by Joe Dever
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 most readily accepted in eastern Northern Magnamund is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
[5] These bonuses are not cumulative.
[6] ‘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:
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
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.
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 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.
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 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.
Kai Grand Master Senior — (You begin the New Order adventures at this level of Kai Grand Mastery)7
Kai Grand Master Superior
Kai Grand Sentinel
Kai Grand Defender
Kai Grand Guardian
Sun Knight
Sun Lord
Sun Thane
Grand Thane
Grand Crown
Sun Prince
Kai Supreme Master
[7] 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. The nature of these additional improvements and how they affect your existing Disciplines will be noted in the Improved Disciplines section of future Lone Wolf New Order series books.
New Order Wisdom
You are about to embark upon the first stage of an essential mission to return the fabled Moonstone of the Shianti to its creators.
Some of the material items that you will encounter during your quest will be of use to you, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.
Pick your four 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 (Books 1–20) is not essential for the completion of this New Order adventure.
May the light of the Gods Kai and Ishir guide you during your vital quest.
For Sommerlund and the Kai!
1
‘Understand that your mission must be conducted with the utmost secrecy to ensure its success,’ says Lone Wolf, fixing you with
his steely gaze. You nod your head in acknowledgement and watch with growing anticipation as the Supreme Master of the Kai rises from his throne and moves silently across the polished stone floor of his magnificent vault. From a concealed safe in the granite wall he removes a seemingly plain leather satchel which he unbuckles and holds open, inviting your inspection. Nestled within lies the legendary Moonstone, surrounded by a shimmering halo of golden light.
‘The inner lining of this bag is woven from strands of fine-spun korlinium,’ says Lone Wolf, as he carefully buckles the satchel's leather flap.
‘The mineral will hide the Moonstone's powerful energies, especially from those who have no need to rely solely upon their eyesight to detect its power.’
He offers you the satchel and you accept it with trembling hands. Yet the moment you touch the bag you feel all your anxieties suddenly vanish and the natural air of calm confidence, for which you are noted among your brother Kai, swiftly returns. (Record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.) Lone Wolf informs you that you are to journey 2,000 miles to Elzian — the principal city of the jungle realm of Dessi. There you are to seek out Lord Rimoah at the Tower of Truth. He will assist your onward passage to the Isle of Lorn. In the interests of secrecy, Rimoah is the only other person who knows about your mission. Lone Wolf has arranged for you to travel aboard a Sommlending trading ship, sailing out of Holmgard for Bisutan by way of Barrakeesh. You will be met in Barrakeesh by Lord-lieutenant Fernant, the Sommlending envoy to Vassagonia, who will join you on the voyage to Bisutan where his rank and reputation will help speed the final leg of your journey to Elzian. To allay suspicion you will travel in the guise of a Kai journeyman. At the same time, as you embark upon your long voyage south, so Lone Wolf will leave the monastery aboard the skyship Cloud-dancer and journey to distant Lencia, in the far west of Magnamund. He shall carry with him a replica of the Moonstone to draw away the attention of any who would seek to thwart your true quest.
Upon concluding your briefing, Lone Wolf orders you to go to your quarters and rest. You are to return to the vault at midnight in full readiness to begin the mission.
Turn to 235.
2
You usher the marines into your room and lock the door to prevent the tavern-keeper from entering. Then, one by one, you leave by the window and climb up onto the roof. Hidden by the darkness and by a low parapet wall which encircles the tavern's upper floor, you stay here and observe as more than a hundred City Guardsmen round up all the foreign merchants and crewmen who are lodging at the quayside taverns. These innocent men are then made to form a long column before they are marched away towards the Funtal's castle. When dawn breaks over the harbour, this normally busy trading centre is unusually quiet. The only people you can see going about their business are native Bir Rabalonians.
When you can no longer see any City Guardsmen in the harbour, you re-enter the tavern and hurry down to the taproom. Here you find Kol, the Casiornian merchant, enjoying a large plateful of meat and cheese. With a wide grin he tells you that he has spent a very comfortable night hiding in the kitchen cellar.
Turn to 255.
3
You utter the words of the Brotherhood Spell Lightning Hand and extend your right fist towards the onrushing creature. A tingle runs down your arm and a burst of blue-white light illuminates the surrounding jungle when a bolt of energy leaps from your hand and arcs towards the creature's chest. The bolt strikes, and the Deathstalker's mate shrieks as it burns deep into her shoulder. She falters but she does not abandon her attack, and quickly you raise your weapon in readiness to receive it.
Turn to 300.
