The Fall of Blood Mountain

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The Fall of Blood Mountain Page 4

by Joe Dever


  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 han
d, 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 fr
om 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.

 

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