The guy's lying. Besides, obvious evil trap is obvious. If this guy was just a merchant, why the hell is he stuck in maximum security? If he was just a merchant, they would have offed him and stolen his stuff. It's strange that Vonotar, with all his knowledge of magic, is scared of a merchant. There's more to the story.
Page 254: On the west wall of the corridor you see another stone door, with a small spy-hole cut into the centre revealing a cell on the other side. An old man is huddled in the far corner of the cell, his face and hair matted with blood and dirt. His blue robes are so filthy that the crescents and stars embroidered on them are almost totally obscured.
If you wish to open the cell door, turn to 56.
If you decide to ignore this old man, and continue along the corridor, turn to 276.
Would be nice, if, you know, that Sixth Sense that can tell if helmet's are magical could tell you what was up with these guys.
Page 56: Upon my soul, a Kai Lord!' he exclaims, his eyes now wide with astonishment.
'How I've prayed for freedom, for deliverance from this infernal place. And although hope never deserted me, I never expected such an illustrious rescuer.'
In the middle of his excitement, the old man is suddenly disturbed by a fit of coughing that leaves him pale and exhausted. It is a few minutes before he can speak again. 'My name is Loi-Kymar. I am an elder of the Magicians' Guild of Toran,' he says, slowly removing a small crystal star pendant, the symbol of the guild, from beneath his tattered robes. The guild is known as the Brotherhood of the Crystal Star, and the magician shows his pendant as proof of his identity. You ask him how he came to be imprisoned here in Ikaya, many hundreds of miles from his native Toran.
'Vonotar, that unspeakable wretch, is responsible for my plight. Days before the Darklord invasion of Sommerlund, he betrayed your Kai masters to win power--the black power of death and darkness. However, he failed to play his part in the war plans his evil masters had laid. The Darklords do not tolerate such weakness--mercy has no place in their brutal minds. In the bitterness of defeat, they sought to destroy Vonotar for his crime of failure. Vonotar knew that I possessed the only means to effect an escape from their vengeance, for my Guildstaff has the power of teleportation. He tried to steal it and flee to the safety of Ikaya by himself, but he learnt that its power is not for all men to share; only I am blessed with its secret. He was angry and would have murdered my kinspeople had I not agreed to bring him here, so I had no choice but to do so.'
'Ever since, I have been a prisoner in this cell. Vonotar has tortured my body and my mind, but I have not divulged the secret of my Guildstaff, which he now keeps in the Hall of the Brumalmarc. For if I were to tell him, my life would no longer be of any value.'
You tell Loi-Kymar of your mission and of the events that have led to your meeting. He offers to show you a route through Ikaya to the Hall of the Brumalmarc where Vonotar now resides as ruler, and if you can retrieve his Guildstaff, he promises to teleport you to the coast in time to rendezvous with your ship.
For the first time since you fell into the caverns of Kalte, you feel confident that your mission can now succeed.
Page 44: 'Follow me,' says Loi-Kymar. 'I've listened to the sounds of Ikaya for over a year, and the secret sliding doors and the hidden routes here are no mystery to me. I have learnt more about these corridors and passages from the confines of my cell than Vonotar has discovered with all of his cunning.'
You follow the old magician through a network of secret passages and tunnels, up long flights of stairs and into chambers dark and cold. At the top of one very steep staircase, you come to a stone door. A strange, sickly smell is seeping from a small spy-hole. 'The kitchens,' whispers Loi-Kymar, showing his distaste for Ikaya cuisine by sticking out his tongue and grimacing.
You can see that this secret door opens next to a fireplace in which burns a roaring fire. Hanging over the fire is a large stone cauldron of gruel. Two Ice Barbarians sit at a table nearby with empty bowls in front of them.
If you possess a Potion of Black Graveweed, turn to 79.
If you possess a Potion of Green Gallowbrush, turn to 157.
If you do not possess either of these potions, you can open the secret door and launch a surprise attack upon the unarmed Ice Barbarians, by turning to 270.
You guys pick how you want to play Agatha Christie.
Going with poison. They're just redshirts anyways.
Page 79: You open the door just enough to be able to pour the Vial of Graveweed into the bubbling gruel. You have not long to wait for the Ice Barbarians to eat what will be their last supper. You are now free to explore.
