Author: Joe Dever; Brian Williams
Date: 1997-01-01 05:00:00+00:00
Keywords: Fiction; Fantasy; Lone Wolf; Magnamund
Description: For centuries the Shom’zaa has lain incarcerated and forgotten in a granite prison located deep below the mountains of Bor. Now this terrifying beast has accidentally been set free, and its hunger for vengeance knows no bounds. With a horde of vile minions at its command, swiftly the Shom’zaa enacts its sinister plan to destroy King Ryvin and the wondrous realm of the Drodarin dwarves. In The Fall of Blood Mountain, you must journey to the fabulous subterranean kingdom of the dwarves and attempt to save your ancient allies from the wrath of the Shom’zaa. Will you succeed in your mission or wil
Publisher: Red Fox
Rights: Distribution of this Edition is restricted under the terms of the Project Aon License.

The Fall of Blood Mountain

For centuries the Shom'zaa has lain incarcerated and forgotten in a granite prison located deep below the mountains of Bor. Now this terrifying beast has accidentally been set free, and its hunger for vengeance knows no bounds. With a horde of vile minions at its command, swiftly the Shom'zaa enacts its sinister plan to destroy King Ryvin and the wondrous realm of the Drodarin dwarves.

In The Fall of Blood Mountain, you must journey to the fabulous subterranean kingdom of the dwarves and attempt to save your ancient allies from the wrath of the Shom'zaa. Will you succeed in your mission or will you succumb to the terrible powers of this ancient champion of Evil?

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

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

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

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

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

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold 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: 22 February 2013

Text copyright © 1997 Joe Dever.
Illustrations copyright © 1997 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

- The Kingdom of Bor and Surrounding Territories

- Action Chart
- Combat Rules Summary
- Combat Results Table
- Random Number Table
- Errata
- Footnotes
- Table of Illustrations
- Project Aon License

Dedication

For Martin Alltimes

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
Paul Haager
Illustration Transcription
Jonathan Blake
XML

Jonathan Blake
Simon Osborne

Action Charts

JC Alvarez
Jonathan Blake

Proofreading
Simon Osborne
Editing

Jan Charvát
Ingo Klöcker
Benjamin Krefetz
LeRoy McSwain
Simon Osborne
Timothy Pederick
Paulius Stepanas

Coordination
Jonathan Blake
Special Thanks
James Durrant, Paul Haskell, Robert Wellock

The Story So Far …

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

It is early winter in the year MS 5084, thirty-four years since the First Order of the Kai was massacred 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 supreme leader of your illustrious fighting order, was the only survivor of the Darklord attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty-five years later 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 destruction 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 has been thoroughly rebuilt and restored to its former glory, and a New Order has been firmly 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. Over 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 that 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 Sommerlund 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.1

During the seven years that have elapsed since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait 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 — which he used to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan overran much of central Magnamund, including the realm of Lyris — one of Sommerlund's oldest allies. In response to a plea for help from Lyris, Lone Wolf mounted a Kai crusade to raise the Vorka siege of Varetta, its capital city.

During this crusade, you undertook a vital mission behind enemy lines that turned the tide of the whole campaign. Alone, you infiltrated Vandyan's daunting fortress of Skull-Tor and destroyed the three runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan's army dissolved on the battlefield and the Kai were able to raise the siege of Varetta.2

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 its lair upon the Plane of Darkness — the ethereal domain of Naar. Having fought and defeated this creature, you believed that it had perished forever when subsequently you smashed the runes. Sadly, this was not so. After celebrating the battlefield victory at Varetta, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard the flying ship Cloud-dancer. He chose to ride with his New Order crusaders and they were expected to arrive home a week later.

After five days, a Kai scout arrived unexpectedly at the monastery with shocking news to impart. Lone Wolf had disappeared. Those who witnessed the abduction said that he 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. The scout's description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. The destruction of the rune used by Vandyan to summon Zorkaan had not brought about the creature's demise after all: it had trapped the creature upon Magnamund.

You had achieved a great victory at Skull-Tor, but the shocking news of Lone Wolf's abduction cast a shadow over your triumph there. Hurriedly you summoned Guildmaster Banedon, the leader of Sommerlund's Guild of Magicians, to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard his flying craft 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 informed you that Zorkaan's arrival upon Magnamund had not gone unnoticed by the Elder Magi. From afar they had sensed the creature's presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted its movements. Rimoah told you of an evil sorcerer called Xaol who was in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. This vile necromancer was a known agent of Naar. During the days before Lone Wolf's abduction, Rimoah and the Elder Magi had 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 be enslaved,’ said Rimoah. ‘This ritual was enacted successfully in the stronghold of Gazad Helkona. Through Xaol, Naar has gained control over Zorkaan. He sent this creature to assassinate Lone Wolf, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf … but he was able to subdue and kidnap him.’

Rimoah informed you that your leader was being held prisoner in Gazad Helkona. By the use of his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, Lone Wolf had survived death at the hand of Naar's foul creation. ‘Your leader is brave and resourceful,’ he said, ‘but I fear that Zorkaan's frequent attacks will weaken and eventually destroy him unless he is rescued quickly.’

Selflessly you volunteered to attempt the rescue. Rimoah and Banedon, impressed by your courage and your confidence, readily agreed to help you achieve your difficult mission and together you formulated a plan of action. Banedon transported you aboard Cloud-dancer to a remote valley south of Gazad Helkona, from where you approached the fortress on foot. Despite great adversity you were able to gain entry to Xaol's fortress and save your leader from the clutches of Naar's agent.3 During your daring mission, you fought and defeated both Xaol and Zorkaan before Banedon arrived to snatch both you and Lone Wolf from the clutches of Xaol's angry minions.

A year has elapsed since your triumph at Gazad Helkona. It has been a peaceful and rewarding time for you at the Kai Monastery, a period in which you have devoted yourself to the training of new recruits. Such has been the success of your tutelage that you have come to be greatly revered by your students and your peers. Yet, lately, you have felt a longing to venture abroad once more, to test your courage and your battle skills in the ineluctable war against Evil.

Early one morning, you glimpsed a golden eagle leave its nest in the frost-covered timberland that stretches beyond the window of your private chamber. As you watched this majestic creature soar above the tree-line, you were reminded of the daring aerial escape that you had made from Gazad Helkona aboard Banedon's skycraft. Then you felt a tingle of premonition at the nape of your neck when you noticed a distant speck in the clear azure sky. This speck grew larger until you were able to discern the distinctive outline of Cloud-dancer approaching from the north. Hurriedly you left your chamber and went to the monastery training park where a small group of Kai Lords had gathered in expectation. As the sleek skyship was made to hover overhead, a boarding cage was lowered to the frost-hardened ground and out stepped an unexpected visitor — Lord Rimoah of Dessi. You exchanged greetings and he requested an immediate audience with Lone Wolf. From his sombre expression you could tell that he had grave and urgent news to impart.

You escorted Lord Rimoah personally to Lone Wolf's chambers, located beneath the Tower of the Sun, the monastery's commanding citadel. Before you could excuse yourself and leave the vault, Lone Wolf asked you to stay to listen to what the venerable magician had come to say. Lord Rimoah nodded his benign approval.

‘Dwarf King Ryvin of Bor is in desperate need of our aid, my lords,’ began Rimoah, earnestly. ‘An ancient horror has been awoken in the depths of his subterranean kingdom, and now it threatens to destroy his realm. The Drodarin race may be doomed unless we are able to overcome this creature … and swiftly.’

Lord Rimoah informed you that recent excavations in the lowest levels of the vast underground kingdom of Bor had disturbed the Shom'zaa. This powerful entity was entombed by the Elder Magi during their 1,000-year war against Agarash the Damned — Naar's first champion of evil. Lone Wolf lowered his eyes and shook his head in disbelief upon hearing Rimoah's words.

‘I understood that dwarf lore expressly forbade such deep mining, for fear that the Shom'zaa and its minions might be released. How could such a thing have been allowed to occur?’ he said.

‘Greed is to blame, my lord,’ replied Rimoah, sadly, ‘… the greed of King Ryvin's elder son, the Crown Prince Leomin. He alone was responsible for the excavations that opened the way to this ancient horror.’

Lord Rimoah informed you that only five days have elapsed since the Shom'zaa was released, yet already the creature and its Agarashi minions have taken control of the lower levels of the kingdom. ‘Bitter fighting rages in the tunnels and chambers of Bor as King Ryvin's army struggles to contain the Shom'zaa and its horde,’ he said. ‘They are being sorely pressed, for the enemy have captured their armouries and equipped themselves for the fight. Ryvin has lost control of the tunnels leading to his throne chamber, where Leomin and his younger brother, Prince Torfan, are now trapped and besieged, along with the remnants of their personal guard.’

Lone Wolf was disturbed to hear that the Throne Chamber of Bor was under attack, for it houses the fabled Throne of Andarin. This grand seat contains a gem of power that was bestowed upon the Drodarin dwarves of Bor by the Goddess Ishir. Its divine radiance provides the dwarves with a unique energy that enables them to grow their crops deep underground, without the need for direct sunlight. If the Throne of Andarin is destroyed then the crops will surely fail and famine will beset Bor, with disastrous consequences.

‘Repeated attempts to break the siege of the throne chamber have failed, and the morale of Ryvin's army is now dangerously low,’ said Rimoah. ‘I've heard tell that even the Dwarf Lords and the War-thanes, the élite of Ryvin's army, hold that Prince Leomin's greed has sealed their fate. If such talk is true, and the Shom'zaa conquers Bor, then our hopes for a lasting peace in Magnamund will be ruined. The fall of Bor will give Naar a base of power at the very heart of Magnamund. There he will be able to muster his agents, spawn his vile abominations, and attempt once more to conquer our world.’

‘But what can be done to save Bor before it is too late?’ asked Lone Wolf, anxiously.

‘King Ryvin lacks the means to destroy this enemy,’ replied Rimoah, gravely. ‘Nevertheless, the means exist. The Shom'zaa is especially vulnerable to magic of the Old Kingdom. It is the magic that we used to entrap and entomb the creature millennia ago.’

From a pocket of his flowing robes, Rimoah took out a spherical crystal and held it in the cupped palm of his hand. Its multi-faceted surface radiated beams of golden light which shimmered and sparkled with a supernatural brilliance.

‘A Sun-crystal,’ said Lone Wolf.

‘Yes, my lord,’ replied Rimoah, reverently. ‘By the skilful use of the power contained within this sphere it is possible that we may defeat the Shom'zaa and its minions, and thereby spare the kingdom of Bor from the tyrannical rule of Naar. We of the Elder Magi have crafted the means to defeat the Shom'zaa, but in all Magnamund only the Kai have the ability and courage that is needed to take this goodly weapon and use it to its full effect.’

Lone Wolf approached Rimoah and took the Sun-crystal from his outstretched palm. Then he turned to face you.

‘We have been called upon to undertake a difficult and dangerous mission, Grand Master,’ he said. ‘You have proven your bravery and skill beyond all doubt, and truly you have earned the right to refuse this quest with honour. Yet I sense that you hunger for the heat of battle and the challenge of the quest, and so I offer this mission to you. Will you venture to Bor and confront the bane that now threatens to destroy our dwarven allies?’

‘Yes, my lord, I will,’ you replied, without a moment's hesitation. ‘For the greater glory of Sommerlund and the Kai, I am proud to accept the quest.’

[1] Lone Wolf 18: Dawn of the Dragons

[2] Lone Wolf 24: Rune War

[3] Lone Wolf 25: Trail of the Wolf

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 21–25), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure.4 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.

[4] 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.5 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.6

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 26 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 27. 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,7 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: Vampirium.

[5] 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.

[6] 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.

[7] 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 Bor, you equip yourself with a map of Bor and its surrounding territories 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 21–25), 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.

- Broadsword (Weapons)

- Sword (Weapons)

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

- Flute (Backpack Item)

- Dagger (Weapons)

- Axe (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.

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.8

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.9

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^10 | +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 Bor is the Ain, though Gold Crowns are readily accepted. 1 Ain equals 1 Gold Crown. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

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

[9] These bonuses are not cumulative.

[10] ‘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.

5. Kai Grand Master Senior — You begin the New Order adventures at this level of Kai Grand Mastery^11

6. Kai Grand Master Superior
7. Kai Grand Sentinel
8. Kai Grand Defender
9. Kai Grand Guardian
10. Sun Knight
11. Sun Lord
12. Sun Thane
13. Grand Thane
14. Grand Crown
15. Sun Prince
16. Kai Supreme Master

[11] 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.

Sun Knight

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

Grand Weaponmastery

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

Grand Pathsmanship

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

Deliverance

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

Telegnosis

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

Grand Nexus

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

Astrology

Sun Knights who have this Discipline are skilled in the art of chiromancy — the ability to tell fortunes from the skin creases and patterns found on the palms of hands.

Bardsmanship

Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature's sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).

Kai-alchemy

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

- Halt Missile — This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight time in which to move away from the missile's line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.

- Strength — By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.

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

You are about to embark upon a quest to help King Ryvin defeat sinister forces that threaten to destroy his ancient kingdom of Bor. You will encounter some powerful and cunning adversaries and your mission will be fraught with danger at every turn, so be on your guard at all times.

During your mission, some of the material items that you find will be of use to you, but others 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 initial 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 1–25) 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 and protect you during your quest in the ancient kingdom of Bor.

For Sommerlund and the Kai!

1

Lone Wolf places the Sun-crystal in the palm of your hand, and then he closes your fingers around is multi-faceted surface. At once you sense that the gentle warmth of this artefact belies a tremendous power that is locked within its core. (Record the Sun-crystal on your Action Chart as a Special Item which you keep in the pocket of your tunic. You must discard another item in its favour if you already possess the maximum number of Special Items permissible.)

‘The Sun-crystal will do you no harm, Grand Master. Only Shom'zaa need have fear of its power,’ says Lord Rimoah, reassuringly.

‘How is this so?’ you ask.

‘The energy that permits the demon to exist in our world is drawn directly from the Plane of Darkness,’ explains Rimoah. ‘There is an open channel between the creature and Naar's evil domain. It is a slender, ethereal link. This invisible conduit has kept the creature alive during its long entombment, yet soon it may prove to be its undoing, for it is this link to the Plane of Darkness that will trigger the Sun-crystal's cleansing powers. The merest touch of the crystal upon Shom'zaa's foul hide will be enough to consign it to oblivion.’

With your briefing now complete, Lone Wolf orders you to return to your chamber to make swift preparations for an immediate voyage to Bor. You collect your equipment and your Kai Weapon, say a hurried farewell to your fellow Grand Masters, and then race to the training park where Lord Rimoah is awaiting you in the boarding cage. Lone Wolf bids you good luck and godspeed as you step inside, and proudly you return his salute as the cage is winched up to the stern deck of Cloud-dancer. Rimoah gives the crew the command to depart and, as the great craft gets underway, you stand at the aft rail and watch as the frosted walls and towers of the Kai Monastery swiftly recede into the distance.

Lord Rimoah invites you to accompany him to the captain's quarters where, to your surprise, you discover the cabin is empty; Banedon is not aboard. ‘The Guildmaster is unable to travel with us,’ explains Rimoah, ‘but he has placed his skyship and crew entirely at our disposal. We owe him a debt of gratitude, for time is against us and there can be no swifter way for us to reach our destination.’

During the fourteen hours that it takes to travel by skycraft to Bor, Lord Rimoah tells you much about the kingdom of the dwarves, their long history, and their proud legends. You also learn that your destination is Boradon, the principal city of Bor, and you are intrigued to discover that in your native language this ancient Drodarin name has a somewhat evocative meaning: ‘the Mountain of Blood’.

To continue, turn to 240.

2

You sense that the magical warhammer possesses properties to rival those of your Kai Weapon. The possession of such a weapon would be a great asset in combat. However, the cracks and holes that scar the lid of the tomb bear testimony to the fact that many others before you have tried to take this weapon, and they have all failed.

If you wish to continue with your attempt to break open the lid of Andarin's tomb, turn to 27.

If you decide to leave the tomb untouched, turn to 230.

3

As you struggle to hold on to Prince Leomin, you are struck many times by chunks of rock and other loose debris: lose 4 ENDURANCE points.

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack! it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shom'zaa's link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

To continue, turn to 294.

4

The moment you cease your sonic attack, the Brozal shudder as if they have suddenly awoken from some nightmarish dream. Their senses have been restored, and with them comes a blind fear of your deadly sonic skills. They turn and flee for their lives, crashing through the crops that line the southern perimeter of the clearing.

You run towards the east and re-enter the tall wheat. Then carefully you skirt around the area of blazing crops before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheat fields and its neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

If you wish to investigate this farmhouse, turn to 73.

If you choose to avoid the farmhouse, turn to 37.

5

You draw upon your mastery of psychic defences to create a Mindblend to shield yourself from the creature's probe. It fails to detect your living presence here and, with a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.

If you wish to search the bodies that are lying in this tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

6

You draw upon your elemental skills to create a shield of hot air between you and the icy blast. You glimpse the air shimmering in front of your face, and then the deadly blast cuts through it with spectacular effect.

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 20, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 6 or lower, turn to 97.

If it is 7 or higher, turn to 75.

7

You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the creature's eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

Fearful that your missile's fate could be your own if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

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

If your total score is now 0–6, turn to 44.

If it is 7–8, turn to 262.

If it is 9 or higher, turn to 30.

8

The parapet of the barricade explodes as the icy bolt of energy slams into it with devastating effect. A section of timber penetrates your side and you are knocked to the ground by the force of the impact: lose 3 ENDURANCE points.

The War-thanes help you to get back on your feet, and defiantly you raise your Kai Weapon as the first wave of the Shom'zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

9

You leap across the bodies of your slain foes and run along the line of ore wagons towards the tunnel exit. A battle is now raging in the smelting cavern as the freed dwarves take their revenge upon their alien captors. In the chaos of this combat, you reach the stone channel at the point where it crosses the wagon track, and you duck behind a supporting pillar to avoid colliding with a trio of minions that are racing to join the battle. The exit is just 20 yards ahead and it appears to be open and unguarded.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 186.

If it is 5 or higher, turn to 302.

10

You draw upon your Kai powers of Elementalism to cause a gust of air to blow away the priming powder from the cannon's touch-hole. One of the enemy places a burning taper to the hole, confident that the Throne of Andarin is about to be obliterated, but the cannon fails to fire when the primer does not ignite.

Turn to 150.

11

For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply-sloping chutes, until you reach a place where it flows into a deeper, colder channel. Where the two rivers meet, the waters boil and seethe as they collide with a line of jagged, razor-edged rocks. Frantically you battle against the current as you are swept inexorably nearer to this treacherous reef.

If you possess Elementalism and wish to use it, turn to 229.

If you possess Kai-alchemy, have attained the Kai rank of Sun Knight, and wish to use your ability, turn to 34.

If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 338.

12

You wait patiently near the entrance to the weapons laboratory where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shom'zaa minions naïvely scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.

Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.

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 6 or lower, turn to 177.

If it is 7 or higher, turn to 228.

13

You leap across the slab, but the heel of your boot grazes the stone as you land and it triggers the trap. A panel in the ceiling ahead falls away to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas; then a volley of deadly shafts come streaking through the dusty air. Hurriedly you dive to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 239.

If it is 5–7, turn to 317.

If it is 8 or 9, turn to 291.

14

You have taken just two steps into the cavern when suddenly you are engulfed by a length of steel-hard thread. This thin, sticky wire whips around your legs and yanks you to the ground. As you fall, you glimpse a large creature affixed to the ceiling. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. The thread extends from a bony tube beneath this horror's gaping mouth. You struggle hard to break free from its deadly lasso, but the creature spins another length and loops it around your body. You gasp for air as this thread is pulled tighter.

Pick a number from the Random Number Table.

If the number you have picked is 0–2, turn to 80.

If it is 3 or higher, turn to 181.

15

With great bravado, you throw back your head and treat the sneering lancers to a verse of the Sommlending national anthem. At first the Shom'zaa Agarashi view your singing with some amusement, but when you begin to raise the pitch of your voice, they realize too late that you are singing a deadly song. The frequency of the sonic attack that you launch rises to a pitch far beyond the range of normal hearing, and it cuts into the lancers' minds like a hot knife through butter.

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

If your total score is now 4 or lower, turn to 266.

If it is 5 or higher, turn to 113.

16

Gradually you become aware of the fact that your vision is blurred, and you no longer have any feeling in your fingers and toes.

If you possess Deliverance, turn to 54.

If you do not, turn to 193.

17

When you arrive at the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. Some of the Shom'zaa minions have now recovered their nerve and have regrouped at the edge of the quarry. Cautiously they begin to advance towards you, firing arrows as they move closer.

If you possess Kai-alchemy, turn to 76.

If you do not possess this Discipline, turn to 180.

18

The blazing tip of your Arrow hits and penetrates a powder keg. Moments later, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

Turn to 130.

19

You draw an Arrow and let it fly at the creature's eyes, but as your shaft whistles towards its vile head, the beast slams its glowing fists together and catches it in mid-air. Instantly, the wooden shaft bursts into flames. It burns fiercely for just a few seconds before crumbling away to ash.

Fearful that the same thing will happen to you if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

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

If your total score is now 0–6, turn to 44.

If it is 7–8, turn to 262.

If it is 9 or higher, turn to 30.

20

You call upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering in the tunnel ahead, and then the deadly blast cuts through it with spectacular effect.

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 24, add 2 to the number you have picked.

If your total score is now 4 or lower, turn to 93.

If it is 5 or higher, turn to 343.

21

Suddenly you remember the Bronze Disc that you found in the ransacked storage room, and you pull it from your tunic pocket. The dwarven runes engraved on its bronze surface are identical to the ones that embellish the door buttons. Confident that they hold the key to the opening of this portal, you press the three buttons in descending order: 3–2–1.

Turn to 321.

22

A cold shiver runs down your spine as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light at the centre of the attacking horde. An icy blast of energy is launched and it strikes close to the cannon, freezing most of the crew. You magnify your vision and see a Shom'zaa Agarashi commander leading the charge. As he runs he holds his claw outstretched in readiness to launch a second blast at the Drodarin cannon. If he is allowed to succeed, and the cannon is silenced, Prince Torfan's dwarves may be unable to turn back this determined attack.

If you possess a Bow and wish to use it, turn to 256.

If you possess Kai-alchemy and wish to use it, turn to 335.

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

If you do not possess a Bow, nor either of these skills, or if you choose not to use them, turn to 214.

23

You remove the Tinderbox from your Backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The Agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

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 now 3 or lower, turn to 289.

If it is 4 or higher, turn to 175.

24

The blow hurls you forward and you strike your forehead on a stalagmite before splashing into the mire: lose 3 ENDURANCE points.

Your senses are screaming ‘Danger!’ as you struggle to your knees and wipe the slime from your bloodied nose and mouth. You reach for your Kai Weapon, but its blade is barely out of the scabbard when Shom'zaa leaps upon you and rakes you with his terrible claws.

Shom'zaa: COMBAT SKILL 56   ENDURANCE 50

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 322.

25

Your blazing Arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the Arrow in mid-air. Then the creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind.

Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you drop your Bow and collapse to your knees: lose 3 ENDURANCE points.12

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom'zaa Agarashi stalking towards you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 30

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

[12] As the wording here is rather ambiguous, it is up to you to decide whether to delete the Bow from your Action Chart in this instance.

26

The huge arachnid makes a vile chittering sound as it moves towards you. As it gets ready to pounce, you see that its fangs are coated with a sticky black venom.

Illustration I—The huge arachnid gets ready to pounce.

Giant Steamspider: COMBAT SKILL 48   ENDURANCE 45

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 112.

27

You unsheathe your Kai Weapon and raise it in readiness to begin your attack upon the sediment that secures the lid of Andarin's tomb.

Tomb of Andarin: COMBAT SKILL 50   ENDURANCE 50

Conduct this combat in the usual way. Any ENDURANCE losses you may sustain are due to the fatigue you experience as you battle to break open the lid. You may not use any psychic attacks during this combat.

You may cease attacking the lid at any time (evade) by turning to 230.

If you win the combat, turn to 110.

28

As you lie hidden behind the empty powder barrel, you pray that its timbers are thick enough to protect you from enemy crossbow bolts.

Pick a number from the Random Number Table.

If the number you have picked is 0–1 turn to 149.

If it is 2–7, turn to 70.

If it is 8–9, turn to 98.

29

Despite your formidable fighting skills, you dare not wait for the advancing horde to close in, for this enemy is heavily armed and you are greatly outnumbered. Fear ties a knot in the pit of your stomach as you unsheathe your Kai Weapon and set off towards the quarry's north wall at a run.

Hurriedly you race towards the pit shaft at the base of the wall with the hope of reaching it before the horde can block your path. Their lizard-faced leader growls with anger when he sees you, and he shrieks a command to the archers in his ranks to let loose a volley of deadly arrows at your fleeing form.

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

If your total score is now 5 or lower, turn to 94.

If it is 6 or higher, turn to 297.

30

The speeding fireballs explode harmlessly in the entrance as you make good your escape along this cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.

The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

If you possess Grand Pathsmanship, turn to 223.

If you do not, turn to 166.

31

Fragments of the icy blast penetrate your shield to pepper your face and chest with razor-sharp fragments: lose 2 ENDURANCE points.

Quickly you recover and draw your Kai Weapon as the first wave of the Shom'zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

32

You use your powerful mental defences to shield yourself from this psychic assault. The pain in your skull rapidly fades, and the creature howls with frustration when it senses that you have effectively countered its mind attack.

