Trail of the Wolf

Lone Wolf has been abducted by the forces of the Dark God Naar and imprisoned in a remote city-fortress on the border of the Darklands. Subjected to relentless attacks by the minions of evil, the Supreme Master of the Kai is surely doomed to die unless a rescue can be effected swiftly and successfully.

In Trail of the Wolf, you must venture alone into the dreaded stronghold of Gazad Helkona to find and free your leader. Can you succeed in your vital mission … or will you fall foul of the horrors that lurk within this Darklands city-fortress?

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 millions of copies around the world.

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

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.

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: 19 May 2011

Text copyright © Joe Dever.

Illustrations copyright © 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

- Your Kai Name

- New Order Kai Grand Master Disciplines

- Equipment

- Rules for Combat

- Levels of New Order Kai Grand Mastership

- Improved Grand Master Disciplines

- New Order Wisdom

- Numbered Sections

- Gazad Helkona & Surrounding Territories

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Text copyright © 1997 Joe Dever. Illustrations copyright © 1997 Brian Williams.

Dedication

To Liz, Michael, William, & Charlotte Rofe

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

Sean Donald

Illustration Transcription

Jonathan Blake

XML

Jonathan Blake

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Proofreading

Sean Donald (Sections 1–350)

Editing

Jan Charvát

Ingo Klöcker

LeRoy McSwain

Sean Donald

Benjamin Krefetz

Simon Osborne

Timothy Pederick

Coordination

Jonathan Blake

Special Thanks

David Davis, James Durrant, Paul Haskell, Christopher Neilson, Sam Seaver

The Story So Far …

You are a Grand Master of the New Order of the Kai — the warrior élite of Sommerlund.

It is autumn of the year MS 5083, thirty-three years after the First Order of the Kai was nearly wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the leader of your illustrious fighting order, was the only survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

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

Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.

In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf's absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King's Army of Sommerlund.

During the six years that have elapsed since the defeat of his minions, Naar has endeavoured to enact his vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriors — the Vorka — and he used them to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan then carried the war further afield.

By mid-summer of this year his army had overrun much of central Magnamund, including the realm of Lyris — one of Sommerlund's oldest allies. From war-torn Lyris there arrived at the Kai Monastery an old man called Gwynian the Sage. He was a learned scholar and was revered by the Kai for he had aided Lone Wolf on many occasions in the past. He entreated your leader to help save his country from Vandyan's horde. Without hesitation, Lone Wolf pledged to mount a Kai crusade to raise the siege of Varetta, its capital city.

The Vorka had been the key to Vandyan's military successes and he had a seemingly endless supply of these reptilian fighters. In order to defeat Vandyan and save Lyris, Lone Wolf knew that he had to cut off Vandyan's supply of Vorka reinforcements at their source. Gwynian had agents in Duadon, the capital of Eldenora, who had sent word that thousands of Vorka were being created inside the city. This was the source of the enemy's horde.

Gwynian's agents in Duadon had confirmed that Vandyan's runes were being kept in the city's stronghold, a daunting fortress called Skull-Tor. Lone Wolf asked you to travel alone to Duadon to make contact with Gwynian's agents. They knew a secret route into the fortress and would help you to gain entry. Once inside, you were to find and destroy the runes as quickly as possible. Upon completion of the mission, the agents would assist you to evade Vandyan's troops. The thought of venturing hundreds of miles behind enemy lines to undertake such a dangerous quest filled you with a sense of foreboding. Yet, you also felt greatly honoured to have been chosen for the mission and you did not flinch from your duty.

Your journey to Duadon was fraught with many perils, yet you overcame them all and made contact with Gwynian's agents. With their help you gained entry to Vandyan's stronghold of Skull-Tor and destroyed the evil runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan's army dissolved and the Kai were then able to enter Lyris and raise the siege of Varetta.

During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from his lair upon the Plane of Darkness — the ethereal domain of Naar. Having fought and defeated this creature, you believed that he had perished forever when subsequently you smashed the runes. Sadly, this was not so.

Following your victory at Skull-Tor you were met by Guildmaster Banedon, the leader of Sommerlund's Guild of Magicians, who spirited you away from Duadon aboard his flying ship Cloud-dancer. Within minutes of your arrival aboard, a route was charted and a course set for the city of Varetta. The journey by air took little more than two hours and, although darkness had fallen, Banedon's skilled crewmen had little difficulty locating the city. Its siege-damaged walls were ringed with beacons of fire that were visible for fifty miles. As you drew closer, you saw the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the allied armies marching proudly towards its gates. The beacons guided Banedon's craft towards the centre of the city where it was made to hover above the Halls of Learning, Gwynian's home. Swiftly you were lowered by cage to the grounds of this magnificent building where the New Order Kai were encamped. There you were greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It was a joyful and victorious reunion, one that will live forever in your memory and in the legends of the New Order Kai.

News of your arrival spread quickly through Varetta and you were fêted by its grateful citizens. By your brave action, the cruel siege of their city had been lifted. Following a night of celebration, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard Cloud-dancer. He chose to ride home with the New Order and was expected to arrive in a week's time. Gladly you obeyed your leader's command, and shortly before noon you waved farewell to your proud brethren from the deck of Banedon's magnificent flying ship.

Early the next day, you arrived at the Kai Monastery and delivered the glad news of your victory at Skull-Tor. Warmly the garrison praised your achievement and listened in awe when you recounted the details of your perilous mission. You informed them that Lone Wolf and the Kai crusaders were returning from Varetta and would arrive at the monastery in seven days' time. You were the highest ranking Kai present at the monastery and so you took charge and oversaw preparations for their welcome home.

Five days passed and the preparations were completed ahead of schedule. Everyone was looking forward with eager anticipation to their return. It was late that afternoon when a Kai scout called Gold Rain arrived unexpectedly at the monastery. His face and clothes were badly travel-stained, and it was clear from his state of near-exhaustion that he had ridden hard without rest. You were hoping that he had glad tidings, but you soon heard to the contrary; Gold Rain had grave and shocking news to impart.

You learned that Lone Wolf had disappeared. During an overnight encampment on the outskirts of Ruanon, your leader had been abducted. Those who witnessed the abduction said that Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away.

A cold chill ran down your spine as you listened to Gold Rain's report. His description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. You were filled with a gnawing sense of doubt, a dire fear that the destruction of the rune used by Vandyan to summon Zorkaan did not bring about the fell creature's demise. Instead, it had trapped Zorkaan upon Magnamund. Immediately you suspected that Lone Wolf's abduction was an act of revenge. Your Kai Sixth Sense told you that Lone Wolf was still alive and present somewhere upon Magnamund, but you could not determine exactly where that place was.

You had achieved a great victory at Duadon, but the shocking news of Lone Wolf's disappearance cast a deep shadow over your triumph there. You feared that the loss of your illustrious leader was too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct was to do everything in your power to find Lone Wolf and release him from his shadowy abductor, but you knew not where to look.

Hurriedly you dispatched a rider to Toran and summoned Guildmaster Banedon to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard Cloud-dancer. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolf's oldest friend and advisor.

Rimoah confirmed your suspicions that Zorkaan had been summoned to Magnamund by the power of the runes. When you smashed the runes, this entity could not return to the Plane of Darkness from whence it had come. Inadvertently, your action had trapped Zorkaan upon Magnamund. The arrival upon your world of this powerful creature of evil had not gone unnoticed by the Elder Magi. From afar they had sensed Zorkaan's presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted his movements. For a short while, following the destruction of the runes, the creature had roamed the planet freely. But his freedom was soon curtailed.

Lord Rimoah then told you of an evil sorcerer called Xaol. He is a necromancer who dwells in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. Xaol is also an agent of Naar who, since the demise of the Darklords, has patiently awaited the chance to serve his fell master. During the days before Lone Wolf's abduction, Rimoah and the Elder Magi detected streams of psychic communication coursing between Gazad Helkona and the Plane of Darkness.

‘Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could once again be enslaved,’ said Rimoah. ‘We now know that this ritual was enacted successfully by Xaol in the stronghold of Gazad Helkona.’

‘Naar's insatiable thirst for revenge is a menace that Lone Wolf has had to live with since the day he destroyed the Dark God's champions,’ said Guildmaster Banedon. ‘He maintains his vigilance against the constant threat of assassination by the agents of Naar, yet it seems he's been caught off-guard during the long march home to Sommerlund.’

‘Through the ritual enacted by Xaol, Naar has gained control over Zorkaan,’ replied Rimoah. ‘He sent this creature to assassinate Lone Wolf at a Kai encampment near Ruanon, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf … but he was able to subdue and abduct him.’

‘So where is Lone Wolf now?’ you asked, anxiously.

‘He is imprisoned in Gazad Helkona,’ replied Rimoah, ‘and he is in great peril. Only his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, have spared him from death by the hand of Naar's foul creation. Your leader is brave and resourceful, but I fear that Zorkaan's frequent attacks will weaken and eventually destroy Lone Wolf unless he is rescued quickly.’

Selflessly you volunteered to attempt such a rescue. Rimoah and Banedon were impressed by your courage and your confidence, and readily they agreed to help you achieve this difficult task. Rimoah informed you that Gazad Helkona is occupied by Xaol and his cohorts, which comprise Hammerland bandits and remnants of the army of Darklord Chlanzor, the former ruler of this city-fortress.

‘The stronghold is located in a remote volcanic region, surrounded by a petrified forest from which it takes its name. It is a difficult place to reach and assault by force,’ said Rimoah.

‘But where an army may fail, a single Kai may triumph,’ interjected Banedon, wisely.

At length you discussed the rescue and agreed upon a plan of action. Banedon will transport you aboard his flying ship Cloud-dancer to a valley in the Shezar Hills, situated fifty miles to the south of Gazad Helkona. Here you will disembark and then approach the fortress on foot. Banedon will remain aboard his flying ship, safely out of sight of Xaol's lookouts, where he will await a telepathic signal from Lone Wolf to confirm his rescue. Upon receiving this signal, he will bring Cloud-dancer into the centre of Gazad Helkona in order to collect you both. If you are unable to complete your mission to set Lone Wolf free, you must make your own way back to the flying ship.

During your mission, Lord Rimoah and the Elder Magi will use their combined powers to disrupt the channel of communication that exists between Naar and his agent Xaol. Rimoah is confident that this action will serve to prevent Xaol from detecting the arrival of Cloud-dancer, and it will also help to keep secret your approach to his grim stronghold.

The Game Rules

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

During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point 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 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore 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 8 on the Random Number Table you would have 38 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 cannot rise above the number you have when you start an adventure.

If you have successfully completed previous adventures in the Lone Wolf New Order series (Books 21–24), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure.[1] You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Action Chart.

Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

[1] If you have completed any previous Lone Wolf New Order 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).

Your Kai Name

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

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

Table A

Table B

(Kai name prefix)

(Kai name suffix)

0 =

Swift

0 =

Blade

1 =

Sun

1 =

Fire

2 =

True

2 =

Hawk

3 =

Bold

3 =

Heart

4 =

Moon

4 =

Friend

5 =

Sword

5 =

Star

6 =

Wise

6 =

Dancer

7 =

Storm

7 =

Helm

8 =

Rune

8 =

Strider

9 =

Brave

9 =

Shield

New Order Kai Grand Master Disciplines

Kai and Magnakai Disciplines

During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:

Weaponmastery

You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.

Animal Control

You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature's sense of taste and smell.

Curing

You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.

You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.

Invisibility

You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.

Huntmastery

You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.

Pathsmanship

You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.

Psi-surge

You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.

Psi-screen

You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.

Nexus

You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.

Divination

Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.

New Order Kai Grand Master Disciplines

After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor — Kai Supreme Master Lone Wolf — you have achieved the noble rank of Kai Grand Master Senior.

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

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

Grand Weaponmastery

This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section.[2] For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.

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

Animal Mastery

New Order 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)

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

Assimilance (Advanced Invisibility)

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

Grand Huntmastery

New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense 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

New Order Grand Masters are able to resist entrapment by hostile plants. Also they 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, New Order 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 and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

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

Grand Nexus

New Order 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 New Order Grand Master advances in rank.

Telegnosis (Advanced Divination)

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

Magi-magic (Old Kingdom Magic)

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

Kai-alchemy (Brotherhood Magic)

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

Astrology

The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.

Herbmastery

Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance's medicinal and/or magical properties.

Elementalism

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

Bardsmanship

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

If you successfully complete the mission as set in Book 25 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 26. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, your Kai Weapon,[4] and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called: The Fall of Blood Mountain.

[2] Given the rules for the previous Lone Wolf books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the Equipment section. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.

[3] The rules in the Mongoose Publishing editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] Details about the Kai Weapon appear in the next section of the game rules.

Equipment

Before you leave the Kai Monastery and begin your journey to Gazad Helkona, you equip yourself with a map of that territory 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 previous New Order adventures (Books 21–24), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.

- Axe (Weapons)

- Sword (Weapons)

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

- Flute (Backpack Item)

- Dagger (Weapons)

- Bow (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.

- Broadsword (Weapons)

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

Kai Weapons

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

In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.[5]

Example

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

When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.[6]

Example

If you were to use ‘Alema’ in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

Kai Weapon Table

RN

Weapon Type

Weapon Name

CS

Unique Properties

CS

0

Axe

‘Spawnsmite’

+5

versus reptilian enemies

+6

1

Axe

‘Alema’

+5

versus undead enemies

+7

2

Axe

‘Magnara’

+5

versus rock or stone

+8

3

Sword

‘Sunstrike’

+5

when used in daylight

+6

4

Sword

‘Kaistar’

+5

when used at night

+7

5

Sword

‘Valiance’

+5

when used versus magicians[7]

+8

6

Sword

‘Ulnarias’

+5

when used underwater

+9

7

Broadsword

‘Raumas’

+5

versus winged enemies

+6

8

Broadsword

‘Illuminatus’

+5

when used underground

+7

9

Broadsword

‘Firefall’

+5

versus fire-emitting enemies

+8

RN = Random Number

CS = COMBAT SKILL

Equipment — How to use it

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 best to equip yourself also 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. Silver Mirror, Gold Key), or is clearly identified 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 12.

Kai Weapon

Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

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 Grand Huntmastery as one of your four Disciplines, then 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. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

Gold Crowns

The currency of Gazad Helkona is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

[5] If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

[6] These bonuses are not cumulative.

[7] ‘Valiance’ is also effective against magical creatures.

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. Your aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible yourself.

At the start of a combat, enter your own 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

You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon ‘Ulnarias’, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

You now subtract the Wild Dogs' COMBAT SKILL from your own, giving a Combat Ratio of +14 (45−31=+14). +14 is noted on your 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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself — Grand Master.)

Example

The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

- You (GM) lose 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).

- Wild Dogs lose 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 your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your 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 you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.

Levels of New Order Kai Grand Mastership

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

4. Kai Grand Master Senior — You begin the New Order adventures at this level of Kai Grand Mastery[8]

5. Kai Grand Master Superior

6. Kai Grand Sentinel

7. Kai Grand Defender

8. Kai Grand Guardian

9. Sun Knight

10. Sun Lord

11. Sun Thane

12. Grand Thane

13. Grand Crown

14. Sun Prince

15. Kai Supreme Master

[8] It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.

Improved Grand Master Disciplines

As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.

Kai Grand Master Superior

If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.

Assimilance

Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.

Astrology

Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.

Herbmastery

Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.

Elementalism

Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.

Bardsmanship

Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.

Kai Grand Sentinel

If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Kai Grand Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.

Grand Pathsmanship

Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area 10 square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.

Astrology

Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.

Herbmastery

Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.

Elementalism

Kai Grand Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Sentinels are able to handle a charged object without discharging it.

Bardsmanship

Kai Grand Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.

Kai Grand Defender

If you are a New Order Kai who has attained the rank of Kai Grand Defender, you will now benefit from improvements to the following Grand Master Disciplines:

Deliverance

Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.

Telegnosis

By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15-foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.

Astrology

Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.

Herbmastery

Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in ENDURANCE and/or COMBAT SKILL when the previously poisonous matter is swallowed.

Elementalism

By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal vision and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.

Bardsmanship

Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion into the mind of) an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood Spell Mind Charm (Kai-alchemy).

Kai Grand Guardian

If you are a New Order Kai who has attained the rank of Kai Grand Guardian, you will now benefit from improvements to the following Grand Master Disciplines:

Assimilance

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

Herbmastery

Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.

Elementalism

Through the use of this Discipline, Kai Grand Guardians are able to protect themselves from the effects of storm-force winds by creating a sphere of calm air around their bodies. Initially this protective bubble lasts for one minute, but duration steadily increases as a Grand Master ascends in Kai 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 can be 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 a Kai Grand Guardian to protect their mind and also prevent it 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.

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

New Order Wisdom

The success of your mission to find and free your illustrious leader is one of vital importance. Lone Wolf's abductor is a powerful and formidable adversary, and your search will be fraught with danger at every turn. Be wary and on your guard at all times during your exploration of Gazad Helkona.

During your search, some of the material items that you will encounter will be of use to you, but some may be red herrings of no real value at all. If you discover items during your mission, be selective in what you choose to keep. Pick your four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 1–24) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

Grand Master — may the light of the Gods Kai and Ishir guide you safely during your mission.

For Sommerlund and the Kai!

1

You decide to begin your air voyage to the Shezar Hills at first light the following day. In the few hours which remain before dawn, both you and Banedon make final preparations for the long journey west. You summon to your chambers Winter Oak, a Kai Archmaster, and tell him of the mission you are about to undertake at daybreak. He is the most senior member of the garrison and you place him in command during your absence. The Kai crusaders are expected to arrive in two days' time, and it will be his duty to inform them of your whereabouts and to keep the monastery safe until you and Lone Wolf return.

Having completed your preparations, you sleep for a few hours and rise shortly before dawn. Lord Rimoah escorts you to the monastery training park where, hovering above, you see the sleek hull of Cloud-dancer glinting in the moonlight. Rimoah has chosen not to accompany you on the voyage. Instead, he will remain here at the monastery and maintain contact with Banedon by means of a seeing stone. One of the ship's lookouts sees you crossing the park below and he orders a boarding cage to be lowered from the stern deck. As you wait for it to touch the ground, Rimoah takes from his pocket a sigil of platinum fixed upon a loop of braided twine. He presses the amulet into your hand and insists that you wear it at all times.

‘It is an artefact imbued with Old Kingdom magic,’ he says, sagely. ‘It has protective powers that may help you when you enter Gazad Helkona. Lone Wolf possesses a similar sigil, and I am sure that it has helped him to resist Zorkaan thus far.’

You accept the sigil and slip its braided noose over your head. (Record this Platinum Amulet on your Action Chart as a Special Item which you wear around your neck. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

To continue, turn to 282.

2

The nearest bandit tugs at his sword. You beat him to the draw and lunge at his chest with your Kai Weapon, running him through. He sways on his feet, his knuckles white on his sword hilt; then his strength fades and he keels over backwards onto the hard stone floor. The wolfhound yelps and runs off, but the remaining bandit stands his ground.

‘Prepare to die, raven-bait!’ he spits, as he unsheathes his heavy blade from its leather scabbard.

Illustration I—‘Prepare to die, raven-bait!’ spits the bandit, as he unsheathes his heavy blade.

Wolfhound Handler: COMBAT SKILL 29   ENDURANCE 32

If you win this combat, turn to 252.

3

The Drakkar drops his sword and crashes to his knees. Groaning in agony, his gauntleted fingers scrabbling uselessly at your feathered shaft, he topples backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader immediately open fire at you with their crossbows, forcing you to dive for cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

Turn to 264.

4

You focus on the trio of bandits in the hall beyond as you muster your formidable psychic powers. A ball of glowing energy slowly takes shape in your mind. When you feel that you can contain it no longer, you launch it at the bandits in three rapid bursts. The men cry out in pain as your psychic attack cuts deeply into the fabric of their minds, leaving them shocked and stunned. Before they can fully recover, you kick open the iron door and burst into the hall with your Kai Weapon raised to strike.

Hammerland Bandits (in psychic shock): COMBAT SKILL 28   ENDURANCE 36

If you win this combat, turn to 131.

5

‘Thank Ishir you saved us from that hellish device, Sire,’ you gasp, and wipe away the cold sweat that has beaded upon your brow. ‘I fear I could not counter it.’

The boarding cage is winched up through an aperture in the stern deck of the Cloud-dancer and, as it shudders to a halt, the gate is pulled open. Eager hands help you and Lone Wolf out onto the deck, and Guildmaster Banedon salutes you from his position at the ship's helm. All along the port and starboard rails, his young crewmen are firing at the swooping Kraan with bows and Bor pistols. Their unerring marksmanship soon decimates the enemy's squadron and forces the survivors to abandon their attack. Banedon pulls the helm hard about and, with a resounding cheer from his victorious crew, the Cloud-dancer soars over the fortified wall of Gazad Helkona and speeds away towards the east.

Turn to 350.

6

Beyond the landing lies the entrance to a foul-smelling chamber, its floor littered with bones and scraps of rotting meat. Its walls are embellished with bas-reliefs showing demonic heads and bestial faces, with several humanoid creatures dancing in the background. They are partnered by scaly serpents that rise up from fissures in a volcanic landscape. To the right of the chamber you can see the remains of a granite altar that has been split asunder by some great force. Its riven fragments lie heaped before the entrance to a shadowy alcove. To the left, you see a black iron door with a peephole drilled near its centre. On the floor beside this door is a large wooden chest.

If you wish to search the chamber, turn to 302.

If you wish to approach the door and look through the peephole, turn to 223.

7

You crash down heavily among the bones and cadavers that litter the necromancer's hall, and a sharp pain shoots through your skull when you strike the back of your head against the hard marble floor: lose 2 ENDURANCE points.

To continue, turn to 325.

8

After several minutes of intense effort, the lock opens with a dull Clunk! Carefully, you push open the door and enter a spacious chamber that is lit by ten globes of flickering white light. They hang suspended in the air with no visible means of support. The walls of this chamber are plastered and decorated with murals that depict the armies of Darklord Chlanzor despoiling the farms and cities of the Freeland Alliance. Standing against the far wall is a throne-like chair, crudely fashioned from a huge block of black marble. Veins of fluorescent purples and greens colour its surface, and the air around it shimmers like a desert haze.

As you approach this chair, you hear the door slam shut behind you. Instinctively you spin around and you see that there is no lockplate on the inside of the chamber door. Its surface is plastered and entirely smooth; it blends in seamlessly with the painted walls.

To continue, turn to 90.

9

You crouch beside the broken neck of the Kraan and discover a tube of hide attached by a chain to its collar. You flip open the end of the tube and discover that it contains a hollow metal pipe drilled with holes.

If you possess Bardsmanship, turn to 246.

If you do not, turn to 165.

10

You use your Magnakai Discipline of Curing to help Lone Wolf emerge from his coma and regain consciousness. It is a difficult procedure and it costs you 2 ENDURANCE points, but your sacrifice is not made in vain.

Turn to 313.

11

Warily you explore this narrow tunnel, and as you advance deeper into the darkness, you detect the sickly aroma of mould and decay. Bones crunch beneath your boots and the walls become thickly coated with a pallid grey moss. At length you are brought to a halt when the passage arrives at a dead end. You examine the mossy wall ahead, and your tracking skills help you to uncover a loose brick that conceals a length of rotting cord. You tug this cord and it triggers a hidden counterweight that causes the whole wall to revolve on a central hinge. Squeezing through the narrow gap, you enter a dark chamber that lies beyond. A few moments later, you hear the cogs of the counterweight resetting. Then the secret panel revolves about its hinge and locks behind you.

Using your infravision, you scan your surroundings and discover that you have entered a hall that is flanked on either side by a row of human skeletons. They stand at attention with their spines pressed against the stone wall, and clasped in their bony hands are rusty polearms of differing type and origin. At the far end of this hall, you can see a pair of stout wooden doors reinforced with strips of polished steel. Cautiously you advance under the sightless gaze of the flanking skeletons, and upon reaching the doors you discover that they are secured by a combination lock. A single dial with a brass pointer is mounted upon a circular plate that is numbered 0 to 200 around its bevelled edge. You place the palm of your hand against the door, and a tingle of excitement runs down your spine when you sense that Lone Wolf is being held captive on the other side of these doors.

With the help of your Kai Sixth Sense, you determine that the number which will open the combination lock is the same as the solution to the following puzzle.

If A=1, B=2, C=3 (and so on through the alphabet until you reach Z=26), what is the total numerical value of the fortress of GAZAD HELKONA?

When you think that you have calculated the total, turn to the section of this book that is the same as your answer.[9]

If you calculate incorrectly, or if you are unable to answer this puzzle, turn instead to 183.

[9] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

12

The dial clicks into its correct position,[10] and the concealed section of the wall creaks open to reveal a dark and narrow passage. You enter this secret tunnel and ascend a long stone ramp to a wider section of the passage, lit faintly by a strange ochre glow. This murky light radiates from clumps of bacteria that are thriving on the dank walls.

At once you recognize the bacteria to be Gnallia, a benign bacillus that is often used to prevent and cure infections of the blood. The raw bacteria are edible and rich in protein, and there is sufficient here for 5 Meals. If you wish to keep some of this Gnallia, record it in the Meals section of your Action Chart. Each Meal of Gnallia will restore 2 ENDURANCE points.

At length the passage comes to an end at a narrow door. At your approach, this portal slides open to reveal a winding stone staircase. You step out of the passageway and, as you turn to climb the stairs, you hear the portal sliding shut behind you. Cautiously you ascend the steps until they come to an end at a circular landing.

Turn to 6.

[10] This is the correct answer to the combination lock in Section 219.

13

You use your Magnakai Curing skills in an urgent attempt to restore Lone Wolf to consciousness. You unbutton the front of his battle-tunic and place your hands on his chest; then you transfer the warmth of your healing powers directly into his body (this use of your Discipline costs you 3 ENDURANCE points). After a few minutes you feel his heartbeat growing stronger, yet before you can complete the healing procedure, you hear the daunting sound of steel-shod boots echoing up the shaft from below. You risk a glance over the parapet of the stairs and you see a dozen armoured Drakkarim emerging from the tunnel at the base of the shaft. As they come running up the stairs, you see that many of them are armed with loaded crossbows.

Reluctantly you are forced to abandon your attempt to revive Lone Wolf. You heave him across your shoulder and take to the stairs once more, climbing as fast as your aching legs will carry you both towards the observatory roof, 60 feet above.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 171.

If it is 5–9, turn to 320.

14

You leap over the bodies of the slain Drakkarim who lie entwined at the bottom of the tower stairs. Anxious that their discovery could lead to your capture, you drag them away from the steps and bundle them into an empty storage cupboard located under the stairs. As you are closing the cupboard door, you notice an iron key hanging from a peg driven into the wall. (If you wish to keep this Iron Key, record it on your Action Chart as a Backpack Item.)

To continue, turn to 160.

15

Biting back the pain of the grit in your eyes, you force yourself along the difficult trail until at last you reach the crest of the hill where are able to take shelter at the rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw echoing in the dark skies above.

Turn to 295.

16

You look across the steel platform and your eye falls upon a bronze statue of Darklord Chlanzor, partially hidden by one of the observatory's roof supports. A bold idea leaps into your mind and you scurry over to the statue and stand behind it. The rotund likeness of Chlanzor is top-heavy, and when you barge into it with your shoulder, it topples over and rolls towards the stairs. Hurriedly you give it another hefty shove, and it barrels down the steps towards the startled assault trooper.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 104.

If it is 5 or higher, turn to 231.

17

You snatch an Arrow to your Bow and let fly a snap shot at the swooping Kraan. The shaft buries itself in the creature's rib cage, and the sudden pain of the wound makes it abandon its deadly attack. Cawing with agony and frustration, the wounded Kraan circles once around the chamber and then hurls itself upon you in a desperate, vengeful attack.

Kraan (wounded): COMBAT SKILL 32   ENDURANCE 38

If you win this combat, turn to 157.

18

You strike the Krorn a powerful blow in the middle of its forehead with the toe of your boot, and send it spinning backwards into the chamber. With a muffled groan, it slides down the grimy wall, leaving a trail of bloodied gruel smeared in its wake.

Having incapacitated the tower lookout, you squeeze through the arrow slit and jump down into the chamber. The moment your feet touch the flagstones, you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. It is followed almost immediately by a sharp stabbing pain that runs all the way from your neck to your stomach. Something small and furry has attached itself to the flesh beneath your jaw, and it is feeding hungrily on your blood.

Instinctively you take hold of the creature with both hands and crush it in a vice-like grip. You hear its bones crack and you feel it go limp, and then you detach it carefully from your neck and hurl its lifeless body to the floor. A wave of nausea wells up in the pit of your stomach and you feel your punctured neck begin to swell alarmingly. Your Magnakai Discipline of Curing slows the effect of the creature's venom, but you have been gravely weakened by this unexpected attack and you feel barely able to remain standing.

If you possess Deliverance, turn to 138.

If you do not, turn to 275.

19

You race to the top of the steps and dive between the obsidian pillars before the force field recharges. Your speed and agility save you from sustaining a severe shock, for the invisible barrier takes shape just seconds after your body passes between the pillars. Quickly you get to your feet and then turn towards the archway and stairs that await you beyond the hall.

Turn to 209.

20

The lock disengages with a soft, well-oiled snick[11] and you push open the door just enough to allow you to slip inside. Beyond the door you discover a pillared hall, its circular walls bedecked with battered shields and torn banners captured in battle. In the oily glow of a sputtering lantern you see two Drakkarim seated at a wooden table in the middle of the hall. They are playing dice and neither warrior notices you enter.

Quietly you close the door and then hide behind one of the pillars which encircle this hall. Beyond the Drakkarim, you can see an archway in the opposite wall which leads to a flight of stone steps. This appears to be the only other exit from the hall and you resolve to reach it without being seen.

Illustration II—You see two Drakkarim engrossed in a game of dice.

If you possess Assimilance, turn to 58.

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

If you possess Elementalism and have attained the rank of Kai Grand Defender or higher, turn to 326.

If you do not possess any of these Disciplines, or if you have yet to attain the required level of Kai Mastery, turn instead to 111.

[11] This is the correct answer to the combination lock in Sections 39, 256, 293, and 348.

21

The Skryza's hideous cry echoes in your ears as you break away from the fight and flee towards the sanctuary of the surrounding forest. The creature's webs prevent you from heading north, towards Gazad Helkona, and so you are forced instead to make your escape towards the east. The giant spider gives chase, yet you are able to evade him with ease when he quickly becomes entangled among the twisted boughs and wire-hard bracken.

For three hours you hurry through the dead forest without pausing for rest. It is not until the dusty ground eventually gives way to broken and rocky soil that you are forced to slow your pace. The distant eruptions of the Kokozritzaga volcanoes seem louder now, and the constant ground tremors have become steadily stronger. You are about to stop and rest for a few minutes when suddenly a violent tremor shakes you off your feet. As you struggle to stand, a fissure tears open the barren ground and a gushing plume of molten lava soars into the sky.

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

If your total score is now 5 or lower, turn to 151.

If it is 6 or higher, turn to 251.

22

Zorkaan looms above you, his swirling black form swelling in volume and menace as it prepares to deal you a final, devastating blow. Valiantly you struggle to resist, but you are fearful that you no longer possess the strength to counter this powerful foe. An evil laugh echoes in your mind as slowly the wispy mass of black vapour spirals down towards your face. Desperately you lash out at your mocking adversary, but you lose your balance and collapse to your knees. With a prayer to Ishir on your lips, you watch with growing horror as a glowing spike of radiant energy appears at the core of Zorkaan's form. It hangs directly above you, like a sorcerous lance poised to deliver a killing blow.

Turn to 196.

23

The very instant that your fingers take hold of the silver crown, you are gripped by a terrible pain that burns through your mind. Blinding flashes of light become entangled with nightmarish images of death and torture that leave you gasping for breath.

The object you have touched is a cursed crown, an implement of torture crafted by Darklord Chlanzor's Nadziranim — his evil magicians. This cursed crown was used by the Nadziranim to extract information from the Talestrians shortly before their deaths. The images you see and the pain that you feel are fragments of the terrible ordeal that the Talestrians were made to suffer before their demise: lose 5 ENDURANCE points.

Desperately you draw upon your Magnakai Discipline of Psi-screen to counter the evil effects of this cursed crown. As your mental defences knit together, you are able to drop the crown and put an end to the crushing pain that fills your head. When you have fully recovered, you step away from the pyramid and offer up a short prayer to Ishir to watch over the souls of the three prisoners who died here. Then you leave the pyramid and turn towards the iron steps.

To continue, turn to 135.

24

Your Kai Sixth Sense warns you of the speeding bolt that is streaking towards your back, and you dive to the ground to avoid being hit. It whooshes over your head and explodes harmlessly against the parapet, near the top of the stairs.

Fearful that the creature will launch another bolt at your back, you scramble to your feet and turn to face this merciless foe.

Turn to 167.

25

With the element of surprise firmly on your side, you decide to launch a swift and sudden attack on the bandits in the hall beyond. You shoulder the heavy door wide open and burst into the hall with your Kai Weapon held ready to strike. With gasps of disbelief, the bandits scramble for their swords as they rise to meet your advance. The youngest of the trio is a sweaty-faced youth with lank ginger hair. He lunges at you with his rusty rapier but you sidestep his clumsy stroke with graceful ease. Then you retaliate with a thrust that pierces his thigh, and the youth grunts in agony as his leg buckles beneath him. With a flurry of vile curses, his two older comrades find their feet and come rushing to his aid, their swords slashing wildly at your head and chest.

Hammerland Bandits: COMBAT SKILL 29   ENDURANCE 36

If you win this combat, turn to 131.

26

Hastily you cast the crystal rod at the advancing enemy troops who are rushing across the landing below. It spins through the air and strikes the floor, exploding with devastating effect. The Drakkarim assault-troopers who are leading the attack are engulfed by a searing ball of yellow and orange flame. Then an entire section of the landing and stairs is destroyed by a huge eruption of power that rocks the very foundations of the tower. You dive to cover Lone Wolf with your body, and your selfless action keeps him safe as fragments of masonry smash into the dome and broken glass rains down upon the observatory platform. You are struck by falling glass and suffer cuts to your legs and upper back (lose 2 ENDURANCE points).

When finally the deluge of glass and debris comes to a halt, you struggle to your feet and survey the surrounding scene of destruction.

Turn to 307.

27

After several minutes of intense effort, the lock opens with a loud click. Carefully you push open the door and enter a broad hall constructed entirely from black marble slabs. A strange amber light illuminates the upper walls and domed ceiling, cast by a dozen gold cressets fixed into the walls. Two large pedestals stand near the centre of the hall, each one topped by a horned skull. As you approach these pedestals, you hear the door slam shut behind you. Instinctively you spin around and you see that there is no lockplate on the inside of the door. Its black surface is entirely smooth, blending seamlessly with the sombre marble walls.

To continue, turn to 250.

28

You drag the slain Drakkarim to the side of the hall and hide their bodies in a shadowy recess behind one of the encircling pillars. Then you go to the main door and draw the bolt shut before exploring any further.

You cross the hall and enter the archway where cautiously you ascend the steps to a landing located on a level above.

Turn to 6.

29

You draw upon your Kai tracking and fieldcraft skills to help you traverse the gully, but the dust gets progressively deeper. Rapidly you sink into the yellow powder until it rises above your waist and you are no longer able to move your legs. Desperately you claw at the surface in an effort to dig yourself out, but the more you struggle to get free the faster you sink.

A fear of being swallowed by the dust suddenly takes hold of you and frantically you look for some way to escape from this terrible fate. Then you note that the walls of the steep-sided gully are pitted with rocks and boulders. If you can reach the gully wall you will be able to save yourself from drowning in this dry morass.

If you possess Kai-alchemy and wish to use it, turn to 270.

If you possess a Rope and wish to use it, turn to 133.

If you do not possess Kai-alchemy, nor a Rope, or if you should decide to use neither of them, turn instead to 52.

30

Suddenly you hear the monotonous clang of an alarm bell echoing in some distant part of the citadel, and your Kai senses warn you that Xaol's corpse has now been discovered. Some of his minions are searching the necromancer's hall, and you are gripped by a fear that they will discover your trail and catch you before you can make good your escape. You take hold of Lone Wolf and lift him across your shoulder; then you pull open the wooden door and leave Xaol's chambers as fast as you are able.

You pass along a tunnel that is lined with iron hooks and sputtering torches. Most of the hooks are bare, but some are festooned with weapons and clothing. Among the items are the following weapons and equipment:

- Quiver

- Rope

- 3 Arrows

- Bow

- Sword

- Axe

- Spear

- Leather Tunic

- Blanket (this item occupies 2 places in a Backpack)

If you wish to keep any of the above Weapons and equipment, adjust your Action Chart accordingly before continuing.

Turn to 240.

31

Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your right arm towards the swooping Kraan. You feel the familiar rush of energy shoot from your shoulder to your hand, and then a crackling bolt of blue energy leaps from your open palm. Desperately the Kraan attempts to avoid the sparkling ball of power, but the bolt hits its wing and tears a ragged hole in the scaly skin.

Cawing with pain and anger, the wounded beast circles around the chamber and then hurls itself upon you in a desperate, vengeful attack.

Kraan (wounded): COMBAT SKILL 32   ENDURANCE 38

If you win this combat, turn to 157.

32

The coast is still clear, so you leave the locked doors and hurry towards the stairs which ascend to a first-floor balcony.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 91.

If it is 7–9, turn to 256.

33

You shout out the words of the Brotherhood Spell Lightning Hand and take aim with your right hand at the smoking orb. A crackling bolt of energy leaps from your palm and strikes the deadly device. The impact splits the orb asunder and ignites the explosive fluid contained within. The Kraan and its rider are caught by the ensuing blast, and they are consumed in a roaring ball of flame. With grim satisfaction you watch as they spiral down into an avenue that is crowded with Hammerland bandits, enticed from their barracks by the spectacle of your dramatic air escape.

Turn to 50.

34

Your Magnakai Discipline of Pathsmanship warns you of an impending ambush, but you cannot determine the direction of the threat. You are peering into the curtain of webs, in search of the source of the movement that you detected moments ago, when suddenly you hear a noise. It comes from behind you.

Swiftly, you spin around to see that a large section of the ground has opened up like a great trapdoor. From its subterranean lair, a colossal black spider hoists itself out of the ground and perches on the lip of the dark aperture. Swivelling on jointed legs, this titanic arachnid clacks its fanged maw as it fixes you with a cluster of crimson eyes that rotate and pulsate hypnotically.

Illustration III—A colossal black spider emerges from its subterranean lair.

An unexpected wave of fatigue washes over your body, making you feel weak and sleepy. You draw upon your Magnakai Discipline of Psi-screen to counter the seductive effect of the spider's hypnotic power, and at once the creature senses your resistance. Fearing that you may escape its clutches, it raises its great hairy forelegs and squirts forth a jet of clear fluid from a vent below its maw. Desperately you attempt to dive aside as this stream of sticky liquid comes gushing towards your chest.

Pick a number from the Random Number Table. If you possess Kai-screen, add 4 to the number you have picked. If you possess Grand Huntmastery, add 2.

If your total score is 5 or lower, turn to 346.

If it is 6 or higher, turn to 224.

35

You overhear the bandits talking and realize that your lost Backpack Items have aroused their suspicions that there is an intruder in the citadel. They avoid touching the dargorse buds, but they take the other two items and then walk towards the tunnel by which you entered the citadel. As soon as they have disappeared from view, you leave the statue and hurry around the gallery to the staircase opposite.

A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the painted wall.

If you possess Telegnosis, turn to 107.

If you do not, turn to 174.

36

Your swift and timely reflexes save you from sustaining serious injuries to your face, legs, and torso: lose only 1 ENDURANCE point.

To continue, turn to 84.

37

The rough-hewn blocks of the inner wall offer many handholds to help you climb, but the dry stone and mortar crumble under stress. Your first attempt to scale the wall comes to an abrupt end when a toehold collapses and you fall backwards to the ground: lose 1 ENDURANCE point.

If you possess Kai-alchemy, turn to 78.

If you do not, turn to 329.

38

Quickly you recite the words of the Old Kingdom Spell Shield and circle your right palm before your face.[12] The spell has only just materialised when the speeding bolt strikes and penetrates your magical barrier, ripping through it with a splash of livid green sparks. The bolt is deflected away from your face, but it strikes you in the shoulder and you are knocked back by the force of its impact: lose 2 ENDURANCE points.

If you have survived this wounding, turn to 287.

[12] This section is unreachable and superfluous since it is equivalent to Section 301.

39

Your speedy use of your Magnakai skill convinces the malevolent young dog that you are a fearsome enemy. Its nerve breaks, and its menacing growl transforms into a pathetic whimper as it takes off along the street at a run.

As it disappears from view, you climb the stairs to the first floor where you discover a wooden door banded with criss-crossing strips of enamelled iron. At its centre there is a polished black handle and a dial which is ringed with numbers. You examine the dial closely and determine that it controls a combination lock. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the door will open.

Using your Kai Sixth Sense, you discover that the correct setting is the same as the distance in miles that you travelled aboard the Cloud-dancer, from the Kai Monastery to the Shezar Hills, divided by the 50 miles that you travelled on foot from the Shezar Hills to Gazad Helkona.

If you think you know the solution to this question, turn to the section of this book that is the same as your answer.[13]

If you cannot answer the question, or if your answer turns out to be incorrect, turn instead to 195.

[13] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

40

Hurriedly you reach into the pocket of your tunic and grasp the glowing Black Amulet. As soon as your fingers close around its red-hot surface, the evil object explodes with a tremendous flash. You are hurled sideways through the air by the force of the explosion, and you suffer terrible wounds to your legs and body: lose 15 ENDURANCE points.

If you have survived this catastrophic explosion, turn to 140.

41

As the bandits and the wolfhound approach, you use your Magnakai Discipline of Invisibility to mask your body scent. This precaution prevents the wolfhound from detecting your presence, and the group pass by your hiding place unawares. You watch them enter the tunnel that leads to the exterior platform, and as soon as they disappear from view, you leave the statue and hurry around the gallery to the staircase opposite.

A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three doors recessed into the wall.

If you possess Telegnosis, turn to 107.

If you do not, turn to 174.

42

Desperately you try to determine how you can release the tremendous destructive energies that are locked within the Urgaroh's sorcerous weapon.

If you wish to point it at the advancing enemy troops and mentally command the rod to discharge a bolt of power, turn to 134.

If you wish to place the rod to your Bow and fire it like an arrow at the enemy, turn to 337.

If you decide to throw the rod at the enemy, turn to 257.

43

Cautiously you approach the bodies that are half-buried in the dust. The first one that you come to is the carcass of a mountain goat, the object that the flying creatures were fighting over. You suspect that this luckless animal was taken from the foothills of the Ogshezar Mountains, near the Skarorian city of Cragmantle, for this hardy breed of ruminants are common there. When you leave the carcass and approach the crushed remains of the second body, your stomach churns when you recognize its scaly, bat-winged form. It is a Kraan, a vile breed that was spawned and used by the Darklords to provide flying mounts for their Giak and Drakkarim armies. Darklord Zagarna mustered many thousands of these beasts when he invaded Sommerlund, and it was their assault by air which resulted in the destruction of the Kai Monastery. Some of the Kraan survived the fall of Helgedad and the demise of their Darklord masters, and you think it likely that this one has come from Gazad Helkona and was out scouting for food. The third carcass is also that of a Kraan, but unlike the other, this one is equipped with a crude leather harness and collar.

If you wish to examine this Kraan carcass more closely, turn to 9.

If you decide not to examine it, you may continue by turning to 232.

44

You utter the words of the Brotherhood Spell Lightning Hand and level your right arm at the crystal sphere. A crackling bolt of energy leaps from your palm and arcs towards the sorcerous orb, but before it strikes its mark, it is deflected away by a sudden gust of icy-cold wind. This supernatural draught takes hold of your fiery missile, spins it around in mid-air, and sends it speeding back towards your startled eyes!

If you wish to use your Kai-alchemy once more, turn to 278.

If you possess Magi-magic and wish to use it, turn to 301.

If you do not possess Magi-magic, or if you choose not to use Magi-magic or Kai-alchemy, turn to 328.

45

As the pain in your head recedes, you curse your misfortune and look for some other means to defeat this magical barrier.

If you possess Elementalism and wish to use it, turn to 331.

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

If you do not possess this skill, nor a Bow, or if you choose not to use either of them, turn instead to 181.

46

The deadly bolts slam into the parapet and whistle past your head, dangerously close. One bolt passes so close that it rips the collar of your tunic before it arcs into the roof and punches a hole through a glass panel.

Reflexively you duck back behind the safety of the parapet. Your close brush with death tells you that these Drakkarim warriors are a skilled and determined enemy. You know that you must do everything in your power to prevent them from reaching the roof if you are to have any hope of escaping from Gazad Helkona alive.

To continue, turn to 220.

47

You call upon your mastery of Elementalism to lower the temperature of the air around your body, in the hope that this action will keep your clothing and equipment from igniting.

Pick a number from the Random Number Table. You may add 1 to this number for every level of Kai rank you have attained above the rank of Kai Grand Master Superior.

If your total score is 5 or lower, turn to 154.

If it is 6 or higher, turn to 283.

48

You abandon the trail and make your final approach to the fortress under cover of the petrified trees. The perimeter around the base of Gazad Helkona has been cleared and levelled to provide an unobstructed field of fire for its defenders. To enter this area would have once brought a swift and certain death, but now the fortress garrison numbers but a fraction of the troops that used to patrol the battlements during the time of Darklord Chlanzor's rule, and you are quietly confident that you can cross this killing zone and reach the breached wall without being seen.

Aided by your Kai camouflage skills, you zigzag across the open space and make your way swiftly towards the fissure. Clouds of fiery dust billow from this jagged rent in the ground, and the heat scorches your face and hands. The dust helps you to approach the base of the fortress wall unseen but, in order to enter Gazad Helkona through the breach, you must pass along the edge of the fissure where the heat is almost unbearable.

If you possess Grand Nexus, turn to 217.

If you do not possess this Discipline, turn to 188.

49

Anxiety is giving way to desperation when you fail to find your precious weapon among the heaped and mouldering remains. (On your Special Items List, place an asterisk [*] beside your Kai Weapon to indicate that it is no longer in your possession. Should you be able to find it at a later stage of your adventure, you may then erase this mark.)

You are still scrabbling through the foul detritus when suddenly you become aware of the arrival of a new and powerful evil in this hall. Instinctively you clamber to your feet and look to the crystal sphere. Your hopes of recovering your Kai Weapon sink deeper when you see that the swirling black vapours of the sphere are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then, from the core of this whirlwind, there issues a loud and hideous shriek that makes your blood run cold.

If you have ever visited the city of Duadon in a previous Lone Wolf New Order adventure, turn to 255.

If you have not, turn to 136.

50

Lone Wolf commends you on the swiftness of your action. Your quick and effective response to the threat has saved you both from being struck and killed by the Drakkar's explosive orb.

The boarding cage is winched up through an aperture in the stern deck of the Cloud-dancer and, as it shudders to a halt, the gate is pulled open. Eager hands help you and Lone Wolf out onto the deck, and Guildmaster Banedon salutes you from his position at the ship's helm. All along the port and starboard rails, his young crewmen are firing at the swooping Kraan with bows and Bor pistols. Their unerring marksmanship soon decimates the enemy's squadron and forces the survivors to abandon their attack. Banedon pulls the helm hard about and, with a resounding cheer from his victorious crew, the Cloud-dancer soars over the fortified wall of Gazad Helkona and speeds away towards the east.

Turn to 350.

51

Your Kai Sixth Sense informs you that the skeletons are all that remains of three unfortunate Talestrians who were imprisoned and tortured to death here during the reign of Darklord Chlanzor. You note the thick coating of dust that has settled on their bones, and gathered around the base of the pyramid, and you estimate that this torture block has stood here undisturbed for more than a decade. As you walk around the pyramid, suddenly you notice something gleaming amidst the dust on the floor. At first glance it appears to be part of a silver crown.

If you possess Kai-surge or Kai-screen, turn to 226.

If you possess neither of these mental Disciplines, turn to 197.

52

You call upon your Magnakai Discipline of Huntmastery to help slow the rate at which you are sinking into the dust. With great effort, you are then able to drag yourself slowly towards the wall of the gully. The physical effort needed to accomplish this difficult task costs you 3 ENDURANCE points.

The sides of the ravine are steep, but the rocks and boulders which pepper its surface make it an easy climb. Swiftly you ascend to the top of the gully where you take shelter from the biting wind behind a rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are suddenly startled by a loud screeching caw that echoes in the dark skies above.

Turn to 295.

53

As the hellish creature crashes to the ground, felled by a killing blow to the nape of its neck, you stagger away from its smouldering body and wipe the blade of your weapon upon the hem of your cloak. When you look again at the marble throne, you notice the faint outline of a second doorway that is concealed in the wall beside the seat. Silently it slides open as you approach it, and beyond you can see a tunnel disappearing into darkness.

Inside the entrance to this gloomy passage you discover a niche in the wall. It contains a small crystal decanter of green fluid that is festooned with cobwebs. Cautiously you pull its stopper to sniff the contents, and you are surprised to discover that it contains a tincture of Laumspur. It is old and stale, but it still possesses some of its healing powers. (This Decanter contains the equivalent of two doses of Laumspur. Each dose will restore 4 ENDURANCE points when swallowed after combat. If you wish to keep the Decanter, it will occupy only one space in your Backpack.)

To continue, turn to 11.

54

Your lightning-fast reflexes save your eyes, but your legs are lacerated by the flying shards of glass: lose 2 ENDURANCE points.

If you have survived this injury, you may continue by turning to 84.

55

You enter the tunnel and follow it to an open portal where an iron platform juts from the wall of the blockhouse complex. Fifty feet below the platform is a broad thoroughfare that is busy with the traffic of bandit columns and Hammerland wagons newly-arrived from Cragmantle. A narrow bridge spans the gap between the platform and another which juts from the side of the central citadel. There you can see a dark, semicircular portal in the citadel wall that is open and unguarded.

The narrow bridge arcs towards the citadel platform, but its smooth span is broken in the middle by a hinged drawbridge. It is open and it hangs down, creating a gap at the apex that is 15 feet wide. You observe that this banded iron flap is operated by two heavy chains that run beneath the span. You magnify your vision and trace their route back to the base of a plinth which stands on the blockhouse platform, close by the entrance to the bridge. A winch handle protrudes from this plinth, but when you attempt to crank the chains taut, you find that it will not budge: it is locked in position. A closer inspection of the winch spindle reveals a keyhole at its centre.

If you possess an Iron Key and wish to use it, turn to 273.

If you possess a Copper Key and wish to use it, turn to 176.

If you possess neither of these Backpack Items, or if you choose not to use them, turn instead to 241.

56

The shock of having just nearly killed yourself with your own Arrow quickly turns to anger. You shoulder your Bow and rush towards the sphere with the intention of kicking it from its pedestal, but as you bring back your foot in readiness to strike, suddenly the dark shadow of Zorkaan falls upon you and launches a massive psychic attack from close range.

If you possess Kai-screen, turn to 185.

If you do not possess this Discipline, turn to 296.

57

You call upon your Magnakai Discipline of Nexus to help you pick this stubborn lock.

Pick a number from the Random Number Table. If you possess Grand Nexus, add 3 to the number you have picked. If you possess a Spike or a Dagger, add 1.

If your total score is now 4 or less, turn to 322.

If it is 5 or more, turn to 27.

58

You make good use of your advanced Kai camouflage skills to skirt around the perimeter of this entrance hall unseen. As you pass through the archway and ascend the steps to a landing on a level above, you can hear the sounds of the Drakkarim playing their game of dice in the hall below, oblivious to your presence.

Turn to 6.

59

You complete the erection of a strong defensive wall around the core of your mind barely moments before Zorkaan unleashes a massive psychic assault. As the searing waves of his incorporeal powers shatter against your mental defences, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable Kai protections.

To continue, turn to 243.

60

At first you think you have found a large coin wedged under the door, but when you hook it with your fingernails and drag it out, you discover that this gold-plated disc is a cloak brooch. It is embellished with the insignia of a wolf's head on a radiant sun, and instantly you recognize this emblem. It is the personal mark of Lone Wolf. Elated by your discovery, you take the brooch and press it to your forehead. Your Kai senses confirm your suspicion that this item was not lodged beneath the door by accident. Lone Wolf purposefully hid the brooch here in the hope that it would assist those who might attempt to rescue him.

Illustration IV—You hold Lone Wolf's distinctive cloak brooch.

Confident now that you have found his trail, you pocket Lone Wolf's brooch (record this Wolf Brooch on your Action Chart as a Special Item) and attempt to pick the lock that secures this door.

If you possess Grand Nexus, turn to 147.

If you do not possess this Discipline, turn to 285.

61

Valiantly you hack and slice at the sticky web but, before you are able to cut yourself free, the spider seizes you in its forelegs and stabs at you with its fanged maw. When it clamps its great mouth down upon your shoulder, it injects a powerful venom which paralyses your entire body. Numbed by the poison, you are mercifully spared the agony of being eaten alive by this gigantic arachnid.

Tragically, your life and your quest end prematurely in the petrified forest of Helkona.

62

Once more you cross the killing zone which surrounds the perimeter wall of Gazad Helkona, and make your way swiftly towards the shattered blocks of stone that lie strewn around the base of the damaged tower to the east of the gate. When you are sure that your approach has gone unnoticed, you clamber up the mound of rubble towards an arrow slit 20 feet above. Here you crouch on a narrow ledge and peer into a dingy chamber which lies beyond the opening.

Seated on a block of wood to the left of the aperture is an ape-faced creature with leathery, gnarled skin. It is scooping out a grey, paste-like gruel from a stone bowl, which it swallows after sucking it noisily through its jagged fangs. You recognize that this creature is a Krorn, a cruel and ungainly breed of Agarashi that hails from the Hammerlands. While the Krorn is hungrily devouring its breakfast, you contemplate how you may gain entry to the chamber without the creature raising an alarm.

If you possess Kai-alchemy and wish to use it, turn to 146.

If you possess Magi-magic and wish to use it, turn to 72.

If you possess neither of these skills, or if you choose not to use them, turn to 228.

63

The Drakkar's swift reactions are handicapped by his heavy armour and your ball of invisible energy strikes him in the chest before he can shield himself. The force of the impact buckles his breastplate and brings him crashing to his knees. Groaning in agony, his ribs crushed by his dented armour, he topples backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader immediately open fire at you with their crossbows, and you are forced to seek cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

Turn to 264.

64

You unsheathe your Kai Weapon and steel yourself to meet the Kraan's attack. Cawing with hunger and rage, the loathsome creature hurls itself upon you in a desperate, vengeful attack.

Helkona Kraan: COMBAT SKILL 35   ENDURANCE 40

If you win this combat, turn to 157.

65

Mentally you recite the words of the Old Kingdom Spell Shield as you circle your right palm before your face. The spell is only just materializing when the speeding arrow strikes and penetrates this magical barrier, yet your swift action buys you the precious moments you need to dodge your head out of its path.

To continue, turn to 56.

66

Hurriedly you drag the corpses of the dog and the Drakkarim into the dark alcove from where the Akataz first emerged. When you look around the floor of this shadowy niche, you discover a carpet of flea-infested sacking which you use to cover the bodies of your slain foes. Once they are hidden, you turn and hurry towards the stairs.

At the top of these steps you discover a wide balcony and a door banded by criss-crossing strips of enamelled iron. The door is ajar, and the grey half-light of Gazad Helkona filters through its opening to illuminate the gloom of an entrance hall that lies beyond. Cautiously you enter the hall and cast your eye over its dank walls and high ceiling.

The circular walls of this hall are bedecked with battered shields and torn banners, captured in battle during the Darklands War. Lit by the oily glow of a solitary sputtering Lantern, you can see a crude wooden table and two chairs in the middle of the hall. A pair of Bone Dice rests on the table and two Spears lie on the floor beside it. (If you want to keep any of these items, adjust your Action Chart accordingly.)

You are looking around the walls when you notice an archway directly opposite the main entrance, leading to a flight of stone steps. Quickly you cross to the archway and ascend the steps to a landing on the level above.

Turn to 6.

67

Instinctively you look to the crystal sphere, and your heart sinks when you see that the swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then from the core of this whirlwind there issues a loud and hideous shriek that makes your blood run cold.

If you have ever visited the city of Duadon in a previous Lone Wolf New Order adventure, turn to 255.

If you have not, turn to 136.

68

You unsheathe your Kai Weapon and dig your heels into the dusty soil to steady yourself as the first of the huge swarm comes plummeting out of the sky to attack you.

Helkona Direflies: COMBAT SKILL 40   ENDURANCE 35

If you possess the Kai Weapon ‘Kaistar’, or ‘Raumas’, you may add the appropriate bonus gained from its unique properties.

If you win this combat, turn to 199.

69

You call upon your knowledge of Old Kingdom magic and clench the fingers of your right hand before speaking the words that will consolidate the spell Invisible Fist. Then you jab your clenched fist at the Urgaroh and the spell is triggered. A concussive ball of energy streaks across the platform and slams into the creature, knocking it to the floor.

To continue, turn to 148.

70

The screeching wall of noise ceases abruptly, and you open your eyes to see Xaol the Necromancer staring at you aghast. Frantically he snatches up a black iron staff that rests beside his throne of bones, and then he leaps from his seat with surprising agility. You reach for your Kai Weapon as he comes bounding towards you, his staff poised to thrust at your head. He lunges, not with a rod of iron but with a living serpent. The necromancer's staff has transformed into a deadly, hissing black snake. Hastily you retreat as the serpent's dripping fangs strike out for your throat.

Illustration V—Frantically, Xaol the Necromancer snatches up his iron staff and leaps forward.

Xaol the Necromancer (with Serpent Rod): COMBAT SKILL 50   ENDURANCE 40

If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’ you may add the bonus that you gain from its unique properties during this combat.

If you win the combat, turn to 178.

71

Instinctively you reach to your Weapons as the Kraan plummets towards you with its fearsome jaw agape, and its razor-sharp talons extended in readiness to slash at your body.

If you possess Kai-alchemy and wish to use it, turn to 31.

If you possess Magi-magic and wish to use it, turn to 311.

If you have a Bow and wish to use it, turn to 277.

If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn instead to 64.

72

Calling upon your knowledge of Old Kingdom magic, slowly you clench the fingers of your right hand as you whisper the words of the spell Invisible Fist. Then you jab your fist at the Krorn's head and the force of your spell materializes with dramatic effect. The creature is spun off its wooden block and slammed face-first against the wall of the tower chamber. With a dull groan it slides down the grimy wall, leaving a trail of bloodied gruel smeared in its wake.

Having incapacitated the tower lookout, you squeeze through the arrow slit and jump down into the chamber.

Turn to 101.

73

You break away from this desperate fight and run across the platform towards Lone Wolf. The Urgaroh does not pursue you; it focuses upon its crystal rod and brings the power within its shaft surging to a peak once more. With a shrill caw of glee, the beast levels its cursed rod at you and sends a second bolt of energy speeding towards the centre of your fleeing back.

Pick a number from the Random Number Table.

If the number you have picked is 4 or less, turn to 24.

If it is 5–8, turn to 344.

If it is 9, turn to 227.

74

The crystal sphere is not an artefact of this world. It was forged in Dazganon, the dread fortress of the Dark God Naar, upon the ethereal Plane of Darkness. The supernatural forces that exist within this sphere enable Naar to exert total control over his agent Xaol. Your Kai senses inform you that the destruction of this sphere would deal a severe blow to the Dark God. It would rob him of a means by which his influence can prevail on Magnamund.

Suddenly Xaol cries out in alarm, as if the evil necromancer has awoken from the grip of a nightmare. He snatches his hand away from the crystal sphere and points it at you accusingly. His dark eyes glare with madness when he spits out his chilling threat: ‘Foolish Kai. You are doomed. You and your weak master will never leave my hall alive!’

In the next instant, the doors to the necromancer's hall crash shut and you are assailed by a terrible sound that fills your head with pain.

If you possess Kai-screen, turn to 164.

If you do not presses this Discipline, turn to 314.

75

Patiently you wait for the storm to abate. When finally the wind drops and the air sheds its dust, you are able to see the vast forest of Helkona stretching away to the northern horizon. It is a forbidding sight, a lifeless expanse of petrified trees that have been destroyed by poisons leeched from the blighted soil of the Darklands. You magnify your vision and you notice a crimson speck of light in the far distance. It emanates from the towers of Gazad Helkona, which you estimate to be no more than thirty miles away. The pinpoint glow of this blood-red light tells you that the fortress is occupied.

It is a dark and cloudy night, but you have little difficulty making your way down the trail to the bottom of the hilly ridge. Even in the dead of night the skies above this region are dully illuminated by the reflection of volcanic fires that rage amidst the surrounding mountains. When you look to the east you can see the lava streams of the Kagazitzaga Range; to the west, the fiery spouts of the Kokozritzaga. As you press on towards the petrified timberland of Helkona, you can feel the tremor of their constant eruptions vibrating beneath your feet.

To continue, turn to 232.

76

One of the bandits becomes curious and he glances behind the statue. When he sees you hiding in the shadows he yelps with surprise, and reaches for the sword sheathed in his belt. You beat him to the draw and lunge at his chest with your Kai Weapon, running him through. He sways on his feet, his knuckles white on his sword hilt; then his strength deserts him and he keels over backwards onto the hard stone floor. The wolfhound yelps and runs off, but the remaining bandit stands his ground.

‘Prepare to die, raven-bait!’ he spits, as he unsheathes his heavy sword from its leather scabbard.

Wolfhound Handler: COMBAT SKILL 29   ENDURANCE 32

If you win this combat, turn to 252.

77

The Drakkarim assault-troopers who are leading the attack are engulfed by a searing ball of yellow and orange flame. Then an entire section of the landing and stairs is destroyed by a huge explosion that rocks the observatory tower. You dive to cover Lone Wolf with your body, and your selfless action keeps him safe as fragments of masonry smash into the dome and broken glass rains down upon the observatory platform. When finally the dust and debris clear, you struggle to your feet and survey the surrounding scene of destruction.

Turn to 307.

