Newsletter 30

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

Lone Wolf Club Newsletters

Newsletter #30
Joe Dever is the creator of the bestselling Lone Wolf adventure books and novels. He is the
creator and editor of the original Lone Wolf Club Newsletters that were published between 1985–
96.

Brian Williams is the main illustrator of the later Lone Wolf Club Newsletters.

Fan material included herein such as illustrations, fiction and quizzes are © the respective authors
and artists.

Contributors for Project Aon Editions

This project would have been impossible without the helpful contributions of:

David Davis – allowing scanned copies to be made of his near-complete collection of Lone
Wolf Club Newsletters.

Jonathan Blake – providing better quality scans of artwork taken from the books.

Simon Osborne – creator and maintainer of this document.

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of
the original version. Changes made, such as to correct incorrect or inconsistent spelling,
punctuation and grammar have not been noted.

Publication Date: 14 January 2012

Text copyright © 1995 Joe Dever


Illustrations copyright © 1995 Brian Williams

Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Effort has been made to display the information as close to the originals as possible. Although this
has not been possible for all things—for example, the actual fonts used—the result is as close to the
originals as they could be.

Scans of the original newsletters have been edited so that many faded illustrations have been
coloured consistently black. In some instances, this has resulted in a higher quality output than
found in the originals.
Newsletter No. 30
Evil Lord Vandyan of Eldenora
has unearthed the lost secrets
of the rune magics used by
Agarash the Damned during
his ancient conquest of
Magnamund.

Empowered by his discoveries,


Vandyan unleashes his armies
upon the peaceful realms of
the Free Alliance with swift and
devastating effect.

Lone Wolf, Supreme Master of


the Kai, leads the crusade to
defeat Vandyan before all
Magnamund succumbs to his
tyrannical rule.

In RUNE WAR, your task is to


infiltrate Skull-Tor, Lord
Vandyan’s stronghold, and
destroy the ancient runes from
which he draws his
supernatural power.

Can you succeed in your vital


mission . . . or will you fall
Publication Date victim to the traps and terrors
that guard Vandyan’s mighty
2nd November 1995
fortress?

Order your signed copies now! See the special Order form on page 10

1
ADVENTURE AND DUTY
by Jeffrey Cross
Blade Dancer circled his opponent carefully and balance. A few of the onlookers were beginning to
kept his sword raised. The fight had gone on shout encouragement, but the young Kai Lord
longer than it should have, and despite his Kai was concentrating entirely upon the fight and he
Disciplines, he was beginning to tire. Blade couldn’t tell for whom they were cheering. For
Dancer quickly wiped away the sweat from his several more attacks Blade Dancer parried the
eyes with the back of his free hand and switched blows successfully, yet he was steadily losing
to a different stance. His foe continued to mirror ground. Sweat trickled into his eyes and he
his movements and wait for a better chance to jerked his head to the side to clear his stinging
strike. Blade Dancer knew this man’s skill well vision. Blade Dancer drew deeply upon his Kai
enough to know he wouldn’t be drawn by a feint reserves and tried to mask his fatigue from his
or lured into making an impatient attack. Speed determined adversary.
was not in Blade Dancer’s favour, even with his
Blade Dancer held his foe with his steady gaze
Grand Huntmastery ability he’d barely been able
and took his chance. After receiving four scything
to deflect the last flurry of strokes. The outcome
blows in quick succession, he guessed that his
would be determined by skill alone.
enemy was about to make a thrust. If he didn’t . .
An audience had formed and they were hushed . it would all be over. As the swordsman began
in anticipation. Blade Dancer was barely aware his attack, Blade Dancer halted his steady retreat
of their presence; he was focused on his foe, his and lunged forwards, twisting his body as he
eyes and his ever-shifting centre of balance. advanced, driving his sword upwards.
Blade Dancer stopped; his opponent froze in
The swordsman’s thrust skewered the air where,
response. In unison they shifted their weight to
had he not twisted his torso aside, his heart
the balls of their feet in readiness to spring.
would have been. Blade Dancer’s sword struck
Reach! The thought flashed through Blade
his enemy’s elbow. There was a crack, a yelp of
Dancer’s mind. Remember, your height gives
pain, and his sword clattered to the ground.
you the advantage of reach—use it! But then his
Blade Dancer’s sword came to rest beside his
thoughts were scattered by instinct as his foe
opponent’s neck.
launched his attack.
The watching audience applauded and roared
Blade Dancer deflected a waist-high swing and
with approval. A smiling Blade Dancer stepped
riposted at his chest. The swordsman batted
back, faced the crowd, and essayed a few strokes
aside the thrust and struck again, lower this time,
in the air that ended with a dramatic pose. The
moving in closer to put weight behind the attack.
onlookers hooted with delight Blade Dancer
Blade Dancer blocked the thrust squarely upon
relaxed and casually picked up the fallen wooden
his longsword and took a few hurried steps
practice sword which he handed, hilt first, to his
backwards, wary that his superior reach would be
friend.
negated if his foe were to get in too close.
Clearly, the swordsman was aware of this. He “I think you dropped this,” he said, trying hard to
moved in and Blade Dancer brought his weapon contain a grin that threatened to split his face in
up in a diagonal uppercut slash. But his foe was two. Iron Leaf, cradling his bruised elbow, took
prepared for this blow and he sidestepped it with the practice sword with a sour look on his
feline fluidity His wicked counterattack came reddening face.
swiftly; it started like a lazy swing but fast
transformed into a thrust. Blade Dancer parried “You have no right to be so lucky,” Iron Leaf
the strike, but only just, and he was forced back grumbled under his breath, but as he raised the
several paces more. wooden blade he began to smile.

Blade Dancer judged that this formal fencing was “Not luck, my friend. It was all Grand
getting him nowhere. He’d been fighting with Weaponmastery.” Blade Dancer looked over his
skill but without fire and flare, and his opponent shoulder at a group of his Magnakai students
had had no trouble matching him blow for blow. who were chanting his name in unison. Beyond
Perhaps the time had come to be more daring. them he caught sight of a figure standing at the
edge of the practice field. His features were
His adversary was pressing his attack for all it indistinct, but his aura of his power was
was worth, trying to force Blade Dancer off unmistakable.

