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15 <title>Vampirium</title>
16 <creator class="author" sort-name="Dever, Joe">Joe Dever</creator>
17 <creator class="illustrator" sort-name="Williams, Brian">Brian Williams</creator>
18 <creator class="short">Joe Dever and Brian Williams</creator>
19 <creator class="medium">
20 <line>Joe Dever</line>
21 <line>Illustrated by Brian Williams</line>
23 <creator class="long">
24 &inclusion.joe.dever.bio.lw;
25 &inclusion.brian.williams.bio.lw;
27 <publisher>Project Aon</publisher>
28 <date class="publication"><year>2010</year><month>11</month><day>12</day></date>
29 <description class="blurb">
30 <p>The Claw of Naar is the evil wand of power used by Agarash the Damned during his ancient conquest of Magnamund. Legend held that it had been lost forever in the molten ruins of Naaros, but now it has resurfaced, and its dread return heralds a dawn of disaster for the peaceable nations of Magnamund. Your allies, the wise wizards of the Elder Magi, have the power and the means to destroy the accursed Claw. But they do not possess it. In <strong><cite>Vampirium</cite></strong>, you must venture into the hostile land of Bhanar and snatch the Claw from the clutches of the evil Autarch Sejanoz. Can you deliver the Claw safely to the Elder Magi<ch.ellips/>or will you be destroyed by the terrifying wrath of the vampire lord Sejanoz?</p>
32 <description class="publication">
33 <p>Internet Edition published by <a href="http://www.projectaon.org/">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>
35 <rights class="copyrights">
36 <line>Text copyright <ch.copy/> 1998 Joe Dever.</line>
37 <line>Illustrations copyright <ch.copy/> 1998 Brian Williams.</line>
39 <rights class="license-notification">
41 <line>Text copyright <ch.copy/> 1998 Joe Dever.</line>
42 <line>Illustrations copyright <ch.copy/> 1998 Brian Williams.</line>
43 <line>Distribution of this Internet Edition is restricted under the terms of the <a idref="license">Project Aon License</a>.</line>
55 <title>Title Page</title>
56 <link class="next" idref="dedicate" />
61 <section class="frontmatter" id="dedicate">
63 <title>Dedication</title>
64 <link class="prev" idref="title" />
65 <link class="next" idref="acknwldg" />
69 <p class="dedication">For Julian Egelstaff</p>
73 <section class="frontmatter" id="acknwldg">
75 <title>Acknowledgements</title>
76 <link class="prev" idref="dedicate" />
77 <link class="next" idref="tssf" />
82 &inclusion.joe.dever.endowment;
84 <section class="frontmatter" id="credits">
85 <meta><title>Credits</title></meta>
89 <dt>Transcription</dt>
90 <dd>Bj<ch.ouml/>rn Floderus</dd>
91 <dt>Illustration Transcription</dt>
92 <dd>Jonathan Blake</dd>
95 <line>Jonathan Blake</line>
96 <line>Simon Osborne</line>
98 <dt>Action Charts</dt>
100 <line>JC Alvarez</line>
101 <line>Jonathan Blake</line>
103 <dt>Proofreading</dt>
105 <line>Nixon Na (Frontmatter and Sections 1<ch.endash/>140)</line>
106 <line>Simon Osborne (Sections 141<ch.endash/>350)</line>
110 <line>Jan Charv<ch.aacute/>t</line>
111 <line>Ingo Kl<ch.ouml/>cker</line>
112 <line>Benjamin Krefetz</line>
113 <line>LeRoy McSwain</line>
114 <line>Sean Donald</line>
115 <line>Simon Osborne</line>
116 <line>Timothy Pederick</line>
118 <dt>Coordination</dt>
119 <dd>Jonathan Blake</dd>
120 <dt>Special Thanks</dt>
121 <dd>James Durrant, Paul Haskell, Patrick Kalinauskas</dd>
129 <section class="frontmatter" id="tssf">
131 <title>The Story So Far<ch.ellips/></title>
132 <link class="prev" idref="acknwldg" />
133 <link class="next" idref="gamerulz" />
137 <footnote id="tssf-1-foot" idref="tssf-1">
138 <p><cite>Lone Wolf</cite> 18: <cite><bookref series="lw" book="18dotd">Dawn of the Dragons</bookref></cite></p>
140 <footnote id="tssf-2-foot" idref="tssf-2">
141 <p><cite>Lone Wolf</cite> 26: <cite><bookref series="lw" book="26tfobm">The Fall of Blood Mountain</bookref></cite></p>
146 <p>It is spring in the year MS<ch.nbsp/>5085 and you are a Grand Master of the New Order of the Kai, the warrior <ch.eacute/>lite of Sommerlund.</p>
148 <p>Thirty-five years ago, the First Order of the Kai was massacred by the Darklords of Helgedad, a host of powerful creatures sent by the evil God Naar to destroy the world of Magnamund. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of their attack upon the Kai. As a young initiate he stood amid the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty-five years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.</p>
150 <p>With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly, their disorder escalated into a mutinous civil war, allowing the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.</p>
152 <p>Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and a New Order was established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS<ch.nbsp/>5063, during the time of the war against the Darklords. When you were seven years old, you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Your skills were nurtured and sharpened to perfection by years of study and rigorous training. Your exceptional talents helped you to master all of the Kai and Magnakai Disciplines, and swiftly you rose through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.</p>
154 <p>In the year MS<ch.nbsp/>5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf<ch.apos/>s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your fellow warriors maintained until the siege was raised by Lone Wolf and the King<ch.apos/>s Army of Sommerlund.<footref id="tssf-1" idref="tssf-1-foot"/></p>
156 <p>During the seven years since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the chance to serve their fell master.</p>
158 <p>You have recently returned to the monastery after successfully completing a dangerous mission in the Kingdom of Bor.<footref id="tssf-2" idref="tssf-2-foot"/> The vast underground realm of Bor is home to the Drodarin dwarves, the oldest allies of the Kai. Forbidden excavations in the lowest levels of the kingdom had awoken and released the Shom<ch.apos/>zaa<ch.emdash/>a supernatural creature entombed by Magnamund<ch.apos/>s earliest magicians, the Elder Magi, during their ancient war against Naar<ch.apos/>s legendary champion: Agarash the Damned.</p>
160 <p>Lord Rimoah, speaker for the High Council of the Elder Magi, travelled with you to Bor aboard a wondrous flying ship called <cite>Cloud-dancer</cite> and, with his help, you were able to defeat the Shom<ch.apos/>zaa and save your Drodarin allies from destruction.</p>
162 <p>Three months after you returned from Bor, Lord Rimoah came to the Kai Monastery aboard <cite>Cloud-dancer</cite>. His visit was unexpected and you sensed at once that something was wrong. Lone Wolf summoned you to his chamber where, with mounting dread, you listened to Lord Rimoah<ch.apos/>s account of events in Southern Magnamund that threaten to destroy the fragile peace of that continent.</p>
164 <p>The Elder Magi had received word from King Karvas of Siyen that Autarch Sejanoz, the evil ruler of Bhanar, had secretly dispatched a squad of his Imperial Guards into the Doomlands of Naaros. At first, neither the King nor the Elders could fathom a reason why the Autarch had done this. The Doomlands are one of the most inhospitable regions in all of Magnamund, a barren wasteland of ash and cinders that once was the domain of Agarash the Damned. At its centre stood his mighty fortress-city of Naaros. Yet, following his defeat by the Elder Magi, all that remains of it now is a titanic chasm of molten lava and heat-fused rock.</p>
166 <p>Fearing for the security of his southern borderlands, King Karvas sent a group of <ch.eacute/>lite Siyenese rangers into the Doomlands to spy on the Autarch<ch.apos/>s men in the hope of discovering their true purpose. When, after six weeks, nothing was heard from the group, the King and his court assumed they had perished. Then a few days later, Karvas received word unexpectedly from his missing men. They had tracked the squad of the Autarch<ch.apos/>s Imperial Guard deep into the Doomlands, and they had observed them excavating an unmarked burial mound near to the ruins of Naaros. And it was here that they were to witness a chilling discovery, for buried beneath the mound lay the Claw of Naar.</p>
168 <p>The Claw of Naar is an ancient wand of power that was crafted by the evil God himself, and used by Agarash the Damned during his conquest of Magnamund. Legend held that it had been lost forever in the molten ruin of Naaros, but now it had resurfaced, and its return boded trouble for the peaceable nations bordering upon the Autocracy of Bhanar.</p>
170 <p>The rangers reported that the Autarch<ch.apos/>s squad were returning to Bhanar with the Claw in their possession. Their chosen route would take them through the Southern Dammerdon Mountains and so the rangers went ahead to hide themselves in Sunderer Pass where they intended to await their arrival. Their plan was to ambush the squad in the narrow confines of the pass and steal away the Claw. However, the ranger leader was fearful that the power of the Claw might overwhelm his small group. He requested of his King that help be sent urgently. Karvas responded to his plea by seeking the aid of the Elder Magi, and upon hearing of the situation, Lord Rimoah readily agreed to assist.</p>
172 <p><quote>In turn, Lone Wolf, I have come this day to ask for the help of the Kai,</quote> said Rimoah. <quote>We of the Elder Magi have the power and the means to destroy the Claw of Naar, but only when we have that accursed object in our possession. To secure the Claw will require skills and courage that only the Kai possess. And so, I come here seeking your aid, Supreme Master.</quote></p>
174 <p><quote>It will not be an easy task,</quote> replied Lone Wolf, thoughtfully, <quote>but we have the advantage of both speed and surprise. Sunderer Pass is no more than a day<ch.apos/>s journey away by skyship.</quote></p>
176 <p><quote>Aye,</quote> replied Rimoah, <quote>but we must depart this afternoon if we are to be certain of reaching the pass before the arrival of the Autarch<ch.apos/>s squad.</quote></p>
178 <p>Lone Wolf slowly turned to face you. <quote>I am tempted to accept this challenge myself, Grand Master,</quote> he said, as he held you with his unblinking gaze. <quote>But, alas, I must attend a War Council tomorrow at the King<ch.apos/>s Court in Holmgard. Will you journey to Bhanar in my stead and help Lord Rimoah to capture the Claw of Naar?</quote></p>
180 <p><quote>Yes, my lord,</quote> you replied, without hesitation. <quote>For the greater glory of Sommerlund and the Kai, I am proud to accept this task.</quote></p>
184 <section class="frontmatter" id="gamerulz">
186 <title>The Game Rules</title>
187 <link class="prev" idref="tssf" />
188 <link class="next" idref="kainame" />
192 <footnote id="gamerulz-1-foot" idref="gamerulz-1">
193 <p>If you have completed any previous <cite>Lone Wolf New Order</cite> adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic <typ class="attribute">COMBAT SKILL</typ> and +2 to your basic <typ class="attribute">ENDURANCE</typ> for each adventure you successfully completed (cf. <a idref="discplnz">Grand Master Disciplines</a>).</p>
198 <p>You keep a record of your adventure on the <a idref="action">Action Chart</a>.</p>
199 <p>During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (<typ class="attribute">COMBAT SKILL</typ>) and physical stamina (<typ class="attribute">ENDURANCE</typ>). Before you begin this <cite>New Order</cite> adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the <a idref="random">Random Number Table</a>. If you pick a 0 it counts as zero.</p>
200 <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 25 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 the number 7 in the <a idref="random">Random Number Table</a> you would write in a <typ class="attribute">COMBAT SKILL</typ> of 32). 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 desirable.</p>
201 <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 30 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 8 on the <a idref="random">Random Number Table</a> you would have 38 <typ class="attribute">ENDURANCE</typ> points).</p>
202 <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 cannot rise above the number you have when you start an adventure.</p>
203 <p>If you have successfully completed previous adventures in the <cite>Lone Wolf New Order</cite> series (Books 21<ch.endash/>26), you can carry your current scores of <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points over to this adventure.<footref id="gamerulz-1" idref="gamerulz-1-foot"/> You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new <a idref="action">Action Chart</a>.</p>
204 <p><strong>Playing Tip:</strong> You may use a 10-sided die instead of the <a idref="random">Random Number Table</a> if you find it more convenient.</p>
206 <section class="frontmatter-separate" id="kainame">
208 <title>Your Kai Name</title>
209 <link class="prev" idref="gamerulz" />
210 <link class="next" idref="discplnz" />
214 <p>It has long been the tradition of your <ch.eacute/>lite warrior caste to bestow a new name upon each young novice when they complete their first year<ch.apos/>s training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.</p>
215 <p>You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the <a idref="random">Random Number Table</a> and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the <a idref="random">Random Number Table</a> and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.</p>
220 <th colspan="2" scope="colgroup">Table A</th>
221 <th colspan="1" scope="colgroup"></th>
222 <th colspan="2" scope="colgroup">Table B</th>
225 <th colspan="2" scope="colgroup">(Kai name prefix)</th>
226 <th colspan="1" scope="colgroup"></th>
227 <th colspan="2" scope="colgroup">(Kai name suffix)</th>
303 <section class="frontmatter-separate" id="discplnz">
305 <title>New Order Kai Grand Master Disciplines</title>
306 <link class="prev" idref="kainame" />
307 <link class="next" idref="equipmnt" />
311 <footnote id="discplnz-1-foot" idref="discplnz-1">
312 <p>Given the rules for the previous <cite>Lone Wolf</cite> books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the <a idref="equipmnt">Equipment section</a>. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.</p>
314 <illustration class="inline">
316 <creator>Brian Williams</creator>
318 <instance class="html" src="weapons.png" width="386" height="310" mime-type="image/png"/>
319 <instance class="html-compatible" src="weapons.gif" width="386" height="310" mime-type="image/gif"/>
320 <instance class="pdf" src="weapons.pdf" width="386" height="310" />
325 <footnote id="discplnz-2-foot" idref="discplnz-2">
326 <p>The rules in the Collector<ch.apos/>s Editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.</p>
329 <footnote id="discplnz-3-foot" idref="discplnz-3">
330 <p>Details about the Kai Weapon appear in the next section of the game rules.</p>
335 <section class="frontmatter" id="mksumary">
337 <title>Kai and Magnakai Disciplines</title>
341 <p>During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:</p>
343 <dl class="paragraphed">
344 <dt>Weaponmastery</dt>
345 <dd><p>You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no <typ class="attribute">COMBAT SKILL</typ> loss when fighting bare-handed.</p></dd>
346 <dt>Animal Control</dt>
347 <dd><p>You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature<ch.apos/>s sense of taste and smell.</p></dd>
350 <p>You are able to restore <typ class="attribute">ENDURANCE</typ> points lost as a direct result of combat. You may restore 1 <typ class="attribute">ENDURANCE</typ> point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of <typ class="attribute">ENDURANCE</typ> points that can be restored in this way is limited to 10 per adventure.</p>
351 <p>You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.</p>
353 <dt>Invisibility</dt>
354 <dd><p>You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.</p></dd>
356 <dd><p>You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.</p></dd>
357 <dt>Pathsmanship</dt>
358 <dd><p>You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.</p></dd>
360 <dd><p>You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.</p></dd>
362 <dd><p>You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.</p></dd>
364 <dd><p>You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.</p></dd>
366 <dd><p>Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (<quote>spirit-walk</quote>) for short periods.</p></dd>
371 <section class="frontmatter" id="nodispln">
373 <title>New Order Kai Grand Master Disciplines</title>
377 <p>After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor<ch.emdash/>Kai Supreme Master Lone Wolf<ch.emdash/>you have achieved the noble rank of Kai Grand Master Senior.</p>
379 <p>Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.</p>
381 <p>If this is the first <cite>New Order</cite> adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This means that you have mastered <em>four</em> of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your <a idref="action">Action Chart</a>.</p>
383 <section class="frontmatter" id="wpnmstry">
384 <meta><title>Grand Weaponmastery</title></meta>
387 <illustration class="inline">
389 <creator>Brian Williams</creator>
391 <instance class="html" src="wpnmast.png" width="386" height="54" mime-type="image/png"/>
392 <instance class="html-compatible" src="wpnmast.gif" width="386" height="54" mime-type="image/gif"/>
393 <instance class="pdf" src="wpnmast.pdf" width="386" height="54" />
396 <p>This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your <typ class="attribute">COMBAT SKILL</typ>. The rank of Kai Grand Master Senior, with which you begin the <cite>New Order</cite> series, means that you are skilled in the use of <em>one</em> of the weapons listed in the <a idref="equipmnt">Equipment section</a>.<footref id="discplnz-1" idref="discplnz-1-foot"/> For every adventure that you complete successfully in the <cite>New Order</cite> series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.</p>
397 <p>If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the <a idref="random">Random Number Table</a>, when using the Bow.<footref id="discplnz-2" idref="discplnz-2-foot"/></p>
401 <section class="frontmatter" id="anmlmstr">
402 <meta><title>Animal Mastery</title></meta>
405 <illustration class="inline">
407 <creator>Brian Williams</creator>
409 <instance class="html" src="anmlmast.png" width="386" height="53" mime-type="image/png"/>
410 <instance class="html-compatible" src="anmlmast.gif" width="386" height="53" mime-type="image/gif"/>
411 <instance class="pdf" src="anmlmast.pdf" width="386" height="53" />
414 <p>New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.</p>
418 <section class="frontmatter" id="deliver">
419 <meta><title>Deliverance <em>(Advanced Curing)</em></title></meta>
422 <illustration class="inline">
424 <creator>Brian Williams</creator>
426 <instance class="html" src="delvrance.png" width="386" height="53" mime-type="image/png"/>
427 <instance class="html-compatible" src="delvrance.gif" width="386" height="53" mime-type="image/gif"/>
428 <instance class="pdf" src="delvrance.pdf" width="386" height="53" />
431 <p>New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their <typ class="attribute">ENDURANCE</typ> is reduced to 8 points or less, they can draw upon their mastery to restore 20 <typ class="attribute">ENDURANCE</typ> points. This emergency ability can only be used once every 20 days.</p>
435 <section class="frontmatter" id="assimila">
436 <meta><title>Assimilance <em>(Advanced Invisibility)</em></title></meta>
439 <illustration class="inline">
441 <creator>Brian Williams</creator>
443 <instance class="html" src="assmlnce.png" width="386" height="53" mime-type="image/png"/>
444 <instance class="html-compatible" src="assmlnce.gif" width="386" height="53" mime-type="image/gif"/>
445 <instance class="pdf" src="assmlnce.pdf" width="386" height="53" />
448 <p>New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of 1 to 3 days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.</p>
452 <section class="frontmatter" id="hntmstry">
453 <meta><title>Grand Huntmastery</title></meta>
456 <illustration class="inline">
458 <creator>Brian Williams</creator>
460 <instance class="html" src="huntmstr.png" width="386" height="54" mime-type="image/png"/>
461 <instance class="html-compatible" src="huntmstr.gif" width="386" height="54" mime-type="image/gif"/>
462 <instance class="pdf" src="huntmstr.pdf" width="386" height="54" />
465 <p>New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.</p>
469 <section class="frontmatter" id="pthmnshp">
470 <meta><title>Grand Pathsmanship</title></meta>
473 <illustration class="inline">
475 <creator>Brian Williams</creator>
477 <instance class="html" src="pathsmn.png" width="386" height="53" mime-type="image/png"/>
478 <instance class="html-compatible" src="pathsmn.gif" width="386" height="53" mime-type="image/gif"/>
479 <instance class="pdf" src="pathsmn.pdf" width="386" height="53" />
482 <p>New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.</p>
486 <section class="frontmatter" id="kaisurge">
487 <meta><title>Kai-surge</title></meta>
490 <illustration class="inline">
492 <creator>Brian Williams</creator>
494 <instance class="html" src="ksurge.png" width="386" height="53" mime-type="image/png"/>
495 <instance class="html-compatible" src="ksurge.gif" width="386" height="53" mime-type="image/gif"/>
496 <instance class="pdf" src="ksurge.pdf" width="386" height="53" />
499 <p>When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their <typ class="attribute">COMBAT SKILL</typ>. For every round in which Kai-surge is used, they need only deduct 1 <typ class="attribute">ENDURANCE</typ> point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their <typ class="attribute">COMBAT SKILL</typ> without loss of <typ class="attribute">ENDURANCE</typ> points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their <typ class="attribute">ENDURANCE</typ> score falls to 6 points or below.</p>
503 <section class="frontmatter" id="kaiscrn">
504 <meta><title>Kai-screen</title></meta>
507 <illustration class="inline">
509 <creator>Brian Williams</creator>
511 <instance class="html" src="kscreen.png" width="386" height="53" mime-type="image/png"/>
512 <instance class="html-compatible" src="kscreen.gif" width="386" height="53" mime-type="image/gif"/>
513 <instance class="pdf" src="kscreen.pdf" width="386" height="53" />
516 <p>During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.</p>
520 <section class="frontmatter" id="nexus">
521 <meta><title>Grand Nexus</title></meta>
524 <illustration class="inline">
526 <creator>Brian Williams</creator>
528 <instance class="html" src="nexus.png" width="386" height="54" mime-type="image/png"/>
529 <instance class="html-compatible" src="nexus.gif" width="386" height="54" mime-type="image/gif"/>
530 <instance class="pdf" src="nexus.pdf" width="386" height="54" />
533 <p>New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.</p>
537 <section class="frontmatter" id="gnosis">
538 <meta><title>Telegnosis <em>(Advanced Divination)</em></title></meta>
541 <illustration class="inline">
543 <creator>Brian Williams</creator>
545 <instance class="html" src="telegnss.png" width="386" height="54" mime-type="image/png"/>
546 <instance class="html-compatible" src="telegnss.gif" width="386" height="54" mime-type="image/gif"/>
547 <instance class="pdf" src="telegnss.pdf" width="386" height="54" />
550 <p>This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.</p>
554 <section class="frontmatter" id="magi">
555 <meta><title>Magi-magic <em>(Old Kingdom Magic)</em></title></meta>
558 <illustration class="inline">
560 <creator>Brian Williams</creator>
562 <instance class="html" src="magimagc.png" width="386" height="54" mime-type="image/png"/>
563 <instance class="html-compatible" src="magimagc.gif" width="386" height="54" mime-type="image/gif"/>
564 <instance class="pdf" src="magimagc.pdf" width="386" height="54" />
567 <p>Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as <spell>Shield</spell>, <spell>Power Word</spell>, and <spell>Invisible Fist</spell>. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.</p>
571 <section class="frontmatter" id="alchemy">
572 <meta><title>Kai-alchemy <em>(Brotherhood Magic)</em></title></meta>
575 <illustration class="inline">
577 <creator>Brian Williams</creator>
579 <instance class="html" src="alchemy.png" width="386" height="54" mime-type="image/png"/>
580 <instance class="html-compatible" src="alchemy.gif" width="386" height="54" mime-type="image/gif"/>
581 <instance class="pdf" src="alchemy.pdf" width="386" height="54" />
584 <p>Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund<ch.apos/>s Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include <spell>Lightning Hand</spell>, <spell>Levitation</spell>, and <spell>Mind Charm</spell>. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.</p>
588 <section class="frontmatter" id="astrolgy">
589 <meta><title>Astrology</title></meta>
592 <illustration class="inline">
594 <creator>Brian Williams</creator>
596 <instance class="html" src="astrolgy.png" width="386" height="54" mime-type="image/png"/>
597 <instance class="html-compatible" src="astrolgy.gif" width="386" height="54" mime-type="image/gif"/>
598 <instance class="pdf" src="astrolgy.pdf" width="386" height="54" />
