The King of Siyen has been assassinated. Prince Karvas is the sole heir of this rich and powerful realm but he lives in exile in distant Sheasuthe Isle of Lost heroes
. In his absence, evil Baron Sadanzo and his army of robber knights have staked their claim to the vacant throne.
The King of Siyen has been assassinated. Prince Karvas is the sole heir of this rich and powerful realm but he lives in exile in distant Sheasuthe Isle of Lost Heroes
. In his absence, evil Baron Sadanzo and his army of robber knights have staked their claim to the vacant throne.
In Mydnight
You asked Lone Wolf how you could assist in keeping his pledge to Lord Xavial. His reply sent a shiver tingling down your spine.
-Prince Karvas must be found. He must also be persuaded to return to Seroa, his homeland capital, to claim his throne before time runs out. You, Grand Master, are closer to the Isle of Sheasu than any other Kai. I must command you to go there and seek him out. Lord Zinair has already made provision for your journey by ship. He will accompany you and assist your mission. The Magicians
Prince Karvas must be found. He must also be persuaded to return to Seroa, his homeland capital, to claim his throne before time runs out. You, Grand Master, are closer to the Isle of Sheasu than any other Kai. I must command you to go there and seek him out. Lord Zinair has already made provision for your journey by ship. He will accompany you and assist your mission. The Magicians
With mixed feelings of pride and trepidation, you accepted the mission and vowed to Lone Wolf that you would do everything in your power to ensure its success. Your resolute promise met with his approval.
@@ -350,11 +352,11 @@ -After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor
After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor
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.
+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 four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines will be of use to you at some point during your mission, pick these four 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 four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.
+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 four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines will be of use to you at some point during your mission, pick these four 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 four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.
Quarterstaff (Weapons)
-Bow (Weapons)
Quiver (Special Items) This contains six Arrows; record them on your Weapons List.
Flute (Backpack Item)
Dagger (Weapons)
+Dagger (Weapons)
Sword (Weapons)
@@ -536,46 +543,51 @@2 Meals (Meals) Each Meal takes up one space in your Backpack.
Rope (Backpack Item)
Potion of Laumspur (Backpack Item) This potion restores 4
Axe (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
After a restless night spent contemplating the mission you have vowed to complete, you rise shortly before dawn and meet with Lord Zinair in the courtyard of the stables that adjoin the Dessi consulate. A horse-drawn carriage is waiting to take you both to the harbour where a sleek Suhnese clipper called The Azaktana is ready to set sail. This magnificent ship is one of the fastest vessels ever to have plied the southern seas, and Lord Zinair has commissioned it for your voyage to Sheasu. He and you will be the only passengers aboard.
+After a restless night spent contemplating the mission you have vowed to complete, you rise shortly before dawn and meet with Lord Zinair in the courtyard of the stables that adjoin the Dessian consulate. A horse-drawn carriage is waiting to take you both to the harbour where a sleek Suhnese clipper called The Azaktana is ready to set sail. This magnificent ship is one of the fastest vessels ever to have plied the southern seas, and Lord Zinair has commissioned it for your voyage to Sheasu. He and you will be the only passengers aboard.
The Azaktana is stocked with sufficient fresh water and provisions to enable her to complete the voyage without unnecessary delays. The weather is Zinair
Shortly after sunset on the twentieth day of your voyage, the twinkling harbour lights of Mydnight are sighted by the lookout. The Captain shouts an order and hurriedly his crew lower the sails to allow The Azaktana to glide silently into the harbour of Sheasu
In thirty days
says Lord Zinair, thoughtfully. It will then be the moon of Harvestmas. I pray that you and Prince Karvas shall be in Seroa to see that.
The parting clouds have also revealed a smaller globe of light in the night sky, above the port
See, there, my lord,
you say, and point to the orb of light. Ah, yes,
replies Zinair, smiling. It would appear that Wizard Acraban has arrived before us.
See, there, my lord,
you say, and point to the orb of light.
Ah, yes,
replies Zinair, smiling. It would appear that Wizard Acraban has arrived before us.
Lord Zinair
You return to the jetty and show your tickets to the ticket seller. He grunts his approval and waves you aboard the riverboat. The number of your berth is written on your ticket, and you discover that you are both sharing cabin number 12 which is located at the stern. You are pleased to discover that it is one of the better cabins aboard. It has a cupboard stocked with food and wine, a washing bowl and a jug of water, and twin bunk beds with mattresses and feather pillows.
-After a short while you hear the clang of the riverboat
Once everyone is aboard, the gangplank is raised and the riverboat
After a short while you hear the
Once everyone is aboard, the gangplank is raised and the riverboat
You are shaken by the sudden impact of hitting the water, but you swiftly muster your senses and fight to stay astride your horse. Prince Karvas and his mount come crashing down nearby and, in a tangle of flailing limbs, you are all swept away by the river
You are sped along by the rushing water for more than five kilometres before you reach a stretch of shallows at a bend in the river. Here you are able to regain control of your frightened horses and coax them towards the bank. Bruised and bedraggled, you stagger out of the water and collapse on the muddy shore, gasping for breath.
-When you fully recover, you find that you have lost 1 Weapon and 1 Backpack Item during your ordeal in the river (Make the necessary adjustments to your Action Chart
When you fully recover, you find that you have lost 1 Weapon and 1 Backpack Item during your ordeal in the river. (Make the necessary adjustments to your Action Chart
If you wish to keep any of the above, record them on your Action Chart as Backpack Items (Ren is local currency which you may carry in your Belt Pouch.)
+If you wish to keep any of the above, record them on your Action Chart as Backpack Items. (Ren is local currency which you may carry in your Belt Pouch.)
On your return to the warehouse, Prince Karvas is delighted to hear that there are stables in Bakhasa and he insists that you set off for them at once. He is leading the way out of the ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.
The searing flash of the lightning strike singes the skin on your face and hands (lose 3
You are five miles clear of the fissures when the steering becomes dangerously erratic. The Starstrider is losing altitude and her deck is beginning to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright. Acraban appears from below and struggles valiantly across the sloping deck to join you at the helm. The young sorcerer looks gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies.
-We have lost one stabilizer and the other is badly damaged,
he says, grimly, I have done all I can to repair it but I fear it will fail at any moment. Without stabilizers we cannot stay airborne.
We have lost one stabilizer and the other is badly damaged,
he says, grimly. I have done all I can to repair it but I fear it will fail at any moment. Without stabilizers we cannot stay airborne.
Acraban takes the helm and orders his crew to prepare for a crash landing. Some of the young men tie themselves to the ship
The rock grazes your scalp (lose 1
The speed an surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm
The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm
Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at the north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4
You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.
Karvas grabs your hand and pulls you to your feet. The drooling horror utters a chilling cackle and suddenly gathers speed. It has caught the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and hurriedly move forward to block its approach to the narrow gulley. You must now fight the creature.
-This enemy is immune to Mindblast (but not Kai-surge). You may add 5 to your
Karvas grabs your hand and pulls you to your feet. The drooling horror utters a chilling cackle and suddenly gathers speed. It has caught the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and hurriedly move forward to block its approach to the narrow gully. You must now fight the creature.
+This enemy is immune to Mindblast (but not Kai-surge). You may add 5 points to your
You follow Karvas through the teeming streets of the capital towards Palace Square, the grand plaza where the crowning ceremony is set to take place in less than an hour. A wide avenue of marbled stone leads towards the square, and as you hurry along it, you marvel at the aristocratic mansions and embassies that march past on either side. The sound of a fanfare echoes in the distance and you increase your pace when Karvas tells you that it signifies the arrival of Baron Sadanzo. The approach to the square itself is blocked by the crowd, but the prince knows of another way by which you may reach it. You leave the avenue and he takes you along a narrow lane that winds through a maze of buildings in the Merchant
On a raised platform in the centre of Palace Square, Baron Sadanzo is preparing to kneel before Phedros, the Marshal of the Realm, the highest ranking officer in the kingdom of Siyen. He is flanked by the High Chancellor, the High Chamberlain, the Mayor of Seroa, and other Siyenese noblemen. Under the constitution of Siyen, following the death of Oridon and the absence of Karvas, the Marshal of the Realm is empowered to bestow kingship upon him.
+You follow Karvas through the teeming streets of the capital towards Palace Square, the grand plaza where the crowning ceremony is set to take place in less than an hour. A wide avenue of marbled stone leads towards the square, and as you hurry along it, you marvel at the aristocratic mansions and embassies that march past on either side. The sound of a fanfare echoes in the distance and you increase your pace when Karvas tells you that it signifies the arrival of Baron Sadanzo. The approach to the square itself is blocked by the crowd, but the prince knows of another way by which you may reach it. You leave the avenue and he takes you along a narrow lane that winds through a maze of buildings in the Merchants
On a raised platform in the centre of Palace Square, Baron Sadanzo is preparing to kneel before Phedros, the Marshal of the Realm, the highest ranking officer in the kingdom of Siyen. He is flanked by the High Chancellor, the High Chamberlain, the Mayor of Seroa, and other Siyenese noblemen. Under the constitution of Siyen, following the death of Oridon and the absence of Karvas, the Marshal of the Realm is empowered to bestow kingship upon the Baron.
Frantically, you and the prince struggle through the crowd that encircles the platform. Phedros is about to place the State Crown of Siyen upon Sadanzo
I am Karvas, Crown Prince of Siyen, and I demand my birthright!
shouts the prince to the assembled nobles. The crowd give a gasp of astonishment which is followed by a deathly hush.
You are an impostor,
screams Sadanzo. The real Prince Karvas is exiled in Sheasu. I demand this man be executed for his insolence!
You gag and tie the unconscious guard with his belt and tunic, then you hide him in some long grass at the base of the perimeter wall. Hurrying across the field, you soon reach a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms, and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.
-You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a swordbelt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
+You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
You lead the horses across the courtyard and as you approach the stables
The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.
You descend the stairs and make your way through the taproom crowd to the two Cavalian lordlings who are sipping wine at the counter.
-Good evening, my lords,
says Karvas, politely.
My friend and I were wondering if you two gentlemen are bound for Seroa this night?
Good evening, my lords,
says Karvas, politely. My friend and I were wondering if you two gentlemen are bound for Seroa this night.
The Cavalians regard you with disdain as they sip their perfumed wine from long-stemmed glasses.
And what business would it be of yours, pray tell?
retorts the taller of the two.
We wish to buy two tickets for the riverboat to Seroa,
you reply, truthfully.
My, my,
tuts the shorter, plumper man. I do believe they want us to sell our tickets, Foluge. Would you credit their nerve.
The taller dandy utters a terse laugh and he flicks his fingers at you dismissively. We
Yay, t
fawns his stout companion. When Baron Sadanzo becomes King we shall both become rich men. Now leave us. We have no tickets to sell and we tire of your company.
Yea,
fawns his stout companion. When Baron Sadanzo becomes King we shall both become rich men. Now leave us. We have no tickets to sell and we tire of your company.
One of your pursuers suddenly emerges from the alleyway behind you, his steam-spear raised in readiness to launch another projectile. Instinctively, you dive at him and bring him crashing to the ground before he can release the deadly missile. In the ensuing struggle you knock him unconscious with a blow to his jaw, then you grab the hollow spear and turn it towards the Bakhasians gathered at the end of the street. A trigger lever on the side of the spear fires a projectile and you see it soar through the air to strike the nearest shrine-bearer squarely in the chest. As the man is hurled backwards by the force of its impact, his grip is torn from the platform. It tilts over and the tiger-head idol tumbles from its wooden base to hit the ground with a mighty crash. It shatters in two, releasing a whirling cone of red flame from its hollow core that swiftly engulfs the remaining bearers. In the blink of an eye these men are transformed into smouldering heaps of ash.
-Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the death of their comrades and the destruction of their unholy symbol. Before they can muster themselves and give chase, you cast aside the steam-spear and call for Karvas to follow as you rush across the street and make a hasty escape into the dark alleyway beyond.
+Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can muster themselves and give chase, you cast aside the steam-spear and call for Karvas to follow as you rush across the street and make a hasty escape into the dark alleyway beyond.
You are halfway through the portal when the missile strikes you between the shoulder blades. The impact numbs your senses and sends you somersaulting across an alleyway outside the warehouse: lose 5
Although you have been hit squarely by the projectile, your backpack has prevented it from penetrating your body. The impact has, however, punched a hole in your pack and destroyed four of the items you are carrying (Erase from your Action Chart any four items you have recorded on your Backpack list.)
+Although you have been hit squarely by the projectile, your backpack has prevented it from penetrating your body. The impact has, however, punched a hole in your pack and destroyed four of the items you are carrying. (Erase from your Action Chart any four items you have recorded on your list of Backpack Items.)
Your landing on the ground is cushioned by a carpet of rotting refuse and canvas sacking. Stunned by the force of the missile
In desperation to save the prince
You may not evade this combat. You may, however, add 5 to your
You may not evade this combat. You may, however, add 5 points to your
You break the bad news to Karvas and he explodes with rage. Immediately he kicks back his chair and unsheathes his sword. You, there, skulking in the shadows,
he bellows, pointing with his sword at the Cavalians on the far side of the taproom. You
The Cavalians laugh and sneer at Prince KarvasWatch your tongue, journeyman,
retorts their leader, a scar-faced sergeant with a shaved head. We Siyenese don
Another of the group calls out to the tavern-keeper, demanding that he come and throw you out. Sheepishly the tavern-keeper approaches and he asks that you both leave. You sense that he has no liking for the Cavalians, but Karvas
You take hold of the prince
You are about to enter when suddenly you notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who have been lying in wait for you and Karvas to appear.
-You may add 5 to your
You may add 5 points to your
The tavern-keeper looks at the 2 Gold Crowns and smiles. Ah, Northland coinage,
he says, as he examines them with an appraising eye, and cast from pure gold, unlike some that pass across this counter. Rarely do I see coinage of this quality.
The tavern-keeper is so impressed by the quality of your crowns that he offers you 5 Lune for every 1 Gold Crown you are willing to give him. If you wish to exchange some of your Gold Crowns for Lune on these favourable terms, make the appropriate adjustments to your Action Chart.
+The tavern-keeper is so impressed by the quality of your Crowns that he offers you 5 Lune for every 1 Gold Crown you are willing to give him. If you wish to exchange some of your Gold Crowns for Lune on these favourable terms, make the appropriate adjustments to your Action Chart.
Across the corridor you see the door to the cell that contains your weapons and equipment, and you pause for a few moments to work on its tumbler lock. Your efforts are quickly rewarded and you discover all of your confiscated weapons lying here on the floor. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)
In addition to your equipment you also discover Prince Karvas
Karvas buckles on his swordbelt and, before you leave, he unhooks a coil of rope from the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to memory when you were dragged to the cell less than an hour ago.
+Karvas buckles on his sword belt and, before you leave, he unhooks a coil of rope from the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to memory when you were dragged to the cell less than an hour ago.
You bid goodnight to the tavern-keeper and wearily you climb the stairs to a first floor corridor that leads to your rooms. You are standing in this corridor, arranging with Karvas to meet in the stables at dawn, when you happen to glance out of a window that overlooks the tavern
You tell Karvas what you have seen and he unsheathes his sword. Quick, Grand Master,
he says, as he turns to run back towards the stairs, we must protect our horses or all is lost!
You bid goodnight to the tavern-keeper and wearily you climb the stairs to a first-floor corridor that leads to your rooms. You are standing in this corridor, arranging with Karvas to meet in the stables at dawn, when you happen to glance out of a window that overlooks the tavern
You tell Karvas what you have seen and he unsheathes his sword. Quick, Grand Master,
he says, as he turns to run back towards the stairs. We must protect our horses or all is lost!
Your silence angers the Knight Bachelor.
Perhaps you are spies?
he exclaims. I command you to throw down your weapons. By the power vested in my rank, and for the security of Cavalia, I arrest you both.
