X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2Ftmc.xml;fp=en%2Fxml%2Ftmc.xml;h=9389388594c4410a3cd31c83a188a6f1a6ba719d;hp=0000000000000000000000000000000000000000;hb=f4bdee5083ca9a72713637e1e979aa183e06faea;hpb=97545603aea8298f1eceb604ff65085cc7adfced diff --git a/en/xml/tmc.xml b/en/xml/tmc.xml new file mode 100644 index 0000000..9389388 --- /dev/null +++ b/en/xml/tmc.xml @@ -0,0 +1,3085 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + [Insert Title] + + +
+ + +
+ +
+ + Title Page + + + + + + + + + +
+ Numbered Sections + + + + +
+ 1 + + +

A sense of foreboding hangs over you as you mount your horse and head towards the citys south gate. There, a couple of tired night guards grumble wearily at your demand for the gate to be opened.

+

Whats the hurry? they growl. The door finally opens and you gallop through the arch.

+

Half a mile beyond a stone bridge you see a signpost. An arrow pointing to the south says, Meadowood ½ mile/Holmgard 80 miles, and the other arrow, pointing west says simply, Old Mine Road.

+ If you wish to continue south along the highway, turn to 7. + If you decide to take the road heading west, turn to 55. +
+
+ +
+ 2 + + +

Shouting your power-word, you point at the snarling Giaks. The lightning bolt breaks into several smaller energy pulses that rip into the evil warriors, sending them tumbling in all directions. Seizing the opportunity, you turn and run deeper into the ruined temple.

+ Turn to 32. + +
+
+ +
+ 3 + + +

Reining your horse to a halt, you stare down at the two dead Rangers. Their chests are scorched as if they were both struck by lightning. A Sword and a Mace lie close by. You may take either of these weapons.

+ Turn to 31. + +
+
+ +
+ 4 + + +

The one-roomed hut is damp and deserted. You scan the moss-covered walls for a good hiding place and your attention is caught by a large stone fireplace. You waste no time in climbing up the flue. Minutes later you hear the Giaks enter the hut in search of you. You try to keep as still as possible but you are desperate to sneeze.

+ If you have the spell of Silence, turn to 74. + If you do not possess this spell, turn to 22. + +
+
+ +
+ 5 + + +

A search of the cupboards uncovers 2 Gold Crowns, enough food for one Meal, and the old mans Silver Warhammer. If you wish to take this, mark it on your Action Chart as a Special Item which you carry tucked into your belt.

+ Turn to 15. + +
+
+ +
+ 6 + + +

Quickly, take cover in the forest, you shout to Daron and Thelda. But their little pony is terrified by the black-winged Kraan. It panics and gallops off into the trees on the other side of the highway. You are forced to ride deeper into the forest to avoid the black arrows of their Giak riders.

+ Turn to 73. + +
+
+ +
+ 7 + + +

A few minutes later you see a line of wagons on the highway ahead. A group of merchants are arguing with a patrol of Border Rangers who stand guard at a barricade. The Rangers are refusing to allow anyone to pass through the village of Meadowood. No good you trying, calls a disgruntled coachman.

+ If you wish to ask the Rangers to allow you through, turn to 48. + If you wish to stop and talk to the coachman, turn to 57. + +
+
+ +
+ 8 + + +

You cast your spell and catch all three of them by surprise. They struggle to free themselves but to no avail. The Kraan, fearing its riders have fallen into the clutches of a hideous monster, flies away to avoid a similar fate. The path is now clear and you seize your chance of escape.

+ Turn to 47. + +
+
+ +
+ 9 + + +

Suddenly, a wave of pain makes you scream out. Two arrows have passed through your chest and back, smashing the air from your lungs. You fall from the saddle, crashing to the soft earth with a terrible jolt.

+

The last thing you hear are gasps of horror as the Rangers recognize your sky-blue robes.

+

Your life and your mission end here.

+ +
+
+ +
+ 10 + + +

As night falls, you reach the tiny village of Oak Hill, less than twenty miles from the Monastery of the Kai. There is no tavern here, but the blacksmith is well known for his generous hospitality.

