From e20dec0e2e54c8d52216d4da4fbaf721b0454074 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Wed, 17 Jan 2007 22:58:04 +0000 Subject: [PATCH] Simon's updates git-svn-id: https://projectaon.org/data/trunk@205 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/18dotd.xml | 485 +++++++++++++++++++++++++------------------------ 1 file changed, 250 insertions(+), 235 deletions(-) diff --git a/xml/18dotd.xml b/xml/18dotd.xml index 02fdb17..144c0ab 100644 --- a/xml/18dotd.xml +++ b/xml/18dotd.xml @@ -8,6 +8,8 @@ %general.links; %xhtml.links; + + %general.inclusions; ]> @@ -16,6 +18,9 @@ $Id$ $Log$ +Revision 1.3 2007/01/17 22:58:04 jonathan.blake +Simon's updates + Revision 1.2 2006/07/09 23:54:43 cvsuser Add new file @@ -117,14 +122,14 @@ Initial revision - +
The Story So Far<ch.ellips/> - +

You are Grand Master lone Wolf of Sommerlund, sole survivor of a massacre that wiped out the First Order of the Kaian elite warrior caste.

@@ -134,7 +139,7 @@ Initial revision

For sever years now peace has reigned in Sommerlund. Under your direction the once-ruined monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against he Darklords, possess latent Kai skills and show exceptional promise. These skills will be nurtured and honed to perfection during their time here at the Monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

-

Your attainment of he rank of Kai Grand Master brought with it great rewards. Some, such as he restoration of he Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have been rewards which you could not possibly have foreseen. The discovery that within you lay he potential to develop Kai Disciplines beyond those of he Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection -to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

+

Your attainment of he rank of Kai Grand Master brought with it great rewards. Some, such as he restoration of he Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have been rewards which you could not possibly have foreseen. The discovery that within you lay he potential to develop Kai Disciplines beyond those of he Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfectionto attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

With diligence and determination you set about the restoration of the Kai Monastery and the training of the New Order recruits. Your efforts were soon rewarded for, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their new-found responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of be Elder Magi.

@@ -159,11 +164,11 @@ Initial revision

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

-

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

-

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

-

The second number that you pick from the Random Number Table represents your powers of ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points. If at any time your ENDURANCE points can be regained during the course of the adventure, but your number of COMBAT SKILL and Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

+

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

+

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

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points).

+

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

+

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 117), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13-onwards):

  • Crystal Star Pendant
  • @@ -200,11 +205,11 @@ Initial revision
    Weaponmastery
    -
    Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.
    Animal Control
    Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creatures sense of taste and smell.
    Curing
    -
    Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms and toxins. Repair of serious battle wounds.
    Invisibility
    Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.
    Huntmastery
    @@ -230,7 +235,7 @@ Initial revision
    Grand Weaponmastery -

    This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your

    +

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

    Brian Williams @@ -265,7 +270,7 @@ Initial revision
    Deliverance (Advanced Curing) -

    Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE points. This ability can only be used once every 20 days.

    +

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

    @@ -293,8 +298,8 @@ Initial revision
    Kai-surge -

    When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their ENDURANCE point. When using the weaker psychic attackMindblastthey may add 4 points without loss of ENDURANCE score falls to 6 points or below.

    +

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

    +

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

    @@ -335,7 +340,7 @@ Initial revision

    If you successfully complete the mission as set in this, the sixth of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 19.

    -

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

    +

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

    @@ -440,7 +445,7 @@ Initial revision

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

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

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

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

        @@ -487,7 +492,7 @@ Initial revision

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

          -
        1. Kai Grand Master Senior
        2. +
        3. Kai Grand Master Senior
        4. Kai Grand Master Superior
        5. Kai Grand Sentinel
        6. Kai Grand DefenderYou begin the Lone Wolf Grand Master adventures at this level of Mastery
        7. @@ -552,7 +557,7 @@ Initial revision

          If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

          -
          +
          Grand Weaponmastery

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

          Deliverance
          @@ -628,7 +633,8 @@ Initial revision
-
+ +
Grand Thane

If you are a Kai Grand Master who has reached the rank of Grand Thane (9 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

@@ -636,7 +642,7 @@ Initial revision
Deliverance

Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

Assimilance
-

Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infra-vision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).

+

Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultra-vision (the ability to detect objects or movement in the ultra-violet spectrum of light).