It is early morning when you awaken. Your sleep has revived your strength (restore 3
The riverboat is crowded with passengers bound for the capital. From snatches of conversations that you overhear on deck, you learn that most of them are going there to see the crowning of Sadanzo. Many of you fellow travellers stand to gain in some way from his ascendance, and when you discover this fact, you and Karvas take care to avoid them as much as possible.
-As darkness falls, the passengers congregate on a lower deck of the boat which serves as a gambling hall. You and Karvas remain at the rail and enjoy the sight of a waxing moon that dominates the clear night sky. Tomorrow will be Harvestmas Day and the moon will be at its fullest,
says Karvas, wistfully. Yes,
you reply, and you, my lord, shall by then be rightful king of this realm.
As darkness falls, the passengers congregate on a lower deck of the boat which serves as a gambling hall. You and Karvas remain at the rail and enjoy the sight of a waxing moon that dominates the clear night sky. Tomorrow will be Harvestmas Day and the moon will be at its fullest,
says Karvas, wistfully.
Yes,
you reply, and you, my lord, shall by then be rightful king of this realm.
You leave the rail and retire to sleep, waking early the following morning with mixed feelings of excitement and apprehension. The riverboat comes within sight of Seroa by mid-morning and docks at the city
Having decided the places where each of you will search for the whereabouts of Price Karvas, you follow Acraban to the rear deck and enter the skyship
Unlike the urchins, the adult population of Mydnight appears less than fascinated by the imposing sight of the Starstrider hovering above their city. Few give it a second glance. This seeming lack of interest does not surprise you. For centuries this port has been a refuge for exiles from the many nations of Magnamund who, for their own individual reasons, have chosen to forsake their native lands. They are, by nature, a secretive community. Any overt interest in the affairs of another is often viewed with suspicion and distrust. You retrace the route you took last night and soon find yourself at the harbour. The Azaktana is still moored at the quayside and you give the crew a friendly wave as you stride along the harbour wall towards the city
Unlike the urchins, the adult population of Mydnight appears less than fascinated by the imposing sight of the Starstrider hovering above their city. Few give it a second glance. This seeming lack of interest does not surprise you. For centuries this port has been a refuge for exiles from the many nations of Magnamund who, for their own individual reasons, have chosen to forsake their native lands. They are, by nature, a secretive community. Any overt interest in the affairs of another is often viewed with suspicion and distrust. You retrace the route you took last night and soon find yourself at the harbour. The Azaktana is still moored at the quayside and you give the crew a friendly wave as you stride along the harbour wall towards the city
You have no difficulty finding Grosta
Sadanzo gasps as your killing blow pierces his heart. He drops to this knees and the gem in his hand suddenly crumbles and disintegrates to dust. With his last ounce of strength he lunges at you with his sword, but you sidestep his last, desperate thrust, and he crashes lifelessly to the floor.
-The destruction of SadanzoWelcome home at last, my boy,
he says, his voice wavering with emotion, welcome home
The destruction of SadanzoWelcome home at last, my boy,
he says, his voice wavering with emotion. Welcome home
Acraban repeats his order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then a second deafening
The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel with each other, and a little over 30 metres apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.
+Acraban repeats his order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then a second deafening
The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel to each other, and a little over 30 metres apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.
Pick a number from the Random Number Table. If you possess Grand Huntmastery or Elementalism, add 2 to the number you have picked.
You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses. You come to a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as they go about their evening chores. To the east of the square you can see a paved avenue called Shaney Street that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past.
You recall the advice given you freely by the man called Daventi when you visited the Oridon Stone. He said that the bridge at Voshno has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use it. You tell Karvas this and he says that you should avoid the bridge and continue north along the trail.
-Three kilometres out of Voshno you see a small farmstead at the river
Three kilometres out of Voshno you see a small farmstead at the river
I
he replies, with a broad smile. If
Upon reaching the shelter of the ledge, you dismount and prepare a makeshift camp in the narrow gully. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. Your watch passes uneventfully and, when Karvas takes over, you pull your warm cloak close around your shoulders and settle down to sleep.
It seems as if you have only just closed your eyes when you are woken by a fearful screeching. Karvas is standing nearby, braced for combat, his sword in his hand. As you scramble to your feet, he points to the sky and you glimpse the dark outline of a flying creature circling above the ledge. Its cries have startled the horses and hurriedly you attempt to calm them for fear that they will bolt and run. Twice the creature circles around the ledge before it swoops down to land on the trail. It folds its wings behind its pallid body and you see that its torso is lean and sinewy and studded with hundreds of horny spikes. Bubbling drool runs from its dangled jaw and its eye-slits emit a cold, yellowy light. Slowly it creeps towards your shelter and suddenly you sense its purpose. This ghastly being is diseases and starving; it is desperate for food and its sole desire is to feast upon the flesh of your horses.
-Your warning brings Acraban to an immediate halt, yet it comes just seconds too late for he has already stepped upon the edge of the covered pit. There is a loud crack of splintering wood and the young magician yelps with alarm as he drops feet-first through the branches which camouflage this trap.
+Your warning brings Acraban to an immediate halt, yet it comes just seconds too late for he has already stepped upon the edge of the covered pit. There is a loud
Fearing the worst, you rush forward to help him. Suddenly he rises out of the pit before you, lifted up by a hastily-cast spell of levitation. His magical skill and swift reactions have saved him from being impaled upon the sharpened stakes which line the walls and base of this deadly trap. But he has not escaped the stakes unscathed: he has suffered deep gashes to his legs and feet.
Using your Kai healing skills, you tend to the magician
Early next morning, shortly before dawn, you meet with Karvas and Sainus and go to collect your horses from the stable. As you mount them, the old man bids you good luck and he gives the prince a pouch containing 50 Orla, a sum that could prove useful during the journey to Seroa.
Dawn breaks as you leave Sainus
The sun shines brightly all day and you make good progress along the trail that heads due east towards the River Sero. By nightfall you have covered more than 75 kilometres and have reached the tiny village of Xaia. Moored at its wooden jetty is a large river boat. This grand vessel is brightly illuminated by hundreds of coloured lanterns that are fixed to its masts and deck rails. You tether your horses to a post and then hurry along the jetty to where a thin man in a long black coat is seated at a table. He is counting out Orla and stacking them neatly in piles of twenty. Karvas asks if he may purchase two tickets to Seroa, but the man shakes his head and tells you that all the tickets have been sold. The river boat sails within the hour and every place aboard has been purchased.
+The sun shines brightly all day and you make good progress along the trail that heads due east towards the River Sero. By nightfall you have covered more than 75 kilometres and have reached the tiny village of Xaia. Moored at its wooden jetty is a large riverboat. This grand vessel is brightly illuminated by hundreds of coloured lanterns that are fixed to its masts and deck rails. You tether your horses to a post and then hurry along the jetty to where a thin man in a long black coat is seated at a table. He is counting out Orla and stacking them neatly in piles of twenty. Karvas asks if he may purchase two tickets to Seroa, but the man shakes his head and tells you that all the tickets have been sold. The riverboat sails within the hour and every place aboard has been purchased.
If you
he says, cheerlessly. Them that
He scratches his stubby chin and then points a bony finger towards a ramshackle tavern perched on the riverfront.
You wheel your horse about and tug your Kai Weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 30 metres back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle cryFor Sommerlund and the Kai!
You wheel your horse about and tug your Kai Weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 30 metres back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle-cryFor Sommerlund and the Kai!
You will only be able to fight one round of combat before the momentum of your charge carries you past your enemy.
Prince Karvas denounces Sadanzo as a murderer and a traitor, and you show the scroll that you discovered in the BaronTake the traitor to the palace dungeons,
he commands. Upon hearing this, a vast section of the stunned crowd roar their approval, and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down SadanzoWelcome home at last,
he says, his voice wavering with emotion, welcome home
Prince Karvas denounces Sadanzo as a murderer and a traitor, and you show the scroll that you discovered in the BaronTake the traitor to the palace dungeons,
he commands. Upon hearing this, a vast section of the stunned crowd roar their approval, and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down SadanzoWelcome home at last,
he says, his voice wavering with emotion. Welcome home
You glance at Karvas and give a slight, almost imperceptible nod of your head. The Prince narrows his eyes in recognition that he understands you are going to attempt to break free from these Cavalian horsemen.
-You dig your heel into your horse
Surrender yourself, Northlander!
commands the arrogant Cavalian knight, or your journeyman companion dies!
You dig your heel into your horse
Surrender yourself, Northlander!
commands the arrogant Cavalian knight. Or your journeyman companion dies!
Reluctantly you rein in your horse and raise your hands. Better to surrender and live to fight another day than allow Prince Karvas to be crushed by the hooves of this arrogant knight
Quietly you recite the words of the Brotherhood Spell
Quietly you recite the words of the Brotherhood Spell
Having obtained what you require, you mentally command the two fops to forget about their plans to visit Seroa for the crowning ceremony. You order them to return to the tavern and spend the rest of the night sampling its cellar of fine wines.
You make good use of your advanced Kai skills as you attempt to open the lock. Pick a number from the Random Number Table. If you possess a Dagger you may add 2 to the number you have picked.
+You make good use of your advanced Kai skills as you attempt to open the lock. Pick a number from the Random Number Table. If you possess a Dagger, you may add 2 to the number you have picked.
It has been a long time since Prince Karvas last visited Cavalia, but he is still able to remember the swiftest route from the citadel to the east gate. You ride fast and you are able to avoid the patrols of Citadel Guards that have been dispatched to hunt you down. You are anxious that your escape will be shortlived if the east gate is closed, yet fortune swings in your favour, for upon your arrival you discover a wagon has shed a wheel. Its broken axle is jammed in the threshold of the gate and a dozen guards are struggling to move it so that the portcullis can be lowered fully.
+It has been a long time since Prince Karvas last visited Cavalia, but he is still able to remember the swiftest route from the citadel to the east gate. You ride fast and you are able to avoid the patrols of Citadel Guards that have been dispatched to hunt you down. You are anxious that your escape will be short-lived if the east gate is closed, yet fortune swings in your favour, for upon your arrival you discover a wagon has shed a wheel. Its broken axle is jammed in the threshold of the gate and a dozen guards are struggling to move it so that the portcullis can be lowered fully.
With an exuberant shout to the incredulous guards, Prince Karvas presses his head to his horse
For more than an hour you ride without stopping until your horses refuse to take another step. They are young and lack the muscle and stamina of your Bhanarian steeds, yet they are healthy colts and will serve you better than most. After they have recovered, you press on across the plain until dusk. With darkness closing, you heave the road and take shelter for the night in a small wood. During your overnight stop, you must eat a Meal or lose 3
Sneida is a most accomplished horseman, and he knows the road to Seroa better than any man in this city or province,
says Lodamos. He and his troop will act as your escort to ensure that nothing delays your journey to the capital.
The sleeping citadel of Varedo comes alive as preparations are made for your speedy departure. Lodamos takes you and Karvas to the stables where you are given the pick of his personal steeds. Karvas chooses a young black stallion and you settle for a dark bay mare. Lodamos approves of your choice; these horses possess speed and stamina, qualities that may prove essential if you are to reach Seroa in time. As your mounts are being saddled, you meet with Guard Captain Sneida and the men of your escort. You are impressed by their eager readiness to carry out this unexpected duty, and by the quiet professionalism with which they go about their preparations.
Baron Lodamos wishes you godspeed and bids you farewell as you climb into the saddle and get ready to set off from the citadel. It is still dark when you and your escort ride out of Varedo and head east across the plain, along a wagon-worn read that leads to Oberra. When darkness gives way to the golden light of the rising sun, the troop unfurl Lodamos
You ride all day and put more than a hundred kilometres behind you. It is dusk when Sneida brings the troop to the fortified chateau of Lord Jopas, Baron Lodamos
You ride all day and put more than a hundred kilometres behind you. It is dusk when Sneida brings the troop to the fortified chateau of Lord Jopas, Baron Lodamos
The troop ride through a pair of open, torchlit gates and come to a halt inside a walled courtyard at the front of Baron JaydeWell met, Baron Jayde,
calls Sneida, but his friendly greeting elicits no response. The man in the doorway is utterly immobile; not a flicker of emotion stirs his pale round face. Sneida approaches and quickens his pace. He is halfway up the steps when suddenly the rotund figure of Baron Jayde topples stiffly forwards and falls, face down, upon the flagstones. Fear chills your blood when you see the polished handle of a stiletto dagger protruding from between his shoulder blades.
In that instant the trap is sprung. Suddenly the top of the courtyard is ringed by grim-faced soldiers armed with crossbows. Ambush!
shouts Captain Sneida. It is the last word he will ever utter. In response to his shout of warning, the soldiers let loose a deadly volley of bolts that claim his life, and the lives of four of his men. As the dead and wounded scream and fall, you drag Prince Karvas to the ground in a desperate effort to save him from being hit.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Assimilance, add 1.
@@ -1721,7 +1779,7 @@You look to the nearby barge, with its cargo of logs strapped to its deck, and a bold plan forms in your mind. Drawing upon the power of Old Kingdom magic, you clench the fingers of your right hand and breathe the words of the spell
You look to the nearby barge, with its cargo of logs strapped to its deck, and a bold plan forms in your mind. Drawing upon the power of Old Kingdom magic, you clench the fingers of your right hand and breathe the words of the spell
Under cover of the sudden commotion, you and Karvas creep towards the river arch and pass beneath it without being seen.
The Inquisitor-Major snatches up a hunting horn that hangs by a cord strung around his neck, and he blows into it with great force. The discordant note rises in pitch until it passes beyond the normal range of the human ear. Moments later, a terrific pain shoots through your head that makes you grasp your skull with both hands. You call upon your Magnakai Discipline of Psi-screen to counter the attack and it does so, successfully. But Karvas has no such protections and you sense that a psychic assault this powerful, and at such close quarters, could leave him either paralysed or dead within a matter of seconds.
-The second tumbler clicks into position and the door of the safe swings open
The scroll is a contract between Baron Sadanzo and the Assassins
The second tumbler clicks into position and the door of the safe swings open
The scroll is a contract between Baron Sadanzo and the Assassins
You show the scroll to Karvas and he is outraged; here is proof beyond doubt that Sadanzo was responsible for the murder of his father, and clearly his act of foul treachery was part of his plan to seize the throne of Siyen. This shocking revelation fills Karvas with a renewed loathing for the Baron. He reaffirms his pledge to thwart Sadanzo
You take Sadanzo
Come, my friend,
you say to Karvas, let us leave these good gentlemen in peace.
The prince can hardly believe his ears, but he allows you to take him by the arm and lead him away to the tavern door. Have you lost your mind, Grand Master?
he hisses. We must have their tickets!
Come, my friend,
you say to Karvas, let us leave these good gentlemen in peace.
The prince can hardly believe his ears, but he allows you to take him by the arm and lead him away to the tavern door.
Have you lost your mind, Grand Master?
he hisses. We must have their tickets!