601 <p>The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.</p>
605 <section class="frontmatter" id="herbmst">
606 <meta><title>Herbmastery</title></meta>
609 <illustration class="inline">
611 <creator>Brian Williams</creator>
613 <instance class="html" src="herblism.png" width="386" height="53" mime-type="image/png"/>
614 <instance class="html-compatible" src="herblism.gif" width="386" height="53" mime-type="image/gif"/>
615 <instance class="pdf" src="herblism.pdf" width="386" height="53" />
618 <p>Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance<ch.apos/>s medicinal and/or magical properties.</p>
622 <section class="frontmatter" id="element">
623 <meta><title>Elementalism</title></meta>
626 <illustration class="inline">
628 <creator>Brian Williams</creator>
630 <instance class="html" src="elmntlsm.png" width="386" height="54" mime-type="image/png"/>
631 <instance class="html-compatible" src="elmntlsm.gif" width="386" height="54" mime-type="image/gif"/>
632 <instance class="pdf" src="elmntlsm.pdf" width="386" height="54" />
635 <p>This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.</p>
639 <section class="frontmatter" id="bardsman">
640 <meta><title>Bardsmanship</title></meta>
643 <illustration class="inline">
645 <creator>Brian Williams</creator>
647 <instance class="html" src="bard.png" width="386" height="54" mime-type="image/png"/>
648 <instance class="html-compatible" src="bard.gif" width="386" height="54" mime-type="image/gif"/>
649 <instance class="pdf" src="bard.pdf" width="386" height="54" />
652 <p>Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.</p>
656 <p>If you successfully complete the mission as set in Book 27 of the <cite>Lone Wolf New Order</cite> series, you may add a further Grand Master Discipline of your choice to your <a idref="action">Action Chart</a> in Book 28. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with you may add 1 point to your basic <typ class="attribute">COMBAT SKILL</typ> score and 2 points to your basic <typ class="attribute">ENDURANCE</typ> points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, your Kai Weapon,<footref id="discplnz-3" idref="discplnz-3-foot"/> and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next <cite>New Order</cite> adventure, which is called:</p>
658 <p><bookref series="lw" book="28thos"><cite>The Hunger of Sejanoz</cite></bookref></p>
664 <section class="frontmatter-separate" id="equipmnt">
666 <title>Equipment</title>
667 <link class="prev" idref="discplnz"/>
668 <link class="next" idref="cmbtrulz"/>
672 <footnote id="equipmnt-1-foot" idref="equipmnt-1">
673 <p>If you have completed any of the previous <cite>Lone Wolf New Order</cite> adventures (Books 21+), you already possess a Kai Weapon.</p>
676 <footnote id="equipmnt-2-foot" idref="equipmnt-2">
677 <p>These bonuses are <em>not</em> cumulative.</p>
681 <footnote id="equipmnt-3-foot" idref="equipmnt-3">
682 <p><quote>Valiance</quote> is also effective against magical creatures.</p>
687 <p>Before you leave the Kai Monastery and begin your quest to capture the Claw of Naar, you equip yourself with a <a idref="map">map of Bhanar and the Chai Borderlands</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> and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the <quote>Gold Crowns</quote> section of your <a idref="action">Action Chart</a>.</p>
688 <p>If you have successfully completed previous <cite>New Order</cite> adventures (Books 21<ch.endash/>26), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.</p>
689 <ul class="paragraphed">
690 <li><p>Broadsword (Weapons)</p>
691 <illustration class="inline">
693 <creator>Brian Williams</creator>
695 <instance class="html" src="bsword.png" width="386" height="69" mime-type="image/png"/>
696 <instance class="html-compatible" src="bsword.gif" width="386" height="69" mime-type="image/gif"/>
697 <instance class="pdf" src="bsword.pdf" width="386" height="69"/>
700 <li><p>Sword (Weapons)</p>
701 <illustration class="inline">
703 <creator>Brian Williams</creator>
705 <instance class="html" src="sword.png" width="386" height="69" mime-type="image/png"/>
706 <instance class="html-compatible" src="sword.gif" width="386" height="69" mime-type="image/gif"/>
707 <instance class="pdf" src="sword.pdf" width="386" height="69"/>
710 <li><p>Quiver (Special Items) This contains six Arrows; record them on your <a idref="action">Action Chart</a>.</p>
711 <illustration class="inline">
713 <creator>Brian Williams</creator>
715 <instance class="html" src="quiver.png" width="386" height="127" mime-type="image/png"/>
716 <instance class="html-compatible" src="quiver.gif" width="386" height="127" mime-type="image/gif"/>
717 <instance class="pdf" src="quiver.pdf" width="386" height="127"/>
720 <li><p>Flute (Backpack Item)</p>
721 <illustration class="inline">
723 <creator>Brian Williams</creator>
725 <instance class="html" src="flute.png" width="386" height="68" mime-type="image/png"/>
726 <instance class="html-compatible" src="flute.gif" width="386" height="68" mime-type="image/gif"/>
727 <instance class="pdf" src="flute.pdf" width="386" height="68"/>
730 <li><p>Dagger (Weapons)</p>
731 <illustration class="inline">
733 <creator>Brian Williams</creator>
735 <instance class="html" src="dagger.png" width="386" height="150" mime-type="image/png"/>
736 <instance class="html-compatible" src="dagger.gif" width="386" height="150" mime-type="image/gif"/>
737 <instance class="pdf" src="dagger.pdf" width="386" height="150"/>
740 <li><p>Axe (Weapons)</p>
741 <illustration class="inline">
743 <creator>Brian Williams</creator>
745 <instance class="html" src="axe.png" width="386" height="112" mime-type="image/png"/>
746 <instance class="html-compatible" src="axe.gif" width="386" height="112" mime-type="image/gif"/>
747 <instance class="pdf" src="axe.pdf" width="386" height="112"/>
750 <li><p>Bow (Weapons)</p>
751 <illustration class="inline">
753 <creator>Brian Williams</creator>
755 <instance class="html" src="bow.png" width="386" height="64" mime-type="image/png"/>
756 <instance class="html-compatible" src="bow.gif" width="386" height="64" mime-type="image/gif"/>
757 <instance class="pdf" src="bow.pdf" width="386" height="64"/>
760 <li><p>2 Meals (Meals) Each Meal takes up one space in your Backpack.</p>
761 <illustration class="inline">
763 <creator>Brian Williams</creator>
765 <instance class="html" src="food.png" width="386" height="150" mime-type="image/png"/>
766 <instance class="html-compatible" src="food.gif" width="386" height="150" mime-type="image/gif"/>
767 <instance class="pdf" src="food.pdf" width="386" height="150"/>
770 <li><p>Rope (Backpack Item)</p>
771 <illustration class="inline">
773 <creator>Brian Williams</creator>
775 <instance class="html" src="rope.png" width="386" height="109" mime-type="image/png"/>
776 <instance class="html-compatible" src="rope.gif" width="386" height="109" mime-type="image/gif"/>
777 <instance class="pdf" src="rope.pdf" width="386" height="109"/>
780 <li><p>Potion of Laumspur (Backpack Item) This potion restores 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for only one dose.</p>
781 <illustration class="inline">
783 <creator>Brian Williams</creator>
785 <instance class="html" src="potion.png" width="386" height="167" mime-type="image/png"/>
786 <instance class="html-compatible" src="potion.gif" width="386" height="167" mime-type="image/gif"/>
787 <instance class="pdf" src="potion.pdf" width="386" height="167"/>
792 <p>List the five items that you have chosen on your <a idref="action">Action Chart</a>, under the appropriate headings, and make a note of any effect that they may have on your <typ class="attribute">ENDURANCE</typ> points and/or <typ class="attribute">COMBAT SKILL</typ>.</p>
794 <section class="frontmatter" id="kaiweapn">
796 <title>Kai Weapons</title>
800 <p>Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the <ch.eacute/>lite of the New Order Kai who attain the rank of Grand Master.</p>
802 <p>In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the <a idref="random">Random Number Table</a> and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the <a idref="action">Special Items List</a>.<footref id="equipmnt-1" idref="equipmnt-1-foot"/></p>
804 <p><strong>Example</strong></p>
805 <p>Say you choose the number 1 from the <a idref="random">Random Number Table</a>, your Kai Weapon will be the Axe <quote>Alema</quote>.</p>
807 <p>When using this Kai Weapon in normal combat you may add +5 points to your <typ class="attribute">COMBAT SKILL</typ>. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your <typ class="attribute">COMBAT SKILL</typ>.<footref id="equipmnt-2" idref="equipmnt-2-foot"/></p>
809 <p><strong>Example</strong></p>
810 <p>If you were to use <quote>Alema</quote> in combat against an undead enemy, you could add the higher bonus of +7 to your <typ class="attribute">COMBAT SKILL</typ>. If you were to fight a living enemy using this weapon then the bonus to your <typ class="attribute">COMBAT SKILL</typ> would remain at +5.</p>
814 <th colspan="6" scope="colgroup">Kai Weapon Table</th>
820 <th><typ class="attribute">CS</typ></th>
821 <th>Unique Properties</th>
822 <th><typ class="attribute">CS</typ></th>
827 <td><quote>Spawnsmite</quote></td>
829 <td>versus reptilian enemies</td>
835 <td><quote>Alema</quote></td>
837 <td>versus undead enemies</td>
843 <td><quote>Magnara</quote></td>
845 <td>versus rock or stone</td>
851 <td><quote>Sunstrike</quote></td>
853 <td>when used in daylight</td>
859 <td><quote>Kaistar</quote></td>
861 <td>when used at night</td>
867 <td><quote>Valiance</quote></td>
869 <td>when used versus magicians<footref id="equipmnt-3" idref="equipmnt-3-foot"/></td>
875 <td><quote>Ulnarias</quote></td>
877 <td>when used underwater</td>
883 <td><quote>Raumas</quote></td>
885 <td>versus winged enemies</td>
891 <td><quote>Illuminatus</quote></td>
893 <td>when used underground</td>
899 <td><quote>Firefall</quote></td>
901 <td>versus fire-emitting enemies</td>
905 <td colspan="3">RN = Random Number</td>
906 <td colspan="3"><typ class="attribute">CS</typ> = <typ class="attribute">COMBAT SKILL</typ></td>
912 <section class="frontmatter" id="howuse">
914 <title>Equipment<ch.emdash/>How to use it</title>
918 <dl class="paragraphed">
920 <dd><p>The maximum number of Weapons that you can carry is <em>two</em>. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your <typ class="attribute">COMBAT SKILL</typ>. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.</p></dd>
921 <dt>Bows and Arrows</dt>
923 <p>During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this Weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful Weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.</p>
924 <p>In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your <a idref="action">Action Chart</a>. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.</p>
926 <dt>Backpack Items</dt>
928 <p>These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.</p>
929 <p>Any item that may be of use, and which can be picked up on your adventure and entered on your <a idref="action">Action Chart</a>, is given either initial capitals (e.g. Silver Mirror, Gold Key), or is clearly identified as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.</p>
931 <dt>Special Items</dt>
933 <p>Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.</p>
936 <dd><p>Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your <typ class="attribute">COMBAT SKILL</typ>. This is in addition to the bonus gained when you use your Kai Weapon in combat.</p></dd>
938 <dd><p>Food is carried in your Backpack. Each Meal counts as one item. 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. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.</p></dd>
939 <dt>Potion of Laumspur</dt>
940 <dd><p>This is a healing potion that can restore 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.</p></dd>
943 <p>The currency of Bhanar is the Ren. 10 Ren equals 1 Gold Crown. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns (or 500 Ren).</p>
951 <section class="frontmatter-separate" id="cmbtrulz">
953 <title>Rules for Combat</title>
954 <link class="prev" idref="equipmnt" />
955 <link class="next" idref="levels" />
959 <p>There will be occasions during your adventure when you will 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. Your 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 yourself.</p>
960 <p>At the start of a combat, enter your own 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>
961 <p>The sequence for combat is as follows:</p>
962 <ol class="paragraphed">
963 <li><p>Add any extra points gained through your Grand Master Disciplines and Special Items to your current <typ class="attribute">COMBAT SKILL</typ> total.</p></li>
965 <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>
967 <p>You, Grand Master (<typ class="attribute">COMBAT SKILL</typ> 32), are attacked in a forest by a pack of Wild Dogs (<typ class="attribute">COMBAT SKILL</typ> 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your <typ class="attribute">COMBAT SKILL</typ>. You also possess the Kai Weapon <quote>Ulnarias</quote>, so you add an additional 5 points to your <typ class="attribute">COMBAT SKILL</typ>. This gives you a total <typ class="attribute">COMBAT SKILL</typ> of 45.</p>
968 <p>You now subtract the Wild Dogs<ch.apos/> <typ class="attribute">COMBAT SKILL</typ> from your own, giving a Combat Ratio of +14 (45<ch.minus/>31=+14). +14 is noted on your <a idref="action">Action Chart</a> as the Combat Ratio.</p>
970 <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>
972 <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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself<ch.emdash/>Grand Master.)</p>
974 <p>The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the <a idref="random">Random Number Table</a> is 1, then the result of the first round of combat is:</p>
976 <li>You (GM) lose 3 <typ class="attribute">ENDURANCE</typ> points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).</li>
977 <li>Wild Dogs lose 9 <typ class="attribute">ENDURANCE</typ> points.</li>
980 <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>
981 <li><p>Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.</p></li>
982 <li><p>Repeat the sequence from <a idref="stage3">Stage 3</a>.</p></li>
985 <p>This process of combat continues until the <typ class="attribute">ENDURANCE</typ> points of either your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your <typ class="attribute">ENDURANCE</typ> points possibly reduced.</p>
986 <p>A <a idref="crsumary">summary of Combat Rules</a> appears in the back of this book.</p>
988 <section class="frontmatter" id="evasion">
989 <meta><title>Evasion of Combat</title></meta>
992 <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 <strong>you</strong> may lose <typ class="attribute">ENDURANCE</typ> points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.</p>
998 <section class="frontmatter-separate" id="levels">
1000 <title>Levels of New Order Kai Grand Mastership</title>
1001 <link class="prev" idref="cmbtrulz" />
1002 <link class="next" idref="imprvdsc" />
1006 <footnote id="levels-1-foot" idref="levels-1">
1007 <p>It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.</p>
1013 <p>The following table is a guide to the ranks and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the <cite>New Order</cite> series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection<ch.emdash/>to become a Kai Supreme Master.</p>
1016 <li>Kai Grand Master Senior<ch.emdash/><em>You begin the <cite>New Order</cite> adventures at this level of Kai Grand Mastery</em><footref id="levels-1" idref="levels-1-foot"/></li>
1017 <li>Kai Grand Master Superior</li>
1018 <li>Kai Grand Sentinel</li>
1019 <li>Kai Grand Defender</li>
1020 <li>Kai Grand Guardian</li>
1024 <li>Grand Thane</li>
1025 <li>Grand Crown</li>
1027 <li>Kai Supreme Master</li>
1033 <section class="frontmatter-separate" id="imprvdsc">
1035 <title>Improved Grand Master Disciplines</title>
1036 <link class="prev" idref="levels" />
1037 <link class="next" idref="kaiwisdm" />
1041 <p>As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.</p>
1043 <section class="frontmatter" id="superior">
1044 <meta><title>Kai Grand Master Superior</title></meta>
1046 <p>If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1047 <dl class="paragraphed">
1048 <dt>Animal Mastery</dt>
1049 <dd><p>Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.</p></dd>
1050 <dt>Assimilance</dt>
1051 <dd><p>Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy<ch.apos/>s attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.</p></dd>
1053 <dd><p>Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.</p></dd>
1054 <dt>Herbmastery</dt>
1055 <dd><p>Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.</p></dd>
1056 <dt>Elementalism</dt>
1057 <dd><p>Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.</p></dd>
1058 <dt>Bardsmanship</dt>
1059 <dd><p>Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.</p></dd>
1064 <section class="frontmatter" id="sentinel">
1065 <meta><title>Kai Grand Sentinel</title></meta>
1068 <p>If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1069 <dl class="paragraphed">
1070 <dt>Grand Weaponmastery</dt>
1071 <dd><p>Kai Grand Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.</p></dd>
1072 <dt>Grand Pathsmanship</dt>
1073 <dd><p>Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area 10 square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.</p></dd>
1075 <dd><p>Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.</p></dd>
1076 <dt>Herbmastery</dt>
1077 <dd><p>Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.</p></dd>
1078 <dt>Elementalism</dt>
1079 <dd><p>Kai Grand Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Sentinels are able to handle a charged object without discharging it.</p></dd>
1080 <dt>Bardsmanship</dt>
1081 <dd><p>Kai Grand Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.</p></dd>
1086 <section class="frontmatter" id="defender">
1087 <meta><title>Kai Grand Defender</title></meta>
1090 <p>If you are a New Order Kai who has attained the rank of Kai Grand Defender, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1091 <dl class="paragraphed">
1092 <dt>Deliverance</dt>
1093 <dd><p>Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.</p></dd>
1095 <dd><p>By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15-foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.</p></dd>
1097 <dd><p>Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.</p></dd>
1098 <dt>Herbmastery</dt>
1099 <dd><p>Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in <typ class="attribute">ENDURANCE</typ> and/or <typ class="attribute">COMBAT SKILL</typ> when the previously poisonous matter is swallowed.</p></dd>
1100 <dt>Elementalism</dt>
1101 <dd><p>By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal vision and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.</p></dd>
1102 <dt>Bardsmanship</dt>
1103 <dd><p>Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion into the mind of) an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood Spell <spell>Mind Charm</spell> (Kai-alchemy).</p></dd>
1108 <section class="frontmatter" id="guardian">
1109 <meta><title>Kai Grand Guardian</title></meta>
1112 <p>If you are a New Order Kai who has attained the rank of Kai Grand Guardian, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1113 <dl class="paragraphed">
1114 <dt>Assimilance</dt>
1115 <dd><p>Kai Grand Guardians who possess this skill are able to summon a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal vision and infravision. The duration of the fog increases as a Grand Master rises in rank.</p></dd>
1116 <dt>Herbmastery</dt>
1117 <dd><p>Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.</p></dd>
1118 <dt>Elementalism</dt>
1119 <dd><p>Through the use of this Discipline, Kai Grand Guardians are able to protect themselves from the effects of storm-force winds by creating a sphere of calm air around their bodies. Initially this protective bubble lasts for one minute, but duration steadily increases as a Grand Master ascends in Kai rank.</p></dd>
1120 <dt>Grand Huntmastery</dt>
1121 <dd><p>Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability can be very useful when used to outdistance a pursuing enemy.</p></dd>
1123 <dd><p>Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.</p></dd>
1125 <dd><p>Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as <spell>Mindblend</spell>. This cloaking ability enables a Kai Grand Guardian to protect their mind and also prevent it from being detected by a hostile psychic probe.</p></dd>
1128 <p>Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:</p>
1130 <li><spell>Splinter</spell><ch.emdash/>This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.</li>
1131 <li><spell>Flameshaft</spell><ch.emdash/>This causes the tip of any Arrow, or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.</li>
1138 <section class="frontmatter" id="sunknight">
1139 <meta><title>Sun Knight</title></meta>
1142 <p>If you are a New Order Kai who has attained the rank of Sun Knight, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1143 <dl class="paragraphed">
1144 <dt>Grand Weaponmastery</dt>
1145 <dd><p>Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect using only one hand.</p></dd>
1146 <dt>Grand Pathsmanship</dt>
1147 <dd><p>Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.</p></dd>
1148 <dt>Deliverance</dt>
1149 <dd><p>Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature<ch.apos/>s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing process takes place increases as a Grand Master rises in rank.</p></dd>
1151 <dd><p>Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.</p></dd>
1152 <dt>Grand Nexus</dt>
1153 <dd><p>Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state, the only sense that a Sun Knight retains is the ability to hear.</p></dd>
1155 <dd><p>Sun Knights who have this Discipline are skilled in the art of chiromancy<ch.emdash/>the ability to tell fortunes from the skin creases and patterns found on the palms of hands.</p></dd>
1156 <dt>Bardsmanship</dt>
1157 <dd><p>Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature<ch.apos/>s sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).</p></dd>
1158 <dt>Kai-alchemy</dt>
1160 <p>Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:</p>
1162 <li><spell>Halt Missile</spell><ch.emdash/>This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2<ch.endash/>3 seconds, allowing the Sun Knight time in which to move away from the missile<ch.apos/>s line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.</li>
1163 <li><spell>Strength</spell><ch.emdash/>By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores whilst fighting an enemy.</li>
1170 <section class="frontmatter" id="sunlord">
1171 <meta><title>Sun Lord</title></meta>
1174 <p>If you are a New Order Kai who has attained the rank of Sun Lord, you will now benefit from improvements to the following Grand Master Disciplines:</p>
1175 <dl class="paragraphed">
1176 <dt>Grand Weaponmastery</dt>
1177 <dd><p>Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a Weapon thus affected is used in combat, it inflicts an additional 1 <typ class="attribute">ENDURANCE</typ> point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden Weapon such as a Quarterstaff.</p></dd>
1178 <dt>Herbmastery</dt>
1179 <dd><p>Sun Lords who possess this Discipline are able to cause living plants, e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves around the limbs of hostile creatures, thereby hampering their free movement. Sun Lords are able to target only one creature in this way. An additional creature can be affected for every level a Grand Master rises above the rank of Sun Lord.</p></dd>
1180 <dt>Assimilance</dt>
1181 <dd><p>Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.</p></dd>
1182 <dt>Grand Huntmastery</dt>
1183 <dd><p>Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see the complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.</p></dd>
1185 <dd><p>Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast<ch.emdash/>a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 <typ class="attribute">ENDURANCE</typ> points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the <a idref="random">Random Number Table</a>. These numbers should be added together (a <quote>0</quote> = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points total by 4. It cannot be used in conjunction with any other form of psychic attack.</p></dd>
1187 <dd><p>Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration<ch.emdash/>and degree of surface difficulty<ch.emdash/>increases as a Grand Master rises in rank.</p></dd>
1190 <p>Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:</p>
1192 <li><spell>Penetrate</spell><ch.emdash/>This increases the penetrative energy of any Arrow, or Arrow-like missile, launched by a Sun Lord.</li>
1193 <li><spell>Energy Grasp</spell><ch.emdash/>This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell <spell>Lightning Hand</spell>. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.</li>
1196 <dt>Bardsmanship</dt>
1197 <dd><p>Kai Sun Lords with this skill are able to direct their musical abilities to disrupt the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks, causing them to explode violently. Any person or creature in close proximity to the destroyed object risks injury from flying fragments.</p></dd>