+ If you wish to stop at the blacksmiths house, turn to 66. + If you choose to sleep out in the open, turn to 79. + +
+
+ +
+ 11 + + +

For over an hour you move stealthily through the trees, straining for the sound of an approaching Giak patrol or nearby Kraan.

+

Gradually the trees begin to thin out and you can see the ruins of an ancient temple. You take refuge beneath a fallen pillar. As you catch your breath, you remove the Guildmasters envelope from your robe. Now that war has begun, it will be safer to commit its contents to memory rather than allow it to fall into enemy hands.

+ Turn to 42. + +
+
+ +
+ 12 + + +

As you rush into the fray, the familiar sound of Kraan wings return. Hovering above you are six of the fearsome creatures. The peasants panic and flee, leaving you to face the Kraan alone.

+ If you wish to stand and fight, turn to 37. + If you wish to try to escape, turn to 59. + +
+
+ +
+ 13 + + +

Hurriedly, you cast the spell, circling your palm behind your head to form the shield. An instant later, two arrows just miss your back. Your magic has saved your life, but it has not protected you from a third arrow that gouges your left leg. Lose 3 ENDURANCE points.

+

Wincing with pain, you press on until you have left the archers far behind.

+ Turn to 15. + +
+
+ +
+ 14 + + +

You soon learn that your companions names are Daron and Thelda, and that their father owns a bakery at Searsby.

+

An hour has passed when you hear the beat of huge wings. A great cloud of black-winged creatures appears flying in a vast formation that darkens the sky. Your heart sinks. The Darklords, the ancient enemy of your people, are attacking. War has begun.

+ If you wish to continue along the highway, turn to 49. + If you decide to seek the shelter of the forest, turn to 6. + +
+
+ +
+ 15 + + +

The track continues for several miles down a steep wooded hillside to arrive at a little bridge spanning a deep, crystal-clear stream. A young woman dressed in padded leather armour stands there, warily watching you approach.

+

Where are you bound for, young wizard? she asks.

+ If you wish to tell her your destination, turn to 54. + If you demand that she allow you across the bridge, turn to 76. + +
+
+ +
+ 16 + + +

The Giaks form a semicircle, holding you at bay with the points of their spears. Suddenly, a clutch of Kraan glide across the trees and drop their riders almost on top of you. Their leader screams Darg! and, as one, the Giaks charge.

+ Turn to 37. + +
+
+ +
+ 17 + + +

As you whisper the spell-chant, a wave of fear numbs your senses.

+

You are in the presence of a great and malicious evil. The woman senses your fear and a smile spreads across her face.

+ Turn to 54. +
+
+ +
+ 18 + + +

Your quick thinking saves you from the full impact of the lightning bolt. It passes close by your head, blistering the skin on your cheek and causing your hair to smoulder. The Helghast screams a terrible cry that claws at your mind (lose 3 ENDURANCE points), but the pain quickly fades as you gallop away from the village.

+ Turn to 46. + +
+
+ +
+ 19 + + +

As you leave your hiding place, a cry echoes in your ears. OgadakDok taag! You thrust the envelope back into your robes and clamber across the ruins. Giaks appear as if from nowhere; one has his arm drawn back ready to throw a spear.

+ If you have the spell of Lightning Hand and wish to use it, turn to 2. + If you wish to try to dodge the spear, turn to 51. +
+
+ +
+ 20 + + +

You whisper the spell under your breath. A shiver runs the length of your spine as you sense evil. It comes, not from the cabin, but from the wooded hills beyond. It is many miles away but you can feel it drawing closer.

+ If you wish to hide in the cabin, turn to 67. + If you wish to turn away from the approaching evil and press on through the forest, turn to 15. + +
+
+ +
+ 21 + + +

You arrive in time to witness a handful of peasants armed with pitchforks attacking two Giaks on Doomwolves. Although superior in numbers, they are no match for these ferocious fighters who have already killed many of their kinfolk.

+ If you wish to aid the peasants, turn to 12. + If you choose to avoid the fight, you can run back along the track by turning to 47. + +
+
+ +
+ 22 + + +

You cannot hold back the sneeze. Within seconds, three ugly Giak faces are squinting up the chimney at you, prodding your feet with their spears. You hurriedly climb the flue only to find a couple of Kraan hovering above. They drop their Giak riders on the roof, and a voice shrieks: Dok ek!

