From: Jonathan Blake Date: Sun, 27 Apr 2008 21:20:48 +0000 (+0000) Subject: initial XMLization of The Fall of Blood Mountain X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=d986b6f6ca98c34dda59c43eb4774349bc5dbcaf;p=project-aon.git initial XMLization of The Fall of Blood Mountain git-svn-id: https://projectaon.org/data/en/xml@623 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/26tfobm.xml b/26tfobm.xml new file mode 100644 index 0000000..8539528 --- /dev/null +++ b/26tfobm.xml @@ -0,0 +1,4312 @@ + + + %general.links; + + %xhtml.links; + + + %general.inclusions; +]> + + + + + The Fall of Blood Mountain + + +
+ + +
+ +
+ + Title Page + + + + + + + +
+ Numbered Sections + + + + +
+ 1 + + +

Lone Wolf places the Sun-Crystal in the palm of your hand, and then he closes your fingers around is multi-faceted surface. At once you sense that the gentle warmth of this artifact belies a tremendous power that is locked within its core. (Record the Sun-Crystal on your Action Chart as a Special Item which you keep in the pocket of your tunic. You must discard another item in its favour if you already possess the maximum number of Special Items permissible.)

+

The Sun-Crystal will do you no harm, Grand Master. Only Shomzaa need have fear of its power, says Lord Rimoah, reassuringly.

+

How is this so? you ask.

+

The energy that permits the demon to exist in our world is drawn directly from the Plane of Darkness, explains Rimoah. There is an open channel between the creature and Naars evil domain. It is a slender, ethereal link. This invisible conduit has kept the creature alive during its long entombment, yet soon it may prove to be its undoing, for it is this link to the Plane of Darkness that will trigger the Sun-Crystals cleansing powers. The merest touch of the crystal upon Shomzaas foul hide will be enough to consign it to oblivion.

+

With your briefing now complete, Lone Wolf orders you to return to your chamber to make swift preparations for an immediate voyage to Bor. You collect your equipment and your Kai Weapon, say a hurried farewell to your fellow Grand Masters, and then race to the training park where Lord Rimoah is awaiting you in the boarding cage. Lone Wolf bids you good luck and godspeed as you step inside, and proudly you return his salute as the cage is winched up to the stern deck of Cloud-dancer. Rimoah gives the crew the command to depart and, as the great craft gets underway, you stand at the aft rail and watch as the frosted walls and towers of the Kai Monastery swiftly recede into the distance.

+

Lord Rimoah invites you to accompany him to the captains quarters where, to your surprise, you discover the cabin is empty; Banedon is not aboard. The Guildmaster is unable to travel with us, explains Rimoah, but he has placed his skyship and crew entirely at our disposal. We owe him a debt of gratitude, for time is against us and there can be no swifter way for us to reach our destination.

+

During the 14 hours that it takes to travel by skycraft to Bor, Lord Rimoah tells you much about the kingdom of the dwarves, their long history and their proud legends. You also learn that your destination is Boradon, the principal city of Bor, and you are intrigued to discover that in your native language this ancient Drodarin name has a somewhat evocative meaning: the mountain of blood.

+ To continue, turn to 240. +
+
+ +
+ 2 + + +

You sense that the magical warhammer possesses properties to rival those of your Kai Weapon. The possession of such a weapon would be a great asset in combat. However, the cracks and holes that scar the lid of the tomb bear testimony to the fact that many others before you have tried to take this weapon, and they have all failed.

+ If you wish to continue with your attempt to break open the lid of Andarins tomb, turn to 27. + If you decide to leave the tomb untouched, turn to 230. +
+
+ +
+ 3 + + +

As you struggle to hold on to Prince Leomin, you are struck many times by chunks of rock and other loose debris: lose 4 ENDURANCE points.

+

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

+ To continue, turn to 294. +
+
+ +
+ 4 + + +

The moment you cease your sonic attack, the Brozal shudder as if they have suddenly awoken from some nightmarish dream. Their senses have been restored, and with them comes a blind fear of your deadly sonic skills. They turn and flee for their lives, crashing through the crops that line the southern perimeter of the clearing.

+

You run towards the east and re-enter the tall wheat. Then carefully you skirt around the area of blazing crops before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheatfields and its neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

+ If you wish to investigate this farmhouse, turn to 73. + If you choose to avoid the farmhouse, turn to 37. +
+
+ +
+ 5 + + +

You draw upon your mastery of psychic defences to create a Mindblend to shield yourself from the creatures probe. It fails to detect your living presence here and, with a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.

+ If you wish to search the bodies that are lying in this tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 6 + + +

You draw upon your elemental skills to create a shield of hot air between you and the icy blast. You glimpse the air shimmering in front of your face, and then the deadly blast cuts through it with spectacular effect.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 20, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.

+ If your total score is now 6 or lower, turn to 97. + If it is 7 or higher, turn to 75. +
+
+ +
+ 7 + + +

You speak the words of the Brotherhood spellLightning Handand level your right arm at the creatures eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

+

Fearful that your missiles fate could be your own if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 06, turn to 44. + If it is 78, turn to 262. + If it is 9 or higher, turn to 30. +
+
+ +
+ 8 + + +

The parapet of the barricade explodes as the icy bolt of energy slams into it with devastating effect. A section of timber penetrates your side and you are knocked the ground by the force of the impact: lose 3 ENDURANCE points.

+

The War-Thanes help you to get back on your feet, and defiantly you raise your Kai Weapon as the first wave of the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 9 + + +

You leap across the bodies of your slain foes and run along the line of ore wagons towards the tunnel exit. A battle is now raging in the smelting cavern as the freed dwarves take their revenge upon their alien captors. In the chaos of this combat, you reach the stone channel at the point where it crosses the wagon track, and you duck behind a supporting pillar to avoid colliding with a trio of minions that are racing to join the battle. The exit is just 20 yards ahead and it appears to be open and unguarded.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 4 or lower, turn to 186. + If it is 5 or higher, turn to 302. +
+
+ +
+ 10 + + +

You draw upon your Kai powers of elementalism to cause a gust of air to blow away the priming power from the cannons touch-hole. One of the enemy places a burning taper to the hole, confident that the Throne of Andarin is about to be obliterated, but the cannon fails to fire when the primer does not ignite.

+ Turn to 150. +
+
+ +
+ 11 + + +

For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply sloping chutes, until you reach a place where it flows into a deeper, colder channel. Where the two rivers meet, the waters boil and seethe as they collide with a line of jagged, razor-edged rocks. Frantically you battle against the current as you are swept inexorably nearer to this treacherous reef.

+ If you possess Elementalism, and wish to use it, turn to 229. + If you possess Kai-alchemy, have attained the Kai rank of Sun Knight, and wish to use your ability, turn to 34. + If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 338. +
+
+ +
+ 12 + + +

You wait patiently near the entrance to the weapons laboratory where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shomzaa minions naively scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.

+

Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.

+

Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add l.

+ If your total score is now 6 or lower, turn to 177. + If it is 7 or higher, turn to 228. +
+
+ +
+ 13 + + +

You leap across the slab, but the heel of your boot grazes the stone as you land and it triggers the trap. A panel in the ceiling ahead falls away to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas, then a volley of deadly shafts come streaking through the dusty air. Huriedly you dive to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 4 or lower, turn to 239. + If it is 57, turn to 317. + If it is 8 or 9, turn to 291. +
+
+ +
+ 14 + + +

You have taken just two steps into the cavern when suddenly you are engulfed by a length of steel-hard thread. This thin, sticky wire whips around your legs and yanks you to the ground. As you fall, you glimpse a large creature affixed to the ceiling. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membraneous hind wings. The thread extends from a bony tube beneath this horrors gaping mouth. You struggle hard to break free from its deadly lasso, but the creature spins another length and loops it around your body. You gasp for air as this thread is pulled tighter.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 02, turn to 80. + If it is 3 or higher, turn to 181. +
+
+ +
+ 15 + + +

With great bravado, you throw back your head and treat the sneering lancers to a verse of the Sommlending national anthem. At first the Shomzaa agarashi view your singing with some amusement, but when you begin to raise the pitch of your voice, they realize too late that you are singing a deadly song. The frequency of the sonic attack that you launch rises to a pitch far beyond the range of normal hearing, and it cuts into the lancers minds like a hot knife through butter.

+

Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or higher, deduct 1 from the number you have picked.

+ If you total score is now 4 or lower, turn to 266. + If it is 5 or higher, turn to 113. +
+
+ +
+ 16 + + +

Gradually you become aware of the fact that your vision is blurred, and you no longer have any feeling in your fingers and toes.

+ If you possess Deliverance, turn to 54. + If you do not, turn to 193. +
+
+ +
+ 17 + + +

When you arrive at the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. Some of the Shomzaa minions have now recovered their nerve and have regrouped at the edge of the quarry. Cautiously they begin to advance towards you, firing arrows as they move closer.

+ If you possess Kai-alchemy, turn to 76. + If you do not possess this Discipline, turn to 180. +
+
+ +
+ 18 + + +

The blazing tip of your arrow hits and penetrates a powder keg. Moments later, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

+ Turn to 130. +
+
+ +
+ 19 + + +

You draw an arrow and let it fly at the creatures eyes, but as your shaft whistles towards its vile head, the beast slams its glowing fists together and catches it in mid-air. Instantly, the wooden shaft bursts into flames. It burns fiercely for just a few seconds before crumbling away to ash.

+

Fearful that the same thing will happen to you if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 06, turn to 44. + If it is 78, turn to 262. + If it is 9 or higher, turn to 30. +
+
+ +
+ 20 + + +

You call upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering in the tunnel ahead, and then the deadly blast cuts through it with spectacular effect.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 24, add 2 to the number you have picked.

+ If your total score is now 4 or lower, turn to 93. + If it is 5 or higher, turn to 343. +
+
+ +
+ 21 + + +

Suddenly you remember the disc that you found in the ransacked storage room, and you pull it from your tunic pocket. The dwarven runes engraved on its bronze surface are identical to the ones that embellish the door buttons. Confident that they hold the key to the opening of this portal, you press the three buttons in descending order: 321.

+ Turn to 321. +
+
+ +
+ 22 + + +

A cold shiver runs down your spine as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-Thanes who wait to greet them with musket, cannon and axe. Suddenly your eye is caught by a flash of blue light at the centre of the attacking horde. An icy blast of energy is launched and it strikes close to the cannon, freezing most of the crew. You magnify your vision and see a Shomzaa agarashi commander leading the charge. As he runs he holds his claw outstretched in readiness to launch a second blast at the Drodarin cannon. If he is allowed to succeed, and the cannon is silenced, Prince Torfans dwarves may be unable to turn back this determined attack.

+ If you possess a Bow, and wish to use it, turn to 256. + If you possess Kai-alchemy, and wish to use it, turn to 335. + If you possess Magi-magic, and wish to use it, turn to 72. + If you do not possess a Bow, or either of these skills, or if you choose not to use them, turn to 214. +
+
+ +
+ 23 + + +

You remove the tinderbox from your backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 3 or lower, turn to 289. + If it is 4 or higher, turn to 175. +
+
+ +
+ 24 + + +

The blow hurls you forward and you strike your forehead on a stalagmite before splashing into the mire: lose 3 ENDURANCE points.

+

Your senses are screaming DANGER! as you struggle to your knees and wipe the slime from your bloodied nose and mouth. You reach for your Kai Weapon, but its blade is barely out of the scabbard when Shomzaa leaps upon you and rakes you with his terrible claws.

+ Shomzaa5650 +

This creature is immune to Mindblast (but not Kai-surge).

+ If you win the combat, turn to 322. +
+
+ +
+ 25 + + +

Your blazing arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the arrow in mid-air. Then the creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind.

+

Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you drop your bow and collapse to your knees: lose 3 ENDURANCE points.

+

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shomzaa agarashi stalking towards you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

+ Shomzaa Agarashi4030 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 26 + + +

The huge arachnid makes a vile chittering sound as it moves towards you. As it gets ready to pounce, you see that its fangs are coated with a sticky black venom.

+ Giant Steamspider4845 +

This creature is immune to Mindblast (but not Kai-surge).

+ If you win the combat, turn to 112. +
+
+ +
+ 27 + + +

You unsheathe your Kai Weapon and raise it in readiness to begin your attack upon the sediment that secures the lid of Andarins tomb.

+ Tomb of Andarin5050 +

Conduct this combat in the usual way. Any ENDURANCE losses you may sustain are due to the fatigue you experience as you battle to break open the lid. You may not use any psychic attacks during this combat.

+ You may cease attacking the lid at any time (evade), by turning to 230. + If you win the combat, turn to 110. +
+
+ +
+ 28 + + +

As you lie hidden behind the empty powder barrel, you pray that its timbers are thick enough to protect you from enemy crossbow bolts.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 01 turn to 149. + If it is 27, turn to 70. + If it is 89, turn to 98. +
+
+ +
+ 29 + + +

You dare not wait for the advancing horde to close in for, despite your formidable fighting skills, this enemy is heavily armed and you are greatly outnumbered. Fear ties a knot in the pit of your stomach as you unsheathe your Kai Weapon and set off towards the quarrys north wall at a run.

+

Hurriedly you race towards the pit shaft at the base of the wall with the hope of reaching it before the horde can block your path. Their lizard-faced leader growls with anger when he sees you, and he shrieks a command to the archers in his ranks to let loose a volley of deadly arrows at your fleeing form.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Assimilance, add 2.

+ If your total score is now 5 or lower, turn to 94. + If it is 6 or higher, turn to 297. +
+
+ +
+ 30 + + +

The speeding fireballs explode harmlessly in the entrance as you make good your escape along this cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.

+

The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

+ If you possess Grand Pathsmanship, turn to 223. + If you do not, turn to 166. +
+
+ +
+ 31 + + +

Fragments of the icy blast penetrate your shield to pepper your face and chest with razor-sharp fragments: lose 2 ENDURANCE points.

+

Quickly you recover and draw your Kai Weapon as the first wave of the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 32 + + +

You use your powerful mental defences to shield yourself from this psychic assault. The pain in your skull rapidly fades, and the creature howls with frustration when it senses that you have effectively countered its mind attack.

+

With a petulant flick of its clawed limb, it signals to the nearest minions to close in and prevent your escape from the laboratory. To your dismay, you see that your route to the portcullised archway is now obstructed by a group of agarashi minions. When they clumsily attempt to turn and aim a siege catapult and a two-wheeled field cannon towards your hiding place, you are suddenly struck by the icy realization that you must strike first if you are to have any chance of escaping from this laboratory alive.

+

You look at the creature on the platform and suddenly you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder.

+ If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 259. + If you possess Kai-alchemy, and wish to use it, turn to 184. + If you possess Elementalism, and wish to use it, turn to 278. + If you possess none of the above, or if you decide not to use any of them, turn instead to 45. +
+
+ +
+ 33 + + +

As you descend, you hear a faint buzzing sound resonating from the rockface. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.

+

Antah wasps! exclaims Leomin, fearfully. You reach for your Kai Weapon, but as your hand closes around the hilt, the insects fire their stingers.

+ Antah Wasps4030 +

These insects are immune to all psychic attacks.

+ If you win the combat, turn to 174. +
+
+ +
+ 34 + + +

You struggle to speak the words of the Brotherhood spellStrength. When you finally complete the intonation, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you are able to swim away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you up onto a shingle bank.

+ To continue, turn to 290. +
+
+ +
+ 35 + + +

The dwarves of Bor are famed throughout Magnamund for their devotion to the technology of warfare. Drodarin engineers have for centuries produced ingenious weapons that utilize the power of explosive powders and inflammable fluids. The distant hall is one of King Ryvins weapons laboratories, and it contains a vast assortment of bombards, siege engines, and other mechanical devices of war. It also contains a host of Shomzaa agarashi who appear to be conducting experiments of their own, with devastatingly lethal results.

+

The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and irridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creatures wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.

+

Before you attempt to enter the hall, you consult the Bloodstone Andarin and see that the colours have become stronger since the last time you looked. Your Kai senses, and the lights of this glowing gemstone, both confirm that you are getting nearer to finding King Ryvins sons.

+ If you possess Telegnosis, turn to 157. + If you do not, turn to 12. +
+
+ +
+ 36 + + +

As you watch the manic behaviour of the Shomzaa agarashi, you resolve to make an immediate attempt to reach the north tunnel on the far side of The Hub. The vast numbers of the enemy gathered here will make the task a difficult one, yet their crazed state of mind may yet be to your advantage.

+

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Kai-screen, add 1.

+ If your total score is now 1 or lower, turn to 104. + If it is 27, turn to 168. + If it is 8 or higher, turn to 185. +
+
+ +
+ 37 + + +

You trek across five fields of barley before you come to the far side of this titanic cavern. Several cart tracks converge at the approach to a wide stone ramp that ascends to the mouth of an unguarded tunnel in the cavern wall. You climb the ramp and, as you enter this torchlit tunnel, you discover a number of broken weapons lying discarded on the ground. Among them you find 1 Arrow and a Sword that are still serviceable. (If you decide to keep them, adjust your Action Chart accordingly.)

+

You follow the tunnel for several hundred yards until you come to a junction where a smaller passageway leads off to the right. A stone plaque that once indicated the name of this passage lies smashed in pieces. You are trying to put the pieces back together when suddenly you hear the sound of Brozal riders approaching along the main tunnel. Quickly you move into the shadowy passageway and use your camouflage skills to hide there as you wait for the riders to pass.

+

While you are waiting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 283. +
+
+ +
+ 38 + + +

You call upon Ishir to guide your arm as you draw back the crystal and hurl it at Shomzaas head.

+

Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or lower, deduct 1 from the number you have picked. If your current ENDURANCE points score is 30 or higher, add 1.

+ If your total score is now 7 or lower, turn to 331. + If it is 8 or higher, turn to 121. +
+
+ +
+ 39 + + +

The creature discharges an icy blast to counter your bolt, but it does not act swiftly enough to prevent your magic missile from striking the target, with devastating effect. It splits open a keg of powder and, in the next instant, there is a tremendous explosion as the platform is consumed by a searing blast of yellow and scarlet flame.

+ Turn to 130. +
+
+ +
+ 40 + + +

The portal opens and four muscular minions stand before you, silhouetted in the glow of the torchlit tunnel that lies beyond the bronze door. These creatures are larger than those you have encountered so far, and their reptilian eyes glint with a malevolent light that betrays their intelligence and ruthless cunning. They snicker with delight as they raise their bladed weapons and attack you simultaneously.

+ Shomzaa Agarashi4444 + If you win this combat, turn to 167. +
+
+ +
+ 41 + + +

You scramble to your feet and climb across the corpses of the slain Shomzaa minions that are heaped before the barricade. Strong Drodarin hands reach out and grab you by the arms, and you are hauled bodily over the tangle of barrels and planks.

+

You sure ran pretty! says a bearded War-Thane, as he slaps you heartily on the shoulder.

+

You just lost me 10 Ain, says another, jokingly. I bet old Borin that ywouldnt make it!

+

These battle-hardened defenders are clearly impressed by your courage, and they are not too proud to show it. But then a gruff cry from the far end of the line sends them hurrying back to their positions: Here they come again!

+

A grey-bearded warrior, his arm bandaged in a makeshift sling, takes hold of your sleeve and pulls you away from the barricade as the Shomzaa agarashi launch another assault. He ushers you into the Throne Chamber and, as you accompany him, he tugs something from your backpack; it is the shaft of an enemy arrow. Your pack prevented this missile from penetrating your spine. (The arrow damaged one item. Erase any item of your choosing from your list of Backpack Items.)

+ To continue, turn to 190. +
+
+ +
+ 42 + + +

The blazing wall of flame is being fuelled by powerful Drodarin incendiaries, and the temperatures they are generating are far higher than your Magnakai Discipline of Nexus can withstand.

+ If you possess Grand Nexus, turn to 182. + If you do not possess this Grand Master Discipline, turn to 69. +
+
+ +
+ 43 + + +

As the icy blast speeds nearer, you throw yourself down behind the barricade to avoid being hit.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 10 or lower, deduct 1.

+ If your total score is now 4 or less, turn to 8. + If it is 5 or more, turn to 226. +
+
+ +
+ 44 + + +

A terrific force hits you in the middle of your back and hurls you head-first along the narrow passageway. Pick a number from the Random Number Table. (In this instance 0 = 10.)

+

The number you have picked equals the number of ENDURANCE points you lose as a result of being hit in the back by two balls of sorcerous fire.

+ If you have survived your wounds, turn to 336. +
+
+ +
+ 45 + + +

You draw upon your Magnakai Discipline of Nexus and focus this power upon a large, oil-filled lantern which hangs directly above the platform. By the force of your will alone, you attempt to cause the lantern to tilt and spill some of its blazing fuel onto the kegs below. Unfortunately, the creature senses the danger and it counters your attempt to tip the lantern by freezing it solid with a blast of ice-magic. Then it shrieks at a group of Shomzaa agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and hold it ready, steeling yourself to meet their determined advance.

+ Shomzaa Agarashi4032 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 46 + + +

A piercing pain lances through your head as Shomzaas inaudible cry invades your mind: lose 3 ENDURANCE points.

+

Hurriedly, you call upon your Magnakai Discipline of Psi-screen to erect a defensive wall against this sonic attack, and gradually the pain subsides.

+ Turn to 154. +
+
+ +
+ 47 + + +

The fog fails to slow the Shomzaa lancers and they come charging through the vapours undeterred. Sensing that you cannot reach the cover of the tall crops before they press home their attack, you halt and spin around to face this enemy. Coolly you unsheathe your Kai Weapon and brace yourself to meet their determined charge.

+ Shomzaa Agarashi Lancers4440 + If you win this combat, turn to 55. +
+
+ +
+ 48 + + +

You drag yourself into the passageway, and as you get closer to the clean air of the main tunnel, you feel your strength slowly returning.

