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12 <gamebook xml:lang="en-UK" version="0.12">
15 <title>Shadow on the Sand</title>
16 <creator class="author" sort-name="Dever, Joe">Joe Dever</creator>
17 <creator class="illustrator" sort-name="Chalk, Gary">Gary Chalk</creator>
18 <creator class="short">Joe Dever and Gary Chalk</creator>
19 <creator class="medium">
20 <line>Joe Dever</line>
21 <line>Illustrated by Gary Chalk</line>
23 <creator class="long">
24 &inclusion.joe.dever.bio.lw;
25 &inclusion.gary.chalk.bio.lw;
27 <publisher>Project Aon</publisher>
28 <date class="publication"><year>2012</year><month>10</month><day>28</day></date>
29 <description class="blurb">
30 <p>You are Lone Wolf<ch.emdash/>last of the Kai Lords. A voyage to Vassagonia promises an end to the shadow of war. But hopes are soon shattered upon your arrival at Barrakeesh<ch.emdash/>a city full of treachery and death.</p>
31 <p>In <strong><cite>Shadow on the Sand</cite></strong>, you are the quarry of a sinister foe, determined to kill you at all costs. Choose your skills and your weapons carefully. They can help you survive and aid you in the quest for a lost Sommlending treasure<ch.emdash/>a treasure that contains the secret of your destiny.</p>
33 <description class="publication">
34 <p>Internet Edition published by <a href="&link.project.website;">Project Aon</a>. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the <a idref="errata">Errata</a>.</p>
36 <rights class="copyrights">
37 <line>Text copyright <ch.copy/> 1985 Joe Dever.</line>
38 <line>Illustrations copyright <ch.copy/> 1985 Gary Chalk.</line>
40 <rights class="license-notification">
42 <line>Text copyright <ch.copy/> 1985 Joe Dever.</line>
43 <line>Illustrations copyright <ch.copy/> 1985 Gary Chalk.</line>
44 <line>Distribution of this Internet Edition is restricted under the terms of the <a idref="license">Project Aon License</a>.</line>
56 <title>Title Page</title>
57 <link class="next" idref="dedicate" />
62 <section class="frontmatter" id="dedicate">
64 <title>Dedication</title>
65 <link class="prev" idref="title" />
66 <link class="next" idref="acknwldg" />
71 <p class="dedication">
72 <line>For Robert Alfred Dever (1917<ch.endash/>1965)</line>
73 <line>and William Roland Chalk</line>
79 <section class="frontmatter" id="acknwldg">
81 <title>Acknowledgements</title>
82 <link class="prev" idref="dedicate" />
83 <link class="next" idref="tssf" />
88 &inclusion.joe.dever.endowment;
90 <section class="frontmatter" id="credits">
91 <meta><title>Credits</title></meta>
96 <dt>Transcription</dt>
98 <line>Julian Egelstaff (Mainmatter)</line>
99 <line>Matthew Reynolds (Extramatter)</line>
101 <dt>Illustration Transcription</dt>
103 <line>Jonathan Blake</line>
104 <line>Paul Haskell</line>
105 <line>Simon Osborne</line>
106 <line>Daniel Strong</line>
110 <line>Jonathan Blake</line>
111 <line>Jeff Dougan</line>
112 <line>Simon Osborne</line>
114 <dt>Alternate Illustrations</dt>
116 <line>JC Alvarez (Action Charts)</line>
117 <line>Jonathan Blake (Extramatter Charts and Tables)</line>
118 <line>Michael Hahn (Map)</line>
120 <dt>Proofreading</dt>
122 <line>Julian Egelstaff (Sections 1<ch.endash/>400)</line>
123 <line>Matthew Reynolds (Frontmatter)</line>
127 <line>Robert Ekblad</line>
128 <line>Mike Feldman</line>
129 <line>Scott Ferguson</line>
130 <line>Alex Hambly</line>
131 <line>Ingo Kl<ch.ouml/>cker</line>
132 <line>Mark Laird</line>
133 <line>LeRoy McSwain</line>
134 <line>Simon Osborne</line>
135 <line>Timothy Pederick</line>
136 <line>Matthew Reynolds</line>
137 <line>Johan Ronn</line>
138 <line>Jonathan Stark</line>
139 <line>Thomas Wolmer</line>
141 <dt>Coordination</dt>
142 <dd>Jonathan Blake</dd>
143 <dt>Special Thanks</dt>
144 <dd>Michael Eshleman, Benjamin Krefetz, Ryan Marshall, Dewi Morgan, Neil McGrory</dd>
153 <section class="frontmatter" id="tssf">
155 <title>The Story So Far<ch.ellips/></title>
156 <link class="prev" idref="acknwldg" />
157 <link class="next" idref="gamerulz" />
161 <p>You are Lone Wolf<ch.emdash/>last of the Kai Lords of Sommerlund, and sole survivor of the massacre that destroyed them during a bitter war with your age-old enemies, the Darklords of Helgedad.</p>
162 <p>It is midwinter in your northern homeland and a mantle of snow lies knee-deep in the streets of Holmgard<ch.emdash/>the capital<ch.emdash/>when you are summoned from your monastery in the hills by a messenger bearing a scroll, signed and sealed by the hand of King Ulnar. You are surprised to read the King<ch.apos/>s message, for it is a request for your help in solving an urgent problem of what he describes as <quote>great diplomatic importance</quote>. It seems a strange request to make of a warrior lord, whose skills are better suited to the field of battle than to parleying with foreign envoys. However, you obey the summons and upon your arrival at the capital, all is made clear.</p>
163 <p>The Zakhan of Vassagonia, the imperial ruler of this desert empire, has sent his most trusted envoy to seek a treaty of peace between your two countries, and you have been asked to sign the treaty on behalf of your country. The reason for this is easily apparent.</p>
164 <p>Less than a year ago, a renegade noble of Vassagonia called Barraka led his army of bandits in an attack upon the Sommlending province of Ruanon. This mining town and much of the surrounding land was overrun and destroyed. Many Sommlending lost their lives, and many more were enslaved and forced to labour in the mines of the Maaken Range. When the regular convoy from Ruanon failed to arrive at the capital, the king sent you to investigate. A great battle ensued in which you defeated Barraka in mortal combat. Without your courage and skill, the safety of Sommerlund and all of the Lastlands would have been placed in grave peril.</p>
165 <p><quote>Your majesty, the Zakhan is gravely embarrassed by Barraka<ch.apos/>s foul treachery, and is most anxious that our friendship and trust be restored. He begs that you send the Kai warrior, Lone Wolf, to sign a treaty of peace with him at the Grand Palace in Barrakeesh,</quote> whimpers the Zakhan<ch.apos/>s emissary, as he kneels at the feet of King Ulnar.</p>
166 <p>The king rises from his throne, barely able to conceal his distaste for the fawning envoy. He turns his gaze to you and bids you follow him to the privacy of an antechamber.</p>
167 <p><quote>I have no liking for this desert realm, Lone Wolf, but I like the prospect of war even less. The Zakhan is old and frail, and has no son to claim his throne when he dies. Barraka was but one of many ruthless nobles who wait like jackals for the chance to seize power, and I fear they grow too impatient to allow the Zakhan to die a natural death. The treaty may not guarantee peace with Vassagonia once the Zakhan is dead, but it will at least buy us precious time to strengthen our southern border.</quote></p>
168 <p>The king leads you to a window and points towards the harbour, barely visible through the falling snow. A Vassagonian galley lies anchored close to the harbour wall.</p>
169 <p><quote>Go to Vassagonia, Lone Wolf. Sign the treaty and return quickly. Even with the promise of peace, I fear the shadow of war will fall upon us before the year is out.</quote></p>
170 <p>You wave farewell to Holmgard on this bleak midwinter<ch.apos/>s day, feeling sure you will return before the thaw. But as you watch the spires of Holmgard disappear in the falling snow, you have no inkling of the shadow that awaits you in Vassagonia.</p>
174 <section class="frontmatter" id="gamerulz">
176 <title>The Game Rules</title>
177 <link class="prev" idref="tssf" />
178 <link class="next" idref="discplnz" />
182 <p>You keep a record of your adventure on the <a idref="action">Action Chart</a>.</p>
183 <p>During your training as a Kai Lord you have developed fighting prowess<ch.emdash/><typ class="attribute">COMBAT SKILL</typ> and physical stamina<ch.emdash/><typ class="attribute">ENDURANCE</typ>. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the <a idref="random">Random Number Table</a>. If you pick 0 it counts as zero.</p>
184 <p>The first number that you pick from the <a idref="random">Random Number Table</a> in this way represents your <typ class="attribute">COMBAT SKILL</typ>. Add 10 to the number you picked and write the total in the <typ class="attribute">COMBAT SKILL</typ> section of your <a idref="action">Action Chart</a> (i.e. if your pencil fell on 4 in the <a idref="random">Random Number Table</a> you would write in a <typ class="attribute">COMBAT SKILL</typ> of 14). When you fight, your <typ class="attribute">COMBAT SKILL</typ> will be pitted against that of your enemy. A high score in this section is therefore very desirable.</p>
185 <p>The second number that you pick from the <a idref="random">Random Number Table</a> represents your powers of <typ class="attribute">ENDURANCE</typ>. Add 20 to this number and write the total in the <typ class="attribute">ENDURANCE</typ> section of your <a idref="action">Action Chart</a> (i.e. if your pencil fell on the number 6 on the <a idref="random">Random Number Table</a> you would have 26 <typ class="attribute">ENDURANCE</typ> points).</p>
186 <p>If you are wounded in combat you will lose <typ class="attribute">ENDURANCE</typ> points. If at any time your <typ class="attribute">ENDURANCE</typ> points fall to zero or below, you are dead and the adventure is over. Lost <typ class="attribute">ENDURANCE</typ> points can be regained during the course of the adventure, but your number of <typ class="attribute">ENDURANCE</typ> points can never go above the number with which you start your adventure.</p>
187 <p><strong>If you have successfully completed any of the previous adventures in the <cite>Lone Wolf</cite> series</strong>, you will already have your <typ class="attribute">COMBAT SKILL</typ>, <typ class="attribute">ENDURANCE</typ> points, and Kai Disciplines which you can now carry over with you to Book 5. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new <a idref="action">Action Chart</a>. (You are still limited to two Weapons and eight Backpack Items.)</p>
188 <p>You may choose one bonus <a idref="discplnz">Kai Discipline</a> to add to your <a idref="action">Action Chart</a> for every <cite>Lone Wolf</cite> adventure you have successfully completed; now read the <a idref="equipmnt">section on equipment</a> for Book 5 carefully.</p>
190 <section class="frontmatter-separate" id="discplnz">
192 <title>Kai Disciplines</title>
193 <link class="prev" idref="gamerulz" />
194 <link class="next" idref="equipmnt" />
198 <p>Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines may be of use to you at some point on your perilous quest, pick your five with care. The correct use of a Discipline at the right time can save your life.</p>
199 <p>When you have chosen your five Disciplines, enter them in the Kai Disciplines section of your <a idref="action">Action Chart</a>.</p>
201 <section class="frontmatter" id="camflage">
202 <meta><title>Camouflage</title></meta>
205 <p>This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.</p>
206 <p>If you choose this skill, write <quote>Camouflage</quote> on your <a idref="action">Action Chart</a>.</p>
210 <section class="frontmatter" id="hunting">
211 <meta><title>Hunting</title></meta>
214 <p>This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. You are aware that most of Vassagonia is arid desert; should your adventure lead you into this desert, the opportunities for successful hunting may not arise. But this skill is still very useful for it also enables a Kai Lord to move with great speed and dexterity.</p>
215 <p>If you choose this skill, write <quote>Hunting</quote> on your <a idref="action">Action Chart</a>.</p>
219 <section class="frontmatter" id="sixthsns">
220 <meta><title>Sixth Sense</title></meta>
223 <p>This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.</p>
224 <p>If you choose this skill, write <quote>Sixth Sense</quote> on your <a idref="action">Action Chart</a>.</p>
228 <section class="frontmatter" id="tracking">
229 <meta><title>Tracking</title></meta>
232 <p>This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.</p>
233 <p>If you choose this skill, write <quote>Tracking</quote> on your <a idref="action">Action Chart</a>.</p>
237 <section class="frontmatter" id="healing">
238 <meta><title>Healing</title></meta>
241 <p>This Discipline can be used to restore <typ class="attribute">ENDURANCE</typ> points lost in combat. If you possess this skill you may restore 1 <typ class="attribute">ENDURANCE</typ> point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your <typ class="attribute">ENDURANCE</typ> has fallen below its original level.) Remember that your <typ class="attribute">ENDURANCE</typ> cannot rise above its original level.</p>
243 <p>If you choose this skill write <quote>Healing: +1 <typ class="attribute">ENDURANCE</typ> point for each section without combat</quote> on your <a idref="action">Action Chart</a>.</p>
247 <section class="frontmatter" id="wepnskll">
248 <meta><title>Weaponskill</title></meta>
251 <p>Upon entering the Kai Monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the <a idref="random">Random Number Table</a>, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your <typ class="attribute">COMBAT SKILL</typ>.</p>
252 <illustration class="inline">
254 <creator>Gary Chalk</creator>
256 <instance class="html" src="weapons.png" width="386" height="278" mime-type="image/png"/>
257 <instance class="html-compatible" src="weapons.gif" width="386" height="278" mime-type="image/gif"/>
258 <instance class="pdf" src="weapons.pdf" width="386" height="278" />
259 <instance class="text" src="none" width="none" height="none" >
260 <ul class="unbulleted">
264 <li>3 = Short Sword</li>
265 <li>4 = Warhammer</li>
269 <li>8 = Quarterstaff</li>
270 <li>9 = Broadsword</li>
274 <p>The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.</p>
275 <p>If you choose this skill, write <quote>Weaponskill in <ch.blankline/> +2 <typ class="attribute">COMBAT SKILL</typ> points if this weapon carried</quote> on your <a idref="action">Action Chart</a>.</p>
279 <section class="frontmatter" id="mindshld">
280 <meta><title>Mindshield</title></meta>
283 <p>The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any <typ class="attribute">ENDURANCE</typ> points when subjected to this form of attack.</p>
284 <p>If you choose this skill, write <quote>Mindshield: no points lost when attacked by Mindblast</quote> on your <a idref="action">Action Chart</a>.</p>
288 <section class="frontmatter" id="mndblst">
289 <meta><title>Mindblast</title></meta>
292 <p>This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your <typ class="attribute">COMBAT SKILL</typ>. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.</p>
293 <p>If you choose this skill, write <quote>Mindblast: +2 <typ class="attribute">COMBAT SKILL</typ> points</quote> on your <a idref="action">Action Chart</a>.</p>
297 <section class="frontmatter" id="anmlknsp">
298 <meta><title>Animal Kinship</title></meta>
301 <p>This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.</p>
302 <p>If you choose this skill, write <quote>Animal Kinship</quote> on your <a idref="action">Action Chart</a>.</p>
306 <section class="frontmatter" id="mindomtr">
307 <meta><title>Mind Over Matter</title></meta>
310 <p>Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.</p>
311 <p>If you choose this skill, write <quote>Mind Over Matter</quote> on your <a idref="action">Action Chart</a>.</p>
315 <p><strong>If you have successfully completed Books 1<ch.endash/>4 of the <cite>Lone Wolf</cite> series</strong>, completion of Book 5 will raise you to the rank of Kai Master. This means that you will have acquired all ten basic Kai skills.</p>
317 <p>All of the Special Items that you have found and kept during your adventures, may then be used in the <cite>Lone Wolf</cite> <quote>Magnakai</quote> series, which begins with Book 6 entitled <bookref series="lw" book="06tkot"><cite>The Kingdoms of Terror</cite></bookref>.</p>
321 <section class="frontmatter-separate" id="equipmnt">
323 <title>Equipment</title>
324 <link class="prev" idref="discplnz" />
325 <link class="next" idref="cmbtrulz" />
329 <p>Before leaving Holmgard on your voyage to the Vassagonian capital of Barrakeesh, you are given a <a idref="map">map of the desert empire</a> and a pouch of gold. To find out how much gold is in the pouch, pick a number from the <a idref="random">Random Number Table</a>. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the Gold Crowns section of your <a idref="action">Action Chart</a>. (If you have successfully completed previous <cite>Lone Wolf</cite> adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)</p>
330 <p>You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take up to four of the following:</p>
331 <ul class="paragraphed">
333 <p>Dagger (Weapons)</p>
334 <illustration class="inline">
336 <creator>Gary Chalk</creator>
338 <instance class="html" src="dagger.png" width="386" height="150" mime-type="image/png"/>
339 <instance class="html-compatible" src="dagger.gif" width="386" height="150" mime-type="image/gif"/>
340 <instance class="pdf" src="dagger.pdf" originalwidth="21mm" />
344 <p>Potion of Laumspur (Backpack Items). This potion restores 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for one dose.</p>
345 <illustration class="inline">
347 <creator>Gary Chalk</creator>
349 <instance class="html" src="laumspur.png" width="386" height="150" mime-type="image/png"/>
350 <instance class="html-compatible" src="laumspur.gif" width="386" height="150" mime-type="image/gif"/>
351 <instance class="pdf" src="laumspur.pdf" originalwidth="5mm" />
354 <li><p>Sword (Weapons)</p>
355 <illustration class="inline">
357 <creator>Gary Chalk</creator>
359 <instance class="html" src="sword.png" width="386" height="120" mime-type="image/png"/>
360 <instance class="html-compatible" src="sword.gif" width="386" height="120" mime-type="image/gif"/>
361 <instance class="pdf" src="sword.pdf" originalwidth="54mm" />
364 <li><p>Spear (Weapons)</p>
365 <illustration class="inline">
367 <creator>Gary Chalk</creator>
369 <instance class="html" src="spear.png" width="386" height="87" mime-type="image/png"/>
370 <instance class="html-compatible" src="spear.gif" width="386" height="87" mime-type="image/gif"/>
371 <instance class="pdf" src="spear.pdf" originalwidth="78mm" />
375 <p>2 Special Rations (Meals). Each of these Special Rations counts as one Meal, and each takes up one space in your Backpack.</p>
376 <illustration class="inline">
378 <creator>Gary Chalk</creator>
380 <instance class="html" src="food.png" width="386" height="150" mime-type="image/png"/>
381 <instance class="html-compatible" src="food.gif" width="386" height="150" mime-type="image/gif"/>
382 <instance class="pdf" src="food.pdf" originalwidth="40mm" />
386 <p>Mace (Weapons)</p>
387 <illustration class="inline">
389 <creator>Gary Chalk</creator>
391 <instance class="html" src="mace.png" width="386" height="150" mime-type="image/png"/>
392 <instance class="html-compatible" src="mace.gif" width="386" height="150" mime-type="image/gif"/>
393 <instance class="pdf" src="mace.pdf" originalwidth="31mm" />
397 <p>Shield (Special Items). This adds 2 points to your <typ class="attribute">COMBAT SKILL</typ> when used in combat.</p>
398 <illustration class="inline">
400 <creator>Gary Chalk</creator>
402 <instance class="html" src="shield.png" width="386" height="150" mime-type="image/png"/>
403 <instance class="html-compatible" src="shield.gif" width="386" height="150" mime-type="image/gif"/>
404 <instance class="pdf" src="shield.pdf" originalwidth="41mm" />
408 <p>List the four items that you choose on your <a idref="action">Action Chart</a>, under the heading given in brackets, and make a note of any effect it may have on your <typ class="attribute">ENDURANCE</typ> points or <typ class="attribute">COMBAT SKILL</typ>.</p>
410 <section class="frontmatter" id="howcarry">
411 <meta><title>How to Carry Equipment</title></meta>
414 <p>Now that you have your equipment, the following list shows you how it is carried. You don<ch.apos/>t need to make notes but you can refer back to this list in the course of your adventure.</p>
416 <li>Dagger<ch.emdash/>carried in the hand.</li>
417 <li>Potion of Laumspur<ch.emdash/>carried in the Backpack.</li>
418 <li>Sword<ch.emdash/>carried in the hand.</li>
419 <li>Spear<ch.emdash/>carried in the hand.</li>
420 <li>Special Rations<ch.emdash/>carried in the Backpack.</li>
421 <li>Mace<ch.emdash/>carried in the hand.</li>
422 <li>Shield<ch.emdash/>slung over the shoulder when not in combat, otherwise carried in the hand.</li>
427 <section class="frontmatter" id="howmuch">
428 <meta><title>How Much Can You Carry?</title></meta>
433 <dd>The maximum number of weapons that you may carry is <em>two</em>.</dd>
434 <dt>Backpack Items</dt>
435 <dd>These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.</dd>
436 <dt>Special Items</dt>
437 <dd>Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.</dd>
439 <dd>These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.</dd>
441 <dd>Food is carried in your Backpack. Each Meal counts as one item.</dd>
443 <p>Any item that may be of use and can be picked up on your adventure and entered on your <a idref="action">Action Chart</a> is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.</p>
447 <section class="frontmatter" id="howuse">
448 <meta><title>How to Use Your Equipment</title></meta>
451 <dl class="paragraphed">
453 <dd><p>Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct weapon, it adds 2 points to your <typ class="attribute">COMBAT SKILL</typ>. If you enter a combat with no weapons, deduct 4 points from your <typ class="attribute">COMBAT SKILL</typ> and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember you can only carry two weapons at once.) You may only use one Weapon at a time in combat.</p></dd>
454 <dt>Backpack Items</dt>
455 <dd><p>During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at any time.) You may exchange or discard them at any point when you are not involved in combat.</p></dd>
456 <dt>Special Items</dt>
458 <p>Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous <cite>Lone Wolf</cite> books, you may already possess Special Items. Before you begin <cite>Shadow on the Sand</cite>, you may choose to leave any or all of these items in <quote>safekeeping</quote> at your Kai Monastery in Sommerlund. Special Items in <quote>safekeeping</quote> cannot be used, but neither can they be lost during your adventure.</p>
461 <dd><p>The currency of Sommerlund and Vassagonia is the Crown, which is a small gold coin. Whenever you kill a creature and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch.</p></dd>
463 <dd><p>You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 <typ class="attribute">ENDURANCE</typ> points. If you have chosen the Kai Discipline of Hunting as one of your five skills, you will not need to tick off a Meal when instructed to eat (unless you are in an area of desert where the opportunity for hunting is limited).</p></dd>
464 <dt>Potion of Laumspur</dt>
465 <dd><p>This is a healing potion that can restore 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. It cannot be used to increase <typ class="attribute">ENDURANCE</typ> points immediately prior to a combat. There is enough for one dose only. If you discover any other potions during the adventure, you will be informed of its effect. All potions are Backpack Items.</p></dd>
472 <section class="frontmatter-separate" id="cmbtrulz">
474 <title>Rules for Combat</title>
475 <link class="prev" idref="equipmnt" />
476 <link class="next" idref="levels" />
480 <p>There will be occasions during your adventure when you have to fight an enemy. The enemy<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points are given in the text. Lone Wolf<ch.apos/>s aim in the combat is to kill the enemy by reducing his <typ class="attribute">ENDURANCE</typ> points to zero while losing as few <typ class="attribute">ENDURANCE</typ> points as possible himself.</p>
481 <p>At the start of a combat, enter Lone Wolf<ch.apos/>s and the enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points in the appropriate boxes on the Combat Record section of your <a idref="action">Action Chart</a>.</p>
482 <p>The sequence for combat is as follows.</p>
483 <ol class="paragraphed">
484 <li><p>Add any extra points gained through your Kai Disciplines to your current <typ class="attribute">COMBAT SKILL</typ> total.</p></li>