+ Turn to 37. + +
+
+ +
+ 23 + + +

The innkeepers cheerful mood changes to a stony stare. Get out o here! he shouts angrily.

+ If you have the spell of Mind Charm and wish to use it, turn to 75. + If you wish to leave the tavern, turn to 7. + +
+
+ +
+ 24 + + +

As the smiling Ranger walks nearer, your horse becomes nervous and skittish. It takes a great deal of effort to bring him under control. When you glance at the Ranger once more, your skin prickles with dread at the change that has come over him. The skin of his face is writhing. It is changing colour, growing darker and tighter on his skull. His eyes glow with a red fire and fangs sprout from his bottom lip. A wave of panic leaves you breathless as you realize he is a Helghast, a hellish agent of the Darklords. A blue flame ignites at the tip of his staff and a searing charge of energy leaps towards your chest.

+ If you possess the spell of Invisible Shield and wish to use it, turn to 41. + If you possess the spell of Counter Spell and wish to use it, turn to 58. + If you have neither of these spells, turn to 72. + +
+
+ +
+ 25 + + +

You invoke the spell and, to the astonishment of the Giaks, leap over the edge. You are able to control your rate of descent, and gently you come to rest in a shallow ravine. You can hear the cries of Kraan and Giaks echoing through the forest. The trees are thicker to the south and you press on in that direction.

+ Turn to 45. + +
+
+ +
+ 26 + + +

Spreading the fingers of your right hand wide apart, you breathe the spell-runes. The net wraps around the old man, pinning him firmly to his chair. As you step forward to take away his Warhammer, the yellow bird swoops down and gouges your cheek before flying out of an open window. Lose 2 ENDURANCE points.

+

Leave me be, whimpers the old man. Take what little I have but spare my life.

+ If you wish to free him from the net, turn to 39. + If you decide to leave him tied up and search his cabin for useful items, turn to 5. + If you choose to leave the cabin and continue on your mission, turn to 15. + +
+
+ +
+ 27 + + +

After waiting several minutes for a unit of Giaks to march away you whisper the spell and take to the air. Unfortunately, the effects wear off as you near the middle of the lake, and gradually you descend into the cold dark waters of Lake Pewas.

+

You are forced to discard all your equipment, except for your Crystal Star Pendant and Guildmasters Envelope, for fear of drowning (erase all but these two Special Items from your Action Chart).

+

Eventually, you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake.

+ Turn to 11. + +
+
+ +
+ 28 + + +

The captain is insulted by your attempt at bribery. He knocks the coins from your hand and forces you away from the barricade at the point of his sword. Erase half the number of Gold Crowns that are noted on your Action Chart.

+

There is little you can do except try to circle the village under cover of the forest.

+ Turn to 63. + +
+
+ +
+ 29 + + +

You bite your lip as an arrowhead gouges a deep furrow across your thigh (lose 4 ENDURANCE points). The pain makes you swoon but you manage to press on until you have left the Rangers far behind.

+ Turn to 15. + +
+
+ +
+ 30 + + +

You sense no evil in these children and you have no cause to doubt their word. They smile with joy when you agree to join them on the ride south.

+ Turn to 14. + +
+
+ +
+ 31 + + +

From around a bend in the street ahead, a Ranger appears. He is carrying a long black staff. He smiles and waves at you to slow down.

+ If you wish to slow down and see what he wants, turn to 24. + If you decide to ignore him and gallop on, turn to 38. + +
+
+ +
+ 32 + + +

A Giak, taller than the others and dressed from head to foot in black chainmail, curses and whips his troops with a barbed flail to get them to pursue you.

+

Suddenly, a figure dressed in green leaps out of the undergrowth wielding an axe. Your heart skips a beat as he raises the weapon to strike, but he fells a Giak lurking behind your backnot you! The stranger has saved your life.

+ Turn to 40. + +
+
+ +
+ 33 + + +

Welcome to my humble home, welcome, beams the wrinkle-faced old man.