+

Pick a number from the Random Number Table. If the number you have picked is odd (1,3,5,7,9), deduct 2 ENDURANCE points from your current score. If the number you have picked is even (2,4,6,8,0), deduct 3 ENDURANCE points.

+ If you have survived your close encounter with Zaxx, you can leave the passage and continue along the main tunnel by turning to 220. +
+
+ +
+ 49 + + +

You hurl yourself along the tunnel to avoid being caught by the falling rocks, and your lightning-swift reactions save you from being crushed to death. However, you do not escape unscathed.

+

You are hit by several jagged chunks of granite and suffer wounds to your torso and legs: lose 4 ENDURANCE points.

+ To continue, turn to 246. +
+
+ +
+ 50 + + +

The rock creature stops in mid-stride and turns towards Prince Leomin. As his crushing feet tread a slow, deliberate path towards the princes head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.

+ Rock Golem4070 +

This being is immune to all psychic attacks.

+ If you win the combat, turn to 74. +
+
+ +
+ 51 + + +

Your eye falls upon a two-wheeled field cannon which stands 20 yards from the portcullis. Its bronze muzzle is fashioned in the likeness of a dragons mouth, with a serpent-like tail that winds back along its barrel to the touch-hole. You magnify your vision and you are able to see that the cannon is primed, loaded, and set ready to fire. If you could reach the cannon and set a light to its touch-hole, it would discharge its shot straight at the portcullis.

+ If you possess a Tinderbox, turn to 23. + If you do not possess this item, turn to 243. +
+
+ +
+ 52 + + +

Your escape is slowed by the tangle of bodies underfoot. You have covered barely 50 yards when suddenly you hear an angry shriek echoing in the tunnel. With mounting dread, you glance over your shoulder to see a dozen Shomzaa agarashi in hot pursuit. They are led by a thin creature with ebony skin and irridescent eyes. It takes aim with its skeletal claw, then it fires a blast of frigid energy which builds momentum as it comes streaking along the tunnel.

+ If you possess Kai-alchemy, and wish to use it, turn to 61. + If you possess Magi-magic, and wish to use it, turn to 188. + If you possess Elementalism, and wish to use it, turn to 20. + If you possess none of these skills, or if you choose not to use any of them, turn to 274. +
+
+ +
+ 53 + + +

You draw upon your Grand Master Discipline to help you determine the correct order in which the buttons should be pressed. With the tip of your index finger you trace the outline of each rune and detect that the first button in the unlocking sequence is 3.

+ If you possess a Bronze Disc, turn to 21. + If you do not possess this Special Item, turn to 281. +
+
+ +
+ 54 + + +

Your mastery of the Kai healing skills alerts you to the first symptoms of Zaxx poisoning. This mine chamber is filled with Zaxxan invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins: lose 2 ENDURANCE points.

+

Forewarned by your healing skills, you leave this chamber and return quickly to the main tunnel.

+ To continue along the main tunnel, turn to 220. +
+
+ +
+ 55 + + +

As the last of their riders falls from the saddle, the Brozal steeds turn and flee for their lives. You sheathe your weapon and call upon your Magnakai Discipline of Animal Control to command one of these fleeing mounts to calm itself. Responding to your mental suggestion, it slows rapidly to a halt.

+

You summon the Brozal to approach you and it responds again with calm obedience. Deftly you climb onto the creatures scaly back and settle yourself in the saddle, then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before turning again, this time to the north.

+

The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch, a boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

+ If your total score is now 4 or lower, turn to 92. + If it is 5 or higher, turn to 122. +
+
+ +
+ 56 + + +

You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the platform is consumed by a thunderous ball of flame.

+ Turn to 130. +
+
+ +
+ 57 + + +

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. As the vapour clears, you unsheathe your Kai Weapon in readiness to meet the first wave of the attacking Shomzaa horde.

+

The horde hits the barricade and the War-Thanes fight them with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the enemy are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 58 + + +

Your vision swims in and out of focus as you stagger drunkenly to your feet. Drawing upon your Magnakai curing skills, you staunch the flow of blood that is trickling into your eyes from your wounded scalp. As your sight clears, you see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you scramble to his side and attempt to drag him free. But your valiant effort is in vain; he is mortally injured and close to death. You place your hands upon his chest and use your healing skills in a final effort to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.

+

Go that way throne chamber ten miles he gasps. These are his final words.

+

You magnify your vision and see the entrance to a vertical pit shaft located at the base of the quarry wall. It is partially hidden by a heap of sawn timbers.

+ Turn to 161. +
+
+ +
+ 59 + + +

The flailing fist glances your shoulder and burns deep into your flesh: lose 4 ENDURANCE points. Gritting your teeth against the agonising pain of this wound, you roll away from the door and scramble for the cover of Andarins tomb.

+

Suddenly the portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your back when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you stare at its white-hot fists. They are flaring and pulsating like two great balls of fiery plasma.

+ If you wish to attack this creature, turn to 212. + If you wish to attempt to evade it, turn to 79. +
+
+ +
+ 60 + + +

The War-Thanes of King Ryvins army capture The Hub and smash the Shomzaa horde as it flees there in chaos from its defeat at the barricade. Then the army arrives, marching in double file through the north tunnel and into the cavern. Prince Torfan orders the barricade to be opened, and a joyful reunion of brother-warriors takes place before the Throne of Andarin.

+

Lord Rimoah emerges from among the ranks of the Drodarin, and he beams with joy when he sees that you are alive. Warmly he clasps your hand in friendship and respect, and he praises you for the success of your mission.

+

The Kai should be proud to count you among their number, he says, reverently. Your victory here has brought great honour upon you, your country, and your noble order.

+ Turn to 350. +
+
+ +
+ 61 + + +

You raise your hands and hurriedly recite the words of the Brotherhood spellCounterspell. The air shimmers with heat as the spell takes effect. When the deadly blast of ice passes through this scorching air, it is quickly transformed into a stream of tepid water.

+

Your effective use of magic to counter the icy attack unsettles the Shomzaa agarashi commander. His nerve breaks and he turns to flee with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

+ If you wish to search the bodies that are lying in this tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 62 + + +

You rush from your hiding place beneath the stone channel and sprint towards the tunnels mouth. Aided by your camouflage skills, you are able to escape from the smelting cavern without being seen by the Shomzaa minions.

+ To continue, turn to 270. +
+
+ +
+ 63 + + +

The basket lands at the base of the shaft and you see a freshly-excavated tunnel stretching away to the east. You leave the basket and, as you follow the prince, you notice that the walls of this passage are layered with a fibrous mineral that shimmers like strands of polished silver. Now you understand what tempted Leomin to defy ancient Drodarin lore and mine the lower levels of Bor, for these are strands of pure Korliniumthe rarest of minerals. You feel its raw energy revitalizing you as you walk along the tunnel (restore 3 ENDURANCE points), yet you cannot help but conclude how foolish it was of Leomin to succumb to his temptation. For centuries the goodly power of this mineral has acted like the bars of a prison, keeping Shomzaa and its horde secure.

+

At length you arrive at a small cavern where a section of wall has collapsed.

+

That is where the Shomzaa horde emerged, says Leomin, pointing to the gaping hole. Mining tools litter the floor of this chamber, and you see a wider passage leading off to the south. It is laid with track for wagons to carry away the Korlinium ore. When you magnify your vision, you see a group of Shomzaa agarashi at the far end of this passage.

+ If you possess Kai-alchemy, and wish to use it, turn to 101. + If you do not, turn to 247. +
+
+ +
+ 64 + + +

Prompted by the warnings of your Kai sixth sense, you speak the words of the Brotherhood spellSense Eviland focus your powers upon the lever, the alcove, and its surrounding wall. You detect that there is indeed a concentration of evil nearby, but suddenly you realize that it is nowhere near the alcove wall. The evil is in the passageway leading to the door of the chamber and it is approaching fast!

+ If you wish to pull the lever, turn to 99. + If you wish to rush across the chamber and bolt the door shut, turn to 134. +
+
+ +
+ 65 + + +

Your swift despatch of the Shomzaa agarashi sends a Shockwave through the others. Nervously they back away, despite the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

Suddenly their commander recaptures their attention by freezing two luckless minions to death with an icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 66 + + +

By the use of your improved mastery of Assimilance, you are able to create a thunderous sound and project it directly above the heads of the Shomzaa agarashi guards. Fearing that the roof of the cavern is about to collapse upon them, they drop their spears and dive for the shelter of the tunnel. As they hit the ground, you leave the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. With a mighty leap you clear their bodies and land in the cavern beyond.

+

Without looking back, you scramble to your feet and race towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shomzaa minions who now occupy this hall are those lying dead on the ground around you. Your Kai sixth sense tells you that you are no longer in any immediate danger, and so you slow your pace as you approach the barricade.

+ Turn to 315. +
+
+ +
+ 67 + + +

You follow this brick-lined tunnel for a mile before you reach a cavern that is filled with heat a noise. At its centre there stands a huge smelting furnace belching scarlet fire and evil-smelling gases. Great iron chutes feed the furnace with a stream of crushed ore, and from a vent at its base you see a river of molten copper flowing away along a great stone channel. The wagon track enters the cavern and passes beneath the channel before disappearing into a tunnel in the far wall.

+

Twenty of Shomzaas minions occupy this smelting chamber where, with wicked glee, they amuse themselves by torturing dwarven warriors whom they have captured in battle. A wretched prisoner is hung from a chain and dangled above the blazing furnace until he succumbs to the heat and poisonous fumes. Then the body is fed to the fires and another is hoisted aloft to take his place.

+

To the left of the entrance archway you can see an iron prison cage. It contains more than 50 dwarves destined for the furnace.

+ If you wish to try to release these dwarven prisoners, turn to 222. + If you choose to attempt to reach the exit to this cavern without being seen, turn instead to 153. +
+
+ +
+ 68 + + +

You enter the tunnel and follow the newly-laid wagon track to a junction where a smaller passage leads off to the right. The entrance to this smaller tunnel is blocked by a criss-cross of timbers. An Iron sign is fixed to one of the planks, but its Drodarin runescript has been eaten away by acid. When you look closer, you determine that the sign as defaced by Shomzaa himself. Traces of the acid are identical to the corrosive fluid that ate through Prince Leomins armour.

+ If you possess Deliverance, and have attained the rank of Kai Grand Defender, or higher, turn to 138. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 308. +
+
+ +
+ 69 + + +

You offer up a prayer to Ishir before you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it to crash headlong into a sea of soft, cool barley.

+

Miraculously, you have suffered only minor burns to the exposed parts of your body (lose 3 ENDURANCE points), but when you prise open your eyes and take stock of your clothes and equipment, you quickly discover that every item you are wearing is on fire.

+ If you possess Elementalism, and have attained the rank of Kai Grand Master Superior, or higher, turn to 326. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235. +
+
+ +
+ 70 + + +

The Shomzaa minions fire their crossbows at your hiding place and only one of them hits its mark. Unfortunately, this bolt passes through the empty barrel and wounds your thigh: lose 3 ENDURANCE points.

+ To continue, turn to 280. +
+
+ +
+ 71 + + +

Patiently you wait at the entrance to the weapons laboratory, where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shomzaa minions naively scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.

+

Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.

+

Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.

+ If your total score is now 4 or lower, turn to 334. + If it is 5 or higher, turn to 251. +
+
+ +
+ 72 + + +

You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at the Shomzaa commander: Gloar!

+

The force of your spell-word hurtles across the cavern and strikes the creature with devastating effect. Its skull shatters, and its limp body collapses to the ground to be trampled under the feet of its slavering horde.

+ To continue, turn to 244. +
+
+ +
+ 73 + + +

As you approach the stone-built farmhouse, your Kai tracking skills detect that the Shomzaa lancers have already paid this dwelling a visit. Its oak door is hanging off its hinges, its windows are broken, and splintered furniture lies scattered throughout the rooms of the ground floor. Few items of any value remain intact.

+

Among the wreckage of the kitchen you discover enough food for 2 Meals, a Jug of Vinegar and a Candle. You also discover a concealed drawer beneath its refectory table. This compartment contains 2 Potions of Laumspur (they each restore 4 ENDURANCE points when swallowed following combat).

+

You are preparing to leave when suddenly your keen ears detect a faint bubbling sound. It is coming from beneath a trapdoor set into the middle of the kitchen floor.

+ If you wish to open the trapdoor and investigate the source of this curious sound, turn to 217. + If you choose to leave the farmhouse, turn to 332. +
+
+ +
+ 74 + + +

As the rock golem crumbles to dust, you rush to Prince Leomins side and try to revive him with your Kai curing skills. The healing warmth of your powers pass through your hands and into his body, and his eyelids flicker open as his consciousness stirs. (The healing of Leomins wounds costs you 2 ENDURANCE points.)

+

When his senses return, firstly he retrieves his battle-axe from the floor, and then he turns to offer you his thanks. Suddenly his eyes widen and he gasps with shock: Shomzaa is approaching silently behind you. Leomin grabs you by the tunic and pulls you aside as he raises his battle-axe in readiness to hurl it at Shomzaa hideous form. But before he can release the axe, he is felled by a stream of clear fluid intended for you. It strikes his chest and boils as it eats through his crimson breastplate. With a heart-rending scream he collapses to the ground, mortally wounded.

+

You wrench the Sun-Crystal from your pocket and turn to confront Shomzaa, your arm poised ready to throw your deadly device. But already the fell creature has retreated and taken cover among the stalagmites. You run to the stone ramp to scan the cavern, and your Kai sixth sense alerts you to his hiding place. His body is hidden, but the top of his ghastly head can be seen protruding above a stalagmite less than 30 feet from where you stand.

+ If you wish to throw the Sun-Crystal at Shomzaas head, turn to 38. + If you wish to attempt to get a clearer view of Shomzaa before you hurl the Sun-Crystal, turn to 272. +
+
+ +
+ 75 + + +

As the icy bolt passes through the wall of hot air, it is transformed into a cloud of harmless water vapour. Your effective use of your Kai mastery to counter the creatures attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 76 + + +

You speak the words of the Brotherhood spellLevitationand step into the yawning pit. The spell prevents you from falling and, for a few moments, you stand suspended in mid-air. Then you begin to rise as the spell takes full effect. Immediately you recite the arcane words which counter it and, by so doing, you are able to make a controlled descent to the base of the pit shaft.

+

When your feet alight upon the roof of the elevator cage, you cancel the spell and jump to the floor of a small cavern. The alien sound of your attackers voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.

+ Turn to 131. +
+
+ +
+ 77 + + +

Through your advanced mastery of herbcraft, you are able to neutralize the poisons in the Ashexa fungus. When you swallow a potion of Ashexa it will restore 5 ENDURANCE points. You do not need to consume an equal quantity of Laumspur to benefit from its effects.

+

Unless you have already done so, you may keep some of the Ashexa that is growing here. There is enough for 2 potions.

+ To continue, turn to 221. +
+
+ +
+ 78 + + +

You draw upon your advanced psychic abilities to launch a rapid volley of energy bolts at these axe-wielding horrors. Your attack rips through their rudimentary minds and instantly paralyses their limbs. As they crumple to the ground, you stretch out your arm and set your light to the cannons touch-hole. The powder ignites with a flash, and a great tongue of flame roars from the muzzle.

+ To continue, turn to 210. +
+
+ +
+ 79 + + +

You run to the alcove and pull the lever. It clicks down and a secret panel in the wall slides open to reveal a narrow passage. Hurriedly you take hold of the stonework that frames the panel, and you pull yourself towards the passageway. But you are only halfway though the opening when two orbs of white-hot fire leap from the creatures glowing fists and come roaring towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 05, turn to 44. + If it is 68, turn to 262. + If it is 9 or higher, turn to 30. +
+
+ +
+ 80 + + +

The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 6 ENDURANCE points.

+

You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.

+ Turn to 165. +
+
+ +
+ 81 + + +

You draw upon your elemental powers and focus them at a large oil-filled lantern which hangs directly above the platform. You summon a gust of wind to buffet this lantern in the hope that it will cause some of its blazing fuel to splash onto the kegs below.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 03, turn to 56. + If it is 49, turn to 111. +
+
+ +
+ 82 + + +

As you land the killing blow upon the last of the Shomzaa agarashi guards, you leap over its falling body and run towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shomzaa minions who now occupy this hall are those lying dead on the ground around you.

+

Your Kai sixth sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.

+ Turn to 315. +
+
+ +
+ 83 + + +

The lancers shriek maniacally as they come galloping across the flattened crops, their spears and lances lowered in readiness to run you through.

+ If you possess Elementalism, have attained the rank of Kai Grand Defender, and you now wish to use this ability, turn to 276. + If you possess Assimilance, have attained the rank of Kai Grand Guardian, and you now wish to use this ability, turn to 155. + If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 128. +
+
+ +
+ 84 + + +

You snatch the bomb from your backpack and hurl it into the trench. It explodes with a searing flash, peppering the Shomzaa minions with fragments of glass and white-hot metal. The few who survive the explosion are soon lost in a cloud of blinding white smoke.

+ Turn to 129. +
+
+ +
+ 85 + + +

You hit the ground and tumble head over heels across the rocky red soil. It is a bruising fall, but your natural agility saves you from colliding with an ore wagon and you come to a halt a few feet from the quarrys edge: lose 1 ENDURANCE point.

+ To continue, turn to 254. +
+
+ +
+ 86 + + +

You pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. As you are peering along this gloomy little tunnel, suddenly the door bursts open and slams against the wall.

+

An icy trickle of fear runs down your spine when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. It advances into the chamber with its arms outstretched, as if it is walking in its sleep, then it levels these arms at your chest and you see that the creatures fists are glowing like two balls of red-hot plasma.

+ If you wish to attack this creature, turn to 273. + If you wish to evade the creature by entering the secret passage, turn to 159. +
+
+ +
+ 87 + + +

You utter the Old Kingdom power-word and direct its energy at this formidable barrier: Gloar!

+

The hammer force of your spell-word hits the door with no effect. Several times you repeat the power-word, but every attempt to open the door by this method fails. This magically-sealed portal cannot be opened by any means, except by the use of its crystal runestone key.

+

Reluctantly you admit defeat, and return to the basket to make your way back to the cavern at the entrance to Shomzaas hive.

+ Turn to 319. +
+
+ +
+ 88 + + +

You are able to cause the lantern to rock from side to side until it begins to drip burning oil onto the powder kegs. The creature is unaware of the danger until it is too late. One burning drop of oil falls through an open bung-hole, and in an instant, the the platform is consumed by a thunderous ball of flame.

+ Turn to 130. +
+
+ +
+ 89 + + +

The onrushing blast of ice strikes you in mid-air, and you suffer severe frostbite to your legs and feet: lose 4 ENDURANCE points.

+

Your Magnakai Discipline of Nexus thaws your frozen limbs and spares you from suffering permanent damage. But upon hitting the ground, you find that you are unable to move immediately. When at last the feeling returns to your legs, you drag yourself back to your feet and see the creature and its slavering horde rushing along the tunnel towards you. Quickly you unsheathe your Kai Weapon to meet their determined attack.

+ Shomzaa Agarashi Commander5055 +

You cannot evade this combatyou must fight these creatures to the death.

+ If you win the fight, turn to 324. +
+
+ +
+ 90 + + +

Before pressing any of the buttons, you attempt to use your Magnakai Discipline of Nexus to see if the locking mechanism of this great door can be manipulated by the power of your mind. Unfortunately, you quickly discover that the lock is protected by an ancient spell of shielding that negates all psychic magic. In order to open this portal you must now decide the order in which you will press the three buttons.

+ If you choose: 123, turn to 123. + If you choose: 132, turn to 132. + If you choose: 213, turn to 213. + If you choose: 231, turn to 231. + If you choose: 312, turn to 312. + If you choose: 321, turn to 321. +
+
+ +
+ 91 + + +

The blow throws you forward and you scrape your jaw on a stalagmite before splashing into the mire: lose 1 ENDURANCE point.

+

Your senses are screaming DANGER! as you struggle to your knees and wipe the slime from your bloodied mouth. Instinctively you reach for your Kai Weapon, but its blade is barely out of the scabbard when Shomzaa leaps upon you and rakes you with his terrible claws.

+ Shomzaa5650 +

This creature is immune to Mindblast (but not Kai-surge).

+ If you win the combat, turn to 322. +
+
+ +
+ 92 + + +

You crash down heavily among the barley stalks and injure your neck and shoulder: lose 3 ENDURANCE points. Freed from your mental control, the Brozal scrambles to its feet and lopes away along the muddy ditch. By the time you have recovered your senses, the creature has disappeared back into the wheatfield.

+

The surrounding barley is a younger and shorter crop, and you are able to see the roof of a Drodarin farmhouse less than 50 yards to the north.

+ If you wish to investigate this farmhouse, turn to 73. + If you choose to avoid the farmhouse, turn to 37. +
+
+ +
+ 93 + + +

The icy blast punches through the wall of hot air and strikes your left hand, spinning you to the ground: lose 3 ENDURANCE points.

+

Your Magnakai Discipline of Nexus thaws your frozen fingers and saves you from sustaining permanent damage. But when you struggle to your feet, you find yourself confronted by the creature and its slavering horde. Quickly you unsheathe your Kai Weapon as they race forward and attack.

+ Shomzaa Agarashi Commander5055 +

You cannot evade this combatyou must fight these creatures to the death.

+ If you win the fight, turn to 324. +
+
+ +
+ 94 + + +

An agonising pain engulfs your right leg when an arrow hits and penetrates deep into your thigh: lose 5 ENDURANCE points. You fight to stay on your feet, but your wounded leg buckles beneath your weight and drags you unwillingly to the ground. Gritting your teeth against the pain, you wrench the shaft from your leg and force yourself to stand. By the use of your Magnakai curing skills, you are then able to numb the agony of your wound and force yourself onwards.

+

On reaching the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. The Shomzaa minions are closing in, firing as they advance. When a second arrow rips the sleeve of your tunic, you quickly decide that you must climb down the shaft to avoid being struck again.

