# The Hunger of Sejanoz

Joe Dever

The Hunger of Sejanoz

A visit to the fabulous court of Xo-lin is disrupted when news of an invasion arrives at the venerable emperor's palace in Pensei. The evil Autarch Sejanoz of Bhanar has launched a sudden and devastating attack upon Xo-lin's ancient realm. With the tyrant's armies swarming across his borders, the aged Xo-lin is forced to flee his Imperial Palace and seek sanctuary in the distant city of Tazhan.

In The Hunger of Sejanoz, your mission is to escort the aged emperor and his entourage safely across the Great Lissan Plain to Tazhan. Will you succeed in your perilous task … or will you and your charges fall victim to the merciless forces of the Autarch?

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 over 11 million copies around the world.

Beginning in 1996, Joe worked in the games industry as script writer and games design consultant.

In late 1999, Joe gave his readers his millennium gift by sharing his works freely through what became Project Aon. Other creators added their own gifts to his: Gary Chalk, Brian Williams, Ian Page, Rob Adams, Paul Bonner, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, and Graham Round.

After a brave and private ten-year battle with illness, Joe Dever passed away in November 2016 leaving behind a legacy of goodness and honour that has earned him a loyal, enduring following among the readers who continue to find adventure in the worlds he created.

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Gamebooks series by Jon Sutherland and Simon Farrell. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

When he learned that Joe Dever had started Project Aon, he readily and enthusiastically added his illustrations to the millennial gift.

In October 2010, Brian Williams passed from this world unexpectedly at his home.


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: 15 February 2018

Text © 1998 Joe Dever. Illustrations © 1998 Brian Williams.

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 Rules

Your Kai Name

New Order Kai Grand Master Disciplines

Equipment

Rules for Combat

Levels of New Order Kai Grand Mastership

Improved Grand Master Disciplines

New Order Wisdom

Numbered Sections

Chai & The Great Lissan Plain

Action Chart

Combat Rules Summary

Combat Results Table

Random Number Table

Errata

Footnotes

Table of Illustrations

Project Aon License

Dedication


To Brian Ash

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:CreditsTranscriptionBjörn FloderusIllustration TranscriptionJonathan BlakeXMLJonathan Blake


Simon OsborneAction ChartsJC Alvarez


Jonathan BlakeProofreadingSimon Osborne (Frontmatter and Sections 1–300)EditingJan Charvát


Ingo Klöcker


Benjamin Krefetz


LeRoy McSwain


Sean Donald


Simon Osborne


Timothy PederickCoordinationJonathan BlakeSpecial ThanksJames Durrant, Paul Haskell

The Story So Far …

It is early summer in the year MS 5085 and you are a Grand Master of the New Order of the Kai, the warrior élite of Sommerlund.

Thirty-five years ago, the First Order of the Kai was massacred by the Darklords of Helgedad, a host of powerful creatures sent by the evil God Naar to destroy the world of Magnamund. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of their attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed their infernal city of Helgedad, the base of their evil power.

With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war, allowing the Freeland Alliance armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf, the ruined Monastery of the Kai was rebuilt and restored to its former glory and a New Order was established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Your skills were nurtured and sharpened to perfection by years of study and rigorous training. Your exceptional talents helped you to master all of the Kai and Magnakai Disciplines, and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.

In the year MS 5077, your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf's absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your fellow warriors maintained until the siege was raised by Lone Wolf and the King's Army of Sommerlund.[1]

During the seven years since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the chance to serve their fell master.

Less than a month ago, Lord Rimoah of Dessi came to the Kai Monastery aboard the flying ship Cloud-dancer. This wise counsellor is one of the Elder Magi, an ancient race of goodly magicians who have remained steadfastly loyal to the Kai for many centuries. His visit was unexpected and you sensed at once that something was wrong. Lone Wolf summoned you to his chamber where, with mounting dread, you listened to Lord Rimoah's account of events in Southern Magnamund which threatened to destroy the fragile peace of that distant continent.

The Elder Magi had received word that Autarch Sejanoz, the evil ruler of Bhanar, had secretly dispatched a squad of his personal guards into the Doomlands of Naaros. At first, the Elders could not fathom a reason why the Autarch had done this. The Doomlands are one of the most inhospitable regions in all of Magnamund, a barren wasteland of ash and cinder that was the domain of Agarash the Damned. At its centre his mighty fortress-city of Naaros once stood. Yet, following his defeat by the Elder Magi, all that remains of it now is a titanic chasm of molten lava and heat-fused rock. Loyal rangers were dispatched to the Doomlands to spy on the Autarch's men and attempt to discover their true purpose. After many weeks spent tracking their prey, they observed them excavating an unmarked burial mound near to the ruins of Naaros. Within this mound the Autarch's men discovered the Claw of Naar.

The Claw of Naar is an ancient wand of power crafted by the evil God himself. It was used by Agarash the Damned during his conquest of Magnamund. Legend held that it had been lost forever in the molten ruin of Naaros, but now it had resurfaced, and its return boded ill for the peaceable New Kingdoms bordering the Autocracy of Bhanar.

The rangers reported that the Autarch's squad were returning to Bhanar with the Claw in their possession. Their chosen route would take them through the Southern Dammerdon Mountains, and so the rangers went ahead to hide themselves in a gorge called Sunderer Pass, where they awaited their arrival. Their plan was to ambush the squad in the narrow confines of the pass and steal the Claw. However, the ranger leader was wisely anxious that the power of the Claw might overwhelm his small group, and so he requested that help be sent urgently. Rimoah responded in turn by seeking the aid of the Kai.

‘I have come to ask for the help of the Kai,’ said Rimoah. ‘We of the Elder Magi have the power and the means to destroy the Claw of Naar, but only when we have that accursed object in our possession. To secure the Claw will require skills and courage that only the Kai possess. And, so, I come here seeking your aid, Supreme Master.’

‘It will not be an easy task,’ replied Lone Wolf, ‘but we have the advantage of both speed and surprise. Sunderer Pass is no more than a day's journey away by skyship.’

‘Aye,’ replied Rimoah, ‘but we must depart this afternoon if we are to be certain of reaching the pass before the arrival of the Autarch's squad.’

Lone Wolf had been tempted to accept the challenge himself, yet he was committed to urgent duties at the King's court and so he requested that you journey to Bhanar in his stead and help Lord Rimoah to secure the Claw of Naar. You accepted the mission without hesitation and, within the hour, you found yourself standing beside Rimoah at the deck-rail of the sleek flying ship Cloud-dancer, watching the Kai Monastery shrink away into the distance as the craft soared into a clear blue sky.

By late afternoon of the following day, you reached Sunderer Pass and made contact with the rangers. Their leader informed you that a trap had been set to ensnare the enemy and their foul relic as they came through the pass. However, this ambush went badly wrong, and in the ensuing chaos you were separated from Lord Rimoah when Cloud-dancer was attacked by a horde of winged horrors that swarmed from out of the Doomlands. In the ensuing battle Lord Rimoah was forced to flee.

Despite this serious setback to your mission, you resolved to press on and attempt to deny Autarch Sejanoz the Claw of Naar. Aided by the rangers, you pursued the Autarch's men and captured the Claw. Yet this success proved to be only temporary, for the Claw was soon snatched back and hurriedly conveyed to the Bhanarian city of Yua Tzhan. In a daring raid upon the military barracks of that formidable city, you and your brave comrades succeeded in stealing it back once more. A daring flight to the friendly land of Chai ensued where, in the border town of Zuda, you were confronted by the Autarch himself. A desperate fight took place here, during which your ranger companions were slain by the evil tyrant. Yet their sacrifice was not in vain, for you were able to maintain possession of the Claw and effect a successful escape to Fort Jhung, a nearby Chai stronghold, where you were unexpectedly reunited with Lord Rimoah. You delivered to him the Claw of Naar and he vowed that the accursed artefact would be destroyed by the Elder Magi to prevent it from ever falling into the hands of Autarch Sejanoz.

Soon after your reunion with Rimoah, you journeyed together to the Chai capital of Pensei aboard Cloud-dancer where you were greeted and fêted by the court of Khea-khan Xo-lin, Chai's venerable ruler. However, it was during these festivities that calamitous news arrived at the Khea-khan's palace: Autarch Sejanoz had begun a massive invasion of Chai.

The tyrant's armies were swarming across the borders, sweeping all resistance before them. In the west the strongholds of Fort Jhung and Fort Xian had fallen. In the south, a vast seaborne invasion force had established a beachhead near to the port of Valus and swiftly overrun the ill-defended city of Dwala. Messengers were arriving at the palace with grim regularity to report the latest defeat. From these reports it quickly became clear that the Autarch's main objective was the capture of Pensei itself.

Fearing that the Claw of Naar could yet fall into the Autarch's hands, Lord Rimoah resolved to journey at once to Dessi aboard Cloud-dancer. Fearing for the safety of their aged Khea-khan, the courtiers of Pensei pleaded with their beloved ruler to flee to the safety of distant Dessi with Rimoah. But the Khea-khan steadfastly refused their requests, fearing that he would be thought a coward if he were to abandon his land and his subjects in this hour of approaching darkness.

Despite the pleas of his advisors and his family, the obstinate Xo-lin vowed to remain in Pensei. He put his faith in the skill and tenacity of his famous Imperial Guardsmen, believing that these warriors would halt the advancing Bhanarian armies. But when news arrived of their defeat and decimation in a battle at the town of Vabou, little more than a hundred miles south of Pensei, suddenly a terrible realization struck the aged ruler. There were now too few Chai warriors left to prevent the enemy legions from seizing the capital and enslaving its citizens. With heavy heart, the Khea-khan reluctantly agreed to leave Pensei. Yet, resolutely, he refused to go with Lord Rimoah. Instead, he ordered his courtiers to prepare a caravan of horse-drawn carriages for the speedy evacuation of himself, his family, and selected members of his court entourage. They would journey east, following the trade route to the Lissanian city of Tazhan. Here the Khea-khan could be sure of finding sanctuary in this New Kingdom stronghold. Upon his arrival he would rally the armies of his loyal allies and then return with them, across the vastness of the Great Lissan Plain, to free his land and its people from the Autarch's ruthless occupation.

Fearing for the safety of the Khea-khan, and the disastrous consequences that will befall the New Kingdoms if he should be captured by the enemy, Lord Rimoah urged you to accompany Xo-lin's entourage. Your experience and your Kai skills could be crucial to their survival during the seventeen days that it will take for them to reach the city of Tazhan. Once the Claw of Naar is safely in Dessi, Rimoah promised to return and journey directly to Tazhan by skyship. There he will inform its ruling council of the Bhanarian invasion, and try to elicit their martial support in readiness for Xo-lin's arrival.

You agreed to Rimoah's request to escort the aged ruler, and as the court of the Khea-khan began hasty preparation for the evacuation of the palace, you bade farewell to Lord Rimoah.

‘Until we meet again in Tazhan, Grand Master,’ he said, solemnly, ‘I shall pray to Ishir to watch over you on the road that you must travel. It is vital that Xo-lin arrives in Tazhan alive. He is the only one who can rally the New Kingdoms to rise up and repel the Bhanarians. Without him, I fear, the New Kingdoms will fall to the inexorable might of Sejanoz.’

[1] Lone Wolf 18: Dawn of the Dragons

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 previous adventures in the Lone Wolf New Order series (Books 21–27), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure.[2] 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. If you have completed the previous Lone Wolf New Order adventure, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE.

Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

[2] 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 = Swift0 = Blade1 = Sun1 = Fire2 = True2 = Hawk3 = Bold3 = Heart4 = Moon4 = Friend5 = Sword5 = Star6 = Wise6 = Dancer7 = Storm7 = Helm8 = Rune8 = Strider9 = Brave9 = Shield

New Order Kai Grand Master DisciplinesKai 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:WeaponmasteryYou 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 ControlYou 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.


CuringYou 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.


InvisibilityYou 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.


HuntmasteryYou 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.


PathsmanshipYou 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-surgeYou 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-screenYou 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.


NexusYou 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.


DivinationYour 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. Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from God Kai many new skills and abilities, including the powers of Astrology, Herbmastery, Elementalism, and Bardsmanship. He perfected these with the help of his allies in Lyris, Bautar, and Dessi, and established them as new disciplines to be taught to the betterment of the New Order Kai.

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 five of the New Order Grand Master Disciplines listed below. It is for you to decide which five 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 five 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 five 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 below.


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.


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.


Bardsmanship


Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.

If you successfully complete the mission as set in Book 28 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in the next. For every Grand Master Discipline you possess, in excess of the original five Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline(s), your original five Grand Master Disciplines, your Kai Weapon,[3] and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called:

The Storms of Chai

[3] Details about the Kai Weapon appear in the next section of the game rules.

Equipment

Before you leave the Kai Monastery to accompany the Khea-khan of Chai, you equip yourself with a map of the Great Lissan Plain and its surrounding territories and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart.

If you have successfully completed previous New Order adventures (Books 21–27), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.[4]

Broadsword (Weapons)


Sword (Weapons)


Quiver (Special Items) This contains six Arrows; record them on your Action Chart.


Flute (Backpack Item)


Dagger (Weapons)


Axe (Weapons)


Bow (Weapons)


2 Meals (Meals) Each Meal takes up one space in your Backpack.


Rope (Backpack Item)


Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.


List the five items that you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have on your ENDURANCE points and/or COMBAT SKILL.Kai Weapons

Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.

In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.[5]

Example

Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe ‘Alema’.

When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL (these bonuses are not cumulative).

Example

If you were to use ‘Alema’ in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.Kai Weapon TableRNWeapon TypeWeapon NameCSUnique PropertiesCS0Axe‘Spawnsmite’+5versus reptilian enemies+61Axe‘Alema’+5versus undead enemies+72Axe‘Magnara’+5versus rock or stone+83Sword‘Sunstrike’+5when used in daylight+64Sword‘Kaistar’+5when used at night+75Sword‘Valiance’+5when used against magicians or creatures born of magic+86Sword‘Ulnarias’+5when used underwater+97Broadsword‘Raumas’+5versus winged enemies+68Broadsword‘Illuminatus’+5when used underground+79Broadsword‘Firefall’+5versus fire-emitting enemies+8RN = Random NumberCS = COMBAT SKILLEquipment — How to use itWeaponsThe maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.


Bows and ArrowsDuring your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this Weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful Weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.


In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.


Backpack ItemsThese 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 ItemsSpecial 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 WeaponYour 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.


FoodFood 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 five Disciplines, then you will not need to tick off a Meal when instructed to eat.


Potion of LaumspurThis is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. It cannot be used to increase ENDURANCE points immediately prior to a 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 CrownsThe currency of Chai is the Ren, though Gold Crowns are readily accepted. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns (or 500 Ren).


How Much Can You Carry?WeaponsThe maximum number of weapons that you may carry is two.Backpack ItemsThese must be stored in your Backpack. Because space is limited, you may keep a maximum of ten items, including Meals, in your Backpack at any time. Special Items

Special Items are not carried in your Backpack (unless you are specifically instructed to do so). When you discover a Special Item, you will be told how to carry it.

The maximum number of Special Items that can be carried on any adventure is twelve.Gold Crowns

These are always carried in your Belt Pouch. It holds a maximum of 50 Gold Crowns. Coins of a different currency are generally smaller and lighter than Gold Crowns. They occupy less space in your Belt Pouch and therefore you can carry more of them. The national currency of Chai is the Ren. In some of the larger towns and cities of Chai, Gold Crowns are readily accepted alongside the local currency. However, this is less likely to be the case in rural areas of the country. Before you begin your adventure, you may exchange some of your Gold Crowns for Ren at the rate of 1 Gold Crown = 10 Ren. Use the following currency table to calculate the mixed currency capacity of your belt pouch:

1 Gold Crown = 4 Silver Lune

1 Gold Crown = 10 Kika

1 Gold Crown = 1 Noble

1 Gold Crown = 10 Ren

1 Gold Crown = 4 Sheasu Torq

1 Gold Crown = 2 Orla

1 Gold Crown = 1 Ain FoodFood is carried in your Backpack. Each Meal counts as one Backpack Item.

Any item that may be of use and can be kept during your adventure and recorded on your Action Chart is given initial capital letters (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

[4] During the adventure, the story will assume that you possess a Bow when you may not. If it is important to you to avoid this story continuity problem, you should ensure that you obtain a Bow.

[5] If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

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

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

Improved Grand Master Disciplines

As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.Kai Grand Master Superior

If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:Animal MasteryKai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.


AssimilanceKai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.


AstrologyKai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.


HerbmasteryKai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.


ElementalismKai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.


BardsmanshipKai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.


Kai Grand Sentinel

If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:Grand WeaponmasteryKai Grand Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.


Grand PathsmanshipKai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area 10 square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.


AstrologyKai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.


HerbmasteryThrough their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.


ElementalismKai Grand Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Sentinels are able to handle a charged object without discharging it.


BardsmanshipKai Grand Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.


Kai Grand Defender

If you are a New Order Kai who has attained the rank of Kai Grand Defender, you will now benefit from improvements to the following Grand Master Disciplines:DeliveranceKai 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.


TelegnosisBy 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.


AstrologyKai 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.


HerbmasteryKai 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.


ElementalismBy 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.


BardsmanshipKai 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:AssimilanceKai 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.


HerbmasteryKai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.


ElementalismThrough 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 HuntmasteryKai 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-surgeKai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.


Kai-screenKai 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-magicGrand 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 WeaponmasterySun 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 PathsmanshipKai 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.


DeliveranceSun 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.


TelegnosisSun 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 NexusSun 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.


AstrologySun 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.


BardsmanshipSun 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-alchemyGrand 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.


Sun Lord

If you are a New Order Kai who has attained the rank of Sun Lord, you will now benefit from improvements to the following Grand Master Disciplines:Grand WeaponmasterySun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a Weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden Weapon such as a Quarterstaff.


HerbmasterySun Lords who possess this Discipline are able to cause living plants, e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves around the limbs of hostile creatures, thereby hampering their free movement. Sun Lords are able to target only one creature in this way. An additional creature can be affected for every level a Grand Master rises above the rank of Sun Lord.


AssimilanceSun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.


Grand HuntmasteryKai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see the complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.


Kai-surgeSun Lords who possess mastery of this Discipline are able to launch a Kai-blast — a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.


TelegnosisSun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration — and degree of surface difficulty — increases as a Grand Master rises in rank.


Magi-magicGrand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:


Penetrate — This increases the penetrative energy of any Arrow, or Arrow-like missile, launched by a Sun Lord.

Energy Grasp — This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.


BardsmanshipKai Sun Lords with this skill are able to direct their musical abilities to disrupt the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks, causing them to explode violently. Any person or creature in close proximity to the destroyed object risks injury from flying fragments.


Sun Thane

If you are a New Order Kai who has attained the rank of Sun Thane, you will now benefit from improvements to the following Grand Master Disciplines:AstrologySun Thanes who possess this Discipline are expert in the art of hypnotism. By the use of a hypnotic stare, they are able to cause susceptible creatures (up to three individuals at any one time) willingly to carry out their orders. The number of creatures so affected — and the duration of the effect — increases steadily as a Sun Thane advances in Kai rank.


Animal MasterySun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command; however most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.


Grand HuntmasteryKai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.


DeliveranceSun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.


ElementalismSun Thanes who possess this Discipline are able to accelerate greatly the oxidation (rusting) of ferrous metals simply by touch alone. The longer the metallic item is touched by a Sun Thane, the more damaging will be the effect.


Grand PathsmanshipSun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected and the duration of effect both increase as a Grand Master rises in rank.


Kai-screenSun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.


Kai-alchemyGrand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:


Slow Fall — By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.

Breathe Water — Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.


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

New Order Wisdom

Grand Master, you are about to embark upon a difficult and dangerous mission. The aged Khea-khan of Chai is one of Sommerlund's oldest and most venerable allies. He is physically frail, yet he is revered almost like a god by his loyal subjects. Only he can rally the New Kingdoms to rise up and defy the mighty armies of Autarch Sejanoz. He must be escorted swiftly and safely to Tazhan, for if he is captured or slain by the enemy then all hopes for peace in Southern Magnamund will be dashed.

During your mission you may encounter many strong and wily adversaries. Your journey across the Great Lissan Plain will be fraught with danger at every turn, so remain on your guard at all times.

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 five 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 1–27) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

May the Gods Kai and Ishir guide and protect you during your vital mission.

For Sommerlund and the Kai!

1

An electric hum fills the throne room of the Khea-khan's palace as the chosen courtiers and guards make swift preparation for the evacuation to Tazhan. In the midst of all this frantic activity, the aged ruler of Chai sits upon his ebony throne and confers with his trusted advisor, Kau-Doshin, the head of the Imperial Palace household. The lines etched deeply upon their faces convey the gravity of the hushed words that pass between them.

In a far corner of the chamber you see Princess Mitzu consoling her tearful son, the five-year-old Prince Kamada. He is the Khea-khan's great-great-grandson, and he is next in line to rule Chai upon the death of venerable Xo-lin. Having comforted him and dried his tears, Princess Mitzu places the young boy into the charge of his matronly tutor, Shavane. Then Mitzu leaves the throne room, passing by Guard Captain Chan who is entering through its grand arched doorway. Dutifully, he clicks his heels and salutes as the Princess glides past him with regal grace.

Chan scans the throne room and narrows his sharp almond eyes when he catches sight of you. The Guard Captain will be responsible for the personal safety of the Imperial Family during the overland journey to Tazhan, and as he strides across the throne room towards you, it is easy to see why this élite warrior has been entrusted with such an unenviable task.

‘Hail, Grand Master,’ he booms in greeting. ‘It pleases me greatly that you have chosen to accompany us to Tazhan. I welcome your valued assistance.’

You return Chan's formal compliment and then ask him when the Imperial Caravan will be leaving.

‘Within the hour, my lord,’ he replies. He pauses to wipe away a trickle of sweat from the brow of his wide oval head, and then he says in a quieter tone: ‘I see you possess a fine Kai blade.’ His eyes glitter as he looks upon the Kai Weapon that is sheathed at your side. ‘As you can see, I am myself unarmed. Before we depart I must visit the Imperial Palace Armoury and equip myself. Would you care to accompany me? I trust you'll be impressed by the quality of Chai weaponry, and you'll be very welcome to take any item you find desirable.’

If you wish to accompany Captain Chan on a visit to the Imperial Palace Armoury, turn to 237.

If you choose to decline his offer, turn to 187.

2

Captain Chan orders that lighted torches be dropped into the bore holes. His troopers comply, and soon you feel the tremors of explosions that occur when these burning brands ignite other Nahba Worms hidden deep in their underground burrows.

Chan details every trooper to stand watch for the remainder of this night in case any worms have escaped the destruction. Fortunately for them it is a short watch; the sun breaks the eastern horizon within the hour, and soon afterwards the caravan is ready to leave this treacherous valley.

Turn to 130.

3

Six swarthy-faced tomb robbers emerge from the crypt, carrying sacks filled to bursting with stolen burial ornaments and treasures. As they clumsily load their ill-gotten gains onto their wagon, you take cover behind a fan-shaped tombstone. Suddenly the soft ground shifts beneath your feet and you feel yourself sinking. You grab the tombstone to steady yourself but, as you do so, you let slip a stifled cry of alarm. To your dismay, the robbers hear your cry and come rushing back to the graveyard to investigate.


Illustration I—The gang of robbers emerges from the dark crypt.


Turn to 225.

4

After the blazing heat of the plains, the dark coolness of the catacombs comes as a blessed relief to the aged Khea-khan and his family. Kau-Doshin oversees the transfer of Xo-lin and his entourage from the caravan to their underground abode, and Kasarian helps make his imperial guests as comfortable as possible. When all of the family and the entourage are safely underground, Chan posts guards at the great stone portal.

Turn to 154.

5

‘I shall endeavour to, your majesty,’ you reply, uneasily. You ask Mitzu for some details about the Prince, such as the place, the date, and the time of his birth. Then you look out across the balcony to the night sky and see that the stars are partially obscured by low clouds, driven on by a stiff easterly breeze. Conditions are far from ideal, but there are sufficient breaks in these scudding clouds for you to be able to discern the position of the constellations. Using your astrological knowledge of the heavens, and the information supplied by Mitzu, you discover to your dismay that the stars hold a disturbing prediction for her young son's future.

Turn to 101.

6

You catch up with the Autarch in a chamber heaped with rubble and earth. He is ascending the mound towards a hole in the ceiling that was made by the shells from his steam-cannon. You quickly draw the Arrow of Atonement to your Bow6 and command the tyrant to free the young Prince. The sound of your voice makes him spin around and curse you vilely through the visor of his tiger helm. Prince Kamada wriggles like a snake and suddenly he escapes from the Autarch's grasp. Before the evil Sejanoz can snatch him back, you release your Arrow of Atonement and send it whistling towards his foul heart.

Turn to 113.

[6] If you do not possess a Bow, it seems unlikely that you will be able to make effective use of the Arrow of Atonement against the Autarch. You may decide that you have had a chance after acquiring the Arrow of Atonement to also find a Bow (mark the Bow on your Action Chart, discarding another Weapon if necessary), that you are still able to use the Arrow of Atonement without a Bow, or that not having a Bow leads to a failure to accomplish your mission. Use your best judgement.

7

You thank Vannar and promise that you will use the weapon wisely. He smiles benignly, and then he offers to show you a swift way to reach the surface of Zanaza. You accept his offer and follow him into the adjoining chamber where he opens a concealed panel in the wall. Beyond, you see a narrow flight of steps which ascend to an oval door.

‘That door leads to the streets,’ he says. You ask him if he wishes to leave with you, but he shakes his head firmly in reply.

‘Now that you have put paid to the robbers, my home is my own once more. I shall stay here.’ You bid farewell to Vannar, and then you climb the steps and leave through the oval door.

On your return to the caravan encampment, you discover that everyone is asleep except the sentries. Before you settle down to rest, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 247.

8

Splashes of the creature's caustic blood and saliva draw wisps of smoke from the sleeves of your tunic. Quickly you run to a geyser pool and wash this vile fluid away before it eats through to your skin. As you are cleaning your clothes, you notice to your dismay that the caustic fluid has eaten a hole in your Belt Pouch and you have lost half of your coins.

You must reduce your current total of coins by half. Remember to make the necessary adjustment in the Belt Pouch section of your Action Chart before continuing.

Turn to 2.

9

The fight comes to an abrupt end when you deal the last living creature a mighty blow to the base of its deformed head. As it falls lifelessly to the ground, Sergeant Yeng rushes to check that his men have also survived intact. Cautiously you inspect the bodies of the slain beasts and quickly determine that all three are of Agarashi descent. They have probably come down from the Hyunsei foothills in a desperate search for prey, for the corpses are emaciated by hunger. Sergeant Yeng confirms your suspicions. He tells you that long ago, during the Age of Eternal Night, this land was stalked by Agarashi — the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The descendants of these beasts are still alive today, hiding in hills, burrows, and caves. They do not usually attack travellers unless driven by disease or famine.

Using your tracking skills, you quickly determine that there are no other creatures like these in this vicinity. Only then do you and the troopers remount your horses and continue along the highway towards the Javai Forest. A few miles short of the forest you discover a freshwater spring which is forded by the highway. It is an ideal site for a night camp, and so you send one of Yeng's men back to the caravan to tell them that you shall await their arrival here.

During your wait for the caravan, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 45.

10

You wrench the spike of ice from your leg and force yourself back onto your feet. Chan is close behind you, and both of the angry ice-creatures are now perilously close behind him. As you stagger and stumble headlong through the dense undergrowth, bolts of ice whistle through the branches with spectacular effect.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 228.

If it is 5–9, turn to 43.

11

Once you have rounded up your horses, you return to the caravan and report what has happened to the Khea-khan's advisor, Kau-Doshin. The wise old counsellor tells Chan that the column must continue east along the highway without further delay. Going by the descriptions of the creatures that you encountered in the copse, he determines that they were Krakalla, a powerful breed of Agarashi he thought resided only in the Dammerdon Mountains, north of Bhanar. ‘I fear they may be part of the Autarch's army,’ he says. ‘If my suspicions prove correct, then we are in far graver danger than I dared imagine.’

Galvanized by his encounter with the fearsome Krakalla, Chan wastes no time in getting the caravan rolling once more. Later, an overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make swift progress on the sun-baked highway.

Shortly before noon of the third day of your journey to Rakholi, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet's molten core.

The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the eerie noises that echo across this strange valley.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 288.

If it is 5–9, turn to 30.

12

As the fog that fills the room begins to dissipate, you stoop to retrieve your Kai Weapon from the hand of a dead tomb robber. You carefully wipe its blade clean before sheathing it in your scabbard. (You may now restore the details of your Kai Weapon to your list of Special Items.)

A brief search of this room reveals a large amount of stolen graveyard booty, but there is nothing here of any practical value to you. To one side of the room's brick fireplace you discover a bolted door, and you sense that someone is being held captive in the room beyond. Cautiously you draw back the bolt and tug on the door handle. As it creaks open, you are assailed by a revolting smell that even your Magnakai Discipline of Nexus cannot counter. Burying your mouth and nose in the sleeve of your tunic, you take your first tentative step into the gloomy chamber beyond.

Turn to 240.

13

Yeng unsheathes his army dagger and presses its razor-sharp blade to the prisoner's throat. ‘Talk now, you dog — or you'll never talk again,’ he growls. The prisoner grits his teeth and refuses to answer.

‘Here, let me try, Sergeant,’ you say, as you ease the dagger from Yeng's hand. ‘I can see our friend is not afraid of death.’ You speak the words slowly, and hold the blade so that the light of the campfire is reflected directly into the prisoner's eyes. ‘But there are many things that are worse than death.’

You raise your left forearm and slowly you draw the sharp blade across the back of your wrist. Blood trickles from the open wound, and those nearby gasp with fearful amazement.

‘Just think on this, my friend. If I'm prepared to do this to myself, what will I be prepared to do to you, eh?’

Suddenly the man's nerve breaks. Cold sweat beads on his forehead and falteringly he beings to talk.

Turn to 210.

14

You are convinced that an innocent man is being accused of a crime he did not commit. To help find the true culprit, you concentrate upon your Kai Sixth Sense and then you look in turn at each person who is gathered here. Slowly your eyes are drawn to Shavane, and your stomach churns when you feel waves of evil radiating from an amulet that she wears on a chain around her neck. You cannot see the amulet for it is covered by her silk jerkin.