486 <p>Subtract the <typ class="attribute">COMBAT SKILL</typ> of your enemy from this total. The result is your Combat Ratio. Enter it on the <a idref="action">Action Chart</a>.</p>
488 <p>Lone Wolf (<typ class="attribute">COMBAT SKILL</typ> 15) is ambushed by a Winged Devil (<typ class="attribute">COMBAT SKILL</typ> 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his <typ class="attribute">COMBAT SKILL</typ>, giving a total <typ class="attribute">COMBAT SKILL</typ> of 17.</p>
489 <p>He subtracts the Winged Devil<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> from his own, giving a Combat Ratio of <ch.minus/>3. (17 <ch.minus/> 20 = <ch.minus/>3). <ch.minus/>3 is noted on the <a idref="action">Action Chart</a> as the Combat Ratio.</p>
491 <li><p><a id="stage3">When you have your Combat Ratio</a>, pick a number from the <a idref="random">Random Number Table</a>.</p></li>
493 <p>Turn to the <a idref="crtable">Combat Results Table</a>. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of <typ class="attribute">ENDURANCE</typ> points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)</p>
495 <p>The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the <a idref="random">Random Number Table</a> is a 6, then the result of the first round of combat is:</p>
497 <li>Lone Wolf loses 3 <typ class="attribute">ENDURANCE</typ> points</li>
498 <li>Winged Devil loses 6 <typ class="attribute">ENDURANCE</typ> points</li>
501 <li><p>On the <a idref="action">Action Chart</a>, mark the changes in <typ class="attribute">ENDURANCE</typ> points to the participants in the combat.</p></li>
502 <li><p>Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.</p></li>
503 <li><p>Repeat the sequence from <a idref="stage3">Stage 3</a>.</p></li>
505 <p>This process of combat continues until the <typ class="attribute">ENDURANCE</typ> points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his <typ class="attribute">ENDURANCE</typ> points possibly reduced.</p>
507 <p>A <a idref="crsumary">summary of Combat Rules</a> appears in the back of this book.</p>
509 <section class="frontmatter" id="evasion">
510 <meta><title>Evasion of Combat</title></meta>
513 <p>During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose <typ class="attribute">ENDURANCE</typ> points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.</p>
519 <section class="frontmatter-separate" id="levels">
521 <title>Levels of Kai Training</title>
522 <link class="prev" idref="cmbtrulz" />
523 <link class="next" idref="kaiwisdm" />
527 <p>The following table is a guide to the ranks and titles that are bestowed upon Kai Lords at each stage of their training. As you successfully complete each adventure in the <cite>Lone Wolf</cite> series, you will gain an additional Kai Discipline and gradually progress towards mastery of the ten basic Kai Disciplines.</p>
533 <li>Initiate<ch.emdash/>You begin the <cite>Lone Wolf</cite> adventures with this level of Kai training</li>
536 <li>Warmarn or Journeyman</li>
540 <p>Beyond the ten basic skills of the Kai Master await the secrets of the higher Kai Disciplines or <quote>Magnakai</quote>. By acquiring the wisdom of the Magnakai, a Kai Lord can progress towards the ultimate achievement and become a Kai Grand Master.</p>
546 <section class="frontmatter" id="kaiwisdm">
548 <title>Kai Wisdom</title>
549 <link class="prev" idref="levels" />
550 <link class="next" idref="sect1" />
554 <p>Your mission is one of peaceful diplomacy<ch.emdash/>but beware! The desert empire of Vassagonia is notorious for being a land of deceit and treachery. Be on your guard at all times. Also, make notes as you progress, as you will find they will be of great help in future adventures.</p>
555 <p>Many things that you find will aid you during your adventure. Some Special Items will be of use in future <cite>Lone Wolf</cite> adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.</p>
556 <p>If this is your first <cite>Lone Wolf</cite> adventure, choose your Kai Disciplines with care<ch.emdash/>a wise choice and a great deal of courage should enable anyone to complete both parts of this adventure, no matter how weak his or her initial <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points. Successful completion of previous <cite>Lone Wolf</cite> adventures, although an advantage, is not essential for the completion of this book.</p>
557 <p>May the spirits of your Kai Masters guide you on your perilous adventure.</p>
562 <section class="numbered" id="part1">
563 <meta><title>Part I</title></meta>
567 <section class="numbered" id="sect1">
568 <meta><title>1</title></meta>
571 <p>For twenty-five days, the Vassagonian galley sails on a steady course for its home port of Barrakeesh, with only a brief stop at the Durenese harbour of Port Bax to break a safe but monotonous voyage.</p>
572 <p>You use your time aboard the ship to good purpose, learning the Vassagonian language from the ship<ch.apos/>s crew. They are only too eager to teach you, asking only in return tales of your adventures in the Lastlands<ch.emdash/>for many of the sailors, these are the most exciting stories they have ever heard. By the time you reach Barrakeesh, you have both mastered their language and won their respect.</p>
574 <illustration class="inline">
576 <creator>Gary Chalk</creator>
578 <instance class="html" src="small1.png" width="386" height="150" mime-type="image/png"/>
579 <instance class="html-compatible" src="small1.gif" width="386" height="150" mime-type="image/gif"/>
580 <instance class="pdf" src="small1.pdf" width="386" height="150" />
583 <p>It is early afternoon when the ramparts of the desert capital are first sighted on the horizon. You push your way through the cheering crew, and join the envoy at the prow of the ship. Beaming with pride, he hands you a telescope and invites you to view the land of his birth. The sight is indeed breathtaking. You stare in fascination at the golden domes, minarets, and green-tiled roofs shimmering beneath the desert sun, and marvel at the splendour of the Grand Palace, which dominates this magnificent city. Then you notice that from every golden turret of the palace flutters a long, black pennant. You ask the envoy of the meaning of the black flags. Horror floods across his face as he snatches the telescope from your hands. <quote>By the spirit of the Majhan! He is dead<ch.ellips/>The Zakhan is dead!</quote></p>
584 <p>As the bad news spreads through the ship, you pray that the peace treaty will be signed and honoured by the Zakhan<ch.apos/>s successor. However, the envoy is less than hopeful.</p>
585 <p>The harbour of Barrakeesh is deserted save for a handful of citizens clad in black, and the only sound that greets you is the toll of a funeral bell, echoing through the harbour on this day of mourning. Then a horse-drawn carriage enters the harbour square, escorted by the cavalry of the Palace Guard. It halts, and a dour man in turquoise robes steps out to meet you.</p>
586 <p><quote>A thousand greetings, Lone Wolf, I am Maouk, and I welcome you to our city on behalf of my master, his most sublime magnificence, Zakhan Kimah.</quote></p>
587 <p>The envoy gasps upon hearing the name of the new Zakhan. He turns to speak, his eyes wild with fear. <quote>It is a trap, you must<ch.ellips/></quote></p>
588 <p>His warning is cut short by the blade of Maouk<ch.apos/>s dagger. Suddenly, scores of black-clad warriors emerge from the shadows; they are Sharnazim, <ch.eacute/>lite Vassagonian bodyguards. They close in, surrounding you on every side. You must act quickly if you are to survive this deadly trap.</p>
589 <choice idref="sect36">If you wish to stand and fight against these overwhelming odds, <link-text>turn to 36</link-text>.</choice>
590 <choice idref="sect176">If you wish to surrender to Maouk and his warriors, <link-text>turn to 176</link-text>.</choice>
591 <choice idref="sect104">If you wish to run back to the galley, <link-text>turn to 104</link-text>.</choice>
595 <section class="numbered" id="sect2">
596 <meta><title>2</title></meta>
599 <p>Breathless from the exertion of combat, you step back as the Elix finally collapses and dies. Slowly, its glass-green eyes mist over and become opaque like hard, cold jadin. Around the creature<ch.apos/>s blood-spattered throat hangs a Gold Key on a chain. You quickly discover that the Gold Key opens the steel door of a strongroom at the far end of apothecary.</p>
600 <p>High upon a shelf, just inside the door, you find a small box that contains what you seek<ch.emdash/>the Oede herb. Within seconds of pressing the beautiful golden leaves to your wounded shoulder, a tingling sensation engulfs your whole arm. The numbness soon fades, and both your arm and shoulder are free of the horrific Limbdeath microbes.</p>
601 <p>Sufficient Oede herb remains in the box for one further application. It is a powerful substance that can be used against many deadly diseases or alternatively can be used to restore 10 <typ class="attribute">ENDURANCE</typ> points if swallowed after combat. If you wish to keep the Oede herb, mark it on your <a idref="action">Action Chart</a> as a Backpack Item. You should also restore the <typ class="attribute">COMBAT SKILL</typ> points that were temporarily lost due to Limbdeath.</p>
602 <p>After dragging the dead Elix into the strongroom, you lock the steel door from the inside. You notice that there are in fact two doors to the strongroom: the one by which you entered and a smaller door set into the opposite wall. The Gold Key opens the lock of the new door, which leads to a narrow staircase beyond, dimly lit by flaring torches in wall brackets.</p>
603 <p>The climb is steep and arduous. You suspect that these steps are part of a secret route to the strongroom, and your suspicions are only confirmed when you arrive at what appears to be a dead end. A closer examination reveals a narrow bronze door set flush to the wall, plain in appearance except for a tiny key hole close to the floor. As you insert and twist the Gold Key, you are quietly confident that the bronze door will open.</p>
604 <choice idref="sect67"><link-text>Turn to 67</link-text>.</choice>
608 <section class="numbered" id="sect3">
609 <meta><title>3</title></meta>
612 <p>You search the bodies of the three vestibule guards and uncover the following items:</p>
614 <li>4 Gold Crowns</li>
617 <li>1 Potion of Alether (Increases your <typ class="attribute">COMBAT SKILL</typ> by 2 points for the duration of one fight.)</li>
619 <p>You may also take the Blowpipe and the remaining Sleep Dart. If you decide to take them, mark them on your <a idref="action">Action Chart</a> as Backpack Items.</p>
620 <p>In the robe of the dead blowpipe warrior, you find a small piece of parchment upon which is written today<ch.apos/>s date and the number 67. A smile creeps across your face as you realize that this is the number that will open the bronze door.</p>
621 <p>You hold your breath and twist the dial!</p>
622 <choice idref="sect67"><link-text>Turn to 67</link-text>.</choice>
626 <section class="numbered" id="sect4">
627 <meta><title>4</title></meta>
630 <p>You stoop to grasp the sword, but as your fingers close around the hilt, the second guard attacks.</p>
631 <combat><enemy>Palace Gaoler</enemy><enemy-attribute class="combatskill">14</enemy-attribute><enemy-attribute class="endurance">21</enemy-attribute></combat>
632 <p>Ignore all <typ class="attribute">ENDURANCE</typ> points lost by the enemy in the first round of combat, for you can only attempt to parry his blow.</p>
633 <choice idref="sect165">If you win and the fight lasts for 4 rounds of combat or less, <link-text>turn to 165</link-text>.</choice>
634 <choice idref="sect180">If you win and the fight lasts longer than 4 rounds of combat, <link-text>turn to 180</link-text>.</choice>
638 <section class="numbered" id="sect5">
639 <meta><title>5</title></meta>
642 <p>You are halfway round the tower when a section of the sandstone ledge suddenly gives way beneath your feet. Desperately you claw at the masonry, but the stone is old and disintegrates in your hands. You topple backwards and fall to your doom in the palace gardens below.</p>
643 <deadend>Your escape and your life end here.</deadend>
647 <section class="numbered" id="sect6">
648 <meta><title>6</title></meta>
651 <p>The oil is made from the fruit of the larnuma tree. It has a soothing and relaxing effect when rubbed into the skin.</p>
652 <choice idref="sect103">If you choose to rub the larnuma oil into your skin, <link-text>turn to 103</link-text>.</choice>
653 <choice idref="sect71">If you decide not to use the oil, <link-text>turn to 71</link-text>.</choice>
657 <section class="numbered" id="sect7">
658 <meta><title>7</title></meta>
661 <p>You release the bowstring, and the arrow arcs through the air towards your target. However, you have misjudged the range, and it falls short and shatters on the cobblestones of the harbour square, alerting Maouk<ch.apos/>s men to your whereabouts. You prepare to take flight, but the small boat is quickly surrounded, and you are forced to surrender.</p>
662 <p>As the black-clad Sharnazim drag you along the harbour wall, you fear that your life is about to come to a sudden end.</p>
663 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
667 <section class="numbered" id="sect8">
668 <meta><title>8</title></meta>
671 <p>You channel all your Kai skill into detecting the number that will open the door; it is a strenuous task, and one that demands great concentration. Gradually, the image of two numbers<ch.emdash/>six and seven<ch.emdash/>begin to form in your mind. The image is hazy, and you<ch.apos/>re not sure if the number is sixty-seven or seventy-six. You are exhausted by your efforts, and they have cost you 2 <typ class="attribute">ENDURANCE</typ> points. Deduct these from your current <typ class="attribute">ENDURANCE</typ> points total before choosing between the two possibilities.</p>
672 <choice idref="sect67">If you decide to choose sixty-seven, <link-text>turn to 67</link-text>.</choice>
673 <choice idref="sect76">If you decide to choose seventy-six, <link-text>turn to 76</link-text>.</choice>
677 <section class="numbered" id="sect9">
678 <meta><title>9</title></meta>
681 <p>The guard begins to cough. He pleads with you to slacken your grip or he will choke to death. You ask him one more question: does he know where your confiscated equipment is? He says he does not know. Then, suddenly, he elbows you in the chest and breaks free. You are winded, but you are determined to stop him from escaping.</p>
682 <choice idref="sect78"><link-text>Turn to 78</link-text>.</choice>
686 <section class="numbered" id="sect10">
687 <meta><title>10</title></meta>
690 <p>The Sharnazim surround you and drag you to your feet. They take your Backpack, your Weapons, your Gold Crowns, and all your Special Items. (Make all the necessary adjustments to your <a idref="action">Action Chart</a>, but note your lost possessions elsewhere in case you find them again later.) Your hands are tied with wire, and you are frogmarched back to the plaza. A carriage is waiting. As you are thrown in head-first, Maouk climbs aboard and, gloating with triumph, gives the command: <quote>Back to the Grand Palace. The Zakhan awaits his prize.</quote></p>
691 <p>You struggle to free yourself from the wire that cuts into your wrists, but Maouk is quick to see the danger. He grabs your arm and forces a dart into your skin. As sleep numbs all your senses, the last sound you hear is Maouk<ch.apos/>s wicked laughter.</p>
692 <choice idref="sect69"><link-text>Turn to 69</link-text>.</choice>
696 <section class="numbered" id="sect11">
697 <meta><title>11</title></meta>
700 <p>To reach the north door without being seen, you must work your way carefully around the chamber, dodging from one pillar to the next.</p>
701 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess the Kai Discipline of Camouflage or Hunting, deduct 2 from the number you have picked.</p>
702 <choice idref="sect167">If your total is now -2<ch.endash/>2, <link-text>turn to 167</link-text>.</choice>
703 <choice idref="sect190">If your total is now 3<ch.endash/>9, <link-text>turn to 190</link-text>.</choice>
707 <section class="numbered" id="sect12">
708 <meta><title>12</title></meta>
711 <p>You are in underwater combat with a deadly salt water scavenger.</p>
712 <combat><enemy>Bloodlug</enemy><enemy-attribute class="combatskill">17</enemy-attribute><enemy-attribute class="endurance">11</enemy-attribute></combat>
713 <p>Deduct 2 points from your <typ class="attribute">COMBAT SKILL</typ> due to the speed of its attack. This creature is immune to Mindblast.</p>
715 <illustration class="float">
717 <creator>Gary Chalk</creator>
718 <description>You are in underwater combat with a deadly salt water scavenger.</description>
720 <instance class="html" src="ill1.png" width="386" height="649" mime-type="image/png"/>
721 <instance class="html-compatible" src="ill1.gif" width="386" height="649" mime-type="image/gif"/>
722 <instance class="pdf" src="ill1.pdf" width="386" height="649" />
725 <choice idref="sect95">If you win the fight, <link-text>turn to 95</link-text>.</choice>
730 <section class="numbered" id="sect13">
731 <meta><title>13</title></meta>
734 <p>You force yourself along the canal, which is thick with green and black scum, clotted with a hideous variety of filth and debris. Huge cockroaches crawl in and out of the cracked ceiling. The vile water is waist deep, and as the surface scum breaks, a cloud of putrid gas wafts up and engulfs you. The stench is appalling; choking, you cover your mouth and nose with the edge of your Kai cloak. A sudden splash warns you that Maouk<ch.apos/>s men are not far behind so you quicken your step.</p>
735 <p>You have waded only a few yards when you hear a soft rustling noise. You freeze. It is the unmistakable sound of scaled skin slithering softly over stone. Fear turns to blind terror as you catch your first glimpse of the creature now advancing towards you.</p>
736 <choice idref="sect187">If you have the Kai Discipline of Animal Kinship, <link-text>turn to 187</link-text>.</choice>
737 <choice idref="sect110">If you do not possess this skill, <link-text>turn to 110</link-text>.</choice>
741 <section class="numbered" id="sect14">
742 <meta><title>14</title></meta>
745 <p>You step into a perfect hemisphere. The walls of the chamber curve smoothly into the ceiling, where a small window casts a splash of light across the floor. There is a large circular dais in the centre of the room laden with incense burners, decanters, quilts, scrolls, cloaks, urns, and all kinds of fruit and sweetmeats. A drawer catches your eye, protruding from beneath the lip of the dais; you recognize the contents. You have found your confiscated equipment. Restore to your <a idref="action">Action Chart</a> all the Backpack Items, Special Items, Weapons, and Gold Crowns you lost when you were imprisoned.</p>
746 <p>Elated by your discovery, you resolve to escape from the Grand Palace as quickly as possible. There is only one other door, apart from the one by which you entered the chamber, which is set into the north wall.</p>
747 <choice idref="sect58">If you wish to leave the chamber, <link-text>turn to 58</link-text>.</choice>
748 <choice idref="sect131">If you wish to search the chamber for useful items, <link-text>turn to 131</link-text>.</choice>
752 <section class="numbered" id="sect15">
753 <meta><title>15</title></meta>
756 <p>The tunnel is dark and shadowy. Much of it is in a poor state of repair, and many cracks and fissures scar the walls. You must search for one large enough in which to hide. Pick a number from the <a idref="random">Random Number Table</a>. If you have reached the Kai rank of Guardian or higher, deduct 1 from the number you have picked.</p>
757 <choice idref="sect151">If your total is now -1<ch.endash/>7, <link-text>turn to 151</link-text>.</choice>
758 <choice idref="sect175">If your total is now 8<ch.endash/>9, <link-text>turn to 175</link-text>.</choice>
762 <section class="numbered" id="sect16">
763 <meta><title>16</title></meta>
766 <p>You rush into the cellar and bolt the door. Pressing your ear to the gnarled timber, you listen intently to the noise of Maouk<ch.apos/>s angry soldiers. They have entered the building and it will only be a matter of time before they notice the cellar door. You cast your eyes around the room. It is empty except for a Coil of Rope and a Tinderbox. Then you notice that there is another way out of the small stone room<ch.emdash/>an iron grille in the centre of the floor. However, the horrible stench rising from it turns your stomach.</p>
767 <choice idref="sect51">If you wish to leave the cellar by the grille, <link-text>turn to 51</link-text>.</choice>
768 <choice idref="sect123">If you decide to stay in the cellar, prepare for combat and <link-text>turn to 123</link-text>.</choice>
772 <section class="numbered" id="sect17">
773 <meta><title>17</title></meta>
776 <p>It takes a long time for the fear and nausea to subside, but you push on through the slimy water, almost oblivious to your dreadful surroundings. Eventually you reach a junction where a wider tunnel crosses your path.</p>
777 <choice idref="sect47">If you possess the Kai Discipline of Sixth Sense, <link-text>turn to 47</link-text>.</choice>
778 <choice idref="sect73">If you wish to continue along the west channel, <link-text>turn to 73</link-text>.</choice>
779 <choice idref="sect112">If you wish to turn north into the new tunnel, <link-text>turn to 112</link-text>.</choice>
780 <choice idref="sect128">If you wish to go south along the new tunnel, <link-text>turn to 128</link-text>.</choice>
784 <section class="numbered" id="sect18">
785 <meta><title>18</title></meta>
788 <p>The cell door does not open again until the sun has dipped below the peaks of the Dahir Mountains. You prepare yourself to meet the Zakhan, to demand your immediate release and safe passage back to Sommerlund, but it is not only the Zakhan who awaits you in the Grand Hall. He has a guest who has travelled many miles for this special meeting. His name is Haakon. He is a Darklord of Helgedad.</p>
789 <p>Unarmed and helpless, you are forced to kneel before the Darklord. With wicked relish, Haakon squeezes the life from your body with his own hands.</p>
790 <deadend>Your life and all hopes for your country end here.</deadend>
794 <section class="numbered" id="sect19">
795 <meta><title>19</title></meta>
798 <p>You raise the hood of your Kai cloak in order to keep your face in shadow as you approach the guards. They eye you suspiciously but are obviously reassured by your mastery of their language. You pretend to be a merchant whose goods have been confiscated and ask to be allowed to plead your case to the Judicar of Barrakeesh. The guards chuckle to themselves, and then demand two items from your Backpack before they allow you into the Grand Palace. They wink at each other, for they know that the Judicar never returns confiscated cargoes. They think you will be thrown in the palace cells for your insolence, like every other aggrieved merchant who has tried to plead for justice.</p>
799 <choice idref="sect137">If you wish to give the guards what they demand, erase any two Backpack Items (except Meals) from your <a idref="action">Action Chart</a>. You may now pass through the gate and enter the palace gardens. <link-text>Turn to 137</link-text>.</choice>
800 <choice idref="sect49">If you do not or cannot give the guards two Backpack Items, you must leave the gate and search for some other means of entering the palace. <link-text>Turn to 49</link-text>.</choice>
804 <section class="numbered" id="sect20">
805 <meta><title>20</title></meta>
808 <footnote id="sect20-1-foot" idref="sect20-1">
809 <p>Restore half of any <typ class="attribute">ENDURANCE</typ> points that you lose (fractions rounded down) during this combat if you win or evade (note what happens if you lose).</p>
814 <p>Frantically the warrior pulls on the reins and tries to trample you beneath the hooves of his startled horse.<footref id="sect20-1" idref="sect20-1-foot" /></p>
815 <combat><enemy>Horseman</enemy><enemy-attribute class="combatskill">21</enemy-attribute><enemy-attribute class="endurance">28</enemy-attribute></combat>
817 <illustration class="float">
819 <creator>Gary Chalk</creator>
820 <description>The warrior tries to trample you beneath the hooves of his startled horse.</description>