The kitchen is small and surprisingly well stocked with herbs. 'These must have come from the trading post at Ljuk,' says Loi-Kymar, peering at the many jars and bottles. He takes several of the herb jars and crams them into the pockets of his robes. You are anxious to leave in case other guards should enter, but the old magician seems completely engrossed in his new discoveries. He opens two small jars, and mixes the contents together, urging you to eat with him. 'It will give you strength, Lone Wolf,' he says. As you eat the dry leaves, you feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.
Turn to 301.
We were already at full Endurance Points from Kai Healing earlier.
Page 301: We're on the same level as the Hall of the Brumalmarc,' whispers Loi-Kymar, peering through a crack in the kitchen door. 'It's at the end of this corridor.'
Two Ice Barbarians stand beside the jewel-encrusted doors that lead to the great hall. They are covered from head to toe in strange bone armour, and armed with crystal swords. The old wizard steps back from the door and says: 'We must deal with them silently and swiftly.' He takes three jars from his pockets and mutters a strange incantation as he mixes the contents together in a stone bowl. There is a pitcher of water on the table. He splashes a few drops onto the herbs, and wisps of blue smoke arise. 'This will silence the guards if we can move it close enough to them.'
If you have the Kai Discipline of Camouflage, turn to 122.
If you have the Kai Discipline of Mind Over Matter, turn to 228.
If you have the Kai Discipline of Hunting, turn to 347.
If you do not possess any of the above Kai Disciplines, turn to 179.
Page 122: Loi-Kymar hands you some strips of cloth with which to plug your nostrils. You take a deep breath, pick up the bowl of smoking herbs and leave the kitchen. Using your Kai Discipline of Camouflage to blend in with the shadows of the corridor, you edge your way nearer and nearer to the unsuspecting guards. You leave the bowl in the shadow of a pilaster and return to the kitchen to wait for it to take effect.
In less than a minute, the Ice Barbarians collapse to the floor and you approach the Hall of the Brumalmarc undetected. You are delighted to discover that one of the great jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotar's chamber.
Page 173: The Hall of the Brumalmarc is a vast chamber constructed of crystal blocks rising to a central plateau. On this stands the Brumalmarc throne, as old as Ikaya itself. There, Vonotar sits, surrounded by the tomes and eldritch trappings of a necromancer. He is wrapped in study and does not see you enter the hall. He remains oblivious to your presence until Loi-Kymar sneezes.
'Who dares disturb me?' he hisses, rising from the Brumalmarc throne, his eyes searching for an intruder. Upon seeing you, he emits a horrified gasp and fumbles for his black staff. He has the look of a criminal who has been discovered in the act of some dreadful crime. Quickly you raise your weapon and begin to climb the crystal pyramid. You know that you have little time to reach him if you are to overpower and capture him alive.
You reach the edge of the plateau in time to see a wide circle of blocks descending around the throne. Between you and Vonotar, a deep moat is forming. Then from the depths of the moat you hear a ghastly, inhuman gibbering. You brace yourself for combat but are totally unprepared for the horror that now faces you. From out of the dark slithers a huge, ghoulish, green monster. Its deformed head is a mass of tentacles and suckers that ooze a putrid black slime. At the centre of this writhing mass a hideous yellow eye pulsates. Vonotar has control over this monster and he is directing it towards you.
If you possess an Effigy, turn immediately to 34.
If you do not possess an Effigy but do possess the Sommerswerd, turn to 164.
If you have neither of the above, turn to 200.
We don't have an effigy but we do have this sweet sword of the sun god. That should work.
Page 164: The tentacled horror rises from the moat and attacks you. You glimpse Vonotar raising his black staff and fixing his gaze towards Loi-Kymar. He is attacking the old magician with his Mindforce. You realize that if Loi-Kymar is killed, the secret of the Guildstaff will die with him.
Before you can do anything else, you must fight the monster to the death. This is an Akraa'Neonor: one of the undead. Remember to double all ENDURANCE points lost by this enemy during the combat, due to the power of the Sommerswerd.
Akraa'Neonor: COMBAT SKILL 23 ENDURANCE 50
If you win the combat in five rounds or less, turn to 272.
If the combat takes longer than five rounds, turn to 324.
Combat Ratio is 30 -3 (Penalty from dying) -23 (Akraa'Neonor's Combat Skill) = 4.