If you wish to snatch the amulet from her neck, turn to 256.

If you wish to demand that she reveal it, turn to 117.

15

Your Kai skills reveal to you that the centre of this bough is riddled with dry rot. If you were to use this wood to prop up the axle, there is a very real danger that it will collapse under the weight of the carriage. Using your improved Kai Discipline, you are able to reverse the effects of the rot that has eaten into the core of this bough and restore its strength. Once you are satisfied that the process is complete, you help the troopers to place the bough into position.

Turn to 252.

16

Determinedly you follow the robbers' trail deep into the heart of the ruined city. It leads you to the cellar of a derelict tavern where a hole in the wall gives access to an ancient tunnel. At the end of this tunnel you come to a T-junction where two smaller passageways head off to the left and right. Fresh tracks can be seen in the dusty ground leading away in both directions.

If you possess Grand Weaponmastery and have reached the rank of Kai Grand Sentinel, turn to 144.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 107.

17

Your shaft sinks deeply into the creature's ghastly hide, yet it does not prevent the loathsome worm from spitting its caustic saliva at you once more.

The corrosive saliva splashes your left arm and, within seconds, this vile fluid eats through the cloth of your tunic and sears your flesh: lose 3 ENDURANCE points.

Aided by your Magnakai Disciplines of Nexus and Curing, you hold back the pain and recover in time to launch another attack upon this burrowing horror.

Nahba Worm: COMBAT SKILL 45   ENDURANCE 40

If you win this combat, turn to 8.

18

As the carriage draws level with your horse, you leap from the saddle and scramble onto the roof. You are drawing your Kai Weapon from its sheath when one of the monsters lashes out at you with its razor-sharp talons. You shield your face with your free arm, but its cruel claws slash your unarmoured limb: lose 4 ENDURANCE points. You must now fight them.


Illustration II—The evil creature lunges towards you with its teeth bared.


Chagarashi: COMBAT SKILL 42   ENDURANCE 38

Ignore any ENDURANCE loss you may inflict upon your enemy in the first two rounds of combat, due to the effectiveness of its initial attack.

If you win this combat, turn to 280.

19

Chan drags you to your feet and helps you to press on through the tangle of foliage. Soon the densely-packed trees confound your hulking pursuers and you are able to outdistance them. When you sense that it is safe to halt, you throw yourself down upon the cool earth and fight to catch your breath. Chan throws himself down close by, and you can tell that he is shocked and saddened by the ferocity of the encounter and the loss of his favourite stallion. But he proves himself to be resilient and, within the space of a few short minutes, he is back on his feet and ready to go.

‘Come, my lord,’ he says, resolutely. ‘We must press on. Let us flee this accursed place.’

Turn to 121.

20

Kumal smiles and bids you good evening. After an hour, the dancing and music stop when the Khea-khan retires to his tent to sleep. Bazan posts his personal bodyguards at the entrance to ensure his imperial guest's safety, and both you and Chan are invited to inspect them. Once you are satisfied that Xo-lin is in good hands, you retire to your own tent to rest.


Shortly before dawn, you are awoken by one of Bazan's servant girls. She prepares for you a hot bath with scented oils, and while you are bathing she brings you a platter of cold meats and exotic fruits. When the time comes you feel a little sad to have to leave Rakholi, but you know that you must continue the journey to Tazhan without delay.

Bazan and all of his servants turn out to bid the caravan farewell. As parting gifts, he presents the Khea-khan with a pair of magnificent horses, both prime Lissanian stallions. He also pledges to do everything in his power to delay the enemy until the caravan reaches Tazhan, and he vows to join with the New Kingdom armies upon the Khea-khan's return to Chai. Kau-Doshin conveys to him Xo-lin's thanks, and then you set off on the three-day journey to the ruined city of Zanaza.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 217.

If it is 4–6, turn to 64.

If it is 7–9, turn to 163.

21

The force of the explosion sends you tumbling backwards from the battlements to land heavily on the ground below: lose 5 ENDURANCE points.

If you have survived this injury, turn to 281.

22

Hurriedly, you recite the words of the Brotherhood Spell Invisible Shield, and sweep your hand before your face with a circular motion. Kronar's arrow strikes the invisible shield created by your spell, and shatters harmlessly into a hundred pieces. Chan flattens himself to the neck of his horse to avoid the other arrow, and its barbed tip grazes his shoulder.

Turn to 112.

23

Gradually the pain in your lungs becomes unbearable and you exhale the last of your breath. As they fill with water, you slip into a state of unconsciousness from which you will never be revived.

Sadly, your life and your quest end here.

24

As the dust clears, you peer over the battlements and magnify your vision. You see that the enemy has a steam-cannon, and you shout a warning to Captain Kasarian who is standing near the main gate. He orders his men to retreat from the battlements to minimize the risk of casualties. The garrison troops obey his command and take up new positions at arrow slits along the base wall. There they await the enemy's advance; they do not have to wait very long.

If you wish to stay on the battlements, turn to 133.

If you decide to descend the steps to the main gate, turn to 59.

25

As the bandit falls dead at your feet, Sergeant Yeng and his comrade come crashing through the foliage and leap into the hide. Yeng is amazed that you have put paid to the bandits so quickly, and when he turns them over with the toe of his boot, he quickly identifies them as members of the gang led by Captain Kronar — the renegade Chai army officer. Yeng raises his sword to finish off the unconscious bandit but you stay his hand.

‘We'll take this one back with us,’ you say. ‘He may be of more use to us alive than dead.’

Your return to the encampment with a prisoner causes quite a stir. Captain Chan is anxious to question the man, and he orders Yeng to throw a pail of cold spring water over him, but this fails to revive the unconscious bandit. Then you approach the man and use your Kai healing skills in an attempt to restore him to consciousness. A small circle of curious courtiers gather to watch, and they gasp with amazement when he suddenly awakes with a start. With fear-filled eyes, the man returns the stares of his captors and begins to beg for mercy.

Sergeant Yeng slaps his face with the back of his calloused hand and demands that he identify himself. Immediately, the bandit clamps his jaw shut and refuses to utter another sound. You use your psychic skills to probe his mind and discover that he is unusually strong-willed and resilient. You sense that he would be unlikely to break under physical torture.

If you possess Kai-alchemy and wish to use it, turn to 80.

If you possess Kai-surge and wish to use it, turn to 231.

If you possess neither of these skills, or if you decide not to use them, turn to 13.

26

Your Arrow strikes one of the worm's vital organs and then the creature swiftly retreats into its bore hole, shrieking hideously.

To continue, turn to 2.

27

You detect the faint outline of dusty footprints leading across the chamber to the opposite door. You are eager to follow them, but your Kai Sixth Sense is making you feel uncertain that it is safe to do so.

If you choose to ignore your Sixth Sense and cross the chamber to the door opposite, turn to 168.

If you decide to heed your Sixth Sense, you can turn back and explore the other passageway by turning to 290.

28

You call upon your Magnakai Discipline of Psi-screen to repel this sudden psychic attack, and slowly the pain retreats from your skull: lose 3 ENDURANCE points.

To continue, turn to 147.

29

The tip of a barbed arrow rips open the padded upper sleeve of your tunic and scrapes a furrow of flesh from your shoulder. The sudden pain makes you cry out, but you quickly recover your composure and use your Kai healing skills to staunch the flow of blood: lose 1 ENDURANCE point.

To continue, turn to 40.

30

You are awoken in the middle of the night by the noise of a powerful hissing explosion. You reach for your Kai Weapon and leap to your feet, but as your vision adjusts to the darkness, you feel scalding hot water pouring down upon you from the heavens. Suddenly you realize that you are caught in the falling deluge from an exploding geyser, and you are in very real danger of being boiled alive where you stand.

Pick a number from the Random Number Table. If you possess Grand Nexus, add 3 to the number you have picked.

If your total score is now 4 or lower, turn to 180.

If it is 5 or higher, turn to 98.

31

You draw upon your mastery to raise the air temperature around the creatures. As it warms, they are engulfed by a cloud of fog-like vapour that you hope will obscure their vision. One of the creatures stumbles and falls, but the other bursts through the cloud and it launches a fearsome attack.

Turn to 164.

32

You note teeth marks around the head and shoulders of the toy soldier, and when you hold it to your nose you detect a bitter odour that you recognize immediately. It is the aroma of graveweed — a deadly poison.

With one swift blow you strike the head of the toy against the carriage door and snap it off, releasing a stream of black powder from its hollow body. ‘This is the cause of your son's sickness,’ you say. ‘It is powered graveweed.’

Turn to 47.

33

You speak the words of the Brotherhood Spell Lightning Hand, and extend your right fist towards the warrior. A tingle runs down your arm and a burst of blue-white light illuminates the crypt when a bolt of energy jumps from your hand to explode in the middle of the Guard Captain's chest, killing him instantly.

Turn to 137.

34

Chan accepts your refusal in good spirit and he offers the Xi-die to you as a present, a token of his respect for your reputation and your innate Kai skills.

If you wish to accept Chan's gift, record the Xi-die on your Action Chart as a Special Item that you keep in the pocket of your tunic. You need not discard another Special Item if you already hold the maximum number permissible.

To continue, turn to 204.

35

Your swift reflexes save you from the onrushing missile and you are able to scramble through the foliage and effect a hasty escape. Chan is close behind you, and both of the angry ice-creatures are perilously close behind him. As you stagger and stumble headlong through the dense undergrowth, bolts of ice whistle through the branches with spectacular effect.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 228.

If it is 5–9, turn to 43.

36

Chan approves of your wish to investigate the yansi and asks only that you do not spend too much time there. You agree to this proviso before riding to the entrance of the burial cairn. At once you detect that this yansi has suffered an unwelcome visit from tomb robbers at some time in the past, for its solid stone portal has been shattered by repeated hammer blows. You dismount and descend a flight of narrow steps that lead down into a cool, dark chamber. At first sight this solitary chamber appears to have been stripped of its contents, but when you use your Kai tracking skills, you detect something that the tomb robbers failed to find: a concealed trapdoor. Closer examination of this hidden portal in the floor reveals that it is protected by a magical spell.

If you possess Kai-alchemy and have reached the rank of Sun Knight, turn to 233.

If you possess Kai-alchemy and have attained any rank up to that of Kai Grand Guardian, turn to 185.

If you do not possess Kai-alchemy, or if you choose not to use it, turn instead to 76.

37

You retreat from the gate with the other troops and take up a position behind a barricade in the central square, set before the inner keep. You hear the boom of the steam-cannon, but there is no explosion at the main gate or anywhere else inside the fort. Your Kai Sixth Sense tingles with the presentiment that something is very wrong, and this feeling prompts you to hurry back to the main gate as fast as you can.

Turn to 278.

38

As you progress along the corridor, you hear the sound of voices getting steadily louder. You recognize them to be the voices of the tomb robbers who stole your Kai Weapon. They are gloating over your blade, and you hear one man say that it must be worth more than all the treasures of the graveyard put together. At the end of the corridor you see an arched wooden door, banded with strips of black iron. You peer carefully through its keyhole and see the robbers in the room beyond, silhouetted against the flames of a log fire. With grim determination you resolve to attack them and recapture your stolen blade.

If you possess Kai-surge and have reached the rank of Kai Grand Guardian, turn to 254.

If you possess Assimilance and have reached the rank of Kai Grand Guardian, turn to 136.

If you possess neither of these skills, have not attained the required rank, or if you should choose not to use them, turn to 71.

39

You draw your weapon and fight your way relentlessly towards the top of the flag-tower.

Bhanarian Signalman: COMBAT SKILL 30   ENDURANCE 32

You must reduce your COMBAT SKILL by 4 for the duration of this fight, because of the disadvantage you experience while fighting your way up a ladder against a determined spearman.

If you win this combat, turn to 195.

40

Once you are a safe distance from the wooded rise, you glance back over your shoulder to check that Kronar and his bandit gang are not in pursuit of the caravan. Your senses detect that the road behind is clear and you tell Chan of this. He is greatly relieved that the Imperial Caravan has been spared Kronar's attack. The bandit leader has a notorious reputation for murdering anyone who witnesses his acts of highway robbery.

After the drama of the confrontation with Captain Kronar, you are thankful that the rest of the day passes uneventfully. It is early evening when the caravan arrives at Javai, a fortified Chai trading town positioned on the rim of a fertile plateau. Chan negotiates with the guards at the town's west gate and the caravan is allowed to enter. You pass along a bustling street, bordered by two-storey wooden dwellings, which leads to the walled chateau of Javai's mayoress, Madame Omaki. Here the caravan draws to a halt in the middle of a flagstoned courtyard, ringed by plum trees. A plump woman with gleaming coiffured hair emerges from the chateau and greets Captain Chan. You can tell by their jovial exchange that they are old friends. Chan swears her to secrecy about the presence of the Khea-khan, and she dutifully instructs her servants to secure all the entrances and exits to her estate.


Illustration III—Javai's mayoress greets Captain Chan in the flagstoned courtyard.


Chan posts his troopers to guard these portals, and as soon as it is dark, Xo-lin and his entourage are ushered inside Omaki's chateau. She attends efficiently to the allocation of rooms and the provision of refreshments for her royal guests. You are allocated a small room above the stables, and you retire there as soon as you are able. It comes as a pleasant surprise to discover that this room contains a comfortable bed and a bath. After bathing, a hot meal and a bottle of rice wine is delivered by one of the mayoress's servants. You are about to enjoy this meal when there is a knock at the door. It is Captain Chan, and he has some worrying news to convey.

To continue, turn to 259.

41

You shape your mouth in readiness to utter the Old Kingdom power-word Gloar! and project its energies at the door. The force of the impact throws open the portal amidst a cloud of loose earth and billowing dust. The coughs and cries of the entourage can be heard echoing throughout the distant corridors of this labyrinth. Fearing that it may already be too late to save the Khea-khan and his family from the clutches of Autarch Sejanoz, you and Sergeant Yeng rush along an arched corridor in search of them until you come to a junction.

If you possess Grand Pathsmanship, turn to 246.

If you do not, turn to 167.

42

You detect the faint outline of dusty footprints leading across the chamber to the opposite door. You are eager to follow them, but your Kai Sixth Sense is making you feel uncertain that it is safe to do so.

You are fearful of setting off a floor trap, and so you draw upon your advanced mastery of Telegnosis to reduce your body weight to little more than a hundred grams. Then you set off across the chamber, taking care to tread only where there are footprints. You are within a few feet of the door when suddenly the entire floor falls away like a huge hinged trapdoor. You dive forwards and make a grab for the door handle. As you grasp its iron ring, you look down to see a yawning shaft filled with water at its base. Suddenly you hear the sound of giant stone cogs and the rattle of heavy chains. You glance upwards to see that the ceiling is beginning to descend. As it moves closer, you can tell that it is not stained with soot after all. It is dried blood, the blood of countless men who have unwittingly fallen victim to this devilish trap.


You twist the iron handle and, to your relief, the door swings open. Desperately you haul yourself through and slam the door shut, barely seconds before the descending ceiling closes off this portal completely.

To continue, turn to 209.

43

Soon the densely-packed trees confound your hulking pursuers and you are able to outdistance them. When you sense that it is safe to halt, you throw yourself down upon the cool earth and fight to catch your breath. Chan throws himself down close by, and you can tell that he is shocked and saddened by the ferocity of the encounter and the loss of his favourite stallion. But he proves himself to be resilient, and within the space of a few short minutes, he is back on his feet and ready to go.

‘Come, my lord,’ he says, resolutely. ‘We must press on. Let us flee this accursed place.’

Turn to 121.

44

Beyond the spray from the erupting geyser, you see movement at the edge of the encampment. One of the troopers standing picket duty there is struggling with a large worm-like creature that has emerged from one of the bore holes. His desperate cries begin to alert the other guards, and you catch sight of their shadowy forms slowly crossing the treacherous ground. Despite the stinging pain of your scalded skin, you also respond to his cries. You are skirting around the rim of one large fissure when another worm-like monstrosity suddenly appears. It rears up from this hole and spits at you. Your stomach churns when your senses detect that its saliva is a highly corrosive alkaline.

If you possess Kai-alchemy and wish to use it, turn to 156.

If you possess Magi-magic and wish to use it, turn to 142.

If you possess a Bow and wish to use it, turn to 73.

If you do not possess these skills, nor a Bow, or if you choose not to use any of them, turn instead to 262.

45

The caravan arrives at the ford shortly before dusk. You greet Captain Chan and inform him of the fight that took place here earlier. He is relieved to see that you and his scouts survived the deadly encounter intact.

Chan orders that the carriages of the caravan be positioned so that they form the points of a large triangle, with the horse teams parked at their centre. You approve of his order, for it will make a good defensive formation, one that will be easy to maintain if the encampment is attacked during the night.

You tie your horse to the rear of Princess Mitzu's carriage, and then you walk over to the spring and bathe your face and drink your fill of its crystal-clear waters. You are about to return to the encampment when Captain Chan and Sergeant Yeng approach you on horseback. Chan tells you that his scouts have reported sighting movement in the nearby woodland. He wishes to investigate it, but night is closing in and soon it will be dark. Aware that you possess the ability to see in the dark, he requests that you lead Sergeant Yeng and his party on this scouting mission.

If you wish to agree to Captain Chan's request, turn to 157.

If you refuse to lead the scouts, turn to 264.

46

Your mastery of Kai herbcraft enables you to recognize this vile gas. It is Vozga, and it makes you cough and retch violently (lose 1 ENDURANCE point).

As your Magnakai Discipline of Nexus begins to neutralize the toxins that have entered your lungs, you order Princess Mitzu to help her father to safety. You fear that the Vozga will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poisonous cloud and set off in determined pursuit of the tyrant and his young hostage.

Turn to 6.

47

The Princess gasps aloud upon hearing you mention the name of the deadly poison. You ask her if Kamada is in the habit of chewing his playthings.

‘Sometimes,’ she replies. ‘But he's only had that toy for a day. He was given it as a present when we were in Rakholi.’

‘And who gave him this toy?’ you ask.

‘I did,’ says a voice from behind you.

Turn to 196.

48

The branch strikes your legs as you are diving through the air, and you suffer serious lacerations to the backs of both thighs: lose 4 ENDURANCE points.

If you have survived this wounding, turn to 19.

49

You leave the yansi and return at the gallop to the caravan. The repair of the damaged wheel has nearly been completed, and within the hour the column is moving eastwards once again. An overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make good progress on the sun-baked trade road to Rakholi.

Shortly before noon of the third day of your journey to the tented city, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some fissures descend for miles and pass close to the planet's molten core.

The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the noises that echo eerily across this strange valley.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 288.

If it is 5–9, turn to 30.

50

You are in combat with an Imperial Guard Captain, an élite warrior of Autarch Sejanoz's personal bodyguard.

Imperial Guard Captain: COMBAT SKILL 46   ENDURANCE 42

If you win the combat, turn to 173.

51

The bandit tells you that his name is Xango. He also reveals that he is the brother of the renegade bandit Captain Kronar. He has been observing the caravan encampment while his brother, and the rest of his gang, have been preparing an ambush on the forest road, five miles distant. Kronar plans to attack the caravan when it passes this place tomorrow morning.

‘Treacherous dog!’ spits Yeng. ‘Death would be too good for you!’

‘Hold, sergeant!’ commands Captain Chan. ‘We may have use for this outlaw yet. Let's hope his brother values his worthless hide more than you do. Chain him up to a carriage wheel until morning.’

To continue, turn to 129.

52

You form your mouth in readiness to utter the Old Kingdom power-word Gloar! and you project its concussive energy at the chest of the signalman. It strikes him squarely and lifts him off his feet. For a few moments he disappears from your sight, hidden by the floor of the platform; then you see him tumbling limply to the ground on the far side of the flag-tower.

To continue, turn to 195.

53

Kumal is disappointed that you refuse to trade with him, and he walks off in a huff. Fearing you may have insulted the brother of your host, you decide to leave the tent and give Kumal time to cool down. Once outside, you check the caravan to make sure that everything is correct. The carriages and the horses are in good condition, and so you wander out of the encampment to explore this quarter of Rakholi.


Opposite the entrance to Bazan's encampment, you see a card game taking place between rival families of Lissanian horse traders. When one of the players drops out, you are invited to take his place.

If you wish to accept the invitation, turn to 234.

If you choose to decline the invitation, turn to 124.

54

You hurry along the tunnel and reach a closed door at its far end. Without slowing your pace, you barge this portal open and find yourself confronted by five Bhanarian soldiers who have entered the chamber beyond by way of a hole in the roof. The black-suited warriors roar with rage and attack you and Sergeant Yeng with their razor-tipped polearms.


Illustration IV—You are confronted by five Bhanarian soldiers armed with razor-tipped polearms.


Bhanarian Assault Troops: COMBAT SKILL 47   ENDURANCE 42

If you win this combat, turn to 125.

55

You let out a yelp of pain when you are struck by one of the onrushing missiles. It pierces your boot and lodges in the back of your left calf muscle. The sudden agonizing pain makes your ears ring and your vision blur: lose 4 ENDURANCE points.

Quickly you draw upon your Kai healing skills to deaden the pain and staunch the gushing flow of blood. You grit your teeth and reach down to snap the arrow in two. Then you tug the barbed head free from your aching leg and cast it to the ground.

To continue, turn to 112.

56

By the use of the Brotherhood Spell Breathe Water you are able to stay alive until the ceiling begins to rise and you are released from this watery tomb.

To continue, turn to 287.

57

You hear the whistle of a large projectile, and then a deafening explosion tears a hole in the battlements less than 10 yards away to your left. Splinters of stone pepper your legs, and a pear-sized chunk of shrapnel grazes your shoulder: lose 3 ENDURANCE points.

To continue, turn to 24.

58

The dusty streets of Pensei are filled with the din of coarse shouting, the smells of sweat and spices, and the anxious murmurings of a populace living in fear of the Bhanarian invaders. Your heart goes out to the citizens of this proud city and you pray to Ishir to help them keep the enemy at bay. Upon arriving at the great north gate of Pensei, the column passes beneath its crenellated arch and out onto the plains road beyond. As the gate crashes shut behind you, you notice a stone marker by the wayside. It indicates the distance to the next town: Javai — 100 miles.

Captain Chan calculates that it may take nearly three days to reach Javai. Fearful that the vanguard of the Autarch's army may find the caravan on the open road and threaten its precious cargo, he orders his troopers to take up positions around the column in order to shield it. You are impressed by the speed and efficiency with which they carry out his orders, and you feel greatly reassured that you are in the company of highly-trained warriors. They will be useful allies if the need should ever arise to repel an enemy attack.

Once you are beyond the outskirts of Pensei, the villages pass by with less frequency the further you travel north along this broad trade road. At dusk, you stop to set up a night camp on a hill which overlooks a small hamlet called Xiostai. Captain Chan posts pickets to patrol the camp perimeter, and details some of the remaining men to guard the Khea-khan's carriage. You are invited to share a meal of rice and fish with Chan and some of the carriage drivers, and you accept their hospitality gladly. While you are eating you listen to their jovial conversations and learn something about the Chai people that you never knew before. The majority of them have a keen interest in astrology.

If you possess Astrology, turn to 289.

If you do not possess mastery of this Discipline, turn to 166.

59

Chan joins you at the main gate. Missiles are hitting the battlements with increasing frequency and accuracy; it would be suicidal to stay there a moment longer.

You are peering through an arrow slit in the main gate, when you suddenly see something that makes your blood run cold.

Turn to 140.

60

Once inside the gate, you can see an open crypt door directly ahead. You are approaching it when suddenly you hear the sound of distant voices and instinctively you dive for cover among the gravestones. Peering out from behind one of these great grey headstones, you see six saddled horses standing at the rear of the crypt.

If you wish to approach the open crypt door, turn to 274.

If you choose to stay where you are and observe the crypt, turn to 183.

61

In mid-flight, the icy missile splits in two and each half strikes a horse squarely in the chest. Simultaneously they rear up in agony, and both you and Chan are sent tumbling backwards to crash down upon the frost-hardened earth.

Pick a number from the Random Number Table (0 = 10). If your ENDURANCE score is 25 or higher, add 2 to the number you have picked. If your ENDURANCE score is 15 or lower, deduct 2.

If your total score is now 3 or lower, turn to 271.

If it is 4–8, turn to 131.

If it is 9 or higher, turn to 291.

62

‘Of course, your majesty,’ you reply, sympathetically. Then you ask if she would kindly show you the palm of her right hand. She complies with your request and places her hand palm up on the marbled tabletop.

Using your skills of palmistry, you inspect the configuration of the creases of her delicate palm. Paying careful attention to those parts of her hand which refer to her offspring, you swallow hard when you see that the lines reveal a disturbing prediction for her young son.

Turn to 101.

63

You draw upon your mastery of Elementalism to cause the flap of the tent to ignite. Soon an entire panel is ablaze, filling the tent with clouds of dense grey smoke. When the Bhanarian commander and his four bodyguards come staggering out of the tent, gasping for breath, you lead the attack with your stirring battle-cry: ‘For Sommerlund the Kai!’

Bhanarian Cavalry Command: COMBAT SKILL 48   ENDURANCE 50

You may add 3 to your COMBAT SKILL for the duration of this combat, for you have three Chai troopers fighting by your side.

If you win the combat, turn to 150.

64

During the afternoon of the first day out of Rakholi, a heat wave sweeps across the trade road from the north. For three hours the caravan is slowed to a walking pace as everyone, man and beast, is brought near to exhaustion by the heat (lose 3 ENDURANCE points).

By dusk the stifling heat has eased and a night camp is pitched on the open plain. While you are rigging a simple shelter for yourself, with rope and a canvas sheet, you hear something that causes you concern. It is the distraught sound of a woman crying. You detect that it is coming from Princess Mitzu's carriage and you hurry there to investigate what is wrong.

Turn to 78.

65

You unshoulder your Bow and retrieve the Arrow of Atonement from your Backpack. With a prayer to Goddess Ishir on your lips, you take aim at the Autarch's retreating back and let fly your magical missile.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 5 to the number you have picked.

If your total score is now 4 or lower, turn to 79.

If it is 5–8, turn to 238.

If it is 9 or higher, turn to 273.

66

Late in the afternoon, Sergeant Yeng and his scouts return to report that no bandits have been sighted on the highway ahead. The sergeant and his men also report that they have found a good campsite for the night, at a place where the highway fords a spring. You continue your ride and arrive at the ford shortly before dusk.

Chan orders that the carriages of the caravan be positioned so that they form the points of a large triangle, with the horse teams parked at their centre. You approve of his order, for it will make a good defensive formation, one that will be easy to maintain if the encampment is attacked during the night.

You tie your horse to the rear of Princess Mitzu's carriage, and then you walk over to the spring and bathe your face and drink your fill of its crystal-clear waters. You are about to return to the encampment when Captain Chan and Sergeant Yeng approach you on horseback. Chan tells you that his scouts have reported sighting movement in the nearby woodland. He wishes to investigate it, but night is closing in and soon it will be dark. Aware that you possess the ability to see in the dark, he requests that you lead Sergeant Yeng and his party on this scouting mission.

If you wish to agree to Captain Chan's request, turn to 157.

If you refuse to lead the scouts, turn to 264.

67

You inform Chan that you believe the man is telling the truth. The captain frowns. He is now faced with a difficult dilemma. He considers Yankin to be one of his most loyal troopers and would like to believe his account, yet the evidence against him is compelling. Then Shavane steps forward and demands loudly that justice be done.

‘This man tried to kill our Prince,’ she cries, ‘and he must be made to pay for his treachery.’

Her emotional outburst elicits some support from a small crowd of courtiers who have gathered to watch.

If you possess Kai-alchemy, turn to 220.

If you do not possess this skill, turn to 14.

68

Chan refuses to dismount and, no matter how hard you try, you cannot persuade him to abandon his favourite stallion. Reluctantly you agree to his plan to attempt a breakthrough and an escape westwards along the forest highway.

Turn to 211.

69

As you strike your final crushing blow, the portal suddenly unleashes an explosion of hissing sparks. Quickly you turn your face away and save yourself from being caught by its searing flash.

Your destruction of the trapdoor has triggered a booby trap that was placed here by a sorcerer, hundreds of years ago, to protect the portal. Although you are momentarily blinded by the explosion, your swift reflexes and your innate healing skills spare you any permanent damage.

To continue, turn to 265.

70

A third bolt of energy rips into the nearby wall, showering you with shards of rock. One splinter penetrates your boot leather and lodges in your left foot: lose 1 ENDURANCE point.

To continue, turn to 100.

71

You steel yourself for the attack, and then you kick open the door and launch yourself screaming into the chamber beyond. Your sudden appearance catches the robbers completely by surprise, but to your dismay, you soon discover that one of your adversaries is armed with your Kai Weapon which he delights in using against you.[7]

Tomb Robbers (with Kai Weapon): COMBAT SKILL 52   ENDURANCE 48

If you win this combat, turn to 128.

[7] It is uncertain whether the Tomb Raiders benefit from the special magical bonus of your Kai Weapon or whether the magic of the Kai Weapon is only active in the hands of the Kai. If you decide that the bonuses apply and your Kai Weapon is ‘Illuminatus’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it underground. If your Kai Weapon is ‘Valiance’ and you possess Kai-alchemy or Magi-magic, add 3 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it against a magician. If your Kai Weapon is ‘Kaistar’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it at night. Also, if your Kai Weapon was damaged during Vampirium, remember to deduct the appropriate penalty to the Grave Robbers' COMBAT SKILL.

72

You recite the words of the Old Kingdom Spell Invisible Fist and point your hand at the attacking creature. A ball of concussive energy is released which glances the beast's skull and stuns it. The trooper is able to recover his senses and defend himself as the determined creature stumbles drunkenly towards him, slashing the air wildly with its sharp talons.

Hurriedly you dismount and unsheathe your Kai Weapon. You turn only just in time to counter an attack from the other two creatures that come leaping towards you and Sergeant Yeng.

Chagarashi: COMBAT SKILL 44   ENDURANCE 40

You may add 1 to your COMBAT SKILL for the duration of this combat as Sergeant Yeng is fighting the same enemy.