2
Supreme Master Lone Wolf stood there, clapping worry. Our lives are never going to be boring.”
his hands appreciatively, a wry smile playing He thumped Blade Dancer’s shoulder before
upon his lips. He was shaking his head ever so heading off for his next training session.
slowly and Blade Dancer, his vision now
Blade Dancer had his own duties but he kept
magnified, knew at once the message that Lone
thinking about Iron Leaf’s last remark. His friend
Wolf’s look conveyed. The manoeuvre was
knew what lay in his spirit. Adventures. Glory.
effective in this instance, but brash. In a real fight
Even preparing for sleep he couldn’t clear his
the young Grand Master would have been
mind of the tales he’d heard told of Lone Wolf’s
seriously wounded, probably killed. Yet the move
exploits. At such times, Blade Dancer often
had paid off, and so Blade Dancer met his
played his lyre to ease his mind, but instead of a
mentor’s steely gaze and saluted crisply. The
soft ballad, this night he found himself playing an
younger students finally became aware of their
epic recital about Sun Eagle. Adventure, he
leader’s presence and hurriedly they copied
thought, as he put the lyre back into its ornate
Blade Dancer’s salute. Lone Wolf returned their
rosewood case, what a selfish thing to crave.
salute and, as he turned to leave the training
Running around Magnamund doing death-
park, the students hurried away to resume their
defying feats just so that my name will be
duties.
committed to song and spoken in the same
“I wonder what Lone Wolf thought of our breath as Sun Eagle and Lone Wolf. Getting a
match?” Blade Dancer mused aloud as he and reputation and impressing people, bah! as if
his fellow Grand Master returned the sparring that’s what being a Kai Lord is all about. I should
equipment to the armoury. “He’s watched us be honoured just to be where I am now. Twenty
practice many times, but I think I would have years of age and already a Kai Grand Master. I
fought differently if I had known that he was have a bigger responsibility to train the initiates
watching. I know for sure I wouldn’t have tried and help maintain the strength of the Kai. We’re
that last feint.” not so numerous that a Grand Master can just
lake off in search of adventure when the whim
“That’s probably why he didn’t announce his
takes him. Fulfilling my duties here will have to
presence,” replied Iron Leaf, “so he could
be enough.
observe our individual styles without his direct
influence. I think we’re a bit self-conscious under Blade Dancer blew out the candle and flopped
his gaze. But I’m surprised he took the time to out upon his bed. He stared at the ceiling for
watch us this day, what with the preparations some time, willing himself to be calm. It will just
and all . . .” have to be. Shortly after waking up the next
morning there was a knock at Blade Dancer’s
“So am I. After all, returning the Moonstone is no
door. Upon answering it, he found Saber Fox
small matter.” Blade Dancer snorted. “Then again,
standing at attention.
for Lone Wolf it’s probably just business as usual.”
“Grand Master, our liege Lone Wolf wishes to
As they left the armoury and returned to the
see you in the Vault of the Sun . . . immediately.”
afternoon sunlight, Iron Leaf looked up at his
friend with amusement. “I’d hardly call returning Blade Dancer swallowed hard and for a few
to its creators the object from which all time is seconds he felt strangely faint. Then he regained
measured ‘business as usual’.” his composure. “Give me a moment,” he said,
and closed the door. Hurriedly he dressed in his
“But look at what he’s done already! Destroyed
tunic and cloak, and all the while his heartbeat
the Darklords, several in personal combat,
pounded loudly in his ears.
survived in the harshest regions of Magnamund,
travelled to the Plane of Darkness—the Dark The Vault of the Sun!? Lone Wolf rarely
God’s domain! Compared to all that, this mission summons his Kai to the vault. Only missions and
is routine. I know how crucial it is, and what quests of the utmost importance are discussed
would happen if the Moonstone were stolen by there. I wonder if this has anything to do with the
evil agents en route, but our Supreme Master has Moonstone? By Ishir! It must be. Iron Leaf was
faced those odds before and he has triumphed right after all. Our lives are never going to be
every time. He is larger than life itself!” boring!
Iron Leaf noted the reverence in his friend’s
voice. Being two of the highest-ranking Kai Lords
in the New Order, they often personally trained
with Lone Wolf. It was difficult not to be
overwhelmed when in his company.
“There are still adventures out there, don’t you

3
The Kai Konnection is a
The Kai regular feature of the Lone
Wolf Club Newsletter for
Konnection those of you who would like
to make new friends by post.

Name: DEREK CURTIS Age: 21 Name: ALISON WILKES Age: 12


Address: England Address: England
Hobbies: Reading, writing, drawing, Hobbies: Adventure gamebooks,
model painting & computers, rock music,
weightlifting. rollerblading, fantasy & sci-fi.
Would like a pen-pal, Would like a pen-pal, boy or
male or female, who is girl, any age, similar interests,
imaginative and is interested any country.
in writing a book.

Name: BEN SMITH Age: 9 Name: JEREMY J MYERS Age: 21


Address: England Address: USA
Hobbies: Lone Wolf books, tennis, Hobbies: Lone Wolf, biking, reading,
football, writing, TV & canoeing, camping, making
video games. medieval replica weapons,
Would like a male pen- ultimate Frisbee.
pal, with similar interests, Would like a pen-pal (male or
about the same age, too. female), any nationality, with
Please send photo & Kai similar interests. Age 15+
rank.

Kai Konnection Form: YES! I would like to become a LONE


WOLF pen-pal. Please feature me in the
NAME: ....................................................................... next newsletter (space permitting).

ADDRESS: ................................................................................................................................................
............................................................. ZIP / POST CODE .......................................... AGE ........................

YOUR
HOBBIES / INTERESTS ......................................................................................................
.....................................................................................................................................................................

TYPE OF PEN-PAL YOU WOULD LIKE .............................................................................


.....................................................................................................................................................................

Fill in this form in BLOCK CAPITALS please, and send it to: LONE WOLF CLUB (KK),
39 Corfe Way, Broadstone, Dorset, BH18 9ND (UK)
4
News from the Monastery
Firstly, we would like to offer apologies on behalf of Red Fox for take place at Loughborough University in Leicester on Sept. 5th–Sept.
the delayed release of Lone Wolf 23: Mydnight’s Hero. Although 8th. Those of you who are interested in attending are advised to book
scheduled for publication on May 4th, the first UK printing of this early. Over 2,500 delegates are expected next year. Further details
book had to be withdrawn shortly before this date due to the number can be obtained from Denise Lyne at TSR Ltd., 120 Cherry End,
of serious production errors that it contained. The correct and Cherry Hinton, Cambs., CB1 3LB (Tel: 01223 212517).
complete edition was subsequently released in August. Written
notification of the problem was sent to all club members who pre- Joe Dever and John Grant have announced that they shall be taking
ordered LW23, and we would like to thank you all for your patient a break from writing further titles in the Legends of Lone Wolf
support whilst the problem was rectified. series during 1996. Both authors are contractually committed to other
projects that will be keeping them very busy next year. Joe will be
During the summer of 1995, Joe Dever completed work on the working on further Lone Wolf New Order adventures, the Lone Wolf
manuscript of Lone Wolf 25: Trail of the Wolf. Brian Williams Fantasy Battle system, and a games project for the Sony Playstation,
has recently delivered the cover art (stunning!) and internal and John has been commissioned to work with friend and fellow-
illustrations for this title, and first UK publication is scheduled for the author John Clute on the second edition of the definitive
end April 1996. Further details about Trail of the Wolf will feature in Encyclopaedia of Science Fiction (both the printed and CD-ROM
the next Club Newsletter. versions).

Also featuring in the next newsletter will be a specially extended Back issues of the following Club Newsletters are available (Nos.
Gwynian’s Forum feature in which we shall be answering some of 19–29) at £1.50 (UK), $4.00 (US), £2.25 (O/seas) each. As usual, UK
the most frequently asked questions about Lone Wolf and the World £ cheques & POs should be made payable to the Lone Wolf Club;
of Magnamund. If you have questions about any aspects of the series US $ checks & POs should be made payable to Joe Dever. Please
that you’d like answered in print, now is the time to send them in. send your orders to the Club and mark your envelope ‘Newsletter
(Please send your questions to Lone Wolf Club Secretary, Gwynian’s Backorders’.
Special Forum, 39 Corfe Way, Broadstone, Dorset, BH18 9ND
England). Newsletter subscriptions—clarification. Please note that your
present subscription fee covers you for the cost of five Club
Release of the first edition of the Lone Wolf Fantasy Battle Rules Newsletters, and not just for the period of one calendar year (as
system (first mentioned in Newsletter No. 26) has been postponed implied in some of the membership enrolment forms). Currently we
until next year. LWFB is currently undergoing extensive playtesting are producing an average of 3-4 newsletters per year.
and a wide supporting range of miniature figurines are being
prepared by Matchlock Miniatures. We will keep you informed of Copies of the second Legends of Lone Wolf Audiobook (The Dark
further developments in future Club Newsletters. Door Opens) are still available to club members, priced at only £5.50
each (US $15—airmail) inc. P&P. Orders should be sent to Senator
Joe Dever will be attending the 1996 European GenCon Publications, PO Box 2153, Brentwood, Essex, CM15 0AB. UK £
organized by TSR (UK) Ltd., as a Guest of Honour. Following 1995’s cheques & POs should be made payable to Senator Publications; US
sell-out success (over 2,200 attendees), this mega-gaming event has $ checks & POs should be made payable to Joe Dever. Please allow
been moved to bigger and better facilities. The 1996 convention will 14 days for delivery.