Page 272: As the vile Akraa'Neonor quivers and dies, Vonotar breaks off mind combat and runs back towards the Brumalmarc throne.
Loi-Kymar is badly shaken but he has survived the ordeal. He quickly joins you at the edge of the moat and casts a handful of herbs down into the darkness. Within seconds, a mass of vines and creepers coil upwards to form a bridge. You are halfway across the bridge when Vonotar suddenly reappears, a crystal rod held high in his hand. He takes aim at the mass of creepers and a chilling cone of frost hurtles from the rod's tip.
If you possess the Sommerswerd, turn to 213.
If you do not possess it, pick a number from the Random Number Table.
If the number you have picked is 0-3, turn to 143.
If the number you have picked is 4-9, turn to 58.
Sommerswerd time.
You'd think he'd have learned from the death hulk.
Page 213: You point the Sommerswerd towards Vonotar's crystal rod. In an instant, the cone of frost arcs away from the bridge and shatters against the golden sword. You hear Vonotar curse you as, once again, the power of the Sommerswerd saves you from his destructive magic.
Turn to 252.
Page 252: 'Your time has come,' shouts a voice, but it is Loi-Kymar and not Vonotar who now speaks. A knot of herbs flies through the air and hits Vonotar squarely in the chest. In an instant, the hunchback wizard is engulfed in a tangle of vines that ensnare him from head to toe. Loi-Kymar bridges the moat with creepers and joins you on the platform.
'Be sure to remove his rings and amulets,' he says, as he busily searches for his Guildstaff. 'He is a master of trickery. We would not want him to miss the special homecoming that awaits him in Sommerlund.'
You marvel at the old man's composure. After such a desperate fight, he seems completely unruffled. 'Ah! Here she is,' he announces triumphantly as he withdraws his Guildstaff from beneath the Brumalmarc throne.
You pass him your map of Kalte and point out the location of the Cardonal 'I'll not be needing that,' he replies, a little contemptuously. 'Maps are invariably wrong--I prefer to rely on my own sense of direction.' The old magician raises his staff and a dazzling beam of light shoots from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.
Page 350: As the colours fade, you become aware of a sudden drop in temperature. You now stand upon the Ljuk ice shelf at a point less than half a mile from where the Cardonal lies at anchor. Loi-Kymar and Vonotar are close by, both shivering in the chill morning air. Within minutes you are sighted by the ship's lookout and a longboat is despatched. As a wriggling Vonotar is hoisted unceremoniously aboard the Cardonal and deposited in the brig the captain is the first to congratulate you on your skill and daring.
'But how did you manage to return so quickly?' he asks incredulously. 'We were not expecting you for another ten days.'
'Let us say,' interrupts Loi-Kymar, 'that the wisdom of the Kai and the lore of the Magicians' Guild can surpass the limitations of even time itself.'
A puzzled expression crosses the captain's face, but it is gradually replaced by a smile as he begins to understand the magician's curious answer.
Your journey to Anskaven is swift, but you are saddened by your memories of the brave guides that were left behind. Your arrival in the port is greeted by an anxious crowd. They fear that your early return is a sign of your mission's failure. When the news of Vonotar's capture becomes known, your warrior skills are required once again; this time in the defence of your enemy against the seething mob of outraged Sommlending that assault Anskaven gaol. Safe passage is eventually secured to Toran, where trial awaits the traitor.
Upon the dawn of the feast of Maesmarn, in the depths of the Guildhall of the Crystal Star, Vonotar the Traitor is tried by his brotherhood and found guilty of his terrible crimes. He is led away in silence to the deepest chamber of the Guildhall, wherein lies the Daziarn: a portal of total darkness, the door of an eternal prison from which there can be no escape.
You are the avenger of his crimes, and it is you who cast the wretched traitor into the limbo of Daziarn. Your mission is now completed. You have survived the caverns of Kalte and freed Sommerlund from the menace of Vonotar.
But the heat of battle and the challenge of a new and desperate quest awaits you in Book Four of the Lone Wolf series entitled:
The Chasm of Doom
Man if that place isn't ever a description for recurring villain I don't know what is.
Edit: Haha, the guides never made it back. I told you so!
Edit 2: On second though goddammit our backpack is gone for good.