And we shall, my lord, we shall,
you reply, wryly. Just be patient a little longer, that
You leave the tavern and wait in the shadows of a nearby alleyway for the two Cavalians to depart. Soon you hear the clang of the riverboat
You leave the tavern and wait in the shadows of a nearby alleyway for the two Cavalians to depart. Soon you hear the
You climb into the locker and wedge yourself among the thick coils of rope. As Karvas pulls shut the heavy metal lid, you pray to Ishir to protect everyone aboard the Starstrider in this desperate hour. In the dark confines of the locker your senses become super-sensitive to every movement and noise outside. Your stomach churns when the ship heaves from side to side, and you feel a chill run down your spine when you hear the cries of the terrified crewmen echoing across the decks. Then there is a sudden jolt and a fearful sound of screeching metal. The Starstrider has been losing height for several minutes, but now its angle of descent has become far steeper. You brace yourself and count aloud the seconds as you await the dreadful moment of impact. You hear the scrape and splintering crack of sundered treetops when the skyship ploughs into the timberland. Then there is a terrific jolt as the craft
You climb into the locker and wedge yourself among the thick coils of rope. As Karvas pulls shut the heavy metal lid, you pray to Ishir to protect everyone aboard the Starstrider in this desperate hour. In the dark confines of the locker your senses become super-sensitive to every movement and noise outside. Your stomach churns when the ship heaves from side to side, and you feel a chill run down your spine when you hear the cries of the terrified crewmen echoing across the decks. Then there is a sudden jolt and a fearful sound of screeching metal. The Starstrider has been losing height for several minutes, but now its angle of descent has become far steeper. You brace yourself and count aloud the seconds as you await the dreadful moment of impact. You hear the scrape and splintering
The impact of the crash landing leaves you breathless and bruised (lose 1
Quickly you retrieve your flute from your backpack and play a sequence of ultrasonic notes to counter the psychic assault that is battering you and Karvas. The effect is immediate and dramatic. The prince revives and is able to pull himself upright on his horse. The Inquisitor-Major and his fellow hunters, however, do not fare so well. They are immune to the sound of their own horn, but you use your Kai skill to turn the tables on them. Your notes occur at a higher frequency, one to which they are not immune. You watch with grim satisfaction as they wheel their horses about and gallop away in a desperate effort to put distance between themselves and the piercing sound of your flute, which is filling their heads with an agonising clamour.
+Quickly you retrieve your Flute from your backpack and play a sequence of ultrasonic notes to counter the psychic assault that is battering you and Karvas. The effect is immediate and dramatic. The prince revives and is able to pull himself upright on his horse. The Inquisitor-Major and his fellow hunters, however, do not fare so well. They are immune to the sound of their own horn, but you use your Kai skill to turn the tables on them. Your notes occur at a higher frequency, one to which they are not immune. You watch with grim satisfaction as they wheel their horses about and gallop away in a desperate effort to put distance between themselves and the piercing sound of your Flute, which is filling their heads with an agonizing clamour.
You show the scroll that you discovered in Baron SadanzoBy Ishir!
he exclaims. The murdering cur! I
The Marshal sends messengers to the high-ranking noblemen of Siyen, all of whom have travelled to Seroa for the crowning. He musters them at the barracks and reads to them the contents of the scroll. They are outraged by what they hear, and they resolve to go immediately to the palace to confront Sadanzo. Escorted by a loyal regiment of Royal Guardsmen, the noblemen burst into the palace and meet with little resistance from SadanzoThis is no fake,
growls Marshal Phedros, I know your lowly seal when I see it.
Sadanzo draws his sword with his left hand and, with his right, he pulls a glowing green gem from the pocket of his ermine robes. Your sixth sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen. The gem flares in his hand and the noblemen, including Prince Karvas, cease all movement. They have become rigid, like a group of stone statues.
+Your sixth sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem. You also sense that if you are to break the Baron
You unsheathe your Kai Weapon and advance upon Sadanzo. He laughs at your approach and raises his sword in readiness for a fight to the death.
You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours
Cautiously you descend the steps and approached the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Kai pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
+Cautiously you descend the steps and approached the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
Please stop, Prince Karvas,
you plead, striving hard to make your voice sound as unthreatening as you can. On hearing his name the man halts and turns to face you.
You have no need to fear us
calls out Acraban. We have journeyed far to find you and we bring important news from Siyen. Please, sire, let us talk.
You are now able to see the man
Who are you?
retorts the prince, and what do you want from me?
Who are you?
retorts the prince. And what do you want from me?
You can hear the sound of metal scraping on stone above your head. When you look up at the ceiling, you see a pair of crossed swords cocooned by pale amber tongues of flame. These flames give off no heat and you recognize at once that they are magical. The blades are slowly rotating, their shiny steel blades skimming the ceiling stones as they gather speed. Sparks fly, and then the blades separate and come whirling towards you with frightening speed. Swiftly you raise your Kai Weapon and fend off a stunning blow as one of the magical blades flashes past your head in a scything arc. Karvas unsheathes his sword and parries the other blade as it sweeps around the room and strikes at him from behind. Having failed to draw blood with their initial attack, the blades return to the ceiling where they hover menacingly above your heads. But you sense the threat has not passed. Their magical power is recharging itself, increasing its intensity in readiness for a second, swifter attack.
+You can hear the sound of metal scraping on stone above your head. When you look up at the ceiling, you see a pair of crossed swords cocooned by pale amber tongues of flame. These flames give off no heat and you recognize at once that they are magical. The swords are slowly rotating, their shiny steel blades skimming the ceiling stones as they gather speed. Sparks fly, and then the blades separate and come whirling towards you with frightening speed. Swiftly you raise your Kai Weapon and fend off a stunning blow as one of the magical blades flashes past your head in a scything arc. Karvas unsheathes his sword and parries the other blade as it sweeps around the room and strikes at him from behind. Having failed to draw blood with their initial attack, the blades return to the ceiling where they hover menacingly above your heads. But you sense the threat has not passed. Their magical power is recharging itself, increasing its intensity in readiness for a second, swifter attack.
You speak the words of the Brotherhood Spell
You speak the words of the Brotherhood Spell
When you reach the end of the passageway, you stop for a few moments to recover and take stock of your perilous situation. Your pursuers have entered the alleyway behind you and you can hear them running towards the street. You see another alley, sandwiched between two tall buildings on the opposite side, and you tell Karvas to follow as you hurry towards it. You are halfway across the street when suddenly a second group of Bakhasians appear. They have circled around the warehouse in an attempt to cut off your escape. Moments later, the four shrine-bearers arrive with their tiger-head idol still hoisted upon their shoulders. Your sixth sense tells you that this idol is helping them to follow your trail. If you are to make a successful escape from these ghoulish soldiers, you must do something to disrupt the idol
Lord Zinair tells the captain of The Azaktana to await his return. Then he accompanies you and Acraban along an avenue that leads away from the quayside and climbs steeply into the heart of the eastern quarter. Your first impressions of the port of Mydnight are less than favourable. In the stark glare of the full moon it seems to be little more than a brooding shamble of slate-roofed houses and reeking tenements built around a haphazard maze of narrow, rat-infested alleyways. At this late hour, few of the port
The avenue leads eventually to a deserted market square which commands a view over the harbour below. Here you see a large iron cage with a thick cable attached to a ring at the centre of its roof. The cable is held taut by a winch fixed to the stern of the Starstrider which hovers 30 metres overhead. The faint hum of its magical engine can be heard wavering on the warm sea breeze. Acraban ushers you into the cage and clicks shut its iron door. He tugs a cord and immediately the cage is lifted off the ground and hoisted up to the rear deck of the skyship. Here you are welcomed aboard by the skyship
The avenue leads eventually to a deserted market square which commands a view over the harbour below. Here you see a large iron cage with a thick cable attached to a ring at the centre of its roof. The cable is held taut by a winch fixed to the stern of the Starstrider which hovers 30 metres overhead. The faint hum of its magical engine can be heard wavering on the warm sea breeze. Acraban ushers you into the cage and clicks shut its iron door. He tugs a cord and immediately the cage is lifted off the ground and hoisted up to the rear deck of the skyship. Here you are welcomed aboard by the skyship
Since his arrival in Mydnight earlier in the day, Acraban has learned that Prince Karvas does not reside here in the city. To search for him now would be futile and so you resolve to get some sleep and commence your hunt for the prince at first light. Shortly after dawn, the three of you meet again on the main deck. Acraban suggests that you each spend the day scouting the city for information that may lead you to Karvas. He tells of three places where this information is most likely to be found. The first is a large trading post, known as Grosta
Your Kai sixth sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.
-Calling upon your mastery of Brotherhood magic, you utter the words of the spell
Calling upon your mastery of Brotherhood magic, you utter the words of the spell
You make your approach to within 40 metres of the gate by means of a road that runs parallel to the fast-flowing river. At this point you leave the road and scurry to take cover behind a pile of logs that are stacked at the river
For several minutes you observe the guards as they march back and forth with their spears couched on their shoulders. During your watch you discover that the guardsmen are not the only ones who occupy this span. On a tiled ledge running beneath the parapet is a long line of roosting crows. They are resting shoulder-to-shoulder and are almost invisible against the jet black stonework of the arch. Your careful observations tell you that the guards are alert and observant. It will be difficult to get past these men without being seen. If you are to gain entry to the city by this river route, first you will have to create a diversion to draw away the watchful guards.
+You make your approach to within 40 metres of the gate by means of a road that runs parallel to the fast-flowing river. At this point you leave the road and scurry to take cover behind a pile of logs that are stacked at the river
For several minutes you observe the guards as they march back and forth with their spears couched on their shoulders. During your watch you discover that the guardsmen are not the only ones who occupy this span. On a tiled ledge running beneath the parapet is a long line of roosting crows. They are resting shoulder-to-shoulder and are almost invisible against the jet-black stonework of the arch. Your careful observations tell you that the guards are alert and observant. It will be difficult to get past these men without being seen. If you are to gain entry to the city by this river route, first you will have to create a diversion to draw away the watchful guards.
You speak the words of the Brotherhood Spell
You speak the words of the Brotherhood Spell
The Bakhasian soldiers have undergone a dramatic transformation. Before they entered the temple their skin had the yellowy hue of tallow and their hair was silky black. Now their faces and hands are ghostly white, their hair has turned steely grey, and the pupils of their red-rimmed eyes have changed to a pale translucent amber. The sight of their gaunt faces chills your heart; they look more like animated corpses than living men.
The procession leaves the temple at a funereal pace. At the rear of the column you can see four Bakhasians carrying a platform on their shoulders on which rests an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger
When you hear one of the platform-bearers shouting an order, you tell Karvas to get ready to run. You chance a glance around the doorway and your worst fears are confirmed when you see three Bakhasians advancing swiftly towards the warehouse. They are carrying what appear to be hollow, stubby spears, that are connected by metallic piping to cylindrical backpacks. One of the advancing soldiers sees you and a puff of bubbling steam gushes from the tip of his spear. In the next instant, a solid projectile smashes through the warehouse wall, leaving a ragged hole in the brickwork less than a hand
When you hear one of the platform-bearers shouting an order, you tell Karvas to get ready to run. You chance a glance around the doorway and your worst fears are confirmed when you see three Bakhasians advancing swiftly towards the warehouse. They are carrying what appear to be hollow, stubby spears that are connected by metallic piping to cylindrical backpacks. One of the advancing soldiers sees you and a puff of bubbling steam gushes from the tip of his spear. In the next instant, a solid projectile smashes through the warehouse wall, leaving a ragged hole in the brickwork less than a hand
You and Karvas scramble across the rubble-strewn floor towards an open portal on the far side of the derelict warehouse. As you reach this exit, you hear the hiss and thump of another projectile being launched at your fleeing backs.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Assimilance, add 2. If your current
The last Cavalian shudders as you land your killing blow. He shrieks his death cry and twists away from your blade to fall limply across the heaped bodies of his confederates. As the echo of his plaintive cry fades, you hear another sound that makes you spin on your heel and face the stables door; it is the sound of running footsteps, and they are getting louder by the second. The sound of combat has alerted another group of Cavalians who were waiting inside the tavern. Now they are rushing across the courtyard towards the stables.
-Karvas hides himself beside the door and he fells the first Cavalian to enter with a scything swipe to the midriff. As he doubles over and falls, another four come bursting through the doorway and throw themselves upon you, hacking and slicing with swords and axes. You make short work of these clumsy warriors. You despatch three of their number while Karvas skilfully defeats the fourth. You are about to mount your horses and leave when another Cavalian suddenly appears, silhouetted in the doorway. He is attired from head to toe in crafted leather armour, and in his right hand he clasps a sword that radiates a sickly evil. Its razor-sharp blade is wreathed with green flame and a fiery red jewel pulsates at its hilt. With a cry of vengeance upon his lips, this fearsome warrior-mage launches a ferocious attack.
+The last Cavalian shudders as you land your killing blow. He shrieks his death-cry and twists away from your blade to fall limply across the heaped bodies of his confederates. As the echo of his plaintive cry fades, you hear another sound that makes you spin on your heel and face the stables door; it is the sound of running footsteps, and they are getting louder by the second. The sound of combat has alerted another group of Cavalians who were waiting inside the tavern. Now they are rushing across the courtyard towards the stables.
+Karvas hides himself beside the door and he fells the first Cavalian to enter with a scything swipe to the midriff. As he doubles over and falls, another four come bursting through the doorway and throw themselves upon you, hacking and slicing with swords and axes. You make short work of these clumsy warriors. You dispatch three of their number while Karvas skilfully defeats the fourth. You are about to mount your horses and leave when another Cavalian suddenly appears, silhouetted in the doorway. He is attired from head to toe in crafted leather armour, and in his right hand he clasps a sword that radiates a sickly evil. Its razor-sharp blade is wreathed with green flame and a fiery red jewel pulsates at its hilt. With a cry of vengeance upon his lips, this fearsome warrior-mage launches a ferocious attack.
This enemy is immune to Mindblast (but not Kai-surge). You may add 5 to your Kaistar
or Valiance
, you will benefit from its additional
This enemy is immune to Mindblast (but not Kai-surge). You may add 5 points to your Kaistar
or Valiance
, you will benefit from its additional
You utter the words of the Brotherhood Spell
Once free of the net, Karvas thanks you earnestly for your timely help. Had you not acted when you did he feels sure that he would have slipped and fallen into the raging river.
+You utter the words of the Brotherhood Spell
Once free of the net, Karvas thanks you earnestly for your timely help. Had you not acted when you did, he feels sure that he would have slipped and fallen into the raging river.
You walk from the tavern and wait in the shadows of a nearby alleyway for the two Cavalians to leave. Soon you hear the clang of the riverboat
You walk from the tavern and wait in the shadows of a nearby alleyway for the two Cavalians to leave. Soon you hear the
The trader is mesmerized by the sight of the gold crowns. You offer him two of your coins and a trickle of nervous sweat runs down his waxy face. He reaches out to take them but then he hesitates and withdraws his trembling hand. He is having second thoughts about selling you what he knows about Prince Karvas.
+The trader is mesmerized by the sight of the Gold Crowns. You offer him two of your coins and a trickle of nervous sweat runs down his waxy face. He reaches out to take them but then he hesitates and withdraws his trembling hand. He is having second thoughts about selling you what he knows about Prince Karvas.
Pick a number from the Random Number Table (0 = zero). For every Gold Crown that you are willing to give the trader, in addition to the 2 you have already offered him, you may add 1 to the number you have picked.
You grab the soldier
You grab the soldier
Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the city
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3
The Inquisitor-Major regards you with a sneering look that conveys his disbelief of your explanation.
-Special emissaries, eh?
he spits. Pah! Deserters or horse-thieves more like! What proof do you carry to show that you speak the truth?
Special emissaries, eh?
he spits. Pah! Deserters or horse-thieves, more like! What proof do you carry to show that you speak the truth?
You dive to avoid your enemy
You dive to avoid your enemy
Pick a number from the Random Number Table. If the number you have picked is odd (i.e., 1, 3, 5, 7, 9) deduct 2
As the Bakhasian leader thunders past, you stagger to your feet and use your Kai skills to command your horse to come to you. He obeys, and you are able to mount up and ride back towards Karvas before your adversary can make his third pass. In the distance you can see that the tree is now burning less fiercely. On approaching the prince, you call for him to follow as you race along the trail towards this flaming pine. Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. The Bakhasians choose not to follow. They break off their pursuit and allow you to make good your escape into the foothills of the Dammerdon Mountains.
You follow the prince through the noisy streets of Seroa to the barracks of the Royal Cavalry, where he seeks an urgent audience with Marshal Phedros. At first he is refused, but he persists until finally you are both granted a few minutes in which to state your business to the Marshal.
