by Joe Dever
The woman's eyes flash angrily as she nurses her bruised hand.
If you take exception to this and wish to attack the man, turn to 71.
If you wish to demand an explanation for his actions, turn to 154.
If you decide to ride away and avoid a confrontation, turn to 279.
334
A huge, lumbering monster stalks towards you. It is over ten feet high with thick, twisted, hairy limbs and eight-fingered hands tipped by razor-sharp talons. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it. Its hideous and peculiar gibbering fills the moonlit crypt as it draws nearer and nearer.
If you have a Bow and wish to use it, turn to 209.
If you wish to prepare for combat, turn to 344.
335
A loud crack echoes around the tournament field as the Jakan splits in two. The crowd howl with laughter, and even the stern-faced Altan has to try hard not to chuckle at your misfortune. The little man in the braided jacket informs you that you have lost the tournament by default and announces that Altan is the winner. As the woodsman disappears from sight amongst the teeming crowds of cheering villagers, you take the opportunity to slip away unnoticed and head back towards Cyrilus and the horses.
Turn to 33.
336
Pushing your way through the crowds of cheering soldiers, you manage to reach a quieter corner of the tavern hall at one end of the immense bar.
If you wish to talk to one of the barmaids, turn to 299.
If you wish to sit at one of the tables, turn to 316.
337
Suddenly, a dozen grim-faced robbers spring up from behind the churchyard wall. The wounded man straightens himself and unsheathes a rusty scimitar, an evil cackle issuing from his black-toothed mouth.
The robbers vault the stone wall and run at you, brandishing their tarnished weapons above their heads.
Grave Robbers: COMBAT SKILL 17 ENDURANCE 32
Due to their numbers, you may only evade in the first round of combat.
If you wish to evade by galloping away towards the west, turn to 191.
If you stay and win the fight, turn to 40.
338
A shock awaits you at the top of the hill track. Staring down into the valley below, you see your travelling companion embroiled in a struggle with six armoured horsemen. They have him surrounded, and his attempts at resistance are short-lived. You see him struck on the back of the head and fall across the neck of his horse. A moment later the riders are galloping away with their unconscious captive, heading off along the highway to the west.
By the time you reach the base of the track, the riders are dots on the horizon. You sprint towards your horse, intent on giving chase before they disappear from view completely, and as you take hold of the reins, you notice Cyrilus' oaken staff lying on the ground. You retrieve the staff before setting off in pursuit of your companion.
Turn to 39.
339
Slowly, the level of the sewer water begins to drop as you climb a ramp that leads to a circular vault. You stop at the edge of the vault, sensing a pit in the darkness ahead.
If you possess a Kalte Firesphere or a Torch and a Tinderbox, turn to 80.
If you do not have any of these items, turn to 90.
340
A small, flat-faced man dressed in a silver-braided jerkin enters the tent and calls for everyone's attention. Quickly, he explains the rules that govern the tournament and then ushers you onto the range. At the far end of the field is a line of targets, each with ten coloured rings marked 0–9. Each archer is given 3 arrows with which he must get a minimum score of 8 in order to qualify for the next round of the tournament.
Pick three numbers from the Random Number Table and add them together. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to your total.
If your total score is now 7 or less, turn to 103.
If your total score is now 8 or higher, turn to 26.
341
With your horse stabled safely in the hold of the Kazonara, all that remains for you to do is find your cabin. This proves to be a tiny room at the bow, but at least it has a comfortable bunk and you fall asleep as soon as your head touches the feather pillow.
You wake an hour after dawn and peer out of the circular porthole at the shadowy river bank. Drizzle obscures all detail and the sky is tinged with grey. As day approaches, the river mist grows thicker and whiter and you go up on deck. The captain stands alone at the rail, the shoulders of his leather cloak soaked by the cold drizzle. He nods a welcome and points to the Cener Mountains now hidden in the mist.
‘This foul weather robs us of landmarks, but by my reckoning we should be in Luyen by noon.’ You stare through the grey, damp air and pull your cloak closely around your shoulders.
If you have completed the Lore-circle of Solaris (that is, you possess the Magnakai Disciplines of Invisibility, Huntmastery, and Pathsmanship), turn to 131.
