## Footnotes

[1] (Equipment) The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.

[2] (Section 35) After much deliberation, we have here altered the Xargath’s ENDURANCE points score from 10 to 100, in line with Section 192. The massive difference in the Xargath’s COMBAT SKILL here can be attributed to the fact that you’re sitting just behind its head which is stuck in the deck, instead of standing on the deck in front of it. However, the original ENDURANCE value seems pitifully low to the extent that the combat is a foregone conclusion, even for a new character with only 3 Magnakai Disciplines and the lowest unmodified values for COMBAT SKILL and ENDURANCE. Additionally, the presented option to evade combat seems to indicate that the fight should be at least moderately challenging.

[3] (Section 75) Lone Wolf Club Newsletter No.12 clarifies: ‘Although the Sommerswerd has been drawn and used within the Darklands, you were able to use it to destroy Kraagenskûl before he could make use of the communicator to inform Gnaag of your presence. The port of Argazad is on the fringe of the Darklands and, because of its remote location, your unsheathing of the Sommerswerd did not directly alert Gnaag in Helgedad. The Sommerswerd combat with Kraagenskûl was true to Rimoah’s warning (Section 282); it did alert him to your presence and betrayed your true identity.’

[4] (Section 75) Unless you are carrying the Dagger of Vashna and choose to use it, you will be unable to inflict damage upon Darklord Kraagenskûl for the three rounds until you can retrieve the Sommerswerd. Should you choose to use the Dagger of Vashna here, remember that ‘you may add 7 points to your COMBAT SKILL for the duration of the fight, owing to the power of the Dagger of Vashna when used against a Darklord of Helgedad’ (cf. Section 171).

[5] (Section 79) Given the description of this armour which makes it seem to be lightweight (note that there is no ENDURANCE bonus for wearing it), it seems reasonable that it can be worn over other forms of armour.

[6] (Section 220) This section is unreachable. To get here, you have to be an Archmaster with Nexus, which means you have all but one Discipline. However, the only route here is Section 150 to Section 80 to Section 249 to Section 67 to Section 121 to Section 220. Section 249 is only reachable if you don’t have Huntmastery at Archmaster level, and Section 67 is only reachable if you don’t have Pathsmanship at Tutelary level. So to arrive here, you must be an Archmaster who has neither Huntmastery nor Pathsmanship. This oversight on the part of the author cannot easily be fixed.

[7] (Section 230) Remember to add 7 to your COMBAT SKILL for the duration of the combat due to the power of your weapon against a Darklord of Helgedad. Information revealed in a later section may have an effect on how this fight should be conducted; see the erratum for this section for details. Note that this will reveal certain information to you sooner than the author intended, which many readers, especially first-time readers, may prefer not to know.

[8] (Section 240) It is possible that your permanent ENDURANCE score might fall to zero or below due to the evil power of Helshezag, but you may be wearing a piece of armour that gives you an ENDURANCE point bonus. This would leave you with a permanent ENDURANCE score of 0 with a current ENDURANCE score still above zero. If your basic ENDURANCE score is reduced to zero or below, you are dead and your adventure is over.

[9] (Section 268) It is possible that your permanent ENDURANCE score might fall to zero or below due to the Sea-scavenger’s attack, but you may be wearing a piece of armour that gives you an ENDURANCE point bonus. This would leave you with a permanent ENDURANCE score of 0 with a current ENDURANCE score still above zero. If your basic ENDURANCE score is reduced to zero or below, you are dead and your adventure is over.