+ If you possess Kai-alchemy, turn to 76. + If you do not possess this Discipline, turn to 180. +
+
+ +
+ 95 + + +

Carefully you examine the walls and floor and detect no other exits, other than the passage by which you entered the treasure vault. But that way is now impassible. Following its destruction, the ashes of the slain creature have become steadily hotter. A searing radiation fills the passageway, and this deadly energy forces you to abandon all hope of making an escape by that route.

+

You are beginning to fear that you may be trapped, until you notice that the vaults domed ceiling is obscured by a cloud of steam. Using your Kai skills, you peer through the vapours and detect a hole at the apex of the dome through which the steam is emerging. By climbing onto the statue of Ishir and raising both arms, you are able to take hold of a metal flange encircling the hole. Confident that you have found a way out, you haul yourself up and begin climbing along a rough stone duct. This slippery conduit leads to another hole, located in the roof of a rocky cavern where steam is bubbling from the surface of a hot spring.

+

Gingerly you drop down to the floor of this humid cavern and take stock of your new surroundings.

+

Through the thick, billowing vapours you glimpse an underground river which divides the cavern in two. Its warm waters enter through a fissure in the south wall, and flow away through a natural tunnel in the west wall. You are approaching the muddy bank when suddenly a huge dark shape comes looming out of the steam. You can barely stifle a scream of terror when you find yourself staring into the venomous maw of a gigantic steamspider.

+ If you possess a Jug of Vinegar, turn to 187. + If you do not possess this item, turn to 26. +
+
+ +
+ 96 + + +

You say the words of the Brotherhood spell-Netand point your right hand at the group of Shomzaa agarashi who are gathered at the rear of the cannon. A gout of sticky fluid gushes from your palm and you direct this stream at the creatures, entrapping them in several layers of sticky fibrous strands.

+ Turn to 198. +
+
+ +
+ 97 + + +

The icy bolt is deflected by the wall of hot air, but it strikes your legs and inflicts severe frostbite to your calves and feet: lose 4 ENDURANCE points.

+

Your Magnakai Discipline of Nexus thaws your frozen limbs and saves you from sustaining permanent damage to your feet and toes, but you are unable to move your legs effectively and you topple backwards to the ground.

+

Before the Shomzaa agarashi can rally themselves and attack you while you lie helpless upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed feet.

+

Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 98 + + +

The Shomzaa minions fire their crossbows at your hiding place and only one of them hits its mark. This bolt passes through the empty barrel and grazes your shoulder: lose 3 ENDURANCE points.

+ To continue, turn to 280. +
+
+ +
+ 99 + + +

The lever clicks down and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy tunnel, suddenly the heavy chamber door bursts open and slams against the wall.

+

An icy trickle of fear runs down your back when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. Then it turns and points its arms at you, and its clenched fists begin to glow like two balls of red-hot plasma.

+

You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only half way though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 01, turn to 44. + If it is 23, turn to 262. + If it is 4 or higher, turn to 30. +
+
+ +
+ 100 + + +

A cheer erupts to your left as the Shomzaa horde falters and falls back in confusion on that flank. Drodarin marksmen hastily reload their muskets and let loose a parting volley to speed them on their way. But as the smoke from their firearms clears, you see that the battle is going against Prince Torfans War-Thanes on the right flank of the barricade. The cannon, and Leomins battle standard, have both been captured by a dozen Shomzaa agarashi. You watch with mounting horror as the enemy turn the captured cannon around and point it at the Throne of Andarin, and your fears are compounded when you sense that the gun is primed, loaded, and set ready to fire.

+ If you possess Kai-alchemy, and wish to use it, turn to 96. + If you possess Elementalism, and wish to use it, turn to 10. + If you possess Kai-surge, and wish to use it, turn to 176. + If you possess none of these skills, or if you choose not to use any of them, turn to 328. +
+
+ +
+ 101 + + +

You recite the words of the Brotherhood spellSense Eviland instantly you detect the presence of Shomzaa. The fell creature is lurking somewhere beyond the hole in the cavern wall. You try to focus the spell, to determine where exactly he can be found, but all your efforts are in vain. The energy of the raw Korlinium is disrupting the power of your spell.

+ To continue, turn to 247. +
+
+ +
+ 102 + + +

You draw an arrow to your bow and send it arcing across the quarry to strike the lizard-faced creature squarely in the chest. The beast spins around, staggers backwards, and then emits a chilling scream before collapsing to the ground. Upon hearing their leaders death-cry, the minions turn and run as if gripped by a blind panic. You seize this chance to break cover and race towards the pit shaft at the base of the quarrys north wall.

+ Turn to 17. +
+
+ +
+ 103 + + +

For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply sloping chutes. During one of many rapid descents, your backpack is torn and you lose one item. (Erase from your Backpack one item of your own choice.)

+

Soon you reach a place where the river flows into a deeper, colder channel. Where the two rivers meet, the water boils and seethes as it collides with a line of jagged, razor-edged rocks. Frantically you battle against the converging currents as you are swept inexorably nearer to this treacherous reef.

+ If you possess Elementalism, and wish to use it, turn to 229. + If you possess Kai-alchemy, have attained the Kai rank of Sun Knight, and wish to use your ability, turn to 34. + If you do hot possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 338. +
+
+ +
+ 104 + + +

Drawing upon your Kai camouflage skills, you enter the chamber and steal around the perimeter of the horde by using the shadows of its rough-hewn circular wall. It is not until you dash across the entrance to the west tunnel that you are seen and the alarm is raised. You fight valiantly, slaying a dozen of the enemy before the Shomzaa commanders freeze you into unconsciousness with a volley of icy blasts. Sadly, it is a sleep from which you never awaken.

+

Your life and your mission end here in The Hub.

+
+
+ +
+ 105 + + +

You cast your eye along a line of war engines that are parked beside the shield, and at the far end of the line you see an oil lamp resting on a workbench. As you stare at the flickering lamp, a bold idea begins to take shape in your minds eye.

+

Carefully you tear a strip of cloth from the hem of your jacket, twist it into a taper, and grip it firmly in your fist. Then you begin to make your way slowly towards the workbench. You reach it without being detected by the minions, and here you soak the end of your cloth taper with lamp oil and set it alight. As soon as the way is clear, you leap up from behind the bench and dash towards the cannon, the burning taper held before you at arms length.

+

Suddenly the agarashi commander sees you running across the hall. With a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 5 or lower, turn to 289. + If it is 6 or higher, turn to 175. +
+
+ +
+ 106 + + +

You shape your mouth to utter an Old Kingdom power-word, and you get ready to direct its concussive energy at this formidable creature: Gloar!

+

The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to wound it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework which frames the panel, you pull yourself towards the narrow gap. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 06, turn to 44. + If it is 78, turn to 262. + If it is 9 or higher, turn to 30. +
+
+ +
+ 107 + + +

The bolt grazes your scalp and knocks you backwards to the ground: lose 1 ENDURANCE point.

+ To continue, turn to 282. +
+
+ +
+ 108 + + +

You draw your Kai Weapon and wait patiently until both guards have turned their backs, then you leap from cover and rush forward to attack them. Your first blow shatters the creatures skull, and your second sends the remaining minion sprawling to the ground. This creature is mortally wounded, yet before it expires, it is able to emit a shrill cry of alarm that alerts the other Shomzaa minions to your presence in the smelting cavern.

+

The dwarves are stunned by your sudden appearance, but they quickly recover and seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell. You move aside to avoid being trampled as they rush to the ore wagons and arm themselves with rocks and tools. The torturers abandon their grisly work and come running towards the prison cage with their weapons raised. Three of these heartless minions target you. As they move in for the kill, you rush forward to counter their frenzied attack.

+ Shomzaa minions3842 + If you win the combat, turn to 9. +
+
+ +
+ 109 + + +

You learn that the princes and their bodyguard of War-Thanes have held the throne chamber for six days. They have no food or water, and it is only the radiant power of the throne that has sustained them. Prince Leomin knows the precise location of Shomzaas lair and he will lead you to it. You agree to go with him while Prince Torfan remains here to command the defence of the throne chamber.

+

Leomin takes you to a stone door set flush into the curving marble wall. A grizzled old warrior sits guard at this portal, and clutched in his vein-covered hands is a glowing runestone. Your Kai senses detect that this door is sealed by an Old Kingdom spell that has prevented Shomzaas horde from gaining entry to the chamber by this way. Prince Leomin unsheathes his battle-axe and motions you to draw your weapon before the door is opened.

+

Shomzaa abandoned his attempt to batter down this portal two days past, he says. But there may be some of his spawn-kind waiting in the corridor outside. Best be on our guard, Kai lord.

+

Leomin nods to the old warrior and he responds by touching the runestone to the door. There is a faint tinkling sound, then the portal slides open and you follow the prince as he steps through the opening into the darkened passageway beyond. The portal slides shut behind your back with hardly a sound. Instinctively you scan your new surroundings for signs of the enemy, and quickly discover that Leomin was right to be cautious. More than a dozen Shomzaa agarashi have been left here to guard the portal. Only by chance have you chosen a time to leave the chamber when these creatures are asleep.

+

Leomin points to the end of the wide corridor, to a place where a circular shaft descends to a lower level. A large basket, suspended by a rope and pulley, hangs above this shaft. The prince beckons you to follow as he tip-toes around the sleeping creatures and approaches the basket. You are halfway along the corridor when suddenly one of the Shomzaa agarashi awakens and shrieks in alarm. You respond by racing towards the distant shaft, but within a matter of seconds, all of the sleeping creatures are on their feet and rushing from all sides to block your escape. You must fight them.

+ Shomzaa Agarashi4244 +

You may add 5 to your COMBAT SKILL for the duration of this combat, for Prince Leomin is fighting by your side.

+ If you win the combat, turn to 258. +
+
+ +
+ 110 + + +

There is a loud Crack! as the seal of grime is finally broken, then a flood of golden light washes over you when the lid of the tomb tips over and crashes onto the floor.

+

With a growing sense of awe, you reach into the tomb and lift the golden warhammer from beside King Andarins cinerary urn. You admire its finely-crafted lines and perfect balance, and you sense that this weapon was forged by ancient magical fires.

+

If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. If you wish, you may use this magical warhammer as an alternative to your Kai Weapon.

+ To continue, turn to 230. +
+
+ +
+ 111 + + +

The lantern begins to rock from side to side, but the squeak of its rusty chain captures the creatures attention. It looks to the lantern, and then it looks to your hiding place among the barrels and instantly it detects you. The creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.

+

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shomzaa agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

+ Shomzaa Agarashi4030 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 112 + + +

As you strike your killing blow, the giant steamspider rears up on its hairy legs and topples backwards into the river. For a few moments its loathsome carcass is buoyed along on the current, then slowly it sinks beneath the foaming waters and disappears from view.

+

You keep your weapon to hand as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting to attack. However, you soon discover that the cavern had only one occupant and it is now empty.

+

The only exit is the natural tunnel in the west wall through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnels low arch.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 103. + If it is 59, turn to 11. +
+
+ +
+ 113 + + +

The Shomzaa lancers shriek with pain as your sonic assault racks their vulnerable minds. However, before they succumb to its power, the inaudible pitch of your voice-attack causes an unexpected reaction. It destroys all sense of caution and, in a sudden blaze of fury, they urge their mounts forward and attack you.

+ Shomzaa Agarashi Lancers (in battle frenzy)4840 +

This enemy is now immune to all forms of psychic attack.

+ If you win the combat, turn to 55. +
+
+ +
+ 114 + + +

As you battle to keep a grip on Prince Leomin, you are hit by chunks of rock and other loose debris: lose 2 ENDURANCE points.

+

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

+ To continue, turn to 294. +
+
+ +
+ 115 + + +

You call upon your improved Discipline to summon a fog that will obscure the exit from this cavern. The sudden appearance of a thick white mist rising out of the dry ground causes alarm among the Shomzaa minions. They abandon their grisly work at the furnace and come rushing to investigate this strange, inexplicable fog. But before they can block your way, you rush from your hiding place beneath the stone channel and enter the dense mist. Guided by your Kai senses, you are able to pass through the mist and escape into the tunnel unhindered.

+ Turn to 270. +
+
+ +
+ 116 + + +

Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-Thanes who wait to greet them with musket, cannon and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.

+ If you possess Kai-alchemy, and wish to use it, turn to 303. + If you possess Magi-magic, and wish to use it, turn to 269. + If you possess Elementalism, and wish to use it, turn to 287. + If you possess none of these skills, or if you choose not to use any of them, turn to 43. +
+
+ +
+ 117 + + +

You soon realize that the crumpled bronze lid will not wedge the chamber door shut indefinitely. Three further heavy blows strike against the portal, and with each one, the lid slips and the door inches open.

+ If you wish to retreat to the middle of the chamber and take cover behind Andarins tomb, turn to 245. + If you wish to hurry back to the alcove and pull the concealed lever, turn to 86. +
+
+ +
+ 118 + + +

You examine the lid of the tomb and find that it is cemented firmly into position by centuries of grime. In order for you to lift the lid, you will first have to break through these layers of encrusted sediment.

+ If you possess Kai-alchemy, and have attained the Kai rank of Sun Knight, turn to 341. + If you possess the Kai Weapon Magnara, and wish to use it, turn to 299. + If you are not a Sun Knight who possesses Kai-alchemy, of if you do not possess the Kai Weapon Magnara, turn instead to 2. +
+
+ +
+ 119 + + +

Your blazing arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the arrow in mid-air. Then it shrieks at a group of Shomzaa agarashi, and immediately they close in on you with their swords drawn. You shoulder your bow and unsheathe your Kai Weapon, steeling yourself to meet their determined advance.

+ Shomzaa Agarashi4032 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 120 + + +

You hit the ground and tumble head over heels across the rocky red soil until an ore wagon brings you to a sudden and painful halt. The collision opens a wound above your right ear that leaves you stunned and bleeding: lose 3 ENDURANCE points.

+ To continue, turn to 58. +
+
+ +
+ 121 + + +

The Sun-Crystal arcs over the top of the stalagmite and glances Shomzaas head. Instantly, there is a blinding flash that makes you cover your face with your hands. This searing light is followed almost immediately by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.

+

Pick a number from the Random Number Table.

+ If the number you have chosen is 03, turn to 114. + If it is 46, turn to 3. + If it is 79, turn to 232. +
+
+ +
+ 122 + + +

You fall into the ripe barley and its sharp stalks cut your face and hands: lose 1 ENDURANCE point. Freed from your mental control, the Brozal scrambles away along the muddy ditch in a desperate bid to escape. Before you can command it to return, it has disappeared back into the vast sea of wheat.

+

Wearily you turn and head north on foot. The surrounding barley is a young crop, and you are able to see the roof of a Drodarin farmhouse peeking above it, less than 50 yards distant.

+ If you wish to investigate this farmhouse, turn to 73. + If you choose to avoid the farmhouse, turn to 37. +
+
+ +
+ 123 + + +

When you press the third button, you hear the locking mechanism click open and you give a sigh of relief. But then your heart sinks when you hear the dull clang of an alarm bell echoing along the tunnel. Fearing the worst, you unsheathe your Kai Weapon in anticipation of trouble as the portal slowly swings open.

+ Turn to 40. +
+
+ +
+ 124 + + +

You are within a dozen yards of the barricade, when a missile hits you forcefully in the back and sends you sprawling to the ground.

+ To continue, turn to 41. +
+
+ +
+ 125 + + +

Your blow fails to connect and the fireball hits you in the chest, hurling you backwards through the open panel with the terrific force of its impact: lose 8 ENDURANCE points.

+ If you have survived this grievious wounding, turn to 336. +
+
+ +
+ 126 + + +

The icy bolt smashes into your shield-spell and dissipates in a great cloud of steam. Your effective use of Old Kingdom magic to counter the creatures icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 127 + + +

As you run towards the archway, you unsheathe your weapon and give vent to your battle-cry: For Sommerlund and the Kai!

+ Shomzaa Agarashi (with spears)4540 + If you win this combat in four rounds or less, turn to 82. + If you win and the fight lasts five rounds or longer, turn to 236. +
+
+ +
+ 128 + + +

The Shomzaa lancers howl with glee as they thunder towards you on the backs of their Brozal steeds. You draw your Kai Weapon and steel yourself to meet their determined attack.

+ Shomzaa Agarashi Lancers4440 + If you win this combat, turn to 55. +
+
+ +
+ 129 + + +

You are spotted by the reinforcements as they enter the cavern, and the leading Shomzaa agarashi come rushing towards you with their spears raised. To stand and fight them would be suicidal for they total more than a hundred in number; your only hope is to reach the barricade.

+

As you sprint across the body-strewn cavern towards the distant throne chamber, the dwarven defenders see you approaching. Some of them recognize you are a Kai lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shomzaa horde attempt to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from their barricade.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE points score is 20 or less, deduct 2.

+ If your total score is now 3 or lower, turn to 333. + If it is 47, turn to 296. + If it is 8 or higher, turn to 124. +
+
+ +
+ 130 + + +

The destruction of the platform creates a pall of dense grey smoke, and its smouldering fragments set off a chain-reaction of smaller explosions all around the hall. Suddenly the Shomzaa minions are gripped by a blind panic. They rush in every direction, clawing and biting at each other in their frenzy to escape the explosions and flames. You seize the opportunity to make a dash for the archway, and skilfully you weave your way through the chaos, felling all who dare stand in your way. When you reach the portcullis, you lower your head and hurry down the stone ramp to the level below.

+ Turn to 300. +
+
+ +
+ 131 + + +

After a few minutes the minions cease firing and the pit shaft echoes to the sound of their distant, gurgling laughter. Cautiously you move to the middle of the chamber, to where a line of empty ore wagons stand on a sleepered track. This track curves in the centre and exits the chamber through brick-lined tunnels in the north and east walls. Beside the north tunnel exit you see an iron door with a broken lock.

+

You unbutton the neck of your tunic and look at the Andarin Bloodstone in the hope it may help you choose the best route to follow. Its amber and crimson halves are glowing a little brighter now, but when you point the gemstone at each tunnel exit in turn, there is no variation. Looking down, you see that there are many tracks in the dusty ground. Some have been made by booted Drodarin feet, but mostly they are the clawed footprints of Shomzaa s minions. Then you apply your Kai sixth sense and you detect danger lurking along both tunnels.

+ If you choose to explore the north tunnel, turn to 67. + If you decide to explore the east tunnel, turn to 265. + If you wish to examine the iron door before leaving this chamber, turn to 139. +
+
+ +
+ 132 + + +

Upon pressing the last button, you hear the locking mechanism click open and you greet the sound with a sigh of relief. But then your heart sinks when you hear the dull clang of an alarm bell echoing along the tunnel. Fearing discovery, you unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

+ Turn to 40. +
+
+ +
+ 133 + + +

Quickly you give voice to a low-pitched tone that counters Shomzaas cry, and your swift reaction saves you from sustaining any damage from this sonic attack.

+ Turn to 154. +
+
+ +
+ 134 + + +

Upon reaching the door you discover, to your dismay, that its bolt is jammed and cannot be drawn across. You can hear the approach of heavy footfalls in the passageway outside, and your pulse races as you scour the chamber in a desperate search for something that can be used to secure the unlocked door.

+

You find the saucer-like top of a burial urn lying beside Andarins tomb, and you jam this bronze lid into the gap beneath the door in the hope that it will wedge the portal shut. Suddenly the door shudders as something hits it with tremendous force. The bronze lid crumples, yet miraculously it prevents the door from flying open.

+ If you possess Kai-alchemy, and have attained the Kai rank of Sun Knight, turn to 344. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 117. +
+
+ +
+ 135 + + +

As you run across the body-strewn chamber towards the barricade, you are surprised and relieved to see that the only Shomzaa minions who now occupy this hall are those that lie dead on the ground around you.

+

When your Kai sixth sense tells you that you are no longer in any immediate danger, you slow your pace as you approach the throne chamber barricade.

+ Turn to 315. +
+
+ +
+ 136 + + +

Hurriedly you leave the track and leap through the tall crops, pitching and stumbling among the tough stalks as you struggle to get away from the approaching riders. In your haste to escape, you forget to use your innate Pathsmanship skills to cover your tracks, and within a minute of first sighting you the riders are able to pick up your trail.

+

The sound of them crashing through the wheat alerts you to the need for you to hide your tracks. You change direction repeatedly, and use your Kai skills to weave through the crops without leaving any sign of your passing. This tactic throws most of them off your scent, but one rider follows his instincts and he homes in on you with uncanny precision.

+ Shomzaa Agarashi Lancer4430 + You may evade this combat after three rounds by turning to 205. + If you win the fight, turn to 345. +
+
+ +
+ 137 + + +

Bravely you battle with this treacherous reef and survive the ordeal without injury. Kicking with both feet, you recoil from the deadly rocks, and then the cold water currents of the deeper channel swirl you around and wash you up onto a shingle bank.

+ To continue, turn to 290. +
+
+ +
+ 138 + + +

With care you touch the iron plaque, making sure that your fingers do not come in contact with any residues of corrosive, and gradually two lines of runic symbols take shape in your minds eye. The use of your improved Discipline reveals the warning that once was engraved upon this block of iron:

+

POISONOUS GAS

+

DO NOT ENTER

+ If you choose to ignore this warning and attempt to enter the passage, turn to 204. + If you choose to heed the warning, you can continue along the main tunnel by turning to 220. +
+
+ +
+ 139 + + +

You push open the rusty iron door and enter a storage room which contains mining tools and heavy excavation equipment. This store has recently been ransacked by Shomzaas minions and little has survived intact. Amidst the heaped and broken wreckage you find only two unbroken items: a Shovel and a Pick.

+

When you turn to leave the store room, you notice a tattered leather jerkin hanging on a hook behind the door. In a pocket you discover a Bronze Disc that is stamped with the Drodarin numerals 321. You sense that the disc could be useful and so you slip it into your pocket before leaving the store room. (Record this Bronze Disc as a Special Item. You need not discard any other item in its favour if you already possess the maximum number of items permissible.)