LWC Newsletter No. 29


COMPETITION RESULTS
LWC Newsletter No.29 ‘Buccaneers The Winner
of Shadaki’ Competition The first correct entry drawn at random from all
entries received by 21st August ’95 was sent in by:
The Answers Jonathan Spink (15) of Debenham, Suffolk
(UK).
1. Acarya 2. Sesketera was holding her friends
hostage 3. 100 4. The Azan 5. Kastrow’s Door Congratulations to Jonathan who won a Panasonic
RQ-P202 Personal Stereo.
6. The overland route from Masama to Kitaezi 7.
Guanza 8. Junkyard of the Ralzuha 9. Spike Runners-up:
Street, in Pforodon. 10. A Crown & a Star 11. Its
Sam Garfield (12) of Worcester.
gaming tables 12. Jublazh Khyr 13. MS 5054
Sean Thomas (11) of Long Sutton.
14. He was studying at the workshops of a famous Vince Malchek (16) of Modesto, CA (USA).
silversmith 15. Captain Leonghi 16. River Ocka
17. Siyenese 18. Silk 19. Hami 20. 120 Congratulations to Sam, Sean, and Vince who each
won signed copies of Lone Wolf 23: Mydnight’s Hero.
5
ALOHA!
Darrell Wong recently discovered the World of Magnamund whilst browsing the shelves of his school
library in Pearl City, Hawaii. Having since completed the first twelve adventures, he’s a self-confessed
Lone Wolf addict who is just about to embark upon the Grand Master series. In an open letter to
Gwynian the Sage, he reveals the tricks and techniques he used to triumph against all the odds. Were
his methods fair or foul, or faintly familiar? We’ll let you be the judge of that…

I’ve spent many enjoyable hours in the first 12 adventures Capturing Vonotar and saving Madelon went without a
of the Lone Wolf series, and let me tell you… this is a real hitch. With four adventures under my belt, all that remained
winner! First off, how I got to know the series. I was in the was to sign the peace treaty with Vassagonia and collect that
library, see… and then, I believe it was #4 I saw, I read it… last Discipline hassle-free. Of course, it wasn’t that easy.
and from there I was hooked. Hey, whaddya expect?! I Vassagonia had secretly struck an alliance with the
soon found out that it was indeed a series, meaning that Darklords and its new Zakhan was promised the Orb of
you’re not supposed to go through #4 before finishing 1–3. Death in exchange for his
Of course, the library didn’t have ’em. And I’m sure that help in exterminating
some players figured they’d take a short cut (you know— yours truly…AND the
cheat!) and start later on, instead of slugging it out from Book of the Magnakai!
Flight from the Dark. How to prevent this, I asked. Well, the You know, I wondered
perfect answer is already there—the Kai Disciplines. These just what Lone Wolf was
skills, without which staying alive becomes real difficult (and going to do when he
in a few instances down-right impossible), start off few in reached the rank of Kai
number. Out of 10 (quite an impressive range I must add) Master. I mean, he
you begin with 5. Additional skills can be gained only by… couldn’t just saunter off into the sunset with most of the
that’s right, you guessed it… completing adventures. Darklords still alive and kicking. And those 10 skills,
Shrewd. although nothing to sneeze at, were no way sufficient to
allow him to sneak into Helgedad and destroy Gnaag. (And
Not only that, but some items… some very powerful, very granted, five volumes is pretty short for a saga). Thus the
important, very useful items… are one-of-a-kind treasures Magnakai Disciplines, the quest of the Magnakai, and the
that can only be obtained in one of the twelve volumes. Lorestones of Nyxator. That began phase 2, and once again
Skip those books and you’ll never get your hands on those I found myself at the bottom of the ladder, working my way
items. up towards Grand Mastery. The first Lorestone lay in a crypt
underneath the main citadel of Tekaro. After navigating a
I, of course, am not into losing out on treasures or special treacherous sewer system (instant unavoidable deathtrap
skills, so I started where everyone would start: the city here!), I iced the ultra-tricky Dakomyd and got the first
beginning. Darklords massacre the Kai; Giaks and stone. From there it was on to Kazan-Oud, then the Danarg,
Drakkarim swarm everywhere, and a fresh-out-of-the-box then Tahou (leaving the Sommerswerd behind so that I
Kai initiate called Silent Wolf has to find his way to could defeat Zakhan Kimah with the Dagger of Vashna…
Holmgard all alone. trust me, I’m no fan of nail-bitingly close combats), and then
Torgar for the final 3. After navigating the Daziarn and
Since this was the first volume, of course, it was also the getting the last Lorestone, I was at the peak of my power
easiest. For the most part I wasn’t in too much danger. Of and couldn’t be denied. I battled all the way to the
course, I was swift and resourceful, and knew which Slavemaster, and once in Helgedad, made it quickly to the
‘instant-unavoidable-deathtraps’ to avoid. I got to Tower of the Damned where Archlord Gnaag was to make
Holmgard alive and, well, easily. his last desperate stand. There, after all the battles, all the
danger, all the crises and intrigue, and all those pesky
From there it was straight into part 2—off to Durenor to get instant-unavoidable-deathtraps, I pulled out Old Betsy. And
the super-powerful Sommerswerd, the Only-Weapon-That- Gnaag crumbled like a cookie. Bit of an anticlimax, but I
Can-Slay-A-Darklord (except an Orb of Death, or a guess I’d earned the victory after all I’d been through. The
Darklord Weapon, or a Zejar-dulaga, that is). It was an rest was academic. Pull the pin on the Crystal Explosive,
ordeal and I faced adversity at almost every step, almost as wedge it under the Transfusor, skedaddle for the hills and
if my enemies KNEW I’d be damn near invincible once I watch the fireworks as the entire wicked city was turned into
obtained the sun-sword. I succeeded and after a few routine a giant landfill site. Darklords perish; armies get tetchy; allies
dispatchings of Vonotar’s undead rabble, I made a seize the moment and counterstrike to smash the enemy;
triumphant return, blasted Zagarna into a Darksmudge, and lands are freed and the evil Darklords are consigned to a
closed the book on a great and successful adventure. footnote in Magnamund’s history books. That is, until book
# 13.
With Sommerswerd glowing in hand, winning battles was
no sweat, and all I had to do was choose the right paths I noticed a lot of common threads running throughout the
and avoid those pesky unavoidable deathtrap situations. course of the first 12 adventures and I wonder how many

