the New Order warriors, despatches journeymen to carry word of your triumphant return to the King in Holmgard and to Guildmaster Banedonthe leader of the magicians' guild in Toran. Firestone had rightly assumed command during your absence and, as he accompanies you through the grounds of the monastery to your vault below the Tower of the Sun, you commend him on how well he has conducted his stewardship of the monastery and the training of the Kai in his charge.

+

Thank you, my lord, he says with pride, yet truly I cannot lay claim to all of the credit. My duties would have been far harder to fulfil had it not been for the invaluable aid Ive received from your wise advisorsLord Rimoah and Lord Ardan of Dessi.

+

These two Old Kingdom magiciansLords Rimoah and Ardangreet you the moment you enter the vault. Ever since you disappeared into the Shadow Gate a year ago, they have resided at the monastery so that they could assist Firestone with the task of training the New Order Kai.

We sensed that you were still alive somewhere in the void beyond the universe of Aon, says Rimoah, beaming delightedly, but neither I nor Ardan were able to discern when precisely you would return to Sommerlund. Come, Grand Master, tell us of your adventures beyond the Shadow Gate.

Eagerly they listen to your account of how you tracked and defeated Wolfs Bane and escaped from the throne hall of the Dark God. But it is your surprise revelation that Naar possesses the Moonstone of the Shianti which seems to fascinate and frighten them the most.

-

This is grave news indeed, Lone Wolf, says Lord Rimoah, in a suddenly sombre tone. The Moonstone contains great power. It can create life and it can also destroy life--utterly. If Naar were able to fully harness its power he could use it to destroy all life on Magnamund. I fear it is just a matter of time before he fathoms its secrets. The Moonstone was once a blessing for the creatures of this world. In Naars hand it could become the curse of us all.

-

I for one shall not permit this, you reply defiantly. I shall find the means to return to the Plane of Darkness and retrieve the Moonstone. This I vow. For Sommerlund and the Kai--so long as I live, Naar will never conquer Magnamund!

+

This is grave news indeed, Lone Wolf, says Lord Rimoah, in a suddenly sombre tone. The Moonstone contains great power. It can create life and it can also destroy lifeutterly. If Naar were able to fully harness its power he could use it to destroy all life on Magnamund. I fear it is just a matter of time before he fathoms its secrets. The Moonstone was once a blessing for the creatures of this world. In Naars hand it could become the curse of us all.

+

I for one shall not permit this, you reply defiantly. I shall find the means to return to the Plane of Darkness and retrieve the Moonstone. This I vow. For Sommerlund and the Kaiso long as I live, Naar will never conquer Magnamund!

Your courage is an inspiration to us all, Grand Master, says Lord Ardan respectfully.

Aye, to us all, echoes Lord Rimoah. And be assured, Lone Wolf, soon you will have the opportunity to enact your pledge, for it is within our power to help you fulfil your vow.

Turn to 145. @@ -2554,7 +2553,7 @@

You insert the tip of your dagger into the slot and instantly you are blinded by a flash of brilliant white light. A searing pain runs down the length of your arm and you are thrown backwards by this sudden release of energy: lose 4 ENDURANCE points.

-

Your dagger has been reduced to twisted molten scrap by the sudden flash (erase this item from your Weapons List), but at least it has served its purpose. As the crackling noise of the electrical discharge gradually fades, you hear another sound--a grating squeal. Anxiously you watch as the great portal slowly swings open.

+

Your dagger has been reduced to twisted molten scrap by the sudden flash (erase this item from your Weapons List), but at least it has served its purpose. As the crackling noise of the electrical discharge gradually fades, you hear another sounda grating squeal. Anxiously you watch as the great portal slowly swings open.

Turn to 343.
@@ -2584,7 +2583,7 @@

Instantly the swarm of insects becomes agitated and begins to buzz loudly. (Remember to reduce your ENDURANCE score by 4 for using a Kai Blast attack.)

-

You sense something is wrong and you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up into a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at all--they are getting ready to launch an attack.

+

You sense something is wrong and you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up into a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at allthey are getting ready to launch an attack.

If you wish to attempt to escape from these angry insects, turn to 212. If you choose to stand and face them, turn to 318.
@@ -2604,7 +2603,7 @@

You sense there is a magical resistance to your counterspell which grows rapidly until there is a blinding flash of brilliant white light. A wave of searing heat explodes from the slot and you are thrown backwards by the blast: lose 2 ENDURANCE points.

-

You are left dazed and singed by the sudden release of energy, but at least your efforts were not in vain. As the crackling noise of the electrical discharge gradually fades, you hear another sound--a grating squeal--and anxiously you watch as the great portal slowly swings open.

+

You are left dazed and singed by the sudden release of energy, but at least your efforts were not in vain. As the crackling noise of the electrical discharge gradually fades, you hear another sounda grating squealand anxiously you watch as the great portal slowly swings open.

Turn to 343.
@@ -2675,7 +2674,7 @@ 176 -

You recognize these creatures for you have encountered them once before, when your Magnakai quest took you to the fringes of the Neverness in the Daziarn Plane. They are Shadow Reavers--wholly evil spirit-entities. They serve Naars champions of darkness as scouts and messengers upon the non-corporeal planes of existence.

+

You recognize these creatures for you have encountered them once before, when your Magnakai quest took you to the fringes of the Neverness in the Daziarn Plane. They are Shadow Reaverswholly evil spirit-entities. They serve Naars champions of darkness as scouts and messengers upon the non-corporeal planes of existence.

Turn to 47.
@@ -2739,8 +2738,8 @@

You make a brave leap for the last wagon in the line and land among its cargo of glowing ore with a stunning jolt: lose 2 ENDURANCE points. This wagon is only partially filled and you are able to stay hidden as it trundles on its way. You soon pass a junction where another tunnel joins with this main passageway, and from here onwards you feel the temperature steadily rising. Although your Platinum Amulet protects you from the increasing heat, your senses warn you that you are in grave and ever-increasing danger. The ore in this wagon is highly radioactive and your Kai skills and amulet can afford you only limited protection from its deadly gamma rays.

Fearful of this deadly cargo, you haul yourself over the rear of the wagon and get ready to abandon your ride. Your pulse races in anticipation of the jump for the wagon is moving at high speed and the rocky tunnel floor is no more than a speeding blur just inches below your feet.

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

- If your total score is now 0-2, turn to 342. - If it is 3-7, turn to 117. + If your total score is now 02, turn to 342. + If it is 37, turn to 117. If it is 8 or higher, turn to 221.
@@ -2749,7 +2748,7 @@ 182 -

You speak the arcane words of the Old Kingdom spell--Invisible Fist--and project your clenched right hand at the attacking creature. The beast is in mid-air when an invisible shock wave hits it squarely in the chest and sends it spinning head over tail to crash heavily against the wall. Limp and unconscious, it slides down the moisture-slick wall and arrives at the bottom of the ramp in a twisted heap.

+

You speak the arcane words of the Old Kingdom spellInvisible Fistand project your clenched right hand at the attacking creature. The beast is in mid-air when an invisible shock wave hits it squarely in the chest and sends it spinning head over tail to crash heavily against the wall. Limp and unconscious, it slides down the moisture-slick wall and arrives at the bottom of the ramp in a twisted heap.

With the beast now unconscious, you turn your attention to the portal and examine its surface in the hope of finding a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and, just as you believe it will, it moves inwards with an audible clunk! Moments later the portal creaks open and you hurry through, slamming it shut behind you to prevent the beast from following in your wake when eventually it recovers its senses.

Turn to 210.
@@ -2759,7 +2758,7 @@ 183 -

Seated on the throne is a huge being whom you judge to be more than seven metres tall. She appears to have the body of a human female, although it is difficult to be completely sure for she is slumped forward over the adjacent table, her face buried in her crossed arms as if asleep. She has a coarse mane of black hair and the skin of her hands has a deathly corpse-like pallor. The few remaining parts of her body which are visible are sheathed in pieces of shiny black armour. Your skin prickles with apprehension when you stare at this sleeping giantess for you sense that she is the Demoness Shamath--the ruler of this realm.

+

Seated on the throne is a huge being whom you judge to be more than seven metres tall. She appears to have the body of a human female, although it is difficult to be completely sure for she is slumped forward over the adjacent table, her face buried in her crossed arms as if asleep. She has a coarse mane of black hair and the skin of her hands has a deathly corpse-like pallor. The few remaining parts of her body which are visible are sheathed in pieces of shiny black armour. Your skin prickles with apprehension when you stare at this sleeping giantess for you sense that she is the Demoness Shamaththe ruler of this realm.

Suddenly the sound of approaching footsteps echoes from one of the nearby tunnels. Anxious to avoid the risk of a confrontation, you slip into the chamber and take cover behind one of the icy pillars that encircle the walls. Moments later, you see two robed figures glide into the hall. They are carrying between them a large phial of golden fluid which rests upon a pillow of purple silk. As they pass close by your hiding place, you hastily call upon your Kai skills to mask your physical and mental presence.

Turn to 243.
@@ -2769,7 +2768,7 @@ 184 -

With your back pressed hard against the wall of the pit, you quickly recite the words of the Brotherhood spell--Invisible Shield--as you draw a circle in the air directly above your head. Nzapok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.

+

With your back pressed hard against the wall of the pit, you quickly recite the words of the Brotherhood spellInvisible Shieldas you draw a circle in the air directly above your head. Nzapok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.

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

If your total is 4 or less, turn to 206. If it is 5 or more, turn to 154. @@ -2810,7 +2809,7 @@ 188 -

You draw your sword and sense at once that its mere physical presence within their throne hall is causing the Knae a great deal of discomfort. You detect a surge of anxiety in the mental communication passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

+

You draw your sword and sense at once that its mere physical presence within their throne hall is causing the Knae a great deal of discomfort. You detect a surge of anxiety in the mental communication passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand and comes speeding towards your chest.

