Dawn of the Dragons

You are Lone Wolf — Kai Grand Master of Sommerlund. During your long voyage home from a successful quest you discover the Dark God Naar is poised to unleash a horde of fire-breathing dragons upon the Kai Monastery. Will his agents assassinate you en route? Or will you manage to arrive at your monastery in time to take command of the New Order of young Kai warriors in what could be their first and final battle against Naar's champions of evil?

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

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

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

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

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

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold over 11 million copies around the world.

Beginning in 1996, Joe worked in the games industry as script writer and games design consultant.

In late 1999, Joe gave his readers his millennium gift by sharing his works freely through what became Project Aon. Other creators added their own gifts to his: Gary Chalk, Brian Williams, Ian Page, Rob Adams, Paul Bonner, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, and Graham Round.

After a brave and private ten-year battle with illness, Joe Dever passed away in November 2016 leaving behind a legacy of goodness and honour that has earned him a loyal, enduring following among the readers who continue to find adventure in the worlds he created.

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Gamebooks series by Jon Sutherland and Simon Farrell. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

When he learned that Joe Dever had started Project Aon, he readily and enthusiastically added his illustrations to the millennial gift.

In October 2010, Brian Williams passed from this world unexpectedly at his home.

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

Publication Date: 15 February 2018

Text © 1992 Joe Dever. Illustrations © 1992 Brian Williams.

Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Table of Contents

- Title Page

- Dedication

- Acknowledgements

- The Story So Far …

- The Game Rules

- Grand Master Disciplines

- Equipment

- Rules for Combat

- Levels of Kai Grand Mastership

- Improved Grand Master Disciplines

- Grand Master's Wisdom

- Numbered Sections

- The Lands and Territories of Central Northern Magnamund

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Dedication

To Rick, Nancy, and Amy (Ca.)

Acknowledgements

‘I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my “millennium gift” to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. … ’ Joe Dever

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits

Transcription

Matthew Reynolds

Illustration Transcription

Jonathan Blake

XML

Jonathan Blake

Jeff Dougan

Melvin Mah

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Proofreading

Simon Osborne (Frontmatter and Sections 1–210 and 246–350)

Tony Wrigley (Sections 211–245)

Editing

Ingo Klöcker

LeRoy McSwain

Jennifer Sigman

Simon Osborne

Timothy Pederick

Coordination

Jonathan Blake

Special Thanks

Benjamin Krefetz, David Kubecka, Chris Neilson, Christopher Turner, Kolja Zanner

The Story So Far …

You are Grand Master Lone Wolf of Sommerlund, sole survivor of a massacre that wiped out the First Order of the Kai — an élite warrior caste.

It is the year MS 5077, twenty-seven years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain — the Darklands — and caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Magnamund. Some factions which were part of this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skilfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

For seven 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 the 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 the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the 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 the potential to develop Kai Disciplines beyond those of the 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.

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 newfound 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 the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power which you had recovered during an earlier quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors — Banedon and Rimoah — you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Brotherhood and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now, for every five years that elapse you age but one year.

In the years following your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. One such minion, the powerful Deathlord of Ixia, threatened to enslave the free nations of Magnamund with a weapon forged by Naar himself. Bravely you ventured alone into the Deathlord's icy domain and confronted him in a life-or-death battle in which you were triumphant. However, as you were returning from the Deathlord's frigid realm you learned that Sommerlund had been attacked. In your absence, Naar had sent forth a host of dragon-creatures to destroy the New Order of the Kai and lay waste to your homeland.

The news came as a terrible shock. In Ixia you had won a great victory over Evil, yet at what cost? You had no doubts that the New Order were worthy Kai warriors, but they were all so young, their mettle as yet untested in the furnace-heat of battle. Secretly you feared that they would be unable to resist Naar's newest champions, and so you resolved to return as quickly as possible to Sommerlund to take command of the Kai Monastery and orchestrate your country's defences.

In the court of King Sarnac of Lencia, in the city of Vadera, you received a pledge from the King himself that he would do all in his power to help speed your long journey home to Sommerlund. Accompanied by Lord Ardan, a friend and magician from the land of Dessi, you were put aboard a Lencian clipper, one of the fastest of all sea-going vessels. This ship was bound for Garthen — the principal city of Talestria — which lies more than a thousand miles to the east of Vadera. This was to be the first stage of your journey back to Sommerlund, a destination more than two thousand miles from Lencia. As you set sail from Vadera harbour you knew that you were embarking upon a race against time, a desperate race in which the future of your country and the New Order of the Kai were at stake.

The Game Rules

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

For more than seven years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowess — COMBAT SKILL — and physical stamina — ENDURANCE. Before you begin this 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 onto the Random Number Table. If you pick a 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 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 or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points 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 1–17), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 18. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 1–5) or Magnakai (Books 6–12) adventures.1 Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Lone Wolf Grand Master series.2 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 1–5) and Magnakai (Books 6–12) series to the Lone Wolf Grand Master series (Books 13–onwards):

- Crystal Star Pendant

- Sommerswerd

- Silver Helm

- Dagger of Vashna

- Silver Bracers

- Jewelled Mace

- Silver Bow of Duadon

- Helshezag

- Korlinium Scabbard

- Kagonite Chainmail

[1] The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers' Handbook for details.

[2] If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

Grand Master Disciplines

Kai & Magnakai Disciplines

During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.

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 creature's 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

Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell, and night vision.

Pathsmanship

Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.

Psi-surge

Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.

Psi-screen

Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.

Nexus

Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, and corrosive liquids.

Divination

Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the Gods Kai and Ishir go with you as you begin your brave and noble quest.

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines may be of use to you at some point during your adventure, pick your four skills with care. The correct use of a 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 Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 13–20), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of.

If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow.3

Animal Mastery

Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

Deliverance (Advanced Curing)

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.

Assimilance (Advanced Invisibility)

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

Grand Huntmastery

Grand Masters are able to see in total darkness and have greatly heightened senses of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Grand Pathsmanship

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

Kai-surge

When using their psychic ability to attack an enemy, 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 attack — Mindblast — they 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.

Kai-screen

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

Grand Nexus

Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

Telegnosis (Advanced Divination)

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

Magi-magic

Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakeros — the native warriors of Dessi. These skills include the basic use of 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

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. These spells include Lightning Hand, Levitation, and Mind Charm. 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.

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 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 Lone Wolf Grand Master adventure, which is called Wolf's Bane.

[3] Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a ‘hidden loyalty bonus’ (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

Equipment

Before you set off on your long journey to Sommerlund you take with you a map of Northern Magnamund and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart.

If you have successfully completed any of the previous Lone Wolf adventures (Books 1–17), you may add this sum to the total sum of Crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safekeeping at your monastery.

You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).

- Quarterstaff (Weapons)

- Bow (Weapons)

- Quiver (Special Items) This contains six Arrows; record them on your Action Chart.

- Dagger Weapons)

- Sword (Weapons)

- 2 Meals (Meals) Each Meal takes up one space in your Backpack.

- Rope (Backpack Item)

- Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

- Axe (Weapons)

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

How to Use Your Equipment

Weapons

The maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.

Bows and Arrows

During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is strongly recommended that you also equip yourself with a close combat weapon, such as a Sword or an Axe.

In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.

Backpack Items

These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart is given either initial capitals (e.g. Gold Dagger, Magic Pendant), or is clearly labelled as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

Special Items

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.

Food

Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Potion of Laumspur

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. It cannot be used to increase ENDURANCE points immediately prior to a 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

The currency of central Northern Magnamund is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every one Gold Crown.

Rules for Combat

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's 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 Wolf's and the enemy's 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.

Example

Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +5. (35−30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

3. When you have your Combat Ratio, pick a number from the Random Number Table.

4. Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

Example

The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

- Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).

- Doomwolf Pack loses 7 ENDURANCE points.

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

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

7. Repeat the sequence from Stage 3.

This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points possibly reduced.

A summary of Combat Rules appears in the back of this book.

Evasion of Combat

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.

Levels of Kai Grand Mastership

The following table is a guide to the ranks 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 perfection — to become a Kai Supreme Master.

1. Kai Grand Master Senior

2. Kai Grand Master Superior

3. Kai Grand Sentinel

4. Kai Grand Defender — You begin the Lone Wolf Grand Master adventures at this level of Mastery

5. Kai Grand Guardian

6. Sun Knight

7. Sun Lord

8. Sun Thane

9. Grand Thane

10. Grand Crown

11. Sun Prince

12. Kai Supreme Master

Improved Grand Master Disciplines

As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

Kai Grand Guardian

If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

Assimilance

Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

Grand Huntmastery

Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

Kai-surge

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

Kai-screen

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

Magi-magic

Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

- Splinter — This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.

- Flameshaft — This causes the tip of any Arrow or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.

Sun Knight

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

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

Grand Pathsmanship

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

Grand Nexus

Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

Telegnosis

Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

Kai-alchemy

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

- Halt Missile — This 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 2–3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.

- Strength — By 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.

Sun Lord

If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

Assimilance

Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

Grand Huntmastery

Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

Kai-surge

Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast — a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

Telegnosis

Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increase as a Grand Master rises in rank.

Magi-magic

Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

- Penetrate — This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.

- Energy Grasp — This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.

Sun Thane

If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

Deliverance

Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

Grand Huntmastery

Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

Grand Pathsmanship

Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

Kai-screen

Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

Kai-alchemy

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

- Slow Fall — By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.

- Breathe Water — Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.

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:

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 choose 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 infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

Kai-surge

Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. 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

Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of detection increases as a Kai Grand Master rises in rank.

Telegnosis

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:

- Power Glyph — By 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 Enemy — Using this spell, Kai Grand Thanes are 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 targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.

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.

Grand Master's Wisdom

In order to find the quickest route from Vadera to your Kai Monastery you may well have to pass through several wild and dangerous regions of Magnamund. Be wary and on your guard at all times, for the agents of the Dark God Naar are abroad and they will do everything in their power to thwart your safe return.

Some of the things that you will find or encounter during your mission will be of use to you in this and future Lone Wolf books, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

Pick your Grand Master Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Grand Master adventure.

May the light of the Gods Kai and Ishir make swift your return to your endangered homeland.

For Sommerlund and the Kai!

1

You set sail from Vadera harbour on a bitterly cold, grey, late winter's 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 Talestria — the 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 Tentarias — the chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ship's easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map 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.

2

You are deeply suspicious of the youth, and by using the Brotherhood Spell Sense Evil, you soon confirm your fears. You detect that he is a murderous cut-throat and that his sinister building is home to Varetta's notorious Guild of Thieves. Forewarned of the danger, you wheel your horse about and gallop away along Spur Lane, retracing your route back to the square at the city's South Gate. On returning here, you rein in your horse and pause to consider the remaining two exits from the square.

If you wish to go north into Ladder Way, turn to 308.

If you choose to go west into Quill Street, turn to 194.

3

It is early in the afternoon when you catch sight of a grand, half-timbered bridge in the far distance. It spans a river, swollen by the recent rains, which you recognize at once to be the River Reloni. There is a small circular tent near the approach to the bridge, and three Eldenoran soldiers are seated on stools beside it, each smoking a long-stemmed pipe.

At first you consider avoiding the bridge and finding somewhere else to make a crossing, but the river is wide and fast-flowing, and the three guards look particularly weak and stupid. After some deliberation, you decide to try to bluff your way past them.

As you approach, one of the guards gets up off his stool and moves to stand in your way. Casually, he asks to see some sort of identification.

If you possess a Silver Seal, turn to 283.

If you do not possess this Special Item, turn to 317.

4

You shout the order to fire and the Kai let loose their straining bowstrings. A cloud of arrows with armour-piercing tips, hardened in the fires of the monastery forge, whistles towards the swooping Lavas with impressive accuracy. All find their target, but only one of the winged creatures falls from the sky. You see that the beast has been struck in the eye. Hurriedly the acolytes reload as the Lavas prepare to land on the Tower of the Sun.

‘Fire at their eyes!’ you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. This time more than half find their target, decimating the onrushing Lavas at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower.

Turn to 58.

5

Before your face disappears completely below the surface of the Storn, you manage to utter the words of the Brotherhood Spell Strength. Immediately, you feel the fatigue melting away from your aching limbs, and a surge of renewed energy revitalizes your muscles.

Turn to 327.

6

With a mighty effort, you drag your feet from the burning mire and leap head-first into the whirling black abyss of the Shadow Gate.

Turn to 69.

7

The pack leader is ripped to shreds by the blast and many of his followers are left mortally wounded. But neither the sight of their injuries nor the deafening sound of the explosion deters the remaining pack members from approaching the bridge. With fear running ice cold in your veins, you spur your tired horse to the gallop in a desperate attempt to outrun these howling fiends.

Turn to 304.

8

You bow to the King's wishes and resolve, instead, to reach the Kai Monastery by land and destroy the Shadow Gate as soon as you are able. Strengthened by this resolution, you show to the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.

Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his élite Guard Cavalry regiment, so that you may be able to use them to break through the enemy's line at its weakest point and reach the Kai Monastery. Captain D'Val, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.

The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.

‘Get some sleep, Grand Master,’ he says, patting you paternally on the shoulder. ‘You will need it. You ride with the Guard at dawn.’

Turn to 94.

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.

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): COMBAT SKILL 54   ENDURANCE 39

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.

10

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

11

It is near dusk when you emerge from the hills and see the glimmering waters of the River Kinam less than five miles distant. This great river marks the border between Talestria and Palmyrion, Queen Evaine's neighbouring ally. The road descends to a border toll bridge beyond which you can see the sprawling town of Scade. The troop is challenged by the bridge warden to halt and pay a fee of 100 Silver Lune. This fee is soon forgotten, though, when the Lord Constable shows the pedantic old man his Royal Seal. With a stiff salute he steps aside and bids you all a safe journey.

Scade is a bustling market town which has grown rich and fat in the years following the defeat of the Darklords. Its brightly painted buildings and paved thoroughfares exude affluence, and even its lowly street-beggars look clean and well-fed by comparison to those in other parts of Magnamund. Nathor leads the troop to an inn near the centre of the town, a fine establishment called ‘The Lucky Bucket’. Its owner, a corpulent fellow with a polished bald pate, welcomes him with open arms. After the ordeal at Pinepeaks and the long day's ride, you are looking forward to a hot bath and a large supper. However, it soon transpires that the inn is almost full and the owner can only provide rooms for five of the troop.

‘Not to worry,’ says Nathor, noticing the look of disappointment on your face. ‘I know Knight Tranius — the lord of this manor. Many's the time we've hunted boar in the hills. His castle is but two miles from here. Five can billet here tonight while the rest of us lodge with Tranius.’

You agree to Nathor's proposal and set off with him, accompanied by three of the troopers, along a river track which heads north to Castle Tranius.

Turn to 140.

12

Drawing on all your Kai camouflage and tracking skills, you manage to evade the war-dog pack and escape into the depths of the forest.

Turn to 220.

13

You place your hands on the young man's chest and, using your Magnakai Curing 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 too 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.

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 horse's 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:

Chod: 250 miles North

Holona: 50 miles West

Tenzha: 20 miles South

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.

15

‘Did you not know, Northlander,’ chuckles Dorst, ‘that cheatin' is fair in Taluka? Least, that's the way we play it, eh, boys?’

Feeling a little embarrassed by their behaviour, you fold your hand of cards, pick up your money, and make an excuse that you are tired after your long day's ride. Dorst and his men bid you goodnight, and as he and his men continue with their dubious 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 hills — it 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.

16

Overhead the sun gleams like a jewel in the clear blue sky, and the early morning air bites with a refreshing sharpness which helps to revive your spirits. A layer of thick frost covers the stony trail from the monastery, and it scrunches loudly under the horses' hooves as you make your careful descent. Soon you rejoin the east road and follow it, through a series of shallow gorges, to a thick pine forest where the ground is covered with mossy rocks. Here the road ascends to a crest where a pall of black smoke stains the cloudless sky. As you approach the crest, you suddenly sense danger ahead and shout a warning to Nathor. He commands the troop to halt while you go ahead to assess the situation.

Beyond the crest you see a broad valley with steeply wooded sides. At its centre there is a village and a large stone building which, when you magnify your vision, you determine to be a church. The roof of this building is ablaze and several bodies lie dotted around its cultivated grounds and gardens. You signal to Nathor to join you and, when he arrives upon the crest, he is able to identify the burning church.

‘That's Pinepeaks Abbey,’ he says, his voice stilted with anxiety. ‘They are in trouble — we must help them.’

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 warning — the 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 horse's flank, killing him instantly.

Pick a number from the Random Number Table.

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

If it is 2–6, turn to 183.

If it is 7–9, turn to 107.

17

High above you can hear the distant sound of running feet. A troop of the Prince's guards is rushing to his aid, although you sense that it is too late to save him now. Rather than stay to face their wrath when they discover their leader has been incinerated, you use the Sommerswerd to open the circular panel in the wall of the pit. As it falls away, you discover a chute which leads to an underground river. Quickly you crawl along this slime-smeared chute and slip into the cold waters, where you are carried swiftly away by the strong undercurrent.

Turn to 150.

18

You sense that the talisman is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, this talisman alone will not be sufficient to keep you safe from the creatures that are now advancing rapidly towards the Shadow Gate.

Turn to 80.

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:

Vanamor — 42 miles

You allow yourself a smile; with luck you could be inside 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.

If the number you have picked is 0–6, turn to 81.

If it is 7–9, turn to 229.

20

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 horse's 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 horse's 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 façade you recognize Varetta's 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 library's 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.

21

Desperately you urge the horse forwards, but the combined weight of you and Lord Nathor conspire to slow its progress. Before it can carry you through the gatehouse and onto the drawbridge beyond, the portcullis comes crashing down, sealing your only means of escape. Then a second portcullis descends, preventing you from returning into the castle keep. You are caught, trapped like fish in a barrel in the narrow corridor between these two gates.

This area is called the ‘murder hole’, and, as you soon discover to your cost, it is an apt description of what can occur in this dreadful place. Within seconds of your capture, the walls above are ringed by guardsmen, each armed with bows which they aim at you and your companion. At a given signal they open fire, pouring volley after relentless volley of arrows into your defenceless forms.

Tragically, your life and your journey home to Sommerlund end here, in the murder hole of Castle Tranius.

22

You instruct Captain D'Val 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 0–3, turn to 310.

If it is 4–9, turn to 105.

23

Suddenly you feel your throat tighten, and the skin on your face and the backs of your hands begins to itch. With mounting dread you realize that you have been walking into an area which is infested with a virulent plague. Hurriedly, you turn to run from the town as fast as you can, but you have taken no more than a dozen steps when you collapse to the muddy ground.

If you possess any Oede herb or Matho's Potion, turn to 113.

If you possess neither of these items, turn to 128.

24

The death of their leader stuns the dragon herd into frozen silence, and you seize this opportunity to make a dash for the Shadow Gate. Before Naar can direct his Lavas to block your escape, you reach the Shadow Gate and hurl yourself through it into the whirling black abyss.

Turn to 69.

25

You fold your hand of cards, pick up your money, and make an excuse that you are tired after your long day's 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 hills — it 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.

26

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.

Illustration I—In the blink of an eye he draws a dagger and lunges for your heart.

Bargee (master thief): COMBAT SKILL 36   ENDURANCE 25

If you win this combat, turn to 199.

27

You take a gasp of air and dive below the surface, but as you submerge, you feel the stinging kiss of a crossbow bolt's 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 come 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 dugout, you sense danger ahead. A single file of Eldenoran swordsmen is 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 dugout 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.

28

Your decision to stop and speak with the pilgrims clearly irritates the Lord Constable, but he bows to your authority and waits patiently for you to finish talking with them.

You learn that this ragged group are on their way to Garthen. Their leader, a bearded wretch called Pospora, also tells you of a strange camp that he and his pilgrims discovered last night, near a place on the road which he calls ‘red rock’. However, this information does not come cheaply — you are pressed by the pilgrims into making a donation to their dubious cause. (Deduct 5 Gold Crowns from you Action Chart. If you possess fewer than 5 Crowns, erase instead one Backpack Item of your choice.)

Having satisfied your curiosity, you return to the troop and continue the ride east.

Turn to 319.

29

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 Raven's Eyrie 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.

30

You abandon your horse at the derelict barn and creep down stealthily to the river's edge. After stowing your cloak and boots in your backpack, you wade out into the cold, dark waters of the Storn and begin your swim to the opposite bank. The river current is strong and, before long, you find yourself being carried swiftly downstream.

If your current ENDURANCE points score is 10 or less, turn to 232.

If it is 11 or more, turn to 177.

31

A signpost on the road out of Quarlen says ‘Casiorn 260 miles’. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.

Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long night's ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the city's west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.

Not until you see the bulbous golden towers of the High-Mayor's Palace do you allow Wildwind to slow his pace. You pass through the palace's grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayor's chambers. It reminds you of Skyrider — your friend Guildmaster Banedon's flying ship — although the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.

‘She awaits your command,’ says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. ‘What do you think?’ He beams, pointing to the ship. ‘Is she not magnificent?’

Illustration II—‘What do you think?’ he asks. ‘Is she not magnificent?’

‘Yes, indeed she is,’ you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. ‘Pray tell me, High-Mayor, what is the craft's name?’

‘We call her “Cloud-dancer”,’ he replies, proudly.

Within the hour you are standing aboard the gleaming steel deck of Cloud-dancer, which vibrates gently in tune to the rising power of its magical engines. The crew of Casiornian engineers set free the hawsers which hold her in place and then, with a farewell wave to Cordas and his court, you give the order for Cloud-dancer to commence her maiden voyage north to Holmgard.

Turn to 60.

32

The burning wolf-thing comes crashing down into the midst of its following pack members, scattering them in all directions. A collective howl arises from the darkness, a hellish shrieking that is filled with fear, anger, and pain. The dramatic loss of their leader is more than the remaining beasts can bear, and, with a final howl of frustration, they flee from the bridge and scurry back to the safety of their pens in Castle Tranius.

Turn to 86.

33

The trooper fumbles for the haft of an axe which is tucked into his belt. Before he can free it, you stride forward and strike a blow with your fist that sends him crashing backwards through the open hut door. Moments later, there is a loud commotion and half a dozen angry Eldenorans come pouring out of the doorway with weapons drawn. You will have to fight them:

Eldenoran Horse-scouts: COMBAT SKILL 34   ENDURANCE 38

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.

34

Your calves and feet are badly scorched by the heat of the dragon's 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 onto 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.

35

You rush to the brigand's side and wrench the dagger from his chest, but it is already too late to save his life. You step away from his lifeless body and look around at the devastation he and his men have brought to the sleepy village of Pinepeaks. Leaderless, the remaining brigands now abandon their loot and flee to the wooded hills to rejoin their confederates, those who attempted to ambush the troop when first you entered this valley. Nathor's men have secured the village and they are busy helping the villagers to fight small fires which are burning in several of the cottages.

Turn to 126.

36

You continue along the avenue until you reach the city's north wall. Here you stop to read a proclamation that has been nailed to the door of a coaching inn and stables. It states that a curfew is in force in Rhem, and anyone found on the streets an hour after nightfall will be arrested by the city watch.

You are about to leave when you overhear the owner of the stables talking to one of his stable-hands. The boy is holding the reins of an aged horse that is severely lame in one leg, and the owner is telling him that he can no longer afford to stable the sick old mare.

‘She'll have to go,’ says the owner, shaking his head. ‘She's worthless to me now she's not earning her keep.’

Tears are streaming down the young boy's face. Clearly he loves the old horse and is heartbroken at the prospect of her being destroyed. Boldly you approach the owner and propose a deal.

‘Sir, if I am able to cure this lame mare,’ you say, stroking the horse's velvety nose, ‘then will you allow me to keep her?’

‘Ha, ha, ha, so you think you can work miracles, do you?’ chuckles the owner. ‘Very well then, stranger. If you can cure her — you can keep her.’

Gently you settle the mare and run your hands down her lame foreleg. Using your Magnakai Disciplines of Curing and Animal Control, you slowly ease her worn-out joints and mend her cracked bones. Within minutes she is as agile as a newborn foal.

‘Well I be a storgh's uncle!’ gasps the owner, amazed by the sudden transformation. ‘So, stranger, you can work miracles after all! The horse is yours!’

You climb upon the mare's back and wave farewell to the owner and the stable-boy, who is now crying tears of joy.

‘If ever you're looking for work,’ says the owner, as you turn the horse to leave, ‘then there'll always be a job for you here!’

Turn to 244.

37

You intone the words of the Old Kingdom Spell Invisible Fist and extend the palm of your right hand, pointing it towards the belly of the swooping beast. You feel a surge of energy leap from your palm and shoot towards the creature. It senses your attack and veers in mid-air to avoid it, but its reactions are too slow to escape being hit. The concussive force of your spell deals a crushing blow to its chest and, momentarily stunned by the impact, the beast loses control and hits the ground with a sickening crunch.

Turn to 215.

38

Cearmaine provides you with a fresh horse from the Canatarium's stables, and then he escorts you personally to the city's north gate.

‘Good luck and godspeed, Grand Master,’ he says. ‘May we meet again one day — but in happier circumstances.’

Under cover of darkness you ride due north towards the border with Eldenora, less than eight miles distant. The hilly terrain and your natural camouflage skills enable you to evade the enemy's lookouts and pass into their territory unseen. At first the going is easy and you cover many miles despite the undulating ground, but shortly before dawn you find yourself descending from the hills towards an expanse of marsh and reed beds. You try to avoid this bog and make a wide detour to the east, but before long you are brought to a halt at the edge of a steep ravine.

Both ways ahead now look impossible on horseback, but you are loathe to abandon your mount. You decide to turn back, yet you have gone no more than half a mile when your Kai senses alert you to danger. In the distance you see a regiment of Eldenoran cavalry on the move; you count more than a hundred riders. Rather than risk running foul of them, you reluctantly abandon your horse and return again to the edge of the ravine.

If you wish to attempt to cross the ravine, turn to 186.

If you decide to try to cross the bog, turn to 217.

39

You erect a psychic shield to protect your mind from Roark's assault, and you successfully deflect his attack. But as his ghastly apparition gallops past, it stirs in its wake a whirling maelstrom that is filled with rocks, broken glass, and other city debris. This whirlwind assails you physically and knocks you to the ground.

Ghost of Roark: COMBAT SKILL 48   ENDURANCE 30

You conduct this combat in the normal way. If you possess a Jewelled Mace, you may add +3 to your COMBAT SKILL for the duration of this fight. 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 Roark's ghost in combat will you cause the maelstrom to cease.

If you win the combat, turn to 146.

40

You leave the monastery under cover of darkness and set off towards the northwest, into the foothills of the Durncrag Mountains. Soon you pick up the trail that leads to Raven's Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.

You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagle's Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Raven's Eyrie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.

It appears like a black, semicircular cave mouth that seems to hover motionless in the air. Crackling snakes of electrical energy surround its edges, and the air before it writhes and shimmers like a desert mirage. You reach into the pocket of your tunic and remove the Sun-crystal, weighing it carefully in your hand so that you will be ready to throw it accurately when the time comes.

The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of Lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnar's armies at bay.

You are too far from the Shadow Gate to hurl the Sun-crystal and so, with caution, you begin to inch your way nearer to your goal.

If you possess Grand Pathsmanship and Telegnosis, turn to 291.

If you do not possess both of these skills, turn to 127.

41

Swiftly you take hold of Nathor and heave him across the neck of a saddled horse. Then you mount this steed and urge it to the gallop, scattering a trio of bogus castle guards that are hurriedly trying to block your escape from the stables. The castle keep is alive with screams and curses as you steer your horse towards the gatehouse, where, to your mounting horror, you see the portcullis beginning to fall.

Pick a number from the Random Number Table. If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher, add 2 to the number you have picked. If you possess the Discipline of Grand Huntmastery, add 2. If you possess Animal Mastery, add 1.

If your total score is now 2 or less, turn to 21.

If it is 3 or higher, turn to 230.

42

This village is a run-down shabby-looking place which appears to have seen better days. The timbers of its gaudily-painted houses are riddled with rot, and its citizens have a mean and surly demeanour that you find irksome. You are having second thoughts about stopping at the inn and are only persuaded when you hear the distant rumble of thunder.

To your surprise, you discover the owner of the Pickled Scow to be an unusually kind and cheerful character. For 3 Gold Crowns (erase these from your Action Chart), he and his daughter furnish you with a fine meal and a warm room above their kitchen. Before you retire for the night, they invite you to sample their ale — free of charge. It is a weak but flavoursome brew, and while you sip it in front of the blazing hearth, they tell you stories about the colourful travellers who have spent the night at their inn.

If you wish to ask them if they have heard any news about your homeland, turn to 231.

If you do not, turn to 56.

43

Beyond the bog, the land gently rises to a barren plateau that is dotted with scrub and stunted pines. Here, beneath the twisted boughs of a dead tree, you make camp for the night and settle down to sleep. Before you rest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 313.

44

King Ulnar convenes an emergency council of the Sommlending barons in his Chamber of State. When all are assembled, Baron Caldar of Anskaven conducts a briefing, principally for your benefit, outlining the grave situation confronting Sommerlund and, most especially, the New Order of the Kai. You are aware of much of what he says, having been briefed already by Gwynian the Sage in Varetta, but you learn that the Sommlending army has lost many brave men attempting to break the siege at the Kai Monastery and is too weakened, at present, to attack the enemy again.

‘Where is Guildmaster Banedon?’ you ask, when called upon by the King to speak to the council of war.

‘He is at the Kai Monastery,’ answers Baron Medar of Tyso. ‘He, in company with Lord Rimoah of Dessi and the ten most senior magicians of Toran's Brotherhood, went to the monastery during the early days of the siege. They travelled there aboard the Guildmaster's skyship and … ’ At this point, the Baron hesitates and looks to the King, as if seeking his permission to continue. The King continues on his behalf.

‘Grand Master,’ he says, his voice heavy, ‘the Guildmaster's skyship was seen falling from the skies above the monastery. Border Rangers saw it crash in flames. We … we fear that all aboard were lost.’

The King's words come as a terrible blow for Banedon and Rimoah are your closest friends. If it is true, and all of Sommerlund's finest magicians have been lost at a stroke, then the blow is doubly severe. The security of your homeland will have been greatly compromised by their deaths.

If you possess Telegnosis, turn to 252.

If you do not possess this Discipline, turn to 124.

45

You fight with devastating skill and, despite the overwhelming odds against you, you succeed in defeating every last one of these vicious hounds. As the last one falls to your blows, you urge your horse away from the bridge and set off along the track to the distant town of Scade.

On returning to the Lucky Bucket Inn, you break the ill news of your encounter at Castle Tranius to the remaining five troopers. It comes as a shock, both to them and to the innkeeper, who fears for the safety of the real Knight Tranius.

‘I haven't seen him in the town for near-on a week,’ he says, anxiously rubbing his many chins. ‘We 'ere had no inkling that somethin' bad was happenin' up there at the castle. It's right put the shakes up me, I can tell you.’

Turn to 246.

46

Hurriedly you utter the words of the Brotherhood Spell Levitation and, simultaneously, you leap into the air. The spell takes effect almost immediately, and it pushes you high enough to avoid the dragon's searing blast of flame.

Your quick thinking has saved your skin, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. He stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

You ease the Levitation spell and return to the uncertain black soil. Then you retreat towards the Shadow Gate, but, as you run, you are forced to reach for your weapon as the great beast 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.

47

Using your Kai skill, you send a silent, soothing message to the excited war-dogs. They respond within seconds, becoming suddenly quiet as your psychic command subdues their trained and natural instincts. Their handlers, the Eldenoran archers, curse them under their breath, thinking that their outburst may have given away their position to the enemy. While they are berating their dogs, you slip through their line and move deeper into the woods.

Turn to 220.

48

The Lord Constable is an imposing man with a proud and noble countenance. At your approach he removes a white leather gauntlet and welcomes you with a formal salute.

‘Greetings, my lord,’ he says, his voice deep and resonant. ‘Welcome to Garthen. I am Nathor, Lord Constable of the Royal Citadel. It would be an honour if you would allow me to escort you and Lord Ardan to an audience with Queen Evaine.’

Turn to 238.

49

The defenders on the tower fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.

You leave the Tower and tour the battlements, offering words of comfort to the wounded and praising those Kai who have shown exceptional bravery. You are returning to the Grand Hall when you see Banedon approaching from the other direction.

‘The time is ripe for you to begin your mission, Grand Master,’ he says. ‘The enemy have lost a great number this night — it is unlikely they will return before the dawn.’

‘Yes, my friend,’ you reply, touching the pocket of your tunic which contains the Sun-crystal, ‘you are right. The time has come — I will leave for Raven's Eyrie at once.’

Turn to 40.

50

You draw your weapon and slay the first guard to come within arm's length of your horse. The others freeze in their tracks, stunned by the speed of your attack, but then the sergeant screams at them like a wild animal and they rush forward again. They are more scared of their sergeant's wrath, it seems, than they are of your battle skill. You must fight them.

Illustration III—The sergeant screams at the guards like a wild animal and they rush forward.

Duadon guardsmen: COMBAT SKILL 42   ENDURANCE 42

You may evade this combat after four rounds by turning to 335.

If you win the fight, turn to 290.

51

You rush into the forest and glance overhead to make doubly sure that you are not being tracked by the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.

Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: it is the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).

Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.

‘Gr … Grand Master!’ he stammers, hardly daring to believe his eyes. ‘You have returned. Praise the gods! Our prayers have been answered!’

You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.

‘Yes, Sabre Fox,’ you reply, ‘I have returned. Now let us vanquish this foe and rid our land of their evil shadow.’

Turn to 180.

52

Using the Brotherhood Spell Levitation you are able to counter the speed of your descent. Unfortunately, Lord Constable Nathor does not possess the same ability and, as you are beginning to slow down, he comes screaming past you, his eyes and mouth wide with terror.

You stretch out and make a grab for his cloak as he hurtles past. You manage to get a grip and hold on fast, but as you are nearing the ground, his cloak comes undone and he falls the last twenty feet to the flagstoned keep. Upon landing, you discover that Nathor is still alive, but his left ankle is badly broken and his face is cut and bruised. Despite his obvious pain he manages a smile, revealing gaps where he is now missing two of his teeth.

Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your hands to the injured foot (reduce your ENDURANCE points score by 4). You feel the warmth of your power start to reduce the swollen tissues and mend the broken bone, but before you can complete the cure, a yelling horde of bogus castle guardsmen come rushing from out of the gatehouse with their swords drawn. You unsheathe your weapon and crouch in readiness to meet their manic attack.

Castle Guardsmen (impostors): COMBAT SKILL 48   ENDURANCE 48

If you win this fight, turn to 93.

53

Suddenly an explosion of white light fills your vision and the taste of blood fills your mouth: you have been hit in the head by an armour-piercing arrow. Mercifully, death is virtually instantaneous.

Sadly, your life and your journey home come to an abrupt end here, in the cold, dark waters of the River Reloni.

54

You recite the words of the Brotherhood Spell Slow Fall and then leap from the rocky slab to where the Sun-crystal is lying, wedged among the rocks. The spell slows your descent, and you are able to land easily. With a growing sense of awe, you take hold of the warm crystal and turn to look back at the Shadow Gate in order to gauge your throw.

The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate. His mighty dragon herd is on its way to Magnamund.

As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.

Turn to 350.

55

You yell at the drunken thug, calling him a ‘cowardly snake’ in his native Eldenoran tongue. Unfortunately, this taunt does not distract him for long. In fact it makes the situation worse — he seems more frightened and murderous now than he was before.

He snarls as he raises his dagger and you are forced to rush headlong towards him in a desperate attempt to prevent him from wounding his innocent captive's child.

Turn to 311.

56

You sleep well and rise with the cock's crow. When you reach the stable, you discover the innkeeper has already prepared your horse, ready for your departure. You thank him and wave farewell to the cheerful man and his daughter as you set off on the road north to Varetta.

It is midday when you catch your first glimpse of this ancient city. Positioned on a large plateau in the centre of a grassy plain, the blood-red walls and towering spires of Varetta look doubly impressive. As you approach the south gate, you admire the carvings which embellish the city's walls. They depict great dragons with snake-like bodies that intertwine as they flow around the towers and bastions of this ancient city.

The guards at the gate allow you to enter without challenge, and you pass through the grand southern entrance which leads to a flagstoned square.

If you have ever visited Varetta before in a previous Lone Wolf adventure, turn to 284.

If you have never visited this city before, turn to 62.