Ruanon is a remote mining province to the south of your homeland, Sommerlund. Nestling between the sullen peaks of the Durncrag and Maaken mountains, the people of this province have long prospered from their toil in the ore-rich mines, living and enjoying their wealth under the protection of their lord--Baron Vanalund.
The gold and gems that are mined at Ruanon yield an important source of revenue to your homeland. The heavily guarded convoy of wagons that leave the province and journey to the capital has become a regular monthly routine; a routine that had never been broken until one month ago when, suddenly, all contact with Ruanon ceased. A troop of one hundred cavalry from the King's Guard were immediately despatched to investigate the whereabouts of the missing convoy. Their commanding officer, Captain D'Val was ordered to report back to the King as soon as contact was made, but he and his men have not returned: they too have disappeared without trace.
The King has summoned you, Lone Wolf, last of the Kai Lords, to his citadel at Holmgard. Your quest is to find Captain D'Val and his men, discover what has happened to the missing convoy, and to uncover the veil of mystery that now hangs over Ruanon. The King has gathered a company of border rangers, a unit of élite scouts, all of whom are skilled in horsemanship and outdoor survival. He has ordered these fifty men to accompany you in the hope that, with your leadership, they may succeed where the larger and more visible force failed.
As you and your men enter the Royal Armoury to equip yourselves for the long ride ahead, you glimpse a black crow perched on a window ledge high above. It flies away, but not before a shiver has run down your spine: in Holmgard, the crow is a bird of ill omen.
Kai Disciplines: Having completed Book 3 we have reach the rank of Kai Journeyman and have attained a new Kai discipline. Please pick one of the remaining three disciplines.
Weaponskill - Upon entering the Kai monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your COMBAT SKILL. The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. If you pick the axe, you are lucky enough to be skilled in the one weapon Lone Wolf is carrying from the start of the adventure.
You cannot carry more than 2 weapons. If you choose this skill, write 'Weaponskill in _______ +2 COMBAT SKILL points if this weapon carried' on your Action Chart.
Mindblast - This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune. If you choose this skill, write 'Mindblast: +2 COMBAT SKILL points' on your Action Chart.
Mind Over Matter - Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration. If you choose this skill, write 'Mind Over Matter' on your Action Chart.
Equipment: Before leaving Holmgard on your ride south, you are given a Map of the Southlands, a badge of rank that you wear upon the sleeve of your tunic and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the 'Gold Crowns' section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)
You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take up to six of the following:
Warhammer (Weapons)
Dagger (Weapons)
2 Potions of Laumspur (Backpack Items). Each of these potions restores 4 ENDURANCE points to your total when swallowed after combat. Each potion contains enough for one dose.
Sword (Weapons)
Spear (Weapons)
5 Special Rations (Meals). Each of these Special Rations counts as one Meal, and each takes up one space in your Backpack.
Mace (Weapons)
Chainmail Waistcoat (Special Items). This adds 4 ENDURANCE points to your total.
Shield (Special Items) This adds 2 points to your COMBAT SKILL when used in combat.
Kai Wisdom:
Your mission will be fraught with danger, for you are about to venture into the bleak and hostile Wildlands of the south. Use the map to help you plot your course to Ruanon. Make notes as you progress through the story, for they will be of great help in future adventures.
Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.
There are several routes to Ruanon, but only one will enable you to reach the mining town and find Captain D'Val with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL and ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.
Good Luck!
So, pick one Kai Discipline and up to 6 of the items from the Armoury.
The penalty for dying in the last book has been removed. But I'm upping it from here on out to -5 Combat Skill instead of -3.
Page 1: For three days you lead your brave company of rangers across the lush plains of southern Sommerlund on the first stage of your urgent mission. The flat, treeless fields surround you with a seemingly endless expanse of wheat, so high that even though you are in the saddle it reaches well above your knees. Your horses seem to be swimming through a vast yellow sea of corn that is only interrupted by an occasional track, or group of isolated farmhouses.
The southerners welcome your sudden appearance, but you only make the briefest stops for food and rest, neither wishing to risk becoming a burden, nor alarm these good people with your mission.
