From: Simon Osborne Date: Tue, 29 Apr 2008 14:03:53 +0000 (+0000) Subject: Book 18, RH: Very minor tidy-up. Book 26: Much Errata and (ne) issues fixed. See... X-Git-Url: https://git.projectaon.org/?p=project-aon.git;a=commitdiff_plain;h=21ab1329c15c384466081bcb545bc8ae317353e3 Book 18, RH: Very minor tidy-up. Book 26: Much Errata and (ne) issues fixed. See git-svn-id: https://projectaon.org/data/en/xml@626 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/18dotd.xml b/18dotd.xml index b509fc4..5f6e0d3 100644 --- a/18dotd.xml +++ b/18dotd.xml @@ -6147,8 +6147,7 @@

(347) Replaced Lucky Bucket inn with Lucky Bucket Inn.

(348) Replaced Durncrag mountains with Durncrag Mountains.

(349) Replaced farm house with farmhouse.

-

(350) Replaced Crack!, with Crack!.

-

(350) Replaced Sun-Crystal with Sun-crystal. Replaced WOLFS BANE with Wolfs Bane.

+

(350) Replaced Crack!, with Crack!. Replaced Sun-Crystal with Sun-crystal. Replaced WOLFS BANE with Wolfs Bane.

(The Lands and Territories of Central Northern Magnamund) Doubled the number of miles on the scale to reconcile it to the scales on other published maps. The original scale went from 0 to 150 miles. Now it goes from 0 to 300 miles.

(Combat Rules Summary) Replaced cross reference with cross-reference, top of chart with top of the chart, and fall to 0 with falls to 0 or below. Replaced Kai Disciplines with Grand Master Disciplines. Replaced Pick number from with Pick a number from the. Replaced Turn to Combat with Turn to the Combat. Replaced to random number with to the random number. Replaced when ENDURANCE with when the ENDURANCE. Replaced ignored, only with ignored; only.

diff --git a/26tfobm.xml b/26tfobm.xml index aa88193..0236986 100644 --- a/26tfobm.xml +++ b/26tfobm.xml @@ -22,7 +22,7 @@ &inclusion.brian.williams.bio.lw; Project Aon - 2008428 + 2008429

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

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

@@ -126,11 +126,13 @@ -

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

+

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

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

-

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

+

With the destruction of Helgedad, chaos befell the Darklord armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

+ +

Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and a New Order has been firmly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Over the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.

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

@@ -142,17 +144,17 @@

2Lone Wolf 24: Rune War

-

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

+

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

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

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

-

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

+

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

-

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

+

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

-

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

+

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

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

@@ -160,11 +162,11 @@

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

-

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

+

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

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

-

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

+

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

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

@@ -176,21 +178,23 @@

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

-

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

+

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

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

-

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

+

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

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

-

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

+

A Sun-crystal, said Lone Wolf.

+ +

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

-

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

+

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

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

-

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

+

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

@@ -218,8 +222,8 @@ -

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

-

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

+

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

+

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

@@ -340,13 +344,13 @@
You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creatures sense of taste and smell.
Curing
You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.
-
You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms and toxins.
+
You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.
Invisibility
You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.
Huntmastery
You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.
Pathsmanship
-
You are able to understand most languages, magical symbols and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.
+
You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.
Psi-surge
You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.
Psi-screen
@@ -369,12 +373,12 @@

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

-

If this is the first New Order adventure you have undertaken then your present rank is that of Kai Grand Master Senior. This means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines will be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

+

If this is the first New Order adventure you have undertaken then your present rank is that of Kai Grand Master Senior. This means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines will be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery -

This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the EQUIPMENT section. For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.

+

This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the EQUIPMENT section. For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.

@@ -386,14 +390,14 @@
- Deliverance (Advanced Curing) + Deliverance <em>(Advanced Curing)</em>

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

- Assimilance (Advanced Invisibility) + Assimilance <em>(Advanced Invisibility)</em>

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

@@ -435,23 +439,23 @@
- Telegnosis (Advanced Divination) + Telegnosis <em>(Advanced Divination)</em>

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

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

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

+

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

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

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

+

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

@@ -472,14 +476,14 @@
Elementalism -

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

+

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

Bardsmanship -

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

+

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

@@ -590,9 +594,9 @@ -

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

+

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

-

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

+

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

Example

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

@@ -734,7 +738,7 @@

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

Gold Crowns
-

+

@@ -841,7 +845,7 @@

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

Grand Weaponmastery
-

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

+

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

Grand Pathsmanship

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

Deliverance
@@ -853,12 +857,12 @@
Astrology

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

Bardsmanship
-

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

+

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

Kai-alchemy
-

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

+

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

    -
  • Halt MissileThis causes any projected or hurled missile (ie, arrows, axes, crossbow bolts, etc) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 23 seconds, allowing the Sun Knight time in which to move away from the missiles line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
  • +
  • Halt MissileThis causes any projected or hurled missile (e.g., arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 23 seconds, allowing the Sun Knight time in which to move away from the missiles line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
  • StrengthBy casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.
@@ -866,7 +870,7 @@ -

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

+

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

@@ -902,7 +906,7 @@ 1 -

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

+

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

@@ -912,9 +916,9 @@ -

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

+

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

How is this so? you ask.

-

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

+

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

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

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

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

@@ -937,7 +941,7 @@

As you struggle to hold on to Prince Leomin, you are struck many times by chunks of rock and other loose debris: lose 4 ENDURANCE points.

-

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

+

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

To continue, turn to 294.
@@ -957,7 +961,7 @@ 5 -

You draw upon your mastery of psychic defences to create a Mindblend to shield yourself from the creatures probe. It fails to detect your living presence here and, with a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.

+

You draw upon your mastery of psychic defences to create a Mindblend to shield yourself from the creatures probe. It fails to detect your living presence here and, with a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.

If you wish to search the bodies that are lying in this tunnel, turn to 144. If you choose to explore the tunnel further, turn to 160.
@@ -978,7 +982,7 @@ 7 -

You speak the words of the Brotherhood spellLightning Handand level your right arm at the creatures eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

+

You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the creatures eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

Fearful that your missiles fate could be your own if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 06, turn to 44. @@ -991,7 +995,7 @@ 8 -

The parapet of the barricade explodes as the icy bolt of energy slams into it with devastating effect. A section of timber penetrates your side and you are knocked the ground by the force of the impact: lose 3 ENDURANCE points.

+

The parapet of the barricade explodes as the icy bolt of energy slams into it with devastating effect. A section of timber penetrates your side and you are knocked to the ground by the force of the impact: lose 3 ENDURANCE points.

The War-Thanes help you to get back on your feet, and defiantly you raise your Kai Weapon as the first wave of the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shomzaa Horde (in battle-frenzy)4745

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

@@ -1046,7 +1050,7 @@ 13 -

You leap across the slab, but the heel of your boot grazes the stone as you land and it triggers the trap. A panel in the ceiling ahead falls away to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas, then a volley of deadly shafts come streaking through the dusty air. Huriedly you dive to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

+

You leap across the slab, but the heel of your boot grazes the stone as you land and it triggers the trap. A panel in the ceiling ahead falls away to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas, then a volley of deadly shafts come streaking through the dusty air. Hurriedly you dive to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 239. If it is 57, turn to 317. @@ -1058,7 +1062,7 @@ 14 -

You have taken just two steps into the cavern when suddenly you are engulfed by a length of steel-hard thread. This thin, sticky wire whips around your legs and yanks you to the ground. As you fall, you glimpse a large creature affixed to the ceiling. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membraneous hind wings. The thread extends from a bony tube beneath this horrors gaping mouth. You struggle hard to break free from its deadly lasso, but the creature spins another length and loops it around your body. You gasp for air as this thread is pulled tighter.

+

You have taken just two steps into the cavern when suddenly you are engulfed by a length of steel-hard thread. This thin, sticky wire whips around your legs and yanks you to the ground. As you fall, you glimpse a large creature affixed to the ceiling. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. The thread extends from a bony tube beneath this horrors gaping mouth. You struggle hard to break free from its deadly lasso, but the creature spins another length and loops it around your body. You gasp for air as this thread is pulled tighter.

Pick a number from the Random Number Table.

If the number you have picked is 02, turn to 80. If it is 3 or higher, turn to 181. @@ -1133,7 +1137,7 @@ 21 -

Suddenly you remember the disc that you found in the ransacked storage room, and you pull it from your tunic pocket. The dwarven runes engraved on its bronze surface are identical to the ones that embellish the door buttons. Confident that they hold the key to the opening of this portal, you press the three buttons in descending order: 321.

+

Suddenly you remember the Bronze Disc that you found in the ransacked storage room, and you pull it from your tunic pocket. The dwarven runes engraved on its bronze surface are identical to the ones that embellish the door buttons. Confident that they hold the key to the opening of this portal, you press the three buttons in descending order: 321.

Turn to 321.
@@ -1142,11 +1146,11 @@ 22 -

A cold shiver runs down your spine as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-Thanes who wait to greet them with musket, cannon and axe. Suddenly your eye is caught by a flash of blue light at the centre of the attacking horde. An icy blast of energy is launched and it strikes close to the cannon, freezing most of the crew. You magnify your vision and see a Shomzaa agarashi commander leading the charge. As he runs he holds his claw outstretched in readiness to launch a second blast at the Drodarin cannon. If he is allowed to succeed, and the cannon is silenced, Prince Torfans dwarves may be unable to turn back this determined attack.

+

A cold shiver runs down your spine as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-Thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light at the centre of the attacking horde. An icy blast of energy is launched and it strikes close to the cannon, freezing most of the crew. You magnify your vision and see a Shomzaa agarashi commander leading the charge. As he runs he holds his claw outstretched in readiness to launch a second blast at the Drodarin cannon. If he is allowed to succeed, and the cannon is silenced, Prince Torfans dwarves may be unable to turn back this determined attack.

If you possess a Bow, and wish to use it, turn to 256. If you possess Kai-alchemy, and wish to use it, turn to 335. If you possess Magi-magic, and wish to use it, turn to 72. - If you do not possess a Bow, or either of these skills, or if you choose not to use them, turn to 214. + If you do not possess a Bow, nor either of these skills, or if you choose not to use them, turn to 214.
@@ -1154,7 +1158,7 @@ 23 -

You remove the tinderbox from your backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

+

You remove the Tinderbox from your backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

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

If your total score is now 3 or lower, turn to 289. If it is 4 or higher, turn to 175. @@ -1166,7 +1170,7 @@

The blow hurls you forward and you strike your forehead on a stalagmite before splashing into the mire: lose 3 ENDURANCE points.

-

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

+

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

Shomzaa5650

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

If you win the combat, turn to 322. @@ -1275,7 +1279,7 @@

You use your powerful mental defences to shield yourself from this psychic assault. The pain in your skull rapidly fades, and the creature howls with frustration when it senses that you have effectively countered its mind attack.

With a petulant flick of its clawed limb, it signals to the nearest minions to close in and prevent your escape from the laboratory. To your dismay, you see that your route to the portcullised archway is now obstructed by a group of agarashi minions. When they clumsily attempt to turn and aim a siege catapult and a two-wheeled field cannon towards your hiding place, you are suddenly struck by the icy realization that you must strike first if you are to have any chance of escaping from this laboratory alive.

You look at the creature on the platform and suddenly you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder.

- If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 259. + If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 259. If you possess Kai-alchemy, and wish to use it, turn to 184. If you possess Elementalism, and wish to use it, turn to 278. If you possess none of the above, or if you decide not to use any of them, turn instead to 45. @@ -1286,7 +1290,7 @@ 33 -

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

+

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

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

@@ -1310,7 +1314,7 @@ 34 -

You struggle to speak the words of the Brotherhood spellStrength. When you finally complete the intonation, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you are able to swim away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you up onto a shingle bank.