57

The leading Eldenoran soldier is stunned into open-mouthed shock when he sees you standing in the trench before him. You strike a swift, deadly blow, and he staggers backwards, pulling two of his comrades down to the floor of the trench as he falls. The others draw their swords and come leaping over their fallen friends, attacking you with unexpected fury.

Eldenoran Assault Troops: COMBAT SKILL 39   ENDURANCE 42

If you win this combat, turn to 324.

58

Suddenly you are confronted by one of these beasts who attempts to strike you from the tower with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and swing your first blow the moment your feet return to the flagstones.

Lavas: COMBAT SKILL 49   ENDURANCE 45

If you win this combat, turn to 49.

59

You help the Baroness's entourage to set up camp beside the stream while Dorst, who considers himself something of a master cook, prepares the trout you caught earlier. To your surprise, the meal turns out to be excellent (restore 3 ENDURANCE points).

During supper, you ask the Baroness what news she has heard of events in the east. She tells you that there is war between the principalities of the Stornlands, although this is such a common condition that it can hardly be considered news any more. Of distant Sommerlund she has heard nothing. After supper, she excuses herself and retires to her carriage. Dorst posts two men to guard her coach, and then he invites you to play cards with himself and the remaining five men.

If you wish to accept his offer, turn to 152.

If you choose to decline his offer, turn to 330.

60

Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet the excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgard — the Sommlending capital.

Guided by beacons blazing atop the King's Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where you are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.

‘Welcome home, Grand Master,’ he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. ‘Thank Kai and Ishir you are safe, Lone Wolf,’ he says. ‘Now may the darkness of Naar be lifted from our land.’

Turn to 44.

61

‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’

A knot of fear tightens in the pit of your stomach. ‘A Kraan,’ you reply, recognizing at once the fell cry of this unwelcome creature.

You hurry to a window and see the large, bat-like Kraan silhouetted against the moon. A man-sized rider clings precariously to the creature's reptilian back as it swoops and soars among the hills and gullies.

‘You had best come away from the window, my lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’

You take heed of the Lord Constable's advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.

‘It is not the first time it has come,’ says Rasbarin. ‘Every night for the past ten days we've heard it circling the hills. Sometimes there is more than one of its kind.’ He suggests that you bunk in the cellar of the monastery where you may be safer from detection, and you accept his offer gladly.

Turn to 154.

62

As you stop to survey the shops and stalls which encircle this busy square, you notice a stone signpost positioned on a plinth at its centre. It indicates the names of the three exits from this square:

Ladder Way (North)

Spur Lane (East)

Quill Street (West)

If you wish to enter Ladder Way, turn to 112.

If you wish to enter Spur Lane, turn to 338.

If you wish to enter Quill Street, turn to 90.

63

As the horsemen close in, unexpectedly you spur your steed straight at them in a bold countercharge. The move takes the leading pair of riders by surprise and, before they fully recover their battle-senses, you speed between them and lash out with a single scything sweep. Both riders crash to the ground — minus their heads.

Shocked by your sheer audacity, the brigand leader shouts a recall to the others. They wheel around in a wide arc and form up in a line behind him, cursing you vehemently for the death of their comrades. Then, with a vengeful yell, the brigand chief leads his gang of saddle-bandits in a charge that, he hopes, will leave you trampled into the ground.

As this wave of brigands comes thundering down upon you, the leader lunges at your head with his straight-bladed sword. It whistles by just inches from your scalp, but you do not allow him a second try. You twist in the saddle and strike like lightning, splitting his helmet and his skull with a single mighty blow. He falls before his men, yet they prove to be hardy rogues and they press home their attack regardless.

Eldenoran Brigands: COMBAT SKILL 46   ENDURANCE 41

You may evade this combat after four rounds by turning to 182.

If you win the fight, turn to 109.

64

With dread, you cast your eyes across a nightmare landscape that stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry-red, spout geysers of yellow flame that seem to claw vengefully at the orange sky. The heat, and the stench of sulphur, is overwhelming. (Erase the Sun-crystal from your Action Chart.)

The Lavas drops you onto the shifting black soil and soars upwards until it disappears into the roiling clouds. In the middle distance you see a herd of dragon-like creatures, snorting fire as they lumber slowly across this hellish plain. You sense great danger, and when you focus your Kai skills at the approaching leviathans, you are shocked by what you learn.

You have been transported to the Plane of Darkness, the domain occupied and ruled over by Naar, the Dark God. The approaching dragon-creatures are massing to enter the Shadow Gate that lies several hundred yards at your back. They are Naar's newest creations, and you sense that if they are allowed entry to your world, Sommerlund and the Kai are doomed.

If you possess Grand Nexus, turn to 321.

If you possess a Platinum Amulet, turn to 208.

If you possess a Talisman of Ishir, turn to 18.

If you do not possess this skill, nor either of these Special Items, turn to 131.

65

You manage to pull free from the tangle of shattered timbers, but you are now so close to unconsciousness due to lack of oxygen that you are forced to surface. The moment your head bobs above the water and you gasp for breath, you attract a volley of arrows from the archers hiding in the trees.

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

If your total score is now 3 or less, turn to 53.

If it is 4 or more, turn to 298.

66

You call upon your special Kai abilities to lighten your body weight sufficiently enough for you to prevent yourself from sinking further into this evil-smelling morass. Then, using your hands and weapons, you wade through this stinking bog until you feel the welcome sensation of firm ground once more beneath your feet. You rest momentarily to regain your strength before you hurry away from the morass and head north.

Turn to 43.

67

You raise your hand and bring the regiment to a silent halt. Captain D'Val leans towards you from his saddle and whispers: ‘Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.’

‘I know this place,’ you reply, quietly. ‘The monastery lies beyond the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies — it would not take them long to summon reinforcements.’

‘You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.’

‘Very well, then, captain,’ you reply, unsheathing your weapon. ‘Pass the order to prepare to charge.’

Turn to 200.

68

The pack leader is torn to shreds by the blast, and several of his followers are left mortally wounded. The sight of their injuries, coupled with the deafening sound of the unexpected explosion, is more than the remaining pack members can bear. With a howl of fear and frustration, they turn away and race back to the safety of Castle Tranius.

Turn to 86.

69

The howling winds of the abyss buffet you unmercifully as you spin around this whirling black vortex. Pressure begins to build in your body, and soon the pain in your head and chest become almost unbearable: it feels as if you are being torn apart.

If you possess Grand Nexus and have attained the rank of Grand Thane, turn to 187.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 305.

70

You ride to a barricade that is within twenty yards of the river's edge. To the astonishment of the soldiers who are sheltering here from a hail of fire bombs and arrows, you leap from your horse and sprint headlong towards the river. The moment you hit the freezing water, you stay submerged as you begin the long swim to the opposite bank.

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 163.

If it is 6–9, turn to 125.

71

You tell Captain D'Val to take 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 shiny metallic polyhedron, studded with rivets.

Using your Kai Mastery of Nexus, you cause the device to rise. You have lifted it no more than a few inches when suddenly it is torn apart by a violent explosion that peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to D'Val to bring the regiment forward.

‘Thank Ishir you're with us,’ says the captain, as he leads the men across the ford. ‘Without you, this wicked sorcery would have cost us dear.’

Turn to 235.

72

The figure at the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The instant its fingers close around the haft, a crackling blue flame ignites at its tip.

Illustration IV—The instant its fingers close around the haft, a crackling blue flame ignites at its tip.

‘Draw steel!’ commands Nathor, and his men respond by unsheathing their swords in readiness for combat. You focus your psychic powers at the figure and sense that it is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hall, fired from the tip of the figure's iron stave. You are its intended target and you dive to the floor to avoid being hit. The bolt ricochets off the stone wall close behind you and shatters one of the tall windows into a thousand glittering shards.

‘Take him!’ shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

Nathor curses the sinister figure and it responds by uttering a chilling, inhuman laugh. Now you sense a new danger approaching — the being's sickly laughter is summoning its minions to the hall.

‘Lord Nathor!’ you cry. ‘We cannot prevail here. We must escape … Follow me!’

And with these words, you race to the window and leap feet-first through its shattered pane.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 219.

If it is 5–9, turn to 301.

73

Within a matter of seconds, the remaining pack members catch the scent of their leader's blood and it drives them into a frenzy. They increase their speed and, knowing that you cannot outrun them, you are forced to turn and face them as they launch a simultaneous attack.

Eldenoran War-dogs (in blood-frenzy): COMBAT SKILL 42   ENDURANCE 47

Due to their frenzied state, these War-dogs are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 295.

74

You leave behind the Denka Gate and follow a road that twists and climbs through densely wooded highland. Once you crest the last timbered hill, you begin a gradual descent towards the Taunor Valley — a fertile expanse of cropland and grassy plain. By dusk you can see the River Quarl ahead and, shortly before nightfall, you cross its fast-flowing waters at a bridge in the centre of Quarlen, a busy town on the caravan route to Casiorn.

Just beyond the bridge you see an impressive hostelry, with adjoining stables. A shield hangs above the courtyard gate displaying its name: ‘The Barrel Bridge Tavern’.

If you wish to stop and enter this hostelry, turn to 211.

If you choose to continue your ride to Casiorn, turn to 31.

75

In the twilight before dawn, you catch sight of the River Kinam less than a mile away to the west. You scan the surrounding landscape and note several small tracks (which lead to tiny farmsteads dotted around the vast plain) converging at a hamlet which nestles in a bend of this great river. During the past hour your horse has developed a slight limp, and a cursory look at his affected leg reveals that he has thrown a shoe. You know that unless you replace the missing shoe, and soon, he will be too lame to carry you further. Reluctantly, you decide to enter the hamlet and go in search of a blacksmith.

A signpost at the entrance to the hamlet announces its name: Kalma. It is a quiet, sleepy sort of place that in many ways reminds you of Dage, the Sommlending village where you were born and where you spent your early years. Near the centre of this humble village you discover a smithy where, even at this early hour, you can hear the sound of a hammer beating iron. You tether your horse to a rail alongside a moth-eaten old donkey, and call out for the blacksmith.

‘In 'ere,’ comes the curt reply. On entering you discover a tall, broad-shouldered man clad in a leather apron, busily shaping a horseshoe on an anvil.

‘My steed has shed a shoe,’ you say. ‘Can you replace it?’

‘Aye,’ he says, without bothering to look up from his work, ‘but it'll cost you 20 Lune. In cash, and in advance, if you please.’

If you have sufficient cash to pay the blacksmith (20 Lune = 5 Gold Crowns), turn to 234.

If you do not, turn to 259.

76

Your Arrow glances harmlessly off the dragon's skull, making him even angrier than he already is. He stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flames soaring into the air.

Hurriedly you shoulder your Bow and reach for your weapon as the great beast comes lumbering slowly towards you with his massive 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.

77

You avoid, as best you can, any contact with your fellow passengers as the ferry sets off on its return trip to the city of Rhem. It docks inside the city's famous horseshoe-shaped harbour, and you make sure that you are among the first to disembark.

Using your Kai camouflage skills and your natural stealth, you avoid the attentions of the watchful Salonese guards at the harbour and, once inside the city proper, you merge with the crowds. Soon you find yourself in a square that is overshadowed by the twin towers of Rhem Cathedral. An avenue runs along the cathedral's south side and, at its far end, your eye is drawn to a rusty suit of armour which stands beside the door to a dingy-looking weapons shop.

If you wish to enter this armoury, turn to 339.

If you decide not to enter, turn to 36.

78

You shout the order to fire and the Kai let loose their straining bowstrings. A cloud of arrows with armour-piercing tips, hardened in the fires of the monastery forge, whistle towards the swooping Lavas with impressive accuracy. All find their target, but only one of the winged creatures falls from the sky. You see that the beast has been struck in the eye. Hurriedly the acolytes reload as the Lavas prepare to land on the battlements.

‘Fire at their eyes!’ you shout, and a cloud of fifty Kai arrows are sent screaming through the sky to seek their elusive mark. This time more than half find their target, decimating the onrushing Lavas at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the wall.

Turn to 165.

79

Using the Brotherhood Spell Mind Charm, you command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you. At first you are unable to penetrate the man's mind — his memory is protected by a magical shield. Then you draw on your psychic Kai skills to boost the Mind Charm spell and suddenly you feel the man's magical shield begin to crack and disintegrate.

The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidifies in your mind's eye — they are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

‘Who is this person?’ you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Turn to 326.

80

The herd of coppery-red dragons continues its relentless advance across the fiery plain. You count more than a hundred in total, and each one is as long and as broad as a galleon. The largest of their number, who is also the swiftest of foot, comes looming towards you, breathing blasts of blue flame. His scaly brethren halt in their tracks and watch expectantly, through hooded black eyes, as their leader stalks you like a cat preying upon a helpless dormouse.

Illustration V—The scaly dragon brethren watch as their leader stalks you like a cat.

High above, swooping in and out of the clouds, are scores of cackling Lavas. You sense also another presence, a wispy dark shadow that exudes malevolence. You shudder when you realize that you are in the presence of a manifestation of Naar himself. He has come to witness your doom, to enjoy the sport of your final, futile battle, before he unleashes his dragons upon Sommerlund. The Lavas' attacks were but a preliminary phase of his master plan to destroy Sommerlund and the Kai.

With terror in your heart you retreat across the moving sands in a desperate attempt to reach the Shadow Gate — your only hope of escape. The dragon continues to advance and it utters a thunderous roar as it bares its fangs in preparation for its attack.

If you have a Bow and wish to use it, turn to 196.

If you do not, or if you choose not to use it, turn to 122.

81

As the riders approach, your initial suspicions are confirmed: these are unquestionably Eldenoran brigands. Their saddle-cloths bear their emblem and their steeds are laden with sacks and pouches that bulge with ill-gotten gains. You decide to remain hidden until they have passed by, but as they draw level with the copse, your horse suddenly shrieks and rises up on its hind legs. With shocked dismay you see that a harmless grass snake has coiled itself around your horse's foreleg.

The cry of your frightened horse betrays your hiding place. The Eldenorans wheel away from the road and come charging towards the copse, their swords drawn in eager anticipation of yet another easy kill.

If you wish to unsheathe a weapon and get ready to defend yourself, turn to 293.

If you choose to retreat deeper into the copse in an attempt to evade these brigands, turn to 241.

82

Using the Old Kingdom Battle-spell Hold Enemy, you command the Eldenoran to cease all movement. Instantly, the drunken thug freezes like a stone statue, enabling the young woman and her child to break free from his grasp. She runs towards you, cradling the sobbing child in her arms.

‘Thank you, thank you … ’ she cries as she falls to your feet. Gently you lift her, assuring her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.

‘There he is, that cur Holkar!’ she spits. ‘He's the murdering leader of these bandits. All this chaos is his doing.’

You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close to the abbey's perimeter wall. Determined not to let him escape, you rush into the grounds of the abbey and give chase.

Turn to 206.

83

Once outside the broken gate of Amory, you turn to the north and follow the road which leads to Varetta, the principal city of Lyris. At noon you come to a fork in the road where a signpost indicates two different destinations: Soren (left) and Varetta (right). You take the right-hand road and spend the afternoon riding across a lonely stretch of gently undulating plain. During this ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Daylight is beginning to wane when you arrive at a village that is dominated by a fortified manor house. Rain clouds are fast closing in from the west and your thoughts turn, once more, to finding shelter for the night.

If you wish to seek shelter at the manor house, turn to 318.

If you choose to seek shelter in the village, turn to 42.

84

‘Grand Master, let me introduce you to Captain Cearmaine,’ says Elector Manatine, formally presenting the tough-looking officer to you. ‘I have chosen him to see you safely to Holona. He will do all he can to help you through the battle zone so that you may press on with your urgent journey to Casiorn.’

You recognize the captain's name and recall having heard tales of his bravery during the Darklands War. His acts of heroism turned many battles to the favour of the Freeland Armies and earned him a respected reputation throughout Northern Magnamund. You could not have asked for a better man to escort you on the next, difficult stage of your vital journey.

He offers you his hand in friendship and you are mildly shocked when your fingers close around a palm crafted from cold steel.

‘A keepsake from the Battle of Vellino,’ he says, smiling at his metal hand. ‘Sadly, the first was stole away by a Drakkar's axe.’

Turn to 130.

85

As the last of the Eldenorans falls to the ground, you turn and vault onto the freed horse's back. With a flick of your heels, you urge him to gallop and steer him into the woods. You keep to the trees and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through the timberland, you discover the following items in the bags and blanket roll which are attached to the horse's 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, destinations, and distances:

Chod: 250 miles North

Holona: 50 miles West

Tenzha: 20 miles South

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.

86

You ride to Scade with all the speed your exhausted horse can muster and return at once to the Lucky Bucket Inn where the remaining members of the troop are billeted. The news of your encounter at Castle Tranius comes as a shock, both to the troopers and to the innkeeper who fears for the safety of the real Knight Tranius.

‘I haven't seen him in the town for near-on a week,’ he says, anxiously rubbing his many chins. ‘We 'ere had no inkling that somethin' bad was happenin' up there at the castle. It's right put the shakes up me, I can tell you.’

In the warm comfort of the inn, you use your Kai healing skills to mend the Lord Constable's injuries. He is carefully testing his weight on his newly-mended ankle when suddenly there is a commotion outside in the street. An angry mob of hard-faced men, many clutching torches, staves, and coils of rope, are marching down the cobbled avenue towards the inn.

‘Hang the Talestrian thieves!’ they shout. ‘String up the murdering swine!’

‘What's going on? Who are these men?’ says Nathor. The innkeeper's face turns white and he begins to tremble with fear.

‘I … I don't rightly know,’ he stammers. ‘I ain't never seen 'em before. They's not from these parts. We've never had no quarrel with Talestria. You've always been our friends.’

Suddenly a chunk of cobblestone smashes through a window and an angry cry arises from the mob:

‘Come out, you Talestrian dogs. Come out or we'll burn you out!’

Nathor calls everyone to the rear of the inn where a passage leads directly to the stables.

‘I fear this is some kind of crude ploy to murder you, Grand Master,’ he says. ‘If you are to stand any chance of reaching your homeland, you must continue your journey at once. I and my men will do what we can to hold this mob at bay, but you must leave now and you must go alone.’

Another window shatters and a burning brand is hurled into the inn.

‘Very well,’ you reply, uneasily. ‘I shall leave at once.’

Turn to 161.

87

You are part-way across the ford when alarm bells sound on both sides of the river.

‘Deserter at the ford!’ goes the cry from the Eldenoran fort. ‘Enemy spy approaching!’ shout the Slovian guards.

Moments later, a hissing cloud of arrows and bolts descends on you from both sides and several missiles graze your back and thighs: lose 5 ENDURANCE points. But the speed of your surprise crossing and your Kai camouflage skills enable you to reach the Slovian side intact, and you disappear swiftly into the darkness of the plains beyond.

Turn to 92.

88

The instant you pass through the Shadow Gate, you are assailed by howling gales and icy winds that freeze you to the bone: lose 3 ENDURANCE points. You feel as if both you and the Lavas are whirling downwards in ever-decreasing circles into the core of the vortex, and rapidly you lose all track of time. Then, as abruptly as it began, the whirling ceases and the frigidity of the abyss is transformed into a harsh and blistering heat. With fearful apprehension, you force open your eyes to look upon the nightmare realm that surrounds you.

Turn to 64.

89

The moment you strike your killing blow, the evil power of Lutha's ring implodes and consumes the Prince's body in a whirlwind of supernatural fire. You turn your back on the intense heat and, when the heat subsides, you turn around to see that he has been incinerated beyond all recognition. No sign of the ring remains, and only a glowing heap of bones marks the place where he fell.

From beyond a closed door you hear a horde of guards come running along an echoing corridor towards the chamber in which you stand. Beside your feet is the Dagger which Prince Lutha used against you, and you stoop to pick it up (record this in the Weapons List section of your Action Chart).

Then you lower yourself back into the shaft and descend to the bottom of the pit. There you use the dagger to prise open the circular panel in the wall and, as it falls away, you discover a chute which leads to an underground river. Quickly you crawl along the slime-smeared chute and slip into the river, where you are carried swiftly away by the strong undercurrent.

Turn to 150.

90

You enter Quill Street and ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. Here you see the courtyard entrance to a grand building whose brick and marble façade is adorned with the words ‘Halls of Learning’. Suddenly you feel inexplicably drawn towards this building; it is as if it possesses the solution to all your problems.

You enter and ride along a gravelled path which leads to a building where a sign, hanging over its richly-carved oak door, simply says ‘Library’. You feel compelled to stop here and, without quite knowing why, you dismount from your horse and tie his reins to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in its archway, is an old man clad in plain brown robes. He looks at you and smiles knowingly.

‘Welcome, Grand Master,’ he says. ‘I have been expecting you.’

If you have ever visited a hut on Raider's Road, the city of Tahou, or Lake Vorndarol (in previous Lone Wolf adventures), turn to 348.

If you have never visited any of these places, turn to 184.

91

You grab Dorst by the wrist and shake a dozen cards from his sleeve. A deathly silence descends on the group as all eyes look first at the cards, and then at you. Simultaneously, the men start to laugh like hyenas until tears are soon streaming down their faces. One by one, they jiggle their hands over the blanket and hidden cards cascade from all their sleeves.

Turn to 15.

92

After the dangers of Eldenora, the plains of peaceful Slovia seem like a tranquil paradise. The grasslands are rich and fertile, and an abundance of game keeps you well fed during the five days it takes you to ride north to the walled city of Tekaro. Here, at an inn close by the city's cathedral, where, years ago, you discovered one of the Lorestones of Nyxator during your quest for Kai knowledge, you spend a fortunate evening in the company of a band of Salonese mercenaries. Aided by your Kai skills, you fleece them of 30 Gold Crowns while playing cards, and with your gain you purchase a fresh horse for your continuing journey home. (Your new horse and a night's lodging at the inn cost you 25 Gold Crowns; you may add the balance of 5 Gold Crowns to your Action Chart, maximum allowances permitting.)

Early the following day you leave Tekaro and set out on the highway bound for Tido. You plan to reach Casiorn by means of the North Pass through the Slovarian Range, but during your second day on the road you are forced to revise your plans drastically. During a chance meeting at a wayside inn with a merchant who has journeyed from Casiorn, you learn that an avalanche has blocked the North Pass and travel by that route is now impossible. It will be several months before the pass is cleared and the mountain road rebuilt. You resolve instead to reach Casiorn by way of Varetta, the ancient city of crossed swords, and the following day you resume your ride north.

During your ride, you stop to assist a farmer whose cart has shed a wheel. In return for your help, he offers the services of his brother who operates a raft ferry across the River Quarl. Gladly the brother transports you and your horse across the river to Salony, where you enter the Great Forest by way of a timberland trail. After a full day's ride along this lonely track, you find yourself approaching the outskirts of a town called Ellio.

During your long day's ride through the Forest of Salony, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Turn to 138.

93

You leap over the heaped bodies of the bogus castle guardsmen and sheathe your bloodied weapon. Then you take hold of Nathor and carry him into the stables where you heave him across the neck of a saddled horse. Quickly you mount this steed and urge it to the gallop, bursting forth from the stable doors at a breakneck speed. Outside, the castle keep is alive with screams and curses as you steer your horse towards the gatehouse, where, to your mounting horror, you see that the portcullis is beginning to fall.

Pick a number from the Random Number Table. If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher, add 2 to the number you have picked. If you possess the Discipline of Grand Huntmastery, add 2. If you possess Animal Mastery, add 1.

If your total score is now 2 or less, turn to 21.

If it is 3 or higher, turn to 230.

94

As the sun rises above the waters of the Holmgulf, it sheds its golden light upon the hopeful citizens of Holmgard who have gathered to cheer your departure. You ride out of the King's Citadel at the head of the Guard Cavalry regiment, with Captain D'Val at your side. Bouquets of Sommlending roses are thrown before the hooves of your warhorse, and your ears ring to the jubilant cries of the crowd as you, and the brave horsemen at your back, ride with pride through the city streets that lead to Holmgard's north gate.

Once outside the city, you order your troop to couch their lances and form up in column, four abreast, in readiness for a swift ride north. At midday, you cross the River Unoram and meet with a patrol of Border Rangers who are guarding a junction. A track emerges from the Fryelund Forest and joins with the main road from the west at this point. Although it is unsigned, you recognize its rutted surface at once: it is the Alema Trail, one of several forest tracks which lead to the Kai Monastery, thirty miles distant. Captain D'Val tells you that the enemy line is weakest at a place several miles along this trail.

The Border Rangers come quickly to attention when they see you approaching. Their leader, a sergeant with a battle-wounded leg, warns you that the enemy were seen earlier flying over this area of the forest. You acknowledge his salute, and then you give the order for the regiment to form up in column, two abreast, before leading them along the trail and into the Fryelund Forest.

You have covered less than a mile of this woodland track when you find yourself descending a gentle slope towards a stream, a tributary of the Unoram. There once was a bridge which crossed the watercourse at this point, but it has long since collapsed. Its ancient stones now form a ford which carries the trail over to the far side of the stream.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 203.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.

95

You focus your Magnakai powers of Psi-surge and launch a pulse of energy at the prisoner's mind in an attempt to weaken his resolve. Unexpectedly, you discover that his memory is protected by a magical shield and it takes a great effort for you to break through this defence (reduce your ENDURANCE score by 4 points).

Suddenly the man's mind shield crumbles. He shrieks with fear and his body is racked by uncontrollable tremors. You command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you, and a mass of images begins to swirl and solidify in your mind's eye. They are the images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

‘Who is this person?’ you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Turn to 326.

96

You resolve to reach a clearing in the Fryelund Forest, a mile to the east of the monastery, where a secret entrance and passageway are located. The passage leads directly to your vault beneath the Tower of the Sun, and it is your intention to gain entry to the monastery by this way.

Before you set off towards the woods, you use your psychic Mindblend ability as an extra camouflage precaution. Quickly it proves to be wise, for no sooner have you begun to run for the trees, than a flight of winged Lavas come soaring out of the clouds overhead. You throw yourself to the ground and they pass by without slowing.

Once they have disappeared beyond the ridge, you get to your feet and continue your run for the trees.

Turn to 51.

97

You leave your horse at the derelict barn and make your way on foot towards the ferry post, arriving there just as the boat is docking at the jetty. Using your Kai camouflage skills, and aided by the frenzy of activity, you merge with the crowds of anxious travellers who are jostling to get aboard. An impatient trio of Eldenoran soldiers are collecting tickets from passengers before allowing them off the jetty. When it is your turn to board, you say that you have dropped your ticket and lost it.

‘Pay again!’ shouts one of the soldiers. ‘Yeah!’ sneers another. ‘Cough up another 2 Crowns, y' scab, and be sharpish about it!’

Hurriedly you give the soldier 2 Gold Crowns (erase these from your Action Chart) and take your place aboard the crowded boat.

Turn to 77.

98

As if in answer to your prayer to the Goddess Ishir, the blade of your divine sword suddenly radiates a blinding halo of golden light. You sense that you hold in your hands a weapon capable of destroying the dragon and this realization greatly lifts your spirits (restore any ENDURANCE points lost so far).

The dragon growls with disdain as the light of your sword washes over his scaly hide. He raises a claw-tipped forepaw and lashes out in an attempt to swat the Sommerswerd from your grasp, but you duck the blow and thrust the blade into his side. He roars with pain, but then he leaps at you with frightening speed.

Vaxagore: COMBAT SKILL 56   ENDURANCE 52

This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast. Due to the increased power of your sword while upon the Plane of Darkness, you may add 4 to your COMBAT SKILL for the duration of this fight.

If you win the fight, turn to 288.

99

You look up to see the loathsome creature circling directly above, less than twenty feet above the tops of the trees. Instinctively, you crouch down and take cover amongst the nearby foliage, your weapon drawn in readiness, as it attempts in vain to force a landing amongst the densely-packed pines. Its incessant cawing and the crash of its leathery wings against the upper branches bring Dorst and his men hurrying to investigate. They each pause to grab a bow and quiver from their saddlebags, and then they loose off a volley of arrows at the beast. Shrieking with frustration, the Kraan takes to the night sky and quickly disappears, heading away to the north.

A chill night wind whistles through the trees and you shiver. But it is not the cold that is chilling your blood — it is the nagging fear that you may never live to see your homeland again.

Turn to 275.

100

From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad of tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.

‘This is a Sun-crystal, Grand Master,’ he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. ‘If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.’

Illustration VI—‘This crystal contains power sufficient to destroy the Shadow Gate,’ Gwynian tells you.

You look down at the glowing crystal with fearful respect. Gwynian notes your concern and smiles.

‘You need not fear the crystal's power for it cannot cause harm in our world. Only if it is cast into another plane of existence will its powers be released. Grand Master, you must cast it into the Shadow Gate that Naar has created.’

‘So this is how I can save my brethren,’ you whisper, as you peer into the glittering head of the crystal.

‘Just so,’ replies Gwynian. ‘Just so.’

‘Then I must away at once,’ you say, placing the Sun-crystal into the pocket of your tunic. ‘Now that I have the weapon I need to save my people, I can stay not a moment longer; I must leave for Casiorn at once.’

‘Yes,’ says Gwynian, still smiling, ‘I know of your plans, and I have made provision for you to travel to the City of Merchants more swiftly. Come, follow me, and all will be revealed.’

Record the Sun-crystal on your Action Chart as a Special Item. You must discard another item in its favour if you already possess the maximum number permissible.

Turn to 323.

101

The figure beside the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The moment its fingers close around the haft, a crackling blue flame ignites at its tip.

‘Draw steel!’ commands Nathor, and his men respond by unsheathing their swords in readiness for combat. The Sommerswerd hums with power as you release it from its scabbard and hold it before your face. You sense that the figure is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hall, fired from the tip of the figure's iron stave. It connects with the blade of your divine sword and rebounds, shattering one of the tall windows into a thousand glittering shards.

‘Take him!’ shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

Nathor curses the sinister figure and it responds by uttering a chilling, inhuman laugh. Now you sense a new danger approaching — the being's sickly laughter is summoning its minions to the hall.

‘Lord Nathor!’ you cry. ‘We cannot prevail here. We must escape … Follow me!’

And with these words, you race to the window and leap feet-first through the shattered pane.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 219.

If it is 5–9, turn to 301.

102

Your Arrow penetrates deeply into the dragon's eye. Its entire length disappears into the black cornea and he reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. He rears up on his hind legs and, for a few terrifying moments, he claws wildly at the sulphurous sky before keeling over on his side. You have slain the dragon!

Turn to 24.

103

You dismount and toss your horse's reins to a sniffing stable-boy before entering the dry and welcome warmth of the inn. The innkeeper is a burly, ginger-bearded man with an incongruous lisp, who attends to his small group of patrons with an air of bored indifference. You hand him 2 Gold Crowns and in return you receive a small and draughty room over the stables.

You sleep well (restore 3 ENDURANCE points) and wake at dawn. The innkeeper offers you breakfast, but the unsavoury plate of stale cheese and bacon rind that he produces from under the taproom counter does little to excite your appetite. You decline his offer, collect your horse, and set off on the trail which heads east out of Ellio.

Turn to 176.

104

The sun is now above the horizon and this hamlet is slowly stirring to life. You decide to wile away the next hour or so by looking around its simple shops and riverside stores. One building in particular catches your eye: it is a hall perched precariously on the end of a wide wooden jetty. You can hear an old man's voice trailing from its open doors, answered by the occasional murmur of a crowd. Inside you discover a wizened old cleric administering to a sick woman whose head is swathed with bandages. The cleric is attempting to cure the woman of her ills by laying on his hands, but the pressure is simply making the pain in her head feel worse.

‘Charlatan,’ mumbles one onlooker. ‘Old fake,’ whispers another. The aged cleric hears these dissenting voices and he becomes flustered. Although he may be incompetent as a healer, you sense that he is a good man at heart and so you decide to save him from the disgruntled crowd, who look as if they are on the brink of throwing him in the river at any moment.

‘Hold, good brother!’ you say, moving swiftly through the crowd to the small stage on which he and the bandaged woman are standing. ‘You should not be placing your hands upon this good woman's head. Surely the source of her pain stems from her aching heart!’

And with this you take hold of the man's hands and place them on the woman's chest. Her first reaction is one of shock and she starts to pull away, but when you transmit your own healing powers through the cleric's hands and into her body, the pain in her head suddenly vanishes. A smile of pure joy lights up her face and hurriedly she strips off her bandages.

‘Ishir be praised!’ she cries. ‘I'm cured. I'm completely cured!’

Turn to 188.

105

Quickly you rise from the river and cough out a mouthful of cold water. The dust of the explosion is settling and you can see D'Val bringing the regiment forward.

‘Are you badly injured, Grand Master?’ he shouts, as he comes riding through the water.

‘I'll live,’ you reply, sardonically, and hurry to remount your skittish horse.

‘Thank Ishir you're with us,’ says the captain, as together you return to the regiment and lead them across the ford. ‘Without you, this wicked sorcery would have cost us dear.’

Turn to 235.

106

The tip of the swirling vortex is drawn to the Platinum Amulet you wear around your neck, like lightning to a conductor, and upon the instant it touches there is a blinding flash. An electrifying jolt runs through your body and a deafening screech splits the air.

For a terrifying moment the amulet becomes red hot (lose 4 ENDURANCE points); then there is another flash, and the power of the ring rebounds from the amulet and returns towards its source. For an instant you glimpse the Prince's face — it is a mask of abject terror. Then the vortex reaches him and, in a blink of an eye, he is swallowed up by a whirlwind of supernatural fire.

‘So perish all who serve the Dark God!’ you scream, elated by your unexpected victory over the evil Prince Lutha.

High above you can hear the distant sound of running feet. A troop of the Prince's guards are rushing to his aid, although you sense that it is too late to save him now. Rather than stay to face their wrath when they discover their leader has been incinerated, you use the edge of the amulet to prise open the circular panel in the wall of the pit. As it falls away, you discover a chute which leads to an underground river. Quickly you crawl along this slime-smeared chute and slip into the cold waters, where you are carried swiftly away by the strong undercurrent.

Turn to 150.

107

Your horse crashes lifelessly to the ground and you are thrown forwards through the air. With cat-like grace, you land on your feet among the boulders and bracken which border this hill road, and regain your balance almost immediately. Seconds later, you see a yelling horde of leather-clad men, each brandishing a sword or a spear, come rushing from hiding places among the surrounding pines. As they close in upon you, you unsheathe your weapon and prepare to fight for your life.

Eldenoran Ambushers: COMBAT SKILL 38   ENDURANCE 42

If you win this combat, turn to 285.

108

The shrieking Lavas snatches you off the mountainside and soars into the air. At first you struggle to free yourself from its mighty claws, but then you see the creature is carrying you directly towards the yawning black maw of the Shadow Gate and you freeze with shock.

Moments before entering this hellish abyss, you look down and get a passing glimpse of the Sun-crystal lying among the rocks, no more than thirty feet from the entrance to the Shadow Gate.

If you possess Grand Nexus and have reached the Kai rank of Grand Thane, turn to 247.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 88.

109

You sheathe your bloodstained weapon and dismount in order to search the bodies of your slain foes. Your search is thorough and it uncovers the following items:

- 6 Swords

- 4 Axes

- Broadsword

- 2 Spears

- 260 Lune (equivalent to 65 Gold Crowns)

- 4 Backpacks

- 5 Daggers

- Enough food for 12 Meals

- Rope

- Boar Whip

- Hammer

- Lantern

- Blanket

- Spyglass

- Silver Seal (Special Item)

If you choose to keep any of the above items, remember to record them in the appropriate sections of your Action Chart.

To continue your journey east, turn to 340.

110

You focus a blast of psychic energy at the trooper (deduct 1 ENDURANCE point) and he collapses in the doorway, clasping his head and screaming in agony.

His cries of pain alert his fellow horsemen, but by the time they come to his aid, you and the shocked trooper's horse are nowhere to be seen. You keep to the trees and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through the woodland, you discover the following items in the bags and blanket roll which are attached to the horse's saddle:

- Sword

- Rope

- Tinderbox

- Blanket

- Bow

- Quiver containing 5 Arrows

- 12 Lune (equivalent to 3 Gold Crowns)

- Spyglass

If you decide 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, destinations, and distances:

Chod: 250 miles North

Holona: 50 miles West

Tenzha: 20 miles South

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.

111

You spend the night at the Royal Citadel as the guest of Queen Evaine, and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion — Lord Ardan — a fond farewell before beginning the next stage of your long journey home.

The Queen has given her Lord Constable a Royal Seal and placed him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.

Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east. It reads ‘Vanamor 280 miles’.

Turn to 210.