By noon on the fourth day, you reach the Pass of Moytura. Here the plains give way to the broken foothills of the Durncrag Mountains. You soon reach a highway, the surface cracked and full of potholes, heading off towards the south. This is the notorious Ruanon Pike. South of the pass, the Ruanon Pike crosses a hundred miles of open territory known as 'Raider's Road'. Bandit tribes from the Wildlands and Giak war-bands from the mountains of the west frequently ambush those who travel along the Pike, and the regular shipment of gold and gems from the mines at Ruanon have sometimes yielded rich pickings to these merciless robbers.
'Point and flankers,' you shout, and immediately three groups of rangers peel away from the column and spur their horses to a gallop. You watch with pride as the expert horsemen take up their scouting positions to the front and side of the company.
It is late afternoon when a ranger scout approaches the company from the west. He points towards a craggy outcrop where a thin spiral of wood smoke betrays a hut hidden beneath the overhanging rock.
If you wish to investigate the hut, turn to 160.
If you wish to ignore the hut and continue on your ride along the Ruanon Pike, turn to 273.
Who wants to start taking bets on how the guides in the group die this time around?
Posts
If you now wish to wipe away the outside of the pentagram and free him, turn to 170.
If you do not wish to free him, close the cell door and return to the main corridor by turning to 254.
Edit: Wait, that was Port Bax. I still have more reading to do.
Why did we ask that question again?
I'm still gonna say to keep him in his cage.
leave him in his cage
Even if he is evil, we can take him!
edit: josh can you remove one of your yellow answers so we don't skew the polls?
AKA [PA]Ilovepandas
If he was any dangerous, wouldn't the evil dude we're looking for be using mind control on him like the barbarian?
The guy's lying. Besides, obvious evil trap is obvious. If this guy was just a merchant, why the hell is he stuck in maximum security? If he was just a merchant, they would have offed him and stolen his stuff. It's strange that Vonotar, with all his knowledge of magic, is scared of a merchant. There's more to the story.
I can has cheezburger, yes?
Page 254: On the west wall of the corridor you see another stone door, with a small spy-hole cut into the centre revealing a cell on the other side. An old man is huddled in the far corner of the cell, his face and hair matted with blood and dirt. His blue robes are so filthy that the crescents and stars embroidered on them are almost totally obscured.
If you wish to open the cell door, turn to 56.
If you decide to ignore this old man, and continue along the corridor, turn to 276.
MAGE! Open the door.
AKA [PA]Ilovepandas
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Page 56: Upon my soul, a Kai Lord!' he exclaims, his eyes now wide with astonishment.
'How I've prayed for freedom, for deliverance from this infernal place. And although hope never deserted me, I never expected such an illustrious rescuer.'
In the middle of his excitement, the old man is suddenly disturbed by a fit of coughing that leaves him pale and exhausted. It is a few minutes before he can speak again. 'My name is Loi-Kymar. I am an elder of the Magicians' Guild of Toran,' he says, slowly removing a small crystal star pendant, the symbol of the guild, from beneath his tattered robes. The guild is known as the Brotherhood of the Crystal Star, and the magician shows his pendant as proof of his identity. You ask him how he came to be imprisoned here in Ikaya, many hundreds of miles from his native Toran.
'Vonotar, that unspeakable wretch, is responsible for my plight. Days before the Darklord invasion of Sommerlund, he betrayed your Kai masters to win power--the black power of death and darkness. However, he failed to play his part in the war plans his evil masters had laid. The Darklords do not tolerate such weakness--mercy has no place in their brutal minds. In the bitterness of defeat, they sought to destroy Vonotar for his crime of failure. Vonotar knew that I possessed the only means to effect an escape from their vengeance, for my Guildstaff has the power of teleportation. He tried to steal it and flee to the safety of Ikaya by himself, but he learnt that its power is not for all men to share; only I am blessed with its secret. He was angry and would have murdered my kinspeople had I not agreed to bring him here, so I had no choice but to do so.'
'Ever since, I have been a prisoner in this cell. Vonotar has tortured my body and my mind, but I have not divulged the secret of my Guildstaff, which he now keeps in the Hall of the Brumalmarc. For if I were to tell him, my life would no longer be of any value.'
You tell Loi-Kymar of your mission and of the events that have led to your meeting. He offers to show you a route through Ikaya to the Hall of the Brumalmarc where Vonotar now resides as ruler, and if you can retrieve his Guildstaff, he promises to teleport you to the coast in time to rendezvous with your ship.
For the first time since you fell into the caverns of Kalte, you feel confident that your mission can now succeed.