+

You struggle to speak the words of the Brotherhood Spell Strength. When you finally complete the intonation, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you are able to swim away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you up onto a shingle bank.

To continue, turn to 290.
@@ -1320,7 +1324,7 @@

The dwarves of Bor are famed throughout Magnamund for their devotion to the technology of warfare. Drodarin engineers have for centuries produced ingenious weapons that utilize the power of explosive powders and inflammable fluids. The distant hall is one of King Ryvins weapons laboratories, and it contains a vast assortment of bombards, siege engines, and other mechanical devices of war. It also contains a host of Shomzaa agarashi who appear to be conducting experiments of their own, with devastatingly lethal results.

-

The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and irridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creatures wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.

+

The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and iridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creatures wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.

Before you attempt to enter the hall, you consult the Bloodstone Andarin and see that the colours have become stronger since the last time you looked. Your Kai senses, and the lights of this glowing gemstone, both confirm that you are getting nearer to finding King Ryvins sons.

If you possess Telegnosis, turn to 157. If you do not, turn to 12. @@ -1460,7 +1464,7 @@

You drag yourself into the passageway, and as you get closer to the clean air of the main tunnel, you feel your strength slowly returning.

-

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

+

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

If you have survived your close encounter with Zaxx, you can leave the passage and continue along the main tunnel by turning to 220.
@@ -1513,7 +1517,7 @@ 52 -

Your escape is slowed by the tangle of bodies underfoot. You have covered barely 50 yards when suddenly you hear an angry shriek echoing in the tunnel. With mounting dread, you glance over your shoulder to see a dozen Shomzaa agarashi in hot pursuit. They are led by a thin creature with ebony skin and irridescent eyes. It takes aim with its skeletal claw, then it fires a blast of frigid energy which builds momentum as it comes streaking along the tunnel.

+

Your escape is slowed by the tangle of bodies underfoot. You have covered barely 50 yards when suddenly you hear an angry shriek echoing in the tunnel. With mounting dread, you glance over your shoulder to see a dozen Shomzaa agarashi in hot pursuit. They are led by a thin creature with ebony skin and iridescent eyes. It takes aim with its skeletal claw, then it fires a blast of frigid energy which builds momentum as it comes streaking along the tunnel.

If you possess Kai-alchemy, and wish to use it, turn to 61. If you possess Magi-magic, and wish to use it, turn to 188. If you possess Elementalism, and wish to use it, turn to 20. @@ -1580,7 +1584,7 @@

Your vision swims in and out of focus as you stagger drunkenly to your feet. Drawing upon your Magnakai curing skills, you staunch the flow of blood that is trickling into your eyes from your wounded scalp. As your sight clears, you see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you scramble to his side and attempt to drag him free. But your valiant effort is in vain; he is mortally injured and close to death. You place your hands upon his chest and use your healing skills in a final effort to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.

-

Go that way throne chamber ten miles he gasps. These are his final words.

+

Go that waythrone chamberten miles he gasps. These are his final words.

You magnify your vision and see the entrance to a vertical pit shaft located at the base of the quarry wall. It is partially hidden by a heap of sawn timbers.

Turn to 161.
@@ -1612,7 +1616,7 @@ 61 -

You raise your hands and hurriedly recite the words of the Brotherhood spellCounterspell. The air shimmers with heat as the spell takes effect. When the deadly blast of ice passes through this scorching air, it is quickly transformed into a stream of tepid water.

+

You raise your hands and hurriedly recite the words of the Brotherhood Spell Counterspell. The air shimmers with heat as the spell takes effect. When the deadly blast of ice passes through this scorching air, it is quickly transformed into a stream of tepid water.

Your effective use of magic to counter the icy attack unsettles the Shomzaa agarashi commander. His nerve breaks and he turns to flee with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

If you wish to search the bodies that are lying in this tunnel, turn to 144. If you choose to explore the tunnel further, turn to 160. @@ -1632,9 +1636,9 @@ 63 -

The basket lands at the base of the shaft and you see a freshly-excavated tunnel stretching away to the east. You leave the basket and, as you follow the prince, you notice that the walls of this passage are layered with a fibrous mineral that shimmers like strands of polished silver. Now you understand what tempted Leomin to defy ancient Drodarin lore and mine the lower levels of Bor, for these are strands of pure Korliniumthe rarest of minerals. You feel its raw energy revitalizing you as you walk along the tunnel (restore 3 ENDURANCE points), yet you cannot help but conclude how foolish it was of Leomin to succumb to his temptation. For centuries the goodly power of this mineral has acted like the bars of a prison, keeping Shomzaa and its horde secure.

+

The basket lands at the base of the shaft and you see a freshly-excavated tunnel stretching away to the east. You leave the basket and, as you follow the prince, you notice that the walls of this passage are layered with a fibrous mineral that shimmers like strands of polished silver. Now you understand what tempted Leomin to defy ancient Drodarin lore and mine the lower levels of Bor, for these are strands of pure korliniumthe rarest of minerals. You feel its raw energy revitalizing you as you walk along the tunnel (restore 3 ENDURANCE points), yet you cannot help but conclude how foolish it was of Leomin to succumb to his temptation. For centuries the goodly power of this mineral has acted like the bars of a prison, keeping Shomzaa and its horde secure.

At length you arrive at a small cavern where a section of wall has collapsed.

-

That is where the Shomzaa horde emerged, says Leomin, pointing to the gaping hole. Mining tools litter the floor of this chamber, and you see a wider passage leading off to the south. It is laid with track for wagons to carry away the Korlinium ore. When you magnify your vision, you see a group of Shomzaa agarashi at the far end of this passage.

+

That is where the Shomzaa horde emerged, says Leomin, pointing to the gaping hole. Mining tools litter the floor of this chamber, and you see a wider passage leading off to the south. It is laid with track for wagons to carry away the korlinium ore. When you magnify your vision, you see a group of Shomzaa agarashi at the far end of this passage.

If you possess Kai-alchemy, and wish to use it, turn to 101. If you do not, turn to 247.
@@ -1644,7 +1648,7 @@ 64 -

Prompted by the warnings of your Kai sixth sense, you speak the words of the Brotherhood spellSense Eviland focus your powers upon the lever, the alcove, and its surrounding wall. You detect that there is indeed a concentration of evil nearby, but suddenly you realize that it is nowhere near the alcove wall. The evil is in the passageway leading to the door of the chamber and it is approaching fast!

+

Prompted by the warnings of your Kai sixth sense, you speak the words of the Brotherhood Spell Sense Evil and focus your powers upon the lever, the alcove, and its surrounding wall. You detect that there is indeed a concentration of evil nearby, but suddenly you realize that it is nowhere near the alcove wall. The evil is in the passageway leading to the door of the chamberand it is approaching fast!

If you wish to pull the lever, turn to 99. If you wish to rush across the chamber and bolt the door shut, turn to 134.
@@ -1654,7 +1658,7 @@ 65 -

Your swift despatch of the Shomzaa agarashi sends a Shockwave through the others. Nervously they back away, despite the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

Your swift despatch of the Shomzaa agarashi sends a Shockwave through the others. Nervously they back away, despite the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

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

Turn to 320.
@@ -1676,7 +1680,7 @@

You follow this brick-lined tunnel for a mile before you reach a cavern that is filled with heat a noise. At its centre there stands a huge smelting furnace belching scarlet fire and evil-smelling gases. Great iron chutes feed the furnace with a stream of crushed ore, and from a vent at its base you see a river of molten copper flowing away along a great stone channel. The wagon track enters the cavern and passes beneath the channel before disappearing into a tunnel in the far wall.

Twenty of Shomzaas minions occupy this smelting chamber where, with wicked glee, they amuse themselves by torturing dwarven warriors whom they have captured in battle. A wretched prisoner is hung from a chain and dangled above the blazing furnace until he succumbs to the heat and poisonous fumes. Then the body is fed to the fires and another is hoisted aloft to take his place.

-

To the left of the entrance archway you can see an iron prison cage. It contains more than 50 dwarves destined for the furnace.

+

To the left of the entrance archway you can see an iron prison cage. It contains more than fifty dwarves destined for the furnace.

If you wish to try to release these dwarven prisoners, turn to 222. If you choose to attempt to reach the exit to this cavern without being seen, turn instead to 153.
@@ -1728,7 +1732,7 @@ 72 -

You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at the Shomzaa commander: Gloar!

+

You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at the Shomzaa commander: Gloar!

The force of your spell-word hurtles across the cavern and strikes the creature with devastating effect. Its skull shatters, and its limp body collapses to the ground to be trampled under the feet of its slavering horde.

To continue, turn to 244.
@@ -1739,7 +1743,7 @@

As you approach the stone-built farmhouse, your Kai tracking skills detect that the Shomzaa lancers have already paid this dwelling a visit. Its oak door is hanging off its hinges, its windows are broken, and splintered furniture lies scattered throughout the rooms of the ground floor. Few items of any value remain intact.

-

Among the wreckage of the kitchen you discover enough food for 2 Meals, a Jug of Vinegar and a Candle. You also discover a concealed drawer beneath its refectory table. This compartment contains 2 Potions of Laumspur (they each restore 4 ENDURANCE points when swallowed following combat).

+

Among the wreckage of the kitchen you discover enough food for 2 Meals, a Jug of Vinegar, and a Candle. You also discover a concealed drawer beneath its refectory table. This compartment contains 2 Potions of Laumspur (they each restore 4 ENDURANCE points when swallowed following combat).

You are preparing to leave when suddenly your keen ears detect a faint bubbling sound. It is coming from beneath a trapdoor set into the middle of the kitchen floor.

If you wish to open the trapdoor and investigate the source of this curious sound, turn to 217. If you choose to leave the farmhouse, turn to 332. @@ -1751,7 +1755,7 @@

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

-

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

+

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

@@ -1764,9 +1768,9 @@ -

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

- If you wish to throw the Sun-Crystal at Shomzaas head, turn to 38. - If you wish to attempt to get a clearer view of Shomzaa before you hurl the Sun-Crystal, turn to 272. +

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

+ If you wish to throw the Sun-crystal at Shomzaas head, turn to 38. + If you wish to attempt to get a clearer view of Shomzaa before you hurl the Sun-crystal, turn to 272.
@@ -1774,7 +1778,7 @@ 75 -

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

+

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

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

Turn to 320.
@@ -1784,7 +1788,7 @@ 76 -

You speak the words of the Brotherhood spellLevitationand step into the yawning pit. The spell prevents you from falling and, for a few moments, you stand suspended in mid-air. Then you begin to rise as the spell takes full effect. Immediately you recite the arcane words which counter it and, by so doing, you are able to make a controlled descent to the base of the pit shaft.

+

You speak the words of the Brotherhood Spell Levitation and step into the yawning pit. The spell prevents you from falling and, for a few moments, you stand suspended in mid-air. Then you begin to rise as the spell takes full effect. Immediately you recite the arcane words which counter it and, by so doing, you are able to make a controlled descent to the base of the pit shaft.

When your feet alight upon the roof of the elevator cage, you cancel the spell and jump to the floor of a small cavern. The alien sound of your attackers voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.

Turn to 131.
@@ -1867,7 +1871,7 @@ 84 -

You snatch the bomb from your backpack and hurl it into the trench. It explodes with a searing flash, peppering the Shomzaa minions with fragments of glass and white-hot metal. The few who survive the explosion are soon lost in a cloud of blinding white smoke.

+

You snatch the Phosphor Bomb from your backpack and hurl it into the trench. It explodes with a searing flash, peppering the Shomzaa minions with fragments of glass and white-hot metal. The few who survive the explosion are soon lost in a cloud of blinding white smoke.

