From ae86c1655da47ce59615925389cfd09e97f09032 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Sat, 17 May 2008 17:18:03 +0000 Subject: [PATCH] Some Errata fixed. git-svn-id: https://projectaon.org/data/en/xml@680 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 23mh.xml | 212 ++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 140 insertions(+), 72 deletions(-) diff --git a/23mh.xml b/23mh.xml index f89bce7..6d11f1a 100644 --- a/23mh.xml +++ b/23mh.xml @@ -961,7 +961,7 @@ 7 -

The searing flash of the lightning strike singes the skin on your face and hands (lose 3 ENDURANCE points), and leaves you blinded for a few moments. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the rolling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-racking miles the fissures eventually taper off and then disappear completely. As the Starstrider emerges from the gauntlet of deadly white fire, the crew give a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you keep a grip on the helm for your Kai senses are screaming a warning that the danger is not yet over.

+

The searing flash of the lightning strike singes the skin on your face and hands (lose 3 ENDURANCE points), and leaves you blinded for a few moments. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-wracking miles the fissures eventually taper off and then disappear completely. As the Starstrider emerges from the gauntlet of deadly white fire, the crew give a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you keep a grip on the helm for your Kai senses are screaming a warning that the danger is not yet over.

You are five miles clear of the fissures when the steering becomes dangerously erratic. The Starstrider is losing altitude and her deck is beginning to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright. Acraban appears from below and struggles valiantly across the sloping deck to join you at the helm. The young sorcerer looks gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies.

We have lost one stabilizer and the other is badly damaged, he says, grimly, I have done all I can to repair it but I fear it will fail at any moment. Without stabilizers we cannot stay airborne.

Acraban takes the helm and orders his crew to prepare for a crash landing. Some of the young men tie themselves to the ships mast, while others brace themselves against the rails and put their fate in the hands of the Goddess Ishir. Prince Karvas has found refuge in a rope locker which is bolted to the main deck. He lifts the lid and calls for you to join him. There is sufficient space for two inside.

@@ -976,7 +976,7 @@

The rock grazes your scalp (lose 1 ENDURANCE point) and you almost fall from the saddle, but you manage to keep a tight hold of the reins and pull yourself upright.

The speed an surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harms way. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze now only a blackened hole remains. It provides access to an inner hall and you enter to take shelter from the torrential rain.

-

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at the north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each potion is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

+

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at the north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.
@@ -990,9 +990,9 @@

The terrible sound of the hunters horn ceases abruptly and you hear them galloping towards you. Their leader is a broad-shouldered man with a ginger beard and long wavy hair. His hair fans out from around the edges of a conical helm that is topped by a pair of polished antlers. He brings his horse to a halt before you and Prince Karvas and he regards your mounts with an appraising eye.

I see you ride Cavalian colts, he says, and he points to the eagle brands that mark your horses hindquarters. You nod in acknowledgement but you do not offer any explanation. The man narrows his blue eyes and strokes his beard thoughtfully.

You do not know who I am, do you? You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting.

-

I am Halxthe Inquisitor-Major of Cavalia. Among my many duties is the regulation and taxation of horses, mules and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?

+

I am Halxthe Inquisitor-Major of Cavalia. Among my many duties is the regulation and taxation of horses, mules, and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?

You sense that your continued silence is beginning to irritate the Inquisitor-Major. His followers are also growing impatient.

- If you wish to say that you are special emmissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 166. + If you wish to say that you are special emissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 166. If you wish to say that you are new recruits to the Cavalian Citadel Guard, turn to 123.
@@ -1001,7 +1001,7 @@ 10 -

Karvas grabs your hand and pulls you to your feet. The drooling horror utters a chilling cackle and suddenly gathers speed. It has caught the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai weapon and hurriedly move forward to block its approach to the narrow gulley. You must now fight the creature.

+

Karvas grabs your hand and pulls you to your feet. The drooling horror utters a chilling cackle and suddenly gathers speed. It has caught the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and hurriedly move forward to block its approach to the narrow gulley. You must now fight the creature.

Bavazanur (Winged agarashiwounded)3830

This enemy is immune to Mindblast (but not Kai-surge). You may add 5 to your COMBAT SKILL for the duration of this fight, for Prince Karvas is assisting you battle against this foul creature.

If you win the combat, turn to 129. @@ -1048,7 +1048,7 @@ 14 -

You hold the blacksmith with a piercing stare and quietly recite the words of the Brotherhood spell Mind Charm. As the spell takes hold, you command him mentally to signal to his son that all is well between you. Your magical charm instils a sense of calm well being into the man and he begins to relax and smile. He complies with your command and his son returns to his furnace.

+

You hold the blacksmith with a piercing stare and quietly recite the words of the Brotherhood Spell Mind Charm. As the spell takes hold, you command him mentally to signal to his son that all is well between you. Your magical charm instils a sense of calm well being into the man and he begins to relax and smile. He complies with your command and his son returns to his furnace.

You ask the blacksmith if he knows the whereabouts of Prince Karvas of Siyen. He tells you that the prince does not reside in the city. It is said that he lives somewhere on the remote northern coast of Sheasu. He also tells you that Karvas is not alone. Shortly after he came here, almost a decade ago, he was joined by a young woman. They were married by a sea captain in Mydnight harbour, on board the deck of his trading ship, and ever since their wedding day they have rarely been seen again.

You thank the blacksmith for his help and leave the smithy before the effects of the mind charm wear off. On returning to the quayside you set out to explore the tangle of alleyways that make up the citys eastern quarter in the hope of discovering more about the prince and his wife. Unfortunately, your efforts garner no new information. As the sun begins to settle on the horizon, you abandon your search and hurry back through the darkening passageways towards the market square.

Turn to 308. @@ -1068,7 +1068,7 @@ 16 -

You gag and tie the unconscious guard with his belt and tunic, then you hide him in some long grass at the base of the perimeter wall. Hurrying across the field, you soon reach a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols who are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

+

You gag and tie the unconscious guard with his belt and tunic, then you hide him in some long grass at the base of the perimeter wall. Hurrying across the field, you soon reach a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms, and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a swordbelt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.

You lead the horses across the courtyard and as you approach the stables main doors, you mount one of them and fix the reins of the other to you stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.

The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.

@@ -1207,7 +1207,7 @@ 28 -

You call upon your mastery of Old Kingdom magic and utter the ancient power-word Gloar! at the creatures torso. The concussive power of your word batters against its chest, making it shriek with pain, yet it does not deter it from continuing its hungry advance towards your horses. As it stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its ribcage expands and suddenly there is a sharp, popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

+

You call upon your mastery of Old Kingdom magic and utter the ancient power-word Gloar! at the creatures torso. The concussive power of your word batters against its chest, making it shriek with pain, yet it does not deter it from continuing its hungry advance towards your horses. As it stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its rib cage expands and suddenly there is a sharp, popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

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 4 or less, turn to 96. If it is 5 or more, turn to 269. @@ -1289,7 +1289,7 @@

You take hold of the princes arm and pull him along as you move towards the tavern door. The Cavalians fix you with murderous stares as you leave, but they do not attempt to follow you. Once you are outside, you hurry across to the stables to fetch your horses.

You are about to enter when suddenly you notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who have been lying in wait for you and Karvas to appear.

Cavalian bandits4036 -

You may add 5 to your combat skill for the duration of this combat, for Prince Karvas is helping you to fight there murdering bandits.

+

You may add 5 to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight there murdering bandits.