If you win the combat, turn to 295.

73

Quickly you draw an Arrow to your Bow and let it fly towards the worm's purulent belly.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 5 to the number you have picked.

If your total score is now 6 or lower, turn to 17.

If it is 7 or higher, turn to 26.

74

‘Arrest her!’ commands Captain Chan. Immediately, two of his troopers move forward and seize the woman by her arms. She curses them vilely, and then she vents her spleen on Chai and the imperial house of Xo-lin. Chan orders Trooper Yankin to be released at once, and he apologizes to the man for ever having doubted his loyalty.

‘What will become of her now?’ asks Princess Mitzu, as Shavane is led away, kicking and screaming. ‘She shall be banished to the plains,’ replies Chan. ‘We will leave her behind tomorrow, without food or water. She can go seek succour from the enemy.’

To continue, turn to 199.

75

You dive and roll through the foliage to avoid the icy missile, but a segment of it breaks free in mid-flight and it skewers the calf of your left leg: lose 4 ENDURANCE points.

If you have survived this painful wounding, turn to 10.

76

You carefully insert the blade of your Kai Weapon beneath the lip of the trapdoor and push down on it with all your might. You sense that the portal has been sealed with magic and that it will take great effort for you to negate this protection.

Yansi Trapdoor (magically sealed): COMBAT SKILL 50   ENDURANCE 25

Conduct the following combat in the usual way. Any ENDURANCE losses you sustain represent the fatigue you suffer while trying to open this magically sealed portal. If you possess ‘Magnara’ or ‘Illuminatus’, you will benefit from the additional combat bonus applicable to its unique properties.

You may cease your attempt to open the trapdoor at any time by turning to 118.

If you win the combat, i.e. if you reduce the trapdoor's ENDURANCE points to zero, turn to 69.

77

You use the Old Kingdom Spell Flameshaft to ignite the tip of an Arrow which you send arcing into the enemy command post. As the fire spreads, it fills the tent with clouds of dense grey smoke. Before very long the Bhanarian commander and his four bodyguards come staggering out into the open, gasping for breath, and at this moment you draw your Kai Weapon and lead the attack with your stirring battle-cry: ‘For Sommerlund and the Kai!’

Bhanarian Cavalry Command: COMBAT SKILL 48   ENDURANCE 50

You may add 3 to your COMBAT SKILL for the duration of this combat, for you have three Chai troopers fighting by your side.

If you win the combat, turn to 266.

78

You tug open the door of the Princess's carriage and see a tearful Mitzu cradling the young Prince Kamada in her arms. The boy is pale and limp, and beads of cold sweat glisten on his forehead.

‘Oh! Ishir! What has happened to my poor, poor boy!’ wails his distraught mother.


Illustration V—In the Princess's carriage you see a tearful Mitzu cradling the sickly Prince Kamada in her arms.


You place a hand upon his forehead and open one of his eyes, revealing a dilated pupil. You suspect that he has swallowed poison and quickly you look around the interior of the carriage. On the boy's cot, tucked beside his pillow, you notice a wooden toy soldier. You retrieve this toy and examine it closely.

If you possess Herbmastery, turn to 32.

If you do not, turn to 176.

79

The Arrow of Atonement narrowly misses the Autarch by no more than a hand's breadth. It lodges in the wall of the tunnel, and the fleeing tyrant is unaware of how close he came to death.

You rush forward and wrench the Arrow of Atonement from the mouldering stone, and then you pursue the Autarch and his innocent young hostage.

Turn to 6.

80

You intone the words of the Brotherhood Spell Mind Charm and command the prisoner to answer Sergeant Yeng's questions. His eyelids flutter and half-close as your psychic suggestion begins to take effect, and then falteringly he begins to talk.

Turn to 51.

81

Chan calls for volunteers to join you on the raid, and Sergeant Yeng and three others, including Trooper Yankin, step forward. Chan commends them for their courage and he wishes the five of you good luck.

You decide to approach the Bhanarian command post on foot, under cover of the grassland. You reach the base of the hill undetected, and wait here several minutes to observe the post and its tower at the nest of the hill. To your relief, you discover that there are only six enemy soldiers occupying the hill — an officer, four bodyguards, and one signalman. You consider your plan of action carefully, and decide that you must attack the command tent and flag-tower at the same time if your plan is to have any chance of success.


If you wish to lead the attack on the enemy command tent, turn to 103.

If you decide to lead the attack on the flag-tower, turn to 160.

82

Suddenly you glimpse Chan's troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons and defend yourselves.


Illustration VI—Chan's troopers make a brave assault on the attacking Krakalla.


Krakalla: COMBAT SKILL 50   ENDURANCE 48

You may add 1 to your COMBAT SKILL for the duration of this combat, for you are being supported by one of Chan's troopers who is attacking this creature from behind.

If you win the fight, turn to 241.

83

The vile gas makes you cough and retch (lose 1 ENDURANCE point). As your Magnakai Discipline of Nexus begins to neutralize the toxins that have entered your lungs, you order Princess Mitzu to help her father to safety. You fear that the gas will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poison cloud and set off in determined pursuit of the tyrant and his young hostage.

Turn to 6.

84

The day gets off to a fine start with not a cloud to sully the cobalt-blue sky. The journey passes peaceably and you are able to make up the time lost due to yesterday's bad weather. The following day is cooler and Chan is confident that the caravan can reach the ruins of Zanaza before nightfall. Shortly before noon, you espy the site of an ancient graveyard located just a few hundred yards north of the highway. A wagon is parked outside its dilapidated gate, and when you magnify your vision, you are shocked to see the faded tiger's-head emblem of Bhanar emblazoned upon its sun-bleached timbers. You tell Chan of this and he supposes that it belongs either to a Bhanarian trader, or to the Autarch Sejanoz's army. You volunteer to investigate this mysterious wagon, and Chan agrees to halt the caravan and wait on the highway for you to return.


After observing the walled graveyard for several minutes, you determine that there are only two ways by which you can enter.

If you wish to enter through the main gate, turn to 202.

If you choose to enter through a gap in its perimeter wall, turn to 251.

85

You are familiar with the dice and their arcane origins. During your Astrology studies at the Kai Monastery, you made use of a pair very similar in design to these. You are still examining them when a sallow-skinned guard sergeant suddenly leans forward and tugs at your sleeve. Smiling at his impatience, you hand him the Xi-die and hurriedly he breathes on them before casting them to the ground.

His throw is not a good one. The faces and angle of the dice reveal that the sergeant will not survive the journey to Tazhan. Deciding it best to keep the truth from him, you inform him in grandiose tones that he can look forward to enjoying many fine sons and future prosperity. The greasy-faced trooper beams with joy when he tells you that he already has six sons, two of whom are also Imperial Chai Guardsmen.

He and his companions are very impressed by the apparent accuracy of your reading, and you sense that your standing among them has greatly improved.

To continue, turn to 153.

86

The Bhanarians are attempting to blast their way into the catacombs. Fear runs ice cold in your veins, for this is where the Imperial Family has taken refuge. Hurriedly you abandon the main gate and run towards the inner keep. As you cross before the barricades, you shout a warning to Chan and he quickly orders Sergeant Yeng to go with you. Upon reaching the stone portal, the seconds seem to tick by like hours as you and the sergeant struggle to wrench open the ancient stone door.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 253.

If it is 5–9, turn to 96.

87

A cursory search among the beakers and flasks uncovers the following potions with which you are familiar:

Laumspur (enough for 2 potions. Restores 4 ENDURANCE points when swallowed after combat)

Gallowbrush (enough for 1 potion. Induces sleep when swallowed)

Ashexa Concentrate (enough for 1 potion. A healing fungus. Will restore 6 ENDURANCE points)

To leave this workshop and continue your exploration, turn to 38.

88

To the east of Javai, the trade road passes through many small settlements where Chai farmers toil contentedly in the heat of the midsummer sun. By noon, these tiny hamlets have all but given way to a vast sea of grassland which extends all the way to the banks of the River Tkukoma, over a hundred miles distant.

It is late in the afternoon when you catch sight of a flock of plains ravens circling above a small copse of trees, south of the highway. Captain Chan becomes suspicious of these ugly black scavengers, and he orders the column to slow to a halt. He has decided to investigate the copse, and he invites you to join him.

If you wish to accept his invitation to scout the distant copse of trees, turn to 270.

If you choose to decline his invitation and remain with the caravan, turn to 145.

89

Kasarian is grateful for the assistance you can provide. The Bhanarian attack was unexpected and casualties were high. More than half of Kasarian's garrison have either been killed or wounded.

Once you have finished attending to the Lissanian wounded, you assist the garrison commander with repairs to the fort's breached wall. It is nearly nightfall by the time you finish your labours and are able to rest.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 149.

90

‘I shall summon Kau-Doshin,’ interjects Shavane. ‘He'll know what to do.’

Quickly the nurse leaves the carriage and you administer your Kai healing skills to the Prince until the court counsellor arrives and takes charge. He thanks you for making the boy comfortable and then he asks you to leave so that he may have room to prepare a potion to counter the poison. As you descend the steps of the carriage, you hear the door slam shut behind you.

If you wish to return to your night shelter, turn to 239.

If you wish to search for the toy soldier that Shavane threw away, turn to 111.

91

You shout a warning to Chan, and then you throw yourself to one side to avoid being impaled by the falling bough.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total score is now 4 or lower, turn to 48.

If it is 5 or higher, turn to 258.

92

‘Captain Chan, let the prisoner go … ’ you whisper, ‘and be ready to signal to the caravan.’

Reluctantly, Chan obeys your command. He unwinds the trailing rope from his saddle and Xango digs his heels into his horse's flanks, making the animal lurch away at the gallop. As soon as his brother is out of the field of fire, Kronar utters a coarse laugh. Then, simultaneously, he and his companion let loose their straining bowstrings.

If you possess Kai-alchemy and wish to use it, turn to 22.

If you possess Magi-magic and wish to use it, turn to 215.

If you do not possess either of these skills, turn instead to 170.

93

The arrow strikes you in the centre of your forehead and an explosion of white light engulfs your vision. For a few fleeting moments you feel yourself tumbling backwards into a deep, dark abyss. Then all sensation vanishes and you cease to be.

Tragically, your life and your mission end here in the catacombs of Fort Vlau.

94

You follow this passageway until you arrive at a chamber that was once an alchemist's workshop. The walls and floor are covered with symbols and glyphs which indicate the many elements, gases, and metals of the universe. Benches and worktables line the walls and some show signs of recent use. On the far side of this chamber you can see a darkened archway and the beginnings of a corridor leading off towards the north.

If you wish to search this workshop, turn to 87.

If you choose to explore the distant archway, turn to 38.

95

You oversee the placing of the bough and, by the use of a rope and pulley, you are able to raise the damaged wheel several inches off the ground and remove it from the axle. You are crouching beneath the rear of the carriage when suddenly there is a terrific Crack! The bough has split in two, revealing a rot-infested core. To your horror, you find yourself pinned beneath the axle when the carriage tips over.

Frantically Chan's men attempt to right the heavy vehicle and release you before the axle crushes your rib cage.

If you possess Kai-alchemy and have reached the rank of Sun Knight or higher, turn to 165.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 275.

96

The door creaks open and a great cloud of dust billows out of the catacombs. The coughs and cries of the entourage can be heard echoing throughout the distant corridors of this labyrinth. Fearing that it may already be too late to save the Khea-khan and his family from the clutches of Sejanoz, you and Sergeant Yeng rush along an arched corridor in search of them until you come to a junction.

If you possess Grand Pathsmanship, turn to 246.

If you do not, turn to 167.

97

The fight ends abruptly when you deal your enemy a mighty blow to the base of its deformed neck. As it crumples lifelessly to the ground, you join with Sergeant Yeng and rush to aid the trooper who is caught in the strands of your sticky net. One well-aimed blow puts paid to the creature that is ensnared in the net with him, and then you quickly recite the words to counter the spell and the thankful trooper is soon released.

Cautiously you inspect the bodies of the slain enemy and determine that they are of Agarashi descent. They have probably come down from the Hyunsei foothills in a desperate search for prey, for all three corpses show signs of starvation. Sergeant Yeng confirms your suspicions. He tells you that long ago, during the Age of Eternal Night, this land was stalked by the Agarashi — the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The descendants of those beasts are still alive today, hiding in hills, burrows, and caves. They rarely attack travellers on the trade road, unless driven by disease or extreme hunger.

Using your tracking skills, you quickly determine that there are no other creatures like these in this vicinity. Only then do you and the troopers remount your horses and continue along the highway towards the Javai Forest. A few miles short of the forest you discover a freshwater spring which is forded by the highway. It is an ideal site for a night camp, and so you send one of Yeng's men back to the caravan to tell them that you shall await their arrival here.

During your wait for the caravan, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 45.

98

You sprint away from the exploding geyser and reach an area of dry ground. The scalding water that showered you has blistered your skin, but you are able to numb the stinging pain by the use of your innate Kai healing skills: lose 3 ENDURANCE points.

You are recovering from your stinging injuries when you are suddenly distracted by the sound of a fearful scream.

Turn to 44.

99

Before you can devise a plan of action, one of the ice-fiends turns its head towards you and holds you with its terrifying eyes. In the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt.

Turn to 61.

100

You chance a glance around the pillar and your stomach churns when you see the awe-inspiring figure of Autarch Sejanoz standing at the far end of this ancient crypt chamber.

Encased from neck to toe in black armour, inlaid with lavish gold filigree, he stands a sword's length taller than you. His great tiger helm conceals his face, and swirling around him are the folds of a voluminous scarlet cloak. Only his hands are visible and they seem incongruous when compared to the grand scale and design of his armour. They are like twisted claws, the skin wrinkled and fragile like ancient parchment. Hanging over them are four long, curved, needle-like claws of steel which sprout from the back of the golden bracers that encase his wrists.

Cowering in a corner of the crypt are the Imperial Family, their eyes wide with naked terror. One of the Autarch's Imperial Guard Captains stands over them with a glowing stave held firmly in his gauntleted hands. The tip of the stave trails wisps of blue-grey smoke, indicating that it is this weapon, and its wielder, who were responsible for the death of Sergeant Yeng.

The Autarch calls for you to surrender. ‘Resistance is futile, mortal. My troops are everywhere.’ You are about to give voice to a defiant reply when a sudden pain lances through your head.


Illustration VII—The Autarch demands your surrender.


If you possess Kai-screen, turn to 294.

If you do not possess this skill, turn to 28.

101

You determine that Prince Kamada is in danger. Your interpretation of the signs indicates that he will be betrayed by someone close to the Imperial Family. You are unable to determine who this traitor will be, but you inform the Princess and advise her that she should be on her guard at all times.

Your reading disturbs Mitzu and she is unable to hold back her tears. She apologizes for her display of emotion, something that is frowned upon in imperial Chai society, and politely she asks you to leave.

Turn to 298.

102

The Sabito Root enables you to breathe underwater and stay alive until the ceiling begins to rise. (Remember to erase the Sabito Root from your Action Chart.)

To continue, turn to 287.

103

Sergeant Yeng volunteers to attack the flag-tower alone, while you and the others deal with the command tent. Having resolved your aims, you break cover and make a swift ascent of the hill. You are 20 yards from the tent when you signal to the troopers to halt. You want to be sure that the officer and his bodyguards are outside the tent before you press home the attack.

If you possess Elementalism and wish to use it, turn to 63.

If you possess Kai-alchemy and wish to use it, turn to 179.

If you possess Magi-magic, a Bow and at least one Arrow, have reached the rank of Kai Grand Guardian, and wish to use this Discipline, turn to 77.

If you possess none of these skills, if you have yet to attain the required level of Kai Mastery, or if you choose not to use any of them, turn to 143.

104

You have heard of Xi-die but you are not familiar with their use. As you are examining them, a sallow-skinned guard sergeant leans forward and tugs at your sleeve. Smiling at his impatience, you pass him the dice and hurriedly he breathes on them before casting them to the ground.

When he and his companions look to you to interpret his throw, you can only shrug your shoulders and apologize for not being able to read them. The greasy-faced trooper frowns with disappointment as he snatches up the dice and returns them to Captain Chan. The sergeant mutters something under his breath, and you sense that his respect for you has been badly shaken.

To continue, turn to 153.

105

Upon the death of the last Brumalghast, you feel the temperature in this part of the forest begin to rise. The death of these creatures has broken the spell, and nature has already started to reclaim this cursed timberland. Using your healing skills, you revive Chan and then hurry westwards along the highway on foot, towards the caravan. Upon emerging from the forest, you are sighted by Sergeant Yeng. He is leading a party of scouts that have been scouring the tree-line in search of you.

It is nearly dark by the time you return to the caravan, and Kau-Doshin is gravely concerned to hear of your deadly encounter in the forest. He orders that night camp be made on the highway and, on Chan's advice, he agrees that the caravan will have to travel across country tomorrow to avoid the perilous timberland.

Next day, the journey proves to be much harder than Kau-Doshin could have imagined. The caravan is forced to slow its speed for fear of breaking an axle as it crosses the uneven grasslands. You and Captain Chan now ride the horses that were given to Xo-lin by the nomad chief, Bazan. They are fine thoroughbreds, fleet of foot and highly disciplined.

During the afternoon, you come upon a narrow stream and Chan orders the caravan to halt so that the horses may be fed and watered. You are sharing a loaf of bread with one of the troopers when suddenly you hear a shrill scream of fright. It comes from Princess Mitzu's carriage and you sense that the young Prince is in danger.

If you wish to investigate the scream, turn to 127.

If you choose to ignore the scream, turn to 296.

106

Suddenly you catch sight of Chan's troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons. Unfortunately, in the heat of the moment, your Kai Weapon slips from your grasp and tumbles into the undergrowth.

Krakalla: COMBAT SKILL 50   ENDURANCE 48

You are unable to retrieve your Kai Weapon until the combat is over, but you may add 1 to your COMBAT SKILL for the duration of the fight for you are being supported by one of Chan's troopers. He is attacking this creature from behind.

If you win the fight, turn to 241.

107

You draw upon your Magnakai Pathsmanship skills and inspect the tracks closely, but after several minutes of examining these footprints you are still not sure in which direction you should go. Your Kai Sixth Sense tells you that your Kai Weapon is somewhere near, but you cannot pinpoint its exact location.

If you wish to explore the passageway to the left, turn to 94.

If you decide to explore the passageway to the right, turn to 155.

108

Sergeant Yeng draws his sword and rushes across the burial chamber towards the distant door. You gently rest Kau-Doshin's head upon the stone floor and then clamber to your feet to join him. As Yeng pulls open the creaking wooden portal, a blast of electrical energy hits him in the chest and sends him cartwheeling backwards into the middle of the burial chamber. You rush to his side, but it is already too late to help him; he was killed instantaneously by the blast.

Turn to 250.

109

You watch the scouts and their sergeant gallop off along the highway until Chan orders the caravan to continue on its way towards the village. As you pass through this settlement, excited village children begin running alongside the carriage horses. They feed them vegetables and handfuls of straw, and in return the kindly drivers toss them freshly-minted Ren — the currency of Chai.

By mid-afternoon the caravan enters a sparsely wooded area. In some places the branches of the surrounding trees form canopies over the highway which provide a welcome respite from the blazing sun. While passing through one of these leafy tunnels, your Kai Sixth Sense alerts you to a hidden danger. You warn Chan and he heeds your advice; fearing an ambush by Kronar's gang, he sends out an order to his men to be extra vigilant. Nervously, you scan the surrounding trees for a visible sign of danger, yet your keen eyes detect nothing unusual. Then suddenly a cry rings out. You glance over your shoulder and, to your horror, you see three monstrous creatures grappling with the driver of Princess Mitzu's carriage. They have dropped out of the canopy of branches as her wagon passed beneath their secret hiding place.

Simultaneously, you and Captain Chan turn your horses about and gallop headlong towards the stricken driver. The man is fighting bravely, but his ghoulish attackers have injured him badly and his strength is fading fast. You must act swiftly if you are to save his life and spare Princess Mitzu from these three monstrous ambushers.

If you possess Kai-alchemy and wish to use it, turn to 141.

If you possess Magi-magic and wish to use it, turn to 132.

If you possess Kai-surge and wish to use it, turn to 219.

If you possess none of these skills, or if you choose not to use any of them, turn instead to 18.

110

Fort Vlau is under attack. A large force of Bhanarian cavalry has breached its outer wall and fierce fighting rages around its inner keep. You magnify your vision and quickly realize that the attacking force is being directed from a small hill to the south of the fort. Perched atop this hill you can see a command post, comprising an officer's tent and a wooden flag-tower. By means of flags waved by a signalman, the Bhanarian officer is directing his troops to attack the weakest sections of the beleaguered stronghold.


Chan orders the caravan off the highway and into the tall plains grass. You consult with the captain and sense that he is anxious about this unforeseen situation. The caravan is especially vulnerable stranded out here on the plain, and there seems to be little chance of finding sanctuary in the fort at present. Chan appears despondent, but you tell him not to give up hope for you have a plan — an especially bold and daring plan.

Turn to 236.

111

You search the grassland around the rear of the carriage but you are unable to find the toy soldier anywhere. Your Kai Sixth Sense tells you that someone has already found the discarded toy before you. Cursing this misfortune, you abandon the search and return to your night shelter.

Turn to 239.

112

You see Xango fall from his horse as it gallops across rough ground at the approach to the wooded rise. Kronar and his companion immediately rush to his aid and, while they are distracted, Chan signals to the caravan to move forward.

The drivers whip their teams and the carriages come trundling along the highway at a speedy pace. You wait patiently until they have passed your position, and then you turn your horses about and follow on behind. By the time Kronar has made sure that his brother is alive and well, the caravan has passed safely out of range of his intended ambush.

Turn to 40.

113

The Autarch shrieks with agony as the Arrow of Atonement skewers his heart. As he collapses to his knees, you rush forwards to drag the frightened young boy away from Sejanoz's rapidly decomposing body. For centuries his unnatural powers have preserved his cadaverous frame and held time at bay, but within the matter of a few seconds, time wreaks its vengeance upon the demonic Autarch. His flesh and bones disintegrate to a fine dust that seeps through the rubble and earth and disappears without trace.

Turn to 286.

114

The trees seem unnaturally quiet and chill as you follow the pebble-strewn highway into the heart of this unnamed forest. Steadily the temperature drops as you ride deeper into the pines, until frost dusts the branches and frozen puddles appear on the road ahead. You sense that evil magic is at work here and you tell Chan that it would be wise to go no further. He heeds your advice and you rein your horses to a halt. But as you are turning them about, you are shocked to see that something is now blocking the road behind you.

Turn to 235.

115

You utter the words of the Brotherhood Spell Net and point your hand at the attacking creature. You dare not launch any destructive magic at the beast for fear of injuring the trooper, and you can only pray that this spell will be effective.

A gout of sticky fibres gushes from your hand and engulfs the beast and its prey, instantly halting its ferocious attack. Hurriedly you dismount and unsheathe your Kai Weapon in time to counter an attack from the other two horrors.

Chagarashi: COMBAT SKILL 44   ENDURANCE 40

You may add 1 to your COMBAT SKILL for the duration of this combat as Sergeant Yeng is fighting the same enemy.

If you win the combat, turn to 97.

116

You thread your way through a maze of narrow tunnels until you reach a low-ceilinged burial chamber. Here you see Kau-Doshin lying crumpled on the floor. Blood is trickling from between his lips and you sense that he is close to death. Carefully you cradle his head and he gasps with the pain of his many wounds. Barely able to speak, he points to an arched doorway at the far end of the hall and says: ‘Please … save … them!’

Turn to 108.

117

Shavane adamantly refuses to show the amulet. She accuses you of being in league with Trooper Yankin and says that you are a foreign agent of the enemy. Her accusations find no favour with Captain Chan and he swiftly steps forward and tugs the chain from around her neck. Shavane shrieks in protest, and desperately attempts to snatch it back from the captain. But he skilfully holds her at bay with his left hand as he raises her amulet aloft in his right. The crowd gasps with astonishment when they see that Shavane's amulet bears the tiger's-head emblem of Autarch Sejanoz.

Turn to 74.

118

You abandon your attempt to open the sealed portal and return to the caravan. The repair of the damaged wheel has nearly been completed, and within the hour the caravan column is moving eastwards once more. An overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make good progress along the sun-baked trade road to Rakholi.

Shortly before noon of the third day of your journey to the tented city, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet's molten core.

The highway traverses this alien landscape, and as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the eerie noises that echo across this strange valley.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 288.

If it is 5–9, turn to 30.

119

You call to Sergeant Yeng to fetch some blasting powder from the fort's armoury. He carries out your order and returns swiftly with a keg of gunpowder. You pour a handful into the crack beneath the portal and set a fuse. Then you light it and retreat to a safe distance. There is a dull boom and the door creaks open amidst a cloud of dust and blue-tinged smoke. The coughs and cries of the entourage can be heard echoing throughout the distant corridors of this labyrinth. Fearing that it may already be too late to save the Khea-khan and his family from the clutches of Autarch Sejanoz, you and Sergeant Yeng rush along an arched corridor in search of them until you come to a junction.

If you possess Grand Pathsmanship, turn to 246.

If you do not, turn to 167.

120

‘I shall summon Kau-Doshin,’ interjects Shavane. ‘He'll know what to do.’

Quickly the nurse leaves the carriage. While she is gone you retrieve the potion from your Backpack and administer a little to the boy, diluted with some water. The Prince is beginning to revive when the court counsellor arrives and takes charge. He thanks you for making the boy comfortable and then he asks you to leave so that he may have room to prepare ‘a proper potion’ to counter the poison. As you descend the steps of the carriage, you hear the door slam shut behind you.

(Remember to erase the Potion of Klorva from your Action Chart.)

If you wish to return to your night shelter, turn to 239.

If you wish to search for the toy soldier that Shavane threw away, turn to 111.

121

Upon emerging from the forest, you are sighted by Sergeant Yeng. He is leading a party of scouts that are scouring the tree-line in search of you. It is nearly dark by the time you return to the caravan, and Kau-Doshin is gravely concerned to hear of your deadly encounter in the forest. He orders that night camp be made on the highway and, on Chan's advice, he agrees that the caravan will have to travel across country tomorrow to avoid the perilous timberland.

Next day, the journey proves to be much harder than Kau-Doshin could have imagined. The caravan is forced to slow its speed for fear of breaking an axle as it crosses the uneven grasslands. You and Captain Chan now ride the horses that were given to Xo-lin by the nomad chief, Bazan. They are fine thoroughbreds, fleet of foot and highly disciplined.

During the afternoon, you come upon a narrow stream and Chan orders the caravan to halt so that the horses may be fed and watered. You are sharing a loaf of bread with one of the troopers when suddenly you hear a shrill scream of fright. It comes from Princess Mitzu's carriage and you sense that the young Prince is in danger.

If you wish to investigate the scream, turn to 127.

If you choose to ignore the scream, turn to 296.

122

Together you and Chan make your way outside to the palace courtyard where the Imperial Caravan waits in readiness for the long journey east. It consists of three large carriages, each drawn by a team of eight horses, plus an escort of twenty Imperial Cavalry troopers clad in plain crimson tunics. The golden ornamentation that once embellished these carriages has been stripped away, and their fine lacquered sides have been painted a dun brown to camouflage their true origins. Chan approves of their ordinary appearance for it will be far less likely to attract unwanted attention on the long road ahead.


With a deft flick of his kirusami, Chan motions to a stable guard to bring him his horse — a proud stable stallion. The young man complies, and he also brings an additional mount, a dappled chestnut mare. He hands the reins of this horse to you.

‘We'll ride together, my lord,’ says Chan, as he settles himself into his saddle. You mount your horse, and then together you watch in silence as the aged Khea-khan and his family arrive in the courtyard. Devoted attendants usher them into the middle carriage, and as soon as the doors are closed, Chan gives the signal for the column to move off. Slowly the carriages trundle through the gates of the palace and out into the city beyond, preceded by the Imperial Cavalry troopers. You and Chan follow behind the third carriage, and as you are passing through the gates, the last sound you hear is the collective sobbing of the Khea-khan's loyal servants, those he has had to leave behind.


Illustration VIII—The Imperial Caravan leaves the palace courtyard.


To continue, turn to 58.

123

You return Prince Kamada to his mother and help carry the Khea-khan from out of these perilous catacombs. You are met by Captain Chan at the portal entrance, and he is greatly relieved to see that the Imperial Family are still alive. But when you tell him that Sejanoz is dead he can hardly believe his ears. ‘Ishir be praised! At last, after 3,000 years, our continent is free of that accursed tyrant!’

Turn to 300.

124

For nearly an hour you wander the tented streets of Rakholi, enjoying the sights and smells of this strange nomad-city. During your exploration, you are able to buy food at a cost of 1 Gold Crown (= 10 Ren) per Meal, Arrows at 1 Gold Crown for two (= 5 Ren each), and Rice Wine at 1 Gold Crown per bottle.

If you choose to purchase any of the above, remember to make the appropriate adjustments to your Action Chart.

To continue, turn to 268.

125

You leap over the bodies of the slain Bhanarians, and leave this chamber through a hole in the far wall. You thread your way through a maze of narrow tunnels beyond, until you reach a low-ceilinged burial chamber. Here you see Kau-Doshin lying crumpled on the floor. Blood is trickling from between his lips and you sense that he is close to death. You carefully cradle his head and he gasps with the pain of his many wounds. Barely able to speak, he points to an arched doorway at the far end of the hall and says: ‘… save … them!’

Turn to 108.

126

‘Of course, your majesty,’ you reply, sympathetically. Then you retrieve the Xi-die from your pocket and pass them to the anxious Princess. She is familiar with their use, and she breathes on them for several moments before casting them onto the marble tabletop.


Carefully you examine the resulting position and facings of the dice, and you swallow hard when you see that they reveal a disturbing prediction.

Turn to 101.

127

You hurry to the carriage and discover Princess Mitzu consoling her young son who is shivering with fright. Chan is nearby, holding a dead serpent by the tail. You swallow hard when you see that it is a scarlet viper, a notoriously poisonous snake. One of Chan's troopers is being restrained by two of his comrades, and he is pleading his innocence.

‘What is going on?’ you ask.

