From 2529c0945d33fe2ab88da0159dd8fd1d309e8e62 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Mon, 8 Nov 2004 01:29:12 +0000 Subject: [PATCH] Initial Freepository revision git-svn-id: https://projectaon.org/data/trunk@6 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/03tcok.xml | 5459 +++++++++++++++++++++++++++++++++++++++ xml/04tcod.xml | 5729 +++++++++++++++++++++++++++++++++++++++++ xml/05sots.xml | 6189 +++++++++++++++++++++++++++++++++++++++++++++ xml/06tkot.xml | 6468 +++++++++++++++++++++++++++++++++++++++++++++++ xml/07cd.xml | 5628 +++++++++++++++++++++++++++++++++++++++++ xml/08tjoh.xml | 5577 ++++++++++++++++++++++++++++++++++++++++ xml/09tcof.xml | 5734 +++++++++++++++++++++++++++++++++++++++++ xml/10tdot.xml | 5410 +++++++++++++++++++++++++++++++++++++++ xml/11tpot.xml | 5325 +++++++++++++++++++++++++++++++++++++++ xml/12tmod.xml | 6585 ++++++++++++++++++++++++++++++++++++++++++++++++ 10 files changed, 58104 insertions(+) create mode 100755 xml/03tcok.xml create mode 100755 xml/04tcod.xml create mode 100755 xml/05sots.xml create mode 100755 xml/06tkot.xml create mode 100755 xml/07cd.xml create mode 100755 xml/08tjoh.xml create mode 100755 xml/09tcof.xml create mode 100755 xml/10tdot.xml create mode 100755 xml/11tpot.xml create mode 100755 xml/12tmod.xml diff --git a/xml/03tcok.xml b/xml/03tcok.xml new file mode 100755 index 0000000..9f517b7 --- /dev/null +++ b/xml/03tcok.xml @@ -0,0 +1,5459 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + The Caverns of Kalte + Joe Dever and Gary Chalk + Joe Dever
Illustrated by Gary Chalk
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

+

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

+

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

+

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

+
+ Project Aon + 200313 + +

You are Lone Wolf&emdash;last of the Kai Lords. You have defeated the Darklords and saved your land from their devastation. But Vonotar the Traitor has escaped to the frozen wastes of Kalte and now rules over the Ice Barbarians. Your people demand that Vonotar be made to pay for his treachery. So great is the outcry that the King is obliged to promise that the evil traitor will be brought back to Holmgard, and made to stand trial for his crimes. For you, Lone Wolf, the King's promise is the start of a quest that will pit you against a hated foe, deep within the dangerous Caverns of Kalte.

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1984 Joe Dever.
Illustrations copyright © 1984 Gary Chalk.
+ +

Text copyright © 1984 Joe Dever.
Illustrations copyright © 1984 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

For Caroline Sheldon

+ +
+
+ +
+ + Acknowledgements + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + +
+
Transcription
+
Daniel Nash
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
+
XML
+
Jonathan Blake
Jeff Dougan
Oblio Leitch
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
Proofreading
+
Simon Osborne (Sections 1&endash;70 and 281&endash;315)
Vito Trifilo (sections 71&endash;105, 141&endash;280, and 316&endash;350
Tony Wrigley (Sections 106&endash;140)
+
Editing
+
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Thomas Wolmer
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
James Marshall
Peter Smyth
+
+
+
+ +
+
+ +
+ + The Story So Far&ellips; + + + + + +

In the northern land of Sommerlund, it had been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they were taught the skills and disciplines of their noble fathers.

+

You are Lone Wolf, and you are now the last of the Warrior Lords of Sommerlund. One year ago, the ancient enemy of your people&emdash;the Darklords of Helgedad&emdash;suddenly invaded Sommerlund and completely devastated the Kai monastery. All of the Kai warriors were in attendance for the feast of Fehmarn, and all except you were massacred.

+

You fought your way to Holmgard, the capital of your country, where the King sent you upon a desperate quest for help. Your mission was fraught with great danger, for Sommerlund had been betrayed by one of its own magicians&emdash;Vonotar the Traitor. His agents sought to kill you at every opportunity, but your skill and strength defeated their evil aims. You returned to Holmgard at the head of a great fleet&emdash;the allies of Durenor&emdash;and destroyed the Darklord army that besieged your capital.

+

Much of Sommerlund was ruined by the war. The rich farmlands were laid waste and many towns were razed to the ground. But the Sommlending are a tough people and were undaunted by the enormous task that lay ahead. They set about the rebuilding of war-torn Sommerlund with such determination that now, one year later, few of the scars of war remain visible.

+

For the crucial part that you played in the victory, the King has bestowed upon you the rank and title of 'Fryearl of Sommerlund', a rare honour for one so young. The ruins of the Kai monastery and much of the surrounding lands are now 'Fryelund' under your protection.

+

Work to rebuild the monastery was about to commence when disturbing news from the north prompted the King to summon you to the capital. Many merchants, returning from the summer trading expeditions to Kalte, told of the fall of the Brumalmarc&emdash;the leader of the Ice Barbarians. The description of the hunchbacked magician who has succeeded the fierce Brumalmarc fits only one man&emdash;Vonotar the Traitor.

+

After the defeat of the Darklords, Vonotar escaped to the frozen wastes of Kalte. He made his way to the ice fortress of Ikaya where, through deception, he tricked the cruel Brumalmarc into adopting him as his magician. It was a mistake that was to cost the barbarian leader his fortress and his life.

+

The news that Vonotar still lives spreads like wildfire throughout Sommerlund. Thousands of Sommlending surround the capital and demand that Vonotar be made to pay for his treachery. So great is the outcry that the King is obliged to promise that the evil traitor will be brought back to Holmgard, and made to stand trial for his crimes.

+

For you, Lone Wolf, the King's promise is the start of a quest that will pit you against a hated foe, deep within the hostile Caverns of Kalte.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Lord you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on 4 in the Random Number Table you would write in a COMBAT SKILL Of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 3. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for Book 3 carefully.

+ +
+ + Kai Disciplines + + + + + +

Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines will be of use to you at some point on your perilous quest, pick your five with care. The correct use of a Discipline at the right time can save your life.