If you win the combat in three rounds or less, turn to 215. If it takes you four (or more) rounds to win this combat, turn to 103.
@@ -1367,7 +1367,7 @@ 40 -

The tip of your enemys lance glances your shoulder and spins you out of the saddle to crash heavily on the rocky trail (lose 2 ENDURANCE points). The Bakhasians cheer their leader as he brings his horse around, and they urge him to trample you into the ground with his next pass. Hurriedly you retrieve your Kai weapon and steel yourself to face him as he levels his lance and comes thundering down the trail.

+

The tip of your enemys lance glances your shoulder and spins you out of the saddle to crash heavily on the rocky trail (lose 2 ENDURANCE points). The Bakhasians cheer their leader as he brings his horse around, and they urge him to trample you into the ground with his next pass. Hurriedly you retrieve your Kai Weapon and steel yourself to face him as he levels his lance and comes thundering down the trail.

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

If your total score is now 3 or less, turn to 343. If it is 47, turn to 117. @@ -1389,7 +1389,7 @@ 42 -

It is a difficult struggle to keep the Starstrider on a straight and level course for she veers continually towards starboard. To counter this persistent drift you pull the wheel hard to port, yet the effects of her damaged stabilizer are unpredictable, making it almost impossible for you to maintain any sure control of the helm. In desperation, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the rolling clouds. The crew cower with terror, but you keep your nerve and let your Kai skills take full control of the wheel. After several nerve-racking miles the fissures eventually taper off and then disappear completely.

+

It is a difficult struggle to keep the Starstrider on a straight and level course for she veers continually towards starboard. To counter this persistent drift you pull the wheel hard to port, yet the effects of her damaged stabilizer are unpredictable, making it almost impossible for you to maintain any sure control of the helm. In desperation, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you keep your nerve and let your Kai skills take full control of the wheel. After several nerve-wracking miles the fissures eventually taper off and then disappear completely.

As the Starstrider emerges from the gauntlet of deadly white fire, the crew give a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you maintain your grip of the helm for your kai senses are screaming a warning that the danger has not yet passed.

Turn to 302.
@@ -1421,7 +1421,7 @@

Beyond the arch is a narrow brick walkway which borders the river. You hurry along this unlit footpath until you come to a flight of steps that leads to a flagstoned loading area crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this busy concourse undetected.

-

Soon you come to a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the citys east quarter. Grimy two-storeyed houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber-yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a bustling place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

+

Soon you come to a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the citys east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a bustling place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -1444,8 +1444,8 @@ 47 -

The town of Jaroc has little to entice you to stay here any longer. The weather has steadily improved since you left the Dammerdon mountains and so you resolve to try to make up for the time that was lost to the storm.

-

You leave the town and for the next two days you ride in an north-easterly direction, across a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills through a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of SiyenPrince Karvass homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.

+

The town of Jaroc has little to entice you to stay here any longer. The weather has steadily improved since you left the Dammerdon Mountains and so you resolve to try to make up for the time that was lost to the storm.

+

You leave the town and for the next two days you ride in a northeasterly direction, across a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills through a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of SiyenPrince Karvass homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.

It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.

Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.

If you wish to visit the tavern, turn to 266. @@ -1594,7 +1594,7 @@ 60 -

You wheel your horse about and tug your Kai weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 30 metres back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle cryFor Sommerlund and the Kai!as you spur your horse towards your cackling foe.

+

You wheel your horse about and tug your Kai Weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 30 metres back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle cryFor Sommerlund and the Kai!as you spur your horse towards your cackling foe.

Zhakka (warrior-mage)4236

You will only be able to fight one round of combat before the momentum of your charge carries you past your enemy.

If you sustain a higher ENDURANCE loss than your enemy in this single round of combat, turn to 40. @@ -1642,7 +1642,7 @@

The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harms reach. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze now only a blackened hole remains. It provides access to the inner hall and you enter to take shelter from the torrential rain.

-

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each potion is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

+

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.
@@ -1652,7 +1652,7 @@ 65 -

Quietly you recite the words of the Brotherhood spellMind Charmand focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental commands. You ask them to hand their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep it the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

+

Quietly you recite the words of the Brotherhood SpellMind Charmand focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental commands. You ask them to hand their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep it the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having obtained what you require, you mentally command the two fops to forget about their plans to visit Seroa for the crowning ceremony. You order them to return to the tavern and spend the rest of the night sampling its cellar of fine wines.

Turn to 2.
@@ -1843,7 +1843,7 @@

You grab the soldiers spear, barge him aside, and then take off along the avenue at a run with Prince Karvas close on your heels. The solider staggers to his feet and attempts to give chase, but he soon loses you both in the darkness and is forced to give up his pursuit.

-

You hurry through the city, past grimy two-storeyed houses of hardwood that are silent behind their bolts and shutters. The wide thoroughfare leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards who are marching towards the river, and you are forced to take cover in a timber-yard to avoid being seen. You observe the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. All are almond-eyed and they have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the bridge yet, as they do so, another patrol comes tramping along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place even at this late hour. Rather than risk being seen and captured, you decide to remain hidden in the timber yard and attempt to catch a few hours sleep before dawn.

+

You hurry through the city, past grimy two-storey houses of hardwood that are silent behind their bolts and shutters. The wide thoroughfare leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards who are marching towards the river, and you are forced to take cover in a timber yard to avoid being seen. You observe the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. All are almond-eyed and they have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the bridge yet, as they do so, another patrol comes tramping along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place even at this late hour. Rather than risk being seen and captured, you decide to remain hidden in the timber yard and attempt to catch a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -1857,7 +1857,7 @@

The Marshal sends messengers to the high-ranking noblemen of Siyen, all of whom have travelled to Seroa for the crowning. He musters them at the barracks and reads to them the contents of the scroll. They are outraged by what they hear, and they resolve to go immediately to the palace to confront Sadanzo. Escorted by a loyal regiment of Royal Guardsmen, the noblemen burst into the palace and meet with little resistance from Sadanzos drunken knights. The Baron is cornered in a banqueting hall and confronted with the scroll, which he immediately denounces as a forgery. This is no fake, growls Marshal Phedros, I know your lowly seal when I see it.

Sadanzo draws his sword with his left hand and, with his right, he pulls a glowing green gem from the pocket of his ermine robes. Your sixth sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen. The gem flares in his hand and the noblemen, including Prince Karvas, cease all movement. They have become rigid, like a group of stone statues.

Your sixth sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem. You also sense that if you are to break the Barons mental hold over Karvas and the others, you must destroy the gem that is clenched in his bony fist.

-

You unsheathe your Kai weapon and advance upon Sadanzo. He laughs at your approach and raises his sword in readiness for a fight to the death.

+

You unsheathe your Kai Weapon and advance upon Sadanzo. He laughs at your approach and raises his sword in readiness for a fight to the death.

Baron Sadanzo (with Gem of Naar)5436

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

If you win the combat, turn to 50. @@ -1903,7 +1903,7 @@ 87 -

You speak the words of the Brotherhood spellLightning Handand release a bolt of energy at the palisade gate. It rips through its timbers and leaves a jagged hole smouldering in its wake. Your display of Brotherhood magic clearly terrifies the guards for they drop their spears and scatter. Without looking back, you two gallop out of Jaroc and escape across the open plain that lies beyond.

+

You speak the words of the Brotherhood SpellLightning Handand release a bolt of energy at the palisade gate. It rips through its timbers and leaves a jagged hole smouldering in its wake. Your display of Brotherhood magic clearly terrifies the guards for they drop their spears and scatter. Without looking back, you two gallop out of Jaroc and escape across the open plain that lies beyond.