6
Lone Wolf can never sit back and take things easy. In Flight or rather, the fall of your pencil. As the saying goes: Hit nine
from the Dark, the Darklord minions are out for his blood and you’ll be fine, hit zero and away you’ll go. (9 is the
and he has to run, run, and run a bit more until he makes it equivalent of a critical success in the Lone Wolf series; in
to the capital. In Fire on the Water, Holmgard has strength battle, 0 amounts to sustaining a critical hit.) And let us not
to stand against the enemy for only forty days. Caverns of forget those situations where Lone Wolf needs a certain
Kalte has the approach of the winter pack ice. In Chasm of RANK to circumvent problems. Yes, it’s possible to win every
Doom, Lone Wolf has to get to the Temple of Maakengorge Lone Wolf adventure with CS10 and EP20 and it’s possible
before the full moon does. And although Shadow on the to complete the Masters of Darkness and triumph without
Sand started at a leisurely pace, once the truth about the having completed any previous Lone Wolf books. It is also
Book becomes known, it’s a flat-out race to the Temple of possible for a baseball team to go undefeated for an entire
the Majhan and don’t spare the horses! In the first of the season, or for the player with the worst score in the final round
Magnakai adventures things slow down a bit, but still there of a golf tournament to win it. But these are both very long
is an underlying sense of urgency (get the stones before the shots indeed. For those who like better odds, being honest and
Darklords reach Holmgard and don’t delay!). In the winning the adventures one-by-one with maxed-out stats is the
Dungeons of Torgar, the three remaining Lorestones are way to go! Hey, I had no intention of losing to that repugnant
about to be destroyed by Nadziranim magic. And the final Chaos-master in the Daziarn after having got so far!
two books showcase the Darklord conquest…meaning that
With this in mind, there’s something I’ve not been able to
Lone Wolf has very little time in which to gain the final
figure out. In Shadow on the Sand, what’s the run-of-the-
victory.
mill player’s incentive for completing it? Since Lone Wolf
Why the rush? I mean, it’s a gameBOOK, not a computer becomes a Kai Master regardless of however many
game (where time is easier to measure). As a matter of fact, Disciplines he has once he’s got the Book, and there ain’t
not too many computer RPGs have such pressing time any one-of-a-kind special items to be had. (Hey, don’t
limits; some players take weeks (months!) to finish even the worry…I finished it all the same.) Let’s recap… there’s the
most simple quests. It can take upwards of a year to gain the Oede Herb. And some keys and other trinkets, including a
final victory, maybe several years (if you’re still running an Silver Mace (obtainable also in #6), and if you’ve been
obsolete 286 or 386 PC), and part of the challenge is lugging that Blue Stone Triangle with you ever since the trip
finding out what the heck that final victory is supposed to to Kalte then you finally get to put it to good use. And that’s
be! it. But never mind, I prefer not dwell on what Lone Wolf
and his trinkets can do; I prefer to look back at what he (I)
Next up, it’s never possible to have all the Disciplines, Kai or
did. Escaped countless deathtraps by guile and stealth,
Magnakai. At the end of Shadow on the Sand, Lone Wolf is
rescued people, slew terrifying enemies, and never let
already trained to gain the three Magnakai Disciplines.
anyone down—not even the humblest slave or prisoner. He
None of the basic Kai Disciplines are a factor in the
secured the Kai legacy by recovering the Book of the
Magnakai series. (Granted, he has them, but they never
Magnakai and went on to destroy the Darklords. Vonotar is
have any significant importance.) Going into The Masters of
dead. Zakhan Kimah, the Vassagonian warmonger and
Darkness, he has 9 Magnakai Disciplines. In other words, no
Darklord ally is also dead. The Drakkarim, Giaks, and
matter how early you start, Lone Wolf never has a full plate.
Nadziranim have been broken and their remnants scattered
Why is this? I’m aware that learning to get by without builds
across the desolation of the Darklands. The dead of
character, and making tough choices is an integral part of
Maakengorge did not rise. Kazan-Oud, the pit of evil, lies in
any good adventure… but come on! Steering clear of the
ruins. Lord Paido is safe. The Chaos-master, scourge of the
instant-unavoidable-deathtraps is enough when it comes to
Daziarn, has been destroyed. The New Order of the Kai is
hard decision making. And toughing it out has its rewards.
prospering and growing stronger with every passing year.
Be honest, there are SOME adventurers who’d like to go
Sommerlund has fully recovered from the war against the
through ONE adventure fully loaded and at the head of the
Darklords. What is there left? In the battle between Good
division.
and Evil, Evil got slammed to another planet. And any die-
In the preview to each adventure, it boldly states that if this hard stragglers of the evil path are no longer any match for
is your first Lone Wolf adventure, choose your skills Lone Wolf’s awesome skills. How can there be another
carefully, because the right choice of Disciplines will allow Lone Wolf adventure after #12,
anyone to survive, regardless of how weak their initial let alone eight? So I guess it
COMBAT SKILL and ENDURANCE scores. This is true… only makes sense that the
providing your Random Number Table consists entirely of evil one himself (Naar)
9s and 0s. I really don’t see any other way how a player would spoil the party.
with a base COMBAT SKILL of 10 is going to avoid getting And of course by
blasted into atoms by Zakhan Kimah. Granted, winning now it would take
battles isn’t everything. Not getting killed outside of battle by a God to
accidents, stray archer fire, close explosions, falls, or provide
rampaging herds of beasts that appear out of nowhere)
counts for a lot, too. And for that, you need Disciplines.
Otherwise, it’s up to the roll of a 10-sided dice…

7
any real danger / challenge to Lone Wolf. It seems to me About the only instance Psi-surge would be of any real help
that the Darklords were just the supporting band; now the is against an enemy with very high COMBAT SKILL and very
main act is getting ready to occupy the stage that is low ENDURANCE, who is not immune to it. Thankfully,
Magnamund. Vonotar was my last serious threat.
And about that Crystal Star Pendant…um, look, I know that Here’s the Disciplines I chose for each of the twelve
it’s a one-of-a-kind item, obtained in the very first book adventures, and why. I wonder how that matches with other
(and only if you have Sixth Sense), but you know, ah… Lone Wolf players?
Banedon is already pretty firmly established as an ally of
Lone Wolf. So what purpose does it serve? (I’m hanging on #1: Healing, Sixth Sense, Hunting, Animal Kinship,
to it because I’ve this nagging suspicion that it’s going to be Weaponskill (Sword). Healing is an absolute must (no
crucial in adventure #20!) over-reliance on Laumspur or sleep for me), as was Sixth
So, for me it’s off to Ruel to destroy a plague virus that Sense. Since there are only a few good opportunities to
threatens to render all of the previous victories meaning- hunt for food in the first five adventures, I had to take it
less. Of course I’m not going to stand for that. Challenge while it was good for something. Animal Kinship was handy
accepted!!! to avoid an unwanted confrontation. For the last I aimed for
a CS boost and took Weaponskill; I got lucky and landed a 5
Before I go, perhaps you could answer me this question— for sword, very useful for the rest of the basic Kai series.
Which is the greater danger…the enemies you fight or the
enemies that can kill without even the opportunity for a #2: Mindblast. Since I already had Sixth Sense to unlock
fight? the powers of the Sommerswerd (it’d be a catastrophe to
lose out on 8 CS points and double-damage vs. undead)
After 12 gruelling books, the verdict is in: the enemies that
and Animal Kinship to avoid getting strangled by a
kill instantly, without opportunity… by a mile! In the course
of the first 12 books, just one of the battles was a real nail- Helghast, I went for that little extra advantage in battle.
biter: Vonotar the Traitor. And that was because I didn’t None of the other skills really came into play here.
have the Sommerswerd (I’ll explain later) and was down to #3: Tracking. A real boost in getting to Vonotar’s ice-
just 10 ENDURANCE points after defeating the condemned fortress with the minimum of hassle.
criminals and taking that damned blast of fire in the chest!
But for the most part it was SLASH, HACK, SEND ’EM #4: Camouflage. With the choices now running out, this
BACK. I had the Sommerswerd, I had a mean Mindblast, I seemed much more practical than Mindshield (no enemy
had Weaponskill and Weaponmastery, I had Special with any Mindforce to speak of), or Mind over Matter (no
Defences and that means I had majorly positive Combat real help).
Ratios. These numbers, going as high as +31, were almost
always +11 or higher, which kept those enemy bodies pilin’ #5: Mindshield. This is the only adventure of the first five
up. And I even avoided battles that would have that where Mindshield is really useful.
accomplished little or nothing, and there were a few (like #6: Weaponmastery with Sword, Dagger & Bow,
the flood of giant rats in Castle Death). Which is why I Huntmastery, Curing. With just 3 Magnakai Disciplines to
wonder about that Psi-surge. At the expense of 2
kick off with, as well as Lore-circles to complete, things can
ENDURANCE points you get 4 extra COMBAT SKILL points, i.e.,
get really tricky. I wanted to have the right MDs to survive,
you use the table column two to the right. Now, I’ve never
really had to use it, because so many of my battles were but I didn’t want to sacrifice valuable CS and EP bonuses
mismatches, and against the real monsters like the Chaos- either. Briefly, I considered going for the Spirit Lore-circle
master, how much is the column two to the right going to straight away, but soon scotched that idea. It would take too
help if you lose an extra 2 ENDURANCE points each round? much time, I’d face all manner of trouble, and those psychic
Disciplines were not much help in the early part of the
Magnakai quest anyway. I took Weaponmastery with both
special weapons in mind (Sommerswerd & Dagger of
Vashna), plus bow, which was a great help (I did win the
Silver Bow of Duadon). Huntmastery was very, very useful,
all the way from #6 to #12, and Curing was just plain
VITAL, especially in identifying some helpful plants. I’m
glad I had it in the taxidermist’s shop, too.
#7: Animal Control. Yes, I was hot to complete the Lore-
circle of Light, but I also needed to control the bestial terrors
faced inside and outside Kazan-Oud.
#8: Divination. No real pressing needs, so I began to
shoot for The Spirit. Divination was an invaluable asset,
especially in the final adventure.
#9: Psi-surge. Limited use, of course, especially since I
was pretty well-stocked, but still good to have against
enemies immune to Mindblast. It proved instrumental in
escaping from that prison. (As for Zakhan Kimah… read
on.)
#10: Nexus. It was either this or Psi-screen, and the latter

