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Book 26: The Fall of Blood Mountain [New Order series]

The Story So Far…

You are a Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.

It is early winter in the year MS 5084, thirty-four years since the First Order of the Kai was massacred by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of the Darklord attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and a New Order has been firmly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Over the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.

In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.

During the seven years that have elapsed since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriors—the Vorka—which he used to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan overran much of central Magnamund, including the realm of Lyris—one of Sommerlund’s oldest allies. In response to a plea for help from Lyris, Lone Wolf mounted a Kai crusade to raise the Vorka siege of Varetta, its capital city.

During this crusade, you undertook a vital mission behind enemy lines that turned the tide of the whole campaign. Alone, you infiltrated Vandyan’s daunting fortress of Skull-Tor and destroyed the three runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan’s army dissolved on the battlefield and the Kai were able to raise the siege of Varetta.

During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from its lair upon the Plane of Darkness—the ethereal domain of Naar. Having fought and defeated this creature, you believed that it had perished forever when subsequently you smashed the runes. Sadly, this was not so. After celebrating the battlefield victory at Varetta, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard the flying ship Cloud-dancer. He chose to ride with his New Order crusaders and they were expected to arrive home a week later.

After five days, a Kai scout arrived unexpectedly at the monastery with shocking news to impart. Lone Wolf had disappeared. Those who witnessed the abduction said that he was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away. The scout’s description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. The destruction of the rune used by Vandyan to summon Zorkaan had not brought about the creature’s demise after all: it had trapped the creature upon Magnamund.

You had achieved a great victory at Skull-Tor, but the shocking news of Lone Wolf’s abduction cast a shadow over your triumph there. Hurriedly you summoned Guildmaster Banedon, the leader of Sommerlund’s Guild of Magicians, to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard his flying craft Cloud-dancer. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolf’s oldest friend and advisor.

Rimoah informed you that Zorkaan’s arrival upon Magnamund had not gone unnoticed by the Elder Magi. From afar they had sensed the creature’s presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted its movements. Rimoah told you of an evil sorcerer called Xaol who was in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. This vile necromancer was a known agent of Naar. During the days before Lone Wolf’s abduction, Rimoah and the Elder Magi had detected streams of psychic communication coursing between Gazad Helkona and the Plane of Darkness.

‘Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could be enslaved,’ said Rimoah. ‘This ritual was enacted successfully in the stronghold of Gazad Helkona. Through Xaol, Naar has gained control over Zorkaan. He sent this creature to assassinate Lone Wolf, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf…but he was able to subdue and kidnap him.’

Rimoah informed you that your leader was being held prisoner in Gazad Helkona. By the use of his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, Lone Wolf had survived death at the hand of Naar’s foul creation. ‘Your leader is brave and resourceful,’ he said, ‘but I fear that Zorkaan’s frequent attacks will weaken and eventually destroy him unless he is rescued quickly.’

Selflessly you volunteered to attempt the rescue. Rimoah and Banedon, impressed by your courage and your confidence, readily agreed to help you achieve your difficult mission and together you formulated a plan of action. Banedon transported you aboard Cloud-dancer to a remote valley south of Gazad Helkona, from where you approached the fortress on foot. Despite great adversity you were able to gain entry to Xaol’s fortress and save your leader from the clutches of Naar’s agent. During your daring mission, you fought and defeated both Xaol and Zorkaan before Banedon arrived to snatch both you and Lone Wolf from the clutches of Xaol’s angry minions.

A year has elapsed since your triumph at Gazad Helkona. It has been a peaceful and rewarding time for you at the Kai Monastery, a period in which you have devoted yourself to the training of new recruits. Such has been the success of your tutelage that you have come to be greatly revered by your students and your peers. Yet, lately, you have felt a longing to venture abroad once more, to test your courage and your battle skills in the ineluctable war against Evil.