822 <instance class="html" src="ill2.png" width="386" height="675" mime-type="image/png"/>
823 <instance class="html-compatible" src="ill2.gif" width="386" height="675" mime-type="image/gif"/>
824 <instance class="pdf" src="ill2.pdf" width="386" height="675" />
827 <choice idref="sect142">If you wish to evade combat at any time by jumping into the sea, <link-text>turn to 142</link-text>.</choice>
828 <choice idref="sect176">If you wish to evade combat by surrendering, <link-text>turn to 176</link-text>.</choice>
829 <choice idref="sect125">If you win the combat in three rounds or less, <link-text>turn to 125</link-text>.</choice>
830 <choice idref="sect82">If the fight lasts longer than three rounds, do not continue the combat but <link-text>turn immediately to 82</link-text>.</choice>
831 <choice idref="sect161">If you lose the combat, <link-text>turn to 161</link-text>.</choice>
835 <section class="numbered" id="sect21">
836 <meta><title>21</title></meta>
839 <p>Your lightning-fast reactions have saved you from being hit. You dive forward and roll, so that the needle pierces your cloak but not your skin. However, the trident-armed guards close in, confident that the needle has found its mark, and you are tranquillized. The instant they lower their weapons you attack.</p>
840 <choice idref="sect168"><link-text>Turn to 168</link-text>.</choice>
844 <section class="numbered" id="sect22">
845 <meta><title>22</title></meta>
848 <p>You have sustained a deep chest wound that has penetrated your right lung. Lose 8 <typ class="attribute">ENDURANCE</typ> points.</p>
849 <choice idref="sect107">If you are still alive and possess the Kai Discipline of Healing, <link-text>turn to 107</link-text>.</choice>
850 <choice idref="sect63">If you do not possess this skill, <link-text>turn to 63</link-text>.</choice>
854 <section class="numbered" id="sect23">
855 <meta><title>23</title></meta>
858 <p>The climb would be easy if it were not for the scalding steam. It stings your face and hands, making the skin puffed and sore. Lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
859 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you have lost the use of one arm, deduct 3 points from the number you have picked. If you possess the Kai Discipline of Hunting, add 2 points to your total.</p>
860 <choice idref="sect77">If your total is now -3<ch.endash/>-1, <link-text>turn to 77</link-text>.</choice>
861 <choice idref="sect192">If your total is now 0<ch.endash/>6, <link-text>turn to 192</link-text>.</choice>
862 <choice idref="sect114">If your total is now 7<ch.endash/>11, <link-text>turn to 114</link-text>.</choice>
866 <section class="numbered" id="sect24">
867 <meta><title>24</title></meta>
870 <p>The man slams the gate and draws the bolt. Seconds later you hear the footfalls of the Sharnazim as they rush into the courtyard. <quote>Go inside,</quote> whispers the man, pointing to the darkened interior of his house. <quote>I shall get rid of the soldiers.</quote></p>
871 <p>You enter the house and climb a staircase to a large airy room, which looks out over a marketplace. Long, black flags hang from the windows of a hall opposite, and the sounds of mourning can be heard through its open doors.</p>
873 <illustration class="inline">
875 <creator>Gary Chalk</creator>
877 <instance class="html" src="small1.png" width="386" height="150" mime-type="image/png"/>
878 <instance class="html-compatible" src="small1.gif" width="386" height="150" mime-type="image/gif"/>
879 <instance class="pdf" src="small1.pdf" width="386" height="150" />
882 <choice idref="sect147">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 147</link-text>.</choice>
883 <choice idref="sect196">If you do not possess this skill, <link-text>turn to 196</link-text>.</choice>
887 <section class="numbered" id="sect25">
888 <meta><title>25</title></meta>
891 <p>The dart sinks into your chest. You pull it free, but a wave of nausea makes you fall to your knees. The tip of the missile is drugged and you cannot fight the darkness that now engulfs your vision.</p>
892 <choice idref="sect69"><link-text>Turn to 69</link-text>.</choice>
896 <section class="numbered" id="sect26">
897 <meta><title>26</title></meta>
900 <p>Peering through the keyhole, you can see that the lock is unusual; a small metal plate blocks the mechanism, so that it is impossible to pick the lock.</p>
901 <choice idref="sect48">If you have the Kai Discipline of Mind Over Matter, <link-text>turn to 48</link-text>.</choice>
902 <choice idref="sect127">If you wish to try to break down the door, <link-text>turn to 127</link-text>.</choice>
903 <choice idref="sect93">If you decide to leave the door and head off along the other passage towards the stairs, <link-text>turn to 93</link-text>.</choice>
907 <section class="numbered" id="sect27">
908 <meta><title>27</title></meta>
911 <p>Each of the three bottles bears a label, handwritten in green ink.</p>
913 <li>Larnuma Oil (restores 2 <typ class="attribute">ENDURANCE</typ> points per dose)<ch.emdash/>3 Gold Crowns</li>
914 <li>Laumspur (restores 4 <typ class="attribute">ENDURANCE</typ> points per dose)<ch.emdash/>5 Gold Crowns</li>
915 <li>Rendalim<ch.apos/>s Elixir (restores 6 <typ class="attribute">ENDURANCE</typ> points per dose)<ch.emdash/>7 Gold Crowns</li>
917 <p>You may purchase any of the above. (The prices are per dose. All the potions are Backpack Items.) The herb-mistress then escorts you to a side door. <quote>I sense your despair, Northlander. I pray you find your cure.</quote></p>
919 <illustration class="inline">
921 <creator>Gary Chalk</creator>
923 <instance class="html" src="small5.png" width="386" height="150" mime-type="image/png"/>
924 <instance class="html-compatible" src="small5.gif" width="386" height="150" mime-type="image/gif"/>
925 <instance class="pdf" src="small5.pdf" width="386" height="150" />
928 <p>As you leave, she offers a word of advice. <quote>The guards at the north gate of the Grand Palace can be bribed.</quote> You thank her and enter the alley running along the side of her shop.</p>
929 <choice idref="sect160"><link-text>Turn to 160</link-text>.</choice>
933 <section class="numbered" id="sect28">
934 <meta><title>28</title></meta>
937 <p>The plan works<ch.emdash/>your arrow cuts the air and finds its mark. The smash of glass echoes around the square, drawing everyone<ch.apos/>s attention to the merchant<ch.apos/>s shop.</p>
938 <choice idref="sect153"><link-text>Turn to 153</link-text>.</choice>
942 <section class="numbered" id="sect29">
943 <meta><title>29</title></meta>
946 <p>After tying a large knot in one end of the rope, you gather the coils and hurl the knotted end towards your target. After three failures, your fourth attempt is successful; the knot jams in a V-shaped joint, and you are able to pull yourself out of the water and swing across the vault to jump safely into the opposite tunnel. However, you cross this obstacle at the cost of your rope; it still hangs from the metal bar, and there is no way you can rescue it. (Remember to strike this item from your <a idref="action">Action Chart</a>.)</p>
947 <p>The passage ahead winds and curves like a giant snake, and the foul air wafting towards you is hot and humid. Although you seem to have shaken off your pursuers, you have yet to escape from the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>.</p>
948 <choice idref="sect55"><link-text>Turn to 55</link-text>.</choice>
952 <section class="numbered" id="sect30">
953 <meta><title>30</title></meta>
956 <p>You pass several high-arched portals overlooking the east city wall and continue easily and safely until you hear noises drifting along the passage. The voices of hungry guards and the distinctive clatter of plates and mugs warn you that a crowded mess hall lies ahead.</p>
957 <p>You are trying to decide on the best course of action when a patrol of guards suddenly appears behind you in the corridor. Quickly, you jump onto a window ledge and take cover behind the arch of a portal. However, the arch is narrow, and you are sure to be seen when the guards march past.</p>
958 <choice idref="sect62">If you have reached the Kai rank of Guardian or higher, <link-text>turn to 62</link-text>.</choice>
959 <choice idref="sect152">If you wish to hide outside on the narrow ledge that runs round the palace wall, <link-text>turn to 152</link-text>.</choice>
960 <choice idref="sect124">If you wish to attack the guards as they march past, <link-text>turn to 124</link-text>.</choice>
964 <section class="numbered" id="sect31">
965 <meta><title>31</title></meta>
968 <footnote id="sect31-1-foot" idref="sect31-1">
969 <p>Note that you do not need any of your own Torches to use the Tinderbox in this case.</p>
974 <p>As you start to climb, two Sharnazim warriors suddenly emerge from the insect-choked tunnel. They lunge at you, their hands outstretched, their fingers hooked to claw at your legs and drag you down. You kick out and strike one of the cruel-faced men beneath the jaw. He clutches at his throat and gives a gurgling cry as he falls backwards into the slimy water.</p>
975 <p>You reach the stone trapdoor, but the other warrior has unsheathed his scimitar and has begun to climb the ladder; he no longer intends to capture you alive. Pressing your shoulder to the cobwebbed trapdoor, you push up the heavy stone and scramble out to find yourself in a noisy alley, crowded with people and market stalls. The sewer hole itself is close to a wicker table stacked high with bundles of torches.</p>
976 <choice idref="sect143">If you possess a Kalte Firesphere or a Tinderbox, <link-text>turn to 143</link-text>.<footref id="sect31-1" idref="sect31-1-foot" /></choice>
977 <choice idref="sect183">If you do not have either of these items, <link-text>turn to 183</link-text>.</choice>
981 <section class="numbered" id="sect32">
982 <meta><title>32</title></meta>
985 <p>You raise the hood of your cloak and hurry through the open doors into the dark, cool hall. The people are kneeling in front of a pulpit where a holy man, dressed in flowing robes of black and gold, reads aloud from a gem-encrusted book. Behind him, the face of the late Zakhan, immortalized in a tapestry suspended from the roof by huge silken cords, looks down on the mourners.</p>
986 <p>The congregation is rapt in prayer, and nobody sees you enter. The ceremony soon comes to an end, and you are able to slip past Maouk<ch.apos/>s men as the mourners flood into the streets.</p>
987 <choice idref="sect169"><link-text>Turn to 169</link-text>.</choice>
991 <section class="numbered" id="sect33">
992 <meta><title>33</title></meta>
995 <p>You hack the dirt-encrusted floor and uncover a large metal ring, which proves to be part of an old trapdoor. The metal ring is badly corroded, but you manage to prise the trapdoor open. It covers a deep shaft; from the inky darkness below comes the stench of the sewer.</p>
996 <p>The Sharnazim are climbing up the stone steps. Their pounding footsteps match your racing heartbeat.</p>
997 <choice idref="sect94">If you wish to jump down the shaft, <link-text>turn to 94</link-text>.</choice>
998 <choice idref="sect185">If you wish to stand and fight the Sharnazim, <link-text>turn to 185</link-text>.</choice>
1002 <section class="numbered" id="sect34">
1003 <meta><title>34</title></meta>
1006 <p>No matter how hard you try to picture the mechanism in your mind<ch.apos/>s eye, the image will not appear. Deduct 1 <typ class="attribute">ENDURANCE</typ> point due to the strain of your mental exertion.</p>
1007 <choice idref="sect127">If you want to try to break down the door, <link-text>turn to 127</link-text>.</choice>
1008 <choice idref="sect93">If you decide to leave the door and head off along the other passage towards the stairs, <link-text>turn to 93</link-text>.</choice>
1012 <section class="numbered" id="sect35">
1013 <meta><title>35</title></meta>
1016 <p>The great snake shudders and convulses in the throes of death. The smell of its thick brown blood is disgusting, and you have to hold your breath and grit your teeth as you lift the dead Yas away from the chest and peer inside.</p>
1017 <p>You discover six silver-handled maces, each beautifully carved and encrusted with rubies, emeralds, and pearls. In the Northlands these weapons would fetch thousands of Crowns. At the bottom of the chest, you also discover a small Copper Key. If you wish to take either a Jewelled Mace or the Copper Key, or both, mark them on your <a idref="action">Action Chart</a> as Special Items. You carry the Copper Key in the pocket of your tunic and the Jewelled Mace tucked into your belt.</p>
1018 <p>The acidic smell of the snake blood is beginning to make you retch. Quickly, you climb the stone steps and leave the armoury by the north door.</p>
1019 <choice idref="sect14"><link-text>Turn to 14</link-text>.</choice>
1023 <section class="numbered" id="sect36">
1024 <meta><title>36</title></meta>
1027 <p>The grim-faced Sharnazim encircle you, their razor-sharp scimitars glinting in the afternoon sun. <quote>Take him!</quote> shouts Maouk. <quote>But take him alive!</quote></p>
1028 <p>Reluctantly, the warriors sheathe their swords and wait for a chance to rush you. Six lie dead at your feet before you are eventually overpowered. <quote>You are brave, Kai Lord,</quote> says Maouk, in a mocking tone, <quote>but you will need more than bravery to save you now.</quote></p>
1029 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
1033 <section class="numbered" id="sect37">
1034 <meta><title>37</title></meta>
1037 <p>The Imperial Apothecary can only be reached from the palace gardens by entering the <foreign xml:lang="x-vassagonian">Vizu-diar</foreign>. The kitchens are part of the slaves<ch.apos/> quarters, under constant supervision of the cruel slave-masters and guards. You wait until the path and lawns are deserted before you run across to the door of the <foreign xml:lang="x-vassagonian">Vizu-diar</foreign>.</p>
1038 <choice idref="sect149"><link-text>Turn to 149</link-text>.</choice>
1042 <section class="numbered" id="sect38">
1043 <meta><title>38</title></meta>
1046 <p>Halfway round the small tower, a section of the sandstone ledge begins to crumble beneath your feet. Instinctively, you leap sideways and stretch out your hands in time to grasp the firm ledge beyond. The drop below is terrifying, but your terror gives you the impetus and strength you need to claw your way back onto the ledge. Your fingers are bleeding and bruised, but you are still alive. You lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
1047 <choice idref="sect87"><link-text>Turn to 87</link-text>.</choice>
1051 <section class="numbered" id="sect39">
1052 <meta><title>39</title></meta>
1055 <p>The man is lying. He knows that other guards are sure to turn up at any moment. As soon as you loosen your grip, he will attempt to overpower you and raise the alarm.</p>
1056 <choice idref="sect9">If you wish to continue questioning him, <link-text>turn to 9</link-text>.</choice>
1057 <choice idref="sect78">If you decide to kill him, <link-text>turn to 78</link-text>.</choice>
1061 <section class="numbered" id="sect40">
1062 <meta><title>40</title></meta>
1065 <p>The Kwaraz drops from the ceiling and plunges into the water, creating an enormous wave of foul slime which completely submerges you. Wracked with nausea, you cough and retch and try to scoop the muck from your eyes and mouth. The Kwaraz<ch.apos/>s carcass blocks the tunnel, and you can only get past by climbing over it. Still in a state of shock, you lose 1 Backpack Item, your pouch of Gold Crowns and 2 <typ class="attribute">ENDURANCE</typ> points. Make the necessary adjustments to your <a idref="action">Action Chart</a>.</p>
1066 <choice idref="sect17">If you are still alive, <link-text>turn to 17</link-text>.</choice>
1070 <section class="numbered" id="sect41">
1071 <meta><title>41</title></meta>
1074 <p>You fill your mouth with oil but cannot bring yourself to swallow it<ch.emdash/>the foul tasting liquid makes you feel sick. You spit it out, and gulp mouthfuls of water to rid yourself of the disgusting taste.</p>
1075 <choice idref="sect103">If you now decide to rub some of the oil into your skin, <link-text>turn to 103</link-text>.</choice>
1076 <choice idref="sect71">If you decide to forget the vile-tasting oil completely, <link-text>turn to 71</link-text>.</choice>
1080 <section class="numbered" id="sect42">
1081 <meta><title>42</title></meta>
1084 <p>Your Kai sense warns you that the alley is a dead end. If you take that exit from the square, you will certainly be trapped. Only two other choices remain: the high, nail-studded gate to your left, or the path directly ahead.</p>
1085 <choice idref="sect75">If you decide to go through the gate, <link-text>turn to 75</link-text>.</choice>
1086 <choice idref="sect169">If you decide to take the path, <link-text>turn to 169</link-text>.</choice>
1090 <section class="numbered" id="sect43">
1091 <meta><title>43</title></meta>
1094 <p>You reach a small chamber set above the tunnel. Here, at least, it is dry, although the foul sewer gas permeates everything. You hurry along a narrow passage, which turns first to the west and then to the south, but your heart sinks as you see a dead end looming out of the inky blackness.</p>
1095 <choice idref="sect33">If you wish to search for a hidden exit, <link-text>turn to 33</link-text>.</choice>
1096 <choice idref="sect185">If you wish to prepare yourself for combat, <link-text>turn to 185</link-text>.</choice>
1100 <section class="numbered" id="sect44">
1101 <meta><title>44</title></meta>
1104 <p>You hurry through the west door and into the welcoming cool of the corridor beyond. A large drawbar on the inside of the door catches your eye; you lock it to delay any would-be pursuers.</p>
1106 <illustration class="inline">
1108 <creator>Gary Chalk</creator>
1110 <instance class="html" src="small7.png" width="386" height="150" mime-type="image/png"/>
1111 <instance class="html-compatible" src="small7.gif" width="386" height="150" mime-type="image/gif"/>
1112 <instance class="pdf" src="small7.pdf" width="386" height="150" />
1115 <p>At the end of the corridor lies a hall full of weapons. Racks of spears and swords line the chamber walls, and a massive workbench covers the floor. It is the palace armoury. In the midst of the tools which litter the workbench, there is a large, black, leather-bound book.</p>
1116 <choice idref="sect83">If you wish to examine the book, <link-text>turn to 83</link-text>.</choice>
1117 <choice idref="sect181">If you wish to ignore the book and search for your confiscated equipment instead, <link-text>turn to 181</link-text>.</choice>
1121 <section class="numbered" id="sect45">
1122 <meta><title>45</title></meta>
1125 <p>You concentrate your Mindblast on the guard<ch.apos/>s hand. He screams and his fingers spring open as his hand is robbed of all feeling and control. He is now unarmed.</p>
1126 <choice idref="sect78">If you wish to attack the guard, <link-text>turn to 78</link-text>.</choice>
1127 <choice idref="sect199">If you wish simply to overpower him and capture him alive, <link-text>turn to 199</link-text>.</choice>
1131 <section class="numbered" id="sect46">
1132 <meta><title>46</title></meta>
1135 <p>As your adversary falls to the ground, the other guard stabs at you with his Trident. You cannot evade combat and must fight him to the death.</p>
1136 <combat><enemy>Vestibule Guard 2</enemy><enemy-attribute class="combatskill">14</enemy-attribute><enemy-attribute class="endurance">24</enemy-attribute></combat>
1137 <choice idref="sect3">If you win the combat, <link-text>turn to 3</link-text>.</choice>
1141 <section class="numbered" id="sect47">
1142 <meta><title>47</title></meta>
1145 <p>You have a strong feeling that more Kwaraz occupy the north tunnel. You sense a lair. It would be almost suicide to go that way, so you must take one of the remaining routes.</p>
1146 <choice idref="sect73">If you wish to continue along the west tunnel, <link-text>turn to 73</link-text>.</choice>
1147 <choice idref="sect128">If you wish to go south along the new tunnel, <link-text>turn to 128</link-text>.</choice>
1151 <section class="numbered" id="sect48">
1152 <meta><title>48</title></meta>
1155 <p>You focus on the lock and concentrate all of your Kai skill on opening it. Sweat begins to trickle down your face. Pick a number from the <a idref="random">Random Number Table</a>. If you have reached the Kai rank of Guardian or higher, add 3 to the number you have picked.</p>
1156 <choice idref="sect34">If your total is now 0<ch.endash/>4, <link-text>turn to 34</link-text>.</choice>
1157 <choice idref="sect80">If your total is now 5 or higher, <link-text>turn to 80</link-text>.</choice>
1161 <section class="numbered" id="sect49">
1162 <meta><title>49</title></meta>
1165 <p>The outer wall of the Grand Palace is far too high to climb, and even if you had a rope long enough, your green Kai cloak would be seen for miles, set against the white, sun-bleached marble wall.</p>
1166 <p>You crouch in the shadow of a doorway while you concentrate on working out a plan. There is a constant traffic of mounted scouts and couriers from the north gate. Those arriving hand a scroll of parchment to two of the guards before they enter. Slowly, a bold plan begins to take shape in your mind. If you could overpower one of the couriers before he reaches the palace gate, you could disguise yourself in his clothes and use his scroll to gain entrance.</p>
1167 <p>Many of the couriers approach the Grand Palace from the harbour, and although it is infested with troops, you discover the ideal place to ambush a rider. There is a broad avenue where a bridge of gnarled old wood and metal curves over the street, and here, beneath the wooden arch, you lie in wait for your prey.</p>
1168 <p>Your chance soon arrives; a black-robed rider enters the avenue and spurs his horse along the street. He will have to pass beneath the arch. You prepare to pounce.</p>
1169 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you have the Kai Discipline of Hunting, add 1 to the number you have picked. If you have reached the Kai rank of Savant, add 3 to the number you have picked.</p>
1170 <choice idref="sect106">If your total is now 0<ch.endash/>5, <link-text>turn to 106</link-text>.</choice>
1171 <choice idref="sect189">If your total is now 6<ch.endash/>13, <link-text>turn to 189</link-text>.</choice>
1175 <section class="numbered" id="sect50">
1176 <meta><title>50</title></meta>
1179 <p>The smooth leather soles of your boots do not grip on the wet wood. You slip, and as you fall you gash your head on the row of oars. You lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1180 <p>You are fished from the water by the Sharnazim; they drag you by your cloak across the sun-bleached flagstones of the harbour square and deposit you at Maouk<ch.apos/>s feet. He looks at you mockingly. <quote>You are brave, Kai Lord. But you will need more than bravery to save you now.</quote></p>
1181 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
1185 <section class="numbered" id="sect51">
1186 <meta><title>51</title></meta>
1189 <p>A slippery ladder disappears into the dark, stench-filled shaft. You gulp a lungful of air and climb down, locking the trapdoor behind you. When you finally reach the bottom of the shaft, your worst fears are confirmed.</p>
1190 <p>You have entered the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>, the main drainage sewer of Barrakeesh. You recall one of the crewmen aboard the galley, an old man nicknamed <quote>The Stink</quote> because he smelled so much, having been sentenced to one year<ch.apos/>s imprisonment in the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign> for a crime he did not commit. Peering along the gloomy tunnels, you wonder how he survived for so long in this dank, filthy sewer.</p>
1191 <p>Suddenly your thoughts are disturbed by the sound of splintering wood. Chunks of shattered timber rain down upon you as the Sharnazim force open the trapdoor. The heavy iron grille glances off your shoulder as it falls; you stifle a cry of pain, but you lose 1 <typ class="attribute">ENDURANCE</typ> point due to the wound.</p>
1192 <p>This section of the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign> is a junction where three channels meet. You must quickly decide which channel to take, for Maouk<ch.apos/>s men are now descending the ladder.</p>
