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Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

The Jungle of Horrors

BOOK: The Jungle of Horrors
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The Jungle of Horrors

You are Lone Wolf — the last Kai Master of Sommerlund — sworn avenger of your forefathers, the Kai Lords. To achieve your vow you must find the Lorestone of Ohrido, known to be hidden in the jungle-swamps of the Danarg. Guided by Lord Paido, warrior-magician of Dessi, you set off across the war-torn lands of Talestria on your vital secret mission. But your quest is soon endangered when your identity is discovered by agents of your mortal enemies — the Darklords of Helgedad. Can you survive the assassins of Gnaag, the armies of Warlord Zegron, and the Chaos-creatures of Agarash the Damned? Will you fall foul of their evil schemes, or will you defeat them and fulfil your destiny?

Joe Dever
, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields — as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

While working in Los Angeles in 1977 he discovered a then little-known game called ‘Dungeons & Dragons’. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

Five years later, in 1982 at the Origins Game Fair, Joe won the Advanced Dungeons & Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

In 1983, after a brief spell at Games Workshop in London, he wrote
Flight from the Dark
 — the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and
Flight from the Dark
was first published in 1984.

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

Gary Chalk
, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain, and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of
Flight from the Dark
. The two teamed up after that and they continued to work together until the eighth book in the series,
The Jungle of Horrors
.

Gary has also drawn the illustrations in
Redwall
and related books,
The Prince of Shadows
gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker.

Internet Edition published by
Project Aon
. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the
Errata
.

Publication Date: 28 October 2012

Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the
Project Aon License
.

Dedication

To Ros

Acknowledgements

‘I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my “millennium gift” to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. … ’
Joe Dever

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits
Transcription
Matthew Reynolds
Illustration Transcription
Jonathan Blake
Paul Haskell
Simon Osborne
Daniel Strong
XML
Jonathan Blake
Simon Osborne
Alternate Illustrations
JC Alvarez (Action Charts)
Jonathan Blake (Extramatter Charts and Tables)
Michael Hahn (Map)
Proofreading
Simon Osborne (Frontmatter and Sections 1–70 and 106–140)
Matthew Reynolds (Frontmatter and Sections 71–105 and 141–280)
Vito Trifilo (Sections 281–350)
Editing
Mike Feldman
Alex Hambly
Ingo Klöcker
Mark Laird
LeRoy McSwain
Simon Osborne
Timothy Pederick
Matthew Reynolds
Thomas Wolmer
Coordination
Jonathan Blake
Special Thanks
Boris Basic, Jan Charvát, Erik Forsell, Javier Fernández-Sanguino Peña, Matt Johnston, Benjamin Krefetz, Dewi Morgan, Laurence O'Toole, Sam Seaver
The Story So Far …

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator. On discovering them he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge you must complete the quest first undertaken by Sun Eagle over one thousand years ago and find the Lorestones of Nyxator. By doing so, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep within the island stronghold known as Kazan-Oud — Castle Death. In the years since Sun Eagle first came to Dessi, the fortress of Kazan-Oud had become the abode of a great but evil sorcerer called Zahda. The Elder Magi, realizing the danger of Zahda's increasing power, attempted to destroy Kazan-Oud, but they failed. In desperation they constructed a prison of energy around the fortress to prevent Zahda from ever escaping. Steadily, however, his power grew and the people of Dessi lived in fear of the day when he would break free and wreak his vengeance upon them. When you resolved to enter Kazan-Oud to retrieve the Lorestone, the Elder Magi rejoiced, for the success of your quest would bring about the destruction of Zahda and put an end to the bane that had haunted Dessi for hundreds of years.

You survived the perils of Castle Death and emerged triumphant, achieving that which the Elder Magi had believed to be impossible. During the victory celebrations held in your honour you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two
koura-tas-kai
 — ‘sons of the sun’. One was named
Ikar
, which means ‘eagle’; the other was called
Skarn
, which means ‘wolf’. A prophecy foretold that the
koura-tas-kai
would come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose, and one destiny — to triumph over the champions of darkness in an age of great peril.

At the Temple of Truth in Elzian, the magnificent capital city of Dessi, the Elder Magi prepared you for the next stage of the Magnakai quest. Lord Rimoah, the speaker of the High Council, tutored you in the ancient histories of Magnamund, and you received lessons in lore that you would have learned from the Kai Masters if only they had survived the attack by the murderous Darklords of Helgedad.

The Lorestone you must find now lies hidden in a temple in the centre of a jungle-swamp known as the Danarg. In ancient times this huge area, once the crater of a massive volcano, was controlled by a powerful lord of evil called Agarash the Damned. The Elder Magi defeated him in a war that lasted one thousand years and, in the wake of his destruction, they turned the Danarg crater into a rich and fertile paradise, the perfect setting for their most sacred place of worship — the Temple of Ohrido. The Danarg flourished until a great plague befell the Elder Magi and decimated their race. They were forced to abandon the Danarg and seek refuge in Dessi. Slowly the Danarg was consumed by a creeping mire, which swallowed or poisoned all healthy forms of life. The crater became a sanctuary for a host of evil creatures who thrived in the fetid waters and fought for control of the treacherous shifting mud flats. Many came from the barren hills of Ogia, but many more awoke from lairs deep beneath the crater where they had lain dormant since the defeat of their master, Agarash the Damned, eight thousand years ago.

Now the time for study has passed and the time for swift action has arrived. Grim news from the west prompts the Elder Magi to cease their counselling and arrange for your immediate passage to the Danarg. In the Darklord city of Helgedad a civil war has raged for five years following your defeat of Haakon, Archlord of the Black City. Now, a new lord sits upon the throne of Helgedad — Darklord Gnaag of Mozgôar.

‘The Darklords are united behind their new leader,’ reports Lord Rimoah solemnly to his fellow elders of the High Council. ‘And they are hungry for conquest and revenge. Their strength grows with each passing day. We dare delay no longer.’

Silently the members of the High Council rise from their seats and turn to face you. No sounds reach your ears, yet the words of their blessing fill your mind.

‘May the Gods Ishir and Kai protect you on your journey into darkness,
Kor-Skarn
,’ they intone.

The Game Rules

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

During your training as a Kai Master you have developed fighting prowess —
COMBAT SKILL
 — and physical stamina —
ENDURANCE
. Before you set off on your 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 0 it counts as zero.

The first number that you pick from the
Random Number Table
in this way represents your
COMBAT SKILL
. Add 10 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 4 in the
Random Number Table
you would write in a
COMBAT SKILL
of 14). 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 20 to this number and write the total in the
ENDURANCE
section of your
Action Chart
(i.e. if your pencil fell on the number 6 on the
Random Number Table
you would have 26
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 started with.

If you have successfully completed any of the previous adventures in the
Lone Wolf
series
, you can carry your current scores of
COMBAT SKILL
and
ENDURANCE
points over to Book 8. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new
Action Chart
. (You are still limited to two Weapons and eight Backpack Items.)

You may choose one bonus
Magnakai Discipline
to add to your
Action Chart
for every
Lone Wolf Magnakai
adventure you successfully complete (books 6–12).

BOOK: The Jungle of Horrors
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