8
was no help here… besides, I had a tough locked door to
get through. Both skills were vital in the next adventure.
The lost ENDURANCE that Nexus would have saved in
previous adventures was negligible.
#11: Psi-screen. Completing the Circle of the Spirit at
last, and gaining a much-needed defence against the intensely
psychic supernatural terrors in abundance. Those 3 extra CS
and EPs against the Villains and Vonotar were a lifesaver!
#12: Pathsmanship. Neither of the two remaining
Disciplines were very important in the final adventure, so
Kimah wins and the Darklords conquer Tahou (and later,
this was a judgement call. Since the situation in which
after building the Transfusor, the whole damn shooting
Invisibility could help could be surmounted by other means, match), OR you have to go all the way back to book #1
I took Pathsmanship. and start again. Try that, and then let’s see how “fair” it
All right, confession time now. I didn’t use any of the feels, wise guy!
Random Number Tables. Instead, I printed out my own Okay, what about those Gold Crowns? Why was it
numbers, rows of 0s through 9s. I started with a fresh one so important for you to get 19 or more for each
for each new adventure. I didn’t, however, cross out any adventure?
numbers for COMBAT SKILL and ENDURANCE. I just
automatically assumed nines for both. I did the same for the You can’t buy if you can’t pay, kiddo. Matter o’fact, if you
number of Gold Crowns I got at the start of each adventure. didn’t complete Flight from the Dark you gotta gamble in
I had to be fair of course. There’s no credit to be had for the Ragadorn gameroom just to have enough money to
beating 12 or 120 adventures if you can pick any damn make it to the village alive on the carriage route. Actually,
numbers you want. With the lines, I had to get every money isn’t really a pressing concern from then on. You
number at least once before starting a new line. So, don’t have to spend a thing in book 3 or 4, from 5 to 10
assuming that the Random Number Table really was most of your purchases will be on similar stuff—tolls,
random, a player using it would hit each number about as replacement weapons, meals, bribes, rooms for the night,
many times as I did. Fair enough. Why’d I do it? Let’s put it etc. Crowns aren’t legal tender in the Daziarn, and by 12,
this way: I don’t like important things to be left to chance. well, no purchases necessary. But still, it’s great to take a full
(And I used the same line for every number I picked, so quit Belt Pouch back to the monastery and watch those Crowns
your smirking wise guy!) pile up. As they say in Ragadorn—You can be too thin, but
you can never be too wealthy.
GWYNIAN’S QUESTIONS I looked at your ‘Combats’ pages, and noticed that
an unusual number of them were on the plus end.
Darrell, why did you decide that your starting WAY on the plus end! How did you feel getting so
COMBAT SKILL and ENDURANCE were 19 and 29 many easy victories?
respectively? Couldn’t you just pick the numbers Wonderful! There are few things more satisfying in the series
you wanted from a line? than dispatching enemies by the truckload in one or two
I could, but there’s only one nine in a line of numbers, so rounds apiece, then healing what little damage received
I’d have to take an eight or less on one of them. That I right away. Give those bad ’n’ nasty evildoers something to
could never do. It would work out even worse in the Grey be really scared about. Now, I didn’t just rush into battle at
Star series, what with WILLPOWER and all. every chance. In fact, I avoided spurious battles at every
opportunity. By spurious I mean those in which I would gain
But, you know, isn’t that like… cheating? nothing from winning, or when it was readily possible to
Not at all. It’s possible for a player using the “fair” Random take out the foe without a fight to the death. But still, it was
Number Table to hit two nines. Therefore, CS 19 and EP 29 great being able to win at all. “If you know your enemy and
are possible, and hence, not cheating. Simple, huh? yourself, you need not fear the outcome of 100 battles.”
Having a formidable CS helps too. As you can see, I only
Why was it so important to you to be that powerful? had a negative Combat Ratio a few times (and the first one,
a Burrowcrawler, was a total wimp). And that’s just fine by
Hey, if you want to try to make it through twelve
me. I don’t like working with negative numbers… heck, the
adventures at 10 and 20, be my guest. The fact is that
other challenges are enough of a pain as it is. Let the
many battles are downright unwinnable without decent
valorous morons (yes, morons… I’m not in the habit of
scores, and I don’t care what you read in the Kai Wisdom
mincing my words) have the ‘honour’ of winning against
section. Some battles and injuries are just plain
overwhelming odds. I say power is good, winning is good,
unavoidable, and if your E hits E (pretty good metaphor,
and being in good shape for the next encounter ain’t so bad
eh!), then it’s mission over, kiddo. By the time you battle
either!
Zakhan Kimah, if you haven’t got pretty big numbers in
those two pencil drops (plus plenty of tools to help you), Um, look. I know that it is possible to hoard stuff at
you’ll be facing a Combat Ratio on the wrong side of –10 the Kai Monastery. And, yes, I know that you return
and about 45 ENDURANCE Points to hack off. Now, if you there after each episode. But it’s only supposed to
don’t have the aforementioned RNT with the big 9 and 0, be what you have in excess of the maximum
your chances are pretty much zippo… meaning that either allowed, n’est pas?

9
What are you getting at? If it’s possible to keep EXTRA you want from 5–12, and you don’t use the RNT.
items at the monastery, it follows that it’s possible to keep Why’s that?
ANY NUMBER of extra items there. And if it’s possible to
Hey, don’t knock it…just imagine if I fought with two
leave them there, then it follows that it’s just as possible to
weapons and a shield at the same time! I actually tried that
PICK THEM UP again!
once, but I came to my senses. Fact is, I don’t have ‘honour’
I looked at your Special Items list for The Cauldron (whatever that is), and I don’t dive headlong into an
of Fear, and I can’t help noticing that you didn’t adventure unless I know I can win it. Adventures aren’t very
bring the Sommerswerd. And on Combats, it didn’t enjoyable if you die a thousand deaths. But at the same
show a final battle against Zakhan Kimah, meaning time, everything I do is reasonable; I only fight with one
that you must have thrown the Dagger of Vashna and weapon and a shield, I don’t strap on two waistcoats, and I
hit him. So I am wondering… were you told about don’t double the Weaponskill or Weaponmastery bonus if I
the Sommerswerd, and how it could be construed have two weapons. So I think I’ve made a good compromise.
as a handicap in the Zakhan Kimah combat?
It’s great that you were able to finish all twelve
Okay, spit it out. “CHEATER!” There, feel better now?! adventures. Much kudos. But what we’re all dying to
Okay, maybe someone did tell me that fighting Zakhan know is… did you know which decisions to make,
Kimah with the Sommerswerd would jack up his CS by 12, and when to make them? Because, looking at your
meaning I’d lose 4 points against an enemy immune to all Combats sheets etc., it seems you deliberately
psychics, and with 50 ENDURANCE to boot… and wouldn’t avoided bad situations. Did you know in advance of
you just like to know, eh? But hey, it’s not like I got a free these bad situations, because it certainly looks like
lunch or anything. After all, the Sommerswerd is worth 8 CS it and so far you’ve said nothing about luck?
points, so I gave up 8 against every other enemy in book
Okay, you got me. I scanned each and every adventure to
#9. Anyway, if you have the Dagger of Vashna, would
find out where the instant-unavoidable-deathtraps were,
YOU want to go toe-to-toe in a battle that’s against you at
and I took great care NOT to run into any of them. I did it
best, and way, way against you at worst, when you can just
because if I did get killed, I’d have to start over at book #1
fling that dagger into his heart and have done with it? With
(and I’ve other things to do…like the Grand Master series,
the real Random Number Table, now!
OK!).
For the most part, you pretty much play it by the If you’d like to write to Darrell, perhaps to impart a few useful tips of your
book. However, you take automatic 9s for CS, EP, own about the Grand Master series adventures, he can be reached at the
and Gold Crowns, you leave behind whatever items following address: Darrell Wong, ____, Hawaii, USA.