78

You recite the words of the Brotherhood Spell Levitation and feel yourself rising up from the base of the wall. You ascend through the billowing clouds of smoke and dust until you draw level with the top of this barrier; then you cancel the spell and step onto its parapet. Quickly you follow the parapet to a place where it joins with the outer wall, and here you jump down onto the battlements and advance towards a distant gatehouse tower. Through the murky air you glimpse an arched doorway in the tower wall and you run towards it.

The door is unlocked and you are able to descend to ground level by way of a spiral staircase, but as you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors snatch their swords from their belts and attempt to cut you down.

Helkona Drakkarim: COMBAT SKILL 30   ENDURANCE 35

If you win this combat, turn to 14.

79

Your Magnakai Discipline of Curing warns you that most of the berries and herbs stored here are either poisons, narcotics, or sorcerous plants. Of the twenty jars on the shelf, you are able to identify only one that can cure or heal. It is Obhanthor (a healing spice that will restore 5 ENDURANCE points per dose when eaten with a Meal).[14]

There is sufficient Obhanthor stored in the jar to provide you with 2 doses. If you wish to keep this curative, remember to adjust your Action Chart accordingly.

To continue, turn to 95.

[14] The Obhanthor takes up one Backpack slot. You may use it at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

80

Your Kai Weapon tumbles through the air and strikes the Urgaroh squarely in the chest. The force of the impact lifts the creature off its feet and sends it somersaulting backwards to land in a broken, untidy heap. As it struggles to wrench your blade from its chest, you rush forward and grab the hilt of your weapon, twist it, and drive it deeper into the foul beast to seal its doom. The Urgaroh shrieks in agony and rakes your arm with its claws (lose 2 ENDURANCE points). As you pull away, you tug your weapon from the Urgaroh's chest and the creature emits a chilling scream. Then its body spontaneously ignites and burns fiercely, giving off a choking black smoke.

Above the noise of the wind that rushes through the shattered glass dome, you hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you sheathe your Kai Weapon and pick up the Urgaroh's crystal rod which lies near your feet; then you turn and rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are now racing up the stairs.

If you possess Telegnosis, turn to 298.

If you do not possess this Discipline, turn to 42.

81

At first glance these purple buds resemble tiny blackberries with prickly leaves and clusters of small fleshy drupelets, but on closer inspection you discover that they give off a pungent aroma that makes your eyes water.

If you possess the Discipline of Herbmastery, turn to 202.

If you do not, turn to 179.

82

Despite your best efforts, you are unable to pick this lock. Reluctantly, you step away from this door and cast your eye over the other two portals.

If you wish to examine the left door, turn to 342.

If you choose to investigate the right door, turn to 166.

83

You retreat from the fissure and return across the killing zone to the edge of the petrified forest. You are feeling disheartened by your unsuccessful attempt to gain entry to the fortress, but you do not allow this disappointment to weaken your determination to succeed. After resting for a few minutes, you resolve to enter Gazad Helkona by another route.

Before you make your second attempt to enter Xaol's stronghold, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 62.

84

The fearsome reptilian smashes its way through the jagged hole in the dome and comes loping across the observatory platform towards you. Maniacally, it lashes out at you with its glowing rod, forcing you to back away to avoid being decapitated by its razor-sharp tip. You duck below its barrage of frenzied blows and launch a scything swipe at the creature's torso. Your blade sunders its mouldering robes, but when it fails to cleave its flesh, your adversary comes back at you with a vengeance.

Illustration VI—The fearsome reptilian lashes out with its glowing rod.

Urgaroh: COMBAT SKILL 42   ENDURANCE 40

This enemy is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’, you may add the bonus gained from its unique properties during this combat.

You may evade this combat after three rounds by turning to 73.

If you win the combat, turn to 100.

85

You take the key from your Backpack and insert it into the rusty lockplate. A twist of the key anticlockwise disengages the lock and you push open the heavy door and enter. Inside you discover a communal latrine that reeks of fecal decay. Vast pillars support its high ceiling which is festooned with animal skulls and bones. At first glance there appears to be no other exit from this chamber.

If you wish to search this foul latrine, turn to 219.

If you do not wish to stay here, turn to 118.

86

You have climbed no more than twenty steps when a crossbow bolt ricochets off the stone parapet and gouges your scalp: lose 2 ENDURANCE points. The sudden shock and the stinging pain of your wound spur you to an even greater effort. Your legs pound the stairs like steam pistons as you strive to avoid being captured by the murderous Drakkarim.

Turn to 320.

87

A cold wind arises from the north as dusk gives way to darkness. It whips the sulphurous dust into whirling eddies that skitter across the valley floor and dissolve into the encroaching gloom. Determinedly you trudge towards the mouth of the gully, your head lowered and your cloak drawn close about you to counter the blasts of grit that sting your face and hands. On entering the dry ravine you discover that its walls provide some protection from the wind-borne dust, but your movements are hampered as you sink knee-deep into the fine yellowish powder that has pooled in the base of the gully.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian, turn to 186.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 29.

88

You draw upon your Magnakai Discipline of Psi-screen to construct a defensive wall around your mind, but despite your speedy action, you are deeply shocked by the power and sheer ferocity of Zorkaan's psychic assault. You reel under the bombardment of his incorporeal powers as they batter your hasty mental defences (lose 5 ENDURANCE points), but you steadfastly refuse to submit to his will. By so doing you are able to survive this terrifying assault. As the attack withers and fades, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable resolve.

To continue, turn to 243.

89

You hear the rising hum of the force field recharging as you run across the hall and race up the iron steps towards the obsidian pillars.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If your current ENDURANCE points score is 20 or lower, deduct 1.

If your total score is now 3 or less, turn to 288.

If it is 4 or more, turn to 19.

90

You feel a sudden movement in the air, and you shiver with dread when your Kai senses alert you to an evil presence. A crackling sound makes you look to the black marble throne where a strange manifestation is taking place. The seat is filled by a ball of shimmering energy that slowly grows and transforms into a living creature. You gasp with shock when this nightmarish entity raises itself out of the throne and comes stalking towards you on two muscular legs.

Despite its crouching gait, the creature stands an arm's length taller than you. Its shiny crimson hide is thickly veined, and its snake-like head is studded with hundreds of razor-sharp barbs that sparkle like diamonds when they catch the light. It fixes you with a hungry stare and slashes at the air with its claw-tipped forearms. You retreat before its steady advance and tug your Kai Weapon from its scabbard in readiness to defend yourself against this monstrous entity. As you raise your blade, the creature utters a sound that resembles a deep, bubbling laugh. It opens its soot-blackened jaw and a gout of flame comes shooting towards your face. You react in an instant, your lightning-fast reflexes saving you from being incinerated by the beast's fiery breath. You dive and roll across the floor towards the chamber wall, and then you spring back onto your feet and launch a furious attack at the creature before it can spit a second blast of white-hot fire.

Illustration VII—The monstrous creature shoots forth a terrible gout of flame.

Fydakzh: COMBAT SKILL 52   ENDURANCE 58

If you possess the Kai Weapon ‘Firefall’ you may add the bonus gained from its unique properties during this combat.

If you win the combat, turn to 53.

91

You are within ten feet of the steps when a leathery black dog appears from a shadowy alcove and moves to block your path. It growls at you menacingly and fixes you with its baleful eyes. At once you recognize that this dog is a young Akataz, a vicious breed of Drakkarim warhound.

If you possess Animal Mastery and have attained the rank of Kai Grand Master Superior or higher, turn to 348.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 173.

92

Your Arrow thuds into the creature's chest, knocking it to the floor. But to your dismay, the Urgaroh quickly recovers from the impact of your missile. It pulls itself to its feet and levels its crystal rod at you. In desperation, you take hold of your Kai Weapon by the hilt, draw it back behind your head, and then hurl it at the Urgaroh with as much force and accuracy as you can muster.

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

If your total score is now 0–5, turn to 175.

If it is 6–8, turn to 80.

If it is 9 or higher, turn to 182.

93

You insert the Iron Key into the lockplate and twist it anticlockwise. The mortise is stiff, but the key fits and the lock opens with a dull Clunk! Carefully, you push open the door and enter a spacious chamber that is lit by ten globes of flickering white light. They hang suspended in the air with no visible means of support. The walls of this chamber are plastered and decorated with murals that depict the armies of Darklord Chlanzor despoiling the farms and cities of the Freeland Alliance. Standing against the far wall is a throne-like chair, crudely fashioned from a huge block of black marble. Veins of fluorescent purples and greens colour its surface, and the air around it shimmers like a desert haze.

As you approach this chair, you hear the door slam shut behind you. Instinctively you spin around and you see that there is no lockplate on the inside of the chamber door. Its surface is plastered and entirely smooth; it blends in seamlessly with the painted walls.

To continue, turn to 90.

94

On your second attempt, you manage to overcome the difficulties of the climb and reach the top of this wall. As you pull yourself onto its crumbling parapet, you note that it curves away in a semicircle and joins with the perimeter wall. You follow the parapet to this junction and then jump down onto the battlements. Through the murky air, you glimpse an arched doorway in the wall of a distant tower and you hurry towards it.

The tower door is unlocked and you are able to enter and descend to ground level by way of a spiral staircase, but as you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors pull their swords from their belts and attempt to cut you down.

Helkona Drakkarim: COMBAT SKILL 30   ENDURANCE 35

If you win this combat, turn to 14.

95

Suddenly you hear the monotonous clang of an alarm bell echoing in some distant part of the citadel, and your Kai senses warn you that Xaol's corpse has now been discovered. Some of his minions are searching the necromancer's hall, and you are gripped by a fear that they may discover your trail and catch you before you can make good your escape. You take hold of Lone Wolf and lift him across your shoulder; then you pull open the iron door and leave the kitchen as fast as you are able.

A short tunnel leads to a circular shaft which is lit intermittently by a pulsating crimson light. You ascend this shaft by means of a broad circular staircase, and you stop to rest when you come to a landing that is halfway from the top. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 126.

96

You examine the panel carefully and discover a way that you can prise it open. But as you are preparing to lever out a section of stone, a sudden wave of doubt and unease makes you hesitate. Your Sixth Sense is warning you that all is not what it seems.

If you wish to ignore your Sixth Sense warning and prise open the secret panel, turn to 312.

If you decide to heed your senses and abandon your efforts to open the panel, turn to 192.

97

Three well-aimed blows from your Kai Weapon set you free from the sticky web. You roll away from the sundered strands and spring to your feet in time to meet the creature's advance. With a frightening turn of speed, it comes scuttling forwards with its maw agape. You gasp with horror as you brace yourself to repel its swift, vengeful attack.

Skryza: COMBAT SKILL 48   ENDURANCE 40

If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after five rounds by turning to 21.

If you win the combat, turn to 340.

98

The assault trooper is more wary now. As you release your second shot, he flattens himself against the steps and the Arrow whistles over his head to shatter harmlessly against the wall of the shaft. Once more his comrades applaud his courage with a hearty cheer; then five of them return fire at you with their crossbows.

Turn to 180.

99

You draw an Arrow to your Bow and let it fly towards the gap between the obsidian pillars. There is a loud Crack! and a brilliant flash of blue-white light illuminates the hall when your shaft hits and discharges the magical force field.

This explosion of violent energy is followed by an abrupt and total silence. After a few moments, you detect a faint humming sound and your Kai Sixth Sense warns you that the force field is recharging.

Turn to 89.

100

Your killing blow lifts the Urgaroh and sends it tumbling backwards in a ragged somersault to fall ten feet away in a broken, untidy heap. Its ruined remains spontaneously ignite and burn fiercely, giving off a choking black smoke.

Above the noise of the wind that rushes through the shattered glass dome, you hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you pick up the Urgaroh's crystal rod which lies near your feet, and you rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are racing up the stairs.

If you possess Telegnosis, turn to 298.

If you do not possess this Discipline, turn to 42.

101

The moment your feet touch down upon the flagstones, you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. Instinctively, you lash out with your fist and you feel your knuckles connect with something small and furry. Your punch rockets the object across the chamber and slams it against the far wall. There is a crack of breaking bones, and you see a furry, bat-like creature tumble limply to the floor.

Having successfully incapacitated both the Krorn and its vengeful pet, you make a swift search of the watchtower chamber and discover the following items:

- Iron Key

- Sword

- Halberd (Spear)

- Enough food for 1 Meal

- 2 Gold Crowns

- 2 Arrows

Having completed your search, you leave the chamber by an iron door and lock it behind you. A flight of spiral steps leads down to the ground level where you discover a second door. This one is also unlocked. Carefully you pull it open a few inches and peer through the gap.

Turn to 315.

102

You use your Magnakai Curing skills in an urgent attempt to restore Lone Wolf to consciousness. You unbutton the front of his battle-tunic and place your hands on his chest; then you transfer the warmth of your healing powers directly into his body (this use of your Magnakai Discipline costs you 1 ENDURANCE point). After a few minutes you feel his heartbeat growing stronger, yet before you can complete the healing procedure, you hear the daunting sound of steel-shod boots echoing up the shaft from below. You risk a glance over the parapet of the stairs and you see a dozen armoured Drakkarim emerging from the tunnel at the base of the shaft. As they come running up the steps, you see that most are armed with loaded crossbows.

Reluctantly you are forced to abandon your attempt to revive Lone Wolf. You heave him across your shoulder and take to the stairs once more, climbing as fast as your aching legs will carry you both towards the observatory roof, 60 feet above.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 86.

If it is 5–9, turn to 320.

103

Your bold gamble pays off, for you are able to scurry through the breached wall as your cloak and Backpack ignite. You come to the end of the fissure and quickly you drop to the dusty ground, rolling over several times in order to smother the flames that threaten to engulf you. You suffer no injuries, but when you examine your Backpack you soon discover that two items are fire-damaged beyond repair. (Erase the first and last items that you have recorded on your list of Backpack Items.)

You are elated that you have traversed the breach in the perimeter wall, but when the dust clears for a few moments, your heart sinks like a stone. Another wall looms before you. This second barrier has only recently been constructed to shield the stronghold's inner buildings from the fiery heat of the fissure. Its rough-hewn blocks offer many handholds to assist a climb, but the scorched stone and mortar are very dry and they crumble under the slightest pressure. Your first attempt to scale the wall comes to an abrupt end when a toehold collapses and you are sent tumbling backwards to the ground: lose 1 ENDURANCE point.

If you possess Kai-alchemy, turn to 221.

If you do not, turn to 144.

104

You watch with grim glee as the heavy statue falls end-over-end towards the ascending Drakkarim warriors. The assault trooper drops his sword and throws up his hands as the great bronze effigy slams into him with a sickening crunch. Groaning in agony, his skull and ribs crushed by the impact, he somersaults backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader, or the crushing statue of Chlanzor, immediately open fire at you with their crossbows and force you to seek cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform. Then an icy chill courses through your veins when you turn and look over your shoulder.

Turn to 264.

105

When the dial clicks into position,[15] the heavy wooden doors swing open and a gust of putrid air makes you swallow hard before you take your first cautious step into the hall beyond. You cast a suspicious eye around this circular chamber for it is illuminated by tall candles that radiate a cold, cyanic light. The floor is strewn with bones and human cadavers in varying states of decomposition, and the walls are hung with great silken tapestries depicting horrific scenes that glorify the power of death and decay.

As your eagle eyes penetrate the gloom, your pulse races when they fall upon Lone Wolf. He sits cross-legged within a sphere of translucent grey light that hovers three feet above the floor. His divine blade, Sommerswerd, is cradled in his lap, and his head hangs limply against his chest. At first you believe he is unconscious; then your Magnakai Discipline of Psi-screen detects that he is engaged in a desperate mental battle against a host of invisible enemies who are seeking to enslave his soul.

Illustration VIII—You see the shadowy prison-sphere that holds Lone Wolf captive.

The shadowy prison-sphere that entraps Lone Wolf hovers before a vile throne constructed entirely of human skulls and bones. Seated here is a thin man attired in black robes edged with gold and scarlet braid. His pale skin and feverish dark eyes are touched by the bluish glow of the surrounding candles, accentuating his sinister mien. With an extended right hand he grasps the surface of a large crystal sphere that is fixed to a pedestal beside his throne. This crystal is hollow, but its core is filled with swirling black vapours that radiate a deathly chill. The robed man stares fixedly at the sphere and appears to be mesmerized by it. You magnify your vision, and when you focus your gaze upon the sphere, suddenly you fathom the secret of the terrible power contained within.

Turn to 74.

[15] This is the correct answer to the combination lock in Sections 11 and 300.

106

You make your way to a ring of boulders near the exit from the gully where patiently you wait for the storm to abate. When finally the wind drops and the air sheds its dust, you are able to see the vast forest of Helkona stretching away to the northern horizon. It is a forbidding sight, a lifeless expanse of petrified trees that have been destroyed by poisons leeched from the blighted soil of the Darklands. You climb atop a boulder, and when you magnify your vision, you are able to make out a crimson speck of light in the far distance. It emanates from the towers of Gazad Helkona, which you estimate to be no more than thirty miles away. This pinpoint glow of blood-red light tells you that the fortress is occupied.

It is dark and cloudy, yet even in the dead of night the skies above this region are dully illuminated by the reflection of volcanic fires that rage amidst the surrounding mountains. When you glance to the east you can see the lava streams of the Kagazitzaga Range; to the west, you see the fiery spouts of the Kokozritzaga. As you approach the twisted tree-line of Helkona, you can feel the constant tremor of their eruptions vibrating beneath your feet.

To continue, turn to 232.

107

Your Kai Mastery informs you that Lone Wolf is somewhere nearby. Encouraged by this feeling of certainty, you close your eyes and take hold of the Platinum Amulet that Lord Rimoah gave you before you left the monastery. Its powers help to focus your concentration as you try to determine which of the three doors will lead you to your imprisoned leader. You feel the faint warmth of Lone Wolf's aura, but it is too weak for you to be sure of the direction you should follow. All that you can determine is that your leader cannot be found behind the left door.

If you wish to investigate the centre door, turn to 305.

If you choose to examine the right door, turn to 166.

108

You call upon your Magnakai Discipline of Nexus to help you pick this difficult lock.

Pick a number from the Random Number Table. If you possess Grand Nexus, add 3 to the number you have picked. If you possess a Spike or a Dagger, add 1.

If your total score is now 5 or less, turn to 82.

If it is 6 or more, turn to 8.

109

A search of their packs and pockets reveals the following items which may be of some use during your mission:

- 3 Arrows

- 2 Swords

- 1 Axe

- 1 Dagger

- Rope

- Tinderbox

- Copper Key

- Torch

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

Having hidden the bodies beneath the rubble, you turn your attention once again to the secret panel in the alcove. Your attempt to prise it open triggered the release of the explosive spell that blinded you, but now you detect that the magic has dissipated and the alcove is safe.

You examine the rune-carved wall and discover a hollow which contains a shiny black amulet engraved with the spider-and-blazing-sun emblem of Darklord Chlanzor. It feels unusually cold to the touch, as if this item has been kept packed in ice. (If you wish to keep this Black Amulet, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)

There are no other items secreted in the hollow and so you leave the alcove and approach the open iron door.

Turn to 290.

110

Lone Wolf bids you follow as he steps through a shattered pane of the dome and climbs out onto the platform that encircles the observatory tower. The wild, sulphurous winds rip at your cloak and tunic, forcing you to crouch down and grasp the iron platform with both hands for fear of being blown over the edge. Yet these powerful winds do not seem to affect your leader. He stands erect and immobile, as if cast in solid stone. With an unblinking gaze he stares fixedly towards the southern horizon, his eagle eyes searching out Banedon's skycraft.

Little more than twenty minutes have elapsed when Lone Wolf turns and looks down at your crouching form. Banedon approaches, he says, his silent words forming in your mind. You magnify your vision and scan the southern vista, but you are unable to discern a skyship among the roiling black clouds. Then you spot a sliver of light in the stormy sky, and your spirits rise. The Cloud-dancer is fast approaching.

Guided by the pulsating glow of the observatory's crimson beacon, and Lone Wolf's telepathic messages, Banedon is able to bring the Cloud-dancer to within 50 feet of the dome. But the fierce winds prevent him from making a landing, and so he has his crew lower the boarding cage. The moment it sets down upon the platform, you follow Lone Wolf inside and slam shut the gate. There is a jolt as the hawser tenses, and then you feel the cage swaying the moment it is hoisted off the platform. Despite the violent swaying of the cage, you feel elated when you look through the bars of the cage door and see the shattered dome of the observatory receding beneath you. Then the exhilaration of your escape from Gazad Helkona is shattered when you hear a hideous shriek rise above the roar of the wind.

Turn to 150.

111

Aided by your Magnakai Invisibility skills and the cover afforded by the encircling pillars, you attempt to make your way around this hall and exit through the archway without being seen.

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 5 or less, turn to 211.

If it is 6 or more, turn to 244.

112

Reflexively you duck your head out of the path of the speeding arrow, but as you pull away, it clips your neck and draws a crimson line across the skin: lose 1 ENDURANCE point.

To continue, turn to 56.

113

You use your Kai powers of Assimilance to contort your features so that your face takes on the hard and brutal countenance of a Drakkarim warrior. Then you pull up the hood of your cloak and cover the Kai insignia that adorns its clasp. Boldly you stride towards the two bandits and they take a few uneasy steps backwards, fearing that you could be about to attack them.

‘Move that whining cur!’ you bark, cocking your thumb at their whimpering wolfhound. ‘Or I'll report you both to Xaol, you incompetent dolts!’

Your bold and convincing threat unnerves the two bandits, and they plead with you not to say anything to their master. Cringingly they apologize for their hound's behaviour and promptly they drag him away. ‘Bah! Stupid fools!’ you growl, as you watch them enter the tunnel that leads to the exterior platform. Then as soon as they disappear from view, you turn and hurry around the gallery to the staircase opposite.

A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.

If you possess Telegnosis, turn to 107.

If you do not, turn to 174.

114

You sprint across the narrow bridge and leap over the wide gap with ease. As your feet touch down on the opposite side, you continue your run and quickly you reach the safety of the citadel platform. Here you pause for a few moments to catch your breath and check that the coast is clear before entering the central stronghold of Gazad Helkona.

Turn to 200.

115

The trees in this section of the forest are blanketed with webs that are woven together to form a dense, impenetrable barrier. Creamy-white gossamer strands are wound tightly around the trunks, and loose threads dangle from their twisted branches to flutter in the breeze. Trapped amidst this web are scores of giant flies. They hang suspended like chrysalises, cocooned in acres of silken thread.

Cold sweat trickles down your face as you contemplate what could have constructed such a large and intricate web. Then your heart skips a beat when suddenly you detect movement within it.

If you possess Grand Pathsmanship, turn to 286.

If you do not, turn to 34.

116

As the Xaghash tumble to the ground, felled by your deadly blows, you stagger away from their bodies and wipe the foul blood that has spattered your face and tunic. The light in the chamber is brighter now, and you are able to see the outline of a second doorway in the far wall. Silently it slides open as you approach, and beyond you can see a dark tunnel. Inside the entrance to this gloomy passage you discover a niche in the wall. It contains a small crystal decanter of green fluid, festooned with cobwebs. Cautiously you pull its stopper to sniff the contents, and you are pleasantly surprised to discover that it contains a tincture of Laumspur. It is old and stale, but it still possesses some of its healing powers. (This Decanter contains the equivalent of two doses of Laumspur. Each dose will restore 4 ENDURANCE points when swallowed after combat. If you wish to keep the Decanter, it will occupy only one space in your Backpack.)

To continue, turn to 11.

117

You listen to the Drakkar's approaching footsteps as you prepare the Old Kingdom Spell Invisible Fist while remaining hidden from sight. If you can fell this assault trooper with your battle-spell, you hope that it may be enough to dissuade his comrades from pressing home their charge. You rise up from behind the parapet and utter the final word of the spell as you thrust your clenched fist at the advancing Drakkar. A ball of concussive energy streaks from your hand towards the assault trooper's chest. He sees a disturbance in the air, and instinctively he tries to block your magical attack with his shield.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 332.

If it is 5 or higher, turn to 63.

118

You leave the hall and lock the door behind you. The coast is still clear, so you hurry towards the stairs which ascend to the first-floor balcony.

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

If your total score is 0–6, turn to 91.

If it is 7 or higher, turn to 256.

119

You unsheathe your Kai Weapon and brace yourself to meet the Kraan's attack. Cawing with hungry rage, the loathsome creature swoops down and hurls itself upon you in a desperate, vengeful attack.

Illustration IX—The loathsome Kraan swoops down in a desperate, vengeful attack.

Helkona Kraan: COMBAT SKILL 35   ENDURANCE 40

If you win this combat, turn to 157.

120

As you trudge along the rutted trail, you become aware that the night sky is beginning to brighten. Somewhere high above the perpetual blanket of cloud that engulfs this hateful territory, day is breaking. At length, the trail arrives at a junction where another broad track joins it from the west. There are no signposts to mark the way, but your Kai sense of direction steers you towards the east where a long slope ascends to a treeless ridge. When you come to the crest of this ridge and look beyond, you catch your first glimpse of the imposing walls of Gazad Helkona.

The broad-based fortress squats in a basin of rock at the centre of the petrified forest. Its coal-black walls are cracked and crumbling like some fossilized relic that is riddled with decay. Within its curtain wall, with its decrepit watchtowers and great iron gate, there are scores of minarets and needle-spires that seem to scratch malevolently at the passing clouds. You magnify your vision and you see that the emblem of Darklord Chlanzor is still emblazoned upon the rust-red surface of the fortress gate. It resembles a great black spider perched upon the surface of a blazing sun. Chlanzor may no longer be the commander of this stronghold, but the legacy of his rule remains.

You observe the fortress for several minutes and take in every detail of its foul design. The great gate is secure and well guarded, but you note two places where you may be able to effect an entry without being seen. The first is a breach to the west of the gate, where the wall has been undermined by a fissure of lava. The second is a great mound of rubble to the east of the gate, the remains of the upper storeys of a collapsed watchtower. By climbing the mound you could gain access to the fortress through an arrow slit.

If you wish to enter Gazad Helkona by way of the breached wall, turn to 48.

If you decide to attempt an entry by scaling the mound of rubble at the base of the ruined watchtower, turn to 299.

121

Calling upon your knowledge of Old Kingdom magic, you clench your right hand and shout out the words of the spell Invisible Fist. Then you jab your fist towards the speeding orb and a knot of concussive energy leaps from your knuckles to strike the deadly device. The force of its impact splits the orb asunder and ignites the explosive fluid that it contains. The Kraan and its rider are caught by the ensuing blast and consumed in a roaring ball of flame. With grim satisfaction you watch as they spiral down into an avenue that is crowded with Hammerland bandits, enticed from their barracks by the spectacle of your dramatic air escape.

Turn to 50.

122

You utter the words of the Brotherhood Spell Counterspell and direct its energy at the secret panel. Instantly there is a crackling discharge of power as your spell neutralizes the destructive force of the evil magic that protects this alcove. As soon as you detect that the panel is no longer booby-trapped, you work the blade of your Kai Weapon into the dry mortar surround and lever it open. Behind it you discover a hollow which contains a shiny black amulet, engraved with the spider and blazing-sun emblem of Darklord Chlanzor. It feels unusually cold to the touch, as if this item has been kept packed in ice. (If you wish to keep this Black Amulet, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)

There are no other items secreted in the hollow and so you replace the panel and leave the alcove. You are passing the iron door when you hear the sound of voices coming from somewhere on the other side. Suspicion and curiosity prompt you closer and cautiously you place your eye to the door's peephole.

Turn to 223.

123

You use your advanced healing skills to help Lone Wolf regain consciousness. He opens his eyes and a faint smile creases his gaunt features when he sees your face looming before him.

‘So I'm still alive,’ he says, with a tone of gentle surprise. ‘Naar will be disappointed.’

He raises his arm and you take hold of it and help him rise unsteadily to his feet. He surveys the devastated observatory and you sense that his agile mind is scrutinizing every detail. He reaches for his scabbard and breathes a heavy sigh of relief when his hand closes around the hilt of the Sommerswerd.

‘I trust my blade found its mark?’ he asks.

‘Aye, my lord,’ you reply. ‘Your timely action consigned Zorkaan to oblivion, and saved my life. For that I will be forever in your debt.’

‘And I in yours, Grand Master,’ he replies, earnestly. ‘I sense that I would not be drawing breath now if it were not for your bravery.’

Hurriedly you inform your leader that Guildmaster Banedon and his flying ship are presently hidden in the Shezar Hills, awaiting his telepathic signal. Silently he acknowledges your words with a nod of his blond head, and then he closes his eyes. You sense rapid bursts of powerful psychic energy surging away from Lone Wolf and, moments later, he reopens his eyes and smiles.

‘It is done,’ he says, confidently. ‘Banedon will be here shortly. Come, we must prepare for his arrival.’

To continue, turn to 110.

124

You leave your shelter and make a careful descent to the end of the gully where the bodies are half-buried in the dust. The first one that you come to is the carcass of a mountain goat, the object that the flying creatures were fighting over. You suspect that this luckless animal was taken from the foothills of the Ogshezar Mountains, near the Skarorian city of Cragmantle, for this hardy breed of ruminants are common there. When you leave the carcass and approach the crushed remains of the second body, your stomach churns when you recognize its scaly, bat-winged form. It is a Kraan, a vile breed that was spawned and used by the Darklords to provide flying mounts for their Giak and Drakkarim armies. Darklord Zagarna mustered many thousands of these beasts when he invaded Sommerlund, and it was their assault by air which resulted in the destruction of the Kai Monastery. Some of the Kraan survived the fall of Helgedad and the demise of their Darklord masters, and you think it likely that this one has come from Gazad Helkona and was out scouting for food. The third carcass is also that of a Kraan, but unlike the other, this one is equipped with a crude leather harness and collar.

If you wish to examine this Kraan carcass more closely, turn to 9.

If you decide not to examine it, you may continue by turning to 232.

125

This heavy oaken door is bound with copper strips and inset with a large copper lockplate. You twist its oval handle and discover that it is locked.

If you possess a Copper Key and wish to use it, turn to 338.

If you do not possess this Backpack Item, or if you choose not to use it, turn to 271.

126

When you look to the top of the shaft, you can see the huge domed panels of the citadel's observatory windows. Confident that an escape onto the roof can be effected by this route, you resolve to reach the top of the stairs as quickly as you can. However, you are becoming increasingly concerned for Lone Wolf's physical condition. His pulse is weak and his breathing is shallow, indicating to you that he is slipping from unconsciousness into coma. You are also anxious to revive him so that he may send a telepathic signal to Guildmaster Banedon, summoning him to your rescue. Unless this signal is transmitted soon, you fear that any attempt to reach the roof will ultimately be to no avail.

If you possess Deliverance, turn to 13.

If you do not possess this Discipline, turn to 102.

127

You speak the words of the Brotherhood Spell Levitation and feel yourself rising up from the edge of the fiery fissure. You ascend through the billowing clouds of dust until you draw level with the top of the perimeter wall. Then you cancel the spell and leap down onto the broken battlements that lead to a gatehouse tower. Through the murky air you glimpse an arched doorway in the tower wall and you hurry towards it. This door is unlocked and you are able to descend to ground level by way of a spiral staircase. As you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors unsheathe their swords and attempt to cut you down.

Helkona Drakkarim: COMBAT SKILL 30   ENDURANCE 35

If you win this combat, turn to 14.