Chan explains that the Prince disturbed the viper which was asleep under the covers of his cot.

‘He is lucky to be alive,’ says Mitzu, hugging him close. ‘His cries alerted Captain Chan and me, and when we arrived, we found Trooper Yankin inside the carriage. I suspect he is an enemy agent, one of the Autarch's spies.’

‘I'm not, I swear it!’ retorts the accused man. ‘I was nearby when I heard the Prince scream. I rushed into the carriage to save him. I thought he was being attacked.’

You stare directly into the accused man's eyes and your Kai Sixth Sense tells you that he may be speaking the truth.

If you possess Kai-alchemy and wish to use it, turn to 152.

If you possess Kai-surge and wish to use it, turn to 230.

If you possess neither of these skills, or if you choose not to use them, turn to 244.

128

You retrieve your Kai Weapon from the hand of a dead tomb robber, and wipe its blade clean before sheathing it in your scabbard. (You may now restore the details of your Kai Weapon to your list of Special Items.)

A brief search of this room reveals a large amount of stolen graveyard booty, but there is nothing here of any practical value to you. To one side of the room's brick fireplace you discover a bolted door, and you sense that someone is being held captive in the room beyond. Cautiously you draw back the bolt and tug on the door handle. As it creaks open, you are assailed by a revolting smell that even your Magnakai Discipline of Nexus cannot counter. Burying your mouth and nose in the sleeve of your tunic, you take your first tentative step into the gloomy chamber beyond.

Turn to 240.

129

As the prisoner is led away, you ask Captain Chan what he intends to do with the man.

‘He's our hostage now, our guarantee of a trouble-free journey past the forest tomorrow. I'd wager Captain Kronar will stay his hand when he sees that we have his little brother prisoner.’

You sleep well and rise shortly before dawn to help prepare the horses for the road ahead. A mount is assigned to the prisoner, and he rides with you and Captain Chan at the head of the caravan column. The highway skirts the perimeter of the Javai Forest, and within an hour of leaving the ford, you catch sight of something in the distance that makes your senses tingle. To your right you see a wooded rise that runs parallel to the highway. You question the prisoner and he confirms that this is where his brother Kronar has prepared the ambush.

Chan orders the caravan drivers to halt and await his further signal, and then together the three of you ride ahead. Xango's hands are tied behind his back and a noose is slipped over his head. This is attached to a trailing rope which is fastened to the horn of the captain's saddle. If Xango should attempt to escape, he will either strangle himself or break his neck when the rope is pulled taut.

Suddenly you see two riders appear on the crest of the rise. They dismount and then disappear among the folds of the woodland. Minutes later they reappear atop a hillock, now no more than 30 yards distant. Instantly Chan recognizes that one of them, a tall man dressed in a padded tunic of scarlet and black silk, is Captain Kronar. You watch with growing trepidation as Kronar unslings a bow from his shoulder, draws an arrow, and takes aim in your direction. Moments later his companion copies his leader's actions.

‘Let my brother go free, Chan!’ commands Kronar. ‘Free him now, or you and your comrade are dead men.’ A cold shiver runs the length of your spine when your Kai Sixth Sense tells you that this is no idle threat. Kronar is an expert archer.

If you wish to urge Chan to comply with Kronar's command, turn to 92.

If you choose to insist that he ignore Kronar's command, turn to 277.

130

The mood among the troopers and entourage is subdued after the harrowing events that befell you in the Vale of Nahba. It is not until you reach the River Tkukoma, and see the famous Vulkin Bridge that spans this mighty waterway, that their spirits begin to rise. Chan informs you that the bridge was named after an ancient Khea-khan of Chai, one of Xo-lin's illustrious ancestors. The caravan halts on the bridge and the Khea-khan makes a rare appearance. Briefly, he leaves the confines of his carriage to pay tribute at a shrine dedicated to his famous ancestor.

Beyond the bridge lies the realm of Lissan. You enter this friendly territory and late in the afternoon you see riders approaching on the highway ahead. They are mounted on sturdy black ponies and they bear the scarlet wolf's head flag of Bazan — a famous Lissanian nomad chief. Their leader greets you warmly and he warns Captain Chan that Bhanarian scouts have been sighted in this region. He and his men volunteer to escort the caravan to Rakholi, and Captain Chan gratefully accepts their offer.


Illustration IX—Three riders approach on sturdy black ponies.


To continue, turn to 229.

131

The fall leaves you with a deeply gashed scalp and a badly bruised shoulder: lose 4 ENDURANCE points.

To continue, turn to 200.

132

You raise your left arm and clench your fist, taking aim with it like a lance as you gallop towards the Princess's carriage. Then you speak the words of the Old Kingdom Spell Invisible Fist, and a concussive burst of energy leaps from your hand to strike one of the beasts in the stomach. The power of its impact doubles the creature over and sends it tumbling headlong onto the highway. Moments later, its body is crushed by the pounding hooves of the following horses.

Turn to 243.

133

As Chan descends the steps towards the main gate, he urges you to follow him. He says that the enemy's missiles are hitting the battlements with such frequency now that it would be suicidal to stay there a moment longer.

‘But I can observe the enemy better from here,’ you reply, bravely. ‘Go, Captain, I will join you later.’ Chan leaps down the final few steps and rushes towards the gate. As you turn back to look along the enemy lines, there is a loud explosion and you are blinded by a vivid flash of yellow flame.

Pick a number from the Random Number Table.

If the number you have picked is 3 or lower, turn to 226.

If it is 4–6, turn to 21.

If it is 7–9, turn to 218.

134

Unnerved by your discovery of the dead hunter, you press on in silence. The temperature drops steadily as you ride deeper into the pines, until frost dusts the branches and frozen puddles appear on the track ahead. Soon the track ends abruptly and you are forced to make a wide detour to the south. After traversing two miles of difficult terrain, you happen upon the highway that bisects this nameless forest. Reluctantly you follow the highway eastwards for one mile until your Kai senses detect that evil magic is at work in this frigid timberland. When you tell Chan that it would be wise to go no further, he is only too willing to heed your advice and you rein your horses to a halt. But as you are turning them about, you are shocked to see that something is now blocking the highway behind you.

Turn to 235.

135

You are about to warn Sergeant Yeng of what you can sense, when the threat of danger becomes a stark reality. Suddenly a guttural cry shatters the stillness, making you twist in your saddle to face your hidden enemies. But to your horror you discover that these enemies are not bandits at all — they are something different, something wholly inhuman.

From out of the tall grasses come loping three long-limbed monstrosities with scaly green hides and dripping fangs. The leader of the trio leaps through the air like a pouncing cheetah, making your horse rear up in sheer terror. You tug your Kai Weapon from its scabbard and struggle to strike your first blow as your horse shies away from this hungry attacker.

Chagarashi Leader: COMBAT SKILL 42   ENDURANCE 38

If you win this combat, turn to 9.

136

You draw upon your Discipline to create a fog that billows up in the midst of the robbers. As soon as you hear their screams of panic, you kick open the door and attack them. You catch them completely by surprise, but to your dismay you soon discover that one of your adversaries is armed with your Kai Weapon which he uses against you.[8]

Tomb Robbers (with Kai Weapon): COMBAT SKILL 48   ENDURANCE 48

If you win this combat, turn to 12.

[8] It is uncertain whether the Tomb Raiders benefit from the special magical bonus of your Kai Weapon or whether the magic of the Kai Weapon is only active in the hands of the Kai. If you decide that the bonuses apply and your Kai Weapon is ‘Illuminatus’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it underground. If your Kai Weapon is ‘Valiance’ and you possess Kai-alchemy or Magi-magic, add 3 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it against a magician. If your Kai Weapon is ‘Kaistar’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it at night. Also, if your Kai Weapon was damaged during Vampirium, remember to deduct the appropriate penalty to the Grave Robbers' COMBAT SKILL.

137

You roll away from the dead Bhanarian officer and spring to your feet, eager to confront Autarch Sejanoz. To your horror, you see that he is holding young Prince Kamada. Bravely, Princess Mitzu attempts to wrest her son from the tyrant's grasp, but she is sent crashing to the floor with one swipe of his cadaverous hand.

With a cruel laugh Autarch Sejanoz bids you farewell and turns to make his escape along an adjoining tunnel, the young Kamada held captive under his arm.

‘Save him!’ pleads Mitzu. ‘Please save my son!’

If you wish to chase after the Autarch, turn to 208.

If you wish to attempt to stop him with a Bow, turn to 65.

138

You carefully insert the blade of your Kai Weapon beneath the lip of the trapdoor and push down on it with all your might. At first the portal refuses to budge. You persist, and then you feel a slight movement. Unfortunately, this movement triggers a booby trap that was placed here by a sorcerer, hundreds of years ago, to keep this portal secure. You are momentarily blinded by an explosion of hissing sparks, and you suffer flash burns to your face and hands: lose 3 ENDURANCE points.

(If you possess Deliverance, you may reduce the damage you have suffered to 1 ENDURANCE point.)

To continue, turn to 265.

139

You stagger to your feet in time to see the other tomb robbers escaping on horseback. They are heading east towards the distant ruins of Zanaza, and they have abandoned their wagon and their confederate in their hurry to escape. You look around for your Kai Weapon and suddenly the shock of realization hits you — the tomb robbers have stolen it! Cursing them at the top of your voice, you vow that you will hunt them down and get it back.

(You must now erase your Kai Weapon from your list of Special Items.)

To continue, turn to 260.

140

Among the serried ranks of enemy spearmen you catch sight of a scarlet flag emblazoned with a gold tiger's head. This is Sejanoz's personal flag and it signifies that the Autarch is on the battlefield in person. You are stunned by the sight of this pennant, and you fear that the tyrant is aware that the Imperial Family of Chai is hiding here.

The advancing Bhanarian soldiers halt 300 yards from the wall of Fort Vlau, just beyond the range of Kasarian's archers. Their steam-cannon is brought up by teams of oxen to within 50 yards, and is shielded all the while from arrow fire by an armoured wagon. Kasarian fears that the enemy are getting ready to bombard the main gate and he orders everyone clear.


If you wish to obey Kasarian's command, turn to 37.

If you choose to ignore his command, turn to 184.

141

You raise your right arm and utter the words of the Brotherhood Spell Lightning Hand as you gallop towards the Princess's carriage. An arc of blue flame leaps from your fingers and strikes a beast in the back, spinning it around and sending it tumbling headlong onto the highway where it is crushed by the pounding hooves of the following team.

Turn to 243.

142

You utter the words of the Old Kingdom Spell Shield and hurriedly make a circle in the air before you with the palm of your right hand. Your speedy action saves you from being hit directly by the worm's deadly saliva, but you are caught by several fine droplets that burn your face and clothing: lose 2 ENDURANCE points.

Shocked by your unexpected resistance to its deadly attack, the worm quickly retreats back into its bore hole and disappears from view.

To continue, turn to 2.

143

You draw your Kai Weapon and lead the attack with your stirring battle-cry upon your lips: ‘For Sommerlund and the Kai!’

Bhanarian Cavalry Command: COMBAT SKILL 50   ENDURANCE 50

You may add 3 to your COMBAT SKILL for the duration of this combat, for you have three Imperial Chai Guardsmen fighting by your side.

If you win the combat, turn to 266.

144

You use your Weaponmastery to detect the location of your missing blade. After several minutes of meditation you determine that it lies somewhere at the end of the passageway to your left.

Turn to 94.

145

Chan details two other troopers to accompany him, and then he places you in charge of the caravan's escort while he is away scouting the copse. As you are watching the captain and his men riding off towards the distant pines, you are joined by Sergeant Yeng. He informs you that it is very unusual for plains ravens to gather in such numbers. You magnify your vision to take a closer look at these circling birds, and your Kai Sixth Sense tingles with presentiment as you focus upon them. What you are feeling seems to confirm that there is something behind what the sergeant has said.

The captain and his men have been gone for little more than fifteen minutes when you suddenly catch sight of one of his men galloping back across the plain towards the caravan. He is waving wildly and you sense at once that something is seriously amiss.

Turn to 292.

146

You caution Chan, warning him that these creatures are no ordinary Agarashi. You fear they will slay your horses if you should attempt to charge them. You insist that your best chance for survival is to abandon your mounts and escape into the trees on foot, while you still can.

Pick a number from the Random Number Table. If you possess Kai-surge, add 1 to the number you have picked.

If your total score is now 0–4, turn to 68.

If it is 5 or higher, turn to 181.

147

You have survived the Autarch's psychic attack, yet it has served its purpose. Distracted by the pain that coursed through your head, you fail to see his Imperial Guard Captain rushing at you from the side until it is too late to counter his determined attack. With a fearful yell, this warrior lunges at you and attempts to drive the tip of his sorcerous stave deep into your chest.


If you possess Kai-alchemy and wish to use it, turn to 33.

If you possess Magi-magic and wish to use it, turn to 212.

If you possess Kai-surge and wish to use it, turn to 188.

If you possess Elementalism and have reached the rank of Kai Master Superior or higher, turn to 242.

If you possess none of these skills, if you have yet to attain the required level of Kai Mastery, or if you choose not to use any of them, turn to 223.

148

Silently you approach the bandits and circle around behind their position without being detected. You are drawing your Kai Weapon when a crow, sitting upon a branch directly above you, suddenly takes to the air. The sound of its cawing and the flapping of its wings startle the bandits, and they glimpse you as they turn around. Quickly you raise your weapon and leap into their hide. You land the first blow, striking one bandit a glancing hit upon his leather-capped head. It gashes his scalp and sends him crashing unconscious to the soft earth. His comrade snatches up his axe and retaliates by taking a clumsy swipe at your head. You dodge this blow easily, and then you press home your attack.


Illustration X—A Javaian bandit swipes at you with his double-edged axe.


Javaian Bandit: COMBAT SKILL 28   ENDURANCE 28

If you win this combat, turn to 25.

149

A shock awaits you when you wake at dawn. An urgent bugle call summons the garrison to arms. You grab your equipment and hurry up the steps to the battlements and stare out across the southern plain. In the distance you see a large enemy force of cavalry and infantry, manoeuvring in readiness for an assault upon the fort. You are joined by Captain Chan. He casts his seasoned eyes across the grim spectacle and issues an order to Sergeant Yeng to make sure that the Khea-khan and his entourage are below ground. Once they are all safely in the catacombs, Yeng is to secure the portal and report back. Chan summons all of his troopers to the battlements to reinforce Kasarian's depleted garrison. ‘We will be hard-pressed to repel this attack,’ he confides.

Then you hear a distant boom, and when you look to the enemy lines, you see a puff of white smoke near their centre.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 206.

If it is 5–9, turn to 57.

150

You step away from the bodies of the Bhanarians and look to the flag-tower. There you see Sergeant Yeng at the parapet. He gives you a thumbs-up signal to confirm that you have now taken control of the enemy command post. You hurry to the tower and meet Yeng at the foot of its wooden ladder.

‘Go and round up some horses, Sergeant,’ you say and he acknowledges your order with a salute.

Quickly you ascend to the top of the platform and peer over the parapet to see Sergeant Yeng and the others gathering up enemy horses so that you can make a speedy escape. You pick up the signalman's flags and issue an urgent order to the attacking troops to withdraw immediately. As soon as you see that the enemy have obeyed your command signal, you look out across the plain towards the west. A smile spreads slowly across your face when you see Captain Chan is leading the caravan at speed towards Fort Vlau. Hurriedly you descend the flag-tower and join Yeng and his troopers. You leap into the saddle of a Bhanarian steed and dig in your heels, sending the mount lurching forwards. With the warm summer wind blowing in your faces, you and your brave comrades gallop across the plain to rendezvous with the caravan at Fort Vlau.

To continue, turn to 284.

151

Despite the setback, the repair of the damaged wheel is duly completed and within the hour the caravan column is moving eastwards once more. An overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make good progress along the sun-baked highway.

Shortly before noon of the third day of your journey to Rakholi, the column crests the rim of a wide valley basin that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water soar skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet's molten core.

The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the noises that echo eerily across this strange valley.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 288.

If it is 5–9, turn to 30.

152

Using the Brotherhood Spell Mind Charm, you question Trooper Yankin repeatedly about the incident. Under the influence of your spell he says exactly what he has already told Chan and the others. Your suspicions are soon confirmed — this man is speaking the truth. He did not put the viper in Prince Kamada's cot.

Turn to 67.

153

Chan reminds his men that they are standing the second watch, and then he orders them to go and get some sleep. As they disperse, he offers the Xi-die to you as a present.

If you wish to accept Chan's gift, record the Xi-die on your Action Chart as a Special Item that you keep in the pocket of your tunic. You need not discard another Special Item if you already hold the maximum number permissible.

To continue, turn to 204.

154

You offer to tend to his wounded men and Kasarian is grateful for any assistance you can provide. The Bhanarian attack was unexpected and casualties were high. More than half of the garrison have either been killed or wounded.

Once you have finished attending to the Lissanian wounded, you assist the garrison commander with repairs to the fort's breached wall. It is nearly nightfall by the time you finish your labours and are able to rest.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 149.

155

You follow the passageway to a circular chamber with badly scraped walls and a smooth wooden floor. A wooden door is set flush into the opposite wall. Your Kai Sixth Sense warns you that something is wrong here, but the chamber is empty and you cannot see any obvious dangers. High above, you glimpse the ceiling. It is stained a dull, sooty black.

If you possess Telegnosis and have reached the rank of Sun Lord, turn to 42.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 27.

156

You shout out the words of the Brotherhood Spell Lightning Hand, and direct the resulting bolt of electrical energy at the body of this vile worm. Your blue-white bolt rips through its corpse-like flesh, killing it instantly. But as its body disintegrates, you are caught by the spray of its corrosive blood: lose 4 ENDURANCE points.

To continue, turn to 2.

157

Having agreed to lead the scouting party, you decide to take Yeng and one other man only. Under cover of darkness, you leave the encampment and approach the woodland. Using your Kai tracking skills, you are able to lead the two Chai guardsmen through the tall grasses without giving away your presence to any enemy that may be lurking nearby.

You are within several yards of the tree-line when you detect the sound of hushed whispers. Then you catch the glint of moonlight on the lens of a telescope, and your senses reveal that two bandits are crouched in a nearby hide, observing the caravan encampment.

You whisper to Yeng and the other man to wait where they are. ‘Be ready to support me,’ you say, barely breathing the words. ‘I'm going to circle around them and attack from behind.’

Yeng gives you a thumbs-up signal and wishes you good luck as you crawl away through the dense foliage.

Turn to 148.

158

A third bolt of energy rips into the nearby wall, showering you with shards of rock. One splinter gashes your neck: lose 1 ENDURANCE point.

To continue, turn to 100.

159

You draw upon your advanced mastery of Astrology and cause Bazan to fall into a hypnotic trance. While under the influence of your powers, you ask him if trade is his only intention. Dumbly he replies that it is, and you sense that he speaks the truth. Convinced of his sincerity, you nod to Chan and then bring Bazan out of his trance.

Turn to 283.

160

Sergeant Yeng volunteers to attack the command tent with the other troopers, while you deal with the flag-tower. Having resolved your battle objectives, you break cover and make a swift ascent of the hill. You are 20 yards from the base of the flag-tower when you see the Bhanarian signalman pacing back and forth. You can see his head clearly above the parapet of the tower, but most of his body is hidden by its stout wooden planks.

If you possess a Bow and wish to use it, turn to 261.

If you do not, turn to 249.

161

‘It is true what she has heard of the New Order,’ you reply, ‘but, alas, I do not yet possess mastery of the astrological skills. Please convey my apologies to her majesty, for I must decline her request.’

‘I shall,’ replies Chan. ‘Sleep well, my lord, and remember that we shall depart here no later than one hour after daybreak.’

To continue, turn to 227.

162

You dive aside and the Arrow of Atonement slams into the floor barely inches from your face. Swallowing your fear, you grasp the shaft of the magic missile and wrench it from the stone. Then you spring to your feet and pursue the Autarch and his innocent young hostage.

Turn to 6.

163

During the afternoon of the first day out from Rakholi, a fierce dust storm sweeps across the trade road from the east. For three hours the caravan is slowed to a walking pace as you battle headlong into the blinding gale. The horse teams and the riders are brought near to exhaustion by the stinging grit-laden winds (lose 2 ENDURANCE points).

By dusk the storms have eased and a night camp is pitched on the open plain. While you are rigging a simple shelter for yourself, with rope and a canvas sheet, you hear something that causes you concern. It is the distraught sound of a woman crying. You detect that it is coming from Princess Mitzu's carriage and you hurry there to investigate what is wrong.

Turn to 78.

164

The ice-fiend holds you with its terrifying eyes and, in the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt. In mid-flight, the missile splits in two and strikes both of the horses squarely in their chests. Simultaneously they rear up in agony, and both you and Chan are sent tumbling backwards to crash down upon the frost-hardened earth.

Pick a number from the Random Number Table (0 = 10). If your ENDURANCE score is 25 or higher, add 2 to the number you have picked. If your ENDURANCE score is 15 or lower, deduct 2.

If your total score is now 3 or lower, turn to 271.

If it is 4–8, turn to 131.

If it is 9 or higher, turn to 291.

165

You cannot speak and so you mentally intone the words of the advanced Brotherhood Spell Strength. As soon as the spell-words are completed, you feel a rush of new vitality coursing through your body. Boosted by this newfound strength, you are able to support the crushing weight of the carriage just long enough for Chan's men to come to your aid. Eight of them lift the rear of the carriage and you are pulled free within seconds of it tipping over (lose 2 ENDURANCE points).

To continue, turn to 151.

166

When the meal is over, Chan produces a pair of ornate ivory dice from the pocket of his tunic. ‘These are Xi-die,’ he says, and tosses them to you. They feel weighty and their intricate gold designs invite a closer inspection. When you return them to the Captain, he passes them over to one of his men who cups them in his hands and breathes on them. Then, with a quick flick of his wrist, he casts them onto the ground and Chan leans forward to study the result. Cheerfully he informs the man that his future is secure; he and his wife will be blessed with a son and they can look forward to a long and happy life together. You sense at once that Chan's reading is false: he is simply using the Xi-die as a means of raising the man's morale.


Once all of Chan's men have taken their turn to throw the dice and have each received a favourable reading, the captain offers them to you.

‘Would you like to discover what your future has in store, my lord?’ he asks. ‘All will be revealed with one throw of these dice.’

If you wish to cast the Xi-die, turn to 190.

If you choose to politely decline the captain's offer, turn to 34.

167

You sense that the Imperial Family are in very grave danger, but you cannot detect where they are. The noise of the steam-cannon has now ceased, but in its stead you hear the footfalls of iron-shod boots. This sound is ominous for it tells you that the Bhanarians are now storming the catacombs.

If you wish to take the left-hand tunnel, turn to 116.

If you decide to take the right-hand tunnel, turn to 54.

168

Boldly you set off across the chamber, taking care to tread only where there are footprints. You are within a few feet of the opposite door when suddenly the entire floor falls away like a huge hinged trapdoor. You plummet headlong into a yawning shaft and plunge into a pool of freezing water. As you break the surface, you hear the sound of giant stone cogs and the rattle of heavy chains. The ceiling is beginning to descend. It moves down the shaft like a giant plunger and your heart skips a beat when you see that it is not stained with soot after all. It is dried blood, the blood of countless men who have unwittingly fallen victim to this devilish trap.


Illustration XI—The ceiling trap, stained with the blood of countless victims, descends towards you.


The ceiling continues its downward travel until you are pushed below the surface. Then it halts abruptly, trapping you underwater among a tangle of mouldering bones. For ten long minutes you survive by the use of your Magnakai Discipline of Nexus, but then the dull pain in your lungs begins to intensify until they feel as if they are going to explode.

If you possess Kai-alchemy and have reached the rank of Sun Thane, turn to 56.

If you possess Grand Nexus and wish to use it, turn to 221.

If you possess some Sabito Root, turn to 102.

If you have neither of these skills, nor the Backpack Item, or have yet to attain the required level of Kai Mastery, turn to 23.

169

You dive and roll through the foliage to avoid the icy missile, but a segment of it breaks free in mid-flight and it penetrates your left forearm: lose 2 ENDURANCE points.

To continue, turn to 216.

170

You flatten yourself against your horse's neck to avoid the onrushing missile.

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 6 or lower, turn to 55.

If it is 7 or higher, turn to 285.

171

Kasarian escorts you into the fort's inner keep. At its centre there is a staircase which leads down to a massive stone door.

‘Beyond this portal lies a maze of catacombs. They spread for miles in all directions. This fort was built upon this ancient burial site. This is the securest place I know for the Khea-khan to stay until you are able to continue your journey to Tazhan.’

If you wish to help escort the Imperial Family from the caravan to the catacombs, turn to 4.

If you choose instead to offer aid to the wounded garrison soldiers, turn to 89.

172

You draw your Kai Weapon and, as you raise it in readiness to strike the first blow, a heavy silver orb comes hurtling through the crypt door and cracks your forearm. Numbed by the unexpected force of its impact, you drop your Kai Weapon and cradle your aching limb to your chest. Seconds later, a group of swarthy-faced tomb robbers come running up the crypt steps and barge you aside. You grapple with one of them and wrest a dagger from his hand, but in the blink of an eye he draws another from his boot and attempts to stab you through the heart.

Tomb Robber: COMBAT SKILL 30   ENDURANCE 35

You must fight this combat without your Kai Weapon.

If you win this combat, turn to 139.

173

As the Bhanarian officer crumples at your feet, you kick him aside and spin around to confront Autarch Sejanoz. To your horror, you see that he is holding young Prince Kamada. Bravely, Princess Mitzu attempts to wrest her son from the tyrant's grasp, but she is sent crashing to the floor with one swipe of his cadaverous hand.

With a cruel laugh Autarch Sejanoz bids you farewell and turns to make his escape along an adjoining tunnel, the young Kamada held captive under his arm.

‘Save him!’ pleads Mitzu. ‘Please save my son!’

If you wish to chase after the Autarch, turn to 208.

If you wish to attempt to stop him with a Bow, turn to 65.

174

You swiftly draw an Arrow to your Bow and let it fly towards the attacking creature. The shaft penetrates the beast's rib cage, slowing it but not deterring it from pressing home its ferocious assault. However, the trooper is now able to recover his senses and defend himself as this determined creature pursues its attack.

Hurriedly you dismount and unsheathe your Kai Weapon. You turn only just in time to counter a strike by the other two creatures that are leaping towards you and Sergeant Yeng.

Chagarashi: COMBAT SKILL 44   ENDURANCE 40

You may add 1 to your COMBAT SKILL for the duration of this combat as Sergeant Yeng is fighting the same enemy.

If you win the combat, turn to 295.

175

You shape your mouth in readiness to utter the Old Kingdom power-word Gloar! and project its concussive energy at the chest of the nearest creature. The force of its impact knocks the heavy beast to the ground. The sight of its mate falling injured infuriates the other creature, and prompts it to launch a fearsome attack.

Turn to 164.

176

You note teeth marks around the head and shoulders of the toy soldier, and you ask the Princess if Kamada is in the habit of chewing this wooden plaything.

‘I don't know,’ she replies. ‘He's only had it a day. He was given it as a present while we were in Rakholi.’

‘Who gave him this toy?’ you ask.

‘I did,’ says a voice from behind you.

Turn to 196.

177

A third bolt of energy rips into the nearby wall, showering you with shards of rock. One splinter gashes your neck, and another penetrates your boot leather and lodges in your left foot: lose 2 ENDURANCE points.

To continue, turn to 100.

178

You dismount and approach the troopers who are attempting to remove the damaged wheel. They are glad to let you take charge of the repair, and you start by sending three of them off in search of something that can be used as a prop for the vehicle's axle. They return shortly with the bough of a plains pine that they have found lying by the highway. This bough is heavy, and they are struggling under its weight, so you help them bring it back to the carriage.

If you possess Deliverance and have reached the rank of Kai Grand Defender, turn to 15.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 95.

179

You use the Brotherhood Spell Lightning Hand to set the tent ablaze. As the fire spreads, it fills the command post with clouds of dense grey smoke. Before very long the Bhanarian commander and his four bodyguards come staggering out into the open, gasping for breath, and at this moment you lead the attack with your stirring battle-cry: ‘For Sommerlund and the Kai!’


Illustration XII—The Bhanarians stagger from their burning command tent.


Bhanarian Cavalry Command: COMBAT SKILL 48   ENDURANCE 50

You may add 3 to your COMBAT SKILL for the duration of this combat, for you have three Chai troopers fighting by your side.

If you win the combat, turn to 150.

180

You sprint away from the exploding geyser and reach an area of dry ground, but the scalding water that showered you leaves your exposed flesh swollen and blistered: lose 5 ENDURANCE points.

You are only just recovering from your injuries when you are distracted by the sound of a fearful scream.

Turn to 44.

181

Chan is persuaded by your argument. Quickly you both dismount and sprint for the trees. As you crash through the frosted undergrowth, you suddenly hear a plaintive cry from the horses. You glance back and, to your horror, you see that both of your mounts now lie frozen and lifeless upon the highway.

One of the ice-fiends turns its head towards you and holds you with its terrifying eyes. In the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt. Instinctively you throw yourself to the ground to avoid being struck by this monstrous missile.

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 4 or lower, turn to 75.

If it is 5–7, turn to 169.

If it is 8 or higher, turn to 35.

182

Once Yeng and his men have departed, you join Captain Chan at a small campfire and share with him an evening meal. The captain is unusually quiet; it is as if he is brooding over an unresolved problem. You ask him if he is angry that you did not volunteer to lead the scouting party, and he replies: ‘No, Grand Master. Not at all. I was just thinking about my family. They are in Pensei … and I fear for their safety.’

You try to reassure the captain by telling him that when the caravan reaches Tazhan, the Khea-khan will rally the New Kingdom armies and return to rid Chai of its tyrannical neighbour. Chan seems cheered by your assurances and he is soon back to his talkative self. You are finishing your meal when Sergeant Yeng and the scouting party return to the encampment. They have with them something that is causing a stir among the nervous courtiers.

To continue, turn to 198.