Turn to 303.
@@ -1951,7 +1951,7 @@

Your Kai sixth sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.

Calling upon your mastery of Brotherhood magic, you utter the words of the spellCounterspelland direct its energies against the door. You sense that your spell is working, but you are surprised when you detect that it has cancelled only one layer of magic. There remains in place a second layer of sorcery which contains powerful explosive energies. Your senses warn you that to touch the lever with your bare hands could prove fatal.

If you wish to attempt to discharge the spell by throwing something at the door, turn to 330. - If you wish to try to open the door by striking the lever down with the tip of your Kai weapon, turn to 146. + If you wish to try to open the door by striking the lever down with the tip of your Kai Weapon, turn to 146.
@@ -1959,7 +1959,7 @@ 92 -

Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.

+

Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.
@@ -1970,9 +1970,9 @@

Prince Karvas does not relish the prospect of having to face these riders, yet he goes along with your decision and patiently you sit and wait as they draw closer. Their leader is a broad-shouldered man with a ginger beard and long wavy hair. His hair fans out from around the edges of a conical helm that is topped by a pair of polished antlers. He brings his horse to a halt before you and regards your mounts with an appraising eye.

I see you ride Cavalian colts, he says, and he points to the eagle brands that mark your horses hindquarters. You nod in acknowledgement but you do not offer any explanation. The man narrows his blue eyes and strokes his beard thoughtfully. You do not know who I am, do you?

-

You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting. I am Halxthe Inquisitor-Major of Cavalia. Among my many duties is the regulation and taxation of horses, mules and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?

+

You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting. I am Halxthe Inquisitor-Major of Cavalia. Among my many duties is the regulation and taxation of horses, mules, and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?

You sense that your continued silence is beginning to irritate the Inquisitor-Major. His followers are also growing impatient.

- If you wish to say that you are special emmissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 116. + If you wish to say that you are special emissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 116. If you wish to say that you are new recruits to the Cavalian Citadel Guard, turn to 123. If you decide not to say anything at all, turn to 44.
@@ -2013,7 +2013,7 @@ 97 -

You speak the words of the Brotherhood spellLightning Handand point your right arm towards the gem that Sadanzo is holding. You feel a tingling sensation run the length of your outstretched arm, and then a crackling burst of energy leaps from your index finger to connect with the evil gem. Sadanzo screams with fear as this gem crumbles and disintegrates to dust.

+

You speak the words of the Brotherhood SpellLightning Handand point your right arm towards the gem that Sadanzo is holding. You feel a tingling sensation run the length of your outstretched arm, and then a crackling burst of energy leaps from your index finger to connect with the evil gem. Sadanzo screams with fear as this gem crumbles and disintegrates to dust.

Turn to 250.
@@ -2069,7 +2069,7 @@ 102 -

You draw an arrow to your bow and send it speeding towards the creatures torso. The shaft buries itself in its ribcage and the beast shrieks with pain, yet it does not deter it from continuing its hungry advance towards your horses. As it stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its ribcage expands and suddenly there is a sharp, popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

+

You draw an arrow to your bow and send it speeding towards the creatures torso. The shaft buries itself in its rib cage and the beast shrieks with pain, yet it does not deter it from continuing its hungry advance towards your horses. As it stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its rib cage expands and suddenly there is a sharp, popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

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 4 or less, turn to 96. If it is 5 or more, turn to 269. @@ -2165,7 +2165,7 @@ 110 -

You utter the words of the Brotherhood spellNetand point the index finger of your right hand towards Karvas. You feel your arm tingle and a gush of sticky strands shoot from your fingertip to engulf the helpless prince. You counter the spell to stop the flow, and then you take hold of the net with both hands and pull Karvas out of this cavity. As you are cutting him free from the gluey fibres, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.

+

You utter the words of the Brotherhood SpellNetand point the index finger of your right hand towards Karvas. You feel your arm tingle and a gush of sticky strands shoot from your fingertip to engulf the helpless prince. You counter the spell to stop the flow, and then you take hold of the net with both hands and pull Karvas out of this cavity. As you are cutting him free from the gluey fibres, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.

Once free of the net, Karvas thanks you earnestly for your timely help. Had you not acted when you did he feels sure that he would have slipped and fallen into the raging river.

Turn to 200.
@@ -2227,7 +2227,7 @@

You grab the soldiers spear and pull him off balance. As he stumbles, Karvas moves forward and lands a powerful punch to the side of his head which sends the man tumbling into the river. He surfaces and attempts to shout out to attract his comrades on the parapet, but the strong current whisks him away before his bubbling cries can be heard.

-

Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the citys east quarter. Grimy two-storeyed houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

+

Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the citys east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -2238,7 +2238,7 @@

The Inquisitor-Major regards you with a sneering look that conveys his disbelief of your explanation.

-

Special emmissaries, eh? he spits. Pah! Deserters or horse-thieves more like! What proof do you carry to show that you speak the truth?

+

Special emissaries, eh? he spits. Pah! Deserters or horse-thieves more like! What proof do you carry to show that you speak the truth?

If you possess Sadanzos Seal, turn to 264. If you do not possess this Special Item, turn to 73.
@@ -2249,7 +2249,7 @@

You dive to avoid your enemys lance, but your reflexes have been dulled by the shock of your fall and you react too slowly to avoid being struck by this expert horsemen. The razor-sharp tip of his lance gouges a deep furrow across your thigh.

-

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

+

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

As the Bakhasian leader thunders past, you stagger to your feet and use your Kai skills to command your horse to come to you. He obeys, and you are able to mount up and ride back towards Karvas before your adversary can make his third pass. In the distance you can see that the tree is now burning less fiercely. On approaching the prince, you call for him to follow as you race along the trail towards this flaming pine. Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. The Bakhasians choose not to follow. They break off their pursuit and allow you to make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.
@@ -2320,7 +2320,7 @@

You tell Karvas what you have detected and he suggests that you use the rope he found in the dungeon cell below. Taking one end, you tie a slip knot and make it into a lasso. Then you cast the loop of rope at the lever in the hope of catching it and pulling it down. Your aim is true. Yet, upon the instant that the rope touches the lever there is a tremendous flash of yellow light, and a searing wave of energy hits you in the chest and knocks you backwards down the stairs.

-

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

+

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

To continue, turn to 69.
@@ -2399,7 +2399,7 @@

You rush down the stairs and out through the tavern door. The courtyard appears to be deserted, but as you approach the stables, you suddenly notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who are lying in wait for you and Karvas to appear.

Cavalian bandits4036 -

You may add 5 to your combat skill for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.

+

You may add 5 to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.

If you win the combat in five rounds or less, turn to 215. If it takes six (or more) rounds to win this combat, turn to 103.
@@ -2442,7 +2442,7 @@ 132 -

As the soldier approaches you suddenly realize that he is only aware of Prince Karvas. He has not seen you; the darkness, and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shadows and unsheathe your Kai weapon. Karvas stands immobile on the footpath and stares fixedly at the approaching guard so as not to betray your presence. Nervously the soldier reproaches the prince and levels his spear at his chest. He commands Karvas to state the name of his commanding officer, and when he fails to reply, your Kai sixth sense suddenly warns you that this guard is about to raise the alarm.