+

As you close the door, a sudden shriek sets your nerves on edge. Now, now, Galir! says the old man, reproving a large yellow-feathered bird perched on a mirror above the mantelpiece. Irritably it flaps its wings and emits a curious warbling sound that the old man appears to understand. The mans expression becomes less friendly and his fingers tighten around the silver handle of an ornate Warhammer.

+ If you have the spell of Net and wish to use it, turn to 26. + If you wish to draw your sword and attack the old man, turn to 44. + If you wish to escape into the forest, turn to 15. + +
+
+ +
+ 34 + + +

As the foul creature dies it tumbles from the bridge and is washed away by the fast-flowing stream. If you have the spell of Mend, you can take this opportunity to restore lost ENDURANCE points by wading into the water and casting the spell. Before remounting your horse, you must eat a meal or lose 3 ENDURANCE points.

+ Now turn to 10. + +
+
+ +
+ 35 + + +

The Kraan heads west and soon lands in a clearing teeming with Giak soldiers. Roughly you are dragged from the saddle and thrown into a deep pit that holds three other humans, all Sommlending like yourself.

+ If you have the spell of Levitation, turn to 78. + If you do not possess this spell, turn to 65. + +
+
+ +
+ 36 + + +

You wake at dawn, refreshed and eager to continue your mission. The blacksmiths nephew and niece join you for a hearty breakfast and then accompany you to the stable to collect your horse. They share a small black pony called Bobin.

+ Turn to 14. + +
+
+ +
+ 37 + + +

You put up a brave struggle but you are soon overwhelmed. They tie your hands and confiscate everything you possess, except for your Crystal Star Pendant, and the Guildmasters Message, both of which they fail to discover.

+

Dok ziran, shouts a Giak officer pointing at you, Dok kag eg oknar oka.

+

Suddenly you are grabbed and thrown across the saddle of a Kraan. An ugly-faced Giak sits behind you, his knife held to your throat as the beast takes to the air.

+ If you have the spell of Lightning Hand, turn to 60. + If you do not have this spell, or do not wish to use it, turn to 35. + +
+
+ +
+ 38 + + +

The Ranger raises his black staff and aims it at your chest. A wave of nausea knots your stomach as suddenly you witness a terrible change. The skin that covers the Rangers face is writhing, growing darker and tighter on his skull. His eyes glow red and great curved fangs have pushed themselves through his lower jaw. You stifle a scream as you realize he is a Helghast, a powerful shape-changing agent of the Darklords. A blazing blue flame ignites at the tip of his staff and a bolt of energy leaps towards your chest.

+ If you have the spell of Counter Spell and wish to use it, turn to 58. + If you do not have this spell you can try to dodge the energy bolt by turning to 52. + Or you can try to trample the Helghast beneath your horses hooves. Turn to 72. + +
+
+ +
+ 39 + + +

Take it easy, old man. I mean you no harm, you say, as you cut the magical netting that binds him to his rocking chair. Your yellow bird seems to have misjudged me, for I have not come here to rob you. The old man listens with interest to your explanation and gives you some advice on how to reach the Monastery of the Kai.

+

You thank the old man and as you turn to leave he offers to exchange his Warhammer for any two items in your Backpack (excluding Meals). If you wish to make the exchange, erase two items of your choice and mark the Silver Warharnmer as a Special Item which you carry tucked into your belt.

+ Turn to 15. + +
+
+ +
+ 40 + + +

On seeing the green-cloaked stranger emerge from the woods, the Giak officer orders his troops to run to the shelter of the forest. For the time being, the danger has passed.

+

Wiping the sweat from your brow, you turn to thank your unexpected rescuer and, as you do so, you recognize the clothes he wears: they are the green tunic and cloak of a Kai initiate.

+ Turn to 80. + +
+
+ +
+ 41 + + +

Drawing your hand across your face to invoke the spell, you form an invisible shield between yourself and the bolt of energy. Unfortunately, the bolt is magical, and it passes through the shield unhindered.