183

You see six swarthy-faced tomb robbers emerge from the crypt. They are carrying sacks filled to bursting with stolen burial ornaments and treasures. As they clumsily load their ill-gotten gains onto their wagon, you move closer and take cover behind a fan-shaped tombstone. Suddenly the ground shifts beneath your feet and you feel yourself sinking. As you grab the tombstone to steady yourself, you let slip a stifled cry of alarm. To your dismay, the robbers hear your cry and come rushing into the graveyard to investigate.

Turn to 225.

184

You are left alone at the main gate, peering through an arrow slit at the enemy line. Your heart pounds as you wait for the Bhanarians to withdraw their armoured shield-wagon, for you expect to find yourself staring directly into the muzzle of their formidable steam-cannon. But when the wagon is finally drawn aside, you are shocked and surprised by what you see.

Turn to 197.

185

You recite the words of the Brotherhood Spell Counterspell, and direct its powers at the concealed trapdoor. There is a sudden and unexpectedly violent reaction as your Brotherhood Spell triggers a booby trap placed here by a sorcerer, hundreds of years ago, to keep this portal secure. You are blinded by an explosion of hissing sparks, and you suffer flash burns to your face and hands: lose 4 ENDURANCE points.

(If you possess Deliverance, you may reduce the damage you have suffered by half, i.e. 2 ENDURANCE points.)

To continue, turn to 265.

186

Before you release your bowstring, you cast the Old Kingdom Spell Penetrate upon your Arrow. Then you let fly and send your magically-enhanced missile arcing towards the Bhanarian signalman. He hears its approaching whistle and ducks below the parapet, but the shaft punches its way clean through the planks behind which he has taken cover. There is a scream of pain; then moments later you see him tumble to the ground with your Arrow embedded deeply in his chest.

To continue, turn to 195.

187

‘Very well, Grand Master,’ says Chan, a little disappointedly. ‘As you wish. But please excuse me while I go to the armoury myself. The Imperial Caravan will leave shortly from the palace courtyard. I shall meet you there in twenty minutes' time.’

After bowing respectfully to the Khea-khan, Chan strides out of the throne room and disappears along the corridor beyond. Nearby, a group of silk-robed courtiers are gathering up hundreds of Chai court scrolls and other papers of state. You volunteer to help them place these valuable manuscripts into wickerwork baskets, and then carry them outside to the Imperial Caravan in readiness for the long journey east.

The caravan consists of three large carriages, each drawn by a team of eight horses, plus an escort of twenty Imperial Cavalry troopers clad in plain crimson tunics. The golden ornamentation that once embellished the state carriages has been stripped away, and their fine lacquered sides have been painted a dun brown to camouflage their true origins. You approve of their ordinary appearance for it will be far less likely to attract unwanted attention on the long road ahead.

You are helping to load the baskets of papers into the last of the carriages when Captain Chan arrives, fresh from his visit to the armoury. You notice that he is now wearing a waistcoat of golden mail, called an ang'sei, and he is carrying a halberd-like spear called a kirusami. With a deft flick of this fine weapon he motions to a stable guard to bring him his horse — a proud stable stallion. The young guardsman also brings an additional mount, a dappled chestnut mare, and he hands the reins of this horse to you.

‘We'll ride together, my lord,’ says Chan, as he settles himself into the saddle. You mount your horse, and then together you watch in silence as the aged Khea-khan and his family arrive in the courtyard. Devoted attendants usher them into the middle carriage, and as soon as the doors are closed, Chan gives the signal for the column to move off. Slowly the carriages trundle through the gates of the Imperial Palace and out into the city beyond. You and Chan follow behind the third carriage, and as you ride through the gates, the last sound you hear is the gentle sobbing of the Khea-khan's palace servants, those he has had to leave behind.


To continue, turn to 58.

188

You launch a Mindblast at the warrior that stuns him momentarily. The swift use of your psychic skills buys you precious moments in which you are able to unsheathe your Kai Weapon and strike the sorcerous stave from out of his hands. He curses you as he reaches for his trusty battle-axe, hanging by a loop from his gem-studded belt.

To continue, turn to 50.

189

Vannar delves among the pile of rags that litter the floor and produces a gleaming arrow, crafted of pure korlinium. Even in the poor light of this cell, the missile shimmers and gleams, radiating all of the colours of the rainbow. Its halo of light reveals its sorcerous origins.

‘This was crafted by the Elder Magi millennia ago. It harbours the power to slay the vampire, Lord Sejanoz. This is the reason why he would send his agents to pursue me, if he knew where I was.’


Illustration XIII—Vannar passes you the gleaming Arrow of Atonement.


You are impressed by the wondrous arrow, and you ask Vannar what he intends to do with it. He surprises you with his forthright reply.

Turn to 267.

190

You take the dice and breathe on them. Then you toss them to the ground and Chan leans forward, eager to decipher their meaning.

‘You will face many challenges and many battles, my lord,’ he says, thoughtfully, ‘but a glorious victory shall be yours. Yet you must beware the cold. A freezing death is your greatest peril.’

It strikes you as odd that Chan should interpret the dice in this way, and the risk of freezing to death in the middle of summer seems a remote possibility. But you accept his reading in good spirit and he is pleased by your favourable reaction. He offers the Xi-die to you as a present, a token of his respect for your reputation and your innate Kai skills.

If you wish to accept Chan's gift, record the Xi-die on your Action Chart as a Special Item that you keep in the pocket of your tunic. You need not discard another Special Item if you already hold the maximum number permissible.

To continue, turn to 204.

191

The vile gas makes you cough and retch, but your Kai Mastery neutralizes the toxins that have entered your lungs, and the discomfort soon passes.

Your order Princess Mitzu to help her father to safety. You fear that the gas will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poison cloud and set off in determined pursuit of the tyrant and his young hostage.

Turn to 6.

192

From a haversack slung around his shoulder, Kumal produces three items that he feels may be of interest to you:

Potion of Klorva (restores 6 ENDURANCE points)

Sabito Root (enables underwater breathing)

Andui Flask (purifies any liquid placed in it)

Kumal will swap all three of these Backpack Items for one of your Special Items. He is also willing to accept 4 Gold Crowns for each of them, or 10 Gold Crowns for all three items.

If you wish to trade with Kumal on these terms, make the appropriate adjustments to your Action Chart.

To continue, turn to 20.

193

You utter the words of the Brotherhood Spell Lightning Hand, and let loose a bolt of energy at the falling bough. It strikes its centre and explodes the jagged branch into a thousand pieces.

To continue, turn to 282.

194

East of Javai, the highway passes through several small settlements where Chai farmers toil contentedly under the hot midsummer sun. By noon, these tiny hamlets have all but given way to a vast expanse of grassland that extends to the banks of the River Tkukoma, over a hundred miles distant.

It is nearing the middle of the afternoon when an unexpected misfortune befalls the column. The carriage bearing Xo-lin's courtiers cracks a wheel rim, and the caravan is forced to halt while a repair is attempted. Bemoaning their plight, the courtiers disembark from their carriage and take shelter under a makeshift tent as Chan's men begin work on the damaged wheel.

During this time, you scan the southern horizon, ever watchful for signs of enemy scouts. There is little to see out there on the grassy plain, but your eye is drawn to a mound of stones that rest atop a nearby hillock. When you magnify your vision, you recognize that this mound of sun-bleached stones is a yansi — an ancient Chai burial cairn.


If you wish to explore this yansi while Chan's men finish their work on the broken wheel, turn to 36.

If you choose instead to help them with their repairs, turn to 178.

195

You ascend to the top of the platform and peer over the parapet to see Sergeant Yeng and the others emerging from the command tent. Their attack has been successful. While he and his men gather up enemy horses so that you can make a speedy escape, you pick up the signalman's flags and issue an urgent order to the attacking troops to withdraw immediately. As soon as you see that the enemy have obeyed your command signal, you look out across the plain towards the west. A smile spreads across your face when you see Captain Chan is leading the caravan at speed towards Fort Vlau.

Hurriedly you descend the flag-tower and join Yeng and his troopers. You leap into the saddle of a Bhanarian steed and dig in your heels, sending the mount lurching forwards. With the warm summer wind blowing in your faces, you and your brave comrades gallop across the plain to rendezvous with the caravan at Fort Vlau.

Turn to 284.

196

You turn around to see Shavane, the Prince's nurse and tutor, standing framed in the carriage doorway. She appears upset and contrite, and in her distress she snatches the toy from your hand and hurls it away.

‘Oh! I'm so sorry, ma'am,’ she sobs. ‘I thought it was but a harmless toy. I would never have let the young Prince near it had I known the evil that it contained.’

‘Of course, Shavane,’ replies Mitzu, trying to console her, ‘of course you wouldn't have. None of us would have entertained such a wicked thing.’

Princess Mitzu cradles the unconscious Prince lovingly in her arms and looks at you with pleading eyes.

‘What can we do to restore his health? Can you help my son, Grand Master?’

If you possess Laumspur, turn to 297.

If you possess a Potion of Klorva, turn to 120.

If you possess neither of these potions, turn to 90.

197

The great barrel of the steam-cannon is pointing towards the ground. You hear the rumble of the gun's pressure boilers building to a thunderous crescendo, and then the Bhanarian artillerymen fire their piece and send its explosive projectile deep into the earth. Repeatedly they reload and fire directly into the ground until a large crater is formed by their exploding shells. With the firing of the tenth shell you see a large mass of timber and shattered rock ejected from the crater, and your throat tightens with dread when you suddenly fathom the reason why they are firing their siege gun into the ground.

To continue, turn to 86.

198

The scouting party has captured a bandit. The man is unconscious, and his face is smeared with blood that is trickling freely from a wound to his scalp. Captain Chan orders a soldier to throw a pail of cold spring water over the prisoner, but this fails to revive him.

You approach the man and use your Kai healing skills in an attempt to restore him to consciousness. A small circle of curious courtiers gather to watch, and they gasp with amazement when he suddenly awakes with a start. With fear-filled eyes, the man returns the stares of his captors and begins to beg for mercy.

Sergeant Yeng slaps his face with the back of his calloused hand and demands that he identify himself. Immediately, the bandit clamps his jaw shut and refuses to utter another sound. You use your psychic skills to probe his mind and discover that he is unusually strong-willed and resilient. You sense that he would be unlikely to break under torture.

If you possess Kai-alchemy and wish to use it, turn to 80.

If you possess Kai-surge and wish to use it, turn to 231.

If you possess neither of these skills, or if you decide not to use them, turn to 13.

199

Early next morning, you and Captain Chan destroy Shavane's amulet before the caravan sets off for Fort Vlau. Shavane herself is left tied to a post in the middle of the open grasslands. ‘By the time she slips her bonds, we shall be many miles from here,’ says Chan.

The journey to Fort Vlau passes swiftly, and at noon on the following day you catch your first glimpse of the Lissanian stronghold. Unfortunately, the scene that greets your eyes makes your hopes and your spirits sink.

Turn to 110.

200

You stagger to your feet to discover that Chan has been knocked unconscious, and both of your horses have been killed outright by the creature's deadly ice-bolts. Frantically, you unsheathe your Kai Weapon as both of the hulking horrors bear down on you. As they close in for the kill, long claws extend from their paws and they open their fearsome frost-rimmed jaws to reveal a cluster of serrated fangs.


Illustration XIV—The hulking Brumalghasts close in for the kill.


Brumalghasts: COMBAT SKILL 57   ENDURANCE 50

If you possess the Kai Weapon ‘Valiance’, you will benefit from its unique properties. If you possess Elementalism or Grand Nexus, you may increase your COMBAT SKILL by 3 for the duration of this fight.

If you win the combat, turn to 105.

201

A barbed arrow thuds into the back of your right thigh, and the sudden agonizing pain makes you cry out in alarm: lose 4 ENDURANCE points. Quickly you call upon your Kai healing skills to deaden the pain and staunch the flow of blood. Then you snap the arrow in two and grit your teeth as you tug the barbed head free from your aching leg.

To continue, turn to 40.

202

You dismount and make a stealthy approach to the graveyard on foot. You can see and sense that there are no lookouts, and this reassures you that the wagon may not be attached to the Autarch's army after all. The Bhanarians are ruthlessly efficient in matters of military procedure; it is unlikely they would leave a supply wagon unattended in the field.

Upon reaching the wagon you discover that it is unmanned. It is also of civilian design, of a type commonly used by the merchants of Otavai.

If you wish to search the wagon, turn 293.

If you wish to enter the graveyard, turn to 60.

203

You recite the words of the Brotherhood Spell Lightning Hand, and raise your right hand, pointing your outstretched fingers towards the jammed portal. A bolt of radiant energy leaps from your fingertips and speeds across the divide to strike the door with a blinding flash of blue-white sparks.

The force of the impact throws open the portal amidst a cloud of loose earth and billowing dust. The coughs and cries of the entourage can be heard echoing throughout the distant corridors of this labyrinth. Fearing that it may already be too late to save the Khea-khan and his family from the clutches of Autarch Sejanoz, you and Sergeant Yeng rush along an arched corridor in search of them until you come to a junction.

If you possess Grand Pathsmanship, turn to 246.

If you do not, turn to 167.

204

As you settle down to sleep beneath one of the carriages, you are thankful that you will not have to stand watch during the night. You sleep well and wake at dawn to the delicious smell of freshly-brewed jala. After a hearty breakfast with Chan and his troopers, you mount up and ride with the captain at the head of the caravan column. Shortly before noon, you spot a village in the distance and a cloud of dust approaching on the road ahead. It is being kicked up by a horse, ridden by a man sent ahead by Chan over an hour ago to scout the village and its surrounding crop fields.

The trooper reports that the village ahead has been attacked by bandits during the night. ‘Kronar, I suppose?’ enquires Chan, and the scout confirms his captain's assumption with a nod of his head. ‘I thought so. That cur. One day he'll be made to pay with his life, mark my words.’

Chan informs you that this region is blighted by the presence of a bandit gang, led by a renegade Chai army captain called Kronar. He has a fearsome reputation for being an outstanding archer and a ruthless murderer.

His gang has a secret base located somewhere deep inside the Javai Forest. From there they launch attacks upon helpless travellers using the trade road, and undertake raids upon isolated farmsteads out on the Great Plain. Many attempts have been made to bring Kronar and his gang to justice, but all have so far failed.

Chan estimates that the caravan will reach the Javai Forest around sunset. He is fearful that Kronar's bandits may attempt an ambush, believing that the caravan belongs to a Penseian merchant who is rich enough to afford a military escort. Chan summons his flankers and then he orders them to ride ahead to scout the highway where it borders upon the forest. If Kronar intends to launch a surprise attack on the caravan, this is where he is most likely to set up his ambush.

As the scouts prepare to leave, Chan offers you the chance to go with them or remain with the caravan column.

If you wish to go with the scouts, turn to 255.

If you choose to stay with the caravan, turn to 109.

205

You cross the open grassland and enter the forest by way of a narrow trail that wends a tortuous route through the closely-packed pines. You have covered no more than a few miles when you see the body of a man, clad in furs, lying motionless on the track ahead.

If you wish to stop and examine this body, turn to 279.

If you choose to ignore it and ride on, turn to 134.

206

You hear the whistle of a large projectile, and then a deafening explosion tears a hole in the battlements less than 20 yards away to your right. Splinters of stones ricochet off the walls, and one shard grazes your scalp: lose 1 ENDURANCE point.

To continue, turn to 24.

207

In a clearing in the middle of the copse you discover twenty mutilated carcasses. So badly are they damaged that it takes you several seconds to determine that they were once fanji — a breed of swift-footed ruminants that are native to the plains of Southern Magnamund. These creatures have their predators, but none that would make a mound of their remains the like of which confronts you now.

You are still trying to fathom what has destroyed these fanji when you suddenly hear a noise that makes your blood run cold.

Turn to 222.

208

As you reach the tunnel entrance, Sejanoz turns and hurls a glass sphere that is filled with a volatile yellow fluid. It smashes near your feet and releases a billowing cloud of poisonous gas.

If you possess Herbmastery and wish to use it, turn to 46.

If you possess Grand Nexus and wish to use it, turn to 269.

If you possess Deliverance and wish to use it, turn to 191.

If you possess none of these skills, or if you choose not to use any of them, turn to 83.

209

As you explore this corridor, you hear the sound of voices getting steadily louder. You recognize them to be the voices of the tomb robbers who stole your Kai Weapon. They are gloating over your blade, and you hear one man say that it must be worth more than all the treasures of the graveyard put together. At the end of the corridor you see an arched wooden door, banded with strips of black iron. You peer carefully through its keyhole and see the robbers in the room beyond, silhouetted against the flames of a log fire. With grim determination, you resolve to attack them and recapture your stolen blade.

If you possess Kai-surge and have reached the rank of Kai Grand Guardian, turn to 254.

If you possess Assimilance and have reached the rank of Kai Grand Guardian, turn to 136.

If you possess neither of these skills, have not attained the required rank, or if you should choose not to use them, turn to 71.

210

You use your Kai healing skills to heal your wrist (lose 1 ENDURANCE point), and you listen as the bandit tells you that his name is Xango. He also reveals that he is the brother of the renegade bandit Captain Kronar. He has been observing the caravan encampment while his brother, and the rest of his gang, have been preparing an ambush on the forest road, five miles distant. Kronar plans to attack the caravan when it passes this place tomorrow morning.

‘Treacherous dog!’ spits Yeng. ‘Death would be too good for you!’

‘Hold, sergeant!’ commands Captain Chan. ‘We may have a use for this outlaw yet. Let's hope his brother values his worthless hide more than you do. Chain him up to a carriage wheel 'til morning.’

To continue, turn to 129.

211

You try to steady your nervous horse as you wait for Chan's signal to charge. But before it comes, one of the creatures gives vent to a blood-curdling roar. The sound terrifies your horse and she refuses to move. You are gripped by the sudden fear that if the hulking horrors decide to charge at you, you will be unable to evade them. Quickly you try to think of some way you can prevent this calamity from befalling you and your petrified horse.

If you possess Elementalism and wish to use it, turn to 31.

If you possess Kai-alchemy and wish to use it, turn to 299.

If you possess Magi-magic and wish to use it, turn to 175.

If you possess none of these skills, or if you choose not to use any of them, turn to 99.

212

You project the Old Kingdom power-word Gloar! at the onrushing warrior, and the force of your attack at such close quarters explodes the Guard Captain's chest armour, killing him instantly.

Turn to 137.

213

You insert the tip of the Kirusami beneath the lip of the trapdoor and push down on its haft with all your strength. At first the portal refuses to budge, but you persist until you feel a slight movement.

Unfortunately, this movement triggers a booby trap that was placed here by a sorcerer, hundreds of years ago, to keep this portal secure. You are momentarily blinded by an explosion of yellowish sparks, and you suffer painful flash burns to your face and hands: lose 3 ENDURANCE points.

(If you possess Deliverance, you may reduce the damage you have suffered by 1 ENDURANCE point.)

To continue, turn to 265.

214

You speak the words of the Brotherhood Spell Lightning Hand, and let loose a bolt of electrical energy at the enemy signalman. The searing charge strikes his chest and lifts him off his feet. For a few moments he disappears from sight, hidden by the platform; then you see him tumbling to the ground on the far side of the flag-tower.

To continue, turn to 195.

215

Quickly, you speak the words of the Old Kingdom Spell Shield, and move your open hand before your face with a circular motion. Kronar's arrow strikes the shimmering barrier created by your spell and is deflected harmlessly away. Captain Chan flattens himself to the neck of his horse to avoid the other arrow. His swift reflexes save his life, and he escapes the missile's barbed tip with nothing more than a grazed shoulder.

Turn to 112.

216

Painfully you drag yourself to your feet and scramble through the foliage. Chan is close behind you, and both of the angry ice-creatures are now perilously close behind him. As you stagger and stumble headlong through the dense undergrowth, bolts of ice whistle through the branches with spectacular effect.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 228.

If it is 5–9, turn to 43.

217

During the afternoon of the first day out from Rakholi, a thunderstorm breaks overhead and turns the rough trade road into a quagmire. For three hours the caravan is slowed to a walking pace before the torrential rain eases to a fine drizzle. The night camp is pitched on the open plain, and while you are rigging a simple shelter for yourself with rope and a canvas sheet, you hear something that causes you concern. It is the distraught sound of a woman crying. You detect that it is coming from Princess Mitzu's carriage, and you hurry there to investigate what is wrong.

Turn to 78.

218

The blast from the explosion sends you tumbling from the battlements to land, feet first, on the ground below.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), deduct 2 ENDURANCE points from your current total. If it is even (i.e. 2, 4, 6, 8, or 0), deduct 4 ENDURANCE points.

If you have survived your wounding, turn to 281.

219

You launch a powerful pulse of psychic energy at the creature that is throttling the carriage driver. As your mental attack rips into its vulnerable mind, it releases its cruel grip and crashes headlong onto the highway. Moments later, its vile body is crushed by the pounding hooves of the following horse team.

Turn to 243.

220

You are convinced that an innocent man is being accused of a crime he did not commit. To help find the true culprit, you recite the words of the Brotherhood Spell Sense Evil, and then you look at each of the persons gathered here. Slowly your eyes are drawn to Shavane, and your stomach churns when you feel waves of evil radiating from an amulet that she wears on a chain around her neck. You cannot see the amulet for it is covered by her silk jerkin.

If you wish to snatch the amulet from her neck, turn to 256.

If you wish to demand that she reveal it, turn to 117.

221

Your mastery of Nexus enables you to remain underwater for several more minutes.

Pick a number from the Random Number Table (0 = 10). The number you have chosen equals the number of ENDURANCE points you lose before the ceiling begins to rise.

To continue, turn to 287.

222

It is the sound of a sharp hiss through clenched teeth, and it makes your Kai senses scream a warning that you are in deadly danger. Hurriedly you spin around on your heel and find yourself confronted by two hulking creatures that have emerged from the trees. Although hunched over, you can tell that they are both several yards tall. They have muscular truncated legs that end in fearsomely twisted claws, and their bony orange heads have slitted eyes that pulse unnervingly. From between their alien eyes protrudes a beak-like nose, jagged-edged and wickedly sharp.

With a hideous shriek the creatures are upon you, slashing and stabbing with their terrible claws and beaks. Desperately, you and Chan struggle to unsheathe your weapons as you are forced back in the face of their fearsome onslaught.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 82.

If it is 5–9, turn to 106.

223

You twist away and save yourself from being impaled by the warrior's deadly stave. Its tip bites into the stone floor and discharges a powerful bolt of electricity, jolting the weapon out of his hands. The Guard Captain curses you as he staggers backwards with traceries of electrical fire dancing around his forearms. Upon the instant that this power dissipates, he reaches for his trusty battle-axe that is hanging by a loop from his gem-encrusted belt.

To continue, turn to 50.

224

Hurriedly you dismount and unsheathe your Kai Weapon in time to counter an attack from the other two horrors.

Chagarashi: COMBAT SKILL 44   ENDURANCE 40

You may add 1 to your COMBAT SKILL for the duration of this combat as Sergeant Yeng is fighting the same enemy.

If you win this combat, turn to 295.

225

You draw your Kai Weapon but, as you raise it in readiness to defend yourself, a heavy silver orb comes hurtling through the air and strikes your forearm. Numbed by the unexpected force of its impact, you drop your Kai Weapon and cradle your aching limb to your chest. Seconds later, one of the tomb robbers comes leaping over the gravestone and drags you to the ground. You grapple with him and wrest a dagger from his hand, but in the blink of an eye he draws another from his boot and attempts to stab you through the heart.

Tomb Robber: COMBAT SKILL 30   ENDURANCE 35

You must fight this combat without your Kai Weapon.

If you win this combat, turn to 139.

226

The searing flames engulf your vision, and suddenly you feel yourself tumbling backwards into a deep, dark abyss. An enemy shell has exploded in front of your position and you have caught the full force of the blast.

Mercifully, your death is painless and instantaneous, but your life and your mission end here in Fort Vlau.

227

You are awoken shortly before dawn by a shrill cock's crow. You rise swiftly, gather up your equipment, and then hurry to the courtyard where you meet with Captain Chan outside the stable door. Some of his troopers are busy replenishing the caravan's stores of food and fresh water, and others are preparing the horse teams for the long road ahead. Madame Omaki's servants are also in attendance, bearing wooden platters stacked with food. You and Chan help yourselves to this delicious breakfast fare as you discuss the journey that lies ahead. The sky is clear and Chan is confident that you shall make good progress, just so long as you do not run foul of Bhanarian scouts. (There is a surplus of food, enough for 2 Meals. Remember to adjust your Action Chart accordingly if you decide to take any.)

As planned, within an hour of daybreak, the caravan is on the road once more. You depart from Javai by way of its east gate, and begin the four-day journey to your next destination — the tented city of Rakholi.

Pick a number from the Random Number Table.

If the number you have chosen is 0–4, turn to 194.

If it is 5–9, turn to 88.

228

One of the ice missiles severs a bough directly above your head. You hesitate for a moment, and when you look up, you are shocked to see that the branch is tumbling directly towards your face.

If you possess Kai-alchemy and wish to use it, turn to 193.

If you do not possess this skill, or if you choose not to use it, turn to 91.

229

Night is drawing its veil across the sky when you enter the great tented city of Rakholi. This vast nomadic settlement nestles upon a rich flood plain which supplies excellent feed for the horses of this region. Horses are a way of life for the nomads, and Rakholi is where they come to conduct their business.

Your Lissanian escorts deliver you into the tented encampment of their leader, the illustrious Gavhan Bazan. The Khea-khan and his family remain aboard their carriages while you and Captain Chan make sure that a safe and friendly reception awaits them. Inside the main tent you discover a wondrous sight. The nomad chief sits atop a nest of cushions surrounded by jugglers, acrobats, capering dwarves, and a host of exotic dancing girls. Pots of incense smoke before him, and there are platters of food and fine wine in abundance.

The bearded Bazan greets you with a flamboyant gesture of his arms, and he enquires hurriedly as to the nature of your cargo. He is eager to trade. Chan's reply is evasive, and you sense that he does not entirely trust the nomad chief. The captain looks to you and whispers under his breath: ‘Can you tell if this man is worthy of our trust, Grand Master?’


Illustration XV—The nomad chief sits atop a nest of cushions, surrounded by his exotic entourage.


If you possess Astrology and have attained the rank of Sun Thane, turn to 159.

If you possess Kai-alchemy and wish to use it, turn to 245.

If you possess neither of these skills, or have yet to attain the required rank, or if you choose not to use either of them, turn instead to 257.

230

Using a mild psychic attack, you penetrate Trooper Yankin's mind and repeatedly question him about the incident. Despite the pressure of your mental probe, he repeats exactly what he has already told Chan and the others. Your suspicions are soon confirmed — this man is speaking the truth. He did not put the viper in Prince Kamada's cot.

Turn to 67.

231

You call upon your mastery of the psychic skills to create a Mindblast which you direct into the core of the prisoner's brain. The bandit shudders as your mental probe breaks open his defences, and slowly he begins to talk.

Turn to 51.

232

A third bolt of energy rips into the nearby wall, showering you with shards of rock. Fortunately you escape injury.

To continue, turn to 100.

233

You recite the words of the advanced Brotherhood Spell Strength, and feel waves of energy coursing through your veins. The edge of the concealed trapdoor is difficult to grasp, and so you are forced to look for something you possess that may be used to lever this portal open.

If you possess a Kirusami (Chai Spear) and wish to use it, turn to 213.

If you decide to use your Kai Weapon, turn to 138.

234

Your mastery of the Kai Disciplines makes it very easy for you to win at cards. Pick a number from the Random Number Table (0 = 10). Now multiply this number by 10. The total is equivalent to the number of Ren you win before the horse traders decide that you are simply too good a player, and they ask you to leave.

If you now wish to return to Bazan's encampment, turn to 268.

If you decide to explore another part of Rakholi, turn to 124.

235

You shudder with dread when you look upon the ghastly hulking forms of the two creatures standing before you now. At first glance they seem to resemble the Baknars that roam the frozen wastes of Kalte, with their thick white fur and ridged horns. But you sense that these creatures are not of any natural origin, but are born of vile sorcery. Their eyes glow with a malevolent light and they exhale plumes of icy breath that freeze everything they touch.

You look east along the highway for a way to escape from these beasts, but when you magnify your vision, you see that the road is blocked by a great hill of snow and ice. The surrounding pines are too dense to attempt swift escape on horseback, and you slowly begin to realize that these creatures have you trapped.

Chan draws his kirusami and levels it at the ice-beasts. ‘Let's run these cold-hearts down!’ he shouts, with great bravado. ‘One swift charge and we'll be out of this frigid woodland before they know what's hit them.’

If you agree to Chan's plan of action, turn to 211.

If you disagree with his plan, turn to 146.

236

The enemy command post is lightly manned. The Bhanarian officer has committed most of his troops to the attack, leaving his tent and flag-tower vulnerable to a raid. You volunteer to attempt such a raid, for if you are able to seize control of the flag-tower you could signal the enemy to withdraw from the fort. Your bold plan meets with Chan's approval. If it succeeds, he will be ready with the caravan to make a run for Fort Vlau.

Turn to 81.

237

The Chai officer gives you a broad grin when you accept his offer. After bowing respectfully to the Khea-khan, he escorts you to the Imperial Palace Armoury located near to the main gate. Beyond a narrow foyer, you enter a wide, deep hall illuminated by hundreds of oil lamps. The smell of the burning oil mingles with the sweat of dozens of Chai armourers who are toiling at benches fixed along the ivory-white walls.

Captain Chan delights in showing you some of the exotic bladed weapons for which his homeland is famous. You are especially impressed by the Kirusami — the halberd-like polearms that are issued only to the Imperial Guardsmen like Chan. Its craftsmanship and balance are superb. (If you wish to keep one of these weapons, record it on your Weapons List as a Chai Spear. In combat it will add 1 to your COMBAT SKILL.)


Illustration XVI—Captain Chan delights in showing you his ornately-embellished naginata.


Chan also shows you some Imperial Guard armour, and insists that you try on a waistcoat of golden mail. ‘It is called ang'sei, which means “Armour of Life”,’ he says, proudly. ‘It is as strong as steel yet as light and as supple as fine leather.’ (If you wish to keep this Ang'sei, record it on your Action Chart as a Special Item. When worn in combat, you may deduct 2 from your enemy's COMBAT SKILL. You need not discard another item in its favour if you already possess the maximum number permissible.)