If you wish to attempt to dodge this gout of fire, turn to 130. If instead you wish to try to deflect it with the blade of your sword, turn to 319. @@ -2874,7 +2873,7 @@ 194 -

Upon reaching the lip of the crater you discover that the lining of the cone is surprisingly smooth. You look down to the vent at its centre and your suspicions are further aroused when you note that it is perfectly symmetrical. No natural volcanic forces could have created this precisely circular hole and it prompts you to slide into the cone to take a closer look. When you reach the vent you discover it consists of a circular platform of carved stone blocks with a well-like opening at its middle. It immediately reminds you of the Tahou Cauldron--a well in the centre of the city of Tahou which gives access to the ancient subterranean city of Zaaryx located a mile below its streets. However, unlike the open vent of the Tahou Cauldron, this hole is filled with a shimmering blue light.

+

Upon reaching the lip of the crater you discover that the lining of the cone is surprisingly smooth. You look down to the vent at its centre and your suspicions are further aroused when you note that it is perfectly symmetrical. No natural volcanic forces could have created this precisely circular hole and it prompts you to slide into the cone to take a closer look. When you reach the vent you discover it consists of a circular platform of carved stone blocks with a well-like opening at its middle. It immediately reminds you of the Tahou Cauldrona well in the centre of the city of Tahou which gives access to the ancient subterranean city of Zaaryx located a mile below its streets. However, unlike the open vent of the Tahou Cauldron, this hole is filled with a shimmering blue light.

Turn to 331.
@@ -2925,7 +2924,7 @@

Using your innate Magnakai Discipline of Nexus, you focus all of your mental powers on the circular slot and will the lock to disengage. You sense there is a magical resistance to your command which grows rapidly until there is a blinding flash of brilliant white light. A wave of searing heat explodes from the slot and you are thrown backwards by the blast: lose 2 ENDURANCE points.

-

You are left dazed and singed by the sudden release of energy, but at least your efforts were not in vain. As the crackling noise of the electrical discharge gradually fades, you hear another sound--a grating squeal--and anxiously you watch as the great portal slowly swings open.

+

You are left dazed and singed by the sudden release of energy, but at least your efforts were not in vain. As the crackling noise of the electrical discharge gradually fades, you hear another sounda grating squealand anxiously you watch as the great portal slowly swings open.

Turn to 343.
@@ -2934,7 +2933,7 @@ 200 -

Before the dragon-gate stands an armoured colossus. Clad from horned helm to booted foot in glowing black plate armour, this mighty warrior stands a full arms length taller than yourself and radiates an evil so intense that you feel your skin crawling with fear and revulsion. In his right hand he wields a broadsword carved with runes of power, and in his left a dagger that bleeds scarlet venom. He raises the sword and spears of blue lightning arc from the surrounding chasm wall to earth themselves upon the hilt of his unholy blade. You launch a psychic probe to test the mental defences of this god-like warrior and you are shocked when you fail to locate his mindforce. You sense that this being is a living entity, and that he is the source of the power that has drawn you to this chasm, yet it is as if his mind has been erased. He has the psyche of an automaton--cold, brutal, and utterly unhuman. His mental state presents a formidable defence against your powerful psychic disciplines, rendering them near-useless. Yet where your psychic skills may fail, your agility and your mastery of conventional combat may prove especially effective against this hulking foe.

+

Before the dragon-gate stands an armoured colossus. Clad from horned helm to booted foot in glowing black plate armour, this mighty warrior stands a full arms length taller than yourself and radiates an evil so intense that you feel your skin crawling with fear and revulsion. In his right hand he wields a broadsword carved with runes of power, and in his left a dagger that bleeds scarlet venom. He raises the sword and spears of blue lightning arc from the surrounding chasm wall to earth themselves upon the hilt of his unholy blade. You launch a psychic probe to test the mental defences of this god-like warrior and you are shocked when you fail to locate his mindforce. You sense that this being is a living entity, and that he is the source of the power that has drawn you to this chasm, yet it is as if his mind has been erased. He has the psyche of an automatoncold, brutal, and utterly unhuman. His mental state presents a formidable defence against your powerful psychic disciplines, rendering them near-useless. Yet where your psychic skills may fail, your agility and your mastery of conventional combat may prove especially effective against this hulking foe.

If you possess a Bow and wish to use it, turn to 336. If you do not possess a Bow, or choose not to use it, turn to 26.
@@ -2955,7 +2954,7 @@

The ridge leads you more than a mile into this unwholesome morass yet you encounter no sign of animal life. A strange quietness overhangs the swamp, an eerie calm which accentuates the aura of evil that is radiating from every rock and murky pool.

-

As you press on, the cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky blue. You raise the hood of your cloak and continue, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. This rain is not water--it is a vile and corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable. Rather than risk them being ruined, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a clump of stunted, thorn-studded trees which stand upon a knoll several hundred yards ahead.

+

As you press on, the cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky blue. You raise the hood of your cloak and continue, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. This rain is not waterit is a vile and corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable. Rather than risk them being ruined, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a clump of stunted, thorn-studded trees which stand upon a knoll several hundred yards ahead.

If you possess the Discipline of Grand Huntmastery, and have reached the Kai rank of Grand Guardian or higher, turn to 123. If you do not possess this skill, or if you have yet to attain this level of Kai mastery, turn to 78.
@@ -3005,8 +3004,8 @@ 207 -

You recognize the vengeful visage of Darklord Gnaag--the Archlord of Helgedad--who was destroyed by your hand and whose body was incarcerated in the ruins of Helgedad. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

-

The spirit of Darklords Haakon and Kraagenskl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener druids, acolytes of Vashna, Nadziranim and their Liganim minions.

+

You recognize the vengeful visage of Darklord Gnaagthe Archlord of Helgedadwho was destroyed by your hand and whose body was incarcerated in the ruins of Helgedad. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

+

The spirit of Darklords Haakon and Kraagenskl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener druids, acolytes of Vashna, Nadziranim and their Liganim minions.

But there is one ghostly figure that is more terrifying than all the others, and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

Turn to 170.
@@ -3016,7 +3015,7 @@ 208 -

Having determined that the force protecting this door is magical, you decide to cast the Brotherhood spell--Counterspell--upon it to cancel its effect.

+

Having determined that the force protecting this door is magical, you decide to cast the Brotherhood spellCounterspellupon it to cancel its effect.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or higher; add 1 to the number you have picked. If your present Kai rank is Sun Thane or higher, add a further 1.

If your total is now 6 or less, turn to 169. If it is 7 or more, turn to 87.
@@ -3026,7 +3025,7 @@ 209 -

The moment you enter the beam, you feel yourself descending through the centre of the temple encased in a cocoon of shimmering blue light. Gradually the heat of the nest of fire gives way to a pleasant coolness, but as you continue your descent deeper and deeper into the unknown, this equable temperature slowly transforms into an unbearable icy chill. Never before have you experienced the terrible coldness that engulfs you now, and sadly you will never experience it again. For despite the protections of your Grand Master Disciplines and your platinum amulet, you do not possess the Scarab of the Wingless Dragon--the only artifact that can protect you from the supernatural cold of the domain through which you are passing.

+

The moment you enter the beam, you feel yourself descending through the centre of the temple encased in a cocoon of shimmering blue light. Gradually the heat of the nest of fire gives way to a pleasant coolness, but as you continue your descent deeper and deeper into the unknown, this equable temperature slowly transforms into an unbearable icy chill. Never before have you experienced the terrible coldness that engulfs you now, and sadly you will never experience it again. For despite the protections of your Grand Master Disciplines and your platinum amulet, you do not possess the Scarab of the Wingless Dragonthe only artifact that can protect you from the supernatural cold of the domain through which you are passing.

Tragically, your life and your quest comes to a frozen end as you attempt to escape from the realm of Huanzhor the Dragonlord.

@@ -3047,8 +3046,8 @@ 211 -

You raise Skarn-Ska and a crackling arc of electricity leaps from the tip of the blade to arc itself to the floor near Kekataags feet. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your blade is unsheathed, for he fears that your magically-forged weapon could wound and weaken him. He is content to allow his mighty champion--Kekataag--the pleasure of slaying you on his behalf.

-

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cry--For Sommerlund and the Kai! and launch yourself at your fell adversary in an attempt to land the first blow.

+

You raise Skarn-Ska and a crackling arc of electricity leaps from the tip of the blade to arc itself to the floor near Kekataags feet. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your blade is unsheathed, for he fears that your magically-forged weapon could wound and weaken him. He is content to allow his mighty championKekataagthe pleasure of slaying you on his behalf.

+

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cryFor Sommerlund and the Kai! and launch yourself at your fell adversary in an attempt to land the first blow.

Kekataag the Avenger6058

This enemy is an undead warrior. Your sword is especially effective against him and you may therefore add 3 to your COMBAT SKILL for the duration of this combat.

If you win the fight, turn to 29. @@ -3126,7 +3125,7 @@

From the depths of the void seven glowing shapes appear. At first they defy your direct gaze, as if these shadowy semblances can only be observed from a particular angle, but as steadily they draw closer so they solidify and their fearsome shape becomes plain to see. They appear as seven skeletal riders, each cloaked in a glowing robe and mounted upon a hellish, supernatural steed. They wield lances wreathed with white flames and their eyes are pin-points of red fire.

- If you have ever visited Yanis--the Shining City--in a previous Lone Wolf adventure, turn to 176. + If you have ever visited Yanisthe Shining Cityin a previous Lone Wolf adventure, turn to 176. If you have never visited this place, turn to 47.
@@ -3144,7 +3143,7 @@ 220 -

The piles of building materials and the partially-finished dwellings which surround the base of the main temple make it easy for you to approach this edifice without being seen. Your Kai senses confirm that this grand construction is the lair of Huanzhor; the master of this fiery domain, and they also confirm that the evil Dragonlord is not in residence. You skirt around the base of the temple until you locate an entrance which is guarded by two armoured reptillians. Using your Magnakai skills you lure these guards away from their posts just long enough for you to gain entry. Once inside, you discover that at ground level the temple comprises just one large chamber which is supported by a single central pillar that runs through the middle of the building. A circular stair winds around the outside of this pillar, giving access to the levels above. Cautiously you ascend the stairs and pass through four levels, all empty. The higher you climb, the hotter it becomes until, when you reach the uppermost tier of the temple, only your platinum amulet saves you from being roasted alive. In the roof of this narrow circular chamber you discover an open trapdoor through which you can see a mass of flickering orange flames. You sense that it is the base of the nest of fire, the location, as told in the Tome of Darkness, of the Scarab of the Wingless Dragon--the artifact that can secure your escape from this domain. With bated breath you climb the scorched steps which lead to the open trapdoor in the base of the nest of fire, but as you draw closer, your sixth senses warn you that the opening is not all it seems. It is protected by an invisible shield of magical energy.

