- <instance class="html" src="small4.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small4.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small4.pdf" width="386" height="150" />
- <instance class="text" src="none" width="none" height="none">
- <signpost>Meki Majenor<ch.emdash/>Armourer and Weaponsmith</signpost>
- </instance>
- </illustration>
- <choice idref="sect173">If you wish to enter the trading post, <link-text>turn to 173</link-text>.</choice>
- <choice idref="sect266">If you would rather investigate the weaponsmithy, <link-text>turn to 266</link-text>.</choice>
- <choice idref="sect310">If you wish to continue walking east, <link-text>turn to 310</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect19">
- <meta><title>19</title></meta>
-
- <data>
- <p>Less than twenty yards away, a small search party is marching along the wet cobblestones. You run towards the darkened doorway of a small shop and quickly enter to avoid the mob. With your heart pounding in your chest, you pray that you have not been spotted.</p>
- <choice idref="sect71"><link-text>Turn to 71</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect20">
- <meta><title>20</title></meta>
-
- <data>
- <p>You follow this rat-infested street as it drops steeply to the wharves and jetties of the River Dorn. From the edge of the waterfront, you see the Ragadorn Bridge. It is the only crossing between the east and west sides of this sleazy port. Pushing your way through the crowds of people on the bridge, you enter a rubbish-strewn thoroughfare known as East Trade Lane.</p>
- <choice idref="sect186"><link-text>Turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect21">
- <meta><title>21</title></meta>
-
- <data>
- <p>The trickster lies dead at your feet. Rolling him over with your foot, you remove several cards from the sleeves of his jacket and throw them on the table. The crowd soon disperses and the tavern is a bustle of noise and activity once more. The other card players retrieve their gold from the table and leave the remainder for you.</p>
- <p>To find out how much has been left on the table, pick a number from the <a idref="random">Random Number Table</a>. (In this instance, 0 = 10 instead of zero.) Now multiply this number by 3. The total is the number of Gold Crowns that are on the table. You may also take the Card Sharp<ch.apos/>s Dagger if you wish. Remember to mark all the items on your <a idref="action">Action Chart</a>.</p>
- <p>As the body is being dragged outside, you walk to the bar and call for the innkeeper. You press a Gold Crown into his hand and ask for a room for the night.</p>
- <choice idref="sect314"><link-text>Turn to 314</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect22">
- <meta><title>22</title></meta>
-
- <data>
- <p>In the morning you are awoken by the cry of the deck watchman: <quote>Wreckage off the starboard bow!</quote></p>
- <p>Quickly dressing, you climb up on deck and join the captain at the rail.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect119">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 119</link-text>.</choice>
- <choice idref="sect341">If the number is 5<ch.endash/>9, <link-text>turn to 341</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect23">
- <meta><title>23</title></meta>
-
- <data>
- <p>You chase the furry creature as it hurries along a narrow, twisting passage for nearly ten minutes and are about to give up the chase when the passage opens out into a huge torchlit cavern. A stunning sight greets your eyes. The cavern houses an entire colony of these strange creatures, all busy sorting through and examining a vast pile of strange objects littering the centre of the hall.</p>
- <choice idref="sect144">If you have the Kai Discipline of Animal Kinship, <link-text>turn to 144</link-text>.</choice>
- <choice idref="sect295">If you do not have this skill, <link-text>turn to 295</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect24">
- <meta><title>24</title></meta>
-
- <data>
- <p>It is the crypt of Killean the Overlord. He had been ruler of Ragadorn, but he and many others in Ragadorn died during an outbreak of Red Death plague three years ago.</p>
- <p>You suddenly recall a journeyman of your monastery called Swift Fox. He told you tales of his many travels to Ragadorn. The Red Death killed over half the population here. It also killed Swift Fox.</p>
- <choice idref="sect177">If you wish to return to the tavern, <link-text>turn to 177</link-text>.</choice>
- <choice idref="sect253">If you wish to head west along Tomb Street, <link-text>turn to 253</link-text>.</choice>
- <choice idref="sect319">If you wish to head east along Watchtower Street, <link-text>turn to 319</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect25">
- <meta><title>25</title></meta>
-
- <data>
- <p>Casting your eye around the crowded tavern, you notice that many of the local villagers are playing various gambling games. Near to the main door, a young rogue has three upturned wooden cups on the table in front of him. He spins them around and challenges anyone to point out the cup that contains a small glass marble. If they guess correctly, he will pay them double the money they have gambled.</p>
- <choice idref="sect116">If you have the Kai Discipline of Sixth Sense or Mind Over Matter, <link-text>turn to 116</link-text>.</choice>
- <choice idref="sect153">If you do not have either of these skills, <link-text>turn to 153</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect26">
- <meta><title>26</title></meta>
-
- <data>
- <p>You are staring into the hollow eye sockets of a walking corpse. Twisted and disfigured though he is, you recognize Captain Kelman. You are in fact standing upon the deck of the <cite>Green Sceptre</cite> which sank during the storm twenty-eight days ago, and which has been raised from its murky grave this very morning to join the death-hulk fleet.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>Twisted and disfigured though he is, you recognize Captain Kelman.</description>
- </meta>
- <instance class="html" src="ill2.png" width="386" height="669" mime-type="image/png"/>
- <instance class="html-compatible" src="ill2.gif" width="386" height="669" mime-type="image/gif"/>
- <instance class="pdf" src="ill2.pdf" width="386" height="669" />
- </illustration>
- <p>The dead captain extends a broken hand towards you and a ghastly voice begs you to lay down the Sommerswerd: <quote>Put down your sword and my soul will be spared this torment.</quote></p>
- <choice idref="sect248">If you wish to place the Sommerswerd upon the deck, <link-text>turn to 248</link-text>.</choice>
- <choice idref="sect66">If you wish to attack the zombie captain, <link-text>turn to 66</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect27">
- <meta><title>27</title></meta>
-
- <data>
- <p>You walk for over three hours along the lonely coast road before night begins to fall. You are very tired and you decide to get some sleep and continue at dawn. You remember the tales told by your Kai masters of the Wildlands between Sommerlund and Durenor, where packs of wild dogs roam the wastelands at night.</p>
- <p>With these stories in mind, you decide to spend the night in the safety of a large leafy tree at the edge of the road.</p>
- <choice idref="sect312">Your rest is very refreshing. Restore 2 <typ class="attribute">ENDURANCE</typ> points (if any have been lost on your adventure so far) and <link-text>turn to 312</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect28">
- <meta><title>28</title></meta>
-
- <data>
- <p>The cowardly Szalls squeal in terror and run in all directions to avoid your blows. They have soon fled from the clearing and you turn to help the dying man. He is barely alive and far too weak to talk.</p>
- <choice idref="sect106">If you wish carefully to remove the spear from his chest, <link-text>turn to 106</link-text>.</choice>
- <choice idref="sect320">If you would rather search his pack for useful items, <link-text>turn to 320</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect29">
- <meta><title>29</title></meta>
-
- <data>
- <p>You release the lock and slide back the hatch cover. The sudden draught of air causes flames to billow out of the hold. You stumble backwards, clutching your burnt face. Lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
- <p><quote>Fire! Fire!</quote> the cry goes up.</p>
- <p>In panic the crew fight to put out the flames. It takes over an hour to control the blaze. The damage is considerable<ch.emdash/>the entire store of food and fresh water was in that hold, and the fire has completely ruined both, as well as weakened the structure of the ship.</p>
- <p>As you stand surveying the wreckage, the captain approaches you, his face blackened by the smoke. He is carrying something in a bundle under his arm. <quote>We must talk in private, my lord,</quote> he says quietly.</p>
- <p>Without replying, you turn and follow him below to his cabin.</p>
- <choice idref="sect222"><link-text>Turn to 222</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect30">
- <meta><title>30</title></meta>
-
- <data>
- <p>You land on the rotting timbers and crash straight through to the deck below. You are unharmed by the fall, but the stench of decay that fills your nostrils is overwhelming. You clamber up and unsheathe the Sommerswerd. Four ghastly zombies stagger out of the gloom, their twisted hands extended towards your throat. You must fight them as one enemy.</p>
- <combat><enemy>Zombie Crew</enemy><enemy-attribute class="combatskill">13</enemy-attribute><enemy-attribute class="endurance">16</enemy-attribute></combat>
- <p>They are undead creatures, so remember to double all <typ class="attribute">ENDURANCE</typ> points that they lose due to the power of the Sommerswerd. They are immune to Mindblast.</p>
- <choice idref="sect258">If you win the fight, <link-text>turn to 258</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect31">
- <meta><title>31</title></meta>
-
- <footnotes>
- <footnote id="sect31-1-foot" idref="sect31-1">
- <p>If you do not have a Backpack, you may choose to assume here that you are outfitted with one by Rhygar.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your King<ch.apos/>s court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.</p>
- <p>Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.</p>
- <p>Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 <typ class="attribute">ENDURANCE</typ> points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.<footref id="sect31-1" idref="sect31-1-foot"/></p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small5.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small5.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small5.pdf" width="386" height="150" />
- </illustration>
- <p>Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect176">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 176</link-text>.</choice>
- <choice idref="sect254">If it is 5<ch.endash/>9, <link-text>turn to 254</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect32">
- <meta><title>32</title></meta>
-
- <data>
- <p>You awake at dawn to the sound of a shrill cockcrow. You can see the crooked streets of Ragadorn through a veil of heavy rain beating down on the cobblestones outside. It has been six days since you left Holmgard and you are still 200 miles from Port Bax.</p>
- <p>You are in the loft of a very large coach station. A group of green-clad men have arrived and have started to clean out one of the coaches. You overhear one of them say that the coach leaves for Port Bax at one o<ch.apos/>clock this afternoon and that the journey will take seven days.</p>
- <p>You are hungry and must eat a Meal here or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
- <choice idref="sect136">After the Meal, if you decide to approach the coachmen and ask to buy a ticket for the journey to Port Bax, <link-text>turn to 136</link-text>.</choice>
- <choice idref="sect238">If you would rather descend the ladder to the street outside, <link-text>turn to 238</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect33">
- <meta><title>33</title></meta>
-
- <data>
- <p>The other travellers stare with horror and disbelief at what you have done. Before you can explain yourself, there is a loud crash as the front door is thrown open. In rush six armoured soldiers led by the innkeeper. They are the town guard, and the one-eyed innkeeper is screaming at them to arrest you.</p>
- <choice idref="sect296">If you wish to fight them, <link-text>turn to 296</link-text>.</choice>
- <choice idref="sect88">If you wish to escape by the rear door, <link-text>turn to 88</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect34">
- <meta><title>34</title></meta>
-
- <data>
- <p>As you close the door of your cabin, you hear the frantic shouts of the crew as they prepare to fight off the attackers. Suddenly you hear the dull thud of something hitting the rear deck followed by the shrieks of creatures you know only too well<ch.emdash/>Giaks! The Zlanbeast are dropping nets of Giaks onto the ship. The door of your cabin bursts open and you are faced by three of the hideous grey-skinned creatures. Their jagged swords are covered in blood. You cannot evade and you must fight them as one enemy.</p>
- <combat><enemy>Giaks</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">14</enemy-attribute></combat>
- <choice idref="sect345">If you win the combat, <link-text>turn to 345</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect35">
- <meta><title>35</title></meta>
-
- <data>
- <p>Stepping over the unconscious soldier, you quickly dash past the tower into the forest. If more guards appear they are likely to attack first and ask questions later.</p>
- <p>You have been walking for over two hours when you come to a fork in the road by a stunted oak tree.</p>
- <choice idref="sect13">If you have the Kai Discipline of Tracking, <link-text>turn to 13</link-text>.</choice>
- <choice idref="sect155">If you wish to take the left fork, <link-text>turn to 155</link-text>.</choice>
- <choice idref="sect293">If you wish to take the right fork, <link-text>turn to 293</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect36">
- <meta><title>36</title></meta>
-
- <data>
- <p>The food tastes delicious and it is only a matter of minutes before you empty your plate. You decide to take a short nap before meeting the others in the bar room. But as you are about to lie down, a terrible pain grips your stomach. Your legs buckle and you fall trembling to the floor. You feel as if your whole body is on fire. One word repeats itself over and over again in your mind<ch.emdash/>poison<ch.ellips/>poison<ch.ellips/>poison<ch.ellips/></p>
- <choice idref="sect145">If you have some Laumspur, <link-text>turn to 145</link-text>.</choice>
- <choice idref="sect210">If you have the Kai Discipline of Healing, <link-text>turn to 210</link-text>.</choice>
- <choice idref="sect275">If you have neither of the above, <link-text>turn to 275</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect37">
- <meta><title>37</title></meta>
-
- <data>
- <p>Inside the coach it is warm and dry. Shaking the rain from your Kai cloak, you notice three other passengers on board: two women and a man who is snoring loudly. One of the women looks up and smiles.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>Inside the coach, it is warm and dry.</description>
- </meta>
- <instance class="html" src="ill3.png" width="386" height="675" mime-type="image/png"/>
- <instance class="html-compatible" src="ill3.gif" width="386" height="675" mime-type="image/gif"/>
- <instance class="pdf" src="ill3.pdf" width="386" height="675" />
- </illustration>
- <p><quote>We should reach Ragadorn in six hours,</quote> she says, placing her basket on the floor so that you can sit beside her. You learn that she lives in Ragadorn and she tells you a little about the port.</p>
- <p><quote>Since Killean the Overlord died three years ago, Ragadorn has been ruled by Lachlan, his evil son. He and his mercenaries are nothing but pirates. They bleed the people dry with their heavy taxes, and if anyone complains, they are quietly disposed of. It<ch.apos/>s a sorry state of affairs. If you take my advice you<ch.apos/>ll leave Ragadorn as soon as possible.</quote></p>
- <p>During the journey you must eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> Points.</p>
- <p>Then in the distance you hear a bell tolling. You look out of the window to see the city wall of Ragadorn. The coach passes through the west gate and pulls to a halt. As you jump to the ground, you are greeted by the awful smell of this dingy seaport. A rusty sign nailed to a wall says <quote>Welcome to Ragadorn</quote>.</p>
- <p>The woman tells you that you can board a coach to Port Bax at the coach station near the east gate of the city.</p>
- <choice idref="sect122">If you wish to walk north into Westgate Lane, <link-text>turn to 122</link-text>.</choice>
- <choice idref="sect323">If you wish to head south along West Bank Walk <link-text>turn to 323</link-text>.</choice>
- <choice idref="sect257">If you want to walk east into Axe Lane, <link-text>turn to 257</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect38">
- <meta><title>38</title></meta>
-
- <data>
- <p>You grab the shaft of the Spear and thrust it upwards into the rib cage of the Helghast. It screams in agony and rage, and releases its grip on your throat. You roll away in time to see the hideous creature fall writhing on the ground, desperately trying to pull the spear from its body.</p>
- <choice idref="sect269">If you wish to grab the shaft of the Spear and drive it deeper into the Helghast, <link-text>turn to 269</link-text>.</choice>
- <choice idref="sect313">If you wish to run away as quickly as possible, <link-text>turn to 313</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect39">
- <meta><title>39</title></meta>
-
- <data>
- <p>At dusk the coach stops at an inn on the coast road to Port Bax. The cost of a room for the night is 1 Gold Crown for coach passengers and 3 Gold Crowns for anyone else. As you are about to enter, the coach driver demands to see your ticket.</p>
- <choice idref="sect346">If you have a ticket for the journey to Port Bax, <link-text>turn to 346</link-text>.</choice>
- <choice idref="sect156">If you do not have a ticket, <link-text>turn to 156</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect40">
- <meta><title>40</title></meta>
-
- <data>
- <p>The muster of the army and the preparation of the Durenese fleet takes fourteen days to complete, during which time you remain as a guest of the king in Hammerdal. As each day passes, you despair for your besieged countrymen of Holmgard and pray that they have enough strength to resist the Darklords until you return.</p>
- <p>Every day of your reluctant exile you devote long periods to exercise and meditation. You are also visited by a Durenese herbwarden called Madin Rendalim, who is famous throughout the Lastlands for his knowledge and skill in the healing arts. He restores all the <typ class="attribute">ENDURANCE</typ> points you may have lost so far on your adventure, and he gives you a potent Laumspur potion that will restore 5 <typ class="attribute">ENDURANCE</typ> points if swallowed after combat. (Mark this under Backpack Items on your <a idref="action">Action Chart</a>.)</p>
- <p>He is also the bearer of some sad news. The body of Lord-lieutenant Rhygar was found in the forest near to the entrance to Tarnalin. He was killed by Helghast.</p>
- <choice idref="sect97">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 97</link-text>.</choice>
- <choice idref="sect242">If you do not possess this skill, <link-text>turn to 242</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect41">
- <meta><title>41</title></meta>
-
- <data>
- <p>You are in luck, for the boat has seen your distress signal and is heading towards you. It is a small fishing boat from the port of Ragadorn. The fishermen are a rough-looking bunch, but they wrap you in a warm blanket and offer you some food. The captain suggests that you sleep, as it will be two or three hours before they arrive back in Ragadorn.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small6.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small6.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small6.pdf" width="386" height="150" />
- </illustration>
- <choice idref="sect194">If you wish to take his advice, restore 1 <typ class="attribute">ENDURANCE</typ> point and <link-text>turn to 194</link-text>.</choice>
- <choice idref="sect251">If you prefer to stay awake and keep watch for any other survivors of the storm, <link-text>turn to 251</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect42">
- <meta><title>42</title></meta>
-
- <data>
- <p>You sense that someone is on the cliff above and that you were the intended victim of their attack. Someone is trying to kill you!</p>
- <choice idref="sect168"><link-text>Turn to 168</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect43">
- <meta><title>43</title></meta>
-
- <data>
- <p>You swing the Sommerswerd in a wide arc and hit four of the zombies in one sweep, but no sooner do their corpses drop to the deck than others press forward to take their place. You will never kill them all before they overwhelm you. As they start to tear at your cloak, you are forced to dive overboard into the sea to avoid certain death.</p>
- <choice idref="sect286"><link-text>Turn to 286</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect44">
- <meta><title>44</title></meta>
-
- <data>
- <p>The venom is in your bloodstream. Your arm feels numb and you are beginning to sweat. The last sound you hear is the gentle lap of the surf and the cries of vultures high above.</p>
- <deadend>Your life and your quest end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect45">
- <meta><title>45</title></meta>
-
- <data>
- <p>You are galloping along the forest road towards the cloaked riders when you see one of them raise a black staff high above his head. A knot of twisted black steel crowns the tip and it is starting to flow with a vivid blue flame. You are just ready to strike when a searing bolt of energy hurtles from the evil staff and explodes beside you. Thrown sideways by the force of the blast, you tumble into the undergrowth.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect311">If the number you have picked is 0<ch.endash/>7, <link-text>turn to 311</link-text>.</choice>
- <choice idref="sect159">If it is 8<ch.endash/>9, <link-text>turn to 159</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect46">
- <meta><title>46</title></meta>
-
- <data>
- <p>You try hard to remember the significance of the orange door, but without success.</p>
- <choice idref="sect214">If you wish to enter this shop, <link-text>turn to 214</link-text>.</choice>
- <choice idref="sect230">If you wish to continue on your way, <link-text>turn to 230</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect47">
- <meta><title>47</title></meta>
-
- <footnotes>
- <footnote id="sect47-1-foot" idref="sect47-1">
- <p>You must have learned the password (i.e. have read <a idref="sect15">Section 15</a>) during this same adventure (not only during a previous reading) in order to use it.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>The soldiers quickly descend from the roof of the hut and grab their spears. They advance towards you and one of them shouts, <quote>Password, stranger!</quote><footref id="sect47-1" idref="sect47-1-foot"/></p>
- <choice idref="sect111">If you know the correct password for this bridge, <link-text>turn to 111</link-text>.</choice>
- <choice idref="sect307">If you do not, <link-text>turn to 307</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect48">
- <meta><title>48</title></meta>
-
- <data>
- <p>Pointing at a jug of ale on the bar, you tell the sailor to watch very closely. Closing your eyes, you concentrate on the jug until you can picture it in your mind<ch.apos/>s eye. As you will the jug to rise in the air, you hear the sailor gasp in amazement.</p>