With a petulant flick of its clawed limb, it signals to the nearest minions to close in and prevent your escape from the laboratory. To your dismay, you see that your route to the portcullised archway is now obstructed by a group of Agarashi minions. When they clumsily attempt to turn and aim a siege catapult and a two-wheeled field cannon towards your hiding place, you are suddenly struck by the icy realization that you must strike first if you are to have any chance of escaping from this laboratory alive.

You look at the creature on the platform and suddenly you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder.

If you possess a Bow and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 259.

If you possess Kai-alchemy and wish to use it, turn to 184.

If you possess Elementalism and wish to use it, turn to 278.

If you possess none of the above, or if you decide not to use any of them, turn instead to 45.

33

As you descend, you hear a faint buzzing sound resonating from the rock-face. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.

‘Antah wasps!’ exclaims Leomin, fearfully. You reach for your Kai Weapon, but as your hand closes around the hilt, the insects fire their stingers.

Illustration II—A swarm of angry Antah wasps encircle your basket.

Antah Wasps: COMBAT SKILL 40   ENDURANCE 30

These insects are immune to all psychic attacks.

If you win the combat, turn to 174.

34

You struggle to speak the words of the Brotherhood Spell Strength. When you finally complete the intonation, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you are able to swim away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you up onto a shingle bank.

To continue, turn to 290.

35

The dwarves of Bor are famed throughout Magnamund for their devotion to the technology of warfare. Drodarin engineers have for centuries produced ingenious weapons that utilize the power of explosive powders and inflammable fluids. The distant hall is one of King Ryvin's weapons laboratories, and it contains a vast assortment of bombards, siege engines, and other mechanical devices of war. It also contains a host of Shom'zaa Agarashi who appear to be conducting experiments of their own, with devastatingly lethal results.

The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and iridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creature's wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.

Before you attempt to enter the hall, you consult the Bloodstone Andarin and see that the colours have become stronger since the last time you looked. Your Kai senses and the lights of this glowing gemstone both confirm that you are getting nearer to finding King Ryvin's sons.

If you possess Telegnosis, turn to 157.

If you do not, turn to 12.

36

As you watch the manic behaviour of the Shom'zaa Agarashi, you resolve to make an immediate attempt to reach the north tunnel on the far side of ‘The Hub’. The vast numbers of the enemy gathered here will make the task a difficult one, yet their crazed state of mind may yet be to your advantage.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Kai-screen, add 1.

If your total score is now 1 or lower, turn to 104.

If it is 2–7, turn to 168.

If it is 8 or higher, turn to 185.

37

You trek across five fields of barley before you come to the far side of this titanic cavern. Several cart tracks converge at the approach to a wide stone ramp that ascends to the mouth of an unguarded tunnel in the cavern wall. You climb the ramp and, as you enter this torchlit tunnel, you discover a number of broken weapons lying discarded on the ground. Among them you find 1 Arrow and a Sword that are still serviceable. (If you decide to keep them, adjust your Action Chart accordingly.)

You follow the tunnel for several hundred yards until you come to a junction where a smaller passageway leads off to the right. A stone plaque that once indicated the name of this passage lies smashed in pieces. You are trying to put the pieces back together when suddenly you hear the sound of Brozal riders approaching along the main tunnel. Quickly you move into the shadowy passageway and use your camouflage skills to hide there as you wait for the riders to pass.

While you are waiting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 283.

38

You call upon Ishir to guide your arm as you draw back the crystal and hurl it at Shom'zaa's head.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or lower, deduct 1 from the number you have picked. If your current ENDURANCE points score is 30 or higher, add 1.

If your total score is now 7 or lower, turn to 331.

If it is 8 or higher, turn to 121.

39

The creature discharges an icy blast to counter your bolt, but it does not act swiftly enough to prevent your magic missile from striking the target, with devastating effect. It splits open a keg of powder and, in the next instant, there is a tremendous explosion as the platform is consumed by a searing blast of yellow and scarlet flame.

Turn to 130.

40

The portal opens and four muscular minions stand before you, silhouetted in the glow of the torchlit tunnel that lies beyond the bronze door. These creatures are larger than those you have encountered so far, and their reptilian eyes glint with a malevolent light that betrays their intelligence and ruthless cunning. They snicker with delight as they raise their bladed weapons and attack you simultaneously.

Shom'zaa Agarashi: COMBAT SKILL 44   ENDURANCE 44

If you win this combat, turn to 167.

41

You scramble to your feet and climb across the corpses of the slain Shom'zaa minions that are heaped before the barricade. Strong Drodarin hands reach out and grab you by the arms, and you are hauled bodily over the tangle of barrels and planks.

‘You sure ran pretty!’ says a bearded War-thane, as he slaps you heartily on the shoulder.

‘You just lost me ten Ain,’ says another, jokingly. ‘I bet old Borin that y'wouldn't make it!’

These battle-hardened defenders are clearly impressed by your courage, and they are not too proud to show it. But then a gruff cry from the far end of the line sends them hurrying back to their positions: ‘Here they come again!’

A grey-bearded warrior, his arm bandaged in a makeshift sling, takes hold of your sleeve and pulls you away from the barricade as the Shom'zaa Agarashi launch another assault. He ushers you into the Throne Chamber of Andarin and, as you accompany him, he tugs something from your Backpack: it is the shaft of an enemy arrow. Your pack prevented this missile from penetrating your spine. (The arrow damaged one item. Erase any item of your choosing from your list of Backpack Items.)

To continue, turn to 190.

42

The blazing wall of flame is being fuelled by powerful Drodarin incendiaries, and the temperatures they are generating are far higher than your Magnakai Discipline of Nexus can withstand.

If you possess Grand Nexus, turn to 182.

If you do not possess this Grand Master Discipline, turn to 69.

43

As the icy blast speeds nearer, you throw yourself down behind the barricade to avoid being hit.

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 10 or lower, deduct 1.

If your total score is now 4 or less, turn to 8.

If it is 5 or more, turn to 226.

44

A terrific force hits you in the middle of your back and hurls you head-first along the narrow passageway. Pick a number from the Random Number Table. (In this instance 0 = 10.)

The number you have picked equals the number of ENDURANCE points you lose as a result of being hit in the back by two balls of sorcerous fire.

If you have survived your wounds, turn to 336.

45

You draw upon your Magnakai Discipline of Nexus and focus this power upon a large, oil-filled lantern which hangs directly above the platform. By the force of your will alone, you attempt to cause the lantern to tilt and spill some of its blazing fuel onto the kegs below. Unfortunately, the creature senses the danger and it counters your attempt to tip the lantern by freezing it solid with a blast of ice-magic. Then it shrieks at a group of Shom'zaa Agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and hold it ready, steeling yourself to meet their determined advance.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 32

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

46

A piercing pain lances through your head as Shom'zaa's inaudible cry invades your mind: lose 3 ENDURANCE points.

Hurriedly, you call upon your Magnakai Discipline of Psi-screen to erect a defensive wall against this sonic attack, and gradually the pain subsides.

Turn to 154.

47

The fog fails to slow the Shom'zaa lancers and they come charging through the vapours undeterred. Sensing that you cannot reach the cover of the tall crops before they press home their attack, you halt and spin around to face this enemy. Coolly you unsheathe your Kai Weapon and brace yourself to meet their determined charge.

Shom'zaa Agarashi Lancers: COMBAT SKILL 44   ENDURANCE 40

If you win this combat, turn to 55.

48

You drag yourself into the passageway, and as you get closer to the clean air of the main tunnel, you feel your strength slowly returning.

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

If you have survived your close encounter with Zaxx, you can leave the passage and continue along the main tunnel by turning to 220.

49

You hurl yourself along the tunnel to avoid being caught by the falling rocks, and your lightning-swift reactions save you from being crushed to death. However, you do not escape unscathed.

You are hit by several jagged chunks of granite and suffer wounds to your torso and legs: lose 4 ENDURANCE points.

To continue, turn to 246.

50

The rock creature stops in mid-stride and turns towards Prince Leomin. As his crushing feet tread a slow, deliberate path towards the prince's head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.

Illustration III—You unsheathe your Kai Weapon in a desperate attempt to halt the rock-creature.

Rock Golem: COMBAT SKILL 40   ENDURANCE 70

This being is immune to all psychic attacks. If the Kai Weapon you wield is ‘Magnara’, you will benefit from the bonus gained due to its unique properties.

If you win the combat, turn to 74.

51

Your eye falls upon a two-wheeled field cannon which stands 20 yards from the portcullis. Its bronze muzzle is fashioned in the likeness of a dragon's mouth, with a serpent-like tail that winds back along its barrel to the touch-hole. You magnify your vision and you are able to see that the cannon is primed, loaded, and set ready to fire. If you could reach the cannon and set a light to its touch-hole, it would discharge its shot straight at the portcullis.

If you possess a Tinderbox, turn to 23.

If you do not possess this item, turn to 243.

52

Your escape is slowed by the tangle of bodies underfoot. You have covered barely 50 yards when suddenly you hear an angry shriek echoing in the tunnel. With mounting dread, you glance over your shoulder to see a dozen Shom'zaa Agarashi in hot pursuit. They are led by a thin creature with ebony skin and iridescent eyes. It takes aim with its skeletal claw, and then it fires a blast of frigid energy which builds momentum as it comes streaking along the tunnel.

If you possess Kai-alchemy and wish to use it, turn to 61.

If you possess Magi-magic and wish to use it, turn to 188.

If you possess Elementalism and wish to use it, turn to 20.

If you possess none of these skills, or if you choose not to use any of them, turn to 274.

53

You draw upon your Grand Master Discipline to help you determine the correct order in which the buttons should be pressed. With the tip of your index finger you trace the outline of each rune and detect that the first button in the unlocking sequence is 3.

If you possess a Bronze Disc, turn to 21.

If you do not possess this Special Item, turn to 281.

54

Your mastery of the Kai healing skills alerts you to the first symptoms of Zaxx poisoning. This mine chamber is filled with Zaxx — an invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins: lose 2 ENDURANCE points.

Forewarned by your healing skills, you leave this chamber and return quickly to the main tunnel.

To continue along the main tunnel, turn to 220.

55

As the last of their riders falls from the saddle, the Brozal steeds turn and flee for their lives. You sheathe your Weapon and call upon your Magnakai Discipline of Animal Control to command one of these fleeing mounts to calm itself. Responding to your mental suggestion, it slows rapidly to a halt.

You summon the Brozal to approach you and it responds again with calm obedience. Deftly you climb onto the creature's scaly back and settle yourself in the saddle; then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before turning again, this time to the north.

The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch, a boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.

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

If your total score is now 4 or lower, turn to 92.

If it is 5 or higher, turn to 122.

56

You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the platform is consumed by a thunderous ball of flame.

Turn to 130.

57

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. As the vapour clears, you unsheathe your Kai Weapon in readiness to meet the first wave of the attacking Shom'zaa horde.

The horde hit the barricade and the War-thanes fight them with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the enemy are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

58

Your vision swims in and out of focus as you stagger drunkenly to your feet. Drawing upon your Magnakai curing skills, you staunch the flow of blood that is trickling into your eyes from your wounded scalp. As your sight clears, you see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you scramble to his side and attempt to drag him free. But your valiant effort is in vain; he is mortally injured and close to death. You place your hands upon his chest and use your healing skills in a final effort to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.

‘Go that way … throne chamber … ten miles … ’ he gasps. These are his final words.

You magnify your vision and see the entrance to a vertical pit shaft located at the base of the quarry wall. It is partially hidden by a heap of sawn timbers.

Turn to 161.

59

The flailing fist glances your shoulder and burns deep into your flesh: lose 4 ENDURANCE points. Gritting your teeth against the agonizing pain of this wound, you roll away from the door and scramble for the cover of Andarin's tomb.

Suddenly the portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your back when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you stare at its white-hot fists. They are flaring and pulsating like two great balls of fiery plasma.

If you wish to attack this creature, turn to 212.

If you wish to attempt to evade it, turn to 79.

60

The War-thanes of King Ryvin's army capture ‘The Hub’ and smash the Shom'zaa horde as it flees there in chaos from its defeat at the barricade. Then the army arrives, marching in double file through the north tunnel and into the cavern. Prince Torfan orders the barricade to be opened, and a joyful reunion of brother-warriors takes place before the Throne of Andarin.

Lord Rimoah emerges from among the ranks of the Drodarin, and he beams with joy when he sees that you are alive. Warmly he clasps your hand in friendship and respect, and he praises you for the success of your mission.

‘The Kai should be proud to count you among their number,’ he says, reverently. ‘Your victory here has brought great honour upon you, your country, and your noble order.’

Turn to 350.

61

You raise your hands and hurriedly recite the words of the Brotherhood Spell Counterspell. The air shimmers with heat as the spell takes effect. When the deadly blast of ice passes through this scorching air, it is quickly transformed into a stream of tepid water.

Your effective use of magic to counter the icy attack unsettles the Shom'zaa Agarashi commander. His nerve breaks and he turns to flee with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

If you wish to search the bodies that are lying in this tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

62

You rush from your hiding place beneath the stone channel and sprint towards the tunnel's mouth. Aided by your camouflage skills, you are able to escape from the smelting cavern without being seen by the Shom'zaa minions.

To continue, turn to 270.

63

The basket lands at the base of the shaft and you see a freshly-excavated tunnel stretching away to the east. You leave the basket and, as you follow the prince, you notice that the walls of this passage are layered with a fibrous mineral that shimmers like strands of polished silver. Now you understand what tempted Leomin to defy ancient Drodarin lore and mine the lower levels of Bor, for these are strands of pure korlinium — the rarest of minerals. You feel its raw energy revitalizing you as you walk along the tunnel (restore 3 ENDURANCE points), yet you cannot help but conclude how foolish it was of Leomin to succumb to his temptation. For centuries the goodly power of this mineral has acted like the bars of a prison, keeping Shom'zaa and its horde secure.

At length you arrive at a small cavern where a section of wall has collapsed.

‘That is where the Shom'zaa horde emerged,’ says Leomin, pointing to the gaping hole. Mining tools litter the floor of this chamber, and you see a wider passage leading off to the south. It is laid with track for wagons to carry away the korlinium ore. When you magnify your vision, you see a group of Shom'zaa Agarashi at the far end of this passage.

If you possess Kai-alchemy and wish to use it, turn to 101.

If you do not, turn to 247.

64

Prompted by the warnings of your Kai Sixth Sense, you speak the words of the Brotherhood Spell Sense Evil and focus your powers upon the lever, the alcove, and its surrounding wall. You detect that there is indeed a concentration of evil nearby, but suddenly you realize that it is nowhere near the alcove wall. The evil is in the passageway leading to the door of the chamber … and it is approaching fast!

If you wish to pull the lever, turn to 99.

If you wish to rush across the chamber and bolt the door shut, turn to 134.

65

Your swift dispatch of the Shom'zaa Agarashi sends a shock wave through the others. Nervously they back away, despite the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom'zaa minions as they mill about in confusion.

Suddenly their commander recaptures their attention by freezing two luckless minions to death with an icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

66

By the use of your improved mastery of Assimilance, you are able to create a thunderous sound and project it directly above the heads of the Shom'zaa Agarashi guards. Fearing that the roof of the cavern is about to collapse upon them, they drop their spears and dive for the shelter of the tunnel. As they hit the ground, you leave the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. With a mighty leap you clear their bodies and land in the cavern beyond.

Without looking back, you scramble to your feet and race towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom'zaa minions who now occupy this hall are those lying dead on the ground around you. Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and so you slow your pace as you approach the barricade.

Turn to 315.

67

You follow this brick-lined tunnel for a mile before you reach a cavern that is filled with heat and noise. At its centre there stands a huge smelting furnace belching scarlet fire and evil-smelling gases. Great iron chutes feed the furnace with a stream of crushed ore, and from a vent at its base you see a river of molten copper flowing away along a great stone channel. The wagon track enters the cavern and passes beneath the channel before disappearing into a tunnel in the far wall.

Twenty of Shom'zaa's minions occupy this smelting chamber where, with wicked glee, they amuse themselves by torturing dwarven warriors whom they have captured in battle. A wretched prisoner is hung from a chain and dangled above the blazing furnace until he succumbs to the heat and poisonous fumes. Then the body is fed to the fires and another is hoisted aloft to take his place.

To the left of the entrance archway you can see an iron prison cage. It contains more than fifty dwarves destined for the furnace.

If you wish to try to release these dwarven prisoners, turn to 222.

If you choose to attempt to reach the exit to this cavern without being seen, turn instead to 153.

68

You enter the tunnel and follow the newly-laid wagon track to a junction where a smaller passage leads off to the right. The entrance to this smaller tunnel is blocked by a criss-cross of timbers. An iron sign is fixed to one of the planks, but its Drodarin runescript has been eaten away by acid. When you look closer, you determine that the sign was defaced by Shom'zaa himself. Traces of the acid are identical to the corrosive fluid that ate through Prince Leomin's armour.

If you possess Deliverance and have attained the rank of Kai Grand Defender or higher, turn to 138.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 308.

69

You offer up a prayer to Ishir before you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it to crash headlong into a sea of soft, cool barley.

Miraculously, you have suffered only minor burns to the exposed parts of your body (lose 3 ENDURANCE points), but when you prise open your eyes and take stock of your clothes and equipment, you quickly discover that every item you are wearing is on fire.

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

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235.

70

The Shom'zaa minions fire their crossbows at your hiding place and only one of them hits its mark. Unfortunately, this bolt passes through the empty barrel and wounds your thigh: lose 3 ENDURANCE points.

To continue, turn to 280.

71

Patiently you wait at the entrance to the weapons laboratory, where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shom'zaa minions naïvely scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.

Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.

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 4 or lower, turn to 334.

If it is 5 or higher, turn to 251.

72

You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at the Shom'zaa commander: Gloar!

The force of your spell-word hurtles across the cavern and strikes the creature with devastating effect. Its skull shatters, and its limp body collapses to the ground to be trampled under the feet of its slavering horde.

To continue, turn to 244.

73

As you approach the stone-built farmhouse, your Kai tracking skills detect that the Shom'zaa lancers have already paid this dwelling a visit. Its oak door is hanging off its hinges, its windows are broken, and splintered furniture lies scattered throughout the rooms of the ground floor. Few items of any value remain intact.

Among the wreckage of the kitchen you discover enough food for 2 Meals, a Jug of Vinegar, and a Candle. You also discover a concealed drawer beneath its refectory table. This compartment contains 2 Potions of Laumspur (they each restore 4 ENDURANCE points when swallowed following combat).

You are preparing to leave when suddenly your keen ears detect a faint bubbling sound. It is coming from beneath a trapdoor set into the middle of the kitchen floor.

If you wish to open the trapdoor and investigate the source of this curious sound, turn to 217.

If you choose to leave the farmhouse, turn to 332.

74

As the rock golem crumbles to dust, you rush to Prince Leomin's side and try to revive him with your Magnakai Curing skills. The healing warmth of your powers pass through your hands and into his body, and his eyelids flicker open as his consciousness stirs. (The healing of Leomin's wounds costs you 2 ENDURANCE points.)

When his senses return, firstly he retrieves his battle-axe from the floor, and then he turns to offer you his thanks. Suddenly his eyes widen and he gasps with shock: Shom'zaa is approaching silently behind you. Leomin grabs you by the tunic and pulls you aside as he raises his battle-axe in readiness to hurl it at Shom'zaa's hideous form. But before he can release the axe, he is felled by a stream of clear fluid intended for you. It strikes his chest and boils as it eats through his crimson breastplate. With a heart-rending scream he collapses to the ground, mortally wounded.

Illustration IV—With a heart-rending scream Leomin collapses, mortally wounded.

You wrench the Sun-crystal from your pocket and turn to confront Shom'zaa, your arm poised ready to throw your deadly device. But already the fell creature has retreated and taken cover among the stalagmites. You run to the stone ramp to scan the cavern, and your Kai Sixth Sense alerts you to his hiding place. His body is hidden, but the top of his ghastly head can be seen protruding above a stalagmite less than 30 feet from where you stand.

If you wish to throw the Sun-crystal at Shom'zaa's head, turn to 38.

If you wish to attempt to get a clearer view of Shom'zaa before you hurl the Sun-crystal, turn to 272.

75

As the icy bolt passes through the wall of hot air, it is transformed into a cloud of harmless water vapour. Your effective use of your Kai Mastery to counter the creature's attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom'zaa minions as they mill about in confusion.

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

76

You speak the words of the Brotherhood Spell Levitation and step into the yawning pit. The spell prevents you from falling and, for a few moments, you stand suspended in mid-air. Then you begin to rise as the spell takes full effect. Immediately you recite the arcane words which counter it and, by so doing, you are able to make a controlled descent to the base of the pit shaft.

When your feet alight upon the roof of the elevator cage, you cancel the spell and jump to the floor of a small cavern. The alien sound of your attackers' voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.

Turn to 131.

77

Through your advanced mastery of herbcraft, you are able to neutralize the poisons in the Ashexa fungus. When you swallow a potion of Ashexa it will restore 5 ENDURANCE points. You do not need to consume an equal quantity of Laumspur to benefit from its effects.

Unless you have already done so, you may keep some of the Ashexa that is growing here. There is enough for 2 potions.

To continue, turn to 221.

78

You draw upon your advanced psychic abilities to launch a rapid volley of energy bolts at these axe-wielding horrors. Your attack rips through their rudimentary minds and instantly paralyses their limbs. As they crumple to the ground, you stretch out your arm and set your light to the cannon's touch-hole. The powder ignites with a flash, and a great tongue of flame roars from the muzzle.

To continue, turn to 210.

79

You run to the alcove and pull the lever. It clicks down and a secret panel in the wall slides open to reveal a narrow passage. Hurriedly you take hold of the stonework that frames the panel, and you pull yourself towards the passageway. But you are only halfway through the opening when two orbs of white-hot fire leap from the creature's glowing fists and come roaring towards your spine.

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

If your total score is now 0–5, turn to 44.

If it is 6–8, turn to 262.

If it is 9 or higher, turn to 30.

80

The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 6 ENDURANCE points.

You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.

Turn to 165.

81

You draw upon your elemental powers and focus them at a large oil-filled lantern which hangs directly above the platform. You summon a gust of wind to buffet this lantern in the hope that it will cause some of its blazing fuel to splash onto the kegs below.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 56.

If it is 4–9, turn to 111.

82

As you land the killing blow upon the last of the Shom'zaa Agarashi guards, you leap over its falling body and run towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom'zaa minions who now occupy this hall are those lying dead on the ground around you.

Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.

Turn to 315.

83

The lancers shriek maniacally as they come galloping across the flattened crops, their spears and lances lowered in readiness to run you through.

If you possess Elementalism, have attained the rank of Kai Grand Defender or higher, and you now wish to use this ability, turn to 276.

If you possess Assimilance, have attained the rank of Kai Grand Guardian or higher, and you now wish to use this ability, turn to 155.

If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 128.

84

You snatch the Phosphor Bomb from your Backpack and hurl it into the trench. It explodes with a searing flash, peppering the Shom'zaa minions with fragments of glass and white-hot metal. The few who survive the explosion are soon lost in a cloud of blinding white smoke.

Turn to 129.

85

You hit the ground and tumble head over heels across the rocky red soil. It is a bruising fall, but your natural agility saves you from colliding with an ore wagon and you come to a halt a few feet from the quarry's edge: lose 1 ENDURANCE point.

To continue, turn to 254.

86

You pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. As you are peering along this gloomy little tunnel, suddenly the door bursts open and slams against the wall.

An icy trickle of fear runs down your spine when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. It advances into the chamber with its arms outstretched, as if it is walking in its sleep; then it levels these arms at your chest and you see that the creature's fists are glowing like two balls of red-hot plasma.

Illustration V—A squat, bloated, forked-tongued creature approaches.

If you wish to attack this creature, turn to 273.

If you wish to evade the creature by entering the secret passage, turn to 159.

87

You utter the Old Kingdom power-word and direct its energy at this formidable barrier: Gloar!

The hammer force of your spell-word hits the door with no effect. Several times you repeat the power-word, but every attempt to open the door by this method fails. This magically-sealed portal cannot be opened by any means, except by the use of its crystal runestone key.

Reluctantly you admit defeat, and return to the basket to make your way back to the cavern at the entrance to Shom'zaa's hive.

Turn to 319.

88

You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the platform is consumed by a thunderous ball of flame.

Turn to 130.

89

The onrushing blast of ice strikes you in mid-air, and you suffer severe frostbite to your legs and feet: lose 4 ENDURANCE points.

Your Magnakai Discipline of Nexus thaws your frozen limbs and spares you from suffering permanent damage. But upon hitting the ground, you find that you are unable to move immediately. When at last the feeling returns to your legs, you drag yourself back to your feet and see the creature and its slavering horde rushing along the tunnel towards you. Quickly you unsheathe your Kai Weapon to meet their determined attack.

Shom'zaa Agarashi & Commander: COMBAT SKILL 50   ENDURANCE 55

You cannot evade this combat — you must fight these creatures to the death.

If you win the fight, turn to 324.

90

Before pressing any of the buttons, you attempt to use your Magnakai Discipline of Nexus to see if the locking mechanism of this great door can be manipulated by the power of your mind. Unfortunately, you quickly discover that the lock is protected by an ancient spell of shielding that negates all psychic magic. In order to open this portal you must now decide the order in which you will press the three buttons.