+

As the soldier approaches you suddenly realize that he is only aware of Prince Karvas. He has not seen you; the darkness, and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shadows and unsheathe your Kai Weapon. Karvas stands immobile on the footpath and stares fixedly at the approaching guard so as not to betray your presence. Nervously the soldier reproaches the prince and levels his spear at his chest. He commands Karvas to state the name of his commanding officer, and when he fails to reply, your Kai sixth sense suddenly warns you that this guard is about to raise the alarm.

With the speed and grace of a pouncing panther, you leap from the shadows and strike the guard on the side of the head with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious on the path. Quickly you and Karvas drag his body away and hide it beneath the steps. Before you go, you make a quick search of the soldiers pockets and backpack and discover the following items:

  • 44 Ren (equivalent to 3 Gold Crowns)
  • @@ -2452,7 +2452,7 @@

You also discover an iron key that bears an inscription on its shank. Your Magnakai pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.

If you wish to keep this Tehda Key, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic. You need not discard another item in its favour if you are already carrying the maximum number of Special Items permissible.)

-

Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the citys east quarter. Grimy two-storeyed houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

+

Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the citys east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -2472,7 +2472,7 @@ 134 -

Your warning brings Acraban to an immediate halt at the edge of the concealed pit. Cautiously you approach this second trap and, using your Kai weapon, you lift away some of the covering branches. Beneath you discover a deep hole lined with sharpened stakes. Acraban breathes a sigh of relief. Had he taken one more step he could well have ended his days impaled upon those deadly wooden spikes.

+

Your warning brings Acraban to an immediate halt at the edge of the concealed pit. Cautiously you approach this second trap and, using your Kai Weapon, you lift away some of the covering branches. Beneath you discover a deep hole lined with sharpened stakes. Acraban breathes a sigh of relief. Had he taken one more step he could well have ended his days impaled upon those deadly wooden spikes.

Carefully you both move away from the pit and skirt around it before continuing along the track towards the clearing.

Turn to 282.
@@ -2569,7 +2569,7 @@

You are both still seated in the saddle at the end of your first pass. Quickly you bring your horse around to face your enemy and you steel yourself as you spur him forward once more. On the second pass you are wounded in your left calf (lose 3 ENDURANCE points), but your enemy is unhorsed. Your blow sends him crashing into the trees that border the trail. With the angry cries of his men echoing in your ears, you gallop back towards Karvas. In the distance you can see that the tree is burning less fiercely now and, as you approach the prince, you call for him to follow as you race towards the flaming pine.

-

Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.

+

Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.
@@ -2610,7 +2610,7 @@

The rock knocks you unconscious and you fall from your saddle to crash head-first into the ground. Moments later, your horse and your limp body are washed away by millions of gallons of roaring water that flood down from surrounding slopes.

-

Tragically, your life and your mission end here in the Dammerdon mountains.

+

Tragically, your life and your mission end here in the Dammerdon Mountains.

@@ -2749,7 +2749,7 @@

As you rush through the doorway you are brought skidding to a halt when you are confronted by seven armoured knights. Your stomach churns when you see that they wear the eagles head emblem of Sadanzo upon their surcoats. Their presence here makes you realize that they have been following your trail ever since your daring escape from Cavalia. The delay that you experienced at Varedo bought them the few hours they needed in order to get ahead of you and set up their deadly ambush.

Farewell Prince Karvas! growls a knight, his gutteral voice partially muffled by the iron strips that criss-cross the visor of his iron helm. He raises his gleaming axe and all seven warriors rush forward and attack you simultaneously.

Sadanzos knights4538 -

You cannot evade this combat, but you may add 5 to your combat skill for the duration of this fight Prince Karvas is fighting at your side. If you possess the Kai Weapon Kaistar you may add the appropriate combat skill bonus for fighting at night.

+

You cannot evade this combat, but you may add 5 to your COMBAT SKILL for the duration of this fight Prince Karvas is fighting at your side. If you possess the Kai Weapon Kaistar you may add the appropriate COMBAT SKILL bonus for fighting at night.

If you win the combat, turn to 108.
@@ -2758,7 +2758,7 @@ 160 -

You run past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the citys west quarter. Grimy two-storeyed houses of carved hardwood pass by on either side, silent behind their bolts and shutters.

+

You run past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the citys west quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters.

The avenue leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340. @@ -2988,7 +2988,7 @@

Beyond the draperies you find a circular chamber with a polished wooden floor. The dark oak surface is inlaid with lighter woods which form intricate pentagrams and other mystical patterns. The walls are lined with shelves which store a vast number of books, scrolls and parchments. Your Kai senses warn you that these are works of great evil; it is a library of sorcerous manuals and tomes of worship dedicated to Naar. Prince Karvas is repulsed by the sight of this evil repository. It confirms the suspicion he has held for many years, that Baron Sadanzo is a secret disciple of the Dark God.

You scan the walls and your Kai senses reel in the face of the evil that festers here. Your instincts tell you to destroy these vile works, to put them to the torch, yet to do so could jeopardise your chances of making a successful escape from the citadel. Rather than take that risk you decide to leave this evil library at once, but as you are retreating towards the archway you notice a square plate of steel sandwiched among the books on a middle shelf. A closer look reveals it to be the door of a wall safe. There is a dial at its centre, similar to the cylinder lock which secured the door to your prison cell. Your sixth sense reveals that only two digits are required to open this safe.

-

The first number in the sequence is equal to the number of bonus points added to combat skill when the Kai Weapon Alema is used against undead enemies. The second is equivalent to half of the Starstriders full compliment of crewmen (not including Acraban).

+

The first number in the sequence is equal to the number of bonus points added to COMBAT SKILL when the Kai Weapon Alema is used against undead enemies. The second is equivalent to half of the Starstriders full compliment of crewmen (not including Acraban).

When you think you know the two-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.

If you are unable to determine the correct solution, turn instead to 258.
@@ -3065,7 +3065,7 @@ 185 -

You draw your Kai weapon and touch the surface of the emblem with its gleaming blade. Instantly the concealed panel slides away to reveal a recess which contains a dagger crudely carved from a strange, scarlet-veined stone. Its rough-hewn blade is stained with dried blood and your stomach chums when your sixth sense detects that it has been used for human sacrifices.

+

You draw your Kai Weapon and touch the surface of the emblem with its gleaming blade. Instantly the concealed panel slides away to reveal a recess which contains a dagger crudely carved from a strange, scarlet-veined stone. Its rough-hewn blade is stained with dried blood and your stomach chums when your sixth sense detects that it has been used for human sacrifices.

(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item which you carry in your backpack.)

To continue, turn to 329.
@@ -3099,7 +3099,7 @@ 188 -

You take a scroll, one of many that are crammed between the books that line the surrounding shelves, and you place it in the empty safe. Then you recite the words of the Brotherhood spellLightning Handand point your right index finger at the scroll. An arc of crackling fire jumps from your hand and ignites the yellowed parchment, causing it to burn fiercely. You wait for a few moments until all that remains of the scroll is a layer of flaky ash, and then you slam shut the door and spin its dial. Now, should Sadanzo open his safe, he will find that his contract with the Assassins Guild has mysteriously combusted.

+

You take a scroll, one of many that are crammed between the books that line the surrounding shelves, and you place it in the empty safe. Then you recite the words of the Brotherhood SpellLightning Handand point your right index finger at the scroll. An arc of crackling fire jumps from your hand and ignites the yellowed parchment, causing it to burn fiercely. You wait for a few moments until all that remains of the scroll is a layer of flaky ash, and then you slam shut the door and spin its dial. Now, should Sadanzo open his safe, he will find that his contract with the Assassins Guild has mysteriously combusted.