+ If you now wish to explore the north tunnel, turn to 67. + If you decide instead to explore the east tunnel, turn to 265. +
+
+ +
+ 140 + + +

Your senses warn you that the creature responsible for spinning these cocoons is clinging to the ceiling directly above your head and it is getting ready to drop!

+ If you wish to slash at the ceiling with your Kai Weapon, turn to 301. + If you wish to attempt to avoid the creatures ambush, turn to 261. +
+
+ +
+ 141 + + +

You clear the slab, and as you race towards the treasure vault, the passageway is filled with the terrible roar of a fireball. The instant you pass through the vaults archway, you dodge to one side and cover your head with your hands. This timely action saves you from being scorched by the searing heat of the missile as it whooshes past and explodes among the treasures stored in this chamber.

+

As the fire dies out, you hear another soundthe dull clunk! of a trap being activated. You glance back into the passageway and see that your pursuer has stepped on a weighted floor slab, triggering a volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame that burns with such fierce intensity that the beast is quickly reduced to a heap of white-hot ash.

+ To continue, turn to 330. +
+
+ +
+ 142 + + +

The creature discharges an icy blast to counter your bolt, but it does not act quickly enough to prevent your magic missile from striking the target, with devastating effect. It splits open a keg of powder and, in the next instant, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

+ Turn to 130. +
+
+ +
+ 143 + + +

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. As the vapour clears, you unsheathe your Kai Weapon in readiness to meet the first wave of the attacking Shomzaa horde.

+

The horde hit the barricade and the War-Thanes fight them with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the enemy are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 144 + + +

Your search uncovers the following items and weapons:

+
    +
  • Sword
  • +
  • Axe
  • +
  • Spear
  • +
  • Dagger
  • +
  • Enough food for 2 Meals
  • +
  • Bottle of Bor Brew
  • +
  • Copper Key
  • +
  • 3 Arrows
  • +
  • Bow
  • +
  • Quiver
  • +
+

If you choose to keep any of the above items, make the approriate adjustments to your Action Chart.

+ To continue, turn to 160. +
+
+ +
+ 145 + + +

Hurriedly you reach to your backpack and retrieve your instrument. At first the Shomzaa lancers view your actions with some amusement, but when you begin to play, they realize too late that the music you can make is deadly.

+

The frequency of the sonic attack that you launch is far beyond the range of normal hearing, yet it cuts into the lancers minds like a hot knife through butter. They drop their spears and begin writhing in their saddles, clawing at their skulls in a vain attempt to put an end to the agony. Then, one by one, they topple to the ground and lie there motionless.

+

Their Brozal steeds are also affected by your sonic attack, but to a lesser degree. They feel no pain yet they are temporarily paralysed by the sound.

+ If you possess Animal Mastery, turn to 169. + If you do not, turn to 4. +
+
+ +
+ 146 + + +

You take aim at the guards and fire your bow twice in quick succession (erase 2 arrows from your Weapons List). Your first shot strikes in the head and kills its target instantly, but your second shaft fails to penetrate the minions body armour. This creature is knocked down by the force of the arrow, yet it is able to emit a shrill cry of alarm that alerts the other Shomzaa minions to your presence in the smelting cavern.

+

The dwarves seize their chance to escape from the cage. Before the creature can get to its feet, a hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell. The surviving guard is trampled underfoot as the dwarves rush to the ore wagons and arm themselves with rocks and tools. The torturers abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you drop your bow and reach for your Kai Weapon as they turn on you and launch a frenzied attack.

+ Shomzaa minions3338 +

You are unable to inflict any ENDURANCE loss on this enemy for the first two rounds of combat, due to the surprise and ferocity of their attack.

+ If you win the combat, turn to 9. +
+
+ +
+ 147 + + +

Your mastery of Nexus enables you to detect that this chamber is filled with Zaxxan invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins. Forewarned, you leave the chamber and return quickly to the main tunnel.

+ To continue along the main tunnel, turn to 220. +
+
+ +
+ 148 + + +

You shape your mouth to utter the Old Kingdom power-word and get ready to direct its energy at this formidable creature: Gloar!

+

The force of your spell-word hits and stuns the beast, but it inflicts no lasting damage. Angered by your attempt to injure it, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that it will crush your skull between its white-hot fists if you allow it to get too close, you turn back to the secret panel and take a first step towards the passageway that lies beyond.

+ Turn to 159. +
+
+ +
+ 149 + + +

The Shomzaa minions fire their crossbows at your hiding place, and three of their bolts punch clean through the empty barrel with devastating effect. A blinding white light obliterates your senses when you are struck in the head and side by these deadly iron bolts. Death is mercifully swift.

+

Tragically, your life and your quest end here, outside the Throne Chamber of Andarin.

+
+
+ +
+ 150 + + +

Your speedy action has countered the immediate threat, but the enemy are determined to destroy the fabled throne and the missing priming powder is quickly replaced. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the throne from destruction.

+ Turn to 328. +
+
+ +
+ 151 + + +

The icy bolt smashes through your hastily constructed shield-spell and strikes your left arm, spinning you to the ground: lose 4 ENDURANCE points.

+ To continue, turn to 314. +
+
+ +
+ 152 + + +

The jug strikes the giant spiders bony fangs and shatters, drenching its maw and belly. Then the creature emits a hideous shriek as the wine vinegar eats into its body like a powerful, corrosive acid. It rears up on its hairy legs and and topples backwards to fall limply into the river. For a few moments its loathsome carcass is buoyed along on the current, then slowly it sinks beneath the foaming waters and disappears from view.

+ Turn to 285. +
+
+ +
+ 153 + + +

You enter the cavern and make your way along a line of parked ore wagons, using them as cover as you stealthily approach the stone channel. The pitiful sounds of torture can be heard above the noise of the furnace, and the victims cries make your blood boil with anger. Your instinct is to attack his cruel tormentors and save him from the flames, but to do so would endanger the success of your vital mission, and so, reluctantly, you press on.

+

You reach the stone channel at the point where it crosses the wagon track, and you hide behind one of its supporting pillars. From here you can see that the exit from the cavern is open and unguarded. However, if you are to reach the mouth of this tunnel and escape from the cavern, you must first cross 20 yards of open ground in full view of a dozen Shomzaa minions.

+ If you possess Assimilance, and have attained the rank of Kai Grand Guardian, turn to 115. + If you possess Assimilance, but have yet to attain this level of Kai rank, turn to 309. + If you do not possess Assimilance, turn to 347. +
+
+ +
+ 154 + + +

Your Kai senses tell you that Shomzaas cry was not a sonic attack launched intentionally against you and Prince Leomin; it was a summoning call to his protectors. You encountered one of his protectors when first you entered his hive, and the memory of the beetle-creature is still painfully fresh in your mind. But Shomzaa has one other bodyguard, and a sudden noise from the wall of the chamber behind you draws your attention to its daunting presence.

+

You spin around to see the slime-smeared rockface rippling and undulating, as if a wave is passing through it. Then, in stunned disbelief, you watch the rocks move and take form. From out of the wall steps a creature formed wholly of stone. It has taken the shape of a large human, with fists that resemble two great hammers. It pounds the ground as it comes lumbering towards you, pulverising the surface. Bravely, Prince Leomin raises his axe, and with his battle-cry upon his lips, he lands a flurry of heavy blows upon the creatures chest and neck. The rock beast retaliates with a backhanded swipe. It connects with Leomins head and leaves him sprawled upon the floor, unconscious and bleeding. Hurriedly you slip the Sun-Crystal back into your pocket as the lumbering beast advances upon you.

+ If you have a Bow and wish to use it, turn to 211. + If you possess Kai-alchemy, and wish to use it, turn to 310. + If you possess Magi-magic, and wish to use it, turn to 195. + If you do not possess a Bow, or either of these skills, or if you choose not to use any of them, turn to 50. +
+
+ +
+ 155 + + +

You use your improved Discipline to summon a fog to rise up from the cleared ground between you and the charging lancers. As the dense vapours begin to obscure you from their sight, you turn and run back towards the tall crops in an attempt to evade their attack.

+

Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked.

+ If your total score is now 3 or lower, turn to 47. + If it is 4 or higher, turn to 162. +
+
+ +
+ 156 + + +

You hit the ground and the icy bolt speeds over your head to splatter harmlessly against the tunnel wall. You tug your Kai Weapon from its scabbard. Then you leap to your feet in time to see the creature and its slavering horde come rushing along the tunnel towards you. With your battle-cry on your lips, you stride forward to meet their determined attack.

+ Shomzaa Agarashi Commander5055 +

You cannot evade this combatyou must fight these creatures to the death.

+ If you win the fight, turn to 324. +
+
+ +
+ 157 + + +

Your Grand Master Discipline reveals to you that the skeletal creature possesses strong psychic, and some magical, abilities. Armed with this knowledge, you call upon your Magnakai Discipline of Psi-screen to shield your mind from psychic detection.

+ Turn to 71. +
+
+ +
+ 158 + + +

You wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

+

Pick a number from the Random Number Table If the number you have picked is odd (1,3,5,7,9) deduct 1 ENDURANCE point from your current total. If the number you have picked is even (2,4,6,8,0) deduct 2 ENDURANCE points.

+

For more than an hour you struggle in vain to open the door until, reluctantly, you have to admit defeat.

+

This portal cannot be opened without its crystal runestone key. You do not possess the key, and so you are forced to return to the basket and make your way back to the cavern at the entrance to Shomzaas hive.

+ Turn to 319. +
+
+ +
+ 159 + + +

You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 03, turn to 44. + If it is 46, turn to 262. + If it is 7 or higher, turn to 30. +
+
+ +
+ 160 + + +

You follow the tunnel to a cavern where seven other passages converge. A granite obelisk, carved with a single rune, stands in the middle of this circular chamber. You recognize the rune: it is the Drodarin symbol for hub, the centre part of a wheel. The dwarves of Bor have named this cavern The Hub, because the tunnels that meet here resemble the spokes of a gigantic wheel.

+

You take the Andarin Bloodstone from around your neck. Then you observe its glowing colours as you walk around the perimeter of the cavern, pointing it at each tunnel entrance in turn. When you come before the north tunnel, the colours glow brighter. You are sure you have found the way that will lead you to Prince Leomin and Prince Torfan when you discover a stone plaque fixed to the wall. Its runic symbols tell you that this broad passage leads to the Throne Chamber of Andarin.

+ To continue, turn to 250. +
+
+ +
+ 161 + + +

Suddenly an arrow punches through the wooden side of the chariot and passes within inches of your head. This near miss makes you roll away and scramble for the safety of harder cover. You take refuge behind a cluster of boulders where you listen to the harsh gurgling sound of your attackers voices as they call to each other excitedly. Peering through a gap in the rocks, you see your ambushers emerge from their hiding places and begin to close in. They are minions of Shomzaa, and your first sight of them sends a cold shiver coursing down your spine.

+

At a distance these man-sized creatures appear lithe and reptilian. All have lidless black eyes and scaly green hides that glisten as they move. But as they draw closer you see that each one is grotesquely different. Some have whip-like tentacles, some have spindly limbs and bulbous skulls, and some have rubbery necks and crooked spines that are studded with talons. They are all armed with captured Drodarin weapons and led by a tall creature with a lizard-like face. It gurgles to its fearsome followers, commanding them to attack your position and finish you off.

+ If you possess a Bow, and wish to use it, turn to 102. + If you possess Kai-alchemy, and wish to use it, turn to 339. + If you possess Magi-magic, and wish to use it, turn to 233. + If you possess neither a Bow nor any of these skills, or if you choose not to use them, turn instead to 29. +
+
+ +
+ 162 + + +

The lancers are shocked and confused by the mist that has suddenly appeared, and they lose all sense of direction when they pass through this dense white cloud. They emerge from it to crash headlong into the wheat at the northern edge of the clearing. Minutes later, you hear their terrified screams as they gallop into the blazing wall of fire.

+

You run towards the east and re-enter the tall crops at the edge of the clearing, then carefully you skirt around the flames before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheatfields and a neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

+ If you wish to investigate this farmhouse, turn to 73. + If you choose to avoid the farmhouse, turn to 37. +
+
+ +
+ 163 + + +

You draw upon your Magnakai Discipline of Psi-surge and launch a blast of psychic energy at the guards in an attempt to disrupt and confuse them. Then you leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of your enemy when you unsheathe your weapon and give vent to your battle-cry: For Sommerlund and the Kai!

+ Shomzaa Agarashi (with spears)4040 + If you win this combat in four rounds or less, turn to 82. + If you win and the fight lasts five rounds or longer, turn to 236. +
+
+ +
+ 164 + + +

As you unshoulder your bow and draw an arrow from your quiver, so you recite the words of the Old Kingdom battle-spellFlameshaft. Then you take careful aim at the powder kegs, and the tip of your arrow ignites with a blue flame the moment you release your straining bowstring.

+

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 3 to the number you have picked.

+ If your total score is 7 or lower, turn to 25. + If it is 8 or higher, turn to 237. +
+
+ +
+ 165 + + +

Prince Leomin tugs his battle-axe free from the beetle-creatures sundered skull, and the chittering horror loses its grip on the ceiling and comes crashing down upon the cavern floor.

+

Quickly the prince hooks the blade of his great axe behind the wiry threads that constrict and bind you, and with one swift pull, he severs them and releases you. As your strength slowly returns, you thank Leomin for his timely rescue and take stock of the damage the lassos of thread have caused.

+

Erase 2 arrows from your quiver and any 2 items of your choice from your list of Backpack Items.

+ To continue, turn to 209. +
+
+ +
+ 166 + + +

Your mind is so clouded by the fear that the creature may launch another fireball at your fleeing back, that you fail to see you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when any weight is placed upon it. The moment you tread on the slab, a panel in the ceiling ahead drops down to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas, then a volley of deadly shafts comes streaking through the dusty air. Instinctively you throw yourself to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 6 or lower, turn to 239. + If it is 79, turn to 317. + If it is 10 or higher, turn to 291. +
+
+ +
+ 167 + + +

As the last of these agarashi falls dead at your feet, you wipe your ichor-stained weapon and sheath it in your belt. Then you search the slain minions and discover the following weapons and items:

+
    +
  • Sword
  • +
  • 2 Axes
  • +
  • Dagger
  • +
  • Bow
  • +
  • 3 Arrows
  • +
  • Tinderbox
  • +
+

On passing through the portal, you pause to pull it shut and lock it behind you. The tunnel continues and you follow its central wagon track as gently it descends through the ore-rich rock. After several minutes, you detect a noise like distant thunder rumbling in the passageway ahead. You proceed with caution now, and gradually this low, thunderous noise becomes a series of separate concussive bangs. Soon you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision, and then you see at once that it harbours the source of the loud explosions.

+ Turn to 35. +
+
+ +
+ 168 + + +

Having mustered your Kai camouflage skills to help keep you hidden, you enter the chamber and steal around the perimeter of the horde. It is not until you make a dash into the north tunnel entrance that you are seen by a wild-eyed minion who immediately raises the alarm.

+

Without looking back, you run along the tunnel towards the distant cavern. The entrance arch is open and unguarded but, as you draw nearer, a group of spear-wielding Shomzaa agarashi are alerted by the shrieks of their comrades in The Hub. They move swiftly to block the archway and trap you in the tunnel. With a ravening host of minions at your back, you know that in order to survive, you must break through into the cavern ahead at all costs.

+ If you possess Kai-alchemy, and wish to use it, turn to 207. + If you possess Magi-magic, and wish to use it, turn to 346. + If you possess neither of these skills, or if you choose not to use them, turn to 127. +
+
+ +
+ 169 + + +

The moment you cease your sonic attack, a shudder runs through the Brozal steeds as if they have suddenly awoken from a nightmarish dream. Their senses have been restored, and with them comes a blind fear of your deadly sonic skills. You call upon your mastery of Animal Control and command one of them to calm itself. It responds to your mental suggestions, even though its companions turn and flee for their lives. As they crash through the crops that line the southern perimeter of the clearing, you summon the Brozal to approach you. It responds with calm obedience. Deftly you climb onto the creatures scaly back and settle yourself in the saddle. Then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before heading away to the north.

+

The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch which marks the boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

+ If your total score is now 4 or lower, turn to 92. + If it is 5 or higher, turn to 122. +
+
+ +
+ 170 + + +

The centre of The Hub is filled with Shomzaa agarashi and many lesser minions. They are being rallied here by their commanders in preparation for a final assault upon the throne chamber of Andarin. By the use of dark magics, the commanders have whipped their troops into a maniacal frenzy. Many claw and bite each other as the sorcery-induced bloodlust eats away their minds.

+

You know that you must reach the throne chamber and warn Prince Torfan of what awaits him and his brave defenders. Unless they are prepared for the attack, they could be overrun by the sheer suicidal fury of this maniacal horde.

+ If you possess Telegnosis, and have attained the rank of Sun Knight, turn to 218. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 36. +
+
+ +
+ 171 + + +

Bravely you battle with this treacherous reef, but you cannot avoid a jarring collision. You glance the sharp rocks and suffer a deep gash to your left thigh: lose 2 ENDURANCE points.

+ To continue, turn to 349. +
+
+ +
+ 172 + + +

You throw yourself forwards to avoid being crushed by the cascading rocks, but your legs and lower body are caught in the deluge and pinned to the ground: lose 8 ENDURANCE points.

+ To continue, turn to 246. +
+
+ +
+ 173 + + +

You call upon your Magnakai Discipline of Nexus to help you withstand the tremendous heat that is now radiating through the chamber door. It saves your skin from blistering, but it does not protect your tunic and equipment. After less than a minute, your backpack and clothing begin to smoulder as the bronze surface becomes unbearably hot. When finally the heat forces you away from the door, you run and take cover behind Andarins tomb.

+

Suddenly the glowing portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your spine when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you see that its clenched fists are glowing white-hot. They flare and pulsate, like two great balls of fiery plasma.

+ If you wish to attack this creature, turn to 212. + If you wish to attempt to evade it, turn to 79. +
+
+ +
+ 174 + + +

The few wasps that survive your weapons bite quickly vanish into the cracks and crevices of the shaft wall. Prince Leomin is impressed by the skilful way in which you fought off the insect swarm and, for the first time in many days, a smile creases his sullen face. He commends you as he works the rope and lowers the basket gently to the base of the shaft.

+ Turn to 63. +
+
+ +
+ 175 + + +

The agarashi commander fires an icy blast at your head, but he mistimes the shot and it fails to stop you from setting your light to the touch-hole. As his deadly missile wooshes past within inches of your scalp, the powder ignites and a tongue of flame roars from the muzzle of the cannon.

+ Turn to 210. +
+
+ +
+ 176 + + +

You launch a powerful blast of mental energy at the enemy group, but their magically-induced state of battle-frenzy effectively blocks your psychic attack. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the Throne of Andarin from destruction.

+ Turn to 328. +
+
+ +
+ 177 + + +

Despite the swiftness and stealth of your actions, the creature on the platform sees you and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shomzaa launches a powerful stream of destructive psychic energy at your mind.

+ If you possess Kai-screen, turn to 32. + If you do not, turn to 342. +
+
+ +
+ 178 + + +

You warn Prince Torfan that, following the destruction of Shomzaa, the horde besieging the throne chamber did not go into hiding. He and his bodyguard of War-Thanes are deeply shocked to learn that they are now in The Hub, preparing for a final assault upon the Throne of Andarin.

+

It is vital that you hold the throne chamber until your fathers army arrives to raise the siege, you tell them, earnestly. Take heart, brave Drodarin. Elsewhere in your kingdom the horde is melting away in chaos. It will not be long before your ordeal is over.

+

Suddenly a cry from the barricade warns that the Shomzaa horde are returning. Torfan orders every War-Thane to arms in readiness to meet the enemy. Then he raises his brothers battle standard and takes up his position beside the cannon, and the stirring sight inspires Prince Leomins bodyguards to give voice to a rousing cheer.

+

You take up a position close to Prince Torfan, and watch with grim fascination as the enemy come pouring into the cavern. Then, with a hellish shriek, the horde raise their weapons and come thundering like a tidal wave towards the barricade.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 116. + If it is 59, turn to 22. +
+
+ +
+ 179 + + +

The commander emits a piercing shriek when its psychic probe reveals that you are hiding among the bodies. You abandon your attempt to feign death, and as you rise up from the bloodstained ground, you reach for your Kai Weapon and tug it from its scabbard. With a whooping cry, the commander and its slavering horde come rushing along the tunnel. You answer them with your battle-cry: For Sommerlund and the Kai! and you stride forward to meet their determined attack.

+ Shomzaa Agarashi Commander5055 +

You cannot evade this combatyou must fight these creatures to the death.

+ If you win the fight, turn to 324. +
+
+ +
+ 180 + + +

You lower yourself into the pit and begin a cautious descent. The walls of this shaft are cracked and pitted, which helps you to find purchase for your hands and toes, but the rock itself is dry and crumbly. Often a toe-hold does not support your weight and you are left dangling precariously by your fingertips when it breaks away.

+

Pick a number from the Random Number Table. If you possess a Rope, add 1 to the number you have picked. If you possess Grand Huntmastery, add 2.

+ If your total score is now 3 or lower, turn to 275. + If it is 4 or higher, turn to 191. +
+
+ +
+ 181 + + +

The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 3 ENDURANCE points.

+

You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.

+ Turn to 165. +
+
+ +
+ 182 + + +

You draw upon your Grand Mastery of Nexus to protect your body as you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it and crash headlong into a sea of soft, cool barley.

+

Physically, you have survived your ordeal unscathed, but when you prise open your eyes and take stock of your equipment, you quickly discover that your tunic and backpack are on fire.

+ If you possess Elementalism, and have attained the rank of Kai Grand Master Superior, or higher, turn to 326. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235. +
+
+ +
+ 183 + + +

Fragments of the icy blast penetrate your elemental shield and pepper your face and chest with razor-sharp fragments: lose 2 ENDURANCE points.