-Phedros sits alone in the officerWhat do you want?
Phedros sits alone in the officerWhat do you want?
This time Acraban does not argue. He bellows the order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then a deafening
The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel with each other, and a little over 30 metres apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.
+This time Acraban does not argue. He bellows the order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then a deafening
The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel to each other, and a little over 30 metres apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.
Pick a number from the Random Number Table. If you possess Grand Huntmastery or Elementalism, add 2 to the number you have picked.
You push open the limed-oak door of the trading post and step into its cool interior. The owner of the store is fletching an arrow, but he stops the moment he sees you enter. This oily-skinned trader is keen to do business and he is especially interested in purchasing items for his poorly stocked shelves. He is prepared to offer you the following prices for these particular items:
+You push open the limed-oak door of the trading post and step into its cool interior. The owner of the store is fletching an arrow, but he stops the moment he sees you enter. This oily-skinned trader is keen to do business and he is especially interested in purchasing items for his poorly-stocked shelves. He is prepared to offer you the following prices for these particular items:
Moments later, Acraban emerges from the smoke that wreathes the stern deck. His robes are torn and a trickle of blood runs from a gash above his right ear. You use your Kai curing skills to heal the wizard
Using your curing skills, you ease the pain of the badly injured crewmen before helping Karvas and Gora to bury the dead man
Moments later, Acraban emerges from the smoke that wreathes the stern deck. His robes are torn and a trickle of blood runs from a gash above his right ear. You use your Kai curing skills to heal the wizard
Using your curing skills, you ease the pain of the badly-injured crewmen before helping Karvas and Gora to bury the dead man
As the darkness of night envelops the smouldering wreck of the Starstrider, you find it hard to suppress a growing sense of despair. It is a mood shared by the other survivors, and few words are exchanged as you work together to erect a makeshift shelter for the wounded beside the ship
Before you try to get some sleep, unless you possess the Discipline of Grand Huntmastery you must now eat a Meal or lose 3
The Inquisitor-Major regards your Sommlending tunics and cloaks with deep suspicion. He is about to order his men to hold and search you, when suddenly you hear the wavering tone of a distant hunting horn come rolling across the plain.
-Zalnae
shouts one of the men, excitedly. We
says another. Come, Halx. Forget about these fools,
says a third man, who sits alongside the Inquisitor-Major astride a chestnut mare, Let us return to our hunting lest we lose the trail for a second time this day.
Zalnae
shouts one of the men, excitedly.
We
says another.
Come, Halx. Forget about these fools,
says a third man, who sits alongside the Inquisitor-Major astride a chestnut mare, Let us return to our hunting lest we lose the trail for a second time this day.
The Inquisitor-Major glares at you and he grunts his displeasure. Yet he heeds the words of his fellow hunters and he wheels his horse about.
50 Orla to the man who makes the kill!
he cries, and his companions give a raucous cheer. As they gallop away across the plain towards the distant foothills, you and Karvas breathe a sigh of relief before you continue your ride east towards Varedo.
The Prince smiles when you refuse to let him attempt the long journey to Seroa alone.
-Very well, Grand Master,
he says, so be it. In truth, I could not hope for a more worthy companion on the road ahead. Come, let us plan our way as best we can.
Acraban has one of his men fetch his compass and charts from the skyship to help you to determine the swiftest route overland to Seroa. You quickly establish your present location and suddenly you realize how difficult the journey ahead will be. Seroa lies over 1,200 kilometres to the east, beyond mountains, plains and uncharted wilderness. You calculate that in order to reach the city in time you must cover no less than 60 kilometres every day.
-On foot, across such harsh terrain
says Acraban, shaking his head. Perhaps so,
replies Karvas, but if we had horses then it could be done.
Very well, Grand Master,
he says. So be it. In truth, I could not hope for a more worthy companion on the road ahead. Come, let us plan our way as best we can.
Acraban has one of his men fetch his compass and charts from the skyship to help you to determine the swiftest route overland to Seroa. You quickly establish your present location and suddenly you realize how difficult the journey ahead will be. Seroa lies over 1,200 kilometres to the east, beyond mountains, plains, and uncharted wilderness. You calculate that in order to reach the city in time you must cover no less than 60 kilometres every day.
+On foot, across such harsh terrain
says Acraban, shaking his head.
Perhaps so,
replies Karvas, but if we had horses then it could be done.
You scan the surrounding forest and let your Kai senses wander afar. There are no horses in this timberland, my lord,
you say, certain in the knowledge that your judgement is correct. Karvas acknowledges your skill with a wry smile.
I take great pride in my magical powers,
interjects Acraban, jovially, but even I, my lord, cannot summon horses from out of the air. Where, pray tell, do you hope to find mounts with strength enough to carry you all the way home?
Karvas turns his eyes to the east and says: Why, in Bakhasa of course. Mark you, the citizens of that foul city will not help us out of the goodness of their hearts, of that we can be sure. But they have horses
Karvas turns his eyes to the east and says: Why, in Bakhasa, of course. Mark you, the citizens of that foul city will not help us out of the goodness of their hearts, of that we can be sure. But they have horses
You laugh with Prince Karvas at the audacity of his plan and you feel your spirits rise. A long and dangerous journey lies ahead, yet you are impressed by the Prince
Mindful that time is not your ally, you gather your weapons and equipment together in readiness to leave. After bidding farewell to Acraban and his crewmen, you set off with Prince Karvas into the great forest, heading east. The vast timberland is rich with game, roots and berries, and you are able to hunt and gather food on the move (you gather enough for 2 Meals). By noon you have made good progress and have reached the eastern fringe of the forest. Beyond lies an undulating plain that gradually descends towards a wide river. To the north-east, sitting astride this river, you glimpse the dark outline of a city.
+Mindful that time is not your ally, you gather your weapons and equipment together in readiness to leave. After bidding farewell to Acraban and his crewmen, you set off with Prince Karvas into the great forest, heading east. The vast timberland is rich with game, roots, and berries, and you are able to hunt and gather food on the move (you gather enough for 2 Meals). By noon you have made good progress and have reached the eastern fringe of the forest. Beyond lies an undulating plain that gradually descends towards a wide river. To the northeast, sitting astride this river, you glimpse the dark outline of a city.
That
says Karvas, confidently. You magnify your vision and estimate it to be no more than 50 kilometres distant. With luck, we should make it there by midnight.
Pick a number from the Random Number Table.
You strike camp at dawn and set off along the plains road to the east. The morning sky is clear and sunny, and the air is filled with butterflies and the sound of birdsong. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. But the prince is a little less optimistic. He tells you that you are now in the eastern province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil baron who seeks to usurp the throne of Siyen. Karvas advocates that you both remain vigilant until you are safely beyond the borders of his enemy
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several small villages and settlements that ring the city. You are approaching the first of these villages where you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle
You strike camp at dawn and set off along the plains road to the east. The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. But the prince is a little less optimistic. He tells you that you are now in the eastern province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas advocates that you both remain vigilant until you are safely beyond the borders of his enemy
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several small villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle
As they ride nearer, the leader of the troop
Hail, fellow riders,
he says, with forced politeness. He raises the visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.
You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?
After an interminable wait you arrive at the front of the slow-moving queue. Without looking up from the books and papers spread around him, the Reeve-sergeant motions you to sit down on the bench before his table. With a tone of bored indifference he asks you to state the reason for your visit to the Judicar
After an interminable wait you arrive at the front of the slow-moving queue. Without looking up from the books and papers spread around him, the Reeve-sergeant motions you to sit down on the bench before his table. With a tone of bored indifference he asks you to state the reason for your visit to the Judicars
Karvas is not here,
he grunts. Lived here when he first came to Sheasu, maybe ten years ago now, but when his bride arrived he took her up north. They live up there on the coast someplace
You thank the Reeve-sergeant for his help and leave. On returning to the street outside the hall you notice that the sun is low on the western horizon. Having spent nearly all day queuing in the Hall of the Judicars for such scant information, you pray that your companions have fared better as you hurry back through the darkening streets towards the eastern quarter of the city.
+You thank the Reeve-sergeant for his help and leave. On returning to the street outside the hall you notice that the sun is low on the western horizon. Having spent nearly all day queueing in the Hall of the Judicars for such scant information, you pray that your companions have fared better as you hurry back through the darkening streets towards the eastern quarter of the city.
You rush down the stairs and out through the tavern door. The courtyard appears to be deserted, but as you approach the stables, you suddenly notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who are lying in wait for you and Karvas to appear.
-You may add 5 to your
You may add 5 points to your
The knight
They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. By the gods!
he exclaims, he bears the mark of Crown Prince Karvas!
Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the prince
They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. By the gods!
he exclaims. He bears the mark of Crown Prince Karvas!
Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the prince
So, our exiled prince has returned from Sheasu,
he says, with a haughty, mocking tone. Perhaps you
The knight utters a mocking laugh and then he steps away from Karvas to strut like a peacock before his men.
Mydnight
he bellows. Well, let us take our hero prince back to Cavalia and provide him with a royal chamber. We have many
As the soldier approaches you suddenly realize that he is only aware of Prince Karvas. He has not seen you; the darkness, and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shadows and unsheathe your Kai Weapon. Karvas stands immobile on the footpath and stares fixedly at the approaching guard so as not to betray your presence. Nervously the soldier reproaches the prince and levels his spear at his chest. He commands Karvas to state the name of his commanding officer, and when he fails to reply, your Kai sixth sense suddenly warns you that this guard is about to raise the alarm.
+As the soldier approaches you suddenly realize that he is only aware of Prince Karvas. He has not seen you; the darkness, and your innate Kai camouflage skills, have kept you hidden from sight. Silently you sidestep into the shadows and unsheathe your Kai Weapon. Karvas stands immobile on the footpath and stares fixedly at the approaching guard so as not to betray your presence. Nervously the soldier reproaches the prince and levels his spear at his chest. He commands Karvas to state the name of his commanding officer, and when he fails to reply, your Kai sixth sense suddenly warns you that this guard is about to raise the alarm.
With the speed and grace of a pouncing panther, you leap from the shadows and strike the guard on the side of the head with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious on the path. Quickly you and Karvas drag his body away and hide it beneath the steps. Before you go, you make a quick search of the soldier
You also discover an iron key that bears an inscription on its shank. Your Magnakai pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.
+You also discover an iron key that bears an inscription on its shank. Your Magnakai Pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.
If you wish to keep this Tehda Key, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic. You need not discard another item in its favour if you are already carrying the maximum number of Special Items permissible.)
Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the city
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3
You draw an arrow and fire it at the gem in Sadanzo
You draw an arrow and fire it at the gem in Sadanzo
You take the key from your tunic pocket and read the inscription on its shank: TEHDA STABLES.
+You take the key from your tunic pocket and read the inscription on its shank: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.
With luck this scrap of iron will net us two horses,
you say, clasping it tightly. Karvas smiles and gets ready to move from behind the cart, but you tell him to stay here and wait for your signal. Better I should go alone, my lord,
you say. It will halve the risk of being seen by the guards at the main gate. Wait here for my signal and be ready to act quickly when you see it.
The prince nods his agreement and he wishes you good luck before you go.
Aided by your Magnakai Discipline of invisibility, you leave the cart and scurry across the square to the unguarded stables door. When you are sure that you have not been seen, you pull back the drawbolts and insert the key into the lock. With a prayer to Ishir on your lips that this is the correct key, you turn it in the keyhole. Your prayer is answered: the key unlocks the door. You push open the heavy portal and hurry through it into a courtyard beyond.
+Aided by your Magnakai Discipline of invisibility, you leave the cart and scurry across the square to the unguarded stables door. When you are sure that you have not been seen, you pull back the bolts and insert the key into the lock. With a prayer to Ishir on your lips that this is the correct key, you turn it in the keyhole. Your prayer is answered: the key unlocks the door. You push open the heavy portal and hurry through it into a courtyard beyond.
Using your Magnakai Discipline of Animal Control, you order the lancer
Using your Magnakai Discipline of Animal Control, you order the lancers
You follow the trail until the sun is no more than an orange glow across the western horizon, then you halt to make camp for the night beneath a solitary oak tree. A dull-witted rabbit provides you with an evening meal, after which you and Karvas take it in turns to sit watch as darkness enshrouds the plain.
The warm night passes peacefully and you strike camp shortly after dawn. With only twelve days remaining to Harvestmas, you keep your horses to a swift pace as you ride the trail northwards. During the afternoon you are treated to the majestic sight of a herd of migrating fanji. These wild, fleet-footed beasts are native to this region and are much prized for their horns and supple hides.
+In a burst of sudden rage, the blacksmith slaps the gold crowns from out of your hand and scatters them across the floor. Before you can retrieve them he orders his son to chase you out of their workshop. Rather than resist and risk slaying them both in a fight, you turn and run towards the door. (Erase from your belt pouch the number of Gold Crowns that you have lost here in the blacksmith
In a burst of sudden rage, the blacksmith slaps the Gold Crowns from out of your hand and scatters them across the floor. Before you can retrieve them he orders his son to chase you out of their workshop. Rather than resist and risk slaying them both in a fight, you turn and run towards the door. (Erase from your belt pouch the number of Gold Crowns that you have lost here in the blacksmith
Hurriedly you return to the quayside where you stop to catch your breath. After a while you resolve to explore the tangle of alleyways that make up the city
Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair
Prince Karvas is not here,
he says. He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.
You call upon your Magnakai Discipline of Animal Control to calm the horse as you creep towards her. Taking care to keep the mare between yourself and her rider, in case he should happen to glance in your direction, you quickly unbuckle the saddlebag and peer inside. It contains mostly personal items
You are about to return to your hiding place when you chance upon a concealed pocket at the base of the bag. It contains an iron key that bears an inscription on its shank, and your Magnakai pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES. You slip the key into your pocket and rebuckle the saddlebag before you take cover.
+You are about to return to your hiding place when you chance upon a concealed pocket at the base of the bag. It contains an iron key that bears an inscription on its shank, and your Magnakai Pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES. You slip the key into your pocket and rebuckle the saddlebag before you take cover.
(Remember to record this Tehda Key on your Action Chart. It is a Special Item which you carry in the pocket of your tunic. You need not discard another item in its favour if you are already carrying the maximum number of Special Items permissible.)
Once you are hidden from view, you watch as the horseman stops to stare out across endless rows of tree stumps. Slowly he shakes his head, then he looks up at the darkening sky and you hear him curse the failing light. In the distance, one of his comrades shouts his name and beckons him to rejoin the wagons. Begrudgingly he acknowledges the call. He slams his sabre back into its steel scabbard and returns to his horse. Patiently you watch him climb into the saddle and ride away before you rise from your hiding place and call for Prince Karvas to show himself.
At dawn, Marshal Phedros prepares a written proclamation denouncing Sadanzo as a traitor, a murderer, and an agent of Naar. Phedros revokes the Baron
News of Karvas
At dawn, Marshal Phedros prepares a written proclamation denouncing Sadanzo as a traitor, a murderer, and an agent of Naar. Phedros revokes the Baron
News of Karvas
Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.
The crowd cheers loudly, though not for their king. This time their cheer are for the Kai Grand Master of Sommerlund without whom their beloved prince would never have claimed his throne.
You accompany King Karvas and his noble entourage to the Royal Palace where the celebration of his ascendance to the throne begins with a banquet, and concludes with a procession of royal coaches that visits every quarter of the city. The citizens of Seroa shower their new king with flowers, and they heap you with praise for ridding them of vile Baron Sadanzo.
