The Curse of Naar

You are the warrior Lone Wolf — Kai Grand Master of Sommerlund. Fresh from your victory over your evil alter-ego, Wolf's Bane, reluctantly you are forced to return to the Plane of Darkness. For there you glimpsed the fabled Moonstone and you have sworn to save this gem of mystical power from the clutches of Naar, the King of Ultimate Darkness.

In The Curse of Naar, you must venture once more through the Shadow Gate and confront the Dark God. Only by finding and retrieving the Moonstone can you hope to save your world from invasion by Naar's armies of night. In this ultimate Grand Master challenge, your life and the future of your entire world are at stake!

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 © 1993 Joe Dever. Illustrations © 1993 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 Known Planes of Existence

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Dedication

For Piet Snyman

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

Jason Smith

Illustration Transcription

Jonathan Blake

XML

Jonathan Blake

Jeff Dougan

Ingo Klöcker

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Proofreading

James Chown (Sections 141–210 and 281–350)

Patrick Kalinauskas (Sections 211–280)

Tom McGill (Sections 1–140)

Charles Porter (Sections 281–350)

Editing

Ingo Klöcker

LeRoy McSwain

Simon Osborne

Coordination

Jonathan Blake

Special Thanks

Jan Charvát, Christopher Turner

The Story So Far …

You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai — the warrior élite of Sommerlund. It is the year MS 5081, thirty-one 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 destroyed the base of their power that was the infernal city of Helgedad. In the wake of their destruction, chaos befell the Darkland armies that had been poised to conquer all of Magnamund. Their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against the odds, a swift and total victory was secured over the feuding enemy armies.

For more than ten years now, peace has reigned in Sommerlund. Under your direction the once-ruined Monastery of the Kai has been 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 has been reestablished. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time 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 also 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 were once thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. This discovery has inspired you to search for 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 scale 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 swiftly 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 Lorestones of Nyxator — seven gems of Kai power which you had recovered during an earlier quest for Kai knowledge. In this vault, bathed in the golden light of the 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 far 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 since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced 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 some 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. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. From the depths of his stronghold upon the Plane of Darkness he created and sent to Sommerlund an evil champion called ‘Wolf's Bane’ who was the very image of yourself. While you were engaged upon a quest overseas, this impostor terrorized your homeland and sought to destroy your reputation and the honour of the Kai. And he would have succeeded had it not been for your courage and determination. You returned home and pursued your enemy to an ancient necropolis in the city of Tyso. Here, in a deep subterranean crypt, you and your evil alter-ego were drawn through a Shadow Gate, an astral corridor which connects your home world of Magnamund to several other planes of existence. You both emerged upon the remote planet of Avaros where a deadly duel ensued. With the unexpected help of an enigmatic elemental called Alyss you vanquished your foe, but before you could find your way back to your home world, you and Alyss were both sucked through a second Shadow Gate which led to the Plane of Darkness, the fell domain of Naar himself.

In the throne hall of Naar a titanic struggle took place as you and Alyss fought desperately to escape from the Dark God and his court of powerful minions. During this battle you discovered that Naar had in his possession the fabled Moonstone of the Shianti, a wondrous artefact created many thousands of years ago by the god-like Shianti whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund is measured from the date of its creation. It had long been held that the Moonstone's location was a secret known only to the remnants of the Shianti, who dwell upon the Isle of Lorn in remotest Southern Magnamund, yet the evidence of your eyes told you that this mystical artefact had somehow fallen into the hands of the Dark God.

Suddenly the significance of the Moonstone became crystal clear. Naar had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the goodly forces of Kai and Ishir had been held at bay, helpless to counter them. Only you and your Kai brethren have stood in the way of the onslaught of Naar's agents since the demise of the Darklords.

During the battle, thanks to Alyss's selfless courage, you were able to escape from Naar's throne hall by leaping into the Shadow Gate. As you entered its whirling maw, the last image that burned itself into your memory was that of Alyss slowly succumbing to the relentless attacks of Naar's minions. Successfully you had defeated Wolf's Bane and thwarted Naar's sinister plan to destroy the honour of the Kai, but as you returned through the Shadow Gate to the land of your birth, you knew that the fight against Evil was not yet won. You realized that if you are to prevent the Dark God from sending more of his dread creations into Magnamund, you would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from the ravages of Naar's armies of darkness.

The Game Rules

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

For more than ten 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 ultimate 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 1–19), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 20. 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^3

- 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).

[3] If you possess the Sommerswerd, Section 98 of Dawn of the Dragons 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).

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 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 on 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 quest, 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.4

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, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points. (Kai-surge, 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 basic Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai-alchemy

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 eventually to craft new Kai weapons and artefacts.

[4] 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 begin your perilous quest for the Moonstone, you take with you a map of the Planes of Existence 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 1–19), 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)

- Broadsword (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 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.

Gold Crowns

These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

Food

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

Rules for Combat

There will be occasions during your adventure when you will 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 32) 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 40.

He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +10 (40−30 = +10). +10 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 +10. If the number taken 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. This loss is in addition to the loss suffered as a result of combat)

- Doomwolf Pack loses 9 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 the 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 only evade 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 complete successfully 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.

Grand Crown

If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Kai Grand Crowns with this discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.

Animal Mastery

Grand Crowns with this ability are able to plant in the mind of any animal the image of their most feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

Grand Pathsmanship

Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

Kai-screen

Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures that are sensitive to such psychic auras.

Grand Nexus

Grand Crowns who possess this Discipline are able to speak a Kai Power Word — a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused and the resultant drain upon a Grand Crown's reserves of ENDURANCE are dependent upon individual circumstances. The power and range of this skill increase as a Grand Master rises in rank.

Kai-alchemy

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

- Teleport — By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment, and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.

- See Illusion — Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.

Sun Prince

If you are a Grand Master who has reached the rank of Sun Prince (11 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.

Deliverance

Sun Princes with this ability are able to cause the regeneration of lost body parts, i.e. hands, feet, arms, legs, eyes, and internal organs. This improved Discipline can be used to repair a Sun Prince's own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.

Assimilance

Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.

Kai-surge

Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy's ENDURANCE score by 15 points. However, use of this Kai-ray will also reduce a Sun Prince's ENDURANCE score by 4 points. It cannot be used if a Sun Prince's ENDURANCE score is 10 or less, and it cannot be used in conjunction with any other form of psychic attack.

Kai-screen

Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.

Grand Huntmastery

Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, e.g. Shadow Gates.

Grand Master's Wisdom

You are about to embark upon the ultimate quest against the Dark God Naar, the Master of all Evil. Your search for the precious Moonstone will take you to the Plane of Darkness where you can expect no help at all from the monstrous creatures who inhabit this terrible realm. You should remain wary and on your guard at all times for this mission will be the most dangerous you have ever undertaken.

Some of the things that you will encounter during your quest will be of use to you, 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 Kai and Ishir be your guide as you strive to outwit and defeat the Dark God and his loathsome minions.

For Sommerlund and the Kai!

1

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

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

Turn to 160.

2

You throw yourself forwards and tumble into the adjoining tunnel barely seconds before the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock, heavily veined with a mineral which radiates a strange yellow luminescence.

If you wish to attempt to leap onto the last ore wagon as it passes by the junction, turn to 181.

If you do not wish to leap onto the wagon, turn to 158.

3

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

Turn to 300.

4

The swirling mist condenses and reshapes itself into a column of flickering light. It resembles a large candle flame, but one that radiates an icy coldness. Within this chill flame you see a pair of glowing eyes that mesmerize and hold you transfixed. Pulses of psychic energy bombard your mind, making you shudder and recoil as your innate mind defences scramble to shield your psyche: lose 3 ENDURANCE points.

Illustration I—The carpet of maggots squirm towards you like a seething flood-tide of corruption.

Sensing that its attack has weakened you, the spirit of Cadak ruthlessly seizes the advantage. It issues a psychic command and instantly the carpet of maggots wriggle and squirm towards you like a seething flood-tide of corruption.

If you possess Animal Mastery, turn to 92.

If you do not possess this skill, turn to 69.

5

You have survived the first volley but your ordeal is far from over. As soon as the front rank hurl their spears they retreat to let those behind them come forward to take their places at the rim of the pit. With cool defiance you stare back at this new rank of mutants. This time you count more than thirty spears held ready to be hurled at you upon Nza'pok's command, far more than you can hope to avoid at once, even with the aid of magic. Yet, despite the overwhelming odds, you refuse to show this loathsome spawn any sign of weakness or despair.

You offer up a silent prayer to the God Kai to protect you, and then suddenly you recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza'pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your Backpack. If you are to use this secret name you must try to recall it from memory.

If you think that Nza'pok's secret name is ‘Hulka’, turn to 171.

If you think that the name is ‘Khula’, turn to 105.

If you think that the name is ‘Lukha’, turn to 56.

6

Suddenly you hear Alyss's voice in your mind.

‘Take up the axe, Lone Wolf,’ she cries. ‘Use Kekataag's weapon to smite the power that holds me captive!’

You respond to her command and quickly you stoop to retrieve Kekataag's mighty two-handed axe which lies upon the floor, close to his mouldering remains. You close your hands around its iron handle, but when you try to raise it from the floor you discover that it is supernaturally heavy.

Pick a number from the Random Number Table. If you possess Kai-alchemy, add 2 to the number you have picked. If your current ENDURANCE score is 15 or higher, add 1. If your ENDURANCE score is 8 or lower, deduct 1.

If your total score is 3 or lower, turn to 346.

If it is 4 or higher, turn to 12.

7

As you listen to the rumbling sound drawing closer, you notice markings in the grit and dust which blankets the ground. You count wheel prints that have been made by several heavy wagons, and there are also innumerable rippled tracks that you cannot readily identify. The only markings you have experienced which bear any resemblance to these tracks were much smaller and were made by a centipede.

The curious tracks have diverted your attention from the approaching noise. You glance along the tunnel and see a dark shape speeding through the gloom. Its width almost completely fills the tunnel.

If you wish to wait for it to come closer so that you attempt to identify it, turn to 141.

If you wish to try to find somewhere you can hide from it, turn to 266.

8

Using your weapon you are able eventually to dig yourself free from this sticky mire. However, the physical exertion leaves you aching with fatigue: lose 5 ENDURANCE points. Also, due to the prolonged time you have spent in the open, the rain has taken a heavy toll on your clothing and equipment. Your cloak is in tatters and your Backpack is full of holes. When you reach the knoll you stop to repair your Backpack before the damage gets any worse and discover that three of the items contained within have been ruined. (Delete from your Action Chart the items which you have recorded in the first three sections of your Backpack Items list.)

The boughs of the thorny-barked trees of this swamp island are tightly intertwined and form a formidable barrier. Through a gap in their tortured branches you can see a clearing at the centre of this copse and, when you magnify your vision, you glimpse part of a crude stone hut. You raise your weapon and cleave a path through the trees to the clearing where you discover that the hut is surrounded by a moat brim-full of gelatinous black mud, the surface of which is pitted with a myriad animal tracks. Sensing that the hut is empty, you leap across the moat and take cover inside from the corrosive rain.

If you possess Telegnosis and have reached the rank of Grand Thane or higher, turn to 269.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 348.

9

Patiently you wait until the bridge is clear of traffic before you muster your courage and seize the opportunity to make a dash for the far side.

Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked. If you possess Grand Huntmastery, add 1. If your current ENDURANCE score is 10 or lower, deduct 2.

If your total score is now 4 or lower, turn to 241.

If your score is 5 or higher, turn to 196.

10

The instant you tap the tenth square, amber sparks flare and crackle into life to encircle the opening like the trail of a slow-burning fuse.5 You sense that the magical shield which protects this hatch is rapidly disappearing. When you can no longer detect any residue of magical energies, you pull yourself through the trapdoor and climb into the nest of fire.

Turn to 250.

[5] This is the correct answer to the combination lock in Section 239.

11

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

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

Turn to 210.

12

You raise the axe and stagger to where Alyss sits imprisoned within her sparkling force-field. Then, with one precise and powerful blow from Kekataag's fearsome weapon, you shatter the sorcerous prison. The anguished scream of Naar echoes through the corridors and dungeons of Dazganon. As its terrible timbre begins to rumble and fade, you are horrified to see a host of monstrous creatures burst forth from the smoky walls of the inner sanctum and close in upon you from all sides.

Turn to 52.

13

You stride towards Nza'pok and raise your weapon, grimly determined to rid the universe of this foul creature.

‘So perish all spawn of evil,’ you cry, and, with one swift and mighty blow, you sunder his ghastly body in two. From the torn halves of his carcass there is an eruption of putrid gas that makes you reel backwards and cover your mouth and nose. Rapidly this gas dissipates and, in a matter of seconds, the remains of Nza'pok and his amulet have turned to dust.

A collective cry of horror arises from the distant horde the moment you slay their master. Fearing that the destruction of their leader will spur them to seek revenge, you hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries, echoing those of the chaos-horde. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and you quickly lose all sense of time and direction.

After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer your senses suddenly scream a warning that you are heading into deadly danger. Instantly you reverse your stroke to change course, but it is already too late. Two slits open in the dark shape and a ghostly light washes over the fog-wreathed ocean. You feel the canoe lurch violently as it is hit by a powerful undercurrent and, in the next terrifying instant, you are sucked into the maw of a titanic sea creature and swallowed whole.

Tragically, your life and your quest for the Moonstone come to a watery end here.

14

To your relief you sense that your precautions have worked; the dragon no longer suspects that it is carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptilians guide your net gently to the ground and then swiftly they unhook it from the dragon's harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptilians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.

15

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

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

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

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

16

As you tumble and spin through the void of the Shadow Gate, you struggle to keep your eyes focused on a tiny mote of light which glimmers in the dark, immeasurable distance. You sense that your passage through this astral corridor is being guided by the concerted will of the council gathered at the entrance to the portal. Using their psychic powers they are attempting to steer your body through a maze of channels which will lead towards that remote speck of light. Sensing this, you draw upon your improved Kai Discipline and use it to aid the magicians' efforts. By doing so you are able to stabilize yourself and reduce the terrible fatigue of your journey.

Turn to 90.

17

As you descend once more towards the base of the column of light, you use your innate Kai curing skills to treat your burns and you count yourself fortunate to have survived the fire-storm that is ravaging the surface. You resolve to try to avoid the Lavas and, upon reaching the dais, you see that the creature has not moved from its position. With bated breath, you step out from the shimmering light and tiptoe silently towards the tower archway, thirty yards distant.

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

If your total score is now 5 or less, turn to 93.

If it is 6 or more, turn to 235.

18

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

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

If you possess Kai-screen, turn to 249.

If you do not possess this Grand Master Discipline, turn to 4.

19

The few remaining vines that survive your deadly blows rapidly disappear into the canopy of branches and, within seconds of your victory, the jungle becomes deathly silent once more. You wipe your weapon against the trunk of a tree to remove the worst of the foul-smelling ichor, and then you move back along the trail towards the beach. However, when you reach the edge of the trees you see a patrol of scaly-winged reptiles swooping and gliding along the rocky shoreline. They have discovered the remains of the canoe and are now searching the beach for signs of survivors.

Rather than risk being spotted by these vicious-looking creatures, you stay hidden beneath the jungle canopy and return once more along the trail. At the place where you had previously been halted by the curtain of bloodsucking vines, you now discover the way ahead is open and you press on until you come to the edge of a large clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you make your way around the fruits and across the clearing towards a statue which is crouching amongst the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.

20

You are wise not to trust Cadak's repentant plea for forgiveness: it is a trick. Sensing that you have seen through the charade, his spirit-entity becomes enraged. It howls a curse and the ring instantly transforms into a huge scaly worm. This creature has no eyes, but it does possess a large mouth packed with razor-sharp fangs which it snaps repeatedly, like an angry dog. You draw and raise your weapon and, in the space of a heartbeat, you deal the worm a mighty blow which splits it open from mouth to tail. Cadak's spirit emits a hideous scream, as if the destruction of the worm has wounded him deeply. Rapidly his spirit-form fades until all that is left is an echo of his plaintive cry of pain and frustration.

Invigorated by your victory, you turn your attention now to the huge carcass that dominates this hall. You are determined to find a way out of this stinking chamber and you feel sure the answer lies somewhere here. You are advancing towards these huge rotting remains when a new and sinister threat to your life suddenly materializes.

Turn to 228.

21

Automatically your advanced psychic defences knit together to shield the fabric of your mind from this sudden, violent assault. But the speed and intensity of the attack is such that it threatens to penetrate your formidable mind-armour. Just how successful your defences will be is dependent upon your previous experience of psychic combat.

If your current level of Kai rank is Sun Knight or lower, turn to 187.

If your current level of Kai rank is between Grand Thane and Sun Lord, turn to 219.

If your current level of Kai rank is Grand Crown or higher, turn to 82.

22

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

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

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

If you possess Kai-surge and have attained the rank of Kai Grand Guardian or higher, turn to 267.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 335.

23

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

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

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

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

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

Turn to 200.

24

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

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

Haemodyls: COMBAT SKILL 49   ENDURANCE 45

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

If you win the combat, turn to 19.

25

Unfortunately, when you are halfway across the bridge you are spotted by a Lavas passing high overhead. Immediately it signals to two of its companions and all three creatures swoop down to block your exit. Their cries of alarm attract more than two dozen of their kin, and also alert the reptilians that are lining the parapet. At a given command they close in and attack you mercilessly with their spears and tridents. You fight back with stunning bravery, dispatching more than ten Lavas and seven reptilians before eventually you succumb to their sheer weight of numbers.

Sadly, your life and your quest end here on the Huan'zhor Chasm Bridge.

26

You cast your eyes over the body of your enemy and, to your dismay, you are unable to detect any chink in the thick plate armour that encases him. The thought of having to fight this warrior at close quarters, here upon this narrow beam of stone, is one that fills you with dread. While it is still an option, it would be better if you could use your Kai skills to defeat him at a distance.

If you possess Grand Nexus and have attained the Kai rank of Grand Crown or higher, turn to 98.

If you possess Magi-magic and wish to use it, turn to 294.

If you possess Kai-alchemy and wish to use it, turn to 135.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 224.

27

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

‘Well, I see you'll have no need of new weaponry, Grand Master. Surely there can be no blade better suited to the slaying of the Dark God's foul creatures than the one you already possess — the Sword of the Sun.’

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

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

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

If you possess a Korlinium Scabbard, turn to 258.

If you do not possess this Special Item, turn to 341.

28

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

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

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

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

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

If you agree to forgive the spirit of Cadak and wish to pick up the ring, turn to 128.

If you refuse to forgive the spirit of Cadak and decide that you will not pick up the ring, turn to 20.

29

As you strike the fatal blow, Kekataag gives vent to a scream which rocks the foundations of Dazganon. His body falls to the floor and disintegrates into a mound of dust and rusty metal. From the core of this debris there arises a shadowy vapour which is sucked away through the porous chamber walls. You sense that it is the spirit of the defeated warrior and that as punishment for his failure, he has been consigned by Naar to eke out the rest of eternity with the other lost souls upon the Plain of Despair.

You are elated and exhausted after your hard-won victory, but this is not the time for you to rest nor celebrate your triumph. You sense that Naar is enraged that you have destroyed his latest champion, and you can feel his wrath building to a fever pitch.

If you possess the Sommerswerd or Skarn-Ska, turn to 108.

If you possess neither of these Special Items, turn to 6.

30

As you look down at the ferocious jaws of the three giant arachnids below, you give thanks to your friend Guildmaster Banedon for having taught you this valuable spell. However, one limitation of this spell is that it can only levitate you vertically into the air; it cannot propel you horizontally. The effects of the spell soon wear off and you find yourself descending into the midst of the giant river-spiders. As your feet touch the muddy bank, you unsheathe your weapon and defend yourself against their immediate attack.

Avagnids: COMBAT SKILL 48   ENDURANCE 40

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

If you win the combat, turn to 316.

31

To your relief you sense that the dragon is no longer convinced that it is carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptilians guides your net gently to the ground and then swiftly unhooks it from the dragon's harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptilians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.

32

The leading creatures snarl like ravenous wolves as they launch themselves at the entrance to your hiding place. You meet their attack with a flurry of lightning-fast blows which shatters their skulls and sends them tumbling from their skeletal shoulders. Their twitching headless torsos crash to the ground, yet more of their hideous kind pour through the gap and within seconds they are all over you. Claws and talons rake your arms and sides as desperately you fight to free yourself from this nightmare legion.

Illustration II—Claws and talons rake your arms and sides, as you fight desperately to free yourself.

Chaos-mutants: COMBAT SKILL 45   ENDURANCE 37

These undead beings are immune to all forms of psychic attack.

If you win this combat, turn to 129.

33

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

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

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

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

If you wish to investigate what lies beyond the arch, turn to 260.

If you decide to ignore the archway and continue your exploration of the main tunnel, turn to 23.

34

Your swift construction of a defensive mental barrier helps to deflect much of the combined psychic energies that are ranged against you. However, one of Shamath's searing bolts pierces your defensive wall and grazes the fabric of your mind: lose 2 ENDURANCE points.

To continue, turn to 54.

35

You turn and head back quickly along the jungle trail, dodging and weaving as you run in an attempt to avoid the whipping vines. Through the undergrowth ahead you glimpse the beach, but before you are able to reach it you are brought crashing to the soft earth by a creeper which lashes you from behind and twists itself tightly around your foot. Red hot pain courses up your leg, making you cry out as you struggle hard to break free: lose 2 ENDURANCE points.

Beneath the coating of moss which sheathes this vine are hundreds of tiny hollow barbs that have pierced your boot and penetrated your flesh. Your Kai curing skills swiftly counter the deadly bacteria that cling to these barbs, but they cannot prevent the flow of blood that is being sucked out of your leg by this vampiric vine.

If you possess the Sommerswerd or Skarn-Ska, turn to 193.

If you possess neither of these Special Items, turn to 261.

36

As the Ghazoul breathes its last, you step away from its bloodstained carcass and turn your attention to the portal. You are eager to examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.

37

Quickly you retreat into the forest of flames and pray that your Magnakai Psi-screen and camouflage skills will keep you safe from Tzor's unholy gaze.

Pick a number from the Random Number Table. If your current ENDURANCE score is 16 or higher, add 1 to the number you have picked. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total is now 3 or lower, turn to 262.

If it is 4 or higher, turn to 338.

38

You focus on a clump of insects that are attached to the side of the hive and your Kai senses tell you that these creatures are being guided by psychic commands originating from within their pear-shaped home. This discovery leads you to suspect that they could be susceptible to mind control.

If you possess Kai-surge and have reached the rank of Sun Lord or higher, turn to 247.

If you possess Animal Mastery and have reached the rank of Sun Thane or higher, turn to 178.

If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 101.

39

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

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

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

40

You see Alyss sitting cross-legged within a globular force-field, her emaciated face and limbs clearly displaying the price she has paid for her continued resistance to the Dark God. Yet despite her wasted physical appearance, you detect that she is still strong in spirit and the Moonstone of the Shianti is still in her possession.

You focus on this force-field and deduce that Naar, having been unable to defeat Alyss in combat, has chosen instead to imprison her within this seamless cell of energy in order to prevent her from using the powers of the Moonstone to create a Shadow Gate through which she can escape. The Dark God has contented himself with waiting for her to weaken to the point where she can no longer resist his remorseless attacks. As you focus on Alyss you sense that she is dangerously close to reaching that breaking point. Prompted by an urge to help her, and by the sight of the Moonstone which she cradles in her lap, you move quickly towards the entrance to Naar's inner sanctum.

If you possess Telegnosis and have attained the Kai rank of Sun Knight or higher, turn to 192.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 324.

41

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

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

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

If you possess any Gold Crowns, turn to 109.

If you have no Gold Crowns, turn to 65.

42

You sense that the dragon suspects that it has a stowaway hiding amongst its cargo, but its eyesight is poor and it is not sure of what it sees. However, you dare not run the risk of the beast alerting the Lavas that are flying close by. Their eyesight is keen and they would be sure to spot you. Quickly you muster your innate camouflage skills in an attempt to keep yourself hidden.

Pick a number from the Random Number Table. If your current ENDURANCE score is 10 or lower, deduct 1 from the number you have picked. If it is 20 or higher, add 1.

If your total score is now 4 or lower, turn to 148.

If it is 5 or higher, turn to 14.

43

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

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

If your total is 4 or less, turn to 312.

If it is 5 or more, turn to 277.

44

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

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

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

45

To your dismay you sense that the dragon is immune to your psychic commands. It does not signal to the accompanying Lavas, as you had feared, but it does begin to lose height. Rather than continuing its flight towards the construction area, it banks towards an area of broken rocks and derelict dwellings located close to the edge of the chasm.

Turn to 161.

46

From beneath the coating of moss which sheathes these vines emerge hundreds of tiny hollow barbs, transforming them instantly into deadly foes capable of ripping you to shreds. They whip the air within inches of your face, forcing you to frantically dodge and dive to avoid being torn open. You draw your weapon and strike out, cleaving through the end of one of these deadly creepers which emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companion's cry of pain, the remaining vines snake towards you with increased tenacity. You must fight them.

Illustration III—The deadly vines whip the air, inches from your face.

Haemodyls: COMBAT SKILL 49   ENDURANCE 42

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

If you win the combat, turn to 19.