4
With the help of your Kai skills and the failing light, you slip away from the Desert Jewel and return to the Tradewind Tavern. Here you are fortunate to discover the three marines who, despite their best efforts this day, have been unable to sell your horse and raise enough money to leave. They are surprised to see you come walking through the door, but very glad that you have returned. Oswin tells you that a curfew has been declared and that all foreigners have been forbidden to use the streets after dark. The tavern-keeper, who openly hates the Funtal, offers to hide you in the stables tonight in case the City Guard should pay another visit. Gratefully you accept his offer and spend the night hiding in his hay-loft.
Turn to 275.
5
With a rousing cheer, the second wave of enemy raiders follow their leader and leap aboard The Pride of Sommerlund. The ship's crew and the marines have suffered many casualties and they are now too weak and exhausted to be able to repel this renewed assault. You know that you must act swiftly if you are to avert a disaster.
Steeling yourself for what must be done, you shoulder your Bow and unsheathe a weapon. Then you leap from the rigging as the enemy leader passes below the mainmast. You hit the armoured warrior feet-first and slam him to the deck, but he quickly recovers from your surprise attack and, in the ensuing struggle, he manages to kick the weapon from your hand.
‘Leave him to me!’ he screams, warning off his henchmen who are poised to rush forward and cut you down. Slowly he unsheathes his scimitar and, with a sneer fixed to his cruel lips, he raises the blade in readiness to strike a mighty blow to your head.
Illustration I—Slowly he unsheathes his scimitar and, with a sneer fixed to his cruel lips, he raises the blade.
Dar-Isun: COMBAT SKILL 39 ENDURANCE 38
You must fight the first round of this combat empty-handed. If you possess a close-combat weapon, you may use it from the beginning of the second round.
If you win this fight, turn to 340.
6
The village consists of a circle of conical huts thatched with toa leaves. As you ride towards them, a giggling swarm of young children comes rushing from the open doorways and quickly surrounds your horse. They hold open their grubby palms and beg you for money.
If you wish to give these children some Gold Crowns, turn to 166.
If you do not, turn to 12.
7
You tour the market and one stall in particular holds your attention. It is run by a small and timid-looking man and he offers you herbs and potions which he has gathered from all over Magnamund. As you examine the hundreds of phials, philtres, and flasks that are laid out upon his stall, you notice there are many types of herbs that you have encountered before, and some you have not. Of all his selection, the following four interest you the most:
Potion of Laumspur: restores 4 ENDURANCE points when swallowed after combat.
Potion of Alether: increases COMBAT SKILL by 2 when swallowed before combat (one use only).
Potion of Mustow: creates a foul choking gas when released into the air.
Potion of Sebaris: purifies contaminated water (one use only).
Each of these potions costs 3 Gold Crowns.
If you wish to make a purchase, turn to 221.
If you do not wish to buy anything from this stall, turn to 79.
8
Despite the frugality of the innkeeper and the drabness of your room, you manage to sleep well and rise at dawn feeling alert and refreshed (you may restore 3 ENDURANCE points). You meet with the marines and, foregoing breakfast, you walk to the adjoining stables to collect your horses. The innkeeper's daughter has already fed and watered them and they are ready to be collected. However, before she will let them go she demands you pay her a stabling fee of 1 Gold Crown each.
If you have some money and you wish to pay her 1 Gold Crown, turn to 346.
If you have no money, or if you do not wish to pay, turn to 208.
9
You slide across the decking and slam into the gunwale with a jolt that leaves you bruised but otherwise unharmed: lose 1 ENDURANCE point. Quickly you regain your balance and leap back onto your feet.
Turn to 139.
10
You grab your Bow and take hasty aim at the snarling creature. You fi
re as she lopes towards you and she shrieks as the sharp tip of your shaft grazes her forehead. For a few moments she falters, but she does not abandon her attack. Quickly you drop your Bow and raise your weapon in readiness to defend yourself as she presses home her assault.
Turn to 300.
11
When the dust settles you see that the Koneshi Pass is now blocked and completely impassable. You shout to the marines on the other side to let them know that you are safe, and you hear them calling back, but even with your acute Kai sense of hearing you are unable to make out clearly what they are shouting.
However, by drawing upon your Magnakai skill of Divination you are able to make telepathic contact with Sligh. By way of mental commands and suggestions you tell him to lead his comrades back to Bir Rabalou where they are to sell their horses to raise the money they will need to buy passage home aboard a trading ship. Sligh is unable to answer you telepathically, but you sense that he will comply with your suggestions. Wary of the risk of further landslides, you turn your horse around and ride off along the open mountain trail towards the south.