Grand Kai-surge

Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, eg, bottles, windows, all ceramics, urns, jugs etc, and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

Grand Nexus
@@ -652,7 +658,6 @@ Initial revision -

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

@@ -660,7 +665,7 @@ Initial revision - +
Grand Master<ch.apos/>s Wisdom @@ -687,8 +692,8 @@ Initial revision 1 -

You set sail from Vadera harbour on a bitterly cold, grey, late winters day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestriathe first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

-

Once the Saxin Is beyond the sheltering walls of Vadera harbour, its Captain charts an easterly course along the Tentarlasthe chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ships easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map (see the inside front cover of his book) which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

+

You set sailfrom Vadera harbour on a bitterly cold, grey, late winters day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestriathe first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

+

Once the Saxin is beyond the sheltering walls of Vadera harbour, its Captain charts an easterly course along the Tentarlasthe chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ships easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map (see the inside front cover of his book) which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

Every night, as you lie awake on your bunk staring at the tarred beams of your cabin, you wish away the miles that separate you from your beloved homeland. You want, most of all, to be with your young Kai acolytes in this dark hour, but fate has seen fit to place a great distance between you. Fearful of what you may find if you arrive home too late, every night you offer up prayers to the Gods Ishir and Kai to help speed your return to Sommerlund.

Turn to 175.
@@ -769,10 +774,10 @@ Initial revision 9 -

Quickly you intone the words of the Old Kingdom spell Hold Enemy and direct its power at Prince Lutha. Instantly he is frozen into immobility. Your swift action has prevented him from activating the evil power of the ring he wears, a power which could spell your doom. But you sense that it is only a matter of time before your spell wears off and he is free to direct the power of the ring against you.

+

Quickly you intone the words of the Old Kingdom spell Hold Enemy and direct its power at Prince Lutha. Instantly he is frozen into immobility. Your swift action has prevented him from activating the evil power of the ring he wears, a power which could spell your doom. But you sense that it is only a matter of time before your spell wears off and he is free to direct the power of the ring against you.

Seizing the advantage, you call on your Magnakai skills of Pathsmanship to aid you as you begin the difficult climb out of the pit. The ascent becomes a race against time; you must reach the open trapdoor before the Prince recovers from the effects of your spell.

You are pulling yourself through the opening when Lutha begins to move. He attempts to kick you with his right foot but you twist away in time to avoid the vicious attack. You tug his left leg and put him off balance; this move buys you the few seconds you need to get to your feet. As you rise he comes at you with a dagger in his hand, forcing you back towards the open hole.

- Prince Lutha (with Ring of Power)54ENDURANCE">39 + Prince Lutha (with Ring of Power)5439

While wearing the Ring of Power, Lutha is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 89.
@@ -783,7 +788,7 @@ Initial revision

Quickly you make your descent across the rocks to where the Sun-Crystal lies, but in your hurry, you slip and fall on he wet granite.

-

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Grand Nexus, add 2. If you possess Grand Pathsmanship, add 1. If your current Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Grand Nexus, add 2. If you possess Grand Pathsmanship, add 1. If your current ENDURANCE points total is 11 or less, deduct 1.

If your total score is now 2 or less, turn to 258. If it is 3 or more, turn to 134.
@@ -814,7 +819,7 @@ Initial revision 13 -

You place your hands on the young mans chest and, using your Magnakai healing skills, you cause the puncture wound to mend (reduce your ENDURANCE score by 1 point). However, your treatment is not enough to save him. The poison in his blood is too strong and to well-established to be neutralized by your innate Kai powers. Sadly you watch as the brave young man slips into a sleep from which he will not awaken.

Turn to 255.
@@ -823,13 +828,15 @@ Initial revision 14 -

You hear the hiss of a crossbow bolt in flight, and instantly react by pulling your horse sharply to one side. It is a move that saves your life. The iron missile grazes your shoulder (lose 1 ENDURANCE point) but it does not prevent you from making good your escape into the trees.

You keep to the woods and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through this lush timberland, you discover the following items in the bags and blanket roll which are attached to the horses saddle:

Sword Rope Tinderbox Blanket Bow Quiver containing 5 arrows 12 Lune (equivalent to 3 Gold Crowns) Spyglass

If you wish to keep any of these items, remember to adjust your Action Chart accordingly.

Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, and distances:

-

North-Chod-250 miles West-Holona-SO miles South-Tenzha-20 miles

-

You are anxious to leave hostile Eldenoran territory as soon as possible and, after checking your map, you set off to the south, towards the Slovian border town of Tenzha. During your ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENOURANCE points.

