The Captives of Kaag

Home > Other > The Captives of Kaag > Page 3
The Captives of Kaag Page 3

by Joe Dever


  At the start of a combat, enter Lone Wolf's 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:

  Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

  Example

  Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

  He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +5. (35-30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

  When you have your Combat Ratio, pick a number from the Random Number Table.

  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 Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

  Example

  The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

  Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).

  Doomwolf Pack loses 7 ENDURANCE points.

  On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  Repeat the sequence from Stage 3.

  This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his 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 Lone Wolf may lose ENDURANCE points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.

  Levels of 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 Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection — to become a Kai Supreme Master.

  Kai Grand Master Senior

  Kai Grand Master Superior

  Kai Grand Sentinel

  Kai Grand Defender — You begin the Lone Wolf Grand Master adventures at this level of Mastery

  Kai Grand Guardian

  Sun Knight

  Sun Lord

  Sun Thane

  Grand Thane

  Grand Crown

  Sun Prince

  Kai Supreme Master

  Improved Grand Master Disciplines

  As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

  Kai Grand Guardian

  If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

  Animal Mastery

  Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

  Assimilance

  Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in 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 is 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 them to both protect and hide their minds from being detected by a hostile psychic probe.

  Magi-magic

  Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

  Splinter — This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.

  Flameshaft — This causes the tip of any Arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.

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

  Grand Master's Wisdom

  Your mission to enter old Darklord city-fortress of Kaag and rescue Guildmaster Banedon will be fraught with deadly dangers. Be wary and on your guard at all times, for the inhabitants of Kaag are still a formidable enemy despite the demise of their Darklord masters.

  Some of the things that you will find during your mission will be of use to you in this and future Lone Wolf books, while others may be red herrings of no real value at all, so try to be selective in what you decide to keep.

  Choose your Grand Master Disciplines with care, for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Grand Master adventure.

  The survival of your countryman and close friend Banedon depends on the success of your mission. May the light of Kai and Ishir be your guide as you venture into the grim darkness of Kaag.

  For Sommerlund and the Kai!

  1

  Preparations for the quest take no more than a day to complete. The following morning, shortly before dawn, you and Lord Rimoah leave the Kai Monastery by a secret route which takes you to a clearing deep in the heart of the Fryelund Forest. There awaits the means by which you will travel swiftly to Kaag.

  Your journey to the Darklands will be made aboard Guildmaster Banedon's airship — the Skyrider. This magical craft has borne you on many quests to distant lands, yet never before without your friend and companion at its helm. Now, in his absence, the stewardship of the Skyrider has passed to its bo'sun — Nolrim of Bor.

  ‘Welcome aboard, Grand Master,’ says Nolrim, proud to be serving under your command. You clasp his strong hand in friendship and compliment him and the crew for the pr
istine condition of their craft. There is no doubting that he and his company of dwarves are sorely grieved by the absence of their Captain, yet they have not allowed their anguish to give way to hopelessness or despair. These sturdy warriors are renowned for their formidable fighting spirit and you know they willingly risk their lives to help you rescue Banedon from the minions of darkness.

  Soon the frost-laden fir trees are receding beneath the Skyrider's bow as Nolrim steers a westward course towards the grey, snow-capped peaks of the Durncrag Mountains. You spend the flight inside the captain's cabin, where you and Lord Rimoah discuss your dangerous mission. The plan is to traverse the Durncrag Range and enter the Darklands under cover of a dust storm which is currently sweeping southwards towards Kaag. A landing will be made ten miles to the northeast of the city-fortress, beyond a ridge of hills that will keep the Skyrider hidden from the eyes of Kaag's watchful lookouts. From there you are to make your way to the fortress on foot, enter as best you can, locate and rescue Banedon, and then return with him to the Skyrider which will carry you back to the safety of Sommerlund. You will have 48 hours in which to complete your mission. If, after the two days have elapsed, you have not returned, Rimoah will be forced to assume that you and the Guildmaster have perished. The dust storm will not last for more than two days, after which time there is a grave danger that the Skyrider will be spotted and attacked by the Kraan and Zlanbeasts which are known to patrol the skies around Kaag.

  In a little under two hours you reach your destination where the weather conditions are atrocious. A fierce, dust-choked wind buffets the craft mercilessly during the final descent and visibility is no more than a dozen yards at best. Yet, despite these terrible conditions, Nolrim brings the Skyrider in for a faultless landing behind the ridge. The moment the keel beds into the soft ground, the crew leap into action with ropes and chains. Nolrim soon enters the cabin to inform you that the craft is secure and, with trepidation, you get ready to set off for Kaag.

  ‘Godspeed, Lone Wolf,’ says Rimoah, with a smile of encouragement. ‘I shall pray to Kai and Ishir for your safety and success. May their light guide you on your journey into darkness.’

  You acknowledge his blessing gratefully before bidding him, and Nolrim, farewell. Then, without looking back, you pull your warm cloak tight about you and set off into the storm.

  Turn to 309.

  2

  The sound of arrows whistling towards your back provides all the incentive you need to keep running. You bound up the steps and, as the deadly barbed shafts fly past only inches from your back and legs, you run headlong into the tunnel.

  The dingy passage beyond descends by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy with their oily stench. In the distance you see an archway and the passage continuing away into darkness.