128

Your speedy reflexes save your eyes, but your legs and torso are badly lacerated by the flying shards of glass. Pick a number from the Random Number Table. If the number you have picked is even (i.e. 0, 2, 4, 6, or 8), you lose 3 ENDURANCE points. If the number chosen is odd (i.e. 1, 3, 5, 7, or 9), you lose 5 ENDURANCE points.

If you have survived your injuries, you may continue by turning to 84.

129

You run blindly through the trees in your desperation to escape this deluge of fire. All around you, the tinder-dry wood is being ignited by droplets of red-hot lava. Trees crackle and explode, spreading the fire with alarming speed, but you dare not stop as you race ahead of the raging flames.

After what seems like hours, the tremors cease and the hungry flames recede. Gasping for breath, you collapse on the floor of a shallow rocky basin that is ringed by fallen trees. You must now eat a Meal or lose 3 ENDURANCE points (you cannot use Grand Huntmastery in this instance, for there are no flora or fauna that you can forage for in the petrified forest of Helkona).

Feeling revived after your brief rest, you decide to leave the basin and climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.

It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.

If you wish to examine the purple buds, turn to 81.

If you choose to ignore the shrubs and follow the trail northwards, turn to 120.

130

Your Magnakai Discipline of Curing warns you that most of the substances stored in the vials are either poisons, narcotics, or sorcerous concoctions. From a total of eighty vials, you are able to identify only one that can be used to heal. It is Tortwich (a crystalline salt that will restore 3 ENDURANCE points when consumed after sustaining wounds in combat).

There is sufficient Tortwich in the vial to provide you with 2 doses. If you wish to keep this curative, remember to adjust your Action Chart accordingly.[16]

To continue, turn to 30.

[16] The Tortwich takes up one Backpack slot.

131

As the last of the trio falls victim to your deadly blows, you step away from his crumpled body and sheathe your bloodied weapon. Your senses detect that there are no other bandits lurking in this chamber, and when you scour its walls and furnishings, you realize that it is a mess hall used by Xaol's bandit mercenaries and guards. Stale fragments of food litter the tables, and the acrid smell of wine and torch oil hangs heavily in the clammy air.

There is a trapdoor located near the tunnel exit from this hall, and on closer examination you discover that it covers a chute. Judging from the foul stench arising from this opening, you determine that the chute must descend to a cesspool located somewhere deep below the fortress blockhouse. To reduce the risk of their bodies ever being found, you drop the slain bandits down the chute and then push the trapdoor shut.

If you now wish to search the mess hall, turn to 333.

If you wish to leave the hall via the tunnel exit, turn to 55.

132

You find your precious weapon and grasp hold of it firmly by the hilt. As you are getting to your feet, you suddenly become aware of the arrival of a new and powerful evil in this hall. Instinctively you look to the crystal sphere, and your heart sinks when you see that its swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then, from the core of this whirlwind, there issues a loud and hideous shriek that makes your blood run cold.

If you have ever visited the city of Duadon in a previous Lone Wolf New Order adventure, turn to 255.

If you have not, turn to 136.

133

Hurriedly you retrieve the Rope from your Backpack and make one end of it into a lasso. Then you cast this loop around a rock which is embedded in the wall of the gully, and drag yourself out of the dust. The sides of the ravine are steep but the rocks and boulders which pepper its surface make it easy for you to climb. Swiftly you ascend to the top of the gully where you take shelter from the wind behind a rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw that echoes in the dark skies above.

Turn to 295.

134

You feel power surging in the haft of the crystal rod, but no matter how hard you try, you cannot make this weapon discharge a bolt of energy. Your Kai Sixth Sense screams a dire warning that the rod is now surging out of control: it is going to explode!

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 193.

If it is 6–8, turn to 26.

If it is 9, turn to 323.

135

As you cross the hall and approach the iron steps, your Kai Sixth Sense warns you that you are walking towards an electrical force field. This invisible barrier lies between the two obsidian pillars, and it draws its power from magic contained within the silver runes. If you pass between the pillars you will cause the force field to discharge a powerful blast of electrical energy that could prove fatal.

Aware of the danger, you look around the hall in search of something that you can use to break the invisible barrier. Unfortunately, the hall seems to be devoid of small objects.

If you possess Elementalism and wish to use it, turn to 331.

If you possess Kai-alchemy and wish to use it, turn to 349.

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

If you possess neither of these skills, nor a Bow, or if you should choose not to use any of them, turn instead to 181.

136

Your Kai Sixth Sense screams a warning that this whirling black tornado is a manifestation of Zorkaan the Soultaker, the evil entity that abducted Lone Wolf and brought him here to Gazad Helkona. Fear wells up in the pit of your stomach as the terrible screech of this ethereal monster rises in level. When the pitch of his cry ascends beyond the normal range of your hearing, suddenly your head is filled with excruciating pain.

If you possess Kai-screen, turn to 309.

If you do not possess this Discipline, turn to 88.

137

The deadly missiles smash into the parapet and whistle past your ears, dangerously close. One bolt clips the collar of your tunic within an inch of your throat, and another creases your scalp: lose 2 ENDURANCE points. Blood trickles down the side of your face as you duck behind the safety of the parapet. These Drakkarim warriors are a determined enemy, and you know that you must do everything in your power to prevent them from reaching the roof if you are to have any hope of escaping from Gazad Helkona alive.

Turn to 220.

138

Your advanced powers of healing enable you to quickly overcome the venom that is coursing through your veins. You are able to neutralize the powerful toxins (deduct 2 ENDURANCE points from your current total) and reduce the swelling at the site of the wound.

To continue, turn to 330.

139

Quickly you retrieve the Kraan Pipe from your Backpack and blow it. This crude device emits a shrill, discordant noise that makes you shiver with discomfort.

If you possess Bardsmanship and have attained the rank of Kai Grand Master Superior, turn to 259.

If you do not possess this Discipline, turn to 213.

140

Torn and bleeding, you struggle to your feet and gasp with disbelief when you see the possessed body of Xaol standing before you. An unholy fire blazes in the eyes of the dead necromancer as his corpse begins to move across the hall with unnatural speed. You pray to the Goddess Ishir for her protection as this ghastly zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.

Xaol Zombie (possessed by Zorkaan): COMBAT SKILL 55   ENDURANCE 43

This possessed creature is immune to psychic attack. If your Kai Weapon is ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.

Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 260.

141

The wolfhound slows its pace and turns towards the statue. Quickly you unshoulder your pack and tip the Dargorse Buds out onto the floor. Then you slip away and take cover behind the next statue in the line. The slavering hound comes loping around the first statue and begins to snuffle among the buds. It is now that you notice there are two other items lying on the floor, they fell from your pack when you jettisoned the buds (erase from your Action Chart the items you have recorded in the second and third spaces of your list of Backpack Items).

Suddenly the wolfhound emits a loud yelp of pain, and you see its nose redden and swell. The buds contain a powerful irritant that has inflamed the lining of the creature's nostrils. The hound howls with pain and the bandits howl with laughter when they see its bright red nose. As the injured wolfhound lopes away, the bandits stop to investigate the cause of its misfortune.

If you wish to leave your hiding place and attempt to slip past the bandits while they are examining your lost Backpack Items, turn to 327.

If you wish to stay hidden behind the statue, turn to 35.

142

An unexpected wave of fatigue washes over your body, leaving you feeling weak and sleepy. You draw upon your Magnakai Discipline of Psi-screen to counter the seductive effect of the spider's hypnotic powers, and at once the creature senses your resistance. Fearing that you may escape its clutches, it raises its great hairy forelegs and squirts forth a jet of clear fluid from a vent below its maw. Desperately you attempt to dive aside as this stream of sticky liquid comes gushing towards your chest.

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

If your total score is 5 or lower, turn to 346.

If it is 6 or higher, turn to 224.

143

You fight with such ice-cool nerve and deadly precision that the few Drakkarim who survive the combat immediately break and flee, convinced that they face an immortal warrior. As you watch them scrambling headlong down the stairs, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

Turn to 264.

144

Cursing your ill fortune, you pull yourself to your feet and make a second attempt to scale this difficult wall.

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

If your total score is now 5 or lower, turn to 249.

If it is 6 or higher, turn to 94.

145

You rush towards the sphere with the intention of kicking it from its pedestal, but as you bring back your foot in readiness to strike, suddenly the dark shadow of Zorkaan falls upon you and launches a massive psychic attack from close range.

If you possess Kai-screen, turn to 185.

If you do not possess this Discipline, turn to 296.

146

Silently you recite the words of the Brotherhood Spell Mind Charm and focus the power of this spell at the seated Krorn. You command the creature to put down its bowl of gruel and lie upon the floor. It complies with your orders, and when you command it further to go to sleep, it curls up into a ball and begins to snore softly.

Having rendered the tower lookout unconscious, you squeeze through the arrow slit and jump down into the chamber unopposed.

Turn to 101.

147

By the use of your mastery of Grand Nexus, you are able to unlock this door with ease. You twist its steel handle and the door swings open silently. As you step through into the hall beyond, it closes behind you with a dull boom.

Turn to 300.

148

To your dismay, the Urgaroh quickly recovers from the impact of your spell. It pulls itself to its feet and levels its crystal rod at your head. In desperation, you take hold of your Kai Weapon by the hilt, draw it back behind your head, and then hurl it at the Urgaroh with as much force and accuracy as you can muster.

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

If your total score is now 0–5, turn to 175.

If it is 6–8, turn to 80.

If it is 9 or higher, turn to 182.

149

You draw upon your improved Kai Mastery in order to conjure a mist in the hall beyond. Moments later, you hear the bandits cry out in shocked surprise as inexplicably their chamber begins to fill with a dense white fog. Then the iron door opens and the bandits stagger out of the billowing mist, coughing and gasping for air. Stealthily you slip past them and enter the hall. Guided by your infravision, you hurry across this chamber and enter the clearer air of the tunnel which leads to the citadel bridge.

To continue, turn to 55.

150

To your shocked surprise, you see a score of Kraan come soaring up from the open roof of an adjoining blockhouse complex. They are ridden by Drakkarim armed with crossbows, and as the first of the scaly fliers swoops past the boarding cage, the riders let loose a volley of bolts. Fortunately, they are poorly aimed and none of them find their mark. Lone Wolf weaves a pattern with his hands and three of the Kraan come to an abrupt halt, as if the stormy air has suddenly turned to glass and imprisoned them. Meanwhile, you focus your attention upon a Kraan that is swooping down from the clouds above on a collision course with the cage. Its rider is carrying a smoking black orb fixed to a long length of chain. Impact looks imminent until, at the very last moment, the Drakkar tugs on the reins and the Kraan veers away. As it turns, the Drakkar releases the orb and sends it hurtling towards the boarding cage door.

Illustration X—A Drakkarim rider swoops down and hurls a smoking black orb.

If you possess a Bow and wish to use it, turn to 274.

If you possess Elementalism and wish to use it, turn to 210.

If you possess Kai-alchemy and wish to use it, turn to 33.

If you possess Magi-magic and wish to use it, turn to 121.

If you possess neither a Bow nor any of these Disciplines, or if you choose not to use any of them, turn instead to 236.

151

You sprint away from the fissure to avoid being struck by the gushing lava, but you are hit by several splashes of cooling magma when the lava-plume rains down on the forest. Your Magnakai Discipline of Nexus provides some protection, but still you are badly burnt by these droplets of molten rock.

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

Turn to 129.

152

Eventually the wolfhound obeys your mental command and lopes off into the tunnel that leads to the bridge by which you entered the citadel. The bandits give chase, and you hear them cursing and threatening their recalcitrant hound as they hurry past your hiding place unawares. You watch them enter the tunnel, and as soon as they disappear from view, you leave the statue and hurry around the gallery to the staircase opposite.

A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.

If you possess Telegnosis, turn to 107.

If you do not, turn to 174.

153

As the last fragments of Zorkaan's black shadow are consumed by the golden flames, you struggle to your feet and stumble towards Lone Wolf. You fear the worst, that your brave leader has sacrificed his own life for yours, but to your profound relief you soon discover that he is not dead but unconscious.

If you possess your Kai Weapon, turn to 225.

If you do not, turn to 341.

154

Despite your precautions, your cloak suddenly bursts into flames and you are forced to retreat from the edge of the fissure before you can put them out. You quickly smother the flames and suffer no injuries, but you are convinced that it is impossible for you to gain entry to the fortress by this route. Reluctantly, you return across the killing zone to the edge of the petrified forest.

You are feeling disheartened by your unsuccessful attempt to enter the fortress, but you do not allow your disappointment to weaken your determination to complete your vital mission. After resting for a few minutes, you resolve to enter Gazad Helkona by other means.

Before you make your second attempt to enter Xaol's stronghold, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 62.

155

You lash out at the Krorn with the toe of your boot and strike it a glancing blow to the side of its head. The creature utters a guttural cry and staggers backwards into the chamber, clutching its bruised head with its ham-like fists. You force yourself through the narrow aperture and jump down into the chamber, but the moment your feet hit the flagstones you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. It is followed almost immediately by a sharp stabbing pain that runs all the way from your neck to your stomach. Something small and furry has attached itself to the flesh beneath your jaw, and it is feeding hungrily on your blood.

Instinctively you take hold of the creature with both hands and crush it in a vice-like grip. You hear its bones crack and you feel it go limp, and then you detach it carefully from your neck and hurl its lifeless body to the floor. A sudden wave of nausea wells up in the pit of your stomach and you feel your punctured neck begin to swell alarmingly. Your Magnakai Discipline of Curing slows the effect of the creature's venom, but you have been gravely weakened by this unexpected attack and you feel barely able to remain standing.

The Krorn recovers its senses and snatches a halberd from a rack on the wall. It bellows angrily and slashes at your chest with this rusty polearm. The tip of the halberd slices through your tunic and gouges a furrow of skin from your chest: lose 3 ENDURANCE points.

To continue, turn to 321.

156

Wisps of smoke are rising from the pocket of your tunic. The Black Amulet has begun to burn through the lining of your jacket, and its raw heat blisters the skin on your hip: lose 1 ENDURANCE point. Your Kai senses scream a warning that this artefact is cursed and could explode at any moment.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 289.

If it is 4–6, turn to 40.

If it is 7–9, turn to 212.

157

Mortally wounded by your blows, the Kraan emits a gurgling cry and crashes to the ground. As it shudders in the grip of its death-throes, its broken wings churn the debris that besmears the floor and it splatters you with the foul-smelling ordure. Hurriedly you retreat from the dying Kraan and sheathe your Kai Weapon as you make your way across the hall towards the arched stairwell.

Turn to 209.

158

Your Arrow strikes the rim of the Drakkar's shield and ricochets upwards, penetrating the throat-guard of his helmet.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 3.

If it is 5–9, turn to 284.

159

The sudden pain of the grit in your eyes makes you lose your footing and fall heavily to your knees. You struggle to recover but the wind catches your cloak and sends you tumbling headlong to the base of the gully: lose 1 ENDURANCE point.

The soft fine dust which fills the gully floor saves you from serious injury, but this dust is deep and rapidly you sink into the yellowy powder. It rises to above your waist and you find yourself unable to move your legs. Desperately you claw at the surface in an effort to dig yourself out, but the more you struggle to get free the faster you sink.

A fear of being swallowed up suddenly takes hold of you and frantically you look for some way to escape from this terrible fate. Then you notice that the walls of the steep-sided gully are studded with rocks and boulders. If you can reach the gully wall, you may be able to save yourself from drowning in this dry morass.

If you possess Kai-alchemy and wish to use it, turn to 270.

If you possess a Rope and wish to use it, turn to 133.

If you do not possess Kai-alchemy, nor a Rope, or if you do not wish to use either of them, turn instead to 52.

160

Cautiously you approach the open archway and peer around its stone jamb. Beyond the tower entrance you can see a flagstoned plaza that is adjacent to the main gate. Here you see Hammerland bandits drawing pails of dirty grey water from a well by the south perimeter wall, and a dozen hungry Giaks squabbling over the gangrenous remains of a wolfhound carcass.

You scan the streets of this grim city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by a troop of fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.

Quickly you determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is little more than 100 yards from the tower archway, and you can see two possible ways to enter. Iron doors are set flush into the wall of this rust-streaked edifice; one to the left of the archway, and one to the right.

If you wish to investigate the left door, turn to 263.

If you choose to investigate the right door, turn to 306.

161

You load your Bow and draw back the string to the full; then you let fly your shaft and send it speeding towards the Drakkar's chest. The warrior sees your missile arcing towards him and hurriedly he tries to block it with his shield.

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

If your total score is now 4 or lower, turn to 276.

If it is 5–7, turn to 158.

If it is 8 or higher, turn to 317.

162

You wait until the way is clear before you leave the doorway and hurry across the street to the double doors. Hurriedly you twist their heavy handles and discover that they are both locked.

If you possess an Iron Key and wish to use it, turn to 85.

If you do not possess this item, or if you choose not to use it, turn to 32.

163

You are able to identify that most of the berries and herbs stored here are either poisons, narcotics, or sorcerous plants. Of the twenty jars on the shelf, only two contain substances that can cure or heal. The first is Obhanthor (a healing spice that will restore 5 ENDURANCE points per dose when eaten with a Meal), and the second is Satchwort (a sanative herb that will restore 3 ENDURANCE points when consumed after sustaining wounds in combat).

There are sufficient amounts stored in the jars to provide 2 doses of each substance. If you wish to take either or both of these curatives, remember to adjust your Action Chart accordingly.[17]

To continue, turn to 95.

[17] Each jar takes up one Backpack slot. You may use the Obhanthor at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

164

You draw upon your advanced mental Disciplines to shut out the noise of this powerful psychic assault. Your swift and skilful response to this attack saves you from sustaining a paralysing injury: lose 1 ENDURANCE point.

To continue, turn to 70.

165

The vile smell of the Kraan's carcass is making you feel nauseous. The crude metal pipe appears to be of no real value and so you discard it before leaving the body.

To continue, turn to 232.

166

This strong oak door is inlaid with fancy steel marquetry that surrounds a shiny silver lockplate. You are kneeling to examine the handle and keyhole when you notice something protruding from the gap beneath the door. Your pulse races when suddenly you recognize this object.

Turn to 60.

167

You detect that the crystal rod is recharging its powers, and the foul Urgaroh intends to launch another bolt at you as soon as its sorcerous weapon is ready. You know that you dare not delay a moment longer: you must act now, for the creature is unlikely to miss you when it fires again.

If you possess a Bow and wish to use it, turn to 272.

If you possess Kai-alchemy and wish to use it, turn to 245.

If you possess Magi-magic and wish to use it, turn to 69.

If you do not possess a Bow, nor either of these Disciplines, or if you choose not to use any of them, turn instead to 208.

168

You are picking your way through the bones and ordure that carpet the floor of this hall, taking care not to slip on the treacherous surface, when suddenly you hear a loud screech high above your head. You look up and, to your horror, you see a hungry Kraan come swooping down from the rafters. Its fanged beak is open and its foul black tongue trails from the corner of its foam-flecked jaw.

If you possess Kai-alchemy and wish to use it, turn to 31.

If you possess Magi-magic and wish to use it, turn to 311.

If you possess a Bow and wish to use it, turn to 17.

If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn instead to 119.

169

Your Kai Mastery warns you that this secret panel is guarded by a magical trap. Your Sixth Sense reveals a way you can open the panel, but in so doing you will trigger the spell that has been placed here to protect it.

If you possess Kai-alchemy, turn to 122.

If you do not, turn to 233.

170

Using your advanced mastery of Elementalism, you create a protective bubble of calm air around yourself which serves to protect you from the abrasive dust. This sphere of still air remains intact until you reach the crest of the hill, where you are then able to take shelter at the rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw that echoes in the dark skies above.

Turn to 295.

171

You have ascended no more than twenty steps when a crossbow bolt ricochets off the stone parapet and grazes your shoulder: lose 1 ENDURANCE point. The sudden shock and the stinging pain of your wound spur you to an even greater effort. You force yourself to climb faster, and your legs pound the stairs like steam pistons as you strive to avoid capture by the murderous Drakkarim.

Turn to 320.

172

The noise of the explosion is reverberating around the hall as the possessed body of Xaol rises up from the floor and extends its twisted arms towards you. An unholy fire blazes in the eyes of the dead necromancer as his corpse moves across the hall towards you with unnatural speed. You pray to the Goddess Ishir for her protection as this ghastly zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.

Xaol Zombie (possessed by Zorkaan): COMBAT SKILL 55   ENDURANCE 43

This possessed creature is immune to psychic attack. If your Kai Weapon is ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.

Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 260.

173

Fearful that this growling dog may draw unwanted attention to your presence, you call upon your Magnakai Discipline of Animal Control and command the hound to cease its growling.

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

If your total score is now 4 or lower, turn to 237.

If it is 5 or higher, turn to 39.

174

Your Kai Sixth Sense tells you that Lone Wolf is somewhere nearby. Encouraged by this feeling of certainty, you close your eyes and take hold of the Platinum Amulet that Lord Rimoah gave you before you left the monastery. Its powers help to focus your concentration as you try to determine which of the three doors will lead you to your imprisoned leader. You sense the faint warmth of Lone Wolf's aura, but it is too weak for you to be sure of the direction you should follow.

If you wish to investigate the left door, turn to 125.

If you choose to examine the centre door, turn to 305.

If you decide to examine the right door, turn to 166.

175

The creature sees your blade spinning end-over-end towards its face and quickly it crouches down to avoid it. Your Weapon grazes its skull as it streaks past; then it hits one of the narrow stone pillars which support the glass dome. With a loud Clang! it ricochets off the stonework and skitters across the floor.

With a quiet, mocking laugh, the Urgaroh rises up and takes aim at you with its crystal rod. Moments later, a fiery missile erupts from its tip and comes speeding across the platform towards your face.

Turn to 269.

176

You retrieve the Copper Key from your Backpack and insert it into the keyhole. It fits, and when you twist it anticlockwise, the winch handle unlocks. You take hold of the handle and hurriedly you wind it until the drawbridge is fully raised. Then you relock the winch and pocket the key as you hurry across the bridge. On reaching the opposite platform, you stop to check that the coast is clear before entering the citadel of Gazad Helkona.

Turn to 200.

177

You pull aside the mouldering tapestry that covers the arch, and you discover a tunnel that leads to Xaol's private chambers. The walls, ceiling, and floor are all constructed from dull volcanic stone, and several pieces of black wooden furniture are scattered haphazardly around the room. Beside a heavy wooden door there stands an ebony bookshelf that is filled with stoppered vials. Carefully you rest Lone Wolf down upon a divan before you examine the individual contents of these glass containers.

If you possess Herbmastery, turn to 234.

If you do not, turn to 130.

178

Your killing below brings Xaol staggering to his knees, gasping hoarsely. He drops his serpent staff and the instant it leaves his grasp, it shrivels up into a tight ball that hisses, smokes, and bubbles. Xaol falls to one side, his gaunt shaven head striking the bone-littered floor with a dull thud. Through blood-flecked lips he utters a curse, vowing one day to return from beyond the grave to wreak bloody vengeance upon you and the Kai. Then his dark eyes flicker and glaze over, and his thin frame convulses for a moment and falls still.

You leap over the withered remains of the necromancer and his cursed staff, and rush towards Lone Wolf. Slowly your master raises his tousled head and fixes you with his steely blue eyes. You sense that he has been greatly weakened by his ordeal. He has suffered much since his abduction, yet he has found the strength within himself to resist his cruel tormentors. Inspired by his resolute courage, you ask how you can free him from the prison-sphere. Lone Wolf mouths a reply, but you cannot hear him. Using your Magnakai Discipline of Divination you try to detect telepathic communication, but you sense that it is futile. No mind speech can penetrate the milky grey walls of Lone Wolf's hovering prison. Then your leader glowers at the crystal sphere that is fixed atop a pedestal beside the throne of bones, and instantly you fathom his meaning. Slowly you mouth the words: ‘Must I destroy the sphere?’ Lone Wolf nods approvingly. Fired up by his directive, you raise your Kai Weapon and approach the crystal sphere. But before you come to within striking distance, a powerful gust of freezing air hits you in the chest and sends you reeling backwards to the floor.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 204.

If it is 4–6, turn to 7.

If it is 7–9, turn to 238.

179

While leaning over to examine the brambles, you accidentally brush the back of your left hand against a cluster of buds. Within seconds, the skin erupts into a mass of painful yellow blisters: lose 2 ENDURANCE points.

Fortunately, your Magnakai Discipline of Curing rapidly counters the effect of the poisonous irritant contained within the purple buds. Cursing the poisonous fruits of this desolate forest, you turn away from the brambles and follow the trail northwards towards Gazad Helkona.

To continue, turn to 120.

180

You retreat a few paces from the head of the stairs and unsheathe your Kai Weapon in readiness to defend the observatory platform from these determined foes. Then the assault trooper leader looms into view with his jagged black sword raised to strike. He pauses for a few moments to allow his comrades to catch up with him; then together they charge up the last remaining steps and hurl themselves upon you with a reckless fury.

Illustration XI—The assault trooper raises his jagged black sword in readiness to strike.

Drakkarim Assault Squad: COMBAT SKILL 45   ENDURANCE 40

If you win this combat, turn to 143.

181

You retrieve an item from your Backpack and hurl it at the gap between the obsidian pillars. There is a loud Crack! and a brilliant flash of blue-white light illuminates the hall when your item hits and discharges the magical force field. (Erase from your Action Chart one Backpack Item of your choice.)

The explosion of violent energy is followed by an abrupt and total silence. After a few moments, you detect a faint humming sound emanating from the pillars and your Kai Sixth Sense warns you that the force field is recharging.

Turn to 89.

182

Your Kai Weapon tumbles through the air and strikes the Urgaroh squarely between its ghastly eyes. The force of the impact sends the creature somersaulting backwards to land in a twisted, untidy heap. You rush across the platform and tug your weapon from the Urgaroh's skull. As the blade comes free, the body of the fell creature spontaneously ignites and burns fiercely, giving off a choking black smoke.

Above the noise of the wind that rushes through the shattered glass dome, you hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you sheathe your Kai Weapon and pick up the Urgaroh's crystal rod which lies near your feet; then you turn and rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are now racing up the stairs.

If you possess Telegnosis, turn to 298.

If you do not possess this Discipline, turn to 42.

183

Suddenly the dial disengages from the lock and spins loosely on its spindle. Then your throat tightens with fearful anticipation when your Kai Sixth Sense warns you of impending danger. You hear a brittle noise in the hall behind, and when you glance nervously over your shoulder, you see that the dusty skeletons are coming stiffly to life. Their bony eye sockets glow with a baleful blue light as they close in and stab at you with their rusty weapons.

Illustration XII—The dusty skeletons come stiffly to life, their eye sockets glowing with a baleful blue light.

Xaol's Skeleton Guards: COMBAT SKILL 45   ENDURANCE 35

This enemy is immune to all psychic attacks. If you possess the Kai Weapon ‘Alema’ you may add the bonus gained from its unique properties during this combat.

If you win the combat, turn to 266.

184

Your killing blow punctures the warhound's heart and the beast howls pitifully before collapsing in an untidy heap at the bottom of the stone steps. As you leap over its twitching body, you hear the sound of footfalls coming from the balcony above. Moments later, two Drakkarim warriors appear. They are armed with spears and have been alerted by the yelps and growls of the Akataz. When they see their pet lying dead on the ground, they bellow with rage and come charging down the stairs towards you.

Helkona Drakkarim: COMBAT SKILL 32   ENDURANCE 35

If you win this combat, turn to 66.

185

You are engulfed by a sheet of white-hot psychic fire that burns the fabric of your mind. Your Kai-screen crumples under the onslaught, yet it protects you from the potentially fatal effects of psychic shock.

Zorkaan's sudden and massive psychic attack has damaged a part of your mind that controls your Kai abilities, and you must forfeit the use of one of your Grand Master Disciplines for the rest of this mission. (If you complete the mission successfully, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.)

To continue, turn to 22.

186

You use your advanced fieldcraft skills to prevent yourself from sinking any deeper into the treacherous yellow dust. This action enables you to follow the base of the gully as it cuts a winding course through the dust-blasted hills. You are within a few hundred yards of reaching the gully's end when you are lashed once more by the gritty wind. As you tug the hood of your cloak down to protect your eyes, you suddenly hear a loud screeching caw echoing in the dark stormy skies.

If you wish to attempt to scour the sky for the source of this chilling cry, turn to 215.

If you decide to take cover among the boulders that litter the slopes of the gully, turn to 335.

187

The force of the blast hurls the body of the dead necromancer against the far wall of the chamber. It hits the unyielding stone with a sickening thud, and slumps to the floor in a broken heap. Yet despite the terrible damage caused by the explosion, the possessed body of Xaol does not lie still for long. It drags itself upright, and you see an unholy fire blazing in its eyes as it begins to move across the hall towards you at a frightening speed. You pray to the Goddess Ishir for her protection as this mutilated zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.

Xaol Zombie (possessed by Zorkaan): COMBAT SKILL 52   ENDURANCE 40

This possessed creature is immune to psychic attack. If your Kai Weapon is ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.

Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 260.

188

Your Magnakai Discipline of Nexus offers you some protection of the terrific temperature at the rim of the fissure, but it does not shield your clothing and equipment which are beginning to smoulder.

If you possess Elementalism and wish to use it, turn to 47.

If you possess Kai-alchemy and wish to use it, turn to 127.

If you possess neither of these skills, or if you choose not to use them, turn to 235.

189

You step away from this door and cast your eye over the other two portals.

If you wish to examine the centre door, turn to 218.

If you choose to investigate the right door, turn to 166.

190

You draw together the mental shapes of the Old Kingdom Spell Power Word and rise up from behind the tree trunk to project it at the spider: Gloar!

The concussive force of this ancient spell-word slams into the creature's skull and cracks it, making the beast let out a hideous shriek of agony. Your magical attack has injured the arachnid, but not deterred it. Fuelled by anger and pain, this fearsome abomination comes scuttling towards your hiding place with a frightening turn of speed. With a gasp of disbelief, you unsheathe your Kai Weapon and brace yourself to repel its swift and vengeful attack.

Skryza (wounded): COMBAT SKILL 44   ENDURANCE 40

If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after four rounds by turning to 21.

If you win the combat, turn to 340.

191

You draw upon your Magnakai Discipline of Psi-screen to erect a defensive wall around the core of your mind; then you brace yourself in readiness to meet the anticipated attack. Despite your preparations, you are deeply shocked by the power and sheer ferocity of Zorkaan when he unleashes his psychic assault. You reel under the bombardment of his incorporeal powers as they batter your mental defences (lose 3 ENDURANCE points), but you refuse to submit to his will and you survive this terrifying assault. As the attacks wither and fade, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable resolve.

To continue, turn to 243.

192

Forewarned by your sharp Kai senses, you leave the panel and retreat from the alcove. You are passing by the iron door when suddenly you catch the sound of voices coming from somewhere on the other side. Suspicion and curiosity draw you closer and cautiously you place your eye to the door's peephole.

Turn to 223.

193

Instinctively you hurl the crystal rod at the advancing enemy troops who are rushing across the landing below. The moment it strikes the floor, it explodes with devastating effect. The Drakkarim assault-troopers who are leading the attack are engulfed by a searing ball of yellow and orange flame. Then an entire section of the landing and stairs is destroyed by a huge eruption of power that rocks the very foundations of the tower. You dive to cover Lone Wolf with your body, and your selfless action keeps him safe as fragments of masonry smash into the dome and broken glass rains down upon the observatory platform. When finally the dust and debris clear, you struggle to your feet and survey the surrounding scene of destruction.