+ Turn to 72. + +
+
+ +
+ 42 + + +

The message is a warning that the Darklords have mustered a vast army beyond the Durncrag Range. The Guildmaster urges the Kai to cancel the feast of Fehmarn and prepare immediately for war. He fears that Sommerlund has been betrayed by a wizard of the brotherhood, called Vonotar.

+

Suddenly, you hear the crunch of iron-shod boots on stone, and before you can destroy the Guildmasters message, a Giak booms: Zazgog rek okaka.

+ If you wish to stay where you are, turn to 62. + If you wish to move deeper into the ruins, turn to 19. + +
+
+ +
+ 43 + + +

The Border Rangers of Sommerlund are expert archers, and as you hear the hiss of their arrows speeding towards your back you pray that luck is on your side.

+ If you possess the spell of Invisible Shield, turn to 13. +

If you do not have this spell, pick a number from the Random Number Table.

+ If the number you have chosen is 02, turn to 69. + If the number is 37, turn to 9. + If the number is 89, turn to 29. + +
+
+ +
+ 44 + + +

You strike at the old mans head, but he parries your blow with his Warhammer. To your horror, your sword blade disintegrates as soon as it touches the weapons silver haft. Cackling with glee, the old man leaps into the attack, brandishing his enchanted Warhammer above his head.

+ Old Tadeus1818 +

You must deduct 4 points from your COMBAT SKILL for you are now unarmed. If you have the spell of Vigour, you may cast it to increase your COMBAT SKILL, but be sure to deduct 3 ENDURANCE points accordingly.

+ You may evade combat after three rounds, by escaping to your horse. Turn to 15. + If you win the combat, turn to 5. + +
+
+ +
+ 45 + + +

You come to the edge of a small lake where many Giaks and Drakkarim are being marshalled into units. You sense that the Kai Monastery lies on the other side of the lake, and you try to think of a way to get across the water unseen.

+ If you have the spell of Levitation, and you wish to use it, turn to 27. + If you want to swim across the lake, turn to 53. + If you decide to skirt around the lake, under cover of the forest, turn to 68. + +
+
+ +
+ 46 + + +

You have ridden several miles before you dare rest. You stop by the banks of a stream and allow your horse to drink. If you have the spell of Mend, you can take this opportunity to restore lost ENDURANCE points by standing in the stream and casting the spell. Before you remount and continue, you must eat a Meal or lose 3 ENDURANCE points.

+ Now turn to 10. + +
+
+ +
+ 47 + + +

You climb through a tunnel of trees and emerge at the top of a rocky knoll. About three miles to the south you can see a huge cloud of Kraan circling a grey stone building. You watch with grim fascination as they tear at the walls with their talons. Suddenly, you are disturbed by the sound of rustling undergrowth, and you spin around in time to see a handful of Giaks charging towards you. You turn to run, but find yourself teetering on the brink of a steep drop.

+ If you have the spell of Levitation, turn to 25. + If you do not have this spell, or do not wish to use it, turn to 16. + +
+
+ +
+ 48 + + +

The Rangers are not impressed by your request to be allowed through Meadowood. A Ranger captain tells you to return to Toran. They are searching for a spy who has murdered three of his men. Until he is caught, nobody can pass through Meadowood.

+ If you have the spell of Mind Charm and wish to use it, turn to 77. + If you do not have this spell, you can offer him some Gold Crowns, by turning to 28. + Or you can try to circle Meadowood by riding through the forest. Turn to 63. + +
+
+ +
+ 49 + + +

A dozen black-winged creatures appear overhead. They are Kraan, and on their backs are shrieking Giaks eager to fight. Suddenly, the Kraan swoop.

+ If you have the spell of Lightning Hand and wish to use it, turn to 56. + If you wish to evade the attack by entering the forest, turn to 6. + +
+
+ +
+ 50 + + +

The foul-mouthed Giaks cackle with joy as they close in for combat. You must fight all three as one enemy.

+ Giaks1618 + You can evade combat after three rounds by running into the forest. Turn to 70. + If you win the combat, you can escape along the south path by turning to 47. + +
+
+ +
+ 51 + + +

You dive aside and the spear whistles past your arm, tearing the cuff of your robe but drawing no blood. Quickly, you scramble to your feet and run deeper into the ruins.