Turn to 129.
@@ -1908,7 +1912,7 @@ 87 -

You utter the Old Kingdom power-word and direct its energy at this formidable barrier: Gloar!

+

You utter the Old Kingdom power-word and direct its energy at this formidable barrier: Gloar!

The hammer force of your spell-word hits the door with no effect. Several times you repeat the power-word, but every attempt to open the door by this method fails. This magically-sealed portal cannot be opened by any means, except by the use of its crystal runestone key.

Reluctantly you admit defeat, and return to the basket to make your way back to the cavern at the entrance to Shomzaas hive.

Turn to 319. @@ -1919,7 +1923,7 @@ 88 -

You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the the platform is consumed by a thunderous ball of flame.

+

You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the platform is consumed by a thunderous ball of flame.

Turn to 130.
@@ -1955,7 +1959,7 @@

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

-

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

+

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

@@ -2013,7 +2017,7 @@ 95 -

Carefully you examine the walls and floor and detect no other exits, other than the passage by which you entered the treasure vault. But that way is now impassible. Following its destruction, the ashes of the slain creature have become steadily hotter. A searing radiation fills the passageway, and this deadly energy forces you to abandon all hope of making an escape by that route.

+

Carefully you examine the walls and floor and detect no other exits, other than the passage by which you entered the treasure vault. But that way is now impassable. Following its destruction, the ashes of the slain creature have become steadily hotter. A searing radiation fills the passageway, and this deadly energy forces you to abandon all hope of making an escape by that route.

You are beginning to fear that you may be trapped, until you notice that the vaults domed ceiling is obscured by a cloud of steam. Using your Kai skills, you peer through the vapours and detect a hole at the apex of the dome through which the steam is emerging. By climbing onto the statue of Ishir and raising both arms, you are able to take hold of a metal flange encircling the hole. Confident that you have found a way out, you haul yourself up and begin climbing along a rough stone duct. This slippery conduit leads to another hole, located in the roof of a rocky cavern where steam is bubbling from the surface of a hot spring.

Gingerly you drop down to the floor of this humid cavern and take stock of your new surroundings.

Through the thick, billowing vapours you glimpse an underground river which divides the cavern in two. Its warm waters enter through a fissure in the south wall, and flow away through a natural tunnel in the west wall. You are approaching the muddy bank when suddenly a huge dark shape comes looming out of the steam. You can barely stifle a scream of terror when you find yourself staring into the venomous maw of a gigantic steamspider.

@@ -2026,7 +2030,7 @@ 96 -

You say the words of the Brotherhood spell-Netand point your right hand at the group of Shomzaa agarashi who are gathered at the rear of the cannon. A gout of sticky fluid gushes from your palm and you direct this stream at the creatures, entrapping them in several layers of sticky fibrous strands.

+

You say the words of the Brotherhood Spell Net and point your right hand at the group of Shomzaa agarashi who are gathered at the rear of the cannon. A gout of sticky fluid gushes from your palm and you direct this stream at the creatures, entrapping them in several layers of sticky fibrous strands.

Turn to 198.
@@ -2058,7 +2062,7 @@

The lever clicks down and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy tunnel, suddenly the heavy chamber door bursts open and slams against the wall.

An icy trickle of fear runs down your back when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. Then it turns and points its arms at you, and its clenched fists begin to glow like two balls of red-hot plasma.

-

You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only half way though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 01, turn to 44. If it is 23, turn to 262. @@ -2082,7 +2086,7 @@ 101 -

You recite the words of the Brotherhood spellSense Eviland instantly you detect the presence of Shomzaa. The fell creature is lurking somewhere beyond the hole in the cavern wall. You try to focus the spell, to determine where exactly he can be found, but all your efforts are in vain. The energy of the raw Korlinium is disrupting the power of your spell.

+

You recite the words of the Brotherhood Spell Sense Evil and instantly you detect the presence of Shomzaa. The fell creature is lurking somewhere beyond the hole in the cavern wall. You try to focus the spell, to determine where exactly he can be found, but all your efforts are in vain. The energy of the raw korlinium is disrupting the power of your spell.

To continue, turn to 247.
@@ -2134,7 +2138,7 @@ 106 -

You shape your mouth to utter an Old Kingdom power-word, and you get ready to direct its concussive energy at this formidable creature: Gloar!

+

You shape your mouth to utter an Old Kingdom power-word, and you get ready to direct its concussive energy at this formidable creature: Gloar!

The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to wound it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework which frames the panel, you pull yourself towards the narrow gap. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 06, turn to 44. @@ -2168,10 +2172,10 @@

You learn that the princes and their bodyguard of War-Thanes have held the throne chamber for six days. They have no food or water, and it is only the radiant power of the throne that has sustained them. Prince Leomin knows the precise location of Shomzaas lair and he will lead you to it. You agree to go with him while Prince Torfan remains here to command the defence of the throne chamber.

-

Leomin takes you to a stone door set flush into the curving marble wall. A grizzled old warrior sits guard at this portal, and clutched in his vein-covered hands is a glowing runestone. Your Kai senses detect that this door is sealed by an Old Kingdom spell that has prevented Shomzaas horde from gaining entry to the chamber by this way. Prince Leomin unsheathes his battle-axe and motions you to draw your weapon before the door is opened.

-

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

+

Leomin takes you to a stone door set flush into the curving marble wall. A grizzled old warrior sits guard at this portal, and clutched in his vein-covered hands is a glowing runestone. Your Kai senses detect that this door is sealed by an Old Kingdom Spell that has prevented Shomzaas horde from gaining entry to the chamber by this way. Prince Leomin unsheathes his battle-axe and motions you to draw your weapon before the door is opened.

+

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

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

-

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

+

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

@@ -2195,7 +2199,7 @@ 110 -

There is a loud Crack! as the seal of grime is finally broken, then a flood of golden light washes over you when the lid of the tomb tips over and crashes onto the floor.

+

There is a loud Crack! as the seal of grime is finally broken, then a flood of golden light washes over you when the lid of the tomb tips over and crashes onto the floor.

With a growing sense of awe, you reach into the tomb and lift the golden warhammer from beside King Andarins cinerary urn. You admire its finely-crafted lines and perfect balance, and you sense that this weapon was forged by ancient magical fires.

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

To continue, turn to 230. @@ -2218,7 +2222,7 @@ 112 -

As you strike your killing blow, the giant steamspider rears up on its hairy legs and topples backwards into the river. For a few moments its loathsome carcass is buoyed along on the current, then slowly it sinks beneath the foaming waters and disappears from view.

+

As you strike your killing blow, the giant steamspider rears up on its hairy legs and topples backwards into the river. For a few moments its loathsome carcass is buoyed along on the current; then slowly it sinks beneath the foaming waters and disappears from view.

You keep your weapon to hand as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting to attack. However, you soon discover that the cavern had only one occupant and it is now empty.

The only exit is the natural tunnel in the west wall through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnels low arch.

Pick a number from the Random Number Table.

@@ -2232,7 +2236,7 @@

The Shomzaa lancers shriek with pain as your sonic assault racks their vulnerable minds. However, before they succumb to its power, the inaudible pitch of your voice-attack causes an unexpected reaction. It destroys all sense of caution and, in a sudden blaze of fury, they urge their mounts forward and attack you.

- Shomzaa Agarashi Lancers (in battle frenzy)4840 + Shomzaa Agarashi Lancers (in battle-frenzy)4840

This enemy is now immune to all forms of psychic attack.

If you win the combat, turn to 55.
@@ -2243,7 +2247,7 @@

As you battle to keep a grip on Prince Leomin, you are hit by chunks of rock and other loose debris: lose 2 ENDURANCE points.

-

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

+

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

To continue, turn to 294.
@@ -2261,7 +2265,7 @@ 116 -

Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-Thanes who wait to greet them with musket, cannon and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.

+

Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-Thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.

If you possess Kai-alchemy, and wish to use it, turn to 303. If you possess Magi-magic, and wish to use it, turn to 269. If you possess Elementalism, and wish to use it, turn to 287. @@ -2286,7 +2290,7 @@

You examine the lid of the tomb and find that it is cemented firmly into position by centuries of grime. In order for you to lift the lid, you will first have to break through these layers of encrusted sediment.

If you possess Kai-alchemy, and have attained the Kai rank of Sun Knight, turn to 341. If you possess the Kai Weapon Magnara, and wish to use it, turn to 299. - If you are not a Sun Knight who possesses Kai-alchemy, of if you do not possess the Kai Weapon Magnara, turn instead to 2. + If you are not a Sun Knight who possesses Kai-alchemy, or if you do not possess the Kai Weapon Magnara, turn instead to 2.
@@ -2314,7 +2318,7 @@ 121 -

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

+

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

@@ -2365,7 +2369,7 @@

Your blow fails to connect and the fireball hits you in the chest, hurling you backwards through the open panel with the terrific force of its impact: lose 8 ENDURANCE points.

- If you have survived this grievious wounding, turn to 336. + If you have survived this grievous wounding, turn to 336.
@@ -2373,7 +2377,7 @@ 126 -

The icy bolt smashes into your shield-spell and dissipates in a great cloud of steam. Your effective use of Old Kingdom magic to counter the creatures icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

The icy bolt smashes into your shield-spell and dissipates in a great cloud of steam. Your effective use of Old Kingdom magic to counter the creatures icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

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

Turn to 320.
@@ -2418,7 +2422,7 @@

You are spotted by the reinforcements as they enter the cavern, and the leading Shomzaa agarashi come rushing towards you with their spears raised. To stand and fight them would be suicidal for they total more than a hundred in number; your only hope is to reach the barricade.

-

As you sprint across the body-strewn cavern towards the distant throne chamber, the dwarven defenders see you approaching. Some of them recognize you are a Kai lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shomzaa horde attempt to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from their barricade.

+

As you sprint across the body-strewn cavern towards the distant throne chamber, the dwarven defenders see you approaching. Some of them recognize you are a Kai Lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shomzaa horde attempt to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from their barricade.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE points score is 20 or less, deduct 2.

If your total score is now 3 or lower, turn to 333. If it is 47, turn to 296. @@ -2512,8 +2516,10 @@

With care you touch the iron plaque, making sure that your fingers do not come in contact with any residues of corrosive, and gradually two lines of runic symbols take shape in your minds eye. The use of your improved Discipline reveals the warning that once was engraved upon this block of iron:

-

POISONOUS GAS

-

DO NOT ENTER

+ + POISONOUS GAS + DO NOT ENTER + If you choose to ignore this warning and attempt to enter the passage, turn to 204. If you choose to heed the warning, you can continue along the main tunnel by turning to 220.
@@ -2534,7 +2540,7 @@ 140 -

Your senses warn you that the creature responsible for spinning these cocoons is clinging to the ceiling directly above your head and it is getting ready to drop!

+

Your senses warn you that the creature responsible for spinning these cocoons is clinging to the ceiling directly above your headand it is getting ready to drop!

If you wish to slash at the ceiling with your Kai Weapon, turn to 301. If you wish to attempt to avoid the creatures ambush, turn to 261.
@@ -2545,7 +2551,7 @@

You clear the slab, and as you race towards the treasure vault, the passageway is filled with the terrible roar of a fireball. The instant you pass through the vaults archway, you dodge to one side and cover your head with your hands. This timely action saves you from being scorched by the searing heat of the missile as it whooshes past and explodes among the treasures stored in this chamber.

-

As the fire dies out, you hear another soundthe dull clunk! of a trap being activated. You glance back into the passageway and see that your pursuer has stepped on a weighted floor slab, triggering a volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame that burns with such fierce intensity that the beast is quickly reduced to a heap of white-hot ash.