Turn to 307.

194

Your brave gamble pays off, for you are able to scurry through the breached wall as your cloak and Backpack ignite. On reaching the end of the fissure, you immediately drop to the dusty ground and roll over several times in order to smother the flames that threaten to engulf you. Your speedy action saves you from injury, and your clothes and equipment are also spared.

You are elated that you have successfully traversed the breach in the perimeter wall, but when the scorching dust clears for a few moments, your heart sinks like a stone. Another wall looms before you. This second barrier has only recently been constructed to shield the stronghold's inner buildings from the fiery heat of the fissure. Its rough-hewn blocks offer many handholds to assist a climb, but the sooty stone and mortar are very dry and they crumble under the slightest pressure. Your first attempt to scale the wall comes to an abrupt end when a toehold collapses and you are sent tumbling backwards to the ground: lose 1 ENDURANCE point.

If you possess Kai-alchemy, turn to 221.

If you do not, turn to 144.

195

You are startled by the loud, discordant clang of a cracked iron bell, which is located out of sight in an alcove in the wall above the door. As its harsh note fades, the door is pulled open and you find yourself confronted by two ugly Drakkarim warriors armed with heavy-bladed marine cutlasses. Shock registers in their bloodshot eyes when first they see you, but their astonishment quickly gives way to a blind rage. With murderous growls, the two fighters raise their cutlasses and launch a determined attack.

Helkona Drakkarim: COMBAT SKILL 30   ENDURANCE 35

If you win this combat, turn to 339.

196

You are engulfed by a sudden explosion of golden light. Zorkaan emits a deafening shriek as the supernatural fabric of his being is ripped asunder by the Sommerswerd — Lone Wolf's divine blade. As the creature is engulfed in a blaze of golden fire, the Sommerswerd falls to the floor near your feet. You look down at the blade in stunned disbelief; then you raise your eyes and look to Lone Wolf who is slumped within the confines of his hovering prison-sphere. Slowly the enormity of what has happened begins to permeate through the turmoil that is raging in your mind. In a desperate bid to save you, Lone Wolf has used the last of his strength to hurl his magical blade through the wall of his sorcerous prison. This courageous act has destroyed Zorkaan and spared you your life.

Illustration XIII—Zorkaan is ripped asunder by the power of the Sommerswerd.

Turn to 153.

197

You crouch down to take a closer look at the object and immediately you see that it is a silver crown. Although most of it is buried by dust, the section that protrudes seems unnaturally clean, as if the dust simply refuses to adhere to its gleaming surface.

If you wish to pick up this crown and examine it, turn to 23.

If you decide not to touch the crown, you can leave this hall by turning to 135.

198

As you load your Bow, you listen to the Drakkar's approaching footsteps. If you can fell this assault trooper with one shot, it may be enough to dissuade his comrades from pressing home their charge. You draw back your bowstring to the full; then you rise up from behind the parapet and let fly your shaft at the Drakkar's chest. The warrior sees your missile arc towards him and hurriedly he tries to block it with his shield.

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

If your total score is now 4 or lower, turn to 276.

If it is 5–7, turn to 158.

If it is 8 or higher, turn to 317.

199

The few direflies that have survived your deadly blows quickly disperse. As they disappear above the trees, you wipe and sheathe your Kai Weapon before continuing your trek northwards.

Soon you come to a section of the forest where the trees are blanketed with webs that are woven together to form a dense, impenetrable barrier. Creamy-white gossamer strands are wound tightly around the trunks, and loose threads dangle from their twisted branches to flutter in the breeze. Trapped amidst this web are scores of giant direflies. They hang suspended like chrysalises, cocooned in acres of silken thread.

Cold sweat trickles down your face as you contemplate what could have constructed such a large and intricate web. Then your heart skips a beat when suddenly you detect movement within it.

If you possess Grand Pathsmanship, turn to 286.

If you do not, turn to 34.

200

You follow a short semicircular tunnel that leads to a wide gallery encircling the upper section of a colossal hall. Peering over the parapet of the gallery, you look down on the red granite floor of the hall 50 feet below. Here you see Drakkarim and Giaks standing in idle groups around the lip of a deep lava-filled pit that looks as if it could descend all the way to the molten core of Magnamund. Motes of rust-coloured dust cling to every surface and the scorching air reeks of molten metal and sulphur.

An unbroken line of fiery bronze statues encircle the gallery, depicting former loyal servants of Darklord Chlanzor. You are casting your eye along their line when suddenly you see two of Xaol's henchmen. They emerge from a passageway located next to a spiral staircase on the far side of the gallery. Quickly you take cover behind the nearest statue and watch as those two men, accompanied by a wolfhound, come walking around the gallery towards your hiding place.

If you possess some Dargorse Buds, turn to 230.

If you do not possess this Backpack Item, turn to 41.

201

Your net splashes against the Drakkar's shield, but it only partially blocks the broad staircase. Most of its sticky fibres adhere to the parapet rail or are deflected down into the well of the shaft. The few strands that do fix themselves to the Drakkar's body are swiftly sundered by a few blows from his serrated sword. Your spell has delayed his advance for a few moments, but that is all. Having cut his way clear, the Drakkar continues to advance determinedly towards the observatory platform.

If you possess a Bow and wish to use it, turn to 161.

If you do not, turn to 303.

202

Your knowledge of Herbmastery enables you to identify these buds. They are Dargorse, the poisonous fruits of a prickly wilderness briar. You avoid touching them with your bare hands for not only are they deadly poisonous, their juice is also a powerful irritant.

If you wish to keep some of these buds, you can cover your hands with your cloak and gather enough for one dose (record these Dargorse Buds on your Action Chart as a Backpack Item).

To continue, turn to 120.

203

You examine the iron lockplate and determine that its mortise can be picked, although your Kai Sixth Sense tells you that it will not be an easy task.

If you wish to attempt to pick this lock, turn to 108.

If you do not, turn to 267.

204

You crash down heavily among the detritus and cadavers that litter the floor of the necromancer's hall, and a sharp pain shoots through your left forearm. You have fallen upon the skeletal remains of a human body, and its splintered shin bone has skewered your arm: lose 3 ENDURANCE points.

Gritting your teeth in anticipation of the increased pain, you take hold of the bone fragment and wrench it from your arm with one swift tug.

To continue, turn to 325.

205

You call upon your mastery of Brotherhood magic to enact the spell Mind Charm. Through the use of its persuasive powers, you cause one of the Drakkarim to believe that his comrade is cheating. Argument and accusation quickly escalate into a brawl that leaves both warriors sprawled unconscious on the floor.

Before the Drakkarim regain consciousness, you hurry across the hall and ascend the steps. Upon reaching a landing on a level above, you hear the Drakkarim resume their fight in the hall below.

To continue, turn to 6.

206

As you recover your senses, you look up to see Zorkaan looming above you, his swirling black form swelling in volume and menace as it prepares to deal you one final, devastating blow. Valiantly you struggle to resist, but you are fearful that you no longer possess the strength needed to counter this powerful foe. An evil laugh echoes in your mind as slowly the wispy mass of black vapour spirals down towards your face. Desperately you lash out at your mocking adversary, but you lose your balance and collapse to your knees. With a prayer to Ishir on your lips, you watch with growing horror as a glowing spike of radiant energy appears at the core of Zorkaan's form. It hangs directly above you, like a sorcerous lance poised deliver a killing blow.

Turn to 196.

207

You tug an Arrow from your Quiver and draw it to your Bow. Then you pop up from behind the bough and send your shaft whistling towards the spider's bulbous great head. It strikes its skull, making it shriek with agony, but its steel tip does not penetrate deep enough to slay the beast. Angered, and in great pain, this fearsome abomination comes scuttling towards your hiding place with frightening speed. Swiftly you shoulder your Bow and draw your Kai Weapon just in time to meet its vengeful attack.

Skryza (wounded): COMBAT SKILL 46   ENDURANCE 40

If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after four rounds by turning to 21.

If you win the combat, turn to 340.

208

You take hold of your Kai Weapon by the hilt, draw it back behind your head, and then hurl it at the Urgaroh with as much force and accuracy as you can muster.

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

If your total score is now 0–5, turn to 175.

If it is 6–8, turn to 80.

If it is 9 or higher, turn to 182.

209

You pass through the archway and climb the stairs to a landing where a long, tubular tunnel leads to an adjacent blockhouse complex. Twice in the tunnel you are forced to use your Magnakai Invisibility skills in order to avoid a confrontation with Drakkarim and Hammerland bandits. When finally you emerge from the tunnel, you find yourself in a torchlit chamber that is lined with bookshelves. Most of the tomes are badly burnt or have crumbled with age and neglect, but there is one on a high shelf that is still intact. Curiosity prompts you to retrieve and open this book, and inside you discover a phial of blue liquid wedged in a hollow gouged from the vellum pages. You withdraw the phial and hold it up to the torchlight, and immediately your Magnakai Curing skills inform you that this is Finglas — a rare and powerful healing potion. If you wish to keep this Potion of Finglas, record it on your Action Chart as a Backpack Item. When swallowed, it will restore 7 ENDURANCE points.

After a search of the remaining shelves, you discover another of this chamber's hidden secrets. It is a lever concealed behind a mouldering book. You pull the lever and a section of the bookshelf slides aside to reveal a hidden passage. You enter and follow this secret passageway to another door that opens onto a balconied landing. As you step through the door, it slams shut and locks behind you.

Turn to 6.

210

You draw upon your elemental powers to cause a sudden updraft of wind that deflects the orb away from the cage. With grim satisfaction you watch as the orb and its trailing chain explode above a crowded avenue, showering flaming oil upon the heads of the Hammerland bandits who have gathered there to watch your dramatic escape.

Turn to 50.

211

You are moving from one pillar to the next when you are seen by the Drakkarim. These ugly warriors are armed with heavy-bladed marine cutlasses and they draw them from their belts as they hurry to block your escape from the chamber. As they edge closer, you watch them approaching with an air of cool defiance.

Surprise registers in their bloodshot eyes when they take in the details of your tunic and cloak. This look quickly gives way to a blind rage when suddenly they realize that you are a Kai. With murderous growls, the two fighters raise their cutlasses and get ready to launch a simultaneous attack.

If you possess a Bow and wish to use it, turn to 268.

If you do not, turn to 343.

212

Quickly you reach into the pocket of your tunic and grasp the glowing amulet. Pain shoots all the way from your fingers to your shoulder as the red-hot surface of this cursed artefact burns deeply into your flesh (lose 2 ENDURANCE points). Despite the agony you suffer, you wrench the Black Amulet from your pocket and hurl it away. The evil object arcs through the air and hits the corpse of Xaol, exploding on impact with tremendous noise and heat.

Turn to 187.

213

The harsh tone of the pipe infuriates the Kraan. It emits a loud screech and then, to your horror, you see it come swooping down from the rafters. Its fanged beak opens and a foul black tongue trails from the corner of its foam-flecked jaw as it plummets towards you. Hurriedly you discard the Kraan Pipe (erase this item from your Action Chart) and unsheathe your Kai Weapon as the loathsome creature hurls itself upon you in a desperate, vengeful attack.

Helkona Kraan: COMBAT SKILL 38   ENDURANCE 40

If you win this combat, turn to 157.

214

Hurriedly you recite the words of the Brotherhood Spell Invisible Shield and circle your right palm before your face. The spell is only just materializing when the speeding arrow strikes and penetrates this barrier, yet it slows the missile sufficiently for you to be able to duck your head out of its path.

To continue, turn to 56.

215

You magnify your vision and scan the brooding sky. Swooping and soaring among the clouds overhead you glimpse two bat-winged creatures with scaly grey-green hides and long serrated beaks. One of these beasts is carrying a large object clamped in its mouth which the other is trying hard to wrest from its grasp. It claws at its rival's neck, forcing the creature to drop the object which plummets to the ground and splashes into the dust at the exit from the gully. The creatures continue to struggle, tearing maniacally at each other with beak and claw, until they drop from the sky, both mortally wounded. With grim fascination you watch as they tumble to the ground, still locked in deadly combat, and slam into the dusty soil.

If you wish to go and investigate the remains of these creatures, turn to 43.

If you choose to avoid them, turn to 106.

216

You step back a few paces from the head of the stairs and unsheathe your Kai Weapon in readiness to defend the observatory platform from these determined Drakkarim. Then the assault trooper leader looms into view with his jagged black sword raised to strike. He pauses for a few moments to allow his comrades to catch up with him; then together they charge up the steps and hurl themselves upon you with a reckless fury.

Drakkarim Assault Squad: COMBAT SKILL 45   ENDURANCE 40

If you win this combat, turn to 143.

217

Your mastery of Nexus enables you to protect yourself and your clothing from the terrific temperatures at the rim of the fissure. Carefully you tread a narrow path along the crumbling edge of this rent, and pass through the fire-blackened breach in the fortress wall. When you come to the end of the fissure the dust clears, but your heart sinks when you see another wall looming above you. This stone barrier has only recently been constructed to shield the stronghold's inner buildings from the fiery heat of the fissure.

If you wish to attempt to scale this inner wall, turn to 37.

If you decide to turn back and search for another way into the fortress, turn to 83.

218

You examine the door's iron lockplate and determine that this mortise will be far easier to pick than the one that secures the left door. Diligently you set about the task, and after a few minutes the lock opens with a dull Clunk!

Carefully, you push open the door and enter a spacious chamber that is lit by ten globes of flickering white light. They hang suspended in the air with no visible means of support. The walls of this chamber are plastered and decorated with murals that depict the armies of Darklord Chlanzor despoiling the farms and cities of the Freeland Alliance. Standing against the far wall is a throne-like chair, crudely fashioned from a huge block of black marble. Veins of fluorescent purples and greens colour its surface, and the air around it shimmers like a desert haze.

As you approach this chair, you hear the door slam shut behind you. Instinctively you spin around and you see that there is no lockplate on the inside of the chamber door. Its surface is plastered and entirely smooth; it blends in seamlessly with the painted walls.

To continue, turn to 90.

219

Your search of this vile-smelling hall is rewarded when you discover a concealed door located in the far wall. What at first glance appears to be a coat peg is really the dial of a crude combination lock. You wipe away the grime that encrusts its numbers and examine it closely. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the secret door will open.

Using your Kai Sixth Sense, you discover that the correct setting is the same as the solution to the following mathematical equation: 24 divided by 8, multiplied by 7, less 9.

When you have calculated the solution, turn to the section of this book that is the same as your answer.[18]

If you cannot solve the equation, or if your answer turns out to be incorrect, turn instead to 261.

[18] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

220

You hear a gruff shout followed by the sound of heavy boots pounding up the stone stairs. Your stomach churns with the fear that the Drakkarim are about to storm the observatory platform, and again you risk your life by glancing over the parapet. Fortunately, this time you escape being used as a crossbow target, and you are able to catch a glimpse of a lone Drakkar ascending the stairs at a run. He is a barrel-chested Drakkarim assault-trooper clad in full battle-armour, with scarlet cape, plumed helm, and spiked shield. As he bounds up the steps two at a time, he curses loudly and slashes at the air with his serrated sword. His fearless charge is so recklessly courageous that it inspires his cautious comrades to leave the landing and follow in his wake.

If you possess a Bow and wish to use it, turn to 198.

If you possess Kai-alchemy and wish to use it, turn to 291.

If you possess Magi-magic and wish to use it, turn to 117.

If you do not possess a Bow, nor either of these Disciplines, or if you choose not to use any of them, turn instead to 16.

221

You recite the words of the Brotherhood Spell Levitation and feel yourself rising up from the base of the wall. You ascend through the billowing clouds of smoke and dust until you draw level with the top of this barrier; then you cancel the spell and step onto its parapet. Quickly you follow the parapet to a place where it joins with the perimeter wall, and here you jump down onto the battlements and head off towards a distant gatehouse tower.

Through the murky air you glimpse an arched doorway in the tower wall and you run towards it. The door is unlocked and you are able to enter the tower and descend to ground level by way of a spiral staircase, but when you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors snatch their swords from their belts and attempt to cut you down.

Helkona Drakkarim: COMBAT SKILL 30   ENDURANCE 35

If you win this combat, turn to 14.

222

Possessed by Zorkaan, the corpse of Xaol rises up from the floor and extends its twisted arms towards you. An unholy fire blazes in the necromancer's eyes as he moves across the hall with unnatural speed. You pray to the Goddess Ishir for her protection as this ghastly zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.

Xaol Zombie (possessed by Zorkaan): COMBAT SKILL 55   ENDURANCE 43

This possessed creature is immune to psychic attack. If you are wielding ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.

Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 260.

223

Through the peephole you can see the central section of a large, torchlit chamber. Seated here around a refectory table are three swarthy bandits attired in mercenary garb. The eldest of the group gulps wine from a battered pewter goblet as he talks loudly with another who is polishing a rust-pitted sword.

You magnify your vision and see a short tunnel receding from an archway on the far side of this chamber. At its end you notice the gloomy grey light of the city pouring through a semicircular portal. You focus on this distant light and your pulse quickens when you are able to make out a section of a bridge that connects this blockhouse complex to the central citadel. You appear to have found a route to the citadel, but in order to reach it you must find a way past the bandits occupying the hall beyond. Carefully you push against the cold iron door and feel it move on its hinges; it is unlocked.

If you possess Assimilance and have reached the rank of Kai Grand Guardian, turn to 149.

If you possess Kai-surge and have attained the rank of Kai Grand Guardian, turn to 4.

If you possess neither of these skills, or if you have yet to attain the rank of Kai Grand Guardian, turn instead to 25.

224

The sticky liquid splashes harmlessly into the trees. As you scramble for the cover of a fallen bough, the angry spider swivels itself in your direction and moves closer.

If you possess a Bow and wish to use it, turn to 207.

If you possess Kai-alchemy and wish to use it, turn to 324.

If you possess Magi-magic and wish to use it, turn to 190.

If you do not possess a Bow, nor any of these Disciplines, or if you choose not to use them, turn to 279.

225

You retrieve the Sommerswerd from the ground and marvel at its craftsmanship and fine balance. Then you hurry to the prison-sphere and thrust the tip of the golden blade into a ragged tear that was made when Lone Wolf hurled the Sommerswerd at Zorkaan. Crimson sparks erupt from the rent in the sphere as determinedly you work the sword with a sawing motion. The split lengthens until you are able to reach in and grab hold of Lone Wolf's tunic. Carefully you pull your unconscious leader out of his sorcerous cell, and then you sheathe the Sommerswerd in his scabbard before you heave his limp body over your shoulder. Fearing that Xaol's absence may soon come to the attention of his minions, you cast your gaze around the necromancer's hall in search of a way to escape. The doors by which you entered have been sealed shut, but your keen eyes and your Kai senses alert you to two other possible routes out of this chamber. The first is a narrow door located in the wall directly behind the throne of bones, and the other is an archway that is covered by a thin velvet tapestry.

If you wish to investigate the narrow door, turn to 262.

If you choose to examine the curtained archway, turn to 177.

226

Your psychic Kai powers warn you that the object buried in the dust is a cursed crown, an implement of torture crafted by Darklord Chlanzor's Nadziranim — his evil magicians. This cursed crown was used by the Nadziranim to extract information from the Talestrians shortly before their deaths.

Wisely you avoid touching the crown, for you suspect that the dreadful power locked within it could do you great harm. You offer up a short prayer to Ishir to guard the souls of the three prisoners who met their end here, and then you leave the pyramid and turn towards the iron steps.

Turn to 135.

227

A massive force slams into your back and a sudden explosion of light obliterates your senses. The bolt from the Urgaroh's staff tears through your body, killing you instantly.

Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

228

Patiently you watch and wait until the Krorn has finished eating its breakfast. The creature then emits a loud belch, gets up from its block, and comes waddling across the chamber towards the arrow slit. It is about to peer through the aperture when you launch a surprise attack.

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

If your total score is now 5 or lower, turn to 155.

If it is 6 or higher, turn to 18.

229

Instinctively you know the precise location of your Kai Weapon and you are able to retrieve it speedily. But as your hand closes once more around its hilt, you sense the sudden arrival of a new and powerful evil.

Turn to 67.

230

As the bandits and the wolfhound approach, you use your Magnakai Discipline of Invisibility to mask your body scent. The wolfhound is 10 yards from your hiding place when suddenly it begins slavering at the mouth, and then it breaks into a lolloping run. Your Sixth Sense warns you that this creature has detected the bitter aroma of the Dargorse Buds secreted in your Backpack.

If you possess Animal Mastery, turn to 318.

If you do not possess this Discipline, turn to 292.

231

You watch with grim glee as the heavy statue falls end-over-end towards the ascending Drakkarim warriors, but before it collides with the leading assault trooper, its course is deflected and it smashes through the parapet to drop harmlessly into the well of the shaft. The Drakkarim curse you vehemently and hasten their determined advance towards the observatory platform.

Turn to 180.

232

With fearful disquiet, you take your first faltering steps into the dead forest of Helkona. This timberland reeks of sulphurous decay, and the perpetual half-light of the Darklands lends it a fearsome aspect. Guided by your Kai tracking instincts, you forge a northerly course through this poisoned maze of twisted trunks and thorn-guarded scrub, until you are halted by a violent tremor that makes the ground heave and split. You grab at a knotted bough to stop yourself from falling, but the rotten wood crumbles in your hand and you are knocked off your feet. Close by, a fissure opens in the dusty ground, and from its depths there emerges a host of giant black flies. They take to the air and swarm above you, their ghost-grey wings buzzing loudly. You sense that they are hungry and are preparing to launch an attack.

Illustration XIV—From the depths of the fissure there emerges a host of giant black flies.

If you wish to try to evade this swarm of hostile giant flies, turn to 310.

If you decide to stand and defend yourself, turn to 68.

233

Forewarned by your senses, you leave the panel and retreat from the alcove. You are passing by the iron door when suddenly you catch the sound of voices coming from somewhere on the other side. Suspicion and curiosity prompt you closer, and cautiously you place your eye to the door's peephole.

To continue, turn to 223.

234

You are able to determine that most of the powders and crystals stored on these shelves are either poisons, narcotics, or sorcerous concoctions. There are more than eighty vials here, yet only two contain substances that can be used to cure or heal. The first is Venell (a healing powder that will restore 5 ENDURANCE points per dose when swallowed with a Meal), and the second is Tortwich (a crystalline salt that will restore 3 ENDURANCE points when consumed after sustaining wounds in combat).

There are sufficient amounts in the vials to provide 2 doses of each substance. If you wish to take either or both of these curatives, remember to adjust your Action Chart accordingly.[19]

To continue, turn to 30.

[19] Each vial takes up one Backpack slot. You may use the Venell at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

235

Your Kai Sixth Sense warns you that if you remain close to the edge of the fissure for very much longer, your equipment and clothing will burst into flames. Mindful of this danger, you hurry along the fissure's crumbling rim in an attempt to get through the breached wall.

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

If your total score is now 3 or lower, turn to 336.

If it is 4–7, turn to 103.

If it is 8 or higher, turn to 194.

236

Lone Wolf sees the threat and swiftly he turns his outstretched hands towards the speeding orb. He mouths the words of an Old Kingdom Spell and a sudden gust of wind deflects the deadly device away from the cage. With grim satisfaction, you watch as the orb and its trailing chain explode above a crowded avenue, showering flaming oil upon the heads of the Hammerland bandits who have gathered there to watch your dramatic escape.

Turn to 5.

237

Your mental commands confuse and anger the young warhound, inducing its attack. Hurriedly you draw your weapon from its scabbard as the Akataz makes a frenzied leap for your throat.

Akataz: COMBAT SKILL 25   ENDURANCE 20

If you win this combat in three rounds or less, turn to 293.

If you win the fight in four rounds or more, turn to 184.

238

When you crash down among the bones and cadavers that carpet the floor of the necromancer's hall, you lose a grip on the hilt of your Kai Weapon and it skitters away. It buries itself beneath a heap of foul-smelling detritus, and quickly you scramble after it on your hands and knees.

If you possess Grand Weaponmastery and have attained the rank of Kai Grand Sentinel or higher, turn to 229.

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

239

Feeling revived after your brief rest, you decide to climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.

It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.

If you wish to examine the purple buds, turn to 81.

If you choose to ignore the shrubs and follow the trail northwards, turn to 120.

240

The tunnel leads to a circular shaft which is lit intermittently by a pulsating crimson light flooding down from above. You ascend this shaft by means of a broad circular staircase, and you stop to rest when you come to a landing that is halfway from the top. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 126.

241

You are examining the keyhole, confident that you will be able to pick this simple lock, when suddenly you hear noises echoing from the tunnel behind. Anxiously you glance over your shoulder and see four Drakkarim in the distant mess hall. They are armed with spears and they are striding purposefully towards the tunnel. Galvanized into action by their sudden appearance, you abandon the lock and resolve instead to jump across the open drawbridge.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 25 or lower, deduct 2 from the number you have picked.

If your total score is now 3 or lower, turn to 297.

If it is 4–8, turn to 316.

If it is 9 or higher, turn to 114.

242

Your net hits the Drakkar's shield and splashes across the broad staircase, blocking it with a latticework of gluey fibres. The assault trooper discards his shield and calls to his comrades to help him cut a path through your magical net. They respond eagerly, and as half their number race up the steps to hack at the sticky strands, the rest kneel down and open fire at you with their crossbows.

Turn to 180.

243

The whirling shadow of Zorkaan is shrinking and condensing. It coalesces to form a funnel of choking black fog that hovers menacingly above the corpse of the necromancer. The narrowest part of this swirling cone of darkness pierces the dead sorcerer's chest and, in the blink of an eye, Zorkaan takes control of Xaol's lifeless cadaver.

If you possess a Black Amulet, turn to 156.

If you do not possess this Special Item, turn to 222.

244

Your natural stealth and agility enable you to leave this entrance hall unseen. As you pass through the archway and ascend the steps to a landing on a level above, you can hear the Drakkarim in the hall below, oblivious to your presence.

Turn to 6.

245

You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the Urgaroh. Then a crackling bolt of energy leaps from your open palm and strikes the creature's chest, knocking it to the floor with the force of its impact.

To continue, turn to 148.

246

Your Kai Discipline helps you to recognize the purpose of this pipe. It is a crude tin whistle which can be used to summon and control a Kraan. If you wish to keep this Kraan Pipe, record it on your Action Chart as a Backpack Item.

To continue, turn to 232.

247

The wolfhound halts beside your hiding place and circles around and around, as if it is chasing its own tail. Upon seeing this, the bandits howl with laughter. When finally they catch up with their confused warhound, they grab it by the scruff of its neck and fix a chain leash to its collar. Then they attempt to drag the confused beast away, but defiantly it resists their every effort to make it abandon the statue.

If you possess Assimilance, turn to 113.

If you do not possess this Discipline, turn to 76.

248

You place an Arrow to your Bow and take aim at the centre of the crystal sphere. Then you release your straining bowstring and send your steel-tipped missile whistling towards the sorcerous orb. But before it strikes its mark, the Arrow is deflected away by a sudden gust of icy-cold wind. This supernatural draught takes hold of your missile, spins it around in mid-air, and sends it speeding back towards your startled eyes!

If you possess Kai-alchemy and wish to use it, turn to 214.

If you possess Magi-magic and wish to use it, turn to 65.

If you possess neither of these Disciplines, or if you choose not to use them, turn to 112.

249

You are within a few feet of the parapet when you inadvertently dislodge a loose block of stone. Frantically you scramble to find a new handhold, but the falling block hits your legs and you are sent tumbling backwards to the ground. You land upon a mound of rocks at the edge of the fissure, and suffer a crushing blow to the back of your head that renders you unconscious. Mercifully, you are spared further pain when you roll off the mound and plummet into the fiery fissure.

Tragically, your mission ends here beneath the walls of Gazad Helkona.

250

You feel the air seething with currents of magical force, and you shiver with a dread premonition that you are in great danger. Then a crackling sound draws your attention back to the twin pedestals.

These columns are now engulfed by coils of electrical energy that weave intricate patterns around the stone surfaces. Slowly the pedestals seem to lose their solidity; they melt and change. Then, with a blinding surge of power, the crackling coils of energy disappear completely and you find yourself staring into the eyes of two nightmarish creatures.

Slowly, these squat, horny-skinned horrors creep towards you on their clawed feet. Baleful eyes roll like misty spheres in their sockets as they inch closer. Both are armed with heavy iron battle-axes which they hold aloft with frightening ease, revealing the immense strength in their muscular, scaly forearms. Cold sweat drips from your brow as you unsheathe your Kai Weapon and prepare to do battle with these implacable horrors.

Illustration XV—Two nightmarish creatures creep forwards on clawed feet.

Helkona Xaghash: COMBAT SKILL 52   ENDURANCE 58

If you possess the Kai Weapon ‘Spawnsmite’ you may add the bonus gained from its unique properties during this combat.

If you win the combat, turn to 116.

251

Spatters of molten rock rain down from the sky to sear your neck and shoulders: lose 2 ENDURANCE points. Frantically you scramble to your feet and run blindly through the trees in desperation to escape this unexpected deluge of fire. All around you, the tinder-dry wood is being ignited by droplets of red-hot lava. Trees crackle and explode, spreading the fire with alarming speed. You dare not stop as you race through the raging flames and escape towards the north.

After what seems like hours, the tremors cease and the hungry flames recede. Gasping for breath, you stop to rest in a shallow rocky basin that is ringed by fallen trees. You must now eat a Meal or lose 3 ENDURANCE points (you cannot use Grand Huntmastery in this instance, for there are no flora or fauna that you can forage for in the petrified forest of Helkona).

Feeling revived after your brief rest, you decide to leave the basin and climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.

It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.

If you wish to examine the purple buds, turn to 81.

If you choose to ignore the shrubs and follow the trail northwards, turn to 120.

252

You scour the gallery in case the bandits were not alone, but the upper reaches of this hall are empty and you feel confident that your confrontation has not been witnessed. To avoid the risk of their bodies being discovered, you dispose of them by lifting each one onto your shoulder and heaving them over the balcony. They drop into the fiery pit that blazes in the hall below, and are quickly consumed by the flames. Then you hurry around the gallery to the staircase opposite.

Here you discover a short flight of iron steps that ascend to a long, low-ceilinged hall. This hall has plastered walls which are decorated with frescoes depicting enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the painted wall.

If you possess Telegnosis, turn to 107.

If you do not, turn to 174.

253

As your blade cuts down the third and last of your adversaries, you step back and sheathe your weapon. Then you cover your sightless eyes with the palms of your hands. Using your Magnakai Curing skills, you channel your innate healing powers through your palms and into your eyes, quickly mending the damaged tissues. When your vision returns, the first thing you see is the bodies of three Hammerland bandits lying sprawled on the ground at your feet. Anxious to hide them in case they should betray your presence here, you drag each of your slain foes across the broken altar and into the alcove. Here you begin burying their corpses beneath the dust and rubble.

If you wish to search the Hammerlanders before you cover them, turn to 109.

If you do not, turn to 290.