+

The piles of building materials and the partially-finished dwellings which surround the base of the main temple make it easy for you to approach this edifice without being seen. Your Kai senses confirm that this grand construction is the lair of Huanzhor; the master of this fiery domain, and they also confirm that the evil Dragonlord is not in residence. You skirt around the base of the temple until you locate an entrance which is guarded by two armoured reptillians. Using your Magnakai skills you lure these guards away from their posts just long enough for you to gain entry. Once inside, you discover that at ground level the temple comprises just one large chamber which is supported by a single central pillar that runs through the middle of the building. A circular stair winds around the outside of this pillar, giving access to the levels above. Cautiously you ascend the stairs and pass through four levels, all empty. The higher you climb, the hotter it becomes until, when you reach the uppermost tier of the temple, only your platinum amulet saves you from being roasted alive. In the roof of this narrow circular chamber you discover an open trapdoor through which you can see a mass of flickering orange flames. You sense that it is the base of the nest of fire, the location, as told in the Tome of Darkness, of the Scarab of the Wingless Dragonthe artifact that can secure your escape from this domain. With bated breath you climb the scorched steps which lead to the open trapdoor in the base of the nest of fire, but as you draw closer, your sixth senses warn you that the opening is not all it seems. It is protected by an invisible shield of magical energy.

If you possess a Blue Diamond, turn to 295. If you do not possess this Special Item, turn to 239.
@@ -3197,7 +3196,7 @@ 225 -

Using your improved Grand Mastery, you cause yourself to soar at great speed towards the distant bridge. Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damned--the exit from Avarvaes domain.

+

Using your improved Grand Mastery, you cause yourself to soar at great speed towards the distant bridge. Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damnedthe exit from Avarvaes domain.

Turn to 150.
@@ -3227,8 +3226,8 @@ 228 -

Seated on the two throne-like chairs perched upon the back of the rotting carcass appear the ghastly forms of the Knae--the Lords of Decay. They are a hideous sight, and your stomach churns with revulsion as you struggle to comprehend their abominable manifestation. Their torsoes resemble two mounds of glistening black jelly, studded with polyps and ulcers and sores that exude a noxious grey slime. They have flat heads that are oval-shaped and shell-like, with puckered mouths and indented eye-slits that radiate an evil yellow light. From their rubbery sides protrude two snaky limbs ending in three-fingered hands coloured a sickly, leprous green-grey. And fixed upon the first fingers of their right hands you see rings of gleaming gold that are exquisitely crafted and embellished with intricate patterns. These rings are exceptionally beautiful and seem glaringly out of place upon the fingers of these grotesque beings.

-

As you stare at the rings you recall the text of the Tome of Darkness and its instruction that if you are to leave this rotting domain, you must first obtain a ring from the Knae. Your Kai sixth sense confirms that these are the rings, and the tunnel-like opening in the body of the carcass is the exit from this realm of putrefaction. Your senses also reveal that the Knae are communicating with each other telepathically. Their eyes glow with increasing intensity and you fear that they are getting ready to launch a magical assault against you.

+

Seated on the two throne-like chairs perched upon the back of the rotting carcass appear the ghastly forms of the Knaethe Lords of Decay. They are a hideous sight, and your stomach churns with revulsion as you struggle to comprehend their abominable manifestation. Their torsoes resemble two mounds of glistening black jelly, studded with polyps and ulcers and sores that exude a noxious grey slime. They have flat heads that are oval-shaped and shell-like, with puckered mouths and indented eye-slits that radiate an evil yellow light. From their rubbery sides protrude two snaky limbs ending in three-fingered hands coloured a sickly, leprous green-grey. And fixed upon the first fingers of their right hands you see rings of gleaming gold that are exquisitely crafted and embellished with intricate patterns. These rings are exceptionally beautiful and seem glaringly out of place upon the fingers of these grotesque beings.

+

As you stare at the rings you recall the text of the Tome of Darkness and its instruction that if you are to leave this rotting domain, you must first obtain a ring from the Knae. Your Kai sixth sense confirms that these are the rings, and the tunnel-like opening in the body of the carcass is the exit from this realm of putrefaction. Your senses also reveal that the Knae are communicating with each other telepathically. Their eyes glow with increasing intensity and you fear that they are getting ready to launch a magical assault against you.

If you possess Assimilance, and have attained the Kai rank of Sun Prince, turn to 273. If you possess the Sommerswerd and wish to use it, turn to 188. If you possess Skarn-Ska and wish to use it, turn to 347. @@ -3242,7 +3241,7 @@

The poisonous fumes are highly corrosive and, despite your natural Kai defences, your close proximity to the smouldering bundle causes painful blisters to erupt on the exposed parts of your hands and face.

Pick a number from the Random Number Table. If the number you have picked is odd (1,3,5,7,9) deduct 3 ENDURANCE points from your current total. If the number you have picked is even (0,2,4,6,8) deduct 5 ENDURANCE points.

-

Gritting your teeth against the pain of these chemical burns, you draw on your powers of infravision to counter the effects of the blinding smoke. At once you are able to see again and you can clearly make out the leaders of the shambling legion--they are now just a few yards from the entrance.

+

Gritting your teeth against the pain of these chemical burns, you draw on your powers of infravision to counter the effects of the blinding smoke. At once you are able to see again and you can clearly make out the leaders of the shambling legionthey are now just a few yards from the entrance.

If you wish to attempt to escape before they block the entrance completely, turn to 151. If you choose to stand and fight them, turn to 32.
@@ -3261,7 +3260,7 @@ 231 -

You reach up and grab one of the supporting beams, but your fingers slip on its dusty surface and you fall heavily on your back. Winded by the impact, you fail to scramble to your feet in time to avoid the onrushing leviathan. This gigantic beetle-creature slams you to the ground and flattens you beneath its vast bulk, yet amazingly you survive this collision--but not for very long. Trailing in the creatures wake are a long line of wagons piled high with grey metallic ore. You are hit by several of these heavy iron carriages and killed.

+

You reach up and grab one of the supporting beams, but your fingers slip on its dusty surface and you fall heavily on your back. Winded by the impact, you fail to scramble to your feet in time to avoid the onrushing leviathan. This gigantic beetle-creature slams you to the ground and flattens you beneath its vast bulk, yet amazingly you survive this collisionbut not for very long. Trailing in the creatures wake are a long line of wagons piled high with grey metallic ore. You are hit by several of these heavy iron carriages and killed.

Tragically, your life and your quest end here in the Mines of Zantaz.

@@ -3273,7 +3272,7 @@

Gradually the sea mist clears and you catch sight of land on the horizon. Your senses tingle with expectation for you have now entered a new realm of the Plane of Darkness and you are aware of several dramatic changes to your immediate surroundings. The sluggish grey sea has become a muddy brown sludge that clings to your paddle like marsh slime. Every time you break the crusty surface a cloud of tiny black insects erupts from the slime and soars into the warm, fetid air. The sky above is no longer green; it is a bilious yellow and it is streaked with high clouds that flash intermittently with sheet lightning.

Despite the glue-like consistency of the ocean, you detect a strong tidal undertow. Rather than fight it you decide to cease paddling and allow it to carry you towards the distant shore. While you wait for the current to do its work, you retrieve the Tome of Darkness from your backpack and turn through its pages in the hope of learning some of the secrets of this new, foul-smelling realm.

The page that revealed to you information about Nzapoks realm is now blank, but the one following it has changed in both colour and texture. Lines of spidery writing have appeared on a page that now looks and feels like cured animal hide. Once again, using your Magnakai Discipline of pathsmanship, you are able to decipher much of this arcane text.

-

The writings tell of two powerful beings called the Knae--the Lords of Decay--and of their throne of power which is located upon the rotting corpse of Ghandezh--the Wyrm of Naaros. You scan the page, passing over a long list of vile deeds that have earned the Knae the right to rule their ignoble realm, until you come to the part which details the secret names which can bind them. The names are Jantoor and Rhunadan. The text instructs those who would use these names in the presence of the Knae to exercise great caution, for if the name that is spoken is not directed at the correct Lord of Decay, the evocator will sacrifice his body and soul and be enslaved to the Knae forever upon the realm of putrefaction. The text gives no indication of how to identify each of the Knae and does not state how and when their secret names should be used to bind them. Yet it does state that in order to leave their realm one must possess a ring of power, one of two such rings which exist and are worn upon the first fingers of the right hands of the Knae.

+

The writings tell of two powerful beings called the Knaethe Lords of Decayand of their throne of power which is located upon the rotting corpse of Ghandezhthe Wyrm of Naaros. You scan the page, passing over a long list of vile deeds that have earned the Knae the right to rule their ignoble realm, until you come to the part which details the secret names which can bind them. The names are Jantoor and Rhunadan. The text instructs those who would use these names in the presence of the Knae to exercise great caution, for if the name that is spoken is not directed at the correct Lord of Decay, the evocator will sacrifice his body and soul and be enslaved to the Knae forever upon the realm of putrefaction. The text gives no indication of how to identify each of the Knae and does not state how and when their secret names should be used to bind them. Yet it does state that in order to leave their realm one must possess a ring of power, one of two such rings which exist and are worn upon the first fingers of the right hands of the Knae.

You close the tome and stow it in your backpack. Time has passed rapidly while you have been consulting the book, and your canoe is now but a few hundred yards from the shore. Directly ahead you can see the estuary of a river, and away to your left you note a stony beach which gently ascends to a forest of grey-green trees.

