Wolf's Bane (3 page)

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Authors: Joe Dever

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

BOOK: Wolf's Bane
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Grand Masters cannot use Kai-surge if their
ENDURANCE
score falls to 6 points or below.

Kai-screen

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

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)

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

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

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 eventually to craft new Kai weapons and artefacts.

If you successfully complete the mission as set in Book 19 of the
Lone Wolf Grand Master
series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 20. 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 Curse of Naar
.

[3] Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf.
Lone Wolf Club Newsletter 28
).

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the
Random Number Table
(i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a ‘hidden loyalty bonus’ (cf.
Lone Wolf Club Newsletter 28
). In view of this, the +2 Mentora bonus is therefore
not
cumulative with Grand Weaponmastery with Bow.

Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

Equipment

You have in your possession a
map of Sommerlund and the Wildlands
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 the 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 1–18), 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 four 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).

  • Broadsword (Weapons)
  • Bow (Weapons)
  • Quiver (Special Items) This contains six Arrows; record them on your
    Action Chart
    .
  • Dagger (Weapons)
  • Sword (Weapons)
  • 2 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.
  • Axe (Weapons)

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

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