+

As the fire dies out, you hear another soundthe dull clunk! of a trap being activated. You glance back into the passageway and see that your pursuer has stepped on a weighted floor slab, triggering a volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame that burns with such fierce intensity that the beast is quickly reduced to a heap of white-hot ash.

To continue, turn to 330.
@@ -2588,7 +2594,7 @@
  • Bow
  • Quiver
  • -

    If you choose to keep any of the above items, make the approriate adjustments to your Action Chart.

    +

    If you choose to keep any of the above items, make the appropriate adjustments to your Action Chart.

    To continue, turn to 160.
    @@ -2609,7 +2615,7 @@ 146 -

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

    +

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

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

    @@ -2642,7 +2648,7 @@ 148 -

    You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at this formidable creature: Gloar!

    +

    You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at this formidable creature: Gloar!

    The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to injure it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you turn back to the secret panel and take a first step towards the passageway that lies beyond.

    Turn to 159.
    @@ -2679,7 +2685,7 @@ 152 -

    The jug strikes the giant spiders bony fangs and shatters, drenching its maw and belly. Then the creature emits a hideous shriek as the wine vinegar eats into its body like a powerful, corrosive acid. It rears up on its hairy legs and and topples backwards to fall limply into the river. For a few moments its loathsome carcass is buoyed along on the current, then slowly it sinks beneath the foaming waters and disappears from view.

    +

    The Jug of Vinegar strikes the giant spiders bony fangs and shatters, drenching its maw and belly. Then the creature emits a hideous shriek as the wine vinegar eats into its body like a powerful, corrosive acid. It rears up on its hairy legs and topples backwards to fall limply into the river. For a few moments its loathsome carcass is buoyed along on the current; then slowly it sinks beneath the foaming waters and disappears from view.

    Turn to 285.
    @@ -2701,11 +2707,11 @@

    Your Kai senses tell you that Shomzaas cry was not a sonic attack launched intentionally against you and Prince Leomin; it was a summoning call to his protectors. You encountered one of his protectors when first you entered his hive, and the memory of the beetle-creature is still painfully fresh in your mind. But Shomzaa has one other bodyguard, and a sudden noise from the wall of the chamber behind you draws your attention to its daunting presence.

    -

    You spin around to see the slime-smeared rockface rippling and undulating, as if a wave is passing through it. Then, in stunned disbelief, you watch the rocks move and take form. From out of the wall steps a creature formed wholly of stone. It has taken the shape of a large human, with fists that resemble two great hammers. It pounds the ground as it comes lumbering towards you, pulverising the surface. Bravely, Prince Leomin raises his axe, and with his battle-cry upon his lips, he lands a flurry of heavy blows upon the creatures chest and neck. The rock beast retaliates with a backhanded swipe. It connects with Leomins head and leaves him sprawled upon the floor, unconscious and bleeding. Hurriedly you slip the Sun-Crystal back into your pocket as the lumbering beast advances upon you.

    - If you have a Bow and wish to use it, turn to 211. +

    You spin around to see the slime-smeared rock-face rippling and undulating, as if a wave is passing through it. Then, in stunned disbelief, you watch the rocks move and take form. From out of the wall steps a creature formed wholly of stone. It has taken the shape of a large human, with fists that resemble two great hammers. It pounds the ground as it comes lumbering towards you, pulverising the surface. Bravely, Prince Leomin raises his axe, and with his battle-cry upon his lips, he lands a flurry of heavy blows upon the creatures chest and neck. The rock beast retaliates with a backhanded swipe. It connects with Leomins head and leaves him sprawled upon the floor, unconscious and bleeding. Hurriedly you slip the Sun-crystal back into your pocket as the lumbering beast advances upon you.

    + If you have a Bow, and wish to use it, turn to 211. If you possess Kai-alchemy, and wish to use it, turn to 310. If you possess Magi-magic, and wish to use it, turn to 195. - If you do not possess a Bow, or either of these skills, or if you choose not to use any of them, turn to 50. + If you do not possess a Bow, nor either of these skills, or if you choose not to use any of them, turn to 50.
    @@ -2758,7 +2764,7 @@

    You wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

    -

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

    +

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

    For more than an hour you struggle in vain to open the door until, reluctantly, you have to admit defeat.

    This portal cannot be opened without its crystal runestone key. You do not possess the key, and so you are forced to return to the basket and make your way back to the cavern at the entrance to Shomzaas hive.

    Turn to 319. @@ -2796,7 +2802,7 @@ If you possess a Bow, and wish to use it, turn to 102. If you possess Kai-alchemy, and wish to use it, turn to 339. If you possess Magi-magic, and wish to use it, turn to 233. - If you possess neither a Bow nor any of these skills, or if you choose not to use them, turn instead to 29. + If you possess neither a Bow, nor any of these skills, or if you choose not to use them, turn instead to 29.
    @@ -2826,7 +2832,7 @@ 164 -

    As you unshoulder your bow and draw an arrow from your quiver, so you recite the words of the Old Kingdom battle-spellFlameshaft. Then you take careful aim at the powder kegs, and the tip of your arrow ignites with a blue flame the moment you release your straining bowstring.

    +

    As you unshoulder your bow and draw an arrow from your quiver, so you recite the words of the Old Kingdom Battle-spell Flameshaft. Then you take careful aim at the powder kegs, and the tip of your arrow ignites with a blue flame the moment you release your straining bowstring.

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

    If your total score is 7 or lower, turn to 25. If it is 8 or higher, turn to 237. @@ -3025,7 +3031,7 @@ 182 -

    You draw upon your Grand Mastery of Nexus to protect your body as you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it and crash headlong into a sea of soft, cool barley.

    +

    You draw upon your Grand Mastery of Nexus to protect your body as you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it and crash headlong into a sea of soft, cool barley.

    Physically, you have survived your ordeal unscathed, but when you prise open your eyes and take stock of your equipment, you quickly discover that your tunic and backpack are on fire.

    If you possess Elementalism, and have attained the rank of Kai Grand Master Superior, or higher, turn to 326. If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235. @@ -3048,7 +3054,7 @@ 184 -

    You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood spellLightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counter spell to check your crackling bolt.

    +

    You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood Spell Lightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counter spell to check your crackling bolt.

    Pick a number from the Random Number Table. For every Kai rank that you have attained, above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

    If your total score is now 7 or lower, turn to 348. If it is 8 or higher, turn to 39. @@ -3080,7 +3086,7 @@

    Suddenly you recall something you learned at the Kai Monastery many years ago. Steamspiders are commonly found in the hot and humid regions of Magnamund, though few ever grow to the size of the gigantic specimen that confronts you here. The smaller ones are especially vulnerable to acetic acid, and nests of steamspiders are usually destroyed with a liberal sprinkling of vinegar.

    -

    Armed with this knowledge, you pull the jug of vinegar from your backpack. Then you hurl it at the giant arachnid as it tenses itself in readiness to attack.

    +

    Armed with this knowledge, you pull the Jug of Vinegar from your backpack. Then you hurl it at the giant arachnid as it tenses itself in readiness to attack.

    Pick a number from the Random Number Table.

    If the number you have picked is 2 or lower, turn to 298. If it is 3 or higher, turn to 152. @@ -3091,7 +3097,7 @@ 188 -

    You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom spellShield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

    +

    You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom Spell Shield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

    Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 24, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

    If your total score is now 3 or lower, turn to 234. If it is 4 or higher, turn to 306. @@ -3129,7 +3135,7 @@
    -

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

    +

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

    Turn to 109.
    @@ -3180,7 +3186,7 @@ 195 -

    You recite the words of the Old Kingdom spellInvisible Fistand hold out the palm of your right hand, directing it at the creatures chest. A tingle runs down your arm, then you feel an invisible ball of concussive energy streak away from your hand and strike its torso. The force of the impact jolts the creature and cracks its surface, but it does not slow its determined advance.

    +

    You recite the words of the Old Kingdom Spell Invisible Fist and hold out the palm of your right hand, directing it at the creatures chest. A tingle runs down your arm, then you feel an invisible ball of concussive energy streak away from your hand and strike its torso. The force of the impact jolts the creature and cracks its surface, but it does not slow its determined advance.

    Turn to 340.
    @@ -3193,7 +3199,7 @@

    Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shomzaa agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

    Shomzaa Agarashi4030 If you win this combat in three rounds or less, turn to 65. - if the combat lasts four rounds or longer, turn to 189. + If the combat lasts four rounds or longer, turn to 189.
    @@ -3256,7 +3262,7 @@ 201 -

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

    +

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

    Antah wasps! exclaims Leomin, as he frantically works the rope and drops the basket at a stomach-churning speed. The wasps give chase, but when you call upon your improved Discipline of Pathsmanship and command them to disperse, they return immediately to their nest in the wall of the shaft.

    Prince Leomin is impressed and, for the first time in many days, a smile creases his sullen face. He commends your skill as he slows the rope and lowers the basket gently to the base of the shaft.

    Turn to 63. @@ -3268,7 +3274,7 @@

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

    -

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

    +

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

    Turn to 197.
    @@ -3277,7 +3283,7 @@ 203 -

    You speak the words of the Brotherhood spellLightning Handand level your right arm at the creatures eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

    +

    You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the creatures eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

    Fearful that your missiles fate could be your own if you allow this creature to get too close, you turn to face the secret panel and step towards the passageway that lies beyond.

    Turn to 159.
    @@ -3287,7 +3293,7 @@ 204 -

    You insert your Kai Weapon between the timbers and prise one loose. Then you climb through the gap and explore the dark passage beyond. Soon you arrive at a small excavation chamber. It is lit by the glow of a rich seam of Korlinium which permeates the walls. New mining equipment lies discarded on the floor, and beneath an overturned packing case you discover a dead bird in a cage.

    +

    You insert your Kai Weapon between the timbers and prise one loose. Then you climb through the gap and explore the dark passage beyond. Soon you arrive at a small excavation chamber. It is lit by the glow of a rich seam of korlinium which permeates the walls. New mining equipment lies discarded on the floor, and beneath an overturned packing case you discover a dead bird in a cage.

    If you possess Grand Nexus, turn to 147. If you do not, turn to 16.
    @@ -3319,7 +3325,7 @@ 207 -

    As you run towards the archway, you utter the words of the Brotherhood spellLightning Handand level your right arm at the Shomzaa agarashi. A bolt of blue-white flame erupts from your fingertips and rips a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

    +

    As you run towards the archway, you utter the words of the Brotherhood Spell Lightning Hand and level your right arm at the Shomzaa agarashi. A bolt of blue-white flame erupts from your fingertips and rips a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

    Turn to 135.
    @@ -3340,8 +3346,8 @@

    With Prince Leomin watching your back, you cautiously explore this stinking hive. Beyond the cocoons you come to an adjoining cavern where a rough stone ramp descends to a sunken floor, ankle-deep in brackish slime. Clusters of large grey eggs are attached to conical stalagmites, and the surface of the mire is littered with the remnants of these leathery grey sacs. Your Kai sixth sense tells you that these torn egg pouches once contained the creatures that are now wreaking havoc in the dwarven kingdom.

    -

    You approach to the edge of the stone ramp and come to an abrupt halt when you detect an overpowering aura of evil. You cast your eye across the field of stalagmites and your blood runs cold when you catch your first glimpse of Shomzaa lurking in the darkness. He is a four-legged being, and his great head is triangular in form. Two pale green, radiant eyes are set above a three-cornered mouth filled with crystalline fangs. Below his jaw protrudes a slender probiscus, and from the crown of his bony skull sprout antenna tipped with barbed spikes. Slime drips from his every pore, sheening his leprous hide.