  If you wish to stop here for a few minutes and try to revive Banedon, turn to 29.

  If you decide to press on without stopping here, turn to 177.

  3

  On the third tap the lock emits a distinct click and, slowly, the great door swings open to reveal a dark, smoky tunnel.4 Warily you pass through the door and enter the unwelcoming passage.

  Turn to 200.

  [4] This section corresponds to the correct answer to the Kagonite door lock in Section 127and Section 319.

  4

  You run into a passageway and follow it towards a distant intersection, but as you near the end of this narrow thoroughfare, a figure clad in red robes, accompanied by three Giaks, suddenly appears from the right and blocks your path. At once you recognize the robed creature: it is a Vordak, an undead spawn of the Darklords. The instant it sees you it attempts to cut you down with a bolt of psychic energy, but your innate Magnakai defences negate this attack. Shocked by your immunity to its power, the Vordak scans your mind and instantly discovers your true identity. With a shriek of abject horror the creature turns and flees, leaving its Giak escort stunned and bewildered by its behaviour. Then, too, their nerve breaks and they scurry after their lieutenant as fast as their bowed legs will carry them.

  Anxious to prevent them from escaping and raising the alarm, you chase them towards a junction at the end of the street. When they reach the junction they split up; the Vordak turns to the left, while the three Giaks head off to the right.

  If you wish to pursue the Vordak, turn to 118.

  If you choose to pursue the Giaks, turn to 189.

  5

  Defiantly you raise your right hand and point your finger at the Helghast's chest. The creature sneers, revealing two sharp fangs which protrude from its lower jaw. It emits a hideous cackle, full of hatred and contempt, and its eyes blaze like two hot coals as it confidently quickens its gait. You utter the words of power that you learned from your mentor, Guildmaster Banedon, and at once your whole hand is sleeved with a crackling blue-white fire. A jolt runs the length of your arm and a pulse of energy, shaped like a small meteor, arcs from your index finger towards the approaching Helghast. The bolt rips through its chest and, with a wail of abject terror, the creature is lifted into the air and sent tumbling backwards into the flame-filled moat.

  Open-mouthed, the two Drakkarim stumble to a halt and stare down into the all-consuming fire. Nervously they glance at each other, fearful of suffering a similar fate, but years of fierce battle discipline soon override their anxiety and, like two automatons, they raise their swords and continue to advance towards you.

  Drakkarim Veterans: COMBAT SKILL 30 ENDURANCE 35

  If you win this combat, turn to 340.

  6

  You raise the sun-sword and the onrushing bolt of energy is drawn to its blade where it collides with a brilliant flash, showering you with sparks which rapidly dissolve. Power surges through the hilt of your divine sword and flows along your arm, renewing your flagging strength: increase your ENDURANCE points score by 3.

  Revitalized by this energy, you bite back your fear and focus on the advancing swarm. Suddenly your psychic senses tingle. These are no ordinary insects; in fact these are not insects at all. Your Sixth Sense detects that they are merely a clever illusion created to deceive you. Confident in this knowledge, you stand your ground and allow the tide of creepy-crawlies to wash over your feet. Within a matter of seconds the insect horde fades and vanishes, dispelled by your disbelief in their existence.

  Turn to 281.

  7

  It takes an extraordinary effort to open the crypt door, but you do not allow it to defeat you. Soon you have forced it open sufficiently for you to be able to squeeze through the gap and escape. Reduce your current ENDURANCE points score by 3 because of the exertion required to open the door.

  You climb the short flight of steps to the street above and survey the surrounding ruins. When you are satisfied that it is safe to continue, you run to a neighbouring ruin where you stop to catch your breath. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 201.

  8

  On the eighth tap, there is a loud click and the heavy steel door creaks slowly open.5 Ahead you see a ramp which slopes down to a junction where a passage crosses from left to right. You descend the slope, taking care not to graze Banedon's back against the low ceiling, and when you reach the junction you ask your friend in which direction you should go. Unfortunately your question goes unanswered; Banedon has lapsed once more into unconsciousness.

  You stand at the junction and use your Kai senses in an attempt to choose the safest route, but you detect nothing that can help or influence your decision. Both routes seem equally unwelcoming and perilous.

  If you decide to turn left, turn to 271.

  If you choose to go right, turn to 83.

  [5] This section corresponds to the correct answer to the lock on t
he exit from the torture chamber of the Nadziranim in Section 220.

  9

  Aided by your youthful strength and Kai skills, you catch hold of the archway and pull yourself to safety, yet your submersion has cost you your money pouch and one item from your Backpack, lost when you first fell into the dusty pool. Erase all your Gold Crowns, and the first item recorded on your Backpack Items list. After pausing just long enough to catch your breath, you look into the dust-filled room and reflect upon how you were nearly buried alive. With a shake of your head you dismiss these morbid thoughts and set off along the tunnel.

  Turn to 82.

  10

  You pull yourself over the parapet, only to be confronted immediately by a Drakkarim guard. Unbeknown to you he has been sitting on the tower roof, quietly watching the spectacle of the feeding Kraan.

  He grabs you by the throat and attempts to throw you off the tower. You counter this clumsy attack easily by turning his hand aside and grabbing hold of his battle tunic. A swift twist of your body sends him sailing over your shoulder to land, head-first, in the street below.

 

‹ Prev