1202 <p>The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future <cite>Lone Wolf New Order</cite> books.</p>
1210 <section class="frontmatter" id="kaiwisdm">
1212 <title>New Order Wisdom</title>
1213 <link class="prev" idref="imprvdsc" />
1214 <link class="next" idref="sect1" />
1218 <p>Grand Master, you are about to embark upon a vital mission to deny Autarch Sejanoz the Claw of Naar, an ancient yet deadly artefact of evil. During your quest to distant Bhanar you will encounter many strong and cunning adversaries, and your mission will be fraught with danger at every turn, so remain on your guard at all times.</p>
1220 <p>Some of the material items that you find will be of use to you, but others may be red herrings of no real value at all. If you discover items during your mission, be selective in what you choose to keep. Pick your initial four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores may be. Completion of previous <cite>Lone Wolf</cite> adventures (Books 1<ch.endash/>26) may be advantageous, but it is not essential for the successful completion of this <cite>New Order</cite> adventure.</p>
1222 <p>May the light of the Gods Kai and Ishir guide and protect you during your mission in the sinister realm of Bhanar.</p>
1224 <p>For Sommerlund and the Kai!</p>
1228 <section class="numbered" id="numbered">
1229 <meta><title>Numbered Sections</title></meta>
1233 <section class="numbered" id="sect1">
1234 <meta><title>1</title></meta>
1237 <p>Within the hour, you find yourself standing beside Lord Rimoah at the deck-rail of the sleek flying ship <cite>Cloud-dancer</cite>, watching the Kai Monastery melt away into the distance as the craft soars into an azure sky. The weather is fresh and clear, and you are blessed with a strong tail wind that will assist your long journey south to the land of Bhanar.</p>
1238 <p>Rimoah has already charted a course for Sunderer Pass, and as his young Toranese crew attend to the running of the skyship, you settle back into the plush comfort of the captain<ch.apos/>s cabin and discuss with him the details of your mission. After a delicious supper, you retire early and rise late in order to be best prepared for the task ahead.</p>
1239 <p>By noon of the next day, you have already crossed the Tentarias and entered into Southern Magnamund. You spend much of the early afternoon standing at the bow rail, lost in your thoughts as an endless panoply of rolling hills and grasslands pass silently beneath <cite>Cloud-dancer</cite><ch.apos/>s gleaming keel.</p>
1240 <p>When the forbidding peaks of the Darkwall Mountains are sighted on the horizon, Rimoah takes charge of the helm and steers the skyship on a southeasterly bearing to avoid them. These mountains mark the northern boundary of the Doomlands of Naaros, and Rimoah is anxious to avoid this notoriously stormy region. Skilfully he navigates a course around the eastern boundary of the Doomlands until, late in the afternoon, you see the snow-capped tips of the Southern Dammerdon Mountains soar into view.</p>
1241 <p>Rimoah passes the helm back to his bo<ch.apos/>sun, and then he hurries to join you at the bow rail. <quote>Keep your eyes peeled, Grand Master,</quote> he says. <quote>Sunderer Pass is a narrow gorge. It<ch.apos/>ll be hard to spot from here.</quote> Aided by your ability to magnify your vision, you are the first one to see the tiny pass. Rimoah praises your keen sight and he signals to the bo<ch.apos/>sun to bring <cite>Cloud-dancer</cite> around to the southern slopes of the Dammerdons, to a place where the pass emerges from the mountain range. Here you notice a pale cross of sun-bleached boulders laid out on the dark, dusty ground. It is a sign Rimoah has been hoping for, and excitedly he calls for the bo<ch.apos/>sun to steer the skycraft towards it.</p>
1242 <p><cite>Cloud-dancer</cite> is brought to hover directly above the cross. You leave the rail and accompany Rimoah into a boarding cage located at the stern, and together you are winched to the ground. As the cage touches down, you push open its iron gate and step out. Your pulse quickens when suddenly you see four shadowy figures emerging from the surrounding rocks.</p>
1243 <choice idref="sect225">To continue, <link-text>turn to 225</link-text>.</choice>
1247 <section class="numbered" id="sect2">
1248 <meta><title>2</title></meta>
1251 <p>You make a wide detour around the encampment before continuing your ride south. It is mid-afternoon when you see a settlement in the distance, one of many that can be found on the fringes of the Yua Tzhan province. As you are passing through this ragged plains village, you see a busy market in operation. The traders and their costumers stop to stare as you ride past; their eyes drawn by the unusual cut and colour of your tunics.</p>
1253 <illustration class="inline">
1255 <creator>Brian Williams</creator>
1257 <instance class="html" src="small1.png" width="386" height="150" mime-type="image/png"/>
1258 <instance class="html-compatible" src="small1.gif" width="386" height="150" mime-type="image/gif"/>
1259 <instance class="pdf" src="small1.pdf" width="386" height="150"/>
1262 <p>Gildas points to a clothes stall that is heaped with simple straw-coloured robes, much favoured by these Bhanarian plains-dwellers. <quote>Maybe a wise purchase, Sir Kai?</quote> he mutters. <quote>I fear our tunics may arouse yet more suspicion the further south we venture.</quote> You nod in agreement and halt to ask the trader how much he wants for four of his robes.</p>
1263 <p><quote>One hundred and fifty Ren,</quote> he replies, breezily.</p>
1264 <p>The trader<ch.apos/>s price is the equivalent to 15 Gold Crowns. The rangers do not have any money, so if you wish to purchase these garments you must pay the full price.</p>
1265 <choice idref="sect218">If you can afford to pay the trader<ch.apos/>s price, <link-text>turn to 218</link-text>.</choice>
1266 <choice idref="sect83">If you do not have sufficient Gold Crowns to pay for these robes, <link-text>turn to 83</link-text>.</choice>
1270 <section class="numbered" id="sect3">
1271 <meta><title>3</title></meta>
1274 <p>Your tracking skills tell you that this hut was abandoned by its owner earlier this morning. Its log stove is still warm, and a plate of food lies untouched on the table. You share out the food and dry your clothes by the stove. Sergeant Paviz keeps watch at the window in case a patrol should come by to search the hut.</p>
1275 <p>As midnight approaches, the enemy activity in Zuda decreases. Gildas suggests you should leave during the night to minimize risk of discovery; the darkness provides invaluable cover. You agree, and after midnight you set out for the town.</p>
1276 <p>Bhanarian soldiers are billeted in most of the shops and houses. You keep to the back streets to avoid the patrols, but every alley and avenue leads to the market square at the centre of the town, and you cannot avoid passing through this area. In the middle of the square a magnificent tent has been erected. High above flies a scarlet flag emblazoned with a gold tiger<ch.apos/>s head. This is Sejanoz<ch.apos/>s personal flag and it signifies that the Autarch is here in person. A dozen of his best soldiers guard his tent, and parked beside its entrance are two strange machines.</p>
1278 <illustration class="inline">
1280 <creator>Brian Williams</creator>
1282 <instance class="html" src="small2.png" width="386" height="150" mime-type="image/png"/>
1283 <instance class="html-compatible" src="small2.gif" width="386" height="150" mime-type="image/gif"/>
1284 <instance class="pdf" src="small2.pdf" width="386" height="150"/>
1287 <p>The first is an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger<ch.apos/>s head. Two huge ivory fangs protrude from its jaw and its jewelled eyes glow with a flickering scarlet fire.</p>
1288 <p>The second is a golden chariot. This vehicle has no team of horses to pull it, for it needs no animals to cause it to move. It is a sky chariot, powered by the same magical forces that enable <cite>Cloud-dancer</cite> to soar through the air.</p>
1290 <illustration class="inline">
1292 <creator>Brian Williams</creator>
1294 <instance class="html" src="small11.png" width="386" height="150" mime-type="image/png"/>
1295 <instance class="html-compatible" src="small11.gif" width="386" height="150" mime-type="image/gif"/>
1296 <instance class="pdf" src="small11.pdf" width="386" height="150"/>
1299 <p>You are observing the shrine from the cover of a doorway when suddenly the head slowly rotates in your direction, and two pencil-thin beams of red light shoot from its eyes. You duck back, but it is too late<ch.emdash/>the shrine has detected your presence. The guards at the tent raise the alarm and a troop of Bhanarians come running from the doorway of a nearby hall.</p>
1300 <p><quote>Run!</quote> cries Gildas, as the soldiers come rushing towards you.</p>
1301 <choice idref="sect86">To continue, <link-text>turn to 86</link-text>.</choice>
1305 <section class="numbered" id="sect4">
1306 <meta><title>4</title></meta>
1309 <p>Upon your safe return, you tell Paviz and Yalin of what you observed at the copse.</p>
1310 <p><quote>They<ch.apos/>re unaware we<ch.apos/>ve caught up with them,</quote> says Captain Gildas, smiling slyly.</p>
1311 <p><quote>Yes, and we must exploit our advantage to the full,</quote> you reply. <quote>You and your men must untie their horses and scatter them so that they cannot pursue us when I snatch the Claw of Naar, literally, from beneath their leader<ch.apos/>s nose.</quote></p>
1312 <p>The rangers approve of your plan and they are eager to put it into action. Gildas and his men mount up and skirt around the copse in a wide arc until they are in position on the far side, within sight of the enemy<ch.apos/>s unguarded mounts. They take your horse in tow, for your plan is to rejoin them and make a speedy escape as soon as you have retrieved the Claw. Meanwhile, you approach the copse and halt within sight of the campfire. Only one of the Imperial Guardsmen is still awake, and although he has been posted to stand watch, you see that he is having difficulty keeping his eyes open. The squad leader is tossing and turning in his sleep, as if he is having a bad dream, and as you inch closer to him you fear that he could awaken at any moment.</p>
1313 <choice idref="sect158">If you possess Kai-alchemy and wish to use it, <link-text>turn to 158</link-text>.</choice>
1314 <choice idref="sect116">If you do not, <link-text>turn to 116</link-text>.</choice>
1318 <section class="numbered" id="sect5">
1319 <meta><title>5</title></meta>
1322 <footnote id="sect5-1-foot" idref="sect5-1">
1323 <p>This section is unreachable and superfluous since it is equivalent to <a idref="sect175">Section 175</a>.</p>
1328 <p><footref id="sect5-1" idref="sect5-1-foot"/>Quickly you retrieve the Poghlam from your Backpack, flip open the stopper, and down it all in one gulp.</p>
1329 <p>Instantly, the nausea subsides and you feel a wave of strength coursing through your veins: restore 4 <typ class="attribute">ENDURANCE</typ> points.</p>
1330 <choice idref="sect48">To continue, <link-text>turn to 48</link-text>.</choice>
1334 <section class="numbered" id="sect6">
1335 <meta><title>6</title></meta>
1338 <p>Before you release your bowstring, you recite the words of the Old Kingdom Spell <spell>Flameshaft</spell> and a magical blue flame engulfs your Arrow<ch.apos/>s tip. Then you send your fiery missile arcing towards a pool of oil on the ground in front of the charging Xanon. It plunges into the black puddle and ignites with a terrific <onomatopoeia>Whoomph!</onomatopoeia> exploding a searing ball of flame and black smoke into the air. The heat of the fireball forces the Xanon to retreat, but as they pull back, you become aware of a new threat.</p>
1339 <p>Some Xanon have ridden in a wide arc around the ruins and have come up behind your position. You hear their leader snorting gruffly as he leaps into the ruined hall, and quickly you spin around to face him. Shouldering your Bow, you unsheathe your Kai Weapon and leap forward to block him before he can launch a surprise attack upon the backs of your three companions.</p>
1340 <choice idref="sect270">To continue, <link-text>turn to 270</link-text>.</choice>
1344 <section class="numbered" id="sect7">
1345 <meta><title>7</title></meta>
1348 <p>Skilfully you land your blow upon the centre of the falling rock and it explodes into a harmless cloud of dust.</p>
1349 <choice idref="sect339">To continue, <link-text>turn to 339</link-text>.</choice>
1353 <section class="numbered" id="sect8">
1354 <meta><title>8</title></meta>
1357 <p>You are halfway around the perimeter of the hall when suddenly you are seen by the soldiers at the table. Some grab their weapons and come rushing at you, while others leave the hall to raise the alarm. You fight well and slay those who attack you, but the hall is soon awash with reinforcements and you are forced to surrender.</p>
1358 <p>The rangers are also captured, and together you are taken before the Sergeant of the Guard. He denounces you as would-be thieves, out to steal provisions, and he orders that your weapons and equipment be confiscated before you are led away and thrown into the dungeons.</p>
1359 <p>As the heavy door to your cell slams shut, you immediately look for a way out of this grim prison chamber. You try to pick the lock, but your attempt is thwarted when the sergeant and his guards return. With them is the squad leader of the Imperial Guard, the same man from whom you took the Claw of Naar. He is carrying the accursed artefact, and when the iron door is opened, he points it at you and triggers a fearsome blast of raw energy. In the cramped confines of the cell there is no hope of escaping from its terrible power. In the blink of an eye, you and your brave companions are engulfed and consumed by a terrifying ball of white-hot fire.</p>
1360 <deadend>Tragically, your life and your mission end here in the barracks dungeon of Yua Tzhan.</deadend>
1364 <section class="numbered" id="sect9">
1365 <meta><title>9</title></meta>
1368 <p>As the nausea subsides, you see the Autarch come stalking forwards, slashing and scything at you with his needle-claws. He is like an angry tiger. As you duck below one sweeping attack, he catches you in the back with a lightning-fast following strike. His needle-claws become embedded in your Backpack, and it is wrenched from your back when he sends you crashing headlong against the chamber wall: lose 2 <typ class="attribute">ENDURANCE</typ> points. (You must now erase everything in your Backpack.)</p>
1369 <choice idref="sect94">To continue, <link-text>turn to 94</link-text>.</choice>
1373 <section class="numbered" id="sect10">
1374 <meta><title>10</title></meta>
1377 <p>You call upon your Grand Mastery of the Kai healing skills to deaden the pain of the old man<ch.apos/>s wound before you draw out the arrow. Then you lay your right hand upon his chest and transmit the power of your healing Discipline into the open wound. Within seconds the wound is sealed, leaving no trace of its existence.</p>
1378 <choice idref="sect76">To continue, <link-text>turn to 76</link-text>.</choice>
1382 <section class="numbered" id="sect11">
1383 <meta><title>11</title></meta>
1386 <p>Beyond the door you discover an empty chamber with a flight of spiral steps. You check your Siyenese Compass and then you lead the rangers up these iron stairs to a wide corridor on the floor above.</p>
1387 <p>You instruct Gildas and his men to wait at the top of the staircase while you make sure the way ahead is clear. Tall arched windows march past on either side as you approach a door at the end of the passageway. You detect the aroma of roasting meat and hear the sounds of feasting, and when you peep through the door<ch.apos/>s keyhole, you see a soldiers<ch.apos/> mess hall beyond.</p>
1388 <p>Carefully you twist its spherical handle and push open the heavy oak door just a few inches. Peering around the door, you see a dozen Bhanarian soldiers sitting at a large table set before a blazing log fire. A side of beef is roasting on a spit above this fire, and the soldier<ch.apos/>s plates are heaped high with meat and vegetables. Stands of antique armour are positioned around the walls of the hall, and its panelled ceiling is decorated with the portraits of famous Bhanarian generals of old.</p>
1389 <illustration class="float">
1391 <creator>Brian Williams</creator>
1392 <description>Peering around the door, you see a dozen Bhanarian soldiers feasting at a long table.</description>
1394 <instance class="html" src="ill1.png" width="386" height="xxx" mime-type="image/png"/>
1395 <instance class="html-compatible" src="ill1.gif" width="386" height="xxx" mime-type="image/gif"/>
1396 <instance class="pdf" src="ill1.pdf" width="386" height="xxx" />
1398 <p>Some of the soldiers dining here are Imperial Guards from the squad that you encountered in Sunderer Pass. You scrutinise their faces, yet you cannot see their leader among them. Your Siyenese Compass indicates that the Claw of Naar is nearby; its needle is pointing to a door on the far side of the mess hall. You sense that the Claw is in the room beyond this door, and you resolve to find a way of reaching it without being seen.</p>
1399 <choice idref="sect222">If you possess Grand Nexus and wish to use it, <link-text>turn to 222</link-text>.</choice>
1400 <choice idref="sect98">If you possess Assimilance and wish to use it, <link-text>turn to 98</link-text>.</choice>
1401 <choice idref="sect178">If you possess Elementalism and wish to use it, <link-text>turn to 178</link-text>.</choice>
1402 <choice idref="sect289">If you possess none of these skills, or if you choose not to use any of them, <link-text>turn to 289</link-text>.</choice>
1406 <section class="numbered" id="sect12">
1407 <meta><title>12</title></meta>
1410 <footnote id="sect12-1-foot" idref="sect12-1">
1411 <p>This is the correct answer to the combination lock in <a idref="sect226">Section 226</a>.</p>
1416 <p>The dial emits a loud <onomatopoeia>Click!</onomatopoeia> and the heavy door swings inwards without a sound.<footref id="sect12-1" idref="sect12-1-foot"/> Quickly you step inside, and then beckon the rangers to follow: <quote>This way!</quote></p>
1417 <p>When all three are safely inside, you push the heavy door closed and slide its bolt across, locking it securely.</p>
1418 <choice idref="sect136">To continue, <link-text>turn to 136</link-text>.</choice>
1422 <section class="numbered" id="sect13">
1423 <meta><title>13</title></meta>
1426 <p><quote>Wait here, Captain,</quote> you say to Gildas. <quote>I must go to the ravine. I will return soon, I promise.</quote></p>
1427 <p>And with these words you leave the rangers and make your way to the steep gully where <cite>Cloud-dancer</cite> lay concealed before it was attacked. As you approach the ravine, your Kai tracking skills direct you towards a small metallic tube that lies hidden among the boulders.</p>
1428 <p>Hurriedly you scoop up the tube, flip open its hinged lid, and shake a rolled piece of papyrus onto your palm. On this scrap of material is a hastily written message from Rimoah, telling you that the Claw of Naar must not be allowed to fall into the hands of Autarch Sejanoz. He urges you to find and destroy it.</p>
1429 <p><thought>If this should prove impossible, you must take it to the city of Pensei. There you should make contact with Lord Ghadra, the Dessian envoy, and he will see to its destruction. He will also help you to return home to Sommerlund.</thought></p>
1430 <p>Having memorized its contents, you tear the scrap of papyrus into small pieces and swallow them to ensure that Rimoah<ch.apos/>s message will never be discovered by the enemy. Then you return to the mountain pass to rejoin Captain Gildas and his men.</p>
1431 <p>You inform them that Lord Rimoah has been forced to flee in order to save <cite>Cloud-dancer</cite> and his crew from the attacking horde. On hearing this they bow their heads in disappointment, fearing that they may never again see Rimoah, or their homeland of Siyen. Then you tell them about the message that Rimoah left behind and, despite their sadness, they each vow to help you capture the Claw of Naar.</p>
1432 <p>Suddenly Ranger Yalin shouts a warning: the flying creatures are returning. Hurriedly you take cover among the rocks and watch as they circle above the pass. Your Kai instincts tell you that these beasts cannot survive for long beyond the mountain borders of the Doomlands, and soon your suspicions are confirmed when you see them returning north to Naaros. When the last of the creatures has disappeared, you beckon Gildas and his men to follow you down onto the mountain trail. Here you discover the bodies of two Imperial Guards who were caught by the rockslide ambush and crushed to death.</p>
1433 <choice idref="sect80">If you wish to search their pockets and backpacks, <link-text>turn to 80</link-text>.</choice>
1434 <choice idref="sect291">If you choose to ignore their bodies, you may leave the pass by <link-text>turning to 291</link-text>.</choice>
1438 <section class="numbered" id="sect14">
1439 <meta><title>14</title></meta>
1442 <p>The street is filled with parked wagons, anxious troops, and irate delivery drivers who have been barred entrance to the barracks. An alarm bell continues to toll as you wend your way through the crowds, and your Sixth Sense tells you that the Claw has now been discovered missing.</p>
1444 <illustration class="inline">
1446 <creator>Brian Williams</creator>
1448 <instance class="html" src="small3.png" width="386" height="150" mime-type="image/png"/>
1449 <instance class="html-compatible" src="small3.gif" width="386" height="150" mime-type="image/gif"/>
1450 <instance class="pdf" src="small3.pdf" width="386" height="150"/>
1453 <p>You turn a corner and ride along an unobstructed avenue that takes you to a far quieter quarter of the city. Guided by your Pathsmanship and tracking skills, you lead the rangers to the South Gate of Yua Tzhan. Here you are able to depart the city along a road that passes through outlying settlements before climbing gently into the Honah Hills.</p>
1454 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1455 <choice idref="sect202">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 202</link-text>.</choice>
1456 <choice idref="sect194">If it is 5<ch.endash/>9, <link-text>turn to 194</link-text>.</choice>
1460 <section class="numbered" id="sect15">
1461 <meta><title>15</title></meta>
1464 <p>You nod in agreement to Gildas<ch.apos/> suggestion, and then you push back your chair and stand up. The fortune-teller protests and demands that you pay him for the card reading.</p>
1465 <choice idref="sect316">If you wish to give the man 1 Gold Crown, <link-text>turn to 316</link-text>.</choice>
1466 <choice idref="sect283">If you refuse to give him anything, <link-text>turn to 283</link-text>.</choice>
1470 <section class="numbered" id="sect16">
1471 <meta><title>16</title></meta>
1474 <p>You do not recognize the tree-like shrub and you are wary of any properties its leaves or bark may possess. Rather than risk testing it in case it should prove to be poisonous, you advise Yalin to step away from the strange-looking plant.</p>
1475 <choice idref="sect240">To continue, <link-text>turn to 240</link-text>.</choice>
1479 <section class="numbered" id="sect17">
1480 <meta><title>17</title></meta>
1483 <p>You call upon your improved Kai Mastery to project a noise beneath the first arch of the bridge. Amplified by the water, and the arch itself, this sudden rumbling noise startles the soldiers on the river bank. Fearing that a monster is set to rise up and consume the bridge at any moment, they turn tail and flee in panic from the water<ch.apos/>s edge.</p>
1484 <choice idref="sect127"><link-text>Turn to 127</link-text>.</choice>
1488 <section class="numbered" id="sect18">
1489 <meta><title>18</title></meta>
1492 <p>The death of their leader forces the other winged horrors to break off their attack. They swoop out of the pass and veer away to the east, towards the ravine where <cite>Cloud-dancer</cite> is hidden. There they muster their numbers and, with a hellish chorus of cackling shrieks, they launch an attack upon the grounded skyship and its crew.</p>
1493 <p>You cast a glance down into the pass and see that the squad of Imperial Guards has now halted on the narrow mountain trail. You sense that they are waiting for their winged escorts to return before they dare to venture a step further.</p>
1494 <choice idref="sect345">If you wish to hurry back to <cite>Cloud-dancer</cite> and help Lord Rimoah repel the aerial assault, <link-text>turn to 345</link-text>.</choice>
1495 <choice idref="sect302">If you choose to stay with Captain Gildas and the rangers, <link-text>turn to 302</link-text>.</choice>
1499 <section class="numbered" id="sect19">
1500 <meta><title>19</title></meta>
1503 <p>Unfortunately, your ploy fails. The squad leader overhears you and he raises the alarm. Suddenly the door to the antechamber is kicked open and a dozen soldiers burst in, armed and eager to protect their esteemed commander.</p>
1504 <p>You fight bravely and slay most of those who attack you, but the antechamber is soon awash with reinforcements and you are forced to surrender. During the m<ch.ecirc/>l<ch.eacute/>e, the rangers are also captured, and together you are taken before the Sergeant of the Guard. He denounces you as would-be thieves, out to steal provisions, and he orders that your weapons and equipment be confiscated before you are led away and thrown into the dungeons.</p>