    -

    At first Shomzaa appears not to have sensed your presence in his lair. Busily he tends to a batch of agarashi eggs, injecting them with fluid from his probiscus to encourage them to hatch. But when you remove the Sun-Crystal from your pocket and get ready to hurl it at his loathsome form, suddenly he senses danger and retreats among the stalagmites. As he withdraws, he emits a sound that is beyond the range of human hearing.

    +

    You approach to the edge of the stone ramp and come to an abrupt halt when you detect an overpowering aura of evil. You cast your eye across the field of stalagmites and your blood runs cold when you catch your first glimpse of Shomzaa lurking in the darkness. He is a four-legged being, and his great head is triangular in form. Two pale green, radiant eyes are set above a three-cornered mouth filled with crystalline fangs. Below his jaw protrudes a slender proboscis, and from the crown of his bony skull sprout antenna tipped with barbed spikes. Slime drips from his every pore, sheening his leprous hide.

    +

    At first Shomzaa appears not to have sensed your presence in his lair. Busily he tends to a batch of agarashi eggs, injecting them with fluid from his proboscis to encourage them to hatch. But when you remove the Sun-crystal from your pocket and get ready to hurl it at his loathsome form, suddenly he senses danger and retreats among the stalagmites. As he withdraws, he emits a sound that is beyond the range of human hearing.

    If you possess Kai-screen, and wish to use it, turn to 224. If you possess Bardsmanship, and wish to use it, turn to 133. If you do not possess these skills, or if you choose not to use them, turn to 46. @@ -3375,7 +3381,7 @@ If you possess a Bow, and wish to use it, turn to 19. If you possess Kai-alchemy, and wish to use it, turn to 7. If you possess Magi-magic, and wish to use it, turn to 106. - If you not possess a Bow, or either of these skills, or if you choose not to use any of them, turn to 325. + If you do not possess a Bow, nor either of these skills, or if you choose not to use any of them, turn to 325.
    @@ -3401,7 +3407,7 @@ 215 -

    You take aim with your right hand at the two guards before uttering the words of the Brotherhood spellNet. A gout of thick fluid gushes from your palm and engulfs the creatures, gluing them together with its sticky strands. They struggle to free themselves but, in their desperation, they fall over and become stuck firmly to the ground.

    +

    You take aim with your right hand at the two guards before uttering the words of the Brotherhood Spell Net. A gout of thick fluid gushes from your palm and engulfs the creatures, gluing them together with its sticky strands. They struggle to free themselves but, in their desperation, they fall over and become stuck firmly to the ground.

    The dwarves seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell as they run to the ore wagons to arm themselves with rocks and tools. The torturers, alerted by the dwarf-yell, abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you drop your bow and reach to your Kai Weapon as they launch a frenzied attack.

    Shomzaa minions3338

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

    @@ -3433,7 +3439,7 @@

    You close your eyes and concentrate upon your telepathic powers in an attempt to make contact with Lord Rimoah. The image of the magicians face swims in and out of focus, and you sense that your efforts to communicate with him are being disrupted by the sheer density of the granite that separates you both. Briefly you connect, and in these few fleeting seconds you learn that he is aware of Shomzaas destruction. He tells you that King Ryvins army is battling through the middle levels of the kingdom in a determined effort to reach the throne chamber.

    -

    You must hold the chamber until the Kings warriors arrive . These are the last mind-words you hear from Rimoah before your telepathic link weakens and fades.

    +

    You must hold the chamber until the Kings warriors arrive These are the last mind-words you hear from Rimoah before your telepathic link weakens and fades.

    Turn to 36.
    @@ -3442,7 +3448,7 @@ 219 -

    You circle your right hand in front of your chest and rapidly recite the words of the Old Kingdom spellShield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

    +

    You circle your right hand in front of your chest and rapidly recite the words of the Old Kingdom Spell Shield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

    Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 20, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

    If your total score is now 4 or lower, turn to 151. If it is 5 or higher, turn to 126. @@ -3453,7 +3459,7 @@ 220 -

    You follow the newly-laid wagon track along the tunnel until you are brought to a halt by the sound of enemy activity in a cavern ahead. Cautiously you make your approach, using the cover afforded by pit props which support the roof of this recent excavation. Rows of ore wagons are parked here, each filled with precious Korlinium ore. A large group of more than 50 Shomzaa agarashi are standing around them, shrieking and gesticulating at each other. They have no commander to keep them in order, and they have been left in a state of panic and confusion following the destruction of Shomzaa.

    +

    You follow the newly-laid wagon track along the tunnel until you are brought to a halt by the sound of enemy activity in a cavern ahead. Cautiously you make your approach, using the cover afforded by pit props which support the roof of this recent excavation. Rows of ore wagons are parked here, each filled with precious korlinium ore. A large group of more than 50 Shomzaa agarashi are standing around them, shrieking and gesticulating at each other. They have no commander to keep them in order, and they have been left in a state of panic and confusion following the destruction of Shomzaa.

    Aided by your Kai camouflage skills, you have little difficulty slipping past these creatures and continuing along a tunnel in the opposite wall. This wide passageway brings you back the The Hub, but as you approach this familiar cavern, your blood is chilled by the sight of what awaits you there.

    Turn to 170.
    @@ -3475,10 +3481,10 @@ 222 -

    You creep into the cavern and take cover behind an ore wagon that is parked directly opposite the prison cage. From here you are able to get a better view of the two guards, and you note that they are both wearing captured chainmail armour strapped to their scaly torsos. You also notice that the gate to the prison cage is secured by a simple iron drawbolt.

    +

    You creep into the cavern and take cover behind an ore wagon that is parked directly opposite the prison cage. From here you are able to get a better view of the two guards, and you note that they are both wearing captured chainmail armour strapped to their scaly torsos. You also notice that the gate to the prison cage is secured by a simple iron bolt.

    If you have a Bow, and wish to use it, turn to 146. If you possess Kai-alchemy, and wish to use it, turn to 215. - If you possess neither a Bow nor this Grand Master Discipline, or if you choose not to use either, turn instead to 108. + If you possess neither a Bow, nor this Grand Master Discipline, or if you choose not to use either, turn instead to 108.
    @@ -3486,7 +3492,7 @@ 223 -

    Your Kai mastery warns you that you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when a weight is placed upon it. Your Kai sixth sense helps you to identify the slab, and as you get nearer, you increase your speed in preparation to jump over it.

    +

    Your Kai Mastery warns you that you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when a weight is placed upon it. Your Kai sixth sense helps you to identify the slab, and as you get nearer, you increase your speed in preparation to jump over it.

    Pick a number from the Random Number Table.

    If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 16 or lower, deduct 2.

    If your total score is now 4 or lower, turn to 13. @@ -3518,7 +3524,7 @@ 226 -

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

    +

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

    @@ -3554,7 +3560,7 @@

    You squeeze yourself in among the barrels and offer up a silent prayer to Ishir to keep you safe from detection. As the smoke clears, the misshapen creatures scurry back to their experiments, urged on by the shrieks of their cadaverous lieutenant. To your dismay, you see that your route to the portcullised archway is no longer clear. It is obstructed by a group of minions who are attempting to dismantle a siege catapult and a two-wheeled field cannon. You quickly realise that if you are to have any chance of escaping from this laboratory alive, you will have to engineer another diversion.

    You scan the archway and the surrounding area but no ideas spring readily to mind. Then you look up at the creature on the platform and you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder. You allow yourself a wry smile, for if you were able to ignite these kegs of powder, it would be sure to create just the kind of diversion you need.

    - If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164. + If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164. If you possess Kai-alchemy, and wish to use it, turn to 268. If you possess Elementalism, and wish to use it, turn to 81. If you possess none of the above, or if you decide not to use any of them, turn instead to 293. @@ -3594,7 +3600,7 @@ 232 -

    Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

    +

    Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

    To continue, turn to 294.
    @@ -3603,7 +3609,7 @@ 233 -

    You utter the words of the Old Kingdom spellInvisible Fistand project your open palm at the lizard-faced creature. The concussive force of your spell hits the beast squarely in the chest and hurls it backwards to the ground, where it strikes its head on a protruding rock and is knocked unconscious.

    +

    You utter the words of the Old Kingdom Spell Invisible Fist and project your open palm at the lizard-faced creature. The concussive force of your spell hits the beast squarely in the chest and hurls it backwards to the ground, where it strikes its head on a protruding rock and is knocked unconscious.

    The minions freeze in their tracks and look to their fallen leader. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarrys north wall.

    Turn to 17.
    @@ -3626,7 +3632,7 @@

    Swiftly you draw upon your Magnakai Discipline of Nexus to fight the flames by the force of your will alone. Your speedy action extinguishes the fire, but your tunic and backpack are badly charred. When you make a closer examination, you discover that some of your possessions have been ruined.

    -

    Erase the last two items that you have recorded on your Backpack Items list. You must also erase one Weapon and any Arrows that you possess.

    +

    Erase the last two items that you have recorded on your list of Backpack Items. You must also erase one Weapon and any Arrows that you possess.

    To continue, turn to 307.
    @@ -3684,7 +3690,7 @@

    Shortly before your arrival at Boradon, Lord Rimoah talks with you about the quest you are about to undertake and he offers some valuable counsel.

    -

    When the moment comes for you to use the Sun-Crystal, he says, warningly, you must do so with great care. When the opportunity presents itself, I advise you to throw the crystal at Shomzaa, or cause the creature to touch it unwittingly. It is vital that you maintain your distance, for when the power of the crystal is released there will be a great implosion. If you are too close to your enemy at this crucial moment, you will risk being sucked into the vortex that the implosion will create.

    +

    When the moment comes for you to use the Sun-crystal, he says, warningly, you must do so with great care. When the opportunity presents itself, I advise you to throw the crystal at Shomzaa, or cause the creature to touch it unwittingly. It is vital that you maintain your distance, for when the power of the crystal is released there will be a great implosion. If you are too close to your enemy at this crucial moment, you will risk being sucked into the vortex that the implosion will create.

    As you promise to heed Rimoahs words of warning, you hear the crew cry out across the decks: Boradon ho!

    Turn to 202.
    @@ -3717,7 +3723,7 @@

    You feel sure that the cannon is the key to your escape from this hall. However, in order to discharge the field gun at the portcullis, you will have to set a naked flame or glowing taper to its touch-hole.

    - If you possess a bow and Magi-magic, and have reached the rank of Kai Grand Guardian, turn to 337. + If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian, turn to 337. If you do not possess this skill, or if you have yet to attain this level of Kai Grand Mastery, turn to 105.
    @@ -3748,7 +3754,7 @@

    After a few minutes, the shuddering vibrations subside and the deluge of rock abates. Blindly you drag yourself along the ground, through clouds of choking dust. When the dust finally settles, you look back to see that the tunnel has been sealed off completely.

    -

    Fearful that another rockfall could occur at any time, you pull yourself to your feet and press on. You have covered just a few hundred yards when you come to a place where the tunnel turns to the north. Beyond this curve you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision, then you see that the distant cavern contains the cause of the explosions that have disrupted this section of King Ryvins copper mines.

    +

    Fearful that another rockfall could occur at any time, you pull yourself to your feet and press on. You have covered just a few hundred yards when you come to a place where the tunnel turns to the north. Beyond this curve you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision; then you see that the distant cavern contains the cause of the explosions that have disrupted this section of King Ryvins copper mines.

    Turn to 35.
    @@ -3757,7 +3763,7 @@ 247 -

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

    +

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

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

    @@ -3801,13 +3807,13 @@ 250 -

    The sounds of fighting grow louder as you explore the depths of this tunnel. Frequently you have to hide in the shadows to avoid colliding with ragged groups of wounded agarashi retreating from battle. But at length you come to a large cavern that serves as the ante-room to the throne chamber of Andarin.