112

You ride across this busy square and enter Ladder Way, a thoroughfare which heads towards the very heart of Varetta. Apothecaries and candle-makers' shops flank this wide street until it opens upon an ornate park that is filled with rare and beautiful flowers.

To the west of the park you notice a fortified tower, by far the tallest in the city. You feel inexplicably drawn towards this tower; it is as if it possesses the solution to all your problems. You leave the park by its west gate and enter a wider thoroughfare called Brass Street. Here you see the courtyard entrance to a grand building whose brick and marble façade is adorned with the words ‘Halls of Learning’.

You enter and ride along a gravelled path which leads to a building where a sign, hanging over its richly-carved oak door, simply says ‘Library’. You feel compelled to stop here and, without quite knowing why, you dismount from your horse and tie his reins to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in its archway, is an old man clad in plain brown robes. He looks at you and smiles knowingly.

‘Welcome. Grand Master,’ he says. ‘I have been expecting you.’

If you have ever visited a hut on Raider's Road, the city of Tahou, or Lake Vorndarol (in previous Lone Wolf adventures), turn to 348.

If you have never visited any of these places, turn to 184.

113

The swelling in your throat is choking your oesophagus, making it difficult for you to swallow: lose 6 ENDURANCE points. Fighting back the pain, you force yourself to swallow hard and, within seconds, you feel the terrible plague symptoms begin to subside. (Remember to remove the Oede herb or Matho's Potion from your Action Chart.)

Turn to 193.

114

The lower ranks of the Kai are proud and excited to have you among them. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle. Lord Rimoah is also by your side, quietly intoning the words of battle-spells in preparation for the Lavas' attack.

‘Here they come!’ shouts Sabre Fox from the far end of the battlements.

‘Take up your bows, my lords!’ you cry, as the first wave of winged beasts comes sweeping down from out of the northern sky. ‘And make every arrow count!’

If you possess a Bow and wish to use it, turn to 192.

If you do not, turn to 78.

115

The burning wolf-thing comes crashing down into the midst of its following pack members, setting fire to four of their number. A collective howl arises, a hellish shrieking filled with fear, anger, and pain. For a few moments the pack is thrown into turmoil, but this panic does not last and, with renewed tenacity, they soon come sweeping across the bridge towards you.

Turn to 304.

116

You pull free from the shattered timbers and continue your swim, reaching the far bank as quickly as your aching lungs will allow. Using the corpses that litter the shoreline for cover, you crawl slowly from the river and slither on your stomach into the wood which commands this stretch of bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

If you possess Animal Mastery, turn to 47.

If you do not possess this Grand Master Discipline, turn to 156.

117

Suddenly there is a tremendous Crack! and a gaping chasm splits the ground wide open. With the hellish laughter of the Dark God Naar ringing in your ears, you are consumed by this fiery crevasse.

Tragically, on the threshold of victory, your life and your quest end here on the Plane of Darkness.

118

You follow the narrow track for half a mile before arriving at a clearing. Here you discover the poorly-concealed remains of an encampment which, on closer examination, you are convinced was used by the Eldenoran bandits who attacked the village at Pinepeaks.

Among the ashes of a campfire you find a small, soot-blackened silver seal which bears the star emblem of Eldenora. (If you wish to keep this Silver Seal, record it on your Action Chart as a Special Item.)

Once satisfied that there is nothing else here of interest or value, you return with the troop to the red rock and continue east along the main trail.

Turn to 11.

119

The speed and audacity of your crossing, coupled with your Kai camouflage skills, enable you to reach the Slovian side without being detected by the guards on either side of the river.

As soon as your horse's hooves touch Slovian soil, you spur him onwards and disappear swiftly into the welcoming darkness of the plains beyond.

Turn to 92.

120

The hall is lit by a hundred sputtering candles and the light of a log fire which blazes in the chamber's imposing stone hearth. Three tall arched windows, each glazed with stained glass panels, are set into the south wall, and an impressive collection of books and fine tapestries line the others. Clearly, Knight Tranius is a refined man whose tastes extend beyond hunting the occasional boar.

After a few minutes, a concealed panel beside the fireplace slides open and a broad-shouldered man clad in a wolfskin coat and a silver helm steps into the hall.

‘Hail, Tranius!’ says Nathor. ‘It's good to … ’

The Lord Constable's words of greeting die in his throat and immediately you sense that something is very wrong. You hear a bolt slide shut outside the door to the hall, sealing it closed, and your Kai senses suddenly scream a warning of impending danger.

‘You're not Tranius,’ shouts Nathor at the shadowy figure at the far end of the hall. ‘By the gods! Who are you?’

If you possess the Sommerswerd, turn to 101.

If you do not possess this Special Item, turn to 72.

121

‘It is good to see you again, Grand Master,’ he says, forcing a smile. ‘I was expecting you. I received word yesterday from Queen Evaine telling me of your urgent journey. Yet it is unfortunate that your visit should come at this time; I would have hoped to have given you the kind of welcome you truly deserve.’ The Elector then introduces you to his generals who acknowledge you with soldierly salutes.

‘As you can see, we are at war, Grand Master,’ he says, sweeping a hand over the maps which lie strewn across his state table. ‘The new ruler of Eldenora, a low-born blackguard by the name of Lutha who dares to adorn himself with the title “Prince of Duadon”, is attempting to seize our northern territories. We are locked in battle with his army of cut-throats near Holona and, though it pains me to have to admit this, we're hard-pressed to contain his advance. This war has come without warning and we were ill-prepared. We have few reserves, insufficient to support the Holona garrison and to counter the many small units of Eldenoran horsemen who are ravaging our plains. This is a dark and testing time for us, Grand Master, but e'en so, I shall aid you all I can.’

You learn that the Elector has already elicited, on your behalf, the help of High-Mayor Cordas of Casiorn. Cordas is reputedly the richest man in all of Magnamund. Manatine tells you that Cordas has ordered the construction of a sky-vessel to transport you swiftly to Sommerlund.

‘This craft is presently being built in Casiorn, and the High-Mayor has sent word that you should go there as quickly as you can. His teams of skilled artisans are working on the craft day and night, and he is confident that it will be completed in fifteen days' time.’

In times of peace, you would expect the 850-mile ride to Casiorn to take little more than two weeks to complete. But peace, always a fragile state in the Stornlands, has been shattered by Prince Lutha's unprovoked attack on Holona, a town through which you had hoped to travel. Anxiously, you ask the Elector how the war against Eldenora will affect your chances of reaching Casiorn swiftly.

‘Sadly, I cannot predict the future, Grand Master,’ he replies. ‘The war bodes ill for both our causes. However, I shall do what I am able to speed your journey onwards.’

The Elector motions to one of his guardsmen who turns and leaves the War Room. He soon returns with another soldier who wears the uniform of a captain.

If you have ever visited the Palmyrion military post at Stonewatch in a previous Lone Wolf adventure, turn to 204.

If you have not, turn to 84.

122

From the depths of its cavernous gullet, the dragon coughs forth a concentrated jet of white-hot flame that comes speeding towards your chest. Wide-eyed with fear, you leap aside desperately to avoid being incinerated by this lance of dragon-fire.

If you possess Kai-alchemy, turn to 46.

If you do not possess this Discipline, turn to 153.

123

‘Please sir,’ she says once more. ‘Are you not the Northland warrior, the one they call Lone Wolf? I was in attendance at the Elector's court when he awarded you the Star of Palmyrion for your victory over the Cener Druids of Ruel. I would be honoured if you would grace me with your company.’

Intrigued by the young woman's account, and her high-bred charms, you step away from the bushes and approach her carriage door.

Turn to 135.

124

You dare not allow yourself to believe that Guildmaster Banedon and the others are dead. You ask the King to be allowed to travel immediately to the Kai Monastery aboard your flying ship Cloud-dancer so that you may be sure of their fate. King Ulnar considers your request, but he refuses his permission for you to fly to the monastery. He fears that Cloud-dancer could be destroyed in the same manner that Skyrider was felled from the skies. He reasons that if Naar's minions were capable of wrecking a skyship that was protected by twelve powerful magicians, they would have little difficulty in destroying a skyship with no magical defences whatsoever. And, furthermore, he can ill afford to risk losing you in this fashion. You embody Sommerlund's only hope of victory against the forces of Naar in this dark hour.

Turn to 8.

125

On reaching the far bank, you use the corpses that litter the shoreline for cover. You wait here, absolutely motionless, for nearly fifteen minutes before crawling from the water and slithering on your stomach into the wood which commands this stretch of the river bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

If you possess Animal Mastery, turn to 47.

If you do not possess this Grand Master Discipline, turn to 156.

126

You help Nathor and the villagers to fight the fires which threaten to consume their humble homes, using your Magnakai skill of Nexus to good effect, and when you have saved all you can, you summon the troop together to assess the situation.

Six brigands and two Court Cavalry troopers were killed during the brief fight to secure the village. The villagers themselves have lost eight of their menfolk, with several others wounded and some missing; these are presumed to be hiding in the woods. They have retained most of their possessions but their abbey has been gutted by the fire which Holkar and his thugs started. Nathor conducts a burial for the slain villagers and his two men, during which he pledges that Queen Evaine will be informed of what happened here this day.

‘Her Majesty will see that justice is done,’ he assures the tearful gathering of peasants. ‘The bandit-realm of Eldenora will be made to pay for this crime.’

After the burial, Lord Nathor gives to the village elders a weighty purse of silver Lune and a horse which belonged to one of his slain men. It is a small token for the loss they have suffered, but one that is appreciated by the villagers. The other horse is given to you, to replace the steed that was killed beneath you during the ambush on the road.

Turn to 190.

127

You get to your feet and resume your steady climb towards the gate, now less than a hundred yards distant, but you have taken only a few dozen steps when suddenly another flight of Lavas emerges from the Shadow Gate. You flatten yourself against the damp granite in a desperate attempt to avoid being seen, but in your hurry you lose your footing on the slippery rocks.

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

If your total score is now 5 or less, turn to 272.

If it is 6–8, turn to 29.

If it is 9 or higher, turn to 141.

128

You try to drag yourself up from the roadway, but your strength rapidly deserts you and you tumble, unconscious, back into the mud.

Several hours later you regain consciousness and are able to muster sufficient strength to stand. Your innate Kai healing skills have saved you from the deadly plague virus which infects this town, but you have paid a grievous price.

Pick a number from the Random Number Table. If the number you have chosen is even (0, 2, 4. 6, 8), deduct 10 ENDURANCE points from your current total. If the number you have picked is odd (1, 3, 5, 7, 9), deduct 6 ENDURANCE points.

If you are still alive, turn to 193.

129

You utter the words of the Brotherhood Spell Lightning Hand and raise your right arm, pointing it towards the belly of the swooping beast. A flash of blue-white light erupts at your fingertips, and an arc of crackling energy speeds from your hand towards the creature. It veers in mid-air to avoid the bolt but its reactions are too slow to escape being hit. The bolt rips a jagged hole in its left wing and, suddenly off-balanced by the wound, the beast loses control and slams into the ground with a sickening crunch.

Turn to 215.

130

Elector Manatine permits you the use of his private chambers, which adjoin the War Room, where you are able to get a few hours' sleep before dawn. Then, shortly after sunrise, you bid the Elector and his generals farewell and leave the city, with Captain Cearmaine, in a military coach bound for Holona. An escort of cavalry outriders accompany this armoured carriage in case you should meet unexpectedly with a unit of roving Eldenorans during your journey east. Thankfully, the journey proves swift and uneventful and, as the day is turning to dusk, you find yourself approaching the military outpost of Stonewatch.

You stay at this fort overnight and then continue on to Holona in the morning. For most of the journey you experience a sense of unease, a premonition that something is wrong, but it is not until you catch sight of the city, shortly before noon, that your fears are realized.

Turn to 157.

131

The severe heat and poisonous atmosphere is beginning to take its toll: lose 3 ENDURANCE points.

You sense that your Magnakai skill of Nexus is shielding your body from the worst effects of this hellish environment, but you cannot rely on it to protect you indefinitely. Already your tunic is smouldering and the soles of your boots are giving off wisps of blue smoke. You must escape from here soon, before you succumb to the heat and the toxic atmosphere.

However, for the moment there is a more pressing danger to be faced. The dragon-creatures that you saw earlier are now advancing rapidly towards the Shadow Gate.

Turn to 80.

132

Queen Evaine commands the Lord Constable to take you to the citadel dungeons which are located several levels below the State Hall. Here, shackled to the dank stone wall of a rat-infested cell, is the man who was caught in a Garthen tavern plotting your murder. Limp and unconscious, he hangs by his wrists in chains, his emaciated body showing all too clearly the signs of recent tortures. A pot-bellied gaoler scoops a bucket of foul water from a trough by the cell door and revives the prisoner by pouring it unceremoniously over his head. Coughing and spluttering, the wretch stirs to consciousness. He raises his face and you sense that he recognizes immediately who you are; his eyes blaze with an undisguised hatred.

‘He's a tough un,’ growls the gaoler. ‘I've used all o' me skills on 'im but 'e won't say who 'is paymaster be.’

The fat gaoler reaches for a pair of long-handled pincers which are protruding from a brazier of hot coals.

‘Perhaps you'll be wanting to interrogate 'im yourself, sire?’ he says, offering you the pincers. Wisps of smoke curl from their sharpened tips which are red and glowing.

‘Aye, gaoler, there are questions I'd like this man to answer. But I'll not be needing those,’ you reply, declining the use of the cruel pincers. ‘I prefer to rely on my own methods of interrogation.’

If you possess Kai-alchemy, turn to 79.

If you possess Kai-surge, turn to 254.

If you possess neither of these Grand Master Disciplines or choose not to use them, turn instead to 95.

133

You wait until the line of Eldenoran soldiers has filed past the entrance to the dugout; then you slip outside and make your way swiftly along the trench. Suddenly there is a terrific boom, and a brilliant splash of blue-white fire illuminates the distant bridge. It is the opening bombardment in yet another futile assault across the river.

The trench ahead is empty; its owners have already gone forward to support the new attack. When you reach the end, you scramble over the muddy parapet and race head-down across a stretch of open ground towards a small wood.

Turn to 220.

134

You do not slip very far before you are able to arrest your fall and descend at a slower pace. You find the Sun-crystal lying wedged among the rocks and, with a growing sense of awe, you take hold of it and weigh it in your hand. Then you turn to look back at the Shadow Gate in order to gauge your throw.

The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate through which you escaped. His mighty dragon herd is on its way to Magnamund.

As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.

Turn to 350.

135

The carriage door swings open and the beautiful young woman steps gracefully out onto the stony trail.

‘May I be so bold as to introduce myself,’ she says, pausing to adjust a broad-brimmed hat which is trimmed with black corvayl fur, as silky smooth as her flowing hair. ‘I am the Baroness Coryene of the Lucia Province.’

She offers her delicate hand and you kiss it in deference to her noble rank. Out of the corner of your eye you notice the leading horseman dismount and come to stand protectively by her side.

Illustration VII—The beautiful young woman steps gracefully out and offers you her delicate hand.

‘Oh, and this is my personal guard — Dorst.’

You give the gruff-looking fellow a slight bow and he nods his head in response, albeit begrudgingly.

‘We are returning from a visit to my cousin's estate. We were hoping to reach Kalma by sunset, but we were delayed by bandits,’ she says, almost apologetically.

‘We made 'em pay dearly for wastin' our time, though,’ adds Dorst, with quiet menace.

‘It appears that we shall now have to encamp here in the hills this night,’ says the Baroness. ‘Perhaps you would care to join us, my lord? I would feel so much safer if you did.’

Despite Dorst's cutting glances, you agree to the Baroness's proposal. Then you produce the six trout that you caught earlier and offer them to her as a gift.

‘Why, thank you,’ she says, with a wide smile. ‘They look … delicious.’

Turn to 59.

136

Despite not having made a telepathic contact with Guildmaster Banedon, you refuse to believe that he and Lord Rimoah are dead. You resolve instead to reach the Kai Monastery and destroy the Shadow Gate as soon as you are able and, strengthened by this resolution, you return to the council of war and announce your decision to the King. You show the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.

Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his élite Guard Cavalry regiment, so that you may be able to use them to break through the enemy's line at its weakest point and reach the Kai Monastery. Captain D'Val, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.

The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.

‘Get some sleep, Grand Master,’ he says, patting you paternally on the shoulder. ‘You will need it. You ride with the Guard at dawn.’

Turn to 94.

137

You steel yourself for the impact, but you hit the flagstones with such numbing force that your preparation does little to lessen the injuries you receive to your legs and body (lose 12 ENDURANCE points). Moments later, you are hit by Nathor who comes crashing down upon your prone form. Your body softens his fall, but even so, the impact leaves him with a broken left ankle and severe cuts to his face and hands. Despite his obvious pain he manages to smile when he realizes that you are both still alive, revealing gaps where he is now missing two of his front teeth.

Using your natural Kai curing skills, you repair your internal injuries sufficiently for you to be able to stand and assist your companion. Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your hands to his injured foot (reduce your ENDURANCE score by a further 4 points). You feel the warmth of your power start to reduce the swollen tissues and mend the broken bone, but before you can complete the cure, a yelling horde of bogus castle guardsmen comes rushing from out of the gatehouse with their swords drawn. Cursing your luck, you unsheathe your weapon and crouch in readiness to meet their manic attack.

Castle Guardsmen (impostors): COMBAT SKILL 48   ENDURANCE 48

If you win this fight, turn to 93.

138

The first spatterings of rain are dampening your shoulders as you approach the forest town's solitary inn. The smell and soft noises of horses waft from an adjoining stable, and the flickering orange light of an open fire can be seen shimmering through the bull's-eye glass of the inn's leaded windows. You halt outside the main door and stoop to read a weather-faded board that is fixed to the wall:

The Towering Pine Inn

Room & Stabling — 2 Gold Crowns per night

If you possess sufficient Gold Crowns to stay here for the night, turn to 103.

If you do not, turn to 302.

139

The Lavas veers away from you and uses its wings to deflect the Sun-crystal. With dismay you watch as the glowing crystal drops harmlessly among the rocks, below the entrance to the Shadow Gate.

Hurriedly you scramble over the jagged granite in a desperate attempt to retrieve the Sun-crystal and try again, but as you are about to stretch out and close your hand upon it, the Lavas swoops down and fixes its claws into your backpack.

Turn to 108.

140

The river track runs parallel to the Kinam for nearly a mile before bearing east and entering a coppice of tall conifers. On the far side of this cultivated wood you come to a bridge across a wide, fast-flowing tributary of the Kinam. The parapet of the bridge is lined with imposing stone statues, each depicting a past lord of Scade Manor.

In the distance you can now see Castle Tranius. Its curtain wall and fortified barbican are illuminated by torches which were lit, as is the custom here, an hour before sunset. On arriving at the gatehouse, Lord Nathor and the rest of you are welcomed into the castle keep where your horses are attended to. A trio of Knight Tranius' guards come to escort you to his hall and, as you follow them to the castle's upper chambers, Nathor asks after Guetor the Boarmaster, the leader of Knight Tranius' hunt.

‘He's no longer with us,’ answers one of the guards, tersely. ‘He's gone away.’

Before Nathor can enquire further as to the whereabouts of his old hunting instructor, you are ushered into the castle's main hall and asked to wait a few minutes for Knight Tranius to arrive.

Turn to 120.

141

Swiftly you regain your footing and flatten yourself against the rocks. The granite is cold and damp against your cheek as you watch the second flight soar into the sky and fly away, heading due east.

You resume your climb quickly. When you are within thirty yards of the Shadow Gate, you draw back your arm and get ready to hurl the Sun-crystal into its inky black core. At this moment, a piercing shriek rises above the Shadow Gate's throbbing hum and, to your horror, you look up to see a Lavas diving towards your chest. Hurriedly you throw the Sun-crystal before the creature can press home its attack.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 139.

If it is 5–9, turn to 233.

142

The pack leader comes leaping through the air as you are unsheathing your weapon. You only just manage to sidestep in time to avoid being slammed to the ground beneath its vast bulk. As it flashes past, you spin around and sever its spine with one mighty, backhanded blow.

Within seconds, the remaining pack members appear. They catch the scent of their leader's blood and it drives them into a frenzy.

If you possess Assimilance and have reached the rank of Kai Grand Guardian or higher, turn to 166.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 216.

143

With painstaking care, you inch your way up the side of the ravine. Bits of rock and soil crumble away beneath your feet with alarming regularity, and often you are left dangling precariously in mid-air, holding on by just the fingers of one hand.

You are within sight of the top, more than a hundred feet from the base of the ravine, when suddenly there is a thundering roar. You look up and, to your mounting horror, you see a deluge of rock and stone come tumbling towards your face.

Pick a number from the Random Number Table.

If you possess a Rope, add 2 to the number you have picked. If you possess the Grand Master Discipline of Grand Huntmastery, add 1.

If your total score is now 3 or less, turn to 223.

If it is 4 or more, turn to 329.

144

The leading wolf-creatures swarm around you and then attack with chilling ferocity. As they leap at you from all sides, desperately you lash out, left and right, in an attempt to cut your way free from their deadly circle.

Illustration VIII—The wolf-creatures swarm around you and then attack with chilling ferocity.

Hounds of Vikkak: COMBAT SKILL 50   ENDURANCE 50

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 45.

145

As you slay the last of the line of Lavas, you feel the wrath of Naar sweep down upon your back. The ground beneath your feet begins to shudder and fissures appear in the black soil, running red with glowing lava. You struggle to reach the entrance to the Shadow Gate, barely ten yards distant, as the ground is transformed into a heaving molten mass.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, turn to 228.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 162.

146

Upon the instant you defeat the spirit of Roark, the whirlwind ceases and all the airborne debris drops harmlessly to the ground. Roark's ghostly apparition mouths a silent scream before it, and its hideous mount, melt into the shadows of the night. You sense that the evil which pervaded this sad city has, at last, been banished for good.

You sleep easily this night, and you awake the following morning to the sound of bird song. It brings a smile to your face to hear that life is already returning to Amory. You gather your equipment and, as you are leaving, you are blessed by an unexpected stroke of luck. By accident you step on a rotten board, and, when you pull your foot free, you discover 10 Gold Crowns hidden in the hollow beneath the floorboards. (You may record these on your Action Chart, maximum allowances permitting.)

Turn to 83.

147

You recognize these creatures at once — they are Lavas, winged horrors from the Plane of Darkness, the domain of the Dark God himself. The memory of your previous experience with these creatures sends a shiver coursing down your spine.

With a silent signal you bring the regiment to a halt. Captain D'Val leans towards you from his saddle and whispers: ‘Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.’

‘I know this place,’ you reply quietly. ‘The monastery lies over the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies — it would not take them long to summon reinforcements.’

‘You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.’

‘Very well then, captain,’ you reply, unsheathing your weapon. ‘Pass the order to prepare to charge.’

Turn to 200.

148

You recoil from the insidious green cloud and fall back towards the cell door. Your mastery of Nexus protects you from this highly poisonous gas, but the gaoler and Lord Nathor are not so fortunate: both are vulnerable to its deadly effect. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions save them from a painful, suffocating death.

‘Wh … what happened?’ wheezes Nathor, as he slowly recovers from the deadly gas.

You peer into the cell at the man now hanging limply in chains, and then you turn to Nathor and say: ‘Suicide. A suicide and an attempted murder. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.’

Turn to 309.

149

Calling upon your Kai Mastery, you cause yourself to slip into a coma-like state which gives every outward appearance of death.

High above, you hear Prince Lutha howling delightedly at the sight of your seemingly lifeless body. He calls for his guards and, a few moments later, you hear them entering the pit. They pronounce you dead; then there follows the tinny sound of metal scraping on metal before you feel yourself being lifted by the shoulders and feet and lowered into a slippery chute. A wave of panic makes you awake from your death-like trance with a start. This sudden and unexpected resurrection makes the guards scream and drop you. They scurry away, gibbering like idiots, and you are left to slide headlong down a chute which leads to a fast-flowing underground river. You hit the cold waters head-first and are carried swiftly away by the strong undercurrent.

Turn to 150.

150

For several minutes you ride the river, keeping to the centre of its course to avoid being dashed against the rough rock walls of the tunnel through which it flows. Then you glimpse a moonlit opening in the distance and, a few moments later, you are tumbling from an outflow at the base of Duadon's east city wall. You fall amidst a torrent of frothing water and hit the surface of a river twenty feet below.

Immediately you strike out with your hands and rise as quickly as you can, spitting out a mouthful of foul-tasting water as soon as your head breaks the surface. The current pushes you towards the river bank where a group of beggars, clad in mouldering rags, are sifting through the flotsam that is being flushed out of the city. You note with disgust that this floating debris consists mainly of corpses, many the victims of Prince Lutha's brutal regime. The beggars take fright and scatter when you stagger out of the water. You watch them run away; then you hurry towards the beckoning safety of a wood which borders upon a rutted river road. Here you spend a damp, uncomfortable night trying to formulate a new plan of action that will enable you to reach Casiorn as quickly as possible. At length you resolve to go east and attempt to cross the River Storn to the Salonese city of Rhem, located on its east bank. It has the reputation for being a tough and lawless place but you feel sure it can be no worse than Duadon.

Turn to 202.

151

You lead the regiment across the ford, keeping an eye peeled on the sky above in case the enemy should appear without warning from over the tree-line. But the danger to the regiment comes not from above; it is at ground level.

As you are leaving the ford and ascending the slope of the river bank, suddenly there is a tremendous explosion. Unwittingly, you have ridden your horse through an invisible beam, a beam which has triggered a device hidden earlier among the rocks by Naar's minions. The explosion sends sharp splinters of rock tearing into horses and men with deadly effect. The blast knocks you from your saddle and, as you fall backwards into the cold water, a splinter of rock slices through your left arm and another tears open your upper left thigh: lose 6 ENDURANCE points.

Gritting your teeth against the stinging pain you struggle to your feet and use your Kai healing skills to staunch the bleeding. As the dust of the explosion clears, you count two horses and two men lying dead in the water. Captain D'Val has lost his horse, but miraculously he has survived with no more than scratches to his face and legs. Quickly you attend to the wounded, using your healing skills to ease their suffering. D'Val, wary of the vulnerability of his regiment, orders his men to abandon the dead and cross the ford as quickly as they can.

Cursing your ill luck, you hurriedly remount and join him at the head of the column.

Turn to 235.

152

Dorst spreads out an oilskin blanket and you all gather round, seating yourself cross-legged on the ground. He then deals five cards to each man and opens the betting with a stake of five Lune. The game is Taluka — common in the inns of Palmyrion and especially popular among professional gamblers. With your Kai abilities it is easy for you to know every card that is being played, and so, rather than risk being called a cheat, you simply go through the motions of playing the game, maintaining exactly the same amount of money you begin with.

After half an hour or so, you suddenly realize that Dorst is cheating.

If you wish to expose his cheating, turn to 91.

If you decide to quit the game, turn instead to 25.

153

You feel the searing heat of the dragon's breath blister your legs as you dive headlong to avoid its deadly jet of flame.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 12 or less, deduct 1 from the number you have picked. If your current ENDURANCE points score is 13 or more, add 1.

If your total score is now 2 or lower, turn to 34.

If it is 3 or higher, turn to 213.

154

For hours the sound of the Kraan's incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).

You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Action Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)

To continue, turn to 16.

155

After your long ride to Varetta, the youth's offer of rest and assistance sounds inviting. You dismount and approach the door, but as you are about to enter, your Kai Sixth Sense screams a warning.

Suddenly, a gang of scurrilous rogues emerges from the shadows and come creeping towards your back. Swiftly you unsheathe your weapon and spin around to face them as they launch their cowardly attack.

Thieves of Varetta: COMBAT SKILL 36   ENDURANCE 40

If you win this combat, turn to 222.

156

The cry of the war-dogs grows steadily louder until the Eldenoran archers let them off the leash. Then, like a wave of hellish demons, the yellow-eyed hounds come bounding through the trees, homing-in directly on your scent. The leading war-dog, a great grey beast with teeth that glint like polished daggers, storms through the foliage less than twenty yards from where you are crouching. It fixes you with its gruesome stare and turns towards you.

If you possess a Bow and wish to use it, turn to 341.

If you do not, turn to 142.

157

Holona is in turmoil. The approach roads and outlying fields are littered with scores of broken wagons, dead horses, and the ruined impediments of war. Palmyrion soldiers sit dejectedly on the frost-hardened earth, their glazed eyes and bandaged limbs bearing grim testimony to the bitter fighting that is taking place just a few miles to the north. Battle-weary officers ride among these exhausted men, cursing and coaxing them in a half-hearted attempt to rally them to arms. Few heed their call.

Illustration IX—The approach roads and outlying fields of Holona are littered with the ruins of war.

Inside the city walls the situation is tense. Every available dwelling is packed to overflowing with wounded soldiers, and the civilian populace, displaced from their homes by the army's needs, wander the streets and alleyways in a state of shocked confusion, greatly adding to the chaos.

Captain Cearmaine orders his driver to the Canatarium, the largest of Holona's municipal halls, where General Foucharl, the Palmyrion commander, has established his headquarters. On entering this crowded building, a young lieutenant rushes up to Cearmaine and informs him that his son has been wounded in the battle now raging at the Reloni Bridge.

‘I must go to him, Grand Master,’ he says, his voice choked with emotion. ‘I'm told that he has not long to live.’

If you wish to go with Captain Cearmaine to see his wounded son, turn to 289.

If you choose not to accompany him, turn to 307.

158

From the top of the Tower of the Sun you survey the mountainous northern approaches with growing trepidation. Banedon is by your side; so too are Kai Masters Black Hawk and Wild Weasel and a score of Kai warmarns and savants. You sense the lower ranks of the Kai are proud and excited to be stationed here with their Grand Master. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle.

You look down at the shattered wreck of the Skyrider lying in the monastery grounds far below, and it reminds you of your sky journey from Casiorn to Holmgard. You tell Banedon about the Cloud-dancer and you promise him that, if your mission to destroy the Shadow Gate is successful, you will make a gift of it to him in recognition of the help he has given the Kai in your absence.

‘Thank you, Grand Master,’ he says. ‘Yours is a most gracious gesture.’

Then the first of the Lavas horde are seen, their burnished wings glinting in the moonlight.

‘Here they come!’ shouts Black Hawk, from the far end of the tower.

‘Take up your bows, my lords!’ you cry, as the first wave of these winged beasts comes sweeping down from out of the northern sky. ‘And make every arrow count!’

If you possess a Bow and wish to use it, turn to 178.

If you do not, turn to 4.

159

You step away from the heaped bodies of the bogus castle guardsmen and sheathe your bloodied weapon. Then you take hold of Nathor and heave him across the neck of a saddled horse. Quickly you mount this steed and urge it to the gallop, bursting forth from the stables at breakneck speed. Outside, the castle keep is alive with screams and curses as you steer your horse towards the gatehouse, where, to your mounting horror, you see that the portcullis is beginning to fall.

Pick a number from the Random Number Table. If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher, add 2 to the number you have picked. If you possess the Discipline of Grand Huntmastery, add 2. If you possess Animal Mastery, add 1.

If your total score is now 2 or less, turn to 21.

If it is 3 or higher, turn to 230.

160

You finish the last of the horse scouts with a crushing blow to the head, and, as he collapses to the ground, you spin about and vault onto the freed horse's back. But before you can spur him to the gallop and make good your escape, you hear the ominous click of a crossbow being cocked in the doorway behind you.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 4 or less, turn to 224.

If it is 5 or more, turn to 14.

161

After bidding a hurried farewell to the Lord Constable and his men, you take a fresh horse and leave the inn by a door at the rear of the stables. Some of the mob have gathered in an adjoining alleyway, but aided by your Kai camouflage skills, you evade these bloodthirsty thugs with ease.

Keeping to the smaller alleys and passages, you make your way across Scade unseen and then head north towards the open plains. You ride all night, using your infravision to help guide your horse through the lush grasslands and keep watch for potential dangers. As the hours slip past you cannot help but think about Nathor and the men of his troop; they are risking their lives by staying behind as bait for the mob. You admire their courage and it strengthens your resolve to return home to Sommerlund. Should the Lord Constable and his men have to pay for your escape with their lives, then you are determined that their sacrifice shall not be a wasted one.

During your long night ride, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 75.

162

Desperately you struggle to reach the Shadow Gate as the ground heaves and jolts beneath your sinking feet.

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

If your total is now 0–3, turn to 117.

If it is 4 or higher, turn to 6.

163

You are more than two-thirds of the way across the river when you become entangled in the submerged wreckage of a siege engine. You fight to free yourself but, in doing so, you quickly expend the last of the air in your lungs.

Pick a number from the Random Number Table.

If you possess any Sabito, or if you possess Kai-alchemy, add 3 to the number you have picked. If you possess both, add 6. If you possess Grand Nexus, add 1.

If your total is now 4 or less, turn to 65.

If it is 5 or more, turn to 116.

164

You focus your advanced Kai healing powers on the young man's wound and cause the punctured tissues to knit together (reduce your ENDURANCE score by 3 points). Your treatment deadens his pain and revives him, but you know that this remission is but temporary; the poison in his blood is too strong and too well-established to be neutralized by your Kai powers.

Through clenched teeth, he forces himself to speak. You hear him tell his father that Prince Lutha's army is being aided by a sinister group of Cener Druids and renegade Nadziranim magicians. Lutha himself possesses a ring of power, which bestows upon him an invulnerability to weapons. The boy says this ring must be taken from him if he is to be slain.

Gradually, the effects of your healing powers wear off and the brave young man slips into a sleep from which he will not awaken.

Turn to 255.

165

Suddenly you are confronted by one of these beasts who attempts to strike you from the battlements with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and swing your first blow the moment your feet return to the flagstones of the North Watch.

Lavas: COMBAT SKILL 48   ENDURANCE 46

If you win this combat, turn to 282.

166

Using your Kai ability, you conjure up a fog from the forest floor to conceal your position. Shielded by this supernatural mist, you manage to evade the war-dog pack and make good an escape into the forest.

Turn to 220.

167

Moments before you reach him, he throws the young woman and her child to the ground and spins around to face you, his dagger held poised to slash at your throat. He strikes and you dodge his first clumsy blow with ease. As he is about to strike out for a second time, you raise your weapon and aim a scything blow at his head.

Eldenoran Thug (drunk): COMBAT SKILL 30   ENDURANCE 30

If you win this combat, turn to 333.

168

You ask a street trader the way to the Halls of Learning and he points impatiently to an avenue on the west side of the square. A rusty plate fixed to the corner building says ‘Quill Street’.

You ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. A smile cracks your travel-grimy face when you see the courtyard entrance to a grand building. It has changed much since you were last here, but despite its new brick and marble façade you recognize Varetta's Halls of Learning.

You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says ‘Library’. You thank the robed man and dismount, leaving your horse tied to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in the arch, is the man whose help you seek.

‘Welcome, Grand Master,’ says Gwynian the Sage. ‘I have been expecting you.’

Turn to 268.

169

Your keen Kai senses detect a faint aroma in the air, a sickly sweet smell which you recognize immediately. It is the aroma of disease and decay — the ghastly cloying smell of plague.

Alerted by your acute Kai senses to the tragedy which has befallen the town of Nursha, you skirt around its perimeter before taking the road which heads east towards Abisko.

Turn to 3.

170

The young man gets up off his knees and greets you with a friendly smile. He is unusually talkative for a guildsman and you soon learn that his name is Frello, and that he is a journeyman from the Silversmiths' Guild of Vanamor. He has stopped here to offer up a prayer to Ishir to protect him from ‘bad strangers on the trail’. It appears that he was robbed yesterday by some Eldenorans on the road out of Vanamor. He offers to share half a loaf of bread with you, but you decline his generosity, thanking him nonetheless. You sense that it is all the food he has. Mindful of wasting time, you bid him good luck and then continue your journey east.

Turn to 19.

171

You signal to Captain D'Val to bring the regiment to a halt. Then, as soon as they are stationary, you dismount and move into the undergrowth alone. Stealthily you advance towards the boot, suspecting it to be another of the enemy's booby traps, but when you get to within a few feet you see that it is no trap. A knot tightens in the pit of your stomach and a tear wells up in your eye as you look with pity at what lies here.

Turn to 245.

172

You draw on your Kai Mastery to conjure up a dense fog which fills the pit. You hear Lutha cursing you vehemently, for he can no longer see where you are. In frustration, he causes a whirling blast of power to surge from the ring and sweep down the shaft of the pit. You are buffeted by a wave of evil psychic energy (lose 3 ENDURANCE points) but this power is unfocused and you quickly recover.

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 mist clears.