+

When you have chosen your five Disciplines, enter them in the Kai Disciplines section of your Action Chart.

+ +
+ Camouflage + + +

This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

+

If you choose this skill, write Camouflage on your Action Chart.

+
+
+ +
+ Hunting + + +

This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. You are aware that most of Kalte is an icy desert and that opportunities for successful hunting will not arise. But this skill is still very useful for it also enables a Kai Lord to move with great speed and dexterity.

+

If you choose this skill, write Hunting on your Action Chart.

+
+
+ +
+ Sixth Sense + + +

This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

+

If you choose this skill, write Sixth Sense on your Action Chart.

+
+
+ +
+ Tracking + + +

This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

+

If you choose this skill, write Tracking on your Action Chart.

+
+
+ +
+ Healing + + +

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

+ +

If you choose this skill write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Weaponskill + + +

Upon entering the Kai monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your COMBAT SKILL.

+ + + Gary Chalk + + + + +
    +
  • 0 = Dagger
  • +
  • 1 = Spear
  • +
  • 2 = Mace
  • +
  • 3 = Short Sword
  • +
  • 4 = Warhammer
  • +
  • 5 = Sword
  • +
  • 6 = Axe
  • +
  • 7 = Sword
  • +
  • 8 = Quarterstaff
  • +
  • 9 = Broadsword
  • +
+
+
+

The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

+

If you choose this skill, write Weaponskill in &blankline; +2 COMBAT SKILL points if this weapon carried on your Action Chart.

+
+
+ +
+ Mindshield + + +

Vonotar and many of the evil creatures under his command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

+

If you choose this skill, write Mindshield: no points lost when attacked by Mindblast on your Action Chart.

+
+
+ +
+ Mindblast + + +

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

+

If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Animal Kinship + + +

This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

+

If you choose this skill, write Animal Kinship on your Action Chart.

+
+
+ +
+ Mind Over Matter + + +

Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

+

If you choose this skill, write Mind Over Matter on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in Book 3 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 4. This additional skill, together with your six or seven other skills and any Special Items that you have picked up in Books 1, 2 and 3, may then be used in the next adventure of the Lone Wolf series which is called The Chasm of Doom.

+
+
+ +
+ + Equipment + + + + + +

Before leaving the northern port of Anskavern, you are escorted to the City Hall and equipped with special winter boots, a tunic, a fur-lined cloak and mittens. You are given a Map of Kalte and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the 'Gold Crowns' section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry fifty Crowns.)

+

Before you set sail, you are given the choice of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take any two of the following:

+
    +
  • Sword (Weapons)

  • +
  • Short Sword (Weapons)

  • +
  • +

    Padded Leather Waistcoat (Special Items). This adds 2 ENDURANCE points to your total

    + + + Gary Chalk + + + + +
  • +
  • Spear (Weapons)

  • +
  • Mace (Weapons)

  • +
  • Warhammer (Weapons)

  • +
  • Axe (Weapons)

  • +
  • +

    Potion of Laumspur (Backpack Items). This restores 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose.

    + + + Gary Chalk + + + + +
  • +
  • Quarterstaff (Weapons)

  • +
  • +

    Special Rations (Meals). This counts as one meal. (See How to Use Your Equipment before deciding)

    + + + Gary Chalk + + + + +
  • +
  • Broadsword (Weapons)

  • +
+ +

List the two items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.

+
    +
  • Sword&emdash;carried in the hand.
  • +
  • Short Sword&emdash;carried in the hand.
  • +
  • Padded Leather Waistcoat&emdash;worn on the body.
  • +
  • Spear&emdash;carried in the hand.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Warhammer&emdash;carried in the hand.
  • +
  • Axe&emdash;carried in the hand.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Quarterstaff&emdash;carried in the hand.
  • +
  • Special Rations&emdash;carried in the Backpack.
  • +
  • Broadsword&emdash;carried in the hand.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct weapon, it adds 2 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember you can only carry two weapons at once.)

+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry eight items in your Backpack at once.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.

+
+
Gold Crowns
+

The currency of Sommerlund is the Crown, which is a small gold coin. Gold is especially valuable in Kalte, and you may find that your Gold Crowns will be useful, especially if used as a bribe.

+
Food
+

Stored on your ice-sledge, along with your tent and other equipment, is enough food for you to complete your mission. If this food, or any you may have in your Backpack, is unavailable to you when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. As Kalte is an icy desert you will be unable to use the Kai Discipline of Hunting to obtain a Meal (see Hunting in the Kai Disciplines section).

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose. If you discover any other potions during the adventure, you will be informed of their effect. All potions are Backpack Items.

+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows.

+
    +
  1. Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL Of 17.

    +

    He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of −3. (17 − 20 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points
    • +
    • Winged Devil loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Kai Training + + + + + +

The following table is a guide to the rank and titles that are bestowed upon Kai Lords at each stage of their training. As you successfully complete each adventure in the Lone Wolf series, you will gain an additional Kai Discipline and gradually progress towards mastery of the ten basic Kai Disciplines.

+
    +
  1. Novice
  2. +
  3. Intuite
  4. +
  5. Doan
  6. +
  7. Acolyte
  8. +
  9. Initiate&emdash;You begin the Lone Wolf adventures with this level of Kai training
  10. +
  11. Aspirant
  12. +
  13. Guardian
  14. +
  15. Warmarn or Journeyman
  16. +
  17. Savant
  18. +
  19. Master
  20. +
+

Beyond the ten basic skills of the Kai Master await the secrets of the higher Kai Disciplines or Magnakai. By acquiring the wisdom of the Magnakai, a Kai Lord can progress towards the ultimate achievement and become a Kai Grand Master.

+
+
+
+
+ +
+ + Kai Wisdom + + + + + +

Your mission will be fraught with great danger, for Kalte is a bleak and hostile land and your foe is a master of cunning. Use the map to help you plot your course to the ice fortress of Ikaya. Make notes as you progress through the story, for they will be of great help in future adventures. Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

There are many routes to the ice fortress of Ikaya, but only one will enable you to capture Vonotar and return to Sommerlund with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL or ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.