Early one morning, you glimpsed a golden eagle leave its nest in the frost-covered timberland that stretches beyond the window of your private chamber. As you watched this majestic creature soar above the tree-line, you were reminded of the daring aerial escape that you had made from Gazad Helkona aboard Banedon’s skycraft. Then you felt a tingle of premonition at the nape of your neck when you noticed a distant speck in the clear azure sky. This speck grew larger until you were able to discern the distinctive outline of Cloud-dancer approaching from the north. Hurriedly you left your chamber and went to the monastery training park where a small group of Kai Lords had gathered in expectation. As the sleek skyship was made to hover overhead, a boarding cage was lowered to the frost-hardened ground and out stepped an unexpected visitor—Lord Rimoah of Dessi. You exchanged greetings and he requested an immediate audience with Lone Wolf. From his sombre expression you could tell that he had grave and urgent news to impart.

You escorted Lord Rimoah personally to Lone Wolf’s chambers, located beneath the Tower of the Sun, the monastery’s commanding citadel. Before you could excuse yourself and leave the vault, Lone Wolf asked you to stay to listen to what the venerable magician had come to say. Lord Rimoah nodded his benign approval.

‘Dwarf King Ryvin of Bor is in desperate need of our aid, my lords,’ began Rimoah, earnestly. ‘An ancient horror has been awoken in the depths of his subterranean kingdom, and now it threatens to destroy his realm. The Drodarin race may be doomed unless we are able to overcome this creature…and swiftly.’

Lord Rimoah informed you that recent excavations in the lowest levels of the vast underground kingdom of Bor had disturbed the Shom’zaa. This powerful entity was entombed by the Elder Magi during their 1,000-year war against Agarash the Damned—Naar’s first champion of evil. Lone Wolf lowered his eyes and shook his head in disbelief upon hearing Rimoah’s words.

‘I understood that dwarf lore expressly forbade such deep mining, for fear that the Shom’zaa and its minions might be released. How could such a thing have been allowed to occur?’ he said.

‘Greed is to blame, my lord,’ replied Rimoah, sadly, ‘…the greed of King Ryvin’s elder son, the Crown Prince Leomin. He alone was responsible for the excavations that opened the way to this ancient horror.’

Lord Rimoah informed you that only five days have elapsed since the Shom’zaa was released, yet already the creature and its Agarashi minions have taken control of the lower levels of the kingdom. ‘Bitter fighting rages in the tunnels and chambers of Bor as King Ryvin’s army struggles to contain the Shom’zaa and its horde,’ he said. ‘They are being sorely pressed, for the enemy have captured their armouries and equipped themselves for the fight. Ryvin has lost control of the tunnels leading to his throne chamber, where Leomin and his younger brother, Prince Torfan, are now trapped and besieged, along with the remnants of their personal guard.’

Lone Wolf was disturbed to hear that the Throne Chamber of Bor was under attack, for it houses the fabled Throne of Andarin. This grand seat contains a gem of power that was bestowed upon the Drodarin dwarves of Bor by the Goddess Ishir. Its divine radiance provides the dwarves with a unique energy that enables them to grow their crops deep underground, without the need for direct sunlight. If the Throne of Andarin is destroyed then the crops will surely fail and famine will beset Bor, with disastrous consequences.

‘Repeated attempts to break the siege of the throne chamber have failed, and the morale of Ryvin’s army is now dangerously low,’ said Rimoah. ‘I’ve heard tell that even the Dwarf Lords and the War-thanes, the élite of Ryvin’s army, hold that Prince Leomin’s greed has sealed their fate. If such talk is true, and the Shom’zaa conquers Bor, then our hopes for a lasting peace in Magnamund will be ruined. The fall of Bor will give Naar a base of power at the very heart of Magnamund. There he will be able to muster his agents, spawn his vile abominations, and attempt once more to conquer our world.’

‘But what can be done to save Bor before it is too late?’ asked Lone Wolf, anxiously.

‘King Ryvin lacks the means to destroy this enemy,’ replied Rimoah, gravely. ‘Nevertheless, the means exist. The Shom’zaa is especially vulnerable to magic of the Old Kingdom. It is the magic that we used to entrap and entomb the creature millennia ago.’

From a pocket of his flowing robes, Rimoah took out a spherical crystal and held it in the cupped palm of his hand. Its multi-faceted surface radiated beams of golden light which shimmered and sparkled with a supernatural brilliance.

‘A Sun-crystal,’ said Lone Wolf.

