Dawn of the Dragons

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by Joe Dever


  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.

  Sun Knight

  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:

  Grand Weaponmastery

  Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

  Deliverance

  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.

  Grand Pathsmanship

  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 number of insects so affected increase considerably as a Grand Master rises in rank.

  Grand Nexus

  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.

  Telegnosis

  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.

  Kai-alchemy

  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 (e.g. arrows, axes, crossbow bolts) 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.

  Sun Lord

  If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

  Grand Weaponmastery

  Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

  Assimilance

  Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

  Grand Huntmastery

  Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

  Kai-surge

  Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast — a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

  Telegnosis

  Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increase as a Grand Master rises in rank.

  Magi-magic

  Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

  Penetrate — This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.

  Energy Grasp — This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.

  Sun Thane

  If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

  Animal Mastery

  Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

  Deliverance

  Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

  Grand Huntmastery

  Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

  Grand Pathsmanship

  Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa.
The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

  Kai-screen

  Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

  Kai-alchemy

  Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:

  Slow Fall — By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.

  Breathe Water — Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.

  Grand Thane

  If you are a Kai Grand Master who has reached the rank of Grand Thane (9 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

  Deliverance

  Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane choose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

  Assimilance

  Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

  Kai-surge

  Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

  Grand Nexus

  Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of detection increases as a Kai Grand Master rises in rank.

  Telegnosis

  Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

  Magi-magic

  Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:

  Power Glyph — By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.

  Hold Enemy — Using this spell, Kai Grand Thanes are able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.

  The nature of any 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.

  Grand Master's Wisdom

  In order to find the quickest route from Vadera to your Kai Monastery you may well have to pass through several wild and dangerous regions of Magnamund. Be wary and on your guard at all times, for the agents of the Dark God Naar are abroad and they will do everything in their power to thwart your safe return.

  Some of the things that you will find or encounter during your mission will be of use to you in this and future Lone Wolf books, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

  Pick your Grand Master Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Grand Master adventure.

  May the light of the Gods Kai and Ishir make swift your return to your endangered homeland.

  For Sommerlund and the Kai!

  1

  You set sail from Vadera harbour on a bitterly cold, grey, late winter's day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestria — the first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

  Once the Saxin is beyond the sheltering walls of Vadera harbour, its captain charts an easterly course along the Tentarias — the chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ship's easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

  Every night, as you lie awake on your bunk staring at the tarred beams of your cabin, you wish away the miles that separate you from your beloved homeland. You want, most of all, to be with your young Kai acolytes in this dark hour, but fate has seen fit to place a great distance between you. Fearful of what you may find if you arrive home too late, every night you offer up prayers to the Gods Ishir and Kai to help speed your return to Sommerlund.

  Turn to 175.

  2

  You are deeply suspicious of the youth, and by using the Brotherhood Spell Sense Evil, you soon confirm your fears. You detect that he is a murderous cut-throat and that his sinister building is home to Varetta's notorious Guild of Thieves. Forewarned of the danger, you wheel your horse about and gallop away along Spur Lane, retracing your route back to the square at the city's South Gate. On returning here, you rein in your horse and pause to consider the remaining two exits from the square.

  If you wish to go north into Ladder Way, turn to 308.

  If you choose to go west into Quill Street, turn to 194.

  3

  It is early in the afternoon when you catch sight of a grand, half-timbered bridge in the far distance. It spans a river, swollen by the recent rains, which you recognize at once to be the River Reloni. There is a small circular tent near the approach to the bridge, and three Eldenoran soldiers are seated on stools beside it, each smoking a long-stemmed pipe.

  At first you consider avoiding the bridge and finding somewhere else to make a crossing, but the river is wide and fast-flowing, and the three guards look particularly weak and stupid. After some deliberation, you decide to try to bluff your way past them.

  As you approach, one of the guards gets up off his stool and moves to stand in your way. Casually, he asks to see some sort of identification.

  If you possess a Silver Seal, turn to 283.

  If you do not possess this Special Item, turn to 317.

  4

  You shout t
he order to fire and the Kai let loose their straining bowstrings. A cloud of arrows with armour-piercing tips, hardened in the fires of the monastery forge, whistles towards the swooping Lavas with impressive accuracy. All find their target, but only one of the winged creatures falls from the sky. You see that the beast has been struck in the eye. Hurriedly the acolytes reload as the Lavas prepare to land on the Tower of the Sun.

  ‘Fire at their eyes!’ you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. This time more than half find their target, decimating the onrushing Lavas at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower.

  Turn to 58.

  5

  Before your face disappears completely below the surface of the Storn, you manage to utter the words of the Brotherhood Spell Strength. Immediately, you feel the fatigue melting away from your aching limbs, and a surge of renewed energy revitalizes your muscles.

 

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