1193 <choice idref="sect173">If you have the Kai Discipline of Tracking, <link-text>turn to 173</link-text>.</choice>
1194 <choice idref="sect96">If you wish to enter the left channel, <link-text>turn to 96</link-text>.</choice>
1195 <choice idref="sect145">If you wish to enter the right channel, <link-text>turn to 145</link-text>.</choice>
1196 <choice idref="sect13">If you wish to enter the channel straight ahead, <link-text>turn to 13</link-text>.</choice>
1200 <section class="numbered" id="sect52">
1201 <meta><title>52</title></meta>
1204 <p>You turn the body over with the toe of your boot and search the robes, discovering the following items:</p>
1206 <li>4 Gold Crowns</li>
1207 <li>Gaoler<ch.apos/>s Keys (Special Item)</li>
1211 <p>If you wish to keep any of these items, remember to mark them on your <a idref="action">Action Chart</a>. (The Gaoler<ch.apos/>s Keys should be worn on your belt.)</p>
1212 <choice idref="sect140"><link-text>Turn to 140</link-text>.</choice>
1216 <section class="numbered" id="sect53">
1217 <meta><title>53</title></meta>
1220 <p>You recognize the sign of the fish. It is the symbol of an order of monks known as <quote>The Redeemers</quote>, a silent order who are devoted to a lifetime of prayer, pilgrimage, and the study of the healing arts.</p>
1221 <choice idref="sect157">If you wish to enter the dwelling, <link-text>turn to 157</link-text>.</choice>
1222 <choice idref="sect188">If you decide to enter the tavern instead, <link-text>turn to 188</link-text>.</choice>
1226 <section class="numbered" id="sect54">
1227 <meta><title>54</title></meta>
1230 <p>Hurrying down the steps and away from the Bath Hall, you enter the <foreign xml:lang="x-vassagonian"><quote>Saadi-tas-Ouda</quote></foreign>: the Square of the Dead. Jet-black flagstones cover the square, each with a long iron spike set deep into its centre. From the Bath Hall steps, the square resembles the back of a massive iron porcupine, but when you reach the base of the steps, you realize that the <foreign xml:lang="x-vassagonian">Saadi-tas-Ouda</foreign> is in fact far more sinister.</p>
1231 <p>Stuck on top of each spike is a human skull<ch.emdash/>all that remains of pirates, murderers, traitors, and thieves who have been sentenced to death. The grisly display serves as a warning to others never to defy the law of the Zakhan.</p>
1232 <p>As you reach the far side of the square, you brush against a spike. Fresh blood is smeared across the arm of your tunic, staining it dark red. You raise your eyes, cursing at your misfortune, but you are shocked into silence by the sight before you.</p>
1234 <illustration class="float">
1236 <creator>Gary Chalk</creator>
1237 <description>Impaled upon the sharp iron pole is the head of the Vassagonian envoy.</description>
1239 <instance class="html" src="ill3.png" width="386" height="626" mime-type="image/png"/>
1240 <instance class="html-compatible" src="ill3.gif" width="386" height="626" mime-type="image/gif"/>
1241 <instance class="pdf" src="ill3.pdf" width="386" height="626" />
1244 <p>Impaled upon the sharp iron pole is the head of the Vassagonian envoy. To either side are the heads of all the galley crew. On each of their foreheads is freshly branded one word<ch.emdash/>TRAITOR. Fear wells up inside you; turning your face away from the sightless eyes, you run into the crowded streets of the <foreign xml:lang="x-vassagonian">Mikarum</foreign>, the district where the spice and herb merchants live.</p>
1245 <p>At the end of a narrow, winding street, you reach a junction. Opposite is a shop with a bright red sign above the door:</p>
1246 <signpost>Bir Dar Masoun<ch.emdash/>HERB-MISTRESS</signpost>
1247 <choice idref="sect68">If you need the Oede herb, <link-text>turn to 68</link-text>.</choice>
1248 <choice idref="sect154">If you do not need this herb, but still decide to enter the shop, <link-text>turn to 154</link-text>.</choice>
1249 <choice idref="sect179">If you wish to continue along in a new alleyway that heads off towards the Grand Palace, <link-text>turn to 179</link-text>.</choice>
1253 <section class="numbered" id="sect55">
1254 <meta><title>55</title></meta>
1257 <p>The temperature rises steadily until you are bathed in sweat. Ahead, you see a chamber filled with steam that rises from its bubbling floor. You are about to enter the chamber when you catch a glimpse of the danger awaiting you; the stone walkway ends abruptly, only a few yards into the chamber. Ten feet below, lying before you like the surface of a huge bubbling cauldron, is a <foreign xml:lang="x-vassagonian">tar-sorkh</foreign>: a mud geyser.</p>
1258 <p>These geysers are common in Vassagonia. Much of the desert empire is unstable, but although it is subject to constant earth tremors, it rarely results in great destruction. The Vassagonians call these tremors: <foreign xml:lang="x-vassagonian"><quote>Tasa-Dophiem</quote></foreign>, which means <quote>The Wrestling Gods</quote>.</p>
1259 <p>This particular mud geyser has been put to practical use. It provides a constant source of heat for the dwellings built over the chamber. The steam from the <foreign xml:lang="x-vassagonian">tar-sorkh</foreign> rises into a pair of huge, circular chimneys in the domed ceiling, which in turn feed heat to the buildings above. Your only way out of this chamber is by climbing one of these chimneys. Although there are no ladders, the rock-hewn chamber wall offers many footholds.</p>
1260 <choice idref="sect162">If you wish to climb the left chimney, <link-text>turn to 162</link-text>.</choice>
1261 <choice idref="sect23">If you wish to climb the right chimney, <link-text>turn to 23</link-text>.</choice>
1265 <section class="numbered" id="sect56">
1266 <meta><title>56</title></meta>
1269 <p>A search of the baskets crowding the little boat uncovers a beautifully hand-tooled leather case. You flick open the brass catch and discover that the case contains a Jakan<ch.emdash/>a hunting bow used by the coastal fishermen of Vassagonia. (You may record the Jakan Bow as a Weapon on your <a idref="action">Action Chart</a>. You must possess an Arrow in order to use this Weapon.) You are elated by your find but disappointed to discover that the case contains only one Arrow.</p>
1271 <!-- <illustration class="inline">
1273 <creator>Gary Chalk</creator>
1275 <instance class="html" src="small11.png" width="386" height="150" mime-type="image/png"/>
1276 <instance class="html-compatible" src="small11.gif" width="386" height="150" mime-type="image/gif"/>
1277 <instance class="pdf" src="small11.pdf" width="386" height="150" />
1280 <p>Across the harbour square, close to Maouk<ch.apos/>s carriage, you notice a small, white-walled shop where a row of green glass flagons line a balcony on the first floor. You draw the bowstring to your lips and take careful aim; it is a difficult shot, and you have only one chance.</p>
1281 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.</p>
1282 <choice idref="sect7">If your total is now 0<ch.endash/>3, <link-text>turn to 7</link-text>.</choice>
1283 <choice idref="sect28">If your total is now 4<ch.endash/>11, <link-text>turn to 28</link-text>.</choice>
1287 <section class="numbered" id="sect57">
1288 <meta><title>57</title></meta>
1291 <p>The door is unlocked, and for a moment your heart sinks; if this room is the Imperial Apothecary where the Oede herb is kept, why is the door not locked and guarded? Anxiously you slip inside and survey the interior.</p>
1292 <p>It seems to be an apothecary. Glass retorts bubble and steam over jets of blue flame, and strange fluids pass back and forth through a crazy maze of tubes and tunnels. Hundreds of herb jars line the far wall, and ten large copper urns, each full of rainbow-coloured powder, hang suspended from the soot-blackened ceiling. You begin searching through the herb jars, and suddenly you discover why the door was left unlocked. Creeping slowly towards you is the cat-like creature that guards the apothecary. Its eyes glow with a vivid green luminescence as it prepares to strike.</p>
1293 <combat><enemy>Elix</enemy><enemy-attribute class="combatskill">17</enemy-attribute><enemy-attribute class="endurance">32</enemy-attribute></combat>
1294 <p>If you have ever fought an Elix before, add 2 to your <typ class="attribute">COMBAT SKILL</typ> for the duration of this fight. You cannot evade combat and must fight it to the death.</p>
1295 <choice idref="sect2">If you win the combat, <link-text>turn to 2</link-text>.</choice>
1299 <section class="numbered" id="sect58">
1300 <meta><title>58</title></meta>
1303 <footnote id="sect58-1-foot" idref="sect58-1">
1304 <p>The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.</p>
1309 <p>You follow a straight passage of pale, rose-coloured stone, which soon ends at an empty vestibule. In its north wall is set a great wooden door, covered with engraved bronze plaques and studded with bronze nails. There is a curious lock set into the middle of this door, encircled by a beautiful carving of a long-tailed scorpion. A closer look at the lock reveals a series of Vassagonian numerals, numbered 1 to 200, engraved in the lock. You recognize the design: it is a Cloeasian combination lock.</p>
1310 <puzzle idref="sect67">If you know the correct number that will open the bronze door, <choose test="has-numbered-section-list"><when value="true"><a idref="part1">turn to that section number</a></when><otherwise>turn to that section number</otherwise></choose>.<footref id="sect58-1" idref="sect58-1-foot" /></puzzle>
1311 <choice idref="sect98">If you choose the wrong combination, you do not get a second guess. <link-text>Turn immediately to 98</link-text>.</choice>
1312 <choice idref="sect156">If you do not know the number and do not attempt to open the door, <link-text>turn to 156</link-text>.</choice>
1316 <section class="numbered" id="sect59">
1317 <meta><title>59</title></meta>
1320 <p>You spring forward and slam your fist into the guard<ch.apos/>s face; he grunts and falls, clutching a bleeding nose. His sword drops to the ground close by your feet.</p>
1321 <choice idref="sect4">If you wish to pick up the sword, <link-text>turn to 4</link-text>.</choice>
1322 <choice idref="sect91">If you wish to ignore the sword and attack the second guard with your bare hands, <link-text>turn to 91</link-text>.</choice>
1326 <section class="numbered" id="sect60">
1327 <meta><title>60</title></meta>
1330 <p>You leap towards the first warrior, feigning a blow that makes him dodge to the left. You anticipate his move and catch him in mid-step. He doubles up and then crumples into the slimy water, clutching his wound. The others hesitate and then back away.</p>
1331 <p>Suddenly a voice echoes along the tunnel. <quote>Leave him to me, you fools!</quote> Maouk appears from the shadows, a dart held high in his hand. He hisses a curse and flings the missile at your chest.</p>
1332 <choice idref="sect25"><link-text>Turn to 25</link-text>.</choice>
1336 <section class="numbered" id="sect61">
1337 <meta><title>61</title></meta>
1340 <p>Suddenly, the door bursts open, and in rush the Sharnazim. You make a dash for the open window but are grabbed from behind and pulled to the ground. Lashing out with your feet and fists you free yourself, only to be overpowered by more of the dark-skinned warriors. As they drag you out into the courtyard, you catch a glimpse of the man who opened the gate; he smiles at you as he slips a pouch of silver into his pocket.</p>
1341 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
1345 <section class="numbered" id="sect62">
1346 <meta><title>62</title></meta>
1349 <p>Instinct and experience warn you that it would be rash to attack the guards so close to a crowded mess hall; any noise of combat would immediately be heard by the soldiers inside. There<ch.apos/>s now only one course of action for you to take<ch.emdash/>you must hide outside on the ledge running around a palace wall.</p>
1350 <choice idref="sect152"><link-text>Turn to 152</link-text>.</choice>
1354 <section class="numbered" id="sect63">
1355 <meta><title>63</title></meta>
1358 <p>You tear strips of cloth from your Kai cloak and bandage the wound as best you can. You manage to staunch the flow, but you have lost a lot of blood and fear the wound is infected.</p>
1359 <p>Deduct 2 <typ class="attribute">ENDURANCE</typ> points from your total for every section of the book through which you pass, until you discover and swallow a Potion of Laumspur. If your <typ class="attribute">ENDURANCE</typ> points total falls to 0 before you discover a healing potion, you will die from blood poisoning.</p>
1360 <choice idref="sect102">If you wish to search the bodies of the dead guards, <link-text>turn to 102</link-text>.</choice>
1361 <choice idref="sect150">If you wish to ignore the bodies and escape along the corridor, <link-text>turn to 150</link-text>.</choice>
1365 <section class="numbered" id="sect64">
1366 <meta><title>64</title></meta>
1369 <p>You have barely taken a dozen steps along the walkway when you hear a low, inhuman growl. Then, the noise suddenly changes to an abominable and high-pitched sputter, as the huge bulk of a Kwaraz emerges from out of the dark. It is upon you before you can take any evasive action.</p>
1370 <combat><enemy>Kwaraz</enemy><enemy-attribute class="combatskill">20</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
1371 <p>The giant reptile is very susceptible to psychic power. If you have the Kai Discipline of Mindblast, add 4 (instead of the normal 2) to your <typ class="attribute">COMBAT SKILL</typ> for the duration of the combat.</p>
1373 <illustration class="float">
1375 <creator>Gary Chalk</creator>
1376 <description>The huge bulk of a Kwaraz emerges from out of the dark.</description>
1378 <instance class="html" src="ill4.png" width="386" height="653" mime-type="image/png"/>
1379 <instance class="html-compatible" src="ill4.gif" width="386" height="653" mime-type="image/gif"/>
1380 <instance class="pdf" src="ill4.pdf" width="386" height="653" />
1383 <choice idref="sect177">If you win the combat, <link-text>turn to 177</link-text>.</choice>
1387 <section class="numbered" id="sect65">
1388 <meta><title>65</title></meta>
1391 <p>The guard slumps to the ground, his neck broken by the blow from the edge of your hand, but as you turn you see that the other man has recovered from your punch and is crawling across the floor, his hand stretched out to retrieve his sword.</p>
1392 <choice idref="sect78">If you wish to attack the guard, <link-text>turn to 78</link-text>.</choice>
1393 <choice idref="sect199">If you wish simply to overpower him and capture him alive, <link-text>turn to 199</link-text>.</choice>
1397 <section class="numbered" id="sect66">
1398 <meta><title>66</title></meta>
1401 <p>A sour-faced guard with a whip stands at the great doors to the kitchen. He delights in bullying the slaves that pass to and fro, lashing them with his whip and cursing them foully. You decide it is far too risky to confront the guard and instead focus your attention on the kitchen windows. The guard is too engrossed in beating an unfortunate slave who has dropped a basket of fruit to notice you sprint across the gardens and leap into the shadow of a tall, arched kitchen window. Then, to your horror, you notice that two guards are seated inside the kitchen, just below the window ledge on which you now stand. If they should so much as turn their heads, you will be seen.</p>
1402 <choice idref="sect149">If you wish to jump back into the palace gardens and try to enter the palace through the Zakhan<ch.apos/>s trophy room, <link-text>turn to 149</link-text>.</choice>
1403 <choice idref="sect124">If you wish to launch a surprise attack on the seated guards, before they notice you are there, <link-text>turn to 124</link-text>.</choice>
1407 <section class="numbered" id="sect67">
1408 <meta><title>67</title></meta>
1411 <footnote id="sect67-1-foot" idref="sect67-1">
1412 <p>This section is the correct answer for the Cloeasian combination lock from <a idref="sect58">Section 58</a>.</p>
1417 <p>You hear a faint <onomatopoeia>click</onomatopoeia> followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened.<footref id="sect67-1" idref="sect67-1-foot" /></p>
1418 <p>Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape, and size flourish in the deep, dark soil of the floor. The Zakhan<ch.apos/>s arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct elsewhere. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land.</p>
1419 <p>At one of the exits from the arboretum, you discover a Quarterstaff propped against the wall. (If you wish to take this, remember to mark it on your <a idref="action">Action Chart</a>.) The desire to escape urges you on as you leave the arboretum and hurry through a network of lavish corridors and empty, deserted vestibules. You reach a landing where a broad staircase descends to a massive room that occupies most of the lower palace.</p>
1420 <p>From the top of the staircase, hidden by the shadow of a pilaster, you stare down on a sight that freezes your blood with terror.</p>
1421 <choice idref="sect200"><link-text>Turn to 200</link-text>.</choice>
1425 <section class="numbered" id="sect68">
1426 <meta><title>68</title></meta>
1429 <p>You part the curtain of beads hanging in the doorway and enter the cool interior. The lifeless arm that hangs limply by your side has taken on a bluish hue. Fear returns; you must find the Oede herb to cure the disease, or you will lose the whole limb and possibly your life.</p>
1430 <p>A woman appears from the shadows of the counter. She has piercing green eyes and her red hair is raised, bound round with rings of jadin. <quote>Welcome, Northlander,</quote> she says, in a voice both soft and clear. <quote>How may I serve you?</quote></p>
1431 <p>You hesitate before replying, <quote>Oede.</quote></p>
1432 <p>She narrows her eyes and casts a glance at your injured arm. <quote>I cannot help you,</quote> she says sorrowfully. <quote>Oede is now a very rare and precious herb. I would have to sell my shop and all my possessions in order to buy just one small pouch of Oede. There is only one man in Barrakeesh rich enough to possess this herb<ch.emdash/>the Zakhan.</quote></p>
1433 <p>Sweat breaks out upon your brow as your fear grows. <quote>What little Oede there is,</quote> she continues, <quote>is kept in the Grand Palace under lock and key.</quote></p>
1434 <p>You ask if there is any other herb that can cure your arm. She shakes her head from side to side. <quote>Only Oede will cure Limbdeath<ch.emdash/>and you can only find that in the strongroom of the Imperial Apothecary.</quote> She reaches behind the counter and brings forward three glass bottles, each containing a coloured liquid. <quote>They will not cure you, but they will dull the pain in the last few hours.</quote></p>
1435 <choice idref="sect27">If you wish to examine the potions, <link-text>turn to 27</link-text>.</choice>
1436 <choice idref="sect160">If you decide to ignore them, leave the shop and continue along the alley, <link-text>turn to 160</link-text>.</choice>
1440 <section class="numbered" id="sect69">
1441 <meta><title>69</title></meta>
1444 <p>You wake up in great discomfort; every muscle of your body feels knotted and bruised. You force open eyelids clogged with dried sweat, and look with dread at your wretched surroundings. You are lying on the hard stone floor of a prison cell. Over by the far wall, beneath a window criss-crossed with iron bars, is a low wooden bunk covered in filthy rags. Cockroaches, some the size of field mice, scuttle along a foul-smelling gutter that disappears into a grating in the floor. (Erase from your <a idref="action">Action Chart</a> all Weapons, Special Items, Gold Crowns, and your Backpack and all its contents, but note them down elsewhere in case you should find them again later.)</p>
1445 <p>You discover that your hands are free and slowly pull yourself upright into a sitting position, resting your back against the cell door. A faint draught from the corridor outside provides the only relief from the stifling heat and bad air of the cell. In the distance you can hear footsteps approaching. Then there is a jangle of keys and the creak of hinges. A door closes with a dull thud. More footsteps; they are getting louder. They come to halt outside the cell door and a loud voice bellows out: <quote>Sleeping on duty, Sefrou? You<ch.apos/>ll wake up on the other side of this door if the captain catches you!</quote></p>
1446 <p>The chair scrapes along the ground, and a startled voice, full of indignation, replies: <quote>Curse you, Hadj! The Zakhan doesn<ch.apos/>t want the Northlander taken to the Grand Hall until sunset. You<ch.apos/>ve cheated me of two hours sleep.</quote></p>
1447 <p><quote>Shut up, Sefrou,</quote> snarls the first voice, <quote>and listen hard. I<ch.apos/>ve just come from the armoury. Some interesting trinkets were found on the Northlander, worth a great deal of gold I<ch.apos/>d say. Seems a pity to let them go to waste, eh?</quote></p>
1448 <p>The two guards chuckle greedily and discuss at length the good time they will be able to have in the city, once they have sold your equipment.</p>
1449 <p><quote>I<ch.apos/>ll take a peek at our friend,</quote> says one of the guards. <quote>I wonder if he<ch.apos/>s enjoying our hospitality.</quote></p>
1450 <p>A spy-hole slides open above your head and you hear a gasp of shock. <quote>He<ch.apos/>s gone! He<ch.apos/>s gone! By the Majhan, we<ch.apos/>ll lose our heads!</quote> You suddenly realize that you cannot be seen so close to the door.</p>
1451 <p><quote>Let me see,</quote> hisses the other guard, eager to see for himself. You hear the <onomatopoeia>click</onomatopoeia> of a key in the lock; this could be your chance to escape.</p>
1452 <choice idref="sect138">If you wish to attack the guards as soon as the door opens, <link-text>turn to 138</link-text>.</choice>
1453 <choice idref="sect85">If you wish to move away from the door and stand in the middle of the cell, <link-text>turn to 85</link-text>.</choice>
1457 <section class="numbered" id="sect70">
1458 <meta><title>70</title></meta>
1461 <p>You press on for about a mile until you can go no further: a huge iron grating blocks the tunnel. The decomposing carcass of a giant lizard has been washed up against the bars. Bones are clearly visible where the dead flesh has rotted or been eaten away. The bars are firmly fixed; it will be impossible to continue in this direction.</p>
1462 <p>Close to the dead lizard, a narrow stone platform juts out from the wall. Beyond a platform, you notice a low arch leading to some stairs, ascending out of the sewer.</p>
1463 <p>The sound of Maouk<ch.apos/>s voice drifts along the tunnel. He is urging his Sharnazim in your direction.</p>
1464 <choice idref="sect43">If you wish to climb the steps, <link-text>turn to 43</link-text>.</choice>
1465 <choice idref="sect60">If you wish to wait here and fight your pursuers, <link-text>turn to 60</link-text>.</choice>
1469 <section class="numbered" id="sect71">
1470 <meta><title>71</title></meta>
1473 <p>Having washed off the worst of the dirt, you clamber out of the bath and enter a small antechamber; the room is hot and arid and your clothes are soon as dry as bone. Beyond the antechamber is another hall, this time crowded with people, some seated, others standing, and everyone busy in conversation. These are the free baths of Barrakeesh and the citizens of the capital are justly proud of them. They are the envy of the other desert cities where water is scarce and precious. The citizens treat the baths as a forum, a place for meeting and talking with friends. Much of the conversation you overhear is about the new Zakhan; few speak well of him.</p>
1474 <p>You wrap yourself in the large Towel and make your way through the crowd towards the main entrance. If you wish to keep the Towel once you are outside, you must mark it on your <a idref="action">Action Chart</a> as 2 Backpack Items, due to its size.</p>
1475 <choice idref="sect54"><link-text>Turn to 54</link-text>.</choice>
1479 <section class="numbered" id="sect72">
1480 <meta><title>72</title></meta>
1483 <p><quote>Go away!</quote> shouts the plump landlady of this tavern. <quote>We<ch.apos/>ve no hospitality for those who show no respect to our dead Zakhan.</quote></p>
1484 <p>Two burly man, wearing wide arm-bands of black silk, roughly push you out of the tavern door. You slip and fall on the dusty cobblestones, grazing your hip and elbows. Lose 1 <typ class="attribute">ENDURANCE</typ> point. As you get to your feet, Maouk and his warriors rush into the plaza and surround you.</p>