1505 <p>As the heavy door to your cell slams shut, you immediately look for a way out of this grim prison chamber. You try to pick the lock, but your attempt is thwarted when the sergeant and his guards return. With them is the squad leader, freshly bathed and sporting a fine new uniform. He is carrying the Claw of Naar, and when the iron door is opened, he points it at you and triggers a fearsome blast of raw energy. In the cramped confines of the cell there is no hope of escaping from its terrible power. In the blink of an eye, you and your brave companions are engulfed and consumed by a terrifying ball of white-hot fire.</p>
1506 <deadend>Tragically, your life and your mission end here in the barracks dungeon of Yua Tzhan.</deadend>
1510 <section class="numbered" id="sect20">
1511 <meta><title>20</title></meta>
1514 <p>You warn the others that a storm is imminent, and that you will need to find shelter before it breaks. Less than a mile further on, you discover an abandoned cottage that overlooks the hill road. A dirt track ascends to its door, and when you reach it, you discover that there is sufficient room inside to shelter you and your horses. Barely minutes after arriving here, the storm breaks and the surrounding countryside is swept by torrential rain.</p>
1515 <p>While you are sheltering from the storm, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1516 <choice idref="sect303">To continue, <link-text>turn to 303</link-text>.</choice>
1520 <section class="numbered" id="sect21">
1521 <meta><title>21</title></meta>
1524 <p>When you crest the ridge, you rein in your horse and stop to look back at the trap you have set. After several minutes, you see your enemy enter the valley and gallop along the trail. You magnify your vision in order to observe them as they approach the pillars, but as they pass by the obstruction, you detect no sudden release of power.</p>
1525 <p>The enemy have failed to trigger your trap and now you have lost a precious advantage. Cursing your ill luck, you urge your stallion to the gallop and speed away from the ridge with your ranger companions following closely on your horse<ch.apos/>s heels.</p>
1526 <choice idref="sect309"><link-text>Turn to 309</link-text>.</choice>
1530 <section class="numbered" id="sect22">
1531 <meta><title>22</title></meta>
1534 <p>You reach the end of the roof and climb down the trunk of the tree. Gildas and his men follow your lead, and when all of you are safely on the ground, you pause for a few moments to assess the situation. From beneath the leafy boughs of the young oak, you look out across the parade ground and scan the buildings that border upon it. Bhanarian soldiers are running everywhere, seemingly in confusion. Then you realize that they all have a purpose: they are rushing to secure every entrance and exit from the barracks.</p>
1535 <p>Gildas points to a building on the west side of the parade ground. Its doors are open and unguarded. You magnify your vision and see that it is part of the barracks stables. Its well-lit interior is busy with troopers who are preparing their mounts for tomorrow<ch.apos/>s ceremonial parade through the city. Beyond its rows of stalls is an archway that opens on to one of the city<ch.apos/>s streets. You inform the rangers of what you have seen and you decide that the stables offer you your best hope for an escape from the barracks. Using the perimeter trees for cover, you skirt around the parade ground and make your approach to the stables. You are less than 20 yards from its open doors when you are suddenly called upon to halt. Three Bhanarian guards come weaving through the line of trees towards you, their spears held at the ready. <quote>Stay where you are,</quote> barks the tallest of these soldiers, <quote>and all of you<ch.emdash/>raise your hands!</quote></p>
1536 <illustration class="float">
1538 <creator>Brian Williams</creator>
1539 <description>Three Bhanarian guards come rushing towards you, their spears held at the ready.</description>
1541 <instance class="html" src="ill2.png" width="386" height="xxx" mime-type="image/png"/>
1542 <instance class="html-compatible" src="ill2.gif" width="386" height="xxx" mime-type="image/gif"/>
1543 <instance class="pdf" src="ill2.pdf" width="386" height="xxx" />
1545 <choice idref="sect229">If you possess Herbmastery and have attained the rank of Sun Lord, <link-text>turn to 229</link-text>.</choice>
1546 <choice idref="sect111">If you possess Kai-surge and have attained the rank of Kai Grand Guardian or higher, <link-text>turn to 111</link-text>.</choice>
1547 <choice idref="sect274">If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, <link-text>turn to 274</link-text>.</choice>
1551 <section class="numbered" id="sect23">
1552 <meta><title>23</title></meta>
1555 <p>You snatch an Arrow from your Quiver and place it to your Bow. As the leading creature comes swooping down towards your hiding place, you pull back your bowstring and take aim at the beast<ch.apos/>s open jaw.</p>
1556 <choice idref="sect284">If you possess Magi-magic and have attained the Kai rank of Sun Lord, <link-text>turn to 284</link-text>.</choice>
1557 <choice idref="sect172">If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, <link-text>turn to 172</link-text>.</choice>
1561 <section class="numbered" id="sect24">
1562 <meta><title>24</title></meta>
1565 <p>You draw your Kai Weapon and Gildas unsheathes his sword, and together you attack the Autarch. Your heaviest blows fail to mark his armour and you are forced to retreat for fear of striking your companions.</p>
1566 <p>The Autarch swivels his helm towards you. <quote>Give me the Claw!</quote> he demands, his voice booming around the chamber. <quote>Give me the Claw and I shall spare all your worthless lives! </quote></p>
1567 <choice idref="sect35">If you choose to obey his command, <link-text>turn to 35</link-text>.</choice>
1568 <choice idref="sect338">If you choose to refuse his command, <link-text>turn to 338</link-text>.</choice>
1572 <section class="numbered" id="sect25">
1573 <meta><title>25</title></meta>
1576 <p>The woman launches a bolt of psychic energy that pierces your mind and engulfs your head with a fiery, agonizing pain: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
1577 <p>Slowly your innate mental defences knit together to repair the damage you have sustained from this opportunistic attack, and gradually the pain in your head recedes.</p>
1578 <choice idref="sect96">To continue, <link-text>turn to 96</link-text>.</choice>
1582 <section class="numbered" id="sect26">
1583 <meta><title>26</title></meta>
1586 <p>You exasperate yourself attempting to pick this lock by the use of your Grand Mastery of Nexus alone (lose 1 <typ class="attribute">ENDURANCE</typ> point), and after thirty minutes of futile effort, reluctantly you concede defeat. The mechanism is formidable: you may have to resort to force to get it to open.</p>
1587 <choice idref="sect65">If you possess Kai-alchemy and wish to use it, <link-text>turn to 65</link-text>.</choice>
1588 <choice idref="sect263">If you possess Magi-magic and wish to use it, <link-text>turn to 263</link-text>.</choice>
1589 <choice idref="sect324">If you possess neither of these skills, or if you choose not to use them, <link-text>turn to 324</link-text>.</choice>
1593 <section class="numbered" id="sect27">
1594 <meta><title>27</title></meta>
1597 <p>You inform Gildas and the others of your discovery, and tell them to rest awhile beneath the wooden bridge while you attempt to lure a distant group of stallions towards the stream. By the use of your Animal Mastery, you are soon able to entice four horses to approach the bridge. At first they are nervous, for they can detect the vile stench of the Doomlands<ch.apos/> dust which impregnates the rangers<ch.apos/> tunics. But they are also thirsty and they cannot resist the temptation of the sparkling stream.</p>
1598 <p>You allow them to drink at the stream for several minutes and, as they settle, you use your Kai Mastery to subdue their natural instincts. At your command, Gildas and the others emerge from beneath the bridge and each man chooses a stallion. They are all expert horsemen, and they are able to make bridles and saddlecloths from ropes and blankets that they carry in their packs, Within the hour, all four of you are ready to leave the bridge and ride south in pursuit of the Imperial Guards.</p>
1599 <p>Before you set off, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1600 <choice idref="sect130">To continue, <link-text>turn to 130</link-text>.</choice>
1604 <section class="numbered" id="sect28">
1605 <meta><title>28</title></meta>
1608 <p>You place your mouth close to the door and use your Magnakai Disciplines of Pathsmanship and Divination to help you mimic the sound of the squad leader<ch.apos/>s voice. <quote>Go away!</quote> you say, tersely. <quote>I<ch.apos/>ve no wish to be disturbed.</quote></p>
1609 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Pathsmanship, add 1 to the number you have picked. If you possess Telegnosis, add 2.</p>
1610 <choice idref="sect19">If your total score is now 3 or lower, <link-text>turn to 19</link-text>.</choice>
1611 <choice idref="sect162">If it is 4 or higher, <link-text>turn to 162</link-text>.</choice>
1615 <section class="numbered" id="sect29">
1616 <meta><title>29</title></meta>
1619 <p>Your Arrow causes the cannon<ch.apos/>s pressure cylinder to erupt like a geyser, and it sprays the Bhanarians with deadly pieces of jagged iron shrapnel. Those who are not felled instantly by the force of the explosion are blinded and blistered by jets of scalding steam.</p>
1620 <choice idref="sect47"><link-text>Turn to 47</link-text>.</choice>
1624 <section class="numbered" id="sect30">
1625 <meta><title>30</title></meta>
1628 <p>As the dust settles, you see that the avalanche of rocks has blocked the mountain pass. Two of the enemy warriors have been crushed by the deluge, and three others can be seen staggering away wounded. Most of the squad appear to have survived the rockfall and you cannot help but begrudgingly admire the swiftness of their reactions. At first you cannot see their leader; then you notice him crawling along a channel which runs alongside the mountain trail. He jumped into this shallow gully to avoid the tumbling rocks and now he is climbing back towards the track.</p>
1629 <p>You command Captain Gildas and his rangers to cover you as you leave your hiding place and go after this squad leader. He is clutching the Claw of Naar in his right hand and you are determined to seize the chance to capture it before he can rally his scattered men. Swiftly you traverse the mound of rocks that now blocks the pass, and as you leap into the gully behind the squad leader, you draw your Kai Weapon in readiness to strike. Your adversary hears the slick swish of your weapon leaving its scabbard and instantly he spins on his heel. Shock blanches his sallow, moustachioed face and his almond eyes widen with alarm, but he quickly recovers his composure.</p>
1630 <p>He raises the mace-like Claw of Naar defensively and, with a terse laugh, he levels its taloned tip at your chest. There is a crackling hum of power and a bolt of black fire leaps from this evil artefact. You act on reflex and dive to the bottom of the trench as the supernatural bolt of dark flame comes streaking through the dusty air towards you.</p>
1631 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked.</p>
1632 <choice idref="sect308">If your total score is now 1 or lower, <link-text>turn to 308</link-text>.</choice>
1633 <choice idref="sect278">If it is 2<ch.endash/>6, <link-text>turn to 278</link-text>.</choice>
1634 <choice idref="sect147">If it is 7 or higher, <link-text>turn to 147</link-text>.</choice>
1638 <section class="numbered" id="sect31">
1639 <meta><title>31</title></meta>
1642 <p>Only the swiftness of your reactions saves you and your companions from a watery death. You race back along the hill road, through the blinding rain, with a surging torrent of mud and debris chasing you all the way. Trees are uprooted and loose boulders are sent hurtling into the air by the destructive force of this merciless flow. You are struck by pieces of debris and you suffer cuts to your head and back: lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1643 <p>You succeed in outrunning the mudsling but at some cost. Your horses are so drained by the ordeal that two of them die of exhaustion, and a third becomes too lame to continue. You are forced to abandon them and continue your journey on foot. You head east, and take shelter on a wooded hillside while you wait for the rains to abate.</p>
1644 <p>While you are resting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
1645 <choice idref="sect59">To continue, <link-text>turn to 59</link-text>.</choice>
1649 <section class="numbered" id="sect32">
1650 <meta><title>32</title></meta>
1653 <p>You detect that the woman is attempting to ensnare you with a powerful mind charm. You draw upon your psychic defences to block the effects of her spell, and you are able to resist her mesmeric command. Unfortunately, your companions do not possess your formidable mental defences and they continue to ride along the track, drawn by her hypnotic voice. You call out to them to halt but they are oblivious to your presence. You must act quickly if you wish to save them from her sinister spell.</p>
1654 <choice idref="sect312">If you possess a Bow and wish to use it, <link-text>turn to 312</link-text>.</choice>
1655 <choice idref="sect151">If you possess Kai-alchemy and wish to use it, <link-text>turn to 151</link-text>.</choice>
1656 <choice idref="sect53">If you possess Magi-magic and wish to use it, <link-text>turn to 53</link-text>.</choice>
1657 <choice idref="sect124">If you possess Elementalism and wish to use it, <link-text>turn to 124</link-text>.</choice>
1658 <choice idref="sect281">If you possess Kai-surge and wish to use it, <link-text>turn to 281</link-text>.</choice>
1659 <choice idref="sect164">If you possess none of these skills, nor a Bow, or if you choose not to use them, <link-text>turn instead to 164</link-text>.</choice>
1663 <section class="numbered" id="sect33">
1664 <meta><title>33</title></meta>
1667 <p>Your spell fails to split the iron skin of the cannon<ch.apos/>s pressure cylinder. Alerted now to your presence, a handful of Bhanarians leave the fight at the archway and come running towards the antechamber with their swords and axes raised to strike. You offer up a short prayer to Ishir to protect you as you draw your Kai Weapon ready to meet their determined attack. With your battle-cry upon your lips, you pull open the door and flail at the first Bhanarian who comes within striking distance of your deadly blade.</p>
1668 <combat><enemy>Bhanarian Guards</enemy><enemy-attribute class="combatskill">37</enemy-attribute><enemy-attribute class="endurance">40</enemy-attribute></combat>
1669 <choice idref="sect144">If you win this combat, <link-text>turn to 144</link-text>.</choice>
1673 <section class="numbered" id="sect34">
1674 <meta><title>34</title></meta>
1677 <p>As the fearsome Xanon charges towards the ruins, you suddenly realize that the sticky brown-black oil that coats its hide is highly inflammable.</p>
1678 <choice idref="sect221">If you possess Kai-alchemy and wish to use it, <link-text>turn to 221</link-text>.</choice>
1679 <choice idref="sect253">If you do not possess this skill, or if you choose not to use it, <link-text>turn to 253</link-text>.</choice>
1683 <section class="numbered" id="sect35">
1684 <meta><title>35</title></meta>
1687 <p>You tug the Claw from your pack and toss it onto the floor.</p>
1688 <p><quote>No! He<ch.apos/>ll not have it!</quote> screams Gildas, and he leaps forward to kick the artefact away. It skitters across the floor, and its clawed tip embeds itself in the base of the log fire. The captain<ch.apos/>s actions have angered the Autarch. He storms forward and deals him a crushing blow with his armoured forearm, sending him crashing against a bookcase on the far side of the chamber. His head drops limply to his chest and he slithers to the floor.</p>
1689 <choice idref="sect344"><link-text>Turn to 344</link-text>.</choice>
1693 <section class="numbered" id="sect36">
1694 <meta><title>36</title></meta>
1697 <p>Your killing blow severs the creature<ch.apos/>s head from its body. For a few moments its dismembered torso stands erect; then slowly it keels over backwards and tumbles into the mountain pass.</p>
1698 <choice idref="sect18">To continue, <link-text>turn to 18</link-text>.</choice>
1702 <section class="numbered" id="sect37">
1703 <meta><title>37</title></meta>
1706 <p>The moment you step outside the tavern, you and your companions are set upon by the one-eyed man and his brutish cohorts. They are armed with knives and clubs, and they are determined to show you no mercy. You must fight them.</p>
1707 <combat><enemy>Bhanarian Roughriders</enemy><enemy-attribute class="combatskill">38</enemy-attribute><enemy-attribute class="endurance">41</enemy-attribute></combat>
1708 <p>You may add +2 to your <typ class="attribute">COMBAT SKILL</typ> for the duration of this fight, for Gildas and his men are helping you to fight off these enemies.</p>
1709 <choice idref="sect256">If you win the combat in five rounds or less, <link-text>turn to 256</link-text>.</choice>
1710 <choice idref="sect105">If you win the combat and it takes six rounds or more, <link-text>turn to 105</link-text>.</choice>
1714 <section class="numbered" id="sect38">
1715 <meta><title>38</title></meta>
1718 <p>You call out to the rangers to follow your lead, and then you urge your horse to the gallop and race him towards the barrier. The guards scatter as you bear down on them, but their corporal is made of sterner stuff and he refuses to move. He snatches up his spear and gets ready to lunge as you come thundering towards him.</p>
1719 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Animal Control, add 2 to the number you have picked.</p>
1720 <choice idref="sect142">If your total score is now 0<ch.endash/>1, <link-text>turn to 142</link-text>.</choice>
1721 <choice idref="sect198">If it is 2<ch.endash/>4, <link-text>turn to 198</link-text>.</choice>
1722 <choice idref="sect44">If it is 6 or higher, <link-text>turn to 44</link-text>.</choice>
1726 <section class="numbered" id="sect39">
1727 <meta><title>39</title></meta>
1730 <p>The Autarch<ch.apos/>s men react swiftly to their squad leader<ch.apos/>s call, and soon they are following closely on your heels as you race through the copse. When you break from the cover of the trees, the nearest enemy warrior hurls his dagger at your fleeing back. Your Kai Sixth Sense alerts you to the flying missile and you dodge aside, but the tip of the knife grazes your side and makes you stumble and fall into the long grass: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
1731 <choice idref="sect85">To continue, <link-text>turn to 85</link-text>.</choice>
1735 <section class="numbered" id="sect40">
1736 <meta><title>40</title></meta>
1739 <p>You catch up with the fleeing rangers at a clearing in the forest. The swiftness of your flight has outpaced the fearsome shape-changer, yet no sooner have you recovered your composure and rallied your companions, than you find yourself confronted by a new threat.</p>
1740 <p>At the far side of the clearing is a large mound of packed earth, with a cave-like entrance that is adorned with bones and skulls. From out of the mouth of this cave there emerges a hulking form. Its body resembles a great grey egg supported by a cluster of pale, spindly legs. Two bloodshot eyeballs wobble atop stalks that protrude from its swollen head, and a vile-smelling green bile drips unceasingly from its gap-toothed maw.</p>
1741 <illustration class="float">
1743 <creator>Brian Williams</creator>
1744 <description>A strange, hulking form emerges from the mouth of the cave.</description>
1746 <instance class="html" src="ill3.png" width="386" height="xxx" mime-type="image/png"/>
1747 <instance class="html-compatible" src="ill3.gif" width="386" height="xxx" mime-type="image/gif"/>
1748 <instance class="pdf" src="ill3.pdf" width="386" height="xxx" />
1750 <p>Gildas raises his bow and draws an arrow in readiness to fire at the advancing beast. You raise your Kai Weapon, but suddenly you sense that this abomination is surrounded by a benign, magical aura. Your Kai Sixth Sense tells you that, despite its fulsome appearance, this creature poses no real threat to you and your companions, and hurriedly you command Gildas to hold his fire. Pick a number from the <a idref="random">Random Number Table</a>.</p>
1751 <choice idref="sect213">If the number you have picked is 3 or lower, <link-text>turn to 213</link-text>.</choice>
1752 <choice idref="sect176">If it is 4 or higher, <link-text>turn to 176</link-text>.</choice>
1756 <section class="numbered" id="sect41">
1757 <meta><title>41</title></meta>
1760 <p>You hurry away from the trees and enter the busy stables. Dozens of troopers are grooming their mounts in stalls which are set facing each other. They form a long corridor that runs all the way to a pair of open green doors at the far end of the building. Through this open doorway you glimpse the enticing sight of a city street, and you and your companions have to struggle to overcome an almost overwhelming urge to run headlong towards it.</p>
1761 <p>Most of the horses that are standing in the stalls are saddled-up in preparation for tomorrow<ch.apos/>s ceremony. The troopers are part of the mounted guard detailed to escort the Autarch through the city. You whisper to the others to look for some unattended horses, but as you approach the stalls, you are challenged by a suspicious trooper. Roughly you barge him aside and leap into the saddle of a chestnut mare. The rangers are all close behind you when you dig in your heels and urge your mount to gallop along the central corridor that leads to the exit. The troopers wave their fists as you speed past them, and hurriedly two of them attempt to shut the green doors before you can make good your escape into the street.</p>
1762 <choice idref="sect319">If you possess Kai-alchemy and wish to use it, <link-text>turn to 319</link-text>.</choice>
1763 <choice idref="sect214">If you possess Magi-magic and wish to use it, <link-text>turn to 214</link-text>.</choice>
1764 <choice idref="sect180">If you possess Elementalism and wish to use it, <link-text>turn to 180</link-text>.</choice>
1765 <choice idref="sect71">If you possess none of these skills, or if you choose not to use any of them, <link-text>turn to 71</link-text>.</choice>
1769 <section class="numbered" id="sect42">
1770 <meta><title>42</title></meta>
1773 <p>As you make the jump, your horse strikes his forelegs on the barrier and you are jolted out of the saddle. You twist as you fall and strike the back of your skull when you hit the ground: lose 5 <typ class="attribute">ENDURANCE</typ> points.</p>
1774 <choice idref="sect108">If you survive this heavy fall, <link-text>turn to 108</link-text>.</choice>
1778 <section class="numbered" id="sect43">
1779 <meta><title>43</title></meta>
1782 <p>The squad leader advances along the trench with the Claw of Naar poised to fire a second blast, yet a timely volley of arrows from the rangers forces him to abandon his attack and dive for cover. When he scrambles to his feet, he commands his scattered squad to rally to his cry. They come running forward and he scrambles out of the trench to meet them. Then an arrow skewers the sleeve of his tunic, and he spins around and looses off the second flame-bolt in reply. It explodes among the rocks above and you hear Sergeant Paviz cry out in pain. The crackling hum of the Claw rises to an almost deafening pitch when the leader allows the supernatural weapon to recharge to maximum power. Turning towards the rocks that block the mountain pass, he points the Claw at the base and lets loose a third blast of dark flame which blows a big hole in the heaped debris. With a wild cheer, the Bhanarians race through the smouldering gap and make good their escape along the trail beyond.</p>
1783 <choice idref="sect220"><link-text>Turn to 220</link-text>.</choice>
1787 <section class="numbered" id="sect44">
1788 <meta><title>44</title></meta>
1791 <p>As you make the jump, the corporal<ch.apos/>s nerve breaks and he throws himself to the ground. Your horse sails across the barrier, and the rangers follow with consummate ease. The angry cries of the corporal quickly fade into the distance as you leave the bridge and follow the road into the hills beyond.</p>
1792 <choice idref="sect272"><link-text>Turn to 272</link-text>.</choice>
1796 <section class="numbered" id="sect45">
1797 <meta><title>45</title></meta>
1800 <footnote id="sect45-1-foot" idref="sect45-1">
1801 <p>If you lack one or more of these items, substitute other items which you consider being of equal value.</p>
1806 <p>The old man frowns. He does not want to lose a sale, at any price. After some thought, he says that he will accept 1 Weapon, 3 Gold Crowns, and 1 Backpack Item in exchange for the robes.<footref id="sect45-1" idref="sect45-1-foot"/></p>