- <choice idref="sect268"><link-text>Turn to 268</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect49">
- <meta><title>49</title></meta>
-
- <data>
- <p>For three days and nights, the fleet of Durenor spread canvas and sail swiftly towards the Holmgulf. But although the voyage is fast, each ship in the fleet is cursed by misfortune. Sails tear, ropes mysteriously untie themselves and timbers warp and leak. The men become short-tempered in the cramped quarters, and fighting<ch.emdash/>often to the death<ch.emdash/>is commonplace. By the third night of the voyage, Lord Axim is close to despair.</p>
- <p><quote>Never have I suffered such a wretched journey. No enemy has been sighted nor battle fought, yet half my men are either ill or wounded, and we have lost two of our finest ships. We have been jinxed by an evil moon. How I pray that it would wane, for even if we were to arrive in Holmgard this very night I fear we are too weak to break the siege.</quote></p>
- <p>As he speaks, you can see the dawn of the next day breaking. You think it may bring promise of relief, but the calm waters that now surround the fleet contain a far deadlier threat.</p>
- <choice idref="sect100"><link-text>Turn to 100</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect50">
- <meta><title>50</title></meta>
-
- <data>
- <p>A priest suddenly leans forward and donates another Crown to the plate and the coach is allowed to continue on its way. <quote>Perhaps you can return the favour sometime in the future, my son,</quote> he says and returns to his seat before you can reply. But you notice how strange it is that the hood of his robe keeps his face in constant shadow.</p>
- <p>You are soon across the swollen river and the journey continues.</p>
- <choice idref="sect249"><link-text>Turn to 249</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect51">
- <meta><title>51</title></meta>
-
- <data>
- <p>After nearly an hour, the coach stops at the shrine of Kalanane. It is said that this shrine is built upon the grave of King Alin, the first ruler of Durenor, and all around the shrine grow clumps of Laumspur.</p>
- <choice idref="sect103">If you wish to pick some of this herb, <link-text>turn to 103</link-text>.</choice>
- <choice idref="sect249">If you do not, return to the coach by <link-text>turning to 249</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect52">
- <meta><title>52</title></meta>
-
- <data>
- <p>Suddenly from out of the darkness above, there is a blood-chilling cry. You look up to see the glowing red eyes of a Helghast as it charges down the steps straight at you. You scream in terror and frantically search for a weapon.</p>
- <choice idref="sect338">If you have a Magic Spear, <link-text>turn to 338</link-text>.</choice>
- <choice idref="sect234">If you do not, <link-text>turn to 234</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect53">
- <meta><title>53</title></meta>
-
- <data>
- <p>You hear whispering among the crew and catch the words <quote>ghost-ships</quote> and <quote>cursed voyage</quote>, but the whispering stops when the captain<ch.apos/>s voice calls for all hands on deck. A silence descends on the <cite>Green Sceptre</cite> as Captain Kelman addresses the crew in a loud voice.</p>
- <p><quote>Men, we are three days<ch.apos/> sail from Port Bax, but with a strong wind and a stout heart we<ch.apos/>ll drop anchor and feast there in two. The fire has claimed many of our provisions and rations are hereby cut to one meal a day. A guard shall be placed upon the freshwater cask. But we are strong. We shall endure. Any man found thieving will receive a hundred lashes. That is all.</quote> The crew seem unhappy at the captain<ch.apos/>s decision, but none of them dares to challenge his authority.</p>
- <p>Later that afternoon, you are invited by both the crew and by the captain to take your evening meal with them.</p>
- <choice idref="sect321">If you wish to eat with the captain, <link-text>turn to 321</link-text>.</choice>
- <choice idref="sect154">If you wish to eat with the crew, <link-text>turn to 154</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect54">
- <meta><title>54</title></meta>
-
- <data>
- <p>As you race through the door, you are knocked off your feet by the force of a spear thrust into your chest. As the moonlight fades, the last thing you see of this world is a circle of screaming villagers as they stab and hack you to death.</p>
- <deadend>Your life and your quest end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect55">
- <meta><title>55</title></meta>
-
- <data>
- <p>A large man dressed in a leather apron is busily sharpening a fine Broadsword. He is seated at a grindstone that sends a shower of sparks high into the air every time he touches the blade to it. He bids you good evening and offers you the Broadsword.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small7.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small7.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small7.pdf" width="386" height="150" />
- </illustration>
- <p><quote><ch.thinspace/><ch.apos/>Tis a fine blade, wrought of Durenese steel. It can be yours for only 12 Gold Crowns.</quote></p>
- <p>If you wish to purchase this Broadsword, mark it on your <a idref="action">Action Chart</a>.</p>
- <choice idref="sect347">If you leave this shop by the front door, <link-text>turn to 347</link-text>.</choice>
- <choice idref="sect3">If you leave by the rear door, <link-text>turn to 3</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect56">
- <meta><title>56</title></meta>
-
- <data>
- <p>The innkeeper hands you a key. <quote>Room 4, second left at the top of the stairs. I expect you out an hour after dawn.</quote></p>
- <p>Your room contains nothing more than a bed, a chair, and a small table. You lock the door and prop the chair against it for good measure, before settling down to sleep. You resolve to find some other route to Durenor in the morning.</p>
- <choice idref="sect127"><link-text>Turn to 127</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect57">
- <meta><title>57</title></meta>
-
- <data>
- <p>With the back of his gloved hand, the guard knocks the gold from your grasp and it drops into the dark waters of the Rymerift. Pick a number from the <a idref="random">Random Number Table</a> to determine how much gold you have lost (0 = 10 Gold Crowns).</p>
- <p><quote>We would not sell the security of our land so cheaply,</quote> he says. <quote>Only a bandit or a fool would try to bribe a soldier of Durenor, and I fancy that you are both.</quote></p>
- <p>Unfortunately, you have insulted their honour and they intend to teach you a harsh lesson.</p>
- <choice idref="sect282"><link-text>Turn to 282</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect58">
- <meta><title>58</title></meta>
-
- <data>
- <p><quote>Bad luck, Lone Wolf. Your strategy is daring, but I think I have you now.</quote></p>
- <p>The captain moves his ornate keystone across the board and you realize that the game is lost. You congratulate him on his mastery of Samor and hand over 10 Gold Crowns.</p>
- <p><quote>Perhaps another game tomorrow evening? Never let it be said that I am not a fair man,</quote> the captain says. <quote>Perhaps,</quote> you answer cautiously. You bid the smiling captain goodnight before returning to your cabin.</p>
- <choice idref="sect197"><link-text>Turn to 197</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect59">
- <meta><title>59</title></meta>
-
- <data>
- <p>You spur your horse towards a cloaked Helghast that is about to strike a helpless soldier. This creature is immune to Mindblast and can only be wounded by a magical weapon.</p>
- <choice idref="sect332">If you have a Magic Spear, <link-text>turn to 332</link-text>.</choice>
- <choice idref="sect311">If you do not, you must evade the combat and dive into the cover of the forest. <link-text>Turn to 311</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect60">
- <meta><title>60</title></meta>
-
- <data>
- <p>Halvorc stares in shocked disbelief.</p>
- <combat><enemy>Halvorc</enemy><enemy-attribute class="combatskill">8</enemy-attribute><enemy-attribute class="endurance">11</enemy-attribute></combat>
- <p>He is unable to fight back for the first two rounds due to the surprise of your attack. Do not deduct any <typ class="attribute">ENDURANCE</typ> points you may lose during these first two rounds. If he is still alive for the third round of combat, he comes at you with a dagger.</p>
- <choice idref="sect76">If you win this fight, <link-text>turn to 76</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect61">
- <meta><title>61</title></meta>
-
- <data>
- <p>Through the pouring rain, you can just make out the dark shape of a city patrol marching towards you. If they should stop you and ask your business in Ragadorn, you could end up in the dungeons of Lachlan the Overlord. Rather than risk being arrested, you retreat along Black Knight Street and quickly turn into Sage Street as the soldiers march past.</p>
- <choice idref="sect181"><link-text>Turn to 181</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect62">
- <meta><title>62</title></meta>
-
- <data>
- <p>You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, <quote>You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer<ch.apos/>s authorization.</quote></p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small8.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small8.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small8.pdf" width="386" height="150" />
- </illustration>
- <choice idref="sect263">If you do not have the documents he requires or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal if you possess it. <link-text>Turn to 263</link-text>.</choice>
- <choice idref="sect126">If you have collected the necessary documents on your quest, <link-text>turn to 126</link-text>.</choice>
- <choice idref="sect318">If you do not have either the Seal or the documents, leave the room and return to the outer hall by <link-text>turning to 318</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect63">
- <meta><title>63</title></meta>
-
- <data>
- <p>You are awoken during the night by the weight of something on your chest. You slowly open your cloak and are horrified to see a sand snake nestling beneath.</p>
- <choice idref="sect264">If you have the Kai Discipline of Animal Kinship, <link-text>turn to 264</link-text>.</choice>
- <choice idref="sect188">If you want to try to grab this deadly snake behind its head and throw it into the road, <link-text>turn to 188</link-text>.</choice>
- <choice idref="sect201">If you wish to jump up and brush the snake away, <link-text>turn to 201</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect64">
- <meta><title>64</title></meta>
-
- <data>
- <p>Ahead you can see a passenger wagon similar in design to those that use the coast roads of Ragadorn. The horses have been cut free and it appears to be deserted. You notice the bodies of three soldiers lying beneath it. Their uniforms are heavily bloodstained.</p>
- <choice idref="sect229">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 229</link-text>.</choice>
- <choice idref="sect134">If you wish to search the wagon for food and equipment <link-text>turn to 134</link-text>.</choice>
- <choice idref="sect208">If you would rather ignore the wagon and continue on your way, <link-text>turn to 208</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect65">
- <meta><title>65</title></meta>
-
- <data>
- <p>As you run along Watchtower Street, you hear the curses of the guard fading behind you. You reach Tomb Square, and spot four soldiers marching up Tomb Street towards you. Quickly you head south to avoid them. You have been running along the cobbled street for nearly ten minutes when you spot a large stable and coach station in the gloom ahead. Under cover of the darkness, you enter and spend the night safely hidden in the hay-loft.</p>
- <choice idref="sect32"><link-text>Turn to 32</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect66">
- <meta><title>66</title></meta>
-
- <data>
- <p>As you raise the glowing blade, the zombie captain pulls an evil-looking dagger from inside his tattered jacket. You must fight him to the death.</p>
- <combat><enemy>Zombie Captain</enemy><enemy-attribute class="combatskill">15</enemy-attribute><enemy-attribute class="endurance">15</enemy-attribute></combat>
- <p>Be sure to remember to double all <typ class="attribute">ENDURANCE</typ> points your enemy loses due to the power of the Sommerswerd. The zombie captain is immune to Mindblast.</p>
- <choice idref="sect218">If you win the combat, <link-text>turn to 218</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect67">
- <meta><title>67</title></meta>
-
- <data>
- <p>You quickly deduce that the impostor must have escaped by the main entrance to the tavern, and if he is still in the harbour area he must be in or around the main square.</p>
- <p>You search the buildings and alleyways round the square but there is no sign of him at all. Rather than waste more time in a fruitless search, you return to the quayside and untie a small coracle from its mooring. As you row towards the <cite>Green Sceptre</cite> you begin to feel uneasy that so early in your mission your enemies seem already to have found you.</p>
- <choice idref="sect300"><link-text>Turn to 300</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect68">
- <meta><title>68</title></meta>
-
- <data>
- <p>The guard<ch.apos/>s expression changes to a sneer of contempt. <quote>I am a soldier of Durenor. Your gold will not help you here.</quote></p>
- <p>Unfortunately you have insulted his honour and he intends to teach you a harsh lesson.</p>
- <choice idref="sect306"><link-text>Turn to 306</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect69">
- <meta><title>69</title></meta>
-
- <data>
- <p>One of the cloaked strangers removes a black staff from beneath his robes and holds it aloft. A blue flame ignites at the twisted iron tip and a searing blast of energy leaps towards you. There is a deafening crack as the bolt is turned away by Rhygar<ch.apos/>s shield.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>One of the cloaked strangers holds aloft a black staff and a blue flame ignites at the twisted iron tip.</description>
- </meta>
- <instance class="html" src="ill4.png" width="386" height="653" mime-type="image/png"/>
- <instance class="html-compatible" src="ill4.gif" width="386" height="653" mime-type="image/gif"/>
- <instance class="pdf" src="ill4.pdf" width="386" height="653" />
- </illustration>
- <p><quote>Give no quarter,</quote> cries the Lord-lieutenant as he attacks the cloaked staff-bearer. His sword slices clean through the robed stranger but he remains unharmed. You suddenly realize why he does not bleed. He and his sinister companions are Helghast, fell captains of the Darklords. They have the ability to adopt human form but are invulnerable to normal weapons. The Helghast lets out a hideous scream that tears at your mind. Blinded by the sudden pain, you trip and fall into the dense undergrowth of the wooded hillside. Unless you have the Kai Discipline of Mindshield, lose 2 <typ class="attribute">ENDURANCE</typ> points from this attack by the Helghast<ch.apos/>s Mindforce.</p>
- <choice idref="sect311"><link-text>Turn to 311</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect70">
- <meta><title>70</title></meta>
-
- <data>
- <p>You gasp with pain as the serpent<ch.apos/>s fangs sink deeply into your arm. Grabbing the snake behind its ugly head, you rip away the thrashing creature and hurl it into the long grass. But your wound is deep and inflamed by venom.</p>
- <choice idref="sect219">If you have a Crystal Star Pendant, <link-text>turn to 219</link-text>.</choice>
- <choice idref="sect44">If you do not, <link-text>turn to 44</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect71">
- <meta><title>71</title></meta>
-
- <data>
- <p>You slam the door shut and draw the bolt. The shop is dark but you can still make out a staircase to your right, a trapdoor in the centre of the floor and another door in the opposite wall. Suddenly there is a crash as an axe splinters a panel of the door behind you. You have been spotted entering the shop and the mob are breaking down the door.</p>
- <choice idref="sect11">If you decide to open the trapdoor and hide in the cellar, <link-text>turn to 11</link-text>.</choice>
- <choice idref="sect54">If you leave the room by the other door, <link-text>turn to 54</link-text>.</choice>
- <choice idref="sect235">If you decide to run up the stairs, <link-text>turn to 235</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect72">
- <meta><title>72</title></meta>
-
- <data>
- <p>The innkeeper takes your Gold Crown and places a foaming tankard of ale on the bar. The ale is strong and fortifying. Restore 1 <typ class="attribute">ENDURANCE</typ> point to your current total.</p>
- <choice idref="sect226">If you wish to talk to the innkeeper, <link-text>turn to 226</link-text>.</choice>
- <choice idref="sect56">If you want a room for the night, pay the innkeeper 2 Gold Crowns and <link-text>turn to 56</link-text>.</choice>
- <choice idref="sect276">If you wish to enter an arm-wrestling competition, <link-text>turn to 276</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect73">
- <meta><title>73</title></meta>
-
- <data>
- <p>The climb is very difficult, for you have only one free hand<ch.emdash/>the other holds the glowing hilt of the Sommerswerd.</p>
- <p>You eventually reach the rim of the tower and quickly hook a leg over the narrow ledge. You are about to jump into the tower and attack when a thin voice makes you freeze.</p>
- <p><quote>How I shall delight in the irony of your death, Lone Wolf.</quote></p>
- <p>The sorcerer is standing in the far corner of the tower, his left hand pointing at your head. <quote>Your quest has failed, Lone Wolf. Now you must die!</quote></p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small9.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small9.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small9.pdf" width="386" height="150" />
- </illustration>
- <p>A blinding flash of orange flame shoots from his hand towards your face.</p>
- <choice idref="sect336"><link-text>Turn to 336</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect74">
- <meta><title>74</title></meta>
-
- <data>
- <p>Placing your hands upon his chest, you try to seal the open wound. He has lost a lot of blood and although he is sweating heavily, his skin is cold to the touch. His eyes suddenly roll open and he shouts a garbled warning.</p>
- <p><quote>Pirates<ch.ellips/>Lakuri pirates<ch.ellips/>beware the red sails<ch.ellips/>repel boarders!</quote></p>
- <p>The captain is soon unconscious once more. You wrap him in blankets and place a cushion beneath his head, but he has drifted off into a sleep from which he will not awake. Back on deck, the bodies of the dead crew have been gathered together. Captain Kelman approaches you and hands you a vicious-looking black scimitar.</p>
- <p><quote>This is no pirate sword, Lone Wolf. This weapon was forged in the furnaces of Helgedad. It is a Darklord blade.</quote></p>
- <p>It is daunting news. If the Darklords have allied the Lakuri pirates to their cause, the voyage to Durenor will be a perilous one. You fling the black sword into the sea and return to the <cite>Green Sceptre</cite>. As you set sail for the east, you watch as the Durenor merchantman slips beneath the waves.</p>
- <choice idref="sect240"><link-text>Turn to 240</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect75">
- <meta><title>75</title></meta>
-
- <data>
- <p>You enter a musty office where two men sit hunched over desks bowed beneath the weight of books and papers.</p>
- <p><quote>Good evening, sir,</quote> says one of the men, his long waxed moustache twitching as he speaks. <quote>Sir requires a merchant<ch.apos/>s pass?</quote></p>
- <p>Before you can reply, the man passes to you a fistful of complicated forms. <quote>If sir would care to sign these, I can issue sir<ch.apos/>s pass immediately. The fee is 10 Gold Crowns.</quote></p>
- <choice idref="sect142">If you wish to sign the forms and purchase a White Pass, mark it on your <a idref="action">Action Chart</a> and <link-text>turn to 142</link-text>.</choice>
- <choice idref="sect318">If you do not have enough money or do not wish to purchase the pass, leave this office and return to the hall by <link-text>turning to 318</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect76">
- <meta><title>76</title></meta>
-
- <data>
- <p>Tearing open his bloodied robes, you are shocked to discover there is no evidence that he was your would-be assassin. All that you find are 2 Gold Crowns and a Dagger. You may take these items if you wish.</p>
- <choice idref="sect33"><link-text>Turn to 33</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect77">
- <meta><title>77</title></meta>
-
- <data>
- <p>During the period of your Kai training, your masters taught you many of the languages and dialects of northern Magnamund, one of which was Szall. The creatures in this clearing are Szalls and they are screaming at you that the wounded man is not a man at all. They say he is a Helghast, a powerful shape-changing servant of the Darklords.</p>
- <choice idref="sect320">If you believe that they are telling the truth, check what the man has in his pack by <link-text>turning to 320</link-text>.</choice>
- <choice idref="sect28">If you suspect that the Szalls are lying to stop you interfering with their spiteful game, fend them off with your weapon by <link-text>turning to 28</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect78">
- <meta><title>78</title></meta>
-
- <data>
- <p>You dive backwards, but only just in time to avoid the falling mast as it smashes straight through the deck. You stagger upright and peer into the mass of shattered timbers. Pinned beneath the broken mast is the lifeless body of Captain Kelman.</p>
- <p>As you stare in horror, a loud crack fills the air as the storm breaks open the already damaged hull of the <cite>Green Sceptre</cite>. As the ship breaks up you are hurled over the side and into the raging sea.</p>
- <p>Gasping for air, you claw your way up to the surface but strike your head on a hatch cover. Lose 1 <typ class="attribute">ENDURANCE</typ> point and pull yourself onto this makeshift raft. If you are wearing a Chainmail Waistcoat, you must discard this now or you will surely drown. In the grey light of the storm, you watch as the broken ship sinks beneath the heaving sea. You are feeling dizzy and very sick. Hanging on to the cover with all your strength, you gradually slip into unconsciousness.</p>
- <p>When you eventually awake, the storm has passed. The only trace of the <cite>Green Sceptre</cite> is the hatch cover on which you lie. By the position of the sun you suppose it to be late afternoon. In the distance, you can see a small fishing boat and beyond it, the coastline stretches out along the horizon.</p>
- <choice idref="sect278">If you wish to use your cloak to try to signal to the fishing boat, <link-text>turn to 278</link-text>.</choice>
- <choice idref="sect337">If you want to ignore the boat and paddle towards the shore instead, <link-text>turn to 337</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect79">
- <meta><title>79</title></meta>
-
- <footnotes>
- <footnote id="sect79-1-foot" idref="sect79-1">
- <p>The Sommerswerd is a weapon-like Special Item. The +10 <typ class="attribute">COMBAT SKILL</typ> bonus referred to for Weaponskill is a combination of the +8 <typ class="attribute">COMBAT SKILL</typ> that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> point loss if it is undead.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>The power coursing through your body so overwhelms your senses that you become oblivious to your surroundings. You instinctively raise the blade above your head where a shaft of sunlight suddenly catches upon its very tip and floods the chamber with a blinding white glow. At that moment the true power of the Sommerswerd is revealed to you.</p>