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

Illustration X—Prince Lutha comes at you again, this time with a dagger in his hand.

Prince Lutha (with Ring of Power): COMBAT SKILL 54   ENDURANCE 39

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.

173

Your Arrow glances off the Dragons lower eyelid and its tip gouges a furrow of black tissue from the cornea of his eye. He reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. Wildly he stomps his massive forefeet down into the black soil and sends splashes of molten mud and flame soaring into the air.

Turn to 344.

174

You whisper the words of the Brotherhood Spell Mind Charm and point your hand at the trooper's face. Instantly he relaxes and becomes entirely susceptible to your psychic commands. You will him to turn around and close the door to the hut and, as he is obeying your silent order, you mount his horse and escape into the woods.

You keep to the trees and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through the woodland, you discover the following items in the bags and blanket roll which are attached to the horse's saddle:

- Sword

- Rope

- Tinderbox

- Blanket

- Bow

- Quiver containing 5 Arrows

- 12 Lune (equivalent to 3 Gold Crowns)

- Spyglass

If you decide 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, destinations, and distances:

Chod: 250 miles North

Holona: 50 miles West

Tenzha: 20 miles South

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.

175

Ten days after leaving Vadera, the Saxin drops anchor in Varnos Harbour in Garthen — the crown capital of Talestria. The sleek and elegant lines of the Lencian craft contrast starkly with the drab, functional hulls of the merchant ships and dhows which crowd this city-port's jetties and wharves. Lencian craft are a rare sight in Garthen, and the Saxin is the rarest of Lencian craft; it is no wonder that its arrival stirs a frenzy of interest and speculation among the citizens of this capital.

Word of your arrival travels quickly to the Royal Citadel and a troop of Queen Evaine's Court Cavalry are dispatched to the harbour. They are led by a stern-faced man who wears the uniform and gold insignia of the Lord Constable, the highest military rank in the Talestrian army. He brings his column of regal horsemen to a halt at the quayside; then he dismounts and strides forward to welcome you in person as you disembark from the ship.

If you have ever visited Garthen or Torgar in a previous Lone Wolf adventure, turn to 292.

If you have not, turn to 48.

176

For two days you follow this trail through the great Forest of Salony. During your ride it strikes you that the weather seems to be reflecting the nature of the people who dwell in this region — cold and inhospitable. They do not take kindly to strangers, especially those riding alone.

On the morning of the third day, you reach a small village called Hopforst which stands at the edge of the Great Forest. To the west of the village you can now see the snow-capped mountain peaks of the Ceners, and to the north stretches an open expanse of rough grassland dotted with thickets of larch and pine.

As dusk is drawing its curtain of shadow over the land, you see in the distance the decaying walls of a derelict city. A broken sign by the roadside says that this place is called Amory, yet the newish track which branches off the road and avoids the city gate tells you that travellers on this road no longer visit here. It has begun to rain again and you are quietly dreading having to spend another night out in the open. Tempted by the promise of shelter, you approach Amory and enter the city by a gate that hangs haphazardly from its hinges.

Turn to 240.

177

Stoically you swim against the powerful current and reach the distant shore, breathless and exhausted, but glad to have escaped in one piece from the hostile land of Eldenora.

Once you have fully recovered, you put on your boots and cloak and take stock of your surroundings. You have emerged from the Storn at a wooded stretch of river bank, less than a mile south of the city of Rhem. You set off along a track heading north and within a few minutes, you catch sight of the city's walls and its famous horseshoe-shaped harbour.

You enter the city by its south gate, using your Kai camouflage skills and your natural stealth to avoid the attentions of the watchful guards. Once inside, you merge with the crowds and soon find yourself in a square that is overshadowed by the twin towers of Rhem Cathedral. An avenue runs along the cathedral's south side and, at its far end, your eye is drawn to a rusty suit of armour which stands beside the door to a dingy-looking shop.

If you wish to enter this armoury, turn to 339.

If you decide not to enter, turn to 36.

178

You draw an Arrow and take careful aim at one of the leading Lavas. As it dips its head and opens its jaw, you release your straining bowstring and send your shaft whistling towards its head. The fire-hardened tip penetrates its eye and, with a hideous shriek, it spins end over end before crashing into the parapet of the tower.

‘Fire at their eyes!’ you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. More than half find their target, decimating the first wave of the Lavas attack at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower. Suddenly you are confronted by one of these beasts who attempts to bat you over the parapet with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and strike your first blow the moment your feet return to the tower's flagstones.

Lavas: COMBAT SKILL 48   ENDURANCE 46

If you win this combat, turn to 49.

179

The pack leader is a ferocious creature whose supernatural will is far too strong to be turned by your powers of Animal Control. Your attempts at repelling him prove futile, and, with their kill now in sight, these howling beasts increase their speed. Hurriedly you unsheathe your weapon as they come streaming across the bridge towards you.

Turn to 144.

180

With Sabre Fox at your side, you climb the circular stairs to the Grand Hall of the Tower of the Sun. Excitedly the young Kai Master announces your arrival to the battle-weary Kai who are gathered here, and, at first, they look at you in stunned disbelief. Then the truth of what they see sinks in and they give vent to a loud cheer that can be heard all throughout the monastery.

The news of your return spreads like wildfire. Two of the first to welcome you back are your friend Guildmaster Banedon, and your trusted advisor Lord Rimoah.

‘Thank Ishir you are alive, Banedon,’ you say clasping his hand in friendship. ‘In Holmgard they fear that you and Rimoah were killed aboard your skyship. It gladdens my heart to see this is not so.’

‘And it warms me to see you safely home, Grand Master,’ he replies.

‘Though we've been hard-pressed to keep your home safe in your absence,’ adds Lord Rimoah, with a wry smile.

‘You both have my deepest thanks,’ you reply. ‘You took a great risk in coming to the aid of the Kai. I have seen what became of your skyship, Banedon. You were indeed fortunate to have survived.’

‘Aye,’ he replies, sadly. ‘Yet, alas, three of my Brotherhood were not so blessed. They perished when the Lavas dragged us from the skies.’

‘Take heart, Banedon, for their deaths will not be in vain. They shall be avenged.’ And with these prophetic words you take the Sun-crystal from your pocket and show it to your grieving friend. ‘With this crystal I shall destroy the Shadow Gate and put an end to Naar's evil plan.’

Together with Banedon and Rimoah, you make a tour of the monastery to assess for yourself the extent of the battle damage. Your presence among the young Kai greatly improves their morale and strengthens their resolve to withstand the Lavas' siege. You visit every area of the monastery, including the Lore Hall of Solaris where the bodies of those slain in battle have been laid out, awaiting burial. It saddens you to see so many Kai dead and, as you walk among their still ranks, you recognize many in whom you had held high hopes: Spring Rain, Eastwind, Sharp Dove, Deep Heart, Frost Lark, and Firefly. As you turn to leave the Lore Hall, you vow to Banedon and Rimoah that the sacrifice they have made will never be forgotten.

Turn to 256.

181

You ride to an overturned wagon that lies within thirty yards of the river's edge. To the wide-eyed astonishment of the three soldiers who are sheltering here from a hail of naphtha and crossbow bolts, you leap from your horse and sprint headlong towards the river. The moment you hit the freezing water, you stay submerged and swim to the opposite bank. Once there, you make use of the corpses that litter the shoreline to conceal your presence while you observe the enemy trenches.

The Eldenoran assault troopers are well dug in. Furthermore, they are aided by a Cener Druid who occupies a nearby trench. He is peering through what, at first glance, appears to be a giant magnifying glass.

If you possess Assimilance and have attained the rank of Grand Thane, turn to 320.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 207.

182

Your deadly battle-skill leaves the brigands shocked and bloodied. With ease you are able to disentangle yourself from the fight and escape across the open plain. Two of the bandits attempt to pursue you, but they soon lose heart and give up the chase.

Turn to 340.

183

Your slain horse crashes to the ground and you are thrown through the air. You land among the boulders and bracken which border the hill road, but your swift Kai reflexes prevent you from sustaining serious injury: lose 2 ENDURANCE points.

Bruised but unshaken, you spring to your feet in time to see a yelling horde of leather-clad men, each brandishing a sword or a spear, come rushing from hiding places among the surrounding trees. As they close in upon you, you draw your weapon and prepare to fight for your life.

Eldenoran Ambushers: COMBAT SKILL 38   ENDURANCE 42

If you win the combat, turn to 285.

184

Your first reaction is to back away from this strange old man and reach for the hilt of your weapon, but then your Kai senses tell you that he means you no harm. You focus your psychic powers at his mind and, in an instant, you sense that he has summoned you here to aid you.

‘I am Gwynian the Sage,’ he says, meekly. ‘I am a humble servant of the Gods Kai and Ishir. I seek to help you, Grand Master. Will you not listen to my wisdom?’

You nod in wary agreement and allow the old man to usher you through the archway into an adjoining chamber. Here you see strange floating bulbs of light that illuminate a stone table covered with charts and scrolls.

‘Very well, Gwynian, what news have you of Sommerlund?’ you ask, sceptically.

‘Grave news,’ replies the old man, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.

‘The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures — the Lavas — to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar's servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.’

‘But how?’ you ask, shaken by Gwynian's account of the events which have occurred during your absence from the monastery. ‘If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?’

‘Do not despair, Lone Wolf,’ replies Gwynian, reassuringly. ‘All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.’

You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.

‘Patience for just a moment, Lone Wolf,’ he says, and he allows himself a smile. ‘I, humble Gwynian, possess the means by which you can thwart the Dark God's murderous plan.’

Turn to 100.

185

Your hasty dive lands you upon the chest of a sleeping Eldenoran officer who awakes with a start. Before he can cry out, you punch him squarely on the jaw, knocking him unconscious. As you get to your feet you notice that scattered on his makeshift bunk are several leather bags and scraps of paper.

If you wish to sift through these items, turn to 277.

If you choose to get ready to leave this dugout as soon as the coast is clear, turn to 133.

186

The sides of the ravine are composed of gravel and shale which is loose and treacherous underfoot, yet your natural agility enables you to make the descent without too much difficulty. Climbing up the far side, however, proves to be a far harder task than expected.

If you possess Kai-alchemy, turn to 262.

If you do not possess this Grand Master Discipline, turn to 143.

187

You draw upon your Kai Mastery for protection and, gradually, you feel the pain subside. Flashing motes of light are beginning to whirl past you in the inky blackness, and faint sounds are reaching your ears, emanating from a pinpoint of light in the far distance. This speck of light steadily grows until it seems to fill your senses, and, with an abruptness that leaves you gasping for breath, you suddenly find yourself lying face down on a slab of damp granite.

Turn to 276.

188

The woman reaches to her purse and counts out 40 silver Lune into the cleric's trembling hands, and all the while she praises him loudly for taking the pain from her head. The cleric, whose name is Matho, sheepishly accepts her generous donation. Then, quite suddenly, he is swamped by the crowd of onlookers who all rush the stage at once. Each one waves a money purse and demands that he cure them as well. The frail old man is in danger of being crushed to death until you rescue him from this agitated crowd.

Once safely outside, he offers you all of the woman's donation, for he knows only too well that it was your healing abilities which cured her, and not his own. (If you wish to accept this money, record it on your Action Chart as 40 Lune, which has the equivalent value of 10 Gold Crowns. It takes up the same space in your Belt Pouch as would 10 Gold Crowns.)

‘Where are you bound for, stranger?’ he asks.

‘The east,’ you reply.

‘That's where I've journeyed from. Perhaps I can offer you a word of caution, eh? There's plague in the Stornlands this year. You would be well to avoid the region if you can. If you can't, well, this potion will protect you. I can at least guarantee that.’

The old cleric pulls a small flask from his pocket and offers it to you. (If you wish to accept this potion, record it on your Action Chart as Matho's Potion.)

Then the old cleric accompanies you back to the blacksmithy where he, too, is having his mount re-shoed. You collect your horse, and he collects his ragged old mule; then you bid each other good luck and farewell before going your separate ways.

Turn to 315.

189

Stealthily you approach the nearest horse, using your Magnakai Discipline of Animal Control to keep him calm as you untie his reins. But you have only just released them from the rail when suddenly the door of the hut swings open and you find yourself confronted by the horse's rider — an Eldenoran cavalry scout.

If you possess Kai-surge and wish to use it, turn to 110.

If you possess Kai-alchemy and wish to use it, turn to 174.

If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 33.

190

It is the mid-afternoon when the troop resumes the long journey east to Vanamor. During the ride, Lord Nathor voices his grave concern that Eldenoran bandits should be operating in the heart of his country: they have rarely dared to venture this far from home before. Although he does not say so, you sense that he knows the reason why they have become so bold of late. They have been sent here to find and kill you.

The road climbs out of the valley and zigzags its way through the forested hills to a high pass. Beyond this pass there stretches a wide expanse of lush grassland where herds of wild deer roam and graze freely. It is late in the afternoon when you catch sight of a procession approaching on the road ahead. Mostly they are men dressed in ragged brown robes, and one is carrying aloft a grimy banner which bears the image of a lightning bolt set upon a full moon.

‘Shoni pilgrims,’ says Nathor, dismissively. ‘They're wandering beggar-monks who have taken a vow of poverty. Many in Garthen regard them as just a gang of scroungers who pretend to be a holy order so they can fleece the foolish. I suggest we ignore them and press on.’

Illustration XI—‘Shoni pilgrims,’ says Nathor. ‘They're wandering beggar-monks who have taken a vow of poverty.’

If you wish to take Nathor's advice and ignore the Shoni pilgrims, turn to 319.

If you decide to stop and talk to them, turn to 28.

191

Beyond the ravine the land becomes increasingly barren. You press on, following a dried watercourse to a plateau which is dotted with scrub and stunted pines. Here, beneath the twisted boughs of a dead tree, you make camp for the night and settle down to sleep. Before you rest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 313.

192

You draw an Arrow and take careful aim at one of the leading Lavas. As it dips its head and opens its jaw, you release your straining bowstring and send your shaft whistling towards its face. The fire-hardened tip penetrates its eye and, with a hideous shriek, it spins end over end before crashing into the parapet of the North Watch.

‘Fire at their eyes!’ you shout, and a cloud of fifty Kai arrows are sent screaming through the sky to seek their elusive mark. More than half find their target, decimating the first wave of the Lavas attack at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the wall. Suddenly you are confronted by one of these beasts who attempts to bat you from the battlements with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and strike your first blow the moment your feet return to the flagstones of the North Watch.

Lavas: COMBAT SKILL 48   ENDURANCE 46

If you win this combat, turn to 282.

193

You leave this accursed town as quickly as you are able, and skirt around its perimeter before joining the road which heads east towards Abisko. Later in the afternoon, you catch sight of a grand, half-timbered bridge in the far distance. It spans a river, swollen by recent rains, which you recognize at once to be the River Reloni. There is a small circular tent near the approach to the bridge, and three Eldenoran soldiers are seated on stools beside it, each smoking a long-stemmed pipe.

At first you consider avoiding the bridge and finding somewhere else to make a crossing, but the river is wide and fast-flowing, and the three guards look particularly weak and stupid. After some deliberation, you decide to try to bluff your way past them. At your approach, one of the guards gets up off his stool and moves to stand in your way. Casually, he asks to see some sort of identification.

If you possess a Silver Seal, turn to 283.

If you do not possess this Special Item, turn to 317.

194

Before the angry thieves of Spur Lane can catch you, you cross the square and enter Quill Street. This narrow avenue is flanked by aromatic jala houses and perfumeries, until at length it turns abruptly right into a wider thoroughfare called Brass Street. Here you see the courtyard entrance to a grand building whose brick and marble façade is adorned with the words ‘Halls of Learning’. Suddenly you feel inexplicably drawn towards this building; it is as if it possesses the solution to all your problems.

You enter and ride along a gravelled path which leads to a building where a sign, hanging over its richly-carved oak door, simply says ‘Library’. You feel compelled to stop here and, without quite knowing why, you dismount from your horse and tie his reins to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in its archway, is an old man clad in plain brown robes. He looks at you and smiles knowingly.

‘Welcome, Grand Master,’ he says. ‘I have been expecting you.’

If you have ever visited a hut on Raider's Road, the city of Tahou, or Lake Vorndarol (in previous Lone Wolf adventures), turn to 348.

If you have never visited any of these places, turn to 184.

195

You cross to the far side of the river and wait there as the first few wolf-creatures come racing towards the bridge. The pack leader is a massive brute with chillingly yellow eyes that seem to follow your every move. The moment he reaches the bridge approach, you focus your Kai powers of Animal Control at him in a desperate attempt to turn him away.

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

If your total score is now 0–4, turn to 179.

If it is 5–8, turn to 214.

If it is 9 or higher, turn to 266.

196

As you draw an Arrow and raise your Bow at the dragon's massive head, you hear the Lavas emitting a sound that approximates laughter. Clearly they are amused by your reliance on such a primitive weapon. Undaunted by their cackling sneers, you pull the bowstring as taut as you can and place your trust in the Gods Ishir and Kai to guide your aim.

If you possess Magi-magic and have attained the Kai rank of Sun Lord or higher, turn to 297.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 334.

197

After a few minutes the druid ceases to sweep the river's edge with his curious-looking device, and you watch him disappear below the parapet of the trench.

Rather than attempt to exit the water here, you allow the current to carry you a few hundred yards downstream. Here you discover a shallow bay in the river bank which affords you better cover from the nearest enemy trench. 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 dugout, you sense danger ahead. A single file of Eldenoran swordsmen is marching along the trench in your direction: it will only be a matter of seconds before they are close enough to see you.

If you wish to dive into the dugout 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.

198

‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’

You hurry to the window and see a large, bat-like shape silhouetted against the moon. A man-sized rider clings precariously to the creature's back as it swoops and soars among the hills and gullies. A knot of fear tightens in the pit of your stomach.

‘A Kraan,’ you say, recognizing at once the outline of this unwelcome creature.

‘You had best come away from the window, my lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’

You take heed of the Lord Constable's advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.

‘It is not the first time,’ says Rasbarin. ‘Every night for the past ten days we've heard it circling the hills. Sometimes there is more than one of its kind.’ He offers you a bunk in the cellar of the monastery where you may be safe from detection, and you accept gladly.

Turn to 154.

199

The accused man thanks you profusely for proving his innocence, and the merchant, while on his hands and knees gathering up his scattered gems, offers the man one of his glittering stones by way of an apology.

Red-faced with embarrassment, the merchant then offers you 10 Gold Crowns for having rid him of a thief whom he was about to entrust with his entire cargo of gems and spices from Casiorn. (If you choose to accept the crowns, be sure to adjust your Action Chart accordingly.)

The tavern owner, however, is not so understanding. He does not like blood being spilled on his premises and he asks you to leave at once. You bid all three goodnight and then return to the stables to collect Wildwind.

Turn to 31.

200

You lead the regiment along the trail to where the surrounding forest opens out into a shallow meadow. Along the centre of this grassy clearing there meanders a small stream, where a dozen of the winged creatures are spread unevenly along the muddy banks. They are staring intently at the water, seemingly fascinated by the sight of the trout swimming there, and at first they do not see the regiment approaching. You give the signal to change formation, to form into two lines abreast for the charge. Then you glance at the wooded rise on the far side of the meadow, knowing that beyond this ridge lies your goal — the Kai Monastery.

Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the King's Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: ‘For Sommerlund and the Kai!’

The King's Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air. You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force is sufficient to stun the beast. As it staggers drunkenly in your wake, Captain D'Val, who is leading the second line, veers towards it and runs it through with his lance.

Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It fixes you with its glowing eyes and extends its talons as it comes screaming down towards your face.

Illustration XII—One of the creatures swoops down at you, extending its talons as it screams towards your face.

If you possess Kai-alchemy and wish to use it, turn to 129.

If you possess Magi-magic and wish to use it, turn to 37.

If you possess neither of these skills, or if you choose not to use them, turn to 303.

201

Intrigued by the young woman's high-bred charms, you step away from the bushes and approach her carriage door.

‘Why, yes,’ she says, excitedly. ‘You are the Northland warrior they call Lone Wolf, are you not? I was in attendance at the Elector's court the day he awarded you the Star of Palmyrion for your victory over the Cener Druids of Ruel. I am honoured to meet with you in person, brave sir.’

Turn to 135.

202

You are woken from a fitful slumber by the sound of shouting. Cautiously you part the foliage to see a group of Duadon guardsmen scouring the river bank in search of your body. A brutish garrison sergeant is questioning a scrawny beggar whom he holds by the neck, lifting him several inches off the ground. The beggar, shaking with fear, points a finger towards the wood. The sergeant gives him a sneering smile, and then rewards him for his cooperation with a dagger in the guts.

‘Search the copse!’ bellows the sergeant, wiping the blood from his blade on the dead beggar's coat. ‘Damned Northlander's gone to ground in there.’

Quickly you retreat deeper into the wood as a line of soldiers comes crashing through the foliage, hacking and slashing with their broad-bladed swords. Using your camouflage skills, you slip through their line and make your way back towards the river road, to the place where they have left their horses. A blow to the base of the skull puts paid to the soldier who is standing guard there and, as quietly as you can, you take a horse and escape towards the east.

When you can no longer see the walls of Duadon, you rein in your horse and take stock of the equipment contained in its saddle-bags. You discover the following items:

- Backpack

- Rope

- Enough food for 2 Meals

- Sword

- 3 Gold Crowns

- Bow

- Quiver, containing 3 Arrows

(Record these items on your Action Chart. They replace those that were confiscated from you in Duadon.)

Determinedly you continue your ride east and, by mid-afternoon, you come to the banks of the mighty River Storn. From the cover of a derelict barn you observe a group of merchants and travellers who are waiting at a ferry post for the boat to Rhem. The post is controlled by Eldenoran soldiers who check the ferry passengers thoroughly to make sure they are not enemy agents or deserters from the army. After an hour or so, you see the boat from Rhem approaching the post. The waiting crowd gather their belongings and get ready to board what will be the last crossing of the day.

If you wish to go to the ferry post and try to board the boat to Rhem, turn to 97.

If you decide to avoid the ferry, you can attempt to swim the half-mile stretch of river to Rhem by turning to 30.

203

Your Kai Mastery alerts you to a beam of ultraviolet light at the exit from the ford. This pencil-thin beam emanates from behind the age-worn keystone of the old bridge, crosses the exit just inches off the ground, and disappears into some bushes opposite.

‘Column halt!’ you shout, bringing the regiment to a stop at the approach to the ford.

‘Is something wrong, Grand Master?’ asks D'Val, anxiously.

‘Perhaps,’ you reply, staring at the beam which is invisible to the captain's eyes. ‘Wait here, captain, while I satisfy my curiosity.’

You urge your horse forward and approach the fallen keystone. As you draw closer, you sense that it conceals an explosive device constructed from materials not of this world. It is an elaborate booby trap planted here by Naar's minions, and it is set to detonate should any large creature unwittingly break the beam.

If you possess Kai-alchemy and wish to use it, turn to 274.

If you possess Grand Nexus and wish to use it, turn to 71.

If you possess neither of these skills, or if you choose not to use them, turn to 22.

204

At once you recognize the captain: it is Cearmaine, the brave hero of the Darklands War, who guided you to Stonewatch and the Forest of Ruel during your quest to thwart the Cener Druids, two years previously.

‘Hail, Grand Master!’ he says, his battle-scarred face beaming with delight. ‘I am pleased to have been chosen by the Elector to escort you north to Holona.’

‘Well met, captain,’ you reply, shaking his steel hand. ‘I could not have wished for a better travelling companion.’

Turn to 130.

205

As the ghastly spectre comes galloping towards you on its hellish black steed, your Kai senses warn you that it is the spirit of the evil lord who once ruled this city. His name was Roark and he was once a secret practitioner of the dark arts of the Cener Druids. He has long since perished in the flesh but his evil spirit lives on, tortured and restless, doomed to ride the deserted streets of his shattered domain.

As the spectre of Roark comes closer, his mouth opens and a hideous shriek fills the air. You feel a pressure rapidly building in your head; it is an agonizing force that threatens to tear your skull apart.

If you possess Kai-screen, turn to 39.

If you do not possess this Discipline, turn to 253.

206

The brigand leader mounts his horse, but before he can make good his escape, you take a running leap over the abbey wall and drag him out of the saddle. Together you crash to the frost-hardened ground and desperately he kicks and struggles to break free from your steely grip. Out of his boot he snatches a stiletto blade and thrusts it viciously at your throat. You dodge your head aside, avoiding its razor-sharp tip, but in doing so you let the brigand slip out of your hands. He rolls away and begins to rise to his feet, but then he freezes, his eyes wide with fearful recognition, as he stares at your face.

‘L … Lone Wolf!’ he gasps, mortified, as if he is confronting a ghost.

‘Drop the dagger and surrender!’ you order, levelling your weapon at his head to reinforce your command. Swiftly the brigand's expression changes from one of shock to one of sneering defiance.

‘You'll never take me alive!’ he spits, and to your shocked surprise he thrusts his dagger deep into his chest.

If you possess the Grand Master Discipline of Deliverance and have attained the Kai rank of Sun Knight or higher, turn to 337.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 35.

207

You detect a faint shimmer of crimson light radiating from the druid's giant spyglass as he sweeps it back and forth along the river's edge.

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

If your total score is now 5 or less, turn to 248.

If it is 6 or more, turn to 197.

208

You give thanks for the Platinum Amulet, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, the amulet alone is not sufficient to keep you safe from the creatures that are now advancing rapidly towards the Shadow Gate.

Turn to 80.

209

On the far side of the river you notice a milestone half-buried in a roadside ditch. Etched on its granite surface is a small arrow which points eastwards, and below reads the message ‘Abisko — 25 miles’.

Later, as you approach the outskirts of this town, you notice a large flock of carrion crows circling above its timbered buildings. You sense that plague has recently visited this town, and so you leave the road and spend the night in woodland a few miles to the south.

The next day, the weather changes for the better. The temperature rises and the surface of the muddy road quickly becomes dry and hard. Ten miles east of Abisko you see a small regiment of Eldenoran soldiers camped out beside the road. They are busy with their luckless duty of having to burn the bodies of Abisko's plague victims, which number in the hundreds. So preoccupied are they with their grim task that they fail to see you steal one of their horses and make off with it along the road which leads to Duadon — their capital city.

Turn to 270.

210

The road which crosses the plains to the east of the river is deeply rutted. Fortunately, though, it is dry, there having been little rain in these parts for weeks. Progress is good and by midday you and your troop have covered more than thirty miles. You pass many wagons on this road, mostly driven by farmers who are taking their crops to the markets and wharves of Garthen. These wagon drivers seem an unusually loyal and friendly breed; invariably they wave and cheer the moment they recognize the uniforms of Queen Evaine's Court Cavalry.

After a brief rest at a village on the road, you continue your ride across the open plains and descend into a wide valley where a shallow stream winds its way through a mass of reed-beds and willow copses. Beyond this valley, the land becomes increasingly hilly. The sun is almost touching the horizon when you come to a small wayside shrine dedicated to the Goddess Ishir. Here a track leads off to the north and, a mile distant, you can make out the walls and tall bell-tower of a chateau high in the hills.

‘That's the monastery of the Vaderish Brethren,’ says Nathor. ‘They're a holy order devoted to the worship of the Goddess Ishir. We will find safe shelter with them this night.’

The sun has set and dusk is quickly turning to darkness by the time the troop reaches the gates of the Vaderish Monastery. The brothers of this holy order are led by an elderly monk called Rasbarin whom Nathor has met once before. The old cleric welcomes him warmly, as if he was his son, and then he invites you to stay here overnight.

The monks' evening meal is simple fare but well-prepared and wholesome nonetheless (restore any ENDURANCE points you may have lost during your adventure so far). Afterwards, Rasbarin invites you and Nathor to his chambers to sample some of the monks' speciality — a fine liqueur called Aquas. You are raising a glass of this golden liquid to your lips when suddenly the peace is shattered by a loud, cawing shriek which echoes through the surrounding hills.

If you possess the Discipline of Telegnosis, turn to 61.

If you do not possess this Grand Master Discipline, turn to 198.

211

As you enter the courtyard, a boy rushes out of the stables and eagerly takes charge of Wildwind's reins. He praises your horse enthusiastically and promises that he will look after him well while you are enjoying your visit to the tavern. On entering the taproom, you are welcomed by the mouth-watering smell of roasting beef and fine ale. The tavern is busy and nobody pays you any special attention as you take a seat by the counter.

At a nearby table, you notice an argument is brewing between a merchant and a man dressed in a shabby hide coat. The merchant is accusing the man of stealing a purse of gems from his pocket, and the confrontation is being made worse by a third man, a lank-haired bargee, who is siding with the merchant. The accused man pleads that he is innocent but the other two give no credence to his pleas. Suddenly, the merchant draws a dagger and threatens to slit the man's throat unless he hands over the stolen gems at once.

If you possess Telegnosis and have attained the Kai rank of Grand Thane, turn to 26.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 294.

212

While you are observing the town, your thoughts wander to your homeland and the threat that is confronting the New Order acolytes at the Kai Monastery. Your fervent desire to be with them is rekindled, making you wish that you possessed a horse to help speed your journey to Casiorn.

Near the junction at the centre of the town, you see a large timbered building. Painted on its facia and roof are two words: ‘Nursha Stables’.

If you wish to enter the deserted-looking town and go in search of a horse, turn to 349.

If you would rather avoid this town, you can skirt around its perimeter and take the road which heads east towards Abisko, by turning to 3.

213

Your quick reactions have saved you from being burnt alive, but this feat 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 onto 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.

214

The pack leader is a ferocious creature whose supernatural will is far too strong to be turned by your powers of Animal Control. Some of the pack, however, are affected by your psychic suggestion and break away from the main body to cower by the side of the bridge. But the majority continue to follow their leader, and with their prey now in sight, these howling beasts are increasing the pace of their loping stride.

Turn to 304.

215

Suddenly you hear Captain D'Val's strident voice rising above the din of the battle: ‘Ride on, Lone Wolf!’ he shouts. ‘Ride to the monastery!’

You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D'Val's men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain's plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.

Turn to 250.

216

With a terrifying howl, the war-dog pack launches a simultaneous attack and come leaping at you from all sides.

Eldenoran war-dogs (in blood-frenzy): COMBAT SKILL 42   ENDURANCE 47

Due to their frenzied state, these war-dogs are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 295.

217

You have ventured less than a few hundred yards across this stagnant bog, taking care to avoid its bubbling pools and treacherous tracts of quicksand, when suddenly you find yourself sinking knee-deep into a treacly black ooze. What you had at first thought to be firm earth has, to your growing dismay, turned out to be a cloying, semi-liquid morass of rotting vegetation.

If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher, turn to 66.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 296.

218

You are halfway across the ford when alarm bells sound on both sides of the river.

‘Deserter at the ford!’ goes the cry from the Eldenoran fort. ‘Enemy spy approaching!’ shout the Slovian guards.

Moments later, a hissing cloud of arrows and bolts descend on you from both sides and your horse is killed instantly in the crossfire. It crashes head-first into the water and you are thrown out of the saddle to land heavily amongst the rocks which lie strewn along the Slovian bank. You try to rise but suddenly an explosion of white light fills your vision and the taste of blood fills your mouth: you have been hit in the head by an armour-piercing arrow. Mercifully, death is virtually instantaneous.

Sadly, your life and your journey home come to an abrupt end here, on the Slovian banks of the River Storn.

219

For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then you glimpse the flagstones of the keep and the roof of the castle stables, more than a hundred feet below, and your stomach churns with fear.

Illustration XIII—You hurtle through the cold air, the roof of the castle stables more than one hundred feet below.

Steeling yourself for impact, you smash through the thatched roof of the stables and land amidst a tangle of hay and broken timbers. Moments later, Nathor comes crashing through the roof and lands just a few yards from where you are lying. You are badly bruised but you have survived the fall (lose 3 ENDURANCE points). Nathor, too, is alive, but his injuries are more severe. His left ankle is badly broken and his face is a mess of cuts and contusions. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.

If you wish to use your Kai healing skills on the Lord Constable, turn to 269.

If you decide to concentrate on escaping from the castle as quickly as possible, turn to 41.

220

You press on through the trees, your senses alert to the slightest sound. After an hour or so, you stumble across a stream where you stop briefly to gulp a mouthful of icy fresh water. Beyond this stream the trees become far denser, offering you better cover from the wandering groups of Eldenorans who seem to be positioned all over this vast timberland. It is not until later that you realize that they have not been posted here; they are deserters, hiding out in the forest to avoid a certain death at the Reloni Bridge.

By morning, you have covered several miles of forest and avoided all contact with the Eldenorans. Then, shortly before midday, you come across the outlying huts of a fortified town which sits astride a busy woodland trail. A glance at your map reveals this to be Fabri, an Eldenoran outpost close to the Slovian border. From the top of a pine tree you look down on this settlement which is ringed by a palisade. Five cavalry regiments are camped within its perimeter wall of sharpened logs, and you note several Cener Druids conversing with the regimental commanders. It would seem that Prince Lutha is in league with the evil Plague Lords of Ruel.

While you are observing Fabri from your vantage point high above, you notice a patrol of horsemen wending their way through the trees towards one of the outlying huts. On arriving, they dismount and enter, leaving their horses tied to a split rail but otherwise unattended. Tempted by the opportunity, you descend the tree and make your way towards the hut.

If you possess Animal Mastery, turn to 260.

If you do not possess this Discipline, turn to 189.

221

Instinctively you crouch down and take cover amongst the nearby foliage. You also call upon your Kai camouflage and psychic skills to help mask your presence from the creature which is circling high above the trees. For several minutes you stare at the loathsome creature, not daring to move a muscle; then you see it fly away and you breathe a sigh of relief.

A chill night wind whistles through the trees and you shiver. But it is not the cold that is chilling your blood — it is the sudden fear that you may never see your homeland again.

Turn to 275.

222

You leave the thieves lying dead and bleeding outside the door to their sinister guild-house. Coming from inside, you can hear the sound of running feet and angry voices. Before more of the thieves appear, you vault onto your horse and gallop away along Spur Lane, retracing your route back to the square at the city's South Gate. On returning here, you rein in your panting horse and pause to consider the remaining two exits from the square.

If you wish to go north into Ladder Way, turn to 308.

If you choose to go west into Quill Street, turn to 194.

223

You press yourself as flat as you can against the sheer rock-face of the ravine, but a heavy boulder glances your shoulder and you lose your precarious grip. Frantically you scrabble for a handhold, but already you are falling backwards amidst a cloud of choking dust and loose shale. With a sickening thud, you smash head-first into the boulder-strewn ground at the base of the ravine.

Tragically, your life and your journey home come to an abrupt end here in Eldenora.

224

You hear the hiss of the crossbow bolt in flight, and then suddenly an explosion of white light fills your vision and the taste of blood fills your mouth: you have been shot in the base of the skull by an iron bolt and, mercifully, death is virtually instantaneous.

Sadly, your life and your journey home come to an abrupt end here, in the timberlands of southern Eldenora.

225

Using your Discipline, you launch a concentrated burst of psychic energy at the drunken thug. The bolt penetrates his mind and stuns him, causing him to freeze like a stone statue (reduce your ENDURANCE points score by 1).

Unfortunately, this temporary paralysis also prevents the young woman and her child from breaking free from his grasp. After a few moments the thug emerges from his state of psychic shock in a murderous mood, and you are forced to draw your weapon and rush towards him in an effort to stop him before he can enact his revenge on his innocent captive's child.

Turn to 167.

226

Your hurried blow rips a jagged hole in the wing of the beast, and, suddenly off-balanced by the wound, it loses control and slams into the ground with a sickening crunch. You give a cry of elation, and then you hear Captain D'Val's strident voice rising above the din of the battle:

‘Ride on, Lone Wolf!’ he shouts. ‘Ride to the monastery!’

You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D'Val's men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain's plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.

Turn to 250.

227

Before your face disappears completely below the surface of the Storn, you force yourself to intone the words of the Brotherhood Spell Breathe Water. Immediately, you feel the fatigue melting away from your aching limbs as you absorb oxygen directly from the river itself. Powered by a surge of renewed energy, you are able to strike out afresh for the opposite bank.

Turn to 177.

228

Calling upon your Kai Mastery, you are able to vault across the opening fissures and reach the Shadow Gate uninjured. With the hellish screams of the Dark God Naar ringing in your ears, you hurl yourself through the Shadow Gate into the whirling abyss beyond.

Turn to 69.