254

The deadly bolts slam into the parapet and whistle past your head. One bolt passes so close that it skewers the collar of your tunic and grazes your throat: lose 1 ENDURANCE point.

Warm blood trickles down the side of your neck as instinctively you duck back behind the safety of the parapet. Your close brush with death tells you that these Drakkarim warriors are a determined enemy. You know that you must do everything in your power to prevent them from reaching the roof if you are to have any hope of escaping from Gazad Helkona alive.

To continue, turn to 220.

255

Instantly, you recognize the chilling shriek of Zorkaan the Soultaker, and you recall in vivid detail the combat that took place between you and this foul entity just a week ago in the citadel of Skull-Tor. Wary of his psychic powers, you muster your mental defences in readiness to counter any attack that he may launch upon your mind.

If you possess Kai-screen, turn to 59.

If you do not possess this Discipline, turn to 191.

256

You reach the stairs undetected and run up the steps to the first floor. Here you discover a wooden door banded with criss-crossing strips of enamelled iron. At its centre there is a polished black handle and a dial which is ringed with numbers. You examine the dial closely and determine that it controls a combination lock. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the door will open.

Using your Kai Sixth Sense, you discover that the correct setting is the same as the distance in miles that you travelled aboard the Cloud-dancer, from the Kai Monastery to the Shezar Hills, divided by the 50 miles that you travelled on foot from the Shezar Hills to Gazad Helkona.

If you think you know the solution to this question, turn to the section of this book that is the same as your answer.[20]

If you cannot answer the question, or if your answer turns out to be incorrect, turn instead to 195.

[20] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

257

The rod hits the landing and explodes with devastating effect. The advancing enemy are engulfed by a searing ball of yellow and orange flame; then an entire section of the landing and stairs is destroyed by a deafening explosion. You cover Lone Wolf with your body and protect him as fragments of masonry smash into the dome, and a shower of broken glass cascades onto the observatory platform. When finally the dust and debris clear, you struggle to your feet and survey the destruction.

Turn to 307.

258

Before you can pull down the hood of your cloak to protect your eyes from the increasing fury of the dust storm, you are hit full in the face by a powerful blast of grit: lose 2 ENDURANCE points.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 15.

If it is 5–9, turn to 159.

259

Your Kai Mastery enables you to find the correct pitch and quickly you transform the discordant note into a steady unwavering tone. The Kraan responds immediately to this sound; it aborts its deadly attack and flies once around the chamber before soaring towards the portals that encircle the high ceiling. You continue to hold the note until the Kraan pulls itself through an opening and disappears into the cloudy sky.

Turn to 209.

260

Your third blow severs Xaol's corpse at the waist and the two halves tumble to the floor. For a few moments the sundered legs and the upper torso writhe blindly forwards with maniacal intent, but then the shade of Zorkaan abandons its crippled host and the two halves collapse and lie still. The funnel of dark vapour that is Zorkaan escapes into the upper reaches of the hall, where it disappears among the vaulted stone rafters. You scour the ceiling with all of your senses, yet you are no longer able to detect your adversary.

You look to Lone Wolf and he holds your gaze; then he glances towards the crystal sphere and you sense that he is urging you to destroy it.

If you possess a Bow and wish to use it, turn to 248.

If you possess Magi-magic and wish to use it, turn to 347.

If you possess Kai-alchemy and wish to use it, turn to 44.

If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn to 145.

261

The vile stench of this latrine hall is beginning to make you nauseous. Rather than make a second attempt to open the secret door, you decide instead to leave. Once outside, you lock the main door and wait a few moments until the coast is clear before hurrying towards the flight of stairs which ascend to the first-floor balcony.

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

If your total score is now 6 or lower, turn to 91.

If it is 7 or higher, turn to 256.

262

You push open the narrow door with your foot and enter an icy corridor that ascends by slope and stair to a bare, torchlit kitchen. This tiled chamber is poorly stocked, but you are able to gather up scraps of food sufficient for 2 Meals. Stacked upon a shelf above an iron door, you discover several earthenware storage jars that are filled with plant leaves and berries. Carefully you rest Lone Wolf down upon the kitchen table before examining the individual contents of these jars.

If you possess Herbmastery, turn to 163.

If you do not, turn to 79.

263

You wait until the avenue is clear before you leave the archway and hurry across to the iron door. There is no lock, so you push open the heavy portal with your shoulder and enter a dark hall beyond. The vast chamber is dominated by a circular stone plinth that occupies the middle of a floor strewn with dung and bones. The ceiling overhead is more than 100 feet high, and its upper level is encircled by open portals through which you can see the brooding clouds. You look around this gloomy chamber and notice an arched stairwell directly opposite the door by which you have entered. There is a sticky, unwholesome warmth about this place, and a stale smell that is redolent of rotting meat.

If you possess Grand Pathsmanship, turn to 345.

If you do not possess this Discipline, turn to 168.

264

To your horror, you see a Kraan come gliding down onto an exterior platform that runs around the perimeter of the observatory dome. Astride its scaly back is a skull-faced reptilian that is swathed in ragged, funereal robes. It leaps down from the saddled Kraan and, as it crouches on the windswept platform, it levels a rod of glowing crystal at the transparent dome. A flash of sparkling light erupts at the tip of this rod, and a section of the glass wall explodes into a million razor shards. Instinctively you shield your face with your forearm as the deadly splinters of glass come hurtling through the air towards you, driven by the force of the explosion and the gale-force winds that rage around the observatory tower.

Illustration XVI—Suddenly a section of the glass wall explodes into a million razor shards.

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 3 or less, turn to 128.

If it is 4–6, turn to 54.

If it is 7 or higher, turn to 36.

265

You hack repeatedly at the sticky web and manage to cut yourself free, but you are not quick enough to avoid the spider's initial attack.

Skryza: COMBAT SKILL 48   ENDURANCE 40

Do not deduct any ENDURANCE points that your enemy may lose in the first round of this combat. Also, you must double any ENDURANCE points that you lose in the first round of combat only. If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after six rounds by turning to 21.

If you win the combat, turn to 340.

266

As the last of the skeletal warriors crumbles beneath your crushing blows, you hear a rasping sound. Instinctively you turn and look towards the double doors, and to your surprise, you see that the dial of the combination lock is slowly rotating. It is as if some invisible hand is turning the dial, searching for the correct position that will cause the lock to open.

To continue, turn to 105.

267

You step away from this door and cast your eye over the other two portals.

If you wish to examine the left door, turn to 342.

If you choose to investigate the right door, turn to 166.

268

Hurriedly you place an Arrow to your Bow and draw it back to your lips. One of the Drakkarim lunges forward and stabs at your head with his cutlass, but he is felled by your Arrow before his blade finds its target.

As he falls to the floor clutching the Arrow embedded in his chest, his comrade attacks you from the side.

Helkona Drakkar: COMBAT SKILL 25   ENDURANCE 30

If you win this combat, turn to 28.

269

As you move to avoid the speeding missile, a massive force slams into your chest, and a sudden explosion of light obliterates your senses. The bolt from the Urgaroh's staff rips through your body, killing you instantly.

Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

270

You intone the words of the Brotherhood Spell Levitation and immediately you feel yourself rising out of the dust. You are little more than ten feet above the ground when you recite the words of another spell Net and aim the palm of your right hand at a large boulder which is embedded in the gully wall. A gush of sticky fluid jets from your palm and hits this large rock, bringing you to a halt in mid-air. Quickly you pull yourself towards the boulder. As soon as your feet touch its smooth surface, you cancel both spells and stand upon it.

The sides of the ravine are steep, but the rocks and boulders which pepper its surface make it easy for you to climb. Swiftly you ascend to the top of the gully where you take shelter from the wind behind a rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw that echoes in the dark skies above.

Turn to 295.

271

You examine the copper lockplate and determine that its mortise lock can be picked, although you suspect that it will not be an easy task.

If you wish to attempt to pick this lock, turn to 57.

If you do not, turn to 189.

272

You snatch your Bow from your shoulder and an Arrow from your Quiver. Hurriedly you load, and the instant the bowstring touches your lips, you release the drawstring and send your feathered shaft whistling towards the Urgaroh's skull.

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

If your total score is now 5 or lower, turn to 92.

If it is 6 or higher, turn to 280.

273

You retrieve the Iron Key from your Backpack and insert it into the keyhole. It fits, but when you twist it, the brittle shank snaps off in the lock. Your misfortune is compounded when suddenly you hear gruff noises echoing from the tunnel behind. Anxiously you look over your shoulder and glimpse four Drakkarim in the distant mess hall. They are heavily armed and they are striding purposefully towards the tunnel. Galvanized into action by the shock of their appearance, you abandon the lock and resolve instead to attempt a leap across the open drawbridge.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 25 or lower, deduct 2 from the number you have picked.

If your total score is now 3 or lower, turn to 297.

If it is 4–8, turn to 316.

If it is 9 or higher, turn to 114.

274

You are struggling to unshoulder your Bow in the confines of the cage, when Lone Wolf turns his outstretched hands towards the speeding orb. He mouths the words of an Old Kingdom Spell and a sudden gust of wind deflects the deadly device away from the cage. With grim satisfaction, you watch as the orb and its trailing chain explode above a crowded avenue, showering flaming oil upon the heads of the Hammerland bandits who have gathered there to watch your dramatic escape.

Turn to 5.

275

Your Magnakai Discipline of Curing eventually overcomes the powerful venom that has entered your bloodstream, and it reduces the swelling around the site of the wound. But recovery is a long and painful process and you are left weakened by this attack: lose 5 ENDURANCE points.

If you have survived this attack, you can continue by turning to 330.

276

Despite the weight of his battle-armour, the Drakkar reacts swiftly and he blocks your missile. Your Arrow thuds into the rim of his shield, and you hear his comrades let out a triumphant cheer. Spurred on by his bravery, they increase their pace and rush up the stairs to support him.

If you possess another Arrow and wish to fire again, turn to 98.

If you do not have another Arrow, or if you should choose not to fire at the Drakkar again, turn instead to 216.

277

You draw an Arrow to your Bow and let fly at the swooping Kraan. The shaft drives deep into the creature's throat, and the sudden pain of the wound makes it abort its deadly attack. Cawing with agony and frustration, the wounded Kraan circles once around the chamber and then hurls itself upon you in a desperate, vengeful attack.

Kraan (wounded): COMBAT SKILL 32   ENDURANCE 38

If you win this combat, turn to 157.

278

Hurriedly you recite the words of the Brotherhood Spell Counterspell and point your right hand at the speeding bolt. There is a splash of sizzling sparks, and the deadly ball of energy evaporates within inches of your face.

To continue, turn to 287.

279

You call upon your Magnakai Discipline of Animal Control in an attempt to deter the creature from attacking, but the giant spider resists your mental command and is angered by your psychic intrusion. With a frightening turn of speed, it comes scuttling towards your hiding place. You gasp in disbelief as you unsheathe your Kai Weapon and brace yourself to repel its swift, vengeful attack.

Skryza: COMBAT SKILL 48   ENDURANCE 40

If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after five rounds by turning to 21.

If you win the combat, turn to 340.

280

Your Arrow whistles through the air to strike the Urgaroh squarely between the eyes, and the force of the impact sends the creature somersaulting backwards to land in an untidy heap. You shoulder your Bow and unsheathe your Kai Weapon, and then you hurry across the platform towards the Urgaroh with the intention of dealing it a killing blow. The creature is howling in agony and writhing on the floor as it struggles to wrench the Arrow from its skull. As the shaft comes free, the Urgaroh emits a last, terrible shriek. Then spontaneously its body ignites and burns fiercely, giving off a choking black smoke.

Above the noise of the wind that rushes through the shattered glass dome, you suddenly hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you sheathe your Kai Weapon and pick up the Urgaroh's crystal rod which lies near your feet; then you turn and rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are now racing up the stairs.

If you possess Telegnosis, turn to 298.

If you do not possess this Discipline, turn to 42.

281

You use your Magnakai power of Invisibility to contort your features so that your face takes on the hard and brutal countenance of a Drakkarim warrior. Then you raise the hood of your cloak and cover the Kai insignia that adorns its clasp. Boldly you stride towards the two bandits and they take a few uneasy steps backwards, fearing that you could be about to attack them.

‘Move that whining cur!’ you bark, cocking your thumb at their whimpering wolfhound, ‘or I'll report you both to Xaol, you incompetent dolts!’

Your bold and convincing threat unnerves the two bandits, and they plead with you not to say anything to their master. Cringingly they apologize for their hound's behaviour and promptly they drag him away. ‘Bah! Stupid fools!’ you growl, as you watch them enter the tunnel that leads to the exterior platform. Then as soon as they disappear from view, you turn and hurry around the gallery to the staircase opposite.

A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.

If you possess Telegnosis, turn to 107.

If you do not, turn to 174.

282

Lord Rimoah wishes you good luck as you step into the boarding cage in readiness to be winched up to the flying ship. Banedon is waiting on the stern deck to meet you and together you wave farewell to Rimoah as Cloud-dancer gets underway. Rapidly the monastery recedes from view as the ship ascends into the clouds and forges a course across the grey Durncrag Mountains. You retire with Banedon to his quarters where together you study his navigational charts. The Shezar Hills lie a thousand miles away on a southwesterly bearing, and Banedon anticipates your arrival there within twelve hours. During the voyage, Banedon recalls the year MS 5075 when he was abducted by Nadziranim sorcerers and imprisoned in the Darklord fortress of Kaag. Had it not been for Lone Wolf's brave and determined effort to save him, he would have surely perished there. Although anxious about Lone Wolf's abduction, Banedon is also grateful to have been given this chance to help you save his friend from a similar predicament. ‘The task you've undertaken will be difficult and dangerous,’ he says, ‘but I beseech you, Grand Master, not to forswear your vow to save your master.’ Readily you reassure Banedon of your iron resolve to rescue Lone Wolf, no matter what difficulties lie ahead.

It is shortly before dusk when Cloud-dancer approaches its destination. This is a shallow valley at the northwestern edge of the Shezar Hills, close to its border with the petrified forest of Helkona. You heed the lookout's cry and go up on deck to observe the sullen landscape from the port rail. Meanwhile, Banedon takes command of the ship's helm in readiness for a landing. As the craft descends, you survey the surrounding deadlands with trepidation. To the west, beyond the barren hilltops, a dull orangey light glows amidst the dust-choked clouds, proclaiming the hour of sunset. There is a strong sulphurous smell, and the distant hiss and rumble of active volcanoes lend further menace to this bleak, inhospitable landscape.

Banedon brings Cloud-dancer gently to earth where it settles into the smooth, dusty soil. As his crewmen busy themselves securing its anchorage, he helps you to disembark.

‘Godspeed and good fortune, Grand Master,’ he says, as you get ready to descend to the ground by ladder. ‘I shall await Lone Wolf's signal with optimism. Remember, when you have freed your master, he must speak to me telepathically. Only when I have received his mental command shall I approach Gazad Helkona. I will bring Cloud-dancer into the centre of the city-fortress and look for your signal. May Ishir protect you both.’

You heed Banedon's words and bid him farewell before descending to the ground. Then, with a final wave, you turn and trek north across the barren valley floor. In the distance there is an undulating ridge of hills which lie between you and the petrified forest of Helkona. In order to reach your final destination, the fortress at the heart of this dead timberland, you must first traverse this range of hills. You stop for a few moments to observe the hills in the failing light and determine two places where you may be able to cross them. The first is a narrow gully that bisects the range, and the second is a winding, windswept trail that ascends to the peak.

If you wish to traverse the hills by way of the gully, turn to 87.

If you decide to follow the winding trail to the crest of the ridge, turn to 304.

283

The speedy use of your elemental skill saves your equipment and clothing from going up in flames. You are able to tread a difficult path along the crumbling edge of this rent, and then pass through the fire-blackened breach in the fortress wall. When you come to the end of the fissure and the dust clears, your heart sinks like a stone. Another wall looms before you.

This second barrier has only recently been constructed to shield the stronghold's inner buildings from the fiery heat of the fissure. Its rough-hewn blocks offer many handholds to assist a climb, but the dry stone and mortar crumble under the slightest pressure. Your first attempt to scale the wall comes to an abrupt end when a toehold collapses and you fall backwards to the ground: lose 1 ENDURANCE point.

If you possess Kai-alchemy, turn to 221.

If you do not, turn to 144.

284

The Drakkar yelps with pain and lets his shield fall from his grasp. To your dismay, you see him wrench the Arrow from his helmet and hurl it contemptuously to the floor. The tip of your shaft has pierced his throat-plate, but it did not penetrate deeply enough to cause him a serious wound. He turns and beckons to his comrades and they let out a triumphant cheer. Inspired by his toughness, they increase their pace as they rush up the stairs to support his attack.

Turn to 180.

285

By the use of your Magnakai Discipline of Nexus, you are able eventually to unlock this door. However, it is a tedious and difficult task that saps your mental strength: lose 2 ENDURANCE points.

When at last you hear the mortise click open, you twist the steel handle and silently the door swings open to reveal a hall beyond. You enter, and the door closes behind you with a dull boom.

Turn to 300.

286

Your advanced Kai senses warn you of an ambush, but the threat does not come from the web; the danger lurks behind you. Instantly you spin around in time to see a large section of the ground opening up like a great trapdoor. From its subterranean lair, there emerges a colossal black spider. Its vast bulk is squeezed by the sides of the opening as it hoists itself out and perches on the lip of the aperture. Swivelling on jointed legs, this titanic arachnid clacks its fanged maw as it fixes you with a cluster of crimson eyes that rotate and pulsate hypnotically.

If you possess Kai-screen, turn to 319.

If you do not, turn to 142.

287

The shock of having just nearly killed yourself with your own spell quickly turns to anger. You rush towards the sphere with the intention of kicking it from its pedestal but, as you bring back your foot in readiness to strike, suddenly the dark shadow of Zorkaan falls upon you and launches a massive psychic attack from close range.

If you possess Kai-screen, turn to 185.

If you do not possess this Discipline, turn to 296.

288

You scramble to the top of the steps and dive between the pillars. The force field has only partially recharged, but even so you are stunned by its power when your body breaks the invisible barrier: lose 3 ENDURANCE points.

Wincing from the pain of the electrical discharge, you stagger to your feet and force yourself towards the archway and stairs that lie beyond the obsidian pillars.

Turn to 209.

289

Hurriedly you reach into the pocket of your tunic and grasp the glowing amulet. Pain shoots all the way from your fingers to your shoulder as the red-hot surface of this cursed artefact burns deeply into your flesh (lose 2 ENDURANCE points). Despite the agony you suffer, you wrench the Black Amulet from your pocket and hurl it away. The evil object arcs through the air and hits the floor, exploding on impact with tremendous noise and heat.

Turn to 172.

290

You leave the chamber and enter the hall beyond, pausing only to close the iron door behind you. There are no other bandits lurking in this hall, and when you scour its walls and furnishings, you realize that it is a mess chamber used by Xaol's bandit mercenaries and guards. Stale fragments of food litter the tables, and the acrid smell of wine and torch oil hangs in the clammy air.

There is a trapdoor located near a tunnel exit from this hall, and on closer examination you discover that it covers a chute. Judging from the foul stench arising from this opening, you determine that the chute must descend directly to a cesspool located somewhere deep below the fortress blockhouse.

If you wish to search this hall, turn to 333.

If you choose to leave the hall via the tunnel exit, turn to 55.

291

You listen to the Drakkar's approaching footsteps as you prepare the Brotherhood Spell Net while remaining hidden from sight. If you can ensnare this assault trooper with your net spell, it may be enough to dissuade his comrades from pressing home their charge. Having recited all but the last word of the spell, you rise up from behind the parapet and point your right hand at the advancing Drakkar. You utter the final spell-word and a gout of sticky fluid gushes from your open palm towards the assault trooper's face. The warrior sees the trail of fluid arcing towards him and hurriedly he tries to block it with his shield.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 201.

If it is 5 or higher, turn to 242.

292

Quickly you unshoulder your pack and tip the Dargorse Buds onto the floor. Then you slip away and take cover behind the next statue in the line. The slavering wolfhound comes loping around the statue and begins to snuffle among the buds. It is now that you notice there are two other items lying on the floor, they fell from your pack when you jettisoned the buds (erase from your Action Chart the items you have recorded in the second and third spaces of your list of Backpack Items).

Suddenly the wolfhound emits a loud yelp of pain, and you see its nose redden and swell. The buds contain a powerful irritant that has inflamed the lining of the creature's nostrils. The hound howls with pain and the bandits howl with laughter when they see its bright red nose. As the injured wolfhound lopes away, the bandits stop to investigate the cause of its misfortune.

If you wish to leave your hiding place and attempt to slip past the bandits while they are examining your lost Backpack Items, turn to 327.

If you wish to stay hidden behind the statue, turn to 35.

293

Your killing blow silences the Akataz and sends it tumbling backwards into the dark alcove from which it first emerged. With weapon poised, you step forward and peer into this shadowy niche to see the warhound lying limply upon a mound of flea-infested sacking. Using your weapon to avoid having to touch these mouldering rags, you bury the dog beneath them before you turn and hurry towards the stairs.

At the top of the stairs you discover a wooden door, banded with criss-crossing strips of enamelled iron. At its centre there is a polished black handle and a dial which is ringed with numbers. You examine the dial closely and determine that it controls a combination lock. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the door will open.

Using your Kai Sixth Sense, you discover that the correct setting is the same as the distance in miles that you travelled aboard the Cloud-dancer, from the Kai Monastery to the Shezar Hills, divided by the 50 miles that you travelled on foot from the Shezar Hills to Gazad Helkona.

If you think you know the solution to this question, turn to the section of this book that is the same as your answer.[21]

If you cannot answer the question, or if your answer turns out to be incorrect, turn instead to 195.

[21] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

294

You find your lost weapon among the festering debris, but only by gashing your hand on its razor-sharp blade: lose 1 ENDURANCE point.

As you are getting to your feet, you suddenly become aware of the arrival of a new and powerful evil in this hall. Instinctively you look to the crystal sphere, and your heart sinks when you see that its swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then, from the core of this whirlwind, there issues a loud and hideous shriek that makes your blood run cold.

If you have ever visited the city of Duadon in a previous Lone Wolf New Order adventure, turn to 255.

If you have not, turn to 136.

295

You use your Magnakai Discipline to magnify your vision before you scan the brooding sky. Swooping and soaring among the clouds overhead you glimpse two bat-winged creatures with scaly grey-green hides and long serrated beaks. One of these beasts is carrying a large object clamped in its mouth which the other is trying hard to wrest from its grasp. It claws at its rival's neck, forcing the creature to drop the object which plummets to the ground and splashes into the dust at the exit from the gully. The creatures continue to struggle, tearing maniacally at each other with beak and claw, until they drop from the sky, both mortally wounded. With grim fascination you watch as they tumble to the ground, still locked in deadly combat, and slam into the dusty soil.

If you wish to go and examine the bodies, turn to 124.

If you choose to avoid them, turn to 75.

296

You are engulfed by a white-hot sheet of psychic fire that sears and blisters the fibres of your inner mind: lose 3 ENDURANCE points. Were it not for the protective effect of your Platinum Amulet, this assault would have been fatal.

The stunning effect of Zorkaan's lightning attack has damaged a part of your mind that controls your Kai abilities. In addition to the physical damage sustained, you must also forfeit the use of one of your Grand Master Disciplines for the rest of this mission. (If you complete the mission successfully, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.)

To continue, turn to 206.

297

You sprint across the narrow bridge and leap over the gap, but your jump is poorly timed and you lack sufficient power to reach the far side. You land short and hit the lowered drawbridge, striking your forehead hard against its iron surface before tumbling backwards to the avenue below. You shatter your left leg on impact and suffer a second blow to your head that renders you unconscious. Mercifully, you are spared further pain when you are run over and crushed beneath the wheels of a Hammerland supply wagon.

Tragically, your mission ends here.

298

Your advanced Kai Discipline informs you that the only way you can release the evil power contained within this weapon is by breaking the shaft in two. Armed with this knowledge, you hurl the crystal rod at the advancing enemy troops who have reached the landing below.

Turn to 257.

299

You leave the trail and make your final approach to the fortress under cover of the petrified trees. The perimeter around the base of Gazad Helkona has been cleared and levelled to provide an unobstructed field of fire for its defenders. To enter this area would have once brought a swift and certain death, but now the fortress garrison numbers but a fraction of the troops that used to patrol the battlements during the time of Darklord Chlanzor's rule, and you are quietly confident that you can cross this killing zone and reach the fallen tower without being seen.

Aided by your Kai camouflage skills, you zigzag across the killing zone and take cover among the shattered blocks of stone lying strewn around the base of the damaged tower. When you are sure that your approach has gone unnoticed, you clamber up the mound of rubble towards an arrow slit 20 feet above. Here you crouch on a narrow ledge and peer into the dingy chamber that lies beyond the opening.

Seated on a block of wood to the left of the aperture is an ape-faced creature with leathery, gnarled skin. It is scooping a grey, paste-like gruel from out of a stone bowl which it swallows after having sucked it noisily through its jagged fangs. You recognize that this creature is a Krorn, a cruel and ungainly breed of Agarashi that hails from the Hammerlands. While the Krorn is hungrily devouring its breakfast, you contemplate how you can gain entry to the chamber without the creature raising an alarm.

Illustration XVII—A leathery ape-faced creature sucks gruel through its jagged fangs.

If you possess Kai-alchemy and wish to use it, turn to 146.

If you possess Magi-magic and wish to use it, turn to 72.

If you possess neither of these skills, or if you choose not to use them, turn to 228.

300

You find yourself standing in a hall that is flanked on either side by a row of human skeletons. They stand at attention with their spines pressed against the stone wall, and clasped in their bony hands are rusty polearms of differing type and origin.

At the far end of this torchlit chamber, you can see a pair of stout wooden doors reinforced with strips of polished steel. Cautiously you advance along the hall under the sightless gaze of the flanking skeletons, and upon reaching the doors you discover that they are secured by a combination lock. A single dial with a brass pointer is mounted upon a circular plate that is numbered 0 to 200 around its bevelled edge. You place the palm of your hand against the door, and a tingle of excitement runs down your spine when you sense that Lone Wolf is being held captive on the other side of these doors.

With the help of your Kai Sixth Sense, you determine that the number which will open the combination lock is the same as the solution to the following puzzle.

If A=1, B=2, C=3 (and so on through the alphabet until you reach Z=26), what is the total numerical value of the fortress of GAZAD HELKONA?

When you think that you have calculated the total, turn to the section of this book that is the same as your answer.[22]

If you calculate incorrectly, or if you are unable to answer this puzzle, turn instead to 183.

[22] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

301

Hastily you recite the words of the Old Kingdom Spell Shield as you circle your right palm before your face. The spell is only just materializing when the speeding bolt strikes and penetrates this magical barrier, ripping through it with a splash of sizzling sparks. The bolt is deflected away from your face, but it strikes you in the chest and you are knocked back by the force of its impact: lose 4 ENDURANCE points.

If you have survived this wounding, turn to 287.

302

You begin your search by lifting the lid of the wooden chest that rests beside the door. Your Sixth Sense tells you that it is unlocked and unguarded by traps, and inside you discover why: it is filled with dirty, threadbare clothing. A cursory search of these grimy garments reveals a Copper Key (if you wish to keep this key, record it on your Action Chart as a Backpack Item).

Next, you examine the altar and the dark alcove that lies behind its shattered stone surface. Engraved into the curved wall of the alcove you discover several runes of unknown origin. You are tracing your finger around one of these ancient marks when suddenly you detect a secret panel.

If you possess Telegnosis, turn to 169.

If you do not, turn to 96.

303

You look across the steel platform and your eye falls upon a bronze statue of Darklord Chlanzor, partially hidden by one of the observatory's roof supports. A bold idea leaps into your mind and you race over to the statue and get behind it. The rotund likeness of Chlanzor is top-heavy, and when you barge into it with your shoulder, it topples over and rolls towards the stairs. Hurriedly you give it another hefty shove and it barrels down the steps towards the startled assault trooper.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 104.

If it is 5 or higher, turn to 231.

304

A bitter wind arises from the north as the gloom of dusk surrenders to darkness. It whips the sulphurous dust into whirling eddies that skitter across the valley floor and dance away into the distance. Determinedly you trek towards the hill trail with your head lowered and your cloak drawn close about you. Blasts of grit sting your face and hands and, as you struggle up the steep track towards the crest of the hill, you are forced to lean into the wind to keep from being blown over. As you slowly draw closer to the hill crest, you catch sight of a rocky knoll that promises some protection from this vicious dust storm.

If you possess Elementalism and have attained the rank of Kai Grand Guardian, turn to 170.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 258.

305

This sturdy oaken door is studded with iron nails and inset with a large iron lockplate. You twist the enamelled doorknob and discover that it is locked.

If you possess an Iron Key and wish to use it, turn to 93.

If you do not possess this Backpack Item, or if you choose not to use it, turn to 203.

306

Patiently you wait until the avenue is clear; then you leave the tower archway and hurry across to the iron door. This heavy portal has no lock or latch, and when you push against it with the sole of your boot, it creaks open on its dry hinges.

Inside you discover a large circular hall, dimly illuminated by a phosphorescent mould that encrusts the walls and high ceiling. The centre of the hall is dominated by a large pyramid of hard-packed cinder ash. Pairs of black iron rings are cemented into each face of the pyramid, and the skeletal remains of three humans hang from manacles attached to these rings. On the far side of the hall is a wide flight of iron steps that ascend to a dark portal. Standing on either side of this shadowy exit are columns of red-veined obsidian, engraved with glowing silver runes.

Illustration XVIII—You see skeletal remains hanging from manacles in the dimly-lit room.

If you wish to approach the pyramid and examine the skeletons, turn to 51.

If you wish to investigate the dark portal, turn to 135.

307

The observatory platform is littered with chunks of rock and shattered glass. You peer over the parapet and, through the plume of grey smoke that is coiling up the shaft, you see that the lower landing no longer exists. Along with adjoining sections of the staircase, it has been transformed into a vast mound of rubble that lies heaped at the bottom of the shaft. The few enemy troops who have survived the explosion can no longer reach the observatory, but as you watch them attempting to recover the bodies of their fallen comrades, it crosses your mind that the explosion has also destroyed your only known exit from the roof.

You retreat from the parapet and resume your attempt to revive Lone Wolf. At first the signs are not good; his breathing is shallow and his skin has a sickly pallor. But then you notice that his eyes are moving beneath their closed lids and you sense that he is emerging from coma.

If you possess Deliverance, turn to 123.

If you do not possess this Discipline, turn to 10.

308

You wait until the way is clear before you leave the doorway and hurry across the street towards the stairs.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 91.

If it is 5–9, turn to 256.

309

You draw upon your mastery of Kai-screen to build a defensive wall around the core of your mind, but despite your action, you are deeply shocked by the power and sheer ferocity of Zorkaan's psychic assault. You reel under the bombardment of his incorporeal powers as they batter your hasty mental defences (lose 3 ENDURANCE points), but you steadfastly refuse to submit to his will and you are able to survive this terrifying assault. As the attack withers and fades, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable resolve.

To continue, turn to 243.

310

You scramble to your feet and run headlong into the forest, but the giant swarm follows and it attacks repeatedly as you dodge and weave through the tangle of warped trees. Twice you are bitten, on the back and shoulder (lose 2 ENDURANCE points), before you decide to stop running and retaliate.