- <p>This weapon was forged long before the Sommlending, the Durenese, or the Darklords dwelt in the Lastlands. Its makers were of a race that men would now call gods. To release the power that it contains, only a Kai Lord may wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever.</p>
- <p>When used in combat, the Sommerswerd will add 8 points to your <typ class="attribute">COMBAT SKILL</typ> (10 points if you possess the Kai Discipline of Weaponskill with swords). It has the ability to absorb any magic that is used against its bearer, and it doubles the total of all <typ class="attribute">ENDURANCE</typ> points lost by undead enemies (e.g. Helghast) in combat. It is the only weapon in all of Magnamund that can kill a Darklord, and for this reason the Darklords are bent on thwarting your quest.</p>
- <p>You now realize you hold the only power in Magnamund that can save your people. Slowly the light starts to fade and you become aware of Lord Axim<ch.apos/>s hand upon your shoulder.</p>
- <p><quote>Come, Lone Wolf, there is much to prepare for your return to Sommerlund.</quote></p>
- <p>You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the King<ch.apos/>s chamber.</p>
- <p>Make the necessary adjustments to your <typ class="attribute">COMBAT SKILL</typ> total now that you possess the Sommerswerd.<footref id="sect79-1" idref="sect79-1-foot"/> Note the powers of the sword under the Special Items section of your <a idref="action">Action Chart</a>.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>At that moment the true power of the Sommerswerd is revealed to you.</description>
- </meta>
- <instance class="html" src="ill5.png" width="386" height="675" mime-type="image/png"/>
- <instance class="html-compatible" src="ill5.gif" width="386" height="675" mime-type="image/gif"/>
- <instance class="pdf" src="ill5.pdf" width="386" height="675" />
- </illustration>
- <choice idref="sect40"><link-text>Turn to 40</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect80">
- <meta><title>80</title></meta>
-
- <data>
- <p>The knight sheathes his broadsword and ushers you inside the tower. You follow him to a large room at the top of a flight of stone steps, where a log fire blazes warmly.</p>
- <p><quote>If you are who you claim to be, you must be in possession of the Seal of Hammerdal. Show it to me,</quote> he orders.</p>
- <choice idref="sect15">If you wish to show him the Seal, <link-text>turn to 15</link-text>.</choice>
- <choice idref="sect189">If you do not have the Seal or do not wish to show it, <link-text>turn to 189</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect81">
- <meta><title>81</title></meta>
-
- <data>
- <p>You awake the following morning to the cries of the lookout from high in the crow<ch.apos/>s nest above.</p>
- <p><quote>Longboat adrift off the port stern!</quote></p>
- <p>You climb up on the deck and meet the captain, bracing yourself against the fresh breeze. Less than fifty yards off the port stern, a damaged longboat bobs up and down in the heavy sea. On board are three men huddled together against the wind.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect260">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 260</link-text>.</choice>
- <choice idref="sect281">If it is 5<ch.endash/>9, <link-text>turn to 281</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect82">
- <meta><title>82</title></meta>
-
- <data>
- <p>When you are certain that the angry mob has passed, you jump from the hay-wain and run stealthily along the street, dodging from one shadow to the next. To your left there is a shop with a sign above the door.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small10.pdf" width="386" height="150" />
- <instance class="text" src="none" width="none" height="none">
- <signpost>Gunio<ch.apos/>s Weaponsmithy</signpost>
- </instance>
- </illustration>
- <p>There is a light in the window and the door is open.</p>
- <choice idref="sect55">If you wish to enter this shop, <link-text>turn to 55</link-text>.</choice>
- <choice idref="sect347">If you would rather continue your escape, <link-text>turn to 347</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect83">
- <meta><title>83</title></meta>
-
- <data>
- <p>At the end of Barnacle Street there is a junction. It is now very dark and you will have to find shelter soon.</p>
- <choice idref="sect227">If you wish to turn left into Cooper Way, <link-text>turn to 227</link-text>.</choice>
- <choice idref="sect297">If you wish to turn right into Unicorn Street, <link-text>turn to 297</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect84">
- <meta><title>84</title></meta>
-
- <data>
- <p>Just inside the main door sits a kindly old man with a long beard. He is studying a huge leather-bound book that rests on a lectern before him. He has not noticed you enter the city hall.</p>
- <choice idref="sect211">If you wish to ask him the way to the consulate of Sommerlund, <link-text>turn to 211</link-text>.</choice>
- <choice idref="sect191">If you wish to leave and try to find your own way there, <link-text>turn to 191</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect85">
- <meta><title>85</title></meta>
-
- <data>
- <p>Viveka kicks over the table. Her reactions are lightning-fast and you have not gained the advantage of surprise over her. She draws her short sword and attacks you.</p>
- <combat><enemy>Viveka</enemy><enemy-attribute class="combatskill">24</enemy-attribute><enemy-attribute class="endurance">27</enemy-attribute></combat>
- <choice idref="sect124">If you win the fight, <link-text>turn to 124</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect86">
- <meta><title>86</title></meta>
-
- <data>
- <p>There are many ships of all sizes and nationalities moored on this side of the harbour. The River Dorn, which divides the city of Ragadorn, is always busy.</p>
- <p>You are about to give up your search, when you spot the thieves<ch.apos/> fishing boat. There is nobody aboard, but a thorough search of the cabin reveals a Mace and 3 Gold Crowns hidden inside a folded hammock. The hammock bears a label that reads:</p>
- <signpost>North Star Tavern<ch.emdash/>Barnacle Street</signpost>
- <p>You take the Mace and Crowns and return to Stonepost Square.</p>
- <choice idref="sect215">If you choose to go east along Barnacle Street <link-text>turn to 215</link-text>.</choice>
- <choice idref="sect303">If you choose to go south along Eastbank Wharf, <link-text>turn to 303</link-text>.</choice>
- <choice idref="sect129">If you choose to head north along Booty Walk, <link-text>turn to 129</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect87">
- <meta><title>87</title></meta>
-
- <data>
- <p>As you raise your weapon and strike at the knight, you realize too late that you have made a dreadful mistake, for he is a champion swordsman and the soldiers are from the <ch.eacute/>lite regiment of King Alin IV<ch.apos/>s bodyguard. Thinking you are a Helghast, they quickly surround you and cut you to pieces.</p>
- <deadend>Your mission and your life come to a tragic end here in Tarnalin.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect88">
- <meta><title>88</title></meta>
-
- <data>
- <p>Although night has fallen, a full moon casts a bright light upon the village. Behind the tavern, you see a small wheelwright<ch.apos/>s shop with two horses hitched to a hay-cart.</p>
- <choice idref="sect179">If you have the Kai Discipline of Camouflage, <link-text>turn to 179</link-text>.</choice>
- <choice idref="sect150">If you wish to take a horse and escape, <link-text>turn to 150</link-text>.</choice>
- <choice idref="sect71">If you wish to hide in the wheelwright<ch.apos/>s shop, <link-text>turn to 71</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect89">
- <meta><title>89</title></meta>
-
- <data>
- <p>As you jump, you are spotted by the driver. He quickly stops the coach and turns to confront you, a sword already in his hand.</p>
- <choice idref="sect233">If you wish to stop and pay him for the ride, <link-text>turn to 233</link-text>.</choice>
- <choice idref="sect212">If you wish to attack him, <link-text>turn to 212</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect90">
- <meta><title>90</title></meta>
-
- <data>
- <p>Two Szalls and three angry villagers are running up the stairs to attack you. You must fight them one at a time.</p>
- <combat><enemy>Villager 1</enemy><enemy-attribute class="combatskill">10</enemy-attribute><enemy-attribute class="endurance">16</enemy-attribute></combat>
- <combat><enemy>Szall 1</enemy><enemy-attribute class="combatskill">6</enemy-attribute><enemy-attribute class="endurance">9</enemy-attribute></combat>
- <combat><enemy>Villager 2</enemy><enemy-attribute class="combatskill">11</enemy-attribute><enemy-attribute class="endurance">14</enemy-attribute></combat>
- <combat><enemy>Szall 2</enemy><enemy-attribute class="combatskill">5</enemy-attribute><enemy-attribute class="endurance">8</enemy-attribute></combat>
- <combat><enemy>Villager 3</enemy><enemy-attribute class="combatskill">11</enemy-attribute><enemy-attribute class="endurance">17</enemy-attribute></combat>
- <choice idref="sect132">You may evade the fight at any time by jumping through a window. To do so, <link-text>turn to 132</link-text>.</choice>
- <choice idref="sect274">If you win the fight, <link-text>turn to 274</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect91">
- <meta><title>91</title></meta>
-
- <footnotes>
- <footnote id="sect91-2-foot" idref="sect91-2">
- <p>It is probably best to consider each Meal as one item of the merchant<ch.apos/>s cargo.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>The boy is thrown out of the trading post by two black-clad guards. The merchant thanks you and offers you the choice of any two items of his cargo. (Remember that you must take the Backpack in order to carry any of the Backpack Items.)</p>
- <ul>
- <li>Quarterstaff</li>
- <li>Blanket</li>
- <li>Enough food for 2 Meals<footref id="sect91-2" idref="sect91-2-foot"/></li>
- <li>Backpack</li>
- <li>Dagger</li>
- <li>30 Feet of Rope</li>
- </ul>
- <p>Choose any two of the above items and record them on your <a idref="action">Action Chart</a>. After thanking the merchant, you leave by a side door.</p>
- <choice idref="sect245"><link-text>Turn to 245</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect92">
- <meta><title>92</title></meta>
-
- <data>
- <p>The hideous creature lets out one last cry as it collapses at your feet. As you step back to avoid the putrid smell of its rotting corpse, you see three more Helghast advancing towards you. To remain here would be suicide. You shout a warning to Rhygar as you turn and flee for the safety of the woods.</p>
- <choice idref="sect183"><link-text>Turn to 183</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect93">
- <meta><title>93</title></meta>
-
- <data>
- <p>Deduct however many Crowns you wish to give to the beggars from your <a idref="action">Action Chart</a>. They thank you, but many other beggars have appeared and demand that you give them money as well. You eventually push through the crowd and continue on your way.</p>
- <choice idref="sect137"><link-text>Turn to 137</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect94">
- <meta><title>94</title></meta>
-
- <data>
- <p>You urge the captain to investigate the vessel, but he ignores your plea and orders the crew to continue with their duties. As the trading ship disappears from view, you stare at it and wonder why the captain was so reluctant to do anything.</p>
- <p>You descend below deck and take care to lock the door of your cabin behind you.</p>
- <choice idref="sect240"><link-text>Turn to 240</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect95">
- <meta><title>95</title></meta>
-
- <data>
- <p>You spur your horse through the tangle of trees until you enter a small clearing. Six Szalls are jumping excitedly around the writhing body of a man on the ground. A strangely carved spear is stuck in his chest, and lying dead beside him is the body of a Knight of the White Mountain. The creatures are shrieking at each other and appear to be unconcerned with the man<ch.apos/>s obvious agony.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small11.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small11.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small11.pdf" width="386" height="150" />
- </illustration>
- <choice idref="sect239">If you have the Kai Discipline of Healing, a healing potion, or some Laumspur and you want to try to save the man<ch.apos/>s life, <link-text>turn to 239</link-text>.</choice>
- <choice idref="sect28">If you wish to attack the Szalls, <link-text>turn to 28</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect96">
- <meta><title>96</title></meta>
-
- <data>
- <p>Your Kai sense warns you that this place harbours evil. You are standing directly outside the orange door when something strikes you.</p>
- <choice idref="sect112"><link-text>Turn to 112</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect97">
- <meta><title>97</title></meta>
-
- <data>
- <p>You have noticed during your rigorous training exercises with the Sommerswerd that your Kai Discipline of Sixth Sense has become more sensitive than ever before: you knew exactly what Madin Rendalim<ch.apos/>s sad news was long before he actually told you. You may find that your improved Sixth Sense will be an important advantage upon your return to Holmgard.</p>
- <choice idref="sect152"><link-text>Turn to 152</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect98">
- <meta><title>98</title></meta>
-
- <data>
- <p>Your Kai sense reveals that there are no tracks in this part of the Durenor Forest, but it does tell you the correct direction to Port Bax. However, the forest that lies before you is so dense that you will have to abandon your horse at the watchtower before you can continue.</p>
- <choice idref="sect244">If you wish to press on towards Port Bax, <link-text>turn to 244</link-text>.</choice>
- <choice idref="sect115">If you want to investigate the watchtower, <link-text>turn to 115</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect99">
- <meta><title>99</title></meta>
-
- <data>
- <p>The following morning you are woken by the cry of the ship<ch.apos/>s lookout from high up in the crow<ch.apos/>s nest.</p>
- <p><quote>Ship ahoy off the port bow!</quote></p>
- <p>You clamber up a narrow ladder and join the captain at the stern. <quote>Your eyes are younger than mine, see what you can make of her, my lord,</quote> he says, and hands you an ornate telescope.</p>
- <p>You can make out the red sails and black flag of a Lakuri pirate warship on the horizon.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect326">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 326</link-text>.</choice>
- <choice idref="sect163">If the number is 5<ch.endash/>9, <link-text>turn to 163</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect100">
- <meta><title>100</title></meta>
-
- <data>
- <p>A veil of sea fog has rolled across the still ocean from the broken spine of land known as the Kirlundin Isles. Strange dark shapes hide within this mist. They are growing larger, and slowly the distinct outlines of ships become plain.</p>
- <p><quote>Prepare for battle!</quote> The admiral<ch.apos/>s cry is repeated along the many decks of the Durenese fleet.</p>
- <p><quote>All hands on deck!</quote></p>
- <p>As the black ships approach through the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by great wizardry, and they are closing for battle. Suddenly the fog vanishes, and you can now see that the death-hulks bar the entrance to the Holmgulf. In the centre of the line is their sinister flagship. Swiftly it sails towards you, a huge ram protruding from its black prow. As it rips its way through the hull of the <cite>Durenor</cite>, you hear the admiral<ch.apos/>s last desperate order.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>Their sinister flagship swiftly sails towards you, a huge ram protruding from its black prow.</description>
- </meta>
- <instance class="html" src="ill6.png" width="386" height="663" mime-type="image/png"/>
- <instance class="html-compatible" src="ill6.gif" width="386" height="663" mime-type="image/gif"/>
- <instance class="pdf" src="ill6.pdf" width="386" height="663" />
- </illustration>
- <p><quote>Abandon ship!</quote></p>
- <p>You are now in the thick of the enemy fleet and the <cite>Durenor</cite> is sinking fast.</p>
- <choice idref="sect30">If you wish to jump onto the deck of the death-hulk flagship, <link-text>turn to 30</link-text>.</choice>
- <choice idref="sect267">If you wish to dive into the sea and try to swim to another Durenese ship, <link-text>turn to 267</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect101">
- <meta><title>101</title></meta>
-
- <data>
- <p>As you burst into his cabin, the captain looks up in surprise from his chart table. <quote>Fire in the hold,</quote> you gasp, breathless from your run.</p>
- <p>In an instant, the captain is through the door and ordering the crew to fill buckets with water and gather blankets to smother the fire. By the time you reach the forward hold, the smoke is dense. Suddenly the ship is thrown into a frenzy as flames erupt from the hatch cover. It takes over an hour to contain the blaze and the damage is great. The entire store of food and fresh water was in that hold, and the hull has been badly weakened.</p>
- <p>The captain climbs out of the smoking hold and approaches you, his face black with soot. He is carrying something in a bundle under his arm. <quote>We must talk in private, my lord,</quote> he says quietly. Without replying, you turn and follow him to his cabin.</p>
- <choice idref="sect222"><link-text>Turn to 222</link-text>.</choice>
-
- </data>
- </section>
-
- <section class="numbered" id="sect102">
- <meta><title>102</title></meta>
-
- <data>
- <p>Tarnalin is a wonder to behold. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal Range. Usually it is alive with the traffic of wagons and people to and from Port Bax. But as you enter, you find it deserted except for an overturned fruit cart. The road that disappears into the torchlit tunnel is empty and quiet.</p>
- <p>As you walk along the paved road, you get an uneasy feeling that perhaps the Helghast have arrived at Tarnalin before you. You have been walking for nearly an hour when the tunnel splits in two.</p>
- <choice idref="sect325">If you have the Kai Discipline of Tracking, <link-text>turn to 325</link-text>.</choice>
- <choice idref="sect64">If you wish to take the left tunnel, <link-text>turn to 64</link-text>.</choice>
- <choice idref="sect164">If you wish to take the right tunnel, <link-text>turn to 164</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect103">
- <meta><title>103</title></meta>
-
- <footnotes>
- <footnote id="sect103-1-foot" idref="sect103-1">
- <p>This Meal of Laumspur may be consumed when instructed to eat a Meal in which case it fulfils the Meal requirement in addition to restoring 3 <typ class="attribute">ENDURANCE</typ> points. Laumspur may also be consumed at any other time to restore 3 <typ class="attribute">ENDURANCE</typ> points without having any significance as a Meal.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>Laumspur is a delicious herb, much sought after in the Lastlands for its healing properties. You have picked enough for one Meal. Eating this meal will restore 3 <typ class="attribute">ENDURANCE</typ> points to your total.<footref id="sect103-1" idref="sect103-1-foot"/> (Remember to add this to your <a idref="action">Action Chart</a> if you possess a Backpack. Otherwise you must consume it now or abandon it.) You wrap the herb up, and return to the coach with the other passengers.</p>
- <choice idref="sect249"><link-text>Turn to 249</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect104">
- <meta><title>104</title></meta>
-
- <data>
- <p>The fishermen stare at you with open mouths as if they have just seen a corpse return from the dead. Suddenly one of them kicks over the table and they make their escape through the back door of the tavern. In one bound, you leap over the table and pursue them out of the tavern, into the darkness beyond.</p>
- <choice idref="sect231">If you wish to continue your chase, <link-text>turn to 231</link-text>.</choice>
- <choice idref="sect177">If you decide to let them go, <link-text>turn to 177</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect105">
- <meta><title>105</title></meta>
-
- <data>
- <p>Unfortunately for you, the rope has been nearly cut in two by a sword blow, and it is likely to snap under your weight.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a> to see if the rope and your luck holds.</p>
- <choice idref="sect286">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 286</link-text>.</choice>
- <choice idref="sect120">If the number you have picked is 5<ch.endash/>9, <link-text>turn to 120</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect106">
- <meta><title>106</title></meta>
-
- <data>
- <p>The carved spear is made of metal, yet it feels as light as if it were made of wood. You notice the shaft is covered in runes and magic emblems. As you carefully pull it from the man<ch.apos/>s chest, he gives a long sigh of relief. You are about to examine his wound, when you feel a searing pain shoot through your head. It is so strong and painful that you collapse to the ground. You lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
- <p>You are amazed to see the man jump to his feet, and then horrified to see the dreadful change that comes over him. The skin of his face appears to writhe and change colour, growing darker and shrinking as it decays on his skull. His eyes burn with a bright red glow and long fangs protrude from his bottom jaw. You choke with fear as you realize it is a Helghast, a nightmarish agent of the Darklords. It is attacking you with its powerful Mindforce. If you do not have the Kai Discipline of Mindshield, you will lose 2 <typ class="attribute">ENDURANCE</typ> points for <em>every</em> round of combat that you fight with this creature. Normal weapons cannot harm it and it is immune to Mindblast. You can only wound it in combat with the Magical Spear. (The Magic Spear is a weapon-like Special Item. Remember that you only get a Weaponskill bonus in this fight against the Helghast if you have Weaponskill with Spear.)</p>
- <combat><enemy>Helghast</enemy><enemy-attribute class="combatskill">22</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
- <p>You cannot evade this creature and you must fight it to the death.</p>
- <p>If you win the combat, you can keep the Spear. Mark it on your <a idref="action">Action Chart</a> under the Special Items section as a <quote>Magic Spear.</quote></p>
- <choice idref="sect320">Continue your adventure by <link-text>turning to 320</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect107">
- <meta><title>107</title></meta>
-
- <data>
- <p>The captain orders his crew to go alongside. As they board the trader, you are shocked by the sight that awaits you. Dead sailors cover the deck, many pierced by arrows. It seems they must have put up a desperate fight to defend their cargo, but not a trace of it remains in any of the ship<ch.apos/>s holds. Below deck, you discover the captain in his cabin. He is very badly wounded and near to death.</p>
- <choice idref="sect74">If you have the Kai Discipline of Healing, <link-text>turn to 74</link-text>.</choice>
- <choice idref="sect294">If you do not possess this skill, <link-text>turn to 294</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect108">