229

As the riders approach, your initial suspicions are confirmed: these are unquestionably Eldenoran brigands. Their saddle-cloths bear the emblem of their realm, and their steeds are laden with sacks and pouches that bulge with ill-gotten gains. You remain hidden until they have passed by, and then, to be doubly sure you wait until the dust of their horses' hooves disappears beyond the horizon.

During your wait, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

230

You race through the gatehouse arch just moments before the heavy portcullis comes crashing down. Without daring to look back, you urge your horse across the wooden drawbridge and along the open track that lies beyond. The angry shouts of the gate guards echo from the battlements but so too do the unexpected sounds of clanking chains and baying hounds.

You have covered more than half a mile when you chance a glance over your shoulder. To your dismay you see that you are being pursued by a snarling pack of wolf-like creatures with drooling fangs and eyes that gleam menacingly in the darkness. An icy chill invades your heart. These are no ordinary hunting hounds — these are hellish beasts born of a dark sorcery.

Soon you reach the tributary bridge that is lined with statues, and you catch sight of the twinkling lights of Scade about a mile beyond. The feral pack are closing fast and you know that your encumbered horse cannot outpace them indefinitely. You must do something to delay them, if you and Nathor are to escape in one piece.

If you possess the discipline of Magi-magic and have reached the Kai rank of Grand Thane, turn to 322.

If you possess Kai-surge and have reached the Kai rank of Grand Thane, turn to 281.

If you do not possess these skills, or if you have yet to attain the necessary level of Kai Mastery, turn to 195.

231

‘Sommerlund?’ answers the innkeeper, quizzically. ‘I'm afraid not, kind sir. Your home must be mor'n six hundred miles from 'ere. It's rare we gets to hear what's goin' on in Varetta and that's only twenty five miles t'north.’

Hearing the innkeeper mention how far it is to Sommerlund brings a leaden feeling to your stomach. You still have far to go and so little time in which to accomplish your urgent journey. Feeling chastened by the daunting number of miles you must ride, you bid the innkeeper and his daughter goodnight and retire quietly to your room.

Turn to 56.

232

You try to swim against the current, but your recent ordeal in Duadon has greatly weakened your constitution. The strength in your limbs is ebbing fast, and, with mounting panic, you feel unable to prevent yourself from sinking beneath the surface of the Storn.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight, turn to 5.

If you possess Kai-alchemy and have attained the Kai rank of Sun Thane or higher, turn to 227.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher, turn to 264.

If you possess none of these skills, or if you have yet to attain the necessary levels of Kai Mastery, turn to 251.

233

The Lavas veers away from you and uses its wings to deflect the Sun-crystal. With dismay you watch as the glowing crystal drops harmlessly among the rocks, below the entrance to the Shadow Gate. Hurriedly you scramble over the jagged granite in a desperate attempt to retrieve the Sun-crystal, but in doing so you lose your footing and fall heavily among the rocks: lose 3 ENDURANCE points.

The shrieking Lavas snatches you off the mountainside and soars into the air. At first you struggle to free yourself from its mighty claws, but then you see the creature is carrying you directly towards the yawning black maw of the Shadow Gate and you freeze with shock.

Moments before entering this hellish abyss, you look down and get a passing glimpse of the Sun-crystal lying among the rocks, no more than thirty feet from the entrance to the Shadow Gate.

If you possess Grand Nexus and have reached the Kai rank of Grand Thane, turn to 247.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 88.

234

You place five Gold Crowns (or 20 Lune) on the blacksmith's anvil (remember to adjust your Action Chart) and he nods his approval.

‘Leave y' horse outside and come back in an hour — I'll 'ave it done by then.’

Turn to 104.

235

After the explosion at the ford, you sense that the regiment is more wary of the surrounding forest. You proceed at a slower, more cautious pace, and keep a watchful eye on the trail ahead. You have not gone very far when your eagle-eyes detect something amiss in the undergrowth away to your right. You magnify your vision and see a patch of grey among the greens of the forest floor. After a few moments you recognize it to be the sole of a man's boot.

If you wish to halt the troop and examine what you have seen more closely, turn to 171.

If you decide to ignore it and continue along the trail, turn to 280.

236

As soon as your feet touch the ground, the sergeant and his men swarm around you and force you to your knees. Quickly they bind your hands with cord and confiscate your Weapons, Belt Pouch, Backpack, and cape (delete these from your Action Chart; you need not erase your Special Items, however, as none of these are taken. These Eldenoran soldiers are especially superstitious and fearful of touching magical weapons and artefacts).

Then the staff-wielding Cener arrives with a horse-drawn cart into which the soldiers bundle you unceremoniously. The robed druid cackles like a crazed maniac, ecstatic at having identified and captured Lone Wolf — the destroyer of so many of his evil brethren. His vile laughter echoes in your ears as he lashes his horses and steers his rickety cart through the dark streets of Duadon. After a short and bruising journey at breakneck speed, you pass beneath the imposing arch of Skull-Tor, the fortified bastion of Duadon's long line of past rulers, and descend a stone ramp to an underground gaol. Here you are greeted by a squad of brutal guards who beat you with staves (lose 3 ENDURANCE points) before imprisoning you in a circular pit infested with vermin.

Turn to 300.

237

You ride across this busy square into an avenue that heads north, towards the heart of Varetta. Apothecaries and candle-makers' shops flank this wide street until it opens upon an ornate park filled with rare and beautiful flowers. The sight and scent of these blooms are entrancing and, before you are aware of any change, you find yourself intoxicated by their powerful aroma.

‘Awake, Grand Master,’ says an old man's voice in your ear. ‘You have no time to dream.’

Turn to 20.

238

You accept Lord Constable Nathor's offer of an escort to Queen Evaine's citadel and call to Lord Ardan, who has been watching from the deck of the Saxin, to come and join you. As Ardan disembarks, Nathor gives a signal to his men who are busy keeping an inquisitive crowd of citizens at bay. Hurriedly they clear a gap in the pressing wall of curious, wide-eyed Garthenians, and moments later the horse-drawn coach comes trundling through towards the quay.

Once you and Ardan are safely aboard, Lord Constable Nathor shouts a terse command to the driver and the coach speeds away from the harbour, escorted by the troop of Court Cavalry. A swervingly swift journey through Garthen's steeply narrow streets ends when the coachman reins in his horses in the courtyard of the Royal Citadel. Everywhere you look you see soldiers of the Royal Household in uniforms bedecked with glittering braid. A fanfare of trumpets announces your arrival and, with minimal delay, Nathor escorts you personally to the State Hall where Queen Evaine of Talestria, seated upon a throne and surrounded by a dozen of her court advisors, is waiting patiently for you to appear.

‘Welcome, Grand Master,’ she says, graciously. ‘We have been expecting you. King Sarnac sent word of your arrival by message-hawk and we have made arrangements to help speed your passage homewards.’

Respectfully you bow to the queen and voice your thanks for the cooperation she has seen fit to offer you.

‘Not at all, Grand Master, for Talestria is in your debt. Were it not for you, our land would be in the thrall of the Darklords.’

With this, Queen Evaine dismisses her advisors and motions for you, Ardan, and Lord Constable Nathor to approach to the foot of her throne.

‘I understand the urgency of your journey, Grand Master,’ she says, her voice hushed as if she fears being overheard, ‘but I must caution you to be on guard. The Dark God Naar's agents are abroad with plans to thwart your homecoming. I have received word from my garrisons in the north that Zlanbeast and Kraan riders have been sighted in the night skies. They venture forth from the ruins of the Darklord cities of Nadgazad and Cragmantle, sent by the express command of Naar himself. They know now that you triumphed in Ixia and they are watching expectantly for your coming.’

‘I thank you for this information, your Majesty, but I am sure that I can avoid these night-riders,’ you reply confidently.

‘I have no doubt of this, Grand Master,’ she says, ‘but they are not the only agents in Naar's employ. Word of your coming has spread like wildfire throughout the shadowy underworld of thieves and assassins. Great rewards of gold and dark magic have been offered for your death.’

‘With respect, your majesty,’ you reply, tactfully masking your scepticism, ‘how do you know this to be true?’

‘Grand Master, it is true. I have heard it from the very lips of an assassin who was plotting your murder, here, in the heart of my capital. He was captured while attempting to recruit others and he is being held prisoner in the dungeons of this citadel. Perhaps you would welcome the chance to question this man yourself?’

If you wish to accept Queen Evaine's offer and question your would-be assassin, turn to 132.

If you choose not to question the prisoner, turn to 111.

239

The dragon growls with disdain as you threaten him with your weapon. He raises a claw-tipped forepaw and lashes out in an attempt to swat it from your grasp, but you duck the blow and thrust it into his side. He roars with pain, but then he leaps at you with frightening speed.

Vaxagore: COMBAT SKILL 52   ENDURANCE 50

This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the fight, turn to 288.

240

At close quarters, the city of Amory gives off an odour of disease and decay. Its flagstoned streets are cracked and broken open by plants, the roofs of its once-fine houses have long since caved in, and every surface is damp and mildewed. It is also completely deserted; even the rats have left.

You seek shelter in one of the few buildings with a roof still intact. The furnishings that you discover here are made of the finest Durenese oak and Salonese leather, but none withstand your weight. Everything has rotted and falls to shreds at a touch. You are clearing debris from the floor to make a place to sleep when suddenly you hear hoofbeats in the street outside. You rush to the open door and see, to your shocked surprise, a ghostly rider astride a black horse come galloping down the narrow avenue. Tongues of red flame shoot from the horse's nostrils and it leaves in its wake a trail of green mist.

Illustration XIV—Tongues of red flame shoot from the horse's nostrils as it gallops, trailing a wake of green mist.

If you have ever visited the town of Quarlen or the Isle of Ghosts in a previous Lone Wolf adventure, turn to 279.

If you have visited neither of these places, turn to 205.

241

Expertly you guide your horse through the densely packed trees at the centre of this copse. The brigands attempt to follow, but they are poor riders by comparison and they find it impossible to penetrate this wood on horseback.

After a few minutes you hear their leader command them to return to the road. He has lost patience with his men and cannot be bothered to pursue the chase any further. You remain hidden at the middle of the copse and do not emerge until the dust of their horses' hooves has disappeared beyond the horizon.

During your wait, unless you possess Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

242

Your Arrow penetrates the dragon's skull, but the only effect it has is to make him angrier than he already is. He stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame into the air.

You shoulder your Bow and reach for your weapon as the great beast comes lumbering slowly towards you 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.

243

Swiftly you unshoulder your Bow and draw an Arrow to your lips. You take aim at the thug's head and let fly your shaft but in an instant before it strikes, he twists around and the arrows tip merely scratches a crimson line across his cheek.

Unfortunately, this wound does not make him loose his grip; it simply makes him more frightened and murderous than before. You are forced to shoulder your Bow and unsheathe a hand weapon as you rush towards him in a desperate attempt to prevent him from wounding his innocent captive's child.

Turn to 167.

244

You ride out of Rhem by its east gate and head off along a wide road that is bordered by hovels and farmsteads. Shortly you come to a signpost where the road ends and a track begins. It marks the entrance to the Forest of Salony, and indicates the distances to two Salonese towns:

Ellio — 50 miles

Amory — 100 miles

You follow the track deep into the forest and spend your first night in Salony here, surrounded by the leafy comfort of this rich timberland. At dawn, you resume your ride and, by nightfall, you find yourself approaching the outskirts of the forest town of Ellio.

During your long day's ride through the forest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Turn to 138.

245

You have found the body of a Kai Master. His torn and crushed remains are clothed in the grey cloak and tunic that denotes his rank within the New Order. He has been dead for two or three days.

At first you can hardly bear to look at his face, but when you do, you recognize him at once: it is Swift Fire. He was the fastest runner of all the Kai, and you suspect he may have volunteered to use his speed to try to break through the enemy lines. Sadly, it seems, he could not outrun his fate.

Respectfully you cover his face with his cloak and say a short prayer to the God Kai to watch over his spirit. Then you return to the regiment and continue the ride along the trail.

Turn to 280.

246

In the warm comfort of the inn, you use your Kai healing skills to mend the Lord Constable's injuries. He is carefully testing his weight on his newly-mended ankle when suddenly there is a commotion outside in the street. An angry mob of hard-faced men, many clutching torches, staves, and coils of rope, are marching down the cobbled avenue towards the inn.

‘Hang the Talestrian thieves!’ they shout. ‘String up the murdering swine!’

‘What's going on? Who are these men?’ asks Nathor. The innkeeper's face turns white and he begins to tremble with fear.

‘I … I don't rightly know,’ he stammers. ‘I ain't never seen 'em before. They's not from these parts. We've never had no quarrel with Talestria. You've always been our friends.’

Suddenly a chunk of cobblestone smashes through a window and an angry cry arises from the mob:

‘Come out, you Talestrian dogs. Come out or we'll burn you out!’

Nathor calls everyone to the rear of the inn where a passage leads directly to the stables.

‘I fear this is some kind of crude ploy to murder you, Grand Master,’ he says. ‘If you are to stand any chance of reaching your homeland, you must continue your journey at once. I and my men will do what we can to hold this mob at bay, but you must leave now and you must go alone.’

Another window shatters and a burning brand is hurled into the inn.

‘Very well,’ you reply, uneasily. ‘I shall leave at once.’

Turn to 161.

247

The instant you pass through the Shadow Gate, you are assailed by howling gales and winds. Yet, despite the freezing coldness of this abyss, you feel no pain. Your body is protected, cocooned and shielded by your advanced mastery of the Discipline of Nexus.

You feel as if both you and the Lavas are whirling downwards in ever-decreasing circles into the core of a vortex, and rapidly you lose all track of time. Then, as abruptly as it began, the whirling ceases and the frigidity of the abyss is transformed into a harsh and blistering heat. Shielded as you are, this extreme temperature feels pleasantly warm. Nevertheless, with fearful apprehension, you force open your eyes to look upon the nightmare realm that now surrounds you.

Turn to 64.

248

The druid suddenly detects you in hiding at the water's edge. He shouts a hurried order to a group of Eldenoran crossbowmen in the trench beside him and immediately they open fire, sending a volley of deadly bolts whistling about your ears.

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

If your total score is now 4 or less, turn to 332.

If it is 5 or more, turn to 27.

249

Through the foliage you see six well-armed horsemen riding two abreast. They are followed by a carriage, behind which there are another two horsemen guarding the rear. The coach is quite small, suitable for no more than two passengers at most, and its lacquered black wood looks dull. It is covered with the dust of a long journey. It has curtained windows and a crest adorns its doors.

As they draw closer, you see one of the leading horsemen raise his hand to bring the column to a halt. Your heart sinks when you realize that he has seen your horse. Rather than take the risk of losing your mount, you call out to the horseman, commanding him to continue on his way.

‘Show y'self,’ he shouts in reply, and draws his sabre. ‘Unless you be a brigand, you have no need to fear us.’

You remain hidden for a few moments longer, using your Kai skills to determine their purpose. When you can detect no aura of evil about them, you rise from behind the bush so that you can be seen. A pale hand parts the carriage curtains and you glimpse the face of a handsome young woman with jet-black hair. Judging by the finery of her dress and the elegance of her demeanour, you assess her to be of noble birth.

‘You, Sir!’ she calls, with a refined Palmyrion accent. ‘I … I know you. Please, won't you approach my coach so that I can be sure?’

If you wish to do as she requests, turn to 201.

If you decide to ignore her request and stay where you are, turn to 123.

250

You crest the ridge and your spirits soar when you see the Kai Monastery two miles distant. The chequered battle-banner of the Kai flutters atop the Tower of the Sun, proudly defiant in the face of the hordes of winged Lavas circling overhead. The monastery is largely intact, though much of its surrounding wall has been damaged and plumes of smoke rise from the inner keep and training park. Yet, even at this distance, you sense that it is still being held secure from Naar's loathsome minions.

Illustration XV—The chequered battle-banner of the Kai flutters proudly atop the Tower of the Sun.

The New Order have indeed proved themselves worthy in your absence. However, the pride you feel for your young acolytes is tempered by the price that has been paid. At the base of the Tower of the Sun you can see the blackened wreckage of the Skyrider, Banedon's skyship, twisted and gutted where it fell to earth. There are bodies strewn about it, but at this distance, even with your magnified vision, you cannot tell if they are friend or foe.

Dusk is already upon the land and darkness will be total within the hour. Mindful of the circling Lavas who command the skies, you decide to abandon your horse and continue from here on foot. It will be harder for the enemy to spot you moving through the forest on foot than if you were to continue on horseback.

If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 96.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 328.

251

Suddenly, you are gripped by spasms which paralyse your leg and stomach muscles. Incapacitated by cramp, you are unable to prevent yourself from sinking rapidly to the bottom of the River Storn.

Tragically, your life and your journey home to Sommerlund end here.

252

You request the King to excuse you from the council of war for a few moments. He grants your request, thinking that you wish to be alone to grieve the loss of your friends, Banedon and Rimoah, and he allows you the use of his royal chamber.

Once you are alone, you use your Kai Mastery to attempt to make contact with Guildmaster Banedon telepathically. You concentrate with all your power, straining your psychic energies in your effort to connect with your friend's mind. To your surprise, you detect a barrier in the ethereal plane, a wall of dark energy that has been placed there purposefully to prevent telepathic contact. You sense that the barrier is the work of the Dark God Naar and you call on all your reserves of psychic strength in an effort to break through it.

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

If your total score is now 7 or less, turn to 312.

If it is 8 or more, turn to 286.

253

You draw on your Magnakai skill of Psi-screen to protect your mind from Roark's assault, but before it can deflect his attack, you suffer the numbing effects of psychic shock: lose 5 ENDURANCE points.

As you recover your senses, you see his ghastly apparition galloping past. It stirs in its wake a whirling maelstrom that is filled with rocks, broken glass, and other city debris. This whirlwind assails you physically and knocks you to the ground.

Ghost of Roark: COMBAT SKILL 48   ENDURANCE 30

You conduct this combat in the normal way. If you possess a Jewelled Mace, you may add +3 to your COMBAT SKILL for the duration of this fight. 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 Roark's ghost in combat will you cause the maelstrom to cease.

If you win the combat, turn to 146.

254

You focus your psychic powers and launch a pulse of energy at the prisoner's mind in an attempt to weaken his resolve (reduce your ENDURANCE score by 1 point). You sense that his memory is protected by a magical shield, but it proves to be ineffective against your psychic probe. The man shrieks with fear as his body is racked by uncontrollable tremors.

You command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you, and a mass of images begin to swirl and solidify in your mind's eye. They are the images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

‘Who is this person?’ you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Turn to 326.

255

Cearmaine is overcome with grief by his son's death. With trembling hands he takes the bloodstained tunic from beneath the young man's head, unfolds it, and drapes it over his lifeless body. To your surprise, you note the insignia on the lapels are similar to those on Cearmaine's uniform; his son held the rank of captain, the same as his father.

‘I must go to his regiment,’ he says, his voice wavering. ‘It is right and fitting that I take command of them now.’

After attending to the burial of his son, the grieving captain returns to the Canatarium to find out where his son's regiment is stationed. He learns they are at the Reloni Bridge, at the very heart of the battle. Before he leaves, he thanks you for trying to save his son's life and he suggests two routes by which you can reach the distant city of Casiorn from here.

The first route is the most direct, but it is also the most hazardous. It requires you to pass through the enemy lines at the Reloni Bridge, cross the southern tip of Eldenora, and then continue your journey north by way of the Slovarian Plain.

The second route will avoid the fighting at the Reloni Bridge, but it would mean having to pass through the city of Duadon — Prince Lutha's stronghold.

(Consult the map before making your choice.)

If you choose to take the Reloni Bridge/Slovarian Plain route to Casiorn, turn to 271.

If you decide to take the Duadon/Rhem route instead, turn to 38.

256

You return to the Grand Hall where Banedon and Rimoah tell you of the location of the Shadow Gate.

‘Kai scouts sighted it in the foothills of the Durncrag Mountains, less than five miles distant, at a place called Raven's Eyrie,’ says Banedon.

‘I know this place,’ you say. ‘My old tutor, Storm Hawk, and I camped there on a hunting trip when I was an acolyte, before the war with Darklord Zagarna. There is a track that leads there — I know it well.’

You are determined to destroy the Shadow Gate and you resolve to go to Raven's Eyrie tonight, to carry out the mission. Also you are aware that tomorrow is a very special day. It is Fehmarn — the first day of Spring, a holy day in Sommerlund when traditionally all of the Kai gather at the monastery to reaffirm their fealty to King Ulnar and the God Kai. It is also the anniversary of the massacre of the First Order, the day upon which all of your warrior caste, save you, were massacred by Darklord Zagarna's hordes.

‘I will destroy the Shadow Gate tonight,’ you vow resolutely, ‘and tomorrow we shall celebrate Fehmarn, secure in the knowledge that a lasting peace has returned to our land.’

Moments later, a doleful bell sounds from atop the Durncrag Tower: it is the alarm.

‘Hurry, my lords!’ shouts a young Kai Savant who comes rushing breathlessly into the Grand Hall. ‘The enemy are attacking in force!’

‘To your battle positions, my lords!’ you command, as you stride towards the door. ‘The time has come for you to avenge your dead brothers. Fight well! Fight true! The spirit of the Sun-god Kai is with us this night!’

A great cloud of winged Lavas is speeding towards the monastery from the northwest and they will arrive within a few minutes at most. As you watch the young Kai Lords arm themselves and take up their positions around the monastery, you consider where best to position yourself for the imminent battle.

If you wish to join the acolytes who are lining the battlements of the North Watch, turn to 114.

If you choose to fight from the top of the Tower of the Sun, the highest point in the Kai Monastery, turn to 158.

257

The numbing blast leaves you slumped against the wall of the pit. Rather than invite a second devastating blast from Lutha's Ring of Power, you pretend to be dead in the hope that you may be able to escape when Lutha's guards come to dispose of your body.

High above you, you hear Prince Lutha howling delightedly at the sight of your seemingly dead corpse. He calls for his guards and, a few minutes later, you hear them entering the pit. There follows the tinny sound of metal scraping on metal before you feel yourself being lifted by the shoulders and feet and lowered into a slippery chute. A wave of panic makes you open your eyes and struggle to break free of their grip. This sudden and unexpected resurrection in turn makes the guards scream and drop you. They scurry away, gibbering like idiots, and you are left to slide headlong down a chute which leads to a fast-flowing underground river. You hit the cold waters head-first and are carried swiftly away by the strong undercurrent.

Turn to 150.

258

You tumble head-first down the slope and knock yourself unconscious on a jagged outcrop. Minutes later, the halo of energy which surrounds the Shadow Gate begins to crackle fiercely. The surge of energy has great significance, for on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate through which you escaped from his realm.

As the first rays of the dawn sun spread across the surrounding rocks, the first of Naar's mighty dragon herd emerge from the Shadow Gate. Drawn by the glow of the Sun-crystal, they descend on your unconscious form and, in a frenzy of retribution, they rend you limb from limb.

Tragically, on the threshold of victory, your life and the future of Sommerlund end here.

259

Lacking cash, you decide instead to try to barter with the blacksmith in return for his services. You offer him a choice of any item in your Backpack and, after some initial reluctance, he decides to accept. (Erase the third item you have recorded on your list of Backpack Items.)

‘Alright, stranger,’ he says, tossing the item on a bench at the rear of the smithy, ‘leave y' horse outside and come back in an hour — I'll 'ave it done by then.’

Turn to 104.

260

From the cover of the trees, you first use your Magnakai Nexus Discipline to cause one of the horse's reins to become untied from the rail. Then you summon the steed using your Animal Mastery. The horse responds without hesitation and soon you are back in the saddle once more, heading south in a wide arc around the Eldenoran settlement at Fabri.

During your ride through the woodland, you discover the following items in the bags and blanket roll which are attached to the saddle:

- Sword

- Rope

- Tinderbox

- Blanket

- Bow

- Quiver containing 5 Arrows

- 12 Lune (equivalent to 3 Gold Crowns)

- Spyglass

If you decide 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, destinations, and distances:

Chod: 250 miles North

Holona: 50 miles West

Tenzha: 20 miles South

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.

261

You pull away from the bitter green cloud and fall back towards the cell door. Your Magnakai Discipline of Nexus offers some protection from this highly poisonous gas, but you are not completely safe from its effect: lose 5 ENDURANCE points.

The gaoler and Lord Nathor were standing several paces from the prisoner when he exhaled, yet even so they are affected by the insidious poison. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions undoubtedly save them from a painful, suffocating death.

‘Wha … what happened?’ wheezes Nathor, as he slowly recovers from the effects of the gas.

You peer into the cell at the man now hanging limply in chains, and then you turn to Nathor and say: ‘Suicide. A suicide and an attempted murder, that is. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.’

Turn to 309.

262

Rather than take the risk of serious injury in a fall, you intone the words of the Brotherhood Spell Levitation, and slowly you rise to the top of the ravine. Once safely on firm ground, you cancel the spell and continue on your way, heading north.

Turn to 191.

263

The shock of the creature's attack lifts you physically from your horse's back, and it is only your agility and determination which save you from crashing to the ground.

You heave yourself back into the saddle and hold fast as the beast swoops away into the meadow. Then you hear Captain D'Val's strident voice rising above the din of battle:

‘Ride on, Lone Wolf!’ he shouts. ‘Ride to the monastery!’

You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D'Val's men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain's plea and urge your horse on towards the top of the ridge. You know that the best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.

Turn to 250.

264

Before your face disappears for the last time below the surface of the Storn, you call upon your Kai Mastery to lighten your body weight. The increased buoyancy raises you in the water and enables you to keep your head above the surface. Gradually, you feel the fatigue melting away from your aching limbs and you are able to strike out afresh for the opposite bank.

Turn to 177.

265

Your Arrow glances off the Dragon's lower eyelid and its tip gouges a furrow of black tissue from the cornea of his eye. He reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. Wildly he stomps his massive forefeet down into the black soil and sends splashes of molten mud and flame soaring into the air.

Turn to 344.

266

The pack leader is a ferocious creature, but his will is no match for your highly-advanced Kai powers. You command him to retreat and instantly he obeys your psychic order. The sight of their leader running away with his tail between his hind legs is more than the remaining pack members can bear. With a howl of fear and frustration they, too, turn away and race back to the safety of their pens in Castle Tranius.

Turn to 86.

267

From the crystal ring there pours forth a torrent of energy, a crackling vortex of evil power that whirls around and around the wall of the circular shaft as it slowly descends towards you. Tugging the Sommerswerd from its scabbard, you hold the golden blade aloft and brace yourself for the moment the two powers collide. The tip of the swirling vortex is drawn to your blade like lightning to a conductor, and upon the instant it touches the tip, there is a blinding flash. An electrifying jolt runs through your body and a deafening screech splits the air. For a terrifying moment the tip of the Sommerswerd becomes molten and begins to lose its rigidity; then there is another flash, and the power of the ring rebounds from your divine blade and returns towards its source, conquered and repelled by the goodly might of the Sword of the Sun.

For an instant you glimpse the Prince's face — it is a mask of abject terror. Then the vortex reaches him and, in an instant, he is swallowed up by a whirlwind of supernatural fire.

‘So perish all who serve the Dark God!’ you scream, elated by your victory over the evil Prince Lutha.

Turn to 17.

268

Gwynian ushers you through into an adjoining chamber where floating bulbs of light illuminate a stone table covered with charts and scrolls.

‘What news have you of Sommerlund?’ you ask anxiously.

‘Grave news,’ replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.

‘The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures — the Lavas — to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar's servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.’

‘But how?’ you ask, shaken by Gwynian's account of the events which have occurred during your absence from the monastery. ‘If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?’

‘Do not despair, Lone Wolf,’ replies Gwynian, reassuringly. ‘All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.’

You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.

‘Patience for just a moment, Lone Wolf,’ he says and he allows himself a smile. ‘I, humble Gwynian, possess the means by which you can thwart the Dark God's murderous plan.’

Turn to 100.

269

Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your fingers to his injured foot (reduce your ENDURANCE points score by 3). You feel the warmth of your power begin to reduce the swollen tissues and mend the broken bones, but before you can complete the cure, a yelling horde of bogus castle guardsmen comes rushing into the stables with their swords drawn. They see you, and you have barely enough time to draw your weapon before they launch a manic attack.

Castle Guardsmen (impostors): COMBAT SKILL 48   ENDURANCE 48

If you win this fight, turn to 159.

270

While riding the road to Duadon, you search the bags which hang from the saddle of your newfound horse. Among the things they contain are a spare Eldenoran uniform and rain-cape. You throw the uniform away, but you sling the voluminous cape around your shoulders and fix the clasp under your chin. Mindful of the increased risks of detection the nearer you get to Duadon, this simple black cape serves two useful purposes: it keeps hidden your Kai clothes and gives you the outward appearance of an Eldenoran horseman. (You need not record this cape on your Action Chart.)

Among the other items you discover in the saddle-bags are:

- Enough food for 2 Meals

- Mace

- Rope

- Tinderbox

- 8 Lune (equivalent to 2 Gold Crowns)

- Mirror

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

During the remaining daylight hours, you frequently see units of Eldenorans on the road, most marching westwards with long pikes over their shoulders. None of them challenge you as you pass them by, for they assume you are a cavalry scout going about his duty. After spending a comfortable night in the loft of a deserted hay barn, you continue your ride at first light and reach the outskirts of Duadon shortly before midday.

The Eldenoran capital is a grey and unlovely place. Its cold stone buildings bear the scars of a city whose history is one of near-continual warfare. The roads leading to the city gates are crowded with regiments on the move, and soon you find yourself caught up to a large body of troops which is snaking slowly towards Duadon's heavily fortified western approach. The mood of the troops is one of studied indifference, a condition which often prevails in those who have become emotionally numbed by the horrors of war. As this sullen mass moves through the west gate, you glance up at the battlements and notice a red-robed figure clutching a long staff of glowing white metal. A tingle of apprehension runs the length of your spine when you recognize the figure to be a Cener Druid. The staff he holds radiates a magical aura and you sense at once that he is scanning the arriving soldiers, using the staff to determine, amongst other things, if any have contracted plague. Suddenly the Cener becomes agitated and he sprints the length of the battlements to sound an alarm bell. Within a few moments, the west gate is sealed by a heavy iron portcullis and panic sweeps through the troops who have been shut outside. You look up at the battlements once more and this time your heart skips a beat; the Cener is pointing his glowing staff directly at your head.

Illustration XVI—You notice a red-robed figure clutching a white, glowing staff on the battlements.

From out of the crowd of panic-stricken soldiers there bursts a unit of Duadon guards armed with spears and throwing nets. They are led by a bearded, one-eyed sergeant who barks an order at you to throw down your weapons and dismount from your horse.

‘Do as I say,’ he growls, murderously, ‘or I'll cut out your liver and feed it to the crows.’

If you decide to do as he says, turn to 236.

If you choose to ignore his command and get ready to defend yourself, turn to 50.

271

‘Very well, Grand Master, if this is the way you choose to proceed with your journey, then you are welcome to ride with me.’

You accept Cearmaine's offer and, within the hour, you and he are on the road once more, this time riding north on horseback towards the battle that is raging at the Reloni Bridge. When you are three miles from the river you can see the night sky lit up by the fires of war. At two miles, the sounds of singing steel and dying men can be heard on the wind. At a mile distant, you see fields littered with the wounded and dying recently evacuated from the front, and regiments of young Palmyrion reserves nervously awaiting their turn to go forward. And when at last you catch sight of the bridge itself, your stomach churns as you witness the carnage being wrought there.

The bridge and the surrounding banks of the river are carpeted with dead and dying men, twisted into impossible shapes. Massive engines of war bombard the soldiers on both sides, raining fiery death and destruction upon their heads. You have seen many battles in your time, but none to rival the savagery of the conflict that is unfolding here.

Cearmaine catches hold of a young lieutenant whose face is covered with dried blood. Part of his scalp has been sliced away but he seems unaware of his gaping wound. Cearmaine barks a question and the man answers him by pointing to a regiment of pikemen stationed on a distant hill.

‘There stand the Black Ravens — my son's men. I must away now, Grand Master, so I bid you farewell. The enemy have been repulsed this last hour and are gathering themselves for their next attack. If you are determined to cross the water to their side, you should attempt it now, before they advance again.’ Cearmaine turns his horse about and makes ready to ride off. ‘By the gods, Grand Master, you are brave to have chosen this road home!’ he says, saluting you. ‘I wish you luck — may Kai and Ishir keep you safe. Farewell, my friend. Farewell!’

As the captain gallops away, you look with mounting dread at the slaughter. To cross the river by the bridge is impossible; the only ways across are either upstream to the north, or downstream to the south. To the north you see a dense wall of trees on the far bank, which, judging by the number of arrow-struck bodies lying nearby, you hazard is full of enemy archers. To the south, the far shore is a mass of heavily fortified trenches filled to overflowing with Eldenoran assault troops.

If you wish to attempt to cross the river north of the bridge, turn to 70.

If you decide to try a crossing to the south of the bridge, turn to 181.

272

You fall backwards and land heavily among the damp, jagged rocks. The hard fall gashes your head and injures your back: lose 6 ENDURANCE points.

Your sudden movement alerts a Lavas to your position on the mountainside and it circles around Raven's Eyrie until it is sure that what it has seen is human. Once it spots you lying dazed among the rocks, it gives a piercing shriek. Like a predatory bird, it comes diving out of the sky, its claws extended and its beaked jaw open wide.

Turn to 108.

273

Using the Brotherhood Spell Slow Fall you are able to control the rate of your descent. Unfortunately, Lord Constable Nathor does not possess this ability and, as you are beginning to slow down, he comes tumbling past you, his eyes and mouth wide with terror.

You stretch out and make a grab for his cloak as he hurtles past. You manage to get a grip and hold on fast, but as you are nearing the ground, the cloak comes unfastened and he falls the last twenty feet to the flagstoned keep. Upon landing, you discover that Nathor is still alive, but his left ankle is badly broken and his face is cut and bruised. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.

Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your fingers to his injured foot (reduce your ENDURANCE points score by 3). You feel the warmth of your power start to reduce the swollen tissues and mend the broken bone, but before you can complete the cure, a yelling horde of bogus castle guardsmen come rushing from the gatehouse with their swords drawn. You draw your weapon and crouch in readiness to meet their manic attack.

Castle Guardsmen (impostors): COMBAT SKILL 48   ENDURANCE 48

If you win this fight, turn to 93.

274

You instruct Captain D'Val 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 utter the words of the Brotherhood Spell Lightning Hand and point the index finger of your right hand at the device. A tingle runs the length of your arm and a crackling arc of power jumps from your finger to the polyhedron. Instantly, there is a violent explosion which peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to D'Val to bring the regiment forward.

‘Thank Ishir you're with us,’ says the captain, as he leads the men across the ford. ‘Without you, this wicked sorcery would have cost us dear.’

Turn to 235.

275

Dorst doubles the guard in case the Kraan should decide to return during the night. Then he and the others unpack their sleeping furs and settle down to a night's rest beside the warmth of the campfire embers. For an hour you lie awake, staring uneasily at the sky, until fatigue finally overtakes you and you slip into a deep sleep.

Turn to 299.

276

Still shaking from the effects of your return through the Shadow Gate, you slowly get to your feet and look out across the surrounding foothills. Here, on your home world, several hours have passed since you were carried through the Shadow Gate and into the Plane of Darkness, and as you survey the land, you notice that the first rays of the Fehmarn dawn are beginning to colour the eastern horizon.

You look down at the mountainous slopes which descend before the yawning black mouth of the Shadow Gate, and, to your relief, you see the faint golden shimmer of the Sun-crystal. It is still lying where it fell, thirty feet below where you are now standing.

If you possess Kai-alchemy and have attained the Kai rank of Sun Thane or higher, turn to 54.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 10.

277

Among the unconscious officer's possessions, you discover the following:

- Map of Palmyrion

- Backpack

- Dagger

- Scroll

- Pouch containing 12 Gold Crowns

- Pouch containing 2 Potions of Laumspur (each restores 4 ENDURANCE points)

- Pouch of Tobacco

- Military Pass

If you decide to keep any of the above, remember to make the necessary adjustments to your Action Chart.

To continue, turn to 133.

278

Your slain steed crashes to the ground and you are catapulted head over heels through the air. You land heavily among boulders and bracken which border the hill road, hitting your forehead with a sickening crack: lose 4 ENDURANCE points.

Nauseous and dizzy from the impact, you struggle to stand up. You are barely back on your feet when suddenly a yelling horde of leather-clad men, each brandishing a sword or a spear, emerges from hiding places among the trees and come rushing at you from all sides. You must fight them.