If you choose: 1–2–3, turn to 123.

If you choose: 1–3–2, turn to 132.

If you choose: 2–1–3, turn to 213.

If you choose: 2–3–1, turn to 231.

If you choose: 3–1–2, turn to 312.

If you choose: 3–2–1, turn to 321.

91

The blow throws you forward and you scrape your jaw on a stalagmite before splashing into the mire: lose 1 ENDURANCE point.

Your senses are screaming ‘Danger!’ as you struggle to your knees and wipe the slime from your bloodied mouth. Instinctively you reach for your Kai Weapon, but its blade is barely out of the scabbard when Shom'zaa leaps upon you and rakes you with his terrible claws.

Illustration VI—Shom'zaa leaps upon you and rakes you with his terrible claws.

Shom'zaa: COMBAT SKILL 56   ENDURANCE 50

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 322.

92

You crash down heavily among the barley stalks and injure your neck and shoulder: lose 3 ENDURANCE points. Freed from your mental control, the Brozal scrambles to its feet and lopes away along the muddy ditch. By the time you have recovered your senses, the creature has disappeared back into the wheat field.

The surrounding barley is a younger and shorter crop, and you are able to see the roof of a Drodarin farmhouse less than 50 yards to the north.

If you wish to investigate this farmhouse, turn to 73.

If you choose to avoid the farmhouse, turn to 37.

93

The icy blast punches through the wall of hot air and strikes your left hand, spinning you to the ground: lose 3 ENDURANCE points.

Your Magnakai Discipline of Nexus thaws your frozen fingers and saves you from sustaining permanent damage. But when you struggle to your feet, you find yourself confronted by the creature and its slavering horde. Quickly you unsheathe your Kai Weapon as they race forward and attack.

Shom'zaa Agarashi & Commander: COMBAT SKILL 50   ENDURANCE 55

You cannot evade this combat — you must fight these creatures to the death.

If you win the fight, turn to 324.

94

An agonizing pain engulfs your right leg when an arrow hits and penetrates deep into your thigh: lose 5 ENDURANCE points. You fight to stay on your feet, but your wounded leg buckles beneath your weight and drags you unwillingly to the ground. Gritting your teeth against the pain, you wrench the shaft from your leg and force yourself to stand. By the use of your Magnakai curing skills, you are then able to numb the agony of your wound and force yourself onwards.

On reaching the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. The Shom'zaa minions are closing in, firing as they advance. When a second arrow rips the sleeve of your tunic, you quickly decide that you must climb down the shaft to avoid being struck again.

If you possess Kai-alchemy, turn to 76.

If you do not possess this Discipline, turn to 180.

95

Carefully you examine the walls and floor and detect no other exits, other than the passage by which you entered the treasure vault. But that way is now impassable. Following its destruction, the ashes of the slain creature have become steadily hotter. A searing radiation fills the passageway, and this deadly energy forces you to abandon all hope of making an escape by that route.

You are beginning to fear that you may be trapped, until you notice that the vault's domed ceiling is obscured by a cloud of steam. Using your Kai skills, you peer through the vapours and detect a hole at the apex of the dome through which the steam is emerging. By climbing onto the statue of Ishir and raising both arms, you are able to take hold of a metal flange encircling the hole. Confident that you have found a way out, you haul yourself up and begin climbing along a rough stone duct. This slippery conduit leads to another hole, located in the roof of a rocky cavern where steam is bubbling from the surface of a hot spring.

Gingerly you drop down to the floor of this humid cavern and take stock of your new surroundings.

Through the thick, billowing vapours you glimpse an underground river which divides the cavern in two. Its warm waters enter through a fissure in the south wall, and flow away through a natural tunnel in the west wall. You are approaching the muddy bank when suddenly a huge dark shape comes looming out of the steam. You can barely stifle a scream of terror when you find yourself staring into the venomous maw of a gigantic steamspider.

If you possess a Jug of Vinegar, turn to 187.

If you do not possess this item, turn to 26.

96

You say the words of the Brotherhood Spell Net and point your right hand at the group of Shom'zaa Agarashi that are gathered at the rear of the cannon. A gout of sticky fluid gushes from your palm and you direct this stream at the creatures, entrapping them in several layers of sticky fibrous strands.

Turn to 198.

97

The icy bolt is deflected by the wall of hot air, but it strikes your legs and inflicts severe frostbite to your calves and feet: lose 4 ENDURANCE points.

Your Magnakai Discipline of Nexus thaws your frozen limbs and saves you from sustaining permanent damage to your feet and toes, but you are unable to move your legs effectively and you topple backwards to the ground.

Before the Shom'zaa Agarashi can rally themselves and attack you while you lie helpless upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed feet.

Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous Agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

98

The Shom'zaa minions fire their crossbows at your hiding place and only one of them hits its mark. This bolt passes through the empty barrel and grazes your shoulder: lose 3 ENDURANCE points.

To continue, turn to 280.

99

The lever clicks down and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy tunnel, suddenly the heavy chamber door bursts open and slams against the wall.

An icy trickle of fear runs down your back when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. Then it turns and points its arms at you, and its clenched fists begin to glow like two balls of red-hot plasma.

You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

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

If your total score is now 0–1, turn to 44.

If it is 2–3, turn to 262.

If it is 4 or higher, turn to 30.

100

A cheer erupts to your left as the Shom'zaa horde falters and falls back in confusion on that flank. Drodarin marksmen hastily reload their muskets and let loose a parting volley to speed them on their way. But as the smoke from their firearms clears, you see that the battle is going against Prince Torfan's War-thanes on the right flank of the barricade. The cannon, and Leomin's battle-standard, have both been captured by a dozen Shom'zaa Agarashi. You watch with mounting horror as the enemy turn the captured cannon around and point it at the Throne of Andarin, and your fears are compounded when you sense that the gun is primed, loaded, and set ready to fire.

If you possess Kai-alchemy and wish to use it, turn to 96.

If you possess Elementalism and wish to use it, turn to 10.

If you possess Kai-surge and wish to use it, turn to 176.

If you possess none of these skills, or if you choose not to use any of them, turn to 328.

101

You recite the words of the Brotherhood Spell Sense Evil and instantly you detect the presence of Shom'zaa. The fell creature is lurking somewhere beyond the hole in the cavern wall. You try to focus the spell, to determine where exactly he can be found, but all your efforts are in vain. The energy of the raw korlinium is disrupting the power of your spell.

To continue, turn to 247.

102

You draw an Arrow to your Bow and send it arcing across the quarry to strike the lizard-faced creature squarely in the chest. The beast spins around, staggers backwards, and then emits a chilling scream before collapsing to the ground. Upon hearing their leader's death-cry, the minions turn and run as if gripped by a blind panic. You seize this chance to break cover and race towards the pit shaft at the base of the quarry's north wall.

Turn to 17.

103

For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply-sloping chutes. During one of many rapid descents, your Backpack is torn and you lose one item. (Erase from your Backpack one item of your own choice.)

Soon you reach a place where the river flows into a deeper, colder channel. Where the two rivers meet, the water boils and seethes as it collides with a line of jagged, razor-edged rocks. Frantically you battle against the converging currents as you are swept inexorably nearer to this treacherous reef.

If you possess Elementalism and wish to use it, turn to 229.

If you possess Kai-alchemy, have attained the Kai rank of Sun Knight, and wish to use your ability, turn to 34.

If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 338.

104

Drawing upon your Kai camouflage skills, you enter the chamber and steal around the perimeter of the horde by using the shadows of its rough-hewn circular wall. It is not until you dash across the entrance to the west tunnel that you are seen and the alarm is raised. You fight valiantly, slaying a dozen of the enemy before the Shom'zaa commanders freeze you into unconsciousness with a volley of icy blasts. Sadly, it is a sleep from which you never awaken.

Your life and your mission end here in ‘The Hub’.

105

You cast your eye along a line of war engines that are parked beside the shield, and at the far end of the line you see an oil lamp resting on a workbench. As you stare at the flickering lamp, a bold idea begins to take shape in your mind's eye.

Carefully you tear a strip of cloth from the hem of your jacket, twist it into a taper, and grip it firmly in your fist. Then you begin to make your way slowly towards the workbench. You reach it without being detected by the minions, and here you soak the end of your cloth taper with lamp oil and set it alight. As soon as the way is clear, you leap up from behind the bench and dash towards the cannon, the burning taper held before you at arm's length.

Suddenly the Agarashi commander sees you running across the hall. With a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

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 now 5 or lower, turn to 289.

If it is 6 or higher, turn to 175.

106

You shape your mouth to utter an Old Kingdom power-word, and you get ready to direct its concussive energy at this formidable creature: Gloar!

The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to wound it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework which frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

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

If your total score is now 0–6, turn to 44.

If it is 7–8, turn to 262.

If it is 9 or higher, turn to 30.

107

The bolt grazes your scalp and knocks you backwards to the ground: lose 1 ENDURANCE point.

To continue, turn to 282.

108

You draw your Kai Weapon and wait patiently until both guards have turned their backs, and then you leap from cover and rush forward to attack them. Your first blow shatters the creature's skull, and your second sends the remaining minion sprawling to the ground. This creature is mortally wounded, yet before it expires, it is able to emit a shrill cry of alarm that alerts the other Shom'zaa minions to your presence in the smelting cavern.

The dwarves are stunned by your sudden appearance, but they quickly recover and seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell. You move aside to avoid being trampled as they rush to the ore wagons and arm themselves with rocks and tools. The torturers abandon their grisly work and come running towards the prison cage with their weapons raised. Three of these heartless minions target you. As they move in for the kill, you rush forward to counter their frenzied attack.

Shom'zaa minions: COMBAT SKILL 38   ENDURANCE 42

If you win the combat, turn to 9.

109

You learn that the princes and their bodyguard of War-thanes have held the throne chamber for six days. They have no food or water, and it is only the radiant power of the throne that has sustained them. Prince Leomin knows the precise location of Shom'zaa's lair and he will lead you to it. You agree to go with him while Prince Torfan remains here to command the defence of the throne chamber.

Leomin takes you to a stone door set flush into the curving marble wall. A grizzled old warrior sits guard at this portal, and clutched in his vein-covered hands is a glowing runestone. Your Kai senses detect that this door is sealed by an Old Kingdom Spell that has prevented Shom'zaa's horde from gaining entry to the chamber by this way. Prince Leomin unsheathes his battle-axe and motions you to draw your Weapon before the door is opened.

‘Shom'zaa abandoned his attempt to batter down this portal two days past,’ he says. ‘But there may be some of his spawn-kind waiting in the corridor outside. Best be on our guard, Kai Lord.’

Leomin nods to the old warrior and he responds by touching the runestone to the door. There is a faint tinkling sound, and then the portal slides open and you follow the prince as he steps through the opening into the darkened passageway beyond. The portal slides shut behind your back with hardly a sound. Instinctively you scan your new surroundings for signs of the enemy, and quickly discover that Leomin was right to be cautious. More than a dozen Shom'zaa Agarashi have been left here to guard the portal. Only by chance have you chosen a time to leave the chamber when these creatures are asleep.

Leomin points to the end of the wide corridor, to a place where a circular shaft descends to a lower level. A large basket, suspended by a rope and pulley, hangs above this shaft. The prince beckons you to follow as he tiptoes around the sleeping creatures and approaches the basket. You are halfway along the corridor when suddenly one of the Shom'zaa Agarashi awakens and shrieks in alarm. You respond by racing towards the distant shaft, but within a matter of seconds, all of the sleeping creatures are on their feet and rushing from all sides to block your escape. You must fight them.

Illustration VII—Creatures attack you on all sides as you try to make your escape.

Shom'zaa Agarashi: COMBAT SKILL 42   ENDURANCE 44

You may add 5 to your COMBAT SKILL for the duration of this combat, for Prince Leomin is fighting by your side.

If you win the combat, turn to 258.

110

There is a loud Crack! as the seal of grime is finally broken, and then a flood of golden light washes over you when the lid of the tomb tips over and crashes onto the floor.

With a growing sense of awe, you reach into the tomb and lift the golden warhammer from beside King Andarin's cinerary urn. You admire its finely-crafted lines and perfect balance, and you sense that this weapon was forged by ancient magical fires.

If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. If you wish, you may use this magical warhammer as an alternative to your Kai Weapon.

To continue, turn to 230.

111

The lantern begins to rock from side to side, but the squeak of its rusty chain captures the creature's attention. It looks to the lantern, and then it looks to your hiding place among the barrels and instantly it detects you. The creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom'zaa Agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 30

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

112

As you strike your killing blow, the giant steamspider rears up on its hairy legs and topples backwards into the river. For a few moments its loathsome carcass is buoyed along on the current; then slowly it sinks beneath the foaming waters and disappears from view.

You keep your Weapon to hand as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting to attack. However, you soon discover that the cavern had only one occupant and it is now empty.

The only exit is the natural tunnel in the west wall through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your Weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnel's low arch.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 103.

If it is 5–9, turn to 11.

113

The Shom'zaa lancers shriek with pain as your sonic assault racks their vulnerable minds. However, before they succumb to its power, the inaudible pitch of your voice-attack causes an unexpected reaction. It destroys all sense of caution and, in a sudden blaze of fury, they urge their mounts forward and attack you.

Shom'zaa Agarashi Lancers (in battle-frenzy): COMBAT SKILL 48   ENDURANCE 40

This enemy is now immune to all forms of psychic attack.

If you win the combat, turn to 55.

114

As you battle to keep a grip on Prince Leomin, you are hit by chunks of rock and other loose debris: lose 2 ENDURANCE points.

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack! it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shom'zaa's link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

To continue, turn to 294.

115

You call upon your improved Discipline to summon a fog that will obscure the exit from this cavern. The sudden appearance of a thick white mist rising out of the dry ground causes alarm among the Shom'zaa minions. They abandon their grisly work at the furnace and come rushing to investigate this strange, inexplicable fog. But before they can block your way, you rush from your hiding place beneath the stone channel and enter the dense mist. Guided by your Kai senses, you are able to pass through the mist and escape into the tunnel unhindered.

Turn to 270.

116

Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.

If you possess Kai-alchemy and wish to use it, turn to 303.

If you possess Magi-magic and wish to use it, turn to 269.

If you possess Elementalism and wish to use it, turn to 287.

If you possess none of these skills, or if you choose not to use any of them, turn to 43.

117

You soon realize that the crumpled bronze lid will not wedge the chamber door shut indefinitely. Three further heavy blows strike against the portal, and with each one, the lid slips and the door inches open.

If you wish to retreat to the middle of the chamber and take cover behind Andarin's tomb, turn to 245.

If you wish to hurry back to the alcove and pull the concealed lever, turn to 86.

118

You examine the lid of the tomb and find that it is cemented firmly into position by centuries of grime. In order for you to lift the lid, you will first have to break through these layers of encrusted sediment.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight, turn to 341.

If you possess the Kai Weapon ‘Magnara’ and wish to use it, turn to 299.

If you are not a Sun Knight who possesses Kai-alchemy, or if you do not possess the Kai Weapon ‘Magnara’, turn instead to 2.

119

Your blazing Arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the Arrow in mid-air. Then it shrieks at a group of Shom'zaa Agarashi, and immediately they close in on you with their swords drawn. You shoulder your Bow and unsheathe your Kai Weapon, steeling yourself to meet their determined advance.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 32

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

120

You hit the ground and tumble head over heels across the rocky red soil until an ore wagon brings you to a sudden and painful halt. The collision opens a wound above your right ear that leaves you stunned and bleeding: lose 3 ENDURANCE points.

To continue, turn to 58.

121

The Sun-crystal arcs over the top of the stalagmite and glances Shom'zaa's head. Instantly, there is a blinding flash that makes you cover your face with your hands. This searing light is followed almost immediately by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.

Pick a number from the Random Number Table.

If the number you have chosen is 0–3, turn to 114.

If it is 4–6, turn to 3.

If it is 7–9, turn to 232.

122

You fall into the ripe barley and its sharp stalks cut your face and hands: lose 1 ENDURANCE point. Freed from your mental control, the Brozal scrambles away along the muddy ditch in a desperate bid to escape. Before you can command it to return, it has disappeared back into the vast sea of wheat.

Wearily you turn and head north on foot. The surrounding barley is a young crop, and you are able to see the roof of a Drodarin farmhouse peeking above it, less than 50 yards distant.

If you wish to investigate this farmhouse, turn to 73.

If you choose to avoid the farmhouse, turn to 37.

123

When you press the third button, you hear the locking mechanism click open and you give a sigh of relief. But then your heart sinks when you hear the dull clang of an alarm bell echoing along the tunnel. Fearing the worst, you unsheathe your Kai Weapon in anticipation of trouble as the portal slowly swings open.

Turn to 40.

124

You are within a dozen yards of the barricade, when a missile hits you forcefully in the back and sends you sprawling to the ground.

To continue, turn to 41.

125

Your blow fails to connect and the fireball hits you in the chest, hurling you backwards through the open panel with the terrific force of its impact: lose 8 ENDURANCE points.

If you have survived this grievous wounding, turn to 336.

126

The icy bolt smashes into your shield-spell and dissipates in a great cloud of steam. Your effective use of Old Kingdom magic to counter the creature's icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom'zaa minions as they mill about in confusion.

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

127

As you run towards the archway, you unsheathe your Weapon and give vent to your battle-cry: ‘For Sommerlund and the Kai!’

Illustration VIII—Giving vent to your battle-cry, you run towards the archway.

Shom'zaa Agarashi (with spears): COMBAT SKILL 45   ENDURANCE 40

If you win this combat in four rounds or less, turn to 82.

If you win and the fight lasts five rounds or longer, turn to 236.

128

The Shom'zaa lancers howl with glee as they thunder towards you on the backs of their Brozal steeds. You draw your Kai Weapon and steel yourself to meet their determined attack.

Shom'zaa Agarashi Lancers: COMBAT SKILL 44   ENDURANCE 40

If you win this combat, turn to 55.

129

You are spotted by the reinforcements as they enter the cavern, and the leading Shom'zaa Agarashi come rushing towards you with their spears raised. To stand and fight them would be suicidal for they total more than a hundred in number; your only hope is to reach the barricade.

As you sprint across the body-strewn cavern towards the distant throne chamber, the dwarven defenders see you approaching. Some of them recognize you are a Kai Lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shom'zaa horde attempts to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from their barricade.

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 points score is 20 or less, deduct 2.

If your total score is now 3 or lower, turn to 333.

If it is 4–7, turn to 296.

If it is 8 or higher, turn to 124.

130

The destruction of the platform creates a pall of dense grey smoke, and its smouldering fragments set off a chain-reaction of smaller explosions all around the hall. Suddenly the Shom'zaa minions are gripped by a blind panic. They rush in every direction, clawing and biting at each other in their frenzy to escape the explosions and flames. You seize the opportunity to make a dash for the archway, and skilfully you weave your way through the chaos, felling all who dare stand in your way. When you reach the portcullis, you lower your head and hurry down the stone ramp to the level below.

Turn to 300.

131

After a few minutes the minions cease firing and the pit shaft echoes to the sound of their distant, gurgling laughter. Cautiously you move to the middle of the chamber, to where a line of empty ore wagons stand on a sleepered track. This track curves in the centre and exits the chamber through brick-lined tunnels in the north and east walls. Beside the north tunnel exit you see an iron door with a broken lock.

You unbutton the neck of your tunic and look at the Andarin Bloodstone in the hope it may help you choose the best route to follow. Its amber and crimson halves are glowing a little brighter now, but when you point the gemstone at each tunnel exit in turn, there is no variation. Looking down, you see that there are many tracks in the dusty ground. Some have been made by booted Drodarin feet, but mostly they are the clawed footprints of Shom'zaa's minions. Then you apply your Kai Sixth Sense and you detect danger lurking along both tunnels.

If you choose to explore the north tunnel, turn to 67.

If you decide to explore the east tunnel, turn to 265.

If you wish to examine the iron door before leaving this chamber, turn to 139.

132

Upon pressing the last button, you hear the locking mechanism click open and you greet the sound with a sigh of relief. But then your heart sinks when you hear the dull clang of an alarm bell echoing along the tunnel. Fearing discovery, you unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

Turn to 40.

133

Quickly you give voice to a low-pitched tone that counters Shom'zaa's cry, and your swift reaction saves you from sustaining any damage from this sonic attack.

Turn to 154.

134

Upon reaching the door you discover, to your dismay, that its bolt is jammed and cannot be drawn across. You can hear the approach of heavy footfalls in the passageway outside, and your pulse races as you scour the chamber in a desperate search for something that can be used to secure the unlocked door.

You find the saucer-like top of a burial urn lying beside Andarin's tomb, and you jam this bronze lid into the gap beneath the door in the hope that it will wedge the portal shut. Suddenly the door shudders as something hits it with tremendous force. The bronze lid crumples, yet miraculously it prevents the door from flying open.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight, turn to 344.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 117.

135

As you run across the body-strewn chamber towards the barricade, you are surprised and relieved to see that the only Shom'zaa minions who now occupy this hall are those that lie dead on the ground around you.

When your Kai Sixth Sense tells you that you are no longer in any immediate danger, you slow your pace as you approach the throne chamber barricade.

Turn to 315.

136

Hurriedly you leave the track and leap through the tall crops, pitching and stumbling among the tough stalks as you struggle to get away from the approaching riders. In your haste to escape, you forget to use your innate Pathsmanship skills to cover your tracks, and within a minute of first sighting you the riders are able to pick up your trail.

The sound of them crashing through the wheat alerts you to the need for you to hide your tracks. You change direction repeatedly, and use your Kai skills to weave through the crops without leaving any sign of your passing. This tactic throws most of them off your scent, but one rider follows his instincts and he homes in on you with uncanny precision.

Shom'zaa Agarashi Lancer: COMBAT SKILL 44   ENDURANCE 30

You may evade this combat after three rounds by turning to 205.

If you win the fight, turn to 345.

137

Bravely you battle with this treacherous reef and survive the ordeal without injury. Kicking with both feet, you recoil from the deadly rocks, and then the cold water currents of the deeper channel swirl you around and wash you up onto a shingle bank.

To continue, turn to 290.

138

With care you touch the iron plaque, making sure that your fingers do not come in contact with any residues of corrosive, and gradually two lines of runic symbols take shape in your mind's eye. The use of your improved Discipline reveals the warning that once was engraved upon this block of iron:

POISONOUS GAS
DO NOT ENTER

If you choose to ignore this warning and attempt to enter the passage, turn to 204.

If you choose to heed the warning, you can continue along the main tunnel by turning to 220.

139

You push open the rusty iron door and enter a storage room which contains mining tools and heavy excavation equipment. This store has recently been ransacked by Shom'zaa's minions and little has survived intact. Amidst the heaped and broken wreckage you find only two unbroken items: a Shovel and a Pick.

When you turn to leave the store room, you notice a tattered leather jerkin hanging on a hook behind the door. In a pocket you discover a Bronze Disc that is stamped with the Drodarin numerals ‘3–2–1’. You sense that the disc could be useful and so you slip it into your pocket before leaving the store room. (Record this Bronze Disc as a Special Item. You need not discard any other item in its favour if you already possess the maximum number of items permissible.)

If you now wish to explore the north tunnel, turn to 67.

If you decide instead to explore the east tunnel, turn to 265.

140

Your senses warn you that the creature responsible for spinning these cocoons is clinging to the ceiling directly above your head … and it is getting ready to drop!

If you wish to slash at the ceiling with your Kai Weapon, turn to 301.

If you wish to attempt to avoid the creature's ambush, turn to 261.

141

You clear the slab, and as you race towards the treasure vault, the passageway is filled with the terrible roar of a fireball. The instant you pass through the vault's archway, you dodge to one side and cover your head with your hands. This timely action saves you from being scorched by the searing heat of the missile as it whooshes past and explodes among the treasures stored in this chamber.

As the fire dies out, you hear another sound — the dull clunk! of a trap being activated. You glance back into the passageway and see that your pursuer has stepped on a weighted floor slab, triggering a volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creature's corpulent body erupts into a great ball of flame that burns with such fierce intensity that the beast is quickly reduced to a heap of white-hot ash.

To continue, turn to 330.

142

The creature discharges an icy blast to counter your bolt, but it does not act quickly enough to prevent your magic missile from striking the target, with devastating effect. It splits open a keg of powder and, in the next instant, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

Turn to 130.

143

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. As the vapour clears, you unsheathe your Kai Weapon in readiness to meet the first wave of the attacking Shom'zaa horde.

The horde hit the barricade and the War-thanes fight them with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the enemy are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

144

Your search uncovers the following items and Weapons:

- Sword
- Axe
- Spear
- Dagger
- Enough food for 2 Meals
- Bottle of Bor Brew
- Copper Key
- 3 Arrows
- Bow
- Quiver

If you choose to keep any of the above items, make the appropriate adjustments to your Action Chart.

To continue, turn to 160.

145

Hurriedly you reach to your Backpack and retrieve your instrument. At first the Shom'zaa lancers view your actions with some amusement, but when you begin to play, they realize too late that the music you can make is deadly.

The frequency of the sonic attack that you launch is far beyond the range of normal hearing, yet it cuts into the lancers' minds like a hot knife through butter. They drop their spears and begin writhing in their saddles, clawing at their skulls in a vain attempt to put an end to the agony. Then, one by one, they topple to the ground and lie there motionless.

Their Brozal steeds are also affected by your sonic attack, but to a lesser degree. They feel no pain yet they are temporarily paralysed by the sound.