‘Yes, my lord,’ replied Rimoah, reverently. ‘By the skilful use of the power contained within this sphere it is possible that we may defeat the Shom’zaa and its minions, and thereby spare the kingdom of Bor from the tyrannical rule of Naar. We of the Elder Magi have crafted the means to defeat the Shom’zaa, but in all Magnamund only the Kai have the ability and courage that is needed to take this goodly weapon and use it to its full effect.’

Lone Wolf approached Rimoah and took the Sun-crystal from his outstretched palm. Then he turned to face you.

‘We have been called upon to undertake a difficult and dangerous mission, Grand Master,’ he said. ‘You have proven your bravery and skill beyond all doubt, and truly you have earned the right to refuse this quest with honour. Yet I sense that you hunger for the heat of battle and the challenge of the quest, and so I offer this mission to you. Will you venture to Bor and confront the bane that now threatens to destroy our dwarven allies?’

‘Yes, my lord, I will,’ you replied, without a moment’s hesitation. ‘For the greater glory of Sommerlund and the Kai, I am proud to accept the quest.’

The Game Rules

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

During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 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 cannot rise above the number you have when you start an adventure.

If you have successfully completed previous adventures in the Lone Wolf New Order series (Books 21–25), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure. You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Action Chart.

Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

Your Kai Name

It has long been the tradition of your élite warrior caste to bestow a new name upon each young novice when they complete their first year’s training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.

You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.

Table ATable B
(Kai name prefix)(Kai name suffix)
0 = Swift0 = Blade
1 = Sun1 = Fire
2 = True2 = Hawk
3 = Bold3 = Heart
4 = Moon4 = Friend
5 = Sword5 = Star
6 = Wise6 = Dancer
7 = Storm7 = Helm
8 = Rune8 = Strider
9 = Brave9 = Shield

New Order Kai Grand Master Disciplines

Kai and Magnakai Disciplines

During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:

You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.

Animal Control
You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature’s sense of taste and smell.

You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.

You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.

You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.

You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.

You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.

You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.

You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.

You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.

Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.

New Order Kai Grand Master Disciplines

After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor—Kai Supreme Master Lone Wolf—you have achieved the noble rank of Kai Grand Master Senior.

Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.

If this is the first New Order adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This means that you have mastered five of the New Order Grand Master Disciplines listed below. It is for you to decide which five Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these five skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your five Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery

This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed below.


For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.

If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.

Animal Mastery

New Order 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)

New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.

Assimilance (Advanced Invisibility)

New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.

Grand Huntmastery

New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. 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.

Grand Pathsmanship

New Order Grand Masters are able to resist entrapment by hostile plants. Also they 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, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.


During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.

Grand Nexus

New Order 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 New Order Grand Master advances in rank.

Telegnosis (Advanced Divination)

This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.

Magi-magic (Old Kingdom Magic)

Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic 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 (Brotherhood Magic)

Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund’s Guild of Magicians), you have mastered the elementary spells of 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 Brotherhood magic increase.


The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.


Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance’s medicinal and/or magical properties.


This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.


Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.

If you successfully complete the mission as set in Book 26 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 27. For every Grand Master Discipline you possess, in excess of the original five 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 five Grand Master Disciplines, your Kai Weapon, and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called: Vampirium.


Before you leave the Kai Monastery and begin your journey to Bor, you equip yourself with a map of Bor and its surrounding territories 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 previous New Order adventures (Books 21–25), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.

List the five items that you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have on your ENDURANCE points and/or COMBAT SKILL.

Kai Weapons

Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.

In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.


Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe ‘Alema’.

When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL (these bonuses are not cumulative).


If you were to use ‘Alema’ in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

Kai Weapon Table
RNWeapon TypeWeapon NameCSUnique PropertiesCS
0Axe‘Spawnsmite’+5versus reptilian enemies+6
1Axe‘Alema’+5versus undead enemies+7
2Axe‘Magnara’+5versus rock or stone+8
3Sword‘Sunstrike’+5when used in daylight+6
4Sword‘Kaistar’+5when used at night+7
5Sword‘Valiance’+5when used against magicians or creatures born of magic+8
6Sword‘Ulnarias’+5when used underwater+9
7Broadsword‘Raumas’+5versus winged enemies+6
8Broadsword‘Illuminatus’+5when used underground+7
9Broadsword‘Firefall’+5versus fire-emitting enemies+8
RN = Random NumberCS = COMBAT SKILL

Equipment—How to use it

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 best to equip yourself also 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. Silver Mirror, Gold Key), or is clearly identified 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 12.