Eldenoran Ambushers: COMBAT SKILL 38   ENDURANCE 42

Due to the effect of your fall, you must reduce your COMBAT SKILL by 4 for the duration of this fight.

If you win the combat, turn to 285.

279

A cold lance of fear stabs your heart the moment you see the face of the ghostly rider. You recognize it immediately to be Roark — the highborn lordling of Amory who chose to follow the ways of Evil.

Roark was once a powerful disciple of the Demonlord Tagazin and a secret practitioner of the foul arts of the Cener Druids, but he has long since perished in the flesh. Yet his evil spirit lives on, tortured and restless, doomed to ride the deserted streets of his shattered city.

As the ghastly spectre of Roark comes rushing towards you on his hellish steed, his mouth opens and a hideous shriek fills the air. You feel a pressure rapidly building in your head, an agonizing force that threatens to tear your skull apart.

If you possess Kai-screen, turn to 39.

If you do not possess this Discipline, turn to 253.

280

Two miles further along the Alema Trail, you catch your first glimpse of Naar's minions. You see five horny-skinned creatures, hovering on the breeze, thirty feet above the distant tree-line.

These creatures have wings and tails that shimmer like burnished gold, and armour-like plates which protect their limbs and bellies. From their beaks protrude snaky tongues, and their claw-like hands and feet are tipped with talons that glint like sharpened knives in the sunlight.

If you have visited Ixia or Lake Vorndarol in a previous Lone Wolf adventure, turn to 147.

If you have ever visited these places, turn to 67.

281

You cross to the far side of the river and wait there as the first few wolf-creatures come racing towards the bridge. The pack leader is a massive brute with ghastly yellow eyes that seem to follow your every move. The moment he reaches the bridge approach, you focus your psychic power at the nearest statue. Your concentrated pulse of psychic energy shatters this sculpture with devastating effect, peppering the hellish beast with razor-sharp shards of stone.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 7.

If it is 4 or higher, turn to 68.

282

The defenders on the North Watch fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.

You are moving slowly along the battlements, helping the wounded and praising those Kai who have shown exceptional bravery, when Banedon approaches.

‘The time is ripe for you to begin your mission, Grand Master,’ he says, as he watches the last of the enemy wave disappearing into the mountains. ‘They have lost many this night — it is unlikely they will return before the dawn.’

‘Yes, my friend,’ you reply, touching the pocket of your tunic which contains the Sun-crystal, ‘you are right. The time has come. I will leave for Raven's Eyrie at once.’

Turn to 40.

283

Guided by your Kai instincts, you remove the seal from your tunic pocket and show it to the sallow-faced guard. He grunts his approval and then shuffles back to his cronies seated beside the tent. Calmly, you proceed to cross the bridge without paying them a second glance.

Turn to 209.

284

As you stop to survey the shops and stalls which encircle this busy square, you recall the welcome help you received from Gwynian the Sage the last time you visited here. You remember vividly your meeting with him at the Halls of Learning, but you have no idea whereabouts in this vast city the Halls are located.

If you wish to go in search of the Halls of Learning, turn to 168.

If you decide not to seek Gwynian, turn to 237.

285

As the last of your attackers collapses at your feet, you turn and run headlong down the steep hill track. Arrows and spears whistle past on all sides as you endeavour to outrun the remaining ambushers. By dint of luck and speed, Nathor and his troop of Court Cavalry have survived the Eldenoran ambush with little injury and no loss of life. You see them in the distance, gathered in a group on the valley floor, and you wave to them to show that you are still alive. Immediately Nathor gallops away from the troop and comes speeding up the track to your rescue. As he gets nearer he slows his horse to allow you to leap astride its rump. Once aboard, he pulls his steed about and descends once more towards the valley floor, cheered on by his anxious men.

‘Follow me!’ commands the Lord Constable as he gallops past his troop without slowing. You glance over your shoulder and see them spur their steeds forward, their faces set in expressions of grim determination. Upon entering the village, you note a number of frightened women and children who are huddled beside stone walls or lying beneath hay carts. Some are cradling the bodies of their dead menfolk who lie scattered in the fields nearby. Then you catch sight of a group of Eldenorans in the grounds of the abbey. All are laden with loot, yet even so there are some who are squabbling amongst themselves in an effort to grab an even bigger share of the booty.

Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand, and a young woman with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.

If you possess Magi-magic and have reached the Kai rank of Grand Thane, turn to 82.

If you possess the Grand Master Discipline of Kai-surge, turn to 225.

If you possess a Bow and wish to use it, turn to 243.

If you possess neither a Bow nor any of the above skills (or should you decide not to use them), turn instead to 55.

286

You feel your psychic powers burrowing through Naar's ethereal barrier. You have almost penetrated this shield when suddenly you sense the presence of the Dark God himself; he is pouring the essence of his Evil into the breach, repairing the damage you have inflicted.

Immediately you cease your telegnosis. You are mortally afraid of allowing Naar the opportunity of locating and attacking your Mindforce, for if he were to do so, you risk losing not only your sanity but also your soul!

Turn to 136.

287

From the crystal ring there pours forth a torrent of energy, a crackling vortex of evil power that whirls around and around the wall of the circular shaft as it slowly descends towards you.

If you possess a Platinum Amulet, turn to 106.

If you do not possess this Special Item, turn to 345.

288

The death of Vaxagore stuns the dragon herd into frozen silence, and you seize this opportunity to make a dash for the Shadow Gate. Before Naar can direct his Lavas to block your escape, you reach the Shadow Gate and hurl yourself through into the whirling black abyss.

Turn to 69.

289

You follow Cearmaine and the young lieutenant out of the Canatarium and along a crowded avenue towards a tented encampment in the city's main park. Here, under a canvas awning, the captain finds his mortally wounded son being attended to by an army physician.

‘Will he pull through?’ asks Cearmaine, of the physician whose white surgical apron is stained deep crimson with the blood of all those he has attempted to save this day. The weary man does not answer — he simply shakes his head and leaves to attend yet another poor wretch who is crying out for him to end his suffering.

Illustration XVII—‘Will he pull through?’ Cearmaine asks the physician.

Cearmaine's son has a deep chest wound which, on closer inspection, you determine was made by a poisoned arrow. The physician has removed the shaft but the poison has long since entered the young man's bloodstream. His life is fast ebbing away and you sense there is very little you can do to save him.

If you possess Deliverance and have reached the rank of Sun Knight or higher, turn to 164.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 13.

290

Having slain all of the guardsmen, and their sergeant, with stunning ease, the surrounding crowd of Eldenoran pikemen now look at you with fearful respect. You seize the opportunity to wheel your horse about and then you spur him to the gallop and scatter a score of soldiers as you attempt an escape along the crowded west road. Soon the cry goes up from the city's battlements to stop you and, when you are only a few hundred yards away from the gatehouse, your horse is brought crashing to the ground by a volley of arrows.

A mass of angry Eldenorans close in and grab hold of you before you can get to your feet. Roughly they bind your hands with cord; then they confiscate your Weapons, Belt Pouch, Backpack, and cape (delete these from your Action Chart; you need not erase any Special Items, however, as none of these are taken. These Eldenoran soldiers are especially superstitious and fearful of touching magical weapons and artefacts).

Minutes later, the staff-wielding Cener arrives with a horse-drawn cart into which the soldiers bundle you unceremoniously. The robed druid cackles like a crazed maniac, ecstatic at having identified and captured Lone Wolf — the destroyer of so many of his evil brethren. His vile laughter echoes in your ears as he lashes the horses and steers his rickety cart back to the gatehouse and into the dark streets of Duadon beyond. After a short and bruising journey at breakneck speed, you pass beneath the imposing arch of Skull-Tor, the fortified bastion of Duadon's long line of past rulers, and descend a stone ramp to an underground gaol. Here you are greeted by a squad of brutal guards who beat you mercilessly with staves (lose 3 ENDURANCE points) before imprisoning you in a circular pit infested with vermin.

Turn to 300.

291

Your Kai Mastery warns you that another flight of Lavas are about to emerge from the Shadow Gate. You flatten yourself against the damp granite rocks and wait until this second flight passes overhead before resuming your steady advance up the mountainside towards the Shadow Gate, now less than a hundred yards distant.

When you have climbed to within thirty yards, you draw back your arm and get ready to hurl the Sun-crystal into the inky black core. At this moment, a piercing shriek rises above the throbbing hum of the Shadow Gate and, to your horror, you look up to see a Lavas diving towards your chest. Hurriedly you throw the Sun-crystal before the creature can press home its attack.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 139.

If it is 5–9, turn to 233.

292

The smooth dark hair and noble countenance of the Lord Constable are oddly familiar, reminding you of someone whose name momentarily you cannot recall.

‘Welcome, my lord,’ he says, with a respectful salute. ‘I am Nathor, Lord Constable of the Royal Citadel. My troop would be honoured to escort you to an audience with Queen Evaine.’

‘Pray tell me, Lord Constable,’ you reply, ‘have we not met before?’

‘No, sire. I venture you must be thinking of my late brother — Adamas. He held the office of Lord Constable afore me. I understand that you and he once fought together in the war 'gainst the Darklords. He spoke most highly of your courage. Sadly, though, he is no longer with us. He died valiantly during the great siege of Torgar.’

Turn to 238.

293

Upon the bellowed command of their leader, the onrushing horsemen split into two groups. One group continues its charge towards you while the other slows to a halt to await the outcome. You sense that they are used to picking off lone travellers in this fashion; no sense expending the energy of twelve men when the job can be accomplished by six. But this time they have underestimated their enemy and it is a mistake you intend them to pay dearly for.

If you possess a Bow and wish to use it, turn to 336.

If you do not, turn to 63.

294

You have no desire to become embroiled in this argument, and so you take your leave of the taproom and return to the stables to collect your horse.

Turn to 31.

295

The moment you dispatch the last of the war-dogs, you turn and run headlong into the forest. The Eldenoran archers attempt to give chase, and several of their arrows come whistling past as you make your escape, but you soon outdistance them and reluctantly they are forced to call off the pursuit.

Turn to 220.

296

You call on your Magnakai Discipline of Huntmastery, as well as your natural agility and dexterity, to slow your descent into this syrupy mire. After several anxious minutes, with the foul morass lapping at your chest, you feel yourself no longer sinking any deeper into the bog. Now, using your hands and your weapons, you heave your way slowly through this stinking bog until, at last, you feel the welcome sensation of firm ground beneath your feet. Breathless and exhausted, you crawl out of the ooze and collapse on a bank of soft, dark earth.

Pick a number from the Random Number Table. The number you have picked equals the number of ENDURANCE points you have lost in your struggle to free yourself from the mire (0 = 10).

As soon as you are able, you get to your feet and hurry away from this foul morass, heading north.

Turn to 43.

297

You whisper the words of the Old Kingdom Spell Penetrate and direct its power to the tip of your Arrow. Instantly, its steel point and shaft become as hard as diamond. Then, with a prayer to Ishir on your lips, you release your straining bowstring and send the Arrow whistling towards the dragon's head.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery (with Bow), add 5 to the number you have picked. If you possess Grand Nexus, add 2. If you possess Telegnosis, add 1.

If your total score is now 7 or less, turn to 242.

If it is 8–9, turn to 173.

If it is 10 or more, turn to 102.

298

You take a lungful of air and dive once more below the surface, but as you submerge, you feel the stinging kiss of an arrow's tip graze the top of your head: lose 3 ENDURANCE points.

On reaching the far bank, you use the corpses that litter the shoreline for cover. You wait here, absolutely motionless, for nearly fifteen minutes before crawling from the water and slithering on your stomach into the wood which commands this stretch of the river bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

If you possess Animal Mastery, turn to 47.

If you do not possess this Grand Master Discipline, turn to 156.

299

You are woken at dawn by one of Dorst's men who immediately hands you a steaming mug of Huas, a delicious Palmyrion beverage. You notice the others are in various states of waking and, as you sip your reviving drink, you watch Dorst shaving at the stream. After a while the Baroness emerges from her carriage. She appears as fresh as a spring flower, and together you breakfast before the camp is struck and you go your separate ways.

‘If ever you visit Lucia Province,’ she says, leaning from the open window of her carriage, ‘be sure to visit my estate in Gadorvo.’

‘I would be honoured, my lady,’ you reply, and wave to her until, at last, her carriage and riders disappear into the hills.

The weather is warmer than of late and you make good progress despite the poor condition of the road. An hour past midday, as you are crossing a treeless valley, you happen upon a young man praying at a wayside shrine. He is dressed in a guildsman's tunic and cloak, and he appears to be unarmed.

If you wish to stop and question this young man, turn to 170.

If you decide to ignore him and continue on your way, turn to 19.

300

The stench of the circular pit is almost unbearable. The floor is covered with a brackish green slime in which a host of flea-infested rats are scratching for food. In the dim half-light you watch with a mixture of fascination and revulsion as these vicious rats burrow nose-first into the evil-smelling mire, pausing only to fight when one of them uncovers the prey that they are hunting for: glistening, black-bodied worms.

Using your Magnakai skill of Nexus, you are able to free your hands from the cords that bind them. Escape from this pit is now foremost in your mind. Beyond the wall you can hear the sound of rushing water and, when you move to where the sound is loudest, you discover a panel partially concealed by slime. A closer inspection reveals it to be an opening to a circular chute. You are working on a way to prise open this panel, hoping it will lead to a way out of the pit, when suddenly there is a grating rumble high above. A column of bright light invades the gloom and, squealing with fright, the rats burrow frantically into the slime to avoid it.

‘Well well, if it isn't Grand Master Lone Wolf himself!’ booms a man's voice from the top of the shaft. ‘How good of you to come to Duadon in person. You have saved me the further expense of having you hunted down and brought here in chains.’

Quickly your eyes grow accustomed to the light and you see, peering over the lip of an open trapdoor at the top of the shaft, the sneering face of a young man. His pointed beard and moustache are trimmed to perfection, and his dark eyes twinkle with a cold malevolence that places a chill in your very soul. His skin is unusually pale and, judging from the wealth of gold embellishment that bedecks the neck of his velvet tunic, you feel sure that he is Prince Lutha, the self-appointed ruler of this city.

‘What do you intend for me?’ you ask aloud, but silently you are dreading his answer. The Prince does not reply directly; he simply utters a soft, chilling laugh as he extends his right hand. On his index finger you see a glowing ring of green crystal and, in a moment of terror, you realize that it is an artefact of pure evil, fashioned by, and imbued with, the power of the Dark God Naar himself.

If you possess the Sommerswerd and wish to unsheathe it, turn to 267.

If you possess Magi-magic and have attained the Kai rank of Grand Thane, turn to 9.

If you possess Assimilance and have attained the rank of Kai Grand Guardian or higher, turn to 172.

If you possess Kai-alchemy and wish to use it, turn to 306.

If you do not possess any of the above Special Items or Grand Master Disciplines, or if you have yet to attain the relevant levels of Kai Mastery, turn to 287.

301

For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then, in a terrifying instant, you glimpse the flagstones of the keep and the roof of the castle stables: they are more than a hundred feet below.

Your stomach churns with fear as you watch the hard, unyielding flagstones of the keep come rushing towards you at dizzying speed.

If you possess Kai-alchemy and have reached the Kai rank of Sun Thane or higher, turn to 273.

If you possess Kai-alchemy but have yet to reach this level of Kai rank, turn to 52.

If you do not possess this Grand Master Discipline, turn instead to 137.

302

You spend a cold and uncomfortable night sheltering beneath a stone bridge near the centre of this forest town (lose 2 ENDURANCE points). The rain, which began at dusk, eases off at dawn. In the grey half-light, you gather some nutritious roots and grasses for your mare and allow her to finish them before setting off on the trail which heads east out of Ellio.

Turn to 176.

303

You raise your weapon and brace yourself in the stirrups as the winged horror comes swooping down to rake you with its sword-sharp claws.

Lavas: COMBAT SKILL 45   ENDURANCE 45

The creature is attempting to claw you as it swoops past; therefore fight this combat for one round only.

If in this single round of combat you lose more ENDURANCE points than your enemy, turn to 263.

If your enemy loses more ENDURANCE points, or if the loss is identical, turn to 226.

304

You unsheathe your weapon and urge your frightened horse along the track. As you reach the perimeter of the conifer coppice, the leading wolf-creatures draw alongside and begin to claw and bite at your steed's flanks. Desperately you lash out, left and right, in an attempt to cut them down before they can drag your shrieking horse to the ground.

Hounds of Vikkak: COMBAT SKILL 45   ENDURANCE 40

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 347.

305

In desperation you draw upon your psychic Kai defence skills to erect a shield around your mind. This eases the agony coursing through your head, but your body sustains a severe battering before you are able to control the pain that grips your torso and limbs: lose 4 ENDURANCE points.

Gradually, you feel your pain subsiding. Flashing motes of light are now beginning to whirl past you in the inky blackness, and faint sounds are reaching your ears, emanating from a pinpoint of light in the far distance. This speck of light steadily grows until it seems to fill your senses, and, with an abruptness that leaves you gasping for breath, you suddenly find yourself lying face down on a slab of damp granite.

Turn to 276.

306

Hurriedly you recite the words of the Brotherhood Spell Levitation and, as you feel gravity losing its grip, you leap from the floor of the pit in order to boost the effects of the spell.

Prince Lutha sees you come soaring up the shaft towards him and he is frozen with shock. Your swift action prevents 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 seconds before he comes to his senses.

You rise up through the opening and strike a blow with your fist which glances off the side of Lutha's face. He reels backwards, but the sudden pain serves to awaken him from his shock, and when he comes back at you he has a needle-sharp dagger clasped in his hand.

Prince Lutha (with Ring of Power): COMBAT SKILL 54   ENDURANCE 39

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.

307

For several hours you wait in the crowded Canatarium for Captain Cearmaine to return. Then, shortly before nightfall, the captain enters by the main doors, his head bowed with sorrow. You sense at once that his son has died of his wounds, and you try to console him as best you can.

‘I must go to his regiment,’ says Cearmaine, his voice full of emotion. ‘It is right and fitting that I take command of them now.’

You learn that his son's regiment is stationed at the Reloni Bridge, at the very heart of the battle. Before the captain leaves, he wishes you good luck and suggests two routes by which you can reach the distant city of Casiorn from here.

The first route is the most direct, but it is also the most hazardous. It requires you to pass through the enemy lines at the Reloni Bridge, cross the southern tip of Eldenora, and then continue your journey north by way of the Slovarian Plain.

The second route will avoid the fighting at the Reloni Bridge, but it would mean having to pass through the city of Duadon — Prince Lutha's stronghold. (Consult the map before making your choice.)

If you choose to take the Reloni Bridge/Slovarian Plain route to Casiorn, turn to 271.

If you decide to take the Duadon/Rhem route instead, turn to 38.

308

You make your way across this busy square and enter Ladder Way, a thoroughfare which heads towards the very heart of Varetta. Apothecaries and candle-makers' shops flank this wide street until it opens up on an ornate park filled with rare and beautiful flowers.

To the west of the park you notice a fortified tower, by far the tallest in the city. You feel inexplicably drawn towards this tower; it is as if it possesses the solution to all your problems. You leave the park by its west gate and enter a wider thoroughfare called Brass Street. Here you see the courtyard entrance to a grand building whose brick and marble façade is adorned with the words ‘Halls of Learning’.

You enter and ride along a gravelled path which leads to a building where a sign, hanging over its richly-carved oak door, simply says ‘Library’. You feel compelled to stop here and, without quite knowing why, you dismount from your horse and tie his reins to a ring which is set into the wall. Then you push open the door and enter the library's cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in its archway, is an old man clad in plain brown robes. He looks at you and smiles knowingly.

‘Welcome, Grand Master,’ he says. ‘I have been expecting you.’

If you have ever visited a hut on Raider's Road, the city of Tahou, or Lake Vorndarol (in previous Lone Wolf adventures), turn to 348.

If you have never visited any of these places, turn to 184.

309

When you sense that the poison gas has dissipated and the air is no longer perilous to breathe, you enter the cell and take one last look at the prisoner's body. The man's face and upper body have been horribly disfigured by the effects of the gas, yet the extensive blistering has only partially destroyed a small tattoo on the side of his neck. It is a six-pointed star which you recognize to be the national symbol of Eldenora.

‘He must have died within seconds of biting into the poisoned pellet,’ says Nathor. ‘It chills me to think that whoever sent him here commanded such respect from this man that he chose to die in this way rather than face the consequences of failing his mission.’

‘Aye, and if there are others like him who are out to stop me,’ you reply, uneasily, ‘then my journey home to Sommerlund may prove more difficult than I expected.’

Turn to 342.

310

As you fall backwards into the cold water, a splinter of rock slices through your upper left arm: lose 4 ENDURANCE points.

Gritting your teeth against the stinging pain, you struggle to your feet and use your Kai healing skills to staunch the bleeding. The dust of the explosion is clearing and you can see D'Val bringing the regiment forward.

‘Are you badly injured, Grand Master?’ he shouts, as he comes riding through the water.

‘I'll live,’ you retort, and hurry to remount your skittish horse.

‘Thank Ishir you're with us,’ says the captain, as together you return to the regiment and lead them across the ford. ‘Without you, this wicked sorcery would have cost us dear.’

Turn to 235.

311

Moments before you reach him, he throws the young woman and her child to the ground and spins around to face you, his dagger held poised to slash at your throat. He strikes and you dodge his first clumsy blow with ease. As he is about to strike out for a second time, you raise your weapon and aim a scything blow at his head.

Eldenoran Thug (drunk): COMBAT SKILL 34   ENDURANCE 34

If you win this combat, turn to 333.

312

You sense your psychic powers burrowing through Naar's ethereal barrier. You have almost penetrated this shield when suddenly you feel the presence of the Dark God himself; he is pouring the essence of his Evil into the breach, repairing the damage you have inflicted.

Immediately you cease your telegnosis for fear of allowing Naar the opportunity of locating and attacking your Mindforce. If he were to do so, you would risk losing not only your sanity but also your soul! You succeed in severing the telepathic link, but the abrupt cessation leaves you in psychic shock: lose 5 ENDURANCE points.

To continue, turn to 136.

313

You are woken by the clammy sensation of fine cold spray on your face. Reluctantly you prise open your sleep-clogged eyes and see that the sky above is uniformly grey, swaddled by a thick blanket of cloud. A fine drizzle is sweeping down across the plateau, but the darkening clouds above indicate that this is merely the prelude to heavier rain.

Sure enough, within the hour you find yourself trekking north through a torrential downpour. The heavy rain makes the going difficult, but you take some comfort in the fact that it will lessen the odds of a chance encounter with an Eldenoran patrol.

Later in the day you come to a ridge which overlooks a sizeable town positioned at the centre of a wide valley. A glance at your map confirms your suspicion that this town is Oredal, and, when you magnify your vision, you see that it is swarming with Eldenoran troops and horsemen. You decide to give this town a wide berth and you stay in the hills to avoid the risk of being detected. For two days you live off the land as you make your way steadily northwards. Despite the bad weather, and having to go on foot, you make excellent progress. On the morning of the third day you come to a wood overlooking a small village called Nursha, which sits astride the main Rioma road. In the centre of this town there is a junction where another wide road branches off to the east. A large signpost at the junction says ‘Abisko — 40 miles’.

From the dry shelter of the wood you observe the town for nearly an hour, but you detect no movement there whatsoever: the place appears to be completely deserted.

If you possess the Disciplines of Deliverance and Grand Pathsmanship, turn to 169.

If you do not possess both of these Grand Master Disciplines, turn to 212.

314

The Lavas turn in mid-air and circle around the place where you lie. They have seen you and are getting ready to attack you with their fearsome claws. As they swoop down, you unsheathe your weapon and spring to your feet, determined to fight them off.

Lavas Sky Patrol: COMBAT SKILL 55   ENDURANCE 50

If you win this combat, turn to 346.

315

You leave Kalma and ride due east along a dusty track. Mile after mile of featureless grassland passes by on either side until, late in the afternoon, you enter a range of gentle, wooded hills. You have not gone very far before you discover a stream of sparkling water that is teeming with trout. Feeling tired and hungry, you decide to rest here and try your luck at catching some fresh fish for your supper.

Within half an hour, you have collected six fine speckled specimens of Palmyrion trout, more than enough to sate your ravenous appetite. You are about to construct a small campfire on which to cook them when suddenly you hear the sound of a wagon and horses approaching along the hill track from the east. Rather than run the risk of being confronted by bandits, you take cover behind a bush and wait for the wagon to appear.

Turn to 249.

316

You raise your weapon before your face, dig your heels into the shifting soil, and pray to the Goddess Ishir to watch over you as the dragon gets ready to lash out with fang and claw.

If you possess the Sommerswerd, turn to 98.

If you do not possess this Special Item, turn to 239.

317

At first you are tempted to use your psychic Kai skills to influence this guard, to persuade him to lose interest in you and return to his pipe-smoking comrades seated outside the tent. But then you sense that they are not the only ones standing guard over this bridge. Beyond a nearby knoll you feel the presence of many horses and men: it is an Eldenoran cavalry encampment.

When you delay in showing the sallow-faced guard the identification that he wants to see, he becomes abusive and threatens to throw you in the river. To quieten his anger, you offer him a bribe. It is an offer which gains his undivided attention. He says that for 20 Gold Crowns he will let you across the bridge. If you do not possess sufficient money, this greedy guard will settle for half of the items in your Backpack plus one Special Item of your choice. Not wishing to have an entire Eldenoran cavalry regiment descend on you, you reluctantly agree to his extortionate terms.

Make the necessary adjustments to your Action Chart before turning to 209.

318

A steep path leads to a turreted gate which marks the entrance to this manor house. The house itself is barred and shuttered as if to withstand a siege. You ring a bell at the door but there is no reply. When you ring a second time, the shutters on an upstairs window creak open and the sneering face of a startlingly ugly woman peers down at you.

‘Whadya want?’ she snaps.

Illustration XVIII—‘Whadya want?’ snaps the ugly old woman.

‘A room for the night and feed for my horse, if you'd be so kind,’ you reply, as politely as you feel able. ‘I'd be prepared to pay, of course.’

The wart-faced old woman snorts and retreats from view. Moments later, she suddenly reappears and hurls a rotten cabbage which catches you squarely in the face (lose 1 ENDURANCE point).

‘Be off, y' scraggin' Northlander,' she yells, 'afore I set the dogs on ya!’

Wiping a trickle of blood from your nose, you turn your horse about and ride back down the path, cursing the old woman under your breath. As you pass through the turreted gate, she shouts out: ‘I heard that!’

As soon as you rejoin the main road, you urge your horse to a canter and ride into the village that lies a little way beyond.

Turn to 42.

319

For an hour you ride across the rich grasslands of eastern Talestria until you come to a range of hills that are carpeted with scented spruce and pine. The road snakes its way through this ruggedly beautiful landscape to a place where a smaller track branches off the main trail, heading south. A huge boulder of red granite marks the start of this adjoining track, yet there is no signpost to indicate where it leads. Using your Kai tracking skills, you determine that the track has been used by men and horses during the last twenty-four hours.

If you wish to investigate the track, turn to 118.

If you choose to ignore it and continue along the main east road, turn to 11.

320

When you focus your Kai senses upon this device, you suddenly realize its true purpose: it detects light in the infrared spectrum. It is a means by which the Cener Druid can locate objects in the dark by the heat radiating from them. Many of the men, whose corpses now provide you with cover, were detected crossing the river this way.

Forewarned by your advanced mastery, you slip back into the water and allow the current to carry you a few hundred yards downstream. Here you discover a shallow bay in the river bank which affords you cover from the device, and also from the nearest enemy trench. Quickly you slither like a snake up the muddy bank and drop silently into this trench. A dull-witted Eldenoran is quickly 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 dugout, you sense danger ahead. A single file of Eldenoran swordsmen is marching along the trench in your direction: it will only be a matter of seconds before they are close enough to see you.

If you wish to dive into the dugout 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.

321

You give thanks for your mastery of Nexus, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, your mastery alone is not sufficient to protect you from the creatures that are now advancing rapidly towards the Shadow Gate.

Turn to 80.

322

You bring your horse to a halt at the approach to the bridge and quickly recite the complex intonations of the Old Kingdom Spell Power Glyph. For a brief moment, a faint shimmering light dances on the pitted surfaces of the first two statues, indicating that the spell has been successfully activated. An invisible barrier is now in place across the entrance to the bridge; anything passing through this barrier will trigger a massive discharge of magical energy.

You canter your horse across the river and wait on the far side as the first few wolf-creatures come racing towards the bridge. The pack leader, a massive brute with ghastly yellow eyes, breaks the invisible barrier and, amidst a crackling flash of sparks, he is flung high into the air like a soaring meteor, his black fur and tail blazing fiercely.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 115.

If it is 4 or higher, turn to 32.

323

You follow Gwynian through a series of corridors to a stable from where he brings forth a magnificent white stallion, the finest steed you have ever seen.

‘This is Wildwind, Grand Master,’ says Gwynian, as he strokes the steed's muscular neck. ‘He will carry you to Casiorn far swifter than any horse you have known. Swifter than even your own fine steed, Storm.’

You look into Wildwind's intelligent eyes and you detect the faint aura of magic about him. But it is not until you climb into the saddle that you sense his true power.

‘A thousand thanks, Gwynian. I am forever in your debt.’

And with these words you bid Gwynian farewell and leave the Halls of Learning. You depart from Varetta through its great east gate and, once outside the city, you spur Wildwind to the gallop. You are astounded by his speed and untiring stamina: Gwynian was right — he is the fastest horse you have ever ridden. In little more than an hour you have covered sixty miles. It is only when you find yourself approaching a stone bridge, commanded by a huge gated archway, that you are forced to rein him to a halt. Above the archway you notice the words ‘Denka Gate’ engraved into the stone. Below them, written in chalk, is the message ‘Toll — 4 Gold Crowns’.

After a few minutes, an unshaven old man emerges from a door set into this grand gate. He holds out his hand and demands that you pay him the toll.

If you wish to pay the gateman his toll of 4 Gold Crowns, turn to 74.

If you cannot pay, or if you do not wish to, turn to 331.

324

You leap over the bodies of your Eldenoran foes and make your way swiftly along the trench beyond. Suddenly there is a terrific boom, and a brilliant splash of blue-white fire illuminates the bridge behind you. It is the opening bombardment in yet another futile assault across the river.

The trench ahead is empty; its owners have already gone forward to support the new attack. When you reach the end, you scramble over its muddy parapet and race head-down across a stretch of open ground towards a distant wood.

Turn to 220.

325

Suddenly you feel your throat tighten, and the skin on your face and the backs of your hands begins to itch. With mounting dread you realize that you have been walking into an area which is infested with a virulent plague. Hurriedly, you run from the town as fast as you can, thankful that your Grand Master Discipline affords you some protection from the deadly plague virus which has decimated the population of Nursha, and turned it into a ghost town.

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

If you have survived your visit to Nursha, turn to 193.

326

Cautiously you place your ear close to the trembling man's mouth and try to identify the name he is struggling hard to utter.

‘L … L … Lutha,’ he breathes. Then he gives a chilling snigger and you feel the hairs on the nape of your neck begin to rise. Your Sixth Sense is screaming a warning: you are in danger. With his tongue, the prisoner dislodges a hollow tooth and bites down hard upon it. It releases a vile greenish gas which he exhales directly into your face.

If you possess the Discipline of Grand Nexus, turn to 148.

If you do not possess this Discipline, turn to 261.

327

With renewed vigour you swim against the powerful current and reach the distant shore. As you emerge from the water you are thankful for two reasons: for having survived the crossing, and for having escaped in one piece from the hostile land of Eldenora.

Once you are fully recovered, you put on your boots and cloak and take stock of your surroundings. You have emerged from the Storn at a wooded stretch of river bank, less than a mile south of the city of Rhem. You set off along a track heading north and, within a few minutes, you catch sight of the city's walls and its famous horseshoe-shaped harbour.

You enter the city by its south gate, using your Kai camouflage skills and your natural stealth to avoid the attentions of the watchful guards. Once inside, you merge with the crowds and soon find yourself in a square that is overshadowed by the twin towers of Rhem Cathedral. An avenue runs along the cathedral's south side and, at its far end, your eye is drawn to a rusty suit of armour which stands beside the door to a dingy-looking weapons shop.

If you wish to enter this armoury, turn to 339.

If you decide not to enter, turn to 36.

328

You resolve to reach a clearing in the Fryelund Forest, a mile to the east of the monastery, where a secret entrance and passageway are located. The passage leads directly to your vault beneath the Tower of the Sun and it is your intention to gain entry to the monastery by this way. But no sooner have you begun to run for the trees, than a flight of winged Lavas comes soaring out of the clouds overhead. Swiftly you throw yourself to the ground and pray that they will not see you as they fly towards the ridge.

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

If your total score is now 3 or less, turn to 314.

If it is 4 or more, turn to 51.

329

You press yourself as flat as you can against the sheer rock-face of the ravine, and manage to hold tight until the deluge of loose shale ceases to fall. Once the dust has cleared, you find the remainder of the climb relatively easy, and you scramble quickly to the top of the ravine. There you pause for a few moments to check that your equipment is still intact, and then you hurry away from the ravine, heading north.

Turn to 191.

330

You decline Dorst's offer politely and make an excuse that you are tired after your long day's ride. As he and his men settle down to a night's gambling, you go and check to see that your horse is comfortable. You are busy gathering some grasses for his feed when suddenly a shriek echoes through the hills — it 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.

331

‘Eeeargh!’ snorts the old man, impatiently, and begins to walk back to the door. ‘Raggin' time-waster!’

Rather than being forced to make a long detour to avoid this bridge, you decide to try to barter with the gateman. Your proposal captures his interest and he demands to see what valuables you have. You show him your possessions and, after a few minutes thought, he agrees to let you pass in return for one of your Special Items (excluding the Sun-crystal).

Wary of the delay, you agree to his terms. (Erase one Special Item of your choosing from your Action Chart.)

To continue, turn to 74.

332

Suddenly an explosion of scarlet light fills your vision and the taste of blood fills your mouth: you have been hit in the head by a crossbow bolt. Mercifully, death comes instantaneously.

Sadly, though, your life and your journey home come to an abrupt end here, in the cold, dark waters of the River Reloni.

333

‘Thank you, thank you … ’ cries the young woman, whose child you have just saved from certain death at the hands of the drunken thug. Sobbing with gratitude, she collapses at your feet. Gently you lift her by the arm and assure her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.

‘There he is, that cur Holkar!’ she spits. ‘He's the murdering leader of these bandits. This chaos is his doing.’

Illustration XIX—‘There he is, that cur Holkar!’ she spits. ‘He's the murdering leader of these bandits!’

You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close by the abbey's perimeter wall. Determined not to let him escape, you rush across the road and into the grounds of the abbey to give chase.

Turn to 206.

334

With a prayer to the Goddess Ishir on your lips, you release your straining bowstring and send the Arrow whistling towards the dragon's head.

Pick a number from the Random Number Table.

If the number you have chosen is 0–8, turn to 76.

If it is 9, turn to 265.

335

You sheathe your weapon and wheel your horse away from the shouting guardsmen. Spurring him to the gallop, you scatter and trample a score of soldiers as you attempt to escape along the crowded west road. Soon the cry goes up to stop you and, when you are only a few hundred yards away from the gatehouse, your horse is brought crashing to the ground by an arrow in its right foreleg.

A mass of angry Eldenorans closes in and hold you firm until the garrison sergeant and his men catch up. Roughly they force you to your knees and quickly bind your hands with cord. Then your Weapons, Belt Pouch, Backpack, and cape are all confiscated (delete these from your Action Chart; you need not erase any Special Items, however, as none of these are taken. These Eldenoran soldiers are especially superstitious and fearful of touching magical weapons and artefacts).

Minutes later the staff-wielding Cener arrives with a horse-drawn cart into which the soldiers bundle you unceremoniously. The robed druid cackles like a crazed maniac, ecstatic at having identified and captured Lone Wolf — the destroyer of so many of his evil brethren. His vile laughter echoes in your ears as he lashes the horses and steers his rickety cart back to the gatehouse and into the dark streets of Duadon beyond. After a short and bruising journey at breakneck speed, you pass beneath the imposing arch of Skull-Tor, the fortified bastion of Duadon's long line of past rulers, and descend a stone ramp to an underground gaol. Here you are greeted by a squad of brutal guards who beat you mercilessly with staves (lose 3 ENDURANCE points) before imprisoning you in a circular pit infested with vermin.

Turn to 300.