1485 <choice idref="sect36">If you wish to fight them, <link-text>turn to 36</link-text>.</choice>
1486 <choice idref="sect176">If you wish to surrender, <link-text>turn to 176</link-text>.</choice>
1490 <section class="numbered" id="sect73">
1491 <meta><title>73</title></meta>
1494 <p>The stench of the sewer begins to fade and the water becomes less polluted the further you explore in this direction. The sound of Maouk<ch.apos/>s men has faded and now only the constant gurgle and rush of the fetid water fills your ears. Suddenly your foot is caught by something, and you are thrown off balance. Half-buried in the sludge of the tunnel floor is a rusty suit of armour.</p>
1495 <choice idref="sect94"><link-text>Turn to 94</link-text>.</choice>
1499 <section class="numbered" id="sect74">
1500 <meta><title>74</title></meta>
1503 <p>You detect that the west door leads to the palace armoury.</p>
1504 <choice idref="sect44">If you wish to go through the west door, <link-text>turn to 44</link-text>.</choice>
1505 <choice idref="sect167">If you wish to avoid the armoury, leave the chamber by the north door and <link-text>turn to 167</link-text>.</choice>
1509 <section class="numbered" id="sect75">
1510 <meta><title>75</title></meta>
1513 <p>You twist the handle but the gate is locked. You are about to turn and run when suddenly the gate flies open: a man stands in the doorway. <quote>Quickly, Northlander. I will hide you!</quote> The man steps back to allow you to enter.</p>
1514 <choice idref="sect24">If you wish to enter, <link-text>turn to 24</link-text>.</choice>
1515 <choice idref="sect169">If you wish to refuse and climb the path towards the archway, <link-text>turn to 169</link-text>.</choice>
1516 <choice idref="sect117">If you wish to enter the alley, <link-text>turn to 117</link-text>.</choice>
1520 <section class="numbered" id="sect76">
1521 <meta><title>76</title></meta>
1524 <p>You flick the dial to 76 and press your shoulder against the great bronze plaques, expecting to hear at any moment the creak of hinges. You detect a sound, but it is not the noise of a door opening<ch.emdash/>you have chosen the wrong number.</p>
1525 <choice idref="sect98"><link-text>Turn to 98</link-text>.</choice>
1529 <section class="numbered" id="sect77">
1530 <meta><title>77</title></meta>
1533 <p>Your numb arm makes the climb impossible. Valiantly you struggle to escape up the chimney, but when a spur of rock breaks away in your hand, you cannot prevent yourself from tumbling backwards into the bubbling mud.</p>
1534 <deadend>Your life comes to a swift end as you are boiled to death in the <foreign xml:lang="x-vassagonian">tar-sorkh</foreign> of Barrakeesh.</deadend>
1538 <section class="numbered" id="sect78">
1539 <meta><title>78</title></meta>
1542 <p>Your attack is swift and deadly. Before the guard can scream for help, you have silenced him for good with an open-handed chop to the neck.</p>
1543 <choice idref="sect150">If you wish to leave the bodies and escape along the corridor, <link-text>turn to 150</link-text>.</choice>
1544 <choice idref="sect102">If you wish to search them, <link-text>turn to 102</link-text>.</choice>
1548 <section class="numbered" id="sect79">
1549 <meta><title>79</title></meta>
1552 <p>A line of toa trees casts a shadow that hides your stealthy approach. The iron portcullis is down, and only a couple of soldiers stand guard inside where there would normally be ten times that number. Suddenly, there is the grate of metal as the portcullis slowly rises. The guards stand back to allow a troop of cavalry to leave the palace. As they gallop past, the horses kick up a huge cloud of dust, covering the luckless guards from head to toe. They cough and sneeze and run to a horse-trough to slake their dust-choked throats. The portcullis is still open, the archway unguarded.</p>
1553 <choice idref="sect170">If you possess the Kai Disciplines of both Camouflage and Hunting, <link-text>turn to 170</link-text>.</choice>
1554 <choice idref="sect86">If you decide to attempt to sneak past the drinking guards, <link-text>turn to 86</link-text>.</choice>
1555 <choice idref="sect119">If you decide to attack them while their backs are turned, <link-text>turn to 119</link-text>.</choice>
1559 <section class="numbered" id="sect80">
1560 <meta><title>80</title></meta>
1563 <p>Within seconds, the image of the lock appears in your mind. You use your power to make the lock open and a loud <onomatopoeia>click</onomatopoeia> confirms your success.</p>
1564 <choice idref="sect136"><link-text>Turn to 136</link-text>.</choice>
1568 <section class="numbered" id="sect81">
1569 <meta><title>81</title></meta>
1572 <p>You recognize the symptoms of Limbdeath. The wound has become infected by thousands of Limbdeath microbes, one of many strains of deadly bacteria to be found in the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>. None of your Kai skills can prevent the eventual loss of your arm. There is only one cure for the disease<ch.emdash/>the infected wound must be treated with the herb Oede within twenty-four hours. Unless you find some Oede by mid-afternoon tomorrow, your arm will become gangrenous. You will then have to choose between losing your arm or losing your life.</p>
1573 <p>This dreadful realization renews your determination to escape from this terrible place, for you can be sure of one thing: you will find no Oede in the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>.</p>
1574 <choice idref="sect166"><link-text>Turn to 166</link-text>.</choice>
1578 <section class="numbered" id="sect82">
1579 <meta><title>82</title></meta>
1582 <p>You fight with great skill and courage, but you are heavily outnumbered. The black-clad warriors close in and overpower you, dragging you back to a jubilant Maouk.</p>
1583 <p><quote>You are brave, Kai Lord. But you<ch.apos/>ll need more than bravery to save you now!</quote></p>
1584 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
1588 <section class="numbered" id="sect83">
1589 <meta><title>83</title></meta>
1592 <p>It is an armoury log. The pages contain handwritten lists of all the work carried out here. Spears and swords made for the garrison of Kara Kala, ore shipments from the Vakar Mountains, weapons due for repair and all manner of daily routines are carefully recorded.</p>
1594 <illustration class="inline">
1596 <creator>Gary Chalk</creator>
1598 <instance class="html" src="small6.png" width="386" height="150" mime-type="image/png"/>
1599 <instance class="html-compatible" src="small6.gif" width="386" height="150" mime-type="image/gif"/>
1600 <instance class="pdf" src="small6.pdf" width="386" height="150" />
1603 <p>You are about to discard the log when you notice a folded piece of parchment tucked into the spine. It is a list of dates and numbers with a heading in bold print: <quote><strong>The Bronze Door</strong></quote>. You scan the page and locate today<ch.apos/>s date. The number listed next to it is <quote>67</quote>. Make a note of this number in the margin of your <a idref="action">Action Chart</a><ch.emdash/>it could be of use at a later stage of your adventure.</p>
1604 <p>You throw the book back onto the cluttered bench and begin to search for your missing equipment.</p>
1605 <choice idref="sect181"><link-text>Turn to 181</link-text>.</choice>
1609 <section class="numbered" id="sect84">
1610 <meta><title>84</title></meta>
1613 <p>You dive into the putrid water, stealing yourself for the ghastly swim you have decided to make. The oily scum fills your nose and mouth and chokes in your throat. You claw your way across the vault to the opposite tunnel and struggle onto a narrow walkway. You are trembling, but it is not the shock of the swim that has made you shiver. Your arm will not function. Your shoulder, wounded when the trapdoor grille fell, stings painfully, and the whole arm below it is numb and useless. Horror engulfs you as you realize what is wrong.</p>
1614 <choice idref="sect81"><link-text>Turn to 81</link-text>.</choice>
1618 <section class="numbered" id="sect85">
1619 <meta><title>85</title></meta>
1622 <p>The guards pull open the door and rush into the cell, their weapons held in readiness to attack. They are brutish men with cruel, war-scarred faces. Their surprise at your sudden appearance soon turns to anger and they shove you back against the far wall.</p>
1623 <p><quote>Seems we have a trickster, Sefrou,</quote> hisses the taller guard. <quote>A northland illusionist who<ch.apos/>s lost his way,</quote> croons the other. They snigger at their joke, their eyes full of malevolence and spite.</p>
1624 <p><quote>Let<ch.apos/>s teach our guest a lesson,</quote> says the first guard, raising his blade to your throat. <quote>Go fetch the thumbscrews.</quote></p>
1625 <choice idref="sect59">If you wish to attack the guard who holds the sword, <link-text>turn to 59</link-text>.</choice>
1626 <choice idref="sect163">If you do not wish to attack, <link-text>turn to 163</link-text>.</choice>
1630 <section class="numbered" id="sect86">
1631 <meta><title>86</title></meta>
1634 <p>You sprint through the archway, keeping a watchful eye on the two drinking guards. The dust is settling, and should they turn around, you will certainly be seen. In your hurry, you fail to see a stone statue close to the wall and catch it with your knee. Stifling a yelp of pain, you hobble into the palace gardens and take cover beneath a leafy kasl bush. You lose 1 <typ class="attribute">ENDURANCE</typ> point due to your injury, but at least you have entered the Grand Palace unseen.</p>
1635 <choice idref="sect137"><link-text>Turn to 137</link-text>.</choice>
1639 <section class="numbered" id="sect87">
1640 <meta><title>87</title></meta>
1643 <p>On the far side of the small tower, the ledge passes directly beneath a line of windows set high in the north wall. The sandstone blocks have been severely eroded by the strong ocean winds, creating many cracks and hollows which make climbing easy. To your delight, you also discover that the iron window grilles have yet to be locked on this side of the palace.</p>
1644 <p>You drop to the floor of a corridor that heads off to the west. A wide staircase leads to a network of passages set with alcoves. Each alcove contains a bust or tapestry depicting past Zakhans and Vassagonian victories in long-forgotten wars.</p>
1645 <choice idref="sect105">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 105</link-text>.</choice>
1646 <choice idref="sect158">If you do not possess this skill, <link-text>turn to 158</link-text>.</choice>
1650 <section class="numbered" id="sect88">
1651 <meta><title>88</title></meta>
1654 <p>The poster is written from right to left in Vassagonian script. The time you spent learning the language aboard the galley was well spent, for you have little difficulty in translating the proclamation:</p>
1656 <p>His most illustrious majesty, Zakhan Moudalla the Exalted, has passed into the realm of the Majhan. May his spirit never die! By the grace of the Council of Kadi, the Funtal of Kara Kala, and the Judicar of Barrakeesh, it is decreed that Kimah, Emir of Ferufezan, Protector of the Dry Main, shall by right claim the throne of Vassagonia. Through the unity of the Seven Cities, he will lead his people to greatness.</p>
1657 <p>Long may he reign!</p>
1659 <p>A scuffle breaks out at the end of the passage as a handful of Sharnazim try to push their way through the crowd. In the confusion a fruit stall is overturned, and its owner curses the clumsy soldiers at the top of his voice. Then there is a sudden silence<ch.emdash/>the luckless man has been beheaded for his insolence.</p>
1661 <illustration class="inline">
1663 <creator>Gary Chalk</creator>
1665 <instance class="html" src="small9.png" width="386" height="150" mime-type="image/png"/>
1666 <instance class="html-compatible" src="small9.gif" width="386" height="150" mime-type="image/gif"/>
1667 <instance class="pdf" src="small9.pdf" width="386" height="150" />
1670 <p>You turn and run, splashing through the shallow drainage channel running the length of the foul passage.</p>
1671 <choice idref="sect113"><link-text>Turn to 113</link-text>.</choice>
1675 <section class="numbered" id="sect89">
1676 <meta><title>89</title></meta>
1679 <p>A sharp pain stabs through your jaw as the needle finds its mark. In an instant, the room becomes a spinning vortex of darkness, beyond the reach of pain.</p>
1680 <p>You awake to find yourself back in the cockroach-infested prison cell from which you originally escaped. You have been disarmed and stripped of all your equipment and can do little now except await the arrival of the Zakhan.</p>
1681 <choice idref="sect18"><link-text>Turn to 18</link-text>.</choice>
1685 <section class="numbered" id="sect90">
1686 <meta><title>90</title></meta>
1689 <p>You enter a large vestibule constructed from blocks of pink and white marble. A man in a white robe sits near a door in the far wall; he is reading a scroll held close to his face. He has not seen you enter the baths, but he is quick to sense your presence.</p>
1691 <illustration class="float">
1693 <creator>Gary Chalk</creator>
1694 <description>A man in a white robe sits near a door in the far wall, reading a scroll.</description>
1696 <instance class="html" src="ill5.png" width="386" height="626" mime-type="image/png"/>
1697 <instance class="html-compatible" src="ill5.gif" width="386" height="626" mime-type="image/gif"/>
1698 <instance class="pdf" src="ill5.pdf" width="386" height="626" />
1701 <p><quote>By the Majhan!</quote> he cries. <quote>You smell worse than a Baknar!</quote> He hurls a towel at you and points to the door. <quote>Take my advice,</quote> he whines, his fingers pinching shut his nostrils. <quote>Don<ch.apos/>t get undressed<ch.emdash/>your clothes need the bath as much as you.</quote></p>
1702 <p>You grit your teeth in anticipation of the moment when he sees that you are not Vassagonian, but he simply returns to his scroll, holding the parchment close to his short-sighted eyes. You smile as you realize that the man cannot see you clearly enough to know you are a foreigner.</p>
1703 <p>Beyond the door there is a long hall, leading at regular intervals into smaller open chambers, each with a sunken bath. Perfumed water constantly splashes into the baths and drains away directly into the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>. You decide to take the bath attendant<ch.apos/>s advice and jump straight into the cool water, keeping all your clothes on. You notice a large earthenware jar stands beside the bath, full to the brim with translucent purple oil.</p>
1704 <choice idref="sect6">If you have the Kai Discipline of Healing, <link-text>turn to 6</link-text>.</choice>
1705 <choice idref="sect41">If you wish to swallow some of the purple oil, <link-text>turn to 41</link-text>.</choice>
1706 <choice idref="sect103">If you wish to rub some into your skin, <link-text>turn to 103</link-text>.</choice>
1707 <choice idref="sect71">If you decide to ignore the oil, <link-text>turn to 71</link-text>.</choice>
1711 <section class="numbered" id="sect91">
1712 <meta><title>91</title></meta>
1715 <p>The guard lashes out at your head with his warhammer. Instinctively, you duck, rolling to one side as the weapon strikes sparks from the wall.</p>
1716 <combat><enemy>Palace Gaoler</enemy><enemy-attribute class="combatskill">14</enemy-attribute><enemy-attribute class="endurance">21</enemy-attribute></combat>
1717 <p>You must deduct 4 points from your <typ class="attribute">COMBAT SKILL</typ> for the duration of this combat, as you are without a weapon.</p>
1718 <choice idref="sect65">If you win and the fight lasts 4 rounds of combat or less, <link-text>turn to 65</link-text>.</choice>
1719 <choice idref="sect180">If you win and the fight lasts longer than 4 rounds of combat, <link-text>turn to 180</link-text>.</choice>
1723 <section class="numbered" id="sect92">
1724 <meta><title>92</title></meta>
1727 <p>You sprint along the cobblestones but are soon forced to stop. Cavalry appear at the end of the street; they shout and charge at you, three abreast. Maouk hisses a curse. You are shocked by how close his voice sounds, as if he were but a step behind you. You wheel round to confront him, only to see he still stands where he first appeared. A dart is held high in his hand; he hisses another curse and flings the missile into the air.</p>
1728 <choice idref="sect25"><link-text>Turn to 25</link-text>.</choice>
1732 <section class="numbered" id="sect93">
1733 <meta><title>93</title></meta>
1736 <p>You descend the stairs and follow the corridor eastwards, taking care to tread lightly. The bars on windows high in the wall to your right cast latticed shadows across the smooth marble floor ahead. Beneath one of these windows stands a table on which rests a pitcher of water. Your throat is parched, and you stop to take a long drink. Restore 1 <typ class="attribute">ENDURANCE</typ> point.</p>
1737 <choice idref="sect155">If you wish to climb onto the table and look through the window, <link-text>turn to 155</link-text>.</choice>
1738 <choice idref="sect182">If you wish to press on along the corridor, <link-text>turn to 182</link-text>.</choice>
1742 <section class="numbered" id="sect94">
1743 <meta><title>94</title></meta>
1746 <p>You fall face first into putrid water. The oily slime fills your ears and nose and chokes in your throat. You surface and struggle onto a narrow walkway, only to find that your arm no longer functions. Your wounded shoulder, injured by the falling trapdoor grille, still stings painfully, but now the whole arm below it is numb and useless. Horror overcomes you as you realize what is wrong.</p>
1747 <choice idref="sect81"><link-text>Turn to 81</link-text>.</choice>
1751 <section class="numbered" id="sect95">
1752 <meta><title>95</title></meta>
1755 <p>You surface beside a covered skiff. Anxious to avoid the scavengers in the waters of Barrakeesh harbour, you haul yourself aboard and hide beneath the boat<ch.apos/>s canopy of woven rushes. You are breathless from your swim, but you dare not make a sound; Maouk<ch.apos/>s men are everywhere, racing along the harbour walls, their eyes searching the water for any sign of you. If you are to escape, you must think of something to divert their attention.</p>
1756 <choice idref="sect184">If you have the Kai Discipline of Mind Over Matter, <link-text>turn to 184</link-text>.</choice>
1757 <choice idref="sect56">If you do not possess this skill, <link-text>turn to 56</link-text>.</choice>
1761 <section class="numbered" id="sect96">
1762 <meta><title>96</title></meta>
1765 <p>The water is clotted with a revolting variety of green and black muck and scum. It reaches up to your waist, and, as you force your way through the glutinous mire, the surface film breaks, releasing a vile gas. You have to cover your nose and mouth with your Kai cloak, for the stench is appalling. A sudden splash warns that Maouk<ch.apos/>s men are not far behind.</p>
1766 <p>Your foot catches in something buried in the silt of the tunnel floor, and for one brief second, you are seized by total panic. You struggle to kick free but are held fast. Blindly, you stab your weapon beneath the filthy water until your foot is finally freed. As you withdraw your weapon, you half-expect to find some hideous sewer creature impaled upon it. Instead, you discover a human rib cage. You shudder and flick the bones back into the stinking mire.</p>
1767 <p>The channel soon divides: the new tunnel heads west and the other continues southwards. The splashing has grown steadily louder<ch.emdash/>Maouk<ch.apos/>s men are gaining on you.</p>
1768 <choice idref="sect135">If you wish to head west, <link-text>turn to 135</link-text>.</choice>
1769 <choice idref="sect164">If you wish to continue south, <link-text>turn to 164</link-text>.</choice>
1773 <section class="numbered" id="sect97">
1774 <meta><title>97</title></meta>
1777 <p>The chest is plain except for a small square of red metal bolted to the top. There is no lock, but, instinctively, you avoid opening the lid with your hands in case it is booby-trapped. Nearby, you notice a wooden bucket and a ladle. Using the ladle, you lever open the chest and push back the lid. The chest itself is not booby-trapped, but your caution was well placed; coiled on a bed of jewel-encrusted maces lies a Yas, a non-poisonous but very large Vassagonian snake. A red forked tongue flicks out of its yellow head as it prepares to defend its valuable bed.</p>
1778 <choice idref="sect194">If you wish to attack the Yas, <link-text>turn to 194</link-text>.</choice>
1779 <choice idref="sect14">If you wish to flick shut the lid and leave the armoury by the north door, <link-text>turn to 14</link-text>.</choice>
1783 <section class="numbered" id="sect98">
1784 <meta><title>98</title></meta>
1787 <p>The soft shuffle of stealthy feet warns that you are no longer alone. You whirl around and crouch in readiness for combat; it is this automatic reaction to danger that saves you from a drugged needle fired from a blowpipe. As the tiny missile clips the hood of your cloak, you see the firer reach into his belt pouch for another. Behind him are two warriors armed with sharp, barbed tridents. The three block your passage from the vestibule.</p>
1788 <choice idref="sect168">If you wish to attack them before the firer can reload his blowpipe, <link-text>turn to 168</link-text>.</choice>
1789 <choice idref="sect118">If you do not want to attack them and decide to try to dodge the second blowpipe dart, <link-text>turn to 118</link-text>.</choice>
1793 <section class="numbered" id="sect99">
1794 <meta><title>99</title></meta>
1797 <p>As you step into the sunlight, a voice rings out above the noise of the crowd. <quote>There he is!</quote> It is Maouk. He points at you and a dozen Sharnazim draw their scimitars. <quote>Surrender, Lone Wolf,</quote> he snarls. <quote>You cannot escape.</quote></p>
1799 <illustration class="inline">
1801 <creator>Gary Chalk</creator>
1803 <instance class="html" src="small2.png" width="386" height="127" mime-type="image/png"/>
1804 <instance class="html-compatible" src="small2.gif" width="386" height="127" mime-type="image/gif"/>
1805 <instance class="pdf" src="small2.pdf" width="386" height="127" />
1808 <choice idref="sect36">If you wish to fight, <link-text>turn to 36</link-text>.</choice>
1809 <choice idref="sect176">If you decide to surrender, <link-text>turn to 176</link-text>.</choice>
1813 <section class="numbered" id="sect100">
1814 <meta><title>100</title></meta>
1817 <p>The marble door opens into semi-darkness, and the musty smell of old parchment wafts through the air. Row upon row of neatly stacked, leather-bound books stand upon marble shelves, each one of which is beautifully decorated with intricate arabesques in fine gold leaf. Judging by the dates and inscriptions, you deduce that these books form a catalogue of all the treasures in the Grand Palace, many dating back hundreds of years.</p>
1818 <p>Every shelf of the small library is filled with books, every shelf, that is, save one where, on a purple silk cloth, lie a Copper Key and a Prism. If you wish to take either, or both, of these items, mark the Prism as a Backpack Item and the Copper Key as a Special Item (which you carry in your pocket) on your <a idref="action">Action Chart</a>.</p>
1819 <p>There is no exit from the library other than the marble door by which you entered. After satisfying yourself that nothing useful has been overlooked, you close the door and walk back along the corridor. When you reach the junction, you see a patrol of palace guards ascending the stairs. Without a moment<ch.apos/>s hesitation, you run towards the east door to avoid being seen.</p>
1820 <choice idref="sect57"><link-text>Turn to 57</link-text>.</choice>
1824 <section class="numbered" id="sect101">
1825 <meta><title>101</title></meta>
1828 <p>The man screams and keels over, writhing on the floor for a few moments before exhaling his last breath. Meanwhile, his partner has scrambled to his feet, forgetting his weapon in his hurry to escape along the passage. You give chase, pausing only to snatch up the discarded trident; you know you must stop him before he warns other guards. You draw back the trident and throw. It strikes him squarely in the back, pitching him forward as it makes impact. He is dead before he hits the floor.</p>