Your work done, you turn away from the safe and motion Karvas to follow as you hurry to leave this evil library. But, as you are approaching the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you both stop dead in your tracks.

Turn to 86.
@@ -3120,7 +3120,7 @@ 190 -

The courtyard is bounded on three sides by paddocks, tack rooms and an equestrian training park. There are only two guards on duty here inside the compound, the others having been called upon to assist the patrols who are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

+

The courtyard is bounded on three sides by paddocks, tack rooms, and an equestrian training park. There are only two guards on duty here inside the compound, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a swordbelt from the belly of a steeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.

You lead the horses across the courtyard and as you approach the stables main doors, you mount one of them and fix the reins of the other to your stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.

The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap for its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.

@@ -3133,7 +3133,7 @@ 191 -

You speak the words of the Brotherhood spellNetand level your right hand at the onrushing lancer. Waves of energy ripple down your arm and then a mass of sticky fibres gushes from your open palm. The lancers eyes are wide with terror as the sticky strands engulf his head and shoulders. With a muffled scream, he drops his lance and tumbles backwards out of the saddle to crash down heavily upon the cobblestoned passageway.

+

You speak the words of the Brotherhood SpellNetand level your right hand at the onrushing lancer. Waves of energy ripple down your arm and then a mass of sticky fibres gushes from your open palm. The lancers eyes are wide with terror as the sticky strands engulf his head and shoulders. With a muffled scream, he drops his lance and tumbles backwards out of the saddle to crash down heavily upon the cobblestoned passageway.

Turn to 207.
@@ -3142,7 +3142,7 @@ 192 -

You fix the trader with a piercing stare and quietly breathe the words of the Brotherhood spell Mind Charm. As the spell takes hold, you command him mentally to signal to his men that all is well between you. Your magical charm instils a sense of calm well being into the man and he begins to relax and smile. He complies with your command and the two Mythenians turn away. When you are sure that they are out of earshot, you ask the trader if he knows the whereabouts of Prince Karvas of Siyen. He tells you that the prince does not reside in the city. There is a rumour that he lives somewhere on the remote northern coast of Sheasu. He also tells you that Karvas is not alone. Shortly after he came here, almost a decade ago, he was joined by a young woman. They were married by a sea captain in Mydnight harbour, on board the deck of his trading ship, and ever since their wedding day they have rarely been seen again.

+

You fix the trader with a piercing stare and quietly breathe the words of the Brotherhood Spell Mind Charm. As the spell takes hold, you command him mentally to signal to his men that all is well between you. Your magical charm instils a sense of calm well being into the man and he begins to relax and smile. He complies with your command and the two Mythenians turn away. When you are sure that they are out of earshot, you ask the trader if he knows the whereabouts of Prince Karvas of Siyen. He tells you that the prince does not reside in the city. There is a rumour that he lives somewhere on the remote northern coast of Sheasu. He also tells you that Karvas is not alone. Shortly after he came here, almost a decade ago, he was joined by a young woman. They were married by a sea captain in Mydnight harbour, on board the deck of his trading ship, and ever since their wedding day they have rarely been seen again.

You thank the trader for his help and leave the warehouse before the effects of the mind charm wear off. On returning to the quayside you set out to explore the tangle of alleyways that make up the citys eastern quarter in the hope of discovering more about the prince and his wife. Unfortunately, your efforts garner no new information. As the sun begins to settle on the horizon, you abandon yon search and hurry back through the darkening passageways towards the market square.

Turn to 308.
@@ -3176,7 +3176,7 @@

The rock gashes your neck (lose 3 ENDURANCE points) and you nearly fall from the saddle, but you manage to keep hold of the reins and pull yourself upright.

The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harms way. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze now only a blackened hole remains. It provides access to an inner hall and you enter to take shelter from the torrential rain.

-

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each potion is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

+

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

You are examining the shrine more closely suddenly you hear Karvas scream out in alarm.

Turn to 177.
@@ -3340,7 +3340,7 @@ 210 -

You utter the words of the Brotherhood spellLightning Handand level your right arm towards the creatures torso. An arc of electrical power leaps from your hand and stabs the beasts chest, making it shriek with pain, yet it does not deter it from continuing its hungry advance towards your horses. As is stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its ribcage expands and suddenly there is a sharp, popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

+

You utter the words of the Brotherhood SpellLightning Handand level your right arm towards the creatures torso. An arc of electrical power leaps from your hand and stabs the beasts chest, making it shriek with pain, yet it does not deter it from continuing its hungry advance towards your horses. As is stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its rib cage expands and suddenly there is a sharp, popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

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 4 or less, turn to 96. If it is 5 of more, turn to 269. @@ -3396,7 +3396,7 @@ 214 -

Your advanced tracking skills alert you to the presence of a concealed pit which bisects the trail ahead. It has been covered with pine branches and camouflaged with a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. Cautiously you approach this trap and, using your Kai weapon, you lift away some of the branches. Beneath you discover a deep pit lined with sharpened stakes.

+

Your advanced tracking skills alert you to the presence of a concealed pit which bisects the trail ahead. It has been covered with pine branches and camouflaged with a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. Cautiously you approach this trap and, using your Kai Weapon, you lift away some of the branches. Beneath you discover a deep pit lined with sharpened stakes.

Carefully you and Acraban skirt around the edge of this trap and then continue along the track towards the clearing.

Turn to 282.
@@ -3428,7 +3428,7 @@ 217 -

You speak the words of the Brotherhood spellCounterspelland direct its power at the whirling swords. The blades are slowed by the effects of your spell, but the magic that animates them is far stronger than your own. You have slowed them but this will not prevent them from attacking again.

+

You speak the words of the Brotherhood SpellCounterspelland direct its power at the whirling swords. The blades are slowed by the effects of your spell, but the magic that animates them is far stronger than your own. You have slowed them but this will not prevent them from attacking again.

Once more the deadly blades draw sparks from the stone ceiling, and then they come whirling down towards your head.

Sadanzos sorcerous blades4020

These blades are immune to all forms of psychic attack. If you possess the Kai Weapon Valiance, you may add the additional COMBAT SKILL bonus (vs. magicians) to your score when calculating your Combat Ratio.

@@ -3551,7 +3551,7 @@ 228 -

You speak the words of the Brotherhood spellLevitationand feel your feet leaving the dusty street as you ascend effortlessly towards the second-storey window. When you draw level with the window you counter the spell and step through its tall frame onto a stone stairway beyond. This circular staircase leads to the top of the tower which commands a magnificent view of the city. Aided by your night vision, you are able to locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs and return to the window. Once more you use your Brotherhood magic, this time to slow your descent as you step through to the street below.

+

You speak the words of the Brotherhood SpellLevitationand feel your feet leaving the dusty street as you ascend effortlessly towards the second-storey window. When you draw level with the window you counter the spell and step through its tall frame onto a stone stairway beyond. This circular staircase leads to the top of the tower which commands a magnificent view of the city. Aided by your night vision, you are able to locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs and return to the window. Once more you use your Brotherhood magic, this time to slow your descent as you step through to the street below.

Prince Karvas is delighted to hear that there are stables in the city, and he insists that you set off for them at once. He is leading the way out of the warehouse ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.

Turn to 100.
@@ -3613,7 +3613,7 @@ 234 -

Hastily you recite the words of the Brotherhood spellInvisible Shieldand sweep your hand in a circle behind your head. The spell materializes barely moments before a speeding crossbow bolt hits it and is deflected away from your neck. Its buckled point trails a line of sparks as it gouges a furrow in the flagstones.