47

The seven riders keep their distance, yet they pass close enough to satisfy their curiosity before they turn and speed away into the void. As you watch them disappear, a deep sense of unease grips you. You are relieved to have avoided a confrontation yet you sense that their departure is but a temporary reprieve; they may yet return in greater numbers.

Shortly after, you witness several objects that appear like comets encircling a cluster of distant stars. As you glide towards these stars the comets break away from their orbit and come soaring to meet you, racing with each other to reach you first. A collision looks imminent, but your mounting fears are soon forgotten when the surfaces of these shooting stars undergo a stunning transformation. Their leading surfaces take on the semblance of human faces.

If you have ever been to the city of Torgar in a previous Lone Wolf adventure, turn to 127.

If you have never visited this city, turn to 91.

48

You draw upon your Grand Mastery to supply a burst of life-saving vitality (restore 20 ENDURANCE points).6 As this wave of Kai energy surges through your battered body, you find the strength to scramble to your feet and rush towards the glowing portal. You leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate, and the crash of stone echoes in your ears as you fall headlong through the corridor of swirling flame that lies beyond this mysterious portal. Your Platinum Amulet protects you from the fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

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

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

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.

If you have never visited this town, turn to 215.

[6] It may not be appropriate to use Deliverance here if you have already in this adventure used its power to restore 20 ENDURANCE points.

49

Drawing upon your Grand Mastery, you are able eventually to haul yourself free from this sticky mire and reach the distant knoll (lose 2 ENDURANCE points due to fatigue).

The boughs of the thorny-barked trees of this swamp island are tightly intertwined and form a formidable barrier. Through a gap in their tortured branches you can see a clearing at the centre of this copse and, when you magnify your vision, you glimpse part of a crude stone hut. You unsheathe your weapon and cleave a path through the trees to the clearing where you discover that the hut is surrounded by a moat brim-full of gelatinous black mud, the surface of which is pitted with a myriad of animal tracks. Sensing that the hut is empty, you leap across the moat and take cover inside from the corrosive rain.

If you possess Telegnosis and have reached the rank of Grand Thane or higher, turn to 269.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 348.

50

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

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

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

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

‘Here, Grand Master. I urge that you sheathe Skarn-Ska with this. It is woven from strands of pure korlinium and it will keep hidden the blade's true power from Naar's foul spawn.’

You accept the scabbard from Ardan and affix it to your belt. (Record this Korlinium Scabbard on your Action Chart as a Special Item.)

‘The scabbard will shield your blade, Grand Master,’ comments Lord Rimoah, ‘but what of yourself? You are imbued with Kai powers that may readily be detected. There is a danger that your natural skills could alert Naar's minions to your presence among them.’

If you possess a Platinum Amulet, turn to 180.

If you do not possess this Special Item, turn to 296.

51

Swiftly you draw an Arrow to your Bow and take aim at the beast's snout. The creature narrows its evil eyes and begins to sway from side to side. It is as if it senses the danger that your missile poses and it is trying to reduce its chances of being struck.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

If your total score is 7 or lower, turn to 175.

If it is 8 or higher, turn to 203.

52

Freed from the constraints of the force-field, Alyss is able to use the power of the Moonstone to bring into being a Shadow Gate which materializes in the floor of the chamber.

‘Come, Grand Master,’ she implores as she gets ready to step into the whirling black abyss. ‘Follow me!’

And with these words she is swallowed up by the inky abyss. Seconds later, you drop the heavy axe and take a running leap into the Shadow Gate, escaping in her wake barely moments before a pack of screeching, gnawing, parasitic horrors engulf the place where you last were standing.

Turn to 350.

53

You reach to your throat, unbutton the collar of your Kai robes, and withdraw the Platinum Amulet by its braided cord.

‘Ah, I see that you already possess a sigil of power,’ says Lord Rimoah, approvingly. ‘It seems you are better prepared for the quest than we had anticipated.’

With a nod of his head he motions to Lord Ardan who then retrieves an almost identical amulet from among the items on the table. Ardan gives the amulet to Rimoah and he slips it into his pocket.

‘You'll not be requiring this after all,’ he says, ‘but there is something which I'm sure you will find most useful. And I'm certain that you have not come across anything of its like before.’

Once again Rimoah motions to Ardan and the elderly wizard responds by taking up a small package that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly, you take it from him.

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

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

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

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

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

To continue, turn to 329.

54

The Demoness and her minions sense that they have wounded you and they howl with undisguised glee. But this sudden lull in the psychic combat allows you precious seconds in which to recover and strengthen your damaged mental defences. When they cease their cawing and launch their second attack, your defensive protections prove strong enough to deflect all of the combined psychic energies that are ranged against you, and the power of their attack rebounds upon them with devastating effect. The Lieutenants of Night fall screaming to the floor where they writhe in agony like wounded snakes. The Demoness reels and totters backwards, slumps down heavily upon her throne, and then grips her disfigured head in both hands as she struggles in vain to regain control of her disrupted mind.

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

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

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

Turn to 201.

55

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

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

56

You shout the name ‘Lukha’ aloud but it has no effect. For a moment there is an uneasy silence; then the rubbery mouth of Nza'pok emits a hideous, bubbling laugh. He is mocking your futile attempt to save yourself by calling upon the powers which bind him in fealty to the Dark God. As his foul form wobbles with undisguised mirth, you quickly unshoulder your Backpack and tear open the flap to retrieve the Tome of Darkness. Nza'pok ceases to laugh when he glimpses its jet-black cover for he is aware of its origins and the powerful secrets it contains.

With a terse growl, he gives the signal to his minions and they hurl their spears into the pit with chilling accuracy. You are struck by more than a dozen of these deadly lances and, unlike most who have fallen foul of Nza'pok, your death is mercifully swift and almost painless.

Sadly, your life and your quest for the Moonstone end here.

57

As you pass through the curtain of black flames, the three magical items vanish from your hands. (Erase the Nza'pok Amulet, the Künae Ring, and the Scarab of the Wingless Dragon from the Special Items section of your Action Chart.)7 Beyond the flaming curtain lies a hall of grey adamanite which is seemingly devoid of all life. You scour this eerie chamber and your senses detect Alyss's life-force. Hers is the only goodly presence, save your own, in the whole of this evil stronghold, and although her aura is weak, it is sufficient enough for you to be able to track it.

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

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

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

If your total score is now 3 or less, turn to 189.

If it is 4 or higher, turn to 116.

[7] This is the correct answer to the total of the numbers on the three Special Items required to enter Dazganon (cf. Sections 297 and 338).

58

The crackling gout of flame comes shooting across the hall. At first it seems to be targeted at your illusory double; then it veers in mid-air and comes speeding towards your chest.

If you possess the Sommerswerd or Skarn-Ska and wish to use it in an attempt to deflect this onrushing column of fire, turn to 44.

If you possess neither of these Special Items or choose not to use them, turn to 173.

59

You draw upon your Magnakai Discipline of Psi-screen to form a shield around your mind as defence against the risk of possible psychic assault. This precaution proves to be a wise one for, as the net hits the ground, the Dentaag unleash a violent psychic attack in an attempt to weaken and subdue you.

Automatically your psychic defences knit together to shield the fabric of your mind, but the speed and intensity of the attack is such that it threatens to pierce your mind-armour. Just how successful your prepared defences will be against this attack is now dependent upon your previous experience of psychic combat.

If your current level of Kai rank is Sun Knight or lower, turn to 187.

If your current level of Kai rank is between Grand Thane and Sun Lord, turn to 219.

If your current level of Kai rank is Grand Crown or higher, turn to 82.

60

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

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

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

If you possess Shamath's Potion, turn to 315.

If you do not possess this item, turn to 218.

61

You draw your weapon and strike out, cleaving through the end of the deadly creeper which emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. Gagging at the stench of the creature's foul ichor, you pull yourself upright and stagger away along the trail. You are within sight of the beach when your escape is suddenly blocked by a wall of flailing vines which descend with alarming speed from the canopy overhead.

If you possess Grand Weaponmastery and have reached the Kai rank of Sun Lord or higher, turn to 299.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 226.

62

You sense that the beast suspects it has a stowaway hiding amongst its cargo, but its eyesight is poor and it is unsure of what it is seeing. However, you cannot take the risk of the beast alerting the Lavas that are flying close by. Their eyesight is keen and they would be sure to spot you. Defiantly you return the dragon's stare and use your psychic Kai skill to discomfort and distract it.

Pick a number from the Random Number Table. If your current ENDURANCE score is 10 or lower, deduct 1 from the number you have picked. If it is 20 or higher, add 1.

If your total score is now 2 or lower, turn to 45.

If it is 3 or higher, turn to 114.

63

Through the criss-crossed ropes of your net prison you see the surrounding flock. They are swooping and cawing delightedly, like successful hunters returning home with their captured prey. Above, you can make out the claws and leathery black bellies of the three winged creatures that are hoisting you ever higher into the rain-swept clouds. You are tempted to use your Kai powers to break free and slay your abductors, but a glance below at the rapidly receding ground is enough to dissuade you, at least for now.

For more than an hour the flock transports you northwards through sickly green skies, hundreds of feet above a ceiling of storm clouds. Gradually this cloud cover thins until you are able to note that the swamp has given way to a tropical jungle which is thinly veiled by a swirling mist. A river snakes through this dense foliage, winding its way towards a coastline on the horizon. As you approach the distant sea, the river becomes wider and flows into a delta. Your captors follow the river and begin a slow descent to an islet on the eastern side of the delta, towards an area near its seaward shore where the jungle has been hacked down to make room for a primitive settlement.

As the flock encircles the settlement prior to landing, you are able to make out a cluster of strange-looking huts, seemingly constructed from the hides of reptiles and the bones of huge fish. In the middle of these huts there is an expanse of cleared ground and a large circular pit. The shrieks of the fliers draw an expectant crowd, a score of creatures of two distinctly different species. From the air they resemble gigantic ants and deformed, pale-skinned humanoids.

If you have ever visited the icy realm of Ixia in a previous Lone Wolf adventure, turn to 97.

If you have not, turn to 301.

64

Two great scaly legs, each tipped with razor-clawed talons, precede the huge bulk of Huan'zhor as he lowers himself down upon his nest of flames. You take cover as best you can among the piles of treasure, but when his talons descend to within an arm's length of where you are cowering the Dragonlord suddenly detects your presence. He emits a deafening roar and bolts of flame shoot from his mouth to explode with shattering effect among the piles of precious artefacts that lie close to where you are sheltering. Hurriedly you roll away from your hiding place and unsheathe your weapon as you scramble to your feet. There is now no place for you to hide. Your quest and your survival now depend on the outcome of your imminent combat with the mighty Huan'zhor.

Illustration IV—Bolts of flame shoot from Huan'zhor's mouth and explode close to your shelter.

Huan'zhor the Dragonlord: COMBAT SKILL 56   ENDURANCE 60

This being is immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess a Blue Diamond, you may add 3 to your COMBAT SKILL for the duration of this combat. If you possess Skarn-Ska, you may add 2 (in addition to all other combat bonuses applicable for this Special Item) to your COMBAT SKILL for the duration of this combat.

Conduct this fight using normal combat procedures. However, as soon as your enemy's ENDURANCE score falls to 20 or less, do not continue. Instead, turn immediately to 344.

You may evade this combat at any time after the first three rounds by leaping into the transporter beam. If you evade further combat in this way, turn to 155.

65

Moving as close to the door as you dare, you carefully examine the three small openings and see that there are narrow chutes at the rear of each slot which drop to the base of the door. Your Kai Sixth Sense warns you that a powerful magical energy is present in the base of this portal, an energy that could prove dangerous if the door is forced or tampered with.

If you possess Kai-alchemy, turn to 208.

If you do not possess this Discipline, turn to 190.

66

You notice, close to the entrance to the bridge, that there is a pulley and chain which is rigged to a stout stone beam overhanging the chasm. A team of five reptilians are busy at this pulley, hoisting buckets of molten lava from the base of the chasm which they then pass along a line to a place where a dwelling is being built. Here a construction team are using the molten lava as cement for their building blocks.

Drawing upon your improved Discipline, you focus on the pulley at the pivot point where it is attached to the beam, and you set up vibrations that, within a matter of seconds, cause it to shatter. The chain and the attached buckets of lava drop back into the chasm causing a spectacular firefall. The handful of creatures who are on the bridge at this time immediately rush to the parapet to watch this fiery display. While they are distracted, you seize the opportunity to make a dash across the open bridge.

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. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total score is now 6 or lower, turn to 25.

If your score is 7 or higher, turn to 95.

67

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

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

If you possess the Discipline of Grand Pathsmanship, turn to 263.

If you do not, turn to 134.

68

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

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

If you possess the Sommerswerd, turn to 121.

If you possess Skarn-Ska, turn to 211.

If you do not possess either of these Special Items, turn to 282.

69

The spirit of Cadak utters a chilling laugh as you retreat before the inexorable flood-tide of maggots. When you feel the wall of the chamber pressing hard against your back, you unsheathe your weapon and brace yourself for combat with this foul host of larvae.

Nemagog swarm: COMBAT SKILL 40   ENDURANCE 32

If you win this combat, turn to 28.

70

Suddenly the fearsome Dragonlord ceases to roar and spit fire. The wounds you have inflicted have weakened him and he is forced to retreat from the combat momentarily in order to recoup enough strength to continue. Before he can strike again, you use the lull in the deafening noise that has accompanied this fight to shout out the Dragonlord's secret name.

‘Zheva!’ you cry. Huan'zhor shudders when he hears the name, and a naked panic grips his heart. Bleating like a frightened lamb, the great dragon takes to the air and flees in terror. You watch him fly back across the chasm and soar upwards into the vent in the ceiling of the titanic cavern, from where he first appeared.

Your swift and timely use of Huan'zhor's secret name has routed your enemy but, unfortunately, the Lavas and the reptilian minions do not follow the example of their petrified leader. Sensing an enemy in their midst, they rapidly muster their numbers and encircle the temple. Through the wall of flames you glimpse several dozen Lavas approaching the nest by air from the far side of the chasm.

If you wish to search once more for the Scarab of the Wingless Dragon, turn to 213.

If you decide to take your chances without the Scarab, you can avoid the attacking Lavas and escape from the nest of fire by leaping into the transporter beam. Turn to 209.

71

With cool defiance you stare back at the ghoulish mutant horde. You count more than thirty spears raised and ready to be hurled at you upon Nza'pok's command, far more than you can hope to dodge at once, yet still you refuse to show him and his loathsome spawn any sign of weakness. Then, in the face of imminent death, you suddenly recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza'pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your Backpack. If you are to use this secret name you must try to recall it from memory.

If you think that Nza'pok's secret name is ‘Hulka’, turn to 171.

If you think that the name is ‘Khula’, turn to 105.

If you think that the name is ‘Lukha’, turn to 56.

72

Using your Grand Mastery, you conjure a thick mist to surround the basalt dais on which you stand. The sudden appearance of the fog startles the Lavas and nervously it backs away along the parapet. It is armed with a barbed trident with which it stabs the air as it retreats, as if to warn off any would-be attacker. You watch the Lavas moving away and then, under cover of the mist, you sprint from the dais towards an open archway at the base of the tower. A spiral stone stairway leads down to a landing, one level below, and as you reach this floor you see something that brings you skidding to a halt.

Turn to 270.

73

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

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

If you wish to leap onto the last ore wagon as it passes by the junction, turn to 181.

If you do not wish to leap onto the wagon, turn to 158.

74

As the beast leaps from the ramp you dive below it and thrust your weapon up into its chest. The power of your blow deflects the creature and sends it somersaulting into the wall. It howls in surprise and pain, but the failure of its attack does not make it suddenly forget its hunger. With lightning speed it recovers and leaps at your chest with its claws extended. You sidestep to avoid it but it succeeds in knocking you backwards as its heavy bulk glances your arm. Cursing its ferocity, you brace yourself for what must be a fight to the finish.

Illustration V—The beast leaps at your chest with outstretched claws …

Ghazoul: COMBAT SKILL 50   ENDURANCE 38

This creature is immune to all forms of psychic attack, except Kai-blast and Kai-ray.

If you win the combat, turn to 36.

75

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

Turn to 300.

76

You crouch down among some mossy boulders directly opposite the stairwell to the open entrance. Then, using your Grand Mastery, you let yourself slip into the trance-state that will allow your conscious mind to leave your corporeal body. You continue to see your surroundings as they would appear to your physical eyes, but now you are able to transport yourself freely through the air like a bird.

You glide towards the statue and swoop down through the open portal, pausing momentarily to scan the surrounding arch for hidden traps. Detecting none, you continue deeper into the darkness of this alien edifice. A wide stone ramp descends to a sealed portal which is engraved with runes. You cannot immediately decipher them but you sense that they are evil in design and possess some destructive power locked within their jagged forms. Then the sound of a growl, above and far away, makes you suddenly fearful for the safety of your physical body, and so you leave the portal and ascend rapidly to the surface where you rejoin your dormant form. (Unless you have attained the Kai rank of Sun Lord or higher, you lose 2 ENDURANCE points due to the haste with which you have returned to your corporeal body.)

Having already reconnoitred the entrance to your satisfaction, you are able to descend the steps and enter the base of the statue with confidence. You follow the stone ramp down to the sealed portal where you carefully examine the runes which cover every square inch of its surface. You are beginning to fathom some of their secrets when suddenly you hear a noise above and behind you. Instantly you spin on your heel and reach for your weapon, but the outline that you see silhouetted in the archway at the top of the ramp is so shocking that you are unable to close your trembling hand upon it.

Turn to 268.

77

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

If you wish to escape the nest by leaping into the transporter beam, turn to 209.

If you wish to attempt to find a place in the nest where you can hide from the approaching Dragonlord, turn to 185.

78

As you hurry towards the knoll, you fail to notice that the shallow ridge of ground is beginning to disappear beneath the surface of the swamp. Within seconds you are up to your knees in an evil-smelling mud that clings like thick, warm treacle. You attempt to drag your legs free but the more you struggle the deeper you sink into the mire.

If you possess Telegnosis and have reached the rank of Sun Lord or higher, or if you possess the Discipline of Grand Pathsmanship, turn to 49.

If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 8.

79

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

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

Turn to 170.

80

You use your Kai skill to command the apprehensive creature to abandon its thoughts of attacking you and run away. The beast's evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.

81

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

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

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

If you possess the Sommerswerd, turn to 121.

If you possess Skarn-Ska, turn to 211.

If you do not possess either of these Special Items, turn to 282.

82

You feel the crushing power of the hostile Mindforce collide with the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Yet your formidable psychic defences absorb and deflect all of this destructive energy, and you are able to survive the attack with no lasting damage to your psychic senses: lose 1 ENDURANCE point.

Turn to 290.

83

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

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

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

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

84

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

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

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

Turn to 275.

85

The canoe grounds on a submerged boulder a few dozen yards from the beach, forcing you to abandon the craft and wade ashore. You soon discover that the stones littering this beach are slick with an oily residue. Your natural agility overcomes this obstacle but the slippery surface makes it difficult for you to reach the cover of the distant tree-line as swiftly as you would like.

As you draw near to the perimeter of trees you pause for a moment to scan the dark jungle undergrowth. Long streamers of moss-encrusted vines hang from the trees, draping themselves limply over every rock and bough, and a tangled mass of interwoven creepers and low-spreading branches forms a blanket canopy which keeps much of the forest floor in semi-darkness. As you stare into the damp and shadowy foliage, you feel a growing sense of unease. Your burning desire to press on with your quest is suddenly dampened by an overwhelming urge to avoid this jungle.

If you possess Grand Pathsmanship and have attained the Kai rank of Grand Crown or higher, turn to 115.

If you have Grand Pathsmanship but have yet to attain this rank, turn to 334.

If you do not possess this Grand Master Discipline, turn to 255.

86

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

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

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

If you have ever visited the city of Tahou in a previous Lone Wolf adventure, turn to 194.

If you have never visited this city, turn to 339.

87

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

Turn to 343.

88

You pull yourself to your feet and listen to the ore train as it disappears into the distant gloom with a sound like dying thunder. When you can no longer hear its rumble, you walk back along the tunnel to the junction where a new passageway branches off to the left. Your gnawing desire to find the Moonstone prompts you to explore this tunnel and you follow it for several hundred yards until you reach a dank and empty cavern. Streams of ore-rich water run down the walls of this chamber, staining them a rusty shade of brown. You are hungry and you decide to stop and rest here for a while. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

While you are resting, you decide to consult the Tome of Darkness to see if it has any useful information about this strange subterranean complex.

Turn to 33.

89

Even though you decline to accept the sword which Rimoah and Ardan have painstakingly crafted, they show no disappointment. They accept your decision without comment or question. Rimoah returns the blade to the table and takes up a sigil of platinum which is strung upon a loop of braided cord.

‘Grand Master will you accept this amulet? It possesses powers which may help you survive the challenge of your coming ordeal.’

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

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

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

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

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

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

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

To continue, turn to 329.

90

Gradually the distant speck grows larger until, with a sudden violent surge, you pass through its white-hot core and feel yourself engulfed by a damp and fetid atmosphere. Moments later your journey ends abruptly when you splash feet-first into a swampy morass. Despite the speed of your impact, your natural balance and agility prevent you from plunging beneath the surface of the stinking swamp into which you have fallen.8

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

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

If you wish to explore the causeway, turn to 67.

If you decide to investigate the ridge, turn to 202.

[8] If you possess the Sommerswerd, Section 98 of Dawn of the Dragons 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).

91

The haunted faces which adorn the comets swiftly transform themselves back into masks of flame. Then they return to the orbit of the distant star cluster. You, too, are drawn towards these glowing stars, and as you pass through them at an incredible speed, you glimpse a wondrous sight in the void beyond. A vast rainbow bridge of colour arcs across the immeasurable darkness to a titanic plateau of fire. Your spirits soar when you detect that this is the Bridge of the Damned, the exit that you seek from this astral domain. Yet as you approach the magnificent bridge, you detect a less-welcoming presence. The shadowy riders are returning, and this time they are escorting an astral creature that sets your pulse racing with fear.

Turn to 272.

92

Using your Grand Mastery, you command the advancing maggot-tide to halt. A ripple of hesitation passes through their ranks and clumps of the foul larvae falter and fall back, but the majority of these squirming horrors press on with their relentless advance, forcing you to draw your weapon and fight them for your life.

Nemagog swarm: COMBAT SKILL 36   ENDURANCE 30

If you win this combat, turn to 28.

93

You have taken no more than a dozen paces towards the archway when the Lavas detects your presence. It spins around and emits a loud snickering growl, as if it is ordering you to halt. Then, with one beat of its golden wings, it propels itself in an arc towards the tower's open archway in an effort to block your route of escape. Fearful that it could raise the alarm at any time, you unsheathe your weapon and rush forward to attack it the moment its webbed feet touch the ground.

Lavas sentry: COMBAT SKILL 45   ENDURANCE 45

If you win this fight, turn to 119.

94

You reach the bank but the creatures are quicker than you feared. One circles around and blocks your escape while the others leap out of the muddy water and attack you from behind. You must fight them.

Illustration VI—The creatures leap out of the muddy water and attack you from behind.

Avagnids: COMBAT SKILL 50   ENDURANCE 40

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

If you win the combat, turn to 316.

95

Your bold gamble pays off. You race across the bridge and reach the far side without being seen. Once across, you dive for cover in the empty lower storey of a newly-constructed dwelling, one of several that encircle the main temple. Here you pause to catch your breath and formulate a way of avoiding the many teams of reptilians who are busy building the crude block dwellings on this side of the chasm.

Unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 220.

96

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

Tragically, your life and your quest for the Moonstone end here in the Hall of the Künae.

97

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

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

If you possess Kai-screen, turn to 242.

If you do not possess this Discipline, turn to 59.

98

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

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

If you possess the Sommerswerd or Skarn-Ska, turn to 310.

If you possess neither of these Special Items, turn to 147.

99

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

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

Turn to 150.

100

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

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

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

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

If you possess Grand Huntmastery, turn to 113.

If you do not possess this Discipline, turn to 7.

101

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

If you wish to attempt to escape from these angry insects, turn to 212.

If you choose to stand and face them, turn to 318.

102

To your relief you sense that the dragon no longer suspects that it is carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptilians guide your net gently to the ground and then swiftly they unhook it from the dragon's harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptilians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.

103

You insert the Gold Crown into the square slot and instantly you are assailed by another blinding flash of white light, but one far stronger than the first. A blistering wave of pain engulfs your hand and arm and you are thrown into the air by this explosive release of energy: lose 6 ENDURANCE points.

Cursing your poor judgement, you stagger to your feet and cradle your twice-injured arm. When function fully returns to your burnt and aching hand, you take a third coin from your pouch and press it into the circular slot. It falls into a hollow inside the base of the door and, with a grating squeal, the great portal slowly swings open.

Remember to erase 2 Gold Crowns from your Action Chart before going on with your quest.

To continue, turn to 343.

104

As you draw level with the great table, your eye is caught by the phial of potion lying upon its pillow of purple silk. Your Discipline of Telegnosis reveals to you that this golden fluid, whilst deadly and corrosive to creatures of Evil, has many properties that are beneficial to creatures of Good. Such a potion could prove useful for healing wounds or restoring lost energy.