The concussive shockwave hits you barely a second after you hear the noise of the explosion. It hurls you sideways across the deck and slams you painfully against the base of the mainmast
The concussive shock wave hits you barely a second after you hear the noise of the explosion. It hurls you sideways across the deck and slams you painfully against the base of the mainmast
As you step out of the prison cell and into the corridor, you notice the door to another cell directly opposite. Instantly your Kai sixth sense alerts you to the presence of your weapons and equipment. They are being stored in this adjacent cell and you pause for a few moments to work on its tumbler lock. Your efforts are soon rewarded. Quickly you pull open the door and discover all of your confiscated weapons lying on the floor of this cell. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)
In addition to your equipment you also discover Prince Karvas
Karvas buckles on his swordbelt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in your hand, you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
+Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in your hand, you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses, until you reach a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as you ride across the square and enter Shaney Street, a paved avenue that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past. The centre of the bridge is blocked by a rickety cart parked deliberately to stop traffic from passing freely, and leaning against it is a man clad in chainmail armour. He sucks at an unlit pipe and narrows his bushy-browed eyes as you approach.
Bridge toll!
he snaps, and thrusts out a calloused palm, inviting payment. 40 Lune
The pitiful shrieks and groans of fallen men echo in your ears as you struggle to get back on your feet. Stay with me, sire,
you say to Karvas, as you scurry across the paddock and take cover behind a fence post. There is a lull in the carnage when your cowardly attackers pause to reload their crossbows, and you take full advantage of this momentary respite. You signal to Karvas to follow as you leap up and sprint from the paddock to the open doorway of the stables close by.
As you rush through the doorway you are brought skidding to a halt when you are confronted by seven armoured knights. Your stomach churns when you see that they wear the eagle
Farewell Prince Karvas!
growls a knight, his gutteral voice partially muffled by the iron strips that criss-cross the visor of his iron helm. He raises his gleaming axe and all seven warriors rush forward and attack you simultaneously.
Farewell, Prince Karvas!
growls a knight, his guttural voice partially muffled by the iron strips that criss-cross the visor of his iron helm. He raises his gleaming axe and all seven warriors rush forward and attack you simultaneously.
You cannot evade this combat, but you may add 5 to your Kaistar
you may add the appropriate
You cannot evade this combat, but you may add 5 points to your Kaistar
you may add the appropriate
It is I, my lord, Marshal,
says Karvas, do you not recognize me?
Prince Karvas! By the gods, how can this be?
exclaims Marshal Phedros This wine must have addled my brain, for Karvas dwells in exile. You cannot be him. This is another of Sadanzo
It is I, my lord, Marshal,
says Karvas, do you not recognize me?
Prince Karvas! By the gods, how can this be?
exclaims Marshal Phedros This wine must have addled my brain, for Karvas dwells in exile. You cannot be him. This is another of Sadanzo
Karvas pulls up the sleeve of his tunic and advances towards Phedros to show him the crescent-shaped birthmark on his wrist. But Phedros, his senses wine-dulled, mistakes his advance for an attack. Seize them!
he bellows, and immediately four of the Marshal
It is in the early hours of the morning when the cell door bangs open and in shuffles Marshal Phedros in the company of Baron Sadanzo and a dozen of his robber knights. The Baron cackles with glee when he sees Karvas chained to the wall. He takes a glowing green gem from the pocket of his ermine robes, and immediately your sixth sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over Phedros
So, Marshal Phedros,
says Sadanzo, in a quiet, silky-smooth voice that is chillingly evil, this is the impostor and his accomplice. Pray tell me, my lord, what is the punishment for impersonating a member of the Royal household?
It
croaks Phedros. By the forced sound of his voice you can tell that the Marshal does not speak of his own free will.
So, Marshal Phedros,
says Sadanzo, in a quiet, silky-smooth voice that is chillingly evil, this is the impostor and his accomplice. Pray tell me, my lord, what is the punishment for impersonating a member of the Royal household?
It
croaks Phedros. By the forced sound of his voice you can tell that the Marshal does not speak of his own free will.
Prince Karvas rails against his shackles and shouts out in protest, but the gem flares in Sadanzo
Well, my loyal knights,
says Sadanzo, addressing his gloating henchmen, did you not hear the Marshal? The punishment for their crime is death.
The Baron looks at you and Karvas and a malicious smile spreads slowly across his taut, cadaverous face. By the power invested in me as King of Siyen, I sentence you both to death. Sentence to be carried out
And with these fateful words ringing in their ears, the robber knights unsheathe their swords and move forward to carry out the Baron
Tragically, your life and your quest end here in the cells of the Royal Cavalry barracks of Siyen.
+Tragically, your life and your quest end here in the cells of the Royal Cavalry Barracks of Siyen.
@@ -2813,12 +2933,23 @@Well met, my lords,
calls the ginger-haired magician as he waits on the quayside for you and Lord Zinair to disembark. As you descend the gangplank, you are struck by the young man
I am Acraban, of the Brotherhood of the Crystal Star. I had not expected we would rendezvous so soon. I arrived here myself only this morning aboard my skyship Starstrider,
he says, earnestly. His facial similarity to Melchar is so striking that you feel compelled to ask if he knows of the journeyman. Why, yes, Grand Master. Melchar is my brother. On his return from Caeno he told me all about your escapades at the races there. I have looked forward to meeting you in person.
Then the young magician excuses himself before turning away to face his flying ship. He raises his right hand and a shimmering blue flame suddenly engulfs his open palm. From the rear deck of the hovering skyship you see a flashing pinpoint of light. It is an acknowledgement of Acraban
Come, my lords, let us return to Starstrider. We have much to discuss and time is precious.
Come, my lords, let us return to the Starstrider. We have much to discuss and time is precious.
You take it in turns to keep watch throughout the night in case a pursuit party is sent from Cavalia to track you down. Fortunately, the night passes peacefully and you leave the wood shortly before dawn. As the sun crests the eastern horizon, you ee a signpost at the roadside which says: VAREDO
.
You take it in turns to keep watch throughout the night in case a pursuit party is sent from Cavalia to track you down. Fortunately, the night passes peacefully and you leave the wood shortly before dawn. As the sun crests the eastern horizon, you see a signpost at the roadside which says: VAREDO
.
Normally one could expect to reach Varedo in three days by horse,
says Karvas, but if we use every hour of daylight and rest our mounts briefly, every hour, we may be able to cover the distance in half the time.
Mindful that you now have only nine days in which to reach Seroa to be in time for the crowning, and wary that a pursuit party could still be sent from Cavalia to hunt you down, you spend this day in the saddle riding as far and as fast as your horses are able. By nightfall, you have made excellent progress and you are confident that the threat from Cavalia is no more. You camp for the night beside a stream and, before you sleep, you use your Magnakai skills to assist the horses to recover fully from their hard day
The following day is spent crossing the seemingly endless Lucien Plain, the monotony of the grasslands broken only occasionally by an isolated hamlet or farmstead. You have no need to approach these settlements for the rich prairie yields enough game to keep you well fed while you are on the move. It also provides surplus food equivalent to 2 Meals (adjust your Action Chart accordingly if you wish to keep one or both of these Meals).
-During the afternoon, you see a group of riders approaching from the north, from out of the wooded foothills of the Ioma Range. You magnify your vision and your stomach churns when you see that they are carrying spears which display the white eagle
During the afternoon, you see a group of riders approaching from the north, from out of the wooded foothills of the Ioma Range. You magnify your vision and your stomach churns when you see that they are carrying spears which display the black eagle
You gallop out of the courtyard amid a hail of bolts, and race east along the forested hill trail. The Cavalian crossbowmen have hidden their horses in the woods surrounding Baron Jayde
You gallop out of the courtyard amid a hail of bolts, and race east along the forested hill trail. The Cavalian crossbowmen have hidden their horses in the woods surrounding Baron Jayde
The Cavalians return across the bridge, and when you can no longer hear their horses, you emerge from your hiding place and continue east along the trail. During your night ride to Oberra, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3
Shortly after daybreak, you emerge from the dense timberland and pass through a region where the hills are given over to the cultivation of grapes and vines. During the day, you and Karvas take it in turns to sleep in the saddle. While one is asleep, the other leads his companion
It is early in the morning, four days before Harvestmas, when you crest a ridge of high ground and see Oberra in the distance. This populous city nestles in a bowl-shaped valley at the eastern edge of the Lucien hills, where the uplands meet the softly undulating flood plains of the River Seroa. Prince Karvas tells you that his old tutor, Florin Sainus, resides in Oberra. He proposes that you ride to the city and visit his house in the northern quarter. Karvas is confident that Sainus will help you reach Seroa in time for the crowning. Your spirits are lifted by this welcome news, and you ride with renewed vigour until you reach the gates of Oberra late in the afternoon.
+It is early in the morning, four days before Harvestmas, when you crest a ridge of high ground and see Oberra in the distance. This populous city nestles in a bowl-shaped valley at the eastern edge of the Lucien Hills, where the uplands meet the softly undulating flood plains of the River Seroa. Prince Karvas tells you that his old tutor, Florin Sainus, resides in Oberra. He proposes that you ride to the city and visit his house in the northern quarter. Karvas is confident that Sainus will help you reach Seroa in time for the crowning. Your spirits are lifted by this welcome news, and you ride with renewed vigour until you reach the gates of Oberra late in the afternoon.
The prince
Hold on, sire!
you shout in desperation, as helplessly you watch his bruised fingers slowly losing their grip.
Beyond the draperies you find a circular chamber with a polished wooden floor. The dark oak surface is inlaid with lighter woods which form intricate pentagrams and other mystical patterns. The walls are lined with shelves which store a vast number of books, scrolls and parchments. Your Kai senses warn you that these are works of great evil; it is a library of sorcerous manuals and tomes of worship dedicated to Naar. Prince Karvas is repulsed by the sight of this evil repository. It confirms the suspicion he has held for many years, that Baron Sadanzo is a secret disciple of the Dark God.
You scan the walls and your Kai senses reel in the face of the evil that festers here. Your instincts tell you to destroy these vile works, to put them to the torch, yet to do so could jeopardise your chances of making a successful escape from the citadel. Rather than take that risk you decide to leave this evil library at once, but as you are retreating towards the archway you notice a square plate of steel sandwiched among the books on a middle shelf. A closer look reveals it to be the door of a wall safe. There is a dial at its centre, similar to the cylinder lock which secured the door to your prison cell. Your sixth sense reveals that only two digits are required to open this safe.
-The first number in the sequence is equal to the number of bonus points added to Alema
is used against undead enemies. The second is equivalent to half of the Starstrider
The first number in the sequence is equal to the number of bonus points added to Alema
is used against undead enemies. The second is equivalent to half of the Starstrider
When you think you know the two-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.
Word of the shrine
The stables are surrounded by a high brick wall topped by a row of foot-long spikes embedded in mortar. A sign hangs above the main entrance that reads TEHDA STABLES. The tolling bells have roused the stable guards and this entrance is now heavily guarded, as are three smaller entrances set at intervals along its perimeter wall. Only one door has no armed guard posted before it, but when you magnify your vision you quickly see why this is so. It is secured by three steel drawbolts and a heavy iron lock.
+The stables are surrounded by a high brick wall topped by a row of foot-long spikes embedded in mortar. A sign hangs above the main entrance that reads TEHDA STABLES. The tolling bells have roused the stable guards and this entrance is now heavily guarded, as are three smaller entrances set at intervals along its perimeter wall. Only one door has no armed guard posted before it, but when you magnify your vision you quickly see why this is so. It is secured by three steel bolts and a heavy iron lock.
You draw your Kai Weapon and touch the surface of the emblem with its gleaming blade. Instantly the concealed panel slides away to reveal a recess which contains a dagger crudely carved from a strange, scarlet-veined stone. Its rough-hewn blade is stained with dried blood and your stomach chums when your sixth sense detects that it has been used for human sacrifices.
-(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item which you carry in your backpack.)
+(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item.)
You spend the evening aboard the Starstrider in the company of your two companions. In the comfort of Acraban
Lord Zinair gives Acraban a small seeing-stone, one of a pair that he possesses. It will enable him to stay in contact with the elder magician and inform him when the Prince has been found. Lord Zinair has decided it is best that he go back to Suhn aboard The Azaktara. He has fulfilled his promise to Lone Wolf that he would escort you swiftly and safely here to Mydnight, and the time has now come for him to return to his ambassadorial duties. Before he leaves for his ship moored in the harbour, he wishes you both a swift, sure, and successful voyage.
+Lord Zinair gives Acraban a small seeing-stone, one of a pair that he possesses. It will enable him to stay in contact with the elder magician and inform him when the Prince has been found. Lord Zinair has decided it is best that he go back to Suhn aboard The Azaktana. He has fulfilled his promise to Lone Wolf that he would escort you swiftly and safely here to Mydnight, and the time has now come for him to return to his ambassadorial duties. Before he leaves for his ship moored in the harbour, he wishes you both a swift, sure, and successful voyage.
I look forward to the day we shall meet again, my lords,
he says. Though I shall not be with you in body, my spirit will travel with you all the way to Seroa. Good luck and godspeed.
You rise before daybreak and as the first rays of the morning sun creep over the horizon, you hear Acraban giving the order to commence the voyage north. From the forward deck rail you watch in fascination as the hovels and harbour of Mydnight slide gently away beneath the keel. The hum of the skyship
The flight to the north coast takes a day to complete. Upon arriving in this remote region you soon realize that the shoreline will prove more challenging to explore than had been expected. Much of the coast is forested, and there are countless miles of undercut cliffs and steep ravines that could keep entire villages hidden from the air. For two days the Starstrider follows the coastline with all hands on look-out duty, yet no human habitation is sighted. It is not until the afternoon of the fourth day of your voyage that your luck changes for the better. An eagle-eyed crewman on the forward deck spots a tiny clearing on a wooded peak overlooking a crescent-shaped bay. You magnify your vision and see, in the centre of this clearing, a single-storey house with a split log roof, surrounded by animal pens and shelters. You feel sure that you have found the prince
After landing, you quickly discover a narrow trail that wends its way through this thickly wooded headland. You volunteer to take the lead and you follow this track as it meanders towards the clearing. Wind whistles through the surrounding pines but the timberland itself is strangely silent; you can hear no sound from the beasts and birds that dwell herein.
+The flight to the north coast takes a day to complete. Upon arriving in this remote region you soon realize that the shoreline will prove more challenging to explore than had been expected. Much of the coast is forested, and there are countless miles of undercut cliffs and steep ravines that could keep entire villages hidden from the air. For two days the Starstrider follows the coastline with all hands on lookout duty, yet no human habitation is sighted. It is not until the afternoon of the fourth day of your voyage that your luck changes for the better. An eagle-eyed crewman on the forward deck spots a tiny clearing on a wooded peak overlooking a crescent-shaped bay. You magnify your vision and see, in the centre of this clearing, a single-storey house with a split log roof, surrounded by animal pens and shelters. You feel sure that you have found the prince
After landing, you quickly discover a narrow trail that wends its way through this thickly-wooded headland. You volunteer to take the lead and you follow this track as it meanders towards the clearing. Wind whistles through the surrounding pines but the timberland itself is strangely silent; you can hear no sound from the beasts and birds that dwell herein.
You take a scroll, one of many that are crammed between the books that line the surrounding shelves, and you place it in the empty safe. Then you recite the words of the Brotherhood Spell
You take a scroll, one of many that are crammed between the books that line the surrounding shelves, and you place it in the empty safe. Then you recite the words of the Brotherhood Spell
Your work done, you turn away from the safe and motion Karvas to follow as you hurry to leave this evil library. But, as you are approaching the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you both stop dead in your tracks.
The courtyard is bounded on three sides by paddocks, tack rooms, and an equestrian training park. There are only two guards on duty here inside the compound, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.
-You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a swordbelt from the belly of a steeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
+You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a steeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
You lead the horses across the courtyard and as you approach the stables
The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap for its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.
You speak the words of the Brotherhood Spell
You speak the words of the Brotherhood Spell
As you ride through the fields that border upon the packed highway, you receive a chorus of catcalls from the queue that alert the gate guards to your approach. You rein in your horses at the South Gate and Karvas demands that you be allowed in at once. An angry guard demands to know why you should not wait in line like everyone else, and Karvas says: We are court riders from Oberra. We carry an important message for Marshal Phedros. Let us in at once.