+

The betrayal of your country can be avenged by bringing the traitor to justice.

+

Good Luck!

+
+
+ +
+ Numbered Sections + + + +
+ 1 + + + +

The city name Anskavern in this section is spelled as Anskaven in some maps. It is unclear which spelling is correct.

+
+
+ + + +

Even before you accepted the task of bringing Vonotar to justice, preparations were being made for your voyage to Kalte. The captain of the Sommlending warship Cardonal, having returned from a long Kaltersee patrol, was ordered to await your arrival at Anskavern. During the night, food, ice equipment and Kanu-dog teams were taken on board. The mission was highly secret&emdash;only senior members of the crew were told the true nature of the voyage that lay ahead.

+

The plan is to set you ashore at Halle Bluff, drop anchor and await your return. An élite team of trusted guides will lead you from the bluff to Ikaya. Once inside the ice fortress, you are to hunt down and capture Vonotar, and then return with your guides to the ship. Your mission must be accomplished within thirty days at most, for winter is closing in and no ship can withstand the grip of the Kalte pack-ice. If you do not return in time, the captain will be forced to set sail without you.

+

For six days, the Cardonal sails across the stormy Kaltersee without running into a storm; but every day the temperature steadily drops until a layer of ice covers the decks. On the morning of the seventh day, the snow-capped island of Tola is sighted on the horizon. Soon after, a light wind rises from the west.

+

At first, there appears to be little danger, but within half an hour a furious blizzard is blowing, and all sight of land quickly vanishes in the scudding drift. All day the furious gale rages. Tremendous winds slice the tops of the huge grey waves and water crashes over the decks, masts and rigging of the ship, freezing almost immediately into solid ice. The sides of the ship become several feet thick with sea water. It is not until early evening that the weather clears, and although the wind still blows strongly, the force of the gale is spent.

+ + + Gary Chalk + + + + +

You are soon to discover that the gale has blown the ship nearly thirty miles off course, along the lip of the Ljuk ice shelf. You know that to return to Halle Bluff would waste a precious day, so you decide to land on the ice shelf and start your mission from there.

+

As the last of the Kanu-dogs are carried ashore, your guides tell you of the two possible routes to Ikaya from here. The first route involves a hundred and thirty mile trek to Cloudmaker Mountain and then, following the difficult terrain of the Viad Glacier, a further hundred miles must be covered before you arrive at the ice fortress. The alternative route involves a longer journey of nearly one hundred and eighty miles into the Hrod Basin, followed by a trek of a hundred miles through Storm Giant Pass to Ikaya. Even if the weather and your luck hold good, either route will involve ten days of hard trekking before you reach your goal. You should consult the map of Kalte before making your decision.

+ If you wish to attempt the shorter, but more difficult Viad Glacier route, turn to 160. + If you wish to take the longer, but easier Hrod Basin and Storm Giant Pass route, turn to 273. +
+
+ +
+ 2 + + +

To your right, you notice that a stone door is cunningly concealed by an intricate wall carving. A close examination of the carving reveals a lever.

+ If you wish to pull this lever, turn to 290. + If you do not wish to pull the lever, you may continue climbing the stairs by turning to 76. +
+
+ +
+ 3 + + +

You watch with a mixture of fascination and revulsion as each segment of the creature shatters and then slowly dissolves into the ice. Soon, all that remains of the Crystal Frostwyrm are the undigested contents of its stomach. To your surprise, in the centre of this mess of fetid flesh and bone, you can see the shank of a Silver Key.

+ If you wish to take this Key, turn to 280. + If you would rather ignore it and look for a way to open the fortress door, turn to 344. +
+
+ +
+ 4 + + + +

It may not make much sense to record this particular Bone Sword as a Special Item, considering that all other Bone Swords in this book are recorded as normal Weapons.

+
+
+ + +

You hide the body under the staircase and quickly search it. You discover a Bone Sword and a Blue Stone Disc. If you wish to keep either or both of these items, mark them on your Action Chart as Special Items. You leave the body and run quickly up the stairs.

+ Turn to 332. +
+
+ +
+ 5 + + +

You can see two men in ragged clothes, huddled together beside a fire that seems to be burning inside a small metal bowl. Over the flames, the skinned carcass of a small animal is roasting on a spit. The men are old and toothless, and they have a strange glint of madness in their slanted eyes.

+ + + Gary Chalk + Two men in ragged clothes are huddled together beside a small fire + + + + + + If you wish to approach them and ask for some of their food, turn to 295. + If you wish to attack them, turn to 14. + If you wish to ignore them and continue on your way, turn to 132. +
+
+ +
+ 6 + + +

You advance into the darkness, feeling ahead with your weapon for any obstruction. For some distance, the tunnel continues northwards before turning sharply to your right. A few feet ahead, you can now see light streaming from another portal. Beyond this a staircase descends into the dark.

+ If you wish to look through the portal, turn to 224. + If you wish to continue towards the stairs, turn to 166. +
+
+ +
+ 7 + + +

Suddenly, the black slab explodes into hundreds of razor-sharp splinters of stone. Your back is grazed and your ears ring, but otherwise you are unharmed. By taking refuge in the corner of the chamber, you have escaped serious injury. It now seems apparent that the monolith was designed to guard against or ensnare trespassers. A powerful glyph, a spell of protection, must have been placed upon it by an ancient mage.

+

As the black dust slowly settles, you notice that a panel in the north wall has opened to reveal a darkened exit from the chamber.

+ If you wish to try this exit, turn to 145. + If you wish to try to open the door by which you entered, turn to 242. +
+
+ +
+ 8 + + + +

You may wish to note the fact that you have put on this oil on your Action Chart. However, it does not take the space of any item and only affects you for the duration of this adventure.

+ + + + +

The smell is revolting, and you try desperately to hold your breath as you smear handfuls of the slimy grease inside your jacket. As the oil penetrates your skin, you feel a warm glow as if you were near a fire: the more grease you apply, the warmer you become. You also notice that the awful smell is gradually fading.

+

When it soaks into your skin, you lose your sense of smell, says Fenor.