Chan also shows you the following Chai weapons and encourages you to take whatever you wish:

Sword

Broadsword

Quiver

Dagger

Short Sword

6 Arrows

Axe

Warhammer

Bow

Mace

If you decide to take any of the above weapons, make the necessary adjustments to your Weapons List before you leave the armoury.

To continue, turn to 122.

238

The Arrow of Atonement strikes Autarch Sejanoz in the thigh and causes him to shriek out in agony. With a superhuman effort, he wrenches the missile from his limb and hurls it back at you with fearsome force.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or lower, turn to 93.

If it is 4 or higher, turn to 162.

239

You sleep uneasily this night. The thought that there could be a traitor in your midst plays heavily on your mind. At first light you rise and go to the Princess's carriage to see how Prince Kamada is faring. Unlike you, the young boy has slept well and Mitzu says she is confident that he will make a swift recovery. In thanks for your kind help she gives you food for breakfast, and a bottle of rice wine. As you are leaving, you hear Captain Chan calling all drivers and troopers to make ready to leave.

To continue, turn to 84.

240

Cowering in the corner of this dingy candlelit cell, you see a ragged old man dressed in grimy grey robes. He is the source of the foul odour that threatens to suffocate you. When he sees you, his dirt-encrusted face cracks into the parody of a smile and he waves his hands excitedly in the air.

‘My, my, a Kai Lord! I'm truly honoured to have you visit, sir. But I see my odour offends you. Wait, I shall soon remedy that.’ And with these words he produces a pinch of grey powder from his pocket and casts it into the air. Instantly the vile smell is transformed into the wonderful bouquet of fresh roses. You ask the old man how he came to be trapped here, and he recounts the calamities that have befallen him. You learn that his name is Vannar and that he is a lowly magician. He was born in Bhanar but was forced to leave when he attempted to organize opposition to Autarch Sejanoz in his home city of Yua Tzhan. He became a hermit and eked out a solitary existence here in the ruins of Zanaza. His life was lonely but peaceful, until the tomb robbers arrived one day and took over his underground retreat. The vile smell that he exuded earlier was the only way he had of keeping those cut-throats at bay.

When you tell him that the Autarch has invaded Chai, he becomes agitated. He fears that he will be found and murdered by Sejanoz's agents.

‘With respect, Vannar,’ you say, ‘I don't think the Autarch will bother sending his men after you.’

‘Oh yes he will,’ replies the grimy old magician, in a deadly serious tone. ‘And you would believe what I say if you knew what I possess, Sir Kai.’

To continue, turn to 189.

241

The Krakalla gives vent to an ear-shattering cry as your blade pierces its evil heart. It staggers back and falls across the body of its brother who has been slain by Captain Chan and his men. Your face and tunic are spattered with its sickly orange blood, and you quickly wipe your blade clean with a handful of grass before sheathing it in your scabbard.

Chan and his troopers have each sustained several wounds, but none of them are life-threatening. You draw upon your Kai healing skills to repair their battered bodies (lose 2 ENDURANCE points) before all four of you abandon the copse and go in search of your horses. Chan has never encountered the likes of these creatures before, and when you ask him about them, he is unable to say where they may have come from.

‘O … one thing I … I am sure of, though,’ he says, still shivering from the aftershock of the combat. ‘They … they are not from this part of Chai.’

To continue, turn to 11.

242

By the use of your mastery of Elementalism, you cause condensation to form around the haft of his sorcerous stave. The water disrupts the electrical power stored within it, and causes the weapon to explode in the Guard Captain's hands, killing him instantly.

Turn to 137.

243

As the carriage draws level with your horse, you leap from the saddle and scramble onto the roof. You are drawing your Kai Weapon from its sheath when one of the two remaining monsters lashes out at you with its razor-sharp talons. Instinctively, you shield your face with your free arm, and you cry out in pain as its cruel claws rake your unarmoured limb: lose 2 ENDURANCE points. You must now fight them.

Chagarashi: COMBAT SKILL 42   ENDURANCE 38

Ignore any ENDURANCE loss you may inflict upon your enemy in the first round of combat, due to the effectiveness of its initial attack.

If you win this combat, turn to 280.

244

You tell Chan that you suspect the man is telling the truth, and he frowns. He is now faced with a tricky dilemma. He considers Yankin to be one of his most loyal troopers, yet the evidence against him is strong. Shavane steps forward and she demands that justice be done.

‘This man tried to kill our Prince,’ she cries, ‘and he must be made to pay for his treachery.’ Her emotional outburst elicits some support from a small crowd of courtiers who have gathered to watch.

If you possess Kai-alchemy, turn to 220.

If you do not possess this skill, turn to 14.

245

Quietly you utter the words of the Brotherhood Spell Mind Charm and direct the power of this spell towards Bazan. As soon as it takes effect, you ask him if trade is his only intention. Without hesitation he replies that it is, and you sense that he is speaking the truth. Convinced of his sincerity, you nod to Chan and release Bazan from the spell.

Turn to 283.

246

Aided by your mastery of Magnakai Pathsmanship, you are able to sense that the Imperial Family are in grave danger. You detect that they are trapped in a chamber at the end of the left-hand tunnel, and immediately you head off in this direction, with Sergeant Yeng following closely behind.

Turn to 263.

247

You wake at first light and breakfast with Chan. He is surprised to see your Kai Weapon scabbarded at your side, and he asks how you came to retrieve it. You tell him that you happened upon the robbers by chance last night, and merely asked the good fellows to return it. Chan laughs when he hears this. ‘Well, we'll not be seeing any more from those fine fellows again, I dare say,’ he says, and a wry smile spreads across his wide face.

The caravan leaves Zanaza within the hour, and as it follows the stony road east towards Fort Vlau, you note a battered signpost which states that the Lissanian stronghold lies 150 miles away. Chan estimates the journey will take four days.

The first day of the journey passes uneventfully, but around noon of the second you see the highway approaching a distant forest. Your Sixth Sense gives you a premonition of danger, and when you tell Chan of your concerns, he halts the caravan and insists that the two of you scout the forest to make sure it is safe to pass through.

If you wish to ride along the highway and into the forest, turn to 114.

If you choose to leave the highway and approach the forest by way of the plains, turn to 205.

248

‘I would be honoured,’ you reply.

‘Very well,’ says Chan, ‘if you are ready, I shall escort you to her quarters at once.’

Chan takes you into the chateau and leads you through its myriad corridors to a room on the first floor. A trooper whom you recognize opens the door and steps aside to allow you both entry. The chamber beyond is lavishly furnished, and the sweet smell of a rare burning incense hangs in the air. In a far corner you see the young Prince Kamada. He is asleep on a silken divan and is being watched over by his tutor Shavane, who is reading a book. His mother, the Princess, is seated at a table near a balcony window that overlooks the torchlit courtyard. You exchange polite greetings and then Chan excuses himself.

‘I shall be outside your door if you should need me, your majesty,’ he says, and promptly departs. As soon as he has gone, Princess Mitzu invites you to sit with her. She is anxious to know what fate has in store for her young son, and she asks if you will use your astrological skills to help her.

If you have reached the rank of Sun Knight, turn to 62.

If you have reached the rank of Kai Grand Defender and possess the Xi-die, turn to 126.

If you have yet to attain either of these levels of Kai Mastery, or if you do not possess this Special Item, turn instead to 5.

249

You wait patiently for Sergeant Yeng and his men to attack the command tent. As soon as you hear the unmistakable sounds of combat, you run forward and climb the ladder which leads to the flag-tower platform. The fierce sounds of the fighting attract the attention of the signalman and, as he peers over the edge of the parapet, he sees you climbing towards him. With a gasp of surprise, he reaches for his spear and attempts to impale you upon its gleaming steel tip.

If you possess Kai-alchemy and wish to use it, turn to 214.

If you possess Magi-magic and wish to use it, turn to 52.

If you possess neither of these skills, or if you choose not to use them, turn to 39.

250

You are enraged by the sudden death of Sergeant Yeng, but you are also wary that the same fate could befall you if you are rash enough to attempt a headlong dash through the far door. You scoop up the slain Sergeant's helm upon the tip of your Kai Weapon and approach the door from the side. At arm's length, you hold out the iron helm so that it alone appears framed in the doorway. Seconds later, another bolt of energy hurtles from out of the chamber beyond and shatters the helm in two.

You quickly dive through the open doorway and roll across the floor to the cover of a stout stone pillar.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If your current ENDURANCE score is 15 or lower, deduct 1.

If your total score is now 2 or lower, turn to 177.

If it is 3–5, turn to 158.

If it is 6–7, turn to 70.

If it is 8 or higher, turn to 232.

251

You dismount and make a stealthy approach to the graveyard on foot. Peering through the gap in its encircling wall, you can see an open crypt door and hear the sound of distant voices. Behind the crypt you count six saddled horses. They are grazing the pale tufts of grass that fringe the gravestones. As the voices come drifting towards you on the warm breeze, you are able to determine that they belong to a gang of tomb robbers who have come here to loot this ancient burial site.

If you wish to approach the open crypt door, turn to 274.

If you choose to wait by the wall and observe the crypt, turn to 183.

252

By using the bough as a support for the carriage axle, repair of the damaged wheel rim is effected speedily. Chan praises your practical skills, and within the hour the caravan column is moving eastwards once more. An overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make good progress on the sun-baked highway.

Shortly before noon of the third day of your journey to Rakholi, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet's molten core.

The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the eerie noises that echo across this strange valley.


Illustration XVII—Spread out before you is the Vale of Nahba, a sinister region of the Chai Plain.


Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 288.

If it is 5–9, turn to 30.

253

The door to the catacombs is jammed shut. You have no other option but to force it open.

If you possess Kai-alchemy and wish to use it, turn to 203.

If you possess Magi-magic and wish to use it, turn to 41.

If you possess neither of these skills, or if you choose not to use them, turn to 119.

254

You launch a powerful psychic attack at three of the robbers. As soon as you see them fall screaming to the floor, clutching their heads in their hands, you kick open the door and attack their remaining three confederates. To your dismay you soon discover that one of your adversaries is armed with your Kai Weapon.[9]

Tomb Robbers (with Kai Weapon): COMBAT SKILL 44   ENDURANCE 48

If you win this combat, turn to 128.

[9] It is uncertain whether the Tomb Raiders benefit from the special magical bonus of your Kai Weapon or whether the magic of the Kai Weapon is only active in the hands of the Kai. If you decide that the bonuses apply and your Kai Weapon is ‘Illuminatus’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it underground. If your Kai Weapon is ‘Valiance’ and you possess Kai-alchemy or Magi-magic, add 3 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it against a magician. If your Kai Weapon is ‘Kaistar’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it at night. Also, if your Kai Weapon was damaged during Vampirium, remember to deduct the appropriate penalty to the Grave Robbers' COMBAT SKILL.

255

Sergeant Yeng and his scouts are pleased that you have chosen to join them, and together you set off towards the distant plains settlement. It feels good to have a cooling breeze blowing through your hair after the plodding pace you have been forced to maintain while riding with the caravan train.

The inhabitants of the village give a cheerful wave as you ride through their humble hamlet. You keep your horses to a swift pace along the road beyond, and within the hour you catch sight of the Javai Forest on the horizon. Yeng gives the order to halt and you magnify your vision in order to get a better view of the distant tree-line. You can see the densely-packed pines, and the tall plains grasses swaying in the breeze. It is a pleasant but not a welcoming sight, for you know that both the trees and the tall grasses could provide ideal cover for ambushers.

You are unable to detect anything unusual in the distant forest, yet your Kai Sixth Sense is warning you of imminent danger.

If you possess Grand Pathsmanship, turn to 272.

If you do not, turn to 135.

256

Shavane shrieks in protest as you tug the amulet from around her neck. Desperately she attempts to snatch it back, but you hold her at bay with your left hand as you raise her amulet aloft in your right.

The crowd gasps with astonishment when they see that the amulet bears the tiger's-head emblem of Autarch Sejanoz.


Turn to 74.

257

Using your Kai Sixth Sense, you ask Bazan directly if trade is his only intention. Without hesitation he replies that it is, and at once you sense that he is speaking the truth. Quietly you whisper to Chan that you are convinced of this man's sincerity.

Turn to 283.

258

The falling bough misses your legs by little more than a few inches. Chan grabs you by the arm and drags you to your feet, and then together you rush through the trees to escape from your hulking pursuers.

Only when you sense that it is safe to halt, do you throw yourself down upon the cool earth and fight to catch your breath. Chan drops to the ground close by, and you can tell that he is both shocked and saddened by the ferocity of the encounter and by the loss of his favourite stallion. Yet he proves himself to be resilient, and within the space of a few short minutes, he is back on his feet and ready to go. ‘Come, my lord,’ he says, resolutely. ‘We must press on. Let us flee this godforsaken place.’

Turn to 121.

259

‘Bhanarian horse scouts have been sighted,’ he says, gravely. ‘A trader from Rakholi reported seeing a troop of enemy riders on the plain this afternoon, a few miles southeast of the Javai Forest. They were probably part of the Autarch's vanguard, out foraging for food, but the fact that they've already come this far north bodes ill for us. We'll leave here soon after daybreak tomorrow — and hopefully we'll stay ahead of the enemy until we reach the River Tkukoma.’

You acknowledge the captain's report and bid him goodnight but, as he is leaving, he suddenly remembers a second message he must convey.

‘Princess Mitzu wishes to consult with you. She has heard much about the astrological skills of the New Order Kai, and she wishes for you to conduct a reading for her. Will you indulge her highness, my lord?’

If you possess Astrology, turn to 248.

If you do not possess this skill, turn to 161.

260

You return to the caravan and report the incident at the graveyard to Captain Chan. He sympathizes over the loss of your Kai Weapon, but he warns you that he cannot spare any of his men to help you search for the robbers who stole it.

The caravan resumes its journey and you reach the ruins of Zanaza just as the sun is setting. While you are helping to set up camp for the night, you learn from Sergeant Yeng that this city was destroyed over two hundred years ago by a devastating earthquake. You are preparing your own canvas shelter when you suddenly happen upon several sets of tracks, freshly made in the fine dust. Your pulse quickens when your tracking skills tell you that they were made by the tomb robbers. With the theft of your Kai Weapon still raw in your memory, you resolve to follow these tracks and hunt the robbers down.

Turn to 16.

261

You draw an Arrow to your Bow and wait patiently for Sergeant Yeng and his men to attack the command tent. Soon you hear the unmistakable sounds of combat. The noise attracts the attention of the signalman and, as he peers over the parapet, you get ready to let loose the Arrow at his head.

If you possess Magi-magic and have reached the rank of Sun Lord, turn to 186.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 276.

262

You draw your weapon and strike out at the hellish worm-beast. It recoils from your blow and the tip of your blade misses its oozing skin by barely an inch. It spits again, and a gobbet of its corrosive saliva splashes your left arm. Within seconds, this corrosive fluid eats through the cloth of your tunic and sears your flesh: lose 3 ENDURANCE points.


Illustration XVIII—A worm-beast spits its acidic saliva directly at you.


Aided by your Magnakai Disciplines of Nexus and Curing, you bite back the pain and recover in time to launch a second attack upon this burrowing horror.

Nahba Worm: COMBAT SKILL 45   ENDURANCE 40

If you win this combat, turn to 8.

263

You thread your way through a maze of narrow tunnels until you reach a low-ceilinged burial chamber. Here you see Kau-Doshin lying crumpled on the floor. Blood is trickling from between his lips and you sense that he is close to death. You carefully cradle his head and he gasps with the pain of his many wounds. Barely able to speak, he points to an arched doorway at the far end of the hall and says: ‘… save … them!’

Turn to 108.

264

You sense that Chan is disappointed by your decision, but he voices no criticism. You proved your courage beyond doubt earlier today, and he accepts your right to refuse his request without question.

He orders Sergeant Yeng to take three men and scout the nearby forest for bandits. He hopes that, despite the cloudy night sky, there will be sufficient moonlight to guide his party.

To continue, turn to 182.

265

Cautiously you lift away the still-smouldering segments of the broken trapdoor, and discover a pile of human bones lying in an oval hollow beneath. Resting atop these remains is a small green book with metallic pages and a gem-encrusted cover. Expectantly, you pick the book up and flick through its pages, only to discover that they are inscribed with an ancient Chai script of which you have little knowledge. All you are able to decipher is the book's title: The Tome of Tzu.

If you wish to keep The Tome of Tzu, record it on your Action Chart as a Special Item.

To continue, turn to 49.

266

You look to the flag-tower and see Sergeant Yeng at the parapet. He gives you a thumbs-up signal to confirm that you have now taken control of the enemy command post. You hurry to the tower and meet Yeng at the foot of its wooden ladder.

‘Go and round up some horses, Sergeant,’ you say, and he acknowledges your order with a salute.

Quickly you ascend to the top of the platform and peer over the parapet to see Sergeant Yeng and the others gathering up enemy horses so that you can make a speedy escape. You pick up the signalman's flags and issue an urgent order to the attacking troops to withdraw immediately. As soon as you see that the enemy have obeyed your command signal, you look out across the plain towards the west. A smile spreads slowly across your face when you see Captain Chan is leading the caravan at speed towards Fort Vlau.

Hurriedly you descend the flag-tower and join Yeng and his troopers. You leap into the saddle of a Bhanarian steed and dig in your heels, sending the mount lurching forwards. With the warm summer wind blowing in your faces, you and your brave comrades gallop across the plain to rendezvous with the caravan at Fort Vlau.

To continue, turn to 284.

267

‘I intend to make a gift of it to you, my lord. It is fitting that a Kai should possess this weapon. I pray that one day you shall be able to put it to its proper purpose — to use this missile to slay the tyrant lord of Bhanar.’

Reverently he hands the arrow to you and you accept it gratefully.

Record this Arrow of Atonement as a Special Item. You must discard another item if you already carry the maximum number permissible.

To continue, turn to 7.

268

By the time you return to Bazan's encampment the dancing and the music have ended, and the Khea-khan has retired to his tent to sleep. One of Bazan's personal bodyguards directs you to your own tent and bids you goodnight.

Shortly before dawn, you are awoken by one of Bazan's servant girls. She prepares for you a hot bath with scented oils, and while you are bathing she brings you a platter of cold meats and exotic fruits. When the time comes you feel a little sad to have to leave Rakholi, but you know that you must continue the journey to Tazhan without delay.


Bazan and all of his servants turn out to bid the caravan farewell. As parting gifts, he presents the Khea-khan with a pair of magnificent horses, both prime Lissanian stallions. He also pledges to do everything in his power to delay the enemy until the caravan reaches Tazhan, and he vows to join with the New Kingdom armies upon the Khea-khan's return to Chai. Kau-Doshin conveys to him Xo-lin's thanks, and then you set off on the three-day journey to the ruined city of Zanaza.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 217.

If it is 4–6, turn to 64.

If it is 7–9, turn to 163.

269

The vile gas makes you cough, but your Kai Mastery of Nexus swiftly neutralizes the toxins that have entered your lungs and the discomfort soon passes.

You order Princess Mitzu to help her father to safety. You fear that the gas will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poison cloud and set off in determined pursuit of the tyrant and his young hostage.

Turn to 6.

270

Chan details two other men to accompany you, and then he places Sergeant Yeng in charge of the caravan's escort while you are away scouting the copse. The captain gives the order to move out, and all three of you follow as he turns his stallion about and canters through the tall grasses towards the distant pines. As you approach them, he informs you that it is very unusual for plains ravens to gather in such numbers. Your Kai Sixth Sense tingles, confirming that his suspicions are well founded.

As you draw closer, he signals to his men to split up and circle around the copse in opposing directions. They carry out his command as you and the captain bring your horses to a halt and dismount. From here you cover the final 100 yards to the copse on foot, your stealthy approach concealed by the tall grasses. You have penetrated 20 yards into the parched woods when suddenly you happen upon a shocking scene.

Turn to 207.

271

The instant you hit the ground, a flash of white light engulfs your vision and you feel yourself tumbling backwards into a deep, dark abyss. The fall has rendered you unconscious and, sadly, you will never regain your senses. The ghastly ice creatures bear down on you and ruthlessly they tear you limb from limb.

Mercifully, your death is painless and instantaneous, but your life and your mission end here.

272

You detect hidden enemies lurking in the tall grass to the left of the highway, and you suspect that they are bandits lying in ambush. Quietly, you warn Sergeant Yeng and he whispers an order to his men to unsheathe their swords. Suddenly a guttural cry shatters the stillness, and you twist in your saddle to face the expected enemy. But to your horror you discover that these enemies are not bandits at all — they are something different, something wholly inhuman.

From out of the tall grasses come loping three long-limbed monstrosities with scaly green hides and dripping fangs. The leading creature leaps through the air like a pouncing cheetah and tears the nearest trooper from his saddle. As he falls, you hear Sergeant Yeng scream an urgent call to arms.

If you possess Kai-alchemy and wish to use it, turn to 115.

If you possess Magi-magic and wish to use it, turn to 72.

If you possess a Bow and wish to use it, turn to 174.

If you possess neither of these skills, nor a Bow, or if you should choose not to use any of them, turn instead to 224.

273

The Autarch shrieks with agony as the Arrow of Atonement strikes him in the middle of the back and skewers his heart. Prince Kamada slips from his grasp as he collapses to his knees, and you rush forwards to drag the frightened young boy away from Sejanoz's rapidly decomposing body. For centuries his unnatural powers have preserved his cadaverous frame and held time at bay, but within the matter of a few seconds, time wreaks its vengeance upon the demonic Autarch. His flesh and bones disintegrate to a fine dust that seeps through the cracks in the floor and disappears without trace.

Turn to 123.

274

As you reach the door you hear several sets of footsteps ascending. Your pulse races when you realize that the tomb robbers are returning to the surface.

If you wish to hide from them, turn to 3.

If you choose to confront them, turn to 172.

275

The troopers work like demons to free you from the crushing weight of the carriage. Thanks to their speedy action you are released and pulled free within seconds of it tipping over, yet still the damage you sustain to your chest is considerable.

Pick a number from the Random Number Table (0 = 10) and add 2 if you do not possess Deliverance. The resultant score equals the number of ENDURANCE points you lose due to the crushing of your rib cage.

Make the necessary adjustments to your Action Chart before continuing your adventure by turning to 151.

276

You release your bowstring and send your Arrow arcing towards the Bhanarian signalman, but he hears its approaching whistle and instinctively he ducks below the parapet. The Arrow passes within a hand's breadth of his head before arcing harmlessly away in the distant grassland.

Quickly you shoulder your Bow and run to the ladder that leads to the flag-tower platform. The signalman peers over the edge of the parapet and, when he sees you climbing towards him, he raises his spear and attempts to impale you upon its gleaming steel tip.

If you possess Kai-alchemy and wish to use it, turn to 214.

If you possess Magi-magic and wish to use it, turn to 52.

If you possess neither of these skills, or if you choose not to use them, turn to 39.

277

Chan heeds your command and he issues a bold counter-threat to Kronar and his cohort.

‘Let our caravan pass … or your brother dies!’ Chan tugs on the trailing rope and Xango's head jerks back. Trembling with fear, the prisoner pleads with his brother to do as Chan commands.

The renegade Kronar hesitates, and then he and his companion lower their bows. Chan signals to the caravan to come forward and you wait patiently until all of the carriages have passed by the wooded rise. Then Chan unwinds the end of his captive's rope from his saddle and cracks it against the horse's rump, making Xango's mount lurch forward with a start. As the startled animal carries Xango away towards the wooded rise, you shout to Chan to follow the caravan. Together you dig in your heels and spur your horses to the gallop. As you race along the highway in pursuit of the caravan train, your stomach churns when you hear the unmistakable whistle of arrows in flight.

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 5 or lower, turn to 201.

If it is 6 or higher, turn to 29.

278

Upon returning to the gate, you press your eye to the observation slit and see the steam-cannon standing less than 50 yards distant. To your surprise, you see that the great barrel of the gun is pointing directly at the ground. The Bhanarian artillerymen are firing explosive projectiles deep into the earth. Repeatedly they reload and fire into the ground until a large crater is formed by their shells. With the firing of the tenth shell you see a large mass of timber and shattered rock ejected from the crater, and your throat tightens with dread when you suddenly fathom the reason why they are firing their siege gun in this manner.


Illustration XIX—A steam-cannon stands less than fifty yards away from you, blasting deep into the earth.


To continue, turn to 86.

279

Chan keeps lookout while you dismount and examine the body. You discover that the man is dead and, judging by his clothes and weapons, you are sure that he was a hunter. You estimate that he has been dead for more than a month yet his body is unusually well preserved, despite the warm summer temperatures. When you peel open his fur jacket, you are shocked to discover that his skin is ice cold to the touch.

‘What killed him?’ asks Chan.

‘You won't believe me,’ you reply, incredulously, ‘but this man froze to death more than a month ago.’

To continue, turn to 134.

280

The threat to the caravan ends abruptly when you deal the last monster a mighty blow to the base of its deformed head. As it falls from the carriage, you grab the reins and bring the wagon smoothly to a halt. Captain Chan tries to calm the alarmed members of the Khea-khan's entourage by telling them that the threat has now passed. As their panic subsides, he and his men report to the Khea-khan's carriage and tell Kau-Doshin that order has been restored. He is greatly reassured to hear that his Imperial Majesty is no longer in any immediate danger.

You walk back cautiously along the highway and inspect the bodies of the slain enemy. You are quickly able to determine that all three are of Agarashi descent. They have probably come down from the Hyunsei foothills in a desperate search for prey, for their corpses are badly emaciated by hunger. Sergeant Yeng rides up and confirms your belief. He tells you that long ago, during the Age of Eternal Night, this land was stalked by Agarashi — the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The descendants of these beasts are still alive today, hiding in hills, burrows, forests, and caves.

‘They do not usually attack travellers,’ says Chan, ‘unless driven to do so by disease … or hunger.’

Using your tracking skills, you quickly determine that there are no other Agarashi like these in this vicinity. Only then do you remount your horse and ride with Chan to the head of the column. As you pass by the Khea-khan's carriage, Kau-Doshin calls you to halt. With a respectful bow of his greying head, he praises you for the skill and bravery you displayed while countering the unexpected attack.

‘The Khea-khan and I will not forget your act of courage, my lord,’ he says. ‘We shall ensure that you are duly rewarded upon our safe arrival in Tazhan.’

To continue, turn to 66.

281

You stagger to your feet and join Chan at the main gate. Peering through an arrow slit, you suddenly see something that makes your blood run cold.

Turn to 140.

282

Soon the densely-packed trees confound your hulking pursuers and you are able to outdistance them. When you sense that it is safe to halt, you throw yourself down upon the cool earth and fight to catch your breath. Chan throws himself down close by, and you can tell that he is shocked and saddened by the ferocity of the encounter and the loss of his favourite stallion. But he proves himself to be resilient, and within the space of a few short minutes, he is back on his feet and ready to go.

‘Come, my lord,’ he says, resolutely. ‘We must press on. Let us flee this accursed place.’

Turn to 121.

283

Captain Chan informs Bazan that he has something confidential to impart. The nomad chief gives him a knowing look, and then he claps his hands three times. Instantly his troupe of entertainers cease their activities and file out of the tent. When you are alone, Chan tells the nomad that the Khea-khan and his family are sitting in the carriages outside. Bazan is both surprised and delighted to hear this revelation, and he assures you that Xo-lin's safety will be of paramount concern while the ruler is here as his guest.

Bazan summons his bodyguard and commands them to prepare tents and a feast for his honoured guests. He spares no expense, and the entertainments he provides for the Khea-khan's courtiers are as breathtaking as they are inventive. During these festivities, you are approached by Bazan's younger brother, Kumal. Politely, he asks if you have anything you wish to trade.

If you wish to trade with Kumal, turn to 192.

If you choose to decline his offer, turn to 53.

284

You ride in an arc towards the west to avoid running foul of the withdrawing enemy cavalry, and then you circle back towards Fort Vlau and rejoin the caravan as it enters the beleaguered stronghold. Your arrival is greeted by Captain Kasarian, the Lissanian garrison commander, a wide-shouldered man with a ruddy complexion and a large, red-veined nose. Chan informs him of who is travelling aboard the caravan and Kasarian blanches. He and his men are grateful that you have drawn the enemy off, but he is daunted by the presence of the Chai ruler and his imperial entourage.

‘The Khea-khan and his family will need a place which affords them secure protection until we are able to leave your fort,’ says Chan.

Kasarian nods enthusiastically. ‘We have such a place, Captain,’ he says. ‘Please, follow me.’

Turn to 171.

285

You gasp aloud as you are struck by one of the speeding missiles. The tip of the barbed arrow rips through the padded upper sleeve of your tunic and scrapes a furrow of flesh from your shoulder blade. The sudden pain makes you feel nauseous, but you quickly recover and use your Kai healing skills to staunch the flow of blood: lose 1 ENDURANCE point.

To continue, turn to 112.

286

You return Prince Kamada to his mother and help carry the Khea-khan from out of these perilous catacombs. You are met by Captain Chan at the portal entrance, and he is greatly relieved to see that the Imperial Family are still alive. But when you tell him that Sejanoz is dead he can hardly believe his ears. ‘Ishir be praised! At last, after 3,000 years, our continent is free of that accursed tyrant!’

Turn to 300.

287

As the ceiling clears the surface, you thrust your head out of the water and gulp great lungfuls of the dank, stale air. The ceiling rises all the way to the top of the shaft, and you begin a climb towards the doorway. The walls of the shaft are deeply ridged and you have no difficulty in reaching the door before the great wooden floor rises up and locks into position.

Beyond the door you discover a dark corridor. As you explore this dingy tunnel, you hear the sound of voices getting steadily louder. You recognize them to be the voices of the tomb robbers who stole your Kai Weapon. They are gloating over your blade, and you hear one man say that it must be worth more than all the treasures of the graveyard put together. At the end of the corridor you see an arched wooden door, banded with strips of black iron. You peer carefully through its keyhole and see the robbers in the room beyond, silhouetted against the flames of a log fire. With grim determination, you resolve to attack them and recapture your stolen blade.

If you possess Kai-surge and have reached the rank of Kai Grand Guardian, turn to 254.

If you possess Assimilance and have reached the rank of Kai Grand Guardian, turn to 136.