- <meta><title>108</title></meta>
-
- <data>
- <p>One of the wheels jams in a deep rut and three of the large wooden spokes are shattered. You are forced to stop and replace the wheel before you can continue to Port Bax. You volunteer to help the driver by levering the coach axle with a small tree trunk, so that the spare wheel can be slid into position.</p>
- <p>You are pushing down on the stout branch with all your strength, when the horses suddenly rear up and race forward. The trunk springs back and catches you square in the face, knocking you backwards to the ground. You are stunned and you lose 2 <typ class="attribute">ENDURANCE</typ> points. The driver is not so lucky. The coach has run over him. As the poor man dies in your arms, his last words are: <quote>No accident<ch.ellips/>I saw<ch.emdash/></quote></p>
- <choice idref="sect343">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 343</link-text>.</choice>
- <choice idref="sect168">If you do not possess this skill, <link-text>turn to 168</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect109">
- <meta><title>109</title></meta>
-
- <data>
- <p>Blinking the foul water from your eyes, you can see that the flagship of the death-hulk fleet is now ablaze. Black smoke is pouring from the decks, and tongues of orange and yellow flame flicker from its rotten black hull.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small12.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small12.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small12.pdf" width="386" height="150" />
- </illustration>
- <p>Suddenly, you are aware of the beating of wings directly above you. You are shocked to see a Kraan hovering above, trying to grab at you with its sharp claws. Its hooked talons catch your cloak and suddenly you are snatched up into the air. But it is to be a short flight. You draw the Sommerswerd and sink it into the soft belly of the creature. With a shriek of agony, it releases its grip and you fall. You pray that luck will be on your side and that you will land safely.</p>
- <choice idref="sect120"><link-text>Turn to 120</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect110">
- <meta><title>110</title></meta>
-
- <data>
- <p>The guard does not believe you, and he attacks you with his sword.</p>
- <combat><enemy>Watchtower Guard</enemy><enemy-attribute class="combatskill">15</enemy-attribute><enemy-attribute class="endurance">22</enemy-attribute></combat>
- <p>If you do not have a weapon, deduct 4 points from your <typ class="attribute">COMBAT SKILL</typ> for the duration of this combat.</p>
- <choice idref="sect65">You may evade the fight at any time by <link-text>turning to 65</link-text>.</choice>
- <choice idref="sect331">If you win the combat, <link-text>turn to 331</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect111">
- <meta><title>111</title></meta>
-
- <data>
- <p>The guards reluctantly lower their weapons and allow you to cross the bridge. As you slip past, they stare at you and whisper to each other. Once you are safely across the Rymerift, you quickly hurry on your way in case they change their minds and arrest you. After nearly an hour of walking along the forest road, you arrive at a junction where a signpost points to the east.</p>
- <signpost>Port Bax<ch.emdash/>3 Miles</signpost>
- <p>You smile and set off eastwards. You should be there in just under an hour.</p>
- <choice idref="sect265"><link-text>Turn to 265</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect112">
- <meta><title>112</title></meta>
-
- <data>
- <p>You suddenly remember what he said about the shop with the orange door. It is the headquarters of the Silent Brotherhood, Lachlan<ch.apos/>s notorious secret police. To enter here would be more perilous than entering a roomful of Drakkarim!</p>
- <p>You quickly turn away from the orange door and hurry northwards.</p>
- <choice idref="sect230"><link-text>Turn to 230</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect113">
- <meta><title>113</title></meta>
-
- <footnotes>
- <footnote id="sect113-1-foot" idref="sect113-1">
- <p>It is likely that the information provided here is a combination of the information given to you previously by Banedon and the Kai Discipline of Sixth Sense, both of which you must have in order to receive the Crystal Star Pendant.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>He is Vonotar the Traitor, renegade wizard from the Magicians<ch.apos/> Guild of Toran. He is a master of the black arts and now possesses great power which the Darklords themselves have given him. It was his agents who tried to assassinate you during your quest, and it is he who commands the death-hulk fleet. Destroy Vonotar and you will destroy the evil force that gives power to the death-hulks and their crews.<footref id="sect113-1" idref="sect113-1-foot"/></p>
- <choice idref="sect73">You may climb the tower and attack Vonotar by <link-text>turning to 73</link-text>.</choice>
- <choice idref="sect267">If you do not wish to risk your life against this powerful magician, escape from this ship by jumping overboard and <link-text>turning to 267</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect114">
- <meta><title>114</title></meta>
-
- <data>
- <p>You have walked for over three hours along this lonely coast road when night starts to fall. The land is flat and barren, and you have seen no sign of life here at all. You finally decide to rest beneath the branches of a large tree standing close to the highway. Making a pillow of your backpack, you pull your warm Kai cloak around yourself and drift off into a deep sleep.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect206">If the number you have picked is 0<ch.endash/>3, <link-text>turn to 206</link-text>.</choice>
- <choice idref="sect63">If the number is 4<ch.endash/>7, <link-text>turn to 63</link-text>.</choice>
- <choice idref="sect8">If the number is 8<ch.endash/>9, <link-text>turn to 8</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect115">
- <meta><title>115</title></meta>
-
- <data>
- <p>The area around the watchtower door has been cleared of foliage, and the ground is well-trodden. You are looking for a lock or keyhole in the iron-clad door when it suddenly opens. Standing before you is a Knight of the White Mountain, a broadsword held in front of his face.</p>
- <p><quote>State your purpose and mark your words well. My steel will be my answer if you lie!</quote></p>
- <choice idref="sect80">If you wish to tell this knight the true purpose of your mission to Durenor, <link-text>turn to 80</link-text>.</choice>
- <choice idref="sect324">If you want to lie about why you are here, <link-text>turn to 324</link-text>.</choice>
- <choice idref="sect162">If you want to draw your weapon and attack the knight, <link-text>turn to 162</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect116">
- <meta><title>116</title></meta>
-
- <footnotes>
- <footnote id="sect116-1-foot" idref="sect116-1">
- <p>Neither Discipline literally gives you the ability to see through clay. Rather, Sixth Sense intuitively clues you into the marble<ch.apos/>s location and Mind Over Matter allows you to see the marble in your mind<ch.apos/>s eye in the process of moving it telekinetically.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>Using your Kai Discipline, you can tell which cup hides the marble, for to you, the clay is as transparent as glass itself.<footref id="sect116-1" idref="sect116-1-foot"/></p>
- <p>Pick a number from the <a idref="random">Random Number Table</a> and add 5 to it. This equals the number of Gold Crowns that you win before the rogue suspects something is wrong and ends the game.</p>
- <p>With gold in your purse once more, you return to the bar and hand over 1 Gold Crown for a room.</p>
- <choice idref="sect314"><link-text>Turn to 314</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect117">
- <meta><title>117</title></meta>
-
- <data>
- <p>It is a large passenger wagon similar to those used by highway travellers of Sommerlund. The driver pulls the horses to a halt and stares at you from under the wide brim of his hat. You ask where he<ch.apos/>s bound for.</p>
- <p><quote>We<ch.apos/>re bound for Ragadorn<ch.emdash/>due there by noon today. A seat will cost you 3 Gold Crowns, but you can ride on the roof for only one.</quote></p>
- <choice idref="sect37">If you wish to ride inside, pay the driver 3 Gold Crowns and <link-text>turn to 37</link-text>.</choice>
- <choice idref="sect148">If you would prefer to ride on the roof, pay him 1 Gold Crown and <link-text>turn to 148</link-text>.</choice>
- <choice idref="sect292">If you cannot pay the fare, you must let the coach continue and begin your journey on foot. <link-text>Turn to 292</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect118">
- <meta><title>118</title></meta>
-
- <data>
- <p>You bid Rhygar farewell and enter Tarnalin. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal Range, and is lit by torches for its entire length. The highway through the mountain is usually alive with the traffic of merchants to and from Port Bax, yet now the entrance and interior are deserted except for an overturned fruit wagon. As you walk deeper into Tarnalin, a doubt nags at you. Have the Helghast arrived here first?</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>The strange creature is wearing a splendid jacket of patched leather and carrying what appears to be a spear.</description>
- </meta>
- <instance class="html" src="ill7.png" width="386" height="592" mime-type="image/png"/>
- <instance class="html-compatible" src="ill7.gif" width="386" height="592" mime-type="image/gif"/>
- <instance class="pdf" src="ill7.pdf" width="386" height="592" />
- </illustration>
- <p>You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.</p>
- <choice idref="sect279">If you have the Kai Discipline of Animal Kinship, <link-text>turn to 279</link-text>.</choice>
- <choice idref="sect23">If you wish to follow this creature, <link-text>turn to 23</link-text>.</choice>
- <choice idref="sect340">If you wish to ignore it and continue on your way, <link-text>turn to 340</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect119">
- <meta><title>119</title></meta>
-
- <data>
- <p>Shattered beams, pieces of planking and torn sails litter the white-flecked waves. It is all that remains of a merchant ship. But then suddenly you notice a body clinging to a broken hatch cover. A rope ladder is quickly lowered and the poor man is brought aboard.</p>
- <p><quote>Pirates!</quote> is all he says before collapsing to the deck. The man is wrapped in a large blanket and taken below. He has suffered many wounds and is close to death.</p>
- <p><quote>This crime bears the mark of the Lakuri pirates,</quote> the captain confides in you, <quote>but it is unusual to run across them in these waters. They must be in search of a rich cargo to sail so far from their tropical islands.</quote></p>
- <p>As the ship resumes its course for Durenor, you cannot help but wonder if that <quote>rich cargo</quote> is you.</p>
- <choice idref="sect240"><link-text>Turn to 240</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect120">
- <meta><title>120</title></meta>
-
- <data>
- <p>Luck is with you, for you land safely on the deck of the <cite>Kalkarm</cite>, a Durenese warship. The soldiers here have been involved in a desperate battle but have fought off the enemy and are cutting the grappling ropes that hold the ship to a death-hulk. From out of the smoke strides Lord Axim, his face bloodied and his shield badly scarred.</p>
- <p><quote>Thank the gods you are alive, Lone Wolf. The fight has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,</quote> he says and leads you to the ship<ch.apos/>s rail. <quote>Look yonder, their flagship is ablaze.</quote></p>
- <p>Through the fog of war you can see that the huge death-hulk is slowly sinking beneath a plume of dense black smoke. The <cite>Kalkarm</cite> is eventually freed and slowly it manoeuvres out of the tangle of wreckage. A wind begins to stir, filling its tattered sails and carrying away the smoke of battle. Lord Axim orders the Royal Arms of Durenor to be hoist aloft so that other ships can rally to the <cite>Kalkarm</cite>. For the first time since the battle began, you can now see the other Durenese ships. It is an amazing sight for as the enemy flagship sinks beneath the waves, so every death-hulk on the horizon returns to its watery grave.</p>
- <p><quote>Their sorcery is broken. We have won this battle,</quote> says Lord Axim. And within a few minutes, not one of the death-hulks remains afloat.</p>
- <choice idref="sect225"><link-text>Turn to 225</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect121">
- <meta><title>121</title></meta>
-
- <data>
- <p>As you run along Lookout Street, you quickly reach the waterfront where the River Dorn separates the east and west sides of the city. To your left is the Ragadorn Bridge, an ugly construction of rusted iron that provides the only connection between the two halves of Ragadorn. With the shouts of the street thieves echoing in your ears, you push your way through the people crowding the bridge. By the time you have got across, the street thieves have given up the chase, and you enter a rubbish-strewn thoroughfare known as East Trade Lane.</p>
- <choice idref="sect186"><link-text>Turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect122">
- <meta><title>122</title></meta>
-
- <data>
- <p>This street follows the city wall northwards. On your right you notice a shop with a bright orange door. Unlike all of the other shops in this street, it bears no sign above it. You suddenly remember the tales of a Kai Lord who returned from a visit to Ragadorn about a year ago. He mentioned this orange door in one of his many stories.</p>
- <choice idref="sect96">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 96</link-text>.</choice>
- <p>If not, pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect46">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 46</link-text>.</choice>
- <choice idref="sect112">If the number is 5<ch.endash/>9, <link-text>turn to 112</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect123">
- <meta><title>123</title></meta>
-
- <data>
- <p>A strange power is coursing through your body. Instinctively you raise the blade above your head and a shaft of sunlight suddenly catches the edge of the sword and floods the King<ch.apos/>s chamber with a blinding white glow.</p>
- <p>But almost immediately the light starts to fade and you are aware of Lord Axim<ch.apos/>s hand upon your shoulder. <quote>Come, Lone Wolf. There is much to prepare for your return to Sommerlund.</quote></p>
- <p>You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he turns and leaves the King<ch.apos/>s chamber.</p>
- <choice idref="sect40"><link-text>Turn to 40</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect124">
- <meta><title>124</title></meta>
-
- <data>
- <p>You quickly search her body but find no evidence that she was your would-be assassin. You discover 42 Gold Crowns, a Short Sword, and a Dagger. Take any of these items if you wish, and mark them on your <a idref="action">Action Chart</a>.</p>
- <choice idref="sect33"><link-text>Turn to 33</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect125">
- <meta><title>125</title></meta>
-
- <data>
- <p>You quickly dash through the side door of the tavern and run the length of the alleyway towards the main square. Through the crowds of people you can see many boats and coracles tied up to the quayside. The thugs are close behind and you must act quickly.</p>
- <p>Untying one of the small boats, you jump from the harbour wall and land with a crash, splintering the wooden seat. It has one paddle which you use to make your way towards the <cite>Green Sceptre</cite>, anchored three hundred yards across the water.</p>
- <choice idref="sect300"><link-text>Turn to 300</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect126">
- <meta><title>126</title></meta>
-
- <data>
- <p>The man pulls a hidden bell-rope, and suddenly four armed guards burst into the room.</p>
- <p><quote>These documents are forgeries. No doubt you are a spy, or worse perhaps? No matter, you<ch.apos/>ll soon find out how we deal with criminals in Port Bax. Take him away.</quote></p>
- <p>Before you can explain, you are seized by both arms and marched away to the city gaol. All your equipment is confiscated, including all Special Items and Weapons, and you are thrown into a cell full of evil-looking villains. You notice that several of these ruffians bear the strange tattoo of a serpent on their left wrists: the sign of Vonotar the Traitor. By the time the guards have examined your possessions and realized your true identity, you have been strangled to death by the wizard<ch.apos/>s evil agents.</p>
- <deadend>Your life and your quest come to a tragic end here in Port Bax.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect127">
- <meta><title>127</title></meta>
-
- <data>
- <p>You awake at dawn to the sound of heavy rain falling on the cobbled streets outside.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small13.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small13.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small13.pdf" width="386" height="150" />
- </illustration>
- <p>It has been six days since you left Holmgard, and you must eat a Meal here or lose 3 <typ class="attribute">ENDURANCE</typ> points. You gather your equipment and leave the room. As you descend the rickety stairs, you see the innkeeper cleaning the floor with a mop and bucket.</p>
- <choice idref="sect217">If you wish to ask the innkeeper how you can get to Durenor, <link-text>turn to 217</link-text>.</choice>
- <choice idref="sect143">If you wish to leave the inn without speaking to him, <link-text>turn to 143</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect128">
- <meta><title>128</title></meta>
-
- <data>
- <p>A golden glow runs the length of the Sommerswerd as you raise it high above your head, ready to face your enemy. You are confronted by six grisly zombies and you must fight them as one enemy.</p>
- <combat><enemy>Zombie Crew</enemy><enemy-attribute class="combatskill">13</enemy-attribute><enemy-attribute class="endurance">19</enemy-attribute></combat>
- <p>They are undead creatures, so remember to double all <typ class="attribute">ENDURANCE</typ> points they lose as a result of the power of the Sommerswerd.</p>
- <choice idref="sect237">If you win, <link-text>turn to 237</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect129">
- <meta><title>129</title></meta>
-
- <data>
- <p>You pass several narrow warehouses lining the waterfront, and reach the harbour wall. Here the road bears sharply to the right into Tomb Street.</p>
- <p>Marching along the centre of this street are four heavily armed city guards. Rather than be stopped and possibly arrested by these soldiers, you dodge into an alleyway off to your right. The guards suddenly halt opposite the alley entrance. If one of them should turn his head, you will be spotted for sure. Behind you is a small window, leading into a crowded tavern.</p>
- <p>Without a second<ch.apos/>s hesitation, you climb through the window as quickly as possible.</p>
- <choice idref="sect4"><link-text>Turn to 4</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect130">
- <meta><title>130</title></meta>
-
- <data>
- <p>The priest approaches you and says, <quote>You need to rest, as we all do. I understand your problem my friend. Please allow me to practice what I humbly preach,</quote> and with these words he leads you to the bar and places a Gold Crown into the hand of the innkeeper. <quote>A room for my friend,</quote> he says and smiles.</p>
- <choice idref="sect314"><link-text>Turn to 314</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect131">
- <meta><title>131</title></meta>
-
- <data>
- <p>You ask them what they want of you. In answer, they simultaneously produce long, curved daggers from inside their jackets. Their leader steps forward and demands your gold. As you hesitate, he shouts, <quote>Take <ch.apos/>im!</quote> and all three attack you.</p>
- <p>Deduct 4 points from your <typ class="attribute">COMBAT SKILL</typ> and fight them bare handed. You must fight them one at a time.</p>
- <combat><enemy>Street Thief Leader</enemy><enemy-attribute class="combatskill">15</enemy-attribute><enemy-attribute class="endurance">23</enemy-attribute></combat>
- <combat><enemy>Street Thief 1</enemy><enemy-attribute class="combatskill">13</enemy-attribute><enemy-attribute class="endurance">21</enemy-attribute></combat>
- <combat><enemy>Street Thief 2</enemy><enemy-attribute class="combatskill">13</enemy-attribute><enemy-attribute class="endurance">20</enemy-attribute></combat>
- <choice idref="sect121">You may evade them during the combat by <link-text>turning to 121</link-text>.</choice>
- <choice idref="sect301">If you kill all three thieves, <link-text>turn to 301</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect132">
- <meta><title>132</title></meta>
-
- <data>
- <p>You crash to the muddy street in a shower of broken glass. You are winded by the fall, but otherwise unharmed. An angry villager armed with a cudgel tries to smash your skull, but you roll aside, jump to your feet and sprint away down the twisting street before he has struck his blow. Then an ugly Szall on horseback charges towards you with a raised spear. He is about to stab you when you sidestep and grab the weapon, pulling it and the Szall from the saddle.</p>
- <p>If you wish to keep the Spear, remember to mark it on your <a idref="action">Action Chart</a>.</p>
- <choice idref="sect317">If you wish to stab the Szall with his own spear, <link-text>turn to 317</link-text>.</choice>
- <choice idref="sect150">If you wish to mount his horse and escape, <link-text>turn to 150</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect133">
- <meta><title>133</title></meta>
-
- <data>
- <p>Looking directly into the sailor<ch.apos/>s eyes, you concentrate your Mindblast at his open hand. Suddenly the man falls backwards from his chair, clutching his hand as if he had just picked up a red-hot coal. When you explain what has happened to him, he looks at you in amazement.</p>
- <choice idref="sect268"><link-text>Turn to 268</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect134">
- <meta><title>134</title></meta>
-
- <data>
- <p>Suddenly from out of the darkness there is a blood-chilling cry. You find yourself staring into the glowing eyes of a Helghast. As it tries to close its fingers around your throat, you scream in terror and fall to the ground. The hideous creature tears at your tunic, rending the cloth with its black claws.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>You find yourself staring into the glowing eyes of a Helghast.</description>
- </meta>
- <instance class="html" src="ill8.png" width="386" height="677" mime-type="image/png"/>
- <instance class="html-compatible" src="ill8.gif" width="386" height="677" mime-type="image/gif"/>
- <instance class="pdf" src="ill8.pdf" width="386" height="677" />
- </illustration>
- <choice idref="sect38">If you have a Magic Spear, <link-text>turn to 38</link-text>.</choice>
- <choice idref="sect304">If you do not, <link-text>turn to 304</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect135">
- <meta><title>135</title></meta>
-
- <data>
- <p>The knight points to the woods behind you and says in a gruff voice, <quote>There is your shelter.</quote></p>
- <p>Before you can reply, he has stepped back into the tower and bolted the heavy door. The forest here is very dense and the undergrowth is a tangle of weeds and briars. It will prove impossible to enter the wood on horseback, so you must abandon your mount before continuing on foot.</p>
- <choice idref="sect244"><link-text>Turn to 244</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect136">
- <meta><title>136</title></meta>
-
- <data>