1807 <p>You agree to the man<ch.apos/>s offer and you hand over the items he requests (remember to adjust your <a idref="action">Action Chart</a> accordingly). Then you and your companions each take one of the loose-fitting robes and slip them on over your tunics. The thin, hooded garments are large enough to conceal your backpacks and weapons, and you are pleased to discover that they do not hamper your movement.</p>
1808 <p>Having concluded your business, you thank the old man and bid him farewell. Then you leave his tent and go to collect your horses.</p>
1809 <choice idref="sect118"><link-text>Turn to 118</link-text>.</choice>
1813 <section class="numbered" id="sect46">
1814 <meta><title>46</title></meta>
1817 <p>There is a blinding flash of scarlet light upon the instant that your blade strikes the shaft of the Claw, and a searing wave of energy sends you crashing backwards to the ground: lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1818 <p>Dazed and gasping for breath, you drag yourself to your feet and approach the stone block which is now wreathed with trails of grey smoke. To your dismay, you discover that the Claw is still intact. Despite the huge burst of energy that your blow released, you discover no mark or blemish upon its gnarled shaft.</p>
1819 <p>The blade of your Kai Weapon, however, is notched and discoloured at the point where it struck the shaft of the Claw. (The damage to your Kai Weapon has caused a permanent reduction of 2 points to its <typ class="attribute">COMBAT SKILL</typ> bonus. You should now adjust the bonus on your <a idref="action">list of Special Items</a>.)</p>
1820 <choice idref="sect228">To continue, <link-text>turn to 228</link-text>.</choice>
1824 <section class="numbered" id="sect47">
1825 <meta><title>47</title></meta>
1828 <p>You pull open the door to the antechamber and sprint across the body-strewn hall towards the distant archway. Your Magnakai Discipline of Huntmastery enables you to see through the dissipating clouds of steam, but your ranger allies are not so gifted. As you pass through the archway and rush into the corridor, they mistake you for a Bhanarian attacker and they let loose a volley of arrows at your fleeing form.</p>
1829 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1830 <choice idref="sect163">If the number you have picked is 9, <link-text>turn to 163</link-text>.</choice>
1831 <choice idref="sect209">If it is 4<ch.endash/>8, <link-text>turn to 209</link-text>.</choice>
1832 <choice idref="sect77">If it is 0<ch.endash/>3, <link-text>turn to 77</link-text>.</choice>
1836 <section class="numbered" id="sect48">
1837 <meta><title>48</title></meta>
1840 <p>The Autarch curses your resourcefulness. He is frustrated by your continued resistance and finally his patience snaps. With a wild cry he comes stalking forwards, slashing and scything at you with his needle-claws like an angry tiger. As you duck below one sweeping attack, he catches you in the back with a lightning-fast following strike. His needle-claws become embedded in your Backpack, and it is wrenched from your back when he sends you crashing headlong against the chamber wall: lose 2 <typ class="attribute">ENDURANCE</typ> points. (You must now erase everything in your Backpack.)</p>
1841 <choice idref="sect94">To continue, <link-text>turn to 94</link-text>.</choice>
1845 <section class="numbered" id="sect49">
1846 <meta><title>49</title></meta>
1849 <p>You draw upon your improved Discipline of Grand Huntmastery and focus your vision upon the advancing squad, but you cannot detect anything unusual there. It is not until you cast your eyes to the blanket of cloud above that you discover the cause of your disquiet. Hidden from plain sight, yet clear to your improved infravision, you see a host of flying creatures soaring overhead. The sight makes you swallow hard. They have lean and sinewy bodies that are studded with hundreds of spikes, and their slitted eyes emit a cold, bilious light.</p>
1850 <p>You warn the rangers of their presence and swiftly they take cover among the boulders, hiding themselves from above. Your swift action saves you from being detected by the winged beasts, but as the last of their number passes overhead, you witness something that makes your heart skip a beat.</p>
1851 <choice idref="sect296"><link-text>Turn to 296</link-text>.</choice>
1855 <section class="numbered" id="sect50">
1856 <meta><title>50</title></meta>
1859 <p>A blinding white light obliterates your vision. Then a terrifying numbness spreads rapidly from your neck to the soles of your feet, and you feel yourself tumbling forwards into a fathomless abyss.</p>
1860 <p>One of the steam-gun projectiles has pierced the back of your skull and penetrated your brain. Mercifully, your death is swift and painless.</p>
1861 <deadend>Sadly, your life and your mission end here, at the Crimson Tower of Zuda.</deadend>
1865 <section class="numbered" id="sect51">
1866 <meta><title>51</title></meta>
1869 <p>You draw upon your mastery of Elementalism to cause a sudden gust of air to strike the falling rock.</p>
1870 <p>Pick a number from the <a idref="random">Random Number Table</a>. For every level of Kai rank you have achieved, above the rank of Kai Grand Master Superior, add an additional 1.</p>
1871 <choice idref="sect259">If your total score is now 0<ch.endash/>5, <link-text>turn to 259</link-text>.</choice>
1872 <choice idref="sect216">If it is 6 or higher, <link-text>turn to 216</link-text>.</choice>
1876 <section class="numbered" id="sect52">
1877 <meta><title>52</title></meta>
1880 <p>The tavern-keeper<ch.apos/>s blast of buckshot peppers your shoulder (lose 2 <typ class="attribute">ENDURANCE</typ> points) and damages one of the items in your Backpack. You must now erase the second item that you have recorded on your list of Backpack Items.</p>
1881 <choice idref="sect287">To continue, <link-text>turn to 287</link-text>.</choice>
1885 <section class="numbered" id="sect53">
1886 <meta><title>53</title></meta>
1889 <p>You intone the words of the Old Kingdom Spell <spell>Invisible Fist</spell> and hold out the palm of your right hand, directing it towards the body of the sinister young woman. You feel a surge of tingling power leap from your palm and shoot towards her, but this power is deflected away when suddenly a translucent wall of energy appears before her.</p>
1890 <p>Fearing that you may be facing a powerful sorceress, you abandon your attack and try to think of a more effective weapon to use against her.</p>
1891 <choice idref="sect151">If you possess Kai-alchemy and wish to use it, <link-text>turn to 151</link-text>.</choice>
1892 <choice idref="sect281">If you possess Kai-surge and wish to use it, <link-text>turn to 281</link-text>.</choice>
1893 <choice idref="sect164">If you possess neither of these skills, or if you choose not to use them, <link-text>turn instead to 164</link-text>.</choice>
1897 <section class="numbered" id="sect54">
1898 <meta><title>54</title></meta>
1901 <p>For a few anxious moments your target is obscured by the Bhanarian gunners, and you bite your lip as you wait for them to move out of the line of fire. The instant they do, you release your straining bowstring and send your Arrow arcing across the mess hall towards its mark.</p>
1902 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1903 <p>If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.</p>
1904 <choice idref="sect326">If your total score is now 4 or lower, <link-text>turn to 326</link-text>.</choice>
1905 <choice idref="sect29">If it is 5 or higher, <link-text>turn to 29</link-text>.</choice>
1909 <section class="numbered" id="sect55">
1910 <meta><title>55</title></meta>
1913 <p>You tell the sergeant that you have lost your pass, and suddenly his face turns bright red with anger. You sense that you must act quickly if you are to prevent him from raising the alarm.</p>
1914 <choice idref="sect182">If you possess Kai-alchemy and wish to use it, <link-text>turn to 182</link-text>.</choice>
1915 <choice idref="sect235">If you possess Kai-surge and wish to use it, <link-text>turn to 235</link-text>.</choice>
1916 <choice idref="sect141">If you possess neither of these skills, or if you choose not to use them, <link-text>turn to 141</link-text>.</choice>
1920 <section class="numbered" id="sect56">
1921 <meta><title>56</title></meta>
1924 <p>You call upon your Magnakai Discipline of Animal Control to command the deadly Conda not to attack Gildas, and instantly it obeys your silent order.</p>
1925 <p>Unfortunately, you neglect to instruct the snake not to attack you instead. As it pulls away from the captain<ch.apos/>s face, it turns its head and fixes you with its red eyes. Moments later, it launches itself at your throat like a speeding arrow!</p>
1926 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked. For every level of Kai rank that you have attained above Kai Grand Sentinel, add 1. If your current <typ class="attribute">ENDURANCE</typ> score is lower than 16, deduct 2.</p>
1927 <choice idref="sect161">If your total score is now 5 or less, <link-text>turn to 161</link-text>.</choice>
1928 <choice idref="sect210">If it is 6 or higher, <link-text>turn to 210</link-text>.</choice>
1932 <section class="numbered" id="sect57">
1933 <meta><title>57</title></meta>
1936 <p>Through one of the tall windows that line this corridor, you see the flat tarred roof of the barracks kitchens and the upper boughs of a line of trees that encircle the parade ground beyond. Shielding your face with your free arm, you strike the leaded glass repeatedly with your Kai Weapon and then command the rangers to follow as you leap through the shattered pane and jump down onto the tarred roof, just a few feet below the window<ch.apos/>s ledge.</p>
1937 <p>You are running across the roof towards a tree that stands near to the kitchens, when you suddenly hear the loud pealing of an alarm bell echoing from a tower on the northern side of the barracks.</p>
1938 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1939 <choice idref="sect22">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 22</link-text>.</choice>
1940 <choice idref="sect196">If it is 5<ch.endash/>9 <link-text>turn to 196</link-text>.</choice>
1944 <section class="numbered" id="sect58">
1945 <meta><title>58</title></meta>
1948 <p>The old man is disappointed by your refusal to trade and he shakes his head wearily. When you ask if any Bhanarian soldiers and Xanon have passed this way, he looks at you quizzically.</p>
1949 <p><quote>Why yes!</quote> he says. <quote>They rode by during the night. They didn<ch.apos/>t want to trade either.</quote></p>
1950 <p>You thank the old man and bid him good health, but before you can continue your ride, he steps in front of your horse and insists that you and your companions rest for a short while. He offers to share some bread and wine with you.</p>
1951 <choice idref="sect258">If you wish to accept the old man<ch.apos/>s hospitality, <link-text>turn to 258</link-text>.</choice>
1952 <choice idref="sect343">If you choose to decline his offer of refreshments, <link-text>turn to 343</link-text>.</choice>
1956 <section class="numbered" id="sect59">
1957 <meta><title>59</title></meta>
1960 <p>You manage to sleep for a few hours while the rains continue unabated. Gildas wakes you shortly after dawn, and you are relieved to discover that the rain has stopped.</p>
1961 <p>You set off across the hills and, during your trek, you discard your plains-herder robes for they offer you little protection. At noon you halt to prepare a meal of roots and wild vegetables. While you are eating, you resolve to attempt to cross the River Heng and enter the friendly realm of Chai. You will then make your way to the city of Pensei, and try to contact the Dessian envoy<ch.emdash/>Lord Ghadra.</p>
1962 <p>Despite difficult terrain you make very good progress. You leave the Honah Hills and enter the dark pines of the Angfeng Forest, covering 30 miles by sunset. As darkness casts its black shroud upon this untamed land, you stop to set up camp for the night on the fringe of a cold marsh. The night sky is clear, and before you settle down to sleep, you take time to observe the stars.</p>
1963 <choice idref="sect257">If you possess Astrology, <link-text>turn to 257</link-text>.</choice>
1964 <choice idref="sect155">If you do not, <link-text>turn to 155</link-text>.</choice>
1968 <section class="numbered" id="sect60">
1969 <meta><title>60</title></meta>
1972 <footnote id="sect60-1-foot" idref="sect60-1">
1973 <p>This section is unreachable and superfluous as it is identical to Section <a idref="sect217">217</a>.</p>
1978 <p><footref id="sect60-1" idref="sect60-1-foot"/>Quickly you pull the bolt and, as you move away from the door, you hear the squad leader calling out in response to the knock: <quote>Enter!</quote></p>
1979 <p>The door shudders and the handle turns as an attempt is made to enter the antechamber.</p>
1980 <choice idref="sect247">If you possess Kai-alchemy, <link-text>turn to 247</link-text>.</choice>
1981 <choice idref="sect28">If you do not, <link-text>turn to 28</link-text>.</choice>
1985 <section class="numbered" id="sect61">
1986 <meta><title>61</title></meta>
1989 <p>The impact of your spell splits the cannon<ch.apos/>s pressure cylinder and it erupts like a geyser, spraying the Bhanarians with deadly pieces of jagged shrapnel. Those who are not felled instantly by the force of the explosion are blinded and blistered by jets of scalding steam.</p>
1990 <choice idref="sect47"><link-text>Turn to 47</link-text>.</choice>
1994 <section class="numbered" id="sect62">
1995 <meta><title>62</title></meta>
1998 <p>Your mind is set upon the task of finding and retrieving the Claw of Naar before Autarch Sejanoz arrives, and impatiently you dismiss the fortune-teller with a wave of your hand. Gildas and his men follow as you hurry out of the inn and stride across the main square. In the light of a street lantern you consult your Siyenese Compass once more before setting off in the direction that it indicates. It leads you towards the Military Quarter located on the east side of the square. You follow a broad avenue lined with closed shop doorways and soon arrive at a busy barracks. The Siyenese Compass and your Kai Sixth Sense both tell you that the Claw of Naar is located somewhere inside this troop-infested building.</p>
1999 <choice idref="sect81">If you wish to try to find a way to enter the barracks undetected, <link-text>turn to 81</link-text>.</choice>
2000 <choice idref="sect242">If you decide to observe this building from the cover of an unlit doorway, <link-text>turn to 242</link-text>.</choice>
2004 <section class="numbered" id="sect63">
2005 <meta><title>63</title></meta>
2008 <p>You have travelled less than a mile when it begins to rain. At first it is just a few drops that spot the shoulders of your robe, but within minutes it has become a deluge that soaks you through to the skin. The land bordering this road is steep and impossible to climb on horseback, and through the sheeting rain you can see little of the way ahead. The thunder grows steadily louder. When this rumbling becomes almost deafening, you suddenly realize that it is not thunder at all: it is the terrifying sound of a mudslide. Frantically you signal to the rangers to turn back. As the torrent of earth and water comes crashing down the hillsides, you urge your horses to a blind gallop in a desperate attempt to outrun this merciless river of mud.</p>
2009 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Animal Mastery, add 1 to the number you have picked. If your current <typ class="attribute">ENDURANCE</typ> score is 20 or higher, add 1. If it is 10 or lower, deduct 1.</p>
2010 <choice idref="sect160">If your total score is now 2 or lower, <link-text>turn to 160</link-text>.</choice>
2011 <choice idref="sect31">If it is 3<ch.endash/>7, <link-text>turn to 31</link-text>.</choice>
2012 <choice idref="sect322">If it is 8 or higher, <link-text>turn to 322</link-text>.</choice>
2016 <section class="numbered" id="sect64">
2017 <meta><title>64</title></meta>
2020 <p>For over three hours you ride south across the rolling grasslands, guided on your way by your tracking skills and the light of a waxing moon. It is not until you see the outline of a derelict temple silhouetted on the crest of a ridge that you slow your pace and point your tired horse towards it. Upon reaching the ruined temple you discover that it stands beside a well brim-full with fresh water. You let the horses drink their fill, and as they recover their strength, you and your companions explore the ruin.</p>
2021 <p>The temple is empty and overgrown. Its only feature of note is an altar stone engraved with ancient designs. It is illuminated by a solitary stream of moonlight that filters down through a hole in the shattered slate roof. While the horses are resting, you take the opportunity to examine the Claw and, as you unfold its covering blanket on the altar, you find yourself both fascinated and repulsed by the intricacies of its evil design. The head of the Claw resembles a petrified vulture<ch.apos/>s foot, cast in a black metal that is flecked with shimmering scarlet specks. Its shaft is twisted, like a length of gnarled root, and it is perforated along its length with pea-sized hollows.</p>
2022 <illustration class="float">
2024 <creator>Brian Williams</creator>
2025 <description>You are repulsed and yet fascinated by the evil Claw of Naar.</description>
2027 <instance class="html" src="ill4.png" width="386" height="xxx" mime-type="image/png"/>
2028 <instance class="html-compatible" src="ill4.gif" width="386" height="xxx" mime-type="image/gif"/>
2029 <instance class="pdf" src="ill4.pdf" width="386" height="xxx" />
2031 <p>A palpable aura of evil radiates from this dread artefact, and you feel an overwhelming compulsion to destroy it. You warn the rangers to stand clear, and then you unsheathe your Kai Weapon and deal the shaft of the Claw a mighty blow.</p>
2032 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2033 <choice idref="sect323">If the number you have picked is even (i.e. 2, 4, 6, 8, or 0), <link-text>turn to 323</link-text>.</choice>
2034 <choice idref="sect248">If it is odd (i.e. 1, 3, 5, 7, or 9), <link-text>turn to 248</link-text>.</choice>
2038 <section class="numbered" id="sect65">
2039 <meta><title>65</title></meta>
2042 <p>You recite the words of the Brotherhood Spell <spell>Lightning Hand</spell> and point the index finger of your right hand at the keyhole. A tingling sensation runs the length of your arm, and then a crackling bolt of blue energy leaps from your fingertip and tears open the iron lockplate. The doors to the stables shudder and then fly open amid a cloud of smoke.</p>
2043 <choice idref="sect152"><link-text>Turn to 152</link-text>.</choice>
2047 <section class="numbered" id="sect66">
2048 <meta><title>66</title></meta>
2051 <p>You leap from the wagon to land upon the flagstoned ground. Gildas signals to you from the shadows of a doorway and quickly you scurry towards him and his men.</p>
2052 <p>The doorway is blocked by a stout iron portal, but when you try its handle, you discover that it is unlocked. You slip inside and beckon the rangers to follow. When all of you are safely in, you close the heavy door and draw its bolt.</p>
2053 <choice idref="sect11">To continue, <link-text>turn to 11</link-text>.</choice>
2057 <section class="numbered" id="sect67">
2058 <meta><title>67</title></meta>
2061 <p>As you fall, you kick your heels hard against the wall of the ravine and propel yourself towards the slate outcrop. Your quick wits and natural agility save you, and you survive the fall unharmed. Quickly you retrieve the steel tube and tuck it into your belt. Then you climb back to the top of the ravine before you examine what the tube contains.</p>
2062 <choice idref="sect140"><link-text>Turn to 140</link-text>.</choice>
2066 <section class="numbered" id="sect68">
2067 <meta><title>68</title></meta>
2070 <p>You grab the chariot<ch.apos/>s guide rail as you thrust your right hand forwards on the glittering sphere. The sky-chariot surges forwards, and as you leave the courtyard and tower, you hear Autarch Sejanoz scream a vow that he will take vengeance upon you for the defeat you have dealt him this day.</p>
2072 <illustration class="inline">
2074 <creator>Brian Williams</creator>
2076 <instance class="html" src="small11.png" width="386" height="150" mime-type="image/png"/>
2077 <instance class="html-compatible" src="small11.gif" width="386" height="150" mime-type="image/gif"/>
2078 <instance class="pdf" src="small11.pdf" width="386" height="150"/>
2081 <p>You steer the sky-chariot away to the east and flee towards the friendlier skies of Chai. As the wind whips your face, you feel the sweet exhilaration of victory. Yet it is tempered by the memory of the brave men you had to leave behind.</p>
2082 <choice idref="sect150"><link-text>Turn to 150</link-text>.</choice>
2086 <section class="numbered" id="sect69">
2087 <meta><title>69</title></meta>
2090 <p>You recite the words of the Brotherhood Spell <spell>Lightning Hand</spell> and raise your right hand, pointing your outstretched fingers towards the distant steam-cannon. A bolt of radiant energy leaps from your fingertips and speeds across the mess hall, striking its iron cylinder with a blinding flash of blue-white sparks.</p>
2091 <p>Pick a number from the <a idref="random">Random Number Table</a>. For every level of Kai rank you have attained above Kai Grand Sentinel, add 1 to the number you have picked.</p>
2092 <choice idref="sect33">If your total score is now 4 or lower, <link-text>turn to 33</link-text>.</choice>
2093 <choice idref="sect61">If it is 5 or higher, <link-text>turn to 61</link-text>.</choice>
2097 <section class="numbered" id="sect70">
2098 <meta><title>70</title></meta>
2101 <p>You draw upon your Kai Mastery to command the snake to hold its attack. The Conda hesitates, and Gildas reaches for his sword. With one swift and deadly swipe, his blade decapitates the serpent and sends its fanged head spinning through the air, trailing a stream of greenish-yellow venom.</p>
2102 <p>Breathing a sigh of relief, Gildas wipes his blade on the grubby sleeve of his tunic before slipping it silently into his scabbard.</p>
2103 <choice idref="sect335"><link-text>Turn to 335</link-text>.</choice>
2107 <section class="numbered" id="sect71">
2108 <meta><title>71</title></meta>
2111 <p>As you gallop through the stables, Gildas draws level with your speeding horse. Simultaneously you unsheathe your weapons, and as you approach the closing doors, you lash out at the troopers who are attempting to bar your way. They are forced to dive aside to save themselves from your deadly blades, and you are able to pass through the narrowed exit and make good a speedy escape into the street beyond. As you gallop from the open doorway, you steer your horses to the right and then race away along a dark, cobblestoned street.</p>
2112 <choice idref="sect14"><link-text>Turn to 14</link-text>.</choice>
2116 <section class="numbered" id="sect72">
2117 <meta><title>72</title></meta>
2120 <p>Quickly you remove your pack and, to your dismay, you discover that it has been torn open by the blow you received just prior to your escape from the ruins.</p>
2121 <p>(In addition to the Claw of Naar, you have also lost 3 Backpack Items. You must now erase from your <a idref="action">Action Chart</a> the Claw of Naar, plus any three Backpack Items of your choosing.)</p>
2122 <p>Cursing your bad fortune, you see the Xanon leave the ruins and join with the Autarch<ch.apos/>s Imperial Guards who have been observing your battle from the safety of a nearby ridge. You see a Xanon deliver the Claw to the squad leader, and it galls you to see him raising it defiantly. With a whooping cry, the Bhanarians and their Xanon allies leave the ridge and ride south across the open grasslands.</p>
2123 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2124 <choice idref="sect327">If the number you have picked is 4 or lower <link-text>turn to 327</link-text>.</choice>
2125 <choice idref="sect128">If it is 5 or higher, <link-text>turn to 128</link-text>.</choice>
2129 <section class="numbered" id="sect73">
2130 <meta><title>73</title></meta>
2133 <p>You pull open the door and quickly stand aside. A Bhanarian guard strides into the antechamber, and when he looks at your face, his eyes go wide with shock. You lash out and fetch him an uppercut to the jaw, knocking him unconscious. Before he hits the floor, you move forward and grab him to prevent his body from making a sound. You are placing him down gently when the squad leader shouts out: <quote>Who<ch.apos/>s there?</quote></p>
2134 <p>You push the door shut and bolt it. Then you unsheathe your Kai Weapon and enter the main chamber to confront the squad leader in his bath.</p>
2135 <choice idref="sect260"><link-text>Turn to 260</link-text>.</choice>
2139 <section class="numbered" id="sect74">
2140 <meta><title>74</title></meta>
2143 <p>Suddenly you hear a startling shriek from the blanket of dark cloud that has enveloped the pass.</p>
2144 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2145 <choice idref="sect271">If the number you have picked is 0<ch.endash/>2, <link-text>turn to 271</link-text>.</choice>
2146 <choice idref="sect167">If it is 3<ch.endash/>9, <link-text>turn to 167</link-text>.</choice>
2150 <section class="numbered" id="sect75">
2151 <meta><title>75</title></meta>
