Fire on the Water
Page 1
Fire on the Water
You are Lone Wolf — last of the Kai Lords. Bitter war rages through your homeland as the evil Darklords of the west lay siege to the capital.
In Fire on the Water, the King has sent you on a desperate journey to retrieve the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Ahead of you lie terrible dangers — ferocious sea-storms, the tunnel of Tarnalin, and the ghostly death-hulks of Vonotar the Traitor. Use your skills wisely — for only you can save your land from the devastation of the Darklords.
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.
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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
For Titus, Ben Ryan, and Victoria
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
Andrew Black
Illustration Transcription
Jonathan Blake
Paul Haskell
Simon Osborne
Daniel Strong
XML
Jonathan Blake
Jeff Dougan
Alternate Illustrations
JC Alvarez (Action Charts)
Jonathan Blake (Extramatter Charts and Tables)
Michael Hahn (Map)
Proofreading
Simon Osborne (Sections 1–210 and 246–350)
Tony Wrigley (Sections 211–245)
Editing
Mike Feldman
Alex Hambly
Ingo Klöcker
Mark Laird
LeRoy McSwain
Simon Osborne
Timothy Pederick
Thomas Wolmer
Coordination
Jonathan Blake
Special Thanks
Jan Charvát, David Davis, Benjamin Krefetz, Tony Lenzo, Dewi Morgan, Laurence O'Toole, Timothy Pederick, Keith Sheldon, Arthur Yin
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.
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.
You are Lone Wolf, a young Kai initiate who was learning the secret skills of the Kai Lords. Two days ago, your peaceful country was plunged into war when a vast Darklord army suddenly invaded Sommerlund and completely destroyed the Kai Monastery. All the Kai Lords were in attendance for the feast of Fehmarn, and all were killed as the monastery was surrounded and destroyed, the walls collapsing in on the assembled company. You, the only Kai Lord to survive the massacre, vowed then to avenge their deaths. You knew your first task had to be to warn the King, for without the Kai Lords to lead her armies, your country, Sommerlund, would be unable to mobilize in time to drive the Darklords back.
Your journey to the capital was perilous indeed. The enemy had overrun much of the country and were marching upon Holmgard, the capital itself. But despite the many dangers, you fought your way through to the capital and delivered your warning to the King's court. There you were greatly praised for your skill and bravery but told your mission was not complete: with the Kai Lords dead, there remained only one power in all of Magnamund that could save your people from the Darklords — the Sommerswerd.
After the defeat of Vashna, the Sommerswerd had been bestowed upon the allies of Durenor as a mark of trust and allegiance that exists between the two kingdoms. In return, King Alin of Durenor gave Sommerlund a magnificent golden ring bearing the royal arms of Durenor. This ring is known as the Seal of Hammerdal. At that time, King Alin vowed that if ever the shadow of the west should rise again to threaten Sommerlund, Durenor would come to the aid of her ally.
The King has given you the Seal of Hammerdal. Your quest is to travel to Durenor to fetch the Sommerswerd back. But meanwhile the enemy have broken through the outer defences to the capital and are preparing to besiege the city wall. As Captain D'Val of the King's Guard leads you to the Royal Armoury to equip you for your mission, the King's words keep coming back to you:
‘Forty days, Lone Wolf. We have strength to stand against them for only forty days.’
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 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.
If you have successfully completed Book 1 of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points, and Kai Disciplines which you can now carry over with you to Book 2. You may also carry over any Weapons and Special Items that you held at the end of Book 1 and these should be entered on your new Action Chart. (You are still limited to two weapons and eight Backpack Items.)
Through your experiences in Book 1 you have learned new skills, and you may choose one extra Kai Discipline to add to your Action Chart. Now read the section on equipment for Book 2 carefully.
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. 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 2 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 3. This additional skill, together with your five or six other skills and any Special Items that you have picked up in Books 1 and 2, may then be used in the next adventure of the Lone Wolf series which is called The Caverns of Kalte.
Equipment
Guard Captain D'Val leads you to the Royal Armoury where your green tunic and Kai cloak are taken from you to be repaired and cleaned. While you await their return, Captain D'Val hands you a pouch of Gold for your journey. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may enter this number in the ‘Gold Crowns’ section of your Action Chart. (If you successfully completed Book 1, you may add this sum to the total of any Crowns you may already possess.)
On a large table in the centre of the armoury, a number of items have been laid out for your choice. You may take any two of the following: