Read The Cauldron of Fear Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
[1] The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.
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:
This process of combat continues until the
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.
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 only evade if the text of the particular section allows you to do so.
The following table is a guide to the ranks and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the
Lone Wolf Magnakai
series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior — Kai Grand Mastership.
In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called ‘Lore-circles’. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (
COMBAT SKILL
), and their physical and mental stamina (
ENDURANCE
) to a level far higher than any mortal warrior could otherwise attain.
Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.
By completing a Lore-circle, you may add to your
COMBAT SKILL
and
ENDURANCE
the extra bonus points that are shown below.
All bonus points that you acquire by completing a Lore-circle are additions to your basic
COMBAT SKILL
and
ENDURANCE
scores.
As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), or Principalin (six skills), you will now benefit from improvements to the following Magnakai Disciplines:
The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future
Lone Wolf
books.
Your search for the Lorestone of Tahou will be fraught with danger. The Darklords have launched a massive invasion into the freelands of Magnamund in a bid to take over the continent and thwart your Magnakai quest. Make notes as you progress through the story — they will be of great help in this and future adventures.
Many things that you find will help 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.
Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak his initial
COMBAT SKILL
and
ENDURANCE
points scores. Successful completion of previous
Lone Wolf
adventures, although an advantage, is not essential for the completion of this Magnakai adventure.
The future of Northern Magnamund now hinges on the success of this quest. May the spirit of your ancestors guide you on the path of the Magnakai.
Good luck!
A full moon lights the sky above Elzian on the evening you begin your journey to Tahou. Its ashen rays glimmer along the polished wooden outriggers that run the length of the hull of the
Skyrider
, and illuminate the crystal star ensign and the Sommlending flag as it flutters proudly from the mizzen-mast. The Elders of the High Council have gathered on the roof of their council chamber and, as you and Banedon climb the boarding ladder to the skyship, you pause to return their farewell salute. Bo'sun Nolrim, senior member of Banedon's crew of dwarves, welcomes you and his captain aboard. Surveying the craft, you notice that the
Skyrider
has changed very little since you were last aboard her, when you sailed the desert skies of Vassagonia in search of
The Book of the Magnakai
. The crew remember that voyage fondly and are justly proud of the part they played in the success of that perilous mission. ‘Take the helm, bo'sun, and set a course for Navasari!’ commands Banedon, as he leads you across the busy deck to his cabin at the prow.
Swiftly the lights of Elzian vanish as the
Skyrider
speeds into the night. A mile below, the jungle of Dessi and the barren peaks of the Xulun Mountains race past beneath the keel, but in the comforting warmth of Banedon's cabin you feel no sensation of movement; only the hum of the powerful engine indicates how rapidly you are travelling. Over a delicious meal of salt beef and spiced fruit, Banedon explains the purpose of your journey to Navasari, a city that lies over a hundred miles south of Tahou. ‘Our enemies are advancing across Magnamund like a tidal wave, destroying or carrying with them all in their path,’ says the blond-haired magician, pointing to a map of the continent that adorns the cabin wall. ‘Every day a new battle is being fought, and every day we lose another town or village to the Darklords. Before we venture into Tahou we must be sure that the city has not already fallen to Darklord Gnaag, lest we fly straight into a trap. I have many friends in Navasari, reliable friends, friends who are highly placed in the Senate of Anari. From them we will learn if the city still stands, and if it does, how long we can expect it to resist a Darklord assault.’
Mid-morning of the following day, the lookout catches a glimpse of Navasari as the
Skyrider
emerges from the Yajo Pass. Banedon takes control of the helm and steers the craft towards the east quarter of the city, landing it on the spacious roof of a magnificent, star-shaped building that overlooks the River Chah. A group of dignitaries, resplendent in high-necked robes of green and yellow silk, greet your arrival: these are some of the friends of whom Banedon spoke. Sadly they recount the grim course of events that has recently befallen their country. In the far north, the town of Resa was destroyed and its people massacred by an army of Giaks. Two days later, a similar attack was launched by a Vassagonian army against the town of Zila. They swept along the Anari Pass, burning and looting every village through which they rode, and giving no quarter to those who dared resist them. And three days ago, on the western border, a fierce battle was fought at the Slovian town of Lovka for control of the bridge across the River Churdas. Shortly before midnight the might of Darklord Gnaag's horde fell upon the beleaguered garrison. They fought bravely, but by the dawn of the following day, all that remained of the town and its defenders were an acre of scorched earth and a cart full of charred bones. The three enemy armies are now advancing towards Tahou. President Toltuda, the head of state, has ordered the evacuation of all women and children from the capital, and has begun strengthening the city's defences to increase its chances of withstanding the impending siege. When Banedon tells of your intention to go to Tahou, one of his friends offers a few words of caution. ‘It would be unwise to attempt a landing at the capital,’ he warns. ‘Heavy bolt throwers have been positioned on every rooftop and tower in case the city is attacked from the air. The Darklords captured Suentina in such a fashion and the Tahouese have learnt from their neighbour's misfortune. Skyships rarely visit Tahou, which makes it all the more likely that your craft would be mistaken for a hostile attacker.’
After long deliberation, you and Banedon decide to leave the
Skyrider
in Navasari and journey to Tahou by horse. Nolrim is left in charge of the craft and crew with instructions to wait here for your return. If Tahou is besieged and he has not received word from you after two weeks, he is to return to Dessi and report that your quest has failed.
Early next morning, you and Banedon climb into the saddles of two white Anarian steeds provided by his friends, and set off on your two-day ride to Tahou. Less than an hour after leaving Navasari you see a long line of wagons approaching. They are escorted by a troop of cavalry, and each one is crowded with women and children.
If you wish to stop and question these people,
turn to 126
.
If you wish to ride past them and press on with your journey,
turn to 274
.