OP formatting taken from Kelor, who ran the first 14 and a half books.
Lone Wolf: The MagnaKai Adentures
The Darke Crusade
The story thus far...
Grand Master Disciplines:
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 will 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. If you successfully complete the mission as set in this, the first 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 Disciplines, 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 Grand Master adventure, which is called The Darke Crusade.
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 Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.
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)
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)
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 Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.
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.
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.
In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.
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.
B]Telegnosis (Advanced Divination)[/B]
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, increases as a Grand Master advances in rank.
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. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
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. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.
Levels of Grand Kai Mastership
The following table is a guide to the rank 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
5. Kai Grand Guardian
6. Sun Knight -- We have reached this rank.
7. Sun Lord
8. Sun Thane
9. Grand Thane
10. Grand Crown
11. Sun Prince
12. Kai Supreme Master
Improved Grandmaster Disciplines:
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.
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:
Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, Spear) with full effect, using only one hand.
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.
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 numbers of insects so affected increases considerably as a Grand Master rises in rank.
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.
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.
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 (i.e. arrows, axes, crossbow bolts etc.) 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 in unarmed combat.
The nature of these 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.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.(We are at 50 Crowns.)
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).
- Sword (Weapons)
- Bow (Weapons)
- Quiver (Special Items) This contains six Arrows: record them on your weapons
- Axe (Weapons)
- 4 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.
- Spear (Weapons)
- Dagger (Weapons)
The following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):
Our Current Status:Current Grandmaster Disciplines:
- Crystal Star Pendant
- Silver Helm
- Dagger of Vashna
- Jewelled Mace
- Silver Bow of Duadon
- Kagonite Chainmail
Kai-ScreenWe must select 1 more for this book.
44 base from last book +1 for the new discipline. Total is now 45 (+6 psi-surge)
49 base from last book +2 for new discipline. Total is now 51.Equipment:
I am assuming we are taking our trusty Sommerswerd and Silver Bow of Duadon, but let me know what else you all want.Choose the up-to 5 backpack items to take.
In addition we get this useless map.
Status Update for The Darke Crusade
New Discipline: Assimilance
Starting Inventory (excluding special items): Rope, 2 meals, 1 potion (only enough for 1 dose), 1 Quiver
As of page 69, our full backpack inventory is now: 1 Rope, 1 Hourglass, 1 Signet Ring, 1 Brass Key, 1 Bowstring, 1 Potion of Alether, 2 meals, leaving 2 free space.