+

Quickly you recover and draw your Kai Weapon as the first wave of the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 184 + + +

You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood spellLightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counter spell to check your crackling bolt.

+

Pick a number from the Random Number Table. For every Kai rank that you have attained, above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

+ If your total score is now 7 or lower, turn to 348. + If it is 8 or higher, turn to 39. +
+
+ +
+ 185 + + +

You call upon your mastery of Kai camouflage skills to help keep you hidden, then you enter the chamber and steel around the perimeter of the horde. You reach the north tunnel undetected and hurry along the tunnel towards the distant cavern. To your dismay, your swift progress is brought to a halt when you see that the entrance to the cavern is guarded by a group of spear-wielding Shomzaa agarashi.

+ If you wish to try to draw these guards away from the entrance, turn to 277. + If you wish to attempt to break through their ranks, turn to 292. +
+
+ +
+ 186 + + +

You rush from your hiding place beneath the stone channel and sprint towards the tunnels mouth. Unfortunately, your escape bid is seen by a sharp-eyed minion positioned on a gantry high above. This creature is armed with a loaded slingshot which it flings at your fleeing back. The shot hits you as you are entering the tunnel, and the lead missile destroys one of the items that you are carrying.

+

Erase from your Action Chart the last item that you have recorded on your list of Backpack Items.

+ To continue, turn to 270. +
+
+ +
+ 187 + + +

Suddenly you recall something you learned at the Kai Monastery many years ago. Steamspiders are commonly found in the hot and humid regions of Magnamund, though few ever grow to the size of the gigantic specimen that confronts you here. The smaller ones are especially vulnerable to acetic acid, and nests of steamspiders are usually destroyed with a liberal sprinkling of vinegar.

+

Armed with this knowledge, you pull the jug of vinegar from your backpack. Then you hurl it at the giant arachnid as it tenses itself in readiness to attack.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 2 or lower, turn to 298. + If it is 3 or higher, turn to 152. +
+
+ +
+ 188 + + +

You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom spellShield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 24, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

+ If your total score is now 3 or lower, turn to 234. + If it is 4 or higher, turn to 306. +
+
+ +
+ 189 + + +

As the last of your alien foes crumples to the ground, fatally wounded, you hear the chilling laugh of its cadaverous commander echoing around the hall. You look up at the platform and your throat tightens with fear when you see that this creature is pointing at you with its clawed hand. Then you hear a frosty crackle and glimpse a flash of light as a blast of icy vapour shoots from its palm and comes arcing towards your chest.

+ If you possess Kai-alchemy, and wish to use it, turn to 284. + If you possess Magi-magic, and wish to use it, turn to 219. + If you possess Elementalism, and wish to use it, turn to 6. + If you possess none of these skills, or if you choose not to use any of them, turn to 305. +
+
+ +
+ 190 + + +

Upon entering the chamber, you see a huge throne of silver adorned with hundreds of precious gems. It rests upon a dais of marble and it dominates the centre of this circular hall. A halo of golden light surrounds the Throne of Andarin, and when these rays wash over your body, you feel cleansed and invigorated (restore 5 ENDURANCE points).

+

As you approach the fabled throne, you see many injured Drodarin warriors seated around its base. Some have suffered grievous battle wounds, yet the goodly light of the throne is healing their torn flesh and broken bones. Your grey-bearded escort ushers you to a corner of the chamber where two warriors are engaged in a heated debate. From the colour of their armour, and the royal crests of Bor emblazoned upon their surcoats, you deduce that they are King Ryvins missing sons: Prince Leomin and Prince Torfan.

+

The two princes cease their argument when they see you approach. Torfan comes bounding forward to greet you, offering his hand in friendship, yet his elder brother appears sullen and dejected. You introduce yourself to the princes and give an account of the events that have brought you to this meeting. When you show them the Sun-Crystal and tell of your mission to destroy Shomzaa, a glimmer of hope shines in Prince Leomins red-rimmed eyes. You sense that he has been racked with remorse since the escape of Shomzaa and its vile minions. He longs for the chance to redeem his foolish actions, and readily he offers to help you destroy the creature and its hordes.

+ Turn to 109. +
+
+ +
+ 191 + + +

Despite the treacherous condition of the shaft wall, your natural climbing skills enable you to reach the roof of the elevator cage without suffering a fall and from here you are able to jump to the floor of a small cavern. The alien sound of your attackers voices can be heard echoing down the shaft from above. They have now reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.

+ Turn to 131. +
+
+ +
+ 192 + + +

You unsheathe your Kai Weapon and steady yourself to take a swing at this fearsome creature. The beast slams its fists together, and suddenly a ball of white-hot plasma surges towards your chest. You feel its searing heat upon your face as you lash out and attempt to bat it aside with the flat of your Kai blade.

+

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with the type of Kai Weapon that you are using, add 3 to the number you have picked.

+ If your total score is 5 or lower, turn to 125. + If it is 6 or higher, turn to 311. +
+
+ +
+ 193 + + +

You swoon and fall heavily to your knees. Nausea wells up in the pit of your stomach and you are violently sick. As you are struggling in vain to get back onto your feet, you suddenly remember something that you learned at the Kai Monastery while you were perfecting your Magnakai healing skills.

+

There is an invisible, scentless, highly poisonous gas called Zaxx, which forms in pockets within the granite mountains of Bor and Boden. For centuries it has been the bane of all Drodarin miners. This chamber is filled with the deadly gas and you are suffering the early stages of its poisoning. When you remember that the next stage is paralysis, you force yourself to crawl towards the exit as fast as you are able.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is 25 or higher, add 1 to the number you have picked. If your ENDURANCE score is 10 or lower, deduct 2.

+ If your total score is now 4 or less, turn to 249. + If it is 5 or more, turn to 48. +
+
+ +
+ 194 + + +

You have taken less than a hundred steps before you emerge from the smouldering wheat into a small clearing of flattened crops. Here you find yourself confronted by six Shomzaa lancers mounted on Brozal steeds. They snicker wickedly as they watch you stagger into view, then they level their spears at your chest in preparation to charge.

+ If your possess Bardsmanship, and have attained the Kai rank of Sun Knight, turn to 295. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 83. +
+
+ +
+ 195 + + +

You recite the words of the Old Kingdom spellInvisible Fistand hold out the palm of your right hand, directing it at the creatures chest. A tingle runs down your arm, then you feel an invisible ball of concussive energy streak away from your hand and strike its torso. The force of the impact jolts the creature and cracks its surface, but it does not slow its determined advance.

+ Turn to 340. +
+
+ +
+ 196 + + +

An icy blast from the creatures claw collides with your lightning bolt in mid-air and deflects it from the target. Then the creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.

+

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shomzaa agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

+ Shomzaa Agarashi4030 + If you win this combat in three rounds or less, turn to 65. + if the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 197 + + +

The open portal reveals a great stone staircase that descends to a magnificent marble hall. Vast columns brace the sculptured ceiling and tall silvery mirrors line the walls, creating the illusion that this cavernous chamber is even larger. Seated upon a chair in the centre of the echoing hall is King Ryvin, clad in his golden battle armour and wolfskin cape. Surrounding him are members of his royal family and other high-ranking Drodarin nobility. They are greatly distressed and several are weeping openly. A herald announces your arrival and the crowd parts as you approach the foot of Ryvins chair.

+

Praise Ishir! booms the dwarf king. We have prayed that you would return to aid us, Lord Rimoah. And I see you bring a Kai champion. We are doubly glad. Youve arrived not a moment too soon.

+

King Ryvin rises from his chair and motions to you and Rimoah to accompany him into an antechamber. In the privacy of this adjoining room, he tells of the nightmare that has engulfed his kingdom following the release of Shomzaa. The creature and its horde of mutant spawn have spread like a voracious plague throughout the chambers and tunnels of his vast subterranean realm. All contact with the Drodarin communities surrounding Boradon has been severed, the lower levels of the kingdom have been lost to the enemy, and more than half of his army are unaccounted for.

+

So many have been slain, he says, his deep voice cracking with emotion. Only the swift destruction of Shomzaa can save us now. But all is not yet lost. I draw strength from the certain knowledge that my sonsLeomin and Torfanare still alive, and the Throne of Andarin is intact.

+

Suspended upon a chain around his neck is a bloodstone amulet which is divided along its centre. One half of this gemstone glows faintly crimson, the other half pale amber.

+

This is the Andarin Bloodstone, he says. It contains the crimson light of Leomin and the amber light of Torfan. These lights will remain aglow so long as my sons shall live.

+

Then he points to a flowering shrub that stands in a copper urn beside the chamber door. That Xanthoa is evidence that the throne of my ancestors has not been destroyed, for it would wither in an instant if the throne were sundered. From these signs, and the eternal mercy of Ishir, I draw strength.

+

For more than an hour you deliberate how best to defeat Shomzaa and save the Throne of Andarin, and finally you agree upon a plan of action that could save this beleaguered realm from total destruction.

+ To continue, turn to 323. +
+
+ +
+ 198 + + +

Your speedy action has countered the immediate threat, but the entangled enemy are quickly dragged away and replaced by other Shomzaa agarashi who are equally determined to destroy the fabled throne. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the throne from destruction.

+ Turn to 328. +
+
+ +
+ 199 + + +

In spite of your brave efforts to avoid a collision, you hit the sharp rocks and suffer deep gashes to your calves and thighs: lose 4 ENDURANCE points.

+ If you have survived your impact with this treacherous reef, turn to 349. +
+
+ +
+ 200 + + +

As you sweep the remnants of the Shomzaa horde from the barricade, the sound of a bronze war horn echoes around the battle-torn cavern. Prince Torfan and his War-Thanes cheer loudly in response, for they recognize immediately the bugle call of King Ryvins advance guard.

+ Turn to 60. +
+
+ +
+ 201 + + +

As you descend, you hear a faint buzzing sound resonating from the rockface. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.

+

Antah wasps! exclaims Leomin, as he frantically works the rope and drops the basket at a stomach-churning speed. The wasps give chase, but when you call upon your improved Discipline of Pathsmanship and command them to disperse, they return immediately to their nest in the wall of the shaft.

+

Prince Leomin is impressed and, for the first time in many days, a smile creases his sullen face. He commends your skill as he slows the rope and lowers the basket gently to the base of the shaft.

+ Turn to 63. +
+
+ +
+ 202 + + +

You follow Lord Rimoah out onto the windswept deck and look down in awe at the mighty city of Boradon. Rooted directly in the granite escarpment of Andar, the highest mountain of the Great Bor Range, its fortifications and turrets are barely distinguishable from the rugged copper-red cliffs surrounding them. Night has fallen and the moonless sky is as black as jet, yet the crew of the Cloud-dancer have no difficulty in locating the approach to this ancient mountain metropolis. Torches burn in every turret and arrow slit, and blazing beacons illuminate a safe passage through the snow-capped peaks to the citys central square.

+

A unit of King Ryvins elite War-Thanes have been stationed in the main square in anticipation of your arrival. Their captain, a robust-looking dwarf with a plaited beard and a shock of bright red hair, offers you both a hearty welcome when you step from the boarding cage. He says that King Ryvin is waiting and he bids you accompany him without delay. His torch-bearing warriors escort you along a winding path that ends at a stone bridge which arches across a deep, natural moat. Beyond the bridge is a great bronze portal set into the mountainside. A horn sounds as you approach and the huge door swings open to reveal a wondrous sight.

+ Turn to 197. +
+
+ +
+ 203 + + +

You speak the words of the Brotherhood spellLightning Handand level your right arm at the creatures eyes. A bolt of blue-white flame leaps from your fingertips and arcs towards the beast, but as it nears its head, the creature slams its glowing fists together and catches it in mid-air. Instantly, your bolt explodes in a shower of sizzling sparks. The shock of this violent discharge stuns the creature and it recoils with a high-pitched shriek. But it quickly recovers, and then it comes lumbering towards you with both its fiery fists raised.

+

Fearful that your missiles fate could be your own if you allow this creature to get too close, you turn to face the secret panel and step towards the passageway that lies beyond.

+ Turn to 159. +
+
+ +
+ 204 + + +

You insert your Kai Weapon between the timbers and prise one loose. Then you climb through the gap and explore the dark passage beyond. Soon you arrive at a small excavation chamber. It is lit by the glow of a rich seam of Korlinium which permeates the walls. New mining equipment lies discarded on the floor, and beneath an overturned packing case you discover a dead bird in a cage.

+ If you possess Grand Nexus, turn to 147. + If you do not, turn to 16. +
+
+ +
+ 205 + + +

You break away from the combat and rush headlong into the tall wheat. The Shomzaa lancer attempts to pursue you but, with the aid of your Kai camouflage skills, you are able to evade it and make good your escape. You hear the creature loping away into the distance and, after a few minutes have elapsed, you begin to feel confident that the riders have lost your trail.

+

You head north and have just crossed into an adjoining field of barley when suddenly a barrier of piercing light erupts in front of you as one, then three more, explosions detonate among the crops. In a desperate attempt to flush you out, the riders are hurling incendiary bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a strong breeze. You retreat to the wheatfield to avoid the roaring flames but, as you retrace your steps, your sixth sense tells you that you are being forced back into a trap.

+ If you wish to continue retreating into the wheatfield to avoid the approaching fire, turn to 194. + If you wish to try to pass through the wall of fire and reach the safety of the barley fields beyond, turn to 42. +
+
+ +
+ 206 + + +

Your mastery of herb lore enables you to identify the fungus growing here. It is Ashexa. This rare variety of toadstool is deadly poisonous, unless it is consumed with an equal quantity of Laumspur.

+

If you wish to pick some of this Ashexa, there is enough growing here for 2 potions. When swallowed with Laumspur, each dose of Ashexa will restore 5 ENDURANCE points (in addition to the ENDURANCE points restored by the Laumspur).

+ If you have reached the rank of Kai Grand Defender, or higher, turn to 77. + If you have yet to attain this level of Kai Mastery, turn to 221. +
+
+ +
+ 207 + + +

As you run towards the archway, you utter the words of the Brotherhood spellLightning Handand level your right arm at the Shomzaa agarashi. A bolt of blue-white flame erupts from your fingertips and rips a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

+ Turn to 135. +
+
+ +
+ 208 + + +

The lantern begins to rock from side to side, but the squeak of its rusty chain captures the creatures attention. Unfortunately, the creature senses the danger and it counters your attempt to tip the lantern by freezing it solid with a blast of ice-magic. Then it shrieks at a group of Shomzaa agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and hold it ready, steeling yourself to meet their determined advance.

+ Shomzaa Agarashi4032 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 209 + + +

With Prince Leomin watching your back, you cautiously explore this stinking hive. Beyond the cocoons you come to an adjoining cavern where a rough stone ramp descends to a sunken floor, ankle-deep in brackish slime. Clusters of large grey eggs are attached to conical stalagmites, and the surface of the mire is littered with the remnants of these leathery grey sacs. Your Kai sixth sense tells you that these torn egg pouches once contained the creatures that are now wreaking havoc in the dwarven kingdom.

+

You approach to the edge of the stone ramp and come to an abrupt halt when you detect an overpowering aura of evil. You cast your eye across the field of stalagmites and your blood runs cold when you catch your first glimpse of Shomzaa lurking in the darkness. He is a four-legged being, and his great head is triangular in form. Two pale green, radiant eyes are set above a three-cornered mouth filled with crystalline fangs. Below his jaw protrudes a slender probiscus, and from the crown of his bony skull sprout antenna tipped with barbed spikes. Slime drips from his every pore, sheening his leprous hide.

+

At first Shomzaa appears not to have sensed your presence in his lair. Busily he tends to a batch of agarashi eggs, injecting them with fluid from his probiscus to encourage them to hatch. But when you remove the Sun-Crystal from your pocket and get ready to hurl it at his loathsome form, suddenly he senses danger and retreats among the stalagmites. As he withdraws, he emits a sound that is beyond the range of human hearing.

+ If you possess Kai-screen, and wish to use it, turn to 224. + If you possess Bardsmanship, and wish to use it, turn to 133. + If you do not possess these skills, or if you choose not to use them, turn to 46. +
+
+ +
+ 210 + + +

The cannons shell hits the portcullis and explodes, tearing a great hole in the timbers. Smouldering fragments of the gate are scattered widely about the hall, and they set off a chain-reaction of smaller explosions when they settle on powder kegs and jars of inflammable liquids.

+

The enemy are thrown into a state of confusion and you seize upon the chance to make good your escape. You run to the portcullis and dive head-first through the ragged hole. With the agarashi commanders cries of anger and frustration ringing in your ears, you scramble to your feet and hurry down a stone ramp that leads to the level below.

+ Turn to 300. +
+
+ +
+ 211 + + +

You draw an arrow to your bow and fire it at the rock creatures chest. The shaft strikes its torso and the steel tip cracks the surface, but it does not stop the creatures determined advance.

+ To continue, turn to 340. +
+
+ +
+ 212 + + +

Defiantly you stand and face the hideous creature as it barrels towards Andarins tomb. But when it levels its glowing fists at your chest, suddenly your Kai sixth sense warns you that it is preparing to discharge two powerful blasts of sorcerous energy.

+ If you possess a Bow, and wish to use it, turn to 19. + If you possess Kai-alchemy, and wish to use it, turn to 7. + If you possess Magi-magic, and wish to use it, turn to 106. + If you not possess a Bow, or either of these skills, or if you choose not to use any of them, turn to 325. +
+
+ +
+ 213 + + +

When you depress the final button, you hear the locking mechanism click open and you breathe a sigh of relief. But then your heart sinks when you hear the dull clang of an alarm bell echoing along the tunnel. You step back and unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

+ Turn to 40. +
+
+ +
+ 214 + + +

You point out the Shomzaa commander to a Drodarin marksman called Fanar who is standing beside you at the barricade. With a wicked grin, he raises his Bor musket and takes careful aim. There is a flash and a loud report as he discharges his weapon. Then a cheer resounds from his comrades when they see the creature fall with Fanars shot lodged firmly in the middle of its forehead.

+ To continue, turn to 244. +
+
+ +
+ 215 + + +

You take aim with your right hand at the two guards before uttering the words of the Brotherhood spellNet. A gout of thick fluid gushes from your palm and engulfs the creatures, gluing them together with its sticky strands. They struggle to free themselves but, in their desperation, they fall over and become stuck firmly to the ground.

+

The dwarves seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell as they run to the ore wagons to arm themselves with rocks and tools. The torturers, alerted by the dwarf-yell, abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you drop your bow and reach to your Kai Weapon as they launch a frenzied attack.

+ Shomzaa minions3338 +

You are unable to inflict any ENDURANCE loss on this enemy for the first two rounds of combat, due to the surprise and ferocity of their attack.

+ If you win the combat, turn to 9. +
+
+ +
+ 216 + + +

You call upon your improved mastery of Assimilance to conjure a thick mist from the bottom of the enemy trench. Seconds later, the Shomzaa minions shriek with fear as they are engulfed in a dense white fog.

+ Turn to 129. +
+
+ +
+ 217 + + +

You pull open the trapdoor and descend a ladder to a cool cellar. The floor is stacked high with corked bottles, and the walls are lined with shelves that sag beneath the weight of a hundred glass flagons, each one filled with a dark bubbling liquid. The pungent smell of fermenting ale assails your nostrils, and your suspicions are confirmed when you risk a sip of the heady home brew.

+

The flagons contain Bor Brew, a notoriously potent ale. If you wish to take some of this beer, you can fill an empty bottle and store it in your pack (a Bottle of Bor Brew = 1 Backpack Item).

+ To leave the farmhouse, turn to 332. +
+
+ +
+ 218 + + +

You close your eyes and concentrate upon your telepathic powers in an attempt to make contact with Lord Rimoah. The image of the magicians face swims in and out of focus, and you sense that your efforts to communicate with him are being disrupted by the sheer density of the granite that separates you both. Briefly you connect, and in these few fleeting seconds you learn that he is aware of Shomzaas destruction. He tells you that King Ryvins army is battling through the middle levels of the kingdom in a determined effort to reach the throne chamber.

+

You must hold the chamber until the Kings warriors arrive . These are the last mind-words you hear from Rimoah before your telepathic link weakens and fades.

+ Turn to 36. +
+
+ +
+ 219 + + +

You circle your right hand in front of your chest and rapidly recite the words of the Old Kingdom spellShield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it with spectacular effect.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 20, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

+ If your total score is now 4 or lower, turn to 151. + If it is 5 or higher, turn to 126. +
+
+ +
+ 220 + + +

You follow the newly-laid wagon track along the tunnel until you are brought to a halt by the sound of enemy activity in a cavern ahead. Cautiously you make your approach, using the cover afforded by pit props which support the roof of this recent excavation. Rows of ore wagons are parked here, each filled with precious Korlinium ore. A large group of more than 50 Shomzaa agarashi are standing around them, shrieking and gesticulating at each other. They have no commander to keep them in order, and they have been left in a state of panic and confusion following the destruction of Shomzaa.

+

Aided by your Kai camouflage skills, you have little difficulty slipping past these creatures and continuing along a tunnel in the opposite wall. This wide passageway brings you back the The Hub, but as you approach this familiar cavern, your blood is chilled by the sight of what awaits you there.

+ Turn to 170. +
+
+ +
+ 221 + + +

You continue for several miles in complete silence and darkness until you hear a noise faintly in the distance. You stop to concentrate your aural abilities and gradually you are able to identify the distinctive, familiar sounds of battle. The clash of blades, the dull report of Bor pistols, and the dying shrieks of men and monsters can be heard seeping through the cracked walls of this tunnel.

+

You press on for a further mile until the tunnel tapers and comes to a dead end. A wedge of lantern-light is pouring through a wide hole near the floor, and when you peer through it, you see a wider tunnel which passes at a right angle to the one you occupy. Lying on the floor of this new passageway are the bloodstained bodies of Drodarin warriors, entwined with Shomzaa minions and agarashi.