+

NorthChod250 miles

+

WestHolona50 miles

+

SouthTenzha20 miles

+

You are anxious to leave hostile Eldenoran territory as soon as possible and, after checking your map, you set off to the south, towards the Slovian border town of Tenzha. During your ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 343.
@@ -856,7 +863,7 @@ Initial revision

He calls his men to come forward and, before you can caution him, he leads them at the gallop down the steep trail which descends towards the valley floor. Cursing his impetuosity, you spur your steed onward and follow in his wake. You have covered less than half a mile when suddenly your Magnakai sense of Divination screams a warningthe troop is riding directly into an ambush.

Desperately you shout for Nathor to halt but your command goes unheeded. Then, from out of the surrounding pines, there comes a volley of arrows and spears. One spear penetrates deep into your horses flank, killing him instantly.

Pick a number from the Random Number Table.

-

If the number you have picked is 0 or 1, turn 278.

+ If the number you have picked is 0 or 1, turn to 278. If it is 26, turn to 183. If it is 79, turn to 107. @@ -884,8 +891,8 @@ Initial revision 19 -

Beyond the valley lies an expanse of coarse and thorny vegetation which is alive with wild game. You stop to catch yourself an evening meal and then make camp beneath an old twisted oak (restore 3 ENDURANCE points). The night passes uneventfully and at first light you resume your ride east. Shortly before midday, you arrive at the ruins of an ancient church where a signpost, pointing to the east, says:

+

VANAMOR42 miles

You allow yourself a smile; with luck you could be the city walls by nightfall.

Later in the day you see a dust cloud approaching along the road. You magnify your vision and see a dozen armed horsemen clad in ragged uniforms of green and black. A sense of unease pervades your mind; these are the colours most often worn by Eldenoran soldiers. Trusting to your Kai instincts, you steer your horse off the trail and take cover among the trees of a nearby copse.

Pick a number from the Random Number Table.

@@ -900,8 +907,8 @@ Initial revision

The unexpected sound of the voice jolts you to full consciousness. You look around for who it was who uttered these words and, to your surprise, you see an old man dressed in brown robes standing before you, stroking your horses nose. Immediately you recognize the kindly face of Gwynian the Sage.

Fate calls us together once more, Lone Wolf, he says, Come, we have much to discuss.

-

And with that he takes hold of your horses bridle and leads him across the park to a grand building. It has changed much since you were last here, but despite he new brick and marble façade you recognize Varettas Halls of Learning.

-

You are taken along a gravelled path to a hall, where a sign hanging over its richly-carved oak door says: LIBRARY. You dismount, and Gwynian ties the reins to a ring set into the wall. Then he pushes open the door and together you enter the librarys cool interior. Countless thousands of books and parchments crowd the stone shelves of this magnificent library, marching past on either side as you walk towards another door at the far end of the hall.

+

And with that he takes hold of your horses bridle and leads him across the park to a grand building. It has changed much since you were last here, but despite the new brick and marble faade you recognize Varettas Halls of Learning.

+

You are taken along a gravelled path to a hall, where a sign hanging over its richly-carved oak door says: LIBRARY. You dismount, and Gwynian ties the reins to a ring set into the wall. Then he pushes open the door and together you enter the librarys cool interior. Countless thousands of books and parchments crowd the stone shelves of this magnificent library, marching past on either side as you walk towards another door at the far end of the hall.

Turn to 268.
@@ -920,7 +927,7 @@ Initial revision 22 -

You instruct Captain DVal to retreat with the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultra-violet beam: it is a small metallic polyhedron, studded with rivets.

+

You instruct Captain DVal to retreat with the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultraviolet beam: it is a small metallic polyhedron, studded with rivets.

You dismount and pick a large stone out of the river and lob it at the device with deft precision. The instant the stone hits, there is a violent explosion which knocks you down and peppers the area of the ford with sharp splinters of rock.

Pick a number from the Random Number Table.

If the number you have picked is 03, turn to 310. @@ -951,7 +958,7 @@ Initial revision 25 -

You fold your hand of cards, pick up your money, and make an excuse that you are tired after your long days ride. Dorst and his men bid you good-night, and as he and his men continue with the game, you go and check to see that your horse is comfortable for the night. You are busy gathering some grasses for his feed when suddenly a shriek echoes through the hillsit is the unmistakable cry of a Kraan.

+

You fold your hand of cards, pick up your money, and make an excuse that you are tired after your long days ride. Dorst and his men bid you goodnight, and as he and his men continue with the game, you go and check to see that your horse is comfortable for the night. You are busy gathering some grasses for his feed when suddenly a shriek echoes through the hillsit is the unmistakable cry of a Kraan.