If you wish to attempt to retrieve this potion from atop the giant table, turn to 286.

If you choose to ignore the potion, you may take cover behind the table by turning to 3.

105

You shout the word ‘Khula’ and the effect is both immediate and electrifying. Nza'pok freezes, as if he has suddenly turned to stone, and a sheen of grey ice appears on his foul-smelling blubbery skin. Then the iron amulet which is hanging by a chain from his lower lip begins to pulsate with an eerie green light. The chaos-horde are at first stunned by their leader's transformation; then shock rapidly becomes a blind panic and they turn and flee, dropping their spears and trampling each other in their scramble to get away.

Swiftly you climb the wall of the pit, and as you pull yourself over the edge, you see the mass of humanoids and ant-creatures swarming across a bridge which leads to a neighbouring delta island. Once the last few are across, a rope is pulled and the middle section of the bridge drops away into the river to prevent you from pursuing them. Confident that the horde no longer poses any threat, you return your gaze to its frozen leader. Nza'pok is completely immobile except for his eyes which blaze with a potent mix of fear and hatred. You sense that this once all-powerful being is terrified that you will now enact your revenge upon his helpless body.

If you wish to unsheathe a weapon and slay Nza'pok while he is unable to resist, turn to 13.

If you decide not to kill him, but wish to take the glowing amulet which hangs from his mouth, turn to 139.

If you choose to ignore Nza'pok and the amulet, you can escape from the settlement by turning to 126.

106

Your fear of being engulfed by the approaching fire-storm prompts you to take immediate and decisive action. You leap into the well and a painful jolt runs the entire length of your body as you are consumed by the shimmering light. It feels as if you have just jumped into a pool of ice-cold electricity: lose 4 ENDURANCE points.

The initial shock quickly passes and you surrender yourself to a long descent through a column of glimmering azure light. You feel your Platinum Amulet glowing warmly at your throat and you sense that it is protecting you from the rigours of this journey into the unknown.

Looking down through the curtain of blue light, you can see the roofs of ziggurats and towers rising up to meet you. Gradually you slow to a halt and find yourself standing upon a circular dais of basalt rock atop a large, flat-roofed building. Several yards away to your left you see a squat tower, and to your right, standing at a parapet, you see a horny-skinned creature with wings that glimmer like folded sheets of gold leaf. Your pulse races when you recognize this creature to be a Lavas, one of Naar's deadly minions. The Lavas is peering idly at the view beyond the parapet and is unaware of your arrival, yet you are reluctant to leave the shimmering beam for fear that it may see you and raise an alarm.

If you possess Assimilance and have attained the rank of Kai Grand Guardian or higher, turn to 72.

If you possess Assimilance or Grand Huntmastery, turn to 174.

If you do not possess these skills, turn to 140.

107

The sight of the approaching creatures stirs distant memories of the Temple of Maaken, the forbidden place which lies buried beneath the ruins of an old Sommlending city that teeters on the edge of the infamous Maakengorge.9 These winged horrors are Daemonaks, a breed of vampiric predators who were originally spawned by Lord Vashna, the first and mightiest Darklord leader. You first encountered one of their kind at Maaken, but now you face a flock of twenty such creatures.

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

Turn to 280.

[9] It is possible to have visited the Temple of Maaken without encountering a Daemonak.

108

You run to where Alyss sits imprisoned within her sparkling force-field and, with one precise and powerful blow from your magical blade, you shatter her sorcerous prison. The anguished scream of Naar echoes through the corridors and dungeons of Dazganon. As its terrible timbre begins to rumble and fade, you are horrified to see a host of monstrous creatures burst forth from the smoky walls of the inner sanctum and close in upon you from all sides.

Freed from the constraints of her prison, Alyss is able to use the power of the Moonstone to bring into being a Shadow Gate which materializes in the floor of the chamber.

‘Come, Grand Master,’ she implores as she gets ready to step into the whirling black abyss. ‘Follow me!’

And with these words she is swallowed up by the inky abyss. Seconds later, you take a running leap and dive head-first into the Shadow Gate, escaping in her wake barely moments before a pack of screeching, gnawing, parasitic horrors engulf the place where you last were standing.

Turn to 350.

109

From the runic inscription on the floor you suspect that the portal may be opened by using a piece of gold. Taking a Gold Crown from your Belt Pouch you carefully examine the three slots, using your Kai senses to help you choose into which one you should place your coin. Unfortunately, your senses can only detect the powerful magical energy that is present in the core of this portal.

If you wish to insert your Gold Crown into the circular slot, turn to 195.

If you decide to insert the coin into the square slot, turn to 214.

If you choose to insert the coin into the triangular slot, turn to 332.

110

Successfully you dodge the flying bolts until you are within a few yards of the open Gates of Darkness. One of the silver missiles ricochets from the floor and gouges a deep groove of flesh from the back of your left thigh: lose 3 ENDURANCE points.

Clutching your injured leg, you stagger forwards and hurl yourself head-first into the darkness of the void.

Turn to 60.

111

You take hold of your rope and make a lasso from one end. Then you cast this loop at a sapling growing on the bank, several yards from the water's edge. The rope hits its mark and you are able to pull yourself over dry land before cancelling the effects of your Levitation spell.

The moment your feet touch the ground, you retrieve your rope and run headlong across the clearing towards a distant perimeter of trees and dense undergrowth. At first the arachnids give chase, but they are not so agile on dry land, and you are soon able to outdistance them. On entering the jungle perimeter, you force your way through thick foliage and discover the remnants of a trail which you follow for nearly a mile until you arrive at the edge of a second clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry across the clearing towards a statue which is crouching among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

Illustration VII—Between the statue's forelegs is a flight of rubble-strewn steps leading down to an open door.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.

112

As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like, substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any: it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)

You are busy cleaning the acidic rain from your equipment with a handful of leaves when suddenly your Sixth Sense warns you of approaching danger. You peer out through a crack in the stones and catch sight of a flock of bat-winged creatures. They are swooping down from out of the rainy sky towards your hiding place.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.

113

Your improved mastery enables you to detect the outline of a large creature approaching through the tunnel. Viewed from the front it has the appearance of a gigantic beetle, but one with hundreds of stubby legs that are moving in rapid waves like those of a millipede. You sense that it is a living creature and not a mechanical device, and that it is approaching at a terrific pace. Its width almost completely fills the tunnel and, unless you take immediate steps to avoid it, you could be knocked down and crushed as it passes through this section.

If you wish to turn and run from the advancing creature, turn to 279.

If you wish to try to find a safe haven where you can avoid its passing, turn to 122.

114

To your relief you sense that you have persuaded the dragon that it is not carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptilians guides your net gently to the ground and then swiftly unhooks it from the dragon's harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptilians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.

115

You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle's dark interior. Cautiously you advance along this overgrown trail, but you have not gone far before you are forced to a halt by a thick curtain of hanging vines and creepers.

Using your advanced Kai Discipline, you command the mossy creepers to move aside and create a tunnel through which you can pass. The reaction to your order is immediate and dramatic. There is a deafening noise, like the sound of heavy tropical rainfall, and suddenly the hanging vines rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat back along the trail before their stinging blows. Rapidly your sense of surprise is surpassed by fear when you realize that these vines are not plants at all; they are hostile living creatures.

If you wish to attempt to evade their attack, turn to 35.

If you decide to try to fight your way through them, turn to 46.

116

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

Turn to 40.

117

As you are getting ready to leap from the rear of the wagon, you suddenly feel your stomach tighten and the skin on your face and hands becomes sore and inflamed. You sense that you are succumbing to the insidious effects of the radioactive ore and, rather than wait a moment longer, you make your jump before you are fully ready.

You hit the tunnel floor with bone-shuddering force, and even though you cover your head and roll expertly to lessen the shock of impact, you suffer painful injuries to your shoulders, knees, and elbows: lose 4 ENDURANCE points.

To continue, turn to 88.

118

Frantically you draw upon your Magnakai Discipline of Psi-screen and form a defensive wall around your mind to repel this destructive surge of psychic energy. You feel the raw power of the attacking Mindforce crash into the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Your hurried defences absorb much of the hostile mind-energy and spare you an agonizing death; however, you do sustain serious damage from this assault which leaves you in a state of psychic shock: lose 8 ENDURANCE points.

If you have survived this psychic wounding, you can continue by turning to 290.

119

The moment your killing blow brings the Lavas crashing to the ground, you quickly sheathe your weapon, grab both of its clawed feet, and drag its still-twitching body into the open archway at the base of the tower. You are anxious to hide the Lavas as quickly as possible to prevent the sight of its carcass from alerting others to your presence here, and so you haul the heavy body down a spiral stone stairway to a landing, one level below. Here you abandon it, but as you turn to hurry away, you see something that brings you skidding to an abrupt halt.

Turn to 270.

120

The moment you reach firm ground, you sprint headlong across the clearing towards a distant jungle perimeter. At first the giant arachnids give chase, but they prove themselves not to be so agile on dry land, and you are soon able to outdistance them and escape.

On entering the jungle perimeter, you force your way through dense foliage and soon discover the remnants of a trail which you follow for nearly a mile until you arrive at the edge of a second clearing. This area of levelled ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry across the clearing towards a statue which is crouching among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.

121

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

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

Kekataag the Avenger: COMBAT SKILL 60   ENDURANCE 58

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

If you win the combat, turn to 29.

122

You scour the tunnel walls but detect no cracks nor crevices large enough to accommodate your body. Then you notice the supporting beams which criss-cross the tunnel ceiling. They protrude no more than a foot or two from the roof of the tunnel, but they could provide you with a way of escaping out of the path of the approaching juggernaut.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 73.

If you possess Kai-alchemy but have yet to attain this rank, turn to 251.

If you do not possess Kai-alchemy, turn to 166.

123

You have covered barely a dozen yards when the shallow ridge of ground disappears completely beneath the surface of the steaming swamp. Within seconds you are wading knee-deep through mud that clings like thick, warm treacle. Yet by drawing on your natural Kai abilities you are able to haul yourself free from this sticky mire and make your way slowly to the distant knoll.

The boughs of the thorny-barked trees of this swamp island are tightly intertwined and form a formidable barrier. Through a gap in their tortured branches you can see a clearing at the centre of this copse and, when you magnify your vision, you glimpse part of a crude stone hut. You unsheathe your weapon and cleave a path through the trees to the clearing where you discover that the hut is surrounded by a moat brim-full of gelatinous black mud, the surface of which is pitted with a myriad of animal tracks. Sensing that the hut is empty, you leap across the moat and take cover inside from the corrosive rain.

If you possess Telegnosis and have reached the rank of Grand Thane or higher, turn to 269.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 348.

124

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

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

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

Turn to 275.

125

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

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

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

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 245.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher, turn to 165.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, turn to 230.

If you do not possess any of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 144.

126

You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.

After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer your senses suddenly scream a warning that you are heading into deadly danger. Instantly you reverse your stroke to change course, but it is already too late. Two slits open in the dark shape and a ghostly light washes over the fog-wreathed ocean. You feel the canoe lurch violently as it is hit by a powerful undercurrent and, in the next terrifying instant, you are sucked into the maw of a titanic sea creature and swallowed whole.

Tragically, your life and your quest for the Moonstone come to a watery end here.

127

You are shocked to the core when suddenly you recognize the faces that have appeared upon the surfaces of the three leading comets. The first is Lord Paido, the Vakeros warrior who accompanied you through the uncharted swamps of the Danarg and later sacrificed his life to protect yours in the infamous Darklord fortress of Torgar. The second is the face of Adamas, the Lord Constable of Garthen, who led the armies of Talestria and Palmyrion in the assault upon Torgar and perished during that fearsome siege. And the third is the bearded face of Sebb Jarel, the brave Eruan partisan who guided you through the Hellswamp and, in so doing, forfeited his life.10

Illustration VIII—The faces of the three doomed souls plead for their release with silent cries.

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

If you possess Deliverance and you have attained the Kai rank of Sun Thane or higher, turn to 163.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 138.

[10] It is possible for Lone Wolf to have visited Torgar without having met Sebb Jarel or accompanied Paido in the Danarg.

128

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

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

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

129

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

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

After making the necessary adjustments to your Action Chart, you may continue by turning to 63.

130

You throw yourself to the ground and, as you fall, you feel the searing heat of the approaching fire-column singe your face and hair.

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

If your total score is now 4 or less, turn to 15.

If it is 5 or more, turn to 328.

131

The howling fires of this supernatural storm lash you with a violent fury. Your Platinum Amulet and your Grand Master skills protect you from being incinerated the instant you emerge into the crater, yet even so, the exposed parts of your body suffer searing burns before you are able to leap back into the shimmering light and escape the wrath of the fire-storm. Lose 2 ENDURANCE points.

To continue, turn to 17.

132

Rapidly the creature's apprehension turns to rage. Growling maniacally, it scrapes its claws repeatedly on the stone ramp to sharpen their curved tips; then it hurls itself towards you with its fang-filled jaw opened wide in readiness to bite.

If you possess Kai-alchemy and wish to use it, turn to 11.

If you possess Magi-magic and wish to use it, turn to 349.

If you do not possess these skills, or if you choose not to use them, turn to 234.

133

Hastily you retreat into the forest of flames and pray that your Kai psychic and camouflage skills will keep you safe from Tzor's dread gaze.

Pick a number from the Random Number Table. If your current ENDURANCE score is 16 or higher, add 1 to the number you have picked. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total is now 2 or lower, turn to 262.

If it is 3 or higher, turn to 338.

134

You leave the causeway and advance through the knee-deep mire towards the shattered heap of grey stone slabs. Only moments before you reach the pile, you hear a buzzing sound which makes you freeze in your tracks. Through a gap in the stones you see a host of winged insects swarming around a large, pear-shaped hive. Glinting scarlet-tipped stingers protrude like small knives from their tails, leaving you in no doubt that these insects could prove deadly if provoked. You are about to turn back when they detect you and become enraged. Moments later this host of angry insects comes pouring from out of every gap in the rocks.

If you possess the Discipline of Assimilance and have reached the rank of Kai Grand Guardian or higher, turn to 238.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 156.

135

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

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

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

If you possess the Sommerswerd or Skarn-Ska, turn to 254.

If you possess neither of these Special Items, turn to 147.

136

Unfortunately, the swooping Lavas see you attempting to take cover and they spiral down to the ground and surround your hiding place. In less than a minute their cries of alarm attract more than two dozen of their kin to this area of derelict ground. At a given signal they close in and attack you mercilessly with spears and tridents. You fight back bravely, dispatching more than ten Lavas before you succumb to their blows and are overwhelmed by their sheer weight of numbers.

Sadly, your life and your quest end here.

137

Using your Kai skill, you command the hesitant creature to abandon its thoughts of attacking you and run away. The beast's evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.

138

Out of a sense of duty and respect for the memories of these three brave men, you pray to the God Kai to release them from their torment (reduce your ENDURANCE score by 4). As you intone the hallowed words of your prayer, you feel an aura of peace and tranquillity descend upon their tortured souls. The twisted and pained faces which adorn the surface of the fiery comets gradually soften and fade until, with an overwhelming sense of release, you detect that they are no more. Through your presence here, and the power of your prayer, the God Kai has been able to penetrate the darkness of this domain and retrieve their souls. It is with a great sense of satisfaction you detect that they have at last found eternal peace upon the Plane of Light.

The comets, now devoid of soul-energy, are drawn back into the orbit of the distant star cluster. You, too, are drawn towards these glowing stars, and as you pass through them at an incredible speed, you glimpse a wondrous sight in the void beyond. A vast rainbow bridge of colour arcs across the immeasurable darkness to a titanic plateau of fire. Your spirits soar when you detect that this is the Bridge of the Damned, the exit that you seek from this astral domain. Yet as you approach the magnificent bridge, you detect a less-welcoming presence. The shadowy riders are returning, and this time they are escorting a creature that sets your pulse racing with fear.

Turn to 272.

139

You hook a link of the chain upon the tip of your weapon and wrench the amulet free from Nza'pok's frozen lip. The amulet ceases to glow the moment it is cut free, and you sense that it is now safe to touch. When you pick it up, you notice that on the facing side is engraved Nza'pok's name and on the reverse side you discover a runic number.

Record this Nza'pok Amulet on your Action Chart as a Special Item, which you keep in your pocket. The runic number on the reverse side is a six. Make a note of this number in the margin of your Action Chart for future reference.

To continue, turn to 314.

140

You notice an open archway at the base of the squat tower. When you focus on this opening, you detect a flight of steps leading down. It occurs to you that with a little luck, helped along by your Kai hunting and camouflage skills, it may be possible for you to slip past the Lavas and escape down these stairs unseen.

If you decide to try to reach the tower stairs, turn to 308.

If you decide that it is too risky, you can stay where you are by turning to 278.

141

With mounting unease you watch as the distant shadow rumbles nearer and nearer. You magnify your vision and note that the approaching shape looks similar to the front of a gigantic beetle, but one with hundreds of stubby legs that are moving in waves like those of a millipede. You sense that it is a living creature and that it is travelling too fast to be able to stop before it reaches you. Unless you take immediate steps to avoid it, you could be run down and flattened when it passes through this section of the tunnel.

Desperate for a place to hide, you scour the tunnel walls but detect no cracks nor crevices large enough to accommodate your body. Then you notice the supporting beams which criss-cross the ceiling. They protrude no more than a foot or two from the roof of the tunnel, but they could just provide you with a way of escaping out of the path of the approaching juggernaut.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 73.

If you possess Kai-alchemy but have yet to attain this rank, turn to 251.

If you do not possess Kai-alchemy, turn to 166.

142

You notice that there is a reptilian guard standing on the wide parapet of the bridge. It is leaning on its trident as it stares idly at the river of bubbling lava which flows through the base of the chasm a mile below. As you observe this creature it occurs to you that if it were to fall into the chasm, this unfortunate mishap would be sure to catch the attention of the handful of creatures who are crossing the bridge at this time. Such a distraction would certainly increase your chances of crossing the bridge unseen.

If you possess a Bow and wish to use it, turn to 317.

If you do not, turn to 9.

143

You drag yourself to your feet and use your Kai healing skills to massage the life back into your numbed arm. As the feeling returns, you take another Gold Crown (remember to erase the one you have just lost) from your pouch and approach the portal once more. This time you are grimly determined to make the door open.

If you wish to insert your second Gold Crown into the circular slot, turn to 195.

If you decide to insert the coin into the square slot, turn to 103.

144

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

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

If you survive the trek, you may continue your quest by turning to 86.

145

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

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

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

Turn to 223.

146

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

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

If you possess Grand Nexus and have attained the Kai rank of Sun Prince, turn to 225.

If you possess Telegnosis and wish to use it, turn to 99.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 313.

147

The towering warrior bellows a curt phrase in the Dark Tongue and suddenly his broadsword is sheathed with a black fire that crackles and spits venomously. Then the cruel dagger clenched in his left hand begins to glow red. When its poisoned tip becomes white hot, it emits a trail of noxious steam.

You yell your battle-cry and launch a swift attack, hoping that a speedy and agile attack will give you the edge you need to defeat this formidable foe. You strike the first blow with enough force to knock the warrior several paces back towards the glowing dragon-gate. But he recovers quickly, and when he expertly counters your second blow upon the hilt of his black sword, you suddenly realize that you are now embroiled in a desperate fight to the finish.

Zantaz: COMBAT SKILL 52   ENDURANCE 50

This warrior is immune to all forms of psychic attack.

If you win this fight, turn to 186.

148

To your dismay you sense that the dragon is convinced that it has a stowaway amongst its cargo. It does not alert the accompanying Lavas, as you had feared, but it does reduce its height. Rather than continuing its flight towards the construction area, it banks towards some broken rocks and derelict dwellings that are located close to the edge of the chasm.

Turn to 161.

149

You sense that the beast has detected your presence among its cargo, and you know that you must act swiftly if you are to prevent it from screeching a warning to the Lavas flying close by. Defiantly you return the dragon's stare and use your Kai skill to command the creature to forget that it has seen you.

Pick a number from the Random Number Table. If your current ENDURANCE score is 10 or lower, deduct 1 from the number you have picked. If it is 20 or higher, add 1.

If your total score is now 3 or lower, turn to 284.

If it is 4 or higher, turn to 31.

150

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

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

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

To continue, turn to 248.

151

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

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

After making the necessary adjustments to your Action Chart, you may continue by turning to 63.

152

Your masterly construction of a strong defensive mental barrier deflects all of the combined psychic energies that are ranged against you. The full power of their attack rebounds upon them with devastating effect. The Lieutenants of Night fall screaming to the floor where they writhe in agony like wounded snakes. The Demoness reels and totters backwards, slumps down heavily upon her throne, and then grips her disfigured head with both hands as she struggles in vain to regain control of her mind.

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

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

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

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

Turn to 201.

153

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

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

154

You recoil as one spear tip scrapes your left wrist and another gouges your chest (lose 1 ENDURANCE point). Fortunately, both wounds are minor and the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

Turn to 5.

155

The moment you enter the beam, you feel yourself descending through the centre of the temple in a cocoon of shimmering blue light. Gradually the heat of the nest of fire gives way to a pleasant coolness, but as you continue your descent deeper and deeper into the unknown, this equable temperature slowly transforms into an unbearable icy chill. Never before have you experienced the terrible coldness that engulfs you now. Fortunately, the magical properties of the Scarab of the Wingless Dragon protect and keep you from freezing to death. (Record this Scarab on your Action Chart as a Special Item which you keep in your pocket.)

As the temperature slowly begins to rise, you are able to examine the Scarab that you took from Huan'zhor's nest, and at once you notice two runic numerals on the back of the wingless dragon, engraved on its surface. (The numerals comprise the number 31. Make a note of this number in the margin of your Action Chart for future reference.) Having satisfied your curiosity, you place the Scarab into the pocket of your tunic and wait patiently for the beam to complete its seemingly endless descent.

Eventually the shimmering light fades and you feel solid ground materialize beneath your feet once more. Stretching before you now lies a gigantic cavern. Its walls of cracked and stained obsidian rise to a high-arched roof where twelve stalactites of glowing lime-green stone form a circle. On the floor directly below this circle are the shattered remains of a crystal dais, its broken fragments glimmering in the cavern's eerie, icy gloom.

If you have ever visited the city of Helgor in a previous Lone Wolf adventure, turn to 84.

If you have never visited this place, turn to 124.

156

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

If you wish to attempt to escape from these angry insects, turn to 212.

If you choose to stand and face them, turn to 318.

157

Fear of being consumed by the approaching fire-storm prompts you to take swift and decisive action. You step into the well and begin a long descent through a column of glimmering azure light. You feel the diamond in your pocket glowing warmly and you sense that, in addition to your Platinum Amulet, it is protecting you from the rigours of this journey into the unknown.

Looking down through the curtain of shimmering light, you can see the roofs of ziggurats and towers rising up to meet you. Gradually you slow to a halt and find yourself standing upon a circular dais of basalt rock atop a large, flat-roofed building. Several yards away to your left you see a squat tower, and to your right, standing at a parapet, you see a horny-skinned creature with wings that glimmer like folded sheets of gold leaf. Your pulse races when you recognize this creature to be a Lavas, one of Naar's deadly minions. The Lavas is peering idly at the view beyond the parapet and is unaware of your arrival, yet you are reluctant to leave the shimmering beam for fear that it may see you and raise an alarm.

If you possess Assimilance and have attained the rank of Kai Grand Guardian or higher, turn to 72.

If you possess Assimilance or Grand Huntmastery, turn to 174.

If you do not possess these skills, turn to 140.

158

You watch as the ore train careers along the tunnel and disappears like a tornado into the gloom. Stillness returns and your natural curiosity, coupled with a gnawing desire to find the Moonstone, prompts you to explore the new passageway. A dank breeze wafts in your face, stale yet pleasantly cool after the invasive dusty heat of the first tunnel. You follow the passage for several hundred yards until you reach an empty cavern where streams of ore-rich water run down the walls, staining them a rusty shade of brown. You are hungry and you decide to stop and rest here for a while. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

While you are resting, you decide to consult the Tome of Darkness to see if it has any useful information about this strange subterranean complex.

Turn to 33.

159

The creature is halfway down the ramp when it pauses to sniff the cool air. With a snickering sound, it crinkles back its snout and allows a stream of saliva to trickle freely from its quavering jaw. In its present state of ravenous hunger it has detected the aroma of something it finds even more enticing than the scent of human flesh: Muntaag honey.

You sense the cause of its sudden delirium and hurriedly you retrieve from your Backpack the package of leaves which contains the honey. The beast lets out a desperate howl and quickly you hurl the package towards the entrance to prevent it from leaping wildly upon you. As the beast scrambles up the ramp, you turn your attention to the portal and attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through it, slamming it shut behind you to prevent the ravenous beast following.

Turn to 210.

160

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

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

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

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

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

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

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

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

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

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

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

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

Turn to 145.

161

As the dragon passes low over the derelict buildings, the bottom of the net skims a jagged parapet and is ripped open. One by one the heavy blocks of stone drop from the ruined net to shatter like exploding bombs when they hit the ground. Desperately you cling to the netting to avoid being swept away and crushed in the fall. The dragon caws loudly when the last block drops away and it sees you entangled in its shredded cargo net. Its frantic cries of alarm alert a passing trio of Lavas who come swooping down to investigate. Fearing capture, you leap from the net and hit a mound of dusty soil which softens your fall. Winded and shaken by the impact, but otherwise unharmed, you roll away from the mound and take cover beneath a cracked slab of basalt in the hope of avoiding the keen eyes of the approaching Lavas.