If you have not completed this Lore-circle, turn to 44.
342
The women smile as you dismount and approach the shrine.
‘Welcome, brave sir. Welcome to the Shrine of the Warrior. You come in search of our sacred crop, do you not?’ says a rosy-cheeked matron as she dusts the leafy shrubs with a square of silk.
‘The fruit of our alether plant will give you strength in battle,’ says another and offers you a handful of the small orange berries.
If you wish to purchase some Alether Berries, turn to 123.
If you wish to decline her offer, remount your horse and leave the village, turn to 100.
343
You prepare to defend yourself, for there is no time to evade the creature's attack.
Yawshath: COMBAT SKILL 22 ENDURANCE 38
If you survive 3 rounds of combat and wish to evade the creature by escaping through the archway by which you entered, turn to 305.
If you win the combat, turn to 112.
344
The hideous creature gurgles with anger and springs forward to attack.
Dakomyd: COMBAT SKILL 25 ENDURANCE 50
It is immune to Psi-surge and Mindblast.
If you reduce its ENDURANCE to 25 or less, do not continue combat but instead turn to 310.
345
The man delights in showing you his work, which is excellent. Many of his exhibits were caught on hunting expeditions, either by himself or by clients who wished to preserve their kills as trophies — several trophies have been expertly restored to cover the evidence of wounds or severed limbs. He offers to show you his workshop where these miracles of taxidermy are carried out.
If you wish to see the taxidermist's workshop, turn to 213.
If you wish to decline his generous offer and leave the shop, turn to 149.
346
Seated near to the fireplace are three surly-faced drinkers, their tunics stained with the grime of travel. Each wears a red badge upon their breast, embroidered with the crossed swords of Varetta. You sense that they are soldiers-of-fortune, probably in the pay of a captain who comes from the same city.
If you wish to join the men and perhaps find out more about Varetta, turn to 125.
If you decide not to approach them and wish to go to the bar and ask about a room for the night, turn to 232.
If you would rather take a seat and order some food, turn to 172.
347
Your betting has attracted some unwanted attention. Two shifty-eyed mercenaries have been watching you with more than casual interest since your arrival at the Inn of the Crossed Swords, and as the event ends and the crowds disperse, you suddenly feel the sharp point of a dagger piercing the back of your tunic.
‘Your purse or your life,’ whispers one of the men, his foul breath filling your nostrils. ‘Make your choice.’
If you have the Magnakai Discipline of Huntmastery, turn to 114.
If you wish to hand over all your Gold Crowns
without offering any resistance, turn to 161.
If you decide to refuse the men their demand and wish to fight to keep your gold, turn to 282.
348
You manoeuvre the noose until it catches on the spur at the back of the hammer's head and lift it gently from the corpse's chest. Unfortunately, the rope is not secure, and the warhammer slips from the noose as you pull it upwards. With a dull splash, the weapon lands in one of the black puddles and sinks from sight. Disappointed by such a stroke of bad luck, you retrieve your Rope and coil it back into your Backpack before returning to Cyrilus.
Turn to 338.
349
You part the strands and step into the small vault beyond, but you have barely set one foot down before you sense that something is wrong. The floor feels soft and spongy, and the strands are now coiling themselves around your shoulders. You have stepped into the spawning chamber of a Dakomyd.
As the acid secreted by the larvae eats through your clothes and sears your flesh, you hear the distant mocking laughter of the Dakomyd mother.
Your life and your quest end here.
350
Before your eyes the Dakomyd's skin ripples as if a wave were washing beneath its skin. Suddenly a criss-cross of wrinkles appears, and layers of transparent bone peel and fall from its shell-like skull. Its body becomes hunched, shrinking and folding by the second, until all that is left is a film of dust on the floor of the crypt. Time has at last caught up with this ancient terror.
Illustration XX—Time has at last caught up with this ancient terror.
As the golden light begins to fade, you stare at the object of your quest — the Lorestone of Varetta. But all that you hold in your hand is a hollow sphere of glass, transparent and unremarkable to look at.
Your quest has succeeded, for the power of the Lorestone has been transfused into your body and mind. Its strength and wisdom is now a part of you, and the transfusion signals the beginning of a new and deadly challenge on your quest for the Magnakai.
