Mydnight's Hero
Page 2
Your journey from Suhn to the Isle of Lorn and back again seemed to have lasted no more than a few days. Yet, to your surprise, you discovered that two whole months had elapsed since the day you first sailed upon the Sea of Dreams. Lord Zinair praised you for the success of your quest. He also informed you that during the time you spent on Lorn a new and sinister threat to the fragile peace of Magnamund had arisen. The precise nature of this threat was revealed when you returned with Lord Zinair to his consulate.
In a secret chamber of the Dessian consulate, you were able to communicate the success of your mission to Supreme Master Lone Wolf by means of a magical seeing stone. Warmly he praised the skill and courage you had displayed, and he commended you for upholding the highest traditions of the Kai. He told you that he and the New Order were justly proud of your accomplishment and they welcomed the day when you would return to the monastery. Lone Wolf also had some grave news to impart, news that would delay a swift return home.
‘King Oridon of Siyen has been assassinated,’ he said, sadly. ‘His only son, Prince Karvas, is the sole heir to the throne of Siyen, but he has lived in exile on the Isle of Sheasu for the past decade. The Kingdom of Siyen is one of our oldest allies. Lord Xavial, the Siyenese High Chancellor, has journeyed here to the monastery to warn that, in the Prince's absence, the throne is to be claimed by Baron Sadanzo. The Baron is an evil man and he possesses a sorcerous power that has turned the minds of the Siyenese Court. He has won the favour of those who, until the King's murder, openly denounced him as a heartless warmonger. Lord Xavial fears that the Baron draws his newfound power from the Dark God himself, for never before has Sadanzo possessed such sinister influence. If Sadanzo becomes King, the consequence of his rule will be disastrous for us all. Siyen is one of the richest and most powerful realms in all the southern reaches of Magnamund. If it should fall into the hands of Naar, then war and widespread destruction will surely follow. This is grim news, but all is not yet lost … not if we act swiftly. The Constitution of Siyen decrees that Prince Karvas has, upon the death of his father, 60 days in which to lay claim to his rightful heritage. If he should fail to return in time then Sadanzo will be elected as the new ruler. I have vowed to Lord Xavial that the Kai will not stand idly by and let Siyen become enslaved by an agent of Naar. But time is against us — we must act immediately if we are to thwart Sadanzo's scheme. Ten days have already passed since King Oridon was murdered. Now only 50 days remain before Harvestmas Day — the day of royal ascendance.’
You asked Lone Wolf how you could assist in keeping his pledge to Lord Xavial. His reply sent a shiver tingling down your spine.
‘Prince Karvas must be found. He must also be persuaded to return to Seroa, his homeland capital, to claim his throne before time runs out. You, Grand Master, are closer to the Isle of Sheasu than any other Kai. I must command you to go there and seek him out. Lord Zinair has already made provision for your journey by ship. He will accompany you and assist your mission. The Magicians' Guild of Toran has also pledged its help. The Guildmaster has dispatched one of his brotherhood — Wizard Acraban — to Sheasu. He travels by skyship and should arrive there in twenty days' time. You are to rendezvous with Wizard Acraban at the city of Mydnight — the island's only port. Acraban will help you find the Prince and transport him aboard his flying craft directly to Seroa.’
With mixed feelings of pride and trepidation, you accepted the mission and vowed to Lone Wolf that you would do everything in your power to ensure its success. Your resolute promise met with his approval.
‘I have faith in you, Grand Master,’ he replied. ‘The quest you are to undertake upholds the noblest traditions of the Kai. I am confident you will prevail. May Kai and Ishir guide you swiftly to victory over Sadanzo — an agent of Naar.’
The Game Rules
You keep a record of your adventure on the Action Chart.
During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 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 cannot rise above the number you have when you start an adventure.
If you have successfully completed either of the previous adventures in the Lone Wolf New Order series (Books 21–22), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure.1 You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Action Chart.
Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.
[1] If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).
Your Kai Name
It has long been the tradition of your élite warrior caste to bestow a new name upon each young novice when they complete their first year's training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.
You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.
Table ATable B
(Kai name prefix)(Kai name suffix)
0 = Swift 0 = Blade
1 = Sun 1 = Fire
2 = True 2 = Hawk
3 = Bold 3 = Heart
4 = Moon 4 = Friend
5 = Sword 5 = Star
6 = Wise 6 = Dancer
7 = Storm 7 = Helm
8 = Rune 8 = Strider
9 = Brave 9 = Shield
New Order Kai Grand Master Disciplines
Kai and Magnakai Disciplines
During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:
Weaponmastery
You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.
Animal Control
You are able to communicate with most animals and have limited control over hostile creatures. You can
use woodland animals as guides and you are able to block a non-sentient creature's sense of taste and smell.
Curing
You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.
You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.
Invisibility
You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.
Huntmastery
You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.
Pathsmanship
You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.
Psi-surge
You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.
Psi-screen
You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.
Nexus
You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.
Divination
Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.
New Order Kai Grand Master Disciplines
After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor — Kai Supreme Master Lone Wolf — you have achieved the noble rank of Kai Grand Master Senior.
Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.
If this is the first New Order adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.
Grand Weaponmastery
This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section.2 For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.
If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.3
Animal Mastery
New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.
Deliverance (Advanced Curing)
New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.
Assimilance (Advanced Invisibility)
New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.
Grand Huntmastery
New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.
Grand Pathsmanship
New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.
Kai-surge
When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.
Kai-screen
During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.
Grand Nexus
New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.
Telegnosis (Advanced Divination)
This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.
Magi-magic (Old Kingdom Magic)
Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
Kai-alchemy (Brotherhood Magic)
Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund's Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.
Astrology
The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy
of these predictions increase as a New Order Grand Master advances in rank.
Herbmastery
Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance's medicinal and/or magical properties.
Elementalism
This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.