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Book 15: The Darke Crusade [Grand Master series]
Introduction

The Story So Far…

You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

It is the year MS 5076 and twenty-six years have passed since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader, Archlord Gnaag, and the seat of his power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Northern Magnamund. Some factions which were part of this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skilfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

For six years now peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second Order of Kai warriors the skills and proud traditions of your ancestors is also well under way. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection—to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

With diligence and determination you set about the restoration of the Kai Monastery and organized the training of the Second Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power that you had rediscovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two most able advisors—Banedon and Rimoah—you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Left-handed and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now for every five years that elapse you age but one year.

At this time many changes were occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, their progress was painfully slow, and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take not years but centuries to complete.

In the far west, the Drakkarim had retreated to their homelands and were engaged in a bloody war against the Lencians. Much of southern Nyras had been reclaimed by the armies of King Sarnac, the Lencian commander, and his flag now flew over territory which, two thousand years ago, had once been part of Lencia.

Following the destruction of the Darklords of Helgedad, the Giaks, the most prolific in number of all of Gnaag’s troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen, Akagazad, and Kaag. Within each of these hellish strongholds fierce fighting broke out as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of Right-handed magic who once aided individual Darklord masters) fought for control. It is widely believed that by the time the Elder Magi and the Herbwardens reach the walls of these strongholds they will encounter no resistance; the occupants will have long since brought about their own extinction.

Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

Only a year ago the evil Cener Druids of Ruel attempted to enact Naar’s revenge. Secretly, in the laboratories of their foul stronghold of Mogaruith, they had laboured to create a virulent plague virus capable of killing every living creature upon Magnamund, save their own kind. Word of their terrible plan reached Lord Rimoah who immediately urged the rulers of the Freelands to raise armies and invade Ruel. Hurriedly they complied, but the invasion ended in disaster. Seven thousand fighting men entered Ruel intent on storming the fortress of Mogaruith and razing it to the ground. Seven thousand marched into the dark realm; only seventy emerged alive. The Ceners were within days of perfecting their ultimate weapon when you took up the challenge and ventured alone into Mogaruith.

Despite overwhelming odds you thwarted their evil plan by destroying the virus and the means by which it was created.

After emerging from Ruel triumphant, your quest fulfilled, you returned home to Sommerlund and the Kai Monastery where you resumed your duties as Grand Master. Three months later, on the day that saw the first fall of winter snow, you were visited by Lord Rimoah. Once again he found himself the reluctant bearer of ill news. Your friend Guildmaster Banedon, whilst helping with the reclamation of wastelands close to the Maakengorge, had been abducted by a war-band of Giaks under the command of Nadziranim sorcerers. A rescue was attempted, but ruthlessly the Nadziranim obliterated those who tried to follow their escape into the Darklands. It was feared that the Nadziranim would try to extract from Banedon the secrets of Left-handed magic, so that they might marry it to their own foul sorcery. Such an outcome would have given them extraordinary power, power enough to revive the Darklands. A previous attempt to unite the two paths of magic had resulted in catastrophe for Sommerlund. In the year MS 5050, Vonotar the Traitor, a magician from the same guild as Banedon, had betrayed his homeland in exchange for the promise of Nadziranim power. It was his act of treachery which brought about the invasion of Sommerlund and the destruction of the First Order of the Kai.

Banedon’s survival depended upon a swift rescue from Kaag. Mindful of all that was at stake, courageously you volunteered to enter the city-fortress alone in an attempt to save your friend.

Despite fierce odds you gained entry to Kaag, located Banedon, and then snatched him from the foul denizens of that city by way of a daring aerial escape from the upper levels of their great citadel. Banedon was severely weakened by his ordeal at the hands of the Nadziranim and, had it not been for your timely intervention, he would certainly have perished in that grim city-fortress.

The rescue of Guildmaster Banedon and his safe return to Sommerlund was cause for much celebration, especially in the streets and guildhalls of his native city of Toran. For several days you allowed yourself to be fêted by the Brotherhood of the Crystal Star before returning to your monastery where, with a feeling of quiet satisfaction, you gladly resumed your duties as Kai Grand Master.