If you wish to paddle your canoe into the river estuary, turn to 216. If you decide to beach your craft on the stony shore and explore the forest beyond, turn to 85. @@ -3327,7 +3326,7 @@ 237 -

You do not have long to wait for the threat to materialize. Bursting from out of the smoky wall of the chamber comes Naars fearsome champion--Kekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

+

You do not have long to wait for the threat to materialize. Bursting from out of the smoky wall of the chamber comes Naars fearsome championKekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffet your mind.

If you possess the Sommerswerd, turn to 121. If you possess Skarn-Ska, turn to 211. @@ -3350,7 +3349,7 @@

A closer look at the raised stonework surrounding the trapdoor reveals an unbroken line of engravings that flow around a number of square indentations in the scorched basalt. You focus on these and your Kai senses reveal them to be part of a combination lock which activates the spell that protects this hatch. If you press the correct number of hollows in the correct order; you will cause the shielding spell to vanish.

-

Carefully you study the engravings and decipher a series of clues within their shapes which help you to deduce the correct number of hollows, and the order in which they must be pressed. This secret sequence is equal to exactly half the value of the runic number inscribed on the inner band of the Knae Ring.

+

Carefully you study the engravings and decipher a series of clues within their shapes which help you to deduce the correct number of hollows, and the order in which they must be pressed. This secret sequence is equal to exactly half the value of the runic number inscribed on the inner band of the Knae Ring.

If you think you know what this secret number is, turn now to the entry that is the same as your answer.

If you do not know the answer, turn to 172.
@@ -3389,7 +3388,7 @@

In unison, the robed figures levitate several paces from the floor so that they are able to rest the pillow and phial upon the surface of the great marble table. Then silently they lower themselves back to the ground where they wait patiently for the Demoness to stir from her slumber. After several minutes she raises her head and you are shocked to see that her womanly face is hideously scarred and disfigured.

-

Ah, my lieutenants, she says, yawning and stretching her arms wide, I see your work is complete. By Naar, I hunger for revenge upon Avarvae--I trust your elixir will make her pay for the torment she has wrought me.

+

Ah, my lieutenants, she says, yawning and stretching her arms wide, I see your work is complete. By Naar, I hunger for revenge upon AvarvaeI trust your elixir will make her pay for the torment she has wrought me.

All is ready, supreme mistress, reply the robed ones, sycophantically. Clearly their answer pleases the Demoness. Her ruined face twists into the semblance of a smile as she picks up the phial and examines it closely. The glass bottle looks especially fragile and tiny as she holds it between her gigantic index finger and thumb.

Excellent! she murmurs. Soon she shall pay for what she did to me.

The Demoness Shamath rises from her throne and turns towards the seething pool of black fluid which is set into the floor close by. The shimmering waters grow calm and you see her scarred reflection in the pool. Then the fluids seethe afresh and her image swirls and changes. When it reforms you see, to your horror, that the reflection is no longer that of the Demoness. The face staring back from the surface of the pool is yours!

@@ -3404,7 +3403,7 @@

You insert the point of the arrow into the slot and instantly you are blinded by a flash of brilliant white light. A searing pain runs down the length of your arm and you are thrown backwards by this sudden release of energy: lose 4 ENDURANCE points.

-

The arrow has been reduced to cinders by the sudden flash (erase this from your Quiver, but at least it has served its purpose. As the crackling noise of the electrical discharge gradually fades, you hear another sound--a grating squeal. Anxiously you watch as the great portal slowly swings open.

+

The arrow has been reduced to cinders by the sudden flash (erase this from your Quiver, but at least it has served its purpose. As the crackling noise of the electrical discharge gradually fades, you hear another sounda grating squeal. Anxiously you watch as the great portal slowly swings open.

Turn to 343.
@@ -3413,7 +3412,7 @@ 245 -

You speak the words of the Brotherhood spell--Teleport--and focus your eyes upon the distant volcano. At once you feel yourself rising up from the uncertain soil, and then you soar like an eagle through the acrid burning air towards the distant crater.

+

You speak the words of the Brotherhood spellTeleportand focus your eyes upon the distant volcano. At once you feel yourself rising up from the uncertain soil, and then you soar like an eagle through the acrid burning air towards the distant crater.

The use of this Brotherhood spell costs you 2 ENDURANCE points, yet it saves you from a difficult and perilous trek across dangerous terrain.

To continue, turn to 86.
@@ -3423,7 +3422,7 @@ 246 -

Drawing once again upon your knowledge of Brotherhood magic, you utter the words of the spell--Teleport--and will yourself to move through the air towards a place on the far side of the clearing, close to the jungle perimeter. At first the arachnids come scurrying onto the shore to follow your line of flight, but you quickly out-distance them and they lose interest and return to the muddy river. As you descend to make your landing you see that, in frustration, they have turned their attention to your grounded canoe which they rip apart with their powerful jaws.

+

Drawing once again upon your knowledge of Brotherhood magic, you utter the words of the spellTeleportand will yourself to move through the air towards a place on the far side of the clearing, close to the jungle perimeter. At first the arachnids come scurrying onto the shore to follow your line of flight, but you quickly out-distance them and they lose interest and return to the muddy river. As you descend to make your landing you see that, in frustration, they have turned their attention to your grounded canoe which they rip apart with their powerful jaws.

The moment your feet touch the ground, you rush into the jungle and take cover in the dense undergrowth where you happen upon the remnants of a track. You follow this overgrown trail for nearly a mile until you come to the edge of another clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, making your way around the fruits, and hurry across the clearing towards a statue which is crouching among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76. If you do not possess this skill, or choose not to use it, turn to 177. @@ -3457,7 +3456,7 @@

The swirling spirit of Cadak condenses and shapes itself into a column of flickering light. It now resembles a large candle flame, but one that radiates an icy coldness. Within this chill flame you see Cadaks evil eyes glowing hypnotically. You draw on your psychic defences to shield yourself from an imminent attack and, moments later, you feel pulses of energy bombarding the wall that you have erected around your mind. You sense that your speedy and successful defence has greatly weakened your old enemy. You are about to turn the tables by launching a counter-attack when suddenly you hear something quite unexpected.

-

Spare me and forgive me, Lone Wolf, pleads Cadaks plaintive voice in your mind. I renounce my evil past. Forgive me so that death may free my soul from the slavery of Evil. Grant me this salvation and I shall help you to escape from the realm of the Knae.

+

Spare me and forgive me, Lone Wolf, pleads Cadaks plaintive voice in your mind. I renounce my evil past. Forgive me so that death may free my soul from the slavery of Evil. Grant me this salvation and I shall help you to escape from the realm of the Knae.

The host of maggots which carpet the floor of this foul hall suddenly recede like an ebb~tide. As they retreat, a glowing ring is revealed lying on the slime-smeared ground.

Take the ring, Lone Wolf. Take the ring and grant me your forgiveness. With the ring the way is clear for you to leave this hall through the Tunnel of the Wyrm.

Beyond the flame-like spirit of Cadak you can see the rotting rib-cage of the carcass. The semi-circular shadow that occupies it is now pulsing with a warm, amber light.

@@ -3471,7 +3470,7 @@

With trepidation you cast your eyes around the walls of this fiery nest to see a great shaking panoply of gold, orange and crimson flames. They shoot fifteen paces into the air and, despite your protections, they scorch you with their terrible heat. The floor of the nest is paved with glowing black metal and is heaped with scores of wondrous artifacts that comprise Huanzhors secret treasure hoard. Gems, jewellery, statuettes, armour and weapons of fiendish design and purpose are piled knee-high all around you. Close by the trapdoor you notice a pool of shimmering blue light that you immediately recognize to be an apex of a transporter beam, similar to that which brought you here from the crater. By its location you judge that it must pass through the central column which supports the nest and the temple below. At first you assume it gives access to the underground levels of the temple, but when you stare into its mesmerizing light your sixth sense reveals otherwise. This transporter beam leads to another realm within the Plane of Darkness.

-

Mindful of your purpose here, hurriedly you search the treasure hoard for the Scarab that will enable you to escape safely from this hellish domain. As you are sifting through the hundreds of artifacts, you suddenly hear a distant screech that is distinctively different from the coarse cawing of the passing lavas. Through the flickering wall of flames you glimpse the outline of a gigantic dragon as it emerges from a vent in the roof on the far side of the chasm. Immediately, a deathly silence fills the great cavern as the lavas and reptillians cease their activities and bow in deference to their master. Your pulse races when you see this monstrous creature come gliding across the chasm towards the temple for you know that he is Huanzhor the Dragonlord--the ruler of this realm of fire--and he is fast returning to his nest.

+

Mindful of your purpose here, hurriedly you search the treasure hoard for the Scarab that will enable you to escape safely from this hellish domain. As you are sifting through the hundreds of artifacts, you suddenly hear a distant screech that is distinctively different from the coarse cawing of the passing lavas. Through the flickering wall of flames you glimpse the outline of a gigantic dragon as it emerges from a vent in the roof on the far side of the chasm. Immediately, a deathly silence fills the great cavern as the lavas and reptillians cease their activities and bow in deference to their master. Your pulse races when you see this monstrous creature come gliding across the chasm towards the temple for you know that he is Huanzhor the Dragonlordthe ruler of this realm of fireand he is fast returning to his nest.

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

If your total score is 4 or less, turn to 77. If it is 5 or more, turn to 327. @@ -3482,7 +3481,7 @@ 251 -

You recite the words of the Brotherhood spell--Levitation--and feel yourself rise up into the tangle of ceiling joists above. Hurriedly you wedge yourself between a support beam and the rough rockface, then, seconds later, you glimpse the back of the gigantic beetle-creature as it thunders through the tunnel just a few feet below where you are hiding. A cloud of dust and a long line of ore wagons follow in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock, heavily veined with a mineral that radiates an eerie yellow luminescence.

+

You recite the words of the Brotherhood spellLevitationand feel yourself rise up into the tangle of ceiling joists above. Hurriedly you wedge yourself between a support beam and the rough rockface, then, seconds later, you glimpse the back of the gigantic beetle-creature as it thunders through the tunnel just a few feet below where you are hiding. A cloud of dust and a long line of ore wagons follow in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock, heavily veined with a mineral that radiates an eerie yellow luminescence.