+

You watch and listen for several minutes. When you are sure that you can detect nothing moving in the tunnel below, you remove your backpack and push it through the hole. Then you wriggle through this narrow gap and drop down onto the body-strewn floor. You are replacing your backpack when suddenly your Kai senses alert you to an approaching danger.

+ If you possess Grand Nexus, and have attained the Kai rank of Sun Knight, turn to 327. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 241. +
+
+ +
+ 222 + + +

You creep into the cavern and take cover behind an ore wagon that is parked directly opposite the prison cage. From here you are able to get a better view of the two guards, and you note that they are both wearing captured chainmail armour strapped to their scaly torsos. You also notice that the gate to the prison cage is secured by a simple iron drawbolt.

+ If you have a Bow, and wish to use it, turn to 146. + If you possess Kai-alchemy, and wish to use it, turn to 215. + If you possess neither a Bow nor this Grand Master Discipline, or if you choose not to use either, turn instead to 108. +
+
+ +
+ 223 + + +

Your Kai mastery warns you that you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when a weight is placed upon it. Your Kai sixth sense helps you to identify the slab, and as you get nearer, you increase your speed in preparation to jump over it.

+

Pick a number from the Random Number Table.

+

If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 16 or lower, deduct 2.

+ If your total score is now 4 or lower, turn to 13. + If it is 5 or higher, turn to 141. +
+
+ +
+ 224 + + +

Quickly you draw upon your mental defences to shield your mind from this inaudible pitch, and your swift actions save you from sustaining any damage from this sonic attack.

+ Turn to 154. +
+
+ +
+ 225 + + +

Swiftly you leave the track and leap through the tall crops, pitching and stumbling among their tough stalks as you race to get away from the approaching riders. You change direction repeatedly, using your Magnakai Pathsmanship skills to weave through the wheat without leaving any sign of your passing. This tactic soon throws them off your scent, and within a short while you feel confident that they have lost your trail.

+

You have just crossed into an adjoining field of barley when suddenly a barrier of piercing light erupts in front of you as one, then three more, explosions detonate among the crops. In a desperate attempt to flush you out, the riders are hurling incendiary bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a stiff breeze. You retreat to the wheatfield to avoid the roaring flames, but as you retrace your steps, your sixth sense tells you that you are being forced back into a trap.

+ If you wish to continue retreating into the wheatfield to avoid the approaching fire, turn to 194. + If you wish to try to pass through the wall of fire and reach the safety of the barley fields beyond, turn to 42. +
+
+ +
+ 226 + + +

You dodge behind the parapet of the barricade and the icy bolt speeds over your head to splatter harmlessly against the wall of the throne chamber. You tug your Kai Weapon from its scabbard, then you leap to your feet in time to see the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 227 + + +

Your mastery of Nexus enables you to withstand the tremendous heat that is now radiating through the chamber door. Slowly the bronze begins to change colour at the centre of the portal; it glows dully-red. As you edge away from this hot spot to avoid the risk of it igniting your clothes and pack, a ball of white-hot plasma pushes clean through the glowing metal. You gasp with shock when you see that this ball is attached to a pale white arm. As you recoil from it, the arm attempts to pummel you with its fiery, ball-like fist.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 4 to the number you have picked.

+ If your total score is now 5 or lower, turn to 59. + If it is 6 or higher, turn to 288. +
+
+ +
+ 228 + + +

You squeeze yourself in among the barrels and offer up a silent prayer to Ishir to keep you safe from detection. As the smoke clears, the misshapen creatures scurry back to their experiments, urged on by the shrieks of their cadaverous lieutenant. To your dismay, you see that your route to the portcullised archway is no longer clear. It is obstructed by a group of minions who are attempting to dismantle a siege catapult and a two-wheeled field cannon. You quickly realise that if you are to have any chance of escaping from this laboratory alive, you will have to engineer another diversion.

+

You scan the archway and the surrounding area but no ideas spring readily to mind. Then you look up at the creature on the platform and you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder. You allow yourself a wry smile, for if you were able to ignite these kegs of powder, it would be sure to create just the kind of diversion you need.

+ If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164. + If you possess Kai-alchemy, and wish to use it, turn to 268. + If you possess Elementalism, and wish to use it, turn to 81. + If you possess none of the above, or if you decide not to use any of them, turn instead to 293. +
+
+ +
+ 229 + + +

You harness the force of your elemental powers to help steer you away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you onto a shingle bank.

+ To continue, turn to 290. +
+
+ +
+ 230 + + +

Prompted by curiosity, you leave Andarins tomb and go to look at the alcoves which encircle the walls of this chamber. Only a few urns remain wholly intact within the arched recesses, and each of these is engraved with the likeness of the Drodarin lord whose ashes they contain. Your eye is drawn to one in particularthe cinerary urn of War-Thane Svann. Yet it is not the urn itself that captures your interest; it is the small bronze lever concealed behind it.

+

Carefully you remove Svanns urn and examine the lever. Immediately your Kai senses inform you that it operates a secret panel in the wall.

+ If you possess Kai-alchemy, and wish to use it, turn to 64. + If you do not, turn to 257. +
+
+ +
+ 231 + + +

As you push the final button, you hear the locking mechanism click open and you let out a sigh of relief. But then your confidence crumbles when you suddenly hear the dull clang of an alarm bell echoing along the tunnel. You step back and unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

+ Turn to 40. +
+
+ +
+ 232 + + +

Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack!, it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shomzaas link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.

+ To continue, turn to 294. +
+
+ +
+ 233 + + +

You utter the words of the Old Kingdom spellInvisible Fistand project your open palm at the lizard-faced creature. The concussive force of your spell hits the beast squarely in the chest and hurls it backwards to the ground, where it strikes its head on a protruding rock and is knocked unconscious.

+

The minions freeze in their tracks and look to their fallen leader. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarrys north wall.

+ Turn to 17. +
+
+ +
+ 234 + + +

The icy bolt smashes through your hastily constructed shield-spell and strikes your left hand, spinning you to the ground: lose 4 ENDURANCE points.

+

Your Magnakai Discipline of Nexus thaws your frozen fingers and saves you from sustaining permanent damage. But when you struggle to your feet, you find yourself confronted by the creature and its slavering horde. Quickly you unsheathe your Kai Weapon as they race forward and attack.

+ Shomzaa Agarashi Commander5055 +

You cannot evade this combatyou must fight these creatures to the death.

+ If you win the fight, turn to 324. +
+
+ +
+ 235 + + +

Swiftly you draw upon your Magnakai Discipline of Nexus to fight the flames by the force of your will alone. Your speedy action extinguishes the fire, but your tunic and backpack are badly charred. When you make a closer examination, you discover that some of your possessions have been ruined.

+

Erase the last two items that you have recorded on your Backpack Items list. You must also erase one Weapon and any Arrows that you possess.

+ To continue, turn to 307. +
+
+ +
+ 236 + + +

As you land your killing blow upon the head of the last agarashi guard, you hear more of the enemy approaching along the tunnel behind. An arrow whistles past your head, and another gouges the back of your thigh: lose 2 ENDURANCE points.

+

Without looking back, you sprint towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shomzaa minions who now occupy this hall are those lying dead on the ground around you.

+

Your Kai sixth sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.

+ Turn to 315. +
+
+ +
+ 237 + + +

The blazing tip of your arrow hits and penetrates a powder keg. Moments later, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

+ Turn to 130. +
+
+ +
+ 238 + + +

Vagel escorts you through the great hall and into an adjoining chamber that is stacked to the ceiling with weapons and martial equipment. The barrel-chested dwarf beams with pride as he encourages you to take whatever you wish from his regimental weapons store. From among the polished racks of arms and armour, the following items catch your discerning eye:

+
    +
  • Warhammer
  • +
  • Quarterstaff
  • +
  • Spear
  • +
  • Axe
  • +
  • Bow
  • +
  • Arrows (6)
  • +
  • Quiver (counts as a Special Item if you choose this in addition to any quiver you may already possess)
  • +
+

If you decide to keep any of the above items, adjust your Action Chart accordingly.

+ To leave the armoury and begin your quest, turn to 318. +
+
+ +
+ 239 + + +

As you fall to the ground, you are struck by three of the bone arrows. They puncture your left shoulder, and the backs of both legs: lose 8 ENDURANCE points.

+ If you have survived this serious wounding, turn to 279. +
+
+ +
+ 240 + + +

Shortly before your arrival at Boradon, Lord Rimoah talks with you about the quest you are about to undertake and he offers some valuable counsel.

+

When the moment comes for you to use the Sun-Crystal, he says, warningly, you must do so with great care. When the opportunity presents itself, I advise you to throw the crystal at Shomzaa, or cause the creature to touch it unwittingly. It is vital that you maintain your distance, for when the power of the crystal is released there will be a great implosion. If you are too close to your enemy at this crucial moment, you will risk being sucked into the vortex that the implosion will create.

+

As you promise to heed Rimoahs words of warning, you hear the crew cry out across the decks: Boradon ho!

+ Turn to 202. +
+
+ +
+ 241 + + +

Your Kai sixth sense warns you that a large group of Shomzaa agarashi are approaching along the tunnel, and your Magnakai Discipline of Divination detects the presence of a creature among them who possesses magical abilities.

+

A cursory look in the opposite direction tells you that this smooth-walled, lantern-lit passage offers very few places in which to hide.

+ If you wish to attempt to hide yourself among the bodies of those who were slain here in a recent battle, turn to 253. + If you wish to try to evade the approaching enemy by running away in the opposite direction, turn to 52. +
+
+ +
+ 242 + + +

You return along the tunnel to the basket at the base of the shaft. Wary of the Antah wasps that you encountered during your descent, you draw your Kai Weapon and keep it close to hand as you winch yourself up the shaft to the corridor above. The wasps are nowhere to be seen, and you are able to make your way back to the throne chambers sealed door with little difficulty. However, upon arriving here, you are confronted with the problem of how to gain entry to this magically-secured portal.

+ If you possess Kai-alchemy, and wish to use it, turn to 264. + If you possess Elementalism, and wish to use it, turn to 87. + If you possess neither of these skills, or if you choose not to use them, turn to 158. +
+
+ +
+ 243 + + +

You feel sure that the cannon is the key to your escape from this hall. However, in order to discharge the field gun at the portcullis, you will have to set a naked flame or glowing taper to its touch-hole.

+ If you possess a bow and Magi-magic, and have reached the rank of Kai Grand Guardian, turn to 337. + If you do not possess this skill, or if you have yet to attain this level of Kai Grand Mastery, turn to 105. +
+
+ +
+ 244 + + +

You unsheathe your Kai Weapon as the first wave of the Shomzaa horde reach the barricade. The War-Thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

+ Shomzaa Horde (in battle-frenzy)4745 +

This enemy is immune to Mindblast (but not Kai-surge).

+ If you win this combat, turn to 100. +
+
+ +
+ 245 + + +

Suddenly the door bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your spine when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you see that its clenched fists are glowing white-hot. They flare and pulsate, like two great balls of fiery plasma.

+ If you wish to attack this creature, turn to 212. + If you wish to attempt to evade it, turn to 79. +
+
+ +
+ 246 + + +

After a few minutes, the shuddering vibrations subside and the deluge of rock abates. Blindly you drag yourself along the ground, through clouds of choking dust. When the dust finally settles, you look back to see that the tunnel has been sealed off completely.

+

Fearful that another rockfall could occur at any time, you pull yourself to your feet and press on. You have covered just a few hundred yards when you come to a place where the tunnel turns to the north. Beyond this curve you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision, then you see that the distant cavern contains the cause of the explosions that have disrupted this section of King Ryvins copper mines.

+ Turn to 35. +
+
+ +
+ 247 + + +

Patiently you wait until the Shomzaa agarashi have disappeared from the passage, then you draw your Kai Weapon and steel yourself to enter the hole. Leomin keeps lookout as you duck your head and step through its jagged opening.

+

As your eyes adjust to the gloom, you gasp with horror at what you see in the cavern before you. Hanging from the slime-stained ceiling are hundreds of large, grey cocoons. Through the wiry threads that form their fibrous shell cases, you can see the faces and features of Drodarin warriors. Your throat tightens when you realize that their corpses are being kept here to provide future food for Shomzaa and his horde.

+ If you possess Grand Pathsmanship, turn to 140. + If you do not, turn to 14. +
+
+ +
+ 248 + + +

The lancers are stunned and confused by the swirling mist that has suddenly appeared, and they lose their sense of direction when they pass through it. They emerge from the mist to crash headlong into the wheat at the northern edge of the clearing. Minutes later, your hear their terrified screams as they gallop straight into the blazing wall of fire.

+

You run towards the east and re-enter the tall crops at the edge of the clearing, then carefully you skirt around the flames before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheatfields and a neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

+ If you wish to investigate this farmhouse, turn to 73. + If you choose to avoid the farmhouse, turn to 37. +
+
+ +
+ 249 + + +

Before you reach the passage that leads out of this gas-filled chamber, you fall into a sleep from which you never awaken.

+

Tragically, your life and your mission end here.

+
+
+ +
+ 250 + + +

The sounds of fighting grow louder as you explore the depths of this tunnel. Frequently you have to hide in the shadows to avoid colliding with ragged groups of wounded agarashi retreating from battle. But at length you come to a large cavern that serves as the ante-room to the throne chamber of Andarin.

+

From the cover of a stone column beside the tunnel exit, you observe the deadly struggle that is taking place in this smoke-filled cavern. Scores of dead agarashi are heaped before the entrance to the distant throne chamber. Its great double doors have been torn from their hinges, yet entry has been denied to the Shomzaa horde. A barricade fills the open doorway, and this makeshift wall is being skilfully defended by the War-Thanes of Prince Leomin and Prince Torfan.

+

An assault on the throne chamber is about to take place. You watch with grim fascination as the agarashi rise up from positions they have dug around the perimeter of the cavern, and wait for their commander to shriek the order to attack. A wailing cry echoes around the cavern as the horde rushes headlong towards the barricade. They come to within a few paces of the wall before the leading ranks are obliterated by a cannons shell and a deafening volley of Bor pistols. There is a brief clash of swords and spears, followed by an ominous silence. From out of the smoke and carnage, the few who have survived the attack come crawling back to their trenches to lick their wounds and await the next assault.

+

Soon you hear the approach of enemy reinforcements, their ill-fitting armour rattling as they come running along the tunnel. You are forced to move away from the column for fear of being seen when they arrive but, as you scurry to the cover of an empty powder barrel, you are spotted by a group of Shomzaa minions in a trench near the cavern wall. They cry out to their comrades, alerting them of your presence as they fumble to load their captured crossbows.

+ If you possess a Phosphor Bomb, and wish to use it, turn to 84. + If you possess Assimilance, have reached the rank of Kai Grand Guardian, and wish to use your Discipline, turn to 216. + If you do not possess either this item, this skill, or have yet to attain the required level of Kai Mastery, turn instead to 28. +
+
+ +
+ 251 + + +

You force yourself in among the barrels and draw upon your camouflage skills to mask your body heat and scent. As the smoke clears, the misshapen creatures scurry back to their deadly experiments, urged on by the shrieks of their cadaverous lieutenant. To your dismay, you see that your route to the portcullised archway is no longer clear. It is obstructed by a group of minions who are attempting to dismantle a siege catapult and a two-wheeled field cannon. You quickly realize that if you are to have any chance of escaping from this laboratory alive, you will have to engineer another diversion.

+

You scan the archway and its surrounding area but to no avail. Then you look up at the creature on the platform and you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder. You allow yourself a wry smile, for if you were able to ignite these kegs of powder, it would create all the diversion you need.

+ If you possess a Bow, and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 164. + If you possess Kai-alchemy, and wish to use it, turn to 268. + If you possess Elementalism, and wish to use it, turn to 81. + If you possess none of the above, or if you decide not to use any of them, turn instead to 293. +
+
+ +
+ 252 + + +

The bolt glances off your right shoulder and sends you spinning backwards to the ground: lose 3 ENDURANCE points.

+ To continue, turn to 282. +
+
+ +
+ 253 + + +

You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from sight. Minutes later, a dozen Shomzaa agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and irridescent eyes.

+

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked.

+ If your total is now 5 or lower, turn to 267. + If it is 6 or higher, turn to 313. +
+
+ +
+ 254 + + +

You scramble to your feet and see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you hurry to his side and attempt to drag him free, but your brave efforts are in vain; he is mortally injured and close to death. You place your hands upon his chest and transmit your healing skills in one final attempt to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.

+

Go that way throne chamber ten miles he gasps. These are his final words.

+

At first you can see nothing but a featureless quarry wall. But then you magnify your vision, and you are able to make out the entrance to a vertical pit shaft at its rocky base, partially hidden by a heap of sawn timbers.

+ Turn to 161. +
+
+ +
+ 255 + + +

You disentangle yourself from the bodies of your slain foes and then spring to your feet. You have been able to retain your light throughout the combat, and now you stretch out your arm and set it to the cannons touch-hole. The powder ignites with a yellow flash, and a great tongue of flame roars from the muzzle.

+ To continue, turn to 210. +
+
+ +
+ 256 + + +

You draw back your arrow and take careful aim at the Shomzaa commander. Then you release your shaft and send it flying to its mark with deadly accuracy. The arrow strikes the creature in the forehead, felling it before it can launch a second blast of frigid energy. As it stumbles and falls, it is instantly trampled under the feet of its slavering horde.

+ To continue, turn to 244. +
+
+ +
+ 257 + + +

You pull the lever and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy little tunnel, suddenly the heavy chamber door bursts open and slams against the wall.

+

An icy trickle of fear runs down your spine when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. When it turns and levels these arms at your chest, you see that the creatures fists are glowing like two balls of red-hot plasma.

+ If you wish to attack this creature, turn to 273. + If you wish to evade the creature by entering the secret passage, turn to 159. +
+
+ +
+ 258 + + +

As the last of the Shomzaa agarashi falls to your deadly blows, you sheathe your weapon and hurry to join Prince Leomin at the far end of the corridor. Together you climb into the hanging basket and he takes hold of its supporting rope. By feeding the rope slowly through the pulley, he is able to lower the basket towards the base of the shaft.

+ If you possess Grand Pathsmanship, and have reached the Kai rank of Sun Knight, turn to 201. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 33. +
+
+ +
+ 259 + + +

As you unshoulder your bow and draw an arrow from your quiver, so you recite the words of the Old Kingdom battle-spellFlameshaft. Then you take careful aim at the powder kegs, and the tip of your arrow ignites with a blue flame the moment you release your straining bowstring.

+

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 3 to the number you have picked.

+ If your total score is 6 or lower, turn to 119. + If it is 7 or higher, turn to 18. +
+
+ +
+ 260 + + +

You calculate that there are only six possible variations in the order in which the three buttons can be pressed.

+ If you possess a Bronze Disc, turn to 21. + If you do not possess this Special Item, turn to 90. +
+
+ +
+ 261 + + +

Quickly you drop to the ground and roll away from the hole in the cavern wall. Using the momentum of your evasive move, you spring to your feet and look up at the ceiling. There you see a large creature. It resembles a huge black beetle, with mandibles and a shiny shell which covers a pair of membraneous hind wings. From a bony tube beneath this horrors gaping mouth comes a thin length of thread. It whips around your legs and yanks you back onto the ground. As you fall, another thread loops around your body. You gasp for air as this steely thread is pulled tighter.

+

Pick a number from the Random Number Table.

+ If the number you have chosen is 03, turn to 80. + If it is 4 or higher, turn to 181. +
+
+ +
+ 262 + + +

You feel a powerful force slam into your left shoulder-blade. It spins you around and sends you tumbling backwards into the narrow passageway.

+

Pick a number from the Random Number Table. If the number you have picked is even (0,2,4,6,8), deduct 2 ENDURANCE points from your current total. If the number you have picked is odd (1,3,5,7,9), deduct 4 ENDURANCE points.

+ If you have survived this wounding, turn to 336. +
+
+ +
+ 263 + + +

Your Magnakai Discipline of Nexus thaws your frozen limbs and saves you from sustaining permanent damage to your feet and toes, but when you hit the ground, you find that you are unable to move your legs effectively.

+

Before the Shomzaa agarashi can rally themselves and attack you while you lie helpless upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed feet.

+

Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 264 + + +

You recite the words of the Brotherhood spellStrengthand as it begins to take effect, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.

+

For more than an hour you struggle in vain to open the door, until you are forced to admit defeat. The portal cannot be opened without its crystal key. Reluctantly you return to the basket and make your way back to the cavern at the entrance to Shomzaas hive.

+ Turn to 319. +
+
+ +
+ 265 + + +

You enter the tunnel and follow the wagon track as it winds through ore-rich bedrock. After several minutes, you detect a noise like distant thunder rumbling in the tunnel ahead. You proceed with caution and gradually this low, thunderous noise becomes a series of loud bangs. The ground trembles with each concussive blast and grit trickles from cracks in the arched roof. Then a massive explosion shakes the tunnel violently and you are engulfed by a sudden deluge of falling rocks and dust.

+

Pick a number from the Random Number Table. If you possess Elementalism or Grand Huntmastery, add 1 to the number you have picked.

+ If your total score is now 2 or lower, turn to 329. + If it is 36, turn to 172. + If it is 7 or higher, turn to 49. +
+
+ +
+ 266 + + +

The lancers drop their spears and begin writhing in their saddles, clawing at their skulls in a vain attempt to put an end to the agony. Then, one by one, they topple to the ground and lie there motionless. Their Brozal steeds are also affected by your sonic attack, but to a lesser degree. They experience no pain, but they are temporarily paralysed by the sound of your voice.

+ If you possess Animal Mastery, turn to 169. + If you do not, turn to 4. +
+
+ +
+ 267 + + +

With a sweep of its skeletal arm, the Shomzaa agarashi commander signals its minions to halt. Instantly they obey the order and a deathly quiet descends upon the tunnel. Your skin prickles with fear when you sense that the creature is scanning the bodies of the battle-slain, using its psychic powers to probe for signs of life.