+

Hastily you recite the words of the Brotherhood SpellInvisible Shieldand sweep your hand in a circle behind your head. The spell materializes barely moments before a speeding crossbow bolt hits it and is deflected away from your neck. Its buckled point trails a line of sparks as it gouges a furrow in the flagstones.

Turn to 174.
@@ -3667,7 +3667,7 @@

The barrel of oil explodes with a bright yellow flash and the searing blast knocks you flat onto your back.

-

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

+

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

Wincing from the stinging pain of your burns, you pull yourself into a sitting position in time to see a billowing mushroom of oily flame rising up into the darkening sky above. Instinctively you draw upon your Magnakai skill of Nexus to extinguish the fire at the base of the mast and, as these tongues of flame wither and die, Prince Karvas rushes forward to smother the smoking remains with his journeymans cloak.

Turn to 121.
@@ -3705,7 +3705,7 @@ 242 -

You recite the words of the Brotherhood spell Lightning Hand and extend your right arm towards the nearest shrine-bearer. A crackling arc of magical energy leaps from your fingers and strikes the man in the chest, knocking him to the ground. As he releases his grip of the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, breaks in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.

+

You recite the words of the Brotherhood Spell Lightning Hand and extend your right arm towards the nearest shrine-bearer. A crackling arc of magical energy leaps from your fingers and strikes the man in the chest, knocking him to the ground. As he releases his grip of the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, breaks in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.

Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the death of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.

Turn to 180.
@@ -3777,7 +3777,7 @@ 248 -

You hurry past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the citys west quarter. Grimy two-storeyed houses of carved hardwood pass by on either side, silent behind their bolts and shutters.

+

You hurry past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the citys west quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters.

The avenue leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You study the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the bridge but as they do so another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340. @@ -3810,7 +3810,7 @@ 251 -

You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Kai pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.

+

You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Kai pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.

You reach a plateau strewn with boulders where a smaller track branches away from the main trail. It leads to a large stone hut that stands perched upon a spur of granite. Further along the trail you can see a ledge of rock that overhangs a narrow gully.

If you wish to seek shelter in the stone hut, turn to 84. If you choose to shelter beneath the rocky ledge, turn to 53. @@ -3844,7 +3844,7 @@

With a sneer on his face, the man snatches his hand away. He then raises his empty pipe and waves it in the air above his head. He is signalling to someone behind you, and when you turn to look, you see eight grim-faced mercenary knights emerging from hiding places at the entrance to the bridge. They unsheathe their weapons as they swagger towards the middle of the bridge.

-

Weve got ourselves a pair of troublemakers, shouts the man with the pipe to his confederates as they draw closer. They say they wont pay us the toll. You sense that these robber knights cannot be reasoned with. All they are interested in is taking your money and your horses. Karvas draws his sword and you unsheathe your Kai weapon in readiness to do battle as these ruthless robbers quicken their pace.

+

Weve got ourselves a pair of troublemakers, shouts the man with the pipe to his confederates as they draw closer. They say they wont pay us the toll. You sense that these robber knights cannot be reasoned with. All they are interested in is taking your money and your horses. Karvas draws his sword and you unsheathe your Kai Weapon in readiness to do battle as these ruthless robbers quicken their pace.

Robber Knights of Voshno4750

You cannot evade this combat. However, you may add 5 to your COMBAT SKILL for the duration of this combat for support given by Prince Karvas, who is fighting by your side.

If you win the fight, turn to 77. @@ -3929,7 +3929,7 @@ 262 -

Mentally you recite the words of the Brotherhood spellMind Charmand attempt to use its power to command the Knight Bachelor to let you go on your way. As the waves of your psychic energy reach his mind, you are shocked to see that a green gemstone ring on the index finger of his right hand is beginning to radiate bright pulses of light. Your sixth sense warns you that this ring has the power to protect its wearer from the effects of charms and illusions. It also alerts him to the fact that you are attempting to use such magic on him.

+

Mentally you recite the words of the Brotherhood SpellMind Charmand attempt to use its power to command the Knight Bachelor to let you go on your way. As the waves of your psychic energy reach his mind, you are shocked to see that a green gemstone ring on the index finger of his right hand is beginning to radiate bright pulses of light. Your sixth sense warns you that this ring has the power to protect its wearer from the effects of charms and illusions. It also alerts him to the fact that you are attempting to use such magic on him.

The Knight Bachelor looks at the pulsating ring and then he glares at you. With a cry of rage he unsheathes his sword and attempts to strike out for your head, but you pull away and the point of the blade flashes past to gash your shoulder: lose 2 ENDURANCE points.

You sorcerous spy! he exclaims. You glance at Karvas and shout for him to follow your lead. The Prince nods in acknowledgement and you dig your heels into your horses flank, causing him to rear up and scrabble at the air with his forelegs. The Knight Bachelor pulls back on his reins and turns his steed aside to avoid being struck by the flailing hooves. At this moment, you press yourself flat against your horses neck and urge him forwards. The knights men bring their mounts together to block your escape, but your horse is quick to the gallop. He surges forwards and forces himself between two troopers, barging them from the saddle as he pushes through their stationary ranks. As you break from the circle, you hear Karvas cry out and the sound sends a shiver racing down your spine. When you glance back you see that he has been unsaddled and he is now lying on the ground, helpless before the stamping steel-shod hooves of the Knight Bachelors warhorse.

Surrender yourself, you trickster! commands the arrogant Cavalian knight, or your journeyman companion dies!

@@ -3942,7 +3942,7 @@ 263 -

You dive to avoid your enemys lance, timing your move to perfection. As you roll over and spring back to your feet, so you lash out with your Kai weapon and its tip cuts clean through the belly-strap of his saddle. Moments later, he tumbles from his horse and crashes heavily among the trees that border the trail.

+

You dive to avoid your enemys lance, timing your move to perfection. As you roll over and spring back to your feet, so you lash out with your Kai Weapon and its tip cuts clean through the belly-strap of his saddle. Moments later, he tumbles from his horse and crashes heavily among the trees that border the trail.

His followers curse you bitterly when their leader fails to stand. They fear he is either unconscious or has broken his neck in the fall. Using your Kai skills, you command your horse to come to you and he obeys at once. Before the Bakhasians can enact their revenge, you are able to mount up and ride back towards Karvas. In the distance you can see that the tree is now burning less fiercely. On approaching the prince, you call for him to follow as you race along the trail towards the flaming pine. Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. The Bakhasians choose not to follow you. They break off their pursuit and allow you to make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.
@@ -4357,7 +4357,7 @@ 301 -

The drooling horror suddenly gathers speed when it catches the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai weapon and move forward to block its approach to the narrow gulley. You must now fight the creature.

+

The drooling horror suddenly gathers speed when it catches the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and move forward to block its approach to the narrow gulley. You must now fight the creature.

Bavazanur (Winged agarashi)3835

This enemy is immune to Mindblast (but not Kai-surge). You may add 5 to your COMBAT SKILL for the duration of this fight, for Prince Karvas is supporting your battle with this foul creature.

If you win the combat, turn to 129. @@ -4380,7 +4380,7 @@ 303 -

Over the next two days you ride away from Jaroc in a north-easterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 kilometres and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of SiyenPrince Karvass homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.

+

Over the next two days you ride away from Jaroc in a northeasterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 kilometres and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of SiyenPrince Karvass homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.

It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.

Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.

If you wish to visit the tavern, turn to 266. @@ -4393,7 +4393,7 @@

Beyond the arch is a narrow brick walkway which borders the river. You hurry along this unlit footpath until you come to a flight of steps that lead to a flagstoned loading area crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected.