You unsheathe your Kai Weapon and turn to face the buzzing swarm but, to your surprise, they disperse and fly away before you are able to land your first blow. At first you think that it is your brave stand that has frightened them off, but it is not until you look to the north that you discover the real reason why the swarm has suddenly fled.

Turn to 115.

311

Drawing upon your knowledge of Old Kingdom magic, you clench the fingers of your right hand and speak the words of the spell Invisible Fist. Then you jab your clenched fist at the swooping Kraan and the force of this ancient spell slams into the creature's open mouth. The beast is stunned and bloodied by the invisible blow. Cawing with pain and anger, it aborts its dive and circles warily around the chamber. Then, with a vengeful shriek, it hurls itself at you in a wild and desperate attack.

Kraan (with wounded jaw): COMBAT SKILL 32   ENDURANCE 38

If you win this combat, turn to 157.

312

You force the blade of your Kai Weapon into the crumbling mortar and lever the panel open. As it falls away from the alcove wall, there is a sudden searing flash of white light and a deafening explosion that sends you tumbling to the ground: lose 3 ENDURANCE points.

As you scramble to rise, you hear the iron door squeak open followed by the scrape of booted feet on the flagstoned floor. You sense that three armed men have entered the chamber and they are moving closer in an attempt to surround you. You cannot see them for you have been blinded by the blast, and so you must now rely on your other senses as you prepare to fight them to the death.

Hammerland Bandits: COMBAT SKILL 32   ENDURANCE 36

Due to your blindness, you must reduce your COMBAT SKILL by 15 for the duration of this fight.

If you win the combat, turn to 253.

313

Lone Wolf opens his eyes, and a faint smile creases his gaunt features when he sees your face looming before him.

‘So I'm still alive,’ he says, with a tone of gentle surprise. ‘Naar will be disappointed.’

He raises his arm and you take hold of it and help him rise unsteadily to his feet. He surveys the devastated observatory and you sense that his agile mind is scrutinizing every detail. He reaches for his scabbard and breathes a heavy sigh of relief when his hand closes around the hilt of the Sommerswerd.

‘I trust my blade found its mark?’ he asks.

‘Aye, my lord,’ you reply. ‘Your timely action consigned Zorkaan to oblivion, and saved my life. For that I will be forever in your debt.’

‘And I in yours, Grand Master,’ he replies, earnestly. ‘I sense that I would not be drawing breath now if it were not for your bravery.’

Hurriedly you inform your leader that Guildmaster Banedon and his flying ship are presently hidden in the Shezar Hills, awaiting his telepathic signal. Silently he acknowledges your words with a nod of his blond head, and then he closes his eyes. You sense rapid bursts of powerful psychic energy surging away from Lone Wolf and, moments later, he reopens his eyes and smiles.

‘It is done,’ he says, confidently. ‘Banedon will be here shortly. Come, we must prepare for his arrival.’

To continue, turn to 110.

314

Desperately you draw upon your Magnakai Discipline of Psi-screen to protect the fabric of your inner mind from this powerful psychic assault. Your defences knit together and form a wall that repels this attack, but not before you have suffered a painful psychic trauma: lose 4 ENDURANCE points.

To continue, turn to 70.

315

Beyond the door you can see the flagstoned approaches that lie within the main gate. Hammerland bandits draw pails of dirty grey water from a well by the south wall, and a patrol of sour-faced Drakkarim marches past them with their spears couched untidily on their shoulders.

You scan the streets of this city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.

You quickly determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is 100 yards from the doorway, and you can see two possible ways to enter. There are a pair of iron doors at ground level, and a staircase which leads up to a balconied landing.

If you wish to investigate the double doors, turn to 162.

If you decide instead to try the staircase, turn to 308.

316

You sprint across the narrow bridge and leap over the central gap, but your jump is poorly timed and you collide with the edge of the lowered drawbridge. You are winded and bruised by the impact (lose 2 ENDURANCE points), but you cling desperately by your fingertips to the swinging drawbridge and manage to prevent yourself from tumbling backwards to the avenue below.

Gasping for breath, you pull yourself slowly onto the bridge and then scramble to the safety of the citadel platform. Here you pause for a few moments to regain your composure; then you check that the coast is clear before entering the citadel of Gazad Helkona.

Turn to 200.

317

The Drakkar's reactions are handicapped by his heavy armour, and he is beaten by the speed and accuracy of your shot. Your Arrow strikes him in the throat before he can raise his shield, and it brings him crashing to his knees. Groaning in agony, his gauntleted fingers scrabbling uselessly at your feathered shaft, he topples backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader immediately open fire at you with their crossbows, forcing you to dive for cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

Turn to 264.

318

You issue a mental command to the wolfhound to run past your hiding place, but simultaneously the two bandits shout at the dog to return to them at once. Confused by these conflicting orders, the wolfhound begins to shake its large head and howl pitifully.

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

If your total score is now 4 or less, turn to 141.

If it is 5–7, turn to 247.

If it is 8 or more, turn to 152.

319

Successfully you use your mental powers to resist the giant spider's attempt to hypnotize you. The creature senses that you are immune to its gaze and it becomes agitated and angry. It raises its great hairy forelegs and, from a vent beneath its fearsome maw, it squirts forth a jet of clear fluid. Instinctively, you dive aside to avoid being struck by the sticky liquid and it splashes harmlessly into the trees. As you scramble for the cover of a fallen bough, the angry spider swivels itself in your direction and moves closer.

If you possess a Bow and wish to use it, turn to 207.

If you possess Kai-alchemy and wish to use it, turn to 324.

If you possess Magi-magic and wish to use it, turn to 190.

If you possess neither a Bow nor any of these Disciplines, or if you choose not to use them, turn to 279.

320

Gasping for breath, you reach the top of the stairs and stagger onto a circular steel platform. Through the giant windows that encircle this observatory landing, you look out across the grim grey vista of Gazad Helkona and marvel at its terrible splendour. The surrounding acres of iron and stone are bathed by glowing waves of crimson light. These pulses emanate from a huge crystal set atop the observatory dome. It is a sorcerous gem and it was placed here by Darklord Chlanzor's Nadziranim, his dark wizards, as a beacon to guide home his fearsome squadrons of Kraan. As you stare up at this evil stone, you draw some comfort from the thought that soon its radiant light may help guide Guildmaster Banedon's flying ship to your rescue.

You place Lone Wolf behind the parapet near the top of the stairs; then you risk another look down into the shaft. You see that the Drakkarim have taken up a position on the landing below where they are waiting for you to present yourself as a target. The moment your head appears over the parapet, they reward your curiosity with a volley of crossbow bolts.

Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1. If your current ENDURANCE score is 15 or lower, deduct 2.

If your total score is now 3 or lower, turn to 137.

If it is 4–6, turn to 254.

If it is 7 or higher, turn to 46.

321

The pain of your chest wound fires you into action and you retaliate with deadly effect. You tug your Kai Weapon from its scabbard and deal the clumsy Krorn a swift and fatal wound to the heart. Yet the exertion of striking this blow robs you of your remaining strength and you fall to the floor, gasping for breath.

If you possess Deliverance, turn to 138.

If you do not, turn to 275.

322

Despite your best efforts, you are unable to pick this lock. Reluctantly, you step away from this door and cast your eye over the other two portals.

If you wish to examine the centre door, turn to 218.

If you choose to investigate the right door, turn to 166.

323

You are about to hurl the rod away when a sudden explosion of light obliterates your senses. The Urgaroh's crystal staff has erupted in a devastating fireball that tears you apart, killing you instantly.

Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

324

You whisper the words of the Brotherhood Spell Lightning Hand and level your right arm at the fearsome spider. A crackling bolt of energy leaps from your fingers and connects with the creature's skull, making it shriek with agony. Your magical attack has wounded the beast, but not deterred it. Angered and in pain, this fearsome abomination comes scuttling towards your hiding place with a frightening turn of speed. Swiftly you unsheathe your Kai Weapon and steel yourself to repel its vengeful attack.

Skryza (wounded): COMBAT SKILL 45   ENDURANCE 40

If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after four rounds by turning to 21.

If you win the combat, turn to 340.

325

As you are struggling painfully to your feet, you suddenly become aware of the arrival of a new and powerful evil in this hall. Instinctively you look to the crystal sphere, and your heart sinks when you see that its swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then from the core of this whirlwind there issues a loud and hideous shriek that makes your blood run cold.

Illustration XIX—Swirling black vapours ooze through the surface of the crystal sphere.

If you have ever visited the city of Duadon in a previous Lone Wolf New Order adventure, turn to 255.

If you have not, turn to 136.

326

By the use of your mastery of Elementalism, you cause a misty vapour to rise slowly from a stone trough positioned inside the main door. The Drakkarim soon notice this vapour and leave their game to investigate its source. Hidden by the pillars, you are able to skirt around the hall unseen and leave through the archway. As you ascend the steps to a landing on a level above, you hear the Drakkarim returning to their game of dice in the hall below.

Turn to 6.

327

Silently you tiptoe out from behind the statue without being seen, but suddenly the wolfhound lets out a pitiful howl and the bandits glance in your direction. Wide-eyed with surprise, they turn to face you, their hands moving slowly to the swords that are sheathed in their belts.

If you wish to attempt to bluff your way past these bandits, turn to 281.

If you decide to attack them, turn to 2.

328

Instinctively you duck your head out of the path of the speeding bolt, but as you pull away, it grazes your shoulder and badly burns your skin: lose 2 ENDURANCE points.

To continue, turn to 287.

329

Bruised but unbowed, you pull yourself to your feet and attempt to scale this wall a second time.

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

If your total score is now 4 or lower, turn to 249.

If it is 5 or higher, turn to 94.

330

When your strength fully returns, you make a search of the watchtower chamber and you discover the following items:

- Iron Key

- Sword

- Halberd (Spear)

- Enough food for 1 Meal

- 2 Gold Crowns

- 2 Arrows

Having completed your search, you leave the chamber by an iron door and lock it behind you. A flight of spiral steps leads down to the ground level where you discover a second door. This one is also unlocked. Carefully you pull it open a few inches and peer through the gap.

Turn to 315.

331

You utilize your mastery of Elementalism to gather dust from the floor and compact it into a dense ball. Then you pick up this ball and hurl it at the gap between the obsidian pillars. There is a loud Crack! and a brilliant flash of blue-white light illuminates the hall when the ball of dust hits and discharges the magical force field.

This burst of violent energy is followed by an abrupt and total silence. After a few moments, you detect a faint humming sound and your Kai Sixth Sense warns you that the force field is recharging.

Turn to 89.

332

The Drakkar's reactions are swift, despite the handicap of his heavy armour. Your ball of invisible energy strikes his shield and knocks it from his grasp, but it causes him no injury. He curses you as he looks down at his favourite battle-shield, now lying buckled and useless on the steps, and then he continues his determined advance towards the observatory platform.

Turn to 180.

333

A swift search of this mess hall uncovers the following items that may be of some use during your mission:

- Enough food for 2 Meals

- 3 Arrows

- 2 Swords

- Axe

- Dagger

- Candlestick

- Pewter Goblet

- Dining Fork

- Bottle of Wine

- Torch

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

To leave the hall, turn to 55.

334

Frantically you rummage through the tangle of putrid remains in search of your lost Kai blade.

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

If your total score is now 4 or lower, turn to 49.

If it is 5–8, turn to 294.

If it is 9 or higher, turn to 132.

335

You climb the steep gully wall and crouch beside a large boulder. Patiently you wait for the screeching to cease, but the shrieks are growing louder. Fearing that you may be the prey of some unseen terror of the skies, you magnify your vision and peer upwards into the swirling black clouds. Swooping and soaring overhead, you glimpse two bat-winged creatures with scaly grey-green hides and long serrated beaks. One of these beasts is carrying a large object clamped in its mouth which the other is trying hard to wrest from its grasp. It claws at its rival's neck, forcing the creature to drop the object which plummets to the ground and splashes into the dust at the exit from the gully. The creatures continue to struggle, tearing maniacally at each other with beak and claw, until they drop from the sky. Both are mortally wounded. With grim fascination you watch as they spiral to the ground, still locked in deadly combat, and slam into the dusty soil.

If you wish to go and investigate the remains of these creatures, turn to 43.

If you choose to avoid them, turn to 106.

336

You are within a few feet of the breached wall when suddenly the rim of the fissure collapses beneath your feet, and you are sent tumbling into the fiery heart of the abyss.

Tragically, your mission ends here in the fractured earth of Gazad Helkona.

337

You draw back the rod and then release your straining bowstring to send the rod arcing down the stairwell towards the advancing enemy troops. It strikes the floor of the landing, just a few feet in front of the leading troopers, and releases its pent-up energy with terrifying effect.

Turn to 77.

338

You insert the Copper Key into the lockplate and twist it anticlockwise. The mortise is stiff but the key fits and the lock opens with a loud click. Carefully you push open the door and enter a broad hall constructed entirely from black marble slabs. A strange amber light illuminates the upper walls and domed ceiling, cast by a dozen gold cressets fixed into the walls. Two large pedestals stand near the centre of the hall, each one topped by a horned skull. As you approach these pedestals, you hear the door slam shut behind you. Instinctively you spin around and you see that there is no lockplate on the inside of the door. Its black surface is entirely smooth, blending seamlessly with the sombre marble walls.

To continue, turn to 250.

339

The bodies of the slain Drakkarim lie slumped against the door. They keep it from closing and allow the grey half-light of Gazad Helkona to pierce the gloom of an entrance hall that lies beyond. You drag the dead warriors into this empty hall by their feet, and hide their corpses in a dark recess behind one of the pillars which support its high ceiling. Then you close the main door and bolt it shut before exploring any further.

The circular walls of this hall are bedecked with battered shields and torn banners, captured in battle during the Darklands War. Lit by the oily glow of a solitary sputtering Lantern, you can see a crude wooden table and two chairs in the middle of the hall. A pair of Bone Dice rests on the table and two Spears lie on the floor beside it. (If you want to keep any of these items, adjust your Action Chart accordingly.)

You are scanning the walls when you notice an archway opposite the main door, leading to a flight of stone steps. Cautiously you cross to the archway and ascend the steps to a landing on the level above.

Turn to 6.

340

The Skryza shrieks a deafening cry as your Kai blade steals its life away. Its legs buckle and its gross body crashes down, staining the dusty soil with the dark ichor that pours from its many wounds. Its sprawling legs continue to twitch and convulse for several minutes, even after death has laid claim to its evil soul.

As you step back from the dead spider, you hear the buzzing of giant direflies. They are swarming in readiness to return. You suspect that they must be attracted by the bitter stench of the Skryza's blood, but it is also the opportunity for vengeance that is drawing them here. For years the Skryza has trapped and consumed thousands of their kind, but now the time has come for them to wreak their revenge.

Before the direflies appear, you escape into the trees. The webs prevent you from heading directly north, towards Gazad Helkona, and so you are forced instead to go east and detour around them. For five hours you trek through the dead forest before stopping to rest on the trunk of a fallen tree. You must now eat a Meal or lose 3 ENDURANCE points (you cannot use Grand Huntmastery in this instance, for there are no flora or fauna that you can forage for in the petrified forest of Helkona).

To continue, turn to 239.

341

You search through the foul debris that carpets the floor until you find your lost Kai Weapon (you may now erase the asterisk from your Special Items List). Then you retrieve the Sommerswerd from the ground, and for a few moments you marvel at its craftsmanship and fine balance. With this divine blade grasped firmly in your hand, you hurry to the prison-sphere and thrust its tip into a ragged tear that was made when Lone Wolf hurled the Sommerswerd at Zorkaan. Crimson sparks erupt from the rent in the sphere as determinedly you work the sword with a sawing motion. The split lengthens until you are able to reach in and grab hold of Lone Wolf's tunic. Carefully you pull your unconscious leader out of his sorcerous cell; then you sheathe the Sommerswerd in his scabbard before you heave his limp body over your shoulder. Fearing that Xaol's absence may soon come to the attention of his minions, you cast your gaze around the necromancer's hall in search of a way to escape. The doors by which you entered have been sealed shut, but your keen eyes and your Kai senses alert you to two other possible routes out of this chamber. The first is a narrow door located in the wall directly behind the throne of bones, and the other is an archway that is covered by a thin velvet tapestry.

If you wish to investigate the narrow door, turn to 262.

If you choose to examine the curtained archway, turn to 177.

342

You examine the door's copper lockplate and determine that this mortise could be easier to pick than the one that secures the centre door. Purposefully you set about the task, and after a few minutes the lock opens with a loud click.

Cautiously you push open the door and enter a broad hall constructed entirely from black marble slabs. A strange amber light illuminates the upper walls and domed ceiling, cast by a dozen gold cressets fixed into the walls. Two large pedestals stand near the centre of the hall, each one topped by a horned skull. As you approach these pedestals, you hear the door slam shut behind you. Instinctively you spin around and you see that there is no lockplate on the inside of the door. Its black surface is entirely smooth, blending seamlessly with the sombre marble walls.

To continue, turn to 250.

343

The Drakkarim hack at you with their deadly blades, but skilfully you turn them aside. The clangour of striking steel echoes noisily around the chamber as you parry and block their wild blows. The older and more aggressive of the two warriors recognizes that you are a formidable enemy and he pulls away abruptly, as if he is retreating from the fight. But then he signals to his comrade with a nod of his head and together they rush you, their swords held high in readiness to strike at your head.

Helkona Drakkarim: COMBAT SKILL 30   ENDURANCE 35

If you win this combat, turn to 28.

344

Your Kai Sixth Sense warns you of the energy bolt that is streaking towards your back, and you dive to one side to avoid being hit. It whooshes over your shoulder and explodes against the parapet at the top of the stairs, peppering you with sharp fragments of stone (lose 2 ENDURANCE points).

Fearful that the creature is about to launch another bolt, you scramble to your feet and defiantly you turn to face this merciless foe.

Turn to 167.

345

Your Kai Mastery alerts you to something lurking in the rafters of this hall. Using your infravision, you scour the high ceiling and see the unmistakable heat-picture of a Kraan perched on an iron beam. Hungrily it stares down at you with dark, malevolent eyes. You stare back defiantly, until you see it flex its talons and unfurl its bat-like wings; then a cold tingle runs down your spine. Your Sixth Sense is warning you that this ravenous predator is getting ready to attack.

If you possess a Kraan Pipe, turn to 139.

If you do not possess this Backpack Item, turn to 71.

346

The liquid splashes your legs and quickly sets, its gluey fibres pinning you to the ground. You unsheathe your Kai Weapon and strive desperately to cut yourself free from this web before the giant spider leaps upon you.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Grand Weaponmastery (with the type of Kai Weapon you possess), add 1.

If your total score is now 3 or lower, turn to 61.

If it is 4–6, turn to 265.

If it is 7 or higher, turn to 97.

347

You summon the mental shapes of the Old Kingdom Spell Power Word and project this magical word at the crystal sphere: Gloar!

A ball of concussive force hurtles across the hall, but before it strikes its mark, it is deflected away by a sudden gust of icy-cold wind. The diverted word collides with the throne and shatters the back of the seat in an explosion of dust and bone fragments.

Undaunted by this reversal, you rush towards the sphere with the intention of kicking it from its pedestal, but as you bring back your leg in readiness to strike, the dark shadow of Zorkaan falls upon you and launches a massive psychic attack from close range.

If you possess Kai-screen, turn to 185.

If you do not possess this Discipline, turn to 296.

348

You call upon your advanced Kai skill to order the malevolent dog to go away. Its growling quickly transforms into a pathetic whimper, and then its nerve breaks and it takes off along the street at a run.

As it disappears from view, you climb the stairs to the first floor where you discover a wooden door banded with criss-crossing strips of enamelled iron. At its centre there is a polished black handle and a dial which is ringed with numbers. You examine the dial closely and determine that it controls a combination lock. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the door will open.

Using your Kai Sixth Sense, you discover that the correct setting is the same as the distance in miles that you travelled aboard the Cloud-dancer, from the Kai Monastery to the Shezar Hills, divided by the 50 miles that you travelled on foot from the Shezar Hills to Gazad Helkona.

If you think you know the solution to this question, turn to the section of this book that is the same as your answer.[23]

If you cannot answer the question, or if your answer turns out to be incorrect, turn instead to 195.

[23] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

349

You recite the words of the Brotherhood Spell Counterspell and direct its power at the invisible force field. Unfortunately your spell backfires, for it creates a psychic channel between your mind and the evil magic that is contained within the silver runes.

Suddenly a burning sensation fills your head. You are forced to swiftly cancel the spell to put an end to the pain that is washing through your mind: lose 2 ENDURANCE points.

To continue, turn to 45.

350

As soon as his ship is a safe distance beyond the walls of Gazad Helkona, Guildmaster Banedon hands control of the helm to his bo'sun and then hurries down to the main deck to greet you and Lone Wolf. He praises you heartily for the success of the rescue, and Lone Wolf in turn thanks you sincerely for saving him from the clutches of Naar's fell disciples.

A swift course is set for the Kai Monastery and the voyage is completed within ten hours. You spend most of the journey home sleeping off the fatigue of your ordeal, but you awake in time to join Lone Wolf at the prow as Cloud-dancer approaches the monastery shortly after dawn.

Your arrival is greeted by a chorus of thunderous cheers from your fellow kinsmen. Every Kai who is present at the monastery rushes to the training park to celebrate the return of your leader. Banedon positions his craft above the park, and hawsers are dropped from stern and prow to anchor it in position. Then you join Lone Wolf in the boarding cage which is swiftly lowered to the ground.

Lord Rimoah appears among the excited throng of young Kai Lords who are gathered around the cage. With tears of joy welling in his eyes, he embraces you both and then offers up a prayer of thanksgiving to the Goddess Ishir for your safe return. He voices his hope that Lone Wolf's abduction will serve as a poignant reminder to the Kai that they should be on their guard at all times, for Naar and his agents will always exploit an opportunity to damage or destroy your noble order.

Illustration XX—Lord Rimoah emerges from the crowd to welcome your return to the monastery.

Congratulations, Grand Master. You have met this difficult challenge and you have triumphed. Your brave and daring rescue of Lone Wolf will long be remembered in the legends of the New Order Kai. Yet the fight against evil goes ever on. Soon your courage and Kai skills will be put to the test again in a distant realm of Magnamund. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf New Order adventure entitled:

The Fall of Blood Mountain

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

Gazad Helkona & Surrounding Territories

Action Chart

Combat Rules Summary

1. Add your COMBAT SKILL to any bonus points given to you by your Kai Weapon, Special Items, or 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 along the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GM indicates loss of ENDURANCE points to yourself.)

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 you lose 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 or any subsequent round (unless specifically stated otherwise).

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

(Title) Replaced ‘TRAIL OF THE WOLF’ with ‘Trail of the Wolf’.

(Dedication) Replaced ‘William &’ with ‘William, &’.

(The Story so Far … ) Replaced ‘MS 5075’ with ‘MS 5070’. Replaced ‘elite’ with ‘élite’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘world of Sommerlund’ with ‘world of Magnamund’. Replaced each occurrence of ‘Plain of Darkness’ with ‘Plane of Darkness’. Added a paragraph break for a new speaker between ‘anxiously.’ and ‘ ‘He’. Replaced ‘Supreme Disciplines’ with ‘Supreme Master Disciplines’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Darklord armies’ with ‘Darkland armies’. Replaced ‘King's army’ with ‘King's Army’. Replaced ‘which comprise of’ with ‘which comprise’. Replaced ‘the First Order of the Kai were nearly’ with ‘the First Order of the Kai was nearly’. Replaced ‘from its lair’ with ‘from his lair’. Replaced ‘it had perished’ with ‘he had perished’. Replaced ‘its movements’ with ‘his movements’. Replaced ‘its freedom’ with ‘his freedom’. Replaced ‘agreed a plan’ with ‘agreed upon a plan’.

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

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

(New Order Disciplines) Replaced ‘venoms and’ with ‘venoms, and’. Replaced ‘symbols and’ with ‘symbols, and’. Replaced ‘gases and’ with ‘gases, and’. Replaced ‘honour and’ with ‘honour, and’. Replaced ‘Four Disciplines’ with ‘four Disciplines’. Replaced ‘COMBAT SKILL is reduced’ with ‘ENDURANCE is reduced’. Replaced ‘Grand masters’ with ‘Grand Masters’. Replaced ‘Old Kingdom battle magic’ with ‘Old Kingdom battle-magic’. Replaced ‘magi-magic spells’ with ‘Old Kingdom Spells’. Replaced ‘Moon and’ with ‘Moon, and’. Replaced ‘individual (or combinations of) elements that are available,’ with ‘individual elements that are available, or combinations thereof,’. Replaced ‘remove or’ with ‘remove, or’. Replaced ‘eg’ with ‘e.g.’. Replaced ‘multitalented’ with ‘multi-talented’. Replaced ‘dialect and’ with ‘dialect, and’. Replaced ‘Weapon and’ with ‘Weapon, and’. Replaced ‘1 to 3’ with ‘one to three’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘guild of magicians’ with ‘Guild of Magicians’. Replaced ‘For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.’ with ‘For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.’. Replaced ‘battle wounds’ with ‘battle-wounds’. 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 ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘Duration of the spirit-walk, and the protection afforded to his inanimate body, increases’ with ‘Duration of the spirit-walk and the protection afforded to his in animate body increase’. Replaced ‘predictions increases’ with ‘predictions increase’. 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 points to any number you pick from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘EQUIPMENT’ with ‘Equipment’. Replaced ‘undertaken then’ with ‘undertaken, then’. Replaced ‘Lone Wolf (New Order) series’ with ‘Lone Wolf New Order series’. Replaced each occurrence of ‘New Order series’ with ‘New Order series’. Replaced each occurrence of ‘New Order adventure’ with ‘New Order adventure’. Replaced ‘any other Special Items that’ with ‘any other Special Items and Backpack Items that’.

(Equipment) Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘eg,’ with ‘e.g.’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced each occurrence of ‘quiver’ with ‘Quiver’. Replaced each occurrence of ‘arrows’ with ‘Arrows’. Deleted ‘(see the inside front cover of this book)’. Added a paragraph about Gold Crowns to the section ‘Equipment — How to use it’. Replaced ‘have to your’ with ‘have on your’. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘weapon’ with ‘Weapon’. Deleted ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 points to any number 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. Replaced ‘the total sum of’ with ‘the number of’. Replaced ‘Disciplines then’ with ‘Disciplines, then’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘New Order adventures’ with ‘New Order adventures’. Replaced each occurrence of ‘weapon’ with ‘Weapon’ in the ‘Equipment — How to Use It’ section. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the recent Mongoose Publishing edition.

(Kai Weapons) Replaced ‘elite’ with ‘élite’. Replaced ‘new-found’ with ‘newfound’. Deleted ‘at the front of the book’. Replaced ‘magical Axe, Sword or Broadsword’ with ‘magical Axe, Sword, or Broadsword’. Replaced ‘axe “Alema”’ with ‘Axe “Alema”’.

(Rules for Combat) Removed ‘on the inside back cover of this book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘to zero’ with ‘to zero or below’. Replaced ‘at which point the one with the zero score is declared dead’ with ‘at which point that combatant is declared dead’. Replaced ‘sumary’ with ‘summary’. Altered all italicised, emboldened, and underlined text to standard type.

(Levels of New Order Grand Mastership) Removed parentheses from around ‘You begin the New Order adventures at this level of Kai Grand Mastery’. Added a dash before ‘You’. Replaced ‘rank and titles’ with ‘ranks and titles’. Replaced ‘New Order series’ with ‘New Order series’. Replaced ‘New Order adventures’ with ‘New Order adventures’.

(Improved Grand Master Disciplines) Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’. Replaced ‘normal and infra-vision’ with ‘normal vision and infravision’. Replaced ‘out-distance’ with ‘outdistance’. Replaced ‘herbmastery’ with ‘Herbmastery’. Replaced ‘Mindblend’ with ‘Mindblend’. Replaced each occurrence of ‘a Grand Guardian’ with ‘a Kai Grand Guardian’. Replaced ‘etc,’ with ‘etc.,’. Replaced ‘arrow, or arrow-like’ with ‘Arrow, or Arrow-like’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘Lone Wolf New Order books’ with ‘Lone Wolf New Order books’.

(New Order Wisdom) Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘gods’ with ‘Gods’. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(1) Replaced ‘artifact’ with ‘artefact’.

(2) Replaced ‘hilt, then’ with ‘hilt; then’.

(4) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(6) Replaced ‘bas reliefs’ with ‘bas-reliefs’. Replaced ‘And, to the left’ with ‘To the left’.

(8) Replaced ‘seemlessly’ with ‘seamlessly’. Replaced ‘Clunk!.’ with ‘Clunk!’.

(11) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘infra-vision’ with ‘infravision’. Replaced ‘pole-arms’ with ‘polearms’.

(12) Replaced ‘meal of’ with ‘Meal of’. Replaced ‘recognize this bacteria’ with ‘recognize the bacteria’. Replaced ‘This raw bacteria is’ with ‘The raw bacteria are’.

(13) Replaced ‘chest, then’ with ‘chest; then’. Replaced ‘battle tunic’ with ‘battle-tunic’. Replaced ‘advanced Kai curing’ with ‘Magnakai Curing’.

(16) Replaced ‘barge it’ with ‘barge into it’.

(17) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘rib-cage’ with ‘rib cage’.

(18) Replaced ‘limp, then’ with ‘limp, and then’.

(20) Replaced ‘Defender, or’ with ‘Defender or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(24) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(25) Replaced ‘gracious ease’ with ‘graceful ease’.

(26) Replaced ‘Turn to 30’ with ‘Turn to 307.’ since the link to Section 30 is clearly wrong. Replaced ‘section of the landing and stairs are’ with ‘section of the landing and stairs is’. Replaced ‘Drakkarim assault troopers’ with ‘Drakkarim assault-troopers’.

(27) Replaced ‘seemlessly’ with ‘seamlessly’. Replaced ‘turn to 250’ with ‘turn to 250.’.

(28) Replaced ‘Turn to 6’ with ‘Turn to 6.’.

(29) Replaced ‘turn to 270’ with ‘turn to 270.’. Replaced ‘turn to 133’ with ‘turn to 133.’. Replaced ‘turn instead to 52’ with ‘turn instead to 52.’. Replaced ‘rope, and’ with ‘Rope and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(30) Replaced ‘shoulder, then’ with ‘shoulder; then’. Replaced ‘Turn to 240’ with ‘Turn to 240.’. Replaced ‘clang’ with ‘clang’. Replaced ‘spluttering torches’ with ‘sputtering torches’. Replaced ‘weapons’ with ‘Weapons’.

(31) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘turn to 157’ with ‘turn to 157.’.

(32) Replaced ‘clear and so’ with ‘clear, so’ (cf. Section 118).

(33) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(35) Replaced ‘Dargorse buds’ with ‘dargorse buds’ as they are no longer in your possession.

(36) Replaced ‘legs and’ with ‘legs, and’.

(37) Replaced ‘turn to 78’ with ‘turn to 78.’. Replaced ‘turn to 329’ with ‘turn to 329.’.

(38) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Shield’.

(39) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(40) Replaced ‘black amulet’ with ‘Black Amulet’. Replaced ‘But as soon’ with ‘As soon’.