+ If you possess Kai-screen, and have reached the rank of Kai Grand Guardian, turn to 5. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 179. +
+
+ +
+ 268 + + +

You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood spellLightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counter spell to check your crackling bolt.

+

Pick a number from the Random Number Table. For every Kai rank that you have attained, above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

+ If your total score is now 8 or lower, turn to 196. + If it is 9 or higher, turn to 142. +
+
+ +
+ 269 + + +

You make a circle in the air with your right hand and hurriedly recite the words of the Old Kingdom spellShield. The air shimmers as the spell takes form, and the deadly blast of ice slams into it.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 25, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

+ If your total score is now 2 or lower, turn to 31. + If it is 3 or higher, turn to 143. +
+
+ +
+ 270 + + +

You make good your escape along the tunnel, your footfalls pounding in time to the beat of your heart as you hurry to put distance between yourself and the smelting cavern. Then a great bronze portal looms out of the darkness ahead. It blocks the passage and brings you skidding to a halt.

+

Carefully you run your fingers across its cool surface and you detect a raised panel at its centre. Three domed buttons protrude from the panel, each one engraved with a Drodarin rune. You call upon your Magnakai Discipline of Pathsmanship to decipher their meaning and you discover that they are numbers: 1, 2, and 3. Your Kai sixth sense tells you that this portal can be made to open if you press the three numbered buttons in the correct order.

+ If you possess Telegnosis, turn to 53. + If you do not, turn to 260. +
+
+ +
+ 271 + + +

Hurriedly you disentangle yourself from the bodies of your slain foes, but when you scramble to your feet and turn towards the cannon, you find yourself staring at the black claw of the agarashi commander. There is a sudden flash of blue light, and in a terrifying instant you are paralysed by a freezing blast of energy. As consciousness ebbs and fades, the last sound you hear is the commanders cruel, alien laughter.

+

Tragically, your life and your mission end here.

+
+
+ +
+ 272 + + +

You descend the stone ramp and tread carefully through the shallow slime that covers the floor of this lair. As you stalk towards Shomzaas hiding place, you recall Lord Rimoahs words of warning: you must not be too close to the creature when the Sun-Crystal touches his body, or you will risk being consumed when the crystals energy is released.

+

The memory of his wise words makes you pause in midstep and reconsider your actions. You have not taken your eyes away from the stalagmite since you stepped off the stone ramp, yet you sense that something is wrong. You look again, and suddenly the glimpse that you can see of Shomzaas head begins to fade. Your throat tightens when you realize that you have been stalking an illusion. As you turn to go back to the ramp, you are suddenly struck in the back by a terrific force.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 24. + If it is 59, turn to 91. +
+
+ +
+ 273 + + +

Defiantly you turn to face the hideous creature. Its fists begin pulsating like two glowing beacons, and suddenly your Kai sixth sense warns you that it is preparing to discharge a blast of sorcerous energy.

+ If you possess a Bow, and wish to use it, turn to 304. + If you possess Kai-alchemy, and wish to use it, turn to 203. + If you possess Magi-magic, and wish to use it, turn to 148. + If you do not possess a Bow, or either of these skills, or if you choose not to use any of them, turn to 192. +
+
+ +
+ 274 + + +

As the icy blast speeds nearer, you throw yourself down on the ground in an attempt to avoid being hit.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 16 or lower, deduct 1.

+ If your total score is now 5 or less, turn to 89. + If it is 6 or more, turn to 156. +
+
+ +
+ 275 + + +

You have descended to within 20 feet of the base of the shaft when suddenly a section of the pit wall collapses under your weight. You lose your grip and tumble backwards, landing heavily upon the iron roof of the wrecked elevator cage below: lose 4 ENDURANCE points.

+

Winded by the fall, you roll off the cage roof onto the floor of a small cavern. As you struggle to catch your breath, the alien sound of your attackers voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you roll away from the cage as the first of these missiles ricochet off its buckled iron roof and shower you with splinters.

+ Turn to 131. +
+
+ +
+ 276 + + +

You use your improved mastery to summon a mist that billows up from the ground, separating you and the charging lancers. As the swirling vapours begin to obscure you from their sight, you turn and run back towards the tall crops in an attempt to evade their attack.

+

Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked.

+ If your total score is now 6 or lower, turn to 47. + If it is 7 or higher, turn to 248. +
+
+ +
+ 277 + + +

You slow to a halt and take cover in the shadows, close to the exit from the tunnel. Carefully you watch the movements of the Shomzaa agarashi guards as you consider the most efficient way you can cause a diversion.

+ If you possess Assimilance, and have reached the rank of Kai Grand Master Superior, turn to 66. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 163. +
+
+ +
+ 278 + + +

You draw upon your elemental powers and focus them at a large oil-filled lantern which hangs directly above the platform. You summon a gust of wind to buffet this lantern in the hope that it will cause some of its blazing fuel to splash onto the kegs below.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 02, turn to 208. + If it is 39, turn to 88. +
+
+ +
+ 279 + + +

You grit your teeth against the pain of your wounds and crawl out of the line of fire. Then you force yourself to get back onto your feet and stagger towards the distant vault.

+

As you stumble forwards, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vaults arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another soundthe dull clunk! of the arrow-trap resetting itself.

+

You glance back into the passageway and see that your pursuer has now reached the floor slab, triggering a second volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame. It burns with such fierce intensity that, within minutes, it is reduced to a heap of white-hot ash.

+ To continue, turn to 330. +
+
+ +
+ 280 + + +

The empty powder barrel offers you no protection from the enemys crossbolts. Before you can seek harder cover, you are spotted by the reinforcements as they enter the cavern. The leading Shomzaa agarashi raise their spears and come rushing towards you, shrieking like demons. You reach for your Kai Weapon, but then you stay your hand. To fight these creatures would be suicidal for they number more than a hundred. Your only hope of survival lies at the barricade.

+

You spring to your feet and race across the body-strewn ground towards the distant throne chamber. As you emerge from a cloud of cannon smoke drifting across the cavern, the dwarven defenders see you approaching. Some of them recognize you are a Kai lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shomzaa horde attempt to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from the barricade.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE points score is 2 or less, deduct 2.

+ If your total score is now 3 or lower, turn to 333. + If it is 47, turn to 296. + If it is 8 or higher, turn to 124. +
+
+ +
+ 281 + + +

Having discovered that the first number in the unlocking sequence is 3, you calculate that there can now only be two variations in the order in which the buttons can be pressed.

+ If you wish to try to unlock the portal by pressing the buttons in the following order: 321, turn to 321. + If you decide to try the alternative sequence: 312, turn to 312. +
+
+ +
+ 282 + + +

Cursing your misjudgement, you struggle to your feet and turn to face the lumbering beast as it continues its inexorable advance. Then suddenly it stops in mid-stride and turns towards Prince Leomin. As its crushing feet tread a slow, deliberate path towards the princes head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.

+ Rock Golem4065 +

This being is immune to all psychic attacks.

+ If you win the combat, turn to 74. +
+
+ +
+ 283 + + +

You hear the Brozal slowing as they draw near to the junction, and your skin prickles with a premonition of danger. Your Kai senses detect the approach of a malevolent entity, a creature in their company that is exuding a powerful aura of evil. Fearing that you may be discovered if you stay here, you silently slip away along the passage.

+

Soon you arrive at a great bronze door. It is inlaid with ancient Drodarin runes and embellished with gold leaf. Gently you push against its cold surface and the portal swings open to reveal a gloomy chamber. You sense no threat here and so you enter and then push the door closed behind you.

+

The walls of this chamber are lined with alcoves which are filled with ornate burial urns. Some have been smashed, and their powdery contents lie scattered upon the marble floor. You quickly determine that you have entered a Drodarin cinerariuma place where the cremated remains of dwarven warriors are laid to rest. Such chambers are considered sacred by the Drodarin, and it saddens you to see that this one has been wantonly desecrated by Shomzaa minions.

+

A large tomb dominates the centre of the chamber. Its lid is cracked and holed where the minions have attempted to force an entry. Drodarin script embellishes its dusty surfaces, and when you make a closer inspection, your pulse quickens. This is the tomb of Andarinthe first King of Bor. Through a small hole that punctures the tombs lid, you can see part of the kings burial urn. It is lit by the supernatural glow of a golden warhammer that rests beside it. Your Kai senses detect that this is a powerful, magical weapon.

+ If you wish to attempt to open the lid of this tomb, turn to 118. + If you choose to leave the tomb of King Andarin undisturbed, turn to 230. +
+
+ +
+ 284 + + +

You raise your hands and rapidly recite the words of the Brotherhood spellCounterspell. The air shimmers before your face as the spell takes effect, and the deadly blast of ice is transformed into a harmless stream of lukewarm water.

+

Your unexpected use of magic to counter the creatures icy attack shocks the watching minions. Nervously they back away, defying the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with seige machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the Shomzaa minions as they mill about in confusion.

+

Suddenly their commander recaptures their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 285 + + +

You unsheathe your weapon and hold it ready as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting patiently to attack. However, you soon discover that the cavern had only one occupant and it is now empty.

+

The only exit from this place is the natural tunnel in the west wall, through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnels low arch.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 103. + If it is 59, turn to 11. +
+
+ +
+ 286 + + +

You hit the rocky red soil and come to an abrupt halt when you collide with an ore wagon. The impact gashes your scalp and leaves you stunned and bleeding: lose 5 ENDURANCE points.

+ Turn to 58. +
+
+ +
+ 287 + + +

You draw upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering before the barricade moments before the deadly blast slams into it.

+

Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 25, add 2 to the number you have picked.

+ If your total score is now 3 or lower, turn to 183. + If it is 4 or higher, turn to 57. +
+
+ +
+ 288 + + +

The flailing fist passes within inches of your skull. Its terrible heat forces you to roll away from the door and scramble for the cover of Andarins tomb. Suddenly the portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your back when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body, and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you stare at its white-hot fists. They are flaring and pulsating like two great balls of fiery plasma.

+ If you wish to attack this creature, turn to 212. + If you wish to attempt to evade it, turn to 79. +
+
+ +
+ 289 + + +

You slide to a halt beside the cannon, but before you can set off the powder in the touch-hole, the agarashi commander fires an icy blast at your head. Instinctively, you duck down to avoid being struck by this deadly missile, and it wooshes past within inches of your scalp.

+

You are rising to your feet when suddenly you hear a chorus of hellish screams. You glance over your shoulder and your heart misses a beat when you see three Shomzaa agarashi; they are charging at you with battle-axes clasped in their taloned hands.

+ If you possess Kai-surge, and have reached the rank of Kai Grand Guardian, turn to 78. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 316. +
+
+ +
+ 290 + + +

Aching and bedraggled after your punishing ordeal in the water, you crawl up the stony river bank and rest beside a mossy boulder. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

+

After surveying your new surroundings, you determine that you have arrived at the base of a deep fissure eroded by the rivers which converge near this point. Your keen eyes spot a black opening in the granite cliff-face overhanging the shingle bank, and when you go to investigate, you discover that it is the entrance to a long and winding tunnel. Growing out of the walls of this dank passage are several scarlet-capped toadstools.

+ If you possess Herbmastery, turn to 206. + If you do not, turn to 221. +
+
+ +
+ 291 + + +

You hit the ground and the whistling salvo passes harmlessly over your head. Quickly you crawl forward until you are out of the line of fire, then you scramble to your feet and race towards the distant vault.

+

As you run, you hear the terrible roar of a fireball come surging towards your back. You throw yourself through the vaults arched entrance and roll to one side. It is a timely action, one that saves you from being scorched by the missile as it whooshes past and explodes among the treasures stored here. As its fire dies out, you hear another soundthe dull clunk! of the arrow-trap resetting itself.

+

You glance back into the passageway and see that your pursuer has now reached the floor slab, triggering a second volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creatures corpulent body erupts into a great ball of flame. It burns with such fierce intensity that, within minutes, it is reduced to a heap of white-hot ash.

+ To continue, turn to 330. +
+
+ +
+ 292 + + +

You leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of the enemy when you unsheathe your weapon and give vent to your battle-cry: For Sommerlund and the Kai!

+ Shomzaa Agarashi (with spears)4240 + If you win this combat in four rounds or less, turn to 82. + If you win and the fight lasts five rounds or longer, turn to 236. +
+
+ +
+ 293 + + +

You draw upon your Magnakai Discipline of Nexus and focus this power upon a large, oil-filled lantern which hangs directly above the platform. By the power of your will alone, you attempt to cause the lantern to tilt and spill some of its blazing fuel onto the kegs below.

+

Unfortunately, the creature on the platform senses you and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shomzaa launches a powerful stream of destructive psychic blasts at your mind. Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you are brought to your knees: lose 4 ENDURANCE points.

+

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shomzaa agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

+ Shomzaa Agarashi4030 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 294 + + +

You cradle Prince Leomins head in the crook of your arm and attempt to heal the terrible wounds that the corrosive fluid has inflicted. Sadly, you discover it is too late to save him.

+

It was Leomins greed that caused the release of Shomzaa and its ravening horde, yet he was a brave warrior nonetheless. His last courageous act saved your life, and for that you will always be grateful. You lay his head gently upon the ground and offer up a prayer to Ishir to watch over his soul. Perhaps, one day, his kinsfolk will forgive and forget his weaknesses and come to honour the memory of this brave warrior prince.

+

You resolve to return at once to the Throne Chamber. You have completed one vital part of your missionthe destruction of Shomzaa. Now you must help secure the remaining goalthe protection of the Throne of Andarin. With this aim in mind, you leave Shomzaas lair and hurry back to the hole through which you entered the hive. Here you stop to scan the cavern beyond before venturing any further.

+

The narrow tunnel, along which you first entered the cavern, is silent and empty. By contrast, the wagon-tracked passage leading off to the south now echoes to the sound of anguished cries. They are the shrieks of Shomzaas minions. The death of their master has been felt among their ranks, and although they survive for now, they know that without his power they are ultimately doomed.

+ If you wish to retrace your steps to the basket, turn to 242. + If you choose to explore the south passage, turn to 68. +
+
+ +
+ 295 + + +

Your Kai sixth sense tells you that these sniggering lancers are especially susceptible to all forms of sonic attack.

+ If you possess a musical instrument, turn to 145. + If you do not, turn to 15. +
+
+ +
+ 296 + + +

You are within a dozen yards of the barricade when an arrow hits you in the back and knocks you down with the force of its impact: lose 1 ENDURANCE point.

+ To continue, turn to 41. +
+
+ +
+ 297 + + +

Arrows whistle past on all sides, but your speed and agility keep you safe from their deadly touch. You reach the pit unscathed and pull aside the timbers that lie strewn across the opening. Peering down into the darkness, you glimpse the wreckage of a cage lying at the bottom of the shaft, 60 feet below.

+

The Shomzaa minions are closing in around the pit, firing as they advance. When an arrow rips the sleeve of your tunic, you quickly make up your mind to climb down the shaft to avoid being hit.

+ If you possess Kai-alchemy, turn to 76. + If you do not possess this Discipline, turn to 180. +
+
+ +
+ 298 + + +

The jug strikes the spider but it fails to break. It bounces off the creatures soft underbelly, and you gasp with disappointment when you see it splash into the river and sink without trace. (Erase this item from your Action Chart.)

+

The huge arachnid makes a vile chittering sound as it scuttles towards you. Then it pounces, and you are shocked to see that its fangs are coated with a sticky black venom.

+ Giant Steamspider4845 +

This creature is immune to Mindblast (but not Kai-surge).

+ If you win the combat, turn to 112. +
+
+ +
+ 299 + + +

You unsheathe your Kai axe and raise it in readiness to attack the tomb lids seal of grime.

+ Tomb of Andarin5050 +

Conduct this combat in the usual way. You will benefit from the bonus gained due to your Kai Weapons unique properties. Any ENDURANCE losses you may sustain are due to the fatigue you experience as you battle to break open the lid. You may not use any psychic attacks during this combat.

+ You may cease attacking the lid at any time (evade), by turning to 230. + If you win the combat, turn to 110. +
+
+ +
+ 300 + + +

The stone ramp leads to a titanic, lantern-lit cavern, where acres of wheat and barley are ripening in fields of fertile soil. You are amazed that such rich arable land can exist so deep below the surface of Magnamund, where rain has never fallen and the sun has never shone. Truly the Goddess Ishir gave the Drodarin a wondrous gift when she bestowed upon them the Throne of Andarin, for its powers alone permit this miracle to exist.

+

You leave the ramp and follow a rutted cart track. It borders upon a field of tall wheat, swaying gently in a cooling breeze. As you walk along, you magnify your vision and attempt to judge the distance to the far wall of the cavern. You have just concluded that it lies more than two miles ahead when suddenly you see something in the middle distance that makes you freeze in your tracks. A group of six large, two-footed creatures have emerged from the wheatfield. At first glance they remind you of the guanza, the racing lizards bred in the Southlands, but when you take a closer look you see that these grey-skinned mounts are not born of natural stock. Astride their scaly backs sit Shornzaa minions armed with spears and lances. The leading rider sights you on the track and immediately the group comes speeding towards you with a loose, loping gait.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 03, turn to 136. + If it is 49, turn to 225. +
+
+ +
+ 301 + + +

You spin on your heel and launch a mighty swipe at the ceiling, but the blade of your Kai Weapon glances harmlessly off a steel-hard shell. You look up and see a large creature affixed to the rough surface. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membraneous hind wings. From a bony tube beneath this horrors gaping mouth comes a thin length of thread. It whips around your legs and yanks you to the ground. As you fall, another thread loops around your body, making you gasp for air as it is pulled tighter and tighter.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 80. + If it is 5 or higher, turn to 181. +
+
+ +
+ 302 + + +

You escape along the dark tunnel at a run, your footsteps pounding in time to the beat of your heart as you race to put distance between yourself and the smelting cavern. Then a great bronze portal looms out of the darkness ahead, blocking the passage. It creaks open as you approach it and four muscular minions appear, framed in the glow of the torchlit tunnel that lies beyond. These creatures are larger than those you have encountered so far, and their reptilian eyes glint with a malevolent light that betrays their intelligence and ruthless cunning. They snicker with delight as they unsheathe their bladed weapons and rush forward to cut you down.

+ Shomzaa Agarashi4444 + If you win this combat, turn to 167. +
+
+ +
+ 303 + + +

You raise your hands and hurriedly intone the words of the Brotherhood spellCounterspell. The air shimmers as the spell takes effect, and when the deadly blast of ice passes through this scorching air, it is transformed into a spray of warm water.

+ Turn to 244. +
+
+ +
+ 304 + + +

You draw an arrow to your bow and let it fly at the creatures eyes, but as your shaft whistles towards its head, the beast slams its glowing fists together and catches it in mid-air. Instantly, the wooden shaft ignites. It burns fiercely for a few seconds before crumbling away to ash.

+

Fearful that the same could happen to you if you allow this creature to get too close, you turn to face the secret panel and then step towards the passageway that lies beyond.

+ Turn to 159. +
+
+ +
+ 305 + + +

You dive to avoid the onrushing blast of ice, but it strikes your legs as you are in mid-air, and you suffer severe frostbite to your calves and feet: lose 4 ENDURANCE points.

+ To continue, turn to 263. +
+
+ +
+ 306 + + +

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. Your effective use of Old Kingdom magic to counter the icy blast shocks the Shomzaa commander. His nerve breaks and he turns to flee with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

+ If you wish to search the bodies that are lying in this tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 307 + + +

Having successfully reached the far side of the wall of fire, you hurry away towards the north in case the Shomzaa lancers should attempt to outflank you. Soon you come to a muddy ditch which marks the boundary between two neighbouring fields of barley. In the field ahead the plants are younger and shorter, and you are able to see the roof of a Drodarin farmhouse less than 50 yards distant.

+ If you wish to investigate this farmhouse, turn to 73. + If you choose to avoid the farmhouse, turn to 37. +
+
+ +
+ 308 + + +

You peer through the criss-cross of timbers, but you can detect no signs of life in the passage that stretches beyond.

+ If you wish to attempt to enter the passage, turn to 204. + If you decide to continue along the main tunnel, turn to 220. +
+
+ +
+ 309 + + +

You draw upon your advanced camouflage skills to improve your chances of reaching the tunnel exit without being observed by the surrounding Shomzaa minions.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 3 or lower, turn to 186. + If it is 4 or higher, turn to 62. +
+
+ +
+ 310 + + +

You speak the words of the Brotherhood spellLightning Handand extend your right fist towards the rock creature. A tingle runs down your arm. Then a flash of light illuminates the hive when a sparkling bolt leaps from your hand and arcs to the creatures chest. It strikes the beast with a loud Crack!, but then it rebounds. Hurriedly you duck to avoid being hit in the face by your own missile as it comes streaking back towards you.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 252. + If it is 59, turn to 107. +
+
+ +
+ 311 + + +

You strike the fiery missile and deflect it away from your chest, saving yourself from terrible injury. Yet you do not emerge from this deadly action completely unscathed. The shock of the fireballs impact upon your blade sends you tumbling backwards through the open panel. You scrape your head as you fall, and bruise your knees and back: lose 2 ENDURANCE points.

+

Dazed by your fall, you drag yourself painfully to your feet and stumble away along the cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are approaching a secret Drodarin treasure vault.

+

The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

+ If you possess Grand Pathsmanship, turn to 223. + If you do not, turn to 166. +
+
+ +
+ 312 + + +

Upon pressing the last button, you hear the locking mechanism click open and you feel sure that you have chosen the correct combination. But then your hopes dissolve when suddenly you hear the dull clang of an alarm bell echoing along the tunnel. You take a step back and unsheathe your Kai Weapon in anticipation of trouble as the bronze portal slowly swings open.

+ Turn to 40. +
+
+ +
+ 313 + + +

With a sweep of its skeletal arm, the Shomzaa agarashi commander signals its minions to halt. Instantly they obey the order and a deathly quiet descends upon the tunnel. Your skin prickles with fear when you sense that the creature is scanning the bodies of the battle-slain, using its psychic powers to probe for signs of life.