If you wish to leap on the last ore wagon as it passes by below you, turn to 181. If you do not wish to leap on the wagon, turn to 204.
@@ -3515,7 +3514,7 @@

You unsheathe your magical sword and a halo of light engulfs its razor-sharp blade, illuminating the surrounding gloom of the chasm. The towering warrior roars with anger as the light from your sword washes over him; it is as if its goodly glow is causing him great pain. He bellows a phrase in the Dark Tongue and suddenly his broadsword is sheathed with a black fire that crackles and spits venomously. Then the cruel dagger clenched in his left hand begins to glow red. When its poisoned tip becomes white hot it emits a trail of noxious steam.

With a maniacal yell the warrior raises both of his weapons and strides forward, stabbing and slicing wildly as he advances upon you. The first blow from his sword hits your blade with such power that you are thrown back as far as the coiling tongue of rock will allow. You recover quickly then launch yourself forward in a swift and desperate attempt to seize the combat advantage.

Zantaz: COMBAT SKill 52 ENDURANCE 52

-

This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat (Sommerswerd--+8; Skarn-Ska--+5).

+

This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat (Sommerswerd+8; Skarn-Ska+5).

If you win this fight, turn to 186.
@@ -3635,8 +3634,8 @@

This circular hall is chillingly familiar, although you are sure that you have never been here before. Then a cold shiver runs down your spine when suddenly you recall where it was that you saw a chamber and runes uncannily similar to these. It was in Mogaruith, in the antechamber to Arch Druid Cadaks Throne Hall.

You magnify your vision and focus on the runes that decorate the floor. They are similar to those you encountered on the portal to this subterranean labyrinth when first you entered, and you feel your pulse quicken when slowly you are able to decipher part of their meaning:

-

Ye who seek entry to the Hall of the Knae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled; base metal without for thy fate to be sealed.

-

With great caution, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You were hoping that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Knae. Then you discover three small slots: one circular, one square and one triangular in shape.

+

Ye who seek entry to the Hall of the Knae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled; base metal without for thy fate to be sealed.

+

With great caution, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You were hoping that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Knae. Then you discover three small slots: one circular, one square and one triangular in shape.

If you possess any Gold Crowns, turn to 109. If you have no Gold Crowns, turn to 65.
@@ -3661,7 +3660,7 @@

Before the Demoness and her Lieutenants of Night can focus their attack, you use your improved Kai Discipline to launch a hasty psychic assault on all three beings simultaneously. Your rapid bolts of psychic power penetrate their defences and short-circuit their minds with devastating effect. The Lieutenants of Night fall screaming to the floor where they writhe in agony like wounded snakes. The Demoness reels and totters backwards, slumps down heavily upon her throne, and then grips her disfigured head with both hands as she struggles in vain to regain control of her mind.

Seizing your advantage, you unsheathe your weapon and rush forward. With two swift and deadly blows you dispatch the lieutenants in passing and then rush towards Shamaths gigantic throne. Through the red haze of the agony that fills her head, the Demoness sees you approaching. Immediately she slams her right hand down upon the arm of her throne, to where a glowing opal is set into the stone.

Gnekasha! you scream, giving voice to her secret name, and she freezes as still as a stone statue. But not before her clenched fist has struck the glowing gem.

-

Suddenly you hear a terrible sound; it is the screams and cries of Shamaths vengeful legions. With dread you glance over your shoulder and look to the source of the cacophony--the chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

+

Suddenly you hear a terrible sound; it is the screams and cries of Shamaths vengeful legions. With dread you glance over your shoulder and look to the source of the cacophonythe chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

Turn to 201.
@@ -3670,7 +3669,7 @@ 268 -

Framed in the archway is a snarling, sabre-toothed beast with eyes that radiate darkness, like two dull satanic orbs. It is hyena-like, and its hunched shoulders and straggly mane lend it an uncanny resemblance to the statue which sits atop this subterranean vault. Vile saliva drips from its fangs and snout, and an evil sound--part snickering, part bubbling--issues from its massive jaw.

+

Framed in the archway is a snarling, sabre-toothed beast with eyes that radiate darkness, like two dull satanic orbs. It is hyena-like, and its hunched shoulders and straggly mane lend it an uncanny resemblance to the statue which sits atop this subterranean vault. Vile saliva drips from its fangs and snout, and an evil soundpart snickering, part bubblingissues from its massive jaw.

Slowly and deliberately it descends the ramp towards you. As it moves you notice that the ribs of its great frame are showing through its furry hide, giving it an emaciated appearance. Your senses detect that it is starving and that it sees you as the answer to its gnawing hunger.

If you possess some Muntaag Honey, turn to 159. If you do not possess this Special Item, turn to 321. @@ -3692,7 +3691,7 @@ 270 -

Through a square hole in the wall of the tower; you catch your first clear view of this subterranean domain which lies deep beneath the crater. Nestling within a colossal cavern of crimson lava-rock, you look out across an alien city that is split in two by a steep-sided chasm. Lavas swoop back and forth across this divide while their wingless comrades traverse it by means of a narrow bridge constructed from blocks of blue-grey basalt. As you stare at the stubby towers and flat-roofed dwellings clustered on either side, your heart suddenly skips a beat. Perched upon a vast mound of shiny black cubes on the far side of the chasm you see a temple. Carvings of dragons embellish its angular surfaces, engraved in such a fashion that their scaly bodies lie recumbent around the base of the edifice whilst their tails writhe towards its highest level. Here they become entwined to form a twisted stem. Atop this stem, like branches fanning out above the trunk of a petrified tree, you see an inverted cupola of bright orange flames--a nest of fire. Your senses confirm that you have found the lair of Huanzhor the Dragonlord, as revealed in the Tome of Darkness. This is the nest of fire which lies upon the Tree of the Wyrm, and it is here that you will find the scarab that will allow you to leave Huanzhors hellish domain. Quietly you resolve to reach the distant temple and achieve this aim.

+

Through a square hole in the wall of the tower; you catch your first clear view of this subterranean domain which lies deep beneath the crater. Nestling within a colossal cavern of crimson lava-rock, you look out across an alien city that is split in two by a steep-sided chasm. Lavas swoop back and forth across this divide while their wingless comrades traverse it by means of a narrow bridge constructed from blocks of blue-grey basalt. As you stare at the stubby towers and flat-roofed dwellings clustered on either side, your heart suddenly skips a beat. Perched upon a vast mound of shiny black cubes on the far side of the chasm you see a temple. Carvings of dragons embellish its angular surfaces, engraved in such a fashion that their scaly bodies lie recumbent around the base of the edifice whilst their tails writhe towards its highest level. Here they become entwined to form a twisted stem. Atop this stem, like branches fanning out above the trunk of a petrified tree, you see an inverted cupola of bright orange flamesa nest of fire. Your senses confirm that you have found the lair of Huanzhor the Dragonlord, as revealed in the Tome of Darkness. This is the nest of fire which lies upon the Tree of the Wyrm, and it is here that you will find the scarab that will allow you to leave Huanzhors hellish domain. Quietly you resolve to reach the distant temple and achieve this aim.

You magnify your vision and your hopes rise when you see that both the fiery nest and the temple appear to be uninhabited. However, your enthusiasm is soon tempered when you consider how you can reach the far side undetected. For several minutes you observe the lavas flying over the chasm and the traffic of wingless reptillians who cross via the bridge. The construction of new dwellings is taking place on the far side and the lavas are busy overseeing the transportation of building blocks from a quarry situated close to the tower in which you are standing. Under the direction of the lavas, a steady convoy of winged dragons transports these quarried blocks across the chasm in great nets which are slung beneath their bellies. As you watch this activity, you formulate two ways of reaching the far side. You could attempt to cross the bridge during a lull in the traffic, or you could try to stow away in one of the nets being ferried across by the lumbering dragons.

If you wish to attempt to cross the chasm via the bridge, turn to 259. If you decide to try to stow away in one of the dragons nets, turn to 179. @@ -3715,7 +3714,7 @@

From the depths of the void there speeds forth a colossal chariot, drawn by four supernatural lionesses and driven by an astral being who bears the semblance of a stunningly beautiful woman. Pale green beams of light issue from her eyes and wisps of silvery mist trail from her ebony tresses. She wields a whip that sparkles with magical fire and her magnificent carriage is escorted by one hundred shadowy outriders, each armed with a lance of cold flame.

-

Your initial fears are compounded when your Kai senses detect that this being is Avarvae the Tormentress--the ruler of this vast domain. She brings her chariot to a halt and signals to her escorts, with a contemptuous flick of an elegant wrist, to rein in their steeds and wait for her return. Then she glides from her carriage upon a carpet of silvery mist and moves effortlessly towards you. As her gigantic face looms above, you see a sneer of disdain curl her cruel, voluptuous lips.

+

Your initial fears are compounded when your Kai senses detect that this being is Avarvae the Tormentressthe ruler of this vast domain. She brings her chariot to a halt and signals to her escorts, with a contemptuous flick of an elegant wrist, to rein in their steeds and wait for her return. Then she glides from her carriage upon a carpet of silvery mist and moves effortlessly towards you. As her gigantic face looms above, you see a sneer of disdain curl her cruel, voluptuous lips.

If you possess the Shamath Potion, turn to 256. If you do not possess this potion, turn to 146.
@@ -3725,11 +3724,11 @@ 273 -

You draw upon your improved Discipline to create an illusory double of yourself which appears standing a few yards away to your right. You sense that this unexpected apparition causes a wave of anxiety in the mental communication passing between the Knae. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

+

You draw upon your improved Discipline to create an illusory double of yourself which appears standing a few yards away to your right. You sense that this unexpected apparition causes a wave of anxiety in the mental communication passing between the Knae. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand.

Pick a number from the Random Number Table.