If you possess Animal Mastery, turn to 169.

If you do not, turn to 4.

146

You take aim at the guards and fire your Bow twice in quick succession (erase 2 Arrows from your Action Chart). Your first shot strikes in the head and kills its target instantly, but your second shaft fails to penetrate the minion's body armour. This creature is knocked down by the force of the Arrow, yet it is able to emit a shrill cry of alarm that alerts the other Shom'zaa minions to your presence in the smelting cavern.

The dwarves seize their chance to escape from the cage. Before the creature can get to its feet, a hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell. The surviving guard is trampled underfoot as the dwarves rush to the ore wagons and arm themselves with rocks and tools. The torturers abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you shoulder your Bow and reach for your Kai Weapon as they turn on you and launch a frenzied attack.

Illustration IX—The dwarves escape from their cage.

Shom'zaa minions: COMBAT SKILL 33   ENDURANCE 38

You are unable to inflict any ENDURANCE loss on this enemy for the first two rounds of combat, due to the surprise and ferocity of their attack.

If you win the combat, turn to 9.

147

Your mastery of Nexus enables you to detect that this chamber is filled with Zaxx — an invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins. Forewarned, you leave the chamber and return quickly to the main tunnel.

To continue along the main tunnel, turn to 220.

148

You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at this formidable creature: Gloar!

The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to injure it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you turn back to the secret panel and take a first step towards the passageway that lies beyond.

Turn to 159.

149

The Shom'zaa minions fire their crossbows at your hiding place, and three of their bolts punch clean through the empty barrel with devastating effect. A blinding white light obliterates your senses when you are struck in the head and side by these deadly iron bolts. Death is mercifully swift.

Tragically, your life and your quest end here, outside the Throne Chamber of Andarin.

150

Your speedy action has countered the immediate threat, but the enemy are determined to destroy the fabled throne and the missing priming powder is quickly replaced. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the throne from destruction.

Turn to 328.

151

The icy bolt smashes through your hastily constructed shield-spell and strikes your left arm, spinning you to the ground: lose 4 ENDURANCE points.

To continue, turn to 314.

152

The Jug of Vinegar strikes the giant spider's bony fangs and shatters, drenching its maw and belly. Then the creature emits a hideous shriek as the wine vinegar eats into its body like a powerful, corrosive acid. It rears up on its hairy legs and topples backwards to fall limply into the river. For a few moments its loathsome carcass is buoyed along on the current; then slowly it sinks beneath the foaming waters and disappears from view.

Turn to 285.

153

You enter the cavern and make your way along a line of parked ore wagons, using them as cover as you stealthily approach the stone channel. The pitiful sounds of torture can be heard above the noise of the furnace, and the victim's cries make your blood boil with anger. Your instinct is to attack his cruel tormentors and save him from the flames, but to do so would endanger the success of your vital mission, and so, reluctantly, you press on.

You reach the stone channel at the point where it crosses the wagon track, and you hide behind one of its supporting pillars. From here you can see that the exit from the cavern is open and unguarded. However, if you are to reach the mouth of this tunnel and escape from the cavern, you must first cross 20 yards of open ground in full view of a dozen Shom'zaa minions.

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

If you possess Assimilance but have yet to attain this level of Kai rank, turn to 309.

If you do not possess Assimilance, turn to 347.

154

Your Kai senses tell you that Shom'zaa's cry was not a sonic attack launched intentionally against you and Prince Leomin: it was a summoning call to his protectors. You encountered one of his protectors when first you entered his hive, and the memory of the beetle-creature is still painfully fresh in your mind. But Shom'zaa has one other bodyguard, and a sudden noise from the wall of the chamber behind you draws your attention to its daunting presence.

You spin around to see the slime-smeared rock-face rippling and undulating, as if a wave is passing through it. Then, in stunned disbelief, you watch the rocks move and take form. From out of the wall steps a creature formed wholly of stone. It has taken the shape of a large human, with fists that resemble two great hammers. It pounds the ground as it comes lumbering towards you, pulverising the surface. Bravely, Prince Leomin raises his axe, and with his battle-cry upon his lips, he lands a flurry of heavy blows upon the creature's chest and neck. The rock beast retaliates with a backhanded swipe. It connects with Leomin's head and leaves him sprawled upon the floor, unconscious and bleeding. Hurriedly you slip the Sun-crystal back into your pocket as the lumbering beast advances upon you.

If you have a Bow and wish to use it, turn to 211.

If you possess Kai-alchemy and wish to use it, turn to 310.

If you possess Magi-magic and wish to use it, turn to 195.

If you do not possess a Bow, nor either of these skills, or if you choose not to use any of them, turn to 50.

155

You use your improved Discipline to summon a fog to rise up from the cleared ground between you and the charging lancers. As the dense vapours begin to obscure you from their sight, you turn and run back towards the tall crops in an attempt to evade their attack.

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

If your total score is now 3 or lower, turn to 47.

If it is 4 or higher, turn to 162.

156

You hit the ground and the icy bolt speeds over your head to splatter harmlessly against the tunnel wall. You tug your Kai Weapon from its scabbard. Then you leap to your feet in time to see the creature and its slavering horde come rushing along the tunnel towards you. With your battle-cry on your lips, you stride forward to meet their determined attack.

Illustration X—The creature and its slavering horde come rushing towards you.

Shom'zaa Agarashi & Commander: COMBAT SKILL 50   ENDURANCE 55

You cannot evade this combat — you must fight these creatures to the death.

If you win the fight, turn to 324.

157

Your Grand Master Discipline reveals to you that the skeletal creature possesses strong psychic and some magical abilities. Armed with this knowledge, you call upon your Magnakai Discipline of Psi-screen to shield your mind from psychic detection.

Turn to 71.

158

You wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

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

For more than an hour you struggle in vain to open the door until, reluctantly, you have to admit defeat.

This portal cannot be opened without its crystal runestone key. You do not possess the key, and so you are forced to return to the basket and make your way back to the cavern at the entrance to Shom'zaa's hive.

Turn to 319.

159

You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

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

If your total score is now 0–3, turn to 44.

If it is 4–6, turn to 262.

If it is 7 or higher, turn to 30.

160

You follow the tunnel to a cavern where seven other passages converge. A granite obelisk, carved with a single rune, stands in the middle of this circular chamber. You recognize the rune: it is the Drodarin symbol for ‘hub’, the centre part of a wheel. The dwarves of Bor have named this cavern ‘The Hub’, because the tunnels that meet here resemble the spokes of a gigantic wheel.

You take the Andarin Bloodstone from around your neck. Then you observe its glowing colours as you walk around the perimeter of the cavern, pointing it at each tunnel entrance in turn. When you come before the north tunnel, the colours glow brighter. You are sure you have found the way that will lead you to Prince Leomin and Prince Torfan when you discover a stone plaque fixed to the wall. Its runic symbols tell you that this broad passage leads to the Throne Chamber of Andarin.

To continue, turn to 250.

161

Suddenly an arrow punches through the wooden side of the chariot and passes within inches of your head. This near miss makes you roll away and scramble for the safety of harder cover. You take refuge behind a cluster of boulders where you listen to the harsh gurgling sound of your attackers' voices as they call to each other excitedly. Peering through a gap in the rocks, you see your ambushers emerge from their hiding places and begin to close in. They are minions of Shom'zaa, and your first sight of them sends a cold shiver coursing down your spine.

At a distance these man-sized creatures appear lithe and reptilian. All have lidless black eyes and scaly green hides that glisten as they move. But as they draw closer you see that each one is grotesquely different. Some have whip-like tentacles, some have spindly limbs and bulbous skulls, and some have rubbery necks and crooked spines that are studded with talons. They are all armed with captured Drodarin weapons and led by a tall creature with a lizard-like face. It gurgles to its fearsome followers, commanding them to attack your position and finish you off.

If you possess a Bow and wish to use it, turn to 102.

If you possess Kai-alchemy and wish to use it, turn to 339.

If you possess Magi-magic and wish to use it, turn to 233.

If you possess neither a Bow nor any of these skills, or if you choose not to use them, turn instead to 29.

162

The lancers are shocked and confused by the mist that has suddenly appeared, and they lose all sense of direction when they pass through this dense white cloud. They emerge from it to crash headlong into the wheat at the northern edge of the clearing. Minutes later, you hear their terrified screams as they gallop into the blazing wall of fire.

You run towards the east and re-enter the tall crops at the edge of the clearing, and then carefully you skirt around the flames before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheat fields and a neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

If you wish to investigate this farmhouse, turn to 73.

If you choose to avoid the farmhouse, turn to 37.

163

You draw upon your Magnakai Discipline of Psi-surge and launch a blast of psychic energy at the guards in an attempt to disrupt and confuse them. Then you leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of your enemy when you unsheathe your Weapon and give vent to your battle-cry: ‘For Sommerlund and the Kai!’

Shom'zaa Agarashi (with spears): COMBAT SKILL 40   ENDURANCE 40

If you win this combat in four rounds or less, turn to 82.

If you win and the fight lasts five rounds or longer, turn to 236.

164

As you unshoulder your Bow and draw an Arrow from your Quiver, you recite the words of the Old Kingdom Battle-spell Flameshaft. Then you take careful aim at the powder kegs, and the tip of your Arrow ignites with a blue flame the moment you release your straining bowstring.

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 7 or lower, turn to 25.

If it is 8 or higher, turn to 237.

165

Prince Leomin tugs his battle-axe free from the beetle-creature's sundered skull, and the chittering horror loses its grip on the ceiling and comes crashing down upon the cavern floor.

Quickly the prince hooks the blade of his great axe behind the wiry threads that constrict and bind you, and with one swift pull, he severs them and releases you. As your strength slowly returns, you thank Leomin for his timely rescue and take stock of the damage the lassos of thread have caused.

Erase 2 Arrows from your Quiver (if you possess this Special Item). Also erase any 2 items of your choice from your list of Backpack Items (if you possess any).

To continue, turn to 209.

166

Your mind is so clouded by the fear that the creature may launch another fireball at your fleeing back, that you fail to see you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when any weight is placed upon it. The moment you tread on the slab, a panel in the ceiling ahead drops down to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas; then a volley of deadly shafts comes streaking through the dusty air. Instinctively you throw yourself to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

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 now 6 or lower, turn to 239.

If it is 7–9, turn to 317.

If it is 10 or higher, turn to 291.

167

As the last of these Agarashi falls dead at your feet, you wipe your ichor-stained Weapon and sheathe it in your belt. Then you search the slain minions and discover the following Weapons and items:

- Sword
- 2 Axes
- Dagger
- Bow
- 3 Arrows
- Tinderbox

On passing through the portal, you pause to pull it shut and lock it behind you. The tunnel continues and you follow its central wagon track as gently it descends through the ore-rich rock. After several minutes, you detect a noise like distant thunder rumbling in the passageway ahead. You proceed with caution now, and gradually this low, thunderous noise becomes a series of separate concussive bangs. Soon you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision, and then you see at once that it harbours the source of the loud explosions.

Turn to 35.

168

Having mustered your Kai camouflage skills to help keep you hidden, you enter the chamber and steal around the perimeter of the horde. It is not until you make a dash into the north tunnel entrance that you are seen by a wild-eyed minion who immediately raises the alarm.

Without looking back, you run along the tunnel towards the distant cavern. The entrance arch is open and unguarded but, as you draw nearer, a group of spear-wielding Shom'zaa Agarashi are alerted by the shrieks of their comrades in ‘The Hub’. They move swiftly to block the archway and trap you in the tunnel. With a ravening host of minions at your back, you know that in order to survive, you must break through into the cavern ahead at all costs.

If you possess Kai-alchemy and wish to use it, turn to 207.

If you possess Magi-magic and wish to use it, turn to 346.

If you possess neither of these skills, or if you choose not to use them, turn to 127.

169

The moment you cease your sonic attack, a shudder runs through the Brozal steeds as if they have suddenly awoken from a nightmarish dream. Their senses have been restored, and with them comes a blind fear of your deadly sonic skills. You call upon your mastery of Animal Control and command one of them to calm itself. It responds to your mental suggestions, even though its companions turn and flee for their lives. As they crash through the crops that line the southern perimeter of the clearing, you summon the Brozal to approach you. It responds with calm obedience. Deftly you climb onto the creature's scaly back and settle yourself in the saddle. Then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before heading away to the north.

The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch which marks the boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.

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

If your total score is now 4 or lower, turn to 92.

If it is 5 or higher, turn to 122.

170

The centre of ‘The Hub’ is filled with Shom'zaa Agarashi and many lesser minions. They are being rallied here by their commanders in preparation for a final assault upon the throne chamber of Andarin. By the use of dark magics, the commanders have whipped their troops into a maniacal frenzy. Many claw and bite each other as the sorcery-induced bloodlust eats away their minds.

You know that you must reach the throne chamber and warn Prince Torfan of what awaits him and his brave defenders. Unless they are prepared for the attack, they could be overrun by the sheer suicidal fury of this maniacal horde.

If you possess Telegnosis and have attained the rank of Sun Knight, turn to 218.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 36.

171

Bravely you battle with this treacherous reef, but you cannot avoid a jarring collision. You glance the sharp rocks and suffer a deep gash to your left thigh: lose 2 ENDURANCE points.

To continue, turn to 349.

172

You throw yourself forwards to avoid being crushed by the cascading rocks, but your legs and lower body are caught in the deluge and pinned to the ground: lose 8 ENDURANCE points.

To continue, turn to 246.

173

You call upon your Magnakai Discipline of Nexus to help you withstand the tremendous heat that is now radiating through the chamber door. It saves your skin from blistering, but it does not protect your tunic and equipment. After less than a minute, your Backpack and clothing begin to smoulder as the bronze surface becomes unbearably hot. When finally the heat forces you away from the door, you run and take cover behind Andarin's tomb.

Suddenly the glowing portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your spine when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you see that its clenched fists are glowing white-hot. They flare and pulsate, like two great balls of fiery plasma.

If you wish to attack this creature, turn to 212.

If you wish to attempt to evade it, turn to 79.

174

The few wasps that survive your Weapon's bite quickly vanish into the cracks and crevices of the shaft wall. Prince Leomin is impressed by the skilful way in which you fought off the insect swarm and, for the first time in many days, a smile creases his sullen face. He commends you as he works the rope and lowers the basket gently to the base of the shaft.

Turn to 63.

175

The Agarashi commander fires an icy blast at your head, but he mistimes the shot and it fails to stop you from setting your light to the touch-hole. As his deadly missile whooshes past within inches of your scalp, the powder ignites and a tongue of flame roars from the muzzle of the cannon.

Turn to 210.

176

You launch a powerful blast of mental energy at the enemy group, but their magically-induced state of battle-frenzy effectively blocks your psychic attack. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the Throne of Andarin from destruction.

Turn to 328.

177

Despite the swiftness and stealth of your actions, the creature on the platform sees you and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shom'zaa launches a powerful stream of destructive psychic energy at your mind.

If you possess Kai-screen, turn to 32.

If you do not, turn to 342.

178

You warn Prince Torfan that, following the destruction of Shom'zaa, the horde besieging the throne chamber did not go into hiding. He and his bodyguard of War-thanes are deeply shocked to learn that they are now in ‘The Hub’, preparing for a final assault upon the Throne of Andarin.

‘It is vital that you hold the throne chamber until your father's army arrives to raise the siege,’ you tell them, earnestly. ‘Take heart, brave Drodarin. Elsewhere in your kingdom the horde is melting away in chaos. It will not be long before your ordeal is over.’

Suddenly a cry from the barricade warns that the Shom'zaa horde is returning. Torfan orders every War-thane to arms in readiness to meet the enemy. Then he raises his brother's battle-standard and takes up his position beside the cannon, and the stirring sight inspires Prince Leomin's bodyguards to give voice to a rousing cheer.

You take up a position close to Prince Torfan, and watch with grim fascination as the enemy come pouring into the cavern. Then, with a hellish shriek, the horde raise their weapons and come thundering like a tidal wave towards the barricade.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 116.

If it is 5–9, turn to 22.

179

The commander emits a piercing shriek when its psychic probe reveals that you are hiding among the bodies. You abandon your attempt to feign death, and as you rise up from the bloodstained ground, you reach for your Kai Weapon and tug it from its scabbard. With a whooping cry, the commander and its slavering horde come rushing along the tunnel. You answer them with your battle-cry — ‘For Sommerlund and the Kai!’ — and you stride forward to meet their determined attack.

Shom'zaa Agarashi & Commander: COMBAT SKILL 50   ENDURANCE 55

You cannot evade this combat — you must fight these creatures to the death.

If you win the fight, turn to 324.

180

You lower yourself into the pit and begin a cautious descent. The walls of this shaft are cracked and pitted, which helps you to find purchase for your hands and toes, but the rock itself is dry and crumbly. Often a toe-hold does not support your weight and you are left dangling precariously by your fingertips when it breaks away.

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

If your total score is now 3 or lower, turn to 275.

If it is 4 or higher, turn to 191.

181

The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 3 ENDURANCE points.

You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.

Turn to 165.

182

You draw upon your Grand Mastery of Nexus to protect your body as you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it and crash headlong into a sea of soft, cool barley.

Physically, you have survived your ordeal unscathed, but when you prise open your eyes and take stock of your equipment, you quickly discover that your tunic and Backpack are on fire.

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

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235.

183

Fragments of the icy blast penetrate your elemental shield and pepper your face and chest with razor-sharp fragments: lose 2 ENDURANCE points.

Quickly you recover and draw your Kai Weapon as the first wave of the Shom'zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

184

You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood Spell Lightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counterspell to check your crackling bolt.

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

If your total score is now 7 or lower, turn to 348.

If it is 8 or higher, turn to 39.

185

You call upon your mastery of Kai camouflage skills to help keep you hidden, and then you enter the chamber and steal around the perimeter of the horde. You reach the north tunnel undetected and hurry along the tunnel towards the distant cavern. To your dismay, your swift progress is brought to a halt when you see that the entrance to the cavern is guarded by a group of spear-wielding Shom'zaa Agarashi.

If you wish to try to draw these guards away from the entrance, turn to 277.

If you wish to attempt to break through their ranks, turn to 292.

186

You rush from your hiding place beneath the stone channel and sprint towards the tunnel's mouth. Unfortunately, your escape bid is seen by a sharp-eyed minion positioned on a gantry high above. This creature is armed with a loaded slingshot which it flings at your fleeing back. The shot hits you as you are entering the tunnel, and the lead missile destroys one of the items that you are carrying.

Erase from your Action Chart the last item that you have recorded on your list of Backpack Items.

To continue, turn to 270.

187

Suddenly you recall something you learned at the Kai Monastery many years ago. Steamspiders are commonly found in the hot and humid regions of Magnamund, though few ever grow to the size of the gigantic specimen that confronts you here. The smaller ones are especially vulnerable to acetic acid, and nests of steamspiders are usually destroyed with a liberal sprinkling of vinegar.

Armed with this knowledge, you pull the Jug of Vinegar from your Backpack. Then you hurl it at the giant arachnid as it tenses itself in readiness to attack.

Pick a number from the Random Number Table.

If the number you have picked is 2 or lower, turn to 298.

If it is 3 or higher, turn to 152.

188

You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom Spell Shield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 24, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 3 or lower, turn to 234.

If it is 4 or higher, turn to 306.

189

As the last of your alien foes crumples to the ground, fatally wounded, you hear the chilling laugh of its cadaverous commander echoing around the hall. You look up at the platform and your throat tightens with fear when you see that this creature is pointing at you with its clawed hand. Then you hear a frosty crackle and glimpse a flash of light as a blast of icy vapour shoots from its palm and comes arcing towards your chest.

If you possess Kai-alchemy and wish to use it, turn to 284.

If you possess Magi-magic and wish to use it, turn to 219.

If you possess Elementalism and wish to use it, turn to 6.

If you possess none of these skills, or if you choose not to use any of them, turn to 305.

190

Upon entering the chamber, you see a huge throne of silver adorned with hundreds of precious gems. It rests upon a dais of marble and it dominates the centre of this circular hall. A halo of golden light surrounds the Throne of Andarin, and when these rays wash over your body, you feel cleansed and invigorated (restore 5 ENDURANCE points).

As you approach the fabled throne, you see many injured Drodarin warriors seated around its base. Some have suffered grievous battle-wounds, yet the goodly light of the throne is healing their torn flesh and broken bones. Your grey-bearded escort ushers you to a corner of the chamber where two warriors are engaged in a heated debate. From the colour of their armour and the royal crests of Bor emblazoned upon their surcoats, you deduce that they are King Ryvin's missing sons: Prince Leomin and Prince Torfan.

Illustration XI—You approach the fabled throne and see many warriors recovering around its base.

The two princes cease their argument when they see you approach. Torfan comes bounding forward to greet you, offering his hand in friendship, yet his elder brother appears sullen and dejected. You introduce yourself to the princes and give an account of the events that have brought you to this meeting. When you show them the Sun-crystal and tell of your mission to destroy Shom'zaa, a glimmer of hope shines in Prince Leomin's red-rimmed eyes. You sense that he has been racked with remorse since the escape of Shom'zaa and its vile minions. He longs for the chance to redeem his foolish actions, and readily he offers to help you destroy the creature and its hordes.

Turn to 109.

191

Despite the treacherous condition of the shaft wall, your natural climbing skills enable you to reach the roof of the elevator cage without suffering a fall and from here you are able to jump to the floor of a small cavern. The alien sound of your attackers' voices can be heard echoing down the shaft from above. They have now reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.

Turn to 131.

192

You unsheathe your Kai Weapon and steady yourself to take a swing at this fearsome creature. The beast slams its fists together, and suddenly a ball of white-hot plasma surges towards your chest. You feel its searing heat upon your face as you lash out and attempt to bat it aside with the flat of your Kai blade.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with the type of Kai Weapon that you are using, add 3 to the number you have picked.

If your total score is 5 or lower, turn to 125.

If it is 6 or higher, turn to 311.

193

You swoon and fall heavily to your knees. Nausea wells up in the pit of your stomach and you are violently sick. As you are struggling in vain to get back onto your feet, you suddenly remember something that you learned at the Kai Monastery while you were perfecting your Magnakai healing skills.

There is an invisible, scentless, highly poisonous gas called Zaxx, which forms in pockets within the granite mountains of Bor and Boden. For centuries it has been the bane of all Drodarin miners. This chamber is filled with the deadly gas and you are suffering the early stages of its poisoning. When you remember that the next stage is paralysis, you force yourself to crawl towards the exit as fast as you are able.

Pick a number from the Random Number Table. If your current ENDURANCE score is 25 or higher, add 1 to the number you have picked. If your ENDURANCE score is 10 or lower, deduct 2.

If your total score is now 4 or less, turn to 249.

If it is 5 or more, turn to 48.

194

You have taken less than a hundred steps before you emerge from the smouldering wheat into a small clearing of flattened crops. Here you find yourself confronted by six Shom'zaa lancers mounted on Brozal steeds. They snicker wickedly as they watch you stagger into view; then they level their spears at your chest in preparation to charge.

If your possess Bardsmanship and have attained the Kai rank of Sun Knight, turn to 295.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 83.

195

You recite the words of the Old Kingdom Spell Invisible Fist and hold out the palm of your right hand, directing it at the creature's chest. A tingle runs down your arm, and then you feel an invisible ball of concussive energy streak away from your hand and strike its torso. The force of the impact jolts the creature and cracks its surface, but it does not slow its determined advance.

Turn to 340.

196

An icy blast from the creature's claw collides with your lightning bolt in mid-air and deflects it from the target. Then the creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom'zaa Agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 30

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

197

The open portal reveals a great stone staircase that descends to a magnificent marble hall. Vast columns brace the sculptured ceiling and tall silvery mirrors line the walls, creating the illusion that this cavernous chamber is even larger. Seated upon a chair in the centre of the echoing hall is King Ryvin, clad in his golden battle-armour and wolfskin cape. Surrounding him are members of his royal family and other high-ranking Drodarin nobility. They are greatly distressed and several are weeping openly. A herald announces your arrival and the crowd parts as you approach the foot of Ryvin's chair.

Illustration XII—King Ryvin sits surrounded by family and nobles.

‘Praise Ishir!’ booms the dwarf king. ‘We have prayed that you would return to aid us, Lord Rimoah. And I see you bring a Kai champion. We are doubly glad. You've arrived not a moment too soon.’

King Ryvin rises from his chair and motions to you and Rimoah to accompany him into an antechamber. In the privacy of this adjoining room, he tells of the nightmare that has engulfed his kingdom following the release of Shom'zaa. The creature and its horde of mutant spawn have spread like a voracious plague throughout the chambers and tunnels of his vast subterranean realm. All contact with the Drodarin communities surrounding Boradon has been severed, the lower levels of the kingdom have been lost to the enemy, and more than half of his army are unaccounted for.

‘So many have been slain,’ he says, his deep voice cracking with emotion. ‘Only the swift destruction of Shom'zaa can save us now. But all is not yet lost. I draw strength from the certain knowledge that my sons — Leomin and Torfan — are still alive, and the Throne of Andarin is intact.’

Suspended upon a chain around his neck is a bloodstone amulet which is divided along its centre. One half of this gemstone glows faintly crimson, the other half pale amber.

‘This is the Andarin Bloodstone,’ he says. ‘It contains the crimson light of Leomin and the amber light of Torfan. These lights will remain aglow so long as my sons shall live.’