+ Turn to 32. + +
+
+ +
+ 52 + + +

You have barely seconds to act. Desperately you jerk your horse to the left to avoid the crackling blue pulse of flame.

+

Pick a number from the Random Number Table.

+ If the number you have chosen is 06, turn to 18. + If the number is 79, turn to 72. + +
+
+ +
+ 53 + + +

You leave all you carry (except for your Crystal Star Pendant and Guildmasters Envelope) on this side of the lake, for fear of drowning.

+

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake.

+ Turn to 11. + +
+
+ +
+ 54 + + +

She unsheathes a black sword and emits a hideous laugh. The skin on her face is starting to writhe and change colour, growing darker with each passing second. Her eyes glow with red fire and long fangs appear from her lower jaw as she creeps slowly towards you. Shock leaves you breathless as you realize that she is a Helghast, a powerful shape-changing servant of the Darklords. Before you can think of using one of your spells, the Helghast hauls you out of the saddle. You land heavily on the stony ground and fumble in desperation for a weapon as the creatures black sword whistles towards your head.

+ If you have a Silver Warhammer, turn to 64. + If you do not possess this Special Item, turn to 61. + +
+
+ +
+ 55 + + +

This road is little better than a rough forest track. Soon all trace of it disappears. You urge your horse through a mass of tangled undergrowth until you happen upon a moss-covered log cabin.

+ If you wish to take a closer look at the cabin, turn to 67. + If you wish to press on and try to find traces of the old mine road, turn to 15. + If you have the spell of Sense Evil, and if you wish to use it, turn to 20. + +
+
+ +
+ 56 + + +

You release a bolt of lightning at the first of a number of Kraan screaming towards you. The pulse of energy tears through its chest, flipping it backwards and scattering its Giak crew like rag dolls. Two Kraan collide with it in mid-air and come crashing down in a tangled heap.

+

However, your magic has attracted more Kraan and quickly you realize you must take to the forest if you are to avoid being overwhelmed.

+ Turn to 6. + +
+
+ +
+ 57 + + +

You learn that the Rangers are searching for a Darklord spy. Last night he killed three Rangers, here in Meadowood. He escaped but is still somewhere in the area. The Rangers have sealed off the highway and are not letting anyone through until the spy is caught or killed.

+ If you wish to approach the Rangers and ask them to allow you to pass, turn to 48. + If you decide to ride back to the junction at Old Mine Road, and try to circle the village, turn to 55. + +
+
+ +
+ 58 + + +

You shout the spell-words and feel a chill as some of your body warmth drains away to form the counter spell. A flat sphere of translucent red mist suddenly appears in the path of the oncoming bolt and, as they collide, a splash of violet flame erupts in front of your eyes. A tremendous shock wave knocks you back in the saddle and your startled horse rears up, but somehow you manage to regain control. The Helghast emits a cry that rakes your mind (lose 2 ENDURANCE points), but the pain quickly fades as you gallop away from Meadowood.

+ Turn to 46. + +
+
+ +
+ 59 + + +

You race back along the forest track, but a Kraan swoops down and drops three Giaks on the path ahead. They unsheathe curved swords and utter vile curses as they stalk nearer.

+ If you have the spell of Net and wish to use it, turn to 8. + If you wish to draw your weapon and fight these three Giak soldiers, turn to 50. + If you wish to escape into the forest, turn to 70. + +
+
+ +
+ 60 + + +

Carefully, you point your finger at the grinning Giak rider and say the power-words. There is an intense flash of blue light and a scream as your bolt decapitates him. His body somersaults backwards off the Kraan which begins to climb, its load instantly halved. The spell has burned through your bonds and now you can pull yourself into a sitting position. With blows to its head and neck, you force the Kraan to land in the forest. As soon as its clawed feet touch the soil, you leap from the saddle and run for cover.

+ Turn to 11. + +
+
+ +
+ 61 + + +

The creature laughs manically as it raises the sword to strike again. Valiantly you try to fend off the attack, but you are greatly weakened through loss of blood. The last thing you hear as the black sword descends is the Helghasts mocking laugh of victory.

+

Your life and your mission end here.