Kai Weapon
Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

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. However, if you have chosen Grand Huntmastery as one of your five Disciplines, then 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. It cannot be used to increase ENDURANCE points immediately prior to a 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
The currency of Bor is the Ain, though Gold Crowns are readily accepted. 1 Ain equals 1 Gold Crown. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

Rules for Combat

There will be occasions during your adventure when you will have to fight an enemy. The enemy’s COMBAT SKILL and ENDURANCE points are given in the text. Your aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible yourself.

At the start of a combat, enter your own 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:

  1. Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

  2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.


    You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon ‘Ulnarias’, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

    You now subtract the Wild Dogs’ COMBAT SKILL from your own, giving a Combat Ratio of +14 (45−31=+14). +14 is noted on your Action Chart as the Combat Ratio.

  3. When you have your Combat Ratio, pick a number from the Random Number Table.

  4. Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself—Grand Master.)


    The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

    • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
    • Wild Dogs lose 9 ENDURANCE points.

  5. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  7. Repeat the sequence from Stage 3.

This process of combat continues until the ENDURANCE points of either your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your ENDURANCE points possibly reduced.

A summary of Combat Rules appears in the back of this book.

Evasion of Combat

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 you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.

Levels of New Order Kai Grand Mastership

The following table is a guide to the ranks 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 New Order 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—You begin the New Order adventures at this level of Kai Grand Mastery
  2. Kai Grand Master Superior
  3. Kai Grand Sentinel
  4. Kai Grand Defender
  5. Kai Grand Guardian
  6. Sun Knight
  7. Sun Lord
  8. Sun Thane
  9. Grand Thane
  10. Grand Crown
  11. Sun Prince
  12. Kai Supreme Master

Improved Grand Master Disciplines

As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.

Kai Grand Master Superior

If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery
Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.

Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy’s attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.

Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.

Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.

Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.

Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.

Kai Grand Sentinel

If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery
Kai Grand Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.

Grand Pathsmanship
Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area 10 square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.

Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.

Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.

Kai Grand Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Sentinels are able to handle a charged object without discharging it.

Kai Grand Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.

Kai Grand Defender

If you are a New Order Kai who has attained the rank of Kai Grand Defender, you will now benefit from improvements to the following Grand Master Disciplines:

Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.

By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15-foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.

Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.

Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in ENDURANCE and/or COMBAT SKILL when the previously poisonous matter is swallowed.

By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal vision and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.

Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion into the mind of) an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood Spell Mind Charm (Kai-alchemy).

Kai Grand Guardian

If you are a New Order Kai who has attained the rank of Kai Grand Guardian, you will now benefit from improvements to the following Grand Master Disciplines:

Kai Grand Guardians who possess this skill are able to summon a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal vision and infravision. The duration of the fog increases as a Grand Master rises in rank.

Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.

Through the use of this Discipline, Kai Grand Guardians are able to protect themselves from the effects of storm-force winds by creating a sphere of calm air around their bodies. Initially this protective bubble lasts for one minute, but duration steadily increases as a Grand Master ascends in Kai 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 can be very useful when used to outdistance a pursuing enemy.

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables a Kai Grand Guardian to protect their mind and also prevent it from being detected by a hostile psychic probe.

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 New Order Kai who has attained the rank of Sun Knight, 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.

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.

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 process takes place increases as a Grand Master rises in rank.

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 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.

Sun Knights who have this Discipline are skilled in the art of chiromancy—the ability to tell fortunes from the skin creases and patterns found on the palms of hands.

Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature’s sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).

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 time in which to move away from the missile’s 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.

The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.

New Order Wisdom

You are about to embark upon a quest to help King Ryvin defeat sinister forces that threaten to destroy his ancient kingdom of Bor. You will encounter some powerful and cunning adversaries and your mission will be fraught with danger at every turn, so be on your guard at all times.

During your mission, some of the material items that you find will be of use to you, but others may be red herrings of no real value at all. If you discover items during your mission, be selective in what you choose to keep. Pick your initial five Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 1–25) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

Grand Master, may the light of the Gods Kai and Ishir guide and protect you during your quest in the ancient kingdom of Bor.

For Sommerlund and the Kai!

Begin your adventure