1829 <p>A search of the dead bodies uncovers the following items:</p>
1831 <li>4 Gold Crowns</li>
1834 <li>1 Potion of Alether (Increases <typ class="attribute">COMBAT SKILL</typ> by 2 points for the duration of one fight.)</li>
1836 <p>You may also take the Blowpipe and the remaining Sleep Dart. If you decide to keep them, mark them on your <a idref="action">Action Chart</a> as Backpack Items.</p>
1837 <p>In the robe of the dead blowpipe firer you find a small piece of parchment, on which is written today<ch.apos/>s date and the number 67. A smile creeps across your face as you realize that this is the number that will open the bronze door.</p>
1838 <p>You hold your breath and twist the dial!</p>
1839 <choice idref="sect67"><link-text>Turn to 67</link-text>.</choice>
1843 <section class="numbered" id="sect102">
1844 <meta><title>102</title></meta>
1847 <p>A thorough search of both bodies uncovers the following items:</p>
1851 <li>1 Warhammer</li>
1852 <li>6 Gold Crowns</li>
1853 <li>Gaoler<ch.apos/>s Keys (Special Item)</li>
1855 <p>You may take any of the above items. Remember to mark them on your <a idref="action">Action Chart</a>. The Gaoler<ch.apos/>s Keys should be worn attached to your belt. You remember to lock the cell door before you hurry off along the corridor.</p>
1856 <choice idref="sect150"><link-text>Turn to 150</link-text>.</choice>
1860 <section class="numbered" id="sect103">
1861 <meta><title>103</title></meta>
1864 <p>You feel your muscles start to relax. The oil soothes the cuts and bruises which cover your body and restores 2 <typ class="attribute">ENDURANCE</typ> points. Make the necessary adjustments to your <a idref="action">Action Chart</a>.</p>
1865 <choice idref="sect71"><link-text>Turn to 71</link-text>.</choice>
1869 <section class="numbered" id="sect104">
1870 <meta><title>104</title></meta>
1873 <p><quote>Take him!</quote> shouts Maouk. <quote>But take him alive!</quote></p>
1874 <p>You sprint towards the distant galley. The crew are still unaware of the desperate situation. They have not witnessed the murder of the envoy and are still oblivious to your peril. Before you can shout for help, a horseman cuts across your path, blocking your access to the ship.</p>
1875 <choice idref="sect20">If you wish to attack the horseman, <link-text>turn to 20</link-text>.</choice>
1876 <choice idref="sect142">If you wish to evade combat by diving into the sea, <link-text>turn to 142</link-text>.</choice>
1877 <choice idref="sect176">If you decide to surrender, <link-text>turn to 176</link-text>.</choice>
1881 <section class="numbered" id="sect105">
1882 <meta><title>105</title></meta>
1885 <p>Your attention is drawn to a marble bust standing in an alcove, one of many standing along the south wall. A closer inspection of the bust reveals a hinge at the base of the neck. The head tilts backwards to reveal a tiny lever.</p>
1886 <choice idref="sect171">If you wish to pull the lever, <link-text>turn to 171</link-text>.</choice>
1887 <choice idref="sect158">If you wish to close the head and continue along the corridor, <link-text>turn to 158</link-text>.</choice>
1891 <section class="numbered" id="sect106">
1892 <meta><title>106</title></meta>
1895 <p>You crash onto the rider and pull him from the saddle, but you land badly and lose your grip. The courier is first to stagger to his feet; he unsheathes his sword and attacks before you have a chance to stand up.</p>
1896 <combat><enemy>Courier</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">23</enemy-attribute></combat>
1897 <p>Deduct 2 from your <typ class="attribute">COMBAT SKILL</typ> for the first 3 rounds of combat, as you are still lying on the ground. You cannot evade combat and must fight the courier to the death.</p>
1899 <illustration class="float">
1901 <creator>Gary Chalk</creator>
1902 <description>The courier unsheathes his sword and attacks before you have a chance to stand up.</description>
1904 <instance class="html" src="ill6.png" width="386" height="655" mime-type="image/png"/>
1905 <instance class="html-compatible" src="ill6.gif" width="386" height="655" mime-type="image/gif"/>
1906 <instance class="pdf" src="ill6.pdf" width="386" height="655" />
1909 <choice idref="sect189">If you win the combat, <link-text>turn to 189</link-text>.</choice>
1913 <section class="numbered" id="sect107">
1914 <meta><title>107</title></meta>
1917 <p>You concentrate all your healing skill on repairing your damaged lung. Gradually, the pain in your chest subsides and a warm glow spreads from the centre of your body, radiating out to your arms and legs. Your Kai skill heals the wound, but you are still greatly weakened by the loss of blood.</p>
1918 <choice idref="sect102">If you wish to search the guards<ch.apos/> bodies, <link-text>turn to 102</link-text>.</choice>
1919 <choice idref="sect150">If you wish to ignore the bodies and escape along the corridor, <link-text>turn to 150</link-text>.</choice>
1923 <section class="numbered" id="sect108">
1924 <meta><title>108</title></meta>
1927 <p>Several yards along the new tunnel are more chutes, each covered by an iron grating. Streams of green water pour into the main course, giving off a choking and acrid vapour which attacks your throat and lungs. You wade past the chutes, but you lose 2 <typ class="attribute">ENDURANCE</typ> points due to the effects of the corrosive gas. Make the necessary adjustments to your <a idref="action">Action Chart</a>.</p>
1928 <choice idref="sect112"><link-text>Turn to 112</link-text>.</choice>
1932 <section class="numbered" id="sect109">
1933 <meta><title>109</title></meta>
1936 <p>You drop to the street below and run across the marketplace towards the hall. The building is full of people kneeling in prayer. You notice an avenue leading off to the right, which ends at an archway too narrow for more than one horse to pass. To your left, another alley leads down to the harbour.</p>
1937 <choice idref="sect32">If you wish to enter the hall, <link-text>turn to 32</link-text>.</choice>
1938 <choice idref="sect169">If you wish to turn right and head for the archway, <link-text>turn to 169</link-text>.</choice>
1939 <choice idref="sect129">If you decide to double back to the harbour, <link-text>turn to 129</link-text>.</choice>
1943 <section class="numbered" id="sect110">
1944 <meta><title>110</title></meta>
1947 <p>A gigantic creeping reptile hangs from the ceiling, gripping the stone with its long, curved claws. Its huge oval eyes flicker hungrily as it picks up the scent of live human flesh<ch.emdash/>your flesh! It is poised to strike, and you cannot evade its attack.</p>
1948 <combat><enemy>Kwaraz</enemy><enemy-attribute class="combatskill">19</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
1949 <p>The giant reptile is very susceptible to psychic power, so if you have the Kai Discipline of Mindblast, add 4 instead of the normal 2 to your basic <typ class="attribute">COMBAT SKILL</typ> for the duration of the fight.</p>
1950 <choice idref="sect40">If you win the combat, <link-text>turn to 40</link-text>.</choice>
1954 <section class="numbered" id="sect111">
1955 <meta><title>111</title></meta>
1958 <p>You are feeling weakened by the heat and by the fatigue of combat, but your spirits are high after having beaten such a formidable enemy. You search the armourer<ch.apos/>s body and discover 3 Gold Crowns and a Copper Key. If you wish to keep the key, put it in your pocket and mark it on your <a idref="action">Action Chart</a> as a Special Item.</p>
1959 <choice idref="sect74">If you have the Kai Discipline of Tracking, <link-text>turn to 74</link-text>.</choice>
1960 <choice idref="sect167">If you wish to leave the forge room by the north door, <link-text>turn to 167</link-text>.</choice>
1961 <choice idref="sect44">If you wish to leave by the west door, <link-text>turn to 44</link-text>.</choice>
1965 <section class="numbered" id="sect112">
1966 <meta><title>112</title></meta>
1969 <p>You soon reach a section of tunnel where the ceiling is much higher. A stone walkway lines the left wall, with steps at regular intervals. You pull yourself onto the walkway and begin to scrape away the worst of the slime that encrusts your legs.</p>
1970 <choice idref="sect133">If you have the Kai Discipline of Animal Kinship, <link-text>turn to 133</link-text>.</choice>
1971 <choice idref="sect64">If you wish to continue along the walkway, <link-text>turn to 64</link-text>.</choice>
1972 <choice idref="sect116">If you wish to climb a narrow stair in the left wall, <link-text>turn to 116</link-text>.</choice>
1976 <section class="numbered" id="sect113">
1977 <meta><title>113</title></meta>
1980 <p>The passage ends at a tree-lined plaza. You must find somewhere to hide; your fair skin and your Kai cloak and tunic make you stand out in the city crowd.</p>
1981 <p>To your left is a small dwelling with a curious wooden sign hanging above the door, carved in the shape of a fish. To your right is a tavern. The sign above the tavern door seems oddly appropriate:</p>
1982 <signpost>THE HUNTED LORD</signpost>
1983 <choice idref="sect53">If you possess the Kai Discipline of Healing, <link-text>turn to 53</link-text>.</choice>
1984 <choice idref="sect157">If you decide to enter the dwelling, <link-text>turn to 157</link-text>.</choice>
1985 <choice idref="sect188">If you decide to enter the tavern, <link-text>turn to 188</link-text>.</choice>
1989 <section class="numbered" id="sect114">
1990 <meta><title>114</title></meta>
1993 <p>You reach a point where the chimney is no longer a vertical shaft, but curves into a horizontal tunnel leading south. Although the heat is oppressive, the steam has cleared. Every nerve and tissue in your body seems agonizingly sensitive, and you progress along the narrow shaft with difficulty.</p>
1994 <p>All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to escape from this hellish sewer and somehow get back to Sommerlund as quickly as possible.</p>
1995 <p>You notice a square vent cover in the ceiling less than ten feet ahead. It is badly corroded, and you have to lie on your back and kick with both feet to force it open. The effort drains your last reserves of stamina, but you are rewarded with success.</p>
1996 <p>By pure chance you have gained access to the one place in Barrakeesh you most needed to visit<ch.emdash/>the public baths.</p>
1997 <choice idref="sect90"><link-text>Turn to 90</link-text>.</choice>
2001 <section class="numbered" id="sect115">
2002 <meta><title>115</title></meta>
2005 <p>Placing your ear close to the keyhole, you hear faint but horrible sounds. Screams of agony mingled with hysterical laughter and heart-rending sobs. The crack of a whip and the creaking of a rack confirm your suspicions that a torture chamber lies beyond this door. The terrible sounds make you shudder, and you waste no time in hurrying away from the chamber by the north door.</p>
2006 <choice idref="sect132"><link-text>Turn to 132</link-text>.</choice>
2010 <section class="numbered" id="sect116">
2011 <meta><title>116</title></meta>
2014 <p>You climb the stone steps to a small chamber above the tunnel. Here, at least, it is dry, even though the foul sewer gas permeates everything. You follow a narrow passage, first to the west, and then to the south as it makes an abrupt left turn. Your heart sinks as you see a dead end loom ahead.</p>
2015 <choice idref="sect33">If you wish to search for a hidden exit, <link-text>turn to 33</link-text>.</choice>
2016 <choice idref="sect64">If you decide to turn around and go back to the walkway, <link-text>turn to 64</link-text>.</choice>
2020 <section class="numbered" id="sect117">
2021 <meta><title>117</title></meta>
2024 <p>The twisting alley comes to an end in a small garden square flanked on three sides by tall, domed houses, all with first-floor balconies. Wrought-iron grilles reinforce every window and door.</p>
2025 <p>You are near the top of a heavy wooden trellis that hangs below a balcony, when Maouk<ch.apos/>s men burst into the square. Many are armed with heavy bronze crossbows.</p>
2026 <p><quote>Surrender, Lone Wolf!</quote> shouts Maouk. <quote>Or my men will pin you to the wall!</quote> The situation is hopeless; at such short range, the Sharnazim cannot fail to hit you. Cursing your misfortune, you leap to the ground, landing at the feet of Maouk. <quote>You are brave, Kai Lord,</quote> he snarls. <quote>But you will need more than bravery to save you now!</quote></p>
2027 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
2031 <section class="numbered" id="sect118">
2032 <meta><title>118</title></meta>
2035 <p>The guard raises the blowpipe to his lips. His cheeks swell, and then there is a sharp hiss warning you that another tainted needle speeds towards your head.</p>
2036 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you have the Kai Discipline of Hunting, add 2 to the number you have picked. If you have reached the Kai rank of Warmarn or higher, add 1 to the number.</p>
2037 <choice idref="sect89">If your total score is now 0<ch.endash/>3, <link-text>turn to 89</link-text>.</choice>
2038 <choice idref="sect21">If your total is now 4<ch.endash/>12, <link-text>turn to 21</link-text>.</choice>
2042 <section class="numbered" id="sect119">
2043 <meta><title>119</title></meta>
2046 <p>You catch both guards totally by surprise. Do not deduct any <typ class="attribute">ENDURANCE</typ> points you may lose in the first 3 rounds of combat, due to the surprise and ferocity of your attack. You must fight both guards as one enemy.</p>
2047 <combat><enemy>Palace Gate Guardians</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
2048 <p>If you win the combat, you quickly hide the bodies before passing through the entrance into the palace gardens beyond.</p>
2049 <choice idref="sect137"><link-text>Turn to 137</link-text>.</choice>
2053 <section class="numbered" id="sect120">
2054 <meta><title>120</title></meta>
2057 <p>The dagger hisses through the air and thuds into your chest. You gasp at the sudden pain, clawing at the hilt of the dagger with trembling hands in your panic to draw out the deadly blade. As you stagger backwards, the guard rushes forward, a smile of triumph spreading across his ugly face. You wrench the blade free and turn it on the guard as he dives towards you. He sees the danger but far too late<ch.emdash/>the blade has already pierced his heart.</p>
2058 <choice idref="sect22"><link-text>Turn to 22</link-text>.</choice>
2062 <section class="numbered" id="sect121">
2063 <meta><title>121</title></meta>
2066 <p>From out of the gloom, three Sharnazim warriors suddenly appear. The razor-sharp edges of their swords glint in the darkness; thirsty blades gasping for your blood.</p>
2068 <illustration class="inline">
2070 <creator>Gary Chalk</creator>
2072 <instance class="html" src="small2.png" width="386" height="117" mime-type="image/png"/>
2073 <instance class="html-compatible" src="small2.gif" width="386" height="117" mime-type="image/gif"/>
2074 <instance class="pdf" src="small2.pdf" width="386" height="117" />
2077 <choice idref="sect60">If you wish to attack the warriors, <link-text>turn to 60</link-text>.</choice>
2078 <choice idref="sect84">If you wish to evade them, you must turn back and swim across the sewer vault. <link-text>Turn to 84</link-text>.</choice>
2082 <section class="numbered" id="sect122">
2083 <meta><title>122</title></meta>
2086 <p>The heavy wooden door is reinforced with bands of black iron, held in place by huge bronze studs. You turn the handle, only to find the door is locked.</p>
2087 <choice idref="sect136">If you possess the Gaoler<ch.apos/>s Keys, <link-text>turn to 136</link-text>.</choice>
2088 <choice idref="sect26">If you do not have this Special Item, <link-text>turn to 26</link-text>.</choice>
2092 <section class="numbered" id="sect123">
2093 <meta><title>123</title></meta>
2096 <p>The noise grows louder. Suddenly the door latch rattles and a gruff voice growls out above the din: <quote>Break it down!</quote></p>
2097 <p>Shards of wood and twisted iron are scattered throughout the cellar as the sharp blade of a two-handed axe explodes through the door. The hinges burst from the wall and in run your pursuers, stumbling on the tangle of shattered timbers.</p>
2098 <p>You spring forward, striking left and right, and bringing two men down before they even see you. The officer, a bull-necked warrior with a flat nose, elbows the others aside and attacks. You strike first, jarring the scimitar from his grasp with a well-aimed blow to his wrist. He bellows like an ox but attacks again, a long-bladed dagger clenched in his uninjured hand.</p>
2099 <combat><enemy>Sharnazim Underlord</enemy><enemy-attribute class="combatskill">18</enemy-attribute><enemy-attribute class="endurance">28</enemy-attribute></combat>
2101 <illustration class="float">
2103 <creator>Gary Chalk</creator>
2104 <description>The officer, a bull-necked warrior with a flat nose, elbows the others aside and attacks.</description>
2106 <instance class="html" src="ill7.png" width="386" height="673" mime-type="image/png"/>
2107 <instance class="html-compatible" src="ill7.gif" width="386" height="673" mime-type="image/gif"/>
2108 <instance class="pdf" src="ill7.pdf" width="386" height="673" />
2111 <choice idref="sect51">You can evade the combat at any stage by escaping through the trapdoor. <link-text>Turn to 51</link-text>.</choice>
2112 <choice idref="sect198">If you win the combat, <link-text>turn to 198</link-text>.</choice>
2116 <section class="numbered" id="sect124">
2117 <meta><title>124</title></meta>
2120 <p>You leap from the window ledge and crash feet-first into the guards, bowling them over with the surprise your attack. You fight with speed and skill, killing three soldiers before they can regain their balance. However, the noise of combat alerts the mess hall, and a dozen more of the Zakhan<ch.apos/>s soldiers join the battle. You are quickly overwhelmed by the sheer weight of numbers, and it is only their respect for your bravery and combat prowess that prevents them killing you on the spot.</p>
2121 <p>You are disarmed and frog-marched to a prison cell, where you are left to await the Zakhan.</p>
2122 <choice idref="sect18"><link-text>Turn to 18</link-text>.</choice>
2126 <section class="numbered" id="sect125">
2127 <meta><title>125</title></meta>
2130 <p>The horse and its dead rider topple from the quayside and splash into the sea. The crew have drawn up the gangplank, forcing you to leap the gap. You fall short and land on the row of oars bristling from the galley<ch.apos/>s side.</p>
2131 <p>The wood is wet and slippery, and you have to fight to keep your balance. Pick a number from the <a idref="random">Random Number Table</a>. If you have the Kai Discipline of Hunting, add 2 to the number you have picked.</p>
2132 <choice idref="sect50">If your total is now 0<ch.endash/>3, <link-text>turn to 50</link-text>.</choice>
2133 <choice idref="sect191">If your total is now 4 or more, <link-text>turn to 191</link-text>.</choice>
2137 <section class="numbered" id="sect126">
2138 <meta><title>126</title></meta>
2141 <p>Keeping in the shadow cast by the tomb, you advance on the north gate. Only two soldiers stand guard were there would normally be twenty. Suddenly, the gate opens to admit a rider. He hands a scroll to the guards before galloping through the open gate. The guards read the scroll, seemingly unaware that the gate is still open.</p>
2142 <choice idref="sect170">If you possess the Kai Disciplines of both Camouflage and Hunting, <link-text>turn to 170</link-text>.</choice>
2143 <choice idref="sect19">If you decide to attempt to bribe the guards, <link-text>turn to 19</link-text>.</choice>
2144 <choice idref="sect119">If you decide to attack them, <link-text>turn to 119</link-text>.</choice>
2148 <section class="numbered" id="sect127">
2149 <meta><title>127</title></meta>
2152 <p>You walk back along the corridor to the junction in order to get a long run at the door<ch.emdash/>you know that if you barge the door in exactly the right place, you will tear loose the lock from the wall. Pick a number from the <a idref="random">Random Number Table</a> and add 10.</p>
2153 <choice idref="sect159">If your total is equal to or less than your <typ class="attribute">COMBAT SKILL</typ>, the wall cracks and lock bursts open. <link-text>Turn to 159</link-text>.</choice>
2154 <choice idref="sect93">If your total is greater than your <typ class="attribute">COMBAT SKILL</typ>, the door remains locked. You sustain a badly bruised shoulder and lose 1 <typ class="attribute">ENDURANCE</typ> point. You must head off dejectedly along the other passage towards the stairs. <link-text>Turn to 93</link-text>.</choice>
2158 <section class="numbered" id="sect128">
2159 <meta><title>128</title></meta>
2162 <p>Your reach a domed sewer-vault where the tunnel widens. A chute descends from the centre of the chamber, ending just a few feet above the oily surface of the water; a mass of food scraps and offal floats beneath the chute, and the stink of rotting meat is overpowering.</p>
2163 <p>You are about to step into the vault when you detect that the tunnel floor drops away. You freeze just in time to prevent yourself from stepping straight into deep water. The tunnel continues beyond the vault, but over twenty feet of putrid sewage lies between you and the other side.</p>
2164 <p>The echo of a distant splash reminds you that the Sharnazim are still following. If you possess a Rope, you can try to catch it upon a long metal bar that protrudes from the side of the chute to pull yourself out of the water and swing across to the opposite tunnel.</p>
2165 <choice idref="sect29">If you have a Rope and decide to use it in the manner described above, <link-text>turn to 29</link-text>.</choice>
2166 <choice idref="sect84">If you decide to try to swim across the vault to the tunnel, <link-text>turn to 84</link-text>.</choice>
2167 <choice idref="sect121">If you would rather turn around and make your way back to the junction, <link-text>turn to 121</link-text>.</choice>
2171 <section class="numbered" id="sect129">
2172 <meta><title>129</title></meta>
2175 <p>From the shadow of a doorway, you peer out across the harbour. The square is alive with Maouk<ch.apos/>s soldiers. It will be far too dangerous to enter the harbour; you must find somewhere else to hide until it is safer.</p>
2176 <p>Groups of soldiers are searching the houses that border the square, and you are forced to leave the doorway and run back along the alley. As you re-enter the marketplace, you run straight into a dozen Sharnazim led by Maouk himself.</p>
2177 <choice idref="sect36">If you wish to stand and fight, <link-text>turn to 36</link-text>.</choice>
2178 <choice idref="sect176">If you wish to surrender, <link-text>turn to 176</link-text>.</choice>
2182 <section class="numbered" id="sect130">
2183 <meta><title>130</title></meta>
2186 <p>You snatch the Herb Pad from the dead warrior<ch.apos/>s face (mark this as a Special Item on your <a idref="action">Action Chart</a>) and cover your own mouth with this sweet-smelling pouch. The herbs inside neutralize the foul air, making it easier to breathe. Restore 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2187 <p>The dead body sinks from view, and you hear the sound of more Sharnazim wading along the tunnel. You cannot outdistance them<ch.emdash/>you must hide.</p>
2188 <choice idref="sect151">If you possess the Kai Discipline of Camouflage, <link-text>turn to 151</link-text>.</choice>
2189 <choice idref="sect15">If you do not have this skill, <link-text>turn to 15</link-text>.</choice>
2193 <section class="numbered" id="sect131">
2194 <meta><title>131</title></meta>
2197 <p>You sift through the vast number of items that litter the dais, separating the following articles, which may or may not be of use:</p>
2199 <li>Silver Comb</li>
2202 <li>Healing Potion of Laumspur (restores 4 <typ class="attribute">ENDURANCE</typ> points if swallowed after combat)</li>
2204 <li>Enough food for 3 Meals (each Meal counts as 1 Backpack Item)</li>
2206 <p>Remember to make the necessary changes to your <a idref="action">Action Chart</a> before leaving the chamber.</p>
2207 <choice idref="sect58"><link-text>Turn to 58</link-text>.</choice>
2211 <section class="numbered" id="sect132">
2212 <meta><title>132</title></meta>