Then he points to a flowering shrub that stands in a copper urn beside the chamber door. ‘That Xanthoa is evidence that the throne of my ancestors has not been destroyed, for it would wither in an instant if the throne were sundered. From these signs, and the eternal mercy of Ishir, I draw strength.’

For more than an hour you deliberate how best to defeat Shom'zaa and save the Throne of Andarin, and finally you agree upon a plan of action that could save this beleaguered realm from total destruction.

To continue, turn to 323.

198

Your speedy action has countered the immediate threat, but the entangled enemy are quickly dragged away and replaced by other Shom'zaa Agarashi that are equally determined to destroy the fabled throne. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the throne from destruction.

Turn to 328.

199

In spite of your brave efforts to avoid a collision, you hit the sharp rocks and suffer deep gashes to your calves and thighs: lose 4 ENDURANCE points.

If you have survived your impact with this treacherous reef, turn to 349.

200

As you sweep the remnants of the Shom'zaa horde from the barricade, the sound of a bronze war-horn echoes around the battle-torn cavern. Prince Torfan and his War-thanes cheer loudly in response, for they recognize immediately the bugle call of King Ryvin's advance guard.

Turn to 60.

201

As you descend, you hear a faint buzzing sound resonating from the rock-face. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.

‘Antah wasps!’ exclaims Leomin, as he frantically works the rope and drops the basket at a stomach-churning speed. The wasps give chase, but when you call upon your improved Discipline of Pathsmanship and command them to disperse, they return immediately to their nest in the wall of the shaft.

Prince Leomin is impressed and, for the first time in many days, a smile creases his sullen face. He commends your skill as he slows the rope and lowers the basket gently to the base of the shaft.

Turn to 63.

202

You follow Lord Rimoah out onto the windswept deck and look down in awe at the mighty city of Boradon. Rooted directly in the granite escarpment of Andar, the highest mountain of the Great Bor Range, its fortifications and turrets are barely distinguishable from the rugged copper-red cliffs surrounding them. Night has fallen and the moonless sky is as black as jet, yet the crew of the Cloud-dancer have no difficulty in locating the approach to this ancient mountain metropolis. Torches burn in every turret and arrow slit, and blazing beacons illuminate a safe passage through the snow-capped peaks to the city's central square.

A unit of King Ryvin's élite War-thanes have been stationed in the main square in anticipation of your arrival. Their captain, a robust-looking dwarf with a plaited beard and a shock of bright red hair, offers you both a hearty welcome when you step from the boarding cage. He says that King Ryvin is waiting and he bids you accompany him without delay. His torch-bearing warriors escort you along a winding path that ends at a stone bridge which arches across a deep, natural moat. Beyond the bridge is a great bronze portal set into the mountainside. A horn sounds as you approach and the huge door swings open to reveal a wondrous sight.

Turn to 197.

203

You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the creature's eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

Fearful that your missile's fate could be your own if you allow this creature to get too close, you turn to face the secret panel and step towards the passageway that lies beyond.

Turn to 159.

204

You insert your Kai Weapon between the timbers and prise one loose. Then you climb through the gap and explore the dark passage beyond. Soon you arrive at a small excavation chamber. It is lit by the glow of a rich seam of korlinium which permeates the walls. New mining equipment lies discarded on the floor, and beneath an overturned packing case you discover a dead bird in a cage.

If you possess Grand Nexus, turn to 147.

If you do not, turn to 16.

205

You break away from the combat and rush headlong into the tall wheat. The Shom'zaa lancer attempts to pursue you but, with the aid of your Kai camouflage skills, you are able to evade it and make good your escape. You hear the creature loping away into the distance and, after a few minutes have elapsed, you begin to feel confident that the riders have lost your trail.

You head north and have just crossed into an adjoining field of barley when suddenly a barrier of piercing light erupts in front of you as first one explosion and then three more detonate among the crops. In a desperate attempt to flush you out, the riders are hurling incendiary bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a strong breeze. You retreat to the wheat field to avoid the roaring flames but, as you retrace your steps, your Sixth Sense tells you that you are being forced back into a trap.

If you wish to continue retreating into the wheat field to avoid the approaching fire, turn to 194.

If you wish to try to pass through the wall of fire and reach the safety of the barley fields beyond, turn to 42.

206

Your mastery of herb lore enables you to identify the fungus growing here. It is Ashexa. This rare variety of toadstool is deadly poisonous, unless it is consumed with an equal quantity of Laumspur.

If you wish to pick some of this Ashexa, there is enough growing here for 2 potions. When swallowed with Laumspur, each dose of Ashexa will restore 5 ENDURANCE points (in addition to the ENDURANCE points restored by the Laumspur).

If you have reached the rank of Kai Grand Defender or higher, turn to 77.

If you have yet to attain this level of Kai Mastery, turn to 221.

207

As you run towards the archway, you utter the words of the Brotherhood Spell Lightning Hand and level your right arm at the Shom'zaa Agarashi. A bolt of blue-white flame erupts from your fingertips and rips a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

Turn to 135.

208

The lantern begins to rock from side to side, but the squeak of its rusty chain captures the creature's attention. Unfortunately, the creature senses the danger and it counters your attempt to tip the lantern by freezing it solid with a blast of ice-magic. Then it shrieks at a group of Shom'zaa Agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and hold it ready, steeling yourself to meet their determined advance.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 32

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

209

With Prince Leomin watching your back, you cautiously explore this stinking hive. Beyond the cocoons you come to an adjoining cavern where a rough stone ramp descends to a sunken floor, ankle-deep in brackish slime. Clusters of large grey eggs are attached to conical stalagmites, and the surface of the mire is littered with the remnants of these leathery grey sacs. Your Kai Sixth Sense tells you that these torn egg pouches once contained the creatures that are now wreaking havoc in the dwarven kingdom.

You approach the edge of the stone ramp and come to an abrupt halt when you detect an overpowering aura of evil. You cast your eye across the field of stalagmites and your blood runs cold when you catch your first glimpse of Shom'zaa lurking in the darkness. He is a four-legged being, and his great head is triangular in form. Two pale green, radiant eyes are set above a three-cornered mouth filled with crystalline fangs. Below his jaw protrudes a slender proboscis, and from the crown of his bony skull sprout antenna tipped with barbed spikes. Slime drips from his every pore, sheening his leprous hide.

At first Shom'zaa appears not to have sensed your presence in his lair. Busily he tends to a batch of Agarashi eggs, injecting them with fluid from his proboscis to encourage them to hatch. But when you remove the Sun-crystal from your pocket and get ready to hurl it at his loathsome form, suddenly he senses danger and retreats among the stalagmites. As he withdraws, he emits a sound that is beyond the range of human hearing.

If you possess Kai-screen and wish to use it, turn to 224.

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

If you do not possess these skills, or if you choose not to use them, turn to 46.

210

The cannon's shell hits the portcullis and explodes, tearing a great hole in the timbers. Smouldering fragments of the gate are scattered widely about the hall, and they set off a chain-reaction of smaller explosions when they settle on powder kegs and jars of inflammable liquids.

The enemy are thrown into a state of confusion and you seize upon the chance to make good your escape. You run to the portcullis and dive head-first through the ragged hole. With the Agarashi commander's cries of anger and frustration ringing in your ears, you scramble to your feet and hurry down a stone ramp that leads to the level below.

Turn to 300.

211

You draw an Arrow to your Bow and fire it at the rock creature's chest. The shaft strikes its torso and the steel tip cracks the surface, but it does not stop the creature's determined advance.

To continue, turn to 340.

212

Defiantly you stand and face the hideous creature as it barrels towards Andarin's tomb. But when it levels its glowing fists at your chest, suddenly your Kai Sixth Sense warns you that it is preparing to discharge two powerful blasts of sorcerous energy.

If you possess a Bow and wish to use it, turn to 19.

If you possess Kai-alchemy and wish to use it, turn to 7.

If you possess Magi-magic and wish to use it, turn to 106.

If you do not possess a Bow, nor either of these skills, or if you choose not to use any of them, turn to 325.

213

When you depress the final button, you hear the locking mechanism click open and you breathe a sigh of relief. But then your heart sinks when you hear the dull clang of an alarm bell echoing along the tunnel. You step back and unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

Turn to 40.

214

You point out the Shom'zaa commander to a Drodarin marksman called Fanar who is standing beside you at the barricade. With a wicked grin, he raises his Bor musket and takes careful aim. There is a flash and a loud report as he discharges his weapon. Then a cheer resounds from his comrades when they see the creature fall with Fanar's shot lodged firmly in the middle of its forehead.

To continue, turn to 244.

215

You take aim with your right hand at the two guards before uttering the words of the Brotherhood Spell Net. A gout of thick fluid gushes from your palm and engulfs the creatures, glueing them together with its sticky strands. They struggle to free themselves but, in their desperation, they fall over and become stuck firmly to the ground.

The dwarves seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell as they run to the ore wagons to arm themselves with rocks and tools. The torturers, alerted by the dwarf-yell, abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you reach to your Kai Weapon as they launch a frenzied attack.

Shom'zaa minions: COMBAT SKILL 33   ENDURANCE 38

You are unable to inflict any ENDURANCE loss on this enemy for the first two rounds of combat, due to the surprise and ferocity of their attack.

If you win the combat, turn to 9.

216

You call upon your improved mastery of Assimilance to conjure a thick mist from the bottom of the enemy trench. Seconds later, the Shom'zaa minions shriek with fear as they are engulfed in a dense white fog.

Turn to 129.

217

You pull open the trapdoor and descend a ladder to a cool cellar. The floor is stacked high with corked bottles, and the walls are lined with shelves that sag beneath the weight of a hundred glass flagons, each one filled with a dark bubbling liquid. The pungent smell of fermenting ale assails your nostrils, and your suspicions are confirmed when you risk a sip of the heady home brew.

The flagons contain Bor Brew, a notoriously potent ale. If you wish to take some of this beer, you can fill an empty bottle and store it in your pack (a Bottle of Bor Brew = 1 Backpack Item).

To leave the farmhouse, turn to 332.

218

You close your eyes and concentrate upon your telepathic powers in an attempt to make contact with Lord Rimoah. The image of the magician's face swims in and out of focus, and you sense that your efforts to communicate with him are being disrupted by the sheer density of the granite that separates you both. Briefly you connect, and in these few fleeting seconds you learn that he is aware of Shom'zaa's destruction. He tells you that King Ryvin's army is battling through the middle levels of the kingdom in a determined effort to reach the throne chamber.

You must hold the chamber until the King's warriors arrive … These are the last mind-words you hear from Rimoah before your telepathic link weakens and fades.

Turn to 36.

219

You circle your right hand in front of your chest and rapidly recite the words of the Old Kingdom Spell Shield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 20, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 4 or lower, turn to 151.

If it is 5 or higher, turn to 126.

220

You follow the newly-laid wagon track along the tunnel until you are brought to a halt by the sound of enemy activity in a cavern ahead. Cautiously you make your approach, using the cover afforded by pit props which support the roof of this recent excavation. Rows of ore wagons are parked here, each filled with precious korlinium ore. A large group of more than 50 Shom'zaa Agarashi are standing around them, shrieking and gesticulating at each other. They have no commander to keep them in order, and they have been left in a state of panic and confusion following the destruction of Shom'zaa.

Aided by your Kai camouflage skills, you have little difficulty slipping past these creatures and continuing along a tunnel in the opposite wall. This wide passageway brings you back to ‘The Hub’, but as you approach this familiar cavern, your blood is chilled by the sight of what awaits you there.

Turn to 170.

221

You continue for several miles in complete silence and darkness until you hear a noise faintly in the distance. You stop to concentrate your aural abilities and gradually you are able to identify the distinctive, familiar sounds of battle. The clash of blades, the dull report of Bor pistols, and the dying shrieks of men and monsters can be heard seeping through the cracked walls of this tunnel.

You press on for a further mile until the tunnel tapers and comes to a dead end. A wedge of lantern-light is pouring through a wide hole near the floor, and when you peer through it, you see a wider tunnel which passes at a right angle to the one you occupy. Lying on the floor of this new passageway are the bloodstained bodies of Drodarin warriors, entwined with Shom'zaa minions and Agarashi.

You watch and listen for several minutes. When you are sure that you can detect nothing moving in the tunnel below, you remove your Backpack and push it through the hole. Then you wriggle through this narrow gap and drop down onto the body-strewn floor. You are replacing your Backpack when suddenly your Kai senses alert you to an approaching danger.

If you possess Grand Nexus and have attained the Kai rank of Sun Knight, turn to 327.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 241.

222

You creep into the cavern and take cover behind an ore wagon that is parked directly opposite the prison cage. From here you are able to get a better view of the two guards, and you note that they are both wearing captured chainmail armour strapped to their scaly torsos. You also notice that the gate to the prison cage is secured by a simple iron bolt.

If you have a Bow and wish to use it, turn to 146.

If you possess Kai-alchemy and wish to use it, turn to 215.

If you possess neither a Bow, nor this Grand Master Discipline, or if you choose not to use either, turn instead to 108.

223

Your Kai Mastery warns you that you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when a weight is placed upon it. Your Kai Sixth Sense helps you to identify the slab, and as you get nearer, you increase your speed in preparation to jump over it.

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 16 or lower, deduct 2.

If your total score is now 4 or lower, turn to 13.

If it is 5 or higher, turn to 141.

224

Quickly you draw upon your mental defences to shield your mind from this inaudible pitch, and your swift actions save you from sustaining any damage from this sonic attack.

Turn to 154.

225

Swiftly you leave the track and leap through the tall crops, pitching and stumbling among their tough stalks as you race to get away from the approaching riders. You change direction repeatedly, using your Magnakai Pathsmanship skills to weave through the wheat without leaving any sign of your passing. This tactic soon throws them off your scent, and within a short while you feel confident that they have lost your trail.

You have just crossed into an adjoining field of barley when suddenly a barrier of piercing light erupts in front of you as first one explosion and then three more detonate among the crops. In a desperate attempt to flush you out, the riders are hurling incendiary bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a stiff breeze. You retreat to the wheat field to avoid the roaring flames, but as you retrace your steps, your Sixth Sense tells you that you are being forced back into a trap.

If you wish to continue retreating into the wheat field to avoid the approaching fire, turn to 194.

If you wish to try to pass through the wall of fire and reach the safety of the barley fields beyond, turn to 42.

226

You dodge behind the parapet of the barricade and the icy bolt speeds over your head to splatter harmlessly against the wall of the throne chamber. You tug your Kai Weapon from its scabbard; then you leap to your feet in time to see the Shom'zaa horde reach the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Illustration XIII—Frantically you attempt to stop the crazed horde.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

227

Your mastery of Nexus enables you to withstand the tremendous heat that is now radiating through the chamber door. Slowly the bronze begins to change colour at the centre of the portal; it glows dully-red. As you edge away from this hot spot to avoid the risk of it igniting your clothes and pack, a ball of white-hot plasma pushes clean through the glowing metal. You gasp with shock when you see that this ball is attached to a pale white arm. As you recoil from it, the arm attempts to pummel you with its fiery, ball-like fist.

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

If your total score is now 5 or lower, turn to 59.

If it is 6 or higher, turn to 288.

228

You squeeze yourself in among the barrels and offer up a silent prayer to Ishir to keep you safe from detection. As the smoke clears, the misshapen creatures scurry back to their experiments, urged on by the shrieks of their cadaverous lieutenant. To your dismay, you see that your route to the portcullised archway is no longer clear. It is obstructed by a group of minions that are attempting to dismantle a siege catapult and a two-wheeled field cannon. You quickly realize that if you are to have any chance of escaping from this laboratory alive, you will have to engineer another diversion.

You scan the archway and the surrounding area but no ideas spring readily to mind. Then you look up at the creature on the platform and you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder. You allow yourself a wry smile, for if you were able to ignite these kegs of powder, it would be sure to create just the kind of diversion you need.

If you possess a Bow and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164.

If you possess Kai-alchemy and wish to use it, turn to 268.

If you possess Elementalism and wish to use it, turn to 81.

If you possess none of the above, or if you decide not to use any of them, turn instead to 293.

229

You harness the force of your elemental powers to help steer you away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you onto a shingle bank.

To continue, turn to 290.

230

Prompted by curiosity, you leave Andarin's tomb and go to look at the alcoves which encircle the walls of this chamber. Only a few urns remain wholly intact within the arched recesses, and each of these is engraved with the likeness of the Drodarin lord whose ashes they contain. Your eye is drawn to one in particular — the cinerary urn of War-thane Svann. Yet it is not the urn itself that captures your interest; it is the small bronze lever concealed behind it.

Carefully you remove Svann's urn and examine the lever. Immediately your Kai senses inform you that it operates a secret panel in the wall.

If you possess Kai-alchemy and wish to use it, turn to 64.

If you do not, turn to 257.

231

As you push the final button, you hear the locking mechanism click open and you let out a sigh of relief. But then your confidence crumbles when you suddenly hear the dull clang of an alarm bell echoing along the tunnel. You step back and unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

Turn to 40.

232

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack! it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shom'zaa's link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

To continue, turn to 294.

233

You utter the words of the Old Kingdom Spell Invisible Fist and project your open palm at the lizard-faced creature. The concussive force of your spell hits the beast squarely in the chest and hurls it backwards to the ground, where it strikes its head on a protruding rock and is knocked unconscious.

The minions freeze in their tracks and look to their fallen leader. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarry's north wall.

Turn to 17.

234

The icy bolt smashes through your hastily constructed shield-spell and strikes your left hand, spinning you to the ground: lose 4 ENDURANCE points.

Your Magnakai Discipline of Nexus thaws your frozen fingers and saves you from sustaining permanent damage. But when you struggle to your feet, you find yourself confronted by the creature and its slavering horde. Quickly you unsheathe your Kai Weapon as they race forward and attack.

Shom'zaa Agarashi & Commander: COMBAT SKILL 50   ENDURANCE 55

You cannot evade this combat — you must fight these creatures to the death.

If you win the fight, turn to 324.

235

Swiftly you draw upon your Magnakai Discipline of Nexus to fight the flames by the force of your will alone. Your speedy action extinguishes the fire, but your tunic and Backpack are badly charred. When you make a closer examination, you discover that some of your possessions have been ruined.

Erase the last two items that you have recorded on your list of Backpack Items. You must also erase one Weapon and any Arrows that you possess.

To continue, turn to 307.

236

As you land your killing blow upon the head of the last Agarashi guard, you hear more of the enemy approaching along the tunnel behind. An arrow whistles past your head, and another gouges the back of your thigh: lose 2 ENDURANCE points.

Without looking back, you sprint towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom'zaa minions who now occupy this hall are those lying dead on the ground around you.

Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.

Turn to 315.

237

The blazing tip of your Arrow hits and penetrates a powder keg. Moments later, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

Turn to 130.

238

Vagel escorts you through the great hall and into an adjoining chamber that is stacked to the ceiling with weapons and martial equipment. The barrel-chested dwarf beams with pride as he encourages you to take whatever you wish from his regimental weapons store. From among the polished racks of arms and armour, the following items catch your discerning eye:

- Warhammer
- Quarterstaff
- Spear
- Axe
- Bow
- Arrows (6)

- Quiver (counts as a Special Item if you choose this in addition to any Quiver you may already possess)

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

To leave the armoury and begin your quest, turn to 318.

239

As you fall to the ground, you are struck by three of the bone arrows. They puncture your left shoulder, and the backs of both legs: lose 8 ENDURANCE points.

If you have survived this serious wounding, turn to 279.

240

Shortly before your arrival at Boradon, Lord Rimoah talks with you about the quest you are about to undertake and he offers some valuable counsel.

‘When the moment comes for you to use the Sun-crystal,’ he says, warningly, ‘you must do so with great care. When the opportunity presents itself, I advise you to throw the crystal at Shom'zaa, or cause the creature to touch it unwittingly. It is vital that you maintain your distance, for when the power of the crystal is released there will be a great implosion. If you are too close to your enemy at this crucial moment, you will risk being sucked into the vortex that the implosion will create.’

As you promise to heed Rimoah's words of warning, you hear the crew cry out across the decks: ‘Boradon ho!’

Turn to 202.

241

Your Kai Sixth Sense warns you that a large group of Shom'zaa Agarashi are approaching along the tunnel, and your Magnakai Discipline of Divination detects the presence of a creature among them who possesses magical abilities.

A cursory look in the opposite direction tells you that this smooth-walled, lantern-lit passage offers very few places in which to hide.

If you wish to attempt to hide yourself among the bodies of those who were slain here in a recent battle, turn to 253.

If you wish to try to evade the approaching enemy by running away in the opposite direction, turn to 52.

242

You return along the tunnel to the basket at the base of the shaft. Wary of the Antah wasps that you encountered during your descent, you draw your Kai Weapon and keep it close to hand as you winch yourself up the shaft to the corridor above. The wasps are nowhere to be seen, and you are able to make your way back to the throne chamber's sealed door with little difficulty. However, upon arriving here, you are confronted with the problem of how to gain entry to this magically-secured portal.

If you possess Kai-alchemy and wish to use it, turn to 264.

If you possess Magi-magic and wish to use it, turn to 87.

If you possess neither of these skills, or if you choose not to use them, turn to 158.

243

You feel sure that the cannon is the key to your escape from this hall. However, in order to discharge the field gun at the portcullis, you will have to set a naked flame or glowing taper to its touch-hole.

If you possess a Bow and Magi-magic, and have reached the rank of Kai Grand Guardian or higher, turn to 337.

If you do not possess this Weapon or this skill, or if you have yet to attain this level of Kai Grand Mastery, turn to 105.

244

You unsheathe your Kai Weapon as the first wave of the Shom'zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47   ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).

If you win this combat, turn to 100.

245

Suddenly the door bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your spine when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you see that its clenched fists are glowing white-hot. They flare and pulsate, like two great balls of fiery plasma.

If you wish to attack this creature, turn to 212.

If you wish to attempt to evade it, turn to 79.

246

After a few minutes, the shuddering vibrations subside and the deluge of rock abates. Blindly you drag yourself along the ground, through clouds of choking dust. When the dust finally settles, you look back to see that the tunnel has been sealed off completely.

Fearful that another rockfall could occur at any time, you pull yourself to your feet and press on. You have covered just a few hundred yards when you come to a place where the tunnel turns to the north. Beyond this curve you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision; then you see that the distant cavern contains the cause of the explosions that have disrupted this section of King Ryvin's copper mines.

Turn to 35.

247

Patiently you wait until the Shom'zaa Agarashi have disappeared from the passage; then you draw your Kai Weapon and steel yourself to enter the hole. Leomin keeps lookout as you duck your head and step through its jagged opening.

As your eyes adjust to the gloom, you gasp with horror at what you see in the cavern before you. Hanging from the slime-stained ceiling are hundreds of large, grey cocoons. Through the wiry threads that form their fibrous shell cases, you can see the faces and features of Drodarin warriors. Your throat tightens when you realize that their corpses are being kept here to provide future food for Shom'zaa and his horde.

Illustration XIV—You gasp when you see hundreds of cocoons hanging from the slime-stained ceiling.

If you possess Grand Pathsmanship, turn to 140.

If you do not, turn to 14.

248

The lancers are stunned and confused by the swirling mist that has suddenly appeared, and they lose their sense of direction when they pass through it. They emerge from the mist to crash headlong into the wheat at the northern edge of the clearing. Minutes later, your hear their terrified screams as they gallop straight into the blazing wall of fire.

You run towards the east and re-enter the tall crops at the edge of the clearing, and then carefully you skirt around the flames before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheat fields and a neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

If you wish to investigate this farmhouse, turn to 73.

If you choose to avoid the farmhouse, turn to 37.

249

Before you reach the passage that leads out of this gas-filled chamber, you fall into a sleep from which you never awaken.

Tragically, your life and your mission end here.

250

The sounds of fighting grow louder as you explore the depths of this tunnel. Frequently you have to hide in the shadows to avoid colliding with ragged groups of wounded Agarashi retreating from battle. But at length you come to a large cavern that serves as the anteroom to the throne chamber of Andarin.

From the cover of a stone column beside the tunnel exit, you observe the deadly struggle that is taking place in this smoke-filled cavern. Scores of dead Agarashi are heaped before the entrance to the distant throne chamber. Its great double doors have been torn from their hinges, yet entry has been denied to the Shom'zaa horde. A barricade fills the open doorway, and this makeshift wall is being skilfully defended by the War-thanes of Prince Leomin and Prince Torfan.

An assault on the throne chamber is about to take place. You watch with grim fascination as the Agarashi rise up from positions they have dug around the perimeter of the cavern, and wait for their commander to shriek the order to attack. A wailing cry echoes around the cavern as the horde rushes headlong towards the barricade. They come to within a few paces of the wall before the leading ranks are obliterated by a cannon's shell and a deafening volley of Bor pistols. There is a brief clash of swords and spears, followed by an ominous silence. From out of the smoke and carnage, the few who have survived the attack come crawling back to their trenches to lick their wounds and await the next assault.

Soon you hear the approach of enemy reinforcements, their ill-fitting armour rattling as they come running along the tunnel. You are forced to move away from the column for fear of being seen when they arrive but, as you scurry to the cover of an empty powder barrel, you are spotted by a group of Shom'zaa minions in a trench near the cavern wall. They cry out to their comrades, alerting them of your presence as they fumble to load their captured crossbows.

If you possess a Phosphor Bomb and wish to use it, turn to 84.

If you possess Assimilance, have reached the rank of Kai Grand Guardian or higher, and wish to use your Discipline, turn to 216.