LONE WOLF CLUB – PRIORITY ORDER FORM

LONE WOLF 24—PRIORITY ORDER FORM


Order now and your signed copy of ‘Rune War’ will be sent to you by return post. To order, just
fill in the box below, indicating how many copies you require in the space provided. Send your
completed form, or a copy of it, together with a cheque or postal order for the correct total, to:
LONE WOLF CLUB, LW24 BOOK OFFER, 39 Corfe Way, Broadstone, Dorset, BH18 9ND (UK)

Name _____________________________________________________________________________________

Address ___________________________________________________________________________________

Zip / post code _____________________________________________________________________________

‘Rune War’. UK price £4.50; US (import) price $8.00 each. UK / BFPO members postage FREE OF
CHARGE when ordering on this form. Overseas members please add £2.05 ($5.50) for airmail 1 book, £2.50
($9.00) for airmail 2 books. Additional books—please see postage details on regular book order form—page
11. This is a subsidised airmail rate; no profit is made on postal charges. UK £ cheques should be made
payable to: LONE WOLF CLUB. US $ personal checks payable to: Joe Dever. All payments must be in £
sterling or US dollars. Every effort will be made to despatch books promptly.

LW24: Rune War


No. of books req’d.:

10
MAIL ORDER FORM
LONE WOLF INTERACTIVE
GAMEBOOKS (£3.99 / $7.00 ea.) No.
req’d
£/$
Total

LW 1: Flight from the Dark ........ .........

LW 2: Fire on the Water ........ .........

LW 3: The Caverns of Kalte ........ .........


To order, use this form or photocopy
LW 4: The Chasm of Doom ........ .........

LW 5: Shadow on the Sand ........ ......... SEND YOUR ORDER TO:


LW 6: The Kingdoms of Terror ........ ......... THE LONE WOLF CLUB
LW 7: Castle Death ........ ......... 39 Corfe Way, Broadstone, Dorset,
LW 8: The Jungle of Horrors ........ ......... BH18 9ND (UK)
LW 9: The Cauldron of Fear ........ .........

LW10: The Dungeons of Torgar ........ .........

LW11: The Prisoners of Time ........ .........

LW12: The Masters of Darkness ........ .........

LW13: The Plague Lords of Ruel ........ ......... SIGNED COPIES


LW14: The Captives of Kaag ........ ......... ALL LONE WOLF CLUB STOCK HAS
LW15: The Darke Crusade ........ ......... BEEN SIGNED BY AUTHOR—
LW16: The Legacy of Vashna ........ .........
JOE DEVER
LW17: The Deathlord of Ixia ........ .........

LW18: Dawn of the Dragons ........ .........

LW19: Wolf’s Bane ........ .........

LW20: The Curse of Naar ........ .........

LW21: Voyage of the Moonstone ........ .........


All USA orders dispatched by Air Mail;
LW22: The Buccaneers of Shadaki
Overseas orders by Surface Mail. Please
........ .........

LW23: Mydnight’s Hero (£4.50 / $8.00) ........ .........


allow 28 days for delivery. All carriage
charges are at cost. Titles on this list are
LEGENDS OF LONE WOLF—Novels
unabridged UK editions only; interactive
(£3.99 / $7.00 ea.) gamebooks have colour maps & double
LLW 1-8: Currently out of print card covers.
LLW 9: The Tellings ........ .........

LLW10: The Lorestone of Varetta ........ .........

LLW11: The Secret of Kazan-Oud


IMPORTANT PAYMENT DETAILS
........ .........

LLW12: The Rotting Land ........ .........


Make your remittances payable to:
UK £ Cheques / POs: LONE WOLF CLUB
GRAPHIC NOVEL—(£4.99 / $8.00)
LWGN01: The Skull of Agarash ........ .........
US $ Cheques / POs: JOE DEVER

Name ....................................................................
Address .................................................................
OMNIBUS EDITIONS—(£5.99 / $10.50)
LLWO1: Legends Omnibus ........ ......... .............................................................................
LWO 1: Gamebook Omnibus ........ .........
Zip / Post code .......................................................
Telephone .............................................................

LONE WOLF AUDIOBOOK


Twin cassette pack—3+ hours playing time POSTAL CHARGES
Stereo soundtrack (£7.99 / $14.00)
No. of books UK / BFPO USA O/Seas
LLWA 1: Eclipse of the Kai ........ .........
x1 £0.56 $5.50 £2.15
x2 £0.92 $9.00 £2.55
x3 £1.48 $13.90 £3.30
Postage . . . . . . . . . . . . . ........ ......... x4 £1.94 $18.70 £4.35
x5 £2.50 $22.00 £5.00
x6 £3.04 $25.00 £6.10
TOTAL: £ / $ .......... x 7+ £3.50 $29.50 £7.45

UK Sterling or US Dollar cheques or Postal Orders only


Lone Wolf Club

COMPETITION
MYDNIGHT’S HERO
This issue’s competition is based around events and details which occur in “Mydnight’s
Hero”—the third episode of the Lone Wolf New Order series. All you have to do is
answer the following questions correctly (neatly on a separate sheet of paper) then send
it, together with your name, address, Kai rank & age, to the club at the address shown
below.

All entries must be submitted no later than 12th February 1996. Any received after this
date will not be counted so be sure to complete your entry and send it in as soon as
possible. The winner and runners-up will be notified by post before 12th March 1996.

THE PRIZES: The first correct entry, drawn at random from all those received by the
closing date, will win a SONY WALKMAN EX110. This quality personal stereo system
features an advanced anti-rolling mechanism, AVLS (Auto Volume Limiter System), tape
selector switch (normal / CRO2 / Metal), auto shut-off, fast forward / rewind, DC socket,
belt clip, headphones, and batteries. The next three correct entries will each win signed
copies of Lone Wolf 24—Rune War. Good luck!