Turn to 192.
Page 192: If you possess a Glowing Crystal, turn to 267.
If you do not, turn to 44.
We do not have a Glowing Crystal. Dammit, I knew we missed something!
You follow the old magician through a network of secret passages and tunnels, up long flights of stairs and into chambers dark and cold. At the top of one very steep staircase, you come to a stone door. A strange, sickly smell is seeping from a small spy-hole. 'The kitchens,' whispers Loi-Kymar, showing his distaste for Ikaya cuisine by sticking out his tongue and grimacing.
You can see that this secret door opens next to a fireplace in which burns a roaring fire. Hanging over the fire is a large stone cauldron of gruel. Two Ice Barbarians sit at a table nearby with empty bowls in front of them.
If you possess a Potion of Black Graveweed, turn to 79.
If you possess a Potion of Green Gallowbrush, turn to 157.
If you do not possess either of these potions, you can open the secret door and launch a surprise attack upon the unarmed Ice Barbarians, by turning to 270.
You guys pick how you want to play Agatha Christie.
Poison them, we need to save the sleep to bring big bad back alive.
Page 79: You open the door just enough to be able to pour the Vial of Graveweed into the bubbling gruel. You have not long to wait for the Ice Barbarians to eat what will be their last supper. You are now free to explore.
The kitchen is small and surprisingly well stocked with herbs. 'These must have come from the trading post at Ljuk,' says Loi-Kymar, peering at the many jars and bottles. He takes several of the herb jars and crams them into the pockets of his robes. You are anxious to leave in case other guards should enter, but the old magician seems completely engrossed in his new discoveries. He opens two small jars, and mixes the contents together, urging you to eat with him. 'It will give you strength, Lone Wolf,' he says. As you eat the dry leaves, you feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.
Turn to 301.
We were already at full Endurance Points from Kai Healing earlier.
Two Ice Barbarians stand beside the jewel-encrusted doors that lead to the great hall. They are covered from head to toe in strange bone armour, and armed with crystal swords. The old wizard steps back from the door and says: 'We must deal with them silently and swiftly.' He takes three jars from his pockets and mutters a strange incantation as he mixes the contents together in a stone bowl. There is a pitcher of water on the table. He splashes a few drops onto the herbs, and wisps of blue smoke arise. 'This will silence the guards if we can move it close enough to them.'
If you have the Kai Discipline of Camouflage, turn to 122.
If you have the Kai Discipline of Mind Over Matter, turn to 228.
If you have the Kai Discipline of Hunting, turn to 347.
If you do not possess any of the above Kai Disciplines, turn to 179.
Page 122: Loi-Kymar hands you some strips of cloth with which to plug your nostrils. You take a deep breath, pick up the bowl of smoking herbs and leave the kitchen. Using your Kai Discipline of Camouflage to blend in with the shadows of the corridor, you edge your way nearer and nearer to the unsuspecting guards. You leave the bowl in the shadow of a pilaster and return to the kitchen to wait for it to take effect.
In less than a minute, the Ice Barbarians collapse to the floor and you approach the Hall of the Brumalmarc undetected. You are delighted to discover that one of the great jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotar's chamber.
Turn to 173.
'Who dares disturb me?' he hisses, rising from the Brumalmarc throne, his eyes searching for an intruder. Upon seeing you, he emits a horrified gasp and fumbles for his black staff. He has the look of a criminal who has been discovered in the act of some dreadful crime. Quickly you raise your weapon and begin to climb the crystal pyramid. You know that you have little time to reach him if you are to overpower and capture him alive.
You reach the edge of the plateau in time to see a wide circle of blocks descending around the throne. Between you and Vonotar, a deep moat is forming. Then from the depths of the moat you hear a ghastly, inhuman gibbering. You brace yourself for combat but are totally unprepared for the horror that now faces you. From out of the dark slithers a huge, ghoulish, green monster. Its deformed head is a mass of tentacles and suckers that ooze a putrid black slime. At the centre of this writhing mass a hideous yellow eye pulsates. Vonotar has control over this monster and he is directing it towards you.
If you possess an Effigy, turn immediately to 34.
If you do not possess an Effigy but do possess the Sommerswerd, turn to 164.
If you have neither of the above, turn to 200.