+

Just as well, replies Dyce. I don't think I could stand living with myself otherwise!

+

Baknar oil gives excellent insulation from the bitter cold of Kalte, and it may save you valuable ENDURANCE points in the near future.

+

Irian regains consciousness and is soon scooping out the Baknar carcass for himself. Light is now fading fast and you decide to pitch camp in this narrow pass. You prepare a meal, and then you each take it in turns to sit watch, just in case the Baknar decide to return.

+ Turn to 325. +
+
+ +
+ 9 + + +

You desperately fight against the agonizing pain, but it is so intense that you soon lose consciousness, and within a few minutes your will has been completely drained&emdash;you have become a helpless slave, unable to resist Vonotar's psychic commands. He orders you to pick up the Ice Barbarian's sword and draw it across your throat. Powerless to resist, you kill yourself with one quick flick of your wrist.

+ Your mission and your life come to a tragic end. +
+
+ +
+ 10 + + + +

You may not examine any of these liquids more than once per liquid.

+
+
+ + +

The pack contains four ornate glass vials. They hold red, orange, green and black liquids.

+

Which one do you wish to examine?

+ Red? If so, turn to 90. + Orange? If so, turn to 171. + Green? If so, turn to 289. + Black? If so, turn to 225. +

The pack may be used as a Backpack unless you already possess one.

+ You may leave this chamber at any time and continue northwards along the corridor by turning to 126. + +
+ +
+ 11 + + + If you wish to ask who the current ruler of Ragadorn is, turn to 141. + If you wish to ask the name of the river that divides Ragadorn into east and west, turn to 159. + If you wish to ask the name of the tavern in Barnacle Street, turn to 234. + +
+ +
+ 12 + + +

The equipment is quickly unpacked and distributed among you. Your share is enough food for 3 Meals, Sleeping Furs, and a Rope. Remember to mark these on your Action Chart, and note that Sleeping Furs take up the same amount of room as two normal Items in your Backpack.

+

You cannot take the Kanu-dogs with you across the mountains, and you are forced to abandon them here with the sledges. A rope is secured to each person and you set off towards a narrow pass between the dark and sullen peaks. At first, the climb is quite easy; but soon the smooth ice becomes steep and difficult to cross. A wind rises that piles drifts of loose snow against the broken ice, and visibility is quickly reduced to a few yards. The drifts are deceptive and often deep. On two occasions, you sink up to your chest and have to be dug out by the others.

+

That night, the tent is erected on a table of ice-covered granite overhanging a deep ravine. You are exhausted and almost fall asleep over your evening Meal. (Remember to deduct this Meal from your Action Chart.)

+

Do you understand any of the Ice Barbarian language? asks Dyce, trying to stimulate conversation. Myjavik is one of the few Ice Barbarian words I know.

+

When you ask him what it means, he pauses before answering you. Terror&ellips; Myjavik means terror.

+

Suddenly there is a tremendous noise outside the tent. It sounds like the roar of a large animal.

+ If you wish to draw your weapon and investigate the noise, turn to 180. + If you prefer to hold your breath and keep as still as possible, turn to 259. + +
+ +
+ 13 + + +

There is a lever in the wall and a spy-hole in the centre of the door. Peering through the spy-hole, you see a strange sight. A man in a dark robe is kneeling in the centre of a pentacle chalked on the floor of the chamber. His head is bowed and he seems to be in a trance.

+ + + Gary Chalk + + + + + If you wish to pull the lever and open the door, turn to 128. + If you wish to leave him where he is, and continue exploring the main corridor, turn to 254. +
+
+ +
+ 14 + + +

The two men stare at you in horror and fumble for their weapons.

+

You have killed one of them before the other attempts to fight back. He is desperate and attacks you with great fury. You will have to fight him to the death.

+ Ice Barbarian1514 + If you win the combat, turn to 309. +
+
+ +
+ 15 + + +

You carefully examine the keyhole to assess your chances of being able to pick the lock.

+ If you have the Kai Discipline of Mind Over Matter, turn to 185. + If you have a Dagger in your possession, or a Bone Sword, turn to 86. + If you do not have the above skill or weapons, you should leave the chamber and investigate the stairs by turning to 323. +
+
+ +
+ 16 + + + +

You may choose which Backpack Items to discard, as it is not specified. If you have fewer than two items in your Backpack, then you get away with losing one or zero items.

+
+
+ + +

You only just manage to slip through the gap as the stone door slams shut. Unfortunately, if you are wearing a Backpack, two separate Items have been crushed and must be discarded here. Make the necessary adjustments to your Action Chart, and continue along the passage.

+ Turn to 63. +
+
+ +
+ 17 + + +

You recognize that you are suffering the first effects of snow-blindness. Unless you act now, the more painful symptoms of this malady will soon appear.

+ If you wish to cover your eyes with a blindfold, and keep them covered at least until you make camp later today, turn to 62. + If you do not like the idea of being blindfolded, and prefer to risk snow-blindness, turn to 251. +
+
+ +
+ 18 + + + +

Remember to erase this Weapon or weapon-like Special Item from your Action Chart.

+
+
+ + +

As your weapon sinks into the swirling wind, an agonizing blast of intense cold runs through the full length of your arm. You lose 3 ENDURANCE points and stagger back, clutching your frostbitten arm to your chest. You have lost your weapon and the cyclone is growing stronger and stronger, forcing you to retreat towards a corner of the temple.

+ If you wish to try to escape towards the darkened archway beyond, turn to 211. + If you wish to continue retreating into the corner of the temple, turn to 95. +
+
+ +
+ 19 + + +

You sprint along the ice bridge and dive for Dyce's hand, but it is too late. Barely a second before you reach him his grip falters and he plummets backwards into the gaping void. A shiver runs down your spine as his scream fades into the darkness below. You are staring helplessly into the gorge when Irian begins to shout: There, over there&emdash;I'm sure I saw something.

+ + + Gary Chalk + His grip falters and he plummets backwards into the gaping void + + + + +

You strain your eyes, hoping to see something, anything, but the gorge is as black as midnight. You turn to see Irian pointing, not at the gorge, but towards the western horizon. Look over there, he says, indicating a ridge in the distance. Two fur-clad warriors are standing on top of a large platform of ice. They are looking in your direction, alerted, no doubt, by Dyce's dying scream.