+
+
+ +
+ 62 + + +

You place the envelope back into your robe and peek carefully over a broken marble slab. A squad of Giaks have entered the ruins and are systematically searching every square inch. Suddenly, a group appear to your left. They see you and raise the alarm: Ogadak!

+ If you have the spell of Lightning Hand and wish to use it, turn to 2. + If you wish to evade the Giaks, turn to 32. + +
+
+ +
+ 63 + + +

The dense foliage makes it difficult to pass through the trees on horseback, so you keep to a narrow track. Suddenly, a patrol of Rangers rush out of the trees behind you. They have bows and are preparing to fire them at you.

+ If you wish to call out to them to hold their fire, turn to 9. + If you decide to escape along the track as fast as your horse will carry you, turn to 43. + +
+
+ +
+ 64 + + +

A crackle of blue flame bursts from your enemys sword as it strikes the haft of your Silver Warhammer. The Helghast recoils from the blow, allowing you to stagger to your feet, but it soon recovers and attacks again. You cannot evade combat and must fight this creature to the death.

+ Helghast2128 +

If you have the spell of Vigour, you may cast it before combat begins.

+ If you win the fight, turn to 34. + +
+
+ +
+ 65 + + +

Three hours pass before a Drakkarim officer appears at the edge of the pit and stares down at you with contempt. He barks an order and a circle of Giak archers appear. The last thing you hear is the hiss of their deadly black arrows.

+

Your life and your mission end here.

+ +
+
+ +
+ 66 + + +

You knock on the door of the blacksmithy. It opens and a small plump woman stands before you, hurriedly wiping her hands on her chequered apron. She smiles and calls for Tym, her husband, as she ushers you into the dark warmth of the smithy. Tym the blacksmith welcomes you with a firm handshake. My word, Petrea, were honoured to have a journeyman with us tonight, he says to his wife.

+

You enjoy a delicious supper, during which the blacksmith asks a favour of you. His nephew and niece, who are staying at the blacksmithy, are due to return home to their village in the morning. They live in Searsby, which lies to the south, where the road to the Kai Monastery branches off from the main highway. All he asks is that you accompany them home. You can hardly refuse the blacksmiths request, especially after enjoying his food and hospitality.

+ Turn to 36. + +
+
+ +
+ 67 + + +

You dismount and tether your horse before climbing the rickety steps to the cabin door. Through a cracked window pane you can see an old man sitting in a rocking chair. He is smoking a clay pipe and reading a leather-bound book. As you approach the door, you tread on a twig that snaps with a loud crack.

+

Whos there? calls the old man.

+ If you wish to enter the cabin, turn to 33. + If you decide to press on through the forest, turn to 15. + +
+
+ +
+ 68 + + +

Cautiously you move through the enemy-infested trees, but less than a hundred yards from the waters edge you are spotted by a Kraan patrol. You cannot evade them.

+ Turn to 37. + +
+
+ +
+ 69 + + +

You weave back and forth across the track, to present the archers with a harder target. Your tactics pay off, for although an arrow grazes your scalp (lose 1 ENDURANCE point), it is just a flesh wound. Wiping a trickle of blood away, you press on and soon leave the archers cursing your escape.

+ Turn to 15. +
+
+ +
+ 70 + + +

Crashing headlong through the bracken, you fight to stay on your feet as you make your escape. Everywhere you hear the cries of Kraan and Giaks echoing through the trees. After ten minutes, the trees start to thin out and you can just make out the shape of a stone hut nestling at the bottom of a shallow ravine.

+ If you wish to hide in this hut, turn to 4. + If you wish to push on deeper into the forest, turn to 45. + +
+
+ +
+ 71 + + +

You ask her once more to let you cross, this time using your spell of Mind Charm to persuade her you are friendly. Unfortunately, your spell does not have the desired effect.

+ Turn to 54. + +
+
+ +
+ 72 + + +

The energy bolt smashes into your unprotected chest and hurls you out of the saddle. Your chest is ablaze and tongues of orange flame flicker before your eyesbut you feel no pain. Only numbness and the irresistible urge to sleep fill your body. As your eyes slowly close, you do not see the Helghast raise its black staff to finish you off.