- <p><quote>The fare to Port Bax is 20 Gold Crowns,</quote> says the coachman in a gruff Ragadornian accent.</p>
- <choice idref="sect10">If you have 20 Gold Crowns and wish to purchase a ticket, <link-text>turn to 10</link-text>.</choice>
- <choice idref="sect238">If you do not have enough money for the fare, <link-text>turn to 238</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect137">
- <meta><title>137</title></meta>
-
- <data>
- <p>You reach a junction where Beggar Lane turns south into Black Knight Street. A few yards along there is another lane called Anchor Street, which heads off towards the east. The rain has become much heavier now.</p>
- <choice idref="sect259">If you wish to head south along Black Knight Street, <link-text>turn to 259</link-text>.</choice>
- <choice idref="sect20">If you wish to head east along Anchor Street <link-text>turn to 20</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect138">
- <meta><title>138</title></meta>
-
- <data>
- <p>You have been walking for nearly two hours when you reach the peak of a hill and see the Durenor Forest stretched out before you. The road bears eastwards and enters the trees at a point where a large wooden tower has been built. You can see the silhouette of a soldier on guard.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small14.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small14.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small14.pdf" width="386" height="150" />
- </illustration>
- <choice idref="sect232">If you wish to continue on your journey towards the watchtower, <link-text>turn to 232</link-text>.</choice>
- <choice idref="sect244">If you would rather avoid the guard, make a wide detour and enter the forest further south by <link-text>turning to 244</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect139">
- <meta><title>139</title></meta>
-
- <data>
- <p>The training that you received in the art of Hunting has taught you to recognize most of the poisonous and non-poisonous fruits to be found in northern Magnamund. These purple fruits are larnuma, a sweet and nutritious food. You quickly eat your fill and then store enough of them in your Backpack for 2 Meals.</p>
- <p>Beyond the larnuma trees, you notice a wide coast road that disappears towards the east and the west.</p>
- <choice idref="sect27">If you wish to head east, <link-text>turn to 27</link-text>.</choice>
- <choice idref="sect114">If you wish to head west, <link-text>turn to 114</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect140">
- <meta><title>140</title></meta>
-
- <data>
- <p>Both guards stare at the Seal in awe. The legend of the Seal of Hammerdal is well known to all the people of Durenor. It is said that of all the lost treasures of Durenor, the Seal of Hammerdal is the one they would not wish returned. The anxious faces of the two guards show they clearly realize its significance.</p>
- <p>One of the guards escorts you across the Rymerift and along a forest road that eventually ends at a junction. A signpost points to the east.</p>
- <signpost>PORT BAX<ch.emdash/>3 MILES</signpost>
- <p><quote>I must leave you now and return to the Rymerift. I fear that war will soon cast its black shadow upon this land and I shall be needed at the border. Godspeed to you Sommlending, godspeed.</quote></p>
- <p>You watch for a few minutes as the soldier returns along the forest track before you set off eastwards. You should arrive in Port Bax within the hour.</p>
- <choice idref="sect265"><link-text>Turn to 265</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect141">
- <meta><title>141</title></meta>
-
- <data>
- <p>As the mast smashes into the deck, a splintered beam hits your head and you are knocked overboard. Gasping for air, you fight your way to the surface and catch hold of a hatch cover. You are half-stunned. You lose 2 <typ class="attribute">ENDURANCE</typ> points.</p>
- <p>You pull yourself onto this makeshift raft and cling to it with all your strength. If you are wearing a Chainmail Waistcoat, you must discard it now or otherwise you will be drowned for sure.</p>
- <p>You feel dizzy and sick. As the heaving sea buffets you relentlessly, you gradually slip into unconsciousness. When you awake many hours later, the storm has passed. By the position of the sun, you judge it to be late afternoon. In the distance you can see a small fishing boat and beyond it, on the horizon, land. The only trace of the <cite>Green Sceptre</cite> is the hatch cover on which you now sit.</p>
- <choice idref="sect278">If you wish to use your cloak to try to signal to the fishing boat, <link-text>turn to 278</link-text>.</choice>
- <choice idref="sect337">If you wish to ignore the boat and paddle towards the shore, <link-text>turn to 337</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect142">
- <meta><title>142</title></meta>
-
-
- <data>
- <p>The man takes your money and hands you a White Pass that is valid for the next seven days. (Mark the White Pass on your <a idref="action">Action Chart</a> as a Special Item.) You thank him and leave the building. Outside you turn left and walk towards the guards at the end of the street.</p>
- <choice idref="sect246"><link-text>Turn to 246</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect143">
- <meta><title>143</title></meta>
-
- <data>
- <p>You head south and follow the quayside until you come to a junction where the street heads off towards the east. Most of the shops in this street are still closed except for one to your right. There is a sign above the door.</p>
- <signpost>Jinelda Koop<ch.emdash/>Alchemist: Magical Potions Bought and Sold</signpost>
- <choice idref="sect289">If you wish to enter the shop, <link-text>turn to 289</link-text>.</choice>
- <choice idref="sect186">If you wish to continue on your way, <link-text>turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect144">
- <meta><title>144</title></meta>
-
- <data>
- <p>A large Noodnic, wearing a brightly coloured cloak of patchwork silks, orders several of his people to arm themselves and drive you out of the hall. When you speak to them in their own language, a hush of astonishment fills the cavern. Never before have they encountered a human being who could actually speak their tongue. For some of them it is too much to grasp, and they stare at you open-mouthed, their furry little arms hanging loosely by their sides.</p>
- <p>Then the large Noodnic addresses you, saying he is the leader of this colony. His name is Gashgiss and he welcomes you and invites you to join him on top of a raised platform in the centre of the chamber.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>The large Noodnic, wearing a brightly coloured cloak of patchwork silks, addresses you.</description>
- </meta>
- <instance class="html" src="ill9.png" width="386" height="674" mime-type="image/png"/>
- <instance class="html-compatible" src="ill9.gif" width="386" height="674" mime-type="image/gif"/>
- <instance class="pdf" src="ill9.pdf" width="386" height="674" />
- </illustration>
- <p><quote>Yooze notta Dureneeze man-man, eh? Whereza yooze come za from, eh?</quote> questions Gashgiss, in his strange Noodnic accent.</p>
- <p>You tell him that you are a Sommlending on your way to Hammerdal. He looks at you nervously, and then asks, <quote>Yooze notta Blackscreamerz, eh?</quote> You realize that the <quote>Blackscreamerz</quote> that Gashgiss refers to are Helghast. You learn that two of them arrived in Tarnalin over two hours ago, and caused quite a panic in the main tunnel. Gashgiss knows where they are lying in ambush, waiting for you to appear.</p>
- <p><quote>Iza show yooze z<ch.apos/>way past zem, eh?</quote> he offers. You nod your agreement and follow him down the steps of the platform, to the hall below.</p>
- <p>The Noodnics seem to have overcome their shock and react to you now as if you were one of them. Before you leave, a pretty female Noodnic offers you some food for your journey ahead. There is enough for two Meals. You thank her for her generosity and then follow Gashgiss along one of the many passages leading out of the cavern. After an hour of trekking through the dark, he stops and points towards a shaft of light that is pouring through a crevice in the far distance. <quote>Yooze goez left, yooze be zafe,</quote> he says.</p>
- <p>You thank Gashgiss for his help and silently thank your Kai masters who taught you the skill of Animal Kinship. The many years of instruction have probably saved your life. You squeeze through a fissure in the rock wall and drop three feet to the pathway below. You are thinking how kind the Noodnics were when you discover that they have stolen all your gold! You will have to mark this on your <a idref="action">Action Chart</a>.</p>
- <choice idref="sect349">Continue along the tunnel and <link-text>turn to 349</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect145">
- <meta><title>145</title></meta>
-
- <footnotes>
- <footnote id="sect145-1-foot" idref="sect145-1">
- <p>Due to the loss of <typ class="attribute">ENDURANCE</typ> <em>after</em> consuming the Laumspur, it is probably intended that you may not restore 3 <typ class="attribute">ENDURANCE</typ> points from eating the Laumspur as you normally would.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>You are becoming weaker and weaker. After what seems an eternity of painful struggle you find the Laumspur and force yourself to swallow the dry leaves. Within seconds you are violently sick, after which you drift off into a restless sleep.</p>
- <p>It is nearly an hour before you awake and you still feel dreadfully ill. Deduct 5 <typ class="attribute">ENDURANCE</typ> points.<footref id="sect145-1" idref="sect145-1-foot"/></p>
- <p>As you slowly regain your strength, the shock of what has happened soon turns to anger. You grab your equipment and stagger out of the room, intent on confronting your would-be assassin.</p>
- <choice idref="sect200"><link-text>Turn to 200</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect146">
- <meta><title>146</title></meta>
-
- <data>
- <p>You were right. The cloud is made of huge Zlanbeast and many Kraan, a smaller species but one that is just as deadly. Hanging below their black bellies are nets full of Giaks. As the Zlanbeast descend on the <cite>Green Sceptre</cite>, a net of shrieking Giaks crashes onto the deck behind you. Some are crushed in the fall, but many more have survived and waste no time attacking you. You must fight them as one enemy.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small15.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small15.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small15.pdf" width="386" height="150" />
- </illustration>
- <combat><enemy>Giaks</enemy><enemy-attribute class="combatskill">15</enemy-attribute><enemy-attribute class="endurance">15</enemy-attribute></combat>
- <choice idref="sect345">If you win this combat, <link-text>turn to 345</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect147">
- <meta><title>147</title></meta>
-
- <data>
- <p>Your senses reveal that the path is a dead end. The only way that you can cross the Rymerift and reach Port Bax is via the bridge.</p>
- <choice idref="sect47"><link-text>Turn to 47</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect148">
- <meta><title>148</title></meta>
-
- <data>
- <p>You wrap yourself in your Kai cloak and raise the hood. The driver shouts and whips the horses and soon you are on your way along the tree-lined coast road to Ragadorn. During the journey, you talk to the driver and learn some useful things about the seaport of Ragadorn.</p>
- <p>Ever since Killean the Overlord died three years ago, Ragadorn has been ruled (or misruled according to the driver) by his son, Lachlan. It seems that he and his men are nothing more than pirates. They tax the people heavily, and murder all who oppose them.</p>
- <p>You are hungry and during the coach ride, you must eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
- <p>At last, in the distance, you can just make out the city wall of Ragadorn. A bell is tolling<ch.emdash/>it rings twelve times. Eventually the coach passes through the west gate of the wall and pulls to a halt.</p>
- <p><quote>If you want to get to Durenor, you can catch a coach from the stable at the east gate. Best hurry mind, it leaves at one o<ch.apos/>clock,</quote> the driver tells you.</p>
- <p>You thank the driver for the advice and jump to the cobblestones below. For the first time, you suddenly notice the awful stench of this dirty seaport. A rusty sign nailed to a rot-infested house says <quote>Welcome to Ragadorn</quote>.</p>
- <choice idref="sect122">If you wish to go north along Westgate Lane, <link-text>turn to 122</link-text>.</choice>
- <choice idref="sect323">If you wish to head south along West Bank Walk, <link-text>turn to 323</link-text>.</choice>
- <choice idref="sect257">If you wish to head east into Axe Lane, <link-text>turn to 257</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect149">
- <meta><title>149</title></meta>
-
- <data>
- <p>You can sense that this guard is a loyal Durenese soldier. If you were to attempt to bribe him, he would be likely to consider it a grave insult and attack you.</p>
- <choice idref="sect223">If you wish to show him the Seal of Hammerdal, <link-text>turn to 223</link-text>.</choice>
- <choice idref="sect250">If you would prefer not to show it, if you do not have it, or if you wish to pretend to be a merchant on your way to Port Bax, <link-text>turn to 250</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect150">
- <meta><title>150</title></meta>
-
- <data>
- <p>You spur the horse along the twisting village street across a wooden bridge and up a steep path towards the crest of the cove. In the light of the moon, you catch a glimpse of a signpost pointing eastwards.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small16.png" width="386" height="150" />
- <instance class="pdf" src="small16.pdf" width="386" height="150" />
- <instance class="none" src="none" width="none" height="none">
- <signpost>Port Bax<ch.emdash/>50 Mls</signpost>
- </instance>
- </illustration>
- <p>You ride all night without sleep. As the dawn breaks, you are greeted by a startling change of landscape. The barren Wildlands have given way to moors and waterlogged fens. And a dark shadow runs the length of the eastern horizon for as far as the eye can see. This is the Durenor Forest, the natural frontier of the mountain kingdom where it borders the untamed Wildlands. It is indeed a welcome sight.</p>
- <p>You are no more than a day<ch.apos/>s ride from Port Bax, but you are tired after your night ride and you must eat a Meal or lose 3 <typ class="attribute">ENDURANCE</typ> Points. If you have the Kai Discipline of Hunting, you may use this skill to trap a wild moor-rat or marsh-bird for your breakfast. (You are leaving the Wildlands and heading into the Durenor Forest and may once again use Hunting to hunt for food.)</p>
- <p>After an hour<ch.apos/>s ride you come to a fork in the road. There is no signpost.</p>
- <choice idref="sect261">If you wish to take the left fork, <link-text>turn to 261</link-text>.</choice>
- <choice idref="sect334">If you wish to take the right fork, <link-text>turn to 334</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect151">
- <meta><title>151</title></meta>
-
- <data>
- <p>Using your skill to mimic the gruff Ragadornian accent, you bluff the guard, saying that there is a fight in Tomb Square. You say that the city watch have been overpowered, and that he is needed at once.</p>
- <p>To see if your bluff has been successful, pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect262">If the number you have chosen is 0<ch.endash/>4, <link-text>turn to 262</link-text>.</choice>
- <choice idref="sect110">If it is 5<ch.endash/>9, <link-text>turn to 110</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect152">
- <meta><title>152</title></meta>
-
- <data>
- <p>It is early in the morning of the thirty-third day of your quest, when you ride into Port Bax with Lord Axim at your side.</p>
- <p>The preparations for war have been completed. The galleons of the Durenese war fleet lie at anchor in the harbour, impatiently awaiting the order to set sail for Sommerlund. On board each ship are many brave soldiers from the mountain kingdom, a tough army of skilled warriors, eager to face the Darklords in battle. Each man has sworn to avenge their besieged allies, or die in the attempt.</p>
- <p>You are to sail back to Holmgard aboard the flagship <cite>Durenor</cite>, a warship whose great curving prow and tall masts emphasize its sheer power and strength. You and Lord Axim are taken aboard and welcomed by Admiral Calfen, commander of the fleet, and then the fleet prepares to set sail.</p>
- <p>In less than an hour, the harbour lies far behind you. The domes of Port Bax are now merely dots on the horizon.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect216">If the number you have picked is 0<ch.endash/>3, <link-text>turn to 216</link-text>.</choice>
- <choice idref="sect49">If the number is 4<ch.endash/>6, <link-text>turn to 49</link-text>.</choice>
- <choice idref="sect193">If the number is 7<ch.endash/>9, <link-text>turn to 193</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect153">
- <meta><title>153</title></meta>
-
- <data>
- <p>You forget about the rogue with his cup and marble game and instead watch a card game in progress near the tavern stairs. You notice that one of the players is cheating.</p>
- <choice idref="sect241">If you wish to challenge the man, <link-text>turn to 241</link-text>.</choice>
- <choice idref="sect130">If you would rather ignore what you have seen, <link-text>turn to 130</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect154">
- <meta><title>154</title></meta>
-
- <data>
- <p>The crew<ch.apos/>s quarters are cramped and stifling. But despite a lack of space and a poor evening meal (so poor in fact that you lose 2 <typ class="attribute">ENDURANCE</typ> points!) the men are pleased that their invitation was accepted and you are treated as an honoured guest.</p>
- <p>After supper, they invite you to play <quote>Portholes</quote> with them, and wager a little gold on the fall of the dice.</p>
- <choice idref="sect308">If you wish to try your luck, <link-text>turn to 308</link-text>.</choice>
- <choice idref="sect197">If you would prefer to decline the offer, bid them goodnight and return to your cabin by <link-text>turning to 197</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect155">
- <meta><title>155</title></meta>
-
- <data>
- <p>After travelling a mile along the left track, you arrive at a long stone bridge. At first glance, the river that it crosses seems to be swollen and in danger of flooding the banks. Then you realize that this is the Rymerift. The waters of the Rymerift are two miles across at the widest point and over a mile deep for most of its length. Here, the land has slipped away and a natural gap has appeared separating Durenor from the rest of Magnamund.</p>
- <p>There is a signpost at the entrance to the stone bridge.</p>
- <signpost>Port Bax<ch.emdash/>3 Miles</signpost>
- <p>You breathe a sigh of relief, for you are on the correct path and should be in the city within the hour.</p>
- <choice idref="sect265"><link-text>Turn to 265</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect156">
- <meta><title>156</title></meta>
-
- <data>
- <p>The driver becomes very angry and shouts, <quote>There<ch.apos/>s a long walk ahead of you, stranger,</quote> as he slams the door in your face. You cannot afford to buy a room for the night, so you decide to bed down with the horses in the stable next door.</p>
- <choice idref="sect213"><link-text>Turn to 213</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect157">
- <meta><title>157</title></meta>
-
- <data>
- <p>The guard is furious and charges down the stairs at you, his sword raised above his head. If you do not have a weapon, remember to deduct 4 points from your <typ class="attribute">COMBAT SKILL</typ> and fight the guard open-handed.</p>
- <combat><enemy>Watchtower Guard</enemy><enemy-attribute class="combatskill">15</enemy-attribute><enemy-attribute class="endurance">22</enemy-attribute></combat>
- <choice idref="sect65">You may evade this combat at any time by <link-text>turning to 65</link-text>.</choice>
- <choice idref="sect331">If you win the combat, <link-text>turn to 331</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect158">
- <meta><title>158</title></meta>
-
- <data>
- <p>The priest does not seem to be surprised by your attack, and he draws a black sword from beneath his robes.</p>
- <combat><enemy>Priest</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">23</enemy-attribute></combat>
- <choice idref="sect220">If you win the combat, <link-text>turn to 220</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect159">
- <meta><title>159</title></meta>
-
- <data>
- <p>You eventually come to a halt at the base of a huge fir tree. You try to stand, but the pain in your legs and side is so great that you collapse and lose consciousness. It is a sleep that will spare you the pain of the Helghast blades, but it is also a sleep from which there is no awakening.</p>
- <deadend>Your quest and your life end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect160">
- <meta><title>160</title></meta>
-
- <data>
- <p><quote>Forgive me, my lord, I did not mean to startle you.</quote> The man seems nervous, and the open hand that is extended towards you is shaking quite visibly.</p>
- <p>With some caution you accept the gesture of friendship, and sit with the man at a tavern table. The place is deserted save for a couple of mice gnawing at a large chunk of cheese.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small17.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small17.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small17.pdf" width="386" height="150" />
- </illustration>
- <p><quote>Captain Kelman has instructed me to take you to the <cite>Green Sceptre</cite>, but only if I am sure that you are the Kai Lord they call Lone Wolf. Can you prove your identity?</quote> You decide you must show your mastery of one of your Kai Disciplines.</p>
- <choice idref="sect16">If you wish to demonstrate your Kai Discipline of Healing, <link-text>turn to 16</link-text>.</choice>
- <choice idref="sect133">If you wish to demonstrate your Kai Discipline of Mindblast, <link-text>turn to 133</link-text>.</choice>
- <choice idref="sect255">If you are carrying a Weapon and wish to demonstrate your Kai Weaponskill, <link-text>turn to 255</link-text>.</choice>
- <choice idref="sect203">If you wish to demonstrate your Kai Discipline of Animal Kinship, <link-text>turn to 203</link-text>.</choice>
- <choice idref="sect48">If you wish to demonstrate your Kai Discipline of Mind Over Matter, <link-text>turn to 48</link-text>.</choice>
- <choice idref="sect348">If you do not possess any of the above Kai skills, or if you do not wish to demonstrate your skill, <link-text>turn to 348</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect161">
- <meta><title>161</title></meta>
-
- <data>
- <p>The shop appears to be empty. You wait and look at the merchandise for nearly five minutes, but still no one appears. You are about to leave when you notice a map hanging inside the door. It is a plan of the Port of Ragadorn. The Ragadorn stables and coach station is clearly marked near the east gate of the city. This is where land transport can be found to take you to Port Bax. You memorize the map route to the east gate and leave the shop. You run back to Axe Lane and turn east into Sage Street. At the end of this winding lane you arrive at the Ragadorn Bridge, the only connection between the east and west sides of the city. You push your way across the crowded bridge and run along the cobblestones of East Trade Lane.</p>