336

With stunning speed and accuracy, you let loose an Arrow at the leading Eldenoran rider. The tip punctures his forehead and sends him tumbling backwards, his limbs flailing wildly, to disappear into the tall plains grass. Shocked by your bow-skill, the brigand leader shouts a recall to his men. They wheel about and form up in a line behind him, cursing you for the death of their confederate. Then, with a vengeful yell, the brigand chief leads his gang of ruffians in a charge he hopes will trample you into the ground.

You shoulder your Bow and draw a hand weapon as the wave of brigands come thundering down upon you. The leader flashes past, his sword blade whistling inches from your scalp, but he does not get very far. You turn in the saddle and strike like lightning, splitting his helmet and his skull with a single mighty blow. He falls before his men, but they prove to be hardy rogues and they press home their attack regardless.

Eldenoran brigands: COMBAT SKILL 50   ENDURANCE 45

You may evade this combat after four rounds by turning to 182.

If you win this fight, turn to 109.

337

You rush to the brigand's side and wrench the dagger from his chest. The wound is deep and you sense that it has penetrated his heart; he has only seconds to live. Calling upon your advanced healing skills, you cause the torn tissues of his heart wall to knit together sufficiently enough to stem the bleeding.

‘How do you know my name?’ you demand. ‘Who sent you here? What is your purpose?’

The brigand tries to smile through his pain and a trickle of crimson blood runs from the corner of his mouth.

‘You … you are the reason I'm here,’ he whispers. ‘I came here looking to finish you. I am finished now … Lutha will not be pleased.’

Then a fit of coughing re-opens his punctured heart. With a final gurgling gasp, he expires in your arms. You get to your feet and look around at the devastation he and his men have brought to the sleepy village of Pinepeaks. Leaderless, the remaining brigands abandon their loot and flee to the wooded hills to rejoin their confederates, those who attempted to ambush the troop when first you entered this valley. Nathor's men have secured the village and they are helping the villagers to fight the fires which are burning in several of the cottages.

Turn to 126.

338

This narrow lane is flanked by hovels and makeshift shelters for the poor of the city. Beggars assail you from all sides, pleading for money with outstretched hands, but there are so many of them that you quickly abandon the idea of making a donation.

At length, the lane opens into a rubbish-strewn square faced by a shadowy, unsigned building. As you draw nearer, its grey door creaks open and a curly-haired youth beckons you to approach.

‘Welcome, stranger,’ he says, in a syrupy voice. ‘You look lost. Why don't you rest here a while. I'm sure I can help you find your way.’

If you possess Kai-alchemy, turn to 2.

If you do not possess this Discipline, turn to 155.

339

The owner of this emporium is a grizzled old veteran of many wars. As you enter, you see him and his son busy at a workbench, shaping and flattening squares of rusty iron into poor-quality breastplates. A sign fixed to their bench reads:

Armour & Weapons

we buy

we sell

Swords

2 GC

4 GC

Spears

3 GC

6 GC

Axes

1 GC

2 GC

Daggers

1 GC

2 GC

Bows

3 GC

6 GC

Arrows

½ GC

1 GC

Broadswords

3 GC

6 GC

Maces

1 GC

2 GC

Helmets

3 GC

6 GC

Breastplates

3 GC

6 GC

Full suits of armour — by special arrangement

GC = Gold Crowns

If you wish to purchase or sell any of the above weapons for Gold Crowns, remember to make the necessary adjustments to your Action Chart.4

To leave this weapons shop, turn to 36.

[4] According to The Game Rules section of Flight from the Dark, a Helmet ‘adds 2 ENDURANCE points to your total.’ Additionally, in The Game Rules section of Fire on the Water, a Chainmail Waistcoat (which is probably the closest approximation to a Breastplate) ‘adds 4 ENDURANCE points to your total.’ You may decide to apply these bonuses should you purchase the items from this shop. However, bear in mind that neither Helmets nor Chainmail Waistcoats may be brought over from the Lone Wolf Magnakai series into the Lone Wolf Grand Master series, so the bonuses for wearing these Special Items are purely speculative and do not form part of the official rules.

340

You reach the city of Vanamor late in the evening, long after the sun has set beyond the western horizon. The guards at the west gate do not, at first, look kindly upon a travel-stained rider of unknown origin, but when you show them the Star of Palmyrion — the medal that their leader, the Elector Manatine, awarded you for your victory over the evil druids of Ruel — their cold attitude undergoes a dramatic change. The guard sergeant apologizes profusely and escorts you personally through the capital's streets, past a well-ordered collection of dwellings and public buildings, to a grand palatial edifice in the city's northern quarter. It is the Elector's Hall — the seat of the Palmyrion republic.

Trumpets announce your arrival as you stride through the hall's great arched doors. Senators and officials stop momentarily to stare; then their attentions return to their affairs of state which strike you as unusually urgent. It is almost midnight, yet the Elector's Hall is a buzzing hive of activity. You meet with Elector Manatine in his War Room where he and his generals are poring over maps and battle reports. He welcomes you with a warm handshake but his countenance seems unusually dour and agitated. You are soon to learn why.

Turn to 121.

341

You draw and fire an Arrow in the blink of an eye. The shaft whistles through the trees and hits the war-dog squarely between its hideously yellow eyes. For a few seconds it continues to bound forward; then its front legs collapse beneath its weight and it crashes, nose-first, into the soft forest earth.

Swiftly you shoulder your Bow and run headlong into the trees, desperate to make use of what little time you have gained by slaying the pack leader.

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

If your total score is now 4 or less, turn to 73.

If it is 5 or higher, turn to 12.

342

You leave the cell and return to the State Hall where Lord Constable Nathor reports what has happened to the Queen. Concerned for your safety, she suggests that you spend the night at the Royal Citadel as her guest. You accept her gracious invitation and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion — Lord Ardan — a fond farewell before beginning the next stage of your long journey home.

Mindful of the dangers, the Queen gives her Lord Constable a Royal Seal and places him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.

Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east. It reads ‘Vanamor 280 miles’.

Turn to 210.

343

It is near midnight when you arrive at a ridge which commands a view of the mighty River Storn. Moonlight pours molten silver over the rushing water, illuminating a ford where a crossing can be made over this unusually deep and fast-flowing river. To the far horizon stretch the plains of Slovia, peaceful and inviting. You long to be on the other side, but you suspect that crossing here, despite the ford, will not be an easy task. Heavily fortified border posts stand at the approaches to the ford, and many keen-eyed sentries are scanning the surrounding countryside on both sides of the river. The Eldenorans are watching for deserters attempting to flee to the safety of Slovia, a neutral territory in the war against Palmyrion; the Slovians keep watch for signs of an Eldenoran attack. It would not be the first time an invasion by their hostile neighbour had come this way.

Patiently you observe the ford for more than an hour, trying to determine the optimum time to make your move, but then suddenly the choice is taken out of your hands. In the middle distance you see an Eldenoran patrol riding towards the ridge. Unless you abandon the ridge at once, they will be sure to see you and raise an alarm.

Taking your courage in both hands, you spur your horse to the gallop and rush headlong down the rocky slope that leads directly to the ford.

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

If your total score is now 2 or less, turn to 218.

If it is 3–6, turn to 87.

If it is 7 or more, turn to 119.

344

Gradually the wounded dragon yields his ground. He twists his head violently back and forth, as if he is trying to cast away the pain; then slowly he turns his back on you and lumbers towards his herd.

You seize this opportunity to make a dash for the Shadow Gate. However, the wraith-like manifestation of Naar senses your intention and sends his Lavas swooping down to block your path. Hurriedly they form up in a line at the entrance to the Shadow Gate, forcing you to fight or retreat. Knowing that they block your only means of escaping from this nightmare realm, you draw your weapon and hurl yourself against them in a frenzied attempt to break through their line.5

Lavas: COMBAT SKILL 50   ENDURANCE 45

If you win the combat, turn to 145.

[5] If you possess the Sommerswerd, Section 98 suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).

345

The tip of the swirling vortex connects with your chest and, in a moment of terrifying agony, you are lifted into the air and hurled against the wall: lose 10 ENDURANCE points (only 6 if you possess the Grand Master Discipline of Kai-screen).

If you are still alive and you possess Grand Nexus and have reached the rank of Sun Knight or higher, turn to 149.

If you are still alive and you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 257.

346

As the last of the winged horrors comes crashing to the ground, slain by your deadly blows, you take off at a run towards the trees. You rush headlong into the forest and glance overhead to make doubly sure that you are not being tracked by more of the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.

Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).

Illustration XX—A hinged stone slab rises from the ground, revealing stairs leading down …

Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.

‘Gr … Grand Master!’ he stammers, hardly daring to believe his eyes. ‘You have returned. Praise the gods! Our prayers have been answered!’

You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.

‘Yes, Sabre Fox,’ you reply, ‘I have returned. Now let us vanquish this foe and rid our land of their evil shadows.’

Turn to 180.

347

You fight with the devastating speed and skill that only a Kai Grand Master possesses. Despite the overwhelming odds against you, you succeed in defeating every last one of these vicious hounds. As the last one falls to your blows, you urge your horse away from the coppice and set off along the river track to Scade.

On returning to the Lucky Bucket Inn, you break the news of your encounter at Castle Tranius to the remaining five troopers. It comes as a shock, both to them and to the innkeeper, who fears for the safety of the real Knight Tranius.

‘I haven't seen him in the town for near-on a week,’ he says, anxiously rubbing his many chins. ‘We 'ere had no inkling that somethin' bad was happenin' up there at the castle. It's right put the shakes up me, I can tell you.’

Turn to 246.

348

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 ushers you through the archway into an adjoining chamber, where floating bulbs of light illuminate a stone table covered with charts and scrolls.

‘What news have you of Sommerlund?’ you ask, anxiously.

‘Grave news,’ replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.

‘The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures — the Lavas — to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar's servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.’

‘But how?’ you ask, shaken by Gwynian's account of the events which have occurred during your absence from the monastery. ‘If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?’

‘Do not despair, Lone Wolf,’ replies Gwynian, reassuringly. ‘All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.’

You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.

‘Patience for just a moment, Lone Wolf,’ he says, and he allows himself a smile. ‘I, humble Gwynian, possess the means by which you can thwart the Dark God's murderous plan.’

Turn to 100.

349

You leave the wood and make your way across open fields to a farm at the edge of the town. Here, among the outbuildings of this deserted property, you make a shocking discovery. The burnt remains of men, women, and children are heaped in small mounds all over the farmyard. Open trenches, containing fire-blackened bones and skulls, have been dug in lines behind the farmhouse, and cattle carcasses fill the ditches which border the muddy road into the town. You detect no life at all; not even a bird or lowly farm animal wanders freely here.

If you possess the Discipline of Grand Nexus, turn to 325.

If you do not possess this skill, turn to 23.

350

There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades. It shrinks and shrinks until, with a final Crack! it disappears completely.

You return to the monastery where, upon your arrival at the north gate, you are treated to the loud and joyous applause of the young Kai warriors. Banedon and Rimoah praise and congratulate you for your victory over the minions of Naar; it is a victory that will long be remembered in the history of Sommerlund and the legends of the Kai.

Congratulations, Grand Master Lone Wolf. Once again you have triumphed over the evil forces of the Dark God. You are truly a brave and exceptional warrior. Yet the fight against Evil has still to be won. A new and chilling manifestation of this Evil will soon appear in your world, and it is an Evil that will test your skills to the limit. The nature of this challenge awaits you in the next Grand Master adventure, which is entitled:

Wolf's Bane

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10

11-20: 11 12 13 14 15 16 17 18 19 20

21-30: 21 22 23 24 25 26 27 28 29 30

31-40: 31 32 33 34 35 36 37 38 39 40

41-50: 41 42 43 44 45 46 47 48 49 50

51-60: 51 52 53 54 55 56 57 58 59 60

61-70: 61 62 63 64 65 66 67 68 69 70

71-80: 71 72 73 74 75 76 77 78 79 80

81-90: 81 82 83 84 85 86 87 88 89 90

91-100: 91 92 93 94 95 96 97 98 99 100

101-110: 101 102 103 104 105 106 107 108 109 110

111-120: 111 112 113 114 115 116 117 118 119 120

121-130: 121 122 123 124 125 126 127 128 129 130

131-140: 131 132 133 134 135 136 137 138 139 140

141-150: 141 142 143 144 145 146 147 148 149 150

151-160: 151 152 153 154 155 156 157 158 159 160

161-170: 161 162 163 164 165 166 167 168 169 170

171-180: 171 172 173 174 175 176 177 178 179 180

181-190: 181 182 183 184 185 186 187 188 189 190

191-200: 191 192 193 194 195 196 197 198 199 200

201-210: 201 202 203 204 205 206 207 208 209 210

211-220: 211 212 213 214 215 216 217 218 219 220

221-230: 221 222 223 224 225 226 227 228 229 230

231-240: 231 232 233 234 235 236 237 238 239 240

241-250: 241 242 243 244 245 246 247 248 249 250

251-260: 251 252 253 254 255 256 257 258 259 260

261-270: 261 262 263 264 265 266 267 268 269 270

271-280: 271 272 273 274 275 276 277 278 279 280

281-290: 281 282 283 284 285 286 287 288 289 290

291-300: 291 292 293 294 295 296 297 298 299 300

301-310: 301 302 303 304 305 306 307 308 309 310

311-320: 311 312 313 314 315 316 317 318 319 320

321-330: 321 322 323 324 325 326 327 328 329 330

331-340: 331 332 333 334 335 336 337 338 339 340

341-350: 341 342 343 344 345 346 347 348 349 350

The Lands and Territories of Central Northern Magnamund

Action Chart

Combat Rules Summary

1. Add your COMBAT SKILL to any extra points given to you by your Grand Master Disciplines.

2. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.

3. Pick a number from the Random Number Table.

4. Turn to the Combat Results Table.

5. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)

6. Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls to 0 or below.

To Evade Combat

1. You may only do this when the text of the adventure offers you the opportunity.

2. You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only Lone Wolf loses the ENDURANCE points.

3. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.

Combat Results Table

Random Number Table

Errata

Introduction

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

Errata

(Dedication) Replaced ‘Nancy & Amy’ with ‘Nancy, and Amy’.

(The Story So Far … ) Replaced ‘Lone Wolf, of’ with ‘Lone Wolf of’. Replaced ‘elite’ with ‘élite’. Replaced ‘Naar — the King’ with ‘Naar, the King’. Replaced ‘freestate’ with ‘Freeland’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced both occurrences of ‘the Monastery’ with ‘the monastery’. Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced both occurrences of ‘new-found’ with ‘newfound’. Replaced ‘comprised’ with ‘were part of’.

(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’. Removed ‘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 ‘chamber, wrought’ with ‘chamber wrought’. Replaced ‘on to’ with ‘onto’. Replaced ‘Chart (you’ with ‘Chart. (You’. Replaced ‘Items).’ with ‘Items.)’. Replaced ‘Grand Master series’ with ‘Lone Wolf Grand Master series’. Added ‘Dagger of Vashna’ and ‘Helshezag’ to the list of items permitted to be brought over from the Lone Wolf Kai and Lone Wolf Magnakai books in harmony with the Collector's Edition.

(Grand Master Disciplines) Replaced ‘gods’ with ‘Gods’. Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘against — hypnosis’ with ‘against hypnosis’. Replaced ‘smell and’ with ‘smell, and’. Replaced ‘gases, corrosive’ with ‘gases, and corrosive’. Replaced ‘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.’ with ‘When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 13–20), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of.’ in harmony with the Collector's Editions. Replaced ‘COMBAT SKILL is reduced to 8 points or less’ with ‘ENDURANCE is reduced to 8 points or less’ as clarified in Lone Wolf Club Newsletter No.24. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘battle magic’ with ‘battle-magic’. Replaced ‘opposite and overleaf’ with ‘below’. Replaced ‘venoms and toxins’ with ‘venoms, and toxins’. Replaced ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘body, increases’ with ‘body, increase’. Added ‘These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist.’ as found in the Magi-magic section in Books 19 and 20. Added ‘These spells include Lightning Hand, Levitation, and Mind Charm.’ as found in the Kai-alchemy section in Books 19 and 20. Added ‘ If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.’ to the section on Grand Huntmastery. Replaced each occurrence of ‘battle wounds’ with ‘battle-wounds’. Added Brian Williams' Grand Master Disciplines illustrations from later books. Replaced ‘will be of use’ with ‘may be of use’. Added ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘Lone Wolf Grand Master’ with ‘Lone Wolf Grand Master’. Replaced ‘the next Grand Master adventure’ with ‘the next Lone Wolf Grand Master adventure’. Replaced ‘darkness, and have’ with ‘darkness and have’. Replaced ‘plants, and have’ with ‘plants and have’. Replaced ‘Duration, and the protection of his inanimate body, increase’ with ‘Duration and the protection of his inanimate body increase’.

(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’. Replaced all occurrences of ‘bow’ with ‘Bow’. Replaced all occurrences of ‘quiver’ with ‘Quiver’. Replaced all occurrences of ‘arrows’ with ‘Arrows’. Replaced ‘QUARTERSTAFF’ with ‘Quarterstaff’. Replaced ‘BOW’ with ‘Bow’. Replaced ‘QUIVER’ with ‘Quiver’. Replaced ‘DAGGER’ with ‘Dagger’. Replaced ‘SWORD’ with ‘Sword’. Replaced ‘2 MEALS’ with ‘2 Meals (Meals)’. Replaced ‘ROPE’ with ‘Rope’. Replaced ‘POTION OF LAUMSPUR’ with ‘Potion of Laumspur’. Replaced ‘AXE’ with ‘Axe’. Replaced ‘safe-keeping’ with ‘safekeeping’. Removed ‘(see the inside front cover of this book)’. Replaced ‘effect that’ with ‘effect they’. Added a paragraph about Gold Crowns to the section ‘Equipment — How to use it’. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘weapon’ with ‘Weapon’. Removed ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.’. Replaced ‘record these on your Weapons List’ with ‘record these on your Action Chart’ for clarity. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the Collector's Edition. Added ‘It cannot be used to increase ENDURANCE points immediately prior to a combat.’ in harmony with the Collector's Edition.

(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 ‘Lone Wolf (COMBAT SKILL 32)’ with ‘Lone Wolf (COMBAT SKILL 27)’. Replaced ‘adds 3 points’ with ‘adds 8 points’. 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.’.

(Levels of Kai Grand Mastership) Moved this section of the book to its normal position after Rules for Combat. Replaced ‘Lone Wolf’ with ‘Lone Wolf Grand Master’ when referring to the series. Replaced ‘rank and titles’ with ‘ranks and titles’.

(Improved Grand Master Disciplines) Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘ultra-vision’ with ‘ultravision’. Replaced ‘ultra-violet’ with ‘ultraviolet’. Replaced ‘Grand Kai-surge’ with ‘Kai-surge’. Replaced ‘eg,’ with ‘e.g.’. Replaced ‘jugs etc’ with ‘jugs, etc.’. Replaced ‘through the Shadow gates’ with ‘through Shadow Gates’. Replaced ‘platinum and’ with ‘platinum, and’. Replaced ‘targetted’ with ‘targeted’. Replaced ‘Old Kingdom battle-spells’ with ‘Old Kingdom Battle-spells’. Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’.

(Grand Thane) Replaced ‘range and duration of effect of this spell increases’ with ‘range and duration of effect of this spell increase’. Replaced ‘Grand Thane chose the best’ with ‘Grand Thane choose the best’. Replaced ‘spell, a Kai Grand Thane is able’ with ‘spell, Kai Grand Thanes are able’. Replaced ‘of their detection’ with ‘of detection’.

(Grand Master's Wisdom) Moved this section of the book to its normal position after Improved Grand Master Disciplines. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘at all,.’ with ‘at all.’. Replaced ‘Pick your four Grand’ with ‘Pick your Grand’.

(1) Replaced ‘Tentarlas’ with ‘Tentarias’. Removed ‘(see the inside front cover of this book)’. Replaced ‘its Captain’ with ‘its captain’.

(2) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(3) Replaced ‘try and’ with ‘try to’.

(4) Replaced all occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘the Tower’ with ‘the tower’. Replaced ‘whistle towards’ with ‘whistles towards’. Replaced ‘are sent’ with ‘is sent’.

(5) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(8) Replaced ‘elite’ with ‘élite’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘shoulder, ‘you’ with ‘shoulder. ‘You’.

(9) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’.

(10) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’.

(11) Replaced ‘of River Kinam’ with ‘of the River Kinam’.

(13) Replaced ‘Magnakai healing’ with ‘Magnakai Curing’. Replaced ‘to well-established’ with ‘too well-established’.

(14) Replaced ‘5 arrows’ with ‘5 Arrows’. Replaced ‘North — Chod — 250 miles’ with ‘Chod: 250 miles North’. Replaced ‘West — Holona — 50 miles’ with ‘Holona: 50 miles West’. Replaced ‘South — Tenzha — 20 miles’ with ‘Tenzha: 20 miles South’.

(15) Replaced ‘eh boys?’ with ‘eh, boys?’.

(17) Replaced ‘are rushing’ with ‘is rushing’.

(19) Replaced ‘VANAMOR’ with ‘Vanamor’.

(20) Replaced ‘says, ‘Come’ with ‘says. ‘Come’. Replaced ‘says: LIBRARY’ with ‘says ‘Library’ ’.

(21) Replaced ‘ends here’ with ‘end here’.

(23) Replaced ‘Matho' potion’ with ‘Matho's Potion’. Replaced ‘herb, or’ with ‘herb or’.

(24) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘the Gate’ with ‘the Shadow Gate’.

(26) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(27) Replaced both occurrences of ‘dug-out’ with ‘dugout’. Replaced ‘are marching’ with ‘is marching’.

(28) Replaced ‘less than 5 Crowns’ with ‘fewer than 5 Crowns’.

(29) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Raven's Eerie’ with ‘Raven's Eyrie’.

(30) Replaced ‘cold dark’ with ‘cold, dark’. Replaced ‘or less ’ with ‘or less,’.

(31) Replaced ‘Cloud-dancer” ’ ’ with ‘Cloud-dancer”,’ ’. Replaced ‘he beams’ with ‘He beams’. Replaced ‘Mayor. What’ with ‘Mayor, what’. Replaced all four occurrences of ‘High Mayor’ with ‘High-Mayor’. Replaced ‘he beams’ with ‘he asks’ in the illustration caption. Replaced ‘says: Casiorn 260 miles’ with ‘says ‘Casiorn 260 miles’ ’. Replaced ‘ship, although’ with ‘ship — although’.

(32) Replaced ‘anger and pain’ with ‘anger, and pain’.

(33) Replaced ‘or less turn’ with ‘or less, turn’. Replaced ‘Eldenoran horse-scouts’ with ‘Eldenoran Horse-scouts’.

(34) Replaced ‘on to’ with ‘onto’.

(36) Replaced ‘had been’ with ‘has been’. Replaced ‘owner, ‘Very’ with ‘owner. ‘Very’. Replaced ‘curing and animal control’ with ‘Curing and Animal Control’. Replaced ‘new-born’ with ‘newborn’. Replaced ‘head, ‘she's’ with ‘head. ‘She's’.

(37) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’.

(39) Replaced ‘glass and’ with ‘glass, and’. Added ‘If you possess a Jewelled Mace, you may add +3 to your COMBAT SKILL for the duration of this fight.’ in harmony with the Collector's Edition.

(40) Replaced both occurrences of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘north-west’ with ‘northwest’. Replaced ‘Durncrag mountains’ with ‘Durncrag Mountains’. Replaced ‘semi-circular’ with ‘semicircular’. Replaced ‘Telegnosis turn to 291’ with ‘Telegnosis, turn to 291’. Replaced ‘cavemouth’ with ‘cave mouth’. Replaced ‘lavas’ with ‘Lavas’. Replaced all occurrences of ‘Raven's Eerie’ with ‘Raven's Eyrie’. Replaced ‘reach to’ with ‘reach into’. Replaced ‘foothills the’ with ‘foothills of the’.

(41) Replaced ‘Telegnosis, and have’ with ‘Telegnosis and have’.

(42) Replaced ‘run down’ with ‘run-down’.

(43) Replaced ‘to barren plateau’ with ‘to a barren plateau’.

(44) Replaced ‘Tyso, ‘He’ with ‘Tyso. ‘He’. Replaced ‘heavy, ‘The’ with ‘heavy, ‘the’. Replaced ‘new order’ with ‘New Order’.

(45) Replaced ‘Lucky Bucket inn’ with ‘Lucky Bucket Inn’.

(46) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘on to’ with ‘onto’. Replaced ‘the levitation spell’ with ‘the Levitation spell’.

(48) Replaced ‘resonant, ‘Welcome’ with ‘resonant. ‘Welcome’. Replaced ‘my Lord’ with ‘my lord’.

(49) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘says. The’ with ‘says. ‘The’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Tower’ with ‘the tower’. Replaced ‘Raven's Eerie’ with ‘Raven's Eyrie’.

(51) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Gr..Grand’ with ‘Gr … Grand’. Replaced ‘Gods — Our’ with ‘gods! Our’. Replaced ‘they are the rays’ with ‘it is the rays’. Replaced ‘warmly golden light’ with ‘warm golden light’.

(52) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘reduce you’ with ‘reduce your’. Replaced ‘(imposters)’ with ‘(impostors)’. Replaced ‘guardsmen’ with ‘Guardsmen’.

(53) Replaced ‘Sadly your’ with ‘Sadly, your’. Replaced ‘comes to’ with ‘come to’. Replaced ‘cold dark’ with ‘cold, dark’.

(54) Replaced both occurrences of ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Gate’ with ‘the Shadow Gate’.

(56) Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘horse ready’ with ‘horse, ready’. Replaced ‘before, in’ with ‘before in’.

(57) Replaced ‘Eldenoran assault troops’ with ‘Eldenoran Assault Troops’.

(58) Replaced ‘the Tower’ with ‘the tower’.

(59) Replaced ‘points.)’ with ‘points).’. Replaced ‘coach, then’ with ‘coach, and then’.

(60) Replaced ‘land.” ’ with ‘land.’ ’.

(61) Replaced ‘tunic, ‘what’ with ‘tunic. ‘What’. Replaced ‘gulleys’ with ‘gullies’. Replaced ‘Kai-screen’ with ‘Psi-screen’. Replaced ‘lest it detects’ with ‘lest it detect’. Replaced ‘In the name of the Gods’ with ‘In the name of the gods’. Replaced ‘my Lord’ with ‘my lord’.

(63) Replaced ‘counter-charge’ with ‘countercharge’. Replaced ‘brigands’ with ‘Brigands’. Replaced ‘wave of brigands come’ with ‘wave of brigands comes’. Replaced ‘rounds, by’ with ‘rounds by’.

(64) Added ‘(Erase the Sun-crystal from your Action Chart.)’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘world, then Sommerlund’ with ‘world, Sommerlund’.

(67) Replaced ‘well then’ with ‘well, then’. Replaced ‘Captain’ with ‘captain’.

(69) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(71) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘ultra-violet’ with ‘ultraviolet’. Replaced ‘Captain’ with ‘captain’.

(72) Replaced ‘cry, ‘We’ with ‘cry. ‘We’. Replaced ‘follow’ with ‘Follow’.

(73) Replaced all occurrences of ‘war-dogs’ with ‘War-dogs’.

(74) Replaced ‘name: THE BARREL BRIDGE TAVERN’ with ‘name: ‘The Barrel Bridge Tavern’ ’.

(75) Replaced ‘say, ‘can’ with ‘say. ‘Can’.

(76) Replaced ‘discard’ with ‘shoulder’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(78) Replaced all occurrences of ‘lavas’ with ‘Lavas’.

(79) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘dimly-lit’ with ‘dimly lit’. Replaced ‘A mass of images swirl and solidify’ with ‘A mass of images swirls and solidifies’.

(80) Replaced ‘doormouse’ with ‘dormouse’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘lavas'’ with ‘Lavas'’. Replaced ‘herd of coppery-red dragons continue their’ with ‘herd of coppery-red dragons continues its’.

(81) Replaced ‘legs, With’ with ‘legs. With’. Replaced ‘grasssnake’ with ‘grass snake’.

(82) Replaced ‘Old Kingdom battle-spell’ with ‘Old Kingdom Battle-spell’.

(84) Replaced ‘Vellino’,’ with ‘Vellino,’ ’.

(85) Replaced ‘5 arrows’ with ‘5 Arrows’. Replaced ‘North — Chod — 250 miles’ with ‘Chod: 250 miles North’. Replaced ‘West — Holona — 50 miles’ with ‘Holona: 50 miles West’. Replaced ‘South — Tenzha — 20 miles’ with ‘Tenzha: 20 miles South’. Replaced ‘on to’ with ‘onto’.

(86) Replaced ‘shout, ‘String’ with ‘shout. ‘String’. Replaced ‘stammers, ‘I’ with ‘stammers. ‘I’. Replaced ‘uneasily, ‘I’ with ‘uneasily. ‘I’. Replaced ‘Lucky Bucket inn’ with ‘Lucky Bucket Inn’. Replaced ‘Scade, with’ with ‘Scade with’. Replaced ‘muster, and’ with ‘muster and’. Replaced ‘newly mended’ with ‘newly-mended’.

(87) Replaced ‘cloud of arrows and bolts descend’ with ‘cloud of arrows and bolts descends’.

(88) Replaced ‘lavas’ with ‘Lavas’.

(89) Replaced ‘dagger’ with ‘Dagger’ since it can be taken. Replaced ‘heap of bones mark’ with ‘heap of bones marks’.

(90) Replaced ‘says, ‘I’ with ‘says. ‘I’. Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘says: LIBRARY’ with ‘says ‘Library’ ’. Replaced all occurrences of ‘words: HALLS OF LEARNING’ with ‘words ‘Halls of Learning’ ’.

(91) Replaced ‘cards, then’ with ‘cards, and then’.

(92) Replaced ‘river Quarl’ with ‘River Quarl’. Replaced ‘forest of Salony’ with ‘Forest of Salony’. Replaced ‘great forest’ with ‘Great Forest’.

(93) Replaced ‘Telegnosis, and have’ with ‘Telegnosis and have’.

(94) Replaced ‘D’Val’ with ‘D'Val’. Replaced ‘Alema trail’ with ‘Alema Trail’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘salute, then’ with ‘salute, and then’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(95) Replaced ‘psi-surge’ with ‘Psi-surge’. Replaced ‘dimly-lit’ with ‘dimly lit’. Replaced ‘mass of images begin to swirl’ with ‘mass of images begins to swirl’.

(96) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘psychic ability — Mindblend — as’ with ‘psychic Mindblend ability as’.

(97) Replaced ‘another, ‘cough’ with ‘another. ‘Cough’.

(99) Replaced ‘brings’ with ‘bring’. Replaced ‘saddlebags, then’ with ‘saddlebags, and then’.

(100) Replaced all occurrences of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘Gwynian, ‘Just’ with ‘Gwynian. ‘Just’. Replaced ‘longer, I’ with ‘longer; I’. Replaced ‘maximum permissible’ with ‘maximum number permissible’. Replaced ‘myriad tiny’ with ‘myriad of tiny’.

(101) Replaced ‘cry, ‘we’ with ‘cry. ‘We’. Replaced ‘feet first’ with ‘feet-first’.

(102) Replaced ‘agonising’ with ‘agonizing’. Replaced ‘arrow’ with ‘Arrow’.

(104) Replaced ‘cried, ‘I'm’ with ‘cries. ‘I'm’. Replaced ‘while away’ with ‘wile away’. Replaced ‘laying-on his hands’ with ‘laying on his hands’.

(105) Replaced ‘D‘Val’ with ‘D'Val’. Changed incorrect link to Section 253 to lead to Section 235. Replaced ‘Captain’ with ‘captain’.

(106) Replaced ‘points), then’ with ‘points); then’.

(107) Replaced ‘ambushers’ with ‘Ambushers’.

(108) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Gate’ with ‘the Shadow Gate’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(109) Replaced ‘1 Broadsword’ with ‘Broadsword’.

(110) Replaced ‘5 arrows’ with ‘5 Arrows’. Replaced ‘North — Chod — 250 miles’ with ‘Chod: 250 miles North’. Replaced ‘West — Holona — 50 miles’ with ‘Holona: 50 miles West’. Replaced ‘South — Tenzha — 20 miles’ with ‘Tenzha: 20 miles South’.

(111) Replaced ‘her majesty, and’ with ‘her Majesty and’. Replaced ‘reads: VANAMOR 280 miles’ with ‘reads ‘Vanamor 280 miles’ ’. Replaced ‘court cavalrymen’ with ‘Court Cavalrymen’. Replaced ‘by its East Gate and sets off towards the outlying village of Sharr. Here you cross the mighty River Phoen by way of a great stone bridge. On the far side of this bridge you notice a signpost which points to the east’ with ‘by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east’ because both Sharr and the River Phoen are many miles to the northeast of Garthen near the city of Phoena (cf. The Jungle of Horrors Section 271).

(112) Replaced ‘facade’ with ‘façade’. Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘says, ‘I’ with ‘says. ‘I’. Replaced ‘says: LIBRARY’ with ‘says ‘Library’ ’. Replaced ‘words: HALLS OF LEARNING’ with ‘words ‘Halls of Learning’ ’.

(113) Added ‘(Remember to remove the Oede herb or Matho's Potion from your Action Chart.)’.

(114) Replaced ‘battle spells’ with ‘battle-spells’. Replaced ‘lavas'’ with ‘Lavas'’. Replaced ‘sky, ‘and’ with ‘sky. ‘And’. Replaced ‘wave of winged beasts come’ with ‘wave of winged beasts comes’. Replaced ‘Bow, and’ with ‘Bow and’.

(115) Replaced ‘anger and pain’ with ‘anger, and pain’.

(116) Replaced ‘treeline’ with ‘tree-line’.

(120) Replaced ‘Nathor, ‘it's’ with ‘Nathor. ‘It's’. Replaced ‘Hail Tranius!’ with ‘Hail, Tranius!’. Replaced ‘turn to 72’ with ‘turn to 72.’. Replaced ‘spluttering candles’ with ‘sputtering candles’.

(121) Replaced ‘time, I’ with ‘time; I’. Replaced ‘e'er’ with ‘e'en’. Replaced ‘smile, ‘I’ with ‘smile. ‘I’. Replaced ‘replies, ‘the’ with ‘replies. ‘The’. Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Stonewatch, in’ with ‘Stonewatch in’.

(122) Replaced ‘Kai alchemy’ with ‘Kai-alchemy’.

(125) Replaced ‘Discipline turn to 156’ with ‘Discipline, turn to 156’. Replaced ‘treeline’ with ‘tree-line’.

(127) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘flight of Lavas emerge’ with ‘flight of Lavas emerges’.

(129) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(131) Replaced ‘worse effects’ with ‘worst effects’.

(132) Replaced ‘gaoler, ‘I've’ with ‘gaoler. ‘I've’. Merged the paragraph that ends with ‘the cruel pincers’ with the following paragraph. Replaced ‘tough 'un’ with ‘tough un’. Replaced ‘Disciplines, or’ with ‘Disciplines or’.

(133) Replaced ‘dug-out, then’ with ‘dugout; then’. Replaced ‘line of Eldenoran soldiers have’ with ‘line of Eldenoran soldiers has’.

(134) Replaced both occurrences of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Gate’ with ‘the Shadow Gate’.

(135) Replaced ‘smile, ‘they’ with ‘smile. ‘They’. Replaced ‘on to’ with ‘onto’. Replaced ‘my Lord’ with ‘my lord’.

(136) Replaced ‘elite’ with ‘élite’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘shoulder, ‘you’ with ‘shoulder. ‘You’.

(137) Replaced ‘(imposters)’ with ‘(impostors)’. Replaced ‘guardsmen’ with ‘Guardsmen’. Replaced ‘horde of bogus castle guardsmen come’ with ‘horde of bogus castle guardsmen comes’.

(138) Replaced ‘bulls-eye’ with ‘bull's-eye’.

(139) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced both occurrences of ‘Sun-Crystal’ with ‘Sun-crystal’.

(140) Replaced ‘tersely, ‘he's’ with ‘tersely. ‘He's’. Replaced ‘Scade manor’ with ‘Scade Manor’. Replaced ‘Knight Tranius's guards’ with ‘Knight Tranius' guards’. Replaced ‘Knight Tranius's hunt’ with ‘Knight Tranius' hunt’.

(141) Replaced ‘the Gate’ with ‘the Shadow Gate’. Replaced both occurrences of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘lavas’ with ‘Lavas’.