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

If your total score is now 4 or less, turn to 136.

If it is 5 or more, turn to 340.

162

As the sinister arachnids close in, you attempt to use your improved Grand Mastery to free yourself from the cloying mud and make a leap for the firmer river bank.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 15 or less, deduct 2 from the number you have picked.

If your total score is now 4 or less, turn to 94.

If it is 5 or more, turn to 120.

163

Out of a sense of duty and respect for the memories of these three brave men, you recite the secret words of the ceremony of Kai Exorcism. As you intone the hallowed words, you feel an aura of peace and tranquillity descend upon their tormented souls. The twisted and pained faces which adorn the surface of the fiery comets gradually soften and fade until, with an overwhelming sense of release, you detect that they are no more. Through the power of your ceremony their souls have been allowed to escape from this hellish domain and have gone to seek eternal peace upon the Plane of Light.

The comets, now devoid of soul-energy, are drawn back into the orbit of the distant star cluster. You, too, are drawn towards these glowing stars, and as you pass through them at an incredible speed, you glimpse a wondrous sight in the void beyond. A vast rainbow bridge of colour arcs across the immeasurable darkness to a titanic plateau of fire. Your spirits soar when you detect that this is the Bridge of the Damned, the exit that you seek from this astral domain. Yet as you approach the magnificent bridge, you detect a less-welcoming presence. The shadowy riders are returning, and this time they are escorting a creature that sets your pulse racing with fear.

Turn to 272.

164

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

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

Turn to 343.

165

You draw upon your improved Kai Discipline to alter and redistribute your body weight. This enables you to cross the difficult terrain to the distant crater in as short a time as possible. However, despite your precautions, during your trek you suffer several minor injuries: lose 3 ENDURANCE points.

To continue, turn to 86.

166

You leap into the air with your hands outstretched and make a grab for one of the beams which supports the narrow arch of the tunnel roof.

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

If your total score is now 3 or lower, turn to 231.

If it is 4 or higher, turn to 217.

167

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

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

If you wish to attempt to escape from these angry insects, turn to 212.

If you choose to stand and face them, turn to 318.

168

Suddenly you feel a massive weight hit you between the shoulder blades. You have been struck by a powerful psychic shock wave that propels you head-first through the bloodstained entrance to Naar's inner sanctum. This entrance then closes behind you like a rapidly healing wound: lose 3 ENDURANCE points.

Turn to 68.

169

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

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

Turn to 343.

170

Wielding whips of living flame in each of his eight massive hands, the demonic spectre of Tzor lashes the host of doomed souls without let or mercy. Relentlessly he pursues them around the Plain of Despair, revelling in his sport, allowing them neither rest nor respite from this unending chase. Few avoid his watchful eyes and fewer still escape the searing kiss of his terrible whips of fire.

Illustration IX—The demonic spectre of Tzor wields whips of living flame in each huge hand.

As the towering shape of Tzor looms nearer, you detect a complex web of psychic probes emanating from his being. Clearly he utilizes his prodigious mental powers to monitor the souls of the damned who are trapped here forever upon the Plain of Despair. Then you realize that Tzor's powerful psychic abilities may also alert him to your presence at the edge of the crater. Tzor is fast approaching now; you must act quickly if you are to minimize the risk of being discovered.

If you possess Kai-screen and have attained the Kai rank of Grand Crown or higher, turn to 297.

If you possess Kai-screen but have yet to attain this level of Kai rank, turn to 133.

If you do not possess this skill, turn to 37.

171

You speak the name aloud but to no effect. For a moment there is an uneasy silence; then the rubbery mouth of Nza'pok emits a hideous, bubbling laugh. He is mocking your futile attempt to save yourself by calling upon the powers which bind him in fealty to the Dark God. As his foul form wobbles with undisguised mirth, you quickly unshoulder your Backpack and tear open the flap to retrieve the Tome of Darkness. Nza'pok ceases to laugh when he glimpses its jet-black cover for he is aware of its origins and the powerful secrets it contains.

With a terse growl, he gives the signal to his minions and they hurl their spears into the pit with chilling accuracy. You are struck by more than a dozen of these deadly lances. Mercifully, unlike most who have fallen foul of Nza'pok, your death is swift and painless.

Sadly, your life and your quest for the Moonstone end here.

172

You consider ignoring the combination lock and forcing your way through the trapdoor, but your Kai Sixth Sense warns you against this. The shielding spell which protects this hatch is terrifyingly powerful. If you were to force an entry the sudden release of this power would turn you, and your Platinum Amulet, into glowing cinders in the blink of an eye. Out of frustration you tap a number of the hollows at random, in the hope of hitting the correct sequence, but unfortunately this activates a silent alarm which attracts a host of Lavas to the temple. They swoop in, surround your hiding place, and then launch a merciless attack. You fight them bravely, dispatching more than a dozen before you are finally overwhelmed by their sheer weight of numbers.

Sadly, your life and your quest end here in the Temple of Huan'zhor.

173

As the gout of crackling fire speeds across the hall towards you, you throw yourself to the floor in a desperate attempt to avoid being hit.

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

If your total score is now 5 or lower, turn to 83.

If it is 6 or higher, turn to 39.

174

With total confidence in your own stealth and agility, you step out from the column of light and tiptoe silently towards an open archway at the base of the tower. The Lavas fails to detect you. Upon reaching the archway you quickly descend a spiral stairway to a landing, one level below, where you see something that makes you freeze in your tracks.

Turn to 270.

175

You let fly your Arrow and it hits the creature's forehead, but its thick skull bone deflects the steel tip and the shaft fails to penetrate.

The hyena-beast shrieks and twists its head violently. Then it suddenly opens its great jaw and coughs up a ball of vile phlegm which it spits at you with stunning force. You dive to the floor to avoid being hit by this evil-smelling projectile and it speeds over your shoulder to splatter loudly against the portal. Droplets of saliva spray the back of your legs, leaving tiny white stains where it instantly removes the checked dyes from your breeches. You wipe your legs with the hem of your cloak but your stomach heaves when you detect that the creature's saliva contains a virulent plague bacteria.

Fortunately, your innate Magnakai Disciplines of Nexus and Curing immediately neutralize this deadly plague virus, rendering it harmless to you. The creature howls with anger and frustration; it has never before encountered any living being capable of resisting its deadly plague-ridden saliva, and your unexpected survival makes it feel suddenly anxious and uncertain.

If you possess Animal Mastery, turn to 137.

If you do not possess this Grand Master Discipline, turn to 293.

176

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

Turn to 47.

177

You unsheathe your weapon and advance towards the stairwell, using your Kai senses to guide and hide your stealthy approach. When you reach the threshold of the open entrance you scour the surrounding archway for traps, but detect nothing untoward. With caution you move inside and discover the interior is slick with moisture that glistens like sweat on the smooth, glassy walls. A wide stone ramp descends from the entrance to a sealed portal which is engraved with runes. You cannot immediately decipher them but you sense that they are evil in design and possess some destructive power locked within their jagged forms. They cover every square inch of its surface.

You have begun a detailed examination of the portal in the hope of fathoming some of its secrets, when you suddenly hear a noise above and behind you. Instantly you spin on your heel and reach for your weapon, but the outline that you see silhouetted in the archway at the top of the ramp is so shocking that you are unable to close your trembling hand.

Turn to 268.

178

You use your Discipline to will the insects to fall asleep. Unexpectedly, despite their size, you sense an unusually strong resistance to your mental command.

Pick a number from the Random Number Table. If you possess the Grand Master Disciplines of Kai-surge and Nexus add 3 to the number you have picked.

If your total score is 5 or less, turn to 323.

If it is 6 or higher, turn to 191.

179

You descend the spiral stairs to the base of the tower and make your way quickly through the narrow alleys of this subterranean settlement. Your Kai camouflage skills keep you hidden from the Lavas and dragons that soar overhead, and you are able to reach the edge of the quarry unnoticed. Here you observe teams of reptilians chiselling freshly quarried stone into perfect cubes. Other teams load these heavy blocks into nets, fourteen to each, and then fix them by hooks and harness to the dragons who transport them across to the far side of the chasm.

Illustration X—Teams of reptilians chisel the freshly quarried stone into perfect cubes.

Stealthily you make your approach to an area where full nets are awaiting transport. Using your Magnakai Discipline of Nexus, you open a sealed net and hide yourself inside among the blocks of stone before closing up the seal behind you. Minutes later you hear the beat of large wings and the frenzied chattering of the reptilian work crews as they struggle to affix the net to a dragon's harness. Then the wings beat faster and you feel yourself swinging free from the ground. Slowly the great dragon hauls its heavy cargo into the air. As it begins to level out, you peer down through a gap in the blocks to see the chasm looming nearer. Then you see a river of scarlet lava flowing along the base of this great divide, more than a mile deep. The dragon is approaching the far side when suddenly it dips its huge head and looks down at the cargo hanging below its belly. An icicle of fear stabs your heart when you see its ghoulish eye staring directly at the place where you are hiding.

If you possess Animal Mastery and wish to use it, turn to 149.

If you possess Kai-surge and wish to use it, turn to 62.

If you possess Kai-screen and wish to use it, turn to 205.

If you do not possess these skills, or if you choose not to use them, turn to 42.

180

You reach to your throat and close your fingers upon the Platinum Amulet which hangs by a cord around your neck.

‘Ah, I see that you already possess a sigil of power,’ says Lord Rimoah, upon noticing the oblong of precious metal as you withdraw it from beneath the collar of your robes. ‘It would appear that you are better prepared for the quest than I had anticipated.’

With a nod of his head he motions to Lord Ardan who then retrieves an almost identical amulet from among the items on the table. Ardan gives the amulet to Rimoah and he slips it into his pocket.

‘You'll not be requiring this after all,’ he says, ‘but there is something which I'm sure you will find most useful. And I'm certain that you have not come across anything of its like before.’

Once again Rimoah motions to Ardan and the elderly wizard responds by taking up a small package that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly, you take it from him.

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

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

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

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

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

To continue, turn to 329.

181

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

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

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

If your total score is now 0–2, turn to 342.

If it is 3–7, turn to 117.

If it is 8 or higher, turn to 221.

182

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

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

Turn to 210.

183

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

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

Turn to 243.

184

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

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

If your total is 4 or less, turn to 206.

If it is 5 or more, turn to 154.

185

Two great scaly legs, each tipped with razor-clawed talons, precede the huge bulk of Huan'zhor as he lowers himself down upon his nest of flames. You take cover as best you can among the piles of treasure, but when his talons descend to within an arm's length of where you are cowering the Dragonlord suddenly detects your presence. He emits a deafening roar and bolts of flame shoot from his mouth to explode with shattering effect among the piles of precious artefacts that lie close to where you are sheltering. Hurriedly you roll away from your hiding place and unsheathe your weapon as you scramble to your feet. There is now no place for you to hide, and you dare not enter the transporter beam without the Scarab of the Wingless Dragon for fear of certain death. Your quest and survival now depend on the outcome of your imminent combat with the mighty Huan'zhor.

Huan'zhor the Dragonlord: COMBAT SKILL 56   ENDURANCE 60

This being is immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess a Blue Diamond, you may add 3 to your COMBAT SKILL for the duration of this combat. If you possess Skarn-Ska, you may add 2 (in addition to all other combat bonuses applicable for this Special Item) to your COMBAT SKILL for the duration of this combat.

Conduct this fight using normal combat procedures. However, as soon as your enemy's ENDURANCE score falls to 20 or less, do not continue. Instead, turn immediately to 70.

186

Your killing blow sends the warrior tumbling from the stone beam to plummet headlong into the yawning black chasm. A ring of fire bursts around him as he falls, illuminating the distant base of this vast pit which is filled with a sea of black flame. You observe his fall with a sense of grim satisfaction until you suddenly become aware that you are still in mortal danger. The tongue of rock is continuing to roll steadily towards the dragon-gate, and unless you hurry to enter this glowing portal you risk being crushed to death in its stony coils.

If your current ENDURANCE score is 4 or less, turn to 276.

If your score is 5 or more, turn to 303.

187

You feel the raw power of the attacking Mindforce crash into the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Your Kai defences absorb much of the destructive mind-energy; however, you do sustain damage from this assault which leaves you in a state of psychic shock: lose 6 ENDURANCE points.

If you have survived this psychic wounding, you can continue by turning to 290.

188

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

Illustration XI—The sinister command echoes in your mind: Slay him, Jantoor!

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

If you wish to attempt to dodge this gout of fire, turn to 130.

If instead you wish to try to deflect it with the blade of your sword, turn to 319.

189

Your camouflage proves to be inadequate and your presence is swiftly detected by Naar's bodyguards. Then, with devastating speed and ruthlessness, a host of monstrous creatures descends upon you from the surrounding maze of tunnels. You fight bravely but your resistance is to no avail; you are captured, disarmed, blinded, and hurled from the battlements of Dazganon out onto the Plain of Despair, where you are fallen upon by thousands of vengeful spirits, many of whom were slain by your hand. Your physical death is swift, but tragically your spirit is doomed to spend the rest of eternity running endlessly with the host of lost souls, here upon the Plain of Despair.

Your life and your quest end here.

190

Your intuition and Kai Sixth Sense inform you that the circular slot is the keyhole to this portal. Not having the proper key to fit, you decide to improvise as best you can by using something metallic to trigger the lock.

If you possess a Dagger, turn to 164.

If you possess an Arrow, turn to 244.

If you possess neither of these Weapons, turn to 199.

191

The insects fall under the spell of your mental command and enter the core of their hive to sleep. When all their number have entered and you are sure that it is safe to approach, you squeeze yourself through a gap in the stones and take shelter here from the rain.

As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any: it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)

You are busy cleaning the acidic rain from your equipment with a handful of leaves when suddenly your Sixth Sense warns you of approaching danger. You peer out through a crack in the stones and catch sight of a flock of bat-winged creatures. They are swooping down from out of the rainy sky towards your hiding place.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.

192

You are approaching the entrance when Alyss suddenly raises her bowed head and screams a telepathic warning that you are about to enter a trap. Instantly you skid to a halt, but moments later you feel a massive weight hit you between the shoulder blades. You have been struck by a powerful shock wave that propels you head-first through the bloodstained entrance to Naar's inner sanctum, which closes behind you like a rapidly healing wound.

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch at you.

Turn to 237.

193

You draw your magical blade and sever the blood-sucking vine with one swift stroke. The sundered creeper screeches as it recoils, spraying you with sticky green slime, and it whips away into the trees above. Gagging at the stench of the creature's foul ichor, you pull yourself upright and stagger away along the trail. You are within a few yards of the beach when your escape is suddenly blocked by a wall of flailing vines which descend with alarming speed from the canopy of low branches. You must fight them.

Haemodyls: COMBAT SKILL 47   ENDURANCE 47

These vine-creatures are especially vulnerable to your magical blade: add 2 to your COMBAT SKILL (in addition to all other combat bonuses for this Special Item) for the duration of this combat. Also, if you possess Animal Mastery, you may add a further 2 to your COMBAT SKILL for the duration of this fight. However, these vines are immune to all forms of psychic attack, except Kai-blast and Kai-ray.

If you win the combat, turn to 19.

194

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

Turn to 331.

195

You press the Gold Crown into the circular slot and hear it fall into a hollow near the base of the door. Then there is a sudden crackle of electrical power and, with a grating squeal, the great portal slowly swings open.

Remember to erase 1 Gold Crown from your Action Chart.

To continue, turn to 343.

196

Your patience and your courage pay a handsome dividend. Like a streak of lightning, you race across the open bridge and reach the far side without being seen. Once safely across, you dive for cover in the empty lower storey of a newly-constructed dwelling, one of several that encircle the main temple. Here you pause to catch your breath and take some time to formulate a way of avoiding the many teams of reptilians who are busy building the crude block dwellings on this side of the chasm.

Unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 220.

197

You unsheathe your weapon just in time to defend yourself against their ferocious attack.

Avagnids: COMBAT SKILL 48   ENDURANCE 40

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

If you win the combat, turn to 316.

198

As you draw level with the great table, your eye is caught by the phial of potion lying upon its pillow of purple silk. You feel tempted to try to reach this container full of golden fluid, but you are wary of the enemy who are fast approaching, many of whom are armed with deadly crossbows. To attempt to retrieve this potion now could expose you to their missile fire.

If you wish to try to retrieve this potion from atop the giant table, turn to 253.

If you choose to ignore the potion, you may take cover behind the table by turning to 75.

199

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

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

Turn to 343.

200

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

Illustration XII—The colossus has the psyche of an automaton: cold, brutal, and utterly inhuman.

If you possess a Bow and wish to use it, turn to 336.

If you do not possess a Bow or choose not to use it, turn to 26.

201

Pouring from the mouth of every tunnel that converges upon the antechamber outside Shamath's Throne Room is a howling host of robed and skeletal creatures. The skeletal beings are armed with short swords and they march slowly with stiff machine-like movements, whilst the robed creatures shriek, howl, and move like demons. They streak ahead of their lumbering skeletal comrades and, as they burst into the Throne Room, you see that they are armed with gleaming silver crossbows. Fearful of being struck by a bolt fired from one of these formidable weapons, you dash to take cover behind Shamath's great marble table.

If you possess Telegnosis, turn to 104.

If you do not possess this Discipline, turn to 198.

202

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

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

If you possess the Discipline of Grand Huntmastery and have reached the rank of Kai Grand Guardian or higher, turn to 123.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 78.

203

Your Arrow buries itself deeply into the creature's throat and brings it crashing to the ground. Howling with pain, it rises unsteadily and looks at you with eyes that blaze like two fiery suns. It has suffered a near-fatal wound yet you sense it still possesses strength enough to rend you limb from limb. You draw another Arrow to your Bow but the sight is enough to break the creature's nerve and, with a final shriek, it scrambles away up the ramp. You watch it disappear through the archway before you shoulder your Bow and turn your attention to the portal. You are anxious to examine its surface and find a way to open it.

Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.

204

From your sanctuary among the roof beams you watch as the ore train careers along the tunnel and disappears like a tornado into the distant gloom. When you can no longer hear its thunderous roar, you leap to the ground and press on along the tunnel to where a new passageway branches off to the right. Your gnawing desire to find the Moonstone prompts you to explore this tunnel and you follow it for several hundred yards until you reach a dank and empty cavern. Streams of ore-rich water run down the walls of this chamber, staining them a rusty shade of brown. You are hungry and you decide to stop and rest here for a while. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

While you are resting, you decide to consult the Tome of Darkness to see if it has any useful information about this strange subterranean complex.

Turn to 33.

205

You sense that the dragon suspects that it has a stowaway hiding amongst its cargo, but its eyesight is poor and it is not sure of what it sees. However, you dare not run the risk of the beast alerting the Lavas that are flying close by. Their eyesight is keen and they would be sure to spot you. Quickly you muster your psychic Kai defences and natural camouflage skills in an attempt to keep yourself hidden.

Pick a number from the Random Number Table. If your current ENDURANCE score is 10 or lower, deduct 1 from the number you have picked. If it is 20 or higher, add 1.

If your total score is now 2 or lower, turn to 305.

If it is 3 or higher, turn to 102.

206

You gasp as one spear gouges your right leg and another clips your left elbow (lose 3 ENDURANCE points). Fortunately, both wounds are superficial and the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

Turn to 5.

207

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

The spirits of Darklords Haakon and Kraagenskûl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener Druids, Acolytes of Vashna, and Nadziranim and their Liganim minions.

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

Turn to 170.

208

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

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

If your total is now 6 or less, turn to 169.

If it is 7 or more, turn to 87.

209

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

Tragically, your life and your quest come to a frozen end as you attempt to escape from the realm of Huan'zhor the Dragonlord.

210

The moment you pass through the portal you are assailed by an overwhelming odour of decay. The vile stench of putrefaction has been ever-present since you landed upon the shores of this unwholesome realm, but the reek that occupies the chamber you have now entered is immeasurably worse. Your innate Magnakai Discipline of Nexus protects you from the harmful effects of this diseased odour, yet even so you feel nauseous and heavy-headed: lose 1 ENDURANCE point.

The walls drip with a yellow slime that radiates a dim fluorescence by which you can see an open archway in the far wall. Eager to escape from this stench-filled chamber, you enter and explore a tunnel which lies beyond the archway. Unfortunately the stench is no better here. In fact, the further you explore this twisting passageway the worse it becomes. Yet you press on regardless, allowing your instincts and your Kai senses to guide you to the source of the alien power that lies somewhere within this foul lair.

The tunnel continues for more than a mile, descending deeper by ramp and stair until it arrives at a vast circular chamber. Here you discover a huge door fashioned from a strange, shimmering green metal. Runes adorn its carved panels, mirroring those that are engraved in a large circle in the centre of the stone floor.

If you have ever visited Mogaruith in a previous Lone Wolf adventure, turn to 265.

If you have never visited this place, turn to 41.

211

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

Illustration XIII—A crackling arc of electricity leaps from the tip of Skarn-Ska to Kekataag's feet.

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

Kekataag the Avenger: COMBAT SKILL 60   ENDURANCE 58

This enemy is an undead warrior. Your sword is especially effective against him and you may therefore add 3 to your COMBAT SKILL (in addition to all other combat bonuses for this Special Item) for the duration of this combat.

If you win the fight, turn to 29.

212

You turn and run back towards the causeway but, as you flee, your boot becomes entangled by a submerged briar and you fall face-first into the swamp: lose 2 ENDURANCE points.

As you stagger to your feet, the insect swarm forms into a long line that comes diving towards your head. You duck to avoid their whirling tail-blades as they buzz by on either side of your face. You must fight them.

Muntaag swarm: COMBAT SKILL 47   ENDURANCE 40

These insects are especially susceptible to all forms of psychic attack: double all appropriate bonuses.

If you win this combat, turn to 285.

213

Feverishly you search among the smouldering treasures, many of which have been damaged by the fiery bolts that issued from the mouth of Huan'zhor during your fierce combat. You pray to Ishir that the scarab has not been destroyed and your heart skips a beat when, moments later, you discover the item you are seeking. It is protruding from the broken shell of a golden orb that has been damaged by one of the Dragonlord's fire bolts. You prise the scarab from its hiding place and then rush towards the transporter beam. You are eager to escape this nest before the arrival of the Lavas horde.

Turn to 155.

214

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

Turn to 257.

215

You pull yourself to your feet and look with mounting dread at a nightmarish landscape which 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 claw vengefully at the smoky orange sky.

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

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 245.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher, turn to 165.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, turn to 230.

If you do not possess any of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 144.

216

You work the turgid water with your paddle and enter the sluggish tidal flow of the estuary. Warily you scan the jungle which fringes both banks of this wide river mouth, your eyes peeled for signs of danger. You sense the presence of hostile creatures yet, even with your advanced Kai skills, you can detect no evidence that this territory is inhabited. You have progressed more than a mile up river when you notice the jungle on the left bank is receding, leaving an expanse of marshy ground dotted with shrubs and sparse vegetation. You bring the canoe towards this bank where it grounds in the shallows less than twenty feet from the muddy shore. Not wishing to get any muddier than is necessary, you leap from the canoe towards the grassy bank but land a few feet short. To your dismay, you immediately sink up to your knees in the soft, sludgy mire.

Suddenly you hear the sound of churning water. You glance behind and are horrified to see three large spider-like monstrosities rising up out of the murky water at the rear of the canoe. These creatures are the size of large dogs and their bulbous bodies are covered with short stubbly hairs. With unnerving stealth they creep across the mud and attack with their barbed forelegs and needle-sharp teeth.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, and wish to use this skill, turn to 162.

If you possess Telegnosis and have reached the rank of Sun Lord or higher, and wish to make use of this skill, turn to 240.

If you possess Kai-alchemy and wish to use it, turn to 283.

If you do not possess any of these Grand Master Disciplines, nor a Bow, do not wish to use them, or if you have yet to attain the required level of Kai Mastery, turn instead to 197.

217

You manage to hold on to a beam and pull yourself into the tangle of ceiling joists. Hurriedly you wedge yourself between one of these supports and the rough ceiling. Then, seconds later, you glimpse the back of the gigantic beetle-creature as it thunders through the tunnel just a few feet below where you are hiding. A cloud of dust and a long line of ore wagons follow in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock, heavily veined with a mineral that radiates a strange yellow luminescence.

If you wish to leap onto the last ore wagon as it passes by below you, turn to 181.

If you do not wish to leap onto the wagon, turn to 204.

218

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

Illustration XIV—Seven skeletal riders appear, mounted upon hellish steeds.

If you have ever visited Yanis, the Shining City, in a previous Lone Wolf adventure, turn to 176.

If you have never visited this place, turn to 47.

219

You feel the terrible power of the hostile Mindforce colliding with the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Your Kai defences absorb and deflect much of its destructive energy, and you are able to survive the attack with little damage to your psychic senses: lose 3 ENDURANCE points.

To continue, turn to 290.

220

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

If you possess a Blue Diamond, turn to 295.

If you do not possess this Special Item, turn to 239.