You pray that the guard will believe the princeYou
he says, brusquely.
You dismount and the guardsmen escort you and Karvas into the gatehouse, to an empty chamber where they tell you to wait for the Guard Captain. After several minutes he arrives and you notice that he is cradling a crystal sphere in his gloved left hand. So you
he says, and he holds up the crystal as he awaits your reply. Yes,
says Karvas, impatiently. The clear crystal sphere becomes milky white, and then its hue changes to crimson.
You
he says impassively, and he withdraws a slim glassy rod from his swordbelt and points it at your face. Suddenly a blinding white light flashes before your eyes and you feel yourself rapidly slipping into unconsciousness.
You
he says impassively, and he withdraws a slim glassy rod from his sword belt and points it at your face. Suddenly a blinding white light flashes before your eyes and you feel yourself rapidly slipping into unconsciousness.
You rely upon your Magnakai skill of Nexus to assist you to open the door. But it quickly proves to be a more difficult task than you expected, for this door is secured by an elaborate and complex locking mechanism.
-Pick a number from the Random Number Table. If you possess a Dagger you may add 2 to the number you have picked.
+Pick a number from the Random Number Table. If you possess a Dagger, you may add 2 to the number you have picked.
You brace yourself against the ship
We
shouts Acraban in alarm. The wheel is suddenly wrenched from his grasp and it begins to spin out of control. The Starstrider has been losing height for several minutes, but now its angle of descent becomes far steeper. The skyship dives through a bank of low cloud and a great sea of trees comes rushing up to meet the bow. You grip the rail as tightly as you can and await the dreadful moment of impact. There is a splintering crack of timber when the hull collides with the treetops, and then, moments later, there is a terrific jolt as the craft
We
shouts Acraban in alarm. The wheel is suddenly wrenched from his grasp and it begins to spin out of control. The Starstrider has been losing height for several minutes, but now its angle of descent becomes far steeper. The skyship dives through a bank of low cloud and a great sea of trees comes rushing up to meet the bow. You grip the rail as tightly as you can and await the dreadful moment of impact. There is a splintering
The impact of the crash wrenches your hands from the rail and sends you tumbling across the stern deck.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 1 to the number you have picked.
Your worthy attempt to disengage the lock proves unsuccessful and so you decide on a different course of action. You and Karvas agree that you will try to attack and overpower the gaolers at the first opportunity. Patiently you bide your time until, an hour later, you hear footsteps in the corridor outside. They are followed by the sound of the tumbler lock spinning. Then the door creaks open and in strides the Knight Bachelor, accompanied by an escort of six armed guards. The knight is holding a short-bladed sword in one hand, and a wooden bowl filled with vile-smelling gruel in the other. He offers the bowl to Prince Karvas at arm
Welcome to your royal apartment,
he says, in a sneering tone. I
Karvas is angered by the knight
Slay him!
screeches the knight, as he struggles to free himself from your grasp. Instantly the guards rush at you with their weapons raised in eager readiness to carry out his order.
You utter the words of the Old Kingdom spell
You utter the words of the Old Kingdom Spell
You utter the words of the Brotherhood Spell
You utter the words of the Brotherhood Spell
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
The final tumbler clicks into place and the door creaks open a few inches.
The final tumbler clicks into place and the door creaks open a few inches.
In addition to your equipment you also discover Prince Karvas
Karvas buckles on his swordbelt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
+Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
Hastily you utter the words of Old Kingdom spell
Hastily you utter the words of Old Kingdom Spell
The guard gasps with shock and turns to run, but you leap on him and drag him to the ground. In his blind panic he is able to squirm from under you and scramble to his feet. He tries to land a kick to your chin but you turn his foot aside with your forearm and it brushes harmlessly past your head. As he struggles to regain his balance, you spring to your feet and attack.
(You fight this combat without weapons; ignore all weapon bonuses)
@@ -3428,10 +3581,10 @@You speak the words of the Brotherhood Spell
You speak the words of the Brotherhood Spell
Once more the deadly blades draw sparks from the stone ceiling, and then they come whirling down towards your head.
These blades are immune to all forms of psychic attack. If you possess the Kai Weapon Valiance
, you may add the additional
These blades are immune to all forms of psychic attack. If you possess the Kai Weapon Valiance
, you may add the additional
The rolling plain to the west of Bakhasa is a bleak and barren steppe that is studded with countless thousands of sawn-off tree stumps. Once this region was part of the great forest of Kelderwood, yet in recent times the ruler of Bhanar, Autarch Sejanoz, has commanded the Bakhasians to harvest the forest
You are within 20 miles of Bakhasa when dusk begins to darken the gloomy sky. Karvas requests that you stop and rest awhile before making a final push for the city. You are feeling hungry after your long day
Night falls within an hour of your resuming your trek, yet the distant lights of Bakhasa and its surrounding settlements enable you to stay on course and maintain an impressive pace. The city is lit by hundreds of fiery beacons which mark the outline of its ancient perimeter wall and angular watchtowers. These fires also illuminate the surface of the River Tehda which passes through the centre of Bakhasa. To the south of the city, lines of tethered barges stacked high with logs lie moored along both of its paved banks. Under cover of the night, you are able to move through the outlying settlements without being seen. When at last you hear a bell in the city tolling the midnight hour, you find yourself upon a knoll overlooking a rutted road which approaches Bakhasa
The man pockets your money (erase the appropriate amount from your Action Chart) and chuckles to himself as he swaggers to the side of the bridge. Karvas asks that he pull the cart aside so that you can ride across, but the man sneers at the prince
Move it y
he bellows. Cursing his insolence, you jump down from the saddle and drag the cart lengthways to make room enough to pass. Then you remount your horse and ride with Karvas, in single file, across to the other side.
The River Ioma is the political boundary between the realms of Lunarlia and Siyen. For centuries, Voshno has been claimed by both kingdoms and its inhabitants have grown used to the disruption that comes from living astride a border between two frequently warring nations. Currently the hamlet is divided evenly. You notice that Prince Karvas is smiling as he rides with you away from the river, and you ask him why this is so, especially after having just been fleeced by the boorish toll collector. He explains that this half of Voshno is Siyenese territory, part of his native country. After ten years in exile he has at last returned to his homeland.
-There is less than an hour left before it will be dark, and so you suggest to him that you stop at an inn to celebrate his return home over a tankard of Siyenese ale. He agrees, and you ride into the courtyard of the nearest tavern. Outside its door there hangs a board displaying the prices of its food, ale and lodging. Its list of charges have all been struck out and replaced with new figures that at ten times more than the original costs. Shocked by the exorbitant prices, you decide to forego your celebratory ale and leave Voshno.
-You camp for the night in a copse of elm trees that border the trail, a mile to the east of the hamlet. Before you sleep, you must eat a Meal or lose 3
The River Ioma is the political boundary between the realms of Lunarlia and Siyen. For centuries, Voshno has been claimed by both kingdoms and its inhabitants have grown used to the disruption that comes from living astride a border between two frequently-warring nations. Currently the hamlet is divided evenly. You notice that Prince Karvas is smiling as he rides with you away from the river, and you ask him why this is so, especially after having just been fleeced by the boorish toll collector. He explains that this half of Voshno is Siyenese territory, part of his native country. After ten years in exile he has at last returned to his homeland.
+There is less than an hour left before it will be dark, and so you suggest to him that you stop at an inn to celebrate his return home over a tankard of Siyenese ale. He agrees, and you ride into the courtyard of the nearest tavern. Outside its door there hangs a board displaying the prices of its food, ale, and lodging. Its list of charges have all been struck out and replaced with new figures that at ten times more than the original costs. Shocked by the exorbitant prices, you decide to forgo your celebratory ale and leave Voshno.
+You camp for the night in a copse of elm trees that borders the trail, a mile to the east of the hamlet. Before you sleep, you must eat a Meal or lose 3
You cross the narrow village street and approach the two Cavalian lordlings as they stroll leisurely towards the jetty.
Good evening, my Lords,
says Karvas, politely. My friend and I were wondering if you two gentlemen would care to sell us your tickets for the riverboat to Seroa?
The taller man utters a terse laugh and he flicks his fingers at Karvas dismissively. We
T
whines his stout companion. We have no tickets to sell and we are fast growing tired of your impudence. Begone, you fellows. Leave us be.
whines his stout companion. We have no tickets to sell and we are fast growing tired of your impudence. Begone, you fellows. Leave us be.
You are within a few feet of the prince when suddenly your fingers lose their purchase on the crumbly rockface and you fall headlong towards the river. As you plummet, you collide with Prince Karvas and together you tumble into the raging waters, never to be seen again.
+You are within a few feet of the prince when suddenly your fingers lose their purchase on the crumbly rock-face and you fall headlong towards the river. As you plummet, you collide with Prince Karvas and together you tumble into the raging waters, never to be seen again.
Tragically, your life and your mission come to a watery end here, in the subterranean river beneath the ancient ruins of Castle Dascallo.
@@ -3540,7 +3703,7 @@Early next morning, before dawn, you meet with Karvas and Sainus and go to collect your horses from the stable. As you mount them, the old man bids you good luck and he gives the prince a pouch containing 50 Orla, a sum that could prove useful during the ride to Seroa.
Dawn breaks as you leave Sainus
The sun shines brightly all day and you make good progress along the King
You accept his generous offer and enter the taproom of this hospitable tavern. As your frothing beer is being drawn from the cask, you overhear a conversation at a nearby table. Three farmers are discussing the crowning ceremony and one of them says that it is to take place at noon. This news unsettles Karvas, for traditionally the ceremony of ascendance begins at dusk, as soon as the sun disappears below the horizon. If what the farmer says is true, you now have only one and a half days left in which to reach Seroa in time for the crowning. You resolve to get as much sleep as you can this night, and then ride for Seroa at dawn. If you forego sleep tomorrow and journey through the night, you can still arrive at the capital before noon on Harvestmas Day. Karvas prays that your horses are fit enough for the gruelling ride, and you are both glad that you have decided to rest them here tonight. They will need all their strength come the morning.
+You accept his generous offer and enter the taproom of this hospitable tavern. As your frothing beer is being drawn from the cask, you overhear a conversation at a nearby table. Three farmers are discussing the crowning ceremony and one of them says that it is to take place at noon. This news unsettles Karvas, for traditionally the ceremony of ascendance begins at dusk, as soon as the sun disappears below the horizon. If what the farmer says is true, you now have only one and a half days left in which to reach Seroa in time for the crowning. You resolve to get as much sleep as you can this night, and then ride for Seroa at dawn. If you forgo sleep tomorrow and journey through the night, you can still arrive at the capital before noon on Harvestmas Day. Karvas prays that your horses are fit enough for the gruelling ride, and you are both glad that you have decided to rest them here tonight. They will need all their strength come the morning.
As you sip your ale, your rumbling stomach reminds you that you have not eaten for several hours.
Beyond the east gate of Battle Pass, the trail winds down through craggy borderland towards the lush river valley of the River Ioma, where an ocean of sun-yellowed grasses sway languidly in the warm afternoon breeze. This rolling vista has a graceful tranquillity that reminds you of the Southlund Marches of Southern Magnamund. It stirs fond memories of childhood days in that distant province and prompts an unexpected bout of homesickness that dampens your spirits. Karvas, too, is feeling a little melancholy. Yet his mood is not born out of a longing for his homeland, but from a sense of loss. You ask what ails him and, with some reluctance, he tells you:
+Beyond the east gate of Battle Pass, the trail winds down through craggy borderland towards the lush river valley of the River Ioma, where an ocean of sun-yellowed grasses sway languidly in the warm afternoon breeze. This rolling vista has a graceful tranquillity that reminds you of the Southlund Marches of southern Sommerlund. It stirs fond memories of childhood days in that distant province and prompts an unexpected bout of homesickness that dampens your spirits. Karvas, too, is feeling a little melancholy. Yet his mood is not born out of a longing for his homeland, but from a sense of loss. You ask what ails him and, with some reluctance, he tells you:
The beauty of this valley belies its bloody past,
he says, and he sweeps his arm across the distant horizon. Many of my ancestors and countrymen have fought and died here in battle. For the Siyenese it is a land filled with proud and bitter memories.
He points to a distant spire of rock and, when you magnify your vision, you see that its grey granite surface is too smooth and symmetrical for it to be a natural feature of this rolling plain.
There stands the Oridon Stone,
he says. It marks the graves of ten thousand men who fell at the battle of Inkil Reach
.
Prince Karvas regards the monolith with a mixture of sadness and pride, and you sense that quietly he yearns to visit this battlefield marker.
@@ -3613,7 +3776,7 @@Hastily you recite the words of the Brotherhood Spell
Hastily you recite the words of the Brotherhood Spell
It is early in the afternoon when you see the ruins of an ancient fortress. They lie less than a mile from the trail, on a plateau of rock at the base of a shallow ravine. As you descend the trail and draw closer to the ruins, you hear a distant rumble of thunder. Within minutes it has begun to rain and soon you find yourself caught in a torrential downpour. Your Kai pathsmanship skills warn you that heavy rain in these barren mountains brings with it the danger of a sudden flash flood.
+It is early in the afternoon when you see the ruins of an ancient fortress. They lie less than a mile from the trail, on a plateau of rock at the base of a shallow ravine. As you descend the trail and draw closer to the ruins, you hear a distant rumble of thunder. Within minutes it has begun to rain and soon you find yourself caught in a torrential downpour. Your Magnakai Pathsmanship skills warn you that heavy rain in these barren mountains brings with it the danger of a sudden flash flood.
The sheeting rain is making it impossible to see the trail ahead. Rather than continue and risk flood or fall, you leave the trail to seek shelter in the ruined fortress.
Pick a number from the Random Number Table.
You recite the words of the Brotherhood Spell
Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the death of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.
+Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.
You reach to your belt pouch and withdraw a handful of shiny gold crowns. The sight of the glimmering coins makes the trader
You reach to your belt pouch and withdraw a handful of shiny Gold Crowns. The sight of the glimmering coins makes the trader
Once more the deadly blades draw sparks from the stone ceiling as they whirl about. They gather speed until you can no longer focus on them, and then they come screeching down towards your head.
These blades are immune to all forms of psychic attack. If you possess the Kai Weapon Valiance
, you may add the additional
These blades are immune to all forms of psychic attack. If you possess the Kai Weapon Valiance
, you may add the additional
During your wait to enter the city, you must eat a Meal or lose 3
During your wait to enter the city, you must eat a Meal or lose 3
It takes you more than an hour to reach the South Gate, even though you give up your horses in exchange for better positions in the queue. As soon as the gate guards nod their approval, you hurry through the gatehouse arch and into the city beyond.
Your search of the guard
If you wish to keep any of these items, remember to make the necessary adjustments to your Action Chart.
You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Kai pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.
+You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Magnakai Pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.
You reach a plateau strewn with boulders where a smaller track branches away from the main trail. It leads to a large stone hut that stands perched upon a spur of granite. Further along the trail you can see a ledge of rock that overhangs a narrow gully.
Hurriedly you retrieve the seal from your backpack and thrust it before the Inquisitor-Major
Please, please accept my apology,
he begs, his voice suddenly dripping with fear. I did not know that you were travelling with the Baron
Please, please accept my apology,
he begs, his voice suddenly dripping with fear. I did not know that you were travelling with the Baron
Without saying a word, you return the seal to your backpack and watch as the Inquisitor-Major and his hunting party make a hasty departure. As they gallop away across the plain towards the distant foothills, you use your Kai curing skills to revive Prince Karvas fully before you continue your ride east towards Varedo.