If you possess Kai-screen, turn to 221. If you do not possess this Grand Master Discipline, turn to 99.
@@ -963,8 +970,8 @@ Initial revision

Your advanced Kai mastery reveals to you the whereabouts of the missing purse of gems. It is in the boot of the bargee, the lank-haired man who is siding with the merchant against the other. He is hoping to keep hidden his guilt by pointing the finger of suspicion at the man in the hide coat.

The bargee steps away from the table and, as he tries to move quietly towards the tavern door, he passes in front of your chair. Deftly you kick the top of his boot. The blow splits the purse and scatters gemstones all over the tavern floor.

-

Why you growls the guilty bargee, and, in the blink of an eye, he draws a dagger and lunges for your heart.

-Bargee (master thief): 3625 If you win this combat, turn to 199.
@@ -973,7 +980,7 @@ Bargee (master thief): ENDURANCE points.

+

You take a gasp of air and dive below the surface, but as you submerge, you feel the stinging kiss of a crossbow bolts tip graze your shoulder: lose 2 ENDURANCE points.

Having lost the element of surprise, you allow the current to carry you a few hundred yards downstream before you cone to the surface. You find yourself opposite a shallow bay in the river bank which affords you better cover from the nearest enemy trench than your previous position upstream. Quickly you crawl out of the water and slither like a snake up the muddy bank to drop silently into this trench. A dull-witted Eldenoran is swiftly dispatched with a blow from the edge of your hand, enabling you to move further along this log-walled ditch. Just as you are passing the opening to a makeshift dug-out, you sense danger ahead. A single file of Eldenoran swordsmen are marching along the trench in your direction; it will be only a matter of seconds before they are close enough to see you.

If you wish to dive into the dug-out to avoid being seen by these men, turn to 185. If you choose to unsheathe your weapon and prepare for combat with this advancing file of troops, turn to 57. @@ -995,7 +1002,7 @@ Bargee (master thief): ENDURANCE points.

+

You fall among the damp, jagged rocks and gash your head on a pointed outcrop: lose 3 ENDURANCE points.

Your sudden movement alerts a lavas to your position and it circles around Ravens Eerie until it is sure that you are human. Then, with a piercing shriek, it comes diving out of the sky with its claws extended and its beaked jaw open wide.

Turn to 108.
@@ -1006,7 +1013,7 @@ Bargee (master thief): If your current If your current ENDURANCE points score is 10 or less turn to 232. If it is 11 or more, turn to 177.
@@ -1020,7 +1027,7 @@ Bargee (master thief): Turn to 60. @@ -1040,7 +1047,7 @@ Bargee (master thief): 34ENDURANCE">38 + Eldenoran horse-scouts3438 If you win and the combat lasts three rounds or less turn to 85. If you win and the combat lasts four rounds or more, turn to 160. @@ -1050,9 +1057,9 @@ Bargee (master thief): ENDURANCE points. Gritting your teeth against the pain, you force yourself to stand and then use your Magnakai skill of Nexus to extinguish your burning breeches. Your quick thinking has saved you from more serious injury, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. In a fit of pique, he stomps his massive forefoot down on to the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

+

Your calves and feet are badly scorched by the heat of the dragons breath: lose 4 ENDURANCE points. Gritting your teeth against the pain, you force yourself to stand and then use your Magnakai skill of Nexus to extinguish your burning breeches. Your quick thinking has saved you from more serious injury, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. In a fit of pique, he stomps his massive forefoot down on to the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

You use this opportunity to retreat towards the Shadow Gate, but you do not get very far before the great beast sees you and comes lumbering forwards with his jaw agape.

-

Unless you possess a Platinum Amulet, a Talisman of Ishir, or the Discipline of Grand Nexus, you must now deduct 3 ENDURANCE points due to the debilitating effects of the heat and atmosphere.

Turn to 316. @@ -1078,7 +1085,7 @@ Bargee (master thief): Turn to 244. @@ -1112,7 +1119,7 @@ Bargee (master thief): 48ENDURANCE">30 + Ghost of Roark4830

You conduct this combat in ho normal way. While attacking the ghost of Roark using your psychic Kai abilities, you must defend yourself from the injurious effects of the debris-storm. Only by defeating Roarks ghost an combat will you cause the maelstrom to cease.

If you win the combat, turn to 146. @@ -1128,7 +1135,7 @@ Bargee (master thief):
+ \ No newline at end of file -- 2.34.1