- If the number you have picked is 0-4, turn to 58. - If it is 5-9, turn to 153. + If the number you have picked is 04, turn to 58. + If it is 59, turn to 153.
@@ -3809,7 +3808,7 @@ 281 -

You whisper the words of the Brotherhood spell--Vigour--and feel a sudden surge of energy course through your body. You stagger to your feet and rush towards the glowing portal, leaping through it just as the retracting coil of rock reaches the mouth of the dragon-gate. The crash of stone echoes in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

+

You whisper the words of the Brotherhood spellVigourand feel a sudden surge of energy course through your body. You stagger to your feet and rush towards the glowing portal, leaping through it just as the retracting coil of rock reaches the mouth of the dragon-gate. The crash of stone echoes in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

Pick a number from the Random Number Table. (0=10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet (remember your ENDURANCE score cannot exceed the total with which you began this adventure).

After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot cindery ground and you crash forwards to land in a tangled heap.

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125. @@ -3822,7 +3821,7 @@

You sense that the Dark God Naar is present in this chamber, but he is being prevented from materializing by Alyss who is courageously using the last of her stamina to hold him at bay to assist you in the fight against his champion.

-

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his impatient eagerness to commence combat. In response, you give voice to your battle-cry--For Sommerlund and the Kai! and launch yourself at your fell adversary in an attempt to land the first blow.

+

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his impatient eagerness to commence combat. In response, you give voice to your battle-cryFor Sommerlund and the Kai! and launch yourself at your fell adversary in an attempt to land the first blow.

Kekataag the Avenger6058

You gain a temporary advantage from your speedy attack: you may ignore any ENDURANCE points losses sustained in the first two rounds only.

If you win the combat, turn to 29. @@ -3833,7 +3832,7 @@ 283 -

You recite the words of the Brotherhood spell--Levitation--and instantly you feel yourself rise up out of the mud and soar into the humid air. You bring yourself to a halt twenty feet above the muddy river shore, then you look down at the predatory arachnids who are now gathered directly below. They stare up at you in silence, their scarlet-rimmed eyes blinking rapidly as they patiently wait for you to return to the river.

+

You recite the words of the Brotherhood spellLevitationand instantly you feel yourself rise up out of the mud and soar into the humid air. You bring yourself to a halt twenty feet above the muddy river shore, then you look down at the predatory arachnids who are now gathered directly below. They stare up at you in silence, their scarlet-rimmed eyes blinking rapidly as they patiently wait for you to return to the river.

If you have attained the Kai rank of Grand Crown, turn to 246. If you have not yet attained this level of Kai rank but you do possess a Rope, turn to 111. If you have yet to attain this level of Kai rank and you do not possess a Rope, turn instead to 30. @@ -3865,7 +3864,7 @@ 286 -

You take a running leap at the table and grab the phial from the pillow. Then, as your feet return to the ground, you stagger forwards and throw yourself behind Shamaths great Throne of Power. Crouching here with fear running cold in your veins, you listen to the hiss of the first crossbow bolts and the screams of the approaching horde. Then you notice the waters of the strange pool which lies no more than a dozen yards away from the throne. Beyond this pool you see the pair of huge black gates which dominates the far wail of the chamber and suddenly you recall the text which appeared in the Tome of Darkness. This is the Pool of Sorrows, and beyond it lie the Gates of Darkness--an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully.

+

You take a running leap at the table and grab the phial from the pillow. Then, as your feet return to the ground, you stagger forwards and throw yourself behind Shamaths great Throne of Power. Crouching here with fear running cold in your veins, you listen to the hiss of the first crossbow bolts and the screams of the approaching horde. Then you notice the waters of the strange pool which lies no more than a dozen yards away from the throne. Beyond this pool you see the pair of huge black gates which dominates the far wail of the chamber and suddenly you recall the text which appeared in the Tome of Darkness. This is the Pool of Sorrows, and beyond it lie the Gates of Darknessan exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully.

With little hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pools swirling surface.

(On your Action Chart you may record the phial you have taken as Shamaths Potion. It is a Backpack Item.)

To continue, turn to 300. @@ -3896,8 +3895,8 @@ 289 -

You shout the name Rhunaguin but it has no effect. A bilious laugh echoes from the mouth of the remaining Lord of Decay as he watches, with undisguised glee, his growing maggot horde close in and suffocate you beneath their ever-swelling bodies. You fight bravely to save yourself, but your doom is sealed when the Knae discharges a second lance of flame. It rips through the maggot swarm and consumes your upper body; death is instantaneous.

-

Tragically, your life and your quest for the Moonstone ends here in the Hall of the Knae.

+

You shout the name Rhunaguin but it has no effect. A bilious laugh echoes from the mouth of the remaining Lord of Decay as he watches, with undisguised glee, his growing maggot horde close in and suffocate you beneath their ever-swelling bodies. You fight bravely to save yourself, but your doom is sealed when the Knae discharges a second lance of flame. It rips through the maggot swarm and consumes your upper body; death is instantaneous.

+

Tragically, your life and your quest for the Moonstone ends here in the Hall of the Knae.

@@ -3906,7 +3905,7 @@

The net spills open as it touches the ground beside the yawning pit, enabling you quickly to disentangle yourself and unsheathe a weapon. Freed from the net but still trembling from the residual effects of psychic shock, you drop to one knee to steady yourself as you try to assess your situation. You look around for a way to escape from this alien settlement but all that you can see is an encircling wall of hideous humanoid mutants and ant-creatures. A tight wedge, comprising a dozen of these creatures, gibbers excitedly as it rushes forwards with frightening speed. You attempt to stand and meet their attack, but they hit you before you are fully upright and knock you headlong into the pit.

-

Cursing your luck, you struggle to your feet amongst a deep carpet of bones and look up at the rim of the pit, some fifteen feet above. An unbroken line of ghastly faces are shrieking and staring back at you with unconcealed glee. Then suddenly the faces fall silent and a gap appears in their ranks to allow access to their hideous leader. You swallow hard to suppress the rising nausea you feel upon seeing this creatures grotesque features. Its body resembles a huge bloated bubble, endowed with a misshapen humanoid face--like that moulded by a child from wet clay. Its pustulant raw skin is studded with warts and tufts of rust-coloured hair. Chuckling maniacally, it drags itself around the edge of the pit by means of six claw-tipped tentacles and you note, with disgust, that it leaves a trail of steaming grey slime wherever it passes. Through its bulbous lower lip there hangs a chain to which is attached an amulet, seemingly crafted of iron. You magnify your vision and see that an inscription on this crude amulet bears the name Nzapok. Instantly you recall the text of the Tome of Darkness and realize that this creature must be Nzapok himself--the ruler of this territory within the Plane of Darkness.

+

Cursing your luck, you struggle to your feet amongst a deep carpet of bones and look up at the rim of the pit, some fifteen feet above. An unbroken line of ghastly faces are shrieking and staring back at you with unconcealed glee. Then suddenly the faces fall silent and a gap appears in their ranks to allow access to their hideous leader. You swallow hard to suppress the rising nausea you feel upon seeing this creatures grotesque features. Its body resembles a huge bloated bubble, endowed with a misshapen humanoid facelike that moulded by a child from wet clay. Its pustulant raw skin is studded with warts and tufts of rust-coloured hair. Chuckling maniacally, it drags itself around the edge of the pit by means of six claw-tipped tentacles and you note, with disgust, that it leaves a trail of steaming grey slime wherever it passes. Through its bulbous lower lip there hangs a chain to which is attached an amulet, seemingly crafted of iron. You magnify your vision and see that an inscription on this crude amulet bears the name Nzapok. Instantly you recall the text of the Tome of Darkness and realize that this creature must be Nzapok himselfthe ruler of this territory within the Plane of Darkness.

Nzapok opens his crooked mouth to reveal several rows of rotting jagged teeth. Then words of the Dark Tongue rumble from his gullet to send shivers down your spine. You suspect that he is commanding his followers to slay you and your worst fears are confirmed when you witness spears being passed overhead to the front ranks of his chaos-horde. The humanoids snatch them up in their twisted hands and raise them in readiness to hurl at you upon the word of command from their hellish leader.

If you possess Magi-magic, and wish to use it, turn to 43. If you possess Kai-alchemy, and wish to use it, turn to 184. @@ -3950,7 +3949,7 @@ 294 -

You give voice to the Old Kingdom power word--Gloar!--and project its concussive energy at the towering warrior. He shudders momentarily as the invisible force of your spell-word collides with his chest, but the shock is insufficient to topple him from this narrow beam of rock and he quickly recovers.

+

You give voice to the Old Kingdom power wordGloar!and project its concussive energy at the towering warrior. He shudders momentarily as the invisible force of your spell-word collides with his chest, but the shock is insufficient to topple him from this narrow beam of rock and he quickly recovers.

The warrior retaliates by raising his black sword and releasing a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snakes tongue returning to its mouth.

The coiled beam retracts towards the mouth of the Dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you are pushed to within ten yards of the gate itself, you reach for your own weapon and brace yourself for a fight that seems unavoidable.

If you possess the Sommerswerd, or Skarn-Ska, turn to 254. @@ -3962,7 +3961,7 @@ 295 -

Something strange is happening to the diamond in your pocket--it is radiating beams of light that pass through the material of your Kai tunic. Acting on instinct, you snatch the radiant gem from your pocket and hold it up to the trapdoor. At first there is no reaction. Then amber sparks encircle the opening like the trail of a slow-burning fuse, and you sense that the magical shield which protects this hatch is rapidly disappearing. When you can no longer detect any magical energy, you pull yourself through the trapdoor and climb into the nest of fire.

+

Something strange is happening to the diamond in your pocketit is radiating beams of light that pass through the material of your Kai tunic. Acting on instinct, you snatch the radiant gem from your pocket and hold it up to the trapdoor. At first there is no reaction. Then amber sparks encircle the opening like the trail of a slow-burning fuse, and you sense that the magical shield which protects this hatch is rapidly disappearing. When you can no longer detect any magical energy, you pull yourself through the trapdoor and climb into the nest of fire.

Turn to 250.
@@ -3976,7 +3975,7 @@

As you wish, you reply, and take the amulet from your advisors outstretched palm. (Record this Platinum Amulet, which you wear around your neck, as a Special Item on your Action Chart. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

As you tuck the amulet inside the collar of your robes, Lord Ardan picks up a small package from the table which is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly this time, you take it from him.