If you do not possess either this item or this skill, or if you have yet to attain the required level of Kai Mastery, turn instead to 28.

251

You force yourself in among the barrels and draw upon your camouflage skills to mask your body heat and scent. As the smoke clears, the misshapen creatures scurry back to their deadly experiments, urged on by the shrieks of their cadaverous lieutenant. To your dismay, you see that your route to the portcullised archway is no longer clear. It is obstructed by a group of minions that are attempting to dismantle a siege catapult and a two-wheeled field cannon. You quickly realize that if you are to have any chance of escaping from this laboratory alive, you will have to engineer another diversion.

You scan the archway and its surrounding area but to no avail. Then you look up at the creature on the platform and you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder. You allow yourself a wry smile, for if you were able to ignite these kegs of powder, it would create all the diversion you need.

If you possess a Bow and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164.

If you possess Kai-alchemy and wish to use it, turn to 268.

If you possess Elementalism and wish to use it, turn to 81.

If you possess none of the above, or if you decide not to use any of them, turn instead to 293.

252

The bolt glances off your right shoulder and sends you spinning backwards to the ground: lose 3 ENDURANCE points.

To continue, turn to 282.

253

You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from sight. Minutes later, a dozen Shom'zaa Agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and iridescent eyes.

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

If your total is now 5 or lower, turn to 267.

If it is 6 or higher, turn to 313.

254

You scramble to your feet and see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you hurry to his side and attempt to drag him free, but your brave efforts are in vain; he is mortally injured and close to death. You place your hands upon his chest and transmit your healing skills in one final attempt to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.

‘Go that way … throne chamber … ten miles … ’ he gasps. These are his final words.

At first you can see nothing but a featureless quarry wall. But then you magnify your vision, and you are able to make out the entrance to a vertical pit shaft at its rocky base, partially hidden by a heap of sawn timbers.

Turn to 161.

255

You disentangle yourself from the bodies of your slain foes and then spring to your feet. You have been able to retain your light throughout the combat, and now you stretch out your arm and set it to the cannon's touch-hole. The powder ignites with a yellow flash, and a great tongue of flame roars from the muzzle.

To continue, turn to 210.

256

You draw back your Arrow and take careful aim at the Shom'zaa commander. Then you release your shaft and send it flying to its mark with deadly accuracy. The Arrow strikes the creature in the forehead, felling it before it can launch a second blast of frigid energy. As it stumbles and falls, it is instantly trampled under the feet of its slavering horde.

To continue, turn to 244.

257

You pull the lever and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy little tunnel, suddenly the heavy chamber door bursts open and slams against the wall.

An icy trickle of fear runs down your spine when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. When it turns and levels these arms at your chest, you see that the creature's fists are glowing like two balls of red-hot plasma.

If you wish to attack this creature, turn to 273.

If you wish to evade the creature by entering the secret passage, turn to 159.

258

As the last of the Shom'zaa Agarashi falls to your deadly blows, you sheathe your Weapon and hurry to join Prince Leomin at the far end of the corridor. Together you climb into the hanging basket and he takes hold of its supporting rope. By feeding the rope slowly through the pulley, he is able to lower the basket towards the base of the shaft.

If you possess Grand Pathsmanship and have reached the Kai rank of Sun Knight, turn to 201.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 33.

259

As you unshoulder your Bow and draw an Arrow from your Quiver, you recite the words of the Old Kingdom Battle-spell Flameshaft. Then you take careful aim at the powder kegs, and the tip of your Arrow ignites with a blue flame the moment you release your straining bowstring.

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 6 or lower, turn to 119.

If it is 7 or higher, turn to 18.

260

You calculate that there are only six possible variations in the order in which the three buttons can be pressed.

If you possess a Bronze Disc, turn to 21.

If you do not possess this Special Item, turn to 90.

261

Quickly you drop to the ground and roll away from the hole in the cavern wall. Using the momentum of your evasive move, you spring to your feet and look up at the ceiling. There you see a large creature. It resembles a huge black beetle, with mandibles and a shiny shell which covers a pair of membranous hind wings. From a bony tube beneath this horror's gaping mouth comes a thin length of thread. It whips around your legs and yanks you back onto the ground. As you fall, another thread loops around your body. You gasp for air as this steely thread is pulled tighter.

Illustration XV—A huge black beetle drops a thin length of thread towards you.

Pick a number from the Random Number Table.

If the number you have chosen is 0–3, turn to 80.

If it is 4 or higher, turn to 181.

262

You feel a powerful force slam into your left shoulder blade. It spins you around and sends you tumbling backwards into the narrow passageway.

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

If you have survived this wounding, turn to 336.

263

Your Magnakai Discipline of Nexus thaws your frozen limbs and saves you from sustaining permanent damage to your feet and toes, but when you hit the ground, you find that you are unable to move your legs effectively.

Before the Shom'zaa Agarashi can rally themselves and attack you while you lie helpless upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed feet.

Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous Agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

264

You recite the words of the Brotherhood Spell Strength and as it begins to take effect, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

For more than an hour you struggle in vain to open the door, until you are forced to admit defeat. The portal cannot be opened without its crystal key. Reluctantly you return to the basket and make your way back to the cavern at the entrance to Shom'zaa's hive.

Turn to 319.

265

You enter the tunnel and follow the wagon track as it winds through ore-rich bedrock. After several minutes, you detect a noise like distant thunder rumbling in the tunnel ahead. You proceed with caution and gradually this low, thunderous noise becomes a series of loud bangs. The ground trembles with each concussive blast and grit trickles from cracks in the arched roof. Then a massive explosion shakes the tunnel violently and you are engulfed by a sudden deluge of falling rocks and dust.

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

If your total score is now 2 or lower, turn to 329.

If it is 3–6, turn to 172.

If it is 7 or higher, turn to 49.

266

The lancers drop their spears and begin writhing in their saddles, clawing at their skulls in a vain attempt to put an end to the agony. Then, one by one, they topple to the ground and lie there motionless. Their Brozal steeds are also affected by your sonic attack, but to a lesser degree. They experience no pain, but they are temporarily paralysed by the sound of your voice.

If you possess Animal Mastery, turn to 169.

If you do not, turn to 4.

267

With a sweep of its skeletal arm, the Shom'zaa Agarashi commander signals its minions to halt. Instantly they obey the order and a deathly quiet descends upon the tunnel. Your skin prickles with fear when you sense that the creature is scanning the bodies of the battle-slain, using its psychic powers to probe for signs of life.

If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 5.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 179.

268

You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood Spell Lightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counterspell to check your crackling bolt.

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

If your total score is now 8 or lower, turn to 196.

If it is 9 or higher, turn to 142.

269

You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom Spell Shield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it.

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 25, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 2 or lower, turn to 31.

If it is 3 or higher, turn to 143.

270

You make good your escape along the tunnel, your footfalls pounding in time to the beat of your heart as you hurry to put distance between yourself and the smelting cavern. Then a great bronze portal looms out of the darkness ahead. It blocks the passage and brings you skidding to a halt.

Carefully you run your fingers across its cool surface and you detect a raised panel at its centre. Three domed buttons protrude from the panel, each one engraved with a Drodarin rune. You call upon your Magnakai Discipline of Pathsmanship to decipher their meaning and you discover that they are numbers: 1, 2, and 3. Your Kai Sixth Sense tells you that this portal can be made to open if you press the three numbered buttons in the correct order.

If you possess Telegnosis, turn to 53.

If you do not, turn to 260.

271

Hurriedly you disentangle yourself from the bodies of your slain foes, but when you scramble to your feet and turn towards the cannon, you find yourself staring at the black claw of the Agarashi commander. There is a sudden flash of blue light, and in a terrifying instant you are paralysed by a freezing blast of energy. As consciousness ebbs and fades, the last sound you hear is the commander's cruel, alien laughter.

Tragically, your life and your mission end here.

272

You descend the stone ramp and tread carefully through the shallow slime that covers the floor of this lair. As you stalk towards Shom'zaa's hiding place, you recall Lord Rimoah's words of warning: you must not be too close to the creature when the Sun-crystal touches his body, or you will risk being consumed when the crystal's energy is released.

The memory of his wise words makes you pause in mid-step and reconsider your actions. You have not taken your eyes away from the stalagmite since you stepped off the stone ramp, yet you sense that something is wrong. You look again, and suddenly the glimpse that you can see of Shom'zaa's head begins to fade. Your throat tightens when you realize that you have been stalking an illusion. As you turn to go back to the ramp, you are suddenly struck in the back by a terrific force.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 24.

If it is 5–9, turn to 91.

273

Defiantly you turn to face the hideous creature. Its fists begin pulsating like two glowing beacons, and suddenly your Kai Sixth Sense warns you that it is preparing to discharge a blast of sorcerous energy.

If you possess a Bow and wish to use it, turn to 304.

If you possess Kai-alchemy and wish to use it, turn to 203.

If you possess Magi-magic and wish to use it, turn to 148.

If you do not possess a Bow, nor either of these skills, or if you choose not to use any of them, turn to 192.

274

As the icy blast speeds nearer, you throw yourself down on the ground in an attempt to avoid being hit.

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 16 or lower, deduct 1.

If your total score is now 5 or less, turn to 89.

If it is 6 or more, turn to 156.

275

You have descended to within 20 feet of the base of the shaft when suddenly a section of the pit wall collapses under your weight. You lose your grip and tumble backwards, landing heavily upon the iron roof of the wrecked elevator cage below: lose 4 ENDURANCE points.

Winded by the fall, you roll off the cage roof onto the floor of a small cavern. As you struggle to catch your breath, the alien sound of your attackers' voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you roll away from the cage as the first of these missiles ricochet off its buckled iron roof and shower you with splinters.

Turn to 131.

276

You use your improved mastery to summon a mist that billows up from the ground, separating you and the charging lancers. As the swirling vapours begin to obscure you from their sight, you turn and run back towards the tall crops in an attempt to evade their attack.

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 47.

If it is 7 or higher, turn to 248.

277

You slow to a halt and take cover in the shadows, close to the exit from the tunnel. Carefully you watch the movements of the Shom'zaa Agarashi guards as you consider the most efficient way you can cause a diversion.

If you possess Assimilance and have reached the rank of Kai Grand Master Superior or higher, turn to 66.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 163.

278

You draw upon your elemental powers and focus them at a large oil-filled lantern which hangs directly above the platform. You summon a gust of wind to buffet this lantern in the hope that it will cause some of its blazing fuel to splash onto the kegs below.

Pick a number from the Random Number Table.

If the number you have picked is 0–2, turn to 208.

If it is 3–9, turn to 88.

279

You grit your teeth against the pain of your wounds and crawl out of the line of fire. Then you force yourself to get back onto your feet and stagger towards the distant vault.

As you stumble forwards, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vault's arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another sound — the dull clunk! of the arrow-trap resetting itself.

You glance back into the passageway and see that your pursuer has now reached the floor slab, triggering a second volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creature's corpulent body erupts into a great ball of flame. It burns with such fierce intensity that, within minutes, it is reduced to a heap of white-hot ash.

To continue, turn to 330.

280

The empty powder barrel offers you no protection from the enemy's crossbow bolts. Before you can seek harder cover, you are spotted by the reinforcements as they enter the cavern. The leading Shom'zaa Agarashi raise their spears and come rushing towards you, shrieking like demons. You reach for your Kai Weapon, but then you stay your hand. To fight these creatures would be suicidal for they number more than a hundred. Your only hope of survival lies at the barricade.

You spring to your feet and race across the body-strewn ground towards the distant throne chamber. As you emerge from a cloud of cannon smoke drifting across the cavern, the dwarven defenders see you approaching. Some of them recognize you are a Kai Lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shom'zaa horde attempts to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from the barricade.

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 points score is 20 or less, deduct 2.

If your total score is now 3 or lower, turn to 333.

If it is 4–7, turn to 296.

If it is 8 or higher, turn to 124.

281

Having discovered that the first number in the unlocking sequence is 3, you calculate that there can now only be two variations in the order in which the buttons can be pressed.

If you wish to try to unlock the portal by pressing the buttons in the following order: 3–2–1, turn to 321.

If you decide to try the alternative sequence: 3–1–2, turn to 312.

282

Cursing your misjudgement, you struggle to your feet and turn to face the lumbering beast as it continues its inexorable advance. Then suddenly it stops in mid-stride and turns towards Prince Leomin. As its crushing feet tread a slow, deliberate path towards the prince's head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.

Rock Golem: COMBAT SKILL 40   ENDURANCE 65

This being is immune to all psychic attacks. If the Kai Weapon you wield is ‘Magnara’, you will benefit from the bonus gained due to its unique properties.

If you win the combat, turn to 74.

283

You hear the Brozal slowing as they draw near to the junction, and your skin prickles with a premonition of danger. Your Kai senses detect the approach of a malevolent entity, a creature in their company that is exuding a powerful aura of evil. Fearing that you may be discovered if you stay here, you silently slip away along the passage.

Soon you arrive at a great bronze door. It is inlaid with ancient Drodarin runes and embellished with gold leaf. Gently you push against its cold surface, and the portal swings open to reveal a gloomy chamber. You sense no threat here and so you enter and then push the door closed behind you.

The walls of this chamber are lined with alcoves which are filled with ornate burial urns. Some have been smashed, and their powdery contents lie scattered upon the marble floor. You quickly determine that you have entered a Drodarin cinerarium — a place where the cremated remains of dwarven warriors are laid to rest. Such chambers are considered sacred by the Drodarin, and it saddens you to see that this one has been wantonly desecrated by Shom'zaa minions.

A large tomb dominates the centre of the chamber. Its lid is cracked and holed where the minions have attempted to force an entry. Drodarin script embellishes its dusty surfaces, and when you make a closer inspection, your pulse quickens. This is the tomb of Andarin — the first King of Bor. Through a small hole that punctures the tomb's lid, you can see part of the king's burial urn. It is lit by the supernatural glow of a golden warhammer that rests beside it. Your Kai senses detect that this is a powerful, magical weapon.

Illustration XVI—Through a small hole you can see part of the king's burial urn.

If you wish to attempt to open the lid of this tomb, turn to 118.

If you choose to leave the tomb of King Andarin undisturbed, turn to 230.

284

You raise your hands and rapidly recite the words of the Brotherhood Spell Counterspell. The air shimmers before your face as the spell takes effect, and the deadly blast of ice is transformed into a harmless stream of lukewarm water.

Your unexpected use of magic to counter the creature's icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom'zaa minions as they mill about in confusion.

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

285

You unsheathe your Weapon and hold it ready as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting patiently to attack. However, you soon discover that the cavern had only one occupant and it is now empty.

The only exit from this place is the natural tunnel in the west wall, through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your Weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnel's low arch.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 103.

If it is 5–9, turn to 11.

286

You hit the rocky red soil and come to an abrupt halt when you collide with an ore wagon. The impact gashes your scalp and leaves you stunned and bleeding: lose 5 ENDURANCE points.

Turn to 58.

287

You draw upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering before the barricade moments before the deadly blast slams into it.

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 25, add 2 to the number you have picked.

If your total score is now 3 or lower, turn to 183.

If it is 4 or higher, turn to 57.

288

The flailing fist passes within inches of your skull. Its terrible heat forces you to roll away from the door and scramble for the cover of Andarin's tomb. Suddenly the portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your back when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you stare at its white-hot fists. They are flaring and pulsating like two great balls of fiery plasma.

If you wish to attack this creature, turn to 212.

If you wish to attempt to evade it, turn to 79.

289

You slide to a halt beside the cannon, but before you can set off the powder in the touch-hole, the Agarashi commander fires an icy blast at your head. Instinctively, you duck down to avoid being struck by this deadly missile, and it whooshes past within inches of your scalp.

You are rising to your feet when suddenly you hear a chorus of hellish screams. You glance over your shoulder and your heart misses a beat when you see three Shom'zaa Agarashi; they are charging at you with battle-axes clasped in their taloned hands.

If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher, turn to 78.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 316.

290

Aching and bedraggled after your punishing ordeal in the water, you crawl up the stony river bank and rest beside a mossy boulder. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

After surveying your new surroundings, you determine that you have arrived at the base of a deep fissure eroded by the rivers which converge near this point. Your keen eyes spot a black opening in the granite cliff-face overhanging the shingle bank, and when you go to investigate, you discover that it is the entrance to a long and winding tunnel. Growing out of the walls of this dank passage are several scarlet-capped toadstools.

If you possess Herbmastery, turn to 206.

If you do not, turn to 221.

291

You hit the ground and the whistling salvo passes harmlessly over your head. Quickly you crawl forward until you are out of the line of fire, and then you scramble to your feet and race towards the distant vault.

As you run, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vault's arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another sound — the dull clunk! of the arrow-trap resetting itself.

You glance back into the passageway and see that your pursuer has now reached the floor slab, triggering a second volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creature's corpulent body erupts into a great ball of flame. It burns with such fierce intensity that, within minutes, it is reduced to a heap of white-hot ash.

To continue, turn to 330.

292

You leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of the enemy when you unsheathe your Weapon and give vent to your battle-cry: ‘For Sommerlund and the Kai!’

Shom'zaa Agarashi (with spears): COMBAT SKILL 42   ENDURANCE 40

If you win this combat in four rounds or less, turn to 82.

If you win and the fight lasts five rounds or longer, turn to 236.

293

You draw upon your Magnakai Discipline of Nexus and focus this power upon a large, oil-filled lantern which hangs directly above the platform. By the power of your will alone, you attempt to cause the lantern to tilt and spill some of its blazing fuel onto the kegs below.

Unfortunately, the creature on the platform senses you, and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shom'zaa launches a powerful stream of destructive psychic blasts at your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you are brought to your knees: lose 4 ENDURANCE points.

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom'zaa Agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 30

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

294

You cradle Prince Leomin's head in the crook of your arm and attempt to heal the terrible wounds that the corrosive fluid has inflicted. Sadly, you discover it is too late to save him.

It was Leomin's greed that caused the release of Shom'zaa and its ravening horde, yet he was a brave warrior nonetheless. His last courageous act saved your life, and for that you will always be grateful. You lay his head gently upon the ground and offer up a prayer to Ishir to watch over his soul. Perhaps, one day, his kinsfolk will forgive and forget his weaknesses and come to honour the memory of this brave warrior prince.

You resolve to return at once to the Throne Chamber of Andarin. You have completed one vital part of your mission — the destruction of Shom'zaa. Now you must help secure the remaining goal — the protection of the Throne of Andarin. With this aim in mind, you leave Shom'zaa's lair and hurry back to the hole through which you entered the hive. Here you stop to scan the cavern beyond before venturing any further.

The narrow tunnel, along which you first entered the cavern, is silent and empty. By contrast, the wagon-tracked passage leading off to the south now echoes to the sound of anguished cries. They are the shrieks of Shom'zaa's minions. The death of their master has been felt among their ranks, and although they survive for now, they know that without his power they are ultimately doomed.

If you wish to retrace your steps to the basket, turn to 242.

If you choose to explore the south passage, turn to 68.

295

Your Kai Sixth Sense tells you that these sniggering lancers are especially susceptible to all forms of sonic attack.

If you possess a musical instrument, turn to 145.

If you do not, turn to 15.

296

You are within a dozen yards of the barricade when an arrow hits you in the back and knocks you down with the force of its impact: lose 1 ENDURANCE point.

To continue, turn to 41.

297

Arrows whistle past on all sides, but your speed and agility keep you safe from their deadly touch. You reach the pit unscathed and pull aside the timbers that lie strewn across the opening. Peering down into the darkness, you glimpse the wreckage of a cage lying at the bottom of the shaft, 60 feet below.

The Shom'zaa minions are closing in around the pit, firing as they advance. When an arrow rips the sleeve of your tunic, you quickly make up your mind to climb down the shaft to avoid being hit.

If you possess Kai-alchemy, turn to 76.

If you do not possess this Discipline, turn to 180.

298

The Jug of Vinegar strikes the spider but it fails to break. It bounces off the creature's soft underbelly, and you gasp with disappointment when you see it splash into the river and sink without trace. (Erase this item from your Action Chart.)

The huge arachnid makes a vile chittering sound as it scuttles towards you. Then it pounces, and you are shocked to see that its fangs are coated with a sticky black venom.

Giant Steamspider: COMBAT SKILL 48   ENDURANCE 45

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 112.

299

You unsheathe your Kai Axe and raise it in readiness to attack the tomb lid's seal of grime.

Tomb of Andarin: COMBAT SKILL 50   ENDURANCE 50

Conduct this combat in the usual way. You will benefit from the bonus gained due to your Kai Weapon's unique properties. Any ENDURANCE losses you may sustain are due to the fatigue you experience as you battle to break open the lid. You may not use any psychic attacks during this combat.

You may cease attacking the lid at any time (evade) by turning to 230.

If you win the combat, turn to 110.

300

The stone ramp leads to a titanic, lantern-lit cavern, where acres of wheat and barley are ripening in fields of fertile soil. You are amazed that such rich arable land can exist so deep below the surface of Magnamund, where rain has never fallen and the sun has never shone. Truly the Goddess Ishir gave the Drodarin a wondrous gift when she bestowed upon them the Throne of Andarin, for its powers alone permit this miracle to exist.

You leave the ramp and follow a rutted cart track. It borders upon a field of tall wheat, swaying gently in a cooling breeze. As you walk along, you magnify your vision and attempt to judge the distance to the far wall of the cavern. You have just concluded that it lies more than two miles ahead when suddenly you see something in the middle distance that makes you freeze in your tracks. A group of six large, two-footed creatures have emerged from the wheat field. At first glance they remind you of the guanza, the racing lizards bred in the Southlands, but when you take a closer look you see that these grey-skinned mounts are not born of natural stock. Astride their scaly backs sit Shom'zaa minions armed with spears and lances. The leading rider sights you on the track and immediately the group comes speeding towards you with a loose, loping gait.

Illustration XVII—Six mounted Shom'zaa minions come speeding towards you.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 136.

If it is 4–9, turn to 225.

301

You spin on your heel and launch a mighty swipe at the ceiling, but the blade of your Kai Weapon glances harmlessly off a steel-hard shell. You look up and see a large creature affixed to the rough surface. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. From a bony tube beneath this horror's gaping mouth comes a thin length of thread. It whips around your legs and yanks you to the ground. As you fall, another thread loops around your body, making you gasp for air as it is pulled tighter and tighter.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 80.

If it is 5 or higher, turn to 181.

302

You escape along the dark tunnel at a run, your footsteps pounding in time to the beat of your heart as you race to put distance between yourself and the smelting cavern. Then a great bronze portal looms out of the darkness ahead, blocking the passage. It creaks open as you approach it and four muscular minions appear, framed in the glow of the torchlit tunnel that lies beyond. These creatures are larger than those you have encountered so far, and their reptilian eyes glint with a malevolent light that betrays their intelligence and ruthless cunning. They snicker with delight as they unsheathe their bladed weapons and rush forward to cut you down.

Shom'zaa Agarashi: COMBAT SKILL 44   ENDURANCE 44

If you win this combat, turn to 167.

303

You raise your hands and hurriedly intone the words of the Brotherhood Spell Counterspell. The air shimmers as the spell takes effect, and when the deadly blast of ice passes through this scorching air, it is transformed into a spray of warm water.

Turn to 244.

304

You draw an Arrow to your Bow and let it fly at the creature's eyes, but as your shaft whistles towards its head, the beast slams its glowing fists together and catches it in mid-air. Instantly, the wooden shaft ignites. It burns fiercely for a few seconds before crumbling away to ash.

Fearful that the same could happen to you if you allow this creature to get too close, you turn to face the secret panel and then step towards the passageway that lies beyond.

Turn to 159.

305

You dive to avoid the onrushing blast of ice, but it strikes your legs as you are in mid-air, and you suffer severe frostbite to your calves and feet: lose 4 ENDURANCE points.

To continue, turn to 263.

306

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. Your effective use of Old Kingdom magic to counter the icy blast shocks the Shom'zaa commander. His nerve breaks and he turns to flee with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

If you wish to search the bodies that are lying in this tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

307

Having successfully reached the far side of the wall of fire, you hurry away towards the north in case the Shom'zaa lancers should attempt to outflank you. Soon you come to a muddy ditch which marks the boundary between two neighbouring fields of barley. In the field ahead the plants are younger and shorter, and you are able to see the roof of a Drodarin farmhouse less than 50 yards distant.

If you wish to investigate this farmhouse, turn to 73.

If you choose to avoid the farmhouse, turn to 37.

308

You peer through the criss-cross of timbers, but you can detect no signs of life in the passage that stretches beyond.

If you wish to attempt to enter the passage, turn to 204.

If you decide to continue along the main tunnel, turn to 220.

309

You draw upon your advanced camouflage skills to improve your chances of reaching the tunnel exit without being observed by the surrounding Shom'zaa minions.

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 now 3 or lower, turn to 186.

If it is 4 or higher, turn to 62.

310

You speak the words of the Brotherhood Spell Lightning Hand and extend your right fist towards the rock creature. A tingle runs down your arm. Then a flash of light illuminates the hive when a sparkling bolt leaps from your hand and arcs to the creature's chest. It strikes the beast with a loud Crack! but then it rebounds. Hurriedly you duck to avoid being hit in the face by your own missile as it comes streaking back towards you.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 252.

If it is 5–9, turn to 107.

311

You strike the fiery missile and deflect it away from your chest, saving yourself from terrible injury. Yet you do not emerge from this deadly action completely unscathed. The shock of the fireball's impact upon your blade sends you tumbling backwards through the open panel. You scrape your head as you fall and bruise your knees and back: lose 2 ENDURANCE points.