Hail, Prince Karvas,
you call, trying hard to make your voice sound as unthreatening as you can. You have no need to fear us
The blond-haired man hesitates, and then he lowers his crossbow just enough for you to be able to see his face clearly. Now you are sure that he is the man you seek.
-Who are you?
he shouts, and what do you want from me?
Who are you?
he shouts. And what do you want from me?
With a sneer on his face, the man snatches his hand away. He then raises his empty pipe and waves it in the air above his head. He is signalling to someone behind you, and when you turn to look, you see eight grim-faced mercenary knights emerging from hiding places at the entrance to the bridge. They unsheathe their weapons as they swagger towards the middle of the bridge.
+We
shouts the man with the pipe to his confederates as they draw closer. They say they won
You sense that these robber knights cannot be reasoned with. All they are interested in is taking your money and your horses. Karvas draws his sword and you unsheathe your Kai Weapon in readiness to do battle as these ruthless robbers quicken their pace.
You cannot evade this combat. However, you may add 5 to your
You cannot evade this combat. However, you may add 5 points to your
You leave the jetty and hurry to the tavern. This riverside inn is in urgent need of some paint and repair, yet for all its shabby outward appearance, its taproom is filled to overflowing with customers. The sound of lyre and pipe music mingles with the chatter and raucous laughter of its patrons, many of whom are river travellers bound for Seroa within the hour. You push you way through the noisy crowd and climb a flight of stairs that gives access to rooms on the upper floor. From the top of the stairs you are able to get a better view of the crowded bar room. Karvas points out two men who are standing at the tavern counter. They are dressed in dandified court costumes and they wear Sadanzo
I
says Karvas, conspiratorially. You focus your concentration on the two men and your Kai sixth sense confirms that the prince
It is plain from the sight and evil smell of the haunch that this meat is rotten to the bone. Yet, by drawing upon your advanced knowledge of herbmastery, you are able to cause a seemingly miraculous change to take place. You pull from your pocket some roots and grasses that you have gathered during your ride to Jaroc, and you rub them vigorously into the offending meat. Within a matter of seconds the meat is transformed into a condition fit for human consumption.
+It is plain from the sight and evil smell of the haunch that this meat is rotten to the bone. Yet, by drawing upon your advanced knowledge of Herbmastery, you are able to cause a seemingly miraculous change to take place. You pull from your pocket some roots and grasses that you have gathered during your ride to Jaroc, and you rub them vigorously into the offending meat. Within a matter of seconds the meat is transformed into a condition fit for human consumption.
The nomad looks at the haunch and his jaw drops open in disbelief. The trader, grinning with delight, promptly tells the nomad to stop complaining and go away. As he does so, the trader steps from behind his stall and approaches you. Impressed by your skills, he offers you the pick of any one item of food that is laid out on his stall.
If you choose to accept his offer, you may add 1 Meal to your Action Chart.
I mean the Prince no harm,
you say. I have word of his homeland that is of vital importance. I must find him and speak with him as quickly as I am able.
The blacksmith glances over his shoulder and looks at you with undisguised suspicion. He takes note of the cut and style of your tunic and cloak, and his eyes linger momentarily when he sees your belt pouch. The thought occurs to you that perhaps the blacksmith might be persuaded to talk in exchange for some gold.
-Mentally you recite the words of the Brotherhood Spell
Mentally you recite the words of the Brotherhood Spell
The Knight Bachelor looks at the pulsating ring and then he glares at you. With a cry of rage he unsheathes his sword and attempts to strike out for your head, but you pull away and the point of the blade flashes past to gash your shoulder: lose 2
You sorcerous spy!
he exclaims. You glance at Karvas and shout for him to follow your lead. The Prince nods in acknowledgement and you dig your heels into your horse
Surrender yourself, you trickster!
commands the arrogant Cavalian knight, or your journeyman companion dies!
Surrender yourself, you trickster!
commands the arrogant Cavalian knight. Or your journeyman companion dies!
Reluctantly you rein in your horse and raise your hands. Better to surrender and live to fight another day than permit Prince Karvas to be crushed beneath the hooves of this arrogant knight
You retrieve the seal from your backpack and offer it to the Inquisitor-Major. The man blanches when he recognizes the object.
-Please, accept my apology,
he says, in a quiet and humble tone. I did not know that you were travelling with the Baron
Please, accept my apology,
he says, in a quiet and humble tone. I did not know that you were travelling with the Baron
You return the seal to your backpack and watch as the Inquisitor-Major and his hunting party make a hasty departure. As they gallop away across the plain towards the distant foothills, you and Karvas breathe a sigh of relief before you continue your ride east towards Varedo.
After tethering your horses to a rail outside the Stonefist Tavern, you pause to stretch your travel-weary limbs before entering by a red oak door. The interior is pleasantly cool, yet the air is soured by the smell of sweat and stale beer. A gaily-coloured parrot is perched in the rafters, squawking tunefully. Below its perch is a circular table where seven soldiers from the town
After tethering your horses to a rail outside the Stonefist Tavern, you pause to stretch your travel-weary limbs before entering by a red oak door. The interior is pleasantly cool, yet the air is soured by the smell of sweat and stale beer. A gaily-coloured parrot is perched in the rafters, squawking tunefully. Below its perch is a circular table where seven soldiers from the town
Ale for two?
he enquires, and you nod your ascent. As he fills the tankards with frothing beer he says: That
The Lune is the currency of Lunarlia: 4 Lune are equivalent to 1 Gold Crown (or 10 Ren). Prince Karvas has only linen Torqs which are not readily accepted beyond the shores of Sheasu. You can pay for the ales either in Gold Crowns or Ren.
You awaken shortly before noon and, with some difficulty, you stir Karvas from a deep sleep. You are both feeling refreshed after your rest, but there are still more than 100 miles to cover and time is fast running out. You now have little more than twenty-four hours to reach Seroa before the crowning ceremony is set to take place.
Fortunately, the weather is fair and you do not encounter any unforeseen delays during your long ride to the capital. During your journey, you recall Lone Wolf
As night falls, your way ahead is guided by the light of a waxing moon which glimmers brightly in a cloudless sky. You forego rest and push your horses hard, travelling all night to come within sight of Seroa
As night falls, your way ahead is guided by the light of a waxing moon which glimmers brightly in a cloudless sky. You forgo rest and push your horses hard, travelling all night to come within sight of Seroa
You draw an arrow from your quiver, take aim, and fire in one smooth movement. Your shaft speeds towards the leading hunter and burrows deep into his chest, knocking him clean out of his saddle. Upon seeing his comrade fall, the other hunter tugs hard on his horses
You draw an arrow from your Quiver, take aim, and fire in one smooth movement. Your shaft speeds towards the leading hunter and burrows deep into his chest, knocking him clean out of his saddle. Upon seeing his comrade fall, the other hunter tugs hard on his horses
You are more than two miles from the hillock when you bring your panting steeds to a halt and look back. You see the fanji herd have been scattered by the hunters and they are running in all directions. The hunters show no interest in pursuing you; their only concern appears to be slaying as many fanji as possible. The sight of this wanton slaughter raises your ire, but you quell your anger and ride on with Karvas through the tall grass, back towards the trail.
The city of Oberra is still mourning the death of King Oridon. Its scarlet and yellow flags hang at half mast, and many of its citizens wear black arm bands and shawls as visible marks of their respect for the memory of Prince Karvas
It is nearing darkness when you find the residence of Florin Sainus. It is a well-appointed townhouse built on three levels with its own walled garden and stables. You dismount and pull a bell rope that hangs beside its arched door. The prince
The first is the most direct route: the Kingassuming that the river boats are running to schedule,
warns Sainus. They are the swiftest means of reaching the capital, yet they can be unreliable during spells of bad weather.
The first is the most direct route: the Kingassuming that the riverboats are running to schedule,
warns Sainus. They are the swiftest means of reaching the capital, yet they can be unreliable during spells of bad weather.
Karvas proposes that you decide which route to take and then leave Oberra at once. If we commence our journey this night, we may gain a few precious hours that could ensure our success.
You agree with the prince that you should go at once, but Sainus informs you that it will not be possible for you to leave Oberra until dawn. He tells you that the city council have imposed a curfew during the hours of darkness, following an outbreak of thefts and murders among its prominent citizens. Sainus believes that Baron Sadanzo
In light of the situation, you decide to stay here and rest, and then leave the city at first light. Before you retire, Karvas asks you to decide which route you should use to travel to Seroa.
The Holtor lunges at you as you speed past him. The tip of his spear rips a strip of cloth from the knee of your breeches, yet it fails to draw blood. Without looking back, you to gallop out of Jaroc and escape across the open plain that lies beyond.
+The Holtor lunges at you as you speed past him. The tip of his spear rips a strip of cloth from the knee of your breeches, yet it fails to draw blood. Without looking back, the two of you gallop out of Jaroc and escape across the open plain that lies beyond.
As you near the clearing, you leave the trail and take cover among some bushes that fringe the tree-line. For a few minutes you wait here and observe the settlement for signs of life. You can see a log cabin with a veranda, three small sheds, and a picket-fenced enclosure containing goats and chickens. When your senses detect no human presence, you enter the clearing and signal to Acraban to follow as you make your approach towards the cabin.
From the veranda you can see a second track which descends steeply towards a sandy cove. You intensify your vision and catch sight of a man on the beach who is kneeling beside a stone-covered mound. He has blond shoulder-length hair and he is dressed in breeches and a jerkin made from tanned goat hides. From the descriptions given to you by Lord Zinair, you feel sure that he must be Prince Karvas.
+Elated by your discovery, you motion Acraban to follow as you leave the cabin and hurry down the steep path towards the beach. You are within 30 metres of the kneeling man when he hears you approaching. He turns to face you and, in an instant, he grabs a loaded crossbow that is lying beside him on the sand and he aims it at your chest.
You rise at dawn and, after a hearty breakfast in the tavern kitchen, you and Karvas collect your horses from the stables. The tavern-keeper and his wife bid you a cheery farewell, and you set off from Voshno along a road that crosses the plain to the east.
-The morning sky is clear and sunny, and the air is filled with butterflies and the sound of birdsong. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. To your surprise you find that the prince is a little less optimistic. He tells you that you are now approaching the eastern province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil baron who seeks to usurp the throne of Siyen. Karvas cautions you to remain vigilant until you are safely beyond the borders of his enemy
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several villages and settlements that ring the city. You are approaching the first of these villages where you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle
The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. To your surprise you find that the prince is a little less optimistic. He tells you that you are now approaching the eastern province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas cautions you to remain vigilant until you are safely beyond the borders of his enemy
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle
As they ride nearer, the leader of the troop
Hail, fellow riders,
he says, with forced politeness. He raises the steel visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.
You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?
You tell Karvas the bad news and quietly you both slip away from the taproom by a rear door. Beyond this door is a corridor which passes through the tavern
You may add 5 to your
You may add 5 points to your
The morning sky is filled with brooding clouds and the surrounding granite peaks appear hostile and unforgiving, but you draw some comfort from the fact that the rain has ceased and you are able to ride this ancient mountain trail with little difficulty. It is nearing midday when you catch your first glimpse of the wastelands that lie to the east, far beyond the Dammerdon range. These are the Doomlands of Naaros and your heart fills with dread when you recall something of what you learned about this region during your teachings at the Kai Monastery.
+The morning sky is filled with brooding clouds and the surrounding granite peaks appear hostile and unforgiving, but you draw some comfort from the fact that the rain has ceased and you are able to ride this ancient mountain trail with little difficulty. It is nearing midday when you catch your first glimpse of the wastelands that lie to the east, far beyond the Dammerdon Range. These are the Doomlands of Naaros and your heart fills with dread when you recall something of what you learned about this region during your teachings at the Kai Monastery.
This vast wasteland of dust and ash was formerly the seat of power of the greatest, most evil being who ever ruled Magnamund
As you continue along the trail you pass several waystones that are set into the ground at regular intervals. They are not ancient stones for they each bear the symbol of Sejanoz, and your Kai senses detect that these carvings are no more than a decade old. Karvas suspects that Sejanoz has had them placed here as a form of homage to the memory of Agarash. Throughout Southern Magnamund it is rumoured that the spirit of Agarash lives on, imprisoned within the molten ruins of Naaros.
You stagger painfully to your feet and try to focus on your surroundings. Through a pall of smoke you hear the groans of wounded crewmen and the crackling buzz of electrical arcing. Steam rises from a gaping hole in the stern deck and a fire rages around the base of the mainmast. Prince Karvas emerges unscathed from the rope locker and quickly he helps you to smother this fire. Then he gives first aid to a crewman who is lying nearby, nursing a broken knee. Acraban comes staggering out of the smoke. His robes are torn and a trickle of blood runs from a cut above his right ear. You use your Kai curing skills to heal the wizard
Using your Kai curing skills, you ease the pain of the badly injured crewmen before helping Karvas and Gora to bury the dead man
You stagger painfully to your feet and try to focus on your surroundings. Through a pall of smoke you hear the groans of wounded crewmen and the crackling buzz of electrical arcing. Steam rises from a gaping hole in the stern deck and a fire rages around the base of the mainmast. Prince Karvas emerges unscathed from the rope locker and quickly he helps you to smother this fire. Then he gives first aid to a crewman who is lying nearby, nursing a broken knee. Acraban comes staggering out of the smoke. His robes are torn and a trickle of blood runs from a cut above his right ear. You use your Kai curing skills to heal the wizard
Using your Kai curing skills, you ease the pain of the badly-injured crewmen before helping Karvas and Gora to bury the dead man
As the darkness of night envelops the smouldering wreck of the Starstrider, you find it hard to suppress a growing sense of despair. It is a mood shared by the other survivors, and few words are exchanged as you work together to erect a makeshift shelter for the wounded beside the ship
Before you try to get some sleep, unless you possess the Discipline of Grand Huntmastery you must now eat a Meal or lose 3
In the ensuing confusion, Sadanzo attempts to flee the platform and escape with his entourage of robber knights. Marshal Phedros rushes forward to examine the shattered pieces of Sadanzo
He turns to the bewildered crowd and denounces Sadanzo as a disciple of Naar: a treasonable offence in Siyen that is punishable by death. He orders the Royal Guard to pursue and arrest Sadanzo immediately. Find him and take him to the palace dungeons,
he commands. Upon hearing this, a vast section of the stunned crowd roar their approval and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down Sadanzo
Welcome home at last,
he says, his voice wavering with emotion, welcome home
Welcome home at last,
he says, his voice wavering with emotion. Welcome home
The sergeant has his men unchain you from the wall and march you at spearpoint along the lower corridors and passages of the citadel, to a small chapel of worship that is dedicated to the Goddess Ishir. You and Karvas are pushed into this chapel and its heavy door is slammed shut and bolted behind you. Moonlight filters into this place of worship through leaded stained glass set into star-shaped alcoves near its vaulted ceiling. It casts a pale rainbow of colour upon a marble tomb which occupies the centre of the chapel floor. Its heavy stone lid is carved in the likeness of a recumbent knight whose hands are folded around the hilt of a broadsword.
-Karvas is about to beat his first on the bolted door and demand that he be allowed to speak to Dunwayne, but you stay his hand. Your Magnakai Discipline of Divination warns you that you and Karvas are not alone in this chapel. You detect a strong psychic presence that is centred upon the tomb. A sudden gust of wind sweeps through the chapel and you feel the air temperature plummet to near freezing. Ice crystallises on the sides of the tomb and a ghostly plume of vapour seeps from cracks in the stone. This translucent mist swirls and condenses, and gradually it adopts the recognisable form of a knight in armour clutching the hilt of a broadsword. It is the ghost of the warrior whose remains are entombed here. He is a paladin knight, and his ghost has arisen to test your true purpose. The ghostly warrior raises his mighty sword and rays of eerie blue light flood out from the slits in the visor of his spectral helm. As this light washes over you and Karvas, you feel pulses of psychic energy assaulting your mind. The prince lets out a scream and then he falls unconscious to the floor as the waves of energy increase in intensity.