    +

    The sounds of fighting grow louder as you explore the depths of this tunnel. Frequently you have to hide in the shadows to avoid colliding with ragged groups of wounded agarashi retreating from battle. But at length you come to a large cavern that serves as the anteroom to the throne chamber of Andarin.

    From the cover of a stone column beside the tunnel exit, you observe the deadly struggle that is taking place in this smoke-filled cavern. Scores of dead agarashi are heaped before the entrance to the distant throne chamber. Its great double doors have been torn from their hinges, yet entry has been denied to the Shomzaa horde. A barricade fills the open doorway, and this makeshift wall is being skilfully defended by the War-Thanes of Prince Leomin and Prince Torfan.

    An assault on the throne chamber is about to take place. You watch with grim fascination as the agarashi rise up from positions they have dug around the perimeter of the cavern, and wait for their commander to shriek the order to attack. A wailing cry echoes around the cavern as the horde rushes headlong towards the barricade. They come to within a few paces of the wall before the leading ranks are obliterated by a cannons shell and a deafening volley of Bor pistols. There is a brief clash of swords and spears, followed by an ominous silence. From out of the smoke and carnage, the few who have survived the attack come crawling back to their trenches to lick their wounds and await the next assault.

    Soon you hear the approach of enemy reinforcements, their ill-fitting armour rattling as they come running along the tunnel. You are forced to move away from the column for fear of being seen when they arrive but, as you scurry to the cover of an empty powder barrel, you are spotted by a group of Shomzaa minions in a trench near the cavern wall. They cry out to their comrades, alerting them of your presence as they fumble to load their captured crossbows.

    If you possess a Phosphor Bomb, and wish to use it, turn to 84. If you possess Assimilance, have reached the rank of Kai Grand Guardian, and wish to use your Discipline, turn to 216. - If you do not possess either this item, this skill, or have yet to attain the required level of Kai Mastery, turn instead to 28. + If you do not possess either this item, or this skill, or have yet to attain the required level of Kai Mastery, turn instead to 28.
    @@ -3817,7 +3823,7 @@

    You force yourself in among the barrels and draw upon your camouflage skills to mask your body heat and scent. As the smoke clears, the misshapen creatures scurry back to their deadly experiments, urged on by the shrieks of their cadaverous lieutenant. To your dismay, you see that your route to the portcullised archway is no longer clear. It is obstructed by a group of minions who are attempting to dismantle a siege catapult and a two-wheeled field cannon. You quickly realize that if you are to have any chance of escaping from this laboratory alive, you will have to engineer another diversion.

    You scan the archway and its surrounding area but to no avail. Then you look up at the creature on the platform and you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder. You allow yourself a wry smile, for if you were able to ignite these kegs of powder, it would create all the diversion you need.

    - If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164. + If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164. If you possess Kai-alchemy, and wish to use it, turn to 268. If you possess Elementalism, and wish to use it, turn to 81. If you possess none of the above, or if you decide not to use any of them, turn instead to 293. @@ -3837,7 +3843,7 @@ 253 -

    You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from sight. Minutes later, a dozen Shomzaa agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and irridescent eyes.

    +

    You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from sight. Minutes later, a dozen Shomzaa agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and iridescent eyes.

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

    If your total is now 5 or lower, turn to 267. If it is 6 or higher, turn to 313. @@ -3849,7 +3855,7 @@

    You scramble to your feet and see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you hurry to his side and attempt to drag him free, but your brave efforts are in vain; he is mortally injured and close to death. You place your hands upon his chest and transmit your healing skills in one final attempt to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.

    -

    Go that way throne chamber ten miles he gasps. These are his final words.

    +

    Go that waythrone chamberten miles he gasps. These are his final words.

    At first you can see nothing but a featureless quarry wall. But then you magnify your vision, and you are able to make out the entrance to a vertical pit shaft at its rocky base, partially hidden by a heap of sawn timbers.

    Turn to 161.
    @@ -3898,7 +3904,7 @@ 259 -

    As you unshoulder your bow and draw an arrow from your quiver, so you recite the words of the Old Kingdom battle-spellFlameshaft. Then you take careful aim at the powder kegs, and the tip of your arrow ignites with a blue flame the moment you release your straining bowstring.

    +

    As you unshoulder your bow and draw an arrow from your quiver, so you recite the words of the Old Kingdom Battle-spell Flameshaft. Then you take careful aim at the powder kegs, and the tip of your arrow ignites with a blue flame the moment you release your straining bowstring.

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

    If your total score is 6 or lower, turn to 119. If it is 7 or higher, turn to 18. @@ -3919,7 +3925,7 @@ 261 -

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

    +

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

    @@ -3944,7 +3950,7 @@

    You feel a powerful force slam into your left shoulder-blade. It spins you around and sends you tumbling backwards into the narrow passageway.

    -

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

    +

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

    If you have survived this wounding, turn to 336.
    @@ -3964,7 +3970,7 @@ 264 -

    You recite the words of the Brotherhood spellStrengthand as it begins to take effect, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

    +

    You recite the words of the Brotherhood Spell Strength and as it begins to take effect, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

    For more than an hour you struggle in vain to open the door, until you are forced to admit defeat. The portal cannot be opened without its crystal key. Reluctantly you return to the basket and make your way back to the cavern at the entrance to Shomzaas hive.

    Turn to 319.
    @@ -4006,7 +4012,7 @@ 268 -

    You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood spellLightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counter spell to check your crackling bolt.

    +

    You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood Spell Lightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counter spell to check your crackling bolt.

    Pick a number from the Random Number Table. For every Kai rank that you have attained, above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

    If your total score is now 8 or lower, turn to 196. If it is 9 or higher, turn to 142. @@ -4017,7 +4023,7 @@ 269 -

    You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom spellShield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it.

    +

    You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom Spell Shield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it.

    Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 25, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

    If your total score is now 2 or lower, turn to 31. If it is 3 or higher, turn to 143. @@ -4048,7 +4054,7 @@ 272 -

    You descend the stone ramp and tread carefully through the shallow slime that covers the floor of this lair. As you stalk towards Shomzaas hiding place, you recall Lord Rimoahs words of warning: you must not be too close to the creature when the Sun-Crystal touches his body, or you will risk being consumed when the crystals energy is released.

    +

    You descend the stone ramp and tread carefully through the shallow slime that covers the floor of this lair. As you stalk towards Shomzaas hiding place, you recall Lord Rimoahs words of warning: you must not be too close to the creature when the Sun-crystal touches his body, or you will risk being consumed when the crystals energy is released.

    The memory of his wise words makes you pause in midstep and reconsider your actions. You have not taken your eyes away from the stalagmite since you stepped off the stone ramp, yet you sense that something is wrong. You look again, and suddenly the glimpse that you can see of Shomzaas head begins to fade. Your throat tightens when you realize that you have been stalking an illusion. As you turn to go back to the ramp, you are suddenly struck in the back by a terrific force.

    Pick a number from the Random Number Table.

    If the number you have picked is 04, turn to 24. @@ -4064,7 +4070,7 @@ If you possess a Bow, and wish to use it, turn to 304. If you possess Kai-alchemy, and wish to use it, turn to 203. If you possess Magi-magic, and wish to use it, turn to 148. - If you do not possess a Bow, or either of these skills, or if you choose not to use any of them, turn to 192. + If you do not possess a Bow, nor either of these skills, or if you choose not to use any of them, turn to 192.
    @@ -4126,7 +4132,7 @@

    You grit your teeth against the pain of your wounds and crawl out of the line of fire. Then you force yourself to get back onto your feet and stagger towards the distant vault.

    -

    As you stumble forwards, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vaults arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another soundthe dull clunk! of the arrow-trap resetting itself.

    +

    As you stumble forwards, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vaults arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another soundthe dull clunk! of the arrow-trap resetting itself.

    You glance back into the passageway and see that your pursuer has now reached the floor slab, triggering a second volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame. It burns with such fierce intensity that, within minutes, it is reduced to a heap of white-hot ash.

    To continue, turn to 330.
    @@ -4136,8 +4142,8 @@ 280 -

    The empty powder barrel offers you no protection from the enemys crossbolts. Before you can seek harder cover, you are spotted by the reinforcements as they enter the cavern. The leading Shomzaa agarashi raise their spears and come rushing towards you, shrieking like demons. You reach for your Kai Weapon, but then you stay your hand. To fight these creatures would be suicidal for they number more than a hundred. Your only hope of survival lies at the barricade.

    -

    You spring to your feet and race across the body-strewn ground towards the distant throne chamber. As you emerge from a cloud of cannon smoke drifting across the cavern, the dwarven defenders see you approaching. Some of them recognize you are a Kai lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shomzaa horde attempt to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from the barricade.

    +

    The empty powder barrel offers you no protection from the enemys crossbow bolts. Before you can seek harder cover, you are spotted by the reinforcements as they enter the cavern. The leading Shomzaa agarashi raise their spears and come rushing towards you, shrieking like demons. You reach for your Kai Weapon, but then you stay your hand. To fight these creatures would be suicidal for they number more than a hundred. Your only hope of survival lies at the barricade.

    +

    You spring to your feet and race across the body-strewn ground towards the distant throne chamber. As you emerge from a cloud of cannon smoke drifting across the cavern, the dwarven defenders see you approaching. Some of them recognize you are a Kai Lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shomzaa horde attempt to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from the barricade.

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

    If your total score is now 3 or lower, turn to 333. If it is 47, turn to 296. @@ -4196,8 +4202,8 @@ 284 -

    You raise your hands and rapidly recite the words of the Brotherhood spellCounterspell. The air shimmers before your face as the spell takes effect, and the deadly blast of ice is transformed into a harmless stream of lukewarm water.

    -

    Your unexpected use of magic to counter the creatures icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

    +

    You raise your hands and rapidly recite the words of the Brotherhood Spell Counterspell. The air shimmers before your face as the spell takes effect, and the deadly blast of ice is transformed into a harmless stream of lukewarm water.

    +

    Your unexpected use of magic to counter the creatures icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

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

    Turn to 320.
    @@ -4272,7 +4278,7 @@

    You hit the ground and the whistling salvo passes harmlessly over your head. Quickly you crawl forward until you are out of the line of fire, then you scramble to your feet and race towards the distant vault.

    -

    As you run, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vaults arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another soundthe dull clunk! of the arrow-trap resetting itself.

    +

    As you run, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vaults arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another soundthe dull clunk! of the arrow-trap resetting itself.

    You glance back into the passageway and see that your pursuer has now reached the floor slab, triggering a second volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame. It burns with such fierce intensity that, within minutes, it is reduced to a heap of white-hot ash.

    To continue, turn to 330.
    @@ -4349,7 +4355,7 @@ 298 -

    The jug strikes the spider but it fails to break. It bounces off the creatures soft underbelly, and you gasp with disappointment when you see it splash into the river and sink without trace. (Erase this item from your Action Chart.)

    +

    The Jug of Vinegar strikes the spider but it fails to break. It bounces off the creatures soft underbelly, and you gasp with disappointment when you see it splash into the river and sink without trace. (Erase this item from your Action Chart.)

    The huge arachnid makes a vile chittering sound as it scuttles towards you. Then it pounces, and you are shocked to see that its fangs are coated with a sticky black venom.

    Giant Steamspider4845

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

    @@ -4398,7 +4404,7 @@ 301 -

    You spin on your heel and launch a mighty swipe at the ceiling, but the blade of your Kai Weapon glances harmlessly off a steel-hard shell. You look up and see a large creature affixed to the rough surface. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membraneous hind wings. From a bony tube beneath this horrors gaping mouth comes a thin length of thread. It whips around your legs and yanks you to the ground. As you fall, another thread loops around your body, making you gasp for air as it is pulled tighter and tighter.