1. What is the name of the Siyenese High Chancellor?


2. What is the occupation of Acraban’s brother?
3. Who is the Inquisitor-Major of Cavalia?
4. Who or what is a Bavazanur?
5. Where did Prince Karvas marry Amarelda?
6. In which town or village would you find Shaney Street?
7. What is the name of the Guard Captain of Varedo?
8. Who is the commander of the Lucien Province?
9. Name the shadowy organisation hired by Baron Sadanzo to
murder King Oridon?
10. Who is the Autarch of Bhanar?
11. Name the tradesmen’s district of Mydnight?
12. Name the crewman who was killed when the Starstrider crashed?
13. Who or what is Fanji?
14. Where in Siyen would you find the Golden Plough Inn?
15. What river flows through the city of Bakhasa?
Send your answer sheet (including your name, address, age) to: THE LONE WOLF CLUB (Q30),
39 Corfe Way, Broadstone, Dorset, BH18 9ND (UK)
1.4 
Project Aon License ‘Internet Editions’ shall hereafter refer to the document or
Beyond the Nightmare Gate;
Copyright 1986 Ian Page.
21 August 2009 documents, any parts thereof or derivative works thereof  War of the Wizards;
(including translations) made available to the public under Copyright 1986 Ian Page.
0. Preamble the terms of this License via the Internet. The term
‘Internet Editions’ is limited to the electronic transcription of The illustrations created by Rob Adams for the following
Joe Dever, author of the Lone Wolf game books, and Ian certain text and illustrations by the Authors and Illustrators book are part of the illustrations being offered under the
Page, author of the World of Lone Wolf books are respectively as listed hereafter. terms of this License:
providing certain of their works for free (gratis) download
from the internet. Rob Adams, Paul Bonner, Gary Chalk, The following are the works written by Joe Dever which  The Magnamund Companion;
Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril are being offered under the terms of this license: Some illustrations copyright 1986 Rob Adams.
Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham
Round, and Brian Williams are similarly offering the  Flight from the Dark; The illustrations created by Paul Bonner for the following
illustrations that they did for these books. This license is Copyright 1984 Joe Dever and Gary Chalk. books are part of the illustrations being offered under the
intended to protect the rights of the authors and the  Fire on the Water; terms of this License:
illustrators, grant rights to their readers, and preserve the Copyright 1984 Joe Dever and Gary Chalk.
quality of the books distributed in this way.  The Caverns of Kalte;
 Grey Star the Wizard;
Illustrations copyright 1985 Paul Bonner.
Copyright 1984 Joe Dever and Gary Chalk.
By viewing or downloading the books or the illustrations,
 The Chasm of Doom;
 The Forbidden City;
you agree to refrain from redistributing them in any format Illustrations copyright 1986 Paul Bonner.
Copyright 1985 Joe Dever and Gary Chalk.
for any reason. This is intended to protect readers from
 Shadow on the Sand;
 Beyond the Nightmare Gate;
getting poor quality, unofficial versions or from being asked Illustrations copyright 1986 Paul Bonner.
Copyright 1985 Joe Dever and Gary Chalk.
for payment in exchange for the books by someone who is  War of the Wizards;
redistributing them unofficially.  The Kingdoms of Terror; Illustrations copyright 1986 Paul Bonner.
Copyright 1985 Joe Dever and Gary Chalk.
Anyone who wishes to simply view or download the  Castle Death; The illustrations created by Gary Chalk for the following
Internet Editions for their own personal use need not worry Copyright 1986 Joe Dever and Gary Chalk. books are part of the illustrations being offered under the
about running afoul of the terms of this License. These  The Jungle of Horrors; terms of this License:
activities are within acceptable behaviour as defined by Copyright 1987 Joe Dever and Gary Chalk.
this License.
 The Cauldron of Fear;
 Flight from the Dark;
Illustrations copyright 1984 Joe Dever and Gary
This section does not contain the legally binding terms of Copyright 1987 Joe Dever.
Chalk.
this license. Please read the precise terms and conditions  The Dungeons of Torgar;
 Fire on the Water;
of this license that follow. Copyright 1987 Joe Dever.
Illustrations copyright 1984 Joe Dever and Gary
The current version of this license can be found at the  The Prisoners of Time; Chalk.
Copyright 1987 Joe Dever.
following URL:  The Caverns of Kalte;
 The Masters of Darkness; Illustrations copyright 1984 Joe Dever and Gary
http://www.projectaon.org/license/ Copyright 1988 Joe Dever. Chalk.
 The Plague Lords of Ruel;  The Chasm of Doom;
1. Definitions Copyright 1990, 1992 Joe Dever. Illustrations copyright 1985 Joe Dever and Gary
 The Captives of Kaag; Chalk.
1.0 Copyright 1991 Joe Dever.  Shadow on the Sand;
‘License’ shall hereafter refer to this document.  The Darke Crusade; Illustrations copyright 1985 Joe Dever and Gary
Chalk.
Copyright 1991, 1993 Joe Dever.
1.1  The Legacy of Vashna;  The Kingdoms of Terror;
Copyright 1991, 1993 Joe Dever. Illustrations copyright 1985 Joe Dever and Gary
‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Chalk.
Gary Chalk, copyright holders for the literary works  The Deathlord of Ixia;
 Castle Death;
covered by this license. Where Joe Dever, Ian Page, or Copyright 1992, 1994 Joe Dever.
Illustrations copyright 1986 Joe Dever and Gary
Gary Chalk is mentioned singly, they will be referred to by  Dawn of the Dragons; Chalk.
name. Copyright 1992 Joe Dever.
 The Jungle of Horrors;
 Wolf’s Bane; Illustrations copyright 1987 Joe Dever and Gary
1.2 Copyright 1993, 1995 Joe Dever. Chalk.
‘Illustrators’ shall hereafter refer to Rob Adams, copyright  The Curse of Naar;  The Magnamund Companion;
holder of portions of The Magnamund Companion; Paul Copyright 1993, 1996 Joe Dever. Some illustrations copyright 1986 Gary Chalk.
Bonner, holder of the copyrights for the illustrations of the  Voyage of the Moonstone;  The Lone Wolf Poster Painting Book;
World of Lone Wolf books; Gary Chalk, holder of the Copyright 1994 Joe Dever. Copyright 1986 Gary Chalk.
copyrights for the illustrations of Lone Wolf books one  The Buccaneers of Shadaki;
through eight counted inclusively, holder of the copyrights Copyright 1994 Joe Dever. The text written by Gary Chalk for the following book is
of portions of The Magnamund Companion, and holder of being offered under the terms of this License:
the copyrights for The Lone Wolf Poster Painting Book;  Mydnight’s Hero;
Copyright 1995 Joe Dever.
Melvyn Grant, holder of the copyrights for the illustrations  The Lone Wolf Poster Painting Book;
of Freeway Warrior 1: Highway Holocaust; Richard Hook,  Rune War; Copyright 1987 Gary Chalk.
copyright holder of portions of The Magnamund Copyright 1995 Joe Dever.
Companion; Peter Andrew Jones, copyright holder of the  Trail of the Wolf; The illustrations created by Melvyn Grant for the following
illustrations used in the Lone Wolf 10th Anniversary Copyright 1997 Joe Dever. book are part of the illustrations being offered under the
Calendar; Cyril Julien, copyright holder of portions of The  The Fall of Blood Mountain; terms of this License:
Skull of Agarash; Peter Lyon, copyright holder of portions Copyright 1997 Joe Dever.
 Freeway Warrior 1: Highway Holocaust;
of The Magnamund Companion; Trevor Newton, copyright  Vampirium; Illustrations copyright 1988 Melvyn Grant.
holder of the illustrations of Voyage of the Moonstone; Copyright 1998 Joe Dever.
Peter Parr, copyright holder of the illustrations of Black  The Hunger of Sejanoz; The illustrations created by Richard Hook for the following
Baron and White Warlord, Emerald Enchanter and Scarlet Copyright 1998 Joe Dever. book are part of the illustrations being offered under the
Sorcerer; Graham Round, copyright holder of portions of
The Magnamund Companion; and Brian Williams, holder  The Magnamund Companion; terms of this License:
Copyright 1986 Joe Dever.
of the copyrights for the illustrations of Lone Wolf books  The Magnamund Companion;
nine through twenty-eight counted inclusively with the  Freeway Warrior 1: Highway Holocaust; Some illustrations copyright 1986 Richard Hook.
exception of the illustrations for book twenty-one, The Copyright 1988 Joe Dever.
Voyage of the Moonstone, holder of the copyrights of  Freeway Warrior 2: Slaughter Mountain Run; The illustrations created by Peter Andrew Jones for the
portions of The Skull of Agarash, and holder of the Copyright 1988 Joe Dever. following book are part of the illustrations being offered
copyrights for the illustrations of books two through four,  Freeway Warrior 3: The Omega Zone; under the terms of this License:
counted inclusively, of the Freeway Warrior series. Where Copyright 1989 Joe Dever.
 Lone Wolf 10th Anniversary Calendar;
Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook,  Freeway Warrior 4: California Countdown; Illustrations copyright 1994 Peter Andrew Jones.
Peter Andrew Jones, Cyril Julien, Peter Lyon, Graham Copyright 1989 Joe Dever.
Round, or Brian Williams is mentioned singly, they will be The illustrations created by Cyril Julien for the following
referred to by name. The following are the works written by Ian Page which are book are part of the illustrations being offered under the
being offered under the terms of this license: terms of this License:
1.3
‘Internet’ shall hereafter refer to any means of transferring  Grey Star the Wizard;  The Skull of Agarash;
Copyright 1985 Ian Page. Some illustrations copyright 1994 Cyril Julien.