221

You suddenly feel your stomach tightening and the skin on your face and hands becomes sore and inflamed: lose 2 ENDURANCE points. You sense that it is the insidious effect of the radioactive ore and, rather than wait a moment longer, you leap from the rear of the speeding wagon.

You hit the tunnel floor and roll expertly to reduce the shock of impact. Despite the high speed and hard surface, your Kai skills and natural agility help you to survive the landing without sustaining further injury.

To continue, turn to 88.

222

You choose the exact moment to release your Arrow and it finds its mark with pinpoint accuracy. The creature emits a high-pitched squeal and rears up with its forelegs scrabbling the air in a last futile effort to get at you. Finally, it surrenders to death and comes crashing down upon the canoe.

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

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.

223

You accompany the members of the secret council to the deepest chamber below the Guildhall wherein lies the Daziarn Portal. It is a perpetual entrance to a Shadow Gate and is one of only a handful which exist upon Magnamund. For many centuries the magicians of Toran have used this portal to banish criminals and traitors from Sommerlund, believing that it led to the limbo of deep space from where there could be no escape. However, in recent years their understanding of this portal has greatly increased following your own journeys through similar Shadow Gates. Inspired by your accounts of the planes of existence which lie beyond the material universe of Aon, and by their own experimentation, the Brotherhood magicians and the Elders of the High Council of Dessi have since been able to achieve limited control over the forces which exist within these supernatural portals.

Using this newly-acquired knowledge of Shadow Gates, coupled with their powerful arcane lore, the council members begin preparations for a ritual which will culminate with you stepping into the Daziarn Portal. Rimoah oversees the drawing of an intricate pentagram upon the flagstones at the threshold of the portal, whilst Guildmaster Banedon instructs his guildsmen in the recital of complex spell chants and the placing of magical artefacts at key points around the chamber. The preparations are painstaking and lengthy. During this period you reflect on the quest you have vowed to undertake and Lord Rimoah takes time to reassure you of the vital importance of your mission. He also offers you some magical items which could prove invaluable during your quest for the Moonstone.

If you possess the Sommerswerd, turn to 27.

If you do not possess this Special Item, turn to 307.

224

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

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

If you possess the Sommerswerd or Skarn-Ska, turn to 254.

If you possess neither of these Special Items, turn to 147.

225

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

Turn to 150.

226

You dig your heels into the soft loamy soil and steel yourself to fight these greedy bloodsucking vines.

Haemodyls: COMBAT SKILL 49   ENDURANCE 47

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

If you win the combat, turn to 19.

227

The unexpected sight of your face in the pool fills Shamath with a blind rage, for it has alerted her to your presence in her Throne Room. As her burning rage subsides, you sense that she is communicating telepathically with her two lieutenants. Suddenly, all three turn to stare at the icy pillar behind which you are hiding, and your Sixth Sense warns you that they are preparing to launch a combined psychic attack.

If you possess Kai-surge and have attained the rank of Kai Grand Guardian or higher, turn to 267.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 335.

228

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

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

If you possess Assimilance and have attained the Kai rank of Sun Prince, turn to 273.

If you possess the Sommerswerd and wish to use it, turn to 188.

If you possess Skarn-Ska and wish to use it, turn to 347.

If you do not possess Assimilance, have yet to attain the required level of Kai rank, or do not possess either Special Item (or have chosen not to use it), turn instead to 306.

229

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

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

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

If you wish to attempt to escape before they block the entrance completely, turn to 151.

If you choose to stand and fight them, turn to 32.

230

You use your Grand Huntmastery skills to improve your mobility as you trek across the dangerous terrain which separates you from the distant volcanic crater. However, despite your ability and agility, during this trek you incur several minor injuries: lose 3 ENDURANCE points.

To continue, turn to 86.

231

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

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

232

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

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

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

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

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

If you wish to paddle your canoe into the river estuary, turn to 216.

If you decide to beach your craft on the stony shore and explore the forest beyond, turn to 85.

233

You are within ten feet of the threshold of the Gates of Darkness when a silver bolt passes clean through your left shoulder and the shock of its impact slams you to the ground: lose 5 ENDURANCE points.

Gritting your teeth against the agonizing pain, you stagger to your feet and then hurl yourself forwards into the darkness of the void.

To continue, turn to 60.

234

As the beast leaps from the ramp you jump into the air, pivot in mid-flight, and bring your weapon crashing down upon the top of its skull. The power of your blow deflects the creature and sends it slamming into the wall. It growls in surprise and pain but it does not forget its hunger; it simply shakes its bloodied head and springs once more towards you. Dodging this clumsy attack with ease, you let loose a backhanded swipe which slices a chunk of flesh and muscle from its furry shoulder. It yelps and writhes against the pain, but it still refuses to give up the fight. With lightning speed it recovers and lunges for your chest with its claws. You sidestep but it succeeds in knocking you backwards as its heavy bulk glances your arm. Cursing its tenacity, you steel yourself for what will be a desperate fight to the finish.

Ghazoul: COMBAT SKILL 50   ENDURANCE 40

This creature is immune to all forms of psychic attack, except Kai-blast and Kai-ray.

If you win the combat, turn to 36.

235

Your stealth and Kai skills keep you safe from the gaze of the Lavas. Undetected, you reach the open archway at the base of the tower and descend a spiral stone stairway which leads to a landing, one level below. It is here that you see something that brings you skidding to an abrupt halt.

Turn to 270.

236

Immediately the swarm of insects falls silent and you sense that your psychic attack has had a devastating effect upon their rudimentary minds (in this instance, you need only reduce your ENDURANCE score by 2 for using this form of attack).

For a few moments the insects are rendered motionless; then suddenly they re-animate and stream out of the hollow in all directions in a chaotic rush to escape. You watch as the last few disappear into the encroaching curtain of acidic rain and, when you are sure that the hollow beneath the stones is now empty of insects, you squeeze yourself through a gap and take shelter.

As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any; it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)

You are busy cleaning the acidic rain from your equipment with a handful of leaves when suddenly your Sixth Sense warns you of approaching danger. You peer out through a crack in the stones and catch sight of a flock of bat-winged creatures. They are swooping down from out of the rainy sky towards your hiding place.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.

237

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

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

If you possess the Sommerswerd, turn to 121.

If you possess Skarn-Ska, turn to 211.

If you do not possess either of these Special Items, turn to 282.

238

You draw on your Grand Mastery to summon a fog from the surrounding mire. Instantly a bank of impenetrable mist arises from the stagnant slime and engulfs your body, obscuring you from the sight of the attacking swarm. You hear them buzzing angrily in frustration but then their noise gradually fades as they trail away in confusion across the swamp.

You move forwards and emerge from the fog to find yourself standing beside the mound of stone slabs. The hollow beneath the stones is now empty of insects and so you squeeze yourself through a gap and take shelter here from the rain.

Turn to 112.

239

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

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

If you think you know what this secret number is, turn now to the entry that is the same as your answer.11

If you do not know the answer, turn to 172.

[11] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

240

You attempt to use your improved Kai Discipline to alter your weight and free yourself from the cloying mud before the sinister arachnids close in for the kill.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 12 or less, deduct 2 from the number you have picked.

If your total score is now 4 or lower, turn to 94.

If it is 5 or higher, turn to 120.

241

You are halfway across the bridge when you are spotted by a Lavas passing high overhead. Immediately it signals to two of its companions and all three creatures swoop down to block your exit. Their cries of alarm attract more than two dozen of their kin, and also alert a party of reptilians at the chasm's edge. At a given command they close in and attack you mercilessly with their spears and tridents. You fight them with stunning bravery, dispatching more than ten Lavas and seven reptilians before eventually you succumb to their sheer weight of numbers.

Sadly, your life and your quest end here on the Huan'zhor Chasm Bridge.

242

You use your advanced ability to form a shield around your mind as a defence against a possible psychic assault. This precaution proves to be a wise one for as the net hits the ground, the Dentaag unleash a violent psychic attack in an attempt to weaken and subdue you.

Turn to 82.

243

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

Illustration XV—You are shocked to see the Demoness's hideously scarred and disfigured face.

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

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

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

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

‘Ayeeeeeee!’ howls Shamath. ‘It is Lone Wolf! The Kai Lord is here!’

If you have ever encountered Demoness Shamath in a previous Lone Wolf adventure, turn to 22.

If you have never encountered this being before, turn to 227.

244

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

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

Turn to 343.

245

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

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

To continue, turn to 86.

246

Drawing once again upon your knowledge of Brotherhood magic, you utter the words of the spell Teleport and will yourself to move through the air towards a place on the far side of the clearing, close to the jungle perimeter (lose 1 ENDURANCE point). At first the arachnids come scurrying onto the shore to follow your line of flight, but you quickly outdistance them and they lose interest and return to the muddy river. As you descend to make your landing you see that, in frustration, they have turned their attention to your grounded canoe which they rip apart with their powerful jaws.

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

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill, or choose not to use it, turn to 177.

247

You concentrate upon the insect hive and direct a powerful Kai-blast at its core.

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

If your total score is now 6 or less, turn to 167.

If your score is 7 or higher, turn to 236.

248

Beyond the Bridge of the Damned, you enter the vast forest of fire that encircles the perimeter of Naar's realm. You sense that your Platinum Amulet is keeping you safe from the hellish heat of this region, and your Kai ability to spirit-walk is propelling you on a swift and steady course towards the central crater.

Upon reaching the lip of this crater, the forest of fire comes to an abrupt end and you get your first clear view of the desolation which surrounds the stronghold of Dazganon. Cosmic winds blow across this barren plain, moaning like tortured souls. Now and then you hear cries of pain, bursts of mocking laughter, and haunting alien howls that chill your blood. Then you see swirling gossamer shapes that grow and multiply as your psychic senses become attuned to their presence. Millions of evil souls are swirling around the crater which encompasses Naar's stronghold, and as you watch their endless passage with a sense of awe and disbelief, you realize that this is the Plain of Despair detailed upon the last page of the Tome of Darkness. You stare at the ceaseless torment of these evil souls and you are deeply shocked by the visage of one spirit which rises out of the howling mass.

If you have ever visited the Isle of Khor in a previous Lone Wolf adventure, turn to 79.

If you have never visited this place, turn to 207.

249

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

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

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

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

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

If you agree to forgive the spirit of Cadak and wish to pick up the ring, turn to 128.

If you refuse to forgive the spirit of Cadak and decide that you will not pick up the ring, turn to 20.

250

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

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

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

If your total score is 4 or less, turn to 77.

If it is 5 or more, turn to 327.

251

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

If you wish to leap onto the last ore wagon as it passes by below you, turn to 181.

If you do not wish to leap onto the wagon, turn to 204.

252

You watch with mounting dread as a score of the winged creatures encircle your hiding place and give vent to a piercing wail that makes your flesh crawl. The sound of their cries unsettles you, but this discomfort pales in comparison to the shock you experience upon seeing the unexpected response to their hideous cries.

Turn to 280.

253

You leap up at the table and, as you grab the phial from the pillow with your left hand, a bolt whistles past and grazes the palm of your right: lose 1 ENDURANCE point.

The moment you hit the ground, you stagger forwards and throw yourself behind Shamath's great Throne of Power. Crouching here, with fear running cold in your veins as you listen to the hiss of flying missiles and the screams of the approaching horde, you suddenly notice the waters of the strange pool which lies no more than a dozen yards from the rear of the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly your mind recalls the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darkness, an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your grazed right palm and a stunning transformation takes place when a few droplets of your blood hit the pool's swirling surface.

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

Turn to 300.

254

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

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

Zantaz: COMBAT SKILL 52   ENDURANCE 52

This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat.

If you win this fight, turn to 186.

255

You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle's dark interior. Cautiously you advance along this overgrown trail, but you have not gone far before you are forced to a halt by a thick curtain of hanging vines and creepers.

If you possess an edged Weapon (e.g. a Sword or an Axe) and wish to use it to cut a path through this undergrowth, turn to 304.

If you do not possess an edged Weapon, turn to 24.

256

Hurriedly you retrieve the Potion from your pack for you recall that Shamath had intended to use this preparation to enact her revenge upon Avarvae. With the memory of the Demoness's words lingering prophetically in your ears, you pull out the stopper which seals the glass phial and hurl the golden fluid into the sneering face of the Tormentress.

Avarvae's scream echoes to the furthest corners of her vast domain. With her hands clutched to her face, the wounded Tormentress soars like a meteor into the darkness above and disappears completely, leaving her carriage and her escort of outriders dazed and confused in her wake. The sound of Avarvae's terrible scream followed by her sudden rout shatters their nerve. Quickly they wheel their steeds about and, with Avarvae's chariot in tow, they flee across the cosmic starscape in search of their immortal mistress.

The way is now clear for you to reach the Bridge of the Damned. Using your innate Magnakai Discipline of Divination, you will yourself towards the bridge and feel your body moving rapidly through the void towards its rainbow span. (Remember to delete Shamath's Potion from your Action Chart.)

Turn to 150.

257

You pull yourself to your feet and use your Kai healing skills to massage the life back into your numbed arm. As the feeling returns, you take another Gold Crown (remember to erase the one you have just lost) from your pouch and approach the portal once more. This time you are determined to make the door open.

If you wish to insert your second Gold Crown into the circular slot, turn to 195.

If you decide to insert the coin into the triangular slot, turn to 309.

258

‘But with respect, Lord Rimoah,’ you reply, ‘the scabbard in which I carry the Sommerswerd is woven from strands of pure korlinium.’

You lift the sword, in its scabbard, and invite Rimoah to inspect it more closely. He steps forward and his eyes run up and down the length of the sword's seemingly plain sheath. Sagely he nods his approval.

‘Indeed, it is korlinium and it will keep hidden the blade's true power from Naar's foul spawn,’ he says, and then he smiles wryly. ‘Until, that is, the time comes when you decide to unleash that power against them.’

‘Your scabbard will shield your goodly blade, Grand Master,’ comments Lord Ardan, ‘but what of yourself? You are imbued with Kai powers that may readily be detected. Your formidable skills could alert Naar's minions to your presence among them.’

If you possess a Platinum Amulet, turn to 53.

If you do not possess this Special Item, turn to 296.

259

You hurry down the spiral stairs to the base of the tower and make your way quickly through the narrow alleys of this subterranean settlement. Using your Kai camouflage skills to stay hidden from the Lavas and dragons that soar overhead, you are able to make your way undetected to a group of rock mounds that overlook the chasm. Here you take cover behind a mound of broken rocks and settle down to observe the bridge. You note that the traffic flowing across it is not constant; there are occasional periods when the bridge is empty. However, it is exposed to the air for its entire length, some five hundred yards, and it would be difficult for anyone on the bridge to avoid being seen by the creatures who fly back and forth across the chasm. At length you determine that if you are going to make a successful crossing here, you must first wait until the bridge is clear and then you must cause some kind of diversion that will draw away the unwanted attention of the Lavas and dragons.

If you possess Animal Mastery and have attained the Kai rank of Grand Crown or higher, turn to 264.

If you possess Kai-surge and have attained the Kai rank of Grand Thane or higher, turn to 66.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 142.

260

You approach the archway, and after checking that there are no hidden traps, you enter. Beyond lies a vast unlit hall which is filled with rows of weapons and armour. Racks of swords, spears, axes, and shields stretch into the distance as far as your keen eyes can see. Most are crudely forged and of alien design, yet the sheer number of weapons contained within this hall is enough to take your breath away.

Of the thousands of weapons contained in the racks nearest to the archway, you discover the following that are of adequate quality:

- Sword

- Spear

- Axe

- Broadsword

- Arrows

- Bow

If you wish to take and keep any of the above weapons, remember to make the appropriate changes to your Action Chart. The number of Arrows you can take is limited by the space currently available in your Quiver(s).

To leave this armoury and continue your exploration of the tunnel, turn to 23.

261

A wave of dizziness sweeps over you as the vine hungrily drains the blood from your leg. Galvanized by fear and anger you reach for your weapon, desperate now to defend yourself against this ghastly leech before the rapid loss of blood robs you of consciousness.

If you possess an edged Weapon (e.g. a Sword or an Axe), turn to 61.

If you possess a non-edged Weapon (e.g. a Quarterstaff or a Mace), turn to 345.

262

Your precautions prove inadequate and your presence is swiftly detected by Tzor. With devastating speed and ruthlessness, this demonic horror descends upon your hiding place and plucks you into the air. You fight bravely but your resistance is to no avail. Tzor hurls you into the Plain of Despair where you are fallen upon by thousands of vengeful spirits, many of whom were slain by your hand.

Your physical death is swift, but tragically your spirit is doomed to spend the rest of eternity running endlessly with the host of lost souls, here upon the Plain of Despair.

263

You sense there is something alive in a hollow beneath the criss-cross of fallen slabs. Cautiously you advance towards this rough shelter, using your camouflage and tracking skills to move silently through the sticky, knee-deep mire. When you reach the stones and peer down into the hollow, you see a host of winged insects swarming around a large pear-shaped hive. Glinting scarlet-tipped stingers protrude like small knives from their tails, leaving you in no doubt that these insects could prove deadly if provoked.

If you wish to avoid this nest of winged insects and seek shelter from the storm somewhere else, turn to 330.

If you decide to try to drive them from the hollow, turn to 38.

264

You notice a reptilian guard that is standing on the wide parapet of the bridge. It is leaning on its trident and seems to be staring idly at the river of bubbling lava which flows through the base of the chasm a mile below. Drawing upon your improved Discipline, you focus on this creature and implant the image of its most feared enemy into its mind. The beast begins to tremble uncontrollably. It drops its weapon and, with a howl of abject terror, it slips and falls headlong into the void.

A pair of passing Lavas dive into the chasm, screeching and cawing in alarm. The handful of creatures who are on the bridge at this time immediately rush to the parapet. They are eager to watch as the Lavas attempt to save the falling reptilian before it splashes into the molten river far below. From the sound of their cackling laughter, you get the distinct impression that they are hoping the rescue will be less than successful.

While this ghoulish group are enjoying the sight of their comrade's plight, you seize the opportunity to make a dash across the bridge.

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. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total score is now 6 or lower, turn to 25.

If your score is 7 or higher, turn to 95.

265

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

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

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

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

If you possess any Gold Crowns, turn to 109.

If you have no Gold Crowns, turn to 65.

266

You search the walls but detect no cracks nor crevices large enough to accommodate your body. Then you notice the supporting beams which criss-cross the tunnel ceiling. They protrude little more than a foot or two from the roof of the tunnel, but they could provide you with a way of escaping out of the path of the approaching juggernaut.

With mounting unease you watch as the distant shadow rumbles nearer and nearer. You magnify your vision and note that the shape looks similar to the front of a gigantic beetle, but one with hundreds of stubby legs that are moving in waves like those of a millipede. You sense that it is a living creature and that it is travelling too fast to be able to stop before it reaches you. Unless you take immediate steps to avoid it, you could be run down and flattened when it passes through this section of the tunnel.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 73.

If you possess Kai-alchemy but have yet to attain this rank, turn to 251.

If you do not possess Kai-alchemy, turn to 166.

267

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

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

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

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

Turn to 201.

268

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

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

If you possess some Muntaag Honey, turn to 159.

If you do not possess this Backpack Item, turn to 321.

269

Your advanced Kai skill alerts you to a stone slab, one of a dozen which form the floor of this hut. You can detect the presence of a valuable mineral buried somewhere beneath the slab and, after first checking that it is not booby-trapped, you manage to prise it loose and lift it away. Lying in a hollow in the dark earth you discover a radiant gem the size of a walnut. (If you wish to keep this Blue Diamond, record it as a Special Item which you carry in your pocket.)

Suddenly your attention is distracted from your discovery by the sound of screeching. You glance out of the doorway and catch sight of a flock of bat-winged creatures flying low over the surrounding trees.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.

270

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

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

If you wish to attempt to cross the chasm via the bridge, turn to 259.

If you decide to try to stow away in one of the dragon's nets, turn to 179.

271

You unshoulder your Bow, draw an Arrow, and take careful aim at the nearest of the three spider-creatures below. You sense that the most vulnerable part of its body is the nape of its neck, where its almond-shaped head meets its bulbous body, and this point becomes your chosen target. You release your missile and it whistles down to pierce the creature's neck, penetrating so deeply that only the tail flights of the Arrow remain visible. The beast shrieks and collapses lifelessly into the mud. Your second Arrow also finds its mark, slaying the second creature while it is still stunned by the death of its companion. But the third and last creature proves to be no easy target. Despite the swift demise of its two companions it refuses to run away. Instead it dodges and feints with a succession of jerky movements designed to spoil your aim.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

If your total score is now 7 or lower, turn to 291.

If it is 8 or higher, turn to 222.

272

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

Illustration XVI—A colossal chariot speeds forth, driven by a stunning astral being.

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

If you possess Shamath's Potion, turn to 256.

If you do not possess this potion, turn to 146.

273

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

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

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 58.

If it is 5–9, turn to 153.

274

As you hurtle through the void of the Shadow Gate, you fight to keep your eyes fixed on a tiny mote of light which glimmers tantalizingly in the dark, immeasurable distance. You quickly sense that your passage through this astral corridor is being guided by the combined efforts of the magicians you have left behind at the entrance to the Daziarn Portal. Using their psychic powers they are attempting to steer your body through a maze of invisible channels towards the remote speck of light. The journey is a painful one for each shift in direction places an agonizing strain upon your body. You draw upon your Grand Master Disciplines to lessen the trauma, but you are unable to fully protect yourself from the rigours of this passage (lose 5 ENDURANCE points).

To continue, turn to 90.

275

Beyond the archway you see a vaulted cavern ringed by pillars of ice. A huge marble throne and a table of carved marble stand before two massive black gates which gleam like polished jet. Located behind the throne, and within an arm's length of the grand gates, you glimpse a well-like pool set flush into the frosted cavern floor. The surface of this well is seething and swirling, as if its black waters were about to bubble and boil over.

The sight of this wondrous cavern is a stunning spectacle, yet it pales in comparison to the visage of the creature which is occupying the massive marble throne.

If you have ever visited Lake Vorndarol in a previous Lone Wolf adventure, turn to 302.

If you have never visited this place, turn to 183.

276

Your fight with Zantaz has left you severely wounded. As you drag yourself along the narrow stone beam towards the dragon-gate, you hear the sickening crunch and crack of tortured stone growing ever-louder in your ears. With fear running ice cold through your veins, you suddenly realize that if you are to escape from this realm alive, you must use your Grand Mastery.

If you possess Kai-alchemy, turn to 281.

If you possess Deliverance, turn to 48.

If you possess neither of these Disciplines, or if you choose not to use them, turn to 325.

277

You gasp as one spear tip nicks the back of your right leg and another grazes your left foot (lose 2 ENDURANCE points). Fortunately, though, the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

Turn to 5.

278

For ten minutes you pray that the Lavas will leave the parapet, but to no avail; the creature refuses to move. Then suddenly you feel yourself rising within the column of light. You struggle to break free, but nothing you do stops your inexorable ascent towards the crater. Minutes later, you emerge from the vent into a raging fire-storm.

If you possess Grand Nexus, turn to 131.

If you do not possess this Grand Master Discipline, turn to 288.

279

You sprint along the tunnel, away from the thunderous noise, and as you run you feel the temperature in this dusty passageway steadily rising. You veer around a shallow bend and see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown until it has become almost deafening. Drawing on your reserves of strength and stamina, you fix your eyes on the distant junction and race towards it as fast as you can.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 298.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 333.

280

From out of the dark earth surrounding your hiding place there arise monstrous shapes, alien beings long dead and buried yet cruelly denied an eternal rest. Muddy tatters of flesh hang from their pitted skeletal frames, and from their skull-mouths writhe wormy tongues riddled with decay. Numb with shock, you watch as this ghoulish legion draws itself to the surface and comes shambling towards you, driven on by the hellish cries of the swooping fliers.

Instinct and training trigger you to draw your weapon in readiness to meet this sickening corpse-horde, yet before they begin their attack, you are faced by a threat from another quarter. One of the flying creatures circling above is clutching in its claws a length of chain to which is attached a smoking bundle. Suddenly this creature dives out of the clouds and comes swooping down over the horde towards you. At the last minute it pulls up to avoid crashing into the stone slabs of the roof and, as it does so, it releases the chain. The bundle hits the soft ground once and then bounces through the narrow entrance of your hiding place.

Illustration XVII—The ghoulish legion claws itself to the surface, driven on by hellish cries.

Instantly you are consumed by a cloud of acrid smoke that stings your eyes and threatens to close your throat. You sense at once that the smoke is a deadly poison, but fortunately your Magnakai Discipline of Nexus is sufficient to save you from a swift death.

If you possess Grand Nexus, turn to 337.

If you do not possess this Grand Master Discipline, turn to 229.

281

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

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

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

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.

If you have never visited this town, turn to 215.

282

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

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

Kekataag the Avenger: COMBAT SKILL 60   ENDURANCE 58

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

If you win the combat, turn to 29.

283

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

If you have attained the Kai rank of Grand Crown or higher, turn to 246.

If you have not yet attained this level of Kai rank but you do possess a Rope, turn to 111.

If you have not yet attained this level of Kai rank and do not possess a Rope, but you do possess a Bow, turn to 271.

If you have yet to attain this level of Kai rank and possess neither of these items, turn instead to 30.