+

Ice Barbarians, says Fenor, his voice shaking with fear. If they reach Ikaya before us, we're as good as dead!

+

You are now fifteen miles from the ice fortress and less than three hours of daylight remain.

+ If you wish to press on, in the hope that you will outrun the Barbarians, turn to 327. + If you wish to attack them to prevent them warning others, turn to 307. +
+
+ +
+ 20 + + +

The body of the Helghast bubbles and dissolves a your feet, a vile green gas seeping out from beneath its robes. As you stare in revulsion at the decomposing corpse, you suddenly realise that this foul creature must have been sent here to kill Vonotar&emdash;there can be no other reason for its being here. The Darklords of Helgedad crave Vonotar's death in payment for his failure at the Battle of Holmgulf, and have discovered his whereabouts. The wizard must have discovered the Helghast and imprisoned it within the pentacle until he could devise a way of permanently destroying it.

+

You gingerly touch your wounded throat and thank the gods that you possess the Sommerswerd; its powers have once again saved your life. Turning into the main corridor, you quickly leave behind the smoking remains.

+ Turn to 254. +
+
+ +
+ 21 + + +

The chill air whistles past, and then you suddenly crash on to a ledge of ice, over thirty feet below. You are winded and badly shaken, but still conscious. The cries of your guides soon change to shouts of joy and amazement when they see you stagger to your feet. You look upwards to see Fenor leap safely across the crevasse. Seconds later, a rope is thrown down and you are pulled to safety.

+

You have lost your Kanu-dogs, your sledge with its provisions, and 2 ENDURANCE points. After an anxious discussion, your guides agree to continue the mission, although they know that the hardships will now be doubly severe. Then in the distance, Irian spots a narrow passage at the edge of the ice shelf at a point where it meets the Hrod Basin. You continue your journey, and by nightfall you have reached the shelter of this pass and decide to set up camp.

+

Checking the remaining food stores, you realize that rations will have to be cut by half if all of you are to reach Ikaya. You lose another 1 ENDURANCE point due to the scant evening Meal.

+ Turn to 325. +
+
+ +
+ 22 + + +

A powerful spell is shielding this lock from your mind. You concentrate until sweat stands out on your forehead, but still you are unable to break through.

+

Rather than attempt to open the chest by force, you reluctantly decide to leave it, and explore the staircase instead.

+ Turn to 323. +
+
+ +
+ 23 + + +

You are lucky. Baknar are known to sleep for anything up to three days, especially after they have eaten a huge meal. This Baknar will sleep for another twenty-four hours at least. You slip past the creature, and leave the chamber.

+ Turn to 235. +
+
+ +
+ 24 + + +

You take careful aim and hurl the Diamond along the corridor. It bounces just in front of the Ice Barbarian and then comes to rest behind the staircase. His attention is caught by the noise and the gleam of the Diamond, and he leaves his post to investigate. You seize your opportunity to run up the stairs undetected.

+ Turn to 332. +
+
+ +
+ 25 + + +

You notice that one of the creatures has a Triangle of Blue Stone hanging on a chain around its neck. You may take this if you wish, and put it round your neck. Mark it on your Action Chart as a Special Item.

+

Wiping your weapon, you quickly push on, in case other Kalkoth should appear.

+ Turn to 284. + +
+ +
+ 26 + + + +

The two Bone Swords are normal Weapons.

+
+
+ + +

Apart from the Bone Swords, you also find a Dagger and a Mace: both carved from solid bone. The Ice Barbarians also have curious Bracelets attached to their left wrists. They are plain, without mark or inscription, and appear to be made of solid gold.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense, turn to 231. + If you wish to take one of the Bracelets, put it on your wrist and mark it on your Action Chart as a Special Item, and turn to 187. + If you do not wish to take a Bracelet, you may continue your exploration, and turn to 63. +
+
+ +
+ 27 + + +

You stumble along the bleak rock-face for nearly an hour, finding nowhere to shelter from the bitter wind. Unless you have rubbed Baknar oil into your skin, you lose 2 ENDURANCE points due to the extreme cold.

+ If you wish to push on and continue your search for shelter, turn to 314. + If you wish to dig a hole in the snow with your hands, and try to shelter here for the night, turn to 205. +
+
+ +
+ 28 + + +

Wiping your blood-spattered face, you stagger out of the cell into the wide corridor beyond. In the distance you can see a junction.

+ If you wish to search the Ice Barbarian's body, you must drag it into the light of the corridor, and turn to 210. + If you wish to press on with your mission as quickly as possible, close the cell door and continue along the corridor towards the junction. Turn to 215. +
+
+ +
+ 29 + + +

The crevasse is opening wider and wider. You see Fenor jump clear and land safely at the edge of the chasm. You too are about to jump when you discover to your horror that your left foot is caught in the sledge ropes.

+ If you possess the Sommerswerd, turn to 43. + If you have the Kai Discipline of Mind Over Matter, turn to 121. +

If you have neither of the above, pick a number from the Random Number Table.

+ If the number you have picked is 1-4, turn to 226. + If the number you have picked is 5-9, turn to 266. + If the number you have picked is 0, turn to 312. +
+
+ +
+ 30 + + +

The passage continues for a few yards before turning sharply to the east. Directly ahead, you can see light seeping from a crack in the wall. Looking closer, you see a secret door and a small stone lever. You pull the lever and the door slides open to reveal a wide, well-lit corridor. To your left, less than ten yards away, is a junction. To your right, you can see a closed stone door.

+ If you wish to examine the door, turn to 203. + If you wish to head left towards the junction, turn to 276. +
+
+ +
+ 31 + + +

The statue rises slowly from the altar and advances towards you. As it comes closer, you feel an intense chill radiating from its smooth, stony skin. However, its movements are stiff and uncertain&emdash;you could easily dodge its outstretched arms.

