Flight from the Dark

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by Joe Dever




  Flight from the Dark

  You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor.

  In Flight from the Dark, you swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. Relentlessly the servants of darkness hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully — for they can help you succeed in the most fantastic and terrifying journey of your life.

  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.

  Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

  Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain, and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

  Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and they continued to work together until the eighth book in the series, The Jungle of Horrors.

  Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker.

  * * *

  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: 28 October 2012

  Text copyright © 1984 Joe Dever.

  Illustrations copyright © 1984 Gary Chalk.

  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 RulesKai Disciplines

  Equipment

  Rules for Combat

  Levels of Kai Training

  Kai Wisdom

  Numbered Sections

  Map of the Lastlands

  Action Chart

  Combat Rules Summary

  Combat Results Table

  Random Number Table

  Errata

  Footnotes

  Table of Illustrations

  Project Aon License

  Dedication

  To Mel and Yin

  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

  Ryan Landek

  Illustration Transcription

  Jonathan Blake

  Paul Haskell

  Simon Osborne

  Daniel Strong

  XML

  Jonathan Blake

  Jeff Dougan

  Alternate Illustrations

  JC Alvarez (Text Illustrations and Action Charts)

  Jonathan Blake (Extramatter Charts and Tables)

  Michael Hahn (Map)

  Proofreading

  Mark Laird (Sections 36–70 and 281–315)

  Christian Leonhard (Sections 106–140 and 211–245)

  Brad Phelps (Sections 176–210)

  Michael Richey (Sections 1–35 and 316–350)

  Tyson Torres (Sections 71–105, 141–175, and 246–280)

  Editing

  Mike Feldman

  Ingo Klöcker

  Mark Laird

  Simon Osborne

  Thomas Wolmer

  Timothy Pederick

  PDF Layout

  Ingo Klöcker

  Coordination

  Jonathan Blake

  Special Thanks

  Pedro Almeida, Jan Charvát, Christian Cognigni, Tony Lenzo, Dewi Morgan, Laurence O'Toole, Timothy Pederick

  The Story So Far …

  In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.

  The Kai monks are masters of their art, and the children in their charge love and respect them in spite of the hardships of their training. For one day when they have finally learnt the secret skills of the Kai, they will return to their homes equipped in mind and body to defend themselves against the constant threat of war from the Darklords of the west.
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br />   In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darkland armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called ‘Sommerswerd’, the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

  Now it is in the morning of the feast of Fehmarn, when all of the Kai Lords are present at the monastery for the celebrations. Suddenly a great black cloud comes from out of the western skies. So many are the numbers of the black-winged beasts that fill the sky, that the sun is completely hidden. The Darklords, ancient enemy of the Sommlending are attacking. War has begun.

  On this fateful morning, you, Silent Wolf (the name given to you by the Kai) have been sent to collect firewood in the forest as a punishment for your inattention in class. As you are preparing to return, you see to your horror a vast cloud of black leathery creatures swoop down and engulf the monastery.

  Dropping the wood, you race to the battle that has already begun. But in the unnatural dark, you stumble and strike your head on a low tree branch. As you lose consciousness, the last thing that you see in the poor light are the walls of the monastery crashing to the ground.

  Many hours pass before you awake. With tears in your eyes you now survey the scene of destruction. Raising your face to the clear sky, you swear vengeance on the Darklords for the massacre of the Kai warriors, and with a sudden flash of realization you know what you must do. You must set off on a perilous journey to the capital city to warn the King of the terrible threat that now faces his people. For you are now the last of the Kai — you are now the Lone Wolf.

  The Game Rules

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

  During your training as a Kai Lord you have developed fighting prowess — COMBAT SKILL and physical stamina — ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick 0 it counts as zero.

  The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 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 4 in the Random Number Table you would write in a COMBAT SKILL of 14). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

  The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points).

  If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.

  Kai Disciplines

  Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines may be of use to you at some point on your perilous quest, pick your five with care. The correct use of a Discipline at the right time can save your life.

  When you have chosen your five Disciplines, enter them in the Kai Disciplines section of your Action Chart.

  Camouflage

  This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

  If you choose this skill, write ‘Camouflage’ on your Action Chart.

  Hunting

  This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. The skill also enables a Kai Lord to be able to move stealthily when stalking his prey.

  If you choose this skill, write ‘Hunting: no need for a Meal when instructed to eat’ on your Action Chart.

  Sixth Sense

  This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

  If you choose this skill, write ‘Sixth Sense’ on your Action Chart.

  Tracking

  This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

  If you choose this skill, write ‘Tracking’ on your Action Chart.

  Healing

  This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

  If you choose this skill write ‘Healing: +1 ENDURANCE point for each section without combat’ on your Action Chart.

  Weaponskill

  Upon entering the Kai Monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your COMBAT SKILL.

  The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. If you pick the axe, you are lucky enough to be skilled in the one weapon Lone Wolf is carrying from the start of the adventure. (This will be explained fully in the Equipment section.)

  You cannot carry more than 2 weapons. If you choose this skill, write ‘Weaponskill in _______ +2 COMBAT SKILL points if this weapon carried’ on your Action Chart.

  Mindshield

  The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

  If you choose this skill, write ‘Mindshield: no points lost when attacked by Mindblast’ on your Action Chart.

  Mindblast

  This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

  If you choose this skill, write ‘Mindblast: +2 COMBAT SKILL points’ on your Action Chart.

  Animal Kinship

  This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

  If you choose this skill, write ‘Animal Kinship’ on your Action Chart.

  Mind Over Matter

  Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

  If you choose this skill, write ‘Mind Over Matter’ on your Action Chart.

  If you successfully complete the mission as set in Book 1 of Lone Wolf, you may add a further Kai Disci
pline of your choice to your Action Chart in Book 2. This additional skill, together with your five other skills and any Special Items that you have picked up in Book 1, may then be used in the next adventure of the Lone Wolf series which is called Fire on the Water.

  Equipment

  You are dressed in the green tunic and cloak of a Kai initiate. You have little with you to arm yourself for survival.

  All you possess is an Axe (note under Weapons on your Action Chart) and a Backpack containing 1 Meal (note under Meals on your Action Chart). Hanging from your waist is a leather pouch containing Gold Crowns. To find out how many, pick a number from the Random Number Table. This number equals the number of Gold Crowns you possess at the start of the adventure. (Note the number in the Belt Pouch section of the Action Chart.)

  You discover amongst the smoking ruins of the monastery, a Map of Sommerlund (note under Special Items on the Action Chart) showing the capital city of Holmgard and the land of Durenor, far to the east. You place the Map inside your tunic for safety.

  You also find one of the following:

  1 = Sword (Weapons)

  2 = Helmet (Special Items). This adds 2 ENDURANCE points to your total.

  3 = Two Meals (Meals)

  4 = Chainmail Waistcoat (Special Items). This adds 4 ENDURANCE points to your total.

  5 = Mace (Weapons)

  6 = Healing Potion (Backpack Item). This can restore 4 ENDURANCE points to your total, when swallowed after combat. You only have enough for one dose.

 

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