2215 <p>You move quickly and quietly along the north corridor and soon arrive at another arched passage that heads off to the west. A fierce glow can be seen in the distance, and you hear the hiss of red-hot steel as it is thrust into water and the <onomatopoeia>clang</onomatopoeia> of hammer on anvil<ch.emdash/>the unmistakable sounds of a blacksmithy.</p>
2216 <choice idref="sect195">If you wish to go west, towards the noise, <link-text>turn to 195</link-text>.</choice>
2217 <choice idref="sect30">If you wish to keep moving north, <link-text>turn to 30</link-text>.</choice>
2221 <section class="numbered" id="sect133">
2222 <meta><title>133</title></meta>
2225 <p>You recognize the tracks of a Kwaraz in the slimy mud of the walkway. Kwaraz are giant carnivorous reptiles. The number and varying size of the prints suggest that a whole colony of these loathsome creatures inhabit the tunnel. You decide it is far too dangerous to continue in this direction, and instead climb a narrow stairway that leads to a chamber above the tunnel. Here at least it is dry, although the foul sewer gas permeates everything. You follow a narrow passage, first to the west and then south, but your heart sinks as you see a dead end looming ahead.</p>
2226 <choice idref="sect33">If you wish to search for a hidden exit, <link-text>turn to 33</link-text>.</choice>
2227 <choice idref="sect64">If you decide to turn around and return to the walkway, <link-text>turn to 64</link-text>.</choice>
2231 <section class="numbered" id="sect134">
2232 <meta><title>134</title></meta>
2235 <p>You use your Kai Discipline to force the creature away. The Bloodlug changes direction and jets towards a squid that has taken refuge in a large copper urn. You continue swimming but keep a watchful eye on the Bloodlug as it engulfs and devours the helpless squid.</p>
2236 <choice idref="sect95"><link-text>Turn to 95</link-text>.</choice>
2240 <section class="numbered" id="sect135">
2241 <meta><title>135</title></meta>
2244 <p>The air of the new tunnel is hot and humid, and as you press on, the putrid gas makes you increasingly nauseous. You are forced to stop<ch.emdash/>the vapour is burning your throat and causing painful stomach cramps. Suddenly a noise makes you forget your discomfort; you turn to see that one of Maouk<ch.apos/>s men has caught up with you. He looms out of the darkness, his face covered by a pad of herbs.</p>
2245 <combat><enemy>Sharnazim Warrior</enemy><enemy-attribute class="combatskill">17</enemy-attribute><enemy-attribute class="endurance">22</enemy-attribute></combat>
2246 <p>Deduct 2 points from your <typ class="attribute">COMBAT SKILL</typ> due to the effects of the noxious fumes.</p>
2248 <illustration class="float">
2250 <creator>Gary Chalk</creator>
2251 <description>One of Maouk<ch.apos/>s men looms out of the darkness, his face covered by a pad of herbs.</description>
2253 <instance class="html" src="ill8.png" width="386" height="650" mime-type="image/png"/>
2254 <instance class="html-compatible" src="ill8.gif" width="386" height="650" mime-type="image/gif"/>
2255 <instance class="pdf" src="ill8.pdf" width="386" height="650" />
2258 <choice idref="sect161">If you lose this combat, <link-text>turn to 161</link-text>.</choice>
2259 <choice idref="sect130">If you win this combat, restore half of any <typ class="attribute">ENDURANCE</typ> points you lost (rounding fractions down) and <link-text>turn to 130</link-text>.</choice>
2263 <section class="numbered" id="sect136">
2264 <meta><title>136</title></meta>
2267 <p>Once you have unlocked the door, you twist the handle and open it a few inches. You see a stair descending to a small chamber where a black-robed soldier is guarding a pair of iron gates. Through the bars you can see rows of weapons and suits of armour stacked in long racks. A sign fixed to the bars says:</p>
2268 <signpost>GRAND PALACE ARMOURY</signpost>
2269 <choice idref="sect186">If you have the Kai Discipline of Camouflage, <link-text>turn to 186</link-text>.</choice>
2270 <choice idref="sect178">If you want to attack the guard, <link-text>turn to 178</link-text>.</choice>
2271 <choice idref="sect93">If you want to close the door and take the other passage, <link-text>turn to 93</link-text>.</choice>
2275 <section class="numbered" id="sect137">
2276 <meta><title>137</title></meta>
2279 <p>Suddenly you realize just how hungry you are. You must now eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points. You pass unseen through the exotic plants that grow everywhere in abundance. The gravelled path divides a lawn of strange, luxuriant, purple grass and leads to a magnificent fountain. A jet of clear blue water catches the sun, reflecting and refracting an eye-dazzling rainbow of colour. You gaze beyond the fountain to where the vaulting towers of the palace soar into the sky, and carefully note the positions of the doors and windows.</p>
2280 <p>There are two entrances to the Grand Palace from the gardens; you can either go through the palace kitchens or through the <foreign xml:lang="x-vassagonian">Vizu-diar</foreign><ch.emdash/>the Zakhan<ch.apos/>s trophy hall. However, only one of these entrances will lead to the Imperial Apothecary, and to the precious Oede herb stored there.</p>
2281 <choice idref="sect37">If you have the Kai Discipline of Tracking or Sixth Sense, <link-text>turn to 37</link-text>.</choice>
2282 <choice idref="sect66">If you wish to enter the palace through the kitchens, <link-text>turn to 66</link-text>.</choice>
2283 <choice idref="sect149">If you wish to enter through the <foreign xml:lang="x-vassagonian">Vizu-diar</foreign>, <link-text>turn to 149</link-text>.</choice>
2287 <section class="numbered" id="sect138">
2288 <meta><title>138</title></meta>
2291 <p>The guards pull open the door, and you spring into action. Your clenched fist strikes the first man beneath his bearded jaw, lifting him from the floor with the power of the blow. His sword drops from his hand and clatters to the ground close to your feet.</p>
2292 <choice idref="sect4">If you wish to pick up the sword, <link-text>turn to 4</link-text>.</choice>
2293 <choice idref="sect91">If you wish to ignore the sword and attack the second guard with your bare hands, <link-text>turn to 91</link-text>.</choice>
2297 <section class="numbered" id="sect139">
2298 <meta><title>139</title></meta>
2301 <p>You are so irritated by the crawling mask of insects covering your skin that you fail to see the rusty metal post sticking out of the water ahead. You walk straight into it and lose your footing. Instinctively, you grab at the post, but like everything else it is covered with sewage, as slippery as Kalte ice.</p>
2302 <choice idref="sect94"><link-text>Turn to 94</link-text>.</choice>
2306 <section class="numbered" id="sect140">
2307 <meta><title>140</title></meta>
2310 <p>The iron gates of the armoury are unlocked. You push open the left gate and wince as the shrill squeak of a dry hinge sends a shiver down your spine.</p>
2312 <illustration class="inline">
2314 <creator>Gary Chalk</creator>
2316 <instance class="html" src="small7.png" width="386" height="150" mime-type="image/png"/>
2317 <instance class="html-compatible" src="small7.gif" width="386" height="150" mime-type="image/gif"/>
2318 <instance class="pdf" src="small7.pdf" width="386" height="150" />
2321 <p>Inside, at the end of a long aisle, is a workbench, littered with spearheads, sword hilts, and all manner of armourer<ch.apos/>s tools. In the midst of this tangled mess is a large, black, leather-bound book.</p>
2322 <choice idref="sect83">If you wish to open the book, <link-text>turn to 83</link-text>.</choice>
2323 <choice idref="sect181">If you wish to ignore the book and search for your confiscated equipment, <link-text>turn to 181</link-text>.</choice>
2327 <section class="numbered" id="sect141">
2328 <meta><title>141</title></meta>
2331 <p>You throw yourself to one side, barely escaping the dart as it whistles past your chest.</p>
2332 <p><quote>Seize him!</quote> screams Maouk, kicking his soldiers onwards through the wreckage. <quote>Don<ch.apos/>t let him get away this time!</quote> You are now lying on the floor less than a couple of feet away from the trapdoor.</p>
2333 <choice idref="sect51">If you wish to roll over to the trapdoor and escape, <link-text>turn to 51</link-text>.</choice>
2334 <choice idref="sect10">If you decide to surrender to Maouk and his warriors, <link-text>turn to 10</link-text>.</choice>
2338 <section class="numbered" id="sect142">
2339 <meta><title>142</title></meta>
2342 <p>You hit the water and swim submerged until the pain in your lungs forces you to the surface. Sharnazim are running in every direction, trying to surround the quay and prevent your escape. Gulping another breath, you dive again and swim towards a cluster of small boats less than fifty yards away.</p>
2343 <p>Through the clear blue water, it is easy to see the rubbish that litters the bed of the harbour; mementoes of all the merchant ships that have docked at the quayside. Clinging to one old anchor is a strange, jelly-like blob. A mass of short tubes sticks out from all its sides, and a long hook-like scoop hangs beneath its rubbery body. Without warning, the blob suddenly jets towards you, propelled by water from its mass of breathing tubes. It is a Bloodlug, and it is hungry for your flesh!</p>
2344 <choice idref="sect134">If you have the Kai Discipline of Animal Kinship, <link-text>turn to 134</link-text>.</choice>
2345 <choice idref="sect12">If you wish to fight the creature, <link-text>turn to 12</link-text>.</choice>
2346 <choice idref="sect95">If you wish to evade the creature, <link-text>turn to 95</link-text>.</choice>
2350 <section class="numbered" id="sect143">
2351 <meta><title>143</title></meta>
2354 <p>You set light to a tar-coated torch and hurl it down into the sewer-hole. There is a tremendous flash and roar; suddenly, all along the alley, plumes of flaming sewage explode skywards. The alley is transformed into a rush of shocked and screaming people, all scrambling to avoid the deluge of burning filth raining down on their heads. The torch has triggered a chain reaction in the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>; the inflammable sewer gas has ignited<ch.emdash/>everywhere is panic and confusion.</p>
2356 <illustration class="float">
2358 <creator>Gary Chalk</creator>
2359 <description>The alley is transformed into a rush of shocked and screaming people, all scrambling to avoid the deluge of burning filth.</description>
2361 <instance class="html" src="ill9.png" width="386" height="619" mime-type="image/png"/>
2362 <instance class="html-compatible" src="ill9.gif" width="386" height="619" mime-type="image/gif"/>
2363 <instance class="pdf" src="ill9.pdf" width="386" height="619" />
2366 <p>You run with the crowd through the sewage-stained alleys until you reach a busy market square, unpolluted by the blast. Your eye is caught by a sign hanging above the side door of a large hall:</p>
2367 <signpost>BARRAKEESH PUBLIC BATHS</signpost>
2368 <p>You push open the door and slip inside.</p>
2369 <choice idref="sect90"><link-text>Turn to 90</link-text>.</choice>
2373 <section class="numbered" id="sect144">
2374 <meta><title>144</title></meta>
2377 <p>A terrible sense of dread fills your mind. Your Kai skill is warning you that a horrific and inescapable fate awaits you if you stay in this cell. You follow your instincts and attack.</p>
2378 <choice idref="sect174"><link-text>Turn to 174</link-text>.</choice>
2382 <section class="numbered" id="sect145">
2383 <meta><title>145</title></meta>
2386 <p>You wade into the water, thick with scum, and try not to breathe through your nose. The glutinous mire is clotted with green and black filth, and with your every movement the surface cracks, releasing a vile gas. You cover your mouth with your Kai cloak, but the appalling stench makes you retch and choke. A loud splash behind you warns that Maouk<ch.apos/>s men are not far away, and you quicken your step. At regular intervals, circular chutes disappear into the ceiling. Many are stained bright yellow, white, or reddish-brown. This section of the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign> passes beneath the Linen Quarter of Barrakeesh, where the Guild of Linen-weavers operate their fuller<ch.apos/>s shops. The chutes dump waste dyes straight into the sewer, making the oily water even more garish in colour.</p>
2387 <p>You spot a ripple in the water ahead. It moves nearer, the wake of a submerged sewer creature. Instinctively, you flatten yourself against the dye-stained wall as you feel the movement of water against your waist, and watch in fear and fascination as the ripple of water disappears into the tunnel. Suddenly, a fearful scream bursts out of the darkness; Maouk has lost one of his men. The terrible cries of the Sharnazim warrior chill your spine, but your instincts tell you to press on while you have the advantage. The channel soon reaches a junction where another tunnel heads off to the west.</p>
2388 <choice idref="sect108">If you wish to enter the new tunnel, <link-text>turn to 108</link-text>.</choice>
2389 <choice idref="sect70">If you wish to continue northwards, <link-text>turn to 70</link-text>.</choice>
2393 <section class="numbered" id="sect146">
2394 <meta><title>146</title></meta>
2397 <p>For a few minutes, you watch the man working at his anvil, in case he, too, should decide to leave the chamber. However, he continues to work, apparently unaffected by the scorching heat.</p>
2398 <p>To reach the west door without being seen, you must make your way cautiously across the chamber, dodging from one pillar to the next. Pick a number from the <a idref="random">Random Number Table</a>. If you have the Kai Discipline of Camouflage or Hunting, deduct 2 from the number you have chosen.</p>
2399 <choice idref="sect44">If your total is now 2 or less, <link-text>turn to 44</link-text>.</choice>
2400 <choice idref="sect190">If your total is now 3 or more, <link-text>turn to 190</link-text>.</choice>
2404 <section class="numbered" id="sect147">
2405 <meta><title>147</title></meta>
2408 <p>Your Kai sense tells you to beware of the man who helped you. He intends to betray you for a purse of silver.</p>
2409 <choice idref="sect61">If you wish to stay in his house, <link-text>turn to 61</link-text>.</choice>
2410 <choice idref="sect109">If you wish to escape by the window, <link-text>turn to 109</link-text>.</choice>
2414 <section class="numbered" id="sect148">
2415 <meta><title>148</title></meta>
2418 <p>As soon as you enter, the panel slides shut, and you are plunged into darkness. You advance nervously, your hand held before your face to part the cobwebs hanging in festoons from the low ceiling. You are a few feet away from what appears to be a dead end when you tread on a pressure plate, which activates another panel that slides back to reveal a small chamber.</p>
2419 <choice idref="sect14"><link-text>Turn to 14</link-text>.</choice>
2423 <section class="numbered" id="sect149">
2424 <meta><title>149</title></meta>
2427 <p>You reach the door to the <foreign xml:lang="x-vassagonian">Vizu-diar</foreign> without being seen, only to find that it is securely bolted from the inside. You are about to curse your bad luck when you notice a window set into an elaborately carved panel above the door; its iron shutter is open.</p>
2428 <p>In spite of your injured arm, you successfully climb the nail-studded door and drop through the window into the silence of the trophy room. An eerie collection of stuffed heads lines the walls of this private chamber. Most are those of reptilian desert creatures, souvenirs of imperial hunting expeditions into the Dry Main. Among the snake-like trophies, and more gruesome, are human heads! They are ghoulish battle honours, the heads of enemy commanders slain in battle during the countless wars waged by Vassagonia.</p>
2429 <p>You hurry out of the <foreign xml:lang="x-vassagonian">Vizu-diar</foreign> and into a long marble corridor, where the walls are inlaid with veins of gold and pearls. It leads to a large hall where palace guards and brightly robed courtiers are walking to and fro, but a colonnade of statues provides all the cover you need to reach a distant staircase unseen. Stealthily, you sprint up the staircase to arrive at a junction where passages head off to the east and west. At the end of each is a door with a symbol engraved into the wall above. The symbol above the east door depicts a mortar and pestle; the symbol above the west door, an open book.</p>
2431 <illustration class="inline">
2433 <creator>Gary Chalk</creator>
2435 <instance class="html" src="small6.png" width="386" height="150" mime-type="image/png"/>
2436 <instance class="html-compatible" src="small6.gif" width="386" height="150" mime-type="image/gif"/>
2437 <instance class="pdf" src="small6.pdf" width="386" height="150" />
2440 <choice idref="sect57">If you wish to investigate the east door, <link-text>turn to 57</link-text>.</choice>
2441 <choice idref="sect100">If you wish to investigate the west door, <link-text>turn to 100</link-text>.</choice>
2445 <section class="numbered" id="sect150">
2446 <meta><title>150</title></meta>
2449 <p>The corridor heads north but soon ends at a junction where another passage runs across from east to west. Cautiously, you peer around the corner, but there are no signs of any guards. At the end of the east passage you can see a flight of steps descending out of view; to the west, you see a closed door.</p>
2450 <choice idref="sect93">If you wish to go east, towards the stairs, <link-text>turn to 93</link-text>.</choice>
2451 <choice idref="sect122">If you decide to go west, towards the door, <link-text>turn to 122</link-text>.</choice>
2455 <section class="numbered" id="sect151">
2456 <meta><title>151</title></meta>
2459 <p>Your keen eye falls upon a narrow fissure in the tunnel wall. The gap is near to the level of the scum and can barely be seen in the darkness. You squeeze inside, steeling yourself as the foul water rises up to your chin. The Sharnazim pass within inches of your hiding place, and you have to fight the urge to vomit as a wave of sewage laps your face. <quote>He has taken the south tunnel,</quote> echoes an angry voice. <quote>Quickly<ch.emdash/>don<ch.apos/>t waste your time here!</quote></p>
2460 <p>It seems an eternity before the Sharnazim retrace their steps and disappear back along the tunnel. With a sigh of relief, you emerge from the fissure, but catch your foot in something embedded in the silt of the tunnel floor and lose your balance.</p>
2461 <choice idref="sect94"><link-text>Turn to 94</link-text>.</choice>
2465 <section class="numbered" id="sect152">
2466 <meta><title>152</title></meta>
2469 <p>You press yourself against the weathered stone and try to avoid looking down at the courtyards and gardens of the palace, hundreds of feet below. You bite your lip and wait for the guards to pass, but they do not pass. It is nearly sunset, and they have come to shut the iron grilles of the palace windows. You hear the creak of dry hinges and the click of bolts<ch.emdash/>sounds that send a shiver down your spine. You realize that you are now locked out.</p>
2470 <p>To your left, the ledge continues around outside of a dome; inside this is the mess hall. If you can only inch your way around the tower, you may be able to find an open window on the other side.</p>
2471 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you have the Kai Discipline of Hunting, add 2 to the number you have picked. If you have reached the Kai rank of Savant, you may add another 2.</p>
2472 <choice idref="sect5">If your total score is now 0<ch.endash/>2, <link-text>turn to 5</link-text>.</choice>
2473 <choice idref="sect38">If your total score is now 3<ch.endash/>8, <link-text>turn to 38</link-text>.</choice>
2474 <choice idref="sect87">If your total score is now 9<ch.endash/>13, <link-text>turn to 87</link-text>.</choice>
2478 <section class="numbered" id="sect153">
2479 <meta><title>153</title></meta>
2482 <p>Maouk orders his black-clad troops to search the area, threatening them with death if they allow you to escape. You bite your lip and wait for a chance to run.</p>
2483 <p>Creeping from one boat to the next, you reach a narrow flight of stone steps. At the top of the steps, beyond a small paved square, lies a maze of crooked alleyways that disappear into the shadows of the Thieves<ch.apos/> Quarter. You are less than twenty feet from safety when a cry echoes across the water: <quote>There he is!</quote></p>
2484 <p>You sprint along the deserted passage and climb a stairway into an open courtyard. The sound of hooves clattering on the cobblestones below urges you onwards. There are three possible exits from the courtyard: a high, nail-studded gate to the left; an alley to your right; and a straight, paved pathway that leads to an arch. You must make a quick decision for Maouk<ch.apos/>s men are close at your heels.</p>
2485 <choice idref="sect42">If you possess the Kai Discipline of Tracking, <link-text>turn to 42</link-text>.</choice>
2486 <choice idref="sect75">If you wish to enter the gate, <link-text>turn to 75</link-text>.</choice>
2487 <choice idref="sect117">If you wish to enter the alley, <link-text>turn to 117</link-text>.</choice>
2488 <choice idref="sect169">If you decide to take the straight pathway through the arch, <link-text>turn to 169</link-text>.</choice>
2492 <section class="numbered" id="sect154">
2493 <meta><title>154</title></meta>
2496 <p>You part the bead curtain that hangs across the doorway and enter the cool interior. The light is poor and the room gloomy, for the windows are obscured by sheaves of herbs and plants. You are studying a curious row of coloured bottles when a woman appears. She has piercing green eyes and her red hair is raised, bound with rings of jadin. Softly, she speaks to you.</p>
2497 <p><quote>Welcome, Northlander. I sense you are a warrior<ch.emdash/>or am I mistaken?</quote> As you hesitate to answer, she shrugs her shoulders and searches through a pile of parchments stacked on top of a wine casket. She blows away the dust before handing you a yellowed sheet. It is a list of merchandise, written in Sommlending:</p>
2499 <li>Potion of Alether (increases <typ class="attribute">COMBAT SKILL</typ> by 2 for the duration of 1 combat)<ch.emdash/>4 Gold Crowns</li>
2500 <li>Potion of Gallowbrush (induces sleep for 1<ch.endash/>2 hours per dose)<ch.emdash/>2 Gold Crowns</li>
2501 <li>Potion of Laumspur (restores 4 <typ class="attribute">ENDURANCE</typ> points per dose)<ch.emdash/>5 Gold Crowns</li>
2502 <li>Vial of Larnuma Oil (restores 2 <typ class="attribute">ENDURANCE</typ> points per dose)<ch.emdash/>3 Gold Crowns</li>
2503 <li>Tincture of Graveweed (causes sickness and loss of 2 <typ class="attribute">ENDURANCE</typ> points per dose)<ch.emdash/>1 Gold Crown</li>
2504 <li>Tincture of Calacena (causes terrifying hallucinations for 1<ch.endash/>2 hours per dose)<ch.emdash/>2 Gold Crowns</li>
2506 <p>You may purchase any of the above and in any quantity you desire; all potions, vials, and tinctures are Backpack Items. You then leave the shop and continue along the street.</p>
2507 <choice idref="sect179"><link-text>Turn to 179</link-text>.</choice>
2511 <section class="numbered" id="sect155">
2512 <meta><title>155</title></meta>
2515 <p>From the view, you judge that this window is set high up in the south wall of the Grand Palace. Far below you can see the buildings of the capital, in miniature clusters inside the white city wall. To the southeast lies Lake Inrahim, an immense salt-water plain that is completely dry and cracked. To the east, a road stretches across the causeway to the town of Chula, just visible on the horizon. To the southwest lie the barren, sun-scorched Dahir Mountains and the shifting ocean of sand known as the Dry Main.</p>
2516 <p>The bars of the window are badly corroded; it would be easy to dislodge them. However, the drop of several hundred feet to the city below means that there is no hope of escape this way. You climb down from the table and hurry along the corridor.</p>
2517 <choice idref="sect182"><link-text>Turn to 182</link-text>.</choice>
2521 <section class="numbered" id="sect156">
2522 <meta><title>156</title></meta>
2525 <p>After concentrating on the lock for several minutes, you realize that it is connected to an alarm. If you turn the lock to the wrong number, the alarm will be triggered, alerting the entire palace guard.</p>