+

You summon your Magnakai Discipline of Psi-screen to shield yourself, and the creature fails to detect your living presence. With a petulant hiss, it signals to its minions to continue. When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you uncoil yourself and get to your feet.

+ If you wish to search the bodies that are lying in this tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 314 + + +

Your Magnakai Discipline of Nexus thaws your frozen arm and saves you from sustaining permanent damage to your forearm and fingers, but when you hit the ground, you discover that you are unable to get back on your feet.

+

Before the Shomzaa agarashi can rally themselves and attack you while you lie stunned upon the floor, you crawl away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels, and observe the enemy milling in confusion. While you are watching them, you use your Kai healing skills to restore all feeling to your frost-numbed arm.

+

Suddenly their commander galvanizes their attention by freezing two luckless minions to death with another icy blast. When he then commands the portcullis to be lowered to prevent you from escaping, a zealous agarashi rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps and you watch with horror as the portcullis comes crashing down to seal off the exit.

+ Turn to 320. +
+
+ +
+ 315 + + +

The Drodarin War-Thanes twirl their battle-helms upon the muzzles of their muskets and cheer loudly as you reach the barricade. They are in jubilant mood after six days of siege, for they believe that the retreat of their enemy from around the throne chamber signals the end of their long ordeal. Prince Torfan offers you his hand and helps lift you over the wall, then he asks after his brother Leomin. You answer with a shake of your bowed head.

+

Torfan is saddened by the news of the loss of his brother, but as you accompany him into the throne chamber, he is greatly comforted to hear that you owe him your life.

+

Without your brothers brave sacrifice, Shomzaa would have slain us both, you tell him.

+

He has paid a grave price for his foolishness, says Torfan, wistfully, but he has died with honour. He will not be forgotten.

+

The healing rays of the Throne of Andarin restore 5 ENDURANCE points. However, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 178. +
+
+ +
+ 316 + + +

You roll onto your side to avoid being struck by the razor-sharp blade of a Drodarin battle-axe. Sparks fly as it cuts deep into the granite floor, and its wielder shrieks with anger as it tries in vain to wrench it free. Hurriedly you unsheathe your Kai Weapon as its two companions hurl themselves upon you with murderous intent.

+ Shomzaa Agarashi (with Drodarin battle-axes)4432 + If you win this combat in four rounds or less, turn to 255. + If you win the combat in five rounds or longer, turn to 271. +
+
+ +
+ 317 + + +

As you hit the ground, you are grazed by two of the bone arrows. One gouges your right shoulder, and the other draws a crimson line across the back of your left leg (lose 3 ENDURANCE points).

+ If you survive this wounding, turn to 279. +
+
+ +
+ 318 + + +

You follow the stocky Drodarin warrior out of the great hall and along a passageway that leads to the entrance of a vast, lantern-lit tunnel. Four large wolves are harnessed to a chariot parked alongside the tunnel wall, and these great grey beasts whine excitedly when they see Vagel appear. The captain leaps into the chariot and beckons you to join him. As soon as you are safely aboard, he grabs the wide leather reins and sets the wolves running.

+

Tenaciously you cling to the chariots rail as Vagel hurls his two-wheeled transport through a seemingly endless succession of titanic caverns, and you marvel at the scale and diversity of this subterranean kingdom, for it is far greater than you had ever imagined possible. You see farmsteads with cattle and crops, rivers laden with fish, mines rich with silver and rare minerals, wells brimming with oil to fuel the great lanterns of this vast underground realm. But among the many wonders of Bor you also see some of the tragedy that has befallen the Drodarin race. Many of the dwellings you pass have been destroyed or abandoned, and groups of battle-weary dwarf warriors sit huddled and dejected in their ruins, nursing their wounds.

+

Beyond the smoking shell of a house, you arrive at the entrance to a sloping tunnel that descends to a quarry and copper mine. The site looks abandoned, but when you emerge from the tunnel, your Magnakai Discipline of Pathsmanship screams a warning that you are heading into an ambush. You shout at Vagel to turn the chariot about, but before he can obey your command, a volley of arrows whistle down from the surrounding rocks. One of the wolves is killed instantly, causing the chariot to swerve out of control. Then the left wheel shatters upon hitting a boulder, and in the blink of an eye you are sent tumbling headlong through the air.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 3 or lower, turn to 286. + If it is 47, turn to 120. + If it is 8 or higher, turn to 85. +
+
+ +
+ 319 + + +

Upon returning to the cavern, you enter the south tunnel and follow the newly-laid wagon track to a junction where a smaller passage leads off to the right. The entrance to this smaller tunnel is blocked by a criss-cross of timbers. An iron sign is fixed to one of the planks, but its Drodarin runescript has been eaten away by acid. When you look closer, you determine that the sign was defaced by Shomzaa himself. Traces of the acid are identical to the corrosive fluid that ate through Prince Leomins armour.

+ If you possess Deliverance, and have attained the rank of Kai Grand Defender, or higher, turn to 138. + If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 308. +
+
+ +
+ 320 + + +

You remain hidden behind the large shield as the enemy come searching for you among the Drodarin war machines. Through a peephole in the shields timbers, you observe the agarashi commander climbing down from the platform to join in the hunt. It shrieks incessantly at its scurrying minions, and looses off random blasts of icy death as it searches for you like a hungry predator.

+

The tunnel by which you entered the hall has been sealed off, and the portcullis can no longer be raised now that its hoisting rope has been severed. Your hopes of escaping are fading fast, until you see something nearby that revives your flagging spirits.

+ Turn to 51. +
+
+ +
+ 321 + + +

When you press the last button in the sequence, you hear the locking mechanism disengage and the bronze portal slowly swings open. You hurry through, pausing for a few moments to pull the heavy door shut behind you.

+

The tunnel continues and you follow its central wagon track as gently it descends through the ore-rich rock. After several minutes, you detect a noise like distant thunder rumbling in the passageway ahead. You proceed with caution now, and gradually this low, thunderous noise becomes a series of individual bangs. Soon you catch sight of a lantern-lit hall in the far distance. When you stop to magnify your vision, you see at once that it harbours the source of these loud explosions.

+ Turn to 35. +
+
+ +
+ 322 + + +

Shomzaa clutches at the deep wounds you have inflicted, and he staggers and falls backwards into the slime. You have slain this formidable foe, yet you sense that his death is but a temporary state, for the link between his body and the Plane of Darkness remains intact. Even as you gaze upon his loathsome corpse you detect the flow of an evil, reviving power.

+

You return to where Prince Leomin lies, and you call upon Ishir to guide your arm as you take the Sun-Crystal from your pocket and hurl it at Shomzaas body. It strikes him and instantly there is a blinding flash. This searing light is followed by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground, as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 03, turn to 114. + If it is 46, turn to 3. + If it is 79, turn to 232. +
+
+ +
+ 323 + + +

King Ryvin summons Vagel, the red-haired captain of his Royal War-Thanes, and assigns him to be your guide. Vagel knows a way to reach the throne chamber where the princes were last seen together. They and their bodyguards are believed to be trapped in the chamber, stoically defending the precious throne from capture by the horde. Vagel also knows the location of Shomzaas lair. The creature is known to return there frequently.

+

To help you further, the King gives you the Andarin Bloodstone. (Record this on your Action Chart as a Special Item which you keep on a chain around your neck. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.) He informs you that the colours of the amulet will deepen as you draw closer to his sons.

+

Lord Rimoah will stay in the great hall and assist King Ryvin in drawing together the remnants of his scattered army. They will then attempt to break through to the lower levels and secure the throne chamber. Having agreed the plan, you bid farewell to Rimoah and get ready to set off at once with the captain. Before you leave the great hall, Vagel offers you the chance to visit the Royal War-Thane armoury.

+ If you wish to accept Vagels offer, turn to 238. + If you choose not to, turn to 318. +
+
+ +
+ 324 + + +

As the shattered remnants of the Shomzaa agarashi melt away into the depths of the tunnel, you wipe away the ichor from the blade of your Kai Weapon and then sheathe it in your belt.

+ If you wish to search the bodies that are lying in the tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 325 + + +

You draw your Kai Weapon and brace yourself to take a swipe at this fearsome creature. The beast slams its fists together, and suddenly a ball of white-hot plasma surges towards your chest. You feel its searing heat upon your face as you lash out and strike it aside with the flat of your Kai blade.

+

Angered by your survival, the creature quickens its pace and comes lumbering towards you with both its arms raised. Fearful that you may not be able to deflect an attack at closer range, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework which frames the panel, you pull yourself towards the narrow gap.

+

You are only halfway though the opening when two orbs of living flame leap from the creatures glowing fists and come arcing towards your spine.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

+ If your total score is now 04, turn to 44. + If it is 57, turn to 262. + If it is 8 or higher, turn to 30. +
+
+ +
+ 326 + + +

You utilize your improved Discipline of Elementalism to condense water out of the surrounding air with which to douse the flames that are feeding hungrily on your clothes and equipment. Your speedy action extinguishes the fire and saves your tunic and backpack from ruin.

+ Turn to 307. +
+
+ +
+ 327 + + +

Your Kai sixth sense warns you that a large group of Shomzaa agarashi are approaching, and your Magnakai Discipline of Divination detects the presence of a creature among them who possesses magical abilities. A cursory look in the opposite direction tells you that this smooth-walled, lantern-lit passage offers very few places in which to hide. Having coolly assessed the situation, you call upon your improved mastery of Nexus to help you survive it.

+

You curl up the floor and cover your head with your left arm to keep your Sommlending features hidden from view. Then you place yourself into a state of suspended animation, convincingly feigning death. Minutes later, a dozen Shomzaa agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and irridescent eyes. Without paying you a second glance, they pass by and disappear into the distance.

+

When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you bring yourself out of the trance and get to your feet.

+ If you wish to search the bodies that are lying in this tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 328 + + +

You raise your Kai Weapon and give voice to your proud battle-cry: For Sommerlund and the Kai! Your valiant shout inspires the surrounding War-Thanes, and they rally to your command as you mount a counter-attack to recapture the cannon. Boldly you lead the charge, sweeping aside any Shomzaa agarashi who are foolish or unfortunate enough to stand in your way. Upon reaching the cannon, you seize back Prince Leomins flag and bear it aloft as you engage the fanatical horde.

+ Shomzaa Agarashi (assault group)4842 +

This enemy is immune to all forms of psychic attack.

+ If you win the combat, turn to 200. +
+
+ +
+ 329 + + +

Reflexively you raise your arms to protect your head from the cascading rocks, but your instinctive reaction is not enough to save you. With a terrifying swiftness, the roof of the tunnel caves in and you are crushed to death beneath a thousand tons of falling granite.

+

Tragically, your life and your quest end here.

+
+
+ +
+ 330 + + +

Now that the creature is no longer a threat, you turn away from the scorching heat that is radiating from its ashes, and you begin to explore this mysterious treasure chamber.

+

The walls of the vault are decorated with murals that glorify the Goddess Ishir. Great carved tables, heaped with dusty gems and ingots of precious metal, form a circle around a golden statue of the goddess which stands upon a crystal dais in the middle of the chamber. Resting against the dais are several ancient artifacts of special value. Three of these items in particular catch your eye:

+

Korlinium Chainmail Vest

+

This Special Item can be worn beneath your tunic. It adds +2 to your COMBAT SKILL.

+

Drodarin Bag of Holding

+

This Special Item can be used to store five additional Backpack Items. It is kept in your backpack where it occupies only one space.

+

Sunderer

+

This Drodarin battle-axe is a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical axe as an alternative to your existing Kai Weapon.

+

If you choose to take and keep any of the above Special Items, make the necessary adjustments to your Action Chart.

+ To continue, turn to 95. +
+
+ +
+ 331 + + +

The Sun-Crystal hits the rocky tip of the stalagmite and is deflected away from Shomzaas head. Your heart sinks as you watch the glowing crystal bounce off a cluster of grey egg sacs, and then splash into the shallow slime that covers the floor.

+

You are gripped by the sudden fear that you may have lost the only weapon capable of destroying Shomzaa, and hurriedly you leap off the stone ramp and race to retrieve it. Your Kai sixth sense guides you directly to its location, but as you pluck it from the slime and turn to face Shomzaas hiding place, suddenly you recall Lord Rimoahs words of warning. You must not be too close to the creature when the Sun-Crystal touches his body, or you will risk being consumed when the crystals energy is released.

+

The memory of his wise words makes you pause and reconsider your actions. You focus on the stalagmite, now little more than 10 feet away, and you sense that something is very wrong. You look again, and the glimpse that you can see of Shomzaas head begins to shimmer and fade. Your throat tightens when you realize that you have been duped by an illusion. As you turn back towards the ramp, you are suddenly struck in the back by a terrific force.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 04, turn to 24. + If it is 59, turn to 91. +
+
+ +
+ 332 + + +

You leave the farm and trek across five fields of barley before you come to the far side of this titanic cavern. Several cart tracks converge at the approach to a wide stone ramp that ascends to the mouth of an unguarded tunnel in the cavern wall. You climb the ramp and, as you enter this torchlit tunnel, you discover a number of broken weapons lying discarded on the ground. Among them you find 1 Arrow and a Sword that are still serviceable. (If you decide to keep them, adjust your Action Chart accordingly.)

+

You follow the tunnel for several hundred yards until you come to a junction where a smaller passageway leads off to the right. A stone plaque that once indicated the name of this passage lies smashed in pieces. You are trying to put the pieces back together when suddenly you hear the sound of Brozal riders approaching along the main tunnel. Quickly you move into the shadowy passageway and use your camouflage skills to hide there as you wait for the riders to pass.

+

While you are waiting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 283. +
+
+ +
+ 333 + + +

You are within a dozen yards of the barricade when an arrow hits you in the back and pitches you forward onto your face: lose 3 ENDURANCE points.

+ To continue, turn to 41. +
+
+ +
+ 334 + + +

Despite your forewarnings, and the precautions you have taken, the creature on the platform sees you moving towards the barrels and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shomzaa directs a powerful stream of destructive psychic energy into your mind.

+ If you possess Kai-screen, turn to 32. + If you do not, turn to 342. +
+
+ +
+ 335 + + +

You say the words of the Brotherhood spellLightning Handand level your right arm at the Shomzaa commander. A crackling bolt of blue-white flame leaps from your fingertips and arcs towards the creature with deadly accuracy. The bolt strikes the commander in the head, felling it before it can launch its second blast of frigid energy. Its shattered body falls to the ground and is instantly trampled under the feet of its slavering horde.

+ To continue, turn to 244. +
+
+ +
+ 336 + + +

You drag yourself painfully to your feet and stumble along the cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.

+

The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

+ If you possess Grand Pathsmanship, turn to 223. + If you do not, turn to 166. +
+
+ +
+ 337 + + +

You take an arrow from your quiver and grip it tightly by the flighted end. Then you whisper the words of the Old Kingdom spellFlameshaftand a blue flame ignites at its steel tip. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon, with the burning arrow held before you at arms length.

+

The agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 4 or lower, turn to 289. + If it is 5 or higher, turn to 175. +
+
+ +
+ 338 + + +

As you speed towards the jagged granite reef, you twist your body around and kick out with the soles of your booted feet in a desperate attempt to avoid being impaled upon these deadly rocks.

+

Pick a number from the Random Number Table. If your current ENDURANCE points score is 25 or higher, add 1 to the number you have picked. If your ENDURANCE score is 12 or lower, deduct 2.

+ If your total score is now 3 or lower, turn to 199. + If it is 47, turn to 171. + If it is 8 or higher, turn to 137. +
+
+ +
+ 339 + + +

You speak the words of the Brotherhood spellLightning Handand take aim with your right arm at the lizard-faced creature. A tingle of energy runs down your arm and a flash of blue light explodes from your fingertips. A bolt of electrical power surges from your hand and hits the beast in the torso, hurling it backwards to the ground. As it falls, it strikes its head on a protruding rock and is knocked unconscious.

+

Its followers freeze in their tracks and look to their fallen leader with shocked surprise. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarrys north wall.

+ Turn to 17. +
+
+ +
+ 340 + + +

The creature suddenly stops in mid-stride and turns towards Prince Leomin. As its crushing feet tread a slow, deliberate path towards the princes head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creatures advance.

+ Rock Golem4065 +

This being is immune to all psychic attacks.

+ If you win the combat, turn to 74. +
+
+ +
+ 341 + + +

You speak the words of the Brotherhood spellStrengthand as it begins to take effect, you feel an invigorating surge of power flowing through every muscle of your body. Electrified by this energy, you take hold of the tombs lid and force it aside. There is a loud Crack! as the seal of grime is broken, then a flood of golden light washes over you when you swing the lid aside and tip it over onto the floor.

+

With a growing sense of awe, you take hold of the golden warhammer and raise it aloft. You admire its finely-crafted lines and perfect balance, and you sense that it was forged by magical fires.

+

If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical warhammer as an alternative to your Kai Weapon.

+ To continue, turn to 230. +
+
+ +
+ 342 + + +

Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.

+

Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shomzaa agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

+ Shomzaa Agarashi4030 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 343 + + +

The icy bolt hits the wall of hot air and explodes in a great cloud of steam. Your effective use of Kai elementalism to counter the icy blast shocks the Shomzaa commander. His nerve breaks and he turns and flees, with his minions following closely on his heels. Soon they have disappeared from sight and a deathly silence descends upon the tunnel.

+ If you wish to search the bodies that are lying in this tunnel, turn to 144. + If you choose to explore the tunnel further, turn to 160. +
+
+ +
+ 344 + + +

You press your back against the door and recite the words of the Brotherhood spellStrength. As the spell takes effect, you feel an invigorating surge of power flowing through every sinew of your body. Energized by this magical power, you lean back and press with all your might to keep the portal shut. There is another blow on the door, but it fails to shift you. Then you feel the surface temperature of the portal is changing; it is getting hotter.

+ If you possess Grand Nexus, turn to 227. + If you do not, turn to 173. +
+
+ +
+ 345 + + +

Your killing blow pitches the Shomzaa lancer out of its saddle and sends its lifeless body tumbling into the wheat, trailing a stream of black ichor. As its steed flees through the tall crops, you notice a bulb-like object fall from its saddlebag. You take a closer look and discover that it is an unexploded Phosphor Bomb. (If you wish to keep this item, record it on your Action Chart as a Backpack Item.) Then you hear the sound of the other riders approaching, and quickly you dive into the tall crops and hurry away towards the north to avoid them.

+

After a few minutes, when you can no longer hear the lancers crashing through the wheat, you begin to feel confident that they have lost your trail for good. You have just crossed into an adjoining crop of barley when suddenly a barrier of piercing light erupts in front of you as one, then two more, explosions detonate among the plants. In a desperate attempt to flush you out, the riders are hurling phosphor bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a stiff breeze. You retreat to the wheatfield to avoid the roaring flames but, as you retrace your steps, your sixth sense tells you that you are being forced back into a trap.

+ If you wish to continue retreating into the wheatfield to avoid the approaching fire, turn to 194. + If you wish to try to pass through the wall of fire and reach the safety of the barley fields beyond, turn to 42. +
+
+ +
+ 346 + + +

As you run towards the archway, you shape your mouth in readiness to utter the Old Kingdom power-word: Gloar! The force of your spell-word punches a hole in their ranks, sending those in the middle cartwheeling backwards into the chamber beyond. Before the survivors can rally themselves and seal the gap, you charge through and sprint towards the throne chamber barricade.

+ Turn to 135. +
+
+ +
+ 347 + + +

Before you attempt to reach the exit from this cavern, you draw upon your Magnakai camouflage skills to help reduce the risk of being observed by the surrounding Shomzaa minions.

+

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

+ If your total score is now 6 or lower, turn to 186. + If it is 7 or higher, turn to 62. +
+
+ +
+ 348 + + +

An icy blast from the creatures claw collides with your lightning bolt in mid-air and deflects it from the target. Then it turns and shrieks to a group of Shomzaa agarashi, and immediately they close in on you with their swords drawn. You unsheathe your Kai Weapon and steel yourself to meet their determined advance.

+ Shomzaa Agarashi4032 + If you win this combat in three rounds or less, turn to 65. + If the combat lasts four rounds or longer, turn to 189. +
+
+ +
+ 349 + + +

You use your Magnakai healing skills to staunch the flow of blood as you recoil from the deadly rocks. Then you are caught by the cold water currents of the deeper channel. They swirl you around and wash you up onto a shingle bank.

+ To continue, turn to 290. +
+
+ +
+ 350 + + +

A special escort is provided for you and Lord Rimoah. In the company of Prince Torfan, you are taken by carriage to the Grand Hall where a magnificent reception awaits you. Formally you are presented to King Ryvin and you receive his praise and heartfelt thanks for the victory you have secured for his beleaguered kingdom. You return to him the Andarin Bloodstone, and he awards to you the Cross of Boradonthe highest accolade for courage and gallantry in the Kingdom of Bor. During the informal celebrations that take place shortly afterwards, you are further awarded the freedom of Bor and the honorary rank and title of War-Thanea rare privilege for one not born of Drodarin stock.

+

After a day of rest, you and Lord Rimoah make a triumphant return to Sommerlund aboard Cloud-Dancer. The news of your victory has travelled ahead of you and your arrival at the monastery is greeted by the appreciate cheers of your fellow kinsmen. For your triumph over Shomzaa, and the preservation of the Throne of Andarin, you receive special praise and admiration from Supreme Master Lone Wolf himself.

+

Congratulations, Grand Master. You have met this testing quest and you have triumphed. Your brave and courageous actions in Bor will long be remembered in the legends of the New Order Kai. Yet the fight against Evil has not yet ended. Soon your courage and Kai skills will be put to the test again, in a distant realm of Magnamund. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf adventure entitled:

+

Vampirium

+
+
+
+
+ + + +
+
+