If you possess neither of these skills, have not attained the required rank, or if you should choose not to use them, turn to 71.

288

You are awoken in the middle of the night by the sound of a fearful scream. You unsheathe your Kai Weapon and leap to your feet, and as your night vision adjusts to the darkness, you see movement out of the corner of your eye. One of the troopers standing guard duty at the edge of the camp is struggling with a large worm-like creature that has emerged from one of the bore holes. His desperate cries have alerted the other guards, and they are picking their way slowly across the treacherous ground to go to his aid. You also respond to his cries, but as you are skirting around the rim of one large fissure, suddenly another of the worm-like monstrosities rears up from this hole and spits at you. Your skin crawls when your Kai senses detect that this creature's saliva is a highly corrosive alkaline.

If you possess Kai-alchemy and wish to use it, turn to 156.

If you possess Magi-magic and wish to use it, turn to 142.

If you possess a Bow and wish to use it, turn to 73.

If you do not possess these skills, nor a Bow, or if you choose not to use any of them, turn instead to 262.

289

When you tell Chan about your Kai Mastery of Astrology, he and his men plead with you to read their fortunes. However, it is a cloudy night and the stars are hidden from view. You try to explain that you are unable to see the sky and read the stellar configurations, but Chan and the others simply refuse to take no for an answer.

From the pocket of his tunic, Chan produces a pair of ornate ivory dice. ‘These are Xi-die,’ he says, and hands them to you. They feel weighty and their intricate gold designs invite your closer inspection.

If you have attained the rank of Kai Grand Defender or higher, turn to 85.

If you have yet to attain this level of Kai Mastery, turn to 104.

290

You return to the junction and then follow the left passageway until you arrive at a chamber that was once an alchemist's workshop. The walls and floor are covered with symbols and glyphs which indicate the many elements, gases, and metals of the universe. Benches and worktables line the walls and some show signs of recent use. On the far side of this chamber you can see a darkened archway and the beginnings of a corridor leading off towards the north.

If you wish to search this workshop, turn to 87.

If you choose to explore the distant archway, turn to 38.

291

On hitting the ground, you roll over to lessen the shock of impact. Your swift action saves you from sustaining serious injury and you escape with cuts and grazes to your head and shoulders: lose 2 ENDURANCE points.

To continue, turn to 200.

292

‘Help! Help!’ cries the rider. ‘Captain Chan and Trooper Saolin are in trouble!’

You respond at once to his plea and urge your horse off the highway. Soon you are galloping headlong across the grassland towards the copse, with the anxious trooper following close on your tail.

You dismount as soon as you reach the tree-line and race through the pines on foot towards a clearing at the centre of the copse. Here you are confronted by a shocking scene. Chan and the other trooper are locked in a desperate battle against two hulking creatures. Although hunched over, you can tell that these beasts are both more than 10 feet tall. They have muscular truncated legs that end in fearsomely twisted claws, and their bony orange heads have slitted eyes that pulse unnervingly. From between their alien eyes protrude beak-like noses, jagged-edged and wickedly sharp, with which they are attempting to stab and slash the Chai guardsmen.

Around their feet lie strewn the mutilated carcasses of many fanji — a breed of swift-footed ruminants native to the plains of Southern Magnamund. You are in no doubt that it was these remains that attracted the plains ravens to this area. Swallowing your fears, you tug your Kai Weapon from its sheath and give vent to your battle-cry: ‘For Sommerlund and the Kai!’ as you race to the guardsmen's aid.

Krakalla: COMBAT SKILL 50   ENDURANCE 48

If you win this combat, turn to 241.

293

You lift the canvas cover and peer into the back of the wagon. It contains an assortment of shovels, picks, and a few battered oil lanterns. They appear to belong to a gang of tomb robbers who have come here to loot this ancient burial site.

Beyond the gate you can see an open crypt door. As you approach it you hear the sound of distant voices. This sound makes you dive for cover among the gravestones. As you peer around one of these grey headstones, you see six saddled horses standing at the rear of the crypt. They are nibbling at the pale tufts of grass that grow on the graves.


If you wish to approach the open crypt door, turn to 274.

If you choose to stay where you are and observe the crypt, turn to 183.

294

You draw upon your powerful mental defences to repel this sudden psychic attack, and swiftly the pain retreats from your skull: lose 1 ENDURANCE point.

To continue, turn to 147.

295

The fight ends abruptly when you deal the last living creature a mighty blow to the base of its deformed head. As it falls lifelessly to the ground, Sergeant Yeng rushes to check that his men have survived intact. Cautiously you inspect the bodies of the slain enemy and quickly determine that they are of Agarashi descent. They have probably come down from the Hyunsei foothills in a desperate search for prey, for all three corpses are emaciated by hunger. Sergeant Yeng confirms your suspicions. He tells you that long ago, during the Age of Eternal Night, this land was stalked by Agarashi — the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The descendants of these beasts are still alive today, hiding in hills, burrows, and caves. They do not usually attack travellers unless driven by disease or famine.

Using your tracking skills, you quickly determine that there are no other creatures like these in this vicinity. Only then do you and the troopers remount your horses and continue along the highway towards the Javai Forest. A few miles short of the forest you discover a freshwater spring which is forded by the highway. It is an ideal site for a night camp, and so you send one of Yeng's men back to the caravan to tell them you shall await their arrival here.

During your wait for the caravan, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 45.

296

The scream ends abruptly and you think no more about it until you see two troopers running towards the Princess's carriage. You sense that something is seriously amiss, and you decide that perhaps it would be best if you investigated further.

On reaching the carriage, you discover Princess Mitzu consoling her young son who is shivering with fright. Chan is nearby, holding a dead serpent by the tail. You swallow hard when you see that it is a scarlet viper, a notoriously poisonous snake. One of Chan's troopers is being restrained by two of his comrades, and he is pleading his innocence.

‘What is going on?’ you ask.

Chan explains that the Prince disturbed the viper which was asleep under the covers of his cot.

‘He is lucky to be alive,’ says Mitzu, hugging him close. ‘His cries alerted Captain Chan and me, and when we arrived, we found Trooper Yankin inside the carriage. I suspect he is an enemy agent, one of the Autarch's spies.’


Illustration XX—Chan holds the dead serpent.


‘I'm not, I swear it!’ retorts the accused man. ‘I was nearby when I heard the Prince scream. I rushed into the carriage to save him. I thought he was being attacked.’

You stare directly into the accused man's eyes and your Kai Sixth Sense tells you that he may be speaking the truth.

If you possess Kai-alchemy and wish to use it, turn to 152.

If you possess Kai-surge and wish to use it, turn to 230.

If you possess neither of these skills, or if you choose not to use them, turn to 244.

297

‘I shall summon Kau-Doshin,’ interjects Shavane. ‘He'll know what to do.’

Quickly the nurse leaves the carriage. While she is gone you retrieve the Laumspur from your Backpack and administer a little to the boy, diluted with water. The Prince is beginning to revive when the court counsellor arrives and takes charge. He thanks you for making the boy comfortable and then he asks you to leave so that he may have room to prepare ‘a proper potion’ to counter the poison. As you descend the steps of the carriage, you hear the door slam shut behind you.

(Remember to erase the Laumspur from your Action Chart.)

If you wish to return to your night shelter, turn to 239.

If you wish to search for the toy soldier that Shavane threw away, turn to 111.

298

You comply with the Princess's wishes and bid her goodnight. When you rejoin Chan in the corridor outside her room, you tell him about the prediction and he is gravely concerned.

‘I pray this will not come to pass,’ he says. ‘We must do all we can to keep Prince Kamada safe. Upon his young shoulders rests the future of Chai.’

Chan says little as he escorts you back to the stables, and you sense that he is lost in his thoughts. But upon arriving at your room he says: ‘I trust you'll sleep well, my lord. Remember that we shall depart from here no later than one hour after daybreak. We'll ride at the head of the column tomorrow, so rest well. We must be extra vigilant.’

To continue, turn to 227.

299

You recite the words of the Brotherhood Spell Lightning Hand, and direct the burst of electrical energy at the chest of the nearest creature. The force of its impact knocks the heavy beast to the ground, but the sight of its mate falling injured infuriates the other creature, and prompts it to launch a fearsome attack.

Turn to 164.

300

The Bhanarian army outside Fort Vlau turns and flees in disarray upon discovering that their leader has been destroyed, for they believed him to be immortal and invincible. The way is now open for the caravan to reach Tazhan unhindered, and upon your arrival there, you discover that the news of Autarch Sejanoz's demise has already spread the length and breadth of Southern Magnamund. The Khea-khan is able to rally the New Kingdom armies and sweep the shattered remnants of the Bhanarian armies back into their own lands and beyond.

Congratulations, Grand Master. Your victory is total. You have rid this continent and its people of a cruel tyrant who has threatened their peaceful existence for many centuries, and your triumph here is set to become legend. In future times the chronicle will tell of other quests that you undertook on the road to becoming a Kai Supreme Master. Until the time comes for their telling, may the Gods Ishir and Kai watch over you, always.

The Storms of Chai

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10


11-20: 11 12 13 14 15 16 17 18 19 20


21-30: 21 22 23 24 25 26 27 28 29 30


31-40: 31 32 33 34 35 36 37 38 39 40


41-50: 41 42 43 44 45 46 47 48 49 50


51-60: 51 52 53 54 55 56 57 58 59 60


61-70: 61 62 63 64 65 66 67 68 69 70


71-80: 71 72 73 74 75 76 77 78 79 80


81-90: 81 82 83 84 85 86 87 88 89 90


91-100: 91 92 93 94 95 96 97 98 99 100


101-110: 101 102 103 104 105 106 107 108 109 110


111-120: 111 112 113 114 115 116 117 118 119 120


121-130: 121 122 123 124 125 126 127 128 129 130


131-140: 131 132 133 134 135 136 137 138 139 140


141-150: 141 142 143 144 145 146 147 148 149 150


151-160: 151 152 153 154 155 156 157 158 159 160


161-170: 161 162 163 164 165 166 167 168 169 170


171-180: 171 172 173 174 175 176 177 178 179 180


181-190: 181 182 183 184 185 186 187 188 189 190


191-200: 191 192 193 194 195 196 197 198 199 200


201-210: 201 202 203 204 205 206 207 208 209 210


211-220: 211 212 213 214 215 216 217 218 219 220


221-230: 221 222 223 224 225 226 227 228 229 230


231-240: 231 232 233 234 235 236 237 238 239 240


241-250: 241 242 243 244 245 246 247 248 249 250


251-260: 251 252 253 254 255 256 257 258 259 260


261-270: 261 262 263 264 265 266 267 268 269 270


271-280: 271 272 273 274 275 276 277 278 279 280


281-290: 281 282 283 284 285 286 287 288 289 290


291-300: 291 292 293 294 295 296 297 298 299 300


Chai & The Great Lissan Plain


Action Chart


Combat Rules Summary

Add your COMBAT SKILL to any bonus points given to you by your Kai Weapon, Special Items, or Grand Master Disciplines.

Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.

Pick a number from the Random Number Table.

Turn to the Combat Results Table.

Find your Combat Ratio along the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GM indicates loss of ENDURANCE points to yourself.)

Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls to 0 or below.To Evade Combat

You may only do this when the text of the adventure offers you the opportunity.

You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only you lose the ENDURANCE points.

If the book offers the chance of taking evasive action in place of combat, it can be taken in the first or any subsequent round (unless specifically stated otherwise).

Combat Results Table


Random Number Table


ErrataIntroduction

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.Errata

(Title Page) Replaced ‘THE HUNGER OF SEJANOZ’ with ‘The Hunger of Sejanoz,’. Replaced ‘Great Lissanian Plain’ with ‘Great Lissan Plain’. Replaced ‘news of the invasion’ with ‘news of an invasion’. Replaced ‘imperial palace’ with ‘Imperial Palace’.

(The Story so Far … ) Replaced ‘elite’ with ‘élite’. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced ‘Free Alliance’ with ‘Freeland Alliance’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘southern Magnamund’ with ‘Southern Magnamund’. Replaced ‘despatched’ with ‘dispatched’. Replaced ‘autocracy of Bhanar’ with ‘Autocracy of Bhanar’. Replaced ‘southern Dammerdon mountains’ with ‘Southern Dammerdon Mountains’. Replaced ‘artifact’ with ‘artefact’. Replaced ‘feted’ with ‘fêted’. Replaced ‘prey to Ishir’ with ‘pray to Ishir’. Replaced ‘the First Order of the Kai were’ with ‘the First Order of the Kai was’. Replaced ‘MS5084’ with ‘MS 5085’. Replaced ‘MS5063’ with ‘MS 5063’. Replaced ‘MS5077’ with ‘MS 5077’. Replaced ‘Twenty-five years later’ with ‘Twenty years later’ in harmony with what is stated in the Lone Wolf Grand Master series.

(The Game Rules) Removed ‘that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages’. Removed ‘on the last page of this book’. Replaced each occurrence of ‘ie’ with ‘i.e.’. Replaced ‘fall to zero’ with ‘fall to zero or below’. Replaced ‘on to’ with ‘onto’. Replaced ‘weapons and’ with ‘weapons, and’. Replaced ‘Books 21–26’ with ‘Books 21–27’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘New Order adventure’ with ‘New Order adventure’. Added ‘If you have completed the previous Lone Wolf New Order adventure, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE.’.

(Your Kai Name) Replaced ‘elite’ with ‘élite’. Removed ‘You can record your personal Kai name on the book plate which appears on the inside front cover of this book.’.

(New Order Disciplines) Replaced ‘venoms and’ with ‘venoms, and’. Replaced ‘symbols and’ with ‘symbols, and’. Replaced ‘COMBAT SKILL is reduced’ with ‘ENDURANCE is reduced’. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘Old Kingdom battle magic’ with ‘Old Kingdom battle-magic’. Replaced ‘magi-magic spells’ with ‘Old Kingdom Spells’. Replaced ‘individual (or combinations of) elements that are available,’ with ‘individual elements that are available, or combinations thereof,’. Replaced ‘remove or’ with ‘remove, or’. Replaced ‘eg’ with ‘e.g.’. Replaced ‘dialect and’ with ‘dialect, and’. Replaced ‘Weapon and’ with ‘Weapon, and’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘1 to 3’ with ‘one to three’. Replaced ‘guild of magicians’ with ‘Guild of Magicians’. Replaced ‘For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.’ with ‘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.’. Replaced ‘Fire and’ with ‘Fire, and’. Replaced ‘battle wounds’ with ‘battle-wounds’. Added ‘ 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.’ to the section on Grand Huntmastery. Replaced ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘Duration of the spirit-walk, and the protection afforded to his inanimate body, increases’ with ‘Duration of the spirit-walk and the protection afforded to his in animate body increase’. Replaced ‘predictions increases’ with ‘predictions increase’. Replaced ‘will be of use’ with ‘may be of use’. Added ‘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.’ from the Equipment section. Replaced ‘undertaken then’ with ‘undertaken, then’. Replaced ‘Lone Wolf (New Order) series’ with ‘Lone Wolf New Order series’. Replaced each occurrence of ‘New Order series’ with ‘New Order series’. Replaced ‘New Order adventure’ with ‘New Order adventure, which is called: The Storms of Chai’. Replaced ‘New Order adventure’ with ‘New Order adventure’. Replaced ‘any other Special Items that’ with ‘any other Special Items and Backpack Items that’. Replaced ‘in the Equipment section’ with ‘below’ and added an illustration of the ten types of Weapon in harmony with the Collector's Edition. Replaced each occurrence of ‘four’ with ‘five’ when referring to the initial number of Disciplines a Grand Master begins the series with, in line with the Collector's Edition. Added ‘Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from God Kai many new skills and abilities, including the powers of Astrology, Herbmastery, Elementalism, and Bardsmanship. He perfected these with the help of his allies in Lyris, Bautar, and Dessi, and established them as new disciplines to be taught to the betterment of the New Order Kai.’.

(Equipment) Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘eg,’ with ‘e.g.’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced each occurrence of ‘quiver’ with ‘Quiver’. Replaced each occurrence of ‘arrows’ with ‘Arrows’. Removed ‘(see the inside front cover of this book)’. Added a paragraph about Gold Crowns to the section ‘Equipment — How to use it’. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘weapon’ with ‘Weapon’. Removed ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 points to any number you pick from the Random Number Table, when using the Bow.’. Replaced ‘record these on your Weapons List’ with ‘record these on your Action Chart’ for clarity. Replaced ‘the total sum of’ with ‘the number of’. Replaced ‘Disciplines then’ with ‘Disciplines, then’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘New Order adventures’ with ‘New Order adventures’. Replaced each occurrence of ‘weapon’ with ‘Weapon’ in the ‘Equipment — How to Use It’ section. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the Collector's Edition. Added ‘It cannot be used to increase ENDURANCE points immediately prior to a combat.’ in harmony with the Collector's Edition. Replaced ‘four’ with ‘five’ in line with the Collector's Edition. Added the section How Much Can You Carry?.

(Kai Weapons) Replaced ‘elite’ with ‘élite’. Replaced ‘new-found’ with ‘newfound’. Removed ‘at the front of the book’. Replaced ‘magical Axe, Sword or Broadsword’ with ‘magical Axe, Sword, or Broadsword’. Replaced ‘axe “Alema”’ with ‘Axe “Alema”’. Added ‘(these bonuses are not cumulative)’ in harmony with the Collector's Edition. Replaced ‘when used versus magicians’ with ‘when used against magicians or creatures born of magic’ in harmony with the Collector's Edition.

(Rules for Combat) Removed ‘on the inside back cover of this book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘to zero’ with ‘to zero or below’. Replaced ‘at which point the one with the zero score is declared dead’ with ‘at which point that combatant is declared dead’. Replaced ‘only you’ with ‘only you’.

(Levels of New Order Grand Mastership) Removed parentheses from around ‘You begin the New Order adventures at this level of Kai Grand Mastery’. Replaced ‘rank and titles’ with ‘ranks and titles’. Replaced ‘New Order series’ with ‘New Order series’. Replaced ‘New Order adventures’ with ‘New Order adventures’.

(Improved Grand Master Disciplines) Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’. Replaced ‘ie,’ with ‘i.e.’. Replaced ‘Mindfort’ with ‘Mindfort’. Replaced ‘Brotherhood spells’ with ‘Brotherhood Spells’. Replaced ‘1 metre’ with ‘three feet’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘affected, and the duration of the effect, increases’ with ‘affected — and the duration of the effect — increases’. Replaced ‘affected, and the duration of effect, both increase’ with ‘affected and the duration of effect both increase’. Replaced ‘Lone Wolf New Order books’ with ‘Lone Wolf New Order books’.

(New Order Wisdom) Replaced ‘gods Kai and Ishir’ with ‘Gods Kai and Ishir’. Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘New Order adventure’ with ‘New Order adventure’. Replaced ‘revered almost like a God’ with ‘revered almost like a god’. Replaced ‘four’ with ‘five’ in line with the Collector's Edition.

(1) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘elite’ with ‘élite’.

(3) Replaced ‘The gang of robbers emerge’ with ‘The gang of robbers emerges’ in the illustration's caption. Replaced ‘on to’ with ‘onto’.

(5) Replaced ‘date and’ with ‘date, and’.

(6) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow of Atonement’. Replaced ‘steam cannon’ with ‘steam-cannon’.

(7) Replaced ‘everyone except the sentries are asleep’ with ‘everyone is asleep except the sentries’. Replaced ‘rest, and unless’ with ‘rest, unless’.

(8) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘half of your coins’ with ‘half of your coins’. Replaced ‘total of Gold Coins by half’ with ‘total of coins by half’ because not all currency units are made of gold, and the loss is due to the Belt Pouch being eaten through rather than the gold coins being damaged.

(9) Replaced ‘burrows and’ with ‘burrows, and’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘fresh water spring’ with ‘freshwater spring’. Replaced ‘Hyunsei Foothills’ with ‘Hyunsei foothills’.

(10) Replaced ‘on to’ with ‘onto’.

(11) Replaced ‘to Khea-khan's’ with ‘to the Khea-khan's’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘western rim’ with ‘eastern rim’ as Sections 2 and 130 indicate a speedy exit from the vale early the following morning. Replaced ‘Some descend’ with ‘Some of the fissures descend’.

(12) Replaced ‘Special Items list’ with ‘list of Special Items’.

(14) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘you look at each of the people in turn who have gathered’ with ‘you look in turn at each person who is gathered’.

(16) Replaced ‘They lead’ with ‘It leads’ respecting the robbers' trail.

(17) Replaced ‘Magnakai Disciplines of Nexus and Healing’ with ‘Magnakai Disciplines of Nexus and Curing’.

(18) Replaced ‘on to’ with ‘onto’. Replaced ‘one of the two remaining monsters’ with ‘one of the monsters’ as there are still three of them.

(19) Replaced ‘densely packed’ with ‘densely-packed’.

(22) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘Halt Missile’ with ‘Invisible Shield’ as the spell described in the section is Invisible Shield.

(24) Replaced ‘steam cannon’ with ‘steam-cannon’. Replaced ‘the enemy have a’ with ‘the enemy has a’.

(25) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(26) Replaced ‘arrow’ with ‘Arrow’.

(27) Replaced each occurrence of ‘sixth sense’ with ‘Sixth Sense’.

(32) Replaced ‘Graveweed’ with ‘graveweed’.

(33) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(34) Replaced ‘special item’ with ‘Special Item’.

(36) Replaced ‘Grand Guardian’ with ‘Kai Grand Guardian’. Replaced each occurrence of ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘or choose’ with ‘or if you choose’.

(37) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘steam cannon’ with ‘steam-cannon’.

(38) Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(39) Replaced ‘flagtower’ with ‘flag-tower’.

(40) Replaced ‘Okami's’ with ‘Omaki's’. Replaced ‘wooden two-storey dwellings’ with ‘two-storey wooden dwellings’.

(41) Replaced ‘power word’ with ‘power-word’.

(42) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘grammes’ with ‘grams’.

(43) Replaced ‘densely packed’ with ‘densely-packed’.

(44) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(45) Replaced ‘carriage, then’ with ‘carriage, and then’.

(46) Replaced ‘the Kai Herbcrafts’ with ‘Kai herbcraft’.

(47) Replaced ‘replies, ‘But’ with ‘replies. ‘But’.

(49) Added a period after ‘turn to 30’. Replaced ‘western rim’ with ‘eastern rim’ as Sections 2 and 130 indicate a speedy exit from the vale early the following morning.

(50) Replaced ‘elite’ with ‘élite’.

(51) Replaced ‘Hold, Sergeant’ with ‘Hold, sergeant’.

(52) Replaced ‘platform, then’ with ‘platform; then’. Replaced ‘flagtower’ with ‘flag-tower’. Replaced ‘power word’ with ‘power-word’.

(55) Replaced ‘agonising’ with ‘agonizing’.

(56) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(57) Replaced ‘projectile, then’ with ‘projectile, and then’. Replaced ‘metres’ with ‘yards’.

(58) Replaced ‘in astrology’ with ‘in astrology.’. Replaced ‘highly trained warriors’ with ‘highly-trained warriors’. Replaced ‘on to’ with ‘onto’.

(63) Replaced ‘battle cry’ with ‘battle-cry’.

(65) Replaced ‘bow’ with ‘Bow’. Replaced ‘add 3’ with ‘remember to add 5’ in harmony with the Collector's Edition. Replaced ‘your backpack’ with ‘your Backpack’.

(66) Replaced ‘carriage, then’ with ‘carriage, and then’.

(67) Replaced ‘The Captain’ with ‘The captain’.

(71) Replaced ‘attack, then’ with ‘attack, and then’.

(72) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’. Replaced ‘add +1 to’ with ‘add 1 to’.

(73) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘add 3’ with ‘remember to add 5’ in harmony with the Collector's Edition.

(76) Replaced ‘ie,’ with ‘i.e.’. Replaced ‘time, by’ with ‘time by’. Added ‘If you possess “Magnara” or “Illuminatus”, you will benefit from the additional combat bonus applicable to its unique properties.’

(77) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘battle cry’ with ‘battle-cry’.

(79) Replaced ‘stone, then’ with ‘stone, and then’. Replaced each occurrence of ‘arrow’ with ‘Arrow of Atonement’.

(80) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’. Replaced ‘effect, then’ with ‘effect, and then’.

(81) Replaced ‘the four of you’ with ‘the five of you’. Replaced ‘bodyguards and’ with ‘bodyguards, and’. Replaced each occurrence of ‘flagtower’ with ‘flag-tower’.

(82) Replaced ‘add +1 to’ with ‘add 1 to’. Replaced ‘asault’ with ‘assault’ in the illustration's caption. Replaced ‘the Captain’ with ‘the captain’.

(85) Replaced each occurrence of ‘the die’ with ‘the dice’.

(86) Replaced ‘imperial family have taken refuge’ with ‘Imperial Family has taken refuge’. Replaced ‘icy cold’ with ‘ice cold’.

(87) Replaced ‘A healing fungi’ with ‘A healing fungus’.

(88) Replaced ‘mid-summer’ with ‘midsummer’.

(90) Replaced ‘Shavane, ‘he'll’ with ‘Shavane. ‘He'll’.

(92) Replaced ‘Kai-alchemy, and have attained the Kai rank of Sun Knight,’ with ‘Kai-alchemy and wish to use it’ (cf. erratum for Section 22). Removed ‘or if you have yet to attain the required level of Kai Mastery,’ in view of the previous change, as an Improved Discipline is no longer required here. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(94) Replaced ‘gases and’ with ‘gases, and’.

(95) Replaced ‘Crack!; the’ with ‘Crack! The’. Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘Knight, or’ with ‘Knight or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(96) Replaced ‘throght’ with ‘throughout’. Replaced ‘distant corridor’ with ‘distant corridors’.

(97) Replaced ‘him, then’ with ‘him, and then’. Replaced ‘burrows and’ with ‘burrows, and’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘fresh water spring’ with ‘freshwater spring’. Replaced ‘Hyunsei Foothills’ with ‘Hyunsei foothills’.

(99) Replaced ‘icy-fiends’ with ‘ice-fiends’.

(100) Replaced ‘imperial family’ with ‘Imperial Family’.

(101) Replaced ‘interpretation of the signs indicate’ with ‘interpretation of the signs indicates’. Replaced ‘advise that’ with ‘advise her that’. Replaced ‘imperial family’ with ‘Imperial Family’.

(102) Added ‘(Remember to erase the Sabito Root from your Action Chart.)’ to the end of the section.

(103) Replaced ‘flagtower’ with ‘flag-tower’. Replaced ‘skills, or’ with ‘skills, if you have yet to attain the required level of Kai Mastery, or’. Replaced ‘metres’ with ‘yards’. Replaced ‘If you possess Magi-magic, have reached the rank of Kai Grand Guardian, and wish to use this Discipline’ with ‘If you possess Magi-magic, a Bow and at least one Arrow, have reached the rank of Kai Grand Guardian, and wish to use this Discipline’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘inside the tent’ with ‘outside the tent’ since all of the tactics employed are designed to make the enemy flee the tent.

(104) Replaced each occurrence of ‘the die’ with ‘the dice’.

(105) Replaced ‘treeline’ with ‘tree-line’.

(106) Replaced ‘add +1 to’ with ‘add 1 to’. Replaced ‘the Captain’ with ‘the captain’.

(107) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘Kai pathsmanship’ with ‘Magnakai Pathsmanship’.

(109) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(110) Replaced ‘flagtower’ with ‘flag-tower’. Replaced ‘A large force of Bhanarian cavalry have’ with ‘A large force of Bhanarian cavalry has’. Replaced ‘the Captain’ with ‘the captain’.

(111) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(112) Replaced ‘position, then’ with ‘position, and then’.

(115) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’. Replaced ‘add +1 to’ with ‘add 1 to’. Replaced ‘A gout of sticky fibres gush from your hand and engulf’ with ‘A gout of sticky fibres gushes from your hand and engulfs’.

(116) Replaced ‘says: ‘please’ with ‘says: ‘Please’. Added a period after ‘turn to 108’.

(117) Replaced ‘tiger's head emblem’ with ‘tiger's-head emblem’. Replaced ‘the Captain’ with ‘the captain’.

(118) Replaced ‘Some descend’ with ‘Some of the fissures descend’. Replaced ‘western rim’ with ‘eastern rim’ as Sections 2 and 130 indicate a speedy exit from the vale early the following morning.

(119) Replaced ‘distant corridor’ with ‘distant corridors’.

(120) Replaced ‘Shavane, ‘he'll’ with ‘Shavane. ‘He'll’. Replaced ‘Klorva’ with ‘Potion of Klorva’. Replaced ‘your backpack’ with ‘your Backpack’.

(121) Replaced ‘treeline’ with ‘tree-line’.

(122) Replaced ‘sable stallion’ with ‘stable stallion’. Replaced ‘horse, then’ with ‘horse, and then’. Replaced ‘20 Imperial Cavalry’ with ‘twenty Imperial Cavalry’. Replaced ‘Kirusami’ with ‘kirusami’.

(123) Replaced ‘imperial family’ with ‘Imperial Family’.

(124) Replaced ‘(= 20 Ren)’ with ‘(= 5 Ren each)’.

(126) Replaced ‘the die’ with ‘the dice’. Replaced ‘pass then’ with ‘pass them’. Replaced ‘on to’ with ‘onto’.

(127) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(128) Replaced ‘Special Items list’ with ‘list of Special Items’.

(129) Replaced ‘signal, then’ with ‘signal, and then’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘metres’ with ‘yards’.

(132) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘on to’ with ‘onto’.

(133) Replaced ‘Go Captain’ with ‘Go, Captain’.

(135) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘gutteral’ with ‘guttural’.

(137) Replaced ‘Mitzu, ‘please’ with ‘Mitzu. ‘Please’. Replaced ‘with your Bow’ with ‘with a Bow’ since you may not necessarily be carrying a Bow.

(139) Replaced ‘Special Items list’ with ‘list of Special Items’.

(140) Replaced ‘steam cannon’ with ‘steam-cannon’. Replaced each occurrence of ‘metres’ with ‘yards’. Replaced ‘the imperial family of Chai are hiding here’ with ‘the Imperial Family of Chai is hiding here’.

(141) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘on to’ with ‘onto’.

(142) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’.