+ + + Gary Chalk + The statue rises slowly from the altar and advances +towards you + + + + + If you wish to attack this strange statue, turn to 150. + If you wish to dodge past it and run towards the archway beyond, turn to 306. +
+
+ +
+ 32 + + + +

If in a previous passage you have already fought or killed any of these Kalkoth, mark off the damage that you inflicted on them before resuming the fight. If the earlier fight statistics only listed two Kalkoth because you sneaked up on the Kalkoth and killed one, ignore the statistics for Kalkoth 3.

+
+
+ + +

As the creatures leap at you from beneath the waterfall, you must fight them one at a time.

+ Kalkoth 11135 + Kalkoth 21032 + Kalkoth 3830 + If you lose any ENDURANCE points at all during this combat, turn immediately to 66. + If you win the combat without losing any ENDURANCE points, turn to 25. +
+
+ +
+ 33 + + +

Throwing the boy on to the sledge, you grab the whip and lash the Kanu-dogs, driving them for everything they are worth. The Ice Barbarian scouts immediately give chase, shouting to the boy in their strange Kalte language.

+

You have covered less than a hundred yards when the boy leaps from the sledge into a deep snowdrift. At the same time, a volley of bone-tipped arrows whistle past your head, and one grazes your shoulder. You lose 1 ENDURANCE point. Although the boy is free, two scouts continue to pursue you; but your dog team is fast, and you have soon outdistanced them and their arrows.

+

By nightfall, you reach the very edge of the Viad Mountains. These awesome granite mountains rise vertically out of the ice and snow; they will be impossible to cross on this cold and moonless night. A wind rising in the west heralds a night blizzard. You must find shelter or you will die of exposure.

+ If you have the Kai Discipline either of Tracking or of Sixth Sense, turn to 348. + If you wish to search northwards, turn to 27. + If you wish to search southwards, turn to 314. +
+
+ +
+ 34 + + +

You suddenly realize that you possess an Effigy of this hideous creature. Taking the Effigy from your pocket, you hold it before you. It begins to glow with a strange iridescence that holds the creature mesmerized. Vonotar has lost control of the creature and it is yours to command. The wizard, realizing he has lost, retreats from the moat. Loi-Kymar arrives at your side. He is breathless and is trying to say something to you.

+

Use it Lone Wolf&ellips; send it&ellips; against Vonotar!

+

You will the monster to capture and hold Vonotar and it instantly obeys your command. The traitor shrieks with terror and faints as the slimy tentacles close around him. You notice Loi-Kymar hurl a handful of powdered herbs into the moat. Within seconds, a mass of vines and creepers coil upwards, forming a bridge across the moat to the Brumalmarc Throne. Once safely across, you will the creature to release Vonotar and return to the moat. Obediently it slithers into the darkness and the crystal blocks slowly rise.

+

Tie him, Lone Wolf, shouts Loi-Kymar, as he searches for his Guildstaff. And be sure to strip him of his rings and amulets&emdash;he is a master of trickery. We would not want him to miss his special homecoming to Sommerlund.

+

You follow Loi-Kymar's instructions and make sure that Vonotar is securely tied.

+

Ah! Here she is! the old magician eventually cries triumphantly, discovering his Guildstaff amongst the tangle of vines at the base of the throne. He is anxious to leave so you thank him for his help and pass him your map of Kalte, pointing out the position of the ship Cardonal.

+

I'll not be needing that, he replies. Maps are invariably wrong; I prefer to rely on my own sense of direction.

+

Loi-Kymar raises his Guildstaff and a dazzling beam of light flows from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.

+ Turn to 350. +
+
+ +
+ 35 + + +

You get an uneasy feeling that someone or something is watching you. You leave the tent and peer into the night for some sign of life, but the snow and the darkness hide everything. Reluctantly, you return to the tent and go to sleep with one hand by your weapon in case of a surprise attack.

+ Turn to 291. +
+
+ +
+ 36 + + +

You climb over fifty steps before reaching the archway. As you catch your breath, you notice that a billowing and swirling veil of mist completely covers the arch, hiding whatever lies beyond. You suddenly realize that the temperature is much colder around this archway.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian and therefore possess 7 Kai Disciplines, turn to 341. + If you have the Kai Discipline of Sixth Sense, but have not yet reached the Kai rank of Guardian, turn to 124. + If you do not possess the Kai Discipline of Sixth Sense, prepare yourself for attack and pass through the archway by turning to 264. +
+
+ +
+ 37 + + +

In the darkness you have stepped into a narrow but very deep fissure in the ice floor. You fall over fifty feet and break both legs as you crash into a jagged outcrop of rock. You are unable to move and there is no one to rescue you.

+ Your life and your quest come to a tragic end here. +
+
+ +
+ 38 + + +

After ten minutes of searching the room, you discover an old fur Backpack and a long coil of Rope. You may take the Backpack only if you do not already wear one. The Rope counts as two Backpack Items, as it takes up extra space.

+

Finally satisfied that there is nothing else of value in this junk-filled room, you leave and continue your exploration along the east passage.

+ Turn to 237. +
+
+ +
+ 39 + + +

So far, so good. The guards do not seem to be paying you any attention. You pretend to adjust the laces of your boot and hide the bowl behind a pilaster. You return to the kitchen and wait for the fumes to take effect. In less than a minute, the Ice Barbarian guards have collapsed to the floor, and you can approach the hall safely. To your delight, you discover that one of the magnificent jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotar's chamber.

+ Turn to 173. +
+
+ +
+ 40 + + +

You have fallen over thirty feet but have landed safely in a deep snow drift. Clawing the cold snow from your eyes, you are astounded by the sight that greets you. A vast cavern spreads out as far as your eyes can see: huge stalactites of crystal hang from the icy ceiling and the constant dripping of melted snow fills the air with a strangely musical sound.

+

You are looking upon an uncharted world that few Sommlending have ever seen, for you are stating upon the caverns of Kalte. This massive underground labyrinth was built by the Ancients many ages before the Sommlending, or even the Darklords, set foot in Magnamund. Its wide avenues, temples and halls once echoed to the sounds of a race of creatures for whom the ice was a natural home. M'lare bowls still hang from the roof, shedding an eerie, eternal light.