284

To your dismay you sense that the dragon is oblivious to your mental commands. It does not alert the accompanying Lavas as you had feared, but it does begin rapidly to lose height. Rather than continuing its flight towards the construction area, it descends towards an area of broken rocks and derelict dwellings near to the edge of the chasm.

Turn to 161.

285

The few remaining insects that survive your blows hurriedly flee across the swamp and disappear into a curtain of acidic rain. Mindful of the damage this rain is inflicting upon your clothes and equipment, you turn and run back towards the pile of fallen slabs. The hollow beneath these stones is now empty of insects and so you squeeze yourself through a gap and take shelter here.

As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any: it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)

You are busy cleaning the acidic rain from your equipment with a handful of leaves when suddenly your Sixth Sense warns you of approaching danger. You peer out through a crack in the stones and catch sight of a flock of bat-winged creatures. They are swooping down from out of the rainy sky towards your hiding place.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.

286

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

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

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

To continue, turn to 300.

287

The hyena-beast suddenly opens its great jaw and coughs up a ball of vile phlegm which it spits at you with stunning force. You dive to the floor to avoid being hit by this evil-smelling projectile and it speeds over your shoulder to splatter loudly against the portal. Droplets of saliva spray the back of your legs, leaving tiny white stains where it instantly removes the checked dyes from your breeches. You wipe your legs with the hem of your cloak but your stomach heaves when you detect that the creature's saliva contains a virulent plague bacteria.

Fortunately, your innate Magnakai Disciplines of Nexus and Curing immediately neutralize this deadly plague virus, rendering it harmless to you. The creature howls with anger and frustration; it has never before encountered any living being capable of resisting its deadly plague-ridden saliva, and your unexpected survival makes it feel suddenly anxious and unsure.

If you possess Animal Mastery, turn to 80.

If you do not possess this Grand Master Discipline, turn to 132.

288

The roaring flames of this supernatural storm tear at you with a violent fury. Your Platinum Amulet saves you from being incinerated the moment you emerge into the crater, yet even so, you suffer searing burns to most of your body before you are able to stagger back into the vent's shimmering light and escape the wrath of this vengeful fire-storm: lose 8 ENDURANCE points.

If you have survived your unexpected return to the crater, you may continue your adventure by turning to 17.

289

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

Tragically, your life and your quest for the Moonstone end here in the Hall of the Künae.

290

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

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

Illustration XVIII—You realize that the hideous, semi-humanoid before you is Nza'pok himself, the powerful ruler of this territory.

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

If you possess Magi-magic and wish to use it, turn to 43.

If you possess Kai-alchemy and wish to use it, turn to 184.

If you possess neither of these Disciplines or choose not to use them, turn to 71.

291

Your third Arrow only grazes the creature's neck and fails to inflict any damage to its nervous system. You begin to feel the effects of your Levitation spell wearing off and, in a moment of regrettable haste, you fire off all of your remaining Arrows at the creature in rapid succession.

Your final shaft finds its mark, causing the beast to emit a high-pitched squeal. As you descend, it rears up with its forelegs scrabbling the air in a last futile effort to get at you. Then it surrenders to death and comes crashing down upon the canoe.

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

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.

292

Your hasty attempt to construct a defensive mental barrier proves ineffectual against this combined psychic assault. Searing bolts of energy pierce your defences and rip at the fabric of your mind, leaving you stunned and shivering with psychic shock: lose 5 ENDURANCE points.

To continue, turn to 54.

293

Swiftly the creature's apprehension turns to blind rage. Howling maniacally, it scrapes its claws back and forth on the stone ramp to sharpen their curved tips; then it hurls itself towards you with its fang-filled jaw opened wide.

If you possess Kai-alchemy and wish to use it, turn to 326.

If you possess Magi-magic and wish to use it, turn to 182.

If you do not possess these skills, or if you choose not to use them, turn to 74.

294

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

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

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

If you possess the Sommerswerd or Skarn-Ska, turn to 254.

If you possess neither of these Special Items, turn to 147.

295

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

Turn to 250.

296

Rimoah picks up a sigil of platinum which is strung upon a loop of braided cord, and he offers it to you.

‘Grand Master, will you please accept this amulet? It possesses powers which may help you survive the rigours of your coming ordeal.’

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

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

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

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

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

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

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

To continue, turn to 329.

297

Using your improved Grand Mastery, you are able to successfully mask your mental and physical self from the unwanted attentions of Tzor. Patiently you wait for the demonic being to herd his vast pack of tortured souls around to the far side of Dazganon before you cross the Plain of Despair and make your approach to Naar's stronghold.

The outer gate of Dazganon is open and unguarded and you are able to pass through unhindered. Clearly the Dark God considers the need for guards here unnecessary for the walls and bastions appear never to have been manned. It is not until you reach the archway to the inner keep that you meet with resistance. Filling the inner arch is a curtain of black flames which crackle and spit venomously. You recall the text of the Tome of Darkness and retrieve from your pockets the three items that are required to gain entry to Dazganon. Then, with trepidation, you close your eyes and step directly into the wall of blazing black flame.

Add together the three numbers which appear upon the three Special Items that will enable you to gain entry to Dazganon. If you have gathered all three items, you will have noted these numbers in the margin of your Action Chart. To continue your quest, turn now to the entry which is the same as your total.12

If you have not obtained all three Special Items, sadly you are doomed to spend the rest of eternity running with the lost souls upon the Plain of Despair.

[12] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

298

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

If you wish to leap onto the last ore wagon as it passes by the junction, turn to 181.

If you do not wish to leap onto the wagon, turn to 158.

299

Drawing upon your improved Grand Mastery, you cause the cutting edge of your weapon to burn with a magical flame. This greatly increases the effectiveness of your weapon as you attack these bloodsucking vines.

Haemodyls: COMBAT SKILL 47   ENDURANCE 47

You may add 3 to your COMBAT SKILL for the duration of this combat. Also, if you possess Animal Mastery, you may add a further 2 to your COMBAT SKILL. These vines are, however, immune to all forms of psychic attack except Kai-blast and Kai-ray.

If you win the combat, turn to 19.

300

As your blood mingles with the fluids of the pool, the great shiny gates that fill the far wall of this chamber suddenly vanish to reveal an awesome vista. Beyond where these gates once stood now lies an expanse of deep space, an infinite darkness, a void speckled with distant stars and the wispy trails of passing comets. The thought of stepping into the vast perspective of this void fills you with fear, but you choke back your doubts and anxieties for you know that it is the only certain way that you can escape from Shamath's domain.

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

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

If your total score is now 4 or less, turn to 233.

If it is 5–7, turn to 110.

If it is 8 or higher, turn to 322.

301

As you are brought closer to the settlement, you see that the pale humanoids look chillingly similar to the horde of undead beings which attempted to slay you at the stone shelter. This slobbering, shambling crowd is a repulsive spectacle, yet they pale in comparison to the terrible sight of their companion ant creatures.

An icy shiver runs through your body the moment you catch your first clear view of these huge insectoids. They possess long spindly limbs and shiny shell-like bodies, and each one has a ghoulish head implanted with composite eyes. As you descend into their midst they chitter excitedly and fix you with a cruel and hungry stare.

Illustration XIX—The pale humanoids fix you with cruel and hungry stares.

The net comes to within ten feet of the ground and you brace yourself against the ropes in readiness to attempt an escape the moment it touches down. You reach for your weapon, but as your hand closes around the hilt you are hit by a sudden massive wave of psychic energy.

If you possess Kai-screen, turn to 21.

If you do not possess this Discipline, turn to 118.

302

Icy fingers of fear grip your heart when you see the huge, dread form of the Demoness Shamath seated upon the marble throne. She is slumped forward over the adjacent table, her face buried in her crossed arms as if she is asleep. The few remaining parts of her body which are visible appear to be sheathed in sections of shiny black armour. You note that it is the same armour she wore when you defeated her five years ago.

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

Turn to 243.

303

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

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

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

If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.

If you have never visited this town, turn to 215.

304

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

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

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

Haemodyls: COMBAT SKILL 49   ENDURANCE 47

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

If you win the combat, turn to 19.

305

To your dismay you sense that the dragon has become convinced that it has a stowaway amongst its cargo. It does not alert the accompanying Lavas, as you had feared, but it does begin to reduce its height. Rather than continuing its flight towards the construction area, it banks towards some broken rocks and derelict dwellings that are located close to the edge of the chasm.

Turn to 161.

306

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

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

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

If your total score is now 5 or lower, turn to 83.

If it is 6 or higher, turn to 39.

307

Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging some magically-crafted artefacts upon a sheet of scarlet silk. He invites you to inspect these items and Lord Ardan steps aside to allow you a closer look. The first object to catch your eye is a double-edged sword with a jewel-encrusted hilt. The blade looks exceptionally sharp and appears to have been crafted from a rich golden alloy. It shimmers brightly, like sunlight on water, even in the gloom of this torchlit chamber.

‘This is “Skarn-Ska”,’ says Rimoah proudly. ‘It was crafted by Lord Ardan and myself in the weapons forge at the Kai Monastery, during your absence. It was tempered in spell-fire and is imbued with Old Kingdom magic. It will never lose its razor-keen edge. There are few blades better suited to the slaying of the Dark God's foul spawn than this.’

‘Aye,’ comments Ardan, ‘and we have named it in your honour, Grand Master. In the tongue of the Old Kingdoms, “Skarn-Ska” means “Wolf's Blade”.’

If you wish to take this Special Item, turn to 50.

If you do not, turn to 89.

308

You watch the Lavas for several minutes before you muster enough confidence to make your move. Then, with bated breath, you step out from the column of light and tiptoe silently towards the tower archway.

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

If your total score is now 4 or less, turn to 93.

If it is 5 or more, turn to 235.

309

You insert the Gold Crown into the triangular slot and instantly you are assailed by another blinding flash of white light, but one far stronger than the first. A blistering wave of pain engulfs your hand and arm and you are thrown into the air by this explosive release of energy: lose 6 ENDURANCE points.

Cursing your poor judgement, you stagger to your feet and cradle your twice-injured arm. When function fully returns to your burnt and aching hand, you take a third coin from your pouch and press it into the circular slot. It falls into a hollow inside the base of the door and, with a grating squeal, the great portal slowly swings open.

Remember to erase 2 Gold Crowns from your Action Chart before going on with your quest.

To continue, turn to 343.

310

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

You yell your battle-cry as you launch your swift attack, and as your sword hits your enemy's blade, the sudden release of power knocks him back towards the glowing dragon-gate. Yet he recovers quickly, and when he expertly counters your second blow with the hilt of his black sword, you suddenly realize that you are now embroiled in a desperate fight to the finish.

Zantaz: COMBAT SKILL 50   ENDURANCE 46

This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat.

If you win this fight, turn to 186.

311

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

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

Turn to 100.

312

You wince as one spear tip gouges a channel of flesh from the back of your left thigh and another bites into your right shoulder (lose 4 ENDURANCE points). Fortunately, the pain soon recedes as your natural Kai curing skills act to staunch the bleeding.

Turn to 5.

313

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

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

Turn to 150.

314

You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.

After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer you sense that all is not what it seems. Then you feel a warm glow radiating from the pocket of your robe and discover that it is the Nza'pok Amulet. Carefully you remove it and, guided purely by instinct, you hold this glowing disc of iron above your head. In the distance you can hear the sound of rushing water which is followed by an incredible sight: the island is sinking slowly into the sea. In less than a minute it has completely disappeared without trace. The amulet no longer glows and so you slip it back into your pocket before continuing your eerie voyage across this uncharted ocean.

Turn to 232.

315

Your Kai Sixth Sense detects that Shamath's Potion has properties that can heal your body and restore lost energy.

If you wish to drink all of this potion you can restore all of the ENDURANCE points you may have lost on your quest so far. However, if you drink the entire potion you must erase it from your Action Chart. Alternatively, you may drink half of the potion and restore 5 ENDURANCE points. If you drink only half of the potion you need not erase this item from your Action Chart.

After making your choice of action, remember to adjust your Action Chart accordingly.

To continue, turn to 218.

316

As you strike the killing blow that finishes the last of these hideous arachnids, you drag yourself out of the thick mud and collapse on the crest of the river bank. But you allow yourself just a few moments to recover from the fatigue of combat before you are once again back on your feet and on the move.

You cross the clearing to a perimeter of jungle on its far side. Here you force your way through thick foliage until you discover the remnants of a trail which leads you to the edge of a second clearing. This expanse of open ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry towards a gigantic statue which sits crouched among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

If you do not possess this skill or choose not to use it, turn to 177.

317

You aim and fire an Arrow which arcs towards the reptilian's chest with deadly accuracy. Moments before the missile strikes, the creature shifts slightly and the Arrow hits the shaft of its trident. The impact shatters the weapon in two and the beast, stunned by this unexpected attack, loses its balance and falls headlong into the void.

A pair of passing Lavas dive into the chasm, screeching and cawing in alarm. The handful of creatures who are on the bridge at this time immediately rush to the parapet. They are eager to watch as the Lavas attempt to save the falling reptilian before it splashes into the molten river far below. From the sound of their cackling laughter, you get the distinct impression that they are hoping the rescue will be less than successful.

While this ghoulish group are enjoying the sight of their comrade's plight, you seize the opportunity to make a dash across the open bridge.

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. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total score is now 6 or lower, turn to 25.

If your score is 7 or higher, turn to 95.

318

You dig your heels into the soft ground and unsheathe your weapon in readiness to meet this angry swarm. The insects launch a swift attack, their swarm-cloud dispersing and reforming into a long line as they come diving towards your head. You strike out at the front of the line and cut down a score of their number, but you are forced to duck to avoid their whirling tail-blades as the remaining insects flash past on either side of your face.

Illustration XX—The swarm-cloud of insects form into a long line, directed at your head.

Muntaag swarm: COMBAT SKILL 47   ENDURANCE 40

These insects are especially susceptible to all forms of psychic attack: double all appropriate bonuses.

If you win this combat, turn to 285.

319

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

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

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

320

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

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

If you possess Kai-screen, turn to 249.

If you do not possess this Grand Master Discipline, turn to 4.

321

As the beast stalks closer, you see a dull crimson fire glowing at the core of its soulless eyes. It tenses its sinewy muscles and a dozen steely claws extend like flick-knives from its forepaws. It is preparing to attack. You sense that you must act quickly to defend yourself for this beast is now set to pounce.

If you have a Bow and wish to use it, turn to 51.

If you do not have a Bow, or if you choose not to use it, turn to 287.

322

Successfully your Kai speed and agility keep you safe from the hissing crossbow bolts. When you come to within a few yards of the open gates, you leap into the air and sail feet-first into the darkness of the void.

To continue, turn to 60.

323

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

If you wish to attempt to escape from these angry insects, turn to 212.

If you choose to stand and face them, turn to 318.

324

Cautiously you approach the entrance to Naar's inner sanctum. Your Kai Sixth Sense cannot detect any presence other than Alyss within this chamber yet, even so, you are loath to go another step further.

Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked. If you possess Grand Nexus, add 2. If your current ENDURANCE score is 9 or lower, deduct 2.

If your total score is now 3 or lower, turn to 168.

If it is 4 or higher, turn to 81.

325

You force yourself to crawl towards the dragon-gate as fast as you can, but you are weakened by your battle-wounds and a massive loss of blood. Despite your gallant efforts you are unable to reach the portal before the coils of the stone beam gather you up and crush you.

Sadly, your life and your quest end here upon the threshold of the Gate of Dragonflame.

326

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

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

Turn to 210.

327

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

If you wish to keep the scarab and leap into the transporter beam, turn to 155.

If you wish to pocket the scarab and find a place in the nest where you can hide from the approaching Dragonlord, turn to 64.

328

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

If you think the secret name is ‘Rhunotar’, turn to 96.

If you think the secret name is ‘Rhunadan’, turn to 311.

If you think the secret name is ‘Rhunaguin’, turn to 289.

329

Guildmaster Banedon announces that the preparations are now complete. With mixed feelings of fear and exhilaration, you step into the centre of the pentagram and stare resolutely into the inky black heart of the Daziarn Portal. The hypnotic chanting of the Brotherhood magicians rises in tempo and you feel gusts of icy wind play upon your face. Then the Elders of the High Council lend their voices to the sonorous chant and suddenly the chill wind becomes a howling gale. Crackling arcs of energy leap from the edges of the pentagram and disappear into the core of the portal. Above the deafening roar you hear Lord Rimoah shouting an ancient phrase of power and, in one breathtaking instant, you are pulled off your feet and sucked into the whirling maw of the Shadow Gate.

If you possess the Discipline of Grand Huntmastery and have achieved the rank of Sun Prince, turn to 16.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 274.

330

You retreat from the pile of stones and hurry back to the causeway where you follow the course of this sunken wall for nearly a mile before it sinks without trace into the swamp. Fortunately, you discover a chain of knolls and dry earth mounds by which you are able to continue your trek without falling foul of the swamp's treacherous pools.

For more than an hour you make your way deeper into this unwholesome morass, yet you encounter no further signs of animal or insect life. A strange quietness overhangs this part of the swamp, an eerie calm which seems to accentuate the aura of evil that is radiating from every mound and murky pool. Progress is slow and an hour passes before you discover another possible place to shelter. It is a tight clump of stunted, thorn-studded trees which stand upon a knoll several hundred yards ahead. You set off towards it, anxious to get under cover even though the rain has already damaged your clothing and equipment. Your cloak is in tatters and your Backpack is full of holes. Briefly you stop to repair your Backpack and discover that three of the items contained within have been ruined. (Delete from your Action Chart the items which you have recorded in the last three sections of your Backpack Items list.13)

If you possess the Discipline of Grand Huntmastery and have reached the rank of Kai Grand Guardian or higher, turn to 123.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 78.

[13] It is unclear what to do in this situation if some or all of the last three spaces of your Backpack are empty. One possibility is to interpret this instruction as indicating that the last three items on your list must be erased. Another interpretation is that if some of the last three spaces are empty you are lucky and lose fewer than three items.

331

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

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

If you possess a Blue Diamond, turn to 157.

If you do not possess this Special Item, turn to 106.

332

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

Turn to 143.

333

A hurried glance over your shoulder tells you that the thundering tunnel-creature is gaining on you at a terrifying pace. You draw on all of your Kai Disciplines and stamina to muster one last desperate burst of speed that will carry you to the junction before the creature runs you down.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 12 or lower, deduct 1 from the number you have picked. If you possess Grand Pathsmanship, add 2.

If your total is now 3 or lower, turn to 55.

If it is 4 or higher, turn to 2.

334

You are deeply suspicious of entering this jungle, but you are equally reticent to remain on the beach where there is no cover. You can hear the distant cries of unknown creatures circling in the high clouds above and you know that it can only be a matter of time before the wreckage of your canoe is discovered.

You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle's dark interior. Cautiously you advance along this overgrown trail until you are forced to a halt by a thick curtain of hanging creepers. You are about to unsheathe your weapon and cleave a way through them when suddenly your advanced Kai senses detect tiny movements among these moss-covered vines. It is as if they are shivering with fear. Using your Grand Pathsmanship skills, you command the mossy creepers to move aside and the reaction to your order is immediate and dramatic. There is a deafening noise, like the sound of heavy tropical rainfall, and suddenly the mass of hanging vines rises up and flails the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows. Rapidly your sense of surprise is surpassed by a rising fear when you realize that these vines are not plants at all; they are hostile living creatures.

If you wish to attempt to evade their attack, turn to 35.

If you decide to try to fight your way through them, turn to 46.

335

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

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

If your total score is now 2 or less, turn to 292.

If it is 3–7, turn to 34.

If it is 8 or more, turn to 152.

336

In the blink of an eye you unshoulder your Bow and draw an Arrow ready to fire. The warrior does not flinch in the face of your swift threat and you soon understand why this is so. As you cast your eyes over his body in search of a target, you are unable to detect any chink in the thick plate armour that encases him. Cursing your mysterious foe, you release your Arrow and send it whistling towards his throat, at a point where the scales of his chest armour meet the lower edge of his great helm. The steel-tipped missile fails to penetrate; it shatters harmlessly on impact and the pieces tumble away into the chasm (erase this Arrow from your Action Chart).

Having now tested his armour, you are in no rush to close for combat with this enemy. If at all possible you would still prefer to use your skills to defeat him at a distance.

If you possess Grand Nexus and have attained the Kai rank of Grand Crown or higher, turn to 98.

If you possess Magi-magic and wish to use it, turn to 294.

If you possess Kai-alchemy and wish to use it, turn to 135.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 224.

337

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

If you wish to attempt to escape before they block the entrance completely, turn to 151.

If you choose to stand and fight them, turn to 32.

338

Your precautions prove successful and you are able to successfully mask your mental and physical self from the unwanted attentions of Tzor. Patiently you wait for the demonic being to herd his vast pack of tortured souls around to the far side of Dazganon before you cross the Plain of Despair and make your approach to Naar's stronghold.

The outer gate of Dazganon is open and unguarded and you are able to pass through unhindered. Clearly the Dark God considers the need for guards here unnecessary for the walls and bastions appear never to have been manned. It is not until you reach the archway to the inner keep that you meet with resistance. Filling the inner arch is a curtain of black flames which crackle and spit venomously. You recall the text of the Tome of Darkness and retrieve from your pockets the three items that are required to gain entry to Dazganon. Then, with trepidation, you close your eyes and step directly into the wall of blazing black flame.

Add together the three numbers which appear upon the three Special Items that will enable you to gain entry to Dazganon. If you have gathered all three items, you will have noted these numbers in the margin of your Action Chart. To continue your quest, turn now to the entry which is the same as your total.14

If you have not obtained all three Special Items, sadly you are doomed to spend the rest of eternity running with the lost souls upon the Plain of Despair.

[14] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

339

As you crest the lip of the crater you see that the lining of the cone is unusually smooth. You peer down towards the vent at its centre and your suspicions are further aroused when you note that this hole is perfectly symmetrical. No natural volcanic forces could have created this precisely circular vent and it prompts you to take a closer look. When you reach the base of the cone you discover a circular platform of carved stone blocks constructed around a well-like opening. When you look down into this well you are half-expecting to see smoke, or perhaps the glow of molten lava, but to your surprise you discover it is filled with a shimmering blue light.

Turn to 331.

340

Fortunately, the Lavas fail to see you hit the ground and take cover beneath the basalt slab. Through a crack in the rock you watch as they encircle and attack the dragon, and then drag it to the ground. They are angry that the lumbering beast has lost its cargo and they berate and chastise it unmercifully.

While the Lavas are busy bullying the luckless dragon, you escape across this derelict piece of waste ground and hurry towards the construction area which lies close to the main temple.

Turn to 220.

341

Lord Rimoah steps towards the table and picks up a seemingly ordinary scabbard.

‘Here, take this,’ he says, placing it into your hands. ‘It is woven from strands of pure korlinium. It will keep secret the true powers of your mighty blade.’

You exchange your old scabbard for this new one and affix it to your belt. (Record the Korlinium Scabbard as a Special Item on your Action Chart. You need not discard another item in its favour if you already carry the maximum permissible.)

‘Your new scabbard will shield your goodly blade, Grand Master;’ comments Lord Ardan, ‘but what of yourself? You are imbued with Kai powers that may readily be detected. Your formidable skills of body and mind could alert Naar's minions to your presence.’

If you possess a Platinum Amulet, turn to 53.

If you do not possess this Special Item, turn to 296.

342

As you are about to leap from the wagon you are gripped by an all-consuming nausea. This insidious wave of radiation sickness bleeds strength from your limbs, causing you to fall headlong from the wagon and crash heavily onto the unyielding tunnel floor: lose 10 ENDURANCE points.

If you survive this calamity, make the necessary adjustments to your Action Chart and turn to 88.

343

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

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

If you have ever visited Mogaruith, Kaag, or Helgor in a previous Lone Wolf adventure, turn to 18.

If you have never visited any of these places, turn to 320.

344

Suddenly the fearsome Dragonlord ceases to roar and spit fire. The wounds you have inflicted have weakened him and he is forced to retreat from the combat momentarily in order to recoup enough strength to continue. Before he can strike again, you use the lull in the deafening noise that has accompanied this fight to shout out the Dragonlord's secret name.

‘Zheva!’ you cry. Huan'zhor shudders when he hears the name, and a naked panic grips his heart. Bleating like a frightened lamb, the great dragon takes to the air and flees in terror. You watch him fly back across the chasm and soar upwards into the vent in the ceiling of the titanic cavern, from where he first appeared. Your swift and timely use of Huan'zhor's secret name has routed your enemy. Yet, unfortunately, the Lavas and the reptilian minions do not follow the example of their terrified leader. Sensing an enemy in their midst, they rapidly muster their numbers and encircle the temple. Through the wall of flames you glimpse several dozen Lavas approaching the nest by air from the far side of the chasm. Rather than risk being caught here when they launch their attack, you walk across the floor to the apex of the transporter beam and step in.

Turn to 155.

345

You draw your weapon and strike out, cleaving through its middle. The vine emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered torso. Gagging at the stench of the creature's foul ichor, you pull yourself upright and stagger away along the trail. You are within a few yards of the beach when your escape is suddenly blocked by a wall of flailing vines which descend with alarming speed from the canopy of low branches. You must fight them.

Haemodyls: COMBAT SKILL 49   ENDURANCE 47

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

If you win the combat, turn to 19.