It was discovered a decade ago in Northern Dessi, he says. A party of our brethren found it on the Isle of Khor. It was found buried in the ruins of Kazan-Oud.

-

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be empty--devoid of script, pictures or diagrams of any sort.

+

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be emptydevoid of script, pictures or diagrams of any sort.

I do not see how this book will help my quest, you say, as you flick back and forth through the seemingly empty pages.

This may be true while you are here in Sommerlund, replies Lord Rimoah, but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naars domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.

You are dubious as to the true value of this item but, in deference to Lord Rimoahs judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item which you keep in your Backpack. As with the Platinum Amulet, you need not discard another Special Item in its favour if you already hold the maximum number permissible.)

@@ -3999,7 +3998,7 @@ 298 -

You recite the words of the Brotherhood spell--Teleport--as you run, and the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself forwards and swiftly you glide along the passageway before swerving to enter the adjoining tunnel (Lose 1 ENDURANCE point). A few seconds later the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock. This ore load is heavily veined with a mineral which radiates a yellow luminescence.

+

You recite the words of the Brotherhood spellTeleportas you run, and the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself forwards and swiftly you glide along the passageway before swerving to enter the adjoining tunnel (Lose 1 ENDURANCE point). A few seconds later the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock. This ore load is heavily veined with a mineral which radiates a yellow luminescence.

If you wish to leap on the last ore wagon as it passes by the junction, turn to 181. If you do not wish to leap on the wagon, turn to 158.
@@ -4024,7 +4023,7 @@

With a prayer to Kai and Ishir on your lips you sprint towards the void, but you are forced to dodge and weave as you run in order to avoid being hit by the hail of missiles that come whistling towards your back.

Pick a number from the Random Number Table. If you possess Kai-alchemy or Magi-magic, add 3 to the number you have picked. If you possess Assimilance, add 2. If you possess Grand Huntmastery or Grand Pathsmanship, add 1.

If your total score is now 4 or less, turn to 233. - If it is 5-7, turn to 110. + If it is 57, turn to 110. If it is 8 or higher, turn to 322.
@@ -4056,7 +4055,7 @@

You rush towards the glowing portal and leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate. You hear a crash of stone echoing in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

-

Pick a number from the Random Number Table. (0-10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet (remember your ENDURANCE score cannot exceed the total with which you began this adventure).

+

Pick a number from the Random Number Table. (010). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet (remember your ENDURANCE score cannot exceed the total with which you began this adventure).

After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot cindery ground and you crash forwards to land in a tangled heap.

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125. If you have never visited this town, turn to 215. @@ -4068,7 +4067,7 @@

You are about to cut your way through this barrier of vines when you notice something very odd: each creeper is trembling slightly, as if it is shivering with cold or fear. You draw back your weapon and take careful aim before striking your first blow which severs three of the thick vines.

-

As if in response to your attack, the mass of hanging creepers suddenly rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows: lose 1 ENDURANCE point. With mounting dread you realize that these vines are not plants at all--they are hostile living creatures.

+

As if in response to your attack, the mass of hanging creepers suddenly rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows: lose 1 ENDURANCE point. With mounting dread you realize that these vines are not plants at allthey are hostile living creatures.

Beneath the coating of moss which sheathes them are hundreds of tiny hollow barbs, easily capable of ripping flesh to shreds. One passes close to your face and you strike out at it, cutting it in half. It emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companions cry of pain, the other vines come snaking towards you with increased tenacity. You must fight them.

Haemodyls4947

These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your COMBAT SKILL for the duration of this fight.

@@ -4089,7 +4088,7 @@ 306 -

You sense that your physical presence within this throne hall is causing the Knae a great deal of discomfort. You detect them psychically probing your mind in an effort to discover your identity and, when you repulse these intrusions, you feel a surge of anxiety in the mental communication that is passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

+

You sense that your physical presence within this throne hall is causing the Knae a great deal of discomfort. You detect them psychically probing your mind in an effort to discover your identity and, when you repulse these intrusions, you feel a surge of anxiety in the mental communication that is passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand and comes speeding towards your chest.

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

If your total score is now 5 or lower, turn to 83. @@ -4147,8 +4146,8 @@ 311 -

You shout the name Rhunadan and the remaining Knae immediately ceases to move. All trace of its psychic energy vanishes and its flailing limbs become frozen in mid-air; lending it the semblance of a petrified tree. The advancing horde of maggots rapidly shrink to their former size and retreat before you, seeking the safety of the halls furthest corners. The power which drove them and caused them to mutate has suddenly disappeared and they are thrown into chaos. You stride towards the carcass and swallow hard as you step through the ancient rotting remains that ooze from its rib-cage. You raise your weapon and, with one swift blow, you sever the fingers of the Knaes right hand and quickly retrieve the gold ring.

-

Suddenly a squeal of hinges draws your attention to the great portal on the far side of the hall. It swings open to reveal an angry horde of corpse-creatures who stagger into the chamber and come surging towards the carcass. They are the Dregants--a decomposing army of humanoids enslaved to the Knae. They have sensed their rulers' plight and have flooded here in their hundreds to protect them. Desperate to escape from this ghoulish host, you turn and leap feet-first into the cave-like hole that occupies the belly of the carcass.

+

You shout the name Rhunadan and the remaining Knae immediately ceases to move. All trace of its psychic energy vanishes and its flailing limbs become frozen in mid-air; lending it the semblance of a petrified tree. The advancing horde of maggots rapidly shrink to their former size and retreat before you, seeking the safety of the halls furthest corners. The power which drove them and caused them to mutate has suddenly disappeared and they are thrown into chaos. You stride towards the carcass and swallow hard as you step through the ancient rotting remains that ooze from its rib-cage. You raise your weapon and, with one swift blow, you sever the fingers of the Knaes right hand and quickly retrieve the gold ring.

+

Suddenly a squeal of hinges draws your attention to the great portal on the far side of the hall. It swings open to reveal an angry horde of corpse-creatures who stagger into the chamber and come surging towards the carcass. They are the Dregantsa decomposing army of humanoids enslaved to the Knae. They have sensed their rulers' plight and have flooded here in their hundreds to protect them. Desperate to escape from this ghoulish host, you turn and leap feet-first into the cave-like hole that occupies the belly of the carcass.

Turn to 100.
@@ -4167,7 +4166,7 @@

Using your Magnakai Discipline of Divination to spirit-walk, you cause yourself to soar at speed towards the distant bridge. Within this astral domain, your body and spirit do not separate from one another when using this innate ability. Instead, it has the effect of propelling you through the void by the force of your will alone. However, the use of such willpower takes its toll upon your reserves of strength and stamina: lose 4 ENDURANCE points.

-

Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damned--the exit from Avarvaes domain.

+

Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damnedthe exit from Avarvaes domain.

Turn to 150.
@@ -4233,9 +4232,9 @@ 319 -

You strike out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Knae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

+

You strike out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Knae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

-

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness--you must try to recall the name from memory.

+

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -4247,7 +4246,7 @@

Your heart pounds when you witness a swirling, ghostly shape arise from the ribcage of the rotting carcass and come snaking towards you like a coil of vampiric mist. As it draws closer, you hear a chilling voice invade your mind: From beyond the veil of death the powers of putrefaction grant me, worthy Cadak, the privilege of destroying you, Kai Lord.

-

Instantly, you recognize the name and identity of the third spirit occupying this hall. It is Cadak--Arch Druid of the Cenerese--a deadly enemy of both the Kai and the Elder Magi of Dessi. His body was destroyed on Magnamund five years ago yet his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

+

Instantly, you recognize the name and identity of the third spirit occupying this hall. It is CadakArch Druid of the Ceneresea deadly enemy of both the Kai and the Elder Magi of Dessi. His body was destroyed on Magnamund five years ago yet his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

If you possess Kai-screen, turn to 249. If you do not possess this Grand Master Discipline, turn to 4.
@@ -4276,7 +4275,7 @@ 323 -

The insect swarm becomes agitated and begins to buzz loudly. You sense something is wrong and hurriedly you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up to form a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at all--they are getting ready to launch an attack.

+

The insect swarm becomes agitated and begins to buzz loudly. You sense something is wrong and hurriedly you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up to form a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at allthey are getting ready to launch an attack.

If you wish to attempt to escape from these angry insects, turn to 212. If you choose to stand and face them, turn to 318.
@@ -4306,7 +4305,7 @@ 326 -

You recite the words of the Brotherhood spell--Net--and extend your right hand towards the attacking creature. A flood of sticky fibres shoots from your palm and engulfs the beast, smothering its head and forefeet in a gluey net which brings it crashing to the stone floor at the foot of the ramp.

+

You recite the words of the Brotherhood spellNetand extend your right hand towards the attacking creature. A flood of sticky fibres shoots from your palm and engulfs the beast, smothering its head and forefeet in a gluey net which brings it crashing to the stone floor at the foot of the ramp.

As it struggles to break free from these sticky strands, you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and, just as you believe it will, it moves inwards with an audible clunk! Moments later the portal creaks open and you hurry through, slamming it shut behind you to prevent the beast from following in your wake.

Turn to 210.
@@ -4316,7 +4315,7 @@ 327 -

The sight of Huanzhor fast approaching galvanizes you into action. You abandon your physical search for the Scarab of the Wingless Dragon, and instead you close your eyes and focus your psychic Kai skills in an attempt to detect its presence. The tactic seems to work for the image of the scarab crystallizes in your minds eye, but when you open your eyes you are disappointed to discover that you are staring at a seemingly plain orb of gold. Through the wall of flames you can see Huanzhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. In desperation, you stoop to retrieve the orb from among the other treasures and, as your fingers touch its golden surface, it breaks open to reveal the scarab within. Moments later the shadow of Huanzhor darkens the nest--he is now seconds away from landing.