(142) Replaced ‘back-handed’ with ‘backhanded’. Replaced ‘Kai rank of’ with ‘rank of Kai’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(143) Replaced ‘Grand Master discipline’ with ‘Grand Master Discipline’.

(145) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(146) Replaced ‘birdsong’ with ‘bird song’.

(147) Replaced ‘winged-horrors’ with ‘winged horrors’. Replaced ‘your Monastery’ with ‘your monastery’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘quietly. ‘the’ with ‘quietly. ‘The’. Replaced ‘my men men’ with ‘my men’. Replaced ‘Captain’ with ‘captain’. Replaced ‘previous encounter’ with ‘previous experience’ because you may have encountered Lavas more than once in the past.

(148) Replaced ‘Magnakai healing disciplines’ with ‘Magnakai Discipline of Curing’. Replaced ‘chains, then’ with ‘chains, and then’.

(149) Replaced ‘outwardly appearance’ with ‘outward appearance’. Replaced ‘dead, then’ with ‘dead; then’.

(150) Replaced ‘damp uncomfortable’ with ‘damp, uncomfortable’. Replaced ‘away, then’ with ‘away; then’.

(151) Replaced ‘treeline’ with ‘tree-line’.

(154) Replaced ‘birdsong’ with ‘bird song’. Replaced ‘Vaderish brethren’ with ‘Vaderish Brethren’.

(155) Replaced ‘Kai sixth sense’ with ‘Kai Sixth Sense’. Replaced ‘gang of scurrilous rogues emerge’ with ‘gang of scurrilous rogues emerges’.

(156) Replaced ‘bow, and’ with ‘Bow and’.

(157) Replaced ‘emotion, ‘I'm’ with ‘emotion. ‘I'm’. Replaced ‘Reloni bridge’ with ‘Reloni Bridge’.

(158) Replaced ‘says, ‘yours’ with ‘says. ‘Yours’. Replaced ‘sky, ‘and’ with ‘sky. ‘And’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘side, so’ with ‘side; so’. Replaced ‘Bow, and’ with ‘Bow and’.

(159) Replaced ‘Mastery add’ with ‘Mastery, add’. Replaced ‘Telegnosis, and have’ with ‘Telegnosis and have’.

(160) Replaced ‘on to’ with ‘onto’. Replaced ‘click’ with ‘click’.

(161) Replaced ‘infra-vision’ with ‘infravision’.

(163) Replaced ‘mastery of Kai-alchemy’ with ‘Kai-alchemy’. Added ‘If you possess both, add 6.’ in harmony with the recent Collector's Edition.

(167) Replaced ‘thug’ with ‘Thug’.

(168) Replaced ‘Sage, ‘I’ with ‘Sage. ‘I’. Replaced ‘recognise’ with ‘recognize’. Replaced ‘says: LIBRARY’ with ‘says ‘Library’ ’. Replaced ‘says: Quill Street’ with ‘says ‘Quill Street’ ’. Replaced ‘dismount from your horse, leaving him tied to a ring’ with ‘dismount, leaving your horse tied to a ring’ to avoid ambiguity and possible gender confusion (cf. Section 36).

(170) Replaced ‘Silversmith's Guild’ with ‘Silversmiths' Guild’.

(172) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(173) Replaced ‘arrow’ with ‘Arrow’.

(174) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘5 arrows’ with ‘5 Arrows’. Replaced ‘North — Chod — 250 miles’ with ‘Chod: 250 miles North’. Replaced ‘West — Holona — 50 miles’ with ‘Holona: 50 miles West’. Replaced ‘South — Tenzha — 20 miles’ with ‘Tenzha: 20 miles South’.

(175) Replaced ‘Varnos harbour’ with ‘Varnos Harbour’. Replaced ‘wharfs’ with ‘wharves’. Replaced ‘court cavalry’ with ‘Court Cavalry’. Replaced ‘quayside, then’ with ‘quayside; then’.

(176) Replaced ‘forest of Salony’ with ‘Forest of Salony’. Replaced ‘great forest’ with ‘Great Forest’.

(177) Replaced ‘riverbank’ with ‘river bank’. Replaced ‘city walls’ with ‘city's walls’.

(178) Replaced ‘the Tower’ with ‘the tower’. Replaced ‘the Tower's’ with ‘the tower's’. Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘cloud of Kai arrows are’ with ‘cloud of Kai arrows is’.

(179) Replaced ‘animal control’ with ‘Animal Control’.

(180) Replaced ‘Kai master’ with ‘Kai Master’. Replaced ‘layed’ with ‘laid’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘replies,’ with ‘replies.’. Replaced ‘though’ with ‘Though’. Split Rimoah's comments into a separate paragraph for clarity. Replaced ‘hopes;’ with ‘hopes:’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘lavas'’ with ‘Lavas'’.

(181) Replaced ‘naptha’ with ‘naphtha’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(183) Replaced ‘ambushers’ with ‘Ambushers’.

(184) Replaced ‘Durncrag mountains’ with ‘Durncrag Mountains’.

(185) Replaced ‘dug-out’ with ‘dugout’.

(187) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘face-down’ with ‘face down’.

(188) Replaced ‘Lune).’ with ‘Lune, which has the equivalent value of 10 Gold Crowns. It takes up the same space in your Belt Pouch as would 10 Gold Crowns.)’ in harmony with the Collector's Edition. Replaced ‘you (if’ with ‘you. (If’. Replaced ‘Potion).’ with ‘Potion.)’. Replaced ‘mule, then’ with ‘mule; then’.

(189) Replaced ‘animal control’ with ‘Animal Control’. Replaced ‘Kai alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Disciplines, or’ with ‘Disciplines or’.

(190) Replaced ‘zig-zags’ with ‘zigzags’. Replaced ‘who've’ with ‘who have’ in the illustration caption.

(191) Replaced ‘Meal and’ with ‘Meal or’.

(192) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘arrow’ with ‘Arrow’.

(193) Replaced ‘try and’ with ‘try to’.

(194) Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘says, ‘I’ with ‘says. ‘I’. Replaced ‘says: LIBRARY’ with ‘says ‘Library’ ’. Replaced ‘words: HALLS OF LEARNING’ with ‘words ‘Halls of Learning’ ’.

(195) Replaced ‘5–−8’ with ‘5–8’.

(196) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Sun Lord, or higher’ with ‘Sun Lord or higher’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(197) Replaced both occurrences of ‘dug-out’ with ‘dugout’. Replaced ‘are marching’ with ‘is marching’.

(198) Replaced ‘tunic, ‘what’ with ‘tunic. ‘What’. Replaced ‘gulleys’ with ‘gullies’. Replaced ‘Kai-screen’ with ‘Psi-screen’. Replaced ‘lest it detects’ with ‘lest it detect’. Replaced ‘In the name of the Gods’ with ‘In the name of the gods’. Replaced ‘my Lord’ with ‘my lord’.

(200) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(201) Replaced ‘Sir’ with ‘sir’.

(202) Replaced ‘co-operation’ with ‘cooperation’. Replaced ‘3 arrows’ with ‘3 Arrows’. Replaced ‘a line of soldiers come’ with ‘a line of soldiers comes’. Replaced ‘half mile’ with ‘half-mile’. Replaced ‘smile, then’ with ‘smile, and then’.

(203) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘ultra-violet’ with ‘ultraviolet’. Replaced ‘Kai alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Captain's’ with ‘captain's’. Replaced ‘Captain’ with ‘captain’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(204) Replaced ‘delight, ‘I’ with ‘delight. ‘I’. Replaced ‘Darklords War’ with ‘Darklands War’.

(206) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(207) Replaced ‘spy-glass’ with ‘spyglass’.

(208) Replaced ‘to your friend Banedon for providing you with’ with ‘for’ because Lone Wolf could have received the Platinum Amulet from Gwynian.

(209) Replaced ‘town as well’ with ‘town’ because the reader may not have already encountered signs of the plague. Replaced ‘message: Abisko — 25 miles’ with ‘message ‘Abisko — 25 miles’ ’.

(210) Replaced ‘Vaderish monastery’ with ‘Vaderish Monastery’. Replaced ‘wharfs’ with ‘wharves’. Replaced ‘monk's’ with ‘monks' ’. Replaced ‘son, then’ with ‘son, and then’. Replaced ‘River Phoen’ with ‘river’ because the River Phoen is actually many miles to the northeast of Garthen near the city of Phoena (cf. The Jungle of Horrors Section 271).

(211) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(212) Replaced ‘new order’ with ‘New Order’. Replaced ‘Abisko, turning to 3’ with ‘Abisko, by turning to 3’. Replaced ‘Narsha’ with ‘Nursha’. Replaced ‘words: Nursha Stables’ with ‘words: ‘Nursha Stables’ ’.

(213) Replaced ‘on to’ with ‘onto’.

(214) Replaced ‘animal control’ with ‘Animal Control’.

(215) Replaced ‘shouts, ‘Ride’ with ‘shouts. ‘Ride’. Replaced ‘Captain’ with ‘captain’. Replaced ‘Captain's’ with ‘captain's’.

(216) Replaced ‘pack launch’ with ‘pack launches’.

(217) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘tracks of quicksand’ with ‘tracts of quicksand’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(218) Replaced ‘half-way’ with ‘halfway’. Replaced ‘Sadly your’ with ‘Sadly, your’. Replaced ‘comes to’ with ‘come to’.

(220) Replaced ‘plague-lords’ with ‘Plague Lords’.

(221) Replaced ‘muscle, then’ with ‘muscle; then’.

(222) Replaced ‘guildhouse’ with ‘guild-house’. Replaced ‘on to’ with ‘onto’.

(223) Replaced ‘rock face’ with ‘rock-face’. Replaced ‘hand hold’ with ‘handhold’.

(224) Replaced ‘Sadly your’ with ‘Sadly, your’. Replaced ‘comes to’ with ‘come to’. Replaced ‘flight, then’ with ‘flight, and then’.

(226) Replaced ‘shouts, ‘Ride’ with ‘shouts. ‘Ride’. Replaced ‘wound it’ with ‘wound, it’. Replaced ‘Captain’ with ‘captain’. Replaced ‘Captain's’ with ‘captain's’. Replaced ‘elation, then’ with ‘elation, and then’.

(227) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘fatique’ with ‘fatigue’.

(228) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(229) Replaced ‘unless your possess’ with ‘unless you possess’.

(230) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(231) Replaced ‘inkeeper’ with ‘innkeeper’. Replaced ‘kind Sir’ with ‘kind sir’.

(232) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Sun Lord, or higher’ with ‘Sun Lord or higher’. Replaced ‘Sun Thane, or higher’ with ‘Sun Thane or higher’. Replaced each occurrence of ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(233) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Gate’ with ‘the Shadow Gate’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(234) Replaced ‘five Gold Crowns’ with ‘five Gold Crowns (or 20 Lune)’ in harmony with the Collector's Edition.

(236) Replaced ‘horsedrawn’ with ‘horse-drawn’. Replaced ‘weapons, money pouch, backpack,’ with ‘Weapons, Belt Pouch, Backpack,’. Replaced ‘Items however’ with ‘Items, however’. Replaced ‘taken)’ with ‘taken. These Eldenoran soldiers are especially superstitious and fearful of touching magical weapons and artefacts)’ in harmony with the Collector's Edition.

(237) Replaced ‘ear, ‘you’ with ‘ear. ‘You’.

(238) Replaced ‘graciously, ‘we’ with ‘graciously. ‘We’. Replaced ‘co-operation’ with ‘cooperation’. Replaced ‘Garthanians’ with ‘Garthenians’. Replaced ‘your majesty’ with ‘your Majesty’. Replaced ‘court cavalry’ with ‘Court Cavalry’.

(240) Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Quarlen, or’ with ‘Quarlen or’. Replaced ‘Ghosts, in’ with ‘Ghosts in’.

(242) Replaced ‘on to’ with ‘onto’. Replaced ‘discard’ with ‘shoulder’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(243) Replaced ‘discard’ with ‘shoulder’. Replaced all occurrences of ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(244) Replaced ‘forest of Salony’ with ‘Forest of Salony’.

(245) Replaced ‘new order’ with ‘New Order’. Replaced ‘try and’ with ‘try to’.

(246) Replaced ‘stammers, ‘I’ with ‘stammers. ‘I’. Replaced ‘uneasily, ‘I’ with ‘uneasily. ‘I’.

(247) Replaced ‘every-decreasing’ with ‘ever-decreasing’. Replaced ‘lavas’ with ‘Lavas’.

(249) Replaced ‘accent, ‘I’ with ‘accent. ‘I’.

(250) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of’ with ‘rank of Kai’. Replaced ‘new order’ with ‘New Order’. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘battle banner’ with ‘battle-banner’ in both the section text and the illustration's caption. Replaced ‘Kai-screen, and’ with ‘Kai-screen and’.

(252) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Royal chamber’ with ‘royal chamber’. Replaced ‘friends Banedon’ with ‘friends, Banedon’.

(253) Replaced ‘glass and’ with ‘glass, and’. Added ‘If you possess a Jewelled Mace, you may add +3 to your COMBAT SKILL for the duration of this fight.’ in harmony with the Collector's Edition.

(254) Replaced ‘dimly-lit’ with ‘dimly lit’.

(255) Removed ‘at the beginning of this book’. Replaced ‘Captain’ with ‘captain’. Replaced ‘Eldenora, then’ with ‘Eldenora, and then’.

(256) Replaced all occurrences of ‘the Monastery’ with ‘the monastery’. Replaced ‘Durncrag tower’ with ‘Durncrag Tower’. Replaced ‘Kai savant’ with ‘Kai Savant’. Replaced ‘Kai lords’ with ‘Kai Lords’. Replaced ‘north-west’ with ‘northwest’. Replaced ‘Durncrag mountains’ with ‘Durncrag Mountains’. Replaced ‘Hall, ‘the’ with ‘Hall. ‘The’. Replaced ‘door, ‘the’ with ‘door. ‘The’. Replaced ‘lavas’ with ‘Lavas’. Replaced all occurrences of ‘Raven's Eerie’ with ‘Raven's Eyrie’. Replaced ‘anniversary of the First Order’ with ‘anniversary of the massacre of the First Order’. Replaced ‘Gale’ with ‘Gate’. Replaced ‘sun-god Kai’ with ‘Sun-god Kai’. Replaced ‘cloud of winged Lavas are’ with ‘cloud of winged Lavas is’.

(257) Replaced ‘feet-first’ with ‘head-first’.

(258) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘your life and the future of Sommerlund ends here’ with ‘your life and the future of Sommerlund end here’.

(259) Replaced ‘Alright stranger’ with ‘Alright, stranger’. Replaced ‘try and’ with ‘try to’. Replaced ‘backpack’ with ‘Backpack’.

(260) Replaced ‘5 arrows’ with ‘5 Arrows’. Replaced ‘animal mastery’ with ‘Animal Mastery’. Replaced ‘North — Chod — 250 miles’ with ‘Chod: 250 miles North’. Replaced ‘West — Holona — 50 miles’ with ‘Holona: 50 miles West’. Replaced ‘South — Tenzha — 20 miles’ with ‘Tenzha: 20 miles South’.

(261) Replaced ‘gas effects’ with ‘effects of the gas’. Replaced ‘Magnakai healing Disciplines’ with ‘Magnakai Discipline of Curing’. Replaced ‘chains, then’ with ‘chains, and then’.

(262) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(263) Replaced ‘shouts, ‘Ride’ with ‘shouts. ‘Ride’. Replaced ‘Captain’ with ‘captain’. Replaced ‘Captain's’ with ‘captain's’.

(264) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(265) Replaced ‘arrow’ with ‘Arrow’.

(267) Replaced ‘rigidity, then’ with ‘rigidity; then’.

(268) Replaced ‘Durncrag mountains’ with ‘Durncrag Mountains’.

(269) Replaced ‘(imposters)’ with ‘(impostors)’. Replaced ‘guardsmen’ with ‘Guardsmen’. Replaced ‘a yelling horde of bogus castle guardsmen come’ with ‘a yelling horde of bogus castle guardsmen comes’.

(270) Replaced ‘new-found’ with ‘newfound’. Replaced ‘Cener druid’ with ‘Cener Druid’. Replaced ‘panic-struck’ with ‘panic-stricken’.

(271) Replaced ‘By the Gods’ with ‘By the gods’. Replaced ‘bridge, and the surrounding banks of the river, are’ with ‘bridge and the surrounding banks of the river are’.

(272) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Raven's Eerie’ with ‘Raven's Eyrie’.

(273) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘(imposters)’ with ‘(impostors)’. Replaced ‘guardsmen’ with ‘Guardsmen’.

(274) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ultra-violet’ with ‘ultraviolet’. Replaced ‘Captain’ with ‘captain’.

(275) Replaced ‘camp fire’ with ‘campfire’. Replaced ‘lay awake’ with ‘lie awake’.

(276) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Gate’ with ‘the Shadow Gate’. Replaced ‘Kai alchemy, and’ with ‘Kai-alchemy and’.

(277) Replaced ‘Pouch of tobacco’ with ‘Pouch of Tobacco’. Replaced ‘potions of Laumspur’ with ‘Potions of Laumspur’. Added ‘(each restores 4 ENDURANCE points)’ (cf. The Darke Crusade Sections 10, 213, 344).

(278) Replaced ‘ambushers’ with ‘Ambushers’. Replaced ‘emerge’ with ‘emerges’.

(279) Replaced ‘lording’ with ‘lordling’.

(280) Replaced ‘Alema trail’ with ‘Alema Trail’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘Lone Wolf’ with ‘Lone Wolf’. Replaced ‘Ixia, or’ with ‘Ixia or’. Replaced ‘Vorndarol, in’ with ‘Vorndarol in’.

(282) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘Raven's Eerie’ with ‘Raven's Eyrie’.

(285) Replaced ‘skills, (or’ with ‘skills (or’. Replaced ‘bow, and’ with ‘Bow and’. Replaced ‘bow, nor’ with ‘Bow nor’. Replaced ‘Grand Thane, or higher’ with ‘Grand Thane’ because that is the highest rank possible in this book. Replaced ‘court cavalry’ with ‘Court Cavalry’. Replaced ‘one hand and a young woman, with’ with ‘one hand, and a young woman with’.

(286) Replaced ‘mindforce’ with ‘Mindforce’. Replaced ‘if he was to do so’ with ‘if he were to do so’.

(288) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘the Gate’ with ‘the Shadow Gate’.

(289) Replaced ‘Captain’ with ‘captain’. Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(290) Replaced ‘Items however’ with ‘Items, however’. Replaced ‘weapons, money pouch, backpack,’ with ‘Weapons, Belt Pouch, Backpack,’. Replaced ‘cord, then’ with ‘cord; then’. Replaced ‘taken)’ with ‘taken. These Eldenoran soldiers are especially superstitious and fearful of touching magical weapons and artefacts)’ in harmony with the Collector's Edition.

(291) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced both occurrences of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘the Gate’ with ‘the Shadow Gate’. Replaced ‘Kai masteries warn’ with ‘Kai Mastery warns’. Replaced ‘flight pass’ with ‘flight passes’.

(292) Replaced ‘salute, ‘I’ with ‘salute. ‘I’. Replaced ‘The smooth dark hair and noble countenance of the Lord Constable is oddly’ with ‘The smooth dark hair and noble countenance of the Lord Constable are oddly’. Replaced ‘my Lord’ with ‘my lord’.

(293) Replaced ‘bow, and’ with ‘Bow and’. Replaced ‘continues their charge’ with ‘continues its charge’.

(295) Replaced ‘despatch’ with ‘dispatch’. Replaced ‘out-distance’ with ‘outdistance’.

(297) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘Grand Huntmastery’ with ‘Grand Weaponmastery’. Replaced all occurrences of ‘arrow’ with ‘Arrow’.

(298) Replaced ‘treeline’ with ‘tree-line’.

(299) Replaced ‘my Lady’ with ‘my lady’.

(300) Switched the third and fourth choices. Replaced ‘Grand Thane, or higher’ with ‘Grand Thane’, since that is the highest rank possible when attempting this adventure. Replaced ‘Sommerswerd, and’ with ‘Sommerswerd and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Items, Grand’ with ‘Items or Grand’. Replaced ‘reply directly, he simply’ with ‘reply directly; he simply’.

(301) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(302) Replaced ‘rain which’ with ‘rain, which’.

(303) Replaced ‘past, therefore’ with ‘past; therefore’. Replaced ‘If, in’ with ‘If in’. Replaced ‘combat, you’ with ‘combat you’.

(305) Replaced ‘face-down’ with ‘face down’.

(306) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(307) Removed ‘at the beginning of this book’. Replaced all occurrences of ‘Captain’ with ‘captain’ when it doesn't precede Cearmaine's name. Replaced ‘Eldenora, then’ with ‘Eldenora, and then’.

(308) Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘says, ‘I’ with ‘says. ‘I’. Replaced ‘candlemakers’ with ‘candle-makers’. Replaced ‘says: LIBRARY’ with ‘says ‘Library’ ’. Replaced ‘words: HALLS OF LEARNING’ with ‘words ‘Halls of Learning’ ’.

(310) Replaced ‘Captain’ with ‘captain’.

(311) Replaced ‘thug’ with ‘Thug’.

(312) Replaced ‘mindforce’ with ‘Mindforce’. Replaced ‘If he was to do so’ with ‘If he were to do so’.

(313) Replaced ‘says: Abisko — 40 miles’ with ‘says ‘Abisko — 40 miles’ ’.

(314) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘sky patrol’ with ‘Sky Patrol’.

(315) Replaced ‘camp fire’ with ‘campfire’.

(318) Replaced ‘an startling’ with ‘a startling’.

(320) Replaced ‘infra-red’ with ‘infrared’. Replaced both occurrences of ‘dug-out’ with ‘dugout’. Replaced ‘are marching’ with ‘is marching’.

(322) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’.

(323) Replaced ‘message: Toll — 4 Gold Crowns’ with ‘message ‘Toll — 4 Gold Crowns’ ’.

(326) Replaced ‘sixth senses are’ with ‘Sixth Sense is’.

(327) Replaced ‘riverbank’ with ‘river bank’. Replaced ‘city walls’ with ‘city's walls’.

(328) Replaced ‘Fryelund forest’ with ‘Fryelund Forest’. Replaced ‘add 1’ with ‘add 1.’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘a flight of winged Lavas come’ with ‘a flight of winged Lavas comes’.

(329) Replaced ‘rock face’ with ‘rock-face’. Replaced ‘intact, then’ with ‘intact, and then’.

(331) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘door, ‘Raggin' ’ with ‘door. ‘Raggin' ’. Replaced ‘to try and’ with ‘to try to’.

(332) Replaced ‘cold dark’ with ‘cold, dark’.

(334) Replaced ‘arrow’ with ‘Arrow’.

(335) Replaced ‘weapons, money pouch, backpack,’ with ‘Weapons, Belt Pouch, Backpack,’. Replaced ‘Items however’ with ‘Items, however’. Replaced ‘A mass of angry Eldenorans close’ with ‘A mass of angry Eldenorans closes’. Replaced ‘taken)’ with ‘taken. These Eldenoran soldiers are especially superstitious and fearful of touching magical weapons and artefacts)’ in harmony with the Collector's Edition.

(336) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bowskill’ with ‘bow-skill’. Replaced ‘rounds, by’ with ‘rounds by’.

(337) Replaced ‘whispers, ‘I’ with ‘whispers. ‘I’. Replaced ‘reopens’ with ‘re-opens’.

(338) Replaced ‘Kai alchemy’ with ‘Kai-alchemy’.

(339) Replaced ‘Weapons — ’ with ‘Weapons’. Corrected the order of the Mace prices: bought for one Gold Crown and sold for two.

(340) Replaced ‘pouring’ with ‘poring’. Replaced ‘stare, then’ with ‘stare; then’.

(341) Replaced ‘add 1’ with ‘add 1.’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘forward, then’ with ‘forward; then’. Replaced ‘0–4’ with ‘4 or less’. Replaced ‘5–9’ with ‘5 or higher’.

(342) Replaced ‘her majesty, and’ with ‘her Majesty and’. Replaced ‘reads: VANAMOR 280 miles’ with ‘reads ‘Vanamor 280 miles’ ’. Replaced ‘court cavalrymen’ with ‘Court Cavalrymen’. Replaced ‘by its East Gate and sets off towards the outlying village of Sharr. Here you cross the mighty River Phoen by way of a great stone bridge. On the far side of this bridge you notice a signpost which points to the east’ with ‘by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east’ because both Sharr and the River Phoen are many miles to the northeast of Garthen near the city of Phoena (cf. The Jungle of Horrors Section 271).

(343) Replaced ‘add 1’ with ‘add 1.’.

(344) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘the Gate’ with ‘the Shadow Gate’. Replaced ‘pain, then’ with ‘pain; then’.

(345) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(346) Replaced ‘eyes, ‘you’ with ‘eyes. ‘You’. Replaced ‘Gods — Our’ with ‘gods! Our’. Replaced ‘lavas’ with ‘Lavas’. Replaced ‘warmly golden light’ with ‘warm golden light’.

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

(348) Replaced ‘Durncrag mountains’ with ‘Durncrag Mountains’.

(349) Replaced ‘farm house’ with ‘farmhouse’. Replaced ‘all, not’ with ‘all; not’.

(350) Replaced ‘Crack!,’ with ‘Crack!’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘WOLF'S BANE’ with ‘Wolf's 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’. Replaced ‘top of chart’ with ‘top of the chart’. Replaced ‘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’.

Note on Standard Usage

Quite a number of contributors to Project Aon have reported inconsistencies regarding the use of words such as Drakkar across the series. After much research into the usage of Drakkar/Drakkarim, Nadziran/Nadziranim, and Ligan/Liganim across the books, we have decided to standardise the usage of the words in the following ways, which represent majority usage:

- noun (s.): Drakkar

- noun (pl.): Drakkarim

- adj: Drakkarim

- noun (s.): Nadziran

- noun (pl.): Nadziranim

- adj: Nadziranim

- noun (s.): Ligan

- noun (pl.): Liganim

- adj: Liganim

All of the other words ending in -im either already conform to these rules (i.e. gazim, kuzim, lajakim, rekenarim, Sharnazim, and Tefarim) or cannot be conclusively tied to Darkland languages (e.g. Ghagrim).

Footnotes

[1] (The Game Rules) The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers' Handbook for details.

[2] (The Game Rules) If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

[3] (Grand Master Disciplines) Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a ‘hidden loyalty bonus’ (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

[4] (Section 339) According to The Game Rules section of Flight from the Dark, a Helmet ‘adds 2 ENDURANCE points to your total.’ Additionally, in The Game Rules section of Fire on the Water, a Chainmail Waistcoat (which is probably the closest approximation to a Breastplate) ‘adds 4 ENDURANCE points to your total.’ You may decide to apply these bonuses should you purchase the items from this shop. However, bear in mind that neither Helmets nor Chainmail Waistcoats may be brought over from the Lone Wolf Magnakai series into the Lone Wolf Grand Master series, so the bonuses for wearing these Special Items are purely speculative and do not form part of the official rules.

[5] (Section 344) If you possess the Sommerswerd, Section 98 suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).

Table of Illustrations

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

Primary Illustrations

- Illustration I (Section 26)

- Illustration II (Section 31)

- Illustration III (Section 50)

- Illustration IV (Section 72)

- Illustration V (Section 80)

- Illustration VI (Section 100)

- Illustration VII (Section 135)

- Illustration VIII (Section 144)

- Illustration IX (Section 157)

- Illustration X (Section 172)

- Illustration XI (Section 190)

- Illustration XII (Section 200)

- Illustration XIII (Section 219)

- Illustration XIV (Section 240)

- Illustration XV (Section 250)

- Illustration XVI (Section 270)

- Illustration XVII (Section 289)

- Illustration XVIII (Section 318)

- Illustration XIX (Section 333)

- Illustration XX (Section 346)

- The Lands and Territories of Central Northern Magnamund

- Action Chart

Secondary Illustrations

- Equipment

- Kai Disciplines

- Section 1

- Section 40

- Section 49

- Section 59

- Section 60

- Section 75

- Section 101

- Section 121

- Section 140

- Section 154

- Section 244

- Section 282

- Section 323

- Section 350

Project Aon License

2 December 2019

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. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham Round, and Brian Williams are similarly offering the illustrations that they did for these books. This license is intended to protect the rights of the authors and the illustrators, grant rights to their readers, and preserve the quality of the books distributed in this way.

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. Please read the precise terms and conditions of this license that follow.

The current version of this license can be found at the following URL:

https://www.projectaon.org/en/Main/License

1. Definitions

1.0

‘License’ shall hereafter refer to this document.

1.1

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

1.2

‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of portions of The Magnamund Companion; Paul Bonner, holder of the copyrights for the illustrations of the World of Lone Wolf books; Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, holder of the copyrights of portions of The Magnamund Companion, and holder of the copyrights for The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; Richard Hook, copyright holder of portions of The Magnamund Companion; Peter Andrew Jones, copyright holder for the illustrations used in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder of portions of The Skull of Agarash; Peter Lyon, copyright holder of portions of The Magnamund Companion; Trevor Newton, copyright holder of the illustrations of Voyage of the Moonstone; Peter Parr, copyright holder of the illustrations of Black Baron and White Warlord, Emerald Enchanter and Scarlet Sorcerer; Graham Round, copyright holder of portions of The Magnamund Companion; 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, holder of the copyrights of portions of The Skull of Agarash, and holder of the copyrights for the illustrations of books two through four, counted inclusively, of the Freeway Warrior series. Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr Graham Round, or Brian Williams is 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 in English and Spanish under the terms of this license:

- Flight from the Dark;

© 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

© 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

© 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

© 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

© 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

© 1985 Joe Dever and Gary Chalk.

- Castle Death;

© 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

© 1987 Joe Dever and Gary Chalk.

- The Cauldron of Fear;

© 1987 Joe Dever.

- The Dungeons of Torgar;

© 1987 Joe Dever.

- The Prisoners of Time;

© 1987 Joe Dever.

- The Masters of Darkness;

© 1988 Joe Dever.

- The Plague Lords of Ruel;

© 1990, 1992 Joe Dever.

- The Captives of Kaag;

© 1991 Joe Dever.

- The Darke Crusade;

© 1991, 1993 Joe Dever.

- The Legacy of Vashna;

© 1991, 1993 Joe Dever.

- The Deathlord of Ixia;

© 1992, 1994 Joe Dever.

- Dawn of the Dragons;

© 1992 Joe Dever.

- Wolf's Bane;

© 1993, 1995 Joe Dever.

- The Curse of Naar;

© 1993, 1996 Joe Dever.

- Voyage of the Moonstone;

© 1994 Joe Dever.

- The Buccaneers of Shadaki;

© 1994 Joe Dever.

- Mydnight's Hero;

© 1995 Joe Dever.

- Rune War;

© 1995 Joe Dever.

- Trail of the Wolf;

© 1997 Joe Dever.

- The Fall of Blood Mountain;

© 1997 Joe Dever.

- Vampirium;

© 1998 Joe Dever.

- The Hunger of Sejanoz;

© 1998 Joe Dever.

- The Storms of Chai;

© 2016 Joe Dever.

- The Magnamund Companion;

© 1986 Joe Dever.

- Freeway Warrior 1: Highway Holocaust;

© 1988 Joe Dever.

- Freeway Warrior 2: Slaughter Mountain Run;

© 1988 Joe Dever.

- Freeway Warrior 3: The Omega Zone;

© 1989 Joe Dever.

- Freeway Warrior 4: California Countdown;

© 1989 Joe Dever.

- Black Baron;

© 1986 Joe Dever.

- White Warlord;

© 1986 Joe Dever.

- Emerald Enchanter;

© 1986 Joe Dever.

- Scarlet Sorcerer;

© 1986 Joe Dever.

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

- Grey Star the Wizard;

© 1985 Ian Page.

- The Forbidden City;

© 1986 Ian Page.

- Beyond the Nightmare Gate;

© 1986 Ian Page.

- War of the Wizards;

© 1986 Ian Page.

The illustrations created by Rob Adams for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Rob Adams.

The illustrations created by Paul Bonner for the following books are part of the illustrations being offered under the terms of this License:

- Grey Star the Wizard;

Illustrations © 1985 Paul Bonner.

- The Forbidden City;

Illustrations © 1986 Paul Bonner.

- Beyond the Nightmare Gate;

Illustrations © 1986 Paul Bonner.

- War of the Wizards;

Illustrations © 1986 Paul Bonner.

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

- Flight from the Dark;

Illustrations © 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

Illustrations © 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Castle Death;

Illustrations © 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

Illustrations © 1987 Joe Dever and Gary Chalk.

- The Magnamund Companion;

Some illustrations © 1986 Gary Chalk.

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The text written by Gary Chalk for the following book is being offered in English under the terms of this License:

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The illustrations created by Melvyn Grant for the following book are part of the illustrations being offered under the terms of this License:

- Freeway Warrior 1: Highway Holocaust;

Illustrations © 1988 Melvyn Grant.

The illustrations created by Richard Hook for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Richard Hook.

The illustrations created by Peter Andrew Jones for the following book are part of the illustrations being offered under the terms of this License:

- Lone Wolf 10th Anniversary Calendar;

Illustrations © 1994 Peter Andrew Jones.

The illustrations created by Cyril Julien for the following book are part of the illustrations being offered under the terms of this License:

- The Skull of Agarash;

Some illustrations © 1994 Cyril Julien.

The illustrations created by Peter Lyon for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Peter Lyon.

The illustrations created by Trevor Newton for the following book are part of the illustrations being offered under the terms of this License:

- Voyage of the Moonstone;

Illustrations © 1994 Trevor Newton.

The illustrations created by Peter Parr for the following books are part of the illustrations being offered under the terms of this License:

- Black Baron;

Illustrations © 1986 Peter Parr.

- White Warlord;

Illustrations © 1986 Peter Parr.

- Emerald Enchanter;

Illustrations © 1986 Peter Parr.

- Scarlet Sorcerer;

Illustrations © 1986 Peter Parr.

The illustrations created by Graham Round for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Graham Round.

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

- The Cauldron of Fear;

Illustrations © 1987 Brian Williams.

- The Dungeons of Torgar;

Illustrations © 1987 Brian Williams.

- The Prisoners of Time;

Illustrations © 1987 Brian Williams.

- The Masters of Darkness;

Illustrations © 1988 Brian Williams.

- The Plague Lords of Ruel;

Illustrations © 1990, 1992 Brian Williams.

- The Captives of Kaag;

Illustrations © 1990, 1992 Brian Williams.

- The Darke Crusade;

Illustrations © 1991, 1993 Brian Williams.

- The Legacy of Vashna;

Illustrations © 1991, 1993 Brian Williams.

- The Deathlord of Ixia;

Illustrations © 1992 Brian Williams.

- Dawn of the Dragons;

Illustrations © 1992 Brian Williams.

- Wolf's Bane;

Illustrations © 1993 Brian Williams.

- The Curse of Naar;

Illustrations © 1993 Brian Williams.

- The Buccaneers of Shadaki;

Illustrations © 1994 Brian Williams.

- Mydnight's Hero;

Illustrations © 1995 Brian Williams.

- Rune War;

Illustrations © 1995 Brian Williams.

- Trail of the Wolf;

Illustrations © 1997 Brian Williams.

- The Fall of Blood Mountain;

Illustrations © 1997 Brian Williams.

- Vampirium;

Illustrations © 1998 Brian Williams.

- The Hunger of Sejanoz;

Illustrations © 1998 Brian Williams.

- The Storms of Chai;

Illustrations © 1998 Brian Williams.

- The Skull of Agarash;

Some illustrations © 1994 Brian Williams.

- Freeway Warrior: Slaughter Mountain Run;

Illustrations © 1988 Brian Williams.

- Freeway Warrior: The Omega Zone;

Illustrations © 1989 Brian Williams.

- Freeway Warrior: California Countdown;

Illustrations © 1989 Brian Williams.

The works distributed under the collective title Lone Wolf Club Newsletters — which are composed of, in part, portions of the above named works — will also be distributed under the terms of this License.

‘Internet Editions’ shall not refer to any other works by the Authors, nor any other illustrations by the Illustrators unless the Authors or Illustrators amend this License. ‘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 portion 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 under the terms of the License.

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.

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

2.2

You agree to refrain from redistributing a significant portion of the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason by any means. 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 the use of HTML ‘frames’.

An 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

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.

2.4

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 resides, they may have a parent or legal guardian agree to be bound by the terms and obligations of this License. On condition of agreeing to be bound by the terms of the 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.

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