+

Your life and your mission end here.

+ +
+
+ +
+ 73 + + +

Your heart is pounding fit to burst as you urge your horse through the ever-thickening foliage. The forest soon becomes too dense to continue on horseback and you are forced to press on by foot. You force your way through the rich vegetation until you discover a track. To the north you can make out some huts; to the south the path disappears into wooded hills.

+ If you wish to head north towards the huts, turn to 21. + If you wish to go south towards the hills, turn to 47. + +
+
+ +
+ 74 + + +

You invoke the spell just in time, and your violent sneezing goes undetected by the Giak soldiers searching the hut below. You wait several minutes before leaving your hiding place and pushing on through the forest to the south.

+ Turn to 45. + +
+
+ +
+ 75 + + +

Under the influence of your magic, a calm descends on the man and his anger is swiftly replaced by his usual jollity. Im sorry, he says, please forgive my rudeness. I dont know what came over me.

+

He ushers you to a table near the fireplace that is set for dinner, and calls to his son to prepare you a meal. The food is delicious: restore 2 ENDURANCE points to your total before leaving the tavern and continuing on your way.

+ Turn to 7. + +
+
+ +
+ 76 + + +

She answers by grasping the hilt of a weapon sheathed at her side. Her expression is stern and unfriendly.

+ If you have the spell of Mind Charm and wish to use it, turn to 71. + If you have the spell of Sense Evil and wish to use it, turn to 17. + If you decide to offer her some Gold Crowns to let you cross the bridge, turn to 54. + +
+
+ +
+ 77 + + +

To the surprise of his men, the captain orders the barricade to be drawn aside. You are allowed to pass, but as you are riding towards the village, you hear the captain shouting: Stop that rider!

+

Your spell has begun to wear off. Spurring your horse to a gallop, you race along the deserted main street of Meadowood. Two bloodstained bodies lie on the road ahead; they are Rangers and they appear to be dead.

+ If you wish to stop and examine the bodies, turn to 3. + If you decide to ride on as fast as you can, turn to 31. + +
+
+ +
+ 78 + + +

One of your fellow captives, a young hill farmer, unties the cords that bind your wrists. With your hands free once more, you whisper the spell of Levitation and slowly rise to the edge of the pit. The others are amazed but they stay silent so as not to jeopardize your escape. Patiently you wait for the right moment before emerging from the pit and diving into the cover of the trees.

+ Turn to 11. + +
+
+ +
+ 79 + + +

You awake shortly after dawn to a chill morning and, unless you possess a blanket, you must deduct 2 ENDURANCE points. You are rising to your feet when suddenly you realize you are being watched. Two children, a boy and a girl, are sitting astride a little black pony, staring at you in disbelief.

+

Have you been asleep here all night? asks the young girl. You nod.

+

You should have called on our uncle, says the boy, hes the blacksmith of Oak Hill. He would have given you a bed for the night.

+

The little girl leans forward and offers you some bread and cheese. Gratefully you accept her kind offer (restore 1 ENDURANCE point).

+

Were on our way to Searsby for the feast of Fehmarn, says her brother. Are you going that way?

+

The village of Searsby lies to the south, where a road to the Kai Monastery branches off from the main highway.

+ If you wish to accompany the children south, turn to 14. + If you have the spell of Sense Evil and wish to use it, turn to 30. + +
+
+ +
+ 80 + + +

You offer your hand in friendship and it is gratefully received. After introducing yourself, you hand over the Guildmasters Envelope. The Kai Lord studies the message and a great sadness fills his eagle eyes.

+

Alas, the wisdom of this warning has arrived too late to save my kin. The war has already begun and my brothers in arms were the first to fall to the evil host of Helgedad. They are dead, and I am all that remains of the Kai. Your mission is complete, Banedon, but mine has only just begun. I, Lone Wolf, must journey to Holmgard to warn the King. He will know what must be done to save our land.

+

Instinctively, you remove your Crystal Star Pendant and hand it to the last Kai warrior. It is a talisman of good luck and you pray that it protects him on the perilous road ahead.

+

Your mission is complete!

+ +
+
+
+
+ + + +
+
+ +