Dazed by your fall, you drag yourself painfully to your feet and stumble away along the cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are approaching a secret Drodarin treasure vault.

The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

If you possess Grand Pathsmanship, turn to 223.

If you do not, turn to 166.

312

Upon pressing the last button, you hear the locking mechanism click open and you feel sure that you have chosen the correct combination. But then your hopes dissolve when suddenly you hear the dull clang of an alarm bell echoing along the tunnel. You take a step back and unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

Turn to 40.

313

With a sweep of its skeletal arm, the Shom'zaa Agarashi commander signals its minions to halt. Instantly they obey the order and a deathly quiet descends upon the tunnel. Your skin prickles with fear when you sense that the creature is scanning the bodies of the battle-slain, using its psychic powers to probe for signs of life.

You summon your Magnakai Discipline of Psi-screen to shield yourself, and the creature fails to detect your living presence. With a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.

If you wish to search the bodies that are lying in this tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

314

Your Magnakai Discipline of Nexus thaws your frozen arm and saves you from sustaining permanent damage to your forearm and fingers, but when you hit the ground, you discover that you are unable to get back on your feet.

Before the Shom'zaa Agarashi can rally themselves and attack you while you lie stunned upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed arm.

Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous Agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.

Turn to 320.

315

The Drodarin War-thanes twirl their battle-helms upon the muzzles of their muskets and cheer loudly as you reach the barricade. They are in jubilant mood after six days of siege, for they believe that the retreat of their enemy from around the throne chamber signals the end of their long ordeal. Prince Torfan offers you his hand and helps lift you over the wall, and then he asks after his brother Leomin. You answer with a shake of your bowed head.

Illustration XVIII—The Drodarin War-thanes cheer loudly as you reach the barricade.

Torfan is saddened by the news of the loss of his brother, but as you accompany him into the throne chamber, he is greatly comforted to hear that you owe him your life.

‘Without your brother's brave sacrifice, Shom'zaa would have slain us both,’ you tell him.

‘He has paid a grave price for his foolishness,’ says Torfan, wistfully, ‘but he has died with honour. He will not be forgotten.’

The healing rays of the Throne of Andarin restore 5 ENDURANCE points. However, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 178.

316

You roll onto your side to avoid being struck by the razor-sharp blade of a Drodarin battle-axe. Sparks fly as it cuts deep into the granite floor, and its wielder shrieks with anger as it tries in vain to wrench it free. Hurriedly you unsheathe your Kai Weapon as its two companions hurl themselves upon you with murderous intent.

Shom'zaa Agarashi (with Drodarin battle-axes): COMBAT SKILL 44   ENDURANCE 32

If you win this combat in four rounds or less, turn to 255.

If you win the combat in five rounds or longer, turn to 271.

317

As you hit the ground, you are grazed by two of the bone arrows. One gouges your right shoulder, and the other draws a crimson line across the back of your left leg (lose 3 ENDURANCE points).

If you survive this wounding, turn to 279.

318

You follow the stocky Drodarin warrior out of the great hall and along a passageway that leads to the entrance of a vast, lantern-lit tunnel. Four large wolves are harnessed to a chariot parked alongside the tunnel wall, and these great grey beasts whine excitedly when they see Vagel appear. The captain leaps into the chariot and beckons you to join him. As soon as you are safely aboard, he grabs the wide leather reins and sets the wolves running.13

Tenaciously you cling to the chariot's rail as Vagel hurls his two-wheeled transport through a seemingly endless succession of titanic caverns, and you marvel at the scale and diversity of this subterranean kingdom, for it is far greater than you had ever imagined possible. You see farmsteads with cattle and crops, rivers laden with fish, mines rich with silver and rare minerals, and wells brimming with oil to fuel the great lanterns of this vast underground realm. But among the many wonders of Bor you also see some of the tragedy that has befallen the Drodarin race. Many of the dwellings you pass have been destroyed or abandoned, and groups of battle-weary dwarf warriors sit huddled and dejected in their ruins, nursing their wounds.

Beyond the smoking shell of a house, you arrive at the entrance to a sloping tunnel that descends to a quarry and copper mine. The site looks abandoned, but when you emerge from the tunnel, your Magnakai Discipline of Pathsmanship screams a warning that you are heading into an ambush. You shout at Vagel to turn the chariot about, but before he can obey your command, a volley of arrows whistle down from the surrounding rocks. One of the wolves is killed instantly, causing the chariot to swerve out of control. Then the left wheel shatters upon hitting a boulder, and in the blink of an eye you are sent tumbling headlong through the air.

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 now 3 or lower, turn to 286.

If it is 4–7, turn to 120.

If it is 8 or higher, turn to 85.

[13] From here on, you will be underground, so if you possess the Kai Weapon ‘Illuminatus’, you will benefit from its unique properties (you may add 7 to your COMBAT SKILL instead of 5).

319

Upon returning to the cavern, you enter the south tunnel and follow the newly-laid wagon track to a junction where a smaller passage leads off to the right. The entrance to this smaller tunnel is blocked by a criss-cross of timbers. An iron sign is fixed to one of the planks, but its Drodarin runescript has been eaten away by acid. When you look closer, you determine that the sign was defaced by Shom'zaa himself. Traces of the acid are identical to the corrosive fluid that ate through Prince Leomin's armour.

If you possess Deliverance and have attained the rank of Kai Grand Defender or higher, turn to 138.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 308.

320

You remain hidden behind the large shield as the enemy come searching for you among the Drodarin war machines. Through a peephole in the shield's timbers, you observe the Agarashi commander climbing down from the platform to join in the hunt. It shrieks incessantly at its scurrying minions, and looses off random blasts of icy death as it searches for you like a hungry predator.

The tunnel by which you entered the hall has been sealed off, and the portcullis can no longer be raised now that its hoisting rope has been severed. Your hopes of escaping are fading fast, until you see something nearby that revives your flagging spirits.

Turn to 51.

321

When you press the last button in the sequence, you hear the locking mechanism disengage and the bronze portal slowly swings open. You hurry through, pausing for a few moments to pull the heavy door shut behind you.

The tunnel continues and you follow its central wagon track as gently it descends through the ore-rich rock. After several minutes, you detect a noise like distant thunder rumbling in the passageway ahead. You proceed with caution now, and gradually this low, thunderous noise becomes a series of individual bangs. Soon you catch sight of a lantern-lit hall in the far distance. When you stop to magnify your vision, you see at once that it harbours the source of these loud explosions.

Turn to 35.

322

Shom'zaa clutches at the deep wounds you have inflicted, and he staggers and falls backwards into the slime. You have slain this formidable foe, yet you sense that his death is but a temporary state, for the link between his body and the Plane of Darkness remains intact. Even as you gaze upon his loathsome corpse you detect the flow of an evil reviving power.

You return to where Prince Leomin lies, and you call upon Ishir to guide your arm as you take the Sun-crystal from your pocket and hurl it at Shom'zaa's body. It strikes him and instantly there is a blinding flash. This searing light is followed by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground, as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 114.

If it is 4–6, turn to 3.

If it is 7–9, turn to 232.

323

King Ryvin summons Vagel, the red-haired captain of his Royal War-thanes, and assigns him to be your guide. Vagel knows a way to reach the throne chamber where the princes were last seen together. They and their bodyguards are believed to be trapped in the chamber, stoically defending the precious throne from capture by the horde. Vagel also knows the location of Shom'zaa's lair. The creature is known to return there frequently.

To help you further, the King gives you the Andarin Bloodstone. (Record this on your Action Chart as a Special Item which you keep on a chain around your neck. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.) He informs you that the colours of the amulet will deepen as you draw closer to his sons.

Lord Rimoah will stay in the great hall and assist King Ryvin in drawing together the remnants of his scattered army. They will then attempt to break through to the lower levels and secure the throne chamber. Having agreed the plan, you bid farewell to Rimoah and get ready to set off at once with the captain. Before you leave the great hall, Vagel offers you the chance to visit the Royal War-thane armoury.

If you wish to accept Vagel's offer, turn to 238.

If you choose not to, turn to 318.

324

As the shattered remnants of the Shom'zaa Agarashi melt away into the depths of the tunnel, you wipe away the ichor from the blade of your Kai Weapon and then sheathe it in your belt.

If you wish to search the bodies that are lying in the tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

325

You draw your Kai Weapon and brace yourself to take a swipe at this fearsome creature. The beast slams its fists together, and suddenly a ball of white-hot plasma surges towards your chest. You feel its searing heat upon your face as you lash out and strike it aside with the flat of your Kai blade.

Angered by your survival, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that you may not be able to deflect an attack at closer range, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework which frames the panel, you pull yourself towards the narrow gap.

You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

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

If your total score is now 0–4, turn to 44.

If it is 5–7, turn to 262.

If it is 8 or higher, turn to 30.

326

You utilize your improved Discipline of Elementalism to condense water out of the surrounding air with which to douse the flames that are feeding hungrily on your clothes and equipment. Your speedy action extinguishes the fire and saves your tunic and Backpack from ruin.

Turn to 307.

327

Your Kai Sixth Sense warns you that a large group of Shom'zaa Agarashi are approaching, and your Magnakai Discipline of Divination detects the presence of a creature among them who possesses magical abilities. A cursory look in the opposite direction tells you that this smooth-walled, lantern-lit passage offers very few places in which to hide. Having coolly assessed the situation, you call upon your improved mastery of Nexus to help you survive it.

You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from view. Then you place yourself into a state of suspended animation, convincingly feigning death. Minutes later, a dozen Shom'zaa Agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and iridescent eyes. Without paying you a second glance, they pass by and disappear into the distance.

When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you bring yourself out of the trance and get to your feet.

If you wish to search the bodies that are lying in this tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

328

You raise your Kai Weapon and give voice to your proud battle-cry: ‘For Sommerlund and the Kai!’ Your valiant shout inspires the surrounding War-thanes, and they rally to your command as you mount a counterattack to recapture the cannon. Boldly you lead the charge, sweeping aside any Shom'zaa Agarashi that are foolish or unfortunate enough to stand in your way. Upon reaching the cannon, you seize back Prince Leomin's flag and bear it aloft as you engage the fanatical horde.

Illustration XIX—You lead a bold charge against the Shom'zaa Agarashi horde.

Shom'zaa Agarashi (assault group): COMBAT SKILL 48   ENDURANCE 42

This enemy is immune to all forms of psychic attack.

If you win the combat, turn to 200.

329

Reflexively you raise your arms to protect your head from the cascading rocks, but your instinctive reaction is not enough to save you. With a terrifying swiftness, the roof of the tunnel caves in and you are crushed to death beneath a thousand tons of falling granite.

Tragically, your life and your quest end here.

330

Now that the creature is no longer a threat, you turn away from the scorching heat that is radiating from its ashes, and you begin to explore this mysterious treasure chamber.

The walls of the vault are decorated with murals that glorify the Goddess Ishir. Great carved tables, heaped with dusty gems and ingots of precious metal, form a circle around a golden statue of the goddess which stands upon a crystal dais in the middle of the chamber. Resting against the dais are several ancient artefacts of special value. Three of these items in particular catch your eye:

- Korlinium Chainmail Vest (This Special Item can be worn beneath your tunic. It adds +2 to your COMBAT SKILL.)

- Drodarin Bag of Holding (This Backpack Item can be used to store five additional Backpack Items, although the Bag itself occupies only one space.)

- ‘Sunderer’ (This Drodarin battle-axe is a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical axe as an alternative to your existing Kai Weapon.)

If you choose to take and keep any of the above Special Items, make the necessary adjustments to your Action Chart.

To continue, turn to 95.

331

The Sun-crystal hits the rocky tip of the stalagmite and is deflected away from Shom'zaa's head. Your heart sinks as you watch the glowing crystal bounce off a cluster of grey egg sacs, and then splash into the shallow slime that covers the floor.

You are gripped by the sudden fear that you may have lost the only weapon capable of destroying Shom'zaa, and hurriedly you leap off the stone ramp and race to retrieve it. Your Kai Sixth Sense guides you directly to its location, but as you pluck it from the slime and turn to face Shom'zaa's hiding place, suddenly you recall Lord Rimoah's words of warning. You must not be too close to the creature when the Sun-crystal touches his body, or you will risk being consumed when the crystal's energy is released.

The memory of his wise words makes you pause and reconsider your actions. You focus on the stalagmite, now little more than 10 feet away, and you sense that something is very wrong. You look again, and the glimpse that you can see of Shom'zaa's head begins to shimmer and fade. Your throat tightens when you realize that you have been duped by an illusion. As you turn back towards the ramp, you are suddenly struck in the back by a terrific force.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 24.

If it is 5–9, turn to 91.

332

You leave the farm and trek across five fields of barley before you come to the far side of this titanic cavern. Several cart tracks converge at the approach to a wide stone ramp that ascends to the mouth of an unguarded tunnel in the cavern wall. You climb the ramp and, as you enter this torchlit tunnel, you discover a number of broken weapons lying discarded on the ground. Among them you find 1 Arrow and a Sword that are still serviceable. (If you decide to keep them, adjust your Action Chart accordingly.)

You follow the tunnel for several hundred yards until you come to a junction where a smaller passageway leads off to the right. A stone plaque that once indicated the name of this passage lies smashed in pieces. You are trying to put the pieces back together when suddenly you hear the sound of Brozal riders approaching along the main tunnel. Quickly you move into the shadowy passageway and use your camouflage skills to hide there as you wait for the riders to pass.

While you are waiting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 283.

333

You are within a dozen yards of the barricade when an arrow hits you in the back and pitches you forward onto your face: lose 3 ENDURANCE points.

To continue, turn to 41.

334

Despite your forewarnings and the precautions you have taken, the creature on the platform sees you moving towards the barrels, and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shom'zaa directs a powerful stream of destructive psychic energy into your mind.

If you possess Kai-screen, turn to 32.

If you do not, turn to 342.

335

You say the words of the Brotherhood Spell Lightning Hand and level your right arm at the Shom'zaa commander. A crackling bolt of blue-white flame leaps from your fingertips and arcs towards the creature with deadly accuracy. The bolt strikes the commander in the head, felling it before it can launch its second blast of frigid energy. Its shattered body falls to the ground and is instantly trampled under the feet of its slavering horde.

To continue, turn to 244.

336

You drag yourself painfully to your feet and stumble along the cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.

The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

If you possess Grand Pathsmanship, turn to 223.

If you do not, turn to 166.

337

You take an Arrow from your Quiver and grip it tightly by the flighted end. Then you whisper the words of the Old Kingdom Spell Flameshaft and a blue flame ignites at its steel tip. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon, with the burning arrow held before you at arm's length.

The Agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

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 now 4 or lower, turn to 289.

If it is 5 or higher, turn to 175.

338

As you speed towards the jagged granite reef, you twist your body around and kick out with the soles of your booted feet in a desperate attempt to avoid being impaled upon these deadly rocks.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 25 or higher, add 1 to the number you have picked. If your ENDURANCE score is 12 or lower, deduct 2.

If your total score is now 3 or lower, turn to 199.

If it is 4–7, turn to 171.

If it is 8 or higher, turn to 137.

339

You speak the words of the Brotherhood Spell Lightning Hand and take aim with your right arm at the lizard-faced creature. A tingle of energy runs down your arm and a flash of blue light explodes from your fingertips. A bolt of electrical power surges from your hand and hits the beast in the torso, hurling it backwards to the ground. As it falls, it strikes its head on a protruding rock and is knocked unconscious.

Its followers freeze in their tracks and look to their fallen leader with shocked surprise. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarry's north wall.

Turn to 17.

340

The creature suddenly stops in mid-stride and turns towards Prince Leomin. As its crushing feet tread a slow, deliberate path towards the prince's head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature's advance.

Rock Golem: COMBAT SKILL 40   ENDURANCE 65

This being is immune to all psychic attacks. If the Kai Weapon you wield is ‘Magnara’, you will benefit from the bonus gained due to its unique properties.

If you win the combat, turn to 74.

341

You speak the words of the Brotherhood Spell Strength and as it begins to take effect, you feel an invigorating surge of power flowing through every muscle of your body. Electrified by this energy, you take hold of the tomb's lid and force it aside. There is a loud Crack! as the seal of grime is broken; then a flood of golden light washes over you when you swing the lid aside and tip it over onto the floor.

With a growing sense of awe, you take hold of the golden warhammer and raise it aloft. You admire its finely-crafted lines and perfect balance, and you sense that it was forged by magical fires.

Illustration XX—Filled with awe, you take hold of the golden warhammer and hold it aloft.

If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical warhammer as an alternative to your Kai Weapon.

To continue, turn to 230.

342

Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom'zaa Agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 30

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

343

The icy bolt hits the wall of hot air and explodes in a great cloud of steam. Your effective use of Kai Elementalism to counter the icy blast shocks the Shom'zaa commander. His nerve breaks and he turns and flees, with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

If you wish to search the bodies that are lying in this tunnel, turn to 144.

If you choose to explore the tunnel further, turn to 160.

344

You press your back against the door and recite the words of the Brotherhood Spell Strength. As the spell takes effect, you feel an invigorating surge of power flowing through every sinew of your body. Energized by this magical power, you lean back and press with all your might to keep the portal shut. There is another blow on the door, but it fails to shift you. Then you feel the surface temperature of the portal is changing; it is getting hotter.

If you possess Grand Nexus, turn to 227.

If you do not, turn to 173.

345

Your killing blow pitches the Shom'zaa lancer out of its saddle and sends its lifeless body tumbling into the wheat, trailing a stream of black ichor. As its steed flees through the tall crops, you notice a bulb-like object fall from its saddlebag. You take a closer look and discover that it is an unexploded Phosphor Bomb. (If you wish to keep this item, record it on your Action Chart as a Backpack Item.) Then you hear the sound of the other riders approaching, and quickly you dive into the tall crops and hurry away towards the north to avoid them.

After a few minutes, when you can no longer hear the lancers crashing through the wheat, you begin to feel confident that they have lost your trail for good. You have just crossed into an adjoining crop of barley when suddenly a barrier of piercing light erupts in front of you as first one explosion and then two more detonate among the plants. In a desperate attempt to flush you out, the riders are hurling phosphor bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a stiff breeze. You retreat to the wheat field to avoid the roaring flames but, as you retrace your steps, your Sixth Sense tells you that you are being forced back into a trap.

If you wish to continue retreating into the wheat field to avoid the approaching fire, turn to 194.

If you wish to try to pass through the wall of fire and reach the safety of the barley fields beyond, turn to 42.

346

As you run towards the archway, you shape your mouth in readiness to utter the Old Kingdom power-word: Gloar! The force of your spell-word punches a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

Turn to 135.

347

Before you attempt to reach the exit from this cavern, you draw upon your Magnakai Invisibility skills to help reduce the risk of being observed by the surrounding Shom'zaa minions.

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 now 6 or lower, turn to 186.

If it is 7 or higher, turn to 62.

348

An icy blast from the creature's claw collides with your lightning bolt in mid-air and deflects it from the target. Then it turns and shrieks to a group of Shom'zaa Agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and steel yourself to meet their determined advance.

Shom'zaa Agarashi: COMBAT SKILL 40   ENDURANCE 32

If you win this combat in three rounds or less, turn to 65.

If you win the combat in four rounds or longer, turn to 189.

349

You use your Magnakai healing skills to staunch the flow of blood as you recoil from the deadly rocks. Then you are caught by the cold water currents of the deeper channel. They swirl you around and wash you up onto a shingle bank.

To continue, turn to 290.

350

A special escort is provided for you and Lord Rimoah. In the company of Prince Torfan, you are taken by carriage to the Grand Hall where a magnificent reception awaits you. Formally you are presented to King Ryvin and you receive his praise and heartfelt thanks for the victory you have secured for his beleaguered kingdom. You return to him the Andarin Bloodstone, and he awards to you the Cross of Boradon — the highest accolade for courage and gallantry in the Kingdom of Bor. During the informal celebrations that take place shortly afterwards, you are further awarded the freedom of Bor and the honorary rank and title of War-thane — a rare privilege for one not born of Drodarin stock. (Erase the Andarin Bloodstone from your Action Chart.)

After a day of rest, you and Lord Rimoah make a triumphant return to Sommerlund aboard Cloud-dancer. The news of your victory has travelled ahead of you and your arrival at the monastery is greeted by the appreciative cheers of your fellow kinsmen. For your triumph over Shom'zaa, and the preservation of the Throne of Andarin, you receive special praise and admiration from Supreme Master Lone Wolf himself.

Congratulations, Grand Master. You have met this testing quest and you have triumphed. Your brave and courageous actions in Bor will long be remembered in the legends of the New Order Kai. Yet the fight against Evil has not yet ended. 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:

Vampirium

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10
11-20: 11 12 13 14 15 16 17 18 19 20
21-30: 21 22 23 24 25 26 27 28 29 30
31-40: 31 32 33 34 35 36 37 38 39 40
41-50: 41 42 43 44 45 46 47 48 49 50
51-60: 51 52 53 54 55 56 57 58 59 60
61-70: 61 62 63 64 65 66 67 68 69 70
71-80: 71 72 73 74 75 76 77 78 79 80
81-90: 81 82 83 84 85 86 87 88 89 90
91-100: 91 92 93 94 95 96 97 98 99 100
101-110: 101 102 103 104 105 106 107 108 109 110
111-120: 111 112 113 114 115 116 117 118 119 120
121-130: 121 122 123 124 125 126 127 128 129 130
131-140: 131 132 133 134 135 136 137 138 139 140
141-150: 141 142 143 144 145 146 147 148 149 150
151-160: 151 152 153 154 155 156 157 158 159 160
161-170: 161 162 163 164 165 166 167 168 169 170
171-180: 171 172 173 174 175 176 177 178 179 180
181-190: 181 182 183 184 185 186 187 188 189 190
191-200: 191 192 193 194 195 196 197 198 199 200
201-210: 201 202 203 204 205 206 207 208 209 210
211-220: 211 212 213 214 215 216 217 218 219 220
221-230: 221 222 223 224 225 226 227 228 229 230
231-240: 231 232 233 234 235 236 237 238 239 240
241-250: 241 242 243 244 245 246 247 248 249 250
251-260: 251 252 253 254 255 256 257 258 259 260
261-270: 261 262 263 264 265 266 267 268 269 270
271-280: 271 272 273 274 275 276 277 278 279 280
281-290: 281 282 283 284 285 286 287 288 289 290
291-300: 291 292 293 294 295 296 297 298 299 300
301-310: 301 302 303 304 305 306 307 308 309 310
311-320: 311 312 313 314 315 316 317 318 319 320
321-330: 321 322 323 324 325 326 327 328 329 330
331-340: 331 332 333 334 335 336 337 338 339 340
341-350: 341 342 343 344 345 346 347 348 349 350

The Kingdom of Bor and 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 Page) Replaced ‘THE FALL OF BLOOD MOUNTAIN’ with ‘The Fall of Blood Mountain’.

(The Story so Far … ) Replaced each occurrence of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced each occurrence of ‘elite’ with ‘élite’. Added a paragraph break before ‘Following the demise’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced each occurrence of ‘Plain of Darkness’ with ‘Plane of Darkness’. Replaced ‘supreme Disciplines’ with ‘Supreme Master Disciplines’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘the Monastery’ with ‘the monastery’. Replaced ‘Kai lords’ with ‘Kai Lords’. Replaced ‘milleniums’ with ‘millennia’. Split Rimoah's speech beginning with ‘Yes, my Lord’ into a new paragraph. Replaced ‘my Lords’ with ‘my lords’. Replaced each occurrence of ‘my Lord’ with ‘my lord’. Replaced ‘I will’ you’ with ‘I will,’ you’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Dwarven allies’ with ‘dwarven allies’. Replaced ‘Darklord armies’ with ‘Darkland armies’. Replaced ‘King's army’ with ‘King's Army’. Replaced ‘able muster’ with ‘able to muster’. Replaced ‘First Order of the Kai were’ with ‘First Order of the Kai was’. Replaced ‘after all; it had’ with ‘after all: it had’. Replaced ‘1,000-year-war’ with ‘1,000-year war’. Replaced ‘throne chamber of Bor’ with ‘Throne Chamber of Bor’. Replaced ‘War Thanes’ with ‘War-thanes’. Replaced ‘MS5084’ with ‘MS 5084’. Replaced ‘MS5063’ with ‘MS 5063’. Replaced ‘MS5077’ with ‘MS 5077’.

(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 ‘COMBAT SKILL is reduced’ with ‘ENDURANCE is reduced’. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘Old Kingdom battle magic’ with ‘Old Kingdom battle-magic’. Replaced ‘magi-magic spells’ with ‘Old Kingdom Spells’. 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 ‘dialect and’ with ‘dialect, and’. Replaced ‘Weapon and’ with ‘Weapon, and’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘earth, air, fire, and water’ with ‘Earth, Air, Fire, and Water’. Replaced ‘1 to 3’ with ‘one to three’. 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’.