(143) Replaced ‘battle cry’ with ‘battle-cry’.

(144) Replaced ‘improved weapon skill’ with ‘Weaponmastery’ to avoid confusion with the Kai Weaponskill Discipline.

(145) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘15 minutes’ with ‘fifteen minutes’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘The Captain’ with ‘The captain’. Replaced ‘the Sergeant’ with ‘the sergeant’.

(146) Replaced ‘agarashi’ with ‘Agarashi’.

(147) Replaced ‘Superior’ with ‘Superior or higher’. Replaced ‘skills, or’ with ‘skills, if you have yet to attain the required level of Kai Mastery, or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(148) Replaced ‘its cawing and the flapping of its wings startles’ with ‘its cawing and the flapping of its wings startle’. Replaced ‘Javain Bandit’ with ‘Javaian Bandit’. Replaced ‘Javain bandit’ with ‘Javaian bandit’ in the illustration's caption.

(149) Replaced ‘hard pressed’ with ‘hard-pressed’. Replaced ‘manouvering’ with ‘manoeuvring’.

(150) Replaced each occurrence of ‘flagtower’ with ‘flag-tower’.

(151) Replaced ‘western rim’ with ‘eastern rim’ as Sections 2 and 130 indicate a speedy exit from the vale early the following morning.

(152) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(155) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘High above you’ with ‘High above, you’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(156) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(157) Replaced ‘treeline’ with ‘tree-line’. Replaced ‘metres’ with ‘yards’.

(159) Replaced ‘advanced Mastery’ with ‘advanced mastery’. Replaced ‘an hypnoptic’ with ‘a hypnotic’.

(160) Replaced each occurrence of ‘flagtower’ with ‘flag-tower’. Replaced ‘metres’ with ‘yards’. Replaced ‘Bow, and’ with ‘Bow and’.

(161) Replaced ‘sunbreak’ with ‘daybreak’.

(162) Replaced ‘arrow’ with ‘Arrow of Atonement’.

(163) Replaced ‘duststorm’ with ‘dust storm’. Replaced ‘out of Rakholi’ with ‘out from Rakholi’.

(164) Replaced ‘the chest’ with ‘their chests’. Replaced ‘icy-fiend’ with ‘ice-fiend’.

(165) Replaced ‘spell words’ with ‘spell-words’. Replaced ‘new-found’ with ‘newfound’. Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(166) Replaced ‘on to’ with ‘onto’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘the Captain's’ with ‘the captain's’. Replaced ‘dice, and have’ with ‘dice and have’.

(167) Replaced ‘steam cannon’ with ‘steam-cannon’. Replaced ‘turn to 263’ with ‘turn to 116’ to bring Section 116 back into the adventure. Replaced ‘imperial family’ with ‘Imperial Family’.

(168) Replaced ‘none of these skills or rank, or the Backpack Item’ with ‘neither of these skills, nor the Backpack Item, or have yet to attain the required level of Kai Mastery’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(170) Swapped the destination of the links, so that now a score of 6 or lower now leads to Section 55 which has the larger ENDURANCE penalty, whereas a score of 7 or more now leads to Section 285.

(171) Replaced ‘imperial family’ with ‘Imperial Family’.

(172) Replaced ‘weapon’ with ‘Kai Weapon’. Added ‘You must fight this combat without your Kai Weapon.’ (cf. Section 139).

(173) Replaced ‘Mitzu, ‘please’ with ‘Mitzu. ‘Please’. Replaced ‘with your Bow’ with ‘with a Bow’ since you may not necessarily be carrying a Bow.

(174) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘add +1 to’ with ‘add 1 to’. Replaced ‘rib-cage’ with ‘rib cage’. Replaced ‘combat skill’ with ‘COMBAT SKILL’.

(175) Replaced ‘power word’ with ‘power-word’.

(178) Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(179) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘battle cry’ with ‘battle-cry’.

(181) Replaced ‘icy-fiends’ with ‘ice-fiends’.

(182) Replaced each occurrence of ‘the Captain’ with ‘the captain’.

(183) Replaced ‘on to’ with ‘onto’.

(184) Replaced ‘steam cannon’ with ‘steam-cannon’.

(185) Replaced each occurrence of ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘half ie,’ with ‘half, i.e.’.

(186) Replaced ‘pain, then’ with ‘pain; then’. Replaced both occurrences of ‘arrow’ with ‘Arrow’. Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’.

(187) Replaced ‘horse, then’ with ‘horse, and then’. Replaced ‘Ang'sei’ with ‘ang'sei’. Replaced ‘20 Imperial Cavalry’ with ‘twenty Imperial Cavalry’. Replaced ‘Kirusami’ with ‘kirusami’. Replaced ‘Papers of State’ with ‘papers of state’.

(189) Replaced ‘therain-bow’ with ‘the rainbow’. Replaced ‘milleniums’ with ‘millennia’. Replaced ‘vampire Lord Sejanoz’ with ‘vampire, Lord Sejanoz’.

(190) Replaced ‘special item’ with ‘Special Item’. Replaced each occurrence of ‘the die’ with ‘the dice’.

(192) Replaced ‘apporpriate’ with ‘appropriate’. Replaced ‘Gold crowns’ with ‘Gold Crowns’.

(193) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(195) Replaced ‘flagtower’ with ‘flag-tower’. Added a period after ‘turn to 284’.

(196) Replaced ‘Klorva’ with ‘a Potion of Klorva’.

(197) Replaced ‘crescendo, then’ with ‘crescendo, and then’. Replaced ‘steam cannon’ with ‘steam-cannon’.

(198) Replaced ‘scouting party have’ with ‘scouting party has’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(200) Added ‘If you possess the Kai Weapon “Valiance”, you will benefit from its unique properties.’ as Brumalghasts are magical creatures (cf. Section 235).

(201) Replaced ‘agonising’ with ‘agonizing’. Replaced ‘you Kai’ with ‘your Kai’.

(203) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(204) Replaced ‘reach Javai Forest’ with ‘reach the Javai Forest’, as elsewhere in this section and this book. Replaced ‘freshly brewed’ with ‘freshly-brewed’. Replaced ‘His gang have’ with ‘His gang has’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘his Captain's’ with ‘his captain's’.

(205) Replaced ‘closely packed’ with ‘closely-packed’.

(206) Replaced ‘projectile, then’ with ‘projectile, and then’. Replaced ‘metres’ with ‘yards’.

(207) Replaced ‘discover 20’ with ‘discover twenty’. Replaced ‘southern Magnamund’ with ‘Southern Magnamund’.

(208) Replaced ‘Hermastery, and’ with ‘Herbmastery and’. Replaced ‘Nexus, and’ with ‘Nexus and’. Replaced ‘Deliverance, and’ with ‘Deliverance and’.

(209) Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(210) Replaced ‘Hold, Sergeant’ with ‘Hold, sergeant’.

(211) Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(212) Replaced ‘power word’ with ‘power-word’.

(213) Replaced ‘Kirusami’ with ‘Kirusami’. Replaced ‘to −1’ with ‘by 1’. Replaced ‘point).’ with ‘point.)’.

(214) Replaced ‘platform, then’ with ‘platform; then’. Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘flagtower’ with ‘flag-tower’.

(215) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘reflex saves’ with ‘reflexes save’. Replaced ‘Invisible Shield’ with ‘Shield’ as Invisible Shield is a Brotherhood Spell, not an Old Kingdom Spell as here stated.

(217) Replaced ‘out of Rakholi’ with ‘out from Rakholi’.

(218) Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘7 or 9’ with ‘7, or 9’. Replaced ‘0, 2, 4, 6 or 8’ with ‘2, 4, 6, 8, or 0’. Replaced ‘survived your wounds’ with ‘survived your wounding’.

(219) Replaced ‘on to’ with ‘onto’.

(220) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘you look at each of the people who are gathered here’ with ‘you look at each of the persons gathered here’.

(222) Replaced ‘Between these’ with ‘From between their’. Replaced ‘metres’ with ‘yards’.

(224) Replaced ‘add +1 to’ with ‘add 1 to’.

(225) Replaced ‘weapon’ with ‘Kai Weapon’. Added ‘You must fight this combat without your Kai Weapon.’ (cf. Section 139).

(226) Split the final sentence into its own paragraph for consistency.

(228) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(229) Replaced ‘dwarves and’ with ‘dwarves, and’. Replaced ‘The Captain’ with ‘The captain’. Replaced ‘Astrology, and’ with ‘Astrology and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(233) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘Kirusami’ with ‘Kirusami’. Replaced ‘Spear), and’ with ‘Spear) and’.

(235) Replaced ‘icy breath that freezes everything it touches’ with ‘icy breath that freeze everything they touch’. Replaced ‘Kirusami’ with ‘kirusami’.

(236) Replaced each occurrence of ‘flagtower’ with ‘flag-tower’. Replaced ‘plans meets’ with ‘plan meets’.

(237) Replaced ‘add +1 to’ with ‘add 1 to’. Replaced ‘Ang'sei’ with ‘ang'sei’. Replaced ‘Ang'sei’ with ‘Ang'sei’. Replaced ‘Kirusami’ with ‘Kirusami’. Replaced ‘naginata’ with ‘naginata’ in the illustration's caption.

(238) Replaced ‘arrow’ with ‘Arrow of Atonement’.

(240) Replaced ‘candle-lit’ with ‘candlelit’. Replaced ‘cuthroats’ with ‘cut-throats’.

(241) Replaced ‘sure of though’ with ‘sure of, though’.

(243) Replaced ‘on to’ with ‘onto’.

(245) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(246) Replaced ‘Kai pathsmanship’ with ‘Magnakai Pathsmanship’. Replaced ‘imperial family’ with ‘Imperial Family’.

(247) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(248) Replaced ‘Kai Grand Defender’ with ‘Kai Grand Defender and possess the Xi-die’. Replaced ‘Mastery, turn’ with ‘Mastery, or if you do not possess this Special Item, turn’.

(249) Replaced ‘As soon you hear’ with ‘As soon as you hear’. Replaced ‘flagtower’ with ‘flag-tower’. Replaced ‘fierce sounds of the fighting attracts’ with ‘fierce sounds of the fighting attract’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(252) Replaced ‘Some descend’ with ‘Some of the fissures descend’. Replaced ‘western rim’ with ‘eastern rim’ as Sections 2 and 130 indicate a speedy exit from the vale early the following morning.

(253) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(255) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘densely packed’ with ‘densely-packed’. Replaced ‘treeline’ with ‘tree-line’.

(256) Replaced ‘tiger's head emblem’ with ‘tiger's-head emblem’.

(257) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(259) Replaced ‘the Captain's’ with ‘the captain's’.

(261) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘an Arrow’ with ‘the Arrow’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(262) Replaced ‘Magnakai Disciplines of Nexus and Healing’ with ‘Magnakai Disciplines of Nexus and Curing’.

(265) Replaced ‘as a Special Item which you store in your backpack’ with ‘as a Special Item’.

(266) Replaced each occurrence of ‘flagtower’ with ‘flag-tower’.

(267) Replaced ‘my Lord’ with ‘my lord’. Replaced ‘tyrant Lord of Bhanar’ with ‘tyrant lord of Bhanar’.

(270) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced each occurrence of ‘metres’ with ‘yards’. Replaced ‘well-founded’ with ‘well founded’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘The Captain’ with ‘The captain’.

(271) Replaced ‘life and your mission ends’ with ‘life and your mission end’. Split the final sentence into its own paragraph for consistency.

(272) Replaced ‘gutteral’ with ‘guttural’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Bow, and’ with ‘Bow and’.

(275) Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘Random Number Table and add 2 (0 = 10). If you possess Deliverance, you may deduct 2 from your total’ with ‘Random Number Table (0 = 10) and add 2 if you do not possess Deliverance’.

(276) Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘flagtower’ with ‘flag-tower’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(277) Replaced ‘hesitates, then’ with ‘hesitates, and then’. Replaced ‘counter threat’ with ‘counter-threat’. Swapped the destination of the links, so that now a score of 5 or lower now leads to Section 201 which has the larger ENDURANCE penalty, whereas a score of 6 or more now leads to Section 29.

(278) Replaced ‘ your surprise you’ with ‘your surprise, you’. Replaced ‘steam cannon’ with ‘steam-cannon’. Replaced ‘metres’ with ‘yards’. Replaced ‘steam cannon’ with ‘steam-cannon’ and ‘50 metres’ with ‘50 yards’ in the illustration's caption.

(279) Added a paragraph break between ‘the touch.’ and ‘ ‘What killed’. Added a paragraph break between ‘asks Chan.’ and ‘ ‘You won't’. Replaced ‘icy cold’ with ‘ice cold’.

(280) Replaced ‘forests and’ with ‘forests, and’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced each occurrence of ‘Kau Doshin’ with ‘Kau-Doshin’. Replaced ‘Hyunsei Foothills’ with ‘Hyunsei foothills’.

(282) Replaced ‘densely packed’ with ‘densely-packed’.

(284) Replaced ‘cavalry, then’ with ‘cavalry, and then’. Added a paragraph break between ‘says Chan.’ and ‘Kasarian nods’.

(286) Replaced ‘imperial family’ with ‘Imperial Family’.

(287) Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Assimilance, and’ with ‘Assimilance and’.

(288) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(289) Replaced ‘Defender, or’ with ‘Defender or’.

(290) Replaced ‘gases and’ with ‘gases, and’.

(292) Replaced ‘treeline’ with ‘tree-line’. Replaced ‘battle cry’ with ‘battle-cry’. Replaced ‘southern Magnamund’ with ‘Southern Magnamund’. Replaced ‘Between their’ with ‘From between their’.

(293) Replaced ‘picks and’ with ‘picks, and’.

(295) Replaced ‘burrows and’ with ‘burrows, and’. Replaced each occurrence of ‘agarashi’ with ‘Agarashi’. Replaced ‘fresh water spring’ with ‘freshwater spring’. Replaced ‘Hyunsei Foothills’ with ‘Hyunsei foothills’.

(296) Replaced ‘sixth sense’ with ‘Sixth Sense’. Added a paragraph break between ‘innocence.’ and ‘ ‘What’. Added a paragraph break between ‘you ask.’ and ‘Chan explains’. Added a paragraph break between ‘his cot.’ and ‘ ‘He is’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(297) Replaced ‘Shavane, ‘he'll’ with ‘Shavane. ‘He'll’. Replaced ‘your backpack’ with ‘your Backpack’.

(298) Replaced ‘sunbreak’ with ‘daybreak’.

(299) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(300) Replaced ‘remants’ with ‘remnants’. Replaced ‘the gods Ishir and Kai’ with ‘the Gods Ishir and Kai’. Replaced ‘southern Magnamund’ with ‘Southern Magnamund’.

(Map) We are presenting for the first time Brian Williams' map of ‘The Great Lissan Plain and its surrounding territories’. The Red Fox edition erroneously reused the map from the previous book — Vampirium.

(Combat Rules Summary) Replaced ‘Items or’ with ‘ Items, or’. Replaced ‘falls to 0’ with ‘falls to 0 or below’. Replaced ‘Pick number from’ with ‘Pick a number from the’. Replaced ‘Turn to Combat’ with ‘Turn to the Combat’. Replaced ‘to random number’ with ‘to the random number’. Replaced ‘when ENDURANCE’ with ‘when the ENDURANCE’.

Footnotes

[1] (The Story So Far … ) Lone Wolf 18: Dawn of the Dragons

[2] (The Game Rules) 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).

[3] (New Order Kai Grand Master Disciplines) Details about the Kai Weapon appear in the next section of the game rules.

[4] (Equipment) During the adventure, the story will assume that you possess a Bow when you may not. If it is important to you to avoid this story continuity problem, you should ensure that you obtain a Bow.

[5] (Equipment) If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

[6] (Section 6) If you do not possess a Bow, it seems unlikely that you will be able to make effective use of the Arrow of Atonement against the Autarch. You may decide that you have had a chance after acquiring the Arrow of Atonement to also find a Bow (mark the Bow on your Action Chart, discarding another Weapon if necessary), that you are still able to use the Arrow of Atonement without a Bow, or that not having a Bow leads to a failure to accomplish your mission. Use your best judgement.

[7] (Section 71) It is uncertain whether the Tomb Raiders benefit from the special magical bonus of your Kai Weapon or whether the magic of the Kai Weapon is only active in the hands of the Kai. If you decide that the bonuses apply and your Kai Weapon is ‘Illuminatus’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it underground. If your Kai Weapon is ‘Valiance’ and you possess Kai-alchemy or Magi-magic, add 3 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it against a magician. If your Kai Weapon is ‘Kaistar’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it at night. Also, if your Kai Weapon was damaged during Vampirium, remember to deduct the appropriate penalty to the Grave Robbers' COMBAT SKILL.

[8] (Section 136) It is uncertain whether the Tomb Raiders benefit from the special magical bonus of your Kai Weapon or whether the magic of the Kai Weapon is only active in the hands of the Kai. If you decide that the bonuses apply and your Kai Weapon is ‘Illuminatus’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it underground. If your Kai Weapon is ‘Valiance’ and you possess Kai-alchemy or Magi-magic, add 3 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it against a magician. If your Kai Weapon is ‘Kaistar’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it at night. Also, if your Kai Weapon was damaged during Vampirium, remember to deduct the appropriate penalty to the Grave Robbers' COMBAT SKILL.

[9] (Section 254) It is uncertain whether the Tomb Raiders benefit from the special magical bonus of your Kai Weapon or whether the magic of the Kai Weapon is only active in the hands of the Kai. If you decide that the bonuses apply and your Kai Weapon is ‘Illuminatus’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it underground. If your Kai Weapon is ‘Valiance’ and you possess Kai-alchemy or Magi-magic, add 3 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it against a magician. If your Kai Weapon is ‘Kaistar’, add 2 points to the Tomb Robbers' COMBAT SKILL because the Tomb Robber is wielding it at night. Also, if your Kai Weapon was damaged during Vampirium, remember to deduct the appropriate penalty to the Grave Robbers' COMBAT SKILL.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:Primary Illustrations

Illustration I (Section 3)

Illustration II (Section 18)

Illustration III (Section 40)

Illustration IV (Section 54)

Illustration V (Section 78)

Illustration VI (Section 82)

Illustration VII (Section 100)

Illustration VIII (Section 122)

Illustration IX (Section 130)

Illustration X (Section 148)

Illustration XI (Section 168)

Illustration XII (Section 179)

Illustration XIII (Section 189)

Illustration XIV (Section 200)

Illustration XV (Section 229)

Illustration XVI (Section 237)

Illustration XVII (Section 252)

Illustration XVIII (Section 262)

Illustration XIX (Section 278)

Illustration XX (Section 296)

Chai & The Great Lissan Plain

Action ChartSecondary Illustrations

Equipment

Grand Master Disciplines

Section 20

Section 42

Section 81

Section 84

Section 117

Section 122

Section 126

Section 140

Section 147

Section 194

Section 268

Section 293

Project Aon License

2 December 20190. Preamble

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham Round, and Brian Williams are similarly offering the illustrations that they did for these books. This license is intended to protect the rights of the authors and the illustrators, grant rights to their readers, and preserve the quality of the books distributed in this way.

By viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

This section does not contain the legally binding terms of this license. Please read the precise terms and conditions of this license that follow.

The current version of this license can be found at the following URL:

https://www.projectaon.org/en/Main/License1. Definitions1.0

‘License’ shall hereafter refer to this document.1.1

‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Gary Chalk, copyright holders for the literary works covered by this license. Where Joe Dever, Ian Page, or Gary Chalk is mentioned singly, they will be referred to by name.1.2

‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of portions of The Magnamund Companion; Paul Bonner, holder of the copyrights for the illustrations of the World of Lone Wolf books; Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, holder of the copyrights of portions of The Magnamund Companion, and holder of the copyrights for The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; Richard Hook, copyright holder of portions of The Magnamund Companion; Peter Andrew Jones, copyright holder for the illustrations used in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder of portions of The Skull of Agarash; Peter Lyon, copyright holder of portions of The Magnamund Companion; Trevor Newton, copyright holder of the illustrations of Voyage of the Moonstone; Peter Parr, copyright holder of the illustrations of Black Baron and White Warlord, Emerald Enchanter and Scarlet Sorcerer; Graham Round, copyright holder of portions of The Magnamund Companion; and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone, holder of the copyrights of portions of The Skull of Agarash, and holder of the copyrights for the illustrations of books two through four, counted inclusively, of the Freeway Warrior series. Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr Graham Round, or Brian Williams is mentioned singly, they will be referred to by name.1.3

‘Internet’ shall hereafter refer to any means of transferring information electronically between two or more ‘Licensees’. (The term ‘Licensee’ is defined in Section 1.5 of the License)1.4

‘Internet Editions’ shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term ‘Internet Editions’ is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

The following are the works written by Joe Dever which are being offered in English and Spanish under the terms of this license:

Flight from the Dark;


© 1984 Joe Dever and Gary Chalk.

Fire on the Water;


© 1984 Joe Dever and Gary Chalk.

The Caverns of Kalte;


© 1984 Joe Dever and Gary Chalk.

The Chasm of Doom;


© 1985 Joe Dever and Gary Chalk.

Shadow on the Sand;


© 1985 Joe Dever and Gary Chalk.

The Kingdoms of Terror;


© 1985 Joe Dever and Gary Chalk.

Castle Death;


© 1986 Joe Dever and Gary Chalk.

The Jungle of Horrors;


© 1987 Joe Dever and Gary Chalk.

The Cauldron of Fear;


© 1987 Joe Dever.

The Dungeons of Torgar;


© 1987 Joe Dever.

The Prisoners of Time;


© 1987 Joe Dever.

The Masters of Darkness;


© 1988 Joe Dever.

The Plague Lords of Ruel;


© 1990, 1992 Joe Dever.

The Captives of Kaag;


© 1991 Joe Dever.

The Darke Crusade;


© 1991, 1993 Joe Dever.

The Legacy of Vashna;


© 1991, 1993 Joe Dever.

The Deathlord of Ixia;


© 1992, 1994 Joe Dever.

Dawn of the Dragons;


© 1992 Joe Dever.

Wolf's Bane;


© 1993, 1995 Joe Dever.

The Curse of Naar;


© 1993, 1996 Joe Dever.

Voyage of the Moonstone;


© 1994 Joe Dever.

The Buccaneers of Shadaki;


© 1994 Joe Dever.

Mydnight's Hero;


© 1995 Joe Dever.

Rune War;


© 1995 Joe Dever.

Trail of the Wolf;


© 1997 Joe Dever.

The Fall of Blood Mountain;


© 1997 Joe Dever.

Vampirium;


© 1998 Joe Dever.

The Hunger of Sejanoz;


© 1998 Joe Dever.

The Storms of Chai;


© 2016 Joe Dever.

The Magnamund Companion;


© 1986 Joe Dever.

Freeway Warrior 1: Highway Holocaust;


© 1988 Joe Dever.

Freeway Warrior 2: Slaughter Mountain Run;


© 1988 Joe Dever.

Freeway Warrior 3: The Omega Zone;


© 1989 Joe Dever.

Freeway Warrior 4: California Countdown;


© 1989 Joe Dever.

Black Baron;


© 1986 Joe Dever.

White Warlord;


© 1986 Joe Dever.

Emerald Enchanter;


© 1986 Joe Dever.

Scarlet Sorcerer;


© 1986 Joe Dever.

The following are the works written by Ian Page which are being offered in English under the terms of this license:

Grey Star the Wizard;


© 1985 Ian Page.

The Forbidden City;


© 1986 Ian Page.

Beyond the Nightmare Gate;


© 1986 Ian Page.

War of the Wizards;


© 1986 Ian Page.

The illustrations created by Rob Adams for the following book are part of the illustrations being offered under the terms of this License:

The Magnamund Companion;


Some illustrations © 1986 Rob Adams.

The illustrations created by Paul Bonner for the following books are part of the illustrations being offered under the terms of this License:

Grey Star the Wizard;


Illustrations © 1985 Paul Bonner.

The Forbidden City;


Illustrations © 1986 Paul Bonner.

Beyond the Nightmare Gate;


Illustrations © 1986 Paul Bonner.

War of the Wizards;


Illustrations © 1986 Paul Bonner.

The illustrations created by Gary Chalk for the following books are part of the illustrations being offered under the terms of this License:

Flight from the Dark;


Illustrations © 1984 Joe Dever and Gary Chalk.

Fire on the Water;


Illustrations © 1984 Joe Dever and Gary Chalk.

The Caverns of Kalte;


Illustrations © 1984 Joe Dever and Gary Chalk.

The Chasm of Doom;


Illustrations © 1985 Joe Dever and Gary Chalk.

Shadow on the Sand;


Illustrations © 1985 Joe Dever and Gary Chalk.

The Kingdoms of Terror;


Illustrations © 1985 Joe Dever and Gary Chalk.

Castle Death;


Illustrations © 1986 Joe Dever and Gary Chalk.

The Jungle of Horrors;


Illustrations © 1987 Joe Dever and Gary Chalk.

The Magnamund Companion;


Some illustrations © 1986 Gary Chalk.

The Lone Wolf Poster Painting Book;


© 1987 Gary Chalk.

The text written by Gary Chalk for the following book is being offered in English under the terms of this License:

The Lone Wolf Poster Painting Book;


© 1987 Gary Chalk.

The illustrations created by Melvyn Grant for the following book are part of the illustrations being offered under the terms of this License:

Freeway Warrior 1: Highway Holocaust;


Illustrations © 1988 Melvyn Grant.

The illustrations created by Richard Hook for the following book are part of the illustrations being offered under the terms of this License:

The Magnamund Companion;


Some illustrations © 1986 Richard Hook.

The illustrations created by Peter Andrew Jones for the following book are part of the illustrations being offered under the terms of this License:

Lone Wolf 10th Anniversary Calendar;


Illustrations © 1994 Peter Andrew Jones.

The illustrations created by Cyril Julien for the following book are part of the illustrations being offered under the terms of this License:

The Skull of Agarash;


Some illustrations © 1994 Cyril Julien.

The illustrations created by Peter Lyon for the following book are part of the illustrations being offered under the terms of this License:

The Magnamund Companion;


Some illustrations © 1986 Peter Lyon.

The illustrations created by Trevor Newton for the following book are part of the illustrations being offered under the terms of this License:

Voyage of the Moonstone;


Illustrations © 1994 Trevor Newton.

The illustrations created by Peter Parr for the following books are part of the illustrations being offered under the terms of this License:

Black Baron;


Illustrations © 1986 Peter Parr.

White Warlord;


Illustrations © 1986 Peter Parr.

Emerald Enchanter;


Illustrations © 1986 Peter Parr.

Scarlet Sorcerer;


Illustrations © 1986 Peter Parr.

The illustrations created by Graham Round for the following book are part of the illustrations being offered under the terms of this License:

The Magnamund Companion;


Some illustrations © 1986 Graham Round.

The illustrations created by Brian Williams for the following books are part of the illustrations being offered under the terms of this License:

The Cauldron of Fear;


Illustrations © 1987 Brian Williams.

The Dungeons of Torgar;


Illustrations © 1987 Brian Williams.

The Prisoners of Time;


Illustrations © 1987 Brian Williams.

The Masters of Darkness;


Illustrations © 1988 Brian Williams.

The Plague Lords of Ruel;


Illustrations © 1990, 1992 Brian Williams.

The Captives of Kaag;


Illustrations © 1990, 1992 Brian Williams.

The Darke Crusade;


Illustrations © 1991, 1993 Brian Williams.

The Legacy of Vashna;


Illustrations © 1991, 1993 Brian Williams.

The Deathlord of Ixia;


Illustrations © 1992 Brian Williams.

Dawn of the Dragons;


Illustrations © 1992 Brian Williams.

Wolf's Bane;


Illustrations © 1993 Brian Williams.

The Curse of Naar;


Illustrations © 1993 Brian Williams.

The Buccaneers of Shadaki;


Illustrations © 1994 Brian Williams.

Mydnight's Hero;


Illustrations © 1995 Brian Williams.

Rune War;


Illustrations © 1995 Brian Williams.

Trail of the Wolf;


Illustrations © 1997 Brian Williams.

The Fall of Blood Mountain;


Illustrations © 1997 Brian Williams.

Vampirium;


Illustrations © 1998 Brian Williams.

The Hunger of Sejanoz;


Illustrations © 1998 Brian Williams.

The Storms of Chai;


Illustrations © 1998 Brian Williams.

The Skull of Agarash;


Some illustrations © 1994 Brian Williams.

Freeway Warrior: Slaughter Mountain Run;


Illustrations © 1988 Brian Williams.

Freeway Warrior: The Omega Zone;


Illustrations © 1989 Brian Williams.

Freeway Warrior: California Countdown;


Illustrations © 1989 Brian Williams.

The works distributed under the collective title Lone Wolf Club Newsletters — which are composed of, in part, portions of the above named works — will also be distributed under the terms of this License.

‘Internet Editions’ shall not refer to any other works by the Authors, nor any other illustrations by the Illustrators unless the Authors or Illustrators amend this License. ‘Internet Editions’ shall refer solely to the text and illustrations of the above works when made available through the Internet.1.5

‘Licensee’ shall hereafter refer to any person or electronic agent who receives some portion or all of the Internet Editions. The ‘Licensee’ shall hereinafter be referred to as ‘Licensee’ or ‘you’.1.6

‘Distribution Point’ shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions under the terms of the License.1.7

‘Maintainer’ shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.2. Terms of Distribution2.0

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.2.1

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

You agree to be bound by the terms and obligations of this License by the act of receiving or viewing a copy of any portion of the Internet Editions even though you have not signed a written document. Indeed, you have no right to receive or view a copy or copies without first accepting this License as legally valid and binding and agreeing to the terms and obligations of this License.2.2

You agree to refrain from redistributing a significant portion of the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason by any means. You are granted the right to receive a copy or copies only for your own personal use.

This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to the use of HTML ‘frames’.

An exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.2.3

The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.2.4

If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person resides, they may have a parent or legal guardian agree to be bound by the terms and obligations of this License. On condition of agreeing to be bound by the terms of the License, that same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.3. Termination of the License3.0

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.3.1

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.4. Jurisdiction4.0

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.5. Revision of the License5.0

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.6. NO WARRANTY6.0

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.6.1

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.