+The sergeant has his men unchain you from the wall and march you at spear-point along the lower corridors and passages of the citadel, to a small chapel of worship that is dedicated to the Goddess Ishir. You and Karvas are pushed into this chapel and its heavy door is slammed shut and bolted behind you. Moonlight filters into this place of worship through leaded stained glass set into star-shaped alcoves near its vaulted ceiling. It casts a pale rainbow of colour upon a marble tomb which occupies the centre of the chapel floor. Its heavy stone lid is carved in the likeness of a recumbent knight whose hands are folded around the hilt of a broadsword.
+Karvas is about to beat his fist on the bolted door and demand that he be allowed to speak to Dunwayne, but you stay his hand. Your Magnakai Discipline of Divination warns you that you and Karvas are not alone in this chapel. You detect a strong psychic presence that is centred upon the tomb. A sudden gust of wind sweeps through the chapel and you feel the air temperature plummet to near freezing. Ice crystallises on the sides of the tomb and a ghostly plume of vapour seeps from cracks in the stone. This translucent mist swirls and condenses, and gradually it adopts the recognisable form of a knight in armour clutching the hilt of a broadsword. It is the ghost of the warrior whose remains are entombed here. He is a paladin knight, and his ghost has arisen to test your true purpose. The ghostly warrior raises his mighty sword and rays of eerie blue light flood out from the slits in the visor of his spectral helm. As this light washes over you and Karvas, you feel pulses of psychic energy assaulting your mind. The prince lets out a scream and then he falls unconscious to the floor as the waves of energy increase in intensity.
+The drooling horror suddenly gathers speed when it catches the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and move forward to block its approach to the narrow gulley. You must now fight the creature.
-This enemy is immune to Mindblast (but not Kai-surge). You may add 5 to your
The drooling horror suddenly gathers speed when it catches the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and move forward to block its approach to the narrow gully. You must now fight the creature.
+This enemy is immune to Mindblast (but not Kai-surge). You may add 5 points to your
Over the next two days you ride away from Jaroc in a northeasterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 kilometres and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of Siyen
It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.
-Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.
+Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.
You utter the words of the Old Kingdom spell
You utter the words of the Old Kingdom Spell
Quietly you recite the words of the Brotherhood Spell
Quietly you recite the words of the Brotherhood Spell
Having obtained what you require, you mentally command the two fops to forget that they have ever set eyes on you and Karvas. As they resume their conversation, you and the prince slip away through the crowd.
On reaching the fortress ruins, you dismount and lead your horses through its rubble-strewn main gate. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze now only a blackened hole remains. It provides access to the inner hall and hurriedly you enter to escape from the torrential rain.
Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you find that there is enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4
You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.
You approach to within 30 metres of the east gate by means of a drainage ditch that runs parallel to the rutted road. The heavy iron gate is open but the way through to the city beyond is blocked by four soldiers, each clad in a suit of shiny armour made from lacquered steel scales and hardened leather. They are armed with spears and maces, and their shields display the head of a tiger-like creature with ferocious fangs. It is the emblem of Autarch Sejanoz
Two of the soldiers stand rigidly to attention in the middle of the road with the hafts of their spears crossed to bar entry. Their comrades are seated beside them on benches set into alcoves on either side of the open gateway. A ragged white line appears to have been drawn along the threshold of the gate, but when you magnify your vision you realize that this line is nothing more than a trail of bird droppings. On a tiled ledge above the arch of the gateway you can see a long line of roosting crows. They appear almost invisible against the jet black stonework of the parapet.
+Two of the soldiers stand rigidly to attention in the middle of the road with the hafts of their spears crossed to bar entry. Their comrades are seated beside them on benches set into alcoves on either side of the open gateway. A ragged white line appears to have been drawn along the threshold of the gate, but when you magnify your vision you realize that this line is nothing more than a trail of bird droppings. On a tiled ledge above the arch of the gateway you can see a long line of roosting crows. They appear almost invisible against the jet-black stonework of the parapet.
After watching the guards for several minutes you are sure that they are all alert and observant. It would be difficult to get past these men without their knowledge. If you are to gain entry to the city by this route, first you will have to create a diversion to draw away these vigilant guards.
You draw upon your psychic Kai Disciplines to block the insidious effect that Sadanzo
Pick a number from the Random Number Table. If the number you have chosen is odd (i.e., 1, 3, 5, 7, 9), the effort costs you 4
Pick a number from the Random Number Table. If the number you have picked is odd (i.e., 1, 3, 5, 7, 9), the effort costs you 4
By creating a psychic block, you divert the energy of the gem and turn it back on itself with a dramatic consequence. Sadanzo screams with shock as the gem in his hand suddenly crumbles and disintegrates to dust.
You are moving along the trail when suddenly your Magnakai pathsmanship skills alert you to danger. Immediately you halt and scan the surrounding woods, fearing an ambush. Seconds later you detect the danger; it is a concealed pit which bisects the track a few metres ahead. It has been covered with pine branches and camouflaged by a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. You warn Acraban of its position and motion him to leave the trail and skirt around this hidden trap. He obeys, but within moments you detect a second pit hidden amongst the undergrowth. You hiss a warning to Acraban to halt just as he is about to step upon it.
+You are moving along the trail when suddenly your Magnakai Pathsmanship skills alert you to danger. Immediately you halt and scan the surrounding woods, fearing an ambush. Seconds later you detect the danger; it is a concealed pit which bisects the track a few metres ahead. It has been covered with pine branches and camouflaged by a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. You warn Acraban of its position and motion him to leave the trail and skirt around this hidden trap. He obeys, but within moments you detect a second pit hidden amongst the undergrowth. You hiss a warning to Acraban to halt just as he is about to step upon it.
Pick a number from the Random Number Table.
You hide the guard
You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a swordbelt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
+You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
You lead the horses across the courtyard and as you approach the stables
The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who his waiting patiently for your signal. The prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.
While the horses are drinking, you laugh with Karvas when you recall the startled faces of the militiamen as you galloped through their dithering ranks at Bakhasa
While the horses are drinking, you laugh with Karvas when you recall the startled faces of the militiamen as you galloped through their dithering ranks at Bakhasa
Not the best steel I
he muses, but better than no steel at all. I
It is an hour past midnight and the passing of another day rekindles thoughts of the road ahead. With only nineteen days to Harvestmas, the city of Seroa still seems a very long way away. But you draw some comfort from the fact that you now have two fine stallions. They are sure to make the long road seem far shorter. You are admiring them when suddenly they stop drinking and become agitated. You scan the surrounding trees yet you detect nothing untoward. Then you hear the sound of approaching hoofbeats and you curse yourself for being complacent.
I should have known they would not let us get away with two horses as fine as these,
you say, as hurriedly you and Karvas climb back into the saddle. You urge your horses across the ford and, as you take to the trail beyond, you look over your shoulder to see half a dozen armed Bakhasians come galloping along the trail towards the stream. They are led by a warrior who is sheathed from head to toe in shiny black armour and he holds a metal staff raised in his gauntleted hand. Beyond the stream the trail narrows as it ascends into the forested hills.
Once outside, you notice the door to another cell directly opposite and instantly your Kai sixth sense alerts you to the presence of your weapons and equipment. They are being stored in this adjacent cell and you pause for a few moments to work on its tumbler lock. This time your efforts are rewarded. The lock disengages and, when you pull open the door, you discover all of your confiscated weapons lying on the floor of this cell. (You may erase the asterisks [*] from your Action Chart now that your arms and equipment have been restored.)
In addition to your equipment you also discover Prince Karvas
Karvas buckles on his swordbelt and, before you leave, he unhooks a coil of rope from the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon back in your hand once more, you begin to climb the steps, retracing the route that you committed to your memory when you were dragged to your cell more than an hour ago.
+Karvas buckles on his sword belt and, before you leave, he unhooks a coil of rope from the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon back in your hand once more, you begin to climb the steps, retracing the route that you committed to your memory when you were dragged to your cell more than an hour ago.
As the soldier approaches you realize that he is only aware of Prince Karvas. You have not been seen; the darkness, and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shallow archway of an adjacent house and unsheathe your Kai Weapon. Karvas stands in the avenue, his eyes fixed on the approaching guard so as not to betray your presence. Nervously the soldier approaches the prince with his spear levelled at his chest. He commands Karvas to state the name of his regiment, and when he refuses to reply, your sixth sense suddenly warns you that the guard is about to raise the alarm.
+As the soldier approaches you realize that he is only aware of Prince Karvas. You have not been seen; the darkness, and your innate Kai camouflage skills, have kept you hidden from sight. Silently you sidestep into the shallow archway of an adjacent house and unsheathe your Kai Weapon. Karvas stands in the avenue, his eyes fixed on the approaching guard so as not to betray your presence. Nervously the soldier approaches the prince with his spear levelled at his chest. He commands Karvas to state the name of his regiment, and when he refuses to reply, your sixth sense suddenly warns you that the guard is about to raise the alarm.
Like an attacking panther, you leap from the shadowy arch and strike the guard at the base of the neck with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious to the ground. Quickly you and Karvas drag his body away from the avenue and hide it in an alleyway. Before you leave, you make a quick search of the soldier
The air temperature begins to rise and you sense a benign aura of tranquillity radiating from this spirit. The ghostly knight lowers his broadsword and bows at the waist; you have passed a great test and clearly you have won its respect. Your sixth sense tells you that it has looked into the depths of your soul and it approves of what it has discovered there.
-As the temperature approaches normal, the apparition shrinks and its vapours are drawn back into the tomb. You hear the bolts being pulled on the chapel door, and then it bursts open and in rushes Baron Lodamos with his Marshal and a dozen of his armed guards. He sees Karvas lying on the floor and he pulls to a halt. A-ha! just as I thought. Another of Sadanzo
Then he notices you standing before the tomb and a look of puzzlement creases his noble brow. The Marshal of the Guard kneels beside Karvas and touches his fingers to the side of his neck, seeking a pulse. He
he says, incredulously.
As the temperature approaches normal, the apparition shrinks and its vapours are drawn back into the tomb. You hear the bolts being pulled on the chapel door, and then it bursts open and in rushes Baron Lodamos with his Marshal and a dozen of his armed guards. He sees Karvas lying on the floor and he pulls to a halt. Aha! Just as I thought. Another of Sadanzo
Then he notices you standing before the tomb and a look of puzzlement creases his noble brow. The Marshal of the Guard kneels beside Karvas and touches his fingers to the side of his neck, seeking a pulse. He
he says, incredulously.
Then it
retorts the Baron. He really is our prince returned from exile. Quickly, Guntor, take him to my chambers at once.
The glad news is that she
pipes boShe looks bad but her engine
Acraban nods his agreement yet, unlike his bo
Aye, she
confirms Acraban, but it
He turns to Prince Karvas and says: Alas, my lord, by then it will be too late to reach Seroa in time for your crowning.
What if we were to seek aid from the craftsmen of Bakhasa?
you say, knowing by instinct and a brief study of your map that this city can be no further than 100 kilometres away to the east. Could the repairs be made any sooner with their help?
Expect no help from that quarter,
replies Karvas, coolly. During my time in Mydnight I heard many stories about Bakhasa and its ruler
Expect no help from that quarter,
replies Karvas, coolly. During my time in Mydnight I heard many stories about Bakhasa and its ruler
But, my lord,
replies Acraban, what of your kingdom? Are you prepared to surrender your birthright to Baron Sadanzo?
No, never!
retorts Karvas, suddenly angered by the wizardThere are twenty-one days yet before the feast of Harvestmas. With the blessing of the gods, I vow I shall be in Seroa on that day to claim my ascendance.
The Prince proposes to set off for Seroa on foot. He says that he will go alone and that you should stay here to help Acraban restore the Starstrider, returning with him to Sommerlund once the repairs are complete. Politely you refuse his proposal. You have vowed to Lone Wolf that you will carry out your mission and, despite adversity, you will not abandon your duty. It is a matter of Kai honour that you should escort him to Seroa.
@@ -4751,7 +4975,7 @@You queue for over three hours before eventually you reach the clerk
You should ask Sergeant Hozla that question. I only change money here. If you have nothing to exchange then move on and let the next man step forward to the window.
You call upon your Magnakai Discipline of Psi-screen to protect your mind from this psychic attack. The pain in your head lessens, yet your protection does not extend to Prince Karvas who is now on the verge of unconsciousness. You sense that a psychic assault this powerful, and at such close quarters, could permanently paralyse or kill him outright within a matter of seconds.
-Quickly you intone the words of the Old Kingdom battle spell
Quickly you intone the words of the Old Kingdom Battle-spell
You are woken at daybreak by the rattling sound of heavy chains and the mechanical thumping and buzzing of a steam-driven saw mill. The fearful noise is almost deafening, yet it fails to awaken Karvas who is sleeping deeply after yesterday
You are woken at daybreak by the rattling sound of heavy chains and the mechanical thumping and buzzing of a steam-driven sawmill. The fearful noise is almost deafening, yet it fails to awaken Karvas who is sleeping deeply after yesterday
Through a rent in the oily canvas sheet you watch the drab houses and streets of Bakhasa filing past. The wagon slows as it approaches the city
From the cover of this derelict warehouse you watch the soldiers and citizens of Bakhasa going about their daily business. Only twenty days remain before Harvestmas, and as the hours tick by you become uncomfortably aware that time is running out. With 1200 kilometres yet to cover you know that the success or failure of your mission now hinges on your being able to find some sturdy horses. Throughout the long day you observe the traffic of people who are using the surrounding streets, yet rarely do you see any on horseback.
On the north side of the warehouse there stands a domed building with an adjoining bell-tower. As dusk approaches, you propose to Karvas that you should try to reach the top of this tower. Using your keen sight you will get a better view of the city from there and, with luck, you may be able to locate the nearest stables. The prince agrees to your plan. He will remain here in the warehouse while you attempt to gain access to the bell-tower. Night is closing and, as you wait for the streets to empty, you study the building opposite and determine two ways by which you may enter its tower: by a side door at street level, or by an open window in the second storey of the tower.
@@ -4829,11 +5053,21 @@You swim to the edge of the moat and drag yourself out of the stinking water. As you take hold of the prince
Arrows continue to fall. They thud into the muddy rim of the moat and splinter on the paved road that encircles the citadel. You grab Karvas by his cloak and pull him to his feet; it is too dangerous to stay here a moment longer. On the far side of the paved road you can see a row of boarded-up houses, an alleyway, and a baker
Desperately you attempt to dodge the tip of your enemy
Tragically, your life and your mission end here on the Bakhasa trail.
+Tragically, your life and your mission end here on the Bakhasa Trail.
@@ -4862,7 +5096,7 @@You draw an arrow to your bow and let it fly towards the nearest shrine-bearer. The shaft buries itself in his chest and the force of its impact knocks him to the ground. As he releases his grip of the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the ground with a mighty crash, breaks in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.
-Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the death of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.
+Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.
You hand over all of your money (erase everything from the belt pouch section of your Action Chart) and the ticket seller pockets the coins with glee. Where are our tickets?
demands Karvas, but the thin man merely waves his hand disdainfully and retorts: I told you, all tickets are sold. Just go aboard and lie low with the cargo
You hurry aboard and make your way to the cargo hold in the belly of the boat. You make yourselves as comfortable as you can among the bales of linen and flax stored here. After a short while you hear the clang of the riverboat
You hurry aboard and make your way to the cargo hold in the belly of the boat. You make yourselves as comfortable as you can among the bales of linen and flax stored here. After a short while you hear the
Your advanced pathsmanship skills reveal to you that the weather is going to deteriorate over the coming few hours. The rain will return, and it will be far heavier than you experienced last night.
+Your advanced Pathsmanship skills reveal to you that the weather is going to deteriorate over the coming few hours. The rain will return, and it will be far heavier than you experienced last night.