Grand Masters cannot use Kai-surge if their
ENDURANCE
score falls to 6 points or below.
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 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.
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.
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.
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 to craft new Kai weapons and artefacts.
If you successfully complete the mission as set in Book 15 of the
Lone Wolf Grand Master
series, you may add a further Grand Master Discipline of your choice to your
Action Chart
in Book 16.
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 Legacy of Vashna
[4] 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.
Before you set off on your long journey to Lencia, you take with you a
map of the lands and territories of the Western Tentarias
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 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 1–14), 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 five 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).
List the five 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
.
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
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.