- <choice idref="sect186"><link-text>Turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect162">
- <meta><title>162</title></meta>
-
- <data>
- <p>He bellows his battle-cry and lunges at your head.</p>
- <combat><enemy>Knight of the White Mountain</enemy><enemy-attribute class="combatskill">20</enemy-attribute><enemy-attribute class="endurance">27</enemy-attribute></combat>
- <choice idref="sect244">You may evade combat at any time by running into the trees and <link-text>turning to 244</link-text>.</choice>
- <choice idref="sect302">If you win the combat, <link-text>turn to 302</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect163">
- <meta><title>163</title></meta>
-
- <data>
- <p><quote>We<ch.apos/>ve a full sail and a sharp prow. There<ch.apos/>s not a warship on the northern seas that<ch.apos/>ll catch the <cite>Green Sceptre</cite>,</quote> says the captain.</p>
- <p>He is proved right, for the pirate ship soon disappears over the horizon. <quote>Twenty-five years at sea and I<ch.apos/>ve never known the Lakuri pirates to venture this far north to raid,</quote> he says, stroking his beard thoughtfully. <quote>They must be after a valuable cargo to sail so far from their tropical islands.</quote></p>
- <p>As the captain descends below deck to his cabin, you get an uneasy feeling that the valuable cargo may be you.</p>
- <choice idref="sect240"><link-text>Turn to 240</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect164">
- <meta><title>164</title></meta>
-
- <data>
- <p>You have walked for nearly a mile along this deserted tunnel when you see a flight of steps cut into the rock-face to your left. They lead to a platform which runs the length of the tunnel ceiling. It is used to service the torches.</p>
- <choice idref="sect172">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 172</link-text>.</choice>
- <choice idref="sect52">If you wish to climb the steps and investigate the platform, <link-text>turn to 52</link-text>.</choice>
- <choice idref="sect256">If you wish to ignore the steps and continue on your journey, <link-text>turn to 256</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect165">
- <meta><title>165</title></meta>
-
- <data>
- <p>Placing the gold in your pouch, you remove the Seal and hand it to her. She snatches it and examines it closely. As you leave the shop, you hear her sniggering quietly to herself, and you wonder if you have done the right thing.</p>
- <choice idref="sect186"><link-text>Turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect166">
- <meta><title>166</title></meta>
-
- <data>
- <p>You make your way up a flight of stairs and onto the crowded deck. Fierce battle rages all around you as the Durenese fleet is engulfed by the rush of ghostly death-hulks. Suddenly a flash of searing flame shoots from a tower at the rear of the death-hulk you are on, and explodes into the side of a Durenese warship less than fifty yards away. You watch with horror as soldiers leap from the deck, their clothes and hair in flames.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>Soldiers leap from the deck, their clothes and hair in flames.</description>
- </meta>
- <instance class="html" src="ill10.png" width="386" height="658" mime-type="image/png"/>
- <instance class="html-compatible" src="ill10.gif" width="386" height="658" mime-type="image/gif"/>
- <instance class="pdf" src="ill10.pdf" width="386" height="658" />
- </illustration>
- <choice idref="sect328">If you wish to investigate the tower, <link-text>turn to 328</link-text>.</choice>
- <choice idref="sect267">If you wish to escape from this ship, jump overboard by <link-text>turning to 267</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect167">
- <meta><title>167</title></meta>
-
- <data>
- <p><quote>You play a daring strategy, Lone Wolf. But I think I have you now.</quote></p>
- <p>Captain Kelman moves his ornate keystone across to your side of the board with a triumphant smile. But it soon fades to a look of shock as you unexpectedly counter his move. <quote>Stalemate,</quote> you reply coolly. The captain stares at the board in disbelief.</p>
- <p><quote>The skills of the Kai never cease to amaze me,</quote> he says, slowly scratching his head. He is still staring at the Samor board when you finally bid him goodnight and return to your cabin.</p>
- <choice idref="sect197"><link-text>Turn to 197</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect168">
- <meta><title>168</title></meta>
-
- <data>
- <p>Slowly, one by one, the other travellers appear and stare in shock at the dead coachman. <quote>We must bury him,</quote> says the priest.</p>
- <p>You silently nod your agreement and prepare a grave in which to lay the corpse. As you all walk back to the coach, you discuss what should be done.</p>
- <p><quote>I know the road to Port Bax. I had better drive the coach,</quote> volunteers Halvorc.</p>
- <p><quote>I do hope we<ch.apos/>re not blamed for his death,</quote> says the priest nervously.</p>
- <p><quote>It was an act of the gods,</quote> says Dorier.</p>
- <p><quote>I shall testify to that,</quote> says Ganon. <quote>Lies are never spoken by Knights of the White Mountain.</quote></p>
- <p>It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves, and Szalls.</p>
- <p>The death of the coachman is met by the villagers with great suspicion, but Dorier<ch.apos/>s words convince them that it was accidental.</p>
- <p>There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.</p>
- <choice idref="sect314">If you can pay for the room, <link-text>turn to 314</link-text>.</choice>
- <choice idref="sect25">If you cannot, <link-text>turn to 25</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect169">
- <meta><title>169</title></meta>
-
- <data>
- <p>You leave the gaming-house and walk dejectedly back towards the coach station. In the distance you can see the east gate of the city. Waiting below it is the coach to Durenor. You must get to Port Bax<ch.emdash/>the future of Sommerlund depends on it. You slip past the guard and board the coach without him seeing you enter. As the departure time gets nearer, five other passengers climb into the coach and seat themselves around you. The guard slams the door and you begin your journey to Port Bax.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect39">If the number you have picked is 0<ch.endash/>3, <link-text>turn to 39</link-text>.</choice>
- <choice idref="sect249">If the number is 4<ch.endash/>6, <link-text>turn to 249</link-text>.</choice>
- <choice idref="sect339">If the number is 7<ch.endash/>9, <link-text>turn to 339</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect170">
- <meta><title>170</title></meta>
-
- <data>
- <p>The guard looks at your white card and sneers, <quote>This is a merchant<ch.apos/>s pass. It<ch.apos/>s of no use to you here. You must have a red pass to gain access to the naval quadrant.</quote> He flicks the card back at you and returns to his post at the gate.</p>
- <choice idref="sect327"><link-text>Turn to 327</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect171">
- <meta><title>171</title></meta>
-
- <data>
- <p>Behind the trees you notice a wide coast road running from east to west.</p>
- <choice idref="sect27">If you wish to head east, <link-text>turn to 27</link-text>.</choice>
- <choice idref="sect114">If you wish to head west, <link-text>turn to 114</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect172">
- <meta><title>172</title></meta>
-
- <data>
- <p>Your Kai sense warns you that there is something evil hiding in the darkness of the platform.</p>
- <choice idref="sect52">If you wish to climb the stone steps and confront it, <link-text>turn to 52</link-text>.</choice>
- <choice idref="sect256">If you wish to sprint past the steps and platform, <link-text>turn to 256</link-text>.</choice>
- <choice idref="sect64">If you want to run back to the junction and take the left path, <link-text>turn to 64</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect173">
- <meta><title>173</title></meta>
-
- <data>
- <p>You enter a magnificent emporium in which are displayed some of the finest goods of northern Magnamund. Even at this late hour, the trading post is busy, as captains and rich merchants haggle over the sale or exchange of their cargoes. The owner of the trading post appears to be a young warrior, who presides over the auction of goods from an ornate chair held up by four massive chains. His men are all dressed in black armour, and on their shields they bear the emblem of a black ship on a red crest.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small18.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small18.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small18.pdf" width="386" height="150" />
- </illustration>
- <p>Then, by chance, you notice a small boy steal a money pouch from the belt of a merchant, and slip it into his boot.</p>
- <choice idref="sect91">If you decide to grab the boy and make him hand back the pouch, <link-text>turn to 91</link-text>.</choice>
- <choice idref="sect6">If you follow the boy outside and steal the pouch from him, <link-text>turn to 6</link-text>.</choice>
- <choice idref="sect283">If you just ignore what you have seen and examine the goods for sale, <link-text>turn to 283</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect174">
- <meta><title>174</title></meta>
-
- <data>
- <p>The knight steps towards you and says, <quote>I<ch.apos/>ve yet to meet a peasant who could afford to buy his own horse. You are not a peasant, but I<ch.apos/>d wager you to be a thief.</quote></p>
- <p>With a flick of his broadsword, he unhorses you and heavily you fall to the ground. Instinctively, you draw your weapon in self-defence as the knight attacks you.</p>
- <choice idref="sect162"><link-text>Turn to 162</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect175">
- <meta><title>175</title></meta>
-
- <data>
- <p><quote>It seems our bird has flown,</quote> says the captain, pointing to a longboat moving swiftly towards another ship on the horizon. <quote>She flies no flag, and her hull is of a strange shape. I<ch.apos/>ve ne<ch.apos/>er before seen the like.</quote></p>
- <p>You watch as the longboat reaches the mysterious ship. As if by magic a sea fog appears from nowhere and engulfs the vessel. Moments later, both the ship and the fog have disappeared.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect53">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 53</link-text>.</choice>
- <choice idref="sect209">If the number is 5<ch.endash/>9, <link-text>turn to 209</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect176">
- <meta><title>176</title></meta>
-
- <data>
- <p>For three days and nights, you have ridden along the highway as it follows its route up the river valley of the Durenon. In the distance are the peaks of the Hammerdal Mountains, one of the highest ranges in all Magnamund. The capital lies at the very centre of those mountains.</p>
- <p>It is now the morning of the fourteenth day of your quest. You have made camp near a waterfall where the fast-flowing Durenon drops over 120 feet. You are about to leave, when a group of six hooded riders appears on the forest highway above, blocking your exit from the camp.</p>
- <p>Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offence to hinder a King<ch.apos/>s messenger, but unfortunately, the cloaked riders do not seem impressed by his warning, and they remain where they are.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>Lord-lieutenant Rhygar demands that they let you pass as you bear a royal dispatch.</description>
- </meta>
- <instance class="html" src="ill11.png" width="386" height="680" mime-type="image/png"/>
- <instance class="html-compatible" src="ill11.gif" width="386" height="680" mime-type="image/gif"/>
- <instance class="pdf" src="ill11.pdf" width="386" height="6860" />
- </illustration>
- <p><quote>If you do not care for reason, perhaps our swords will turn your tails,</quote> says Rhygar. He draws his sword, and orders his men to attack.</p>
- <choice idref="sect322">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 322</link-text>.</choice>
- <choice idref="sect45">If you wish to follow Rhygar, <link-text>turn to 45</link-text>.</choice>
- <choice idref="sect277">If you do not want to attack the riders, <link-text>turn to 277</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect177">
- <meta><title>177</title></meta>
-
- <data>
- <p>As you re-enter the tavern, you can see that most of the sailors are clustered around the centre table to watch an arm-wrestling contest.</p>
- <choice idref="sect276">If you wish to enter the contest, <link-text>turn to 276</link-text>.</choice>
- <choice idref="sect342">If you wish to talk with the innkeeper, <link-text>turn to 342</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect178">
- <meta><title>178</title></meta>
-
- <data>
- <p>Although the delicious smell of the food is making your mouth water, you suspect that something is very wrong. You set the tray down by the door. Your hunger has made you tired, and you decide to take a short nap before meeting the others in the bar.</p>
- <p>When you awake, you see the bodies of two dead rats lying beside the food tray<ch.emdash/>they have been poisoned. The shock soon turns to anger when you realize that the poison was in the food intended for you.</p>
- <p>You grab your equipment and leave the room, intent on discovering your would-be assassin.</p>
- <choice idref="sect200"><link-text>Turn to 200</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect179">
- <meta><title>179</title></meta>
-
- <data>
- <p>Using your Kai Discipline of Camouflage, you can hide undetected in the hay-cart until it is safe to come out.</p>
- <choice idref="sect82">If you wish to hide in the hay-wain, <link-text>turn to 82</link-text>.</choice>
- <choice idref="sect150">If you would rather take a horse and leave the village, <link-text>turn to 150</link-text>.</choice>
- <choice idref="sect71">If you wish to enter the wheelwright<ch.apos/>s shop, <link-text>turn to 71</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect180">
- <meta><title>180</title></meta>
-
- <data>
- <p>You conclude that the crew are either blind or have no intention of rescuing you. The fishing boat continues on its course out to sea and, without seeming to notice you, disappears over the horizon. Pulling off a loose plank from the hatch cover, and using it as a makeshift oar, you set about paddling towards the shore.</p>
- <choice idref="sect337"><link-text>Turn to 337</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect181">
- <meta><title>181</title></meta>
-
- <footnotes>
- <footnote id="sect181-1-foot" idref="sect181-1">
- <p>According to <cite>Lone Wolf Club Newsletter #12</cite>: <quote>Realistically, you can only wear one Backpack at a time, and carry a maximum of eight Backpack Items (Special Items not included).</quote></p>
- </footnote>
- </footnotes>
-
- <data>
- <p>This street seems dirtier and smellier than the one you have just been down. The cluttered window of a shop to your left catches your attention. In the window are many useful items, all of which bear a price tag.</p>
- <ul>
- <li>Sword<ch.emdash/>4 Gold Crowns</li>
- <li>Dagger<ch.emdash/>2 Gold Crowns</li>
- <li>Short Sword<ch.emdash/>3 Gold Crowns</li>
- <li>Warhammer<ch.emdash/>6 Gold Crowns</li>
- <li>Spear<ch.emdash/>5 Gold Crowns</li>
- <li>Mace<ch.emdash/>4 Gold Crowns</li>
- <li>Fur Blanket<ch.emdash/>3 Gold Crowns</li>
- <li>Backpack<ch.emdash/>1 Gold Crown<footref id="sect181-1" idref="sect181-1-foot"/></li>
- </ul>
- <p>You may enter and purchase any of the above items. Remember to mark them on your <a idref="action">Action Chart</a>. When you have completed your purchases, you continue your way along Sage Street, towards the Ragadorn Bridge. This bridge is the only connection between the east and west sides of the port and you push your way through the crowds of people and carts. You find yourself in a rubbish-strewn thoroughfare known as East Trade Lane.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small19.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small19.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small19.pdf" width="386" height="150" />
- </illustration>
- <choice idref="sect186"><link-text>Turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect182">
- <meta><title>182</title></meta>
-
- <data>
- <p>You must find shelter for the night or you will risk being arrested by the city guard. Your Kai sense tells you that the best course of action is to return to the tavern and ask the innkeeper for a room. Refreshed by a comfortable night<ch.apos/>s sleep, you can then make plans to reach Durenor first thing in the morning.</p>
- <choice idref="sect177"><link-text>Turn to 177</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect183">
- <meta><title>183</title></meta>
-
- <data>
- <p>The forest drops away steeply at the edge of your campsite, and in your haste you trip and fall headlong through the trees.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect311">If the number you have picked is 0<ch.endash/>8, <link-text>turn to 311</link-text>.</choice>
- <choice idref="sect159">If the number is 9, <link-text>turn to 159</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect184">
- <meta><title>184</title></meta>
-
- <data>
- <p>As the Drakkar dies at your feet, the pirates falter at the sight of such a powerful warrior floored, and then flee to their sinking ship. Captain Kelman rallies his crew and leads them against the retreating enemy, driving them into the water with the fury of the attack.</p>
- <p>The <cite>Green Sceptre</cite> pulls free of the pirate ship, which keels heavily to starboard.</p>
- <p><quote>Our thanks, Kai Lord.</quote> The captain grasps your hand. <quote>We are proud and thankful to have you with us.</quote> A cheer resounds along the deck, and the crew voice their praise.</p>
- <p>You help tend the wounded whilst repairs are carried out to the damaged prow. Within the hour, the wind fills the sails and you are back on course for Durenor once more.</p>
- <choice idref="sect240"><link-text>Turn to 240</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect185">
- <meta><title>185</title></meta>
-
- <data>
- <p>As you race along the corpse-littered deck, two Drakkarim warriors emerge from a doorway and attack you by surprise. You must fight them one at a time.</p>
- <combat><enemy>Drakkar 1</enemy><enemy-attribute class="combatskill">17</enemy-attribute><enemy-attribute class="endurance">25</enemy-attribute></combat>
- <combat><enemy>Drakkar 2</enemy><enemy-attribute class="combatskill">16</enemy-attribute><enemy-attribute class="endurance">26</enemy-attribute></combat>
- <choice idref="sect286">You may evade at any stage of the combat by diving into the sea. <link-text>Turn to 286</link-text>.</choice>
- <choice idref="sect120">If you kill them both in combat, you can then jump to the deck of a nearby Durenese ship by <link-text>turning to 120</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect186">
- <meta><title>186</title></meta>
-
- <data>
- <p>You are standing opposite a large building with a sign on the wall:</p>
- <signpost>RAGADORN STABLES AND COACH STATION</signpost>
- <p>A green-clad coachman is sitting next to a notice board that reads, <quote>Port Bax<ch.emdash/>Journey Time<ch.emdash/>7 Days</quote>.</p>
- <choice idref="sect136">If you wish to approach the coachman and ask to buy a ticket for the journey to Port Bax, <link-text>turn to 136</link-text>.</choice>
- <choice idref="sect238">If you have no money, <link-text>turn to 238</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect187">
- <meta><title>187</title></meta>
-
- <data>
- <p>A quick search of their bodies reveals the following items:</p>
- <ul>
- <li>2 Spears</li>
- <li>2 Swords</li>
- <li>6 Gold Crowns</li>
- </ul>
- <p>If you decide to take any of these, remember to mark them on your <a idref="action">Action Chart</a>.</p>
- <p>You roll the bodies into the Rymerift and then run across the bridge in case anyone saw the incident. The forest track continues for over an hour before you arrive at a junction, where you see a signpost.</p>
- <signpost>Port Bax<ch.emdash/>3 Miles</signpost>
- <p>You adjust your equipment and set off towards the east.</p>
- <choice idref="sect265"><link-text>Turn to 265</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect188">
- <meta><title>188</title></meta>
-
- <data>
- <p>Your quick wits and skill have saved you from a venomous bite. As the snake disappears into the long grass beyond the road, you gather together your Backpack and climb the tree, where you spend the rest of the night safely above the ground.</p>
- <choice idref="sect312"><link-text>Turn to 312</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect189">
- <meta><title>189</title></meta>
-
- <data>
- <p><quote>Impostor!</quote> he cries, and draws his weapon. Before you can react to his attack, his sword has grazed your arm and you lose 2 <typ class="attribute">ENDURANCE</typ> points. He runs at you and knocks you backwards through the open doorway. In a tangle of limbs and curses, you both fall headlong down the watchtower stairs. You stagger to your feet, but the knight is already up and searching for his broadsword.</p>
- <choice idref="sect162">If you wish to fight him, <link-text>turn to 162</link-text>.</choice>
- <choice idref="sect244">If you would rather abandon your horse and run for the safety of the trees, <link-text>turn to 244</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect190">
- <meta><title>190</title></meta>
-
- <data>
- <p>Using the edge of a steel rule to prise open the lock, you suddenly feel a sharp pain in your chest. A cunning trap has been laid, and as you open the box, a small needle shoots out and embeds itself in your flesh. It is tipped with a deadly poison. You die instantly.</p>
- <deadend>Your mission and your life come to a tragic end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect191">
- <meta><title>191</title></meta>
-
- <data>
- <p>At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque above the door.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small20.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small20.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small20.pdf" width="386" height="150" />
- <instance class="text" src="none" width="none" height="none">
- <signpost>Port Watchtower<ch.emdash/>Harbour Authority</signpost>
- </instance>
- </illustration>
- <p>You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.</p>
- <choice idref="sect318">If you wish to enter the port watchtower, <link-text>turn to 318</link-text>.</choice>
- <choice idref="sect246">If you wish to approach the red gate, <link-text>turn to 246</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect192">
- <meta><title>192</title></meta>
-
- <data>
- <p>The drunken sailors roar with delight, money changes hands and bets are settled. You notice your opponent wink at two of his henchmen. They begin to move towards you. Without a moment<ch.apos/>s hesitation, you rise from the table and punch the sailor so hard in the face that he somersaults backwards crashing into his surprised friends. You leave them sprawled in a heap on the floor.</p>
- <p>As you reach the tavern door, an ugly sailor draws his sword and blocks your escape. But before you have a chance to do anything, there is a loud thud and he falls to his knees. Behind him stands the serving girl, a large wooden club in her hand, smiling at you. You thank her, and wink as you race out of the door and into the darkened street beyond.</p>
- <p>After running blindly in the dark for many minutes, you notice a stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you run to the building and climb a ladder where you spend the night safely hidden in the hay-loft.</p>
- <choice idref="sect32"><link-text>Turn to 32</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect193">