So the year ended and another began, yet even before the snows of winter had begun to thaw, once again your unique skills were being sought in the relentless struggle against Evil. This time the plea for help arrived by way of a foreign ambassador, a special envoy who had travelled thousands of miles from the court of King Sarnac of Lencia. Their war against the Drakkarim, who were under the command of Magnaarn, the High Warlord of Darke, had stagnated ever since the onset of winter and recently the whole campaign had taken a turn for the worse. The Lencians learned that Magnaarn had undertaken a quest for the Doomstone of Darke, an artefact of legendary evil. It was said that this gem was the most powerful of all the Doomstones created by Agarash the Damned during the Age of Eternal Night. Before the demise of the Darklords, this Doomstone had rested in the head of the Nyras Sceptre, a magical weapon wielded by Darklord Dakushna, Lord of Kagorst. In the chaos that followed the wake of Dakushna’s destruction, the Nyras Sceptre was lost, though many secretly believed it to have been stolen by one of Dakushna’s Nadziranim sorcerers. Some months later during the war in Nyras the sceptre reappeared, but the Doomstone was missing from its setting atop the sceptre’s platinum haft.

‘We fear that Magnaarn is close to finding the Doomstone of Darke,’ said the Lencian envoy. ‘Already he possesses the sceptre’s haft. My liege, King Sarnac, beseeches you, Grand Master Lone Wolf, to come to our aid. Help us find the Doomstone and thwart Magnaarn’s plan, for if he successfully reunites the Doomstone and the Nyras sceptre he will command a power capable of our undoing.’

‘With respect, my lord, surely this one weapon, however evil it may be, is no match when pitted against all the armoured might of Lencia?’ you replied diplomatically, as yet unconvinced by the envoy’s plea.

‘Perhaps so, Grand Master,’ he replied, ‘were the nature of the threat merely the weapon alone. Sadly this is not the only issue here. Until now, the Nadziranim sorcerers who control the strongholds of Kagorst and Akagazad have refused to aid Magnaarn in his war against us. Many times he has begged them for help, for within those fortress walls are thousands of Giaks and other breeds who sought sanctuary there after the defeat of the Darklords. They still possess their weapons and they would make a formidable enemy if ever they were mustered against us. Magnaarn’s possession of the Doomstone of Darke will most certainly influence the Nadziranim. Its power is such that Magnaarn could simply force them to obey his every command. Their refusal would result in their immediate destruction.’

Politely you dismissed the envoy whilst you considered your response to his plea. In the solitude of your chamber you pondered the problem, weighing the plight of Lencia against your duties and responsibilities there at the Kai Monastery. At length, after careful deliberation, you reached your decision.

‘Well my lord?’ enquired the envoy, nervously, upon re-entering your chamber. ‘Will you help us thwart Magnaarn?’

‘Once, not so very long ago, your King and his army aided me during my quest for the Magnakai,’ you replied. ‘Perhaps now the time has come for me to repay my debt of gratitude. Yes, I shall help you. I shall return with you to Lencia and champion your cause. I vow that I shall do all in my power to thwart Magnaarn’s quest.’

The Game Rules

You keep a record of your adventure on the Action Chart.

For more than five years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowess—COMBAT SKILL—and physical stamina—ENDURANCE. Before you begin this Grand Master adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick 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 6 in the Random Number Table you would write in a COMBAT SKILL of 31). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 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 7 on the Random Number Table you would have 37 ENDURANCE points).

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you have when you start an adventure.

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 1–14), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 15. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 1–5) or Magnakai (Books 6–12) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Lone Wolf Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 1–5) and Magnakai (Books 6–12) series to the Lone Wolf Grand Master series (Books 13-onwards):

Grand Master Disciplines

Kai & Magnakai Disciplines

During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.

Weaponmastery
Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.
Animal Control
Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature’s sense of taste and smell.
Curing
Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms, and toxins. Repair of serious battle-wounds.
Invisibility
Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.
Huntmastery
Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell, and night vision.
Pathsmanship
Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.
Psi-surge
Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.
Psi-screen
Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.
Nexus
Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, and corrosive liquids.
Divination
Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the Gods Kai and Ishir go with you as you begin your brave and noble quest.

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines may be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery

[illustration]

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 13–20), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of.

[illustration]

If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow.