    +

    You spin on your heel and launch a mighty swipe at the ceiling, but the blade of your Kai Weapon glances harmlessly off a steel-hard shell. You look up and see a large creature affixed to the rough surface. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. From a bony tube beneath this horrors gaping mouth comes a thin length of thread. It whips around your legs and yanks you to the ground. As you fall, another thread loops around your body, making you gasp for air as it is pulled tighter and tighter.

    Pick a number from the Random Number Table.

    If the number you have picked is 04, turn to 80. If it is 5 or higher, turn to 181. @@ -4419,7 +4425,7 @@ 303 -

    You raise your hands and hurriedly intone the words of the Brotherhood spellCounterspell. The air shimmers as the spell takes effect, and when the deadly blast of ice passes through this scorching air, it is transformed into a spray of warm water.

    +

    You raise your hands and hurriedly intone the words of the Brotherhood Spell Counterspell. The air shimmers as the spell takes effect, and when the deadly blast of ice passes through this scorching air, it is transformed into a spray of warm water.

    Turn to 244.
    @@ -4488,7 +4494,7 @@ 310 -

    You speak the words of the Brotherhood spellLightning Handand extend your right fist towards the rock creature. A tingle runs down your arm. Then a flash of light illuminates the hive when a sparkling bolt leaps from your hand and arcs to the creatures chest. It strikes the beast with a loud Crack!, but then it rebounds. Hurriedly you duck to avoid being hit in the face by your own missile as it comes streaking back towards you.

    +

    You speak the words of the Brotherhood Spell Lightning Hand and extend your right fist towards the rock creature. A tingle runs down your arm. Then a flash of light illuminates the hive when a sparkling bolt leaps from your hand and arcs to the creatures chest. It strikes the beast with a loud Crack!, but then it rebounds. Hurriedly you duck to avoid being hit in the face by your own missile as it comes streaking back towards you.

    Pick a number from the Random Number Table.

    If the number you have picked is 04, turn to 252. If it is 59, turn to 107. @@ -4633,7 +4639,7 @@

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

    -

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

    +

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

    @@ -4700,7 +4706,7 @@

    Your Kai sixth sense warns you that a large group of Shomzaa agarashi are approaching, and your Magnakai Discipline of Divination detects the presence of a creature among them who possesses magical abilities. A cursory look in the opposite direction tells you that this smooth-walled, lantern-lit passage offers very few places in which to hide. Having coolly assessed the situation, you call upon your improved mastery of Nexus to help you survive it.

    -

    You curl up the floor and cover your head with your left arm to keep your Sommlending features hidden from view. Then you place yourself into a state of suspended animation, convincingly feigning death. Minutes later, a dozen Shomzaa agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and irridescent eyes. Without paying you a second glance, they pass by and disappear into the distance.

    +

    You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from view. Then you place yourself into a state of suspended animation, convincingly feigning death. Minutes later, a dozen Shomzaa agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and iridescent eyes. Without paying you a second glance, they pass by and disappear into the distance.

    When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you bring yourself out of the trance and get to your feet.

    If you wish to search the bodies that are lying in this tunnel, turn to 144. If you choose to explore the tunnel further, turn to 160. @@ -4711,7 +4717,7 @@ 328 -

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

    +

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

    @@ -4745,12 +4751,12 @@

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

    -

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

    -

    Korlinium Chainmail Vest

    +

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

    +

    Korlinium Chainmail Vest

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

    -

    Drodarin Bag of Holding

    +

    Drodarin Bag of Holding

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

    -

    Sunderer

    +

    Sunderer

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

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

    To continue, turn to 95. @@ -4761,8 +4767,8 @@ 331 -

    The Sun-Crystal hits the rocky tip of the stalagmite and is deflected away from Shomzaas head. Your heart sinks as you watch the glowing crystal bounce off a cluster of grey egg sacs, and then splash into the shallow slime that covers the floor.

    -

    You are gripped by the sudden fear that you may have lost the only weapon capable of destroying Shomzaa, and hurriedly you leap off the stone ramp and race to retrieve it. Your Kai sixth sense guides you directly to its location, but as you pluck it from the slime and turn to face Shomzaas hiding place, suddenly you recall Lord Rimoahs words of warning. You must not be too close to the creature when the Sun-Crystal touches his body, or you will risk being consumed when the crystals energy is released.

    +

    The Sun-crystal hits the rocky tip of the stalagmite and is deflected away from Shomzaas head. Your heart sinks as you watch the glowing crystal bounce off a cluster of grey egg sacs, and then splash into the shallow slime that covers the floor.

    +

    You are gripped by the sudden fear that you may have lost the only weapon capable of destroying Shomzaa, and hurriedly you leap off the stone ramp and race to retrieve it. Your Kai sixth sense guides you directly to its location, but as you pluck it from the slime and turn to face Shomzaas hiding place, suddenly you recall Lord Rimoahs words of warning. You must not be too close to the creature when the Sun-crystal touches his body, or you will risk being consumed when the crystals energy is released.

    The memory of his wise words makes you pause and reconsider your actions. You focus on the stalagmite, now little more than 10 feet away, and you sense that something is very wrong. You look again, and the glimpse that you can see of Shomzaas head begins to shimmer and fade. Your throat tightens when you realize that you have been duped by an illusion. As you turn back towards the ramp, you are suddenly struck in the back by a terrific force.

    Pick a number from the Random Number Table.

    If the number you have picked is 04, turn to 24. @@ -4804,7 +4810,7 @@ 335 -

    You say the words of the Brotherhood spellLightning Handand level your right arm at the Shomzaa commander. A crackling bolt of blue-white flame leaps from your fingertips and arcs towards the creature with deadly accuracy. The bolt strikes the commander in the head, felling it before it can launch its second blast of frigid energy. Its shattered body falls to the ground and is instantly trampled under the feet of its slavering horde.

    +

    You say the words of the Brotherhood Spell Lightning Hand and level your right arm at the Shomzaa commander. A crackling bolt of blue-white flame leaps from your fingertips and arcs towards the creature with deadly accuracy. The bolt strikes the commander in the head, felling it before it can launch its second blast of frigid energy. Its shattered body falls to the ground and is instantly trampled under the feet of its slavering horde.

    To continue, turn to 244.
    @@ -4824,7 +4830,7 @@ 337 -

    You take an arrow from your quiver and grip it tightly by the flighted end. Then you whisper the words of the Old Kingdom spellFlameshaftand a blue flame ignites at its steel tip. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon, with the burning arrow held before you at arms length.

    +

    You take an arrow from your quiver and grip it tightly by the flighted end. Then you whisper the words of the Old Kingdom Spell Flameshaft and a blue flame ignites at its steel tip. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon, with the burning arrow held before you at arms length.

    The agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

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

    If your total score is now 4 or lower, turn to 289. @@ -4848,7 +4854,7 @@ 339 -

    You speak the words of the Brotherhood spellLightning Handand take aim with your right arm at the lizard-faced creature. A tingle of energy runs down your arm and a flash of blue light explodes from your fingertips. A bolt of electrical power surges from your hand and hits the beast in the torso, hurling it backwards to the ground. As it falls, it strikes its head on a protruding rock and is knocked unconscious.

    +

    You speak the words of the Brotherhood Spell Lightning Hand and take aim with your right arm at the lizard-faced creature. A tingle of energy runs down your arm and a flash of blue light explodes from your fingertips. A bolt of electrical power surges from your hand and hits the beast in the torso, hurling it backwards to the ground. As it falls, it strikes its head on a protruding rock and is knocked unconscious.

    Its followers freeze in their tracks and look to their fallen leader with shocked surprise. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarrys north wall.

    Turn to 17.
    @@ -4869,7 +4875,7 @@ 341 -

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

    +

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

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

    @@ -4915,7 +4921,7 @@ 344 -

    You press your back against the door and recite the words of the Brotherhood spellStrength. As the spell takes effect, you feel an invigorating surge of power flowing through every sinew of your body. Energized by this magical power, you lean back and press with all your might to keep the portal shut. There is another blow on the door, but it fails to shift you. Then you feel the surface temperature of the portal is changing; it is getting hotter.

    +

    You press your back against the door and recite the words of the Brotherhood Spell Strength. As the spell takes effect, you feel an invigorating surge of power flowing through every sinew of your body. Energized by this magical power, you lean back and press with all your might to keep the portal shut. There is another blow on the door, but it fails to shift you. Then you feel the surface temperature of the portal is changing; it is getting hotter.

    If you possess Grand Nexus, turn to 227. If you do not, turn to 173.
    @@ -4936,7 +4942,7 @@ 346 -

    As you run towards the archway, you shape your mouth in readiness to utter the Old Kingdom power-word: Gloar! The force of your spell-word punches a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

    +

    As you run towards the archway, you shape your mouth in readiness to utter the Old Kingdom power-word: Gloar! The force of your spell-word punches a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

    Turn to 135.
    @@ -4975,11 +4981,17 @@
    350 + + +

    Remember to erase the Andarin Bloodstone from your Action Chart.

    +
    +
    + -

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

    -

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

    -

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

    -

    Vampirium

    +

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

    +

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

    +

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

    +

    Vampirium

    @@ -5522,16 +5534,121 @@ Errata -

    (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fall to zero with fall to zero or below. Replaced on to with onto. Replaced weapons and with weapons, and.

    +

    (The Story so Far) Replaced each occurrence of Sun-Crystal with Sun-crystal. Replaced each occurrence of elite with lite. Added a paragraph break before Following the demise. Replaced monastery of the Kai with Monastery of the Kai. Replaced each occurrence of Plain of Darkness with Plane of Darkness. Replaced with . Replaced supreme Disciplines with Supreme Master Disciplines. Replaced treeline with tree-line. Replaced the Monastery with the monastery. Replaced Kai lords with Kai Lords. Replaced milleniums with millenniums. Split Rimoah's speech beginning with Yes, my Lord into a new paragraph. Replaced I will you with I will, you.

    + +

    (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced each occurrence of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fall to zero with fall to zero or below. Replaced on to with onto. Replaced weapons and with weapons, and.

    + +

    (Your Kai Name) Replaced elite with lite. Deleted You can record your personal Kai name on the book plate which appears on the inside front cover of this book..

    + +

    (New Order Disciplines) Replaced venoms and with venoms, and. Replaced symbols and with symbols, and. Replaced COMBAT SKILL is reduced with ENDURANCE is reduced. Replaced Magi-Magic with Magi-magic. Replaced Old Kingdom battle magic with Old Kingdom battle-magic. Replaced magi-magic spells with Old Kingdom Spells. Replaced individual (or combinations of) elements that are available, with individual elements that are available, or combinations thereof,. Replaced remove or with remove, or. Replaced eg with e.g.. Replaced dialect and with dialect, and. Replaced Weapon and with Weapon, and.

    -

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

    +

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

    -

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

    +

    (Kai Weapons) Replaced elite with lite. Replaced new-found with newfound. Deleted at the front of the book.

    (Rules for Combat) Removed on the inside back cover of this book. Replaced on the page after the Random Number Table with in the back of this book. Replaced points reduced with points possibly reduced. Replaced to zero with to zero or below. Replaced at which point the one with the zero score is declared dead with at which point that combatant is declared dead. Replaced sumary with summary.

    +

    (Improved Grand Master Disciplines) Replaced Brotherhood spells with Brotherhood Spells. Replaced eg with i.e.. Replaced Spear, etc) with Spear). Replaced ie with i.e.. Replaced ie with e.g..Replaced bolts, etc) with bolts). Replaced Improved Grand Master Disciplines with Improved Grand Master Disciplines. Italicised Lone Wolf when referring to the series.

    + +

    (1) Replaced each occurrence of Sun-Crystal with Sun-crystal. Replaced artifact with artefacts.

    +

    (5) Italicised Mindblend.