But be warned! The quest will draw you into a sinister realm where a malicious and terrible evil has grown in power since Sun Eagle first completed the Magnakai quest. If you possess the courage of a true Kai Master, the challenge and the quest await you in Book 7 of the Lone Wolf series entitled:
Castle Death
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 Stornlands
Action Chart
Combat Rules Summary
Add your COMBAT SKILL to any extra points given to you by your Magnakai Disciplines.
Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
Pick a number from the Random Number Table.
Turn to the Combat Results Table.
Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
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
You may only do this when the text of the adventure offers you the opportunity.
You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only Lone Wolf loses the ENDURANCE points.
If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
Combat Results Table
Random Number Table
Errata
Introduction
We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.
Errata List
(Blurb) Replaced ‘THE KINGDOMS OF TERROR’ with ‘The Kingdoms of Terror’.
(The Story So Far … ) Replaced ‘Majhan and, for’ with ‘Majhan, and for’. Replaced ‘went but’ with ‘went, but’. Replaced ‘alone and, in’ with ‘alone, and in’. Replaced ‘The Book of the Magnakai; but’ with ‘The Book of the Magnakai, but’. Replaced ‘Varetta for’ with ‘Varetta, for’. Replaced ‘indefinitely and’ with ‘indefinitely, and’. Replaced both occurrences of ‘disciplines’ with ‘Discipline’. Replaced ‘your life and the future of Sommerlund depends’ with ‘your life and the future of Sommerlund depend’.
(The Game Rules) Replaced both occurrences of ‘ie,’ with ‘i.e.’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Placed ‘or below’ after ‘fall to zero’. Replaced ‘on to’ with ‘onto’. Replaced ‘Chart (you’ with ‘Chart. (You’. Replaced ‘Items).’ with ‘Items.)’. Replaced each occurrence of ‘Action Chart. (ie’ with ‘Action Chart (i.e.’. Replaced ‘14.)’ with ‘14).’. Replaced ‘points.)’ with ‘points).’.
(Magnakai Disciplines) Replaced ‘scent, and’ with ‘scent and’. Replaced ‘points, and’ with ‘points and’. Replaced ‘danger, or’ with ‘danger or’. Removed all extraneous spaces between a number and its sign (e.g. replaced ‘+ 3’ with ‘+3’). Set the list of items in initial capital letters instead of all capitals. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Added ‘(Psi-surge and Mindblast cannot be used simultaneously.)’ to the description of Psi-surge. Replaced ‘knowledge mastery’ with ‘knowledge that mastery’. Replaced ‘weapons list’ with ‘Weapons List’. Replaced ‘two weapons’ with ‘two Weapons’. Replaced ‘blindness and’ with ‘blindness, and’. Replaced ‘roots and’ with ‘roots, and’. Replaced ‘your list’ with ‘your Weaponmastery Checklist’. Replaced ‘will be of use’ with ‘may be of use’. Added ‘If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘Lone Wolf Magnakai’ with ‘Lone Wolf Magnakai’.<
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(Equipment) Capitalized the list of items rather than setting them in all capital letters. Removed ‘ (see front inside cover)’. Replaced ‘pouch and’ with ‘pouch, and’. Replaced ‘safe keeping’ with ‘safekeeping’. Replaced ‘notes but’ with ‘notes, but’. Replaced ‘effect it’ with ‘effect they’. Replaced ‘TINDERBOX carried’ with ‘Tinderbox — carried’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced all occurrences of ‘bow’ with ‘Bow’. Replaced all occurrences of ‘arrow’ with ‘Arrow’. Replaced all occurrences of ‘arrows’ with ‘Arrows’. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘Weaponmastery with a bow’ with ‘Weaponmastery with Bow’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced all occurrences of ‘two weapons’ with ‘two Weapons’. Replaced ‘number of weapons’ with ‘number of Weapons’. Deleted ‘If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.’. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the Collector's Edition.
(Rules for Combat) Replaced ‘to evade combat, but’ with ‘to evade combat but’. Replaced ‘reduced to zero’ with ‘reduced to zero or below’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘at which point the one with the zero score is declared dead.’ with ‘at which point that combatant is declared dead.’.