2526 <choice idref="sect8">If you possess the Kai Disciplines of Mind Over Matter and Sixth Sense, <link-text>turn to 8</link-text>.</choice>
2527 <choice idref="sect98">If you do not have both of these skills, <link-text>turn to 98</link-text>.</choice>
2531 <section class="numbered" id="sect157">
2532 <meta><title>157</title></meta>
2535 <p>The house smells strongly of burnt incense. You enter a narrow hallway lined with chairs and walk slowly along the central aisle towards a fountain, flanked by a pair of massive orange-red pillars. A man, dressed from head to toe in black, appears from behind the left-hand pillar and walks towards you.</p>
2536 <p>Suddenly, you hear Maouk<ch.apos/>s men enter the plaza, and cast an anxious glance towards the open door. The man sees you are nervous and silently points to a cellar door.</p>
2537 <choice idref="sect16">If you wish to hide in the cellar, <link-text>turn to 16</link-text>.</choice>
2538 <choice idref="sect99">If you wish to leave the hallway, return to the plaza by <link-text>turning to 99</link-text>.</choice>
2542 <section class="numbered" id="sect158">
2543 <meta><title>158</title></meta>
2546 <p>You enter a gallery, which houses a beautiful mosaic. Thousands of tiny fragments of pearl and gold shimmer in the light of the evening sun, glancing rainbows of colour across the high marble walls. A group of palace courtiers ambles through the gallery, and you are forced to hide behind a huge pillar. You wait until their footsteps have faded into the distance before emerging into light.</p>
2547 <p>All hope of signing a peace treaty has long vanished, and your only concern now is to escape from the Grand Palace and, somehow, return home to Sommerlund as quickly as possible. Hurrying out of the gallery, you follow the passage westwards and soon reach a junction where the passage turns abruptly to the north.</p>
2548 <choice idref="sect58"><link-text>Turn to 58</link-text>.</choice>
2552 <section class="numbered" id="sect159">
2553 <meta><title>159</title></meta>
2556 <p>You batter your way through the door successfully, but having gathered momentum, you cannot stop, and fall headlong down a flight of stairs on the other side.</p>
2557 <p>You landed in a heap on the hard marble floor of an antechamber, (you lose 2 <typ class="attribute">ENDURANCE</typ> points) barely a few feet away from an armed soldier, who is guarding the doors to the palace armoury. He is startled by your dramatic entrance but quickly regains his senses and attacks.</p>
2558 <combat><enemy>Armoury Guard</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">22</enemy-attribute></combat>
2559 <p>Deduct 2 from your <typ class="attribute">COMBAT SKILL</typ> for the first 3 rounds of combat, as you are lying on the ground. You cannot evade combat and must fight the guard to the death.</p>
2560 <choice idref="sect52">If you win, <link-text>turn to 52</link-text>.</choice>
2564 <section class="numbered" id="sect160">
2565 <meta><title>160</title></meta>
2568 <p>Your desire to leave this treacherous city is overcome by your fear of losing your arm. You must get the Oede herb, even though it means you will have to enter the very place you are most anxious to avoid<ch.emdash/>the Grand Palace.</p>
2569 <p>The alley follows a tortuous route through the <foreign xml:lang="x-vassagonian">Mikarum</foreign>, finally leading you to the <foreign xml:lang="x-vassagonian"><quote>Horm-tas-Lallaim</quote></foreign>: the Tomb of the Princesses. Beyond the tomb, the Grand Palace rises like a massive white pantheon.</p>
2570 <p>You suddenly recall a legend told to you by your Kai masters long ago: <quote>The Nemesis of the Black Zakhan</quote>. The Black Zakhan was a brutal tyrant, the cruellest of an evil lineage that ruled over the desert empire long ago. The barbaric excesses of his reign have never been forgotten in the Lastlands. The Grand Palace was built by his army of slaves, prisoners from countries he had conquered in war. The palace became his obsession; he personally oversaw its entire construction and punished the workers personally if there was the slightest delay. He butchered his subjects indiscriminately and in the most terrible fashion. His favourite form of execution was for the victim to be sawn in half from head to foot until the body fell in two pieces. However, it was the mass execution of the slaves who built the Grand Palace that made him infamous. He slaughtered every slave worker so that his enemies could never learn of the secret treasure chambers he had had constructed. Among the slaves were his only daughters, Kebilla and Sousse, who openly opposed their father<ch.apos/>s cruelty and tried to prevent the executions. In a blind rage, he ordered that they should be the first to die.</p>
2571 <p>It would have been better for the Zakhan, and for Vassagonia, if he himself had died that day. He lived for another two years, but his mind was unhinged by guilt, and he was tortured by self-loathing and despair. In the Grand Palace, the silence of the night was frequently broken by the Zakhan<ch.apos/>s moans and cries, as he wandered from room to room looking for his daughters. When he died, he was laid beside them, here, in the Tomb of the Princesses.</p>
2572 <p>From where you stand, you can see two entrances to the Grand Palace; a spike-topped gate in the north wall, and an arch in the west wall, blocked by an iron portcullis. The palace is usually heavily guarded, but there are very few guards today; most are searching for you in the city.</p>
2573 <choice idref="sect126">If you wish to approach the north gate, <link-text>turn to 126</link-text>.</choice>
2574 <choice idref="sect79">If you wish to approach the west arch, <link-text>turn to 79</link-text>.</choice>
2575 <choice idref="sect49">If you wish to search for some other way of entering the Grand Palace, <link-text>turn to 49</link-text>.</choice>
2579 <section class="numbered" id="sect161">
2580 <meta><title>161</title></meta>
2583 <p>You are very lucky that your enemy was only trying to knock you unconscious. Restore half the <typ class="attribute">ENDURANCE</typ> points you lost in combat.</p>
2584 <choice idref="sect69"><link-text>Turn to 69</link-text>.</choice>
2588 <section class="numbered" id="sect162">
2589 <meta><title>162</title></meta>
2592 <p>You pull yourself into the left chimney and pause to catch your breath. The scalding steam hurts your lungs, and every move becomes a tremendous strain, for your hands and feet are now swollen and sore. Lose 1 <typ class="attribute">ENDURANCE</typ> point before continuing your climb.</p>
2593 <p>You hook your fingers into a jagged crack in the wall of the sweltering chimney and try to draw yourself upwards. Suddenly, a wave of fear engulfs you<ch.emdash/>something is crawling up your forearm. You have disturbed a nest of loathsome arachnids.</p>
2594 <combat><enemy>Steamspiders</enemy><enemy-attribute class="combatskill">10</enemy-attribute><enemy-attribute class="endurance">35</enemy-attribute></combat>
2595 <p>These creatures are immune to Mindblast. If you have lost the use of one arm, you cannot fight these biting horrors, for you will inevitably slip and fall into the <foreign xml:lang="x-vassagonian">tar-sorkh</foreign>. Pick a number from the <a idref="random">Random Number Table</a>. This represents the number of <typ class="attribute">ENDURANCE</typ> points that you lose (0 = 10) as you climb past the Steamspiders<ch.apos/> nest.</p>
2597 <illustration class="float">
2599 <creator>Gary Chalk</creator>
2600 <description>Suddenly a wave of fear engulfs you as something crawls up your forearm.</description>
2602 <instance class="html" src="ill10.png" width="386" height="559" mime-type="image/png"/>
2603 <instance class="html-compatible" src="ill10.gif" width="386" height="559" mime-type="image/gif"/>
2604 <instance class="pdf" src="ill10.pdf" width="386" height="559" />
2607 <choice idref="sect114">If you are still alive after climbing past the nest, or if you fight the Steamspiders and win, <link-text>turn to 114</link-text>.</choice>
2611 <section class="numbered" id="sect163">
2612 <meta><title>163</title></meta>
2615 <p>While you wait for the return of the guard, you are taunted and ridiculed by the other bully. He describes with relish all the horrible tortures that await you and is greatly disappointed when the other guard returns empty-handed. <quote>The Zakhan doesn<ch.apos/>t want our northern friend damaged. He<ch.apos/>s got something special planned for him this evening,</quote> he snarls.</p>
2616 <p>Wicked grimaces spread across their faces as they turn to leave the cell. Both now have their backs towards you.</p>
2617 <choice idref="sect144">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 144</link-text>.</choice>
2618 <choice idref="sect174">If you wish to attack the guards, <link-text>turn to 174</link-text>.</choice>
2619 <choice idref="sect18">If you wish to remain as you are, <link-text>turn to 18</link-text>.</choice>
2623 <section class="numbered" id="sect164">
2624 <meta><title>164</title></meta>
2627 <p>The water is becoming thicker, and the stench of the sewer gas increasingly more vile and nauseating. Suddenly the air becomes choked with thousands of tiny flies, and every time you gasp for breath you feel the thick fur of pulped bodies in your throat. The black specks build up like paste around your eyes, mouth, and nostrils, and the sharp tangy taste in your mouth makes you retch. Lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2628 <p>As if in answer to your prayers, an iron ladder appears from out of the gloom. It is fixed to the tunnel wall and leads up to a circular stone trapdoor in the ceiling.</p>
2629 <choice idref="sect31">If you wish to climb the ladder, <link-text>turn to 31</link-text>.</choice>
2630 <choice idref="sect139">If you wish to ignore the ladder and press on along in the insect-choked tunnel, <link-text>turn to 139</link-text>.</choice>
2634 <section class="numbered" id="sect165">
2635 <meta><title>165</title></meta>
2638 <p>The guard clutches at his wounds and drops lifeless to the ground. You see that the other man is recovering from your blow and is clawing at the cell door to try to pull himself to his feet.</p>
2639 <choice idref="sect78">If you wish to attack this guard, <link-text>turn to 78</link-text>.</choice>
2640 <choice idref="sect199">If you wish to overpower him and capture him alive, <link-text>turn to 199</link-text>.</choice>
2644 <section class="numbered" id="sect166">
2645 <meta><title>166</title></meta>
2648 <p>You knead your numb arm in an effort to massage some life back into it, but it is useless; the muscles are limp and nerveless. The only consolation is that it is not your weapon arm, but as long as you are suffering from this disease, you cannot use a shield of any sort. Deduct 3 points from your <typ class="attribute">COMBAT SKILL</typ><ch.emdash/>the lost points may be recovered if ever you should regain the use of your arm.</p>
2649 <p>You turn your attention to your surroundings in an effort to find some way of escape from the nightmarish sewer. The passage ahead winds and curves like a giant snake, and the foul air that drifts towards you is hot and humid. You have shaken off your pursuers, but you now have the problem of your arm to solve.</p>
2650 <choice idref="sect55"><link-text>Turn to 55</link-text>.</choice>
2654 <section class="numbered" id="sect167">
2655 <meta><title>167</title></meta>
2658 <p>You pass through the door and hurry into the welcoming cool of the room beyond. You notice a large drawbar on this side of the door and instinctively lock it to delay any would-be pursuers. The room is empty, save for some clothing draped over the back of a wrought-iron chair. Judging by the size and cut of the material, the clothes must belong to the armourer.</p>
2659 <p>You can hear noises echoing from a passage to the east; the voices of hungry guards and the distinctive clatter of plates.</p>
2660 <p>You climb a wide stairway and follow a network of passages towards the west. They are lined with alcoves that contain marble busts and beautiful tapestries, each depicting a past Zakhan or a long-forgotten battle.</p>
2661 <choice idref="sect105">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 105</link-text>.</choice>
2662 <choice idref="sect158">If you do not possess this skill, <link-text>turn to 158</link-text>.</choice>
2666 <section class="numbered" id="sect168">
2667 <meta><title>168</title></meta>
2670 <p>With a tiger-like bound you are among the startled guards. The blowpipe firer raises his weapon, but a well-aimed kick to the forehead counters his move. He somersaults backwards, cracking his head against the wall with a sickening thud. A trident flashes towards your ribs; you sidestep and grab the haft with your free hand, pulling the guard off balance. He stumbles forward and falls flat on his face. You turn just in time to face the third guard<ch.emdash/>his trident is poised to stab you.</p>
2671 <combat><enemy>Vestibule Guard</enemy><enemy-attribute class="combatskill">15</enemy-attribute><enemy-attribute class="endurance">23</enemy-attribute></combat>
2672 <choice idref="sect101">If you win the combat and the fight lasts 3 rounds or less, <link-text>turn to 101</link-text>.</choice>
2673 <choice idref="sect46">If you win and the fight lasts longer than 3 rounds, <link-text>turn to 46</link-text>.</choice>
2677 <section class="numbered" id="sect169">
2678 <meta><title>169</title></meta>
2681 <p>You enter a wide street where vendors compete for space for their stalls beneath the overhanging balconies. The market is crowded with people; they each wear a black sash as a mark of respect to their dead Zakhan, but here, unlike in most of Barrakeesh, business continues as normal.</p>
2682 <p>You pass a stall festooned with black sashes, each costing 2 Gold Crowns. If you wish to buy a sash, pay the vendor and mark it on your <a idref="action">Action Chart</a> as a Special Item (which you wear over your tunic). You hurry away from the stall and dodge into a narrow passage lined with eating houses and small taverns, where the smell of food is mingled with the odour of stale wine, and the air is alive with chatter and gossip. Your attention is drawn to a notice freshly pasted to a tavern wall. The bold headline reads:</p>
2683 <signpost>THE ZAKHAN IS DEAD<ch.emdash/>LONG LIVE THE ZAKHAN</signpost>
2684 <choice idref="sect88">If you wish to stop to read the poster, <link-text>turn to 88</link-text>.</choice>
2685 <choice idref="sect113">If you wish to continue along the passage, <link-text>turn to 113</link-text>.</choice>
2689 <section class="numbered" id="sect170">
2690 <meta><title>170</title></meta>
2693 <p>The combined mastery of these Kai Disciplines enables you to slip past the guards undetected. By the time they resume their correct guard positions, you have safely made your way into the palace gardens.</p>
2694 <choice idref="sect137"><link-text>Turn to 137</link-text>.</choice>
2698 <section class="numbered" id="sect171">
2699 <meta><title>171</title></meta>
2702 <p>A panel in the alcove slides aside to reveal a secret, dark, and very narrow passage. A pair of footprints can clearly be seen in the dust-covered floor, leading into the darkness.</p>
2703 <choice idref="sect148">If you wish to enter the secret passage, <link-text>turn to 148</link-text>.</choice>
2704 <choice idref="sect158">If you decide to avoid the passage, close the secret panel and continue along the corridor and <link-text>turn to 158</link-text>.</choice>
2708 <section class="numbered" id="sect172">
2709 <meta><title>172</title></meta>
2712 <p><quote>Come in, stranger. Welcome to my humble tavern,</quote> says the plump landlady of the eating house. <quote>We have wine and food and rooms a-plenty.</quote></p>
2713 <p>At this moment, you hear Maouk<ch.apos/>s men enter the plaza and cast an anxious glance towards the open door. The landlady sees that you are nervous; she points to the cellar stairs and says in a hushed voice: <quote>Do not worry<ch.emdash/>we share your fear of the new Zakhan. Quickly, you must hide.</quote> There is no time to hesitate. Maouk<ch.apos/>s warriors are already approaching the tavern.</p>
2714 <choice idref="sect16"><link-text>Turn to 16</link-text>.</choice>
2718 <section class="numbered" id="sect173">
2719 <meta><title>173</title></meta>
2722 <p>Judging by the direction of the sluggish flow, the right channel appears to head off to the north. The vast tide of sewage and garbage from the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign> is swept out towards the coast, until it emerges at Chiras, a village northwest of the capital. There it makes life both difficult and unpleasant for the poor local fishermen (especially during the summer months). If you take the north channel, you should eventually reach the coast.</p>
2723 <p>The left channel heads south, running below the very heart of the capital. In the maze of tunnels that feed into the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>, you should be able to find at least one exit to the streets above.</p>
2724 <p>Straight ahead, the channel leads off to the west. It is by far the least fetid and contaminated of the three. During the voyage, you remember <quote>The Stink</quote> telling you about the Grand Madani: a great aqueduct over forty miles long, which channels freshwater from the River Da into the city. As a result, the citizens of Barrakeesh, unlike the inhabitants of other Vassagonian cities, enjoy a lavish supply of fresh water. The west channel will lead to that water source.</p>
2725 <choice idref="sect145">If you wish to take the north channel, <link-text>turn to 145</link-text>.</choice>
2726 <choice idref="sect96">If you wish to take the south channel, <link-text>turn to 96</link-text>.</choice>
2727 <choice idref="sect13">If you wish to take the west channel, <link-text>turn to 13</link-text>.</choice>
2731 <section class="numbered" id="sect174">
2732 <meta><title>174</title></meta>
2735 <p>You spring forward and strike the taller of the guards, slamming your clenched fist into the nape of his neck. He groans and sinks to his knees, his sword clattering to the ground close by your feet.</p>
2736 <choice idref="sect4">If you wish to pick up the sword, <link-text>turn to 4</link-text>.</choice>
2737 <choice idref="sect91">If you wish to ignore the sword and attack the second guard with your bare hands, <link-text>turn to 91</link-text>.</choice>
2741 <section class="numbered" id="sect175">
2742 <meta><title>175</title></meta>
2745 <p>Before you find a suitable hiding place, three Sharnazim wade into view. <quote>Leave him to me, you fools!</quote> booms a voice, and the warriors make way for Maouk, who appears from the shadows<ch.emdash/>a dart held high in his hand. He hisses a curse and flings the missile at your chest.</p>
2746 <choice idref="sect25"><link-text>Turn to 25</link-text>.</choice>
2750 <section class="numbered" id="sect176">
2751 <meta><title>176</title></meta>
2754 <p>You are stripped of your Backpack, your Weapons, your Gold Crowns, and all of your Special Items. (Make all the necessary adjustments to your <a idref="action">Action Chart</a>, but note your lost possessions elsewhere in case you find them again later.) Your hands are tied behind your back and you are pushed head-first into the waiting carriage. <quote>Back to the palace!</quote> commands Maouk as he climbs aboard and slams the door. <quote>The Zakhan awaits his prize.</quote></p>
2755 <p>You fight to free the cords that bind you, but Maouk is quick to see the danger. He grabs your arm and forces a dart into your skin. As sleep engulfs your senses, you hear Maouk<ch.apos/>s wicked laughter fading into the silence.</p>
2756 <p>Make a necessary adjustments to your <a idref="action">Action Chart</a>, and list all the items that you have had confiscated on a separate piece of paper, for reference in case you should discover them later in your adventure.</p>
2757 <choice idref="sect69"><link-text>Turn to 69</link-text>.</choice>
2761 <section class="numbered" id="sect177">
2762 <meta><title>177</title></meta>
2765 <p>As you strike the Kwaraz a killing blow, three Sharnazim wade out of the dark sewer. They have discarded their black robes and they are naked to the waist. Their muscular chests are decorated with a large, blue tattoo of an eagle<ch.apos/>s claw. As they struggle out of the water, they fix you with a malicious stare and unsheathe razor-sharp scimitars.</p>
2767 <illustration class="float">
2769 <creator>Gary Chalk</creator>
2770 <description>Three Sharnazim wade out of the dark sewer, naked to the waist.</description>
2772 <instance class="html" src="ill11.png" width="386" height="623" mime-type="image/png"/>
2773 <instance class="html-compatible" src="ill11.gif" width="386" height="623" mime-type="image/gif"/>
2774 <instance class="pdf" src="ill11.pdf" width="386" height="623" />
2777 <choice idref="sect60">If you wish to attack the Sharnazim, <link-text>turn to 60</link-text>.</choice>
2778 <choice idref="sect43">If you wish to evade them by climbing the narrow stone stairs, <link-text>turn to 43</link-text>.</choice>
2782 <section class="numbered" id="sect178">
2783 <meta><title>178</title></meta>
2786 <p>You are halfway down the stairs when the guard realizes what you are doing. He leaps to his feet and unsheathes his sword; you cannot evade him now and you must fight to the death.</p>
2787 <combat><enemy>Armoury Guard</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">22</enemy-attribute></combat>
2788 <choice idref="sect52">If you win the combat, you may search his body and <link-text>turn to 52</link-text>.</choice>
2789 <choice idref="sect140">If you would rather ignore the body and enter the armoury, <link-text>turn to 140</link-text>.</choice>
2793 <section class="numbered" id="sect179">
2794 <meta><title>179</title></meta>
2797 <p>All manner of strange and exotic plants, oils, potions, and medicaments fill the shop windows, and the smell of the herb-filled street is intoxicating. There is a sudden bustle of activity at the end of the street. The crowd disperses, melting into the shops as if into thin air. A man stands before you, his face is streaked with sweat, his turquoise robes torn and heavily stained. It is Maouk<ch.emdash/>he has survived the <foreign xml:lang="x-vassagonian">Baga-darooz</foreign>.</p>
2798 <p><quote>Were it not for the Zakhan, I would kill you here and now,</quote> hisses Maouk, his face a mask of hate. <quote>But I will not lose my head for a cowardly Sommlending.</quote></p>
2799 <p>His insult enrages you, but you control your anger. You sense he is not alone; eyes are watching you at every window.</p>
2800 <choice idref="sect197">If you wish to attack Maouk, <link-text>turn to 197</link-text>.</choice>
2801 <choice idref="sect92">If you wish to turn and run back along the street, <link-text>turn to 92</link-text>.</choice>
2805 <section class="numbered" id="sect180">
2806 <meta><title>180</title></meta>
2809 <p>As your enemy collapses at your feet, you notice that the other guard has recovered from your punch. He pulls a dagger from his boot and draws back his hand to throw.</p>
2810 <choice idref="sect45">If you possess the Kai Discipline of Mindblast, <link-text>turn to 45</link-text>.</choice>
2811 <p>If you do not possess this skill, pick a number from the <a idref="random">Random Number Table</a>. If you have the Kai Discipline of Sixth Sense or Hunting, add 3 to the number you have picked.</p>
2812 <choice idref="sect120">If your total is now 0<ch.endash/>5, <link-text>turn to 120</link-text>.</choice>
2813 <choice idref="sect193">If your total is now 6<ch.endash/>12, <link-text>turn to 193</link-text>.</choice>
2817 <section class="numbered" id="sect181">
2818 <meta><title>181</title></meta>
2821 <p>You root through all the drawers and cupboards of the workbench, smashing locks when they refuse to open, only to be disappointed. These drawers and cupboards do not contain your missing equipment.</p>
2822 <p>All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to find your equipment, escape from the Grand Palace, and somehow return home to Sommerlund as quickly as possible. You pull aside a latticed partition and enter a small antechamber. Narrow stones steps lead up to an open door in the north wall, beside which stands a wooden chest.</p>
2823 <choice idref="sect14">If you wish to climb the steps and enter the door, <link