-

Soon you come to a stone bridge that traverses the River Tehda. You hurry across and enter a wide avenue which leads to the citys east quarter. Grimy two-storeyed houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

+

Soon you come to a stone bridge that traverses the River Tehda. You hurry across and enter a wide avenue which leads to the citys east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -4450,7 +4450,7 @@ 309 -

Quietly you recite the words of the Brotherhood spellMind Charmand focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental command. You ask them to give their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep in the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

+

Quietly you recite the words of the Brotherhood SpellMind Charmand focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental command. You ask them to give their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep in the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having obtained what you require, you mentally command the two fops to forget that they have ever set eyes on you and Karvas. As they resume their conversation, you and the prince slip away through the crowd.

Turn to 2.
@@ -4461,7 +4461,7 @@

On reaching the fortress ruins, you dismount and lead your horses through its rubble-strewn main gate. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze now only a blackened hole remains. It provides access to the inner hall and hurriedly you enter to escape from the torrential rain.

-

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you find that there is enough here for 3 potions. (Each potion is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat)

+

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you find that there is enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.
@@ -4504,7 +4504,7 @@

You draw upon your psychic Kai Disciplines to block the insidious effect that Sadanzos gem is having upon the minds of the Siyenese noblemen. Your attempt to disrupt its power requires a great effort that drains you of mental and physical strength.

-

Pick a number from the Random Number Table. If the number you have chosen is odd (ie, 1, 3, 5, 7, 9), the effort costs you 4 ENDURANCE points. If the number is even (ie, 0, 2, 4, 6, 8), you are drained of 7 ENDURANCE points. If you possess Kai-screen, you may reduce your ENDURANCE point loss by 2.

+

Pick a number from the Random Number Table. If the number you have chosen is odd (i.e., 1, 3, 5, 7, 9), the effort costs you 4 ENDURANCE points. If the number is even (i.e., 0, 2, 4, 6, 8), you are drained of 7 ENDURANCE points. If you possess Kai-screen, you may reduce your ENDURANCE point loss by 2.

By creating a psychic block, you divert the energy of the gem and turn it back on itself with a dramatic consequence. Sadanzo screams with shock as the gem in his hand suddenly crumbles and disintegrates to dust.

Turn to 250.
@@ -4525,7 +4525,7 @@ 316 -

You hide the guards body among some long grasses at the base of the perimeter wall and then hurry across the field to a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols who are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

+

You hide the guards body among some long grasses at the base of the perimeter wall and then hurry across the field to a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms, and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a swordbelt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.

You lead the horses across the courtyard and as you approach the stables main doors, you mount one of them and fix the reins of the other to your stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.

The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who his waiting patiently for your signal. The prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.

@@ -4635,7 +4635,7 @@ 325 -

As the soldier approaches you realize that he is only aware of Prince Karvas. You have not been seen; the darkness, and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shallow archway of an adjacent house and unsheathe your Kai weapon. Karvas stands in the avenue, his eyes fixed on the approaching guard so as not to betray your presence. Nervously the soldier approaches the prince with his spear levelled at his chest. He commands Karvas to state the name of his regiment, and when he refuses to reply, your sixth sense suddenly warns you that the guard is about to raise the alarm.

+

As the soldier approaches you realize that he is only aware of Prince Karvas. You have not been seen; the darkness, and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shallow archway of an adjacent house and unsheathe your Kai Weapon. Karvas stands in the avenue, his eyes fixed on the approaching guard so as not to betray your presence. Nervously the soldier approaches the prince with his spear levelled at his chest. He commands Karvas to state the name of his regiment, and when he refuses to reply, your sixth sense suddenly warns you that the guard is about to raise the alarm.

Like an attacking panther, you leap from the shadowy arch and strike the guard at the base of the neck with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious to the ground. Quickly you and Karvas drag his body away from the avenue and hide it in an alleyway. Before you leave, you make a quick search of the soldiers pockets and backpack and discover the following items:

  • 30 Ren (equivalent to 3 Gold Crowns)
  • @@ -4647,7 +4647,7 @@
  • Ivory Comb

If you wish to keep any of these items, adjust your Action Chart accordingly.

-

You hurry away from the alley and continue along the avenue, past grimy two-storeyed houses of carved hardwood that are silent behind their bolts and shutters. It leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You observe the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. All are almond-eyed and they have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place even at this late hour. Rather than risk being seen and captured, you decide to remain hidden in the timber yard and attempt to get a few hours sleep before dawn.

+

You hurry away from the alley and continue along the avenue, past grimy two-storey houses of carved hardwood that are silent behind their bolts and shutters. It leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards who are marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You observe the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. All are almond-eyed and they have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet arm band. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place even at this late hour. Rather than risk being seen and captured, you decide to remain hidden in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -4689,7 +4689,7 @@ 329 -

You climb out of the chamber and slam the trapdoor shut. Then, using your Kai weapon, you cleave the iron ring from the stone so that the trapdoor cannot easily be opened. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. You spend your watch listening to the rain beating on the slate roof and the desolate sound of the wind whistling through the mountains. When Karvas takes over, you pull your warm cloak close around your shoulders and settle down on the floor to sleep. Karvas wakes you shortly after daybreak. You have slept for only three hours yet you open your eyes feeling refreshed and alert (you may restore 3 ENDURANCE points).

+

You climb out of the chamber and slam the trapdoor shut. Then, using your Kai Weapon, you cleave the iron ring from the stone so that the trapdoor cannot easily be opened. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. You spend your watch listening to the rain beating on the slate roof and the desolate sound of the wind whistling through the mountains. When Karvas takes over, you pull your warm cloak close around your shoulders and settle down on the floor to sleep. Karvas wakes you shortly after daybreak. You have slept for only three hours yet you open your eyes feeling refreshed and alert (you may restore 3 ENDURANCE points).

Before you leave the hut and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 292.
@@ -4700,7 +4700,7 @@

Karvas suggests that you use the rope he found in the dungeon cell below. Taking one end, you tie a slip knot and make it into a lasso. Then you cast the loop of rope at the lever it the hope of catching it and pulling it down. Your aim is true. Yet, upon the instant that the rope touches the lever there is a tremendous flash of yellow light, and a searing wave of energy hits you in the chest and knocks you backwards down the stairs.

-

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

+

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

To continue, turn to 69.
@@ -4770,7 +4770,7 @@ 336 -

Using the Brotherhood spell Levitation you rise effortlessly to the top of the wall. You then counter the effects of the spell and step between the spikes. You are getting ready to leap down into the training field that lies beyond the wall when suddenly you see a guard standing directly below you. Instinctively you leap onto his back and slam him to the ground. He tries to shout out but a swift blow to the base of his skull renders him unconscious before his cry has left his lips. Immediately you scan the perimeter of the field and the buildings beyond in case you have been seen, but there appear to be no other guards on duty.

+

Using the Brotherhood Spell Levitation you rise effortlessly to the top of the wall. You then counter the effects of the spell and step between the spikes. You are getting ready to leap down into the training field that lies beyond the wall when suddenly you see a guard standing directly below you. Instinctively you leap onto his back and slam him to the ground. He tries to shout out but a swift blow to the base of his skull renders him unconscious before his cry has left his lips. Immediately you scan the perimeter of the field and the buildings beyond in case you have been seen, but there appear to be no other guards on duty.