We don't have an effigy but we do have this sweet sword of the sun god. That should work.
Before you can do anything else, you must fight the monster to the death. This is an Akraa'Neonor: one of the undead. Remember to double all ENDURANCE points lost by this enemy during the combat, due to the power of the Sommerswerd.
Akraa'Neonor: COMBAT SKILL 23 ENDURANCE 50
If you win the combat in five rounds or less, turn to 272.
If the combat takes longer than five rounds, turn to 324.
Combat Ratio is 30 -3 (Penalty from dying) -23 (Akraa'Neonor's Combat Skill) = 4.
First round's random number is a 10! Akraa'Neonor takes 16 points of damage, which is doubled due to the Sommerswerd for 32. We take none.
Second round is a 2. Akraa'Neonor takes 6 points, doubled to 12. We take three.
Third round is a 1. Akraa'Neonor takes 5 points doubled to 10, we take four.
Akraa'Neonor goes down in a pile of icky gooey tentacles.
Current Endurance Points: 26.
Loi-Kymar is badly shaken but he has survived the ordeal. He quickly joins you at the edge of the moat and casts a handful of herbs down into the darkness. Within seconds, a mass of vines and creepers coil upwards to form a bridge. You are halfway across the bridge when Vonotar suddenly reappears, a crystal rod held high in his hand. He takes aim at the mass of creepers and a chilling cone of frost hurtles from the rod's tip.
If you possess the Sommerswerd, turn to 213.
If you do not possess it, pick a number from the Random Number Table.
If the number you have picked is 0-3, turn to 143.
If the number you have picked is 4-9, turn to 58.
Sommerswerd time.
You'd think he'd have learned from the death hulk.
Turn to 252.
'Be sure to remove his rings and amulets,' he says, as he busily searches for his Guildstaff. 'He is a master of trickery. We would not want him to miss the special homecoming that awaits him in Sommerlund.'
You marvel at the old man's composure. After such a desperate fight, he seems completely unruffled. 'Ah! Here she is,' he announces triumphantly as he withdraws his Guildstaff from beneath the Brumalmarc throne.
You pass him your map of Kalte and point out the location of the Cardonal 'I'll not be needing that,' he replies, a little contemptuously. 'Maps are invariably wrong--I prefer to rely on my own sense of direction.' The old magician raises his staff and a dazzling beam of light shoots from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.
Turn to 350.
Ouch, hunchbacked and pug ugly.
'But how did you manage to return so quickly?' he asks incredulously. 'We were not expecting you for another ten days.'
'Let us say,' interrupts Loi-Kymar, 'that the wisdom of the Kai and the lore of the Magicians' Guild can surpass the limitations of even time itself.'
A puzzled expression crosses the captain's face, but it is gradually replaced by a smile as he begins to understand the magician's curious answer.
Your journey to Anskaven is swift, but you are saddened by your memories of the brave guides that were left behind. Your arrival in the port is greeted by an anxious crowd. They fear that your early return is a sign of your mission's failure. When the news of Vonotar's capture becomes known, your warrior skills are required once again; this time in the defence of your enemy against the seething mob of outraged Sommlending that assault Anskaven gaol. Safe passage is eventually secured to Toran, where trial awaits the traitor.
Upon the dawn of the feast of Maesmarn, in the depths of the Guildhall of the Crystal Star, Vonotar the Traitor is tried by his brotherhood and found guilty of his terrible crimes. He is led away in silence to the deepest chamber of the Guildhall, wherein lies the Daziarn: a portal of total darkness, the door of an eternal prison from which there can be no escape.
You are the avenger of his crimes, and it is you who cast the wretched traitor into the limbo of Daziarn. Your mission is now completed. You have survived the caverns of Kalte and freed Sommerlund from the menace of Vonotar.
But the heat of battle and the challenge of a new and desperate quest awaits you in Book Four of the Lone Wolf series entitled:
The Chasm of Doom
Man if that place isn't ever a description for recurring villain I don't know what is.
Edit: Haha, the guides never made it back. I told you so!
Edit 2: On second though goddammit our backpack is gone for good.
The Story so far.....
Ruanon is a remote mining province to the south of your homeland, Sommerlund. Nestling between the sullen peaks of the Durncrag and Maaken mountains, the people of this province have long prospered from their toil in the ore-rich mines, living and enjoying their wealth under the protection of their lord--Baron Vanalund.