2154 <p>Quickly you speak the words of the Brotherhood Spell <spell>Lightning Hand</spell> and raise your right arm. You point your outstretched fingers at the Autarch<ch.apos/>s helm and a crackling bolt of blue fire leaps from your fingertips. It strikes his helm, and the force of the impact makes him shudder. He releases his grip and the rangers fall limply to the floor.</p>
2155 <p>Then he turns to face you. <quote>Give me the Claw!</quote> he demands, his voice booming around the chamber. <quote>Give me the Claw and I shall spare all your worthless lives!</quote></p>
2156 <choice idref="sect35">If you choose to obey his command, <link-text>turn to 35</link-text>.</choice>
2157 <choice idref="sect338">If you choose to refuse his command, <link-text>turn to 338</link-text>.</choice>
2161 <section class="numbered" id="sect76">
2162 <meta><title>76</title></meta>
2165 <p>The old man thanks you for having lifted the curse that was placed upon him by the shape-changer. Your courageous act has not saved his life, but it has saved his soul from the clutches of Naar<ch.apos/>s fell servant.</p>
2166 <p><quote>I am<ch.ellips/>Juanphor,</quote> he says, struggling to speak his name. <quote>I am a Chai herbalist<ch.ellips/>from Zuda. I came to the Vanchou a year ago in search of rare herbs and I fell under the curse of the shape-changer.</quote></p>
2167 <p>The old man draws from the pocket of his robe a small pouch containing some powdered yellow petals, and a rusty red key. He insists that you keep them, as a gift for your kindness. <quote>The powder is Poghlam<ch.emdash/>it shall protect you from evil,</quote> he says in a whisper, <quote><ch.lellips/>and the key will open the door to my home in Zuda. It is called the Crimson Tower. Whatever you wish to take<ch.ellips/>it is yours.</quote></p>
2168 <p>You offer to carry the old man away from the forest but he refuses to leave. <quote>My days are numbered. I shall only be a burden to you. You must leave me and go. Do not delay<ch.ellips/>the shape-changer is approaching. I<ch.ellips/>can feel<ch.ellips/>her anger.</quote></p>
2169 <p>Your Kai Sixth Sense confirms that the old man is correct. The shape-changer is approaching the clearing, and you must leave immediately if you are to avoid another deadly confrontation with her.</p>
2170 <p>Reluctantly you bid farewell to this brave old man, and then you cross the clearing hurriedly and remount your horse. Gildas beckons you to follow as he and his rangers make good a hasty escape into the trees.</p>
2171 <p>(If you choose to keep the Poghlam and the Red Key, record them on your <a idref="action">Action Chart</a> as Backpack Items.)</p>
2172 <choice idref="sect346">To continue, <link-text>turn to 346</link-text>.</choice>
2176 <section class="numbered" id="sect77">
2177 <meta><title>77</title></meta>
2180 <p>You dive to the ground as the rangers<ch.apos/> feathered shafts come streaking along the corridor. The swiftness of your reflexes saves you from being hit, and the arrows flash past to skitter harmlessly along the floor of the mess hall beyond.</p>
2181 <choice idref="sect269">To continue, <link-text>turn to 269</link-text>.</choice>
2185 <section class="numbered" id="sect78">
2186 <meta><title>78</title></meta>
2189 <p>You cross the valley and, as you crest a distant ridge, you see the first rays of dawn sunlight brightening the eastern horizon. You continue to ride at a swift pace for you are anxious to put distance between your company and the Imperial Guards. But as the sun rises into a cloudless sky, you note a dense forest stretching like a dark wall along the southern horizon.</p>
2190 <p><quote>That<ch.apos/>s the Vanchou,</quote> calls out Gildas. <quote>They say it<ch.apos/>s haunted.</quote></p>
2191 <p>The trail continues due south towards the centre of the forbidding timberland. As you draw steadily closer, you feel an unnatural chill radiating from its tangle of sickly-coloured pines. You are inclined to disbelieve that it is haunted, yet you do not relish the thought of riding through it. Then a sudden sense of unease makes you glance over your shoulder, and your heart skips a beat when you see a column of dust on the track less than 3 miles distant. You magnify your vision and your worst fears are confirmed; the Imperial Guards have caught up and are fast gaining ground.</p>
2192 <choice idref="sect250">If you wish to leave the trail and ride east across grasslands, <link-text>turn to 250</link-text>.</choice>
2193 <choice idref="sect143">If you choose to stay on the trail and enter the Vanchou Forest, <link-text>turn to 143</link-text>.</choice>
2197 <section class="numbered" id="sect79">
2198 <meta><title>79</title></meta>
2201 <p>You are trying to think of a way to draw the soldiers away from the water<ch.apos/>s edge, when Captain Gildas comes up with a crude yet effective solution to the problem. He draws an arrow to his bow and picks off a lone Bhanarian soldier who is washing his tunic upstream. The luckless soldier topples into the river and is carried towards the bridge by the strong current. Lookouts on the bridge spot his body and they pass word to those along the river bank. As the body is swept beneath the bridge, they leave their canteens and their washing and go running along the bank in the hope of recovering his body downstream.</p>
2202 <choice idref="sect127">To continue, <link-text>turn to 127</link-text>.</choice>
2206 <section class="numbered" id="sect80">
2207 <meta><title>80</title></meta>
2210 <p>Your search of the guards<ch.apos/> pockets and packs uncovers the following Weapons, money, and Backpack Items:</p>
2215 <li>50 Ren (equivalent to 5 Gold Crowns)</li>
2218 <li>Food (enough for 2 Meals)</li>
2222 <illustration class="inline">
2224 <creator>Brian Williams</creator>
2226 <instance class="html" src="small12.png" width="386" height="150" mime-type="image/png"/>
2227 <instance class="html-compatible" src="small12.gif" width="386" height="150" mime-type="image/gif"/>
2228 <instance class="pdf" src="small12.pdf" width="386" height="150"/>
2231 <p>You also discover a gleaming talisman that is engraved with the tiger<ch.apos/>s-head emblem of Autarch Sejanoz. It is strung upon a braided cord. (If you wish to keep this Gold Talisman, record it on your <a idref="action">Action Chart</a> as a Special Item. You may wear it around your neck.)</p>
2232 <choice idref="sect291">To continue, <link-text>turn to 291</link-text>.</choice>
2236 <section class="numbered" id="sect81">
2237 <meta><title>81</title></meta>
2240 <p>There is a great deal of activity going on at the main entrance to the barracks. Columns of Bhanarian spearmen, clad in black quilted uniforms with wide silk leggings, go marching through its gate every few minutes with an almost clockwork regularity. You suspect that they are mustering in preparation for the arrival of the Autarch, although they seem too heavily armed to be gathering for ceremonial parade duties. You also catch sight of some Xanon, and you sense that these creatures were among those whom you fought at the ruins earlier today.</p>
2241 <p>You signal to Gildas and his men to follow as you skirt around the barracks and approach one of several smaller entrances that punctuate its northern flank wall. A line of wagons are parked here awaiting their turn to enter. While they wait, the drivers and their civilian helpers busy themselves by checking the food and provisions they are delivering to the barracks<ch.apos/> kitchens. One driver is struggling to recover the contents of a crate that has fallen from the tailgate of his wagon and broken open.</p>
2243 <illustration class="inline">
2245 <creator>Brian Williams</creator>
2247 <instance class="html" src="small9.png" width="386" height="150" mime-type="image/png"/>
2248 <instance class="html-compatible" src="small9.gif" width="386" height="150" mime-type="image/gif"/>
2249 <instance class="pdf" src="small9.pdf" width="386" height="150"/>
2252 <choice idref="sect227">If you wish to offer to help the driver recover his spilled load, <link-text>turn to 227</link-text>.</choice>
2253 <choice idref="sect301">If you wish to attempt to hide in the rear of one of the wagons that is queueing to enter the barracks, <link-text>turn to 301</link-text>.</choice>
2257 <section class="numbered" id="sect82">
2258 <meta><title>82</title></meta>
2261 <p>Captain Gildas lets out a shrill cry of pain as the musket ball strikes his right thigh. He clutches at the wound and you see blood oozing through his fingers. Fortunately, the lead ball has passed cleanly through his limb without striking bone, and you are able to staunch the flow of blood and seal his punctured skin by the use of your Kai healing skills alone. (The hurried use of your healing skills costs you 1 <typ class="attribute">ENDURANCE</typ> point.)</p>
2262 <choice idref="sect290">To continue, <link-text>turn to 290</link-text>.</choice>
2266 <section class="numbered" id="sect83">
2267 <meta><title>83</title></meta>
2270 <footnote id="sect83-1-foot" idref="sect83-1">
2271 <p>If you lack one or more of these items, substitute other items which you consider being of equal value.</p>
2276 <p>The trader frowns. He is loath to lose a sale, at any price. After some thought, he says that he will accept 1 Weapon, 4 Gold Crowns, and 1 Backpack Item in exchange for the robes.<footref id="sect83-1" idref="sect83-1-foot"/></p>
2277 <p>You agree to the man<ch.apos/>s price and you hand over the items he requests (remember to adjust your <a idref="action">Action Chart</a> accordingly). Then you and your companions each take one of the loose-fitting robes and slip them on over your tunics. The thin, hooded garments are large enough to conceal your backpacks and weapons, and you are pleased to discover that they do not hamper your movement.</p>
2278 <p>Having concluded your business, you thank the trader and bid him farewell. Then you leave this village and continue your ride south across the plain.</p>
2279 <choice idref="sect118"><link-text>Turn to 118</link-text>.</choice>
2283 <section class="numbered" id="sect84">
2284 <meta><title>84</title></meta>
2287 <p>When the last of the bridge guards has fallen to your blows, or thrown down his spear and fled from the fight, you circle around and then charge your horse towards the barrier.</p>
2288 <p>He sails across the bar and, one by one, the rangers follow your lead. Without looking back, you canter across the bridge and along the road that winds into the hills beyond.</p>
2289 <choice idref="sect272"><link-text>Turn to 272</link-text>.</choice>
2293 <section class="numbered" id="sect85">
2294 <meta><title>85</title></meta>
2297 <p>You struggle to your feet and push yourself on towards the waiting rangers. Gildas and his men are ready to take off the moment you reach them, and, as you haul yourself onto your mount, you hear the anguished screams of the squad leader echoing across the plain. With a cry of triumph on your lips, you dig in your heels and gallop away from the copse as fast as your steed can carry you.</p>
2298 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2299 <choice idref="sect293">If the number you have picked is 0<ch.endash/>4 <link-text>turn to 293</link-text>.</choice>
2300 <choice idref="sect64">If it is 5<ch.endash/>9, <link-text>turn to 64</link-text>.</choice>
2304 <section class="numbered" id="sect86">
2305 <meta><title>86</title></meta>
2308 <p>The soldiers chase you through the back streets of Zuda until you are cornered in the courtyard of a tall crimson-coloured tower. Desperately you scan the walls of the courtyard but there is no way out, except by way of the narrow passageway that led you here.</p>
2309 <p>Marching along this passage comes a squad of the Autarch<ch.apos/>s Imperial Guard. They are carrying what appear to be hollow stubby spears, connected by metallic piping to cylindrical backpacks. One of the advancing soldiers raises his spear and a puff of bubbling steam gushes from the tip. In the next instant, a solid projectile smashes into the wall behind you, spraying you with slivers of stone.</p>
2310 <illustration class="float">
2312 <creator>Brian Williams</creator>
2313 <description>An advancing soldier fires at you with his terrifying steam-gun.</description>
2315 <instance class="html" src="ill5.png" width="386" height="xxx" mime-type="image/png"/>
2316 <instance class="html-compatible" src="ill5.gif" width="386" height="xxx" mime-type="image/gif"/>
2317 <instance class="pdf" src="ill5.pdf" width="386" height="xxx" />
2319 <choice idref="sect166">If you possess a Red Key, <link-text>turn to 166</link-text>.</choice>
2320 <choice idref="sect226">If you do not have this Backpack Item, <link-text>turn to 226</link-text>.</choice>
2324 <section class="numbered" id="sect87">
2325 <meta><title>87</title></meta>
2328 <p>You pull out the Gold Talisman that you wear on a cord around your neck, and show it to the sergeant. He inspects it carefully before nodding his approval. Believing that you and your companions are Imperial Guards from the Autarch<ch.apos/>s court in Otavai, he steps aside and allows you to enter the barracks.</p>
2329 <choice idref="sect110"><link-text>Turn to 110</link-text>.</choice>
2333 <section class="numbered" id="sect88">
2334 <meta><title>88</title></meta>
2337 <p>The rock hits the edge of your <spell>Shield</spell> spell and is deflected away from your body, but as it tumbles past it strikes your shoulder with a painful blow: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2338 <choice idref="sect339">To continue, <link-text>turn to 339</link-text>.</choice>
2342 <section class="numbered" id="sect89">
2343 <meta><title>89</title></meta>
2346 <p>You hurl your blade and it whirls through the air to strike the squad leader in the chest, dealing him a deep and mortal wound. The force of the impact tips him out of his tub and sends a torrent of water cascading into the fire. His dying cries mingle with a loud hiss of steam as the bath water extinguishes the fire and sizzles on the red-hot grate.</p>
2347 <p>You rush forward and tug your Kai Weapon from the dead man<ch.apos/>s chest. Then you turn aside the bath tub to see what he was reaching for. Lying among the soap suds you discover a Bor pistol, its flint and firing powder now waterlogged and useless.</p>
2348 <p>Your Kai senses tell you that you are very close to the Claw of Naar. You look at your Siyenese Compass once again, and now you see that its needle is pointing to a painting which hangs above the fireplace.</p>
2349 <choice idref="sect137">To continue, <link-text>turn to 137</link-text>.</choice>
2353 <section class="numbered" id="sect90">
2354 <meta><title>90</title></meta>
2357 <p>Your horse sails across the barrier, and the rangers jump their mounts over it with consummate ease. Then you gallop across the bridge and follow the road as it wends its way up into the hills beyond.</p>
2358 <choice idref="sect272"><link-text>Turn to 272</link-text>.</choice>
2362 <section class="numbered" id="sect91">
2363 <meta><title>91</title></meta>
2366 <p>You retrace your route back to the perimeter of the forest and turn eastwards, leaving the trail. You soon discover that the tall plains grass makes the going increasingly difficult. It binds around your horses<ch.apos/> hooves and frustrates your attempts to hasten their pace. For 5 miles you force your mounts to wade through this sea of verdant vegetation until you catch sight of some stone ruins on the slope of a distant hill. It is the remnants of an ancient village, and it is bisected by a dried-up watercourse. You scan the site and notice dark pools of liquid scattered throughout the area. The pungent aroma of crude oil can be smelt wafting on the breeze.</p>
2367 <p>Your Kai Sixth Sense tells you that the ruins are deserted. Captain Gildas is anxious to press on for fear of being caught by the pursuing Bhanarians, but you command him to pause for a moment. Your instincts are warning you of a hidden danger.</p>
2368 <choice idref="sect138">If you wish to enter the ruins of the ancient plains village, <link-text>turn to 138</link-text>.</choice>
2369 <choice idref="sect109">If you decide to make a detour around them, <link-text>turn to 109</link-text>.</choice>
2373 <section class="numbered" id="sect92">
2374 <meta><title>92</title></meta>
2377 <p>You speak the words of the Old Kingdom Spell <spell>Invisible Fist</spell> and thrust your right arm stiffly towards the distant steam-cannon. A wave of energy surges from your clenched fist and speeds across the mess hall to strike its iron cylinder with a resounding <onomatopoeia>Clang!</onomatopoeia></p>
2378 <p>Pick a number from the <a idref="random">Random Number Table</a>. For every level of Kai rank you have attained above Kai Grand Sentinel, add 1 to the number you have picked.</p>
2379 <choice idref="sect33">If your total score is now 4 or lower, <link-text>turn to 33</link-text>.</choice>
2380 <choice idref="sect61">If it is 5 or higher, <link-text>turn to 61</link-text>.</choice>
2384 <section class="numbered" id="sect93">
2385 <meta><title>93</title></meta>
2388 <p>You strike the falling rock and it explodes, showering you with razor-sharp shards of stone. One sliver cuts your cheek and another tears open the shoulder of your tunic: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2389 <choice idref="sect339">To continue, <link-text>turn to 339</link-text>.</choice>
2393 <section class="numbered" id="sect94">
2394 <meta><title>94</title></meta>
2397 <p>The contents of your Backpack are scattered across the floor, including the Claw of Naar which skitters towards the fire. The tip of its haft hits the grate and spears a burning log. The Autarch moves towards the fire, but you are too dazed from your collision with the wall to attempt to stop him. Painfully, you drag yourself to your feet.</p>
2398 <choice idref="sect344">To continue, <link-text>turn to 344</link-text>.</choice>
2402 <section class="numbered" id="sect95">
2403 <meta><title>95</title></meta>
2406 <p>You tell the rangers to raise their hoods; then you lead them across the crowded street towards the barracks entrance.</p>
2407 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 3 to the number you have picked.</p>
2408 <choice idref="sect207">If your total score is now 4 or lower, <link-text>turn to 207</link-text>.</choice>
2409 <choice idref="sect331">If it is 5 or higher, <link-text>turn to 331</link-text>.</choice>
2413 <section class="numbered" id="sect96">
2414 <meta><title>96</title></meta>
2417 <p>You press home your attack and lash out at the woman with your Kai Weapon to prevent her from launching another psychic assault. Your blow misses her by inches, yet she collapses upon the ground like a dying beast. You bring your horse around in readiness to make a second strike, but you do not follow it through. Before your disbelieving eyes the woman<ch.apos/>s body begins to change. Her marble-smooth skin becomes criss-crossed with a net of a thousand wrinkles and her abdomen swells like an over-inflated balloon. Then there is a terrible sound, like the rending of bone and flesh, and suddenly the illusion of her beauty is dispelled forever when this fell vampiric shape-changer reverts to its true form.</p>
2418 <p>Confronting you now is a leprous horror with a huge, fang-filled maw. It roars with anger and a gust of its putrid breath wafts over you, turning your stomach with its vile stench. The rangers and their horses are snapped out of their hypnotic trance by the sound of its fearsome cry and, gripped by a sudden panic, they turn and flee into the trees. Hurriedly you follow them, forcing your mount to battle its way through a tangle of barb-toothed briar in your desperation to evade the wrath of the demonic forest creature.</p>
2419 <choice idref="sect40"><link-text>Turn to 40</link-text>.</choice>
2423 <section class="numbered" id="sect97">
2424 <meta><title>97</title></meta>
2427 <p>The creature sinks beneath the surface. Then you see a trail of bubbles come speeding towards you. Fearing an imminent attack, you tug your Kai Weapon from its scabbard and stab blindly about you. Suddenly the water surrounding you seethes and boils. You feel your blade cut through the creature<ch.apos/>s jelly-like flesh, and in the next instant it erupts through the surface and launches itself upon you.</p>
2428 <illustration class="float">
2430 <creator>Brian Williams</creator>
2431 <description>The creature erupts through the surface and launches itself towards you.</description>
2433 <instance class="html" src="ill6.png" width="386" height="xxx" mime-type="image/png"/>
2434 <instance class="html-compatible" src="ill6.gif" width="386" height="xxx" mime-type="image/gif"/>
2435 <instance class="pdf" src="ill6.pdf" width="386" height="xxx" />
2437 <combat><enemy>Sligza</enemy><enemy-attribute class="combatskill">49</enemy-attribute><enemy-attribute class="endurance">20</enemy-attribute></combat>
2438 <p>This enemy is immune to Mindblast (but not Kai-surge).</p>
2439 <choice idref="sect328">If you win the combat, <link-text>turn to 328</link-text>.</choice>
2443 <section class="numbered" id="sect98">
2444 <meta><title>98</title></meta>
2447 <p>You use your Grand Mastery to camouflage yourself before you enter the mess hall, and once inside you take cover behind the nearest stand of armour. Moving from one suit to the next, you make your way quickly towards the far door.</p>
2448 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked.</p>
2449 <choice idref="sect8">If your total score is 1 or lower, <link-text>turn to 8</link-text>.</choice>
2450 <choice idref="sect211">If it is 2 or higher, <link-text>turn to 211</link-text>.</choice>
2454 <section class="numbered" id="sect99">
2455 <meta><title>99</title></meta>
2458 <p>You pull away from the stallion<ch.apos/>s scrabbling hooves just in time to avoid being struck on the head. But as you back off, you trip and fall and graze your shoulder on a rock at the water<ch.apos/>s edge: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2459 <p>Determinedly, you rise to your feet and draw upon your Magnakai powers of Animal Control to subdue the frightened horse. Your efforts are quickly rewarded; the lead stallion walks towards you and nestles his head apologetically against your shoulder. When you sense that all of the horses are calm, you call to the rangers to come out from under the bridge and take a look at their fine new mounts.</p>
2460 <choice idref="sect314"><link-text>Turn to 314</link-text>.</choice>
2464 <section class="numbered" id="sect100">
2465 <meta><title>100</title></meta>
2468 <p>Shortly after dark, you and your companions make your approach to the river bank a mile upstream from the stone bridge. The rangers have tied their ropes together to provide a length that will reach to the opposite bank. The plan is for you to swim across and secure the rope on the far side. The rangers will then follow you across, using the rope to prevent themselves from being swept away by the strong currents.</p>
2469 <p>You tie the rope about your waist and wade into the cold dark river. Then you strike out for the opposite bank, swimming diagonally upstream to counter its swift flow. You are halfway across when your rope snags on something below the surface. Furiously you tug at it but to no avail. Then you see a glistening mound begin to rise up from the water. Two slits open, revealing the pupils of two monstrous eyes. Then a wider slit appears below them, filled with jagged fangs. Your rope disappears into the corner of this ghastly maw, and as the mouth opens and closes, so you are pulled ever closer to these deadly fangs.</p>
2470 <choice idref="sect224">If you possess Animal Mastery, <link-text>turn to 224</link-text>.</choice>
2471 <choice idref="sect97">If you do not, <link-text>turn to 97</link-text>.</choice>
2475 <section class="numbered" id="sect101">
2476 <meta><title>101</title></meta>
2479 <p>The woman launches a bolt of psychic energy that strikes at the core of your mind (lose 1 <typ class="attribute">ENDURANCE</typ> point), yet your mental defences are strong enough to save you from sustaining any lasting damage from this opportunistic assault.</p>
2480 <choice idref="sect236">To continue, <link-text>turn to 236</link-text>.</choice>
2484 <section class="numbered" id="sect102">
2485 <meta><title>102</title></meta>
2488 <p>Ranger Yalin lets out a yelp of pain as the musket ball strikes his left arm. He clutches as the wound with his right hand and you see blood oozing through his fingers. Fortunately, the lead ball has passed cleanly through his limb without striking bone, and you are able to staunch the flow of blood and seal the punctured skin by the use of your Kai healing skills alone. (The hurried use of your healing skills costs you 1 <typ class="attribute">ENDURANCE</typ> point.)</p>
2489 <choice idref="sect290">To continue, <link-text>turn to 290</link-text>.</choice>
2493 <section class="numbered" id="sect103">
2494 <meta><title>103</title></meta>
2497 <p>You are dismayed that your attempt to destroy the Claw has failed, yet you refuse to abandon all hope of ridding your world of this evil artefact. You resolve to deliver it to the Elder Magi, for you know that it is within their power to obliterate this weapon of darkness.</p>
2498 <p>Captain Gildas consoles you, and from a pocket of his tunic he produces a small crimson gemstone which he cups in his palm, inviting your inspection. Without saying a word, he fixes this gem into one of the hollows in the shaft of the Claw, and then he hands you a seemingly ordinary compass.</p>