If you wish to search the guards pockets, turn to 246. If you do not, turn to 16.
@@ -4789,7 +4789,7 @@ 338 -

The searing flash of the lightning strike burns the skin on your face and hands (lose 4 ENDURANCE points), and leaves you blinded for a few fearful minutes. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the rolling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-racking kilometres the fissures eventually taper off and then disappear completely.

+

The searing flash of the lightning strike burns the skin on your face and hands (lose 4 ENDURANCE points), and leaves you blinded for a few fearful minutes. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-wracking kilometres the fissures eventually taper off and then disappear completely.

As the Starstrider emerges from the gauntlet of deadly white fire, the crew give a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you keep a grip on the helm for your Kai senses are screaming a warning that the danger is not yet over.

Turn to 302.
@@ -4914,7 +4914,7 @@ 350 -

Congratulations Grand Master. Your mission is complete. In the face of great adversity you have met the challenge and you have triumphed. You have upheld the highest traditions of the Kai with honour and dignity, and you have displayed exceptional strength and bravery throughout your ordeal. The succession of Karvas is an important victory in the war against Evil, for it has prevented the throne of Siyen, Sommerlunds richest ally, from falling into the hands of an agent of Naar. You have earned the respect of the Siyenese people and they will never forget the debt of gratitude they owe you.

+

Congratulations, Grand Master. Your mission is complete. In the face of great adversity you have met the challenge and you have triumphed. You have upheld the highest traditions of the Kai with honour and dignity, and you have displayed exceptional strength and bravery throughout your ordeal. The succession of Karvas is an important victory in the war against Evil, for it has prevented the throne of Siyen, Sommerlunds richest ally, from falling into the hands of an agent of Naar. You have earned the respect of the Siyenese people and they will never forget the debt of gratitude they owe you.

Following the celebration of his succession, King Karvas arranges for you to return home to Sommerlund by sea aboard his royal sailing ship. The voyage is swift and uneventful, yet upon reaching Holmgard you learn of a new and deadly threat that has arisen to challenge the Kai. If you wish to confront this threat, the nature of the challenge will be revealed in the next exciting Lone Wolf adventure, entitled:

RUNE WAR

@@ -5476,6 +5476,74 @@

(New Order Wisdom) Replaced You are about to embark upon the final stage of a vital mission to return the fabled Moonstone of the Shianti to its creators. with You are about to embark upon a vital mission to save the realm of Siyen from the clutches of the evil Baron Sadanzo and his robber knights. It is a noble quest and its success will bring great honour upon you and the Kai.. Replaced Books 121 with Books 122. Replaced gods with Gods. Italicised Lone Wolf when referring to the series.

+

(7) Replaced rolling clouds with roiling clouds. Replaced nerve-racking with nerve-wracking.

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(8) Replaced Each potion with Each Potion of Laumspur.

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(9) Replaced emmissaries with emissaries. Replaced mules and with mules, and.

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(10) Replaced Kai weapon with Kai Weapon.

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(14) Replaced Brotherhood spell with Brotherhood Spell.

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(16) Replaced rooms and with rooms, and. Replaced patrols who with patrols that.

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(28) Replaced ribcage with rib cage.

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(34) Replaced combat skill with COMBAT SKILL.

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(40) Replaced Kai weapon with Kai Weapon.

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(42) Replaced rolling clouds with roiling clouds. Replaced nerve-racking with nerve-wracking.

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(45) Replaced timber-yard with timber yard. Replaced two-storeyed with two-storey.

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(47) Replaced Dammerdon mountains with Dammerdon Mountains. Replaced an north-easterly with a northeasterly.

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(60) Replaced Kai weapon with Kai Weapon.

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(64) Replaced Each potion with Each Potion of Laumspur.

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(65) Replaced Brotherhood spell with Brotherhood Spell.

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(82) Replaced timber-yard with timber yard. Replaced two-storeyed with two-storey.

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(83) Replaced Kai weapon with Kai Weapon.

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(87) Replaced Brotherhood spell with Brotherhood Spell.

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(91) Replaced Kai weapon with Kai Weapon.

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(92) Replaced Kai weapon with Kai Weapon.

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(93) Replaced emmissaries with emissaries. Replaced mules and with mules, and.

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(97) Replaced Brotherhood spell with Brotherhood Spell.

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(102) Replaced each occurrence of ribcage with rib cage.

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(110) Replaced Brotherhood spell with Brotherhood Spell.

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(115) Replaced two-storeyed with two-storey.

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(116) Replaced emmissaries with emissaries.

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(117) Replaced each occurrence of ie with i.e..

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(122) Replaced each occurrence of ie with i.e..

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(128) Replaced combat skill with COMBAT SKILL.

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(132) Replaced Kai weapon with Kai Weapon. Replaced two-storeyed with two-storey.

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(134) Replaced Kai weapon with Kai Weapon.

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(143) Replaced Kai weapon with Kai Weapon.

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(147) Replaced Dammerdon mountains with Dammerdon Mountains.

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(159) Replaced each occurrence of combat skill with COMBAT SKILL.

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(160) Replaced two-storeyed with two-storey.

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(178) Replaced combat skill with COMBAT SKILL.

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(185) Replaced Kai weapon with Kai Weapon.

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(188) Replaced Brotherhood spell with Brotherhood Spell.

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(190) Replaced rooms and with rooms, and. Replaced patrols who with patrols that.

+

(191) Replaced Brotherhood spell with Brotherhood Spell.

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(192) Replaced Brotherhood spell with Brotherhood Spell.

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(195) Replaced Each potion with Each Potion of Laumspur.

+

(210) Replaced Brotherhood spell with Brotherhood Spell. Replaced ribcage with rib cage.

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(214) Replaced Kai weapon with Kai Weapon.

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(217) Replaced Brotherhood spell with Brotherhood Spell.

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(228) Replaced Brotherhood spell with Brotherhood Spell.

+

(234) Replaced Brotherhood spell with Brotherhood Spell.

+

(239) Replaced each occurrence of ie with i.e..

+

(242) Replaced Brotherhood spell with Brotherhood Spell.

+

(248) Replaced two-storeyed with two-storey.

+

(251) Replaced Dammerdon mountains with Dammerdon Mountains.

+

(254) Replaced Kai weapon with Kai Weapon.

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(262) Replaced Brotherhood spell with Brotherhood Spell.

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(263) Replaced Kai weapon with Kai Weapon.

+

(301) Replaced Kai weapon with Kai Weapon.

+

(303) Replaced a north-easterly with a northeasterly.

+

(304) Replaced two-storeyed with two-storey.

+

(309) Replaced Brotherhood spell with Brotherhood Spell.

+

(310) Replaced Each potion with Each Potion of Laumspur.

+

(314) Replaced each occurrence of ie with i.e..

+

(316) Replaced rooms and with rooms, and. Replaced patrols who with patrols that.

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(325) Replaced Kai weapon with Kai Weapon. Replaced two-storeyed with two-storey.

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(329) Replaced Kai weapon with Kai Weapon.

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(330) Replaced each occurrence of ie with i.e..

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(336) Replaced Brotherhood spell with Brotherhood Spell.

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(338) Replaced rolling clouds with roiling clouds. Replaced nerve-racking with nerve-wracking.

+

(350) Replaced Congratulations Grand with Congratulations, Grand.

+

(Combat Rules Summary) Replaced Items or with Items, or, and falls to 0 with falls to 0 or below, Pick number from with Pick a number from the, Turn to Combat with Turn to the Combat, to random number with to the random number, and when ENDURANCE with when the ENDURANCE.

-- 2.34.1