- <meta><title>193</title></meta>
-
- <data>
- <p>The voyage to Sommerlund is one of ill omen. Deep black storm clouds gather on the horizon, and a fierce wind relentlessly torments the restless sea. At night, great bolts of lightning tear open the darkness, followed by a rolling thunder so loud that it shakes every timber of the flagship. Many of the soldiers aboard the fleet are mountain-dwellers, unaccustomed to the shift of the sea. By the third day, over half their number are so ill as to be unable to stand. Lord Axim is close to despair.</p>
- <p><quote>How I pray that this storm will lift, for even if the fleet arrives intact, I fear our men will be too weak to break the enemy.</quote></p>
- <p>Then, as if in answer to his prayer, the dawn of the next day heralds an end to the raging storms. But the calm waters now surrounding the fleet contain a danger far greater than any storm.</p>
- <choice idref="sect100"><link-text>Turn to 100</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect194">
- <meta><title>194</title></meta>
-
- <footnotes>
- <footnote id="sect194-1-foot" idref="sect194-1">
- <p>In the Collector<ch.apos/>s Edition, you lose only your Weapons and the Seal of Hammerdal here. You may choose to follow these instructions instead.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>When you awake, you are shocked to find yourself lying beneath a wooden jetty, and the shallow water surrounding you fills your nostrils with a foul stench. As you stand, your head throbs violently as if you had been knocked unconscious. This is exactly what has happened to you, and your Gold, your Backpack, your Weapons, and all your Special Items (including the Seal of Hammerdal) have been stolen by the fishermen.<footref id="sect194-1" idref="sect194-1-foot"/></p>
- <p>With a groan of despair, you climb out of the slimy water and pull yourself onto the jetty. Looking up you see a faded sign.</p>
- <signpost>Welcome to Ragadorn</signpost>
- <p>You fear the rumours about this place are true. It is nearly dark and it has started to rain. You must find the Seal if you are to persuade the Durenese to give you the Sommerswerd. Looking round, you see a large market square with a stone signpost in the centre, indicating the various roads that lead off the square.</p>
- <choice idref="sect215">If you wish to go east along Barnacle Street <link-text>turn to 215</link-text>.</choice>
- <choice idref="sect303">If you wish to go south along Eastbank Wharf, <link-text>turn to 303</link-text>.</choice>
- <choice idref="sect129">If you wish to go north along Booty Walk, <link-text>turn to 129</link-text>.</choice>
- <choice idref="sect86">If you would rather go west back to the jetty and search for the fishing boat, <link-text>turn to 86</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect195">
- <meta><title>195</title></meta>
-
- <data>
- <p>You have been travelling for nearly two hours when the driver shouts, <quote>Toll bridge ahead. One Crown apiece.</quote></p>
- <p>Looking out of the window, it is pouring down with rain but you can just make out a wooden bridge and a log cabin in the distance. The driver halts the coach at the log cabin and an ugly creature appears at the doorway. It is a warty-skinned Szall, a harmless and cowardly breed of Giak. They have been natives of the Wildlands since the Age of the Black Moon, when thousands of their kind migrated from the Durncrag Mountains to avoid the tyranny of Vashna, the mightiest of the Darklords.</p>
- <p>The Szall demands one Gold Crown from each passenger before the coach will be allowed to pass. The other passengers each place one Crown upon a small plate and hand it to you.</p>
- <choice idref="sect249">If you have enough gold to pay the toll, do so and continue on your journey by <link-text>turning to 249</link-text>.</choice>
- <choice idref="sect50">If you have no money, <link-text>turn to 50</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect196">
- <meta><title>196</title></meta>
-
- <data>
- <p>King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King<ch.apos/>s side. (Remember to erase the Seal of Hammerdal from your <a idref="action">Action Chart.</a>) For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.</p>
- <p><quote>Alas, the Darklords have woken once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfilment, but in my heart I knew it was to be otherwise.</quote></p>
- <p>The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the centre of the chamber. A gentle humming fills the room, as the stone cover slides back to reveal the hilt of a golden sword.</p>
- <p><quote>Take the sword, Lone Wolf. It is foretold that only a true son of Sommerlund can release the powers that lie within its blade.</quote></p>
- <p>As you grasp the glowing hilt, a tingling sensation runs up your arm and radiates throughout your body.</p>
- <choice idref="sect79">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 79</link-text>.</choice>
- <choice idref="sect123">If you do not possess this skill, <link-text>turn to 123</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect197">
- <meta><title>197</title></meta>
-
- <data>
- <p>As dawn breaks, a fierce storm rises and you are woken by the violent rocking of the ship. The floor of your cabin is awash, and the shouts of the crew can hardly be heard above the howling wind. You quickly dress, gather up your equipment, and make your way to the deck.</p>
- <p>You are soon joined by the captain, who takes hold of your arm and orders you to return to your cabin. Suddenly, as you start to go down, there is a thunderous crack as, high in the rigging, part of the mast snaps. You look up to see the shattered pole falling towards you.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
- <choice idref="sect78">If the number you have picked is 1<ch.endash/>4, <link-text>turn to 78</link-text>.</choice>
- <choice idref="sect141">If the number is 5<ch.endash/>9, <link-text>turn to 141</link-text>.</choice>
- <choice idref="sect247">If the number is 0, <link-text>turn to 247</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect198">
- <meta><title>198</title></meta>
-
- <data>
- <p>You have covered less than twenty yards when your horse rears up and bolts. You are thrown to the ground and you lose 1 <typ class="attribute">ENDURANCE</typ> point. Brushing the dirt from your cloak, you curse as the animal disappears out of sight. You will have to continue your journey from here on foot.</p>
- <choice idref="sect138"><link-text>Turn to 138</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect199">
- <meta><title>199</title></meta>
-
- <data>
- <p>The innkeeper pockets the Crown and says in a mocking voice, <quote>You can get there by putting one foot in front of the other<ch.emdash/>like this,</quote> and with a loud laugh he walks behind the counter and disappears into the kitchen beyond. You curse his trickery and leave the inn, pausing only, in your anger, to kick over his bucket of dirty water.</p>
- <choice idref="sect143"><link-text>Turn to 143</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect200">
- <meta><title>200</title></meta>
-
- <data>
- <p>By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you realize you have found your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travellers carefully and then make your decision.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>The others are all seated at a large table waiting your appearance.</description>
- </meta>
- <instance class="html" src="ill12.png" width="772" height="589" mime-type="image/png"/>
- <instance class="html-compatible" src="ill12.gif" width="772" height="589" mime-type="image/gif"/>
- <instance class="pdf" src="ill12.pdf" width="772" height="589" />
- <instance class="text" src="none" width="none" height="none">
- <blockquote>
- <p>[The following descriptions are of the illustration that originally appeared in the print editions:</p>
- <p>Viveka is seated at one end of the table, with a wary expression on her face. One arm is on the table near a large mug of ale, with her finger tapping the edge. As usual, she is dressed in battle gear.</p>
- <p>Ganon is seated between Viveka and Halvorc, with a sombre look on his face. He is in the uniform of the Knights of the White Mountain and has a meal and wine cup in front of him.</p>
- <p>Dorier is standing behind his brother Ganon, with a more gentle expression. The hilt of his sword is visible between his Knight of the White Mountain uniform and his cloak. Another wine cup on the table appears to belong to him.</p>
- <p>Halvorc is seated comfortably between Ganon and Parsion, giving you an ugly sneer. His hand strays close to a small ale mug.</p>
- <p>Parsion is sitting on the side of the table close to you, but with his body turned to the side, opposite Viveka. His hand, which has a snake painted or tattooed on the wrist, is holding a medium-sized ale mug. He regards you out of the corner of his eye from beneath the large hood of his robe.]</p>
- </blockquote>
- </instance>
- </illustration>
- <choice idref="sect7">If you wish to attack the Knight of the White Mountain called Dorier, <link-text>turn to 7</link-text>.</choice>
- <choice idref="sect60">If you wish to attack the merchant called Halvorc, <link-text>turn to 60</link-text>.</choice>
- <choice idref="sect85">If you wish to attack the adventuress called Viveka, <link-text>turn to 85</link-text>.</choice>
- <choice idref="sect158">If you wish to attack the priest called Parsion, <link-text>turn to 158</link-text>.</choice>
- <choice idref="sect270">If you wish to attack the Knight of the White Mountain called Ganon, <link-text>turn to 270</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect201">
- <meta><title>201</title></meta>
-
- <data>
- <p>As you rise, the snake hisses and strikes at your arm. You dodge to one side, but are you quick enough to avoid its deadly fangs?</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a> to find out.</p>
- <choice idref="sect285">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 285</link-text>.</choice>
- <choice idref="sect70">If the number is 5<ch.endash/>9, <link-text>turn to 70</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect202">
- <meta><title>202</title></meta>
-
- <data>
- <p>The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small21.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small21.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small21.pdf" width="386" height="150" />
- </illustration>
- <p>As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.</p>
- <p><quote>Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.</quote></p>
- <p>You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.</p>
- <choice idref="sect31"><link-text>Turn to 31</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect203">
- <meta><title>203</title></meta>
-
- <data>
- <p><quote>Feeling hungry?</quote> you say, peering at the two busy house mice in the far corner. <quote>Perhaps you would care for some cheese?</quote></p>
- <p>Using your Kai Discipline, you order the two mice to bring the cheese to you. The sailor looks on in amazement as the two furry creatures deposit the cheese at your feet and then scurry away.</p>
- <choice idref="sect268"><link-text>Turn to 268</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect204">
- <meta><title>204</title></meta>
-
- <data>
- <p>The keen sight you have developed through your Kai Discipline of Tracking has enabled you to identify the talisman that sits on top of the black staff. It is the crescent and crystal star emblem of the Magicians<ch.apos/> Guild of Toran in northern Sommerlund. This man is a renegade of the guild and a traitor to your country.</p>
- <choice idref="sect73">If you wish to climb the tower and attack this treacherous magician, <link-text>turn to 73</link-text>.</choice>
- <choice idref="sect267">If you do not wish to risk your life against this powerful sorcerer, jump overboard by <link-text>turning to 267</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect205">
- <meta><title>205</title></meta>
-
- <data>
- <p>The innkeeper frowns at you and points to a side door. <quote>If you can<ch.apos/>t afford a room, you can go and sleep in the stable.</quote></p>
- <p>As you walk towards the exit, you feel the stare of the other passengers burning into your back. The door is slammed shut and you stand shivering in the cold night air.</p>
- <choice idref="sect213"><link-text>Turn to 213</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect206">
- <meta><title>206</title></meta>
-
- <data>
- <p>You are woken during the night by the baying of wolves in the distance. Rather than risk being torn to pieces in your sleep, you climb the tree and spend the rest of the night in safety, high above the ground.</p>
- <choice idref="sect312"><link-text>Turn to 312</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect207">
- <meta><title>207</title></meta>
-
- <data>
- <p>You have walked less than a hundred yards when the track disappears over the edge of a precipice towards the deep waters of the Rymerift below. It is impossible to go on any further in this direction. You will have to return along the path and cross the river at the bridge.</p>
- <choice idref="sect47"><link-text>Turn to 47</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect208">
- <meta><title>208</title></meta>
-
- <data>
- <p>You have just passed the wagon when you hear a noise behind you. Spinning around, you scan the walls and ceiling but you can see nothing in the gloom of the tunnel.</p>
- <choice idref="sect134"><link-text>Turn to 134</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect209">
- <meta><title>209</title></meta>
-
- <data>
- <p>The crew start to whisper. You hear the words <quote>ghost-ship</quote> and <quote>cursed voyage</quote>, but the muttering stops when the captain<ch.apos/>s voice booms out an order for all hands on deck. Only the creaking of the timbers can be heard as Captain Kelman climbs to the rear deck to address the crew.</p>
- <p><quote>Men, we<ch.apos/>re three days<ch.apos/> sail from Port Bax. The fire has robbed us of our provisions and our freshwater has been fouled. We shall have to steer a new course for Ragadorn, where we shall make good our repairs and replenish our stores. That is all.</quote></p>
- <p>The crew seem pleased by the captain<ch.apos/>s announcement, and set about their duties with renewed vigour.</p>
- <p>Then the captain turns to you. <quote>We<ch.apos/>re about eight hours from Ragadorn, my lord. My orders are to see you safely to Port Bax and pass you into the care of the Sommlending consul, Lord-lieutenant Rhygar. But time is not our ally and I fear the repairs may take a week or more to complete. When we drop anchor, you will have to find your own route to Durenor<ch.emdash/>by sea with us or alone by the coast road.</quote></p>
- <p>As you return to your cabin, the King<ch.apos/>s words haunt your thoughts: <quote>Forty days, Lone Wolf. We only have strength to stand against them for forty days.</quote> You do not have long to complete your dangerous mission.</p>
- <choice idref="sect197"><link-text>Turn to 197</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect210">
- <meta><title>210</title></meta>
-
- <data>
- <p>You place both hands on your stomach and try to fight back the pain as you concentrate on focusing your skill. The familiar warmth of your healing power numbs the pain, but the poison is very strong and your struggle is not yet over.</p>
- <p>Pick a number from the <a idref="random">Random Number Table</a>. May the luck of the gods steer your choice, for your life now hangs on the number that you pick.</p>
- <choice idref="sect275">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 275</link-text>.</choice>
- <choice idref="sect330">If the number is 5<ch.endash/>9, <link-text>turn to 330</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect211">
- <meta><title>211</title></meta>
-
- <data>
- <p><quote>The consulate of Sommerlund?</quote> he says in surprise, somewhat taken aback by your sudden appearance. Then, recovering himself, he says, <quote>Why, of course! It is in Alin Square, near the harbour. Turn right when you leave and right again at the end of the avenue. That will take you to the Red Gate. You<ch.apos/>ll need a red pass to enter, as the consulate is in the naval quadrant of the city. It<ch.apos/>s a restricted area.</quote></p>
- <p>You ask the man how you can obtain a red pass.</p>
- <p><quote>From the captain of the port watch,</quote> he says. <quote>You<ch.apos/>re obviously a stranger to Port Bax; there are few indeed that do not know the answer to that question. The port watchtower is at the end of the avenue, just as you turn for the Red Gate.</quote></p>
- <p>You thank the old man and leave the city hall.</p>
- <choice idref="sect191"><link-text>Turn to 191</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect212">
- <meta><title>212</title></meta>
-
- <data>
- <p>Unfortunately, you are without a weapon and he is an expert swordsman. The fight is desperate and short. He runs you through the body with a swift lunge, and as he kicks you from the roof of the wagon, you feel nothing. You are already dead.</p>
- <deadend>Your life and your mission end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect213">
- <meta><title>213</title></meta>
-
- <data>
- <p>You climb to the top of a pile of sheaves of hay and pull your warm Kai cloak around your shoulders to keep out the chill wind. You quickly fall asleep, little knowing you will never open your eyes again. One of the other passengers on the coach who is an agent of the Darklords creeps out and assassinates you in the dark chill of the night. Do you know who it was?</p>
- <deadend>Your life and your quest have come to a tragic end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect214">
- <meta><title>214</title></meta>
-
- <data>
- <p>Once you are inside, you are immediately aware that this is not a shop at all. The room is cold and bare except for a large table in the centre. You notice sinister large iron manacles attached to each of its corners.</p>
- <p>You are in the headquarters of the Silent Brotherhood, Lachlan<ch.apos/>s notorious secret police. With a mounting feeling of terror, you remember the tale of another Kai Lord; of how he had been captured and accused of spying. He had escaped after being tortured for three days and nights. You are not to be so fortunate. The door has automatically locked and soon the Silent Brothers, who are at this moment observing you through peep-holes in the wall, will come for you.</p>
- <p>It may interest you to know that after a long week in the prison of the chief inquisitor you did not let a single Kai secret pass your lips. It is a record that has yet to be equalled, but not one that spared your life.</p>
- <deadend>Your life and your mission end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect215">
- <meta><title>215</title></meta>
-
- <data>
- <p>Thirty yards along on the left side of the street, you hear the sound of merriment drifting out of a large ramshackle building. There is a creaking sign above the door.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small22.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small22.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small22.pdf" width="386" height="150" />
- <instance class="text" src="none" width="none" height="none">
- <signpost>The North Star Tavern</signpost>
- </instance>
- </illustration>
- <choice idref="sect4">If you want to enter the tavern, <link-text>turn to 4</link-text>.</choice>
- <choice idref="sect83">If you wish to continue along Barnacle Street <link-text>turn to 83</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect216">
- <meta><title>216</title></meta>
-
- <data>
- <p>For three days and nights the mighty fleet of Durenor steers swiftly towards the Holmgulf, a strong wind filling the sails of the warships. But although the voyage is fast, the soldiers<ch.apos/> confidence and eagerness for battle has slowly faded as if their will has been drained by some invisible vampire. Lord Axim is close to despair.</p>
- <p><quote>This black mood that haunts our decks is the evil work of the Darklords. I know of their power to turn a man<ch.apos/>s mind, but the curse that befalls us is a sorcery we cannot even see to destroy. How I pray that this spell would end, for even if we arrive at our destination, I fear that we are too weak in mind to break our foe.</quote></p>
- <p>As if in answer to his prayer, the black curse seems to be lifted from the fleet with the dawning of the next day. But the spell is replaced by a threat far deadlier.</p>
- <choice idref="sect100"><link-text>Turn to 100</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect217">
- <meta><title>217</title></meta>
-
- <data>
- <p>The big man looks at you and says in a cynical voice: <quote>The coach station. A coach leaves for Port Bax this afternoon. For a Gold Crown I<ch.apos/>ll tell you how to get there.</quote></p>
- <choice idref="sect199">If you wish to pay him, remember to mark it on your <a idref="action">Action Chart</a> and <link-text>turn to 199</link-text>.</choice>
- <choice idref="sect143">If you wish to leave the inn now, <link-text>turn to 143</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect218">
- <meta><title>218</title></meta>
-
- <data>
- <p>You look up from the dead captain to see the macabre faces of the other crew members. They are surrounding you. There are at least twenty of them and they are armed with cutlasses and axes.</p>
- <choice idref="sect43">You can fight them by <link-text>turning to 43</link-text>.</choice>
- <choice idref="sect105">Or you can attempt to evade by grabbing a nearby rope and swinging across to the deck of a Durenese warship. <link-text>Turn to 105</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect219">
- <meta><title>219</title></meta>
-
- <data>
- <p>Already the venom is taking effect. Your wounded arm feels stiff and a cold sweat has broken out on your brow. Quickly you remove the Pendant that Banedon gave you at the Ruins of Raumas. Using a sharp point of the star, you cut a deep V through the two puncture holes made by the fangs, and suck out the venom.</p>
- <p>The charm is lucky indeed<ch.emdash/>and so are you. You lose 3 <typ class="attribute">ENDURANCE</typ> points but not your life. You decide to climb the tree and spend the rest of the night safely above the ground.</p>
- <choice idref="sect312"><link-text>Turn to 312</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect220">
- <meta><title>220</title></meta>
-
- <data>
- <p>Searching the body, you discover all you need to prove that he was the assassin. Inside his pockets, you find a half-empty vial of gnadurn sap, the deadly poison that was used to taint your food. Then there is a scroll written in Giak, giving details of your expected arrival in Port Bax. He must have located you at Ragadorn and hatched his murder plans there. You notice that the weapon he carries is a Darklord blade, fashioned of black steel and forged in the furnaces of Helgedad, the infernal city of the Darklords beyond the Durncrag Range. Only there in all of vast Magnamund can black steel be made. But the final proof of his true identity is the serpent tattoo on his left wrist. The harbour thugs who attempted to kill you before you had even left Holmgard bore exactly the same mark.</p>
- <p>His purse contains 23 Gold Crowns which you may keep. Do not forget to mark them on your <a idref="action">Action Chart</a>.</p>
- <choice idref="sect33"><link-text>Turn to 33</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect221">
- <meta><title>221</title></meta>
-
- <data>
- <p>The floor of the tavern is covered with the blood and bodies of the people you have killed. Outside in the main street you can hear the chant of a mob. The local inhabitants believe that you are a mad murderer and they intend to lynch you. Quickly, you make your escape through the rear door as the sound of the mob gets closer.</p>