information electronically between two or more
‘Licensees’. (The term ‘Licensee’ is defined in Section 1.5  The Forbidden City;
of the License) Copyright 1986 Ian Page. The illustrations created by Peter Lyon for the following
book are part of the illustrations being offered under the
terms of this License: The works distributed under the collective title Lone Wolf in which that person resides, they may have a parent or
Club Newsletters—which are composed of, in part, the legal guardian agree to be bound by the terms and
 The Magnamund Companion; above named works—will also be distributed under the obligations of this License. On condition of agreeing to be
Some illustrations copyright 1986 Peter Lyon.
terms of this License. bound by the terms of the License, that same parent or
The illustrations created by Trevor Newton for the ‘Internet Editions’ shall not refer to any other works by the legal guardian may thereafter give a copy or copies of the
following book are part of the illustrations being offered Authors, nor any other illustrations by the Illustrators Internet Editions to that child. That parent or legal guardian
under the terms of this License: unless the Authors or Illustrators amend this License. is thereafter legally responsible to ensure that that child
‘Internet Editions’ shall refer solely to the text and behaves in accordance with all of the terms and
 Voyage of the Moonstone; illustrations of the above works when made available
obligations of this License.
Illustrations © 1994 Trevor Newton.
through the Internet. The authority of a parent or legal guardian to distribute the
The illustrations created by Peter Parr for the following Internet Editions does not extend to the distribution of the
books are part of the illustrations being offered under the
1.5 Internet Editions to any other person or persons except his
terms of this License: ‘Licensee’ shall hereafter refer to any person or electronic or her child or legal dependent.
agent who receives some portion or all of the Internet
 Black Baron; Editions. The ‘Licensee’ shall hereinafter be referred to as 3. Termination of the License
Illustrations © 1986 Peter Parr. ‘Licensee’ or ‘you’.
 White Warlord;
3.0
Illustrations © 1986 Peter Parr. 1.6 If for any reason you are unable to comply with any of the
 Emerald Enchanter; ‘Distribution Point’ shall hereafter refer to the specific terms and obligations of this License, you agree to destroy
Illustrations © 1986 Peter Parr. Internet site or sites to which the Authors and Illustrators all copies of the Internet Editions of which you have
 Scarlet Sorcerer; have granted rights to distribute the Internet Editions. control within fourteen calendar days after the first
Illustrations © 1986 Peter Parr. violation.
1.7
The illustrations created by Graham Round for the 3.1
following book are part of the illustrations being offered ‘Maintainer’ shall hereafter refer to the person or persons
who are responsible for the maintenance of the If any of the Authors or the Illustrators revokes your rights
under the terms of this License: granted under this License, you agree to destroy all copies
Distribution Point.
of the Authors’ or Illustrators’ work which is a part of the
 The Magnamund Companion;
Some illustrations copyright 1986 Graham Round. 2. Terms of Distribution Internet Editions of which you have control within fourteen
calendar days of receiving notification in any form.
The illustrations created by Brian Williams for the following 2.0
books are part of the illustrations being offered under the The terms of this License are limited to the distribution of 4. Jurisdiction
terms of this License: the Internet Editions. No other form of distribution is 4.0
 The Cauldron of Fear; covered under the terms of this License.
If, in consequence of court judgement or the laws of a
Illustrations Copyright 1987 Brian Williams.
2.1 particular area, any portion of the License is held as
 The Dungeons of Torgar; invalid or unenforceable in any particular circumstance,
Illustrations Copyright 1987 Brian Williams. The Authors and Illustrators grant you the right to receive you are no longer granted any rights under the terms of
 The Prisoners of Time; a copy or copies of the Internet Editions from the this License in that circumstance. You agree to act in
Illustrations Copyright 1987 Brian Williams. Distribution Point at no charge provided that you agree to accordance with section 3.0 for all copies of the Internet
all of the terms and obligations of this License. If you do
 The Masters of Darkness;
not agree to all of the terms and obligations of this
Editions for which the License is held as invalid or
Illustrations Copyright 1988 Brian Williams. unenforceable as if you had violated the terms and
License, you are not granted any rights by this License. obligations of the License. The License is intended to
 The Plague Lords of Ruel;
Illustrations Copyright 1990, 1992 Brian Williams. You agree to be bound by the terms and obligations of this remain in force in all other circumstances.
 The Captives of Kaag; License by the act of receiving or viewing a copy of any
Illustrations Copyright 1990, 1992 Brian Williams. portion of the Internet Editions even though you have not 5. Revision of the License
signed a written document. Indeed, you have no right to
 The Darke Crusade;
receive or view a copy or copies without first accepting this 5.0
Illustrations Copyright 1991, 1993 Brian Williams.
License as legally valid and binding and agreeing to the The Authors and the Illustrators may publish revisions of
 The Legacy of Vashna; terms and obligations of this License. this License in the future to address new concerns. Any
Illustrations Copyright 1991, 1993 Brian Williams.
further revisions will be legally binding at the time that you
 The Deathlord of Ixia; 2.2 receive notification in any form of the revision.
Illustrations Copyright 1992 Brian Williams.
You agree to refrain from redistributing the Internet
 Dawn of the Dragons; Editions in any form, electronic or otherwise, to any other 6. NO WARRANTY
Illustrations Copyright 1992 Brian Williams.
person or persons for any reason by any means. You are
 Wolf’s Bane; granted the right to receive a copy or copies only for your 6.0
Illustrations Copyright 1993 Brian Williams. own personal use. BECAUSE THE INTERNET EDITIONS ARE LICENSED
 The Curse of Naar;
This License does not collectively grant any rights to FREE OF CHARGE, THERE IS NO WARRANTY FOR THE
Illustrations Copyright 1993 Brian Williams. INTERNET EDITIONS, TO THE EXTENT PERMITTED BY
corporations or groups of individuals when regarded as
 The Buccaneers of Shadaki; one legal entity. This License exclusively grants rights to
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED
Illustrations Copyright 1994 Brian Williams. IN WRITING THE COPYRIGHT HOLDERS OR OTHER
private individuals. PARTIES PROVIDE THE INTERNET EDITIONS “AS IS”
 Mydnight’s Hero;
Redistribution includes but is not limited to displaying the WITHOUT WARRANTY OF ANY KIND, EITHER
Illustrations Copyright 1995 Brian Williams. EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED
Internet Editions within the graphical representation of an
 Rune War;
Internet site other than the Distribution Point. This TO, THE IMPLIED WARRANTIES OF FITNESS FOR A
Illustrations Copyright 1995 Brian Williams. PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE
prohibition includes but is not limited to the use of HTML
 Trail of the Wolf; ‘frames’. QUALITY OF THE INTERNET EDITIONS IS WITH YOU.
Illustrations Copyright 1997 Brian Williams. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE,
An exception to the restrictions on redistribution in this YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.
 The Fall of Blood Mountain;
section is made in that you may send the Internet Editions
Illustrations Copyright 1997 Brian Williams.
or derivative works thereof to the Distribution Point by the 6.1
 Vampirium; consent of the Maintainer. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW
Illustrations Copyright 1998 Brian Williams.
OR AGREED TO IN WRITING WILL ANY COPYRIGHT
 The Hunger of Sejanoz; 2.3 HOLDER OR MAINTAINER BE LIABLE TO YOU FOR
Illustrations Copyright 1998 Brian Williams. DAMAGES, INCLUDING ANY GENERAL, SPECIAL,
The Authors and Illustrators retain all other rights to their
 The Skull of Agarash; respective portions of the Internet Editions not covered by INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
Some illustrations copyright 1994 Brian Williams. OUT OF THE USE OR INABILITY TO USE THE INTERNET
this License. The Authors or Illustrators may, at any time,
 Freeway Warrior: Slaughter Mountain Run; without notice and without need to show due cause,
EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF
Illustrations Copyright 1988 Brian Williams. DATA OR DATA BEING RENDERED INACCURATE OR
revoke the rights granted to you by this License to their LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
 Freeway Warrior: The Omega Zone; respective portions of the Internet Editions. FAILURE OF THE INTERNET EDITIONS TO OPERATE
Illustrations Copyright 1989 Brian Williams.
WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR
 Freeway Warrior: California Countdown; 2.4 OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY
Illustrations Copyright 1989 Brian Williams. If a person is under the legal age to be able to enter into a OF SUCH DAMAGES.
contractual relationship as defined by the laws of the area

You might also like