+

You follow a wide melt-water channel for over two miles until it disappears beneath a wall of shimmering ice. An ice bridge leads to a tunnel that soon splits in two.

+ If you have the Kai Discipline of Tracking, turn to 255. + If you wish to take the left tunnel, turn to 125. + If you wish to take the right tunnel, turn to 184. +
+
+ +
+ 41 + + + +

You may still keep the Blue Stone Triangle (you need not erase it from your Action Chart).

+ + + + +

Removing the Blue Stone Triangle from around your neck, you press it into the granite wall. It is a perfect fit. You immediately feel a tremor running through the ledge on which you are standing, followed by the grinding noise of stone upon stone. The door opens, but after it has opened less than three feet, it begins to close.

+

Without a moment's hesitation, you dive into the fortress and the door crashes shut behind you.

+ Turn to 221. +
+
+ +
+ 42 + + +

You unsheathe your magnificent sword and assail the door. A bright shower of sparks illuminates the room as each blow of the Sommerswerd bites into the ancient stone. The blade glows a fiery gold as you strike the door time and time again. The Sommerswerd will eventually destroy the door, but it may take many hours to cut a hole large enough for you to escape.

+ If you wish to continue beating the door with the Sommerswerd, turn to 294. + If you wish to give up, you can leave by the previously concealed northern passage, and turn to 145. +
+
+ +
+ 43 + + +

You unsheathe the golden sword and sever the ropes with one blow. Your foot is free, and you leap from the sledge barely seconds before it disappears into the crevasse. Quickly, Fenor runs to your side and pulls you away from the crumbling edge. You have lost your Kanu-dogs, your sledge and provisions, but not your life. You both jump the widening gap and join the others.

+

Despite the loss of equipment, your guides agree to continue the mission even though they know that the hardships will now be far greater. In the distance, you can see a narrow passage at the edge of the ice shelf where it joins the Hrod Basin. By nightfall, you have reached the shelter of this narrow pass and you decide to set up camp.

+

You make a check of the remaining food stores and realize that rations will have to be cut by half if you are all to reach Ikaya. You lose 1 ENDURANCE point due to the small evening Meal.

+ Turn to 325. +
+
+ +
+ 44 + + +

Follow me, says Loi-Kymar. I've listened to the sounds of Ikaya for over a year, and the secret sliding doors and the hidden routes here are no mystery to me, I have learnt more about these corridors and passages from the confines of my cell than Vonotar has discovered with all of his cunning.

+

You follow the old magician through a network of secret passages and tunnels, up long flights of stairs and into chambers dark and cold. At the top of one very steep staircase, you come to a stone door. A strange, sickly smell is seeping from a small spy-hole. The kitchens, whispers Loi-Kymar, showing his distaste for Ikaya cuisine by sticking out his tongue and grimacing.

+

You can see that this secret door opens next to a fireplace in which burns a roaring fire. Hanging over the fire is a large stone cauldron of gruel. Two Ice Barbarians sit at a table nearby with empty bowls in front of them.

+ If you possess a Potion of Black Graveweed, turn to 79. + If you possess a Potion of Green Gallowbrush, turn to 157. + If you do not possess either of these potions, you can open the secret door and launch a surprise attack upon the unarmed Ice Barbarians, by turning to 270. +
+
+ +
+ 45 + + + +

The Silver Key referred to here must be a Special Item. If you have a Backpack Item called a Silver Key, it does not count.

+
+
+ + +

The faces of grotesque and distorted creatures adorn the surfaces of the chest. Their obscene expressions and unnatural proportions make you shudder with revulsion. Set into the centre of the lid is a large stone block carved with a hideous face, the mouth of which is shaped around a keyhole.

+ + + Gary Chalk + + + + + If you possess a Silver Key,
turn to 303. + If you do not possess this Special Item, turn to 15. + +
+ +
+ 46 + + +

You remove the Firesphere from your jacket, quickly split open the two halves and place them upon the narrow ledge behind. The Javek hisses loudly, both its heads weaving and darting at you in rage. It is desperate to attack, but it will not approach the Firesphere. Instead, it attempts to slither round the flames, but the ledge is very narrow&emdash;no more than a foot wide. It cannot pass without singeing itself. Eventually, angry but powerless, the strange reptile resigns itself to failure and disappears back along the ledge and into the passageway beyond.

+

You can now retrieve your Firesphere and continue your exploration.

+ Turn to 269. +
+
+ +
+ 47 + + +

You try to pick the lock for nearly half an hour before conceding defeat. You have exhausted every possible angle and sequence, but still the lock refuses to open. Reluctantly, you sheathe your weapon, leave the chamber and investigate the stairs.

+ Turn to 323. +
+
+ +
+ 48 + + +

The Ice Barbarian passes within six inches of your hiding place. He pauses before walking back along the corridor. You breathe a sigh of relief&emdash;you have not been discovered.

+ If you wish to escape on tiptoe along the northern corridor, turn to 215. + If you wish to attack the Ice Barbarian from behind, turn to 260. +
+
+ +
+ 49 + + +

You have climbed fifteen feet to a thin ice ledge. From here you have a clear view of the fissure. You think you have caught a glimpse of someone when suddenly the ice gives way beneath your feet, and you fall headlong in a tumble of granite and snow. You prepare yourself for the shock of impact, but you plunge straight into a crevasse, hidden beneath a layer of powdery snow. You finally come to rest in a deep drift some two hundred feet below the surface.

+

Blinded, dazed and half-suffocated by snow, you begin to claw your way out of this icy grave. When you eventually free yourself, you are astounded by the sight that greets you. A vast corridor disappears into the distance as far as the eye can see. Huge stalactites of crystal hang from the icy ceiling, and the constant drip of melting snow fills the corridor with a strangely musical sound. You shout for help until your throat becomes dry and sore, but your guides do not hear you. You still have your weapon(s), Gold Crowns and any Special Items, but you are without a Backpack, as it is still in your tent. Looking up, you see that the hole through which you have fallen is now just a tiny speck on the roof of the passage. You notice that the strange light of the ice corridor seems to come from large stone bowls hanging from the ceiling. These are M'lare bowls, a source of eternal light discovered by the Ancients many ages ago. You soon realize that your guides may never find out where you are, and quickly resolve to follow the passage in the hope of finding some other exit. After two hours of walking, you arrive at a junction where the passage splits in two.