Animal Mastery

[illustration]

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)

[illustration]

Grand Masters are able to use their healing power to repair serious battle-wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

Assimilance (Advanced Invisibility)

[illustration]

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

Grand Huntmastery

[illustration]

Grand Masters are able to see in total darkness and have greatly heightened senses 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

[illustration]

Grand Masters are able to resist entrapment by hostile plants and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

Kai-surge

[illustration]

When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack—Mindblast—they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

[illustration]

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a Grand Master advances in rank.

Grand Nexus

[illustration]

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 Grand Master advances in rank.

Telegnosis (Advanced Divination)

[illustration]

This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration and the protection of his inanimate body increase as a Grand Master advances in rank.

Magi-magic

[illustration]

Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakeros—the native warriors of Dessi. These skills include the basic use of 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

[illustration]

Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by 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 Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

If you successfully complete the mission as set in Book 15 of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 16.

For every Grand Master Discipline you possess, in excess of the original four 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 four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Lone Wolf Grand Master adventure, which is called The Legacy of Vashna

Equipment

Before you set off on your long journey to Lencia, you take with you a map of the lands and territories of the Western Tentarias 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 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 any of the previous Lone Wolf adventures (Books 1–14), you may add this sum to the total sum of Crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safekeeping at your monastery.

You can take five items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).

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

How to Carry Equipment

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

How Much Can You Carry?

Weapons
The maximum number of weapons that you may carry is two.

Backpack Items
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only ten articles, including Meals, in your Backpack at any one time.

Special Items
Special Items are not carried in the Backpack. 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. Surplus Special Items may be left for safekeeping at your Kai Monastery.

Gold Crowns
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

Food
Food is carried in your Backpack. Each Meal counts as one item.

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. Gold Dagger, Magic Pendant), or is clearly labelled as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

How to Use Your Equipment

Weapons
The 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 Arrows
During 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 strongly recommended that you also equip yourself 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 Items
These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.

Gold Crowns
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. The currency of Nyras is the Kika. The exchange rate is 10 Kika for 1 Gold Crown.

Food
Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. 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.

Potion of Laumspur
This 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.

Rules for Combat

There will be occasions during your adventure when you have to fight an enemy. The enemy’s COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf’s aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

At the start of a combat, enter Lone Wolf’s 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:

  1. Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

  2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    Example

    Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

    He subtracts the Doomwolf pack’s COMBAT SKILL from his own, giving a Combat Ratio of +5. (35−30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

  3. When you have your Combat Ratio, pick a number from the Random Number Table.

  4. 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 Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    Example

    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

    • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
    • Doomwolf Pack loses 7 ENDURANCE points.


  5. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  7. Repeat the sequence from Stage 3.

This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his 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 Lone Wolf may lose ENDURANCE points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.

Levels of 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 Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection—to become a Kai Supreme Master.

  1. Kai Grand Master Senior
  2. Kai Grand Master Superior
  3. Kai Grand Sentinel
  4. Kai Grand Defender—You begin the Lone Wolf Grand Master adventures at this level of Mastery
  5. Kai Grand Guardian
  6. Sun Knight
  7. Sun Lord
  8. Sun Thane
  9. Grand Thane
  10. Grand Crown
  11. Sun Prince
  12. Kai Supreme Master

Improved Grand Master Disciplines

As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

Kai Grand Guardian

If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery
Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian’s bidding. This ability can only be used in an outdoor setting.

Assimilance
Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

Grand Huntmastery
Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

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

Kai-screen
Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

Magi-magic
Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

  • Splinter—This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
  • Flameshaft—This causes the tip of any arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.


Sun Knight

If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery
Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

Deliverance
Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature’s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

Grand Pathsmanship
Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.

Grand Nexus
Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

Telegnosis
Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

Kai-alchemy
Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:

  • Halt Missile—This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
  • Strength—By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.


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

Grand Master’s Wisdom

Your mission to thwart Magnaarn’s quest for the Doomstone of Darke will be fraught with deadly dangers. Be wary and on your guard at all times, for the warriors of Nyras are still a formidable enemy despite their recent defeats on the battlefields of the Western Tentarias.

Some of the things that you will find during your mission will be of use to you in this and future Lone Wolf books, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

Pick your Grand Master Disciplines with care, for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Grand Master adventure.

The lives of thousands of Lencian crusaders besieging the city of Darke and, ultimately, the final outcome of their war against the hated Drakkarim depends on the success of your mission. May the light of Kai and Ishir be your guide as you venture into the Helotry of Nyras.

For Sommerlund and the Kai!




Begin your adventure