+

The sight of Huanzhor fast approaching galvanizes you into action. You abandon your physical search for the Scarab of the Wingless Dragon, and instead you close your eyes and focus your psychic Kai skills in an attempt to detect its presence. The tactic seems to work for the image of the scarab crystallizes in your minds eye, but when you open your eyes you are disappointed to discover that you are staring at a seemingly plain orb of gold. Through the wall of flames you can see Huanzhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. In desperation, you stoop to retrieve the orb from among the other treasures and, as your fingers touch its golden surface, it breaks open to reveal the scarab within. Moments later the shadow of Huanzhor darkens the nesthe is now seconds away from landing.

If you wish to keep the scarab and leap into the transporter beam, turn to 155. If you wish to pocket the scarab and find a place in the nest where you can hide from the approaching Dragonlord, turn to 64.
@@ -4326,7 +4325,7 @@ 328 -

Your speed and agility save you from being burnt to a cinder. The column of fire speeds over your body and impacts harmlessly against the surface of the halls closed portal. Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you leap to your feet and shout his secret name. Immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size. If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darkness--you must try to recall the name from memory.

+

Your speed and agility save you from being burnt to a cinder. The column of fire speeds over your body and impacts harmlessly against the surface of the halls closed portal. Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you leap to your feet and shout his secret name. Immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size. If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

If you think the secret name is Rhunotar, turn to 96. If you think the secret name is Rhunadan, turn to 311. If you think the secret name is Rhunaguin, turn to 289. @@ -4359,7 +4358,7 @@

Your sixth senses detect that the force of gravity is greatly reduced within the confines of this shimmering pool. As you stare into its mesmerizing blue light, you suddenly realize that it is a means of transportation; it is the apex of a magical elevator that could enable you to descend into the vent at a steady, controlled speed.

-

Suddenly a huge sheet of flame sweeps low across the sky. The crater offers you little protection and its searing furnace heat smothers you, forcing you to your knees. Gasping for breath, you glance up and see that the firestorm is fast approaching--you now have no more than a few minutes left before it engulfs the crater. Your fears of what may lie at the bottom of the shimmering pool are now matched by your terror of being caught up in the approaching conflagration.

+

Suddenly a huge sheet of flame sweeps low across the sky. The crater offers you little protection and its searing furnace heat smothers you, forcing you to your knees. Gasping for breath, you glance up and see that the firestorm is fast approachingyou now have no more than a few minutes left before it engulfs the crater. Your fears of what may lie at the bottom of the shimmering pool are now matched by your terror of being caught up in the approaching conflagration.

If you possess a Blue Diamond, turn to 157. If you do not possess this Special Item, turn to 106.
@@ -4403,7 +4402,7 @@

As the first wave of their combined mental attack comes speeding towards you like a host of psychic meteors, you draw upon your Kai Disciplines to erect a strong defensive wall around your mind.

Pick a number from the Random Number Table. If you possess Kai-shield, add 2 to the number you have picked. Also, for every level of Kai rank you have attained above the rank of Sun Knight, you may add a further 1.

If your total score is now 2 or less, turn to 292. - If it is 3-7, turn to 34. + If it is 37, turn to 34. If it is 8 or more, turn to 152.
@@ -4425,7 +4424,7 @@ 337 -

The poisonous fumes irritate your eyes and throat but your Grand Mastery skills save you from suffering any lasting physical damage. You draw on your powers of infravision to counter the blinding smoke and at once you are able to make out the leaders of the shambling legion--they are now just a few yards from the entrance.

+

The poisonous fumes irritate your eyes and throat but your Grand Mastery skills save you from suffering any lasting physical damage. You draw on your powers of infravision to counter the blinding smoke and at once you are able to make out the leaders of the shambling legionthey are now just a few yards from the entrance.

If you wish to attempt to escape before they block the entrance completely, turn to 151. If you choose to stand and fight them, turn to 32.
@@ -4488,7 +4487,7 @@

The portal opens into a vaulted corridor lined with wall-paintings that exude a crude aura of evil. This procession of gaudy murals depict nightmarish scenes: diseased creatures, alien landscapes blighted with pestilence, hosts of larvae writhing in awful triumph over the goodly forces of Kai and Ishir. This macabre celebration of decay fills you with revulsion, yet it pales in comparison to the sight awaiting you at the corridors end.

-

Beyond the corridor lies a vast chamber, rough-hewn from the bedrock of this rotting land. The decomposing carcass of a gigantic reptile rests here upon a floor which shimmers in the eerie yellow half-light. Bile rises in your throat when suddenly you realize why the floor is shimmering--it is carpeted with a seething sea of maggots. Gagging with fear and nausea, you snatch your cloak to your mouth and steady yourself against a pillar as you survey this ghastly hall. Mounted upon the broken back of the great reptillian carcass are two throne-like chairs carved from black wood. Between and below them, lying deep within the creatures exposed ribcage, is a dark semi-circular shadow that resembles the entrance to a cave. Drawing upon your Magnakai Discipline of divination, you scan the hall and quickly determine that all is not what it seems. You detect the presence of three powerful entities protected by spells of illusion and invisibility. You feel sure that two of them are the Knae--the rulers of this hellish domain--but the third eludes you. Its aura feels oddly familiar yet you cannot readily determine its location or identity.

+

Beyond the corridor lies a vast chamber, rough-hewn from the bedrock of this rotting land. The decomposing carcass of a gigantic reptile rests here upon a floor which shimmers in the eerie yellow half-light. Bile rises in your throat when suddenly you realize why the floor is shimmeringit is carpeted with a seething sea of maggots. Gagging with fear and nausea, you snatch your cloak to your mouth and steady yourself against a pillar as you survey this ghastly hall. Mounted upon the broken back of the great reptillian carcass are two throne-like chairs carved from black wood. Between and below them, lying deep within the creatures exposed ribcage, is a dark semi-circular shadow that resembles the entrance to a cave. Drawing upon your Magnakai Discipline of divination, you scan the hall and quickly determine that all is not what it seems. You detect the presence of three powerful entities protected by spells of illusion and invisibility. You feel sure that two of them are the Knaethe rulers of this hellish domainbut the third eludes you. Its aura feels oddly familiar yet you cannot readily determine its location or identity.

If you have ever visited Mogaruith, Kaag, or Helgor, in a previous Lone Wolf adventure, turn to 18. If you have never visited any of these places, turn to 320.
@@ -4529,7 +4528,7 @@ 347 -

You draw Skarn-Ska from its korlinium scabbard and sense at once that its mere physical presence within this throne hall is causing the Knae a great deal of discomfort. You detect a surge of anxiety in the mental communication passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

+

You draw Skarn-Ska from its korlinium scabbard and sense at once that its mere physical presence within this throne hall is causing the Knae a great deal of discomfort. You detect a surge of anxiety in the mental communication passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand and comes speeding towards your chest.

If you wish to attempt to dodge this gout of fire, turn to 130. If instead you wish to try to deflect it with the blade of your sword, turn to 319. @@ -4550,7 +4549,7 @@ 349 -

You utter the words of the Old Kingdom spell--Invisible Fist--and thrust your clenched right hand at the attacking creature. The beast is in mid-air when an invisible shock wave hits it squarely in the face and sends it spinning head over tail to crash heavily against the wall. Limp and unconscious, the beast slides down the moisture-slick wall and arrives at the bottom of the ramp in a tangled heap.

+

You utter the words of the Old Kingdom spellInvisible Fistand thrust your clenched right hand at the attacking creature. The beast is in mid-air when an invisible shock wave hits it squarely in the face and sends it spinning head over tail to crash heavily against the wall. Limp and unconscious, the beast slides down the moisture-slick wall and arrives at the bottom of the ramp in a tangled heap.

While it is still unconscious you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and, just as you believe it will, it moves inwards with an audible clunk! Moments later the portal creaks open and you hurry through, slamming it shut behind you to prevent the beast from following in your wake when eventually it recovers its senses.

Turn to 210.
@@ -4563,7 +4562,7 @@

As you tumble into the dark vortex of this newly-created Shadow Gate, you see the glow of the Moonstone illuminating the silhouette of Alyss in the middle distance. Behind and above, the mouth of the gate by which you entered the abyss is rapidly shrinking. Alyss is using the power of the Moonstone once more, this time to seal the gate in Naars inner sanctum to prevent his fell minions from following you home to Toran.

The deeper you fall into the spiraling darkness so it seems the stronger Alyss becomes. Gripping the precious Moonstone with both hands, she extends her arms and glides easily through the whirling funnel towards you. As she draws level, you hear her speaking softly in your mind:

Thank you, Grand Master. I shall never forget what you have done for me. Had you not returned when you did I would have forfeited my freedom to the Dark God. And freedom, to me, is the most precious of things. For without freedom I would cease to be.

-

For a moment, the whirling frigid darkness of the Shadow Gate is illuminated brightly by the flaring rays of the Moonstone. Alyss passes the sacred artifact into your safe keeping, kisses you fondly on the cheek, and with the parting words--Farewell Lone Wolf. Kai and Ishir should be proud. You are indeed their most worthy champion--she flashes you an impudent smile and in the blink of an eye she is gone.

+

For a moment, the whirling frigid darkness of the Shadow Gate is illuminated brightly by the flaring rays of the Moonstone. Alyss passes the sacred artifact into your safe keeping, kisses you fondly on the cheek, and with the parting wordsFarewell Lone Wolf. Kai and Ishir should be proud. You are indeed their most worthy championshe flashes you an impudent smile and in the blink of an eye she is gone.

Congratulations, Grand Master, for you have braved the many terrors of the Plane of Darkness and emerged triumphant, your quest fulfilled. By denying the Dark God the power of the Moonstone you have won a great and lasting victory which will help keep your world secure. Your achievement will live forever in the legends of Sommerlund, and the tales that will be told of your valiant deeds will inspire future generations of Sommlending to follow the ways of the Kai.

Your triumph over Naar paves the way for your accedence to rank of Kai Supreme Master. It also heralds the dawning of a new age, when new challenges will arise to test the courage and bravery of your New Order Kai. Under your paternal stewardship, the first of the New Order adventures is about to begin with the return of the fabled Moonstone to the remote and mysterious Isle of Lorn. If you wish to accept the challenge of the new era, the first exciting quest awaits you in the next Lone Wolf adventure which is entitled:

Voyage of the Moonstone

-- 2.34.1