The gold and gems that are mined at Ruanon yield an important source of revenue to your homeland. The heavily guarded convoy of wagons that leave the province and journey to the capital has become a regular monthly routine; a routine that had never been broken until one month ago when, suddenly, all contact with Ruanon ceased. A troop of one hundred cavalry from the King's Guard were immediately despatched to investigate the whereabouts of the missing convoy. Their commanding officer, Captain D'Val was ordered to report back to the King as soon as contact was made, but he and his men have not returned: they too have disappeared without trace.
The King has summoned you, Lone Wolf, last of the Kai Lords, to his citadel at Holmgard. Your quest is to find Captain D'Val and his men, discover what has happened to the missing convoy, and to uncover the veil of mystery that now hangs over Ruanon. The King has gathered a company of border rangers, a unit of élite scouts, all of whom are skilled in horsemanship and outdoor survival. He has ordered these fifty men to accompany you in the hope that, with your leadership, they may succeed where the larger and more visible force failed.
As you and your men enter the Royal Armoury to equip yourselves for the long ride ahead, you glimpse a black crow perched on a window ledge high above. It flies away, but not before a shiver has run down your spine: in Holmgard, the crow is a bird of ill omen.
Kai Disciplines: Having completed Book 3 we have reach the rank of Kai Journeyman and have attained a new Kai discipline. Please pick one of the remaining three disciplines.
You cannot carry more than 2 weapons. If you choose this skill, write 'Weaponskill in _______ +2 COMBAT SKILL points if this weapon carried' on your Action Chart.
Mindblast - This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune. If you choose this skill, write 'Mindblast: +2 COMBAT SKILL points' on your Action Chart.
Mind Over Matter - Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration. If you choose this skill, write 'Mind Over Matter' on your Action Chart.
Equipment: Before leaving Holmgard on your ride south, you are given a Map of the Southlands, a badge of rank that you wear upon the sleeve of your tunic and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the 'Gold Crowns' section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)
I rolled a 10 for Gold Crowns, so we have an additional 20 added to our pouch.
You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take up to six of the following:
Kai Wisdom:
Your mission will be fraught with danger, for you are about to venture into the bleak and hostile Wildlands of the south. Use the map to help you plot your course to Ruanon. Make notes as you progress through the story, for they will be of great help in future adventures.
Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.
There are several routes to Ruanon, but only one will enable you to reach the mining town and find Captain D'Val with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL and ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.
Good Luck!
So, pick one Kai Discipline and up to 6 of the items from the Armoury.
The penalty for dying in the last book has been removed. But I'm upping it from here on out to -5 Combat Skill instead of -3.
Mind over Matter
Laumspur
Chainmail Waistcoat
Shield
Meals
We still have our shield from the second book.
Well, I really liked the cover art anyway. I think this book is good too though.
Mind Over Matter
Potions
Chainmail
Rations
Potions
Chainmail
Rations
The southerners welcome your sudden appearance, but you only make the briefest stops for food and rest, neither wishing to risk becoming a burden, nor alarm these good people with your mission.
By noon on the fourth day, you reach the Pass of Moytura. Here the plains give way to the broken foothills of the Durncrag Mountains. You soon reach a highway, the surface cracked and full of potholes, heading off towards the south. This is the notorious Ruanon Pike. South of the pass, the Ruanon Pike crosses a hundred miles of open territory known as 'Raider's Road'. Bandit tribes from the Wildlands and Giak war-bands from the mountains of the west frequently ambush those who travel along the Pike, and the regular shipment of gold and gems from the mines at Ruanon have sometimes yielded rich pickings to these merciless robbers.
'Point and flankers,' you shout, and immediately three groups of rangers peel away from the column and spur their horses to a gallop. You watch with pride as the expert horsemen take up their scouting positions to the front and side of the company.
It is late afternoon when a ranger scout approaches the company from the west. He points towards a craggy outcrop where a thin spiral of wood smoke betrays a hut hidden beneath the overhanging rock.
If you wish to investigate the hut, turn to 160.
If you wish to ignore the hut and continue on your ride along the Ruanon Pike, turn to 273.
Who wants to start taking bets on how the guides in the group die this time around?
They'll probably fall into a chasm... a titular Chasm of their Doom!