(Levels of New Order Grand Mastership) Removed parentheses from around ‘You begin the New Order adventures at this level of Kai Grand Mastery’. 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 ‘Brotherhood spells’ with ‘Brotherhood Spells’. Replaced ‘eg’ with ‘i.e.’. Replaced ‘Spear, etc)’ with ‘and Spear)’. Replaced ‘ie’ with ‘i.e.’. Replaced ‘ie’ with ‘e.g.’. Replaced ‘bolts, etc)’ with ‘bolts)’. Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’. Replaced ‘3 yards’ with ‘three yards’. Replaced ‘range and numbers of insects so affected increases’ with ‘range and number of insects so affected increase’. Replaced ‘mastery of’ with ‘Mastery of’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘Lone Wolf New Order books’ with ‘Lone Wolf New Order books’. Replaced ‘an enemy in unarmed combat’ with ‘an enemy’ in harmony with the Mongoose Publishing editions. Replaced ‘full effect, using’ with ‘full effect using’.

(New Order Wisdom) Replaced ‘gods’ with ‘Gods’. Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(1) Replaced each occurrence of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘artifact’ with ‘artefact’. Replaced ‘mountain of blood’ with ‘Mountain of Blood’. Replaced ‘14 hours’ with ‘fourteen hours’. Replaced ‘their long history and’ with ‘their long history, and’.

(3) Replaced ‘Crack!,’ with ‘Crack!’.

(4) Replaced ‘wheatfields’ with ‘wheat fields’.

(5) Italicised ‘Mindblend’.

(7) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘halfway though’ with ‘halfway through’.

(8) Replaced ‘knocked the’ with ‘knocked to the’. Replaced ‘the first wave of the Shom'zaa horde reach’ with ‘the first wave of the Shom'zaa horde reaches’. Replaced each occurrence of ‘War-Thanes’ with ‘War-thanes’.

(10) Replaced ‘elementalism’ with ‘Elementalism’. Replaced ‘priming power’ with ‘priming powder’.

(11) Replaced ‘steeply sloping’ with ‘steeply-sloping’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(12) Replaced ‘naively’ with ‘naïvely’.

(13) Replaced ‘Huriedly’ with ‘Hurriedly’. Replaced ‘gas, then’ with ‘gas; then’. Replaced ‘whoosh’ with ‘whoosh’.

(14) Replaced ‘membraneous’ with ‘membranous’.

(15) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘If you total’ with ‘If your total’.

(18) Replaced ‘arrow’ with ‘Arrow’.

(19) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘halfway though’ with ‘halfway through’.

(21) Replaced ‘disc’ with ‘Bronze Disc’.

(22) Replaced ‘cannon and’ with ‘cannon, and’. Replaced ‘Bow, or’ with ‘Bow, nor’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(23) Replaced ‘tinderbox’ with ‘Tinderbox’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘your backpack’ with ‘your Backpack’.

(24) Replaced ‘DANGER!’ with ‘‘Danger!’’.

(25) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(27) Replaced ‘(evade), by’ with ‘(evade) by’.

(29) Replaced ‘You dare not wait for the advancing horde to close in for, despite your formidable fighting skills, this enemy’ with ‘Despite your formidable fighting skills, you dare not wait for the advancing horde to close in, for this enemy’.

(31) Replaced ‘the first wave of the Shom'zaa horde reach’ with ‘the first wave of the Shom'zaa horde reaches’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(32) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(33) Replaced ‘rockface’ with ‘rock-face’. Replaced ‘encircles your basket’ with ‘encircle your basket’ in the illustration's caption.

(34) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Strength’.

(35) Replaced ‘irridescent’ with ‘iridescent’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘senses, and the lights of this glowing gemstone, both’ with ‘senses and the lights of this glowing gemstone both’.

(36) Replaced ‘agarashi’ with ‘Agarashi’.

(41) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘10 Ain’ with ‘ten Ain’. Replaced ‘backpack; it’ with ‘Backpack: it’. Replaced ‘your backpack’ with ‘your Backpack’. Replaced ‘Throne Chamber’ with ‘Throne Chamber of Andarin’ to standardise the capitalisation. Replaced ‘War-Thane’ with ‘War-thane’.

(45) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(48) Replaced ‘odd (1,3,5,7,9)’ with ‘odd (i.e. 1, 3, 5, 7, or 9)’. Replaced ‘even (2,4,6,8,0)’ with ‘even (i.e. 2, 4, 6, 8, or 0)’.

(50) Added ‘If the Kai Weapon you wield is “Magnara”, you will benefit from the bonus gained due to its unique properties.’

(52) Replaced ‘irridescent’ with ‘iridescent’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘claw, then’ with ‘claw, and then’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(55) Replaced ‘saddle, then’ with ‘saddle; then’. Replaced ‘weapon’ with ‘Weapon’.

(57) Replaced ‘The horde hits the barricade’ with ‘The horde hit the barricade’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(59) Replaced ‘agonising’ with ‘agonizing’. Replaced ‘veined body, and waxy’ with ‘veined body and waxy’.

(60) Replaced ‘War-Thanes’ with ‘War-thanes’.

(61) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Counterspell’. Replaced ‘agarashi’ with ‘Agarashi’.

(63) Replaced each occurrence of ‘Korlinium’ with ‘korlinium’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(64) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Sense Evil’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(65) Replaced ‘despatch’ with ‘dispatch’. Replaced ‘seige’ with ‘siege’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘shockwave’ with ‘shock wave’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(66) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(67) Replaced ‘50 dwarves’ with ‘fifty dwarves’.

(68) Replaced ‘Grand Defender, or higher’ with ‘Grand Defender or higher’. Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(69) Replaced ‘Master Superior, or higher’ with ‘Master Superior or higher’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(71) Replaced ‘naively’ with ‘naïvely’.

(73) Replaced ‘Vinegar and’ with ‘Vinegar, and’.

(74) Replaced each occurrence of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘Shom'zaa hideous’ with ‘Shom'zaa's hideous’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai curing’ with ‘Magnakai Curing’.

(75) Replaced ‘seige’ with ‘siege’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(76) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’.

(79) Replaced ‘halfway though’ with ‘halfway through’.

(82) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(83) Replaced ‘Kai Grand Defender, and’ with ‘Kai Grand Defender or higher, and’. Replaced ‘Kai Grand Guardian, and’ with ‘Kai Grand Guardian or higher, and’.

(84) Replaced ‘bomb’ with ‘Phosphor Bomb’. Replaced ‘your backpack’ with ‘your Backpack’.

(86) Replaced ‘sleep, then’ with ‘sleep; then’. Replaced ‘veined body, and waxy’ with ‘veined body and waxy’.

(88) Replaced ‘the the’ with ‘the’.

(91) Replaced ‘DANGER!’ with ‘‘Danger!’’.

(92) Replaced ‘wheatfield’ with ‘wheat field’.

(94) Replaced ‘agonising’ with ‘agonizing’.

(95) Replaced ‘impassible’ with ‘impassable’.

(96) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘who are’ with ‘that are’.

(97) Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(99) Replaced ‘half way though’ with ‘halfway through’. Replaced ‘veined body, and waxy’ with ‘veined body and waxy’.

(100) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘battle standard’ with ‘battle-standard’. Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(101) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Sense Evil’. Replaced ‘Korlinium’ with ‘korlinium’.

(102) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(103) Replaced ‘steeply sloping’ with ‘steeply-sloping’. Replaced ‘your backpack’ with ‘your Backpack’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(105) Replaced ‘agarashi’ with ‘Agarashi’.

(106) Replaced ‘halfway though’ with ‘halfway through’.

(108) Replaced ‘backs, then’ with ‘backs, and then’.

(109) Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘tip-toes’ with ‘tiptoes’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘sound, then’ with ‘sound, and then’. Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘weapon’ with ‘Weapon’.

(110) Replaced ‘broken, then’ with ‘broken, and then’.

(111) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(112) Replaced ‘current, then’ with ‘current; then’. Replaced ‘weapon’ with ‘Weapon’. Replaced ‘weapons’ with ‘Weapons’.

(113) Replaced ‘battle frenzy’ with ‘battle-frenzy’.

(114) Replaced ‘Crack!,’ with ‘Crack!’.

(116) Replaced ‘cannon and’ with ‘cannon, and’. Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(118) Replaced ‘of if’ with ‘or if’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Weapon “Magnara”, and’ with ‘Weapon “Magnara” and’.

(119) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(121) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’.

(123) Replaced ‘clang’ with ‘clang’.

(125) Replaced ‘grievious’ with ‘grievous’.

(126) Replaced ‘seige’ with ‘siege’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(127) Replaced ‘battle cry’ with ‘battle-cry’ in the illustration caption. Replaced ‘weapon’ with ‘Weapon’.

(129) Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘the Shom'zaa horde attempt to’ with ‘the Shom'zaa horde attempts to’.

(131) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(132) Replaced ‘clang’ with ‘clang’.

(134) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(135) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(143) Replaced ‘War-Thanes’ with ‘War-thanes’.

(144) Replaced ‘approriate’ with ‘appropriate’. Replaced ‘weapon’ with ‘Weapon’.

(145) Replaced ‘your backpack’ with ‘your Backpack’.

(146) Replaced ‘drop your bow’ with ‘shoulder your Bow’. Replaced ‘arrows’ with ‘Arrows’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Weapons List’ with ‘Action Chart’.

(152) Replaced ‘jug’ with ‘Jug of Vinegar’. Replaced ‘and and’ with ‘and’. Replaced ‘current, then’ with ‘current; then’.

(153) Replaced ‘Kai Grand Guardian’ with ‘Kai Grand Guardian or higher’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Assimilance, but’ with ‘Assimilance but’.

(154) Replaced ‘rockface’ with ‘rock-face’. Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘Bow, or’ with ‘Bow, nor’. Replaced ‘Leomin; it’ with ‘Leomin: it’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(155) Replaced ‘If you possess Assimilance’ with ‘As you possess Assimilance’ since you must possess Assimilance to reach this section.

(157) Replaced ‘strong psychic, and some magical, abilities’ with ‘strong psychic and some magical abilities’.

(158) Replaced ‘odd (1,3,5,7,9)’ with ‘odd (i.e. 1, 3, 5, 7, or 9)’. Replaced ‘even (2,4,6,8,0)’ with ‘even (i.e. 2, 4, 6, 8, or 0)’.

(159) Replaced ‘halfway though’ with ‘halfway through’.

(161) Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(162) Replaced ‘clearing, then’ with ‘clearing, and then’. Replaced ‘wheatfields’ with ‘wheat fields’.

(163) Replaced ‘weapon’ with ‘Weapon’.

(164) Replaced ‘Old Kingdom battle-spell’ with ‘Old Kingdom Battle-spell’. Removed the dash preceding ‘Flameshaft’. Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘quiver, so you’ with ‘Quiver, you’. Replaced ‘add 3’ with ‘remember to add 3’.

(165) Replaced ‘arrows’ with ‘Arrows’. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘from your quiver and any’ with ‘from your Quiver (if you possess this Special Item). Also erase any’. Replaced ‘list of Backpack Items’ with ‘list of Backpack Items (if you possess any)’.

(166) Replaced ‘gas, then’ with ‘gas; then’. Replaced ‘whoosh’ with ‘whoosh’.

(167) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘weapon’ with ‘Weapon’. Replaced ‘sheath’ with ‘sheathe’.

(168) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(170) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(173) Replaced ‘veined body, and waxy’ with ‘veined body and waxy’. Replaced ‘your backpack’ with ‘your Backpack’.

(174) Replaced ‘weapon's’ with ‘Weapon's’.

(175) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘wooshes’ with ‘whooshes’.

(178) Replaced ‘battle standard’ with ‘battle-standard’. Replaced ‘the Shom'zaa horde are returning’ with ‘the Shom'zaa horde is returning’. Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘War-Thane’ with ‘War-thane’.

(179) Replaced ‘battle-cry: ‘For Sommerlund and the Kai!’ and’ with ‘battle-cry — ‘For Sommerlund and the Kai!’ — and’.

(182) Replaced ‘like charging’ with ‘like a charging’. Replaced ‘Master Superior, or higher’ with ‘Master Superior or higher’. Replaced ‘and backpack’ with ‘and Backpack’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(183) Replaced ‘the first wave of the Shom'zaa horde reach’ with ‘the first wave of the Shom'zaa horde reaches’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(184) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Lightning Hand’. Replaced ‘attained, above’ with ‘attained above’. Replaced ‘counter spell’ with ‘counterspell’.

(185) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘hidden, then’ with ‘hidden, and then’. Replaced ‘steel around the perimeter’ with ‘steal around the perimeter’.

(187) Replaced ‘jug of vinegar’ with ‘Jug of Vinegar’. Replaced ‘your backpack’ with ‘your Backpack’.

(188) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dash preceding ‘Shield’.

(189) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(190) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘battle wounds’ with ‘battle-wounds’. Replaced ‘their armour, and the’ with ‘their armour and the’.

(194) Replaced ‘view, then’ with ‘view; then’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’.

(195) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’. Replaced ‘arm, then’ with ‘arm, and then’.

(196) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘if the combat lasts’ with ‘If you win the combat in’.

(197) Replaced ‘battle armour’ with ‘battle-armour’.

(198) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘who are’ with ‘that are’.

(200) Replaced ‘war horn’ with ‘war-horn’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(201) Replaced ‘rockface’ with ‘rock-face’.

(202) Replaced ‘elite’ with ‘élite’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(203) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(204) Replaced ‘Korlinium’ with ‘korlinium’.

(205) Replaced ‘as one, then three more, explosions detonate’ with ‘as first one explosion and then three more detonate’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced each occurrence of ‘wheatfield’ with ‘wheat field’.

(206) Replaced ‘Grand Defender, or higher’ with ‘Grand Defender or higher’.

(207) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘agarashi’ with ‘Agarashi’.

(208) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(209) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced each occurrence of ‘probiscus’ with ‘proboscis’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai-screen, and’ with ‘Kai-screen and’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’. Replaced ‘approach to the edge’ with ‘approach the edge’.

(210) Replaced ‘agarashi’ with ‘Agarashi’.

(211) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(212) Replaced ‘If you not’ with ‘If you do not’. Replaced ‘Bow, or’ with ‘Bow, nor’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(213) Replaced ‘clang’ with ‘clang’.

(215) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Net’. Replaced ‘gluing’ with ‘glueing’. Replaced ‘Hurriedly you drop your bow and reach to your Kai Weapon’ with ‘Hurriedly you reach to your Kai Weapon’ since you may only arrive here if you opted not to use a Bow in Section 222.

(218) Removed quotation marks from around the thought-speech.

(219) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dash preceding ‘Shield’.

(220) Replaced ‘Korlinium’ with ‘korlinium’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘back the’ with ‘back to’.

(221) Replaced ‘agarashi’ with ‘Agarashi’. Replaced each occurrence of ‘your backpack’ with ‘your Backpack’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(222) Replaced ‘drawbolt’ with ‘bolt’. Replaced ‘Bow nor’ with ‘Bow, nor’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(223) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(225) Replaced ‘as one, then three more, explosions detonate’ with ‘as first one explosion and then three more detonate’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced each occurrence of ‘wheatfield’ with ‘wheat field’.

(226) Replaced ‘scabbard, then’ with ‘scabbard; then’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(228) Replaced ‘realise’ with ‘realize’. Replaced ‘who are’ with ‘that are’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(230) Replaced ‘War-Thane’ with ‘War-thane’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(231) Replaced ‘clang’ with ‘clang’.

(232) Replaced ‘Crack!,’ with ‘Crack!’.

(233) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’.

(235) Replaced ‘Backpack Items list’ with ‘list of Backpack Items’. Replaced ‘and backpack’ with ‘and Backpack’.

(236) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(237) Replaced ‘arrow’ with ‘Arrow’.

(238) Replaced ‘quiver’ with ‘Quiver’.

(240) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’.

(241) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(242) Replaced ‘Elementalism, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(243) Replaced ‘bow and Magi-magic, and’ with ‘Bow and Magi-magic, and’. Replaced ‘Kai Grand Guardian’ with ‘Kai Grand Guardian or higher’. Replaced ‘this skill, or’ with ‘this Weapon or this skill, or’.

(244) Replaced ‘the first wave of the Shom'zaa horde reach’ with ‘the first wave of the Shom'zaa horde reaches’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(245) Replaced ‘veined body, and waxy’ with ‘veined body and waxy’.

(246) Replaced ‘vision, then’ with ‘vision; then’.

(247) Replaced ‘passage, then’ with ‘passage; then’. Replaced ‘agarashi’ with ‘Agarashi’.

(248) Replaced ‘clearing, then’ with ‘clearing, and then’. Replaced ‘wheatfields’ with ‘wheat fields’.

(250) Replaced ‘ante-room’ with ‘anteroom’. Replaced ‘item, this’ with ‘item or this’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘Kai Grand Guardian, and’ with ‘Kai Grand Guardian or higher, and’. Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘Bomb, and’ with ‘Bomb and’. Replaced ‘or have’ with ‘or if you have’.

(251) Replaced ‘who are’ with ‘that are’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(253) Replaced ‘irridescent’ with ‘iridescent’. Replaced ‘agarashi’ with ‘Agarashi’.

(256) Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(257) Replaced ‘veined body, and waxy’ with ‘veined body and waxy’.

(258) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’. Replaced ‘weapon’ with ‘Weapon’.

(259) Replaced ‘Old Kingdom battle-spell’ with ‘Old Kingdom Battle-spell’. Removed the dash preceding ‘Flameshaft’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘quiver, so you’ with ‘Quiver, you’. Replaced ‘add 3’ with ‘remember to add 3’.

(261) Replaced ‘membraneous’ with ‘membranous’.

(262) Replaced ‘odd (1,3,5,7,9)’ with ‘odd (i.e. 1, 3, 5, 7, or 9)’. Replaced ‘even (0,2,4,6,8)’ with ‘even (i.e. 2, 4, 6, 8, or 0)’. Replaced ‘shoulder-blade’ with ‘shoulder blade’.

(263) Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(264) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Strength’.

(267) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Kai Grand Guardian’ with ‘Kai Grand Guardian or higher’. Replaced ‘Kai-screen, and’ with ‘Kai-screen and’.

(268) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Lightning Hand’. Replaced ‘attained, above’ with ‘attained above’. Replaced ‘counter spell’ with ‘counterspell’.

(269) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dash preceding ‘Shield’.

(270) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(271) Replaced ‘agarashi’ with ‘Agarashi’.

(272) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘midstep’ with ‘mid-step’.

(273) Replaced ‘Bow, or’ with ‘Bow, nor’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(277) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘Kai Grand Master Superior’ with ‘Kai Grand Master Superior or higher’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(280) Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced ‘crossbolts’ with ‘crossbow bolts’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘2 or less’ with ‘20 or less’. Replaced ‘the Shom'zaa horde attempt to’ with ‘the Shom'zaa horde attempts to’.

(282) Added ‘If the Kai Weapon you wield is “Magnara”, you will benefit from the bonus gained due to its unique properties.’

(283) Replaced ‘surface and the portal’ with ‘surface, and the portal’.

(284) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Counterspell’. Replaced ‘seige’ with ‘siege’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(285) Replaced ‘weapon’ with ‘Weapon’. Replaced ‘weapon’ with ‘Weapon’.

(288) Replaced ‘veined body, and waxy’ with ‘veined body and waxy’.

(289) Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘wooshes’ with ‘whooshes’. Replaced ‘Kai Grand Guardian’ with ‘Kai Grand Guardian or higher’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(291) Replaced ‘fire, then’ with ‘fire, and then’.

(292) Replaced ‘weapon’ with ‘Weapon’.

(293) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘senses you and it’ with ‘senses you, and it’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(294) Replaced ‘Throne Chamber’ with ‘Throne Chamber of Andarin’ to standardise the capitalisation.

(295) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(298) Replaced ‘jug’ with ‘Jug of Vinegar’.

(299) Replaced ‘Kai axe’ with ‘Kai Axe’. Replaced ‘(evade), by’ with ‘(evade) by’.

(300) Replaced ‘wheatfield’ with ‘wheat field’.

(301) Replaced ‘membraneous’ with ‘membranous’.

(303) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Counterspell’.

(304) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(310) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘Crack!,’ with ‘Crack!’.

(311) Replaced ‘you fall, and bruise’ with ‘you fall and bruise’.

(312) Replaced ‘clang’ with ‘clang’.

(313) Replaced ‘agarashi’ with ‘Agarashi’.

(314) Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘wheels, and observe’ with ‘wheels and observe’. Replaced ‘snaps and you’ with ‘snaps, and you’.

(315) Replaced ‘wall, then’ with ‘wall, and then’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(318) Replaced ‘minerals, wells’ with ‘minerals, and wells’.

(319) Replaced ‘Grand Defender, or higher’ with ‘Grand Defender or higher’. Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(320) Replaced ‘agarashi’ with ‘Agarashi’.

(322) Replaced ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘an evil, reviving power’ with ‘an evil reviving power’ as it is the reviving power that is evil.

(323) Replaced ‘War-Thanes’ with ‘War-thanes’. Replaced ‘War-Thane’ with ‘War-thane’.

(324) Replaced ‘agarashi’ with ‘Agarashi’.

(325) Replaced ‘halfway though’ with ‘halfway through’.

(326) Replaced ‘backpack’ with ‘Backpack’.

(327) Replaced ‘ curl up the’ with ‘curl up on the’. Replaced ‘irridescent’ with ‘iridescent’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(328) Replaced ‘counter-attack’ with ‘counterattack’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘who are’ with ‘that are’. Replaced ‘War-Thanes’ with ‘War-thanes’.

(330) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘Korlinium Chainmail Vest’ with ‘Korlinium Chainmail Vest’. Removed the paragraph break after ‘Vest’. Replaced ‘This Special Item’ with ‘(This Special Item’. Replaced ‘+2 to your COMBAT SKILL.’ with ‘+2 to your COMBAT SKILL.)’. Replaced ‘Drodarin Bag of Holding’ with ‘Drodarin Bag of Holding’. Removed the paragraph break after ‘Holding’. Replaced ‘This Special Item can be used to store five additional Backpack Items. It is kept in your backpack where it occupies only one space.’ with ‘(This Backpack Item can be used to store five additional Backpack Items, although the Bag itself occupies only one space.)’. Replaced ‘ ‘Sunderer’ ’ with ‘ ‘Sunderer’ ’. Removed the paragraph break before ‘This Drodarin battle-axe’. Replaced ‘This Drodarin battle-axe’ with ‘(This Drodarin battle-axe’. Replaced ‘existing Kai Weapon.’ with ‘existing Kai Weapon.)’.

(331) Replaced each occurrence of ‘Sun-Crystal’ with ‘Sun-crystal’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(334) Replaced ‘forewarnings, and the precautions you have taken, the creature on the platform sees you moving towards the barrels and it emits’ with ‘forewarnings and the precautions you have taken, the creature on the platform sees you moving towards the barrels, and it emits’.

(335) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(337) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Flameshaft’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘quiver’ with ‘Quiver’.

(339) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(340) Added ‘If the Kai Weapon you wield is “Magnara”, you will benefit from the bonus gained due to its unique properties.’

(341) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘broken, then’ with ‘broken; then’.

(342) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(343) Replaced ‘elementalism’ with ‘Elementalism’.

(344) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Strength’.

(345) Replaced ‘as one, then two more, explosions detonate’ with ‘as first one explosion and then two more detonate’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced each occurrence of ‘wheatfield’ with ‘wheat field’.

(347) Replaced ‘Magnakai camouflage’ with ‘Magnakai Invisibility’.

(348) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘If the combat lasts’ with ‘If you win the combat in’.

(350) Replaced ‘Cloud-Dancer’ with ‘Cloud-dancer’. Replaced ‘appreciate’ with ‘appreciative’. Replaced ‘Lone Wolf adventure’ with ‘Lone Wolf New Order adventure’. Replaced ‘War-Thane’ with ‘War-thane’. Added ‘(Erase the Andarin Bloodstone from your Action Chart.)’.

(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’.

Footnotes

[1] (The Story So Far … ) Lone Wolf 18: Dawn of the Dragons

[2] (The Story So Far … ) Lone Wolf 24: Rune War

[3] (The Story So Far … ) Lone Wolf 25: Trail of the Wolf

[4] (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).

[5] (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.

[6] (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.

[7] (New Order Kai Grand Master Disciplines) Details about the Kai Weapon appear in the next section of the game rules.

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

[9] (Equipment) These bonuses are not cumulative.

[10] (Equipment) ‘Valiance’ is also effective against magical creatures.

[11] (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.

[12] (Section 25) As the wording here is rather ambiguous, it is up to you to decide whether to delete the Bow from your Action Chart in this instance.

[13] (Section 318) From here on, you will be underground, so if you possess the Kai Weapon ‘Illuminatus’, you will benefit from its unique properties (you may add 7 to your COMBAT SKILL instead of 5).

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 26)
- Illustration II (Section 33)
- Illustration III (Section 50)
- Illustration IV (Section 74)
- Illustration V (Section 86)
- Illustration VI (Section 91)
- Illustration VII (Section 109)
- Illustration VIII (Section 127)
- Illustration IX (Section 146)
- Illustration X (Section 156)
- Illustration XI (Section 190)
- Illustration XII (Section 197)
- Illustration XIII (Section 226)
- Illustration XIV (Section 247)
- Illustration XV (Section 261)
- Illustration XVI (Section 283)
- Illustration XVII (Section 300)
- Illustration XVIII (Section 315)
- Illustration XIX (Section 333)
- Illustration XX (Section 341)

- The Kingdom of Bor and Surrounding Territories

- Action Chart

Secondary Illustrations

- Equipment
- Grand Master Disciplines
- Section 1
- Section 11
- Section 35
- Section 51
- Section 67
- Section 131
- Section 209
- Section 217
- Section 230
- Section 290
- Section 318
- Section 350

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.

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