2499 <p><quote>Look at the compass needle, Sir Kai,</quote> he says, and he picks up the Claw and begins to walk. As he circles around you, the point of the needle follows his every move.</p>
2500 <p><quote>It<ch.apos/>s a Siyenese tracker-gem,</quote> he says. <quote>The needle of the compass is tuned to its vibrations. It<ch.apos/>s just a precaution, in case you should be parted from the Claw before you deliver it to the Elder Magi. So long as the gem remains embedded in its shaft, you<ch.apos/>ll be able to track it using the compass.</quote> Gildas hands you the Claw and you compliment him for his prudence.</p>
2501 <p><quote>A very wise precaution, Captain,</quote> you say, as you slip the compass into your tunic pocket. <quote>Somehow I feel sure that we have not yet seen the last of the Autarch<ch.apos/>s squad.</quote></p>
2502 <p>(You can record the Siyenese Compass on your <a idref="action">Action Chart</a> as a Special Item. You should also record the Claw of Naar as a Special Item. You must discard two items in their favour if you already have the maximum number of Special Items permissible.)</p>
2503 <p>You sheathe your Kai Weapon and follow Gildas as he returns outside to the horses. As you walk towards them, Ranger Yalin beckons you over to look at a strange shrub that is growing around the base of the well.</p>
2504 <choice idref="sect205">If you possess Herbmastery, <link-text>turn to 205</link-text>.</choice>
2505 <choice idref="sect16">If you do not possess this Discipline, <link-text>turn to 16</link-text>.</choice>
2509 <section class="numbered" id="sect104">
2510 <meta><title>104</title></meta>
2513 <p>A second volley of projectiles comes streaking across the courtyard, forcing Gildas and his men to throw themselves to the ground to avoid being struck. One of these missiles hits the door<ch.apos/>s dial and completely destroys the lock. Moments later, the heavy door swings inwards without a sound. You thank Ishir for this momentous stroke of good fortune as you scramble to your feet. Quickly you step inside the tower, and then you turn and beckon the rangers to follow.</p>
2514 <p>When all three are safely inside, you push the heavy door closed and slide its bolt across, locking it securely.</p>
2515 <choice idref="sect136">To continue, <link-text>turn to 136</link-text>.</choice>
2519 <section class="numbered" id="sect105">
2520 <meta><title>105</title></meta>
2523 <p>The noise of the fighting has drawn a crowd of curious onlookers. Their cries of encouragement and outrage have in turn alerted the City Guard. As the last of your attackers falls to your blows, a patrol of the Guard comes rushing into the main square.</p>
2524 <p>Their officer sees you attempting to escape into an adjacent alleyway, and he orders his men to open fire with their bows.</p>
2525 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.</p>
2526 <choice idref="sect189">If your total score is now 5 or lower, <link-text>turn to 189</link-text>.</choice>
2527 <choice idref="sect348">If it is 6 or higher, <link-text>turn to 348</link-text>.</choice>
2531 <section class="numbered" id="sect106">
2532 <meta><title>106</title></meta>
2535 <p>Your fall is brought to an abrupt halt when your boot becomes wedged firmly in the cleft of a boulder. Suddenly you find yourself suspended upside down, dangling by your left foot, with the dizzying sight of the gully floor slowly rotating below: lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
2536 <choice idref="sect325">If you possess the Kai Weapon <quote>Magnara</quote>, <link-text>turn to 325</link-text>.</choice>
2537 <choice idref="sect154">If you do not, <link-text>turn to 154</link-text>.</choice>
2541 <section class="numbered" id="sect107">
2542 <meta><title>107</title></meta>
2545 <p>You rush towards the man with your Kai Weapon poised to strike at his head, but before you can land your blow, you find yourself staring into the muzzle of a Bor pistol. The squad leader gives an evil grin as he squeezes the trigger.</p>
2546 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked.</p>
2547 <choice idref="sect279">If your total score is now 2 or lower, <link-text>turn to 279</link-text>.</choice>
2548 <choice idref="sect307">If it is 3<ch.endash/>8, <link-text>turn to 307</link-text>.</choice>
2549 <choice idref="sect190">If it is 9 or higher, <link-text>turn to 190</link-text>.</choice>
2553 <section class="numbered" id="sect108">
2554 <meta><title>108</title></meta>
2557 <p>The rangers quickly dismount and come running to your aid. Sergeant Paviz retrieves your horse, and you use your Magnakai Curing skills to repair his gashed forelegs. Then Ranger Yalin warns you that he can hear the bridge guards stirring from their sleep. Before they emerge from their shacks, you remount your horse and lead your companions away at the gallop.</p>
2558 <choice idref="sect272"><link-text>Turn to 272</link-text>.</choice>
2562 <section class="numbered" id="sect109">
2563 <meta><title>109</title></meta>
2566 <p>You skirt around the ruins to the north and happen upon the remnants of an old track, overgrown with shorter vegetation. You are following this trail when you suddenly you hear a sound like thundering hooves. The noise is approaching from the north and you command your companions to halt. To get a better view, you stand upon your horse<ch.apos/>s back and magnify your vision. A tingle of shock runs down the length of your spine when you catch sight of a group of strange creatures speeding through the tall grassland at a terrific pace.</p>
2567 <illustration class="float">
2569 <creator>Brian Williams</creator>
2570 <description>Through the tall grass, a group of creatures speed towards you at a terrific pace.</description>
2572 <instance class="html" src="ill7.png" width="386" height="xxx" mime-type="image/png"/>
2573 <instance class="html-compatible" src="ill7.gif" width="386" height="xxx" mime-type="image/gif"/>
2574 <instance class="pdf" src="ill7.pdf" width="386" height="xxx" />
2576 <p>They have black bull-like bodies, yet their heads are crocodilian in shape, and a spiky mane of hair runs the entire length of their muscular backs. They possess four legs and two forelimbs, tipped with claws, in which they cradle cumbersome lances crudely pared from the trunks of Vanchou pines.</p>
2577 <p>You inform Gildas of what is approaching and he gasps with fear. <quote>Xanon!</quote> he exclaims. <quote>Ishir preserve us!</quote> Before you can stop them, the rangers turn their steeds about and take off at a gallop along the track that leads back towards the site of the ancient village.</p>
2578 <choice idref="sect299"><link-text>Turn to 299</link-text>.</choice>
2582 <section class="numbered" id="sect110">
2583 <meta><title>110</title></meta>
2586 <p>Beyond the main gate is a courtyard where several wagons, filled with provisions, are being unloaded. You and your companions each take a box from the rear of the nearest wagon and join a line of men who are delivering their goods to a kitchen store room located near the middle of the barracks complex. You leave your boxes here and then return to the courtyard to collect some more. As you are making your way back, you pass a door that your Kai senses tell you is unlocked. Quickly you slip inside and then signal to the rangers to follow. When all of you are safely inside, you shut the door and draw its bolt.</p>
2587 <choice idref="sect298"><link-text>Turn to 298</link-text>.</choice>
2591 <section class="numbered" id="sect111">
2592 <meta><title>111</title></meta>
2595 <p>You draw upon your improved mental skills to launch a powerful volley of psychic bolts at the three guards. Paralysed by your unexpected attack, they drop their spears and clutch their hands to their heads in agony. The rangers seize this chance to attack, and they quickly overpower them, leaving the men propped unconscious against the base of the nearest tree.</p>
2596 <choice idref="sect41"><link-text>Turn to 41</link-text>.</choice>
2600 <section class="numbered" id="sect112">
2601 <meta><title>112</title></meta>
2604 <p>You magnify your vision and see that the approaching group are Bhanarians. Each of the twelve warriors is armed with a sword and spear, and all are clad in black quilted tunics edged with gold braid. Emblazoned boldly upon their chests is the tiger<ch.apos/>s-head emblem of Autarch Sejanoz, denoting them to be Imperial Guards from the Autarch<ch.apos/>s court in Otavai.</p>
2605 <p>As the squad draws nearer, you note with surprise that this <ch.eacute/>lite unit of bodyguards have neglected to place any scouts at the head of their marching column. You are about to mention this fact to Captain Gildas when suddenly you hear a startling shriek echoing from out of the clouds above.</p>
2606 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2607 <choice idref="sect271">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 271</link-text>.</choice>
2608 <choice idref="sect167">If it is 5<ch.endash/>9, <link-text>turn to 167</link-text>.</choice>
2612 <section class="numbered" id="sect113">
2613 <meta><title>113</title></meta>
2616 <p>Your improved Kai Mastery warns you that a heavy rainstorm is about to break over the Honah Hills.</p>
2617 <choice idref="sect20">If you wish to seek shelter from the coming storm, <link-text>turn to 20</link-text>.</choice>
2618 <choice idref="sect63">If you choose to press on along the road, <link-text>turn to 63</link-text>.</choice>
2622 <section class="numbered" id="sect114">
2623 <meta><title>114</title></meta>
2626 <p>You are wary of the creature<ch.apos/>s request and secretly you suspect that it is some kind of elaborate trap. You back away from the cave mouth and signal to the rangers to leave the clearing. The beast pleads with you to return, but you ignore its plaintive cries and hurriedly you remount your horse. Gildas beckons you to follow as he and his rangers make good their escape into the trees.</p>
2627 <choice idref="sect346">To continue, <link-text>turn to 346</link-text>.</choice>
2631 <section class="numbered" id="sect115">
2632 <meta><title>115</title></meta>
2635 <p>You draw an Arrow to your Bow and take aim at the iron cylinder that is fixed on top of the barrel. You pray to Ishir that by puncturing this part of the steam-cannon, you will cause the weapon to explode.</p>
2636 <choice idref="sect173">If you possess Magi-magic and have attained the rank of Sun Lord, <link-text>turn to 173</link-text>.</choice>
2637 <choice idref="sect54">If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, <link-text>turn to 54</link-text>.</choice>
2641 <section class="numbered" id="sect116">
2642 <meta><title>116</title></meta>
2645 <p>Carefully, you creep forward and stretch out your right hand to take hold of the blanket roll containing the Claw. The leader is oblivious to your presence, but as your fingers close around his pillow, your stomach heaves and your pulse begins to race.</p>
2646 <p>You feel a tremendous concentration of evil radiating from the artefact, and its sudden assault upon your senses makes you gasp with shock.</p>
2647 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.</p>
2648 <choice idref="sect262">If your total score is now 3 or lower, <link-text>turn to 262</link-text>.</choice>
2649 <choice idref="sect288">If it is 4 or higher, <link-text>turn to 288</link-text>.</choice>
2653 <section class="numbered" id="sect117">
2654 <meta><title>117</title></meta>
2657 <p>Gildas falls unconscious at your feet, and you hear the Autarch<ch.apos/>s thin laughter echoing around the chamber. He has enjoyed watching the two of you fight, but now he wants what he has come all the way from Otavai for.</p>
2658 <p><quote>You have the Claw<ch.emdash/>I sense it,</quote> he growls, in a quiet, menacing tone. <quote>Give it to me and you shall be rewarded. Deny me, and you will perish in agony.</quote></p>
2659 <p>Your Kai senses detect that the evil aura which surrounds the Autarch is growing stronger. Suddenly you feel a strong wave of nausea rising in the pit of your stomach, and you feel unable to prevent it from overwhelming your senses.</p>
2660 <choice idref="sect175">If you possess some Poghlam, <link-text>turn to 175</link-text>.</choice>
2661 <choice idref="sect285">If you do not possess this potion, <link-text>turn to 285</link-text>.</choice>
2665 <section class="numbered" id="sect118">
2666 <meta><title>118</title></meta>
2669 <p>The sun has nearly set by the time you reach Yua Tzhan. Even at this late hour, the roads that approach the city<ch.apos/>s four gates are busy with the traffic of travelling merchants. Some have come from the gold-rush town of Bajo in the foothills of the Hyunsei Mountains, but most are arriving from Hotloi and Liyulin, their wagons laden with exotic wares.</p>
2670 <p>As you approach the north gate you consult your Siyenese Compass, and its steady needle confirms that the Claw of Naar is here, somewhere, in this grand walled city. You and your companions pass through the arched gateway without challenge, and follow a broad lantern-lit avenue towards the city<ch.apos/>s main square. Many open-fronted shops line this thoroughfare, their display tables laden with goods to entice its citizens to part with their hard-earned Ren.</p>
2671 <p>Upon entering the main square, you notice that small crowds have gathered on each corner. They are reading proclamations which have been pasted upon the walls by the city<ch.apos/>s officials. Using your Magnakai Discipline of Pathsmanship, you are able to translate the Bhanarian script for the benefit of your companions. The posters declare that tomorrow shall be a holiday. This is to celebrate a visit to the city by Autarch Sejanoz himself. He will arrive at noon tomorrow, and every citizen is expected to be present to honour their ruler when his entourage passes through the streets.</p>
2673 <illustration class="inline">
2675 <creator>Brian Williams</creator>
2677 <instance class="html" src="small4.png" width="386" height="150" mime-type="image/png"/>
2678 <instance class="html-compatible" src="small4.gif" width="386" height="150" mime-type="image/gif"/>
2679 <instance class="pdf" src="small4.pdf" width="386" height="150"/>
2682 <p>Your Kai senses tell you that the Autarch is visiting the city for one simple reason: he is coming here to collect the Claw of Naar. The news of his imminent arrival re-ignites your resolve to find the artefact, and swiftly.</p>
2683 <p>As you and your companions are riding across the main square, you scan the surrounding buildings in search of an inn where you may stable your horses for the night. The houses and hovels of Yua Tzhan are densely-packed, and your search for the Claw will best be conducted on foot. There are several inns bordering the square, but only two have stables: The Prairie Princess and the Golden Trough.</p>
2684 <choice idref="sect273">If you wish to visit the Prairie Princess, <link-text>turn to 273</link-text>.</choice>
2685 <choice idref="sect149">If you choose to visit the Golden Trough, <link-text>turn to 149</link-text>.</choice>
2689 <section class="numbered" id="sect119">
2690 <meta><title>119</title></meta>
2693 <p>You draw upon your camouflage skill for protection and then you command Captain Gildas and his rangers to wait while you leave your hiding place and go in search of the squad leader. You suspect that he may be one of the two warriors who have been killed by the rockfall. Mindful that the Claw of Naar was sheathed in his belt, you are determined to seize this opportunity to capture it before the dazed Bhanarians recover their senses and regroup.</p>
2694 <p>Swiftly you traverse the mound of rocks that now blocks the pass, and as you leap onto the trail unseen, you note that neither of the slain warriors is the squad leader. Then you notice a drainage channel which runs alongside the mountain trail and your Kai Sixth Sense tells you that the leader has escaped the rockfall by rolling into this trench. Without a moment<ch.apos/>s hesitation, you unsheathe your Kai Weapon and jump into the trench after him.</p>
2695 <p>As your feet hit the bottom of the shallow gully, you see your adversary crouching less than a couple of yards away. For a moment you stare at each other in silence. Shock blanches the man<ch.apos/>s sallow, moustachioed face and his almond eyes widen with alarm, but he suddenly recovers his composure and springs to his feet. Tugging the mace-like Claw of Naar from his belt, he utters a terse laugh as he levels its taloned tip at your chest. There is a crackling hum of power. It precedes a bolt of black fire which leaps from the evil artefact like a living entity. Fearing for your life, you dive to the ground as this supernatural bolt of dark flame comes streaking along the trench towards you.</p>
2696 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked.</p>
2697 <choice idref="sect308">If your total score is now 2 or lower, <link-text>turn to 308</link-text>.</choice>
2698 <choice idref="sect278">If it is 3<ch.endash/>7, <link-text>turn to 278</link-text>.</choice>
2699 <choice idref="sect147">If it is 8 or higher, <link-text>turn to 147</link-text>.</choice>
2703 <section class="numbered" id="sect120">
2704 <meta><title>120</title></meta>
2707 <p>Silently you recite the words of the Brotherhood Spell <spell>Mind Charm</spell> and direct its power at the fortune-teller. Under the influence of your spell, he suddenly becomes susceptible to your mental commands. You tell him to take off his signet ring and give it to you. Meekly he complies. Then you tell him to forget that he ever set eyes on you and your companions, dumbly he nods his head, and then he drifts off into a deep sleep.</p>
2708 <p>(On your <a idref="action">Action Chart</a>, record the Tiger Ring as a Special Item that you wear on the index finger of your right hand. You need not discard any other Special Item in its favour if you already possess the maximum number of items permissible.)</p>
2709 <choice idref="sect295">To continue, <link-text>turn to 295</link-text>.</choice>
2713 <section class="numbered" id="sect121">
2714 <meta><title>121</title></meta>
2717 <p>Slowly they lower their spears, and the taller of the guards smiles and nods his head to indicate that he believes your story. He points to the stables and tells you to leave the barracks by this route. As you approach the open doors, he commands the troopers to let you and your companions use the far doors which open out on to the street. You offer up a silent prayer of thanks to Ishir for your good fortune as you and your companions weave your way through the busy stables towards the exit.</p>
2718 <choice idref="sect347"><link-text>Turn to 347</link-text>.</choice>
2722 <section class="numbered" id="sect122">
2723 <meta><title>122</title></meta>
2726 <p>There is a blinding flash of scarlet light upon the instant that your blade strikes the shaft of the Claw, and a searing blast of energy sends you crashing backwards to the ground: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
2727 <p>Painfully, you stagger to your feet and approach the stone block which is now wreathed with trails of grey smoke. To your dismay, you discover that the Claw is still intact. Despite the huge burst of energy that your blow released, you discover no mark or blemish upon its gnarled shaft.</p>
2728 <p>The blade of your Kai Weapon, however, is notched and discoloured at the point where it struck the shaft of the Claw (The damage to your Kai Weapon has caused a permanent reduction of 1 point to its <typ class="attribute">COMBAT SKILL</typ> bonus. You should now adjust the bonus on your <a idref="action">list of Special Items</a>.)</p>
2729 <choice idref="sect228">To continue, <link-text>turn to 228</link-text>.</choice>
2733 <section class="numbered" id="sect123">
2734 <meta><title>123</title></meta>
2737 <p>A blinding white light obliterates your vision and a terrifying numbness spreads rapidly from your neck to the soles of your feet. Helpless to resist, you feel yourself tumbling backwards into a fathomless abyss.</p>
2738 <p>One of the steam-gun projectiles has pierced the side of your skull and penetrated your brain. Mercifully, your death is swift and painless.</p>
2739 <deadend>Sadly, your life and your mission end here, at the Crimson Tower of Zuda.</deadend>
2743 <section class="numbered" id="sect124">
2744 <meta><title>124</title></meta>
2747 <p>You draw upon your elemental powers to whip up a whirling cloud of dust that engulfs the sinister woman. The dust obscures her from view, yet it does not break the hypnotic hold she has over your companions.</p>
2748 <p>Fearing that you may be facing a powerful sorceress, you abandon your elemental attack and try to think of a more effective weapon to use against her.</p>
2749 <choice idref="sect151">If you possess Kai-alchemy and wish to use it, <link-text>turn to 151</link-text>.</choice>
2750 <choice idref="sect53">If you possess Magi-magic and wish to use it, <link-text>turn to 53</link-text>.</choice>
2751 <choice idref="sect281">If you possess Kai-surge and wish to use it, <link-text>turn to 281</link-text>.</choice>
2752 <choice idref="sect164">If you possess none of these skills, or if you choose not to use them, <link-text>turn instead to 164</link-text>.</choice>
2756 <section class="numbered" id="sect125">
2757 <meta><title>125</title></meta>
2760 <p>You return to the antechamber, but while you are unbolting the door to the mess hall, you hear an alarm bell and the sound of gruff Bhanarian voices. You listen to their cries and your heart sinks when you suddenly realize that your companions have been discovered.</p>
2761 <choice idref="sect239"><link-text>Turn to 239</link-text>.</choice>
2765 <section class="numbered" id="sect126">
2766 <meta><title>126</title></meta>
2769 <p>You tug your Kai Weapon from its scabbard and draw it back in readiness to strike out as one of the winged horrors closes in for the kill. The creature swoops down and alights upon a nearby boulder where it swiftly folds its wings behind its pallid torso. Your stomach churns as you look upon its lean and sinewy body, which is studded with hundreds of horny spikes. Frothing drool drips from its fanged jaw as it flexes its talons and prepares to attack. You will have to fight it.</p>
2770 <combat><enemy>Bavazanur Leader (Winged Agarashi)</enemy><enemy-attribute class="combatskill">42</enemy-attribute><enemy-attribute class="endurance">40</enemy-attribute></combat>
2771 <p>This enemy is immune to Mindblast (but not Kai-surge).</p>
2772 <choice idref="sect36">If you win the combat, <link-text>turn to 36</link-text>.</choice>
2776 <section class="numbered" id="sect127">
2777 <meta><title>127</title></meta>
2780 <p>You move quickly to seize this chance to cross the river before the soldiers return. You are the first to wade out into the water. You strike out against the current and reach the first stone pillar. Once you have a secure handhold, you signal to Gildas to follow. Soon you are all in the water, linked together by your hands and secured by the stone pillars, like a human chain. Gradually you work your way across to the far side, and together you approach Zuda under cover of darkness.</p>
2781 <p>The road into the town is heavily patrolled by Bhanarian soldiers. When you nearly collide with one of these patrols, you are forced to seek cover in an empty woodcutter<ch.apos/>s hut.</p>
2782 <choice idref="sect3">To continue, <link-text>turn to 3</link-text>.</choice>
2786 <section class="numbered" id="sect128">
2787 <meta><title>128</title></meta>
2790 <p><quote>Come! We must pursue the enemy without delay,</quote> says Gildas, excitedly. <quote>They must not be allowed to steal away the Claw.</quote></p>
2791 <p><quote>Hold, Captain,</quote> you retort. <quote>The enemy is too strong. They outnumber us, and they possess a weapon that can slay us all but with one bolt. Do you not recall what happened at Sunderer Pass? You have lost one good man already. Surely you have no wish to risk our lives in a reckless pursuit.</quote></p>
2792 <p><quote>Are you abandoning your mission, Sir Kai?</quote> he asks, reproachfully.</p>
2793 <p><quote>No, Captain,</quote> you reply. <quote>My vow to retrieve the Claw and oversee its destruction remains true. I merely propose we pursue the enemy at a safe distance. They may run with the Claw of Naar, but they cannot keep it from us forever. The tracker-gem that you placed in the haft will lead us to it, no matter where they may choose to carry it.</quote></p>
2794 <p><quote>You are right, Sir Kai,</quote> says Gildas, apologetically.</p>
2795 <p><quote>Firstly, we shall rest and recover our strength,</quote> you say. <quote>Then we shall hunt down our enemies and reclaim that accursed artefact before it can be delivered to Autarch Sejanoz.</quote></p>
2796 <p>Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2797 <choice idref="sect201">To continue, <link-text>turn to 201</link-text>.</choice>
2801 <section class="numbered" id="sect129">
2802 <meta><title>129</title></meta>
2805 <p>After several minutes and a great deal of effort, the lock disengages and the doors of the stables swing open.</p>
2806 <choice idref="sect168">To continue, <link-text>turn to 168</link-text>.</choice>
2810 <section class="numbered" id="sect130">
2811 <meta><title>130</title></meta>