346

You are horrified to discover that you have insufficient strength left in your battle-weary limbs to be able to lift this heavy axe.

Without warning, and with devastating speed and ruthlessness, a host of monstrous creatures bursts forth from the smoky walls of the inner sanctum and descends on you from all sides. You fight bravely but your resistance is ultimately to no avail; you are captured, disarmed, blinded, and hurled from the battlements of Dazganon out onto the Plain of Despair, where you are attacked by thousands of vengeful spirits, many of whom were slain by your hand. Your physical death is swift, but tragically your spirit is doomed to spend the rest of eternity running endlessly with the host of lost souls upon the Plain of Despair.

Tragically, your life and your quest end here.

347

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

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

If you wish to attempt to dodge this gout of fire, turn to 130.

If instead you wish to try to deflect it with the blade of your sword, turn to 319.

348

You settle yourself down on the stone floor of the empty hut and, as you wait for the rain to abate, you busy yourself by cleaning the acidic rain from your equipment. After a few minutes your Sixth Sense warns you of approaching danger. You peer out through the open doorway and catch sight of a flock of bat-winged creatures that are flying low over the surrounding trees. Suddenly they turn in mid-air and come swooping down from out of the rainy sky towards your hiding place.

If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

If you have never visited this place, turn to 252.

349

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

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

Turn to 210.

350

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

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

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

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

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

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

Voyage of the Moonstone

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 Known Planes of Existence

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

(Blurb) Replaced ‘THE CURSE OF NAAR’ with ‘The Curse of Naar’. Replaced ‘alter-ego — ‘Wolf's Bane’ — reluctantly’ with ‘alter-ego, Wolf's Bane, reluctantly’. Replaced ‘Naar — the’ with ‘Naar, the’. Replaced ‘your life and the future of your entire world is at stake’ with ‘your life and the future of your entire world are at stake’.

(The Story So Far) Replaced ‘elite’ with ‘élite’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced both occurrences of ‘new-found’ with ‘newfound’. Replaced ‘Grand Master Disciplines, and grasp’ with ‘Grand Master Disciplines and grasp’. Replaced both occurrences of ‘artifact’ with ‘artefact’. Replaced ‘free-state’ with ‘Freeland’. Replaced ‘if you were’ with ‘if you are’. Replaced ‘most-trusted’ with ‘most trusted’. Replaced ‘Shianti, whose’ with ‘Shianti whose’. Replaced ‘Gate — an’ with ‘Gate, an’. Replaced ‘Darkness — the’ with ‘Darkness, the’. Replaced ‘Shianti — a’ with ‘Shianti, a’. Replaced ‘Magnamund have’ with ‘Magnamund, have’.

(The Game Rules) Replaced ‘fall to zero’ with ‘fall to zero or below’. Removed ‘that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages’ and ‘on the last page of this book’. Replaced both occurrences of ‘ie’ with ‘i.e.’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Chart (you’ with ‘Chart. (You’. Replaced ‘Items).’ with ‘Items.)’. Replaced ‘on to’ with ‘onto’. Replaced each occurrence of ‘Magnakai’ with ‘Magnakai’. Replaced ‘Grand Master series’ with ‘Lone Wolf Grand Master series’. Replaced ‘Lone Wolf 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 ‘venoms & toxins’ with ‘venoms, and toxins’. Replaced ‘smell & night vision’ with ‘smell, and night vision’. Replaced ‘footprints & tracks’ with ‘footprints and tracks’. Replaced ‘500 yds’ with ‘500 yards’. Replaced ‘Defence against: hypnosis’ with ‘Defence against hypnosis’. Replaced ‘hostile telepathy, & evil spirits’ with ‘hostile telepathy, and evil spirits’. Replaced ‘gods Kai and Ishir’ with ‘Gods Kai and Ishir’. 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 opposite and overleaf.’ 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 ‘artifacts’ with ‘artefacts’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘body, increases’ with ‘body, increase’. Replaced ‘magi-magic spell’ with ‘Old Kingdom Spells’. 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 ‘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 ‘map of Magnamund’ with ‘map of the Planes of Existence’. Removed ‘(see the inside front cover of this book)’. Replaced ‘safe-keeping’ with ‘safekeeping’. Replaced ‘QUARTERSTAFF’ with ‘Quarterstaff’. Replaced ‘BROADSWORD’ with ‘Broadsword’. Replaced ‘BOW’ with ‘Bow’. Replaced ‘QUIVER’ with ‘Quiver’. Replaced ‘DAGGER’ with ‘Dagger’. Replaced ‘SWORD’ with ‘Sword’. Replaced ‘MEALS’ with ‘Meals’. Replaced ‘ROPE’ with ‘Rope’. Replaced ‘POTION OF LAUMSPUR’ with ‘Potion of Laumspur’. Replaced ‘AXE’ with ‘Axe’. Replaced occurrences of ‘arrow’ with ‘Arrow’. Replaced occurrences of ‘arrows’ with ‘Arrows’. Replaced occurrences of ‘bow’ with ‘Bow’. Replaced occurrences of ‘quiver’ with ‘Quiver’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced ‘(eg Gold Dagger’ with ‘(e.g. Gold Dagger’. Added a section about Gold Crowns which reads ‘These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘effect that may have’ with ‘effect they may have’. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced the image of the Short Sword with the correct image of the Sword. 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 ‘until ENDURANCE points’ with ‘until the ENDURANCE points’. Replaced ‘to zero’ with ‘to zero or below’. Replaced ‘at which point the one with the zero score is declared dead.’ with ‘at which point that combatant is declared dead.’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’.

(Levels of Kai Grand Mastership) Replaced each occurrence of ‘Lone Wolf Grand Master’ with ‘Lone Wolf Grand Master’ when referring to the series. Replaced ‘rank and titles’ with ‘ranks and titles’.

(Improved Grand Master Disciplines) Replaced ‘levels of Kai Grand Mastery you will’ with ‘levels of Kai Grand Mastery, you will’. Added ‘(11 Disciplines)’ after ‘Sun Prince’. Replaced ‘ie,’ with ‘i.e.’. Replaced both occurrences of ‘Kai-Ray’ with ‘Kai-ray’. Replaced ‘eg,’ with ‘e.g.’. Replaced ‘eyes and’ with ‘eyes, and’. Replaced ‘or less and it’ with ‘or less, and it’.

(Grand Master's Wisdom) Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘master of all Evil’ with ‘Master of all Evil’. Replaced ‘Pick your four Grand’ with ‘Pick your Grand’. Replaced ‘Naar — the’ with ‘Naar, the’.

(1) Replaced ‘courage, and’ with ‘courage — and’. Replaced ‘Shianti, you’ with ‘Shianti — you’. Replaced ‘hall — the’ with ‘hall, the’. Replaced ‘champion — Kekataag’ with ‘champion, Kekataag’.

(2) Replaced each occurrence of ‘leap on’ with ‘leap onto’.

(3) Replaced ‘Darkness — an’ with ‘Darkness, an’.

(4) Added a period to the end of the illustration's caption.

(5) Replaced ‘Hulka’ with ‘ ‘Hulka’ ’. Replaced ‘Khula’ with ‘ ‘Khula’ ’. Replaced ‘Lukha’ with ‘ ‘Lukha’ ’. Replaced ‘backpack’ with ‘Backpack’.

(6) Replaced ‘cries, ‘use’ with ‘cries. ‘Use’.

(8) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(11) Replaced ‘Brotherhood spell — Net — and’ with ‘Brotherhood Spell Net and’.

(12) Replaced ‘force field’ with ‘force-field’.

(13) Replaced ‘cacophany’ with ‘cacophony’. Replaced ‘undergrowth and when’ with ‘undergrowth, and when’. Replaced ‘titanic subterranean sea creature’ with ‘titanic sea creature’.

(14) Replaced both occurrences of ‘reptillians’ with ‘reptilians’.

(15) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’. Replaced ‘Darkness — you’ with ‘Darkness: you’.

(17) Replaced ‘firestorm’ with ‘fire-storm’. Replaced ‘lavas’ with ‘Lavas’.

(18) Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘Cadak — Arch Druid of the Cenerese — sworn’ with ‘Cadak, Arch Druid of the Cenerese, sworn’.

(19) Replaced ‘skill, or’ with ‘skill or’. Replaced ‘ichor, then’ with ‘ichor, and then’.

(22) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Avavae’ with ‘Avarvae’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian’. Replaced ‘Grand Guardian’ with ‘Grand Guardian or higher’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(23) Replaced ‘identical — the’ with ‘identical: the’.

(24) Replaced ‘From beneath’ with ‘Beneath’. Replaced ‘all — they’ with ‘all: they’.

(25) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced both occurrences of ‘reptillians’ with ‘reptilians’. Split the final sentence into its own paragraph for consistency.

(26) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Crown’ with ‘Crown or higher’. Moved the option to use Grand Nexus to the first place in the list. Replaced ‘Nexus, and’ with ‘Nexus and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(27) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘swordbelt’ with ‘sword belt’.

(28) Replaced ‘slayed’ with ‘slain’. Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘reptillian’ with ‘reptilian’. Replaced ‘semi-circular’ with ‘semicircular’. Replaced each occurrence of ‘Cadak, and wish’ with ‘Cadak and wish’.

(29) Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’.

(31) Replaced both occurrences of ‘reptillians’ with ‘reptilians’.

(32) Added a period to the end of the illustration's caption.

(33) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced ‘steel and’ with ‘steel, and’. Replaced ‘backpack’ with ‘Backpack’. Replaced ‘be reborn.’ ’ with ‘be reborn’.’. Replaced ‘worthy victor.’ ’ with ‘worthy victor’.’. Replaced each occurrence of ‘tome’ with ‘Tome’. Replaced ‘ successfully it’ with ‘successfully, it’. Replaced ‘tunnels and’ with ‘tunnels, and’. Replaced ‘conquest of’ with ‘conquests in’ as the Drakkarim did not conquer all of Northern Magnamund. Replaced ‘Zantaz — the Lord of the Pit — whose’ with ‘Zantaz, the Lord of the Pit, whose’. Replaced ‘tutor — Storm Hawk — was’ with ‘tutor, Storm Hawk, was’.

(35) Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’. Replaced ‘the Skarn-Ska’ with ‘Skarn-Ska’.

(37) Replaced ‘psi-screen’ with ‘Psi-screen’.

(38) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(39) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’.

(40) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced both occurrences of ‘force field’ with ‘force-field’. Replaced ‘Knight’ with ‘Knight or higher’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(41) Replaced ‘square and’ with ‘square, and’. Replaced ‘fulfilled; base’ with ‘fulfilled, base’.

(42) Replaced ‘lavas’ with ‘Lavas’.

(43) Replaced ‘Old Kingdom spell — Shield — as’ with ‘Old Kingdom Spell Shield as’. Replaced ‘Grand Discipline’ with ‘Grand Master Discipline’.

(44) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’. Replaced ‘Darkness — you’ with ‘Darkness: you’.

(45) Replaced ‘lavas’ with ‘Lavas’.

(46) Replaced ‘its companion's’ with ‘their companion's’. Added a period to the end of the illustration's caption.

(48) Replaced ‘Amulet (remember your’ with ‘Amulet. (Remember: your’. Replaced ‘adventure).’ with ‘adventure.)’. Replaced ‘hot cindery’ with ‘hot, cindery’.

(49) Replaced ‘grand mastery skills’ with ‘Grand Mastery’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(50) Replaced ‘sword — ‘Skarn-Ska’ — on’ with ‘sword, Skarn-Ska, on’.

(51) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(52) Replaced ‘force field’ with ‘force-field’. Replaced ‘abyss, ‘Follow’ with ‘abyss. ‘Follow’.

(53) Removed ‘ which you keep in your backpack’. Replaced ‘pictures or’ with ‘pictures, or’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’.

(54) Replaced ‘sound; it’ with ‘sound: it’. Replaced ‘source of the cacophony — the chamber’ with ‘source of the cacophony: the chamber’.

(55) Replaced ‘are a long line’ with ‘is a long line’.

(56) Replaced ‘Lukha’ with ‘ ‘Lukha’ ’. Replaced ‘jet black’ with ‘jet-black’. Replaced ‘silence, then’ with ‘silence; then’. Replaced ‘ends here’ with ‘end here’. Replaced ‘backpack’ with ‘Backpack’.

(57) Replaced ‘hands (erase’ with ‘hands. (Erase’. Replaced ‘Action Chart).’ with ‘Action Chart.)’. Replaced ‘forms, and’ with ‘forms and’. Replaced ‘weak it’ with ‘weak, it’. Replaced ‘Kai rank you have attained above the rank of Grand Guardian’ with ‘Kai Mastery you have attained above the rank of Kai Grand Guardian’.

(58) Replaced ‘double, then’ with ‘double; then’. Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’. Replaced ‘Skarn-Ska, and’ with ‘Skarn-Ska and’. Replaced ‘Items, or’ with ‘Items or’.

(60) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘artifact’ with ‘artefact’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘tome’ with ‘Tome’. Replaced ‘void — which is her domain — is’ with ‘void, which is her domain, is’. Replaced ‘Tormentress’ with ‘Tormentress’, and ‘it’ with ‘It’.

(61) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Lord’ with ‘Lord or higher’. Replaced ‘Weaponmastery, and’ with ‘Weaponmastery and’.

(62) Replaced ‘lavas’ with ‘Lavas’.

(63) Replaced ‘rainswept’ with ‘rain-swept’. Replaced ‘shrieks of the fliers draws’ with ‘shrieks of the fliers draw’.

(64) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘explode from’ with ‘shoot from’ in the illustration's caption. Added a period to the end of the illustration's caption.

(65) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(66) Replaced ‘reptillians’ with ‘reptilians’.

(67) Replaced ‘water — it’ with ‘water: it’.

(68) Replaced ‘champion — Kekataag’ with ‘champion, Kekataag’.

(70) Replaced ‘reptillian’ with ‘reptilian’. Replaced all occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘Zhula’ with ‘Zheva’ (cf. Section 86).

(71) Replaced ‘Hulka’ with ‘ ‘Hulka’ ’. Replaced ‘Khula’ with ‘ ‘Khula’ ’. Replaced ‘Lukha’ with ‘ ‘Lukha’ ’. Replaced ‘backpack’ with ‘Backpack’.

(72) Replaced ‘Grand Mastery skills’ with ‘Grand Mastery’. Replaced both occurrences of ‘lavas’ with ‘Lavas’.

(73) Replaced ‘Brotherhood spell — Teleport — and’ with ‘Brotherhood Spell Teleport and’. Replaced each occurrence of ‘leap on’ with ‘leap onto’.

(74) Replaced ‘sommersaulting’ with ‘somersaulting’. Added a period to the end of the illustration's caption.

(75) Replaced ‘Darkness — an’ with ‘Darkness, an’.

(76) Replaced ‘Sun Lord, you’ with ‘Sun Lord or higher, you’. Replaced ‘body).’ with ‘body.)’.

(77) Replaced ‘artifact’ with ‘artefact’.

(78) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Lord, or if’ with ‘Lord or higher, or if’.

(79) Replaced ‘The spirit of’ with ‘The spirits of’. Replaced ‘cener druids’ with ‘Cener Druids’. Replaced ‘acolytes of Vashna’ with ‘Acolytes of Vashna’. Replaced ‘Vashna, Nadziranim’ with ‘Vashna, and Nadziranim’. Replaced ‘Zahda — the evil renegade sorcerer — who’ with ‘Zahda, the evil renegade sorcerer, who’.

(81) Replaced ‘shock-wave’ with ‘shock wave’. Replaced ‘champion — Kekataag’ with ‘champion, Kekataag’.

(82) Replaced ‘mind-force’ with ‘Mindforce’. Replaced ‘formidable Kai-screen absorbs and deflects’ with ‘formidable psychic defences absorb and deflect’, as you may have arrived here from Section 59 where you do not possess Kai-screen.

(83) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’. Replaced ‘Darkness — you’ with ‘Darkness: you’.

(84) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘throne of power’ with ‘Throne of Power’. Replaced ‘backpack, then’ with ‘Backpack, and then’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced each occurrence of ‘tome’ with ‘Tome’. Replaced ‘black page’ with ‘page’. Replaced ‘name — ‘Gnekasha’, until’ with ‘name ‘Gnekasha’ until’. Replaced ‘Shamath — the’ with ‘Shamath, the’.

(85) Replaced ‘dark, jungle’ with ‘dark jungle’. Replaced ‘treeline’ with ‘tree-line’. Added ‘If you possess Grand Pathsmanship and have attained the Kai rank of Grand Crown or higher, turn to 115.’. Replaced ‘If you have Grand Pathsmanship, turn to 334.’ with ‘If you have Grand Pathsmanship but have yet to attain this rank, turn to 334.’ (cf. the Errata for Section 115 and Section 255 ).

(86) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced both occurrences of ‘firestorm’ with ‘fire-storm’. Replaced ‘throne of power’ with ‘Throne of Power’. Replaced ‘creatures who are’ with ‘creatures that are’. Replaced ‘tome’ with ‘Tome’. Replaced ‘acts of Evil’ with ‘acts of evil’. Replaced ‘Dragonlord, and’ with ‘Dragonlord and’. Replaced ‘him, and’ with ‘him and’. Replaced ‘name — ‘Zheva’ — which’ with ‘name ‘Zheva’ which’. Replaced ‘Zarthryn’ with ‘Zarthyn’ in harmony with The Legacy of Vashna Sections 152 and 254. Replaced ‘item — the Scarab of the Wingless Dragon — which’ with ‘item, the Scarab of the Wingless Dragon, which’.

(87) Replaced ‘counterspell’ with ‘Counterspell’. Replaced ‘sound — a grating squeal’ with ‘sound, a grating squeal’.

(89) Removed ‘ which you keep in your backpack’. Replaced ‘pictures or’ with ‘pictures, or’. Replaced ‘permissible).’ with ‘permissible.)’. Replaced ‘empty — devoid’ with ‘empty, devoid’.

(90) Replaced ‘throne of power’ with ‘Throne of Power’. Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘creatures who are’ with ‘creatures that are’. Replaced ‘your natural balance and agility prevents’ with ‘your natural balance and agility prevent’. Replaced each occurrence of ‘tome’ with ‘Tome’. Replaced ‘south you’ with ‘south, you’. Replaced ‘stones and, to’ with ‘stones, and to’. Replaced ‘name — ‘Khula’ — which’ with ‘name ‘Khula’ which’. Replaced ‘destination — the’ with ‘destination, the’. Replaced ‘Nza'pok — Lord of the Mire — and’ with ‘Nza'pok, Lord of the Mire, and’. Replaced ‘Nza'pok — the ruler of this domain — and’ with ‘Nza'pok, the ruler of this domain, and’.

(91) Replaced ‘returning and’ with ‘returning, and’.

(93) Replaced ‘lavas’ with ‘Lavas’.

(95) Replaced ‘reptillians’ with ‘reptilians’.

(96) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘ends here’ with ‘end here’.

(97) Replaced ‘Kai Screen’ with ‘Kai-screen’. Added a period to the end of the illustration's caption. Replaced ‘Dentaag — giant’ with ‘Dentaag, giant’.

(98) Replaced ‘ — Kai! — ’ with ‘Kai!’. Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’. Replaced ‘power word’ with ‘power-word’.

(99) Replaced ‘take Avarvae’ with ‘takes Avarvae’. Replaced ‘late; you’ with ‘late: you’. Replaced ‘Damned — the’ with ‘Damned, the’.

(100) Replaced ‘nostrils, a’ with ‘nostrils: a’.

(101) Replaced ‘all — they’ with ‘all: they’.

(102) Replaced both occurrences of ‘reptillians’ with ‘reptilians’.

(105) Replaced ‘Khula’ with ‘ ‘Khula’ ’. Replaced ‘transformation, then’ with ‘transformation; then’. Replaced ‘pit and’ with ‘pit, and’.

(106) Replaced ‘firestorm’ with ‘fire-storm’. Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian’. Replaced ‘Guardian’ with ‘Guardian or higher’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Removed ‘or if you have yet to attain the required level of Kai Mastery,’ from the last choice.

(107) Replaced ‘Maaken — the’ with ‘Maaken, the’. Replaced ‘Vashna — the’ with ‘Vashna, the’.

(108) Replaced ‘force field’ with ‘force-field’. Replaced ‘abyss, ‘Follow’ with ‘abyss. ‘Follow’.

(109) Replaced ‘belt pouch’ with ‘Belt Pouch’.

(111) Replaced ‘skill, or’ with ‘skill or’. Replaced ‘out-distance’ with ‘outdistance’. Replaced ‘levitation spell’ with ‘Levitation spell’. Added a period to the end of the illustration's caption. Replaced ‘land and you’ with ‘land, and you’.

(112) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘interior and’ with ‘interior, and’.

(114) Replaced both occurrences of ‘reptillians’ with ‘reptilians’.

(115) Added ‘You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle's dark interior. Cautiously you advance along this overgrown trail, but you have not gone far before you are forced to a halt by a thick curtain of hanging vines and creepers.’, copied from Section 255 (cf. the Errata for Section 85 and Section 255).

(116) Replaced ‘ante-chamber’ with ‘antechamber’.

(117) Replaced ‘knees and’ with ‘knees, and’.

(118) Replaced ‘mind-force’ with ‘Mindforce’. Replaced ‘agonising’ with ‘agonizing’.

(119) Replaced both occurrences of ‘lavas’ with ‘Lavas’.

(120) Replaced ‘skill, or’ with ‘skill or’. Replaced ‘out-distance’ with ‘outdistance’. Replaced ‘land and you’ with ‘land, and you’.

(121) Replaced ‘Kai!’ and’ with ‘Kai!’ — and’. Replaced ‘champion — Kekataag — the’ with ‘champion Kekataag the’.

(122) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Crown’ with ‘Crown or higher’.

(123) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai agilities’ with ‘Kai abilities’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(124) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘backpack, then’ with ‘Backpack, and then’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced ‘tome’ with ‘Tome’. Replaced ‘name — ‘Gnekasha’ — and’ with ‘name ‘Gnekasha’ and’. Replaced ‘Shamath — the Mistress of the Gates of Darkness — who’ with ‘Shamath, the Mistress of the Gates of Darkness, who’.

(125) Replaced ‘firestorm’ with ‘fire-storm’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian or higher’. Replaced ‘Lord’ with ‘Lord or higher’. Replaced ‘Crown’ with ‘Crown or higher’. Replaced ‘Vaxagore — the’ with ‘Vaxagore, the’. Replaced ‘place — but fate, it seems, has’ with ‘place, but fate — it seems — has’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(126) Replaced ‘undergrowth and when’ with ‘undergrowth, and when’. Replaced ‘titanic subterranean sea creature’ with ‘titanic sea creature’.

(127) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Added a period to the end of the illustration's caption. Replaced ‘Seb Jarel’ with ‘Sebb Jarel’ (cf. The Dungeons of Torgar Section 1). Replaced ‘Thane’ with ‘Thane or higher’. Replaced ‘words; they’ with ‘words: they’. Replaced ‘captured by evil’ with ‘captured by Evil’. Replaced ‘Paido — the’ with ‘Paido, the’. Replaced ‘Adamas — the Lord Constable of Garthen — who’ with ‘Adamas, the Lord Constable of Garthen, who’. Replaced ‘Jarel — the’ with ‘Jarel, the’. Replaced ‘partizan’ with ‘partisan’. Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(128) Replaced ‘Künae — the’ with ‘Künae, the’.

(131) Replaced ‘firestorm’ with ‘fire-storm’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’.

(132) Replaced ‘tips, then’ with ‘tips; then’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(134) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(135) Replaced ‘Brotherhood spell — Lightning Hand.’ with ‘Brotherhood Spell Lightning Hand.’. Replaced ‘proves insufficient’ with ‘prove insufficient’. Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’.

(136) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Split the final sentence into its own paragraph for consistency.

(138) Replaced ‘tranquility’ with ‘tranquillity’. Replaced ‘returning and’ with ‘returning, and’.

(140) Replaced ‘lavas’ with ‘Lavas’.

(141) Replaced ‘stubbly legs’ with ‘stubby legs’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Crown’ with ‘Crown or higher’.

(142) Replaced ‘reptillian’ with ‘reptilian’. Replaced ‘Bow, and’ with ‘Bow and’.

(145) Replaced ‘magicians' guild’ with ‘Magicians' Guild’.

(146) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘you — but’ with ‘you, but’. Replaced ‘Nexus, and’ with ‘Nexus and’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(148) Replaced ‘lavas’ with ‘Lavas’.

(149) Replaced ‘lavas’ with ‘Lavas’.

(150) Replaced ‘artifacts’ with ‘artefacts’. Replaced each occurrence of ‘tome’ with ‘Tome’. Replaced ‘Ahead you’ with ‘Ahead, you’. Replaced ‘bridge (erase’ with ‘bridge. (Erase’. Replaced ‘Action Chart).’ with ‘Action Chart.)’. Replaced ‘Dazganon, and’ with ‘Dazganon and’. Replaced ‘Tzor — The’ with ‘Tzor, The’.

(152) Replaced ‘sound; it’ with ‘sound: it’. Replaced ‘source of the cacophony — the chamber’ with ‘source of the cacophony: the chamber’.

(153) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’. Replaced ‘Darkness — you’ with ‘Darkness: you’.