- <choice idref="sect88"><link-text>Turn to 88</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect222">
- <meta><title>222</title></meta>
-
- <data>
- <p>After taking care to close his door, the captain opens the mysterious bundle and tips the contents onto his cabin table. A large charred earthenware jug and several blackened rags drop in a heap. They give off a strange oily smell.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>Captain Kelman opens the mysterious bundle and a large charred earthenware jug drops out.</description>
- </meta>
- <instance class="html" src="ill13.png" width="386" height="596" mime-type="image/png"/>
- <instance class="html-compatible" src="ill13.gif" width="386" height="596" mime-type="image/gif"/>
- <instance class="pdf" src="ill13.pdf" width="386" height="596" />
- </illustration>
- <p><quote>This was no accidental fire,</quote> he says solemnly. <quote>This was an act of sabotage. The forward hold is a food store yet I find this oil jug and these soaked rags upon the floor. Someone on this ship is prepared to risk his life to stop us reaching Durenor.</quote></p>
- <p>You both stare at the burnt rags as if they hold the answer to your questions. Suddenly a cry from up on deck breaks the silence.</p>
- <p><quote>Ship Ahoy! Ship off the port bow!</quote></p>
- <p>Grabbing his sword and telescope, the captain disappears through the door and up the ladder to the deck above.</p>
- <choice idref="sect175">If you wish to follow him, <link-text>turn to 175</link-text>.</choice>
- <choice idref="sect315">If you would rather make a quick search of his cabin, <link-text>turn to 315</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect223">
- <meta><title>223</title></meta>
-
- <data>
- <p>The guard stares at the magnificent ring in awe. The legend of the Seal of Hammerdal is well known to the people of Durenor. It is said that of all the lost treasures of the Durenese, the Seal of Hammerdal is one that they would not wish returned. The guard<ch.apos/>s anxious face shows he clearly recognizes the ring<ch.apos/>s dreadful significance.</p>
- <p><quote>I will not hinder your urgent mission, but I cannot help you except to set you on the road for Port Bax. Continue on this forest path and you will come to a fork near a stunted oak tree. Take the left track<ch.emdash/>it is the quickest way.</quote></p>
- <p>You thank the loyal guard, and push on once more into the forest. A mile or so along the road, you come to the fork and take the left track. It leads to a stone bridge across the Rymerift. The waters of the Rymerift are over one mile deep and up to two miles at its widest point. Near to the bridge you find a signpost.</p>
- <signpost>Port Bax<ch.emdash/>3 Miles</signpost>
- <p>You breathe a sigh of relief for you should arrive there in under an hour.</p>
- <choice idref="sect265"><link-text>Turn to 265</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect224">
- <meta><title>224</title></meta>
-
- <data>
- <p>The following morning you are woken by the cry of seagulls as they wheel and soar above the clipper. The wind is strong and it fills the sails. You breakfast with Captain Kelman who is in better spirits than the previous day. He tells you that the <cite>Green Sceptre</cite> is making good speed and should arrive at Port Bax, the main Durenese seaport, within a week. Suddenly you hear a cry from the crow<ch.apos/>s nest.</p>
- <p><quote>Land off the port bow! Land a<ch.apos/>port!</quote></p>
- <p>You and the captain climb up on deck and brace yourselves against the fresh sea breeze.</p>
- <p><quote>That<ch.apos/>s Mannon, the southernmost island of the Kirlundin chain,</quote> says the captain, pointing towards the sharp rocky coastline in the distance. <quote><quote>Wreck Point</quote> the traders call it. Many a ship has ended her days upon those granite teeth.</quote></p>
- <p>Captain Kelman hands you an ornate telescope with which to take a closer look. The sharp rocks are festooned with the splintered skeletons of ships that have run aground, or were dashed against the shore in a storm. You stare in fascination at the shattered hulls, imagining the terrifying scenes of their destruction. Then, suddenly, high above the pinnacles of stone hovers a black shadow, like a small rain cloud. It seems to be moving towards you. Suddenly you realize what the <quote>cloud</quote> really is. It is a swarm of large Zlanbeast and possibly some Kraan. The alarm is shouted along the deck: <quote>Prepare for battle!</quote></p>
- <choice idref="sect146">If you wish to stay on deck, ready your weapon and <link-text>turn to 146</link-text>.</choice>
- <choice idref="sect34">If you wish to return to your cabin, <link-text>turn to 34</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect225">
- <meta><title>225</title></meta>
-
- <data>
- <p>Seventy Durenese warships left Port Bax, but only fifty now enter the Holmgulf. The battle has claimed many brave men including Admiral Calfen, who died aboard the flagship <cite>Durenor</cite>, the first ship to be sunk. But despite the heavy loss, a great victory has been won, a victory which inspires the Durenese soldiers with new strength so that the past ordeal of both the voyage and the battle are now forgotten. As their optimism and determination return, all are eager to reach Holmgard and raise the siege.</p>
- <p>It is dusk on the thirty-seventh day of your quest when you sight the spires of Holmgard on the horizon. The city still stands defiantly against the army of Darklords, although constantly under siege. Flickering in the darkness you can see the small fires which burn throughout the capital. A confident Lord Axim joins you at the prow.</p>
- <p><quote>The moonless sky will aid us this night. We shall enter the harbour unseen. Come the dawn, my men will scatter the wretched foe like dead leaves upon the wind of a storm.</quote></p>
- <p>As you enter Holmgard harbour at the head of the Durenese fleet, you unsheathe the Sommerswerd and prepare to fulfil your destiny.</p>
- <choice idref="sect350"><link-text>Turn to 350</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect226">
- <meta><title>226</title></meta>
-
- <data>
- <p>The innkeeper speaks with the gruff tone of a native Ragadornian. You discover from him that this seaport is ruled by Lachlan, son of Killean the Overlord who died three years ago of the dreadful Red Death plague. The innkeeper does not speak highly of Lachlan, whom he calls the <quote>Prince of Thieves</quote>.</p>
- <p><quote>He and his mercenaries bleed the people dry with heavy taxes, and if y<ch.apos/>complain, you end up in the harbour with a dagger in your back.</quote> The big man shakes his head and pours another round of ale for the drunken sailors.</p>
- <choice idref="sect56">If you wish to buy a room for the night pay the innkeeper 2 Gold Crowns and <link-text>turn to 56</link-text>.</choice>
- <choice idref="sect276">If you wish to try your luck at winning some Gold Crowns at arm-wrestling, <link-text>turn to 276</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect227">
- <meta><title>227</title></meta>
-
- <data>
- <p>Marching along the centre of the street are four heavily armed city guards. Rather than risk being arrested, you quickly dodge into an alley on your left. The guards suddenly halt opposite the entrance. If one of them should turn his head, you will be spotted for sure. Behind you is a small window that leads into a crowded tavern. Without hesitation, you climb in as quickly as possible.</p>
- <choice idref="sect4"><link-text>Turn to 4</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect228">
- <meta><title>228</title></meta>
-
- <data>
- <p>They are larnuma trees and their fruit is very nutritious as well as being sweet and juicy. After your Meal you feel much stronger. You pick enough fruit for 2 Meals and store it in your Backpack.</p>
- <p>Looking behind the trees, you see a wide coast road that stretches into the distance to the east and west. There are no signposts.</p>
- <choice idref="sect27">If you wish to head east, <link-text>turn to 27</link-text>.</choice>
- <choice idref="sect114">If you wish to head west, <link-text>turn to 114</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect229">
- <meta><title>229</title></meta>
-
- <data>
- <p>Your sense warns you that the wagon contains an evil presence.</p>
- <choice idref="sect134">If you wish to enter the wagon, <link-text>turn to 134</link-text>.</choice>
- <choice idref="sect208">If you want to dash past the wagon and run for safety, <link-text>turn to 208</link-text>.</choice>
- <choice idref="sect164">If you want to return to the junction and take the right hand tunnel, <link-text>turn to 164</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect230">
- <meta><title>230</title></meta>
-
- <data>
- <p>You follow the street until it turns abruptly eastwards into Beggar Lane. You can see how this street got its name, for there are scores of ragged men, women, and children huddled in doorways, all holding out their begging bowls.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small23.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small23.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small23.pdf" width="386" height="150" />
- </illustration>
- <p>As you walk towards the junction at the end of the street, you are assailed from all sides with pleas for gold.</p>
- <choice idref="sect93">If you wish to give any of your gold to these beggars, <link-text>turn to 93</link-text>.</choice>
- <choice idref="sect137">If you wish to push them aside and continue on your way, <link-text>turn to 137</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect231">
- <meta><title>231</title></meta>
-
- <data>
- <p>The back door opens onto a small square, in the centre of which is a large tomb. The fishermen have disappeared into the gloomy streets; all that is except one who has slipped on the wet cobblestones and knocked himself out. He is lying in the gutter with his face submerged in a puddle.</p>
- <p>You roll him over with your foot and search him. You discover 5 Gold Crowns, a Dagger, and to your great relief the Seal of Hammerdal on his finger. Mark on your <a idref="action">Action Chart</a> those items you take with you and continue.</p>
- <choice idref="sect182">If you have the Kai Discipline of Tracking, <link-text>turn to 182</link-text>.</choice>
- <choice idref="sect177">If you wish to return to the tavern, <link-text>turn to 177</link-text>.</choice>
- <choice idref="sect24">If you wish to study the tomb, <link-text>turn to 24</link-text>.</choice>
- <choice idref="sect253">If you wish to head west along Tomb Street, <link-text>turn to 253</link-text>.</choice>
- <choice idref="sect319">If you wish to head east along Watchtower Street, <link-text>turn to 319</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect232">
- <meta><title>232</title></meta>
-
- <data>
- <p>You are less than twenty yards from the tower when the guard steps forward and demands to know your business. You notice that the soldier is wearing the red coat of a Durenese man-at-arms, and realize that you have reached the border of Durenor. You need to find some way of getting past him.</p>
- <choice idref="sect149">If you have the Kai Discipline of Sixth Sense, <link-text>turn to 149</link-text>.</choice>
- <choice idref="sect250">If you decide to say you are a merchant on your way to Port Bax, <link-text>turn to 250</link-text>.</choice>
- <choice idref="sect68">If you decide to offer him a bribe, <link-text>turn to 68</link-text>.</choice>
- <choice idref="sect223">If you want to show him the Seal of Hammerdal (if you still have it), <link-text>turn to 223</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect233">
- <meta><title>233</title></meta>
-
- <data>
- <p><quote>We<ch.apos/>re bound for Ragadorn<ch.emdash/>due there by noon today,</quote> he says, his face almost completely hidden by the wide brim of his hat. <quote>A seat below will cost you 3 Crowns, but you can ride on the roof for only one.</quote></p>
- <choice idref="sect37">If you wish to ride inside the coach, pay the driver 3 Gold Crowns and <link-text>turn to 37</link-text>.</choice>
- <choice idref="sect148">If you would prefer to stay on the roof, pay him one Gold Crown and <link-text>turn to 148</link-text>.</choice>
- <choice idref="sect292">If you cannot pay the fare, you must leave the coach and walk. <link-text>Turn to 292</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect234">
- <meta><title>234</title></meta>
-
- <data>
- <p>Before you can defend yourself, the Helghast has smashed into you and you both fall onto the highway below.</p>
- <p>It may be some comfort to learn that your death was swift and painless. Your neck was instantly broken and you were spared the agony of the Helghast<ch.apos/>s black fingers tearing and burning their way through your throat. The Seal of Hammerdal is now on its way to Holmgard, which will now fall to the Darklords.</p>
- <deadend>Your life and your quest end here.</deadend>
- </data>
- </section>
-
- <section class="numbered" id="sect235">
- <meta><title>235</title></meta>
-
- <data>
- <p>As you reach the landing of the next floor, you hear the door crash open and the angry mob pour through. At the top of the stairs, a Short Sword hangs on a hook by the fireplace. You may take this weapon if you wish. Looking around you, you see that there is only one way to escape from this room and that is to jump through the window to the street below.</p>
- <choice idref="sect132">If you wish to jump through the window, <link-text>turn to 132</link-text>.</choice>
- <choice idref="sect90">If you wish to stand and fight the mob as they run up the stairs, <link-text>turn to 90</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect236">
- <meta><title>236</title></meta>
-
- <data>
- <p>Suddenly panic strikes. The ship is thrown into a frenzy of activity as sailors grab buckets and blankets with which to fight the fire. Flames are roaring through the hatch cover, and it takes over an hour to contain the blaze. The damage to the ship is great. The entire store of food and fresh water has been destroyed and the mid-section of the ship badly weakened.</p>
- <p>The captain appears from out of the smoking hold and approaches you, his face black with soot. He is carrying something in a bundle under his arm.</p>
- <p><quote>We must talk in private my lord,</quote> he says quietly.</p>
- <p>Without replying, you turn and follow him to his cabin.</p>
- <choice idref="sect222"><link-text>Turn to 222</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect237">
- <meta><title>237</title></meta>
-
- <data>
- <p>The dead zombies lie around your feet. By now, the soldiers<ch.apos/> fear of the undead has turned to sheer hatred. A chorus of Durenese battle-cries resounds along the deck. You lead the charge along a boarding plank and onto the deck of the death-hulk, cleaving the zombie crew aside like a scythe through wheat. Then suddenly a black-cloaked figure blocks your path, a twisted sword held in its shrunken black hand. It is a Helghast, and you must fight it to the death.</p>
- <combat><enemy>Helghast</enemy><enemy-attribute class="combatskill">23</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
- <p>It is an undead creature, so remember to double all <typ class="attribute">ENDURANCE</typ> points that it loses as a result of your possessing the Sommerswerd. It is immune to Mindblast.</p>
- <choice idref="sect309">If you win the combat, <link-text>turn to 309</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect238">
- <meta><title>238</title></meta>
-
- <footnotes>
- <footnote id="sect238-1-foot" idref="sect238-1">
- <p>The restriction on Weapons inside the gaming-house is merely flavourful text and has no effect on your <a idref="action">Action Chart</a>.</p>
- </footnote>
- <footnote id="sect238-2-foot" idref="sect238-2">
- <p>In the game of <quote>Cartwheel</quote>, the number 0 is adjacent to the number 9. For example, if you bet on 9, and the silver ball falls on 0, you win 5 Gold Crowns for every 1 that you staked.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.</p>
- <signpost>No Weapons Allowed Inside</signpost>
- <p>You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave.<footref id="sect238-1" idref="sect238-1-foot"/> You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house. (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)</p>
- <p>The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called <quote>Cartwheel</quote>. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 0<ch.endash/>9. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.</p>
- <illustration class="float">
- <meta>
- <creator>Gary Chalk</creator>
- <description>An attractive young woman spins a black dish divided into ten sections marked 0<ch.endash/>9.</description>
- </meta>
- <instance class="html" src="ill14.png" width="386" height="679" mime-type="image/png"/>
- <instance class="html-compatible" src="ill14.gif" width="386" height="679" mime-type="image/gif"/>
- <instance class="pdf" src="ill14.pdf" width="386" height="679" />
- </illustration>
- <p>To play <quote>Cartwheel</quote>, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the <a idref="random">Random Number Table</a>. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice,<footref id="sect238-2" idref="sect238-2-foot"/> you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.</p>
- <p>You may play as many rounds of <quote>Cartwheel</quote> as you wish until either you lose all your Gold Crowns, or you decide to pick up your winnings (maximum of 40 Gold Crowns).</p>
- <choice idref="sect169">If you have lost all your Gold Crowns, <link-text>turn to 169</link-text>.</choice>
- <choice idref="sect186">If you have winnings to collect, or if you wish to withdraw with what money you have left, leave the building and <link-text>turn to 186</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect239">
- <meta><title>239</title></meta>
-
- <data>
- <p>You try to apply your hands to the injured man<ch.apos/>s chest, but the Szalls are pulling at your cloak and trying to drag you away.</p>
- <choice idref="sect77">If you have the Kai Discipline of Camouflage, <link-text>turn to 77</link-text>.</choice>
- <choice idref="sect28">If you do not possess this skill, you must attack the Szalls in order to save the man<ch.apos/>s life. <link-text>Turn to 28</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect240">
- <meta><title>240</title></meta>
-
- <data>
- <p>After three uneventful days at sea, you find shipboard life rather dreary. If you have the Kai Discipline of Healing, any <typ class="attribute">ENDURANCE</typ> points that you may have lost on your adventure so far are restored. This will bring your <typ class="attribute">ENDURANCE</typ> points score back to your original one. If you do not possess the skill, restore half of any points you have lost in combat.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>
- </meta>
- <instance class="html" src="small24.png" width="386" height="150" mime-type="image/png"/>
- <instance class="html-compatible" src="small24.gif" width="386" height="150" mime-type="image/gif"/>
- <instance class="pdf" src="small24.pdf" width="386" height="150" />
- </illustration>
- <p>On the afternoon of the fourth day, you are talking with an injured sailor up on deck when you smell smoke seeping from the hold.</p>
- <choice idref="sect29">If you wish to enter the hold, <link-text>turn to 29</link-text>.</choice>
- <choice idref="sect236">If you wish to shout <quote>Fire!</quote> <link-text>turn to 236</link-text>.</choice>
- <choice idref="sect101">If you wish to warn the captain, <link-text>turn to 101</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect241">
- <meta><title>241</title></meta>
-
- <data>
- <p>A hush descends on the tavern as the man you have accused turns to face you.</p>
- <p><quote>You<ch.apos/>ve got a careless tongue, stranger,</quote> he says menacingly. <quote>It should be cut out before it does any more harm.</quote> He draws a curved dagger and attacks you. The crowd form a circle around you both, preventing either of you from escaping. You must fight this man to the death.</p>
- <combat><enemy>Trickster</enemy><enemy-attribute class="combatskill">17</enemy-attribute><enemy-attribute class="endurance">25</enemy-attribute></combat>
- <choice idref="sect21">If you win the combat, <link-text>turn to 21</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect242">
- <meta><title>242</title></meta>
-
- <footnotes>
- <footnote id="sect242-1-foot" idref="sect242-1">
- <p>The Sommerswerd is a weapon-like Special Item. The +10 <typ class="attribute">COMBAT SKILL</typ> bonus referred to for Weaponskill is a combination of the +8 <typ class="attribute">COMBAT SKILL</typ> that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> point loss if it is undead.</p>
- </footnote>
- </footnotes>
-
- <data>
- <p>Much of your time at Hammerdal is taken up by training with the Sommerswerd. Day by day your skill with the wondrous blade improves, and as you progress, so you learn more of its marvellous properties.</p>
- <p>When you use the sword in combat it will add 8 points to your <typ class="attribute">COMBAT SKILL</typ> total (10 points if you possess the Kai Discipline of Weaponskill with any sword). It has the ability to absorb any magic used against you and doubles the total of all <typ class="attribute">ENDURANCE</typ> points lost by undead enemies (e.g. Helghast) during combat.<footref id="sect242-1" idref="sect242-1-foot"/></p>
- <p>You also come to realize that it is the only weapon in all of Magnamund that can kill a Darklord, and for this reason above all others the Darklords are bent on thwarting your quest.</p>
- <choice idref="sect152"><link-text>Turn to 152</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect243">
- <meta><title>243</title></meta>
-
- <data>
- <p>Seeing their master slain, the Giaks falter and retreat towards the stern. Captain Kelman rallies his crew and attacks, leading his men against the snarling creatures and driving them back until they leap into the sea to avoid the rain of swords. Knowing the battle to be lost, the Kraan leave the masts and fly back to the distant coastline.</p>
- <p><quote>Our thanks, Kai Lord,</quote> the captain says and shakes your hand. <quote>We are proud and thankful to have you with us.</quote></p>
- <p>A cheer resounds along the deck as the crew voice their praise.</p>
- <p>You help tend the wounded whilst repairs are carried out on the damaged masts. Within two hours they are complete, the wind fills the sails, and you continue your voyage to Durenor.</p>
- <choice idref="sect240"><link-text>Turn to 240</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect244">
- <meta><title>244</title></meta>
-
- <data>
- <p>You push on through the dense forest for nearly three hours before you discover a track heading north, running parallel to the Rymerift, whose rushing waters are over one mile deep. In the distance, you spot a bridge that spans the dark water at a narrow point. A small hut with a flat roof has been erected in the centre, on top of which stand two soldiers. A sign points across the bridge.</p>
- <signpost>PORT BAX</signpost>
- <choice idref="sect147">If you have the Kai Discipline of Tracking, <link-text>turn to 147</link-text>.</choice>
- <choice idref="sect47">If you wish to cross the bridge, <link-text>turn to 47</link-text>.</choice>
- <choice idref="sect207">If you wish to avoid the bridge and continue along the path, <link-text>turn to 207</link-text>.</choice>
- </data>
- </section>
-
- <section class="numbered" id="sect245">
- <meta><title>245</title></meta>
-
- <data>
- <p>You turn east into Oxyoke Way and notice a sign above the door of a small shop to your left.</p>
- <illustration class="inline">
- <meta>
- <creator>Gary Chalk</creator>