(42) Replaced ‘turn to 337’ with ‘turn to 337.’. Replaced ‘turn to 257’ with ‘turn to 257.’.

(43) Replaced ‘Ogshezar mountains’ with ‘Ogshezar Mountains’. Replaced ‘Vashna’ with ‘Zagarna’ as it was Darklord Zagarna who destroyed the Kai Monastery in MS 5050.

(44) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(45) Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Bow, and’ with ‘Bow and’.

(46) Replaced ‘The volley of deadly bolts slam into the parapet and whistle past your head’ with ‘The deadly bolts slam into the parapet and whistle past your head’.

(47) Replaced ‘the rank Kai Grand Superior’ with ‘the rank of Kai Grand Master Superior’.

(49) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘Duadon, in’ with ‘Duadon in’.

(51) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(52) Replaced ‘of gully’ with ‘of the gully’.

(53) Replaced two occurrences of ‘decanter’ with ‘Decanter’.

(55) Replaced ‘newly arrived’ with ‘newly-arrived’. Replaced ‘semi-circular’ with ‘semicircular’. Replaced ‘not budge; it is’ with ‘not budge: it is’. Replaced each occurrence of ‘Key, and’ with ‘Key and’.

(56) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘If you possess Kai-surge’ with ‘If you possess Kai-screen’. Replaced ‘pedestal. But’ with ‘pedestal, but’.

(62) Replaced ‘agarashi that hail’ with ‘Agarashi that hails’. Replaced ‘twenty feet’ with ‘20 feet’.

(65) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Shield’.

(66) Replaced ‘A pair of bone Dice rest’ with ‘A pair of Bone Dice rests’. Added a paragraph break between ‘accordingly.)’ and ‘You are’. Replaced ‘these items in your Backpack adjust’ with ‘these items, adjust’ since a Spear is a Weapon not a Backpack Item.

(67) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘Duadon, in’ with ‘Duadon in’.

(68) Replaced ‘Kaistar’ with ‘ ‘Kaistar’ ’. Replaced ‘Raumas’ with ‘ ‘Raumas’ ’.

(69) Removed the dash preceding ‘Invisible Fist’.

(70) Replaced ‘ — Spawnsmite — you may’ with ‘ ‘Spawnsmite’ or ‘Valiance’ you may’.

(71) Replaced ‘turn to 31’ with ‘turn to 31.’. Replaced ‘turn to 277’ with ‘turn to 277.’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Bow, and’ with ‘Bow and’.

(72) Removed the dash preceding ‘Invisible Fist’.

(74) Replaced ‘artifact’ with ‘artefact’. Replaced ‘Dazgannon’ with ‘Dazganon’. Replaced ‘Plain of Darkness’ with ‘Plane of Darkness’.

(75) Replaced ‘Kagazitzaga range’ with ‘Kagazitzaga Range’. Replaced ‘And as you’ with ‘As you’.

(76) Replaced ‘hilt, then’ with ‘hilt; then’.

(77) Replaced ‘section of the landing and stairs are’ with ‘section of the landing and stairs is’. Replaced ‘Drakkarim assault troopers’ with ‘Drakkarim assault-troopers’.

(78) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’. Replaced ‘barrier, then’ with ‘barrier; then’. Replaced ‘staircase. But’ with ‘staircase, but’.

(79) Replaced ‘meal’ with ‘Meal’ as a reminder that this is a game mechanic.

(80) Replaced ‘feet, then’ with ‘feet; then’.

(81) Replaced ‘turn to 202’ with ‘turn to 202.’. Replaced ‘turn to 179’ with ‘turn to 179.’. Replaced ‘drupelets. But’ with ‘drupelets, but’.

(84) Replaced ‘Spawnsmite’ with ‘ ‘Spawnsmite’ ’. Replaced ‘Valiance’ with ‘ ‘Valiance’ ’. Replaced ‘reptillian’ with ‘reptilian’ in the illustration's caption. Replaced ‘rounds, by’ with ‘rounds by’.

(85) Replaced ‘backpack’ with ‘Backpack’.

(86) Replaced ‘The sudden shock and the stinging pain of your wound spurs’ with ‘The sudden shock and the stinging pain of your wound spur’.

(87) Replaced ‘Determindedly’ with ‘Determinedly’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(90) Replaced ‘wall, then’ with ‘wall, and then’. Replaced ‘ — Firefall — ’ with ‘ ‘Firefall’ ’. Replaced ‘entity. But as’ with ‘entity. As’.

(91) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Superior, or’ with ‘Superior or’. Replaced ‘10 feet’ with ‘ten feet’. Replaced ‘Mastery, and’ with ‘Mastery and’.

(92) Replaced ‘arrow’ with ‘Arrow’.

(93) Replaced ‘seemlessly’ with ‘seamlessly’. Replaced ‘anti-clockwise’ with ‘anticlockwise’. Replaced ‘mortice’ with ‘mortise’.

(94) Replaced ‘semi-circle’ with ‘semicircle’. Replaced ‘staircase. But’ with ‘staircase, but’.

(95) Replaced ‘shoulder, then’ with ‘shoulder; then’. Replaced ‘clang’ with ‘clang’.

(96) Replaced each occurrence of ‘sixth sense’ with ‘Sixth Sense’.

(97) Replaced ‘Skyrza’ with ‘Skryza’. Added ‘If you possess the Kai Weapon “Kaistar” you may add the appropriate bonus gained from its unique properties.’ in line with the combat with the Helkona Direflies in Section 68 and since dawn is not said to break until Section 120, which is after the combat with the Skryza.

(98) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘cheer, then’ with ‘cheer; then’.

(99) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘Crack!,’ with ‘Crack!’.

(100) Replaced ‘10 feet’ with ‘ten feet’.

(102) Replaced ‘chest, then’ with ‘chest; then’. Replaced ‘battle tunic’ with ‘battle-tunic’. Replaced ‘Magnakai healing’ with ‘Magnakai Curing’.

(103) Replaced ‘Backpack Items list’ with ‘list of Backpack Items’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced ‘before your cloak’ with ‘as your cloak’ (cf. Section 194). Replaced ‘stone and mortar is’ with ‘stone and mortar are’. Replaced ‘and it crumbles’ with ‘and they crumble’.

(104) Replaced ‘end over end’ with ‘end-over-end’.

(105) Replaced ‘unconscious, then’ with ‘unconscious; then’. Replaced ‘blade — Sommerswerd — is’ with ‘blade, Sommerswerd, is’.

(106) Replaced ‘Kagazitzaga range’ with ‘Kagazitzaga Range’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘And as you’ with ‘As you’.

(107) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘the Monastery’ with ‘the monastery’. Replaced ‘before leaving’ with ‘before you left’.

(110) Replaced ‘tenses, then’ with ‘tenses, and then’. Replaced ‘ ‘Banedon approaches,’ ’ with ‘Banedon approaches,’. Replaced ‘sky-craft’ with ‘skycraft’. Replaced ‘rolling black clouds’ with ‘roiling black clouds’.

(111) Replaced ‘Magnakai camouflage’ with ‘Magnakai Invisibility’.

(113) Replaced ‘wolfhound, ‘or’ with ‘wolfhound. ‘Or’. Replaced ‘hounds' ’ with ‘hound's’. Replaced ‘Drakkar warrior’ with ‘Drakkarim warrior’ to reflect standard usage.

(114) Replaced ‘Turn to 200’ with ‘Turn to 200.’.

(115) Replaced ‘crysalises’ with ‘chrysalises’. Replaced ‘coccooned’ with ‘cocooned’.

(116) Replaced two occurrences of ‘decanter’ with ‘Decanter’.

(117) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’.

(121) Removed the dash preceding ‘Invisible Fist’.

(122) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Counterspell’. Replaced ‘blazing sun emblem’ with ‘blazing-sun emblem’.

(123) Replaced ‘Grandmaster Banedon’ with ‘Guildmaster Banedon’. Replaced ‘re-opens’ with ‘reopens’. Replaced ‘spared me my’ with ‘saved my’.

(124) Replaced ‘Ogshezar mountains’ with ‘Ogshezar Mountains’. Replaced ‘Vashna’ with ‘Zagarna’ as it was Darklord Zagarna who destroyed the Kai Monastery in MS 5050.

(125) Replaced ‘Item’ with ‘Item, or if you choose not to use it’. Replaced ‘Key, and’ with ‘Key and’.

(127) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’.

(128) Replaced each occurrence of ‘ie,’ with ‘i.e.’.

(129) Replaced ‘north-east’ with ‘northeast’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘15 miles’ with ‘fifteen miles’. Replaced ‘there is no flora or fauna’ with ‘there are no flora or fauna’.

(130) Replaced ‘crystaline’ with ‘crystalline’.

(132) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘Duadon, in’ with ‘Duadon in’.

(133) Replaced ‘Turn to 295’ with ‘Turn to 295.’. Replaced ‘rope’ with ‘Rope’. Replaced ‘lassoo’ with ‘lasso’. Replaced ‘backpack’ with ‘Backpack’.

(134) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘6–18’ with ‘6–8’.

(135) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Aware to’ with ‘Aware of’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Bow, and’ with ‘Bow and’.

(136) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘its cry’ with ‘his cry’.

(137) Replaced ‘The volley of deadly missiles smash into the parapet and whistle past your ears’ with ‘The deadly missiles smash into the parapet and whistle past your ears’.

(139) Replaced ‘pipe’ with ‘Kraan Pipe’. Replaced ‘backpack’ with ‘Backpack’. Replaced ‘If you possess Bardsmanship’ with ‘If you possess Bardsmanship and have attained the rank of Kai Grand Master Superior’. You can only collect the Kraan Pipe if you have Bardsmanship (cf. Section 9 and subsequent Sections) and you must possess the Kraan Pipe to reach Section 139 (cf. Section 345). The Improved Grand Master Disciplines rules clearly state that a Kai Grand Master Superior can ‘utilize their musical skills to pacify an excited or hostile animal’ so this seems the best solution to make the choices presented in Section 139 relevant.

(140) Replaced ‘ — Alema — ’ with ‘ ‘Alema’ ’. Replaced ‘You may also add 5 to your ENDURANCE for the protection’ with ‘You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection’.

(141) Replaced ‘Backpack Items list’ with ‘list of Backpack Items’. Replaced ‘Dargorse buds’ with ‘Dargorse Buds’.

(145) Replaced ‘If you possess Kai-surge’ with ‘If you possess Kai-screen’. Replaced ‘pedestal. But’ with ‘pedestal, but’.

(146) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’.

(149) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘infra-vision’ with ‘infravision’.

(150) Replaced ‘If you do not possess a Bow, or’ with ‘If you possess neither a Bow nor’. Replaced ‘Drakkar rider’ with ‘Drakkarim rider’ in the illustration's caption to reflect standard usage. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(151) Replaced each occurrence of ‘ie,’ with ‘i.e.’.

(155) Replaced ‘limp, then’ with ‘limp, and then’. Replaced ‘gutteral’ with ‘guttural’.

(156) Replaced ‘artifact’ with ‘artefact’. Replaced ‘black amulet’ with ‘Black Amulet’.

(157) Replaced ‘death throes’ with ‘death-throes’.

(158) Replaced ‘arrow’ with ‘Arrow’.

(159) Replaced ‘rope, and’ with ‘Rope and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(160) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘jet black’ with ‘jet-black’. Replaced ‘portcullissed’ with ‘portcullised’.

(161) Replaced ‘bow’ with ‘Bow’. Replaced ‘full, then’ with ‘full; then’. Replaced ‘add 3’ with ‘remember to add 3’.

(162) Replaced ‘Iron Key’ with ‘Iron Key and wish to use it’. Replaced ‘this item’ with ‘this item, or if you choose not to use it’.

(163) Replaced ‘meal’ with ‘Meal’ as a reminder that this is a game mechanic.

(166) Replaced ‘inlayed’ with ‘inlaid’.

(167) Replaced ‘or neither’ with ‘nor either’. Replaced ‘moment longer; you must’ with ‘moment longer: you must’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(168) Replaced ‘none of’ with ‘neither of’. Replaced ‘or a Bow’ with ‘nor a Bow’. Replaced ‘bones and ordure that carpets’ with ‘bones and ordure that carpet’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(169) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(171) Replaced ‘Turn to 320’ with ‘Turn to 320.’. Replaced ‘The sudden shock and the stinging pain of your wound spurs’ with ‘The sudden shock and the stinging pain of your wound spur’.

(172) Replaced ‘ — Alema — ’ with ‘ ‘Alema’ ’. Replaced ‘You may also add 5 to your ENDURANCE for the protection’ with ‘You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection’.

(174) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘platinum amulet’ with ‘Platinum Amulet’. Replaced ‘the Monastery’ with ‘the monastery’. Replaced ‘before leaving’ with ‘before you left’.

(175) Replaced ‘past, then’ with ‘past; then’. Replaced ‘Turn to 269’ with ‘Turn to 269.’. Replaced ‘Clang!,’ with ‘Clang!’. Replaced ‘weapon’ with ‘Weapon’.

(176) Replaced ‘Turn to 200’ with ‘Turn to 200.’. Replaced ‘anti-clockwise’ with ‘anticlockwise’. Replaced ‘backpack’ with ‘Backpack’.

(177) Replaced ‘turn to 234’ with ‘turn to 234.’. Replaced ‘turn to 130’ with ‘turn to 130.’.

(178) Replaced ‘smokes and’ with ‘smokes, and’.

(179) Replaced ‘turn to 120’ with ‘turn to 120.’.

(180) Replaced ‘him, then’ with ‘him; then’.

(181) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Crack!,’ with ‘Crack!’. Replaced ‘backpack’ with ‘Backpack’.

(182) Replaced ‘feet, then’ with ‘feet; then’.

(183) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘ — Alema — ’ with ‘ ‘Alema’ ’.

(185) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘If you survive the mission’ with ‘If you complete the mission’.

(187) Replaced ‘Alema or Valiance’ with ‘ ‘Alema’ or ‘Valiance’ ’. Replaced ‘You may also add 5 to your ENDURANCE for the protection’ with ‘You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection’.

(188) Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(190) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Power Word’. Removed the quotation marks around ‘Gloar!’. Added ‘If you possess the Kai Weapon “Kaistar” you may add the appropriate bonus gained from its unique properties.’ in line with the combat with the Helkona Direflies in Section 68 and since dawn is not said to break until Section 120, which is after the combat with the Skryza.

(191) Replaced ‘mind, then’ with ‘mind; then’. Replaced ‘attack. But despite’ with ‘attack. Despite’.

(193) Replaced ‘section of the landing and stairs are’ with ‘section of the landing and stairs is’. Replaced ‘Drakkarim assault troopers’ with ‘Drakkarim assault-troopers’.

(194) Replaced ‘backpack’ with ‘Backpack’. Replaced ‘stone and mortar is’ with ‘stone and mortar are’. Replaced ‘and it crumbles’ with ‘and they crumble’.

(195) Replaced ‘loud discordant’ with ‘loud, discordant’.

(196) Replaced ‘disbelief, then’ with ‘disbelief; then’. Replaced ‘you raise you eyes’ with ‘you raise your eyes’.

(198) Replaced ‘bow’ with ‘Bow’. Replaced ‘full, then’ with ‘full; then’. Replaced ‘add 3’ with ‘remember to add 3’.

(199) Replaced ‘crysalises’ with ‘chrysalises’. Replaced ‘coccooned’ with ‘cocooned’.

(200) Replaced ‘semi-circular’ with ‘semicircular’. Replaced ‘Dargorse, and wish to use it’ with ‘Dargorse Buds’ as the following section does not indicate the use of these items is a choice.

(202) Replaced ‘herbmastery’ with ‘Herbmastery’. Replaced ‘this Dargorse’ with ‘these Dargorse Buds’.

(203) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘mortice’ with ‘mortise’.

(204) Replaced ‘detrius’ with ‘detritus’.

(205) Replaced ‘Argument and accusation quickly escalates’ with ‘Argument and accusation quickly escalate’. Replaced ‘spell — Mind Charm’ with ‘spell Mind Charm’.

(206) Replaced ‘its swirling black form’ with ‘his swirling black form’ as elsewhere in this book (cf. Section 59, Section 88, Section 191, Section 196).

(207) Replaced ‘quiver’ with ‘Quiver’. Replaced ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘bow’ with ‘Bow’. Added ‘If you possess the Kai Weapon “Kaistar” you may add the appropriate bonus gained from its unique properties.’ in line with the combat with the Helkona Direflies in Section 68 and since dawn is not said to break until Section 120, which is after the combat with the Skryza.

(209) Replaced ‘potion of Finglas’ with ‘Potion of Finglas’. Replaced ‘Magnakai camouflage’ with ‘Magnakai Invisibility’. Replaced ‘Magnakai curing skills’ with ‘Magnakai Curing skills’.

(211) Replaced ‘cloak. But this’ with ‘cloak. This’. Replaced ‘Bow, and’ with ‘Bow and’.

(212) Replaced ‘artifact’ with ‘artefact’. Replaced ‘the amulet’ with ‘the Black Amulet’.

(213) Replaced ‘pipe’ with ‘Kraan Pipe’.

(214) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Invisible Shield’.

(216) Replaced ‘him, then’ with ‘him; then’.

(217) Replaced ‘go to’ with ‘turn to’.

(218) Replaced ‘seemlessly’ with ‘seamlessly’. Replaced ‘mortice’ with ‘mortise’.

(219) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(220) Replaced ‘or neither’ with ‘nor either’. Replaced ‘battle armour’ with ‘battle-armour’. Replaced ‘Drakkarim Assault Trooper’ with ‘Drakkarim assault-trooper’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(221) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’. Replaced ‘barrier, then’ with ‘barrier; then’. Replaced ‘staircase. But’ with ‘staircase, but’.

(222) Replaced ‘Alema or Valiance’ with ‘ ‘Alema’ or ‘Valiance’ ’. Replaced ‘You may also add 5 to your ENDURANCE for the protection’ with ‘You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection’. Replaced ‘If your Kai Weapon is’ with ‘If you are wielding’ since you may not be in possession of your Kai Weapon for this combat (cf. Section 49).

(223) Replaced ‘semi-circular’ with ‘semicircular’. Replaced ‘assimilance and’ with ‘Assimilance and’. Replaced ‘torch-lit’ with ‘torchlit’. Moved the section option about use of Assimilance into first position. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(224) Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(225) Replaced ‘cell, then’ with ‘cell, and then’.

(226) Replaced ‘here, then’ with ‘here, and then’.

(228) Replaced ‘If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Assimilance, add 2.’ with ‘If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.’.

(230) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Dargorse buds’ with ‘Dargorse Buds’. Replaced ‘backpack’ with ‘Backpack’.

(231) Replaced ‘end over end’ with ‘end-over-end’. Replaced ‘warriors. But’ with ‘warriors, but’.

(234) Replaced ‘crystaline’ with ‘crystalline’. Replaced ‘meal’ with ‘Meal’ as a reminder that this is a game mechanic.

(235) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(236) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’.

(237) Replaced each occurrence of ‘rounds, or’ with ‘rounds or’.

(238) Replaced ‘Sentinel, or’ with ‘Sentinel or’. Replaced ‘Weaponmastery, and’ with ‘Weaponmastery and’.

(239) Replaced ‘north-east’ with ‘northeast’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘15 miles’ with ‘fifteen miles’.

(244) Replaced ‘stealth and ability’ with ‘stealth and agility’. Replaced ‘stealth and agility enables’ with ‘stealth and agility enable’.

(245) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(248) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(250) Replaced ‘ — Spawnsmite — ’ with ‘ ‘Spawnsmite’ ’. Replaced ‘force and’ with ‘force, and’.

(251) Replaced ‘north-east’ with ‘northeast’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘15 miles’ with ‘fifteen miles’. Replaced ‘there is no flora or fauna’ with ‘there are no flora or fauna’.

(253) Replaced ‘Magnakai curing skills’ with ‘Magnakai Curing skills’. Replaced ‘the first thing you see are the bodies’ with ‘the first thing you see is the bodies’.

(254) Replaced ‘The volley of deadly bolts slam into the parapet and whistle past your head’ with ‘The deadly bolts slam into the parapet and whistle past your head’.

(255) Replaced ‘its psychic powers’ with ‘his psychic powers’. Replaced ‘it may launch’ with ‘he may launch’.

(256) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(257) Replaced ‘flame, then’ with ‘flame; then’. Replaced ‘section of the landing and stairs are’ with ‘section of the landing and stairs is’.

(258) Replaced ‘duststorm’ with ‘dust storm’.

(259) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(260) Replaced ‘gaze, then’ with ‘gaze; then’. Replaced ‘senses yet’ with ‘senses, yet’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(261) Replaced ‘is 0–6’ with ‘is now 6 or lower’ for consistency with the rest of this book.

(265) Replaced ‘(in the first round of combat only)’ with ‘in the first round of combat only’. Added ‘If you possess the Kai Weapon “Kaistar” you may add the appropriate bonus gained from its unique properties.’ in line with the combat with the Helkona Direflies in Section 68 and since dawn is not said to break until Section 120, which is after the combat with the Skryza. Replaced ‘rounds, by’ with ‘rounds by’.

(268) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’.

(269) Replaced ‘chest a’ with ‘chest, and a’.

(270) Replaced ‘at large boulder’ with ‘at a large boulder’. Removed quotation marks from around ‘Levitation’. Removed quotation marks from around ‘Net’. Replaced ‘10 feet’ with ‘ten feet’.

(271) Replaced ‘mortice’ with ‘mortise’.

(272) Replaced ‘quiver’ with ‘Quiver’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘add 3’ with ‘remember to add 3’.

(273) Replaced ‘backpack’ with ‘Backpack’.

(274) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘bow’ with ‘Bow’.

(276) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘battle armour’ with ‘battle-armour’.

(277) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’.

(278) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Counterspell’.

(279) Replaced ‘attacking. But’ with ‘attacking, but’. Added ‘If you possess the Kai Weapon “Kaistar” you may add the appropriate bonus gained from its unique properties.’ in line with the combat with the Helkona Direflies in Section 68 and since dawn is not said to break until Section 120, which is after the combat with the Skryza.

(280) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘Weapon, then’ with ‘Weapon, and then’. Replaced ‘feet, then’ with ‘feet; then’.

(281) Added a paragraph break between ‘dolts!’ ’ and ‘Your’ to mirror Section 113. Replaced ‘Drakkar warrior’ with ‘Drakkarim warrior’ to reflect standard usage.

(282) Replaced ‘south-westerly’ with ‘southwesterly’. Replaced ‘north-western’ with ‘northwestern’. Replaced ‘Durncrag mountains’ with ‘Durncrag Mountains’. Replaced ‘wind-swept’ with ‘windswept’. Replaced ‘the distant hiss and rumble of active volcanoes lends’ with ‘the distant hiss and rumble of active volcanoes lend’.

(283) Replaced ‘the dry stone and mortar crumbles’ with ‘the dry stone and mortar crumble’. Replaced ‘wall. But when’ with ‘wall. When’.

(284) Replaced ‘arrow’ with ‘Arrow’.

(285) Replaced ‘mortice’ with ‘mortise’.

(286) Replaced ‘ambush. But’ with ‘ambush, but’.

(287) Replaced ‘If you possess Kai-surge’ with ‘If you possess Kai-screen’.

(289) Replaced ‘artifact’ with ‘artefact’. Replaced ‘the amulet’ with ‘the Black Amulet’.

(291) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’. Replaced ‘spell word’ with ‘spell-word’.

(292) Replaced ‘Backpack Items list’ with ‘list of Backpack Items’. Replaced ‘Dargorse buds’ with ‘Dargorse Buds’.

(293) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(294) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘Duadon, in’ with ‘Duadon in’.

(296) Replaced ‘white hot’ with ‘white-hot’. Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘If you survive the mission’ with ‘If you complete the mission’.

(299) Replaced ‘agarashi that hail’ with ‘Agarashi that hails’.

(300) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘torch-lit’ with ‘torchlit’. Replaced ‘pole-arms’ with ‘polearms’.

(301) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Shield’.

(302) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(303) Replaced ‘barge it’ with ‘barge into it’.

(304) Replaced ‘As slowly you’ with ‘As you slowly’. Replaced ‘you glimpse sight of’ with ‘you catch sight of’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘duststorm’ with ‘dust storm’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(305) Replaced ‘Item’ with ‘Item, or if you choose not to use it’. Replaced ‘Key, and’ with ‘Key and’.

(306) Replaced ‘clear, then’ with ‘clear; then’.

(310) Replaced ‘off. But’ with ‘off, but’.

(311) Removed the dash preceding ‘Invisible Fist’.

(313) Replaced ‘Grandmaster Banedon’ with ‘Guildmaster Banedon’. Replaced ‘re-opens’ with ‘reopens’. Replaced ‘spared me my’ with ‘saved my’.

(315) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘jet black’ with ‘jet-black’. Replaced ‘portcullissed’ with ‘portcullised’. Replaced ‘patrol of sour-faced Drakkarim march’ with ‘patrol of sour-faced Drakkarim marches’.

(316) Replaced ‘composure, then’ with ‘composure; then’.

(317) Replaced ‘arrow’ with ‘Arrow’.

(319) Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(320) Replaced ‘stairs, then’ with ‘stairs; then’. Replaced ‘nadziranim’ with ‘Nadziranim’. Replaced ‘If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Assimilance, add 2.’ with ‘If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.’.

(323) Replaced ‘Urgaroh's’ with ‘The Urgaroh's’.

(324) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘Angered, and in pain’ with ‘Angered and in pain’. Added ‘If you possess the Kai Weapon “Kaistar” you may add the appropriate bonus gained from its unique properties.’ in line with the combat with the Helkona Direflies in Section 68 and since dawn is not said to break until Section 120, which is after the combat with the Skryza.

(325) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘Duadon, in’ with ‘Duadon in’.

(331) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Crack!,’ with ‘Crack!’.

(332) Replaced ‘battle shield’ with ‘battle-shield’.

(333) Replaced ‘1 Axe’ with ‘Axe’. Replaced ‘1 Dagger’ with ‘Dagger’.

(337) Replaced ‘You draw back the rod and then release your straining bowstring and send it arcing down the stairwell’ with ‘You draw back the rod and then release your straining bowstring to send the rod arcing down the stairwell’.

(338) Replaced ‘seemlessly’ with ‘seamlessly’. Replaced ‘anti-clockwise’ with ‘anticlockwise’. Replaced ‘mortice’ with ‘mortise’.

(339) Replaced ‘A pair of bone Dice rest’ with ‘A pair of Bone Dice rests’. Added a paragraph break between ‘accordingly.)’ and ‘You are’. Replaced ‘these items in your Backpack adjust’ with ‘these items, adjust’ since a Spear is a Weapon not a Backpack Item. Replaced ‘lay slumped’ with ‘lie slumped’.

(340) Replaced ‘there is no flora or fauna’ with ‘there are no flora or fauna’.

(341) Replaced ‘cell, then’ with ‘cell; then’.

(342) Replaced ‘seemlessly’ with ‘seamlessly’. Replaced ‘mortice’ with ‘mortise’.

(344) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(345) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘wings, then’ with ‘wings; then’. Replaced ‘infra-vision’ with ‘infravision’.

(347) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Power Word’. Removed quotation marks from around ‘Gloar!’. Replaced ‘If you possess Kai-surge’ with ‘If you possess Kai-screen’. Replaced ‘pedestal. But’ with ‘pedestal, but’.

(348) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(349) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Counterspell’.

(350) Replaced ‘The Fall of Blood Mountain’ with ‘The Fall of Blood Mountain’. Replaced ‘Kai lords’ with ‘Kai Lords’. Replaced each occurrence of ‘the Monastery’ with ‘the monastery’. Replaced ‘the Monastery’ with ‘the monastery’ in the illustration's caption. Replaced ‘Lone Wolf adventure’ with ‘Lone Wolf New Order adventure’.

(Combat Rules Summary) Replaced ‘Items or’ with ‘ Items, or’. Replaced ‘falls to 0’ with ‘falls to 0 or below’. 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’.

Note on Standard Usage

Quite a number of contributors to Project Aon have reported inconsistencies regarding the use of words such as Drakkar across the series. After much research into the usage of Drakkar/Drakkarim, Nadziran/Nadziranim, and Ligan/Liganim across the books, we have decided to standardise the usage of the words in the following ways, which represent majority usage:

- noun (s.): Drakkar

- noun (pl.): Drakkarim

- adj: Drakkarim

- noun (s.): Nadziran

- noun (pl.): Nadziranim

- adj: Nadziranim

- noun (s.): Ligan

- noun (pl.): Liganim

- adj: Liganim

All of the other words ending in -im either already conform to these rules (i.e. gazim, kuzim, lajakim, rekenarim, Sharnazim, and Tefarim) or cannot be conclusively tied to Darkland languages (e.g. Ghagrim).

Footnotes

[1] (The Game Rules) If you have completed any previous Lone Wolf New Order 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).

[2] (New Order Kai Grand Master Disciplines) Given the rules for the previous Lone Wolf books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the Equipment section. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.

[3] (New Order Kai Grand Master Disciplines) The rules in the Mongoose Publishing editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] (New Order Kai Grand Master Disciplines) Details about the Kai Weapon appear in the next section of the game rules.

[5] (Equipment) If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

[6] (Equipment) These bonuses are not cumulative.

[7] (Equipment) ‘Valiance’ is also effective against magical creatures.

[8] (Levels of New Order Kai Grand Mastership) It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.

[9] (Section 11) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[10] (Section 12) This is the correct answer to the combination lock in Section 219.

[11] (Section 20) This is the correct answer to the combination lock in Sections 39, 256, 293, and 348.

[12] (Section 38) This section is unreachable and superfluous since it is equivalent to Section 301.

[13] (Section 39) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[14] (Section 79) The Obhanthor takes up one Backpack slot. You may use it at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

[15] (Section 105) This is the correct answer to the combination lock in Sections 11 and 300.

[16] (Section 130) The Tortwich takes up one Backpack slot.

[17] (Section 163) Each jar takes up one Backpack slot. You may use the Obhanthor at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

[18] (Section 219) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[19] (Section 234) Each vial takes up one Backpack slot. You may use the Venell at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

[20] (Section 256) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[21] (Section 293) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[22] (Section 300) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[23] (Section 348) 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 2)

- Illustration II (Section 20)

- Illustration III (Section 34)

- Illustration IV (Section 60)

- Illustration V (Section 70)

- Illustration VI (Section 84)

- Illustration VII (Section 90)

- Illustration VIII (Section 105)

- Illustration IX (Section 119)

- Illustration X (Section 150)

- Illustration XI (Section 180)

- Illustration XII (Section 183)

- Illustration XIII (Section 196)

- Illustration XIV (Section 232)

- Illustration XV (Section 250)

- Illustration XVI (Section 264)

- Illustration XVII (Section 299)

- Illustration XVIII (Section 306)

- Illustration XIX (Section 325)

- Illustration XX (Section 350)

- Gazad Helkona & Surrounding Territories

- Action Chart

Secondary Illustrations

- Equipment

- Grand Master Disciplines

- Section 9

- Section 11

- Section 30

- Section 33

- Section 51

- Section 74

- Section 91

- Section 109

- Section 120

- Section 126

- Section 130

- Section 330

Project Aon License

21 August 2009

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:

http://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 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 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.

Table of Contents

Title Page

Table of Contents