(155) Replaced each occurrence of ‘scarab’ with ‘Scarab’.

(156) Replaced ‘all — they’ with ‘all: they’.

(157) Replaced ‘firestorm’ with ‘fire-storm’. Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian or higher’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Removed ‘or if you have yet to attain the required level of Kai Mastery,’ from the last choice.

(159) Replaced ‘backpack’ with ‘Backpack’.

(160) Replaced ‘magicians' guild’ with ‘Magicians' Guild’. Replaced ‘despatches’ with ‘dispatches’. Replaced ‘dimly-lit’ with ‘dimly lit’. Replaced ‘when precisely’ with ‘precisely when’. Replaced ‘Kai — so’ with ‘Kai, so’. Replaced ‘Tyso — the’ with ‘Tyso, the’. Replaced ‘Banedon — the’ with ‘Banedon, the’. Replaced ‘advisors — Lord’ with ‘advisors, Lord’.

(161) Replaced each occurrence of ‘lavas’ with ‘Lavas’.

(163) Replaced ‘Kai exorcism’ with ‘Kai Exorcism’. Replaced ‘returning and’ with ‘returning, and’.

(164) Replaced each occurrence of ‘dagger’ with ‘Dagger’ as it is a Weapon in your possession. Replaced ‘sound — a grating squeal’ with ‘sound, a grating squeal’.

(167) Replaced ‘Kai Blast attack’ with ‘Kai-blast’. Replaced ‘all — they’ with ‘all: they’.

(168) Replaced ‘shock-wave’ with ‘shock wave’.

(169) Replaced ‘counterspell’ with ‘Counterspell’. Replaced ‘sound — a grating squeal — and’ with ‘sound, a grating squeal, and’.

(170) Replaced ‘Kai-screen, and’ with ‘Kai-screen and’. Added a period to the end of the illustration's caption. Replaced ‘Crown’ with ‘Crown or higher’.

(171) Replaced ‘jet black’ with ‘jet-black’. Replaced ‘silence, then’ with ‘silence; then’. Replaced ‘backpack’ with ‘Backpack’.

(172) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Split the final sentence into its own paragraph for consistency.

(174) Replaced ‘lavas’ with ‘Lavas’.

(175) Replaced ‘arrow’ with ‘Arrow’.

(176) Replaced ‘Reavers — wholly’ with ‘Reavers, wholly’.

(179) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘reptillians’ with ‘reptilians’ in the text and in the illustration's caption. Replaced ‘reptillian’ with ‘reptilian’. Added a period to the end of the illustration's caption. Replaced ‘Mastery, and’ with ‘Mastery and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Kai-screen, and’ with ‘Kai-screen and’.

(180) Removed ‘ which you keep in your backpack’. Replaced ‘pictures or’ with ‘pictures, or’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’.

(182) Replaced ‘Old Kingdom spell — Invisible Fist — and’ with ‘Old Kingdom Spell Invisible Fist and’.

(183) Replaced ‘Shamath — the’ with ‘Shamath, the’.

(184) Replaced ‘Brotherhood spell — Invisible Shield — as’ with ‘Brotherhood Spell Invisible Shield as’. Replaced ‘Grand Discipline’ with ‘Grand Master Discipline’.

(185) Replaced ‘artifacts’ with ‘artefacts’.

(187) Replaced ‘mind-force’ with ‘Mindforce’.

(188) Removed quote marks from thought-speech in both the main text and in the illustration's caption. Added a period to the end of the illustration's caption.

(189) Replaced ‘slayed’ with ‘slain’. Replaced ‘blinded and’ with ‘blinded, and’.

(190) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘these weapons’ with ‘these Weapons’.

(191) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘interior and’ with ‘interior, and’.

(192) Replaced ‘shock-wave’ with ‘shock wave’.

(193) Added ‘ (in addition to all other combat bonuses for this Special Item)’ after the COMBAT SKILL bonus in harmony with Section 64.

(194) Replaced ‘Cauldron — a’ with ‘Cauldron, a’.

(196) Replaced ‘reptillians’ with ‘reptilians’.

(198) Replaced ‘to try and’ with ‘to try to’.

(199) Replaced ‘sound — a grating squeal — and’ with ‘sound, a grating squeal, and’.

(200) Replaced ‘mindforce’ with ‘Mindforce’. Replaced ‘Bow, or’ with ‘Bow or’. Replaced ‘psychic disciplines’ with ‘psychic abilities’. Replaced ‘brutal and’ with ‘brutal, and’ in the text and in the illustration's caption. Added a period to the end of the illustration's caption. Replaced ‘automaton — cold’ with ‘automaton: cold’.

(201) Replaced ‘ante-chamber’ with ‘antechamber’.

(202) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian’. Replaced ‘morass yet’ with ‘morass, yet’. Replaced ‘water — it’ with ‘water: it’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(203) Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(205) Replaced ‘lavas’ with ‘Lavas’.

(207) Replaced ‘The spirit of’ with ‘The spirits of’. Replaced ‘Cener druids’ with ‘Cener Druids’. Replaced ‘acolytes of Vashna’ with ‘Acolytes of Vashna’. Replaced ‘Vashna, Nadziranim’ with ‘Vashna, and Nadziranim’. Replaced ‘Gnaag — the Archlord of Helgedad — who’ with ‘Gnaag, the Archlord of Helgedad, who’.

(208) Replaced ‘Brotherhood spell — Counterspell — upon’ with ‘Brotherhood Spell Counterspell upon’.

(209) Replaced ‘artifact’ with ‘artefact’. Replaced ‘your life and your quest comes’ with ‘your life and your quest come’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘Dragon — the’ with ‘Dragon, the’.

(211) Replaced ‘Kai!’ and’ with ‘Kai!’ — and’. Added ‘ (in addition to all other combat bonuses for this Special Item)’ after the COMBAT SKILL bonus in harmony with Section 64. Added a period to the end of the illustration's caption. Replaced ‘champion — Kekataag — the’ with ‘champion Kekataag the’.

(212) Replaced ‘attack; double’ with ‘attack: double’.

(213) Replaced ‘lavas’ with ‘Lavas’.

(215) Replaced ‘firestorm’ with ‘fire-storm’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian or higher’. Replaced ‘Lord’ with ‘Lord or higher’. Replaced ‘Crown’ with ‘Crown or higher’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(216) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian or higher’. Replaced ‘Lord, and’ with ‘Lord or higher, and’. Replaced ‘Disciplines, do’ with ‘Disciplines, nor a Bow, do’. Replaced ‘soft sludgy’ with ‘soft, sludgy’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(217) Replaced ‘ceiling, then’ with ‘ceiling. Then’. Replaced each occurrence of ‘leap on’ with ‘leap onto’.

(218) Replaced ‘pin-points’ with ‘pinpoints’. Replaced ‘closer so they’ with ‘closer, they’. Added a period to the end of the illustration's caption. Replaced ‘Yanis — the Shining City — in’ with ‘Yanis, the Shining City, in’.

(219) Replaced ‘mind-force’ with ‘Mindforce’.

(220) Replaced ‘reptillians’ with ‘reptilians’. Replaced ‘artifact’ with ‘artefact’. Replaced ‘sixth senses warn’ with ‘Sixth Sense warns’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘Dragon — the’ with ‘Dragon, the’.

(222) Replaced ‘pin-point’ with ‘pinpoint’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘skill, or’ with ‘skill or’.

(223) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘newly acquired’ with ‘newly-acquired’. Replaced ‘accounts of your experiences on the planes’ with ‘accounts of the planes’. Replaced ‘Gates coupled to’ with ‘Gates, coupled with’.

(224) Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’.

(225) Replaced ‘take Avarvae’ with ‘takes Avarvae’. Replaced ‘late; you’ with ‘late: you’. Replaced ‘Damned — the’ with ‘Damned, the’.

(227) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian or higher’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(228) Replaced ‘torsoes’ with ‘torsos’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Künae — the’ with ‘Künae, the’.

(229) Replaced ‘(1,3,5,7,9)’ with ‘(i.e. 1, 3, 5, 7, or 9)’. Replaced ‘(0,2,4,6,8)’ with ‘(i.e. 2, 4, 6, 8, or 0)’. Replaced ‘legion — they’ with ‘legion; they’.

(231) Replaced ‘are a long line’ with ‘is a long line’.

(232) Replaced ‘throne of power’ with ‘Throne of Power’. Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced ‘tome’ with ‘Tome’. Replaced ‘Ghandezh — the’ with ‘Ghandezh, the’. Replaced ‘Künae — the Lords of Decay — and’ with ‘Künae, the Lords of Decay, and’.

(235) Replaced ‘lavas’ with ‘Lavas’.

(236) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘motionless, then’ with ‘motionless; then’. Replaced ‘interior and’ with ‘interior, and’.

(237) Replaced ‘champion — Kekataag’ with ‘champion, Kekataag’.

(241) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced both occurrences of ‘reptillians’ with ‘reptilians’. Split the final sentence into its own paragraph for consistency.

(243) Replaced ‘Shamath, ‘it’ with ‘Shamath. ‘It’. Added a period to the end of the illustration's caption. Replaced ‘Avarvae — I trust’ with ‘Avarvae! I trust’.

(244) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘Quiver,, but’ with ‘Quiver), but’. Replaced ‘sound — a grating squeal’ with ‘sound, a grating squeal’.

(245) Replaced ‘Brotherhood spell — Teleport — and’ with ‘Brotherhood Spell Teleport and’. Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(246) Replaced ‘spell — Teleport — and’ with ‘spell Teleport and’. Replaced ‘out-distance’ with ‘outdistance’. Added ‘ (lose 1 ENDURANCE point)’ since the Teleport spell is supposed to incur a penalty for use (cf. Sections Improved Grand Master Disciplines, 73, 245, and 298).

(247) Replaced ‘Kai blast’ with ‘Kai-blast’. Replaced ‘attained, above’ with ‘attained above’.

(248) Replaced ‘Khor, in’ with ‘Khor in’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’.

(249) Replaced ‘semi-circular’ with ‘semicircular’. Replaced ‘Cadak, and decide’ with ‘Cadak and decide’. Replaced ‘counter-attack’ with ‘counterattack’. Replaced ‘rib-cage’ with ‘rib cage’. Replaced ‘attack and, moments’ with ‘attack, and moments’.

(250) Replaced both occurrences of ‘artifacts’ with ‘artefacts’. Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘reptillians’ with ‘reptilians’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘orange and’ with ‘orange, and’. Replaced ‘armour and’ with ‘armour, and’. Replaced ‘an apex’ with ‘the apex’. Replaced ‘Dragonlord — the ruler of this realm of fire — and’ with ‘Dragonlord, the ruler of this realm of fire, and’.

(251) Replaced ‘Brotherhood spell — Levitation — and’ with ‘Brotherhood Spell Levitation and’. Replaced ‘rockface, then’ with ‘rock-face. Then’. Replaced each occurrence of ‘leap on’ with ‘leap onto’.

(253) Replaced ‘Darkness — an’ with ‘Darkness, an’.

(254) Removed ‘(Sommerswerd = +8; Skarn-Ska = +5)’ in view of the footnote added to The Game Rules regarding the COMBAT SKILL bonus conveyed by the Sommerswerd on the Plane of Darkness.

(255) Replaced ‘eg,’ with ‘e.g.’. Removed ‘If you possess Grand Huntmastery, and have attained the Kai rank of Grand Crown, turn to 115.’. According to the Improved Grand Master Disciplines section, Grand Crowns with Grand Pathsmanship ‘are able to create a clear passageway through dense undergrowth, forest, or jungle … This skill can also be employed by a Kai Grand Crown against magical foliage.’ A player could not arrive at this section if they possessed Grand Pathsmanship (cf. Section 85). We have therefore moved the link to Section 115 from here to Section 85 instead (cf. Errata for Section 85 and Section 115). Replaced ‘edged weapon’ with ‘edged Weapon’. Replaced ‘sword or axe), and’ with ‘a Sword or an Axe) and’.

(256) Replaced ‘potion’ with ‘Potion’. Added ‘(Remember to delete Shamath's Potion from your Action Chart.)’.

(258) Replaced ‘With respect’ with ‘But with respect’. Replaced ‘but the scabbard’ with ‘the scabbard’.

(259) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Crown’ with ‘Crown or higher’. Replaced ‘Thane’ with ‘Thane or higher’. Replaced ‘Mastery, and’ with ‘Mastery and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(260) Replaced ‘arrows’ with ‘Arrows’. Replaced ‘axes and’ with ‘axes, and’. Replaced ‘quiver’ with ‘Quiver(s)’. Replaced ‘archway and’ with ‘archway, and’.

(261) Replaced both occurrences of ‘eg,’ with ‘e.g.’. Replaced ‘edged weapon’ with ‘edged Weapon’. Replaced ‘sword or axe’ with ‘Sword or an Axe’. Replaced ‘quarterstaff or mace’ with ‘Quarterstaff or a Mace’.

(262) Replaced ‘slayed’ with ‘slain’. Split the final sentence into its own paragraph for consistency.

(263) Replaced ‘to try and’ with ‘to try to’.

(264) Replaced both occurrences of ‘reptillian’ with ‘reptilian’. Replaced both occurrences of ‘lavas’ with ‘Lavas’.

(265) Replaced ‘square and’ with ‘square, and’. Replaced ‘fulfilled; base’ with ‘fulfilled, base’.

(266) Replaced ‘stubbly legs’ with ‘stubby legs’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Crown’ with ‘Crown or higher’.

(267) Replaced ‘sound; it’ with ‘sound: it’. Replaced ‘source of the cacophony — the chamber’ with ‘source of the cacophony: the chamber’.

(268) Replaced ‘Special Item’ with ‘Backpack Item’ as the Muntaag Honey is definitely a Backpack Item (cf. Section 112, Section 191, Section 236, and Section 285).

(270) Replaced all occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘reptillians’ with ‘reptilians’. Replaced ‘flames — a’ with ‘flames: a’.

(271) Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(272) Replaced ‘the Shamath Potion’ with ‘Shamath's Potion’. Added a period to the end of the illustration's caption. Replaced ‘A colossal chariot speeds forth driven by nine stunning astral beings’ with ‘A colossal chariot speeds forth, driven by a stunning astral being.’ in the illustration' caption. Replaced ‘Tormentress — the’ with ‘Tormentress, the’.

(273) Removed quote marks from thought-speech.

(275) Replaced ‘Vorndarol, in’ with ‘Vorndarol in’.

(276) Replaced ‘Grand Mastery skills’ with ‘Grand Mastery’.

(278) Replaced ‘lavas’ with ‘Lavas’. Replaced ‘firestorm’ with ‘fire-storm’.

(279) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Crown’ with ‘Crown or higher’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(280) Replaced ‘frames and’ with ‘frames, and’.

(281) Replaced ‘Brotherhood spell — Vigour — and’ with ‘Brotherhood Spell Strength and’. Replaced ‘Amulet (remember your’ with ‘Amulet. (Remember: your’. Replaced ‘adventure).’ with ‘adventure.)’. Replaced ‘hot cindery’ with ‘hot, cindery’. Added a period to the end of the illustration's caption.

(282) Replaced ‘Kai!’ and’ with ‘Kai!’ — and’.

(283) Replaced ‘Brotherhood spell — Levitation — and’ with ‘Brotherhood Spell Levitation and’. Replaced ‘Crown’ with ‘Crown or higher’. Replaced ‘shore, then’ with ‘shore; then’. Replaced ‘arachnids who’ with ‘arachnids that’. Added the option ‘If you have not yet attained this level of Kai rank and do not possess a Rope, but you do possess a Bow, turn to 271.’ to bring Section 271 back into the game. Replaced ‘If you have yet to attain this level of Kai rank and you do not possess a Rope’ with ‘If you have yet to attain this level of Kai rank and possess neither of these items’.

(284) Replaced ‘lavas’ with ‘Lavas’.

(285) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘interior and’ with ‘interior, and’.

(286) Replaced ‘Darkness — an’ with ‘Darkness, an’.

(288) Replaced ‘firestorm’ with ‘fire-storm’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’.

(289) Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘ends here’ with ‘end here’.

(290) Replaced ‘Then suddenly the’ with ‘Suddenly, the’. Added a period to the end of the illustration's caption. Replaced ‘realise’ with ‘realize’ in the illustration's caption. Replaced ‘powerful’ with ‘the powerful’ in the illustration's caption. Replaced ‘himself — the’ with ‘himself, the’ in both the main text and the illustration's caption. Replaced ‘face — like’ with ‘face, like’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Disciplines, or’ with ‘Disciplines or’.

(291) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘arrows’ with ‘Arrows’. Replaced ‘levitation spell’ with ‘Levitation spell’. Replaced ‘skill, or’ with ‘skill or’.

(293) Replaced ‘tips, then’ with ‘tips; then’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(294) Replaced ‘ — Gloar! — ’ with ‘Gloar!’. Replaced ‘Sommerswerd, or’ with ‘Sommerswerd or’. Replaced ‘power word’ with ‘power-word’.

(296) Removed ‘ which you keep in your Backpack’. Replaced ‘pictures or’ with ‘pictures, or’. Replaced ‘empty — devoid’ with ‘empty, devoid’.

(297) Replaced both occurrences of ‘special items’ with ‘Special Items’. Replaced ‘mask successfully’ with ‘successfully mask’.

(298) Replaced ‘Brotherhood spell — Teleport — as’ with ‘Brotherhood Spell Teleport as’. Replaced each occurrence of ‘leap on’ with ‘leap onto’.

(301) Replaced ‘crowd are’ with ‘crowd is’. Added a period to the end of the illustration's caption.

(302) Replaced ‘echos’ with ‘echoes’.

(303) Replaced ‘Random Number Table. (0 = 10).’ with ‘Random Number Table (0 = 10).’. Replaced ‘Amulet (remember your’ with ‘Amulet. (Remember: your’. Replaced ‘adventure).’ with ‘adventure.)’. Replaced ‘hot cindery’ with ‘hot, cindery’.

(304) Replaced ‘rise up and flail’ with ‘rises up and flails’. Replaced ‘all — they’ with ‘all: they’.

(305) Replaced ‘lavas’ with ‘Lavas’.

(306) Removed quote marks from thought-speech.

(307) Replaced ‘artifacts’ with ‘artefacts’.

(308) Replaced ‘lavas’ with ‘Lavas’.

(310) Removed ‘(Sommerswerd = +8; Skarn-Ska = +5)’ in view of the footnote added to The Game Rules regarding the COMBAT SKILL bonus conveyed by the Sommerswerd on the Plane of Darkness.

(311) Replaced ‘Suddenly a’ with ‘Suddenly, a’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘rib-cage’ with ‘rib cage’. Replaced ‘Dregants — a’ with ‘Dregants, a’.

(313) Replaced ‘take Avarvae’ with ‘takes Avarvae’. Replaced ‘late; you’ with ‘late: you’. Replaced ‘Damned — the’ with ‘Damned, the’.

(314) Replaced ‘undergrowth and when’ with ‘undergrowth, and when’.

(315) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(316) Replaced ‘skill, or’ with ‘skill or’.

(317) Replaced ‘reptillian's’ with ‘reptilian's’. Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘reptillian’ with ‘reptilian’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(318) Replaced ‘attack; double’ with ‘attack: double’. Added a period to the end of the illustration's caption.

(319) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’. Replaced ‘Darkness — you’ with ‘Darkness: you’.

(320) Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘Cadak — Arch Druid of the Cenerese — a’ with ‘Cadak, Arch Druid of the Cenerese, a’.

(321) Replaced ‘your choose’ with ‘you choose’.

(323) Replaced ‘all — they’ with ‘all: they’.

(324) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(325) Replaced ‘your life and your quest ends’ with ‘your life and your quest end’. Replaced ‘battle wounds’ with ‘battle-wounds’.

(326) Replaced ‘Brotherhood spell — Net — and’ with ‘Brotherhood Spell Net and’.

(328) Replaced ‘Rhunotar’ with ‘ ‘Rhunotar’ ’. Replaced ‘Rhunadan’ with ‘ ‘Rhunadan’ ’. Replaced ‘Rhunaguin’ with ‘ ‘Rhunaguin’ ’. Replaced ‘form, and the sudden cessation of mind contact, throws’ with ‘form — and the sudden cessation of mind contact — throws’. Replaced ‘Darkness — you’ with ‘Darkness: you’.

(329) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(330) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai rank of Grand Guardian’ with ‘rank of Kai Grand Guardian’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced ‘morass yet’ with ‘morass, yet’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(331) Replaced ‘firestorm’ with ‘fire-storm’. Replaced ‘sixth senses detect’ with ‘Sixth Sense detects’. Replaced ‘Suddenly a’ with ‘Suddenly, a’.

(334) Replaced ‘rise up and flail’ with ‘rises up and flails’.

(335) Replaced ‘Kai-shield’ with ‘Kai-screen’.

(336) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Crown’ with ‘Crown or higher’. Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Moved the option to use Grand Nexus to the first place in the list. Replaced ‘Nexus, and’ with ‘Nexus and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(337) Replaced ‘Grand Mastery skills save’ with ‘Grand Mastery saves’. Replaced ‘legion — they’ with ‘legion; they’.

(338) Replaced both occurrences of ‘special items’ with ‘Special Items’. Replaced ‘mask successfully’ with ‘successfully mask’.

(340) Replaced both occurrences of ‘lavas’ with ‘Lavas’.

(341) Replaced ‘hands, ‘it’ with ‘hands. ‘It ’.

(343) Replaced ‘reptillian’ with ‘reptilian’. Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘semi-circular’ with ‘semicircular’. Replaced ‘Helgor, in’ with ‘Helgor in’. Replaced ‘Discipline of divination’ with ‘Discipline of Divination’. Replaced ‘familiar yet’ with ‘familiar, yet’. Replaced ‘shimmering — it’ with ‘shimmering: it’. Replaced ‘Künae — the rulers of this hellish domain — but’ with ‘Künae, the rulers of this hellish domain, but’.

(344) Replaced both occurrences of ‘lavas’ with ‘Lavas’. Replaced ‘reptillian’ with ‘reptilian’. Replaced ‘Zhula’ with ‘Zheva’ (cf. Section 86).

(346) Replaced ‘slayed’ with ‘slain’. Replaced ‘blinded and’ with ‘blinded, and’. Replaced ‘descend’ with ‘descends’. Replaced ‘burst forth’ with ‘bursts forth’.

(347) Replaced ‘korlinium scabbard’ with ‘Korlinium Scabbard’. Removed quote marks from thought-speech.

(348) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(349) Replaced ‘Old Kingdom spell — Invisible Fist — and’ with ‘Old Kingdom Spell Invisible Fist and’.

(350) Replaced ‘artifact’ with ‘artefact’. Replaced ‘spiraling’ with ‘spiralling’. Removed quote marks from thought-speech. Replaced ‘safe keeping’ with ‘safekeeping’. Replaced ‘Farewell Lone Wolf’ with ‘Farewell, Lone Wolf’. Replaced ‘to rank of’ with ‘to the rank of’. Replaced ‘VOYAGE OF THE MOONSTONE’ with ‘Voyage of the Moonstone’.

(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’.

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] (The Game Rules) If you possess the Sommerswerd, Section 98 of Dawn of the Dragons 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).

[4] (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.

[5] (Section 10) This is the correct answer to the combination lock in Section 239.

[6] (Section 48) It may not be appropriate to use Deliverance here if you have already in this adventure used its power to restore 20 ENDURANCE points.

[7] (Section 57) This is the correct answer to the total of the numbers on the three Special Items required to enter Dazganon (cf. Sections 297 and 338).

[8] (Section 90) If you possess the Sommerswerd, Section 98 of Dawn of the Dragons 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).

[9] (Section 107) It is possible to have visited the Temple of Maaken without encountering a Daemonak.

[10] (Section 127) It is possible for Lone Wolf to have visited Torgar without having met Sebb Jarel or accompanied Paido in the Danarg.

[11] (Section 239) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[12] (Section 297) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[13] (Section 330) It is unclear what to do in this situation if some or all of the last three spaces of your Backpack are empty. One possibility is to interpret this instruction as indicating that the last three items on your list must be erased. Another interpretation is that if some of the last three spaces are empty you are lucky and lose fewer than three items.

[14] (Section 338) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

Table of Illustrations

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

Primary Illustrations

- Illustration I (Section 4)

- Illustration II (Section 32)

- Illustration III (Section 46)

- Illustration IV (Section 64)

- Illustration V (Section 74)

- Illustration VI (Section 94)

- Illustration VII (Section 111)

- Illustration VIII (Section 127)

- Illustration IX (Section 170)

- Illustration X (Section 179)

- Illustration XI (Section 188)

- Illustration XII (Section 200)

- Illustration XIII (Section 211)

- Illustration XIV (Section 218)

- Illustration XV (Section 243)

- Illustration XVI (Section 272)

- Illustration XVII (Section 280)

- Illustration XVIII (Section 290)

- Illustration XIX (Section 301)

- Illustration XX (Section 318)

- The Known Planes of Existence

- Action Chart

Secondary Illustrations

- Equipment

- Grand Master Disciplines

- Section 2

- Section 6

- Section 23

- Section 50

- Section 60

- Section 84

- Section 104

- Section 139

- Section 155

- Section 270

- Section 311

- Section 314

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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