2814 <p>For most of the day you ride across a seemingly endless expanse of grassland without once catching sight of the enemy you are pursuing. It is nearly dusk before your keen eyes detect a column of wood smoke on the horizon, rising vertically in the still evening air. You call the rangers to a halt and then magnify your vision to take a closer look at the source of the smoke. It rises from a small copse of trees and you suspect that the enemy have set up a camp there for the night. The smoke tells you that they are cooking food, confident in the false belief that they have safely outdistanced you and your companions.</p>
2815 <p>You inform the others of what you have seen before continuing your ride along the plains road. When you are within a mile of the copse, you leave the trail and dismount. Sergeant Paviz and Ranger Yalin are told to stay and hold the horses while you and the captain go forward to scout the enemy encampment.</p>
2816 <p>Together you crawl towards the copse, side by side, concealed by the approaching darkness and the waist-high grass. You are within 100 yards of the enemy campfire when Gildas makes a sharp intake of breath. You glance at him and your blood freezes when you see that his face is inches from a Grey Conda<ch.emdash/>a deadly Bhanarian plains snake. The serpent<ch.apos/>s neck is raised and its wedge-shaped head is drawn to strike at your companion<ch.apos/>s eyes.</p>
2817 <illustration class="float">
2819 <creator>Brian Williams</creator>
2820 <description>The deadly Grey Conda is only inches away from his face.</description>
2822 <instance class="html" src="ill8.png" width="386" height="xxx" mime-type="image/png"/>
2823 <instance class="html-compatible" src="ill8.gif" width="386" height="xxx" mime-type="image/gif"/>
2824 <instance class="pdf" src="ill8.pdf" width="386" height="xxx" />
2826 <choice idref="sect70">If you possess Animal Mastery, <link-text>turn to 70</link-text>.</choice>
2827 <choice idref="sect56">If you do not, <link-text>turn to 56</link-text>.</choice>
2831 <section class="numbered" id="sect131">
2832 <meta><title>131</title></meta>
2835 <p>The tavern-keeper<ch.apos/>s blast of buckshot peppers your side (lose 2 <typ class="attribute">ENDURANCE</typ> points) and damages your Quiver. You must now erase half of all the Arrows you carry, rounding the figure up to the nearest whole number where appropriate.</p>
2836 <choice idref="sect287">To continue, <link-text>turn to 287</link-text>.</choice>
2840 <section class="numbered" id="sect132">
2841 <meta><title>132</title></meta>
2844 <p>You lead your company off to the east, but to your dismay you soon discover that the route ahead is blocked by a dozen fearsome Xanon. Reluctantly you are forced to turn about and return to the ancient ruins for fear of being run down and trampled beneath their pounding hooves.</p>
2845 <p>As you are nearing the outskirts of the ruins, a volley of iron darts comes whistling past your head They have been hurled by the leading Xanon in an attempt to slay you before you reach the cover of the ancient stone walls.</p>
2846 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Assimilance, add 1 to the number you have picked.</p>
2847 <choice idref="sect145">If your total score is now 4 or lower, <link-text>turn to 145</link-text>.</choice>
2848 <choice idref="sect193">If it is 5 or higher, <link-text>turn to 193</link-text>.</choice>
2852 <section class="numbered" id="sect133">
2853 <meta><title>133</title></meta>
2856 <p>You pay the toll, but the corporal becomes suspicious when he examines the two gold coins. Sommlending mintage is a rarity in this part of Magnamund.</p>
2857 <choice idref="sect231">If you wish to ask the corporal to raise the barrier and let you cross, <link-text>turn to 231</link-text>.</choice>
2858 <choice idref="sect280">If you decide to give him another 2 Gold Crowns to help him allay his suspicions, <link-text>turn to 280</link-text>.</choice>
2862 <section class="numbered" id="sect134">
2863 <meta><title>134</title></meta>
2866 <p>You tell your companions to raise the hoods of their robes to keep their faces hidden, and then you beckon them to follow as you approach the rear of a canvas-covered wagon that is queueing outside the main entrance. Swiftly you clamber over its tailgate and hide yourselves among its load. Several minutes later, the wagon begins to move. You tear a hole in its canvas cover through which you can see the inner buildings of the barracks complex as they pass. The wagon trundles along a passageway towards a parade square, beyond which lies its final destination<ch.emdash/>the kitchen store rooms. You clamber to the rear of the wagon and crouch beside the tailgate. Then, at the moment the vehicle emerges from the passageway, you signal to your companions to leave. One after the other, you leap from the back of the moving wagon.</p>
2867 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 1 to the number you have picked.</p>
2868 <choice idref="sect165">If your total score is now 3 or lower, <link-text>turn to 165</link-text>.</choice>
2869 <choice idref="sect66">If it is 4 or higher, <link-text>turn to 66</link-text>.</choice>
2873 <section class="numbered" id="sect135">
2874 <meta><title>135</title></meta>
2877 <p>You quickly recite the words of the Brotherhood Spell <spell>Invisible Shield</spell>. As the last spell-word leaves your lips, a translucent disc shimmers into being and the falling rock slams into it with a loud <onomatopoeia>Thwack!</onomatopoeia> The rock shatters into hundreds of stone splinters, some of which pepper your legs and abdomen: lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
2878 <choice idref="sect339">To continue, <link-text>turn to 339</link-text>.</choice>
2882 <section class="numbered" id="sect136">
2883 <meta><title>136</title></meta>
2886 <p>You follow Gildas and the others as they climb a wide flight of spiral stairs to the top of the tower. As you ascend, lanterns set at intervals in the wall spontaneously ignite, bathing the stone steps with a warm, yellow light. A sumptuous chamber occupies the top floor of the tower. By the time you arrive there, its many lanterns are aglow, and its great log fire is blazing warmly in the grate. The light and heat make for a welcoming arrival, but they give a false impression. Dust lies thickly on the surfaces of every bookshelf, table, and chair. This chamber is well appointed, but it has lain neglected for more than a year.</p>
2887 <p>One entire half of the great circular room is dominated by a huge latticed window, through which you can see every rooftop in Zuda. You hurry across the chamber and peer down through the glass at the courtyard below. It is teeming with Bhanarians and you fear that they now have you trapped like rats in a very comfortable cage. You raise your eyes and look towards the market square. The Autarch<ch.apos/>s tent can clearly be seen, with the tiger<ch.apos/>s-head shrine standing near. You see its head slowly rotating towards the tower. In the next instant, two pencil-thin beams of red light come shooting from its eyes. Before you can look away, they hit the window, and you are blinded by their terrific glare.</p>
2888 <choice idref="sect171">If you possess Deliverance, <link-text>turn to 171</link-text>.</choice>
2889 <choice idref="sect188">If you do not, <link-text>turn to 188</link-text>.</choice>
2893 <section class="numbered" id="sect137">
2894 <meta><title>137</title></meta>
2897 <footnote id="sect137-1-foot" idref="sect137-1">
2898 <p>The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.</p>
2903 <p>Behind the portrait you discover a safe embedded in a granite wall. There is a dial set near the middle of its iron door, and it is ringed with numerals ranging from 0 to 9. Your Sixth Sense reveals to you that by turning the dial consecutively to the correct three numbers, you will cause the lock to disengage and the door to the wall safe will open.</p>
2904 <p>The first number in the sequence is equal to the levels of Kai rank a Sun Prince is superior to a Grand Thane.</p>
2905 <p>The second number is equal to the original total of rangers in Gildas<ch.apos/> command, including the captain himself.</p>
2906 <p>The third number is equal to twice the number of islands in the northern gulf of the Chai Sea.</p>
2907 <puzzle idref="sect246">When you think you know the three-digit answer, note down the figures in order and <choose test="has-numbered-section-list"><when value="true"><a idref="numbered">turn to the section of this book</a></when><otherwise>turn to the section of this book</otherwise></choose> which is the same as your answer.<footref id="sect137-1" idref="sect137-1-foot"/></puzzle>
2908 <choice idref="sect294">If you are unable to determine the correct solution, <link-text>turn instead to 294</link-text>.</choice>
2912 <section class="numbered" id="sect138">
2913 <meta><title>138</title></meta>
2916 <p>The tall grass gives way to shorter vegetation as you draw closer to the ruins. You are riding along the dried-up river bed that divides this ancient site when suddenly you hear a sound like thundering hooves. The noise is coming from the north and you command your companions to rein their mounts to a halt. To get a better view, you stand upon your horse<ch.apos/>s back and magnify your vision. A tingle of shock runs down the length of your spine when you catch sight of a group of strange creatures approaching the ruins at a terrific pace. They have black bull-like bodies, yet their heads are crocodilian in shape and a spiky mane of hair runs the length of their muscular backs. They possess four legs and two forelimbs, tipped with claws, in which they cradle cumbersome lances crudely pared from the trunks of Vanchou pines.</p>
2917 <p>You inform Gildas of what is approaching the ruins and he gasps with fear. <quote>Xanon!</quote> he exclaims. <quote>Ishir save us!</quote></p>
2918 <choice idref="sect245">If you wish to stand and fight these fearsome creatures, <link-text>turn to 245</link-text>.</choice>
2919 <choice idref="sect132">If you wish to attempt to flee from them, <link-text>turn to 132</link-text>.</choice>
2923 <section class="numbered" id="sect139">
2924 <meta><title>139</title></meta>
2927 <p>The mounted patrol approaches and encircles and you. The officer is an aristocratic-looking soldier with a pencil-thin moustache, and he looks at your dishevelled robes with disdain. <quote>What are four lowly plains-herders doing abroad in the city tonight?</quote> he asks.</p>
2928 <p><quote>We came to deliver horses to the barracks,</quote> you reply. He shakes his head slowly; he does not believe your story. <quote>You are all under arrest,</quote> he says, and with a flick of his riding crop he motions his men to dismount and detain you. Gildas is the first to react. He grabs the officer by his sword belt and pulls him out of the saddle. You and the others follow Gildas<ch.apos/> lead, and quickly you unhorse and overpower the officer<ch.apos/>s men. Then you mount their horses and gallop away along the street, leaving the patrol lying unconscious in the gutter.</p>
2929 <choice idref="sect212">To continue, <link-text>turn to 212</link-text>.</choice>
2933 <section class="numbered" id="sect140">
2934 <meta><title>140</title></meta>
2937 <p>You flip open the tube<ch.apos/>s hinged lid and shake a rolled piece of papyrus into your palm. On this scrap of material is a hastily-written message from Rimoah, telling you that the Claw of Naar must not be allowed to fall into the hands of Autarch Sejanoz. He urges you to find and destroy it. If that should prove impossible, you must take it to the city of Pensei. There you should make contact with Lord Ghadra, the Dessian envoy, and he will see to its destruction. He will also help you to return home to Sommerlund.</p>
2938 <choice idref="sect310">To continue, <link-text>turn to 310</link-text>.</choice>
2942 <section class="numbered" id="sect141">
2943 <meta><title>141</title></meta>
2946 <p>The sergeant raises the alarm and you and your companions are quickly surrounded. The gate guards encircle you with a ring of spears, forcing you to surrender. Then the sergeant denounces you as would-be thieves out to steal their provisions, and he orders that your weapons and equipment be confiscated before you are led away and thrown into the dungeons.</p>
2947 <p>As the heavy door to your cell slams shut, you immediately look for a way out of this grim prison chamber. You try to pick the lock, but your attempt is thwarted when the sergeant and his guards return. With them is a squad leader of the Imperial Guard, the same man from whom you took the Claw of Naar. He is carrying the accursed artefact, and when the iron door is opened, he points it at you and triggers a fearsome blast of raw energy. In the cramped confines of the cell, there is no hope of escaping from its terrible power. In the blink of an eye, you and your brave companions are engulfed and consumed by the searing ball of white-hot fire.</p>
2948 <deadend>Tragically, your life and your mission end here in the barracks dungeon of Yua Tzhan.</deadend>
2952 <section class="numbered" id="sect142">
2953 <meta><title>142</title></meta>
2956 <p>As you make the jump, the corporal sidesteps and thrusts at you with his spear. Its sharpened steel tip penetrates your rib cage and you are knocked out of the saddle by the force of the blow. As you fall, you strike the back of your head on the road and lose consciousness.</p>
2957 <p>Sadly, you never awaken. Before the rangers can come to your aid, the corporal stabs again with his spear and its tip punctures your heart. Your death is painless, and instantaneous.</p>
2958 <deadend>Tragically, your life and your mission end here.</deadend>
2962 <section class="numbered" id="sect143">
2963 <meta><title>143</title></meta>
2966 <p>With a mounting feeling of dread, you follow the trail into the Vanchou Forest. Upon entering this chill timberland it becomes strangely silent, as if the beasts and birds that dwell here can sense the presence of intruders.</p>
2967 <p>You have penetrated little more than a mile into this unwholesome forest when you come upon the wreckage of a wagon abandoned by the side of the trail. A large black crow is perched on its rot-infested tailgate, and it caws angrily as you approach.</p>
2969 <illustration class="inline">
2971 <creator>Brian Williams</creator>
2973 <instance class="html" src="small5.png" width="386" height="150" mime-type="image/png"/>
2974 <instance class="html-compatible" src="small5.gif" width="386" height="150" mime-type="image/gif"/>
2975 <instance class="pdf" src="small5.pdf" width="386" height="150"/>
2978 <choice idref="sect329">If you possess Animal Mastery, <link-text>turn to 329</link-text>.</choice>
2979 <choice idref="sect170">If you do not possess this Grand Master Discipline, <link-text>turn to 170</link-text>.</choice>
2983 <section class="numbered" id="sect144">
2984 <meta><title>144</title></meta>
2987 <p>You leap over the bodies of your slain enemies and rush across the mess hall towards the archway. As you draw closer, you shout out to the rangers that you are coming through. They lower their bows and give a rousing cheer when they see you rushing through the archway and along the corridor towards them.</p>
2988 <p>Upon rejoining them, you have good and ill news to impart. <quote>I have retrieved the Claw of Naar, yet I fear our troubles have only just begun. We must make a speedy escape. I sense the enemy are closing upon us from every side.</quote></p>
2989 <p>Your instincts are correct. News of the fight in the mess hall is spreading like wildfire, and groups of armed Bhanarians are rushing towards this corridor from every quarter of the barracks. Your situation is beginning to look increasingly desperate until you suddenly see a way to escape from the corridor, a way that promises more than just a glimmer of hope.</p>
2990 <choice idref="sect57"><link-text>Turn to 57</link-text>.</choice>
2994 <section class="numbered" id="sect145">
2995 <meta><title>145</title></meta>
2998 <p>A dart thuds into your thigh and you scream with pain: lose 3 <typ class="attribute">ENDURANCE</typ> points. Gritting your teeth, you take hold of the rusty missile, wrench it from your leg, and cast it aside with revulsion.</p>
2999 <choice idref="sect304">To continue, <link-text>turn to 304</link-text>.</choice>
3003 <section class="numbered" id="sect146">
3004 <meta><title>146</title></meta>
3007 <p>You quickly lose yourselves in a maze of passageways that take you deep into the heart of the city<ch.apos/>s Merchant Quarter. An hour slips away before you stop to catch your breath outside a tavern located near the city<ch.apos/>s South Gate. You are now a long way from the main square, and you fear the risk of capture if you should return to the inn to collect your horses. Mindful that you will need mounts for the long journey to Pensei, you resolve to find some new horses before leaving the city.</p>
3008 <p>Gildas draws your attention to the lowly tavern before which you stand. There is a narrow alley that leads to stables located at the rear. Stealthily you approach the stable doors, and when you test them with the sole of your boot, you discover they are firmly locked.</p>
3009 <choice idref="sect237">If you possess Grand Nexus, <link-text>turn to 237</link-text>.</choice>
3010 <choice idref="sect313">If you do not, <link-text>turn to 313</link-text>.</choice>
3014 <section class="numbered" id="sect147">
3015 <meta><title>147</title></meta>
3018 <p>As you hit the ground, the crackling arc of black flame roars over your head and gouges a deep furrow along the wall of the trench. You cover your head with your arm to protect yourself from falling debris, and you hear the squad leader utter a curse as he prepares to finish you with a second burst of dark fire.</p>
3019 <choice idref="sect43">To continue, <link-text>turn to 43</link-text>.</choice>
3023 <section class="numbered" id="sect148">
3024 <meta><title>148</title></meta>
3027 <p>You muster your psychic powers and launch a Mindblast at the Autarch. The terrific force of your spell makes him shudder. He releases his grip, and the rangers fall limply to the floor. Then he turns to face you. <quote>Give me the Claw!</quote> he demands, his voice booming around the chamber. <quote>Give me the Claw and I shall spare all your worthless lives!</quote></p>
3028 <choice idref="sect35">If you choose to obey his command, <link-text>turn to 35</link-text>.</choice>
3029 <choice idref="sect338">If you choose to refuse his command, <link-text>turn to 338</link-text>.</choice>
3033 <section class="numbered" id="sect149">
3034 <meta><title>149</title></meta>
3037 <p>You leave your horses in the stable and walk through an arched corridor that opens into the taproom of the Golden Trough Inn. A warm fire and the welcoming smell of roasting meat greet your entry. The patrons of this establishment cast you no more than a cursory glance as you make your way to the counter and attempt to attract the innkeeper<ch.apos/>s attention.</p>
3038 <p>The owner of the tavern is a rotund man with freckled cheeks and an easy smile. You ask him the cost of stabling and quickly add that you and your friends will not be requiring rooms for the night. <quote>Five Ren each,</quote> he says, <quote>including their feed. You can pay in the morning when you come back to fetch <ch.apos/>em.</quote></p>
3039 <p>As you are leaving the inn, you are approached by a dark-skinned man wearing a turban. He introduces himself as Fanshalla and says that he is a fortune-teller of some renown. He produces a pack of cards from his robe and offers to use them to predict your future.</p>
3040 <illustration class="float">
3042 <creator>Brian Williams</creator>
3043 <description>You are approached by Fanshalla, the fortune-teller.</description>
3045 <instance class="html" src="ill9.png" width="386" height="xxx" mime-type="image/png"/>
3046 <instance class="html-compatible" src="ill9.gif" width="386" height="xxx" mime-type="image/gif"/>
3047 <instance class="pdf" src="ill9.pdf" width="386" height="xxx" />
3049 <choice idref="sect197">If you wish to accept the man<ch.apos/>s offer, <link-text>turn to 197</link-text>.</choice>
3050 <choice idref="sect62">If you wish to decline his offer, <link-text>turn to 62</link-text>.</choice>
3054 <section class="numbered" id="sect150">
3055 <meta><title>150</title></meta>
3058 <p>As the sun rises over the eastern horizon, you catch your first glimpse of the formidable Chai Wall. You cast your eye along its entire length and observe the three great forts of Xian, Kinani, and Jhung. The tall crenellated walls of Fort Jhung lie directly ahead and, as you speed near to them, you observe something else, something unexpected and greatly welcome, which makes your spirits soar.</p>
3060 <illustration class="inline">
3062 <creator>Brian Williams</creator>
3064 <instance class="html" src="small6.png" width="386" height="150" mime-type="image/png"/>
3065 <instance class="html-compatible" src="small6.gif" width="386" height="150" mime-type="image/gif"/>
3066 <instance class="pdf" src="small6.pdf" width="386" height="150"/>
3069 <choice idref="sect350"><link-text>Turn to 350</link-text>.</choice>
3073 <section class="numbered" id="sect151">
3074 <meta><title>151</title></meta>
3077 <p>You recite the words of the Brotherhood Spell <spell>Counterspell</spell> and direct its power at the sinister young woman. You see her shudder and recoil as the power of your spell washes over her and, for a short while, the rangers are spared the effect of her hypnotic voice. But the use of this spell leaves you vulnerable to a sudden psychic attack. Sensing this, the woman quickly seizes her chance to retaliate.</p>
3078 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Kai-screen, add 3 to the number you have picked. If your current <typ class="attribute">ENDURANCE</typ> score is 15 or lower, deduct 2.</p>
3079 <choice idref="sect337">If your total score is now 4 or less, <link-text>turn to 337</link-text>.</choice>
3080 <choice idref="sect101">If it is 5 or higher, <link-text>turn to 101</link-text>.</choice>
3084 <section class="numbered" id="sect152">
3085 <meta><title>152</title></meta>
3088 <p>You enter the stables and find that it shelters seven horses and a mule. Gildas uses his expertise to choose the best mounts, and you help the rangers to equip them with saddles and bridles. When the horses are ready to ride, you mount up and lead your companions in single file along the alley.</p>
3089 <p>Unfortunately, the noise that you made upon entering the stables has alerted the tavern-keeper. When you pass his bedchamber window, he opens fire at you with his Bor musket.</p>
3090 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
3091 <choice idref="sect52">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 52</link-text>.</choice>
3092 <choice idref="sect131">If it is 5<ch.endash/>9, <link-text>turn to 131</link-text>.</choice>
3096 <section class="numbered" id="sect153">
3097 <meta><title>153</title></meta>
3100 <p>You draw upon your lyrical skills to dampen the man<ch.apos/>s anger with the soothing, hypnotic sound of your voice. Under the influence of your Bardsmanship, he suddenly becomes calm and susceptible to your commands. You prompt him to tell his cohorts that he has made a grave error, that you are not the plainsman who swindled him after all, and meekly he complies with your suggestion.</p>
3101 <p>His accomplices are embarrassed by their friend<ch.apos/>s mistake, and they offer to buy you and your companions some ale. Politely you decline their offer and make your way quickly towards the door.</p>
3102 <choice idref="sect295"><link-text>Turn to 295</link-text>.</choice>
3106 <section class="numbered" id="sect154">
3107 <meta><title>154</title></meta>
3110 <p>You are struggling to free your trapped foot when suddenly one of the winged creatures comes swooping down from out of the clouds. It is clasping a large rock in its foreclaws, and as it glides overhead, it releases its grip and lets the rock hurtle towards your helpless form.</p>
3111 <choice idref="sect266">If you possess Magi-magic and wish to use it, <link-text>turn to 266</link-text>.</choice>
3112 <choice idref="sect135">If you possess Kai-alchemy and wish to use it, <link-text>turn to 135</link-text>.</choice>
3113 <choice idref="sect51">If you possess Elementalism and wish to use it, <link-text>turn to 51</link-text>.</choice>
3114 <choice idref="sect230">If you possess none of these skills, or if you choose not to use any of them, <link-text>turn to 230</link-text>.</choice>
3118 <section class="numbered" id="sect155">
3119 <meta><title>155</title></meta>
3122 <p>You sleep well and wake feeling refreshed and revitalized: restore 3 <typ class="attribute">ENDURANCE</typ> points. Shortly after dawn, you break camp and set off across the marshlands, heading east. At first the spongy ground is a welcome relief from the jagged rocks and twisted roots that litter the Angfeng Forest. Then the marshy soil degenerates into a treacherous swamp, and you are forced to head south in search of firmer terrain.</p>
3123 <p>For two days and nights you trek across wetlands, living as best you can off the flora and fauna of this inhospitable region. By noon of the third day you catch sight of a stone bridge across the River Heng, on the outskirts of a town called Zuda. The rangers are excited at the prospect of escaping at last from the mosquito-infested wetlands, but their enthusiasm is dampened&nb