    +

    (7) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

    +

    (8) Replaced knocked the with knocked to the.

    +

    (13) Replaced Huriedly with Hurriedly.

    +

    (14) Replaced membraneous with membranous.

    +

    (21) Replaced disc with Bronze Disc.

    +

    (22) Replaced cannon and with cannon, and. Replaced Bow, or with Bow, nor.

    +

    (23) Replaced tinderbox with Tinderbox.

    +

    (33) Replaced rockface with rock-face.

    +

    (34) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Strength.

    +

    (35) Replaced irridescent with iridescent.

    +

    (48) Replaced odd (1,3,5,7,9) with odd (i.e. 1, 3, 5, 7, 9). Replaced even (2,4,6,8,0) with even (i.e. 2, 4, 6, 8, 0).

    +

    (52) Replaced irridescent with iridescent.

    +

    (61) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Counterspell.

    +

    (63) Replaced each occurrence of Korlinium with korlinium.

    +

    (64) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Sense Evil.

    +

    (65) Replaced seige with siege.

    +

    (67) Replaced 50 dwarves with fifty dwarves.

    +

    (73) Replaced Vinegar and with Vinegar, and.

    +

    (74) Replaced each occurrence of Sun-Crystal with Sun-crystal. Replaced Shomzaa hideous with Shomzaas hideous.

    +

    (75) Replaced seige with siege. Replaced Kai mastery with Kai Mastery.

    +

    (76) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Levitation.

    +

    (84) Replaced bomb with Phosphor Bomb.

    +

    (88) Replaced the the with the.

    +

    (95) Replaced impassible with impassable.

    +

    (96) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Net.

    +

    (99) Replaced half way with halfway.

    +

    (101) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Sense Evil. Replaced Korlinium with korlinium.

    +

    (109) Replaced Kai lord with Kai Lord. Replaced Old Kingdom spell with Old Kingdom Spell. Replaced tip-toes with tiptoes.

    +

    (112) Replaced current, then with current; then.

    +

    (113) Replaced battle frenzy with battle-frenzy.

    +

    (116) Replaced cannon and with cannon, and.

    +

    (118) Replaced of if with or if.

    +

    (121) Replaced Sun-Crystal with Sun-crystal.

    +

    (125) Replaced grievious with grievous.

    +

    (126) Replaced seige with siege.

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

    -

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

    +

    (129) Replaced Kai lord with Kai Lord.

    +

    (144) Replaced approriate with appropriate.

    +

    (152) Replaced jug with Jug of Vinegar. Replaced and and with and. Replaced current, then with current; then.

    +

    (154) Replaced rockface with rock-face. Replaced Sun-Crystal with Sun-crystal. Replaced Bow and with Bow, and. Replaced Bow, or with Bow, nor.

    +

    (158) Replaced odd (1,3,5,7,9) with odd (i.e. 1, 3, 5, 7, 9). Replaced even (2,4,6,8,0) with even (i.e. 2, 4, 6, 8, 0).

    +

    (161) Replaced Bow nor with Bow, nor.

    +

    (164) Replaced Old Kingdom battle-spell with Old Kingdom Battle-spell. Removed the dash preceding Flameshaft.

    +

    (182) Replaced like charging with like a charging.

    +

    (184) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Lightning Hand.

    +

    (187) Replaced jug of vinegar with Jug of Vinegar.

    +

    (188) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dash preceding Shield.

    +

    (190) Replaced Sun-Crystal with Sun-crystal.

    +

    (195) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dashes around Invisible Fist.

    +

    (196) Replaced if the with If the at the start of the second choice.

    +

    (201) Replaced rockface with rock-face.

    +

    (202) Replaced elite with lite.

    +

    (203) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

    +

    (204) Replaced Korlinium with korlinium.

    +

    (207) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

    +

    (209) Replaced Sun-Crystal with Sun-crystal. Replaced each occurrence of probiscus with proboscis.

    +

    (212) Replaced If you not with If you do not. Replaced Bow, or with Bow, nor.

    +

    (215) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Net.

    +

    (218) Removed quotation marks from around the thought-speech. Replaced arrive. with arrive.

    +

    (219) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dash preceding Shield.

    +

    (220) Replaced Korlinium with korlinium.

    +

    (222) Replaced drawbolt with bolt. Replaced Bow nor with Bow, nor.

    +

    (223) Replaced Kai mastery with Kai Mastery.

    +

    (226) Replaced scabbard, then with scabbard; then.

    +

    (233) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dashes around Invisible Fist.

    +

    (235) Replaced Backpack Items list with list of Backpack Items.

    +

    (240) Replaced Sun-Crystal with Sun-crystal.

    +

    (243) Replaced bow and Magi-magic, and with Bow, and Magi-magic, and.

    +

    (246) Replaced vision, then with vision; then.

    +

    (247) Replaced passage, then with passage; then.

    +

    (250) Replaced ante-room with anteroom. Replaced item, this with item, or this.

    +

    (253) Replaced irridescent with iridescent.

    +

    (259) Replaced Old Kingdom battle-spell with Old Kingdom Battle-spell. Removed the dash preceding Flameshaft.

    +

    (261) Replaced membraneous with membranous.

    +

    (262) Replaced odd (1,3,5,7,9) with odd (i.e. 1, 3, 5, 7, 9). Replaced even (0,2,4,6,8) with even (i.e. 2, 4, 6, 8, 0).

    +

    (264) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Strength.

    +

    (268) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Lightning Hand.

    +

    (269) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dash preceding Shield.

    +

    (272) Replaced Sun-Crystal with Sun-crystal.

    +

    (273) Replaced Bow, or with Bow, nor.

    +

    (280) Replaced Kai lord with Kai Lord. Replaced crossbolts with crossbow bolts.

    +

    (284) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Counterspell. Replaced seige with siege.

    +

    (298) Replaced jug with Jug of Vinegar.

    +

    (301) Replaced membraneous with membranous.

    +

    (303) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Counterspell.

    +

    (310) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

    +

    (322) Replaced Sun-Crystal with Sun-crystal.

    +

    (327) Replaced curl up the with curl up on the. Replaced irridescent with iridescent.

    +

    (328) Replaced counter-attack with counterattack.

    +

    (330) Replaced artifacts with aretefacts. Replaced COMBAT SKILL with COMBAT SKILL.

    +

    (331) Replaced each occurrence of Sun-Crystal with Sun-crystal.

    +

    (335) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

    +

    (337) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dashes around Flameshaft.

    +

    (339) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

    +

    (341) Replaced Brotherhood spell with Brotherhood Spell.

    +

    (344) Replaced Brotherhood spell with Brotherhood Spell. Removed the dash preceding Strength.

    +

    (350) Replaced Cloud-Dancer with Cloud-dancer. Replaced appreciate with appreciative. Italicised Lone Wolf when referring to the series.

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

    diff --git a/rh.xml b/rh.xml index 4d60b99..1a1521c 100644 --- a/rh.xml +++ b/rh.xml @@ -1394,7 +1394,7 @@
    Grand Thane (9 Disciplines)
    -

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

    +

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

    • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
    • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
    • @@ -1408,7 +1408,7 @@
      Kai-alchemy -

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

      +

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

      Improvements: (see Improved Grand Master Disciplines and Levels of Grand Mastership)

      @@ -1750,7 +1750,7 @@

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

      Magi-magic
      -

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

      +

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

      • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
      • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targetted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
      • @@ -2668,316 +2668,8 @@
      -
      - Aon Project End User License + &inclusion.project.aon.license; - -

      24 May 2001

      - -
      - 0. Preamble - - -

      Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Devers books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

      -

      Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

      -

      Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

      -

      This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

      -
      -
      - -
      - 1. Definitions - - - -
      - 1.0 - - -

      License shall hereafter refer to this document.

      -
      -
      - -
      - 1.1 - - -

      Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

      -
      -
      - -
      - 1.2 - - -

      Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

      -
      -
      - -
      - 1.3 - - -

      Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

      -
      -
      - -
      - 1.4 - - -

      Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

      -

      The following are the works written by Joe Dever which are being offered under the terms of this license:

      - -
        -
      • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
      • -
      • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
      • -
      • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
      • -
      • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
      • -
      • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
      • -
      • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
      • -
      • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
      • -
      • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
      • -
      • The Cauldron of Fear; Copyright 1987 Joe Dever.
      • -
      • The Dungeons of Torgar; Copyright 1987 Joe Dever.
      • -
      • The Prisoners of Time; Copyright 1987 Joe Dever.
      • -
      • The Masters of Darkness; Copyright 1988 Joe Dever.
      • -
      • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
      • -
      • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
      • -
      • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
      • -
      • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
      • -
      • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
      • -
      • Dawn of the Dragons; Copyright 1992 Joe Dever.
      • -
      • Wolfs Bane; Copyright 1993, 1995 Joe Dever.
      • -
      • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
      • -
      • The Magnamund Companion; Copyright 1986 Joe Dever.
      • -
      • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
      • -
      • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
      • -
      • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
      • -
      • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
      • -
      - -

      The following are the works written by Ian Page which are being offered under the terms of this license:

      - -
        -
      • Grey Star the Wizard; Copyright 1985 Ian Page.
      • -
      • The Forbidden City; Copyright 1986 Ian Page.
      • -
      • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
      • -
      • War of the Wizards; Copyright 1986 Ian Page.
      • -
      - - -

      The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

      - -
        -
      • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
      • -
      • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
      • -
      • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
      • -
      • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
      • -
      • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
      • -
      • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
      • -
      • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
      • -
      • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
      • -
      - -

      The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

      - -
        -
      • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
      • -
      • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
      • -
      • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
      • -
      • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
      • -
      • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
      • -
      • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
      • -
      • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
      • -
      • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
      • -
      • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
      • -
      • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
      • -
      • Wolfs Bane; Illustrations Copyright 1993 Brian Williams.
      • -
      • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
      • -
      • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
      • -
      • Mydnights Hero; Illustrations Copyright 1995 Brian Williams.
      • -
      • Rune War; Illustrations Copyright 1995 Brian Williams.
      • -
      • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
      • -
      • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
      • -
      • Vampirium; Illustrations Copyright 1998 Brian Williams.
      • -
      • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
      • -
      • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
      • -
      • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
      • -
      • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
      • -
      - -

      Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

      -
      -
      - -
      - 1.5 - - -

      Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

      -
      -
      - -
      - 1.6 - - -

      Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

      -
      -
      - -
      - 1.7 - - -

      Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

      -
      -
      - -
      -
      - -
      - 2. Terms of Distribution - - - -
      - 2.0 - - -

      The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

      -
      -
      - -
      - 2.1 - - -

      The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

      -
      -
      - -
      - 2.2 - - -

      You agree to refrain from redistributing the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason. You are granted the right to receive a copy or copies only for your own personal use.

      -

      This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

      -

      Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to HTML frames.

      -

      One exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

      -
      -
      - -
      - 2.3 - - -

      You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

      -
      -
      - -
      - 2.4 - - -

      The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

      -
      -
      - -
      - 2.5 - - -

      If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

      -

      The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

      -
      -
      - -
      -
      - -
      - 3. Termination of the License - - - -
      - 3.0 - - -

      If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

      -
      -
      - -
      - 3.1 - - -

      If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors or Illustrators work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

      -
      -
      - -
      -
      - -
      - 4. Jurisdiction - - - -
      - 4.0 - - -

      If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

      -
      -
      - -
      -
      - -
      - 5. Revision of the License - - - -
      - 5.0 - - -

      The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

      -
      -
      - -
      -
      - -
      - 6. NO WARRANTY - - - -
      - 6.0 - - -

      BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

      -
      -
      - -
      - 6.1 - - -

      IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

      -
      -
      -
      -
      -
      -
    Table A