+ If you have the Kai Discipline of Tracking, turn to 342. + If you wish to follow the passage to the left, turn to 284. + If you wish to follow the passage to the right, turn to 199. +
+
+ +
+ 50 + + +

Have you located the Ancient Temple of Ikaya and found a Glowing Crystal?

+ If you possess this Special Item, turn to 139. + If you do not have it, turn to 189. +
+
+ +
+ 51 + + +

You sense that the Doomwolves are sleeping deeply. There is a chance that you can slip past them, overpower the Ice Barbarian guard, and close the cell door before they awake. However, you know that this is very risky and the odds are against you.

+ If you are brave enough to enter a cell full of Doomwolves, turn to 285. + If you do not want to take the risk, you must leave and descend the stairs. Turn to 261. +
+
+ +
+ 52 + + +

As you climb the slippery stone ramp, the sound of cracking ice makes you spin round. The large mound of crystals at the base of the ramp is beginning to move. The crystals are alive! You stare in disbelief as the mound is transformed into a writhing mass of crystal coils. The coils unwind, and the ice creature slithers towards you.

+ If you wish to evade this creature and run towards the stone door, turn to 169. + If you wish to fight it, turn to 265. +
+
+ +
+ 53 + + +

Unfortunately, you mistime your dive with disastrous consequences. Both of your legs are crushed by the closing door and you slowly bleed to death.

+ Your life and your mission end here. +
+
+ +
+ 54 + + +

The glass is very delicate and it takes all your concentration and skill to avoid smashing the stem.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of either Mind Over Matter or Mindblast, add 3 to the number that you picked.

+ If your total score is now 0&endash;4, turn to 250. + If your total score is now 5&endash;12, turn to 268. + +
+ +
+ 55 + + + +

The permanent loss referred to here is probably just the COMBAT SKILL loss, and not the ENDURANCE point loss.

+
+
+ + +

You are less than a hundred feet from the top when the pain begins to fade. Eventually, you no longer feel anything with your hands: all sensation below your forearms is totally numbed by frostbite.

+

With one last effort, you reach a narrow ice shelf where you can kneel and rest. But you soon discover to your dismay that it is impossible to climb any further&emdash;you are faced by sheer walls of ice that offer no hand holds in their smooth surfaces. You will have to return the way you came. It is over four hours before the feeling returns to your hands. The frostbite is serious and you lose 5 ENDURANCE points. In addition to this, you also lose 2 points from your initial COMBAT SKILL. This loss is permanent and will affect you for the rest of your life.

+

It takes a further five hours to reach the bottom in safety. Exhausted and in great pain, you steel yourself to find another exit from this icy hell-hole.

+ Turn to 182. +
+
+ +
+ 56 + + +

Upon my soul, a Kai Lord! he exclaims, his eyes now wide with astonishment.

+

How I've prayed for freedom, for deliverance from this infernal place. And although hope never deserted me, I never expected such an illustrious rescuer.

+

In the middle of his excitement, the old man is suddenly disturbed by a fit of coughing that leaves him pale and exhausted. It is a few minutes before he can speak again. My name is Loi-Kymar. I am an elder of the Magician's Guild of Toran, he says, slowly removing a small crystal star pendant, the symbol of the guild, from beneath his tattered robes. The guild is known as the Brotherhood of the Crystal Star, and the magician shows his pendant as proof of his identity. You ask him how he came to be imprisoned here in Ikaya, many hundreds of miles from his native Toran.

+ + + Gary Chalk + My name is Loi-Kymar. I am an elder of the Magician's Guild of Toran, + + + + +

Vonotar, that unspeakable wretch is responsible for my plight. Days before the Darklord invasion of Sommerlund, he betrayed your Kai masters to win power&emdash;the black power of death and darkness. However, he failed to play his part in the war plans his evil masters had laid. The Darklords do not tolerate such weakness&emdash;mercy has no place in their brutal minds. In the bitterness of defeat, they sought to destroy Vonotar for his crime of failure. Vonotar knew that I possessed the only means to effect an escape from their vengeance, for my Guildstaff has the power of teleportation. He tried to steal it and flee to the safety of Ikaya by himself, but he learnt that its power is not for all men to share; only I am blessed with its secret. He was angry and would have murdered my kinspeople had I not agreed to bring him here, so I had no choice but to do so.

+

Ever since, I have been a prisoner in this cell. Vonotar has tortured my body and my mind, but I have not divulged the secret of my Guildstaff, which he now keeps in the Hall of the Brumalmarc. For if I were to tell him, my life would no longer be of any value.

+

You tell Loi-Kymar of your mission and of the events that have led to your meeting. He offers to show you a route through Ikaya to the Hall of the Brumalmarc where Vonotar now resides as ruler, and if you can retrieve his Guildstaff, he promises to teleport you to the coast in time to rendezvous with your ship.

+

For the first time since you fell into the caverns of Kalte, you feel confident that your mission can now succeed.

+ Turn to 192. +
+
+ +
+ 57 + + +

The next day is bitterly cold. A fierce northerly wind blows relentlessly, beating your face, and drying your lips until they crack and bleed. Your nose begins to run but the mucus instantly freezes on your lips. The sun is obscured by a thick layer of falling snow that mutes the light. Snow mounds and small potholes in the ice become invisible, and the journey is often brought to a halt when a sledge overturns or jams.

+

Great strain is put on your eyes by the constant glare as you search for the rough ice on the ground which is so hazardous. By midday, your vision has become a blur.

+ If you have the Kai Discipline of Healing, turn to 17. + If you do not possess this skill, turn to 251. +
+
+ +
+ 58 + + +

The cone of frost rips into the vines and freezes them in an instant. They become brittle and collapse under your weight. Without hesitation, you sprint across the falling bridge and dive on to the far platform just as the vines completely disintegrate.

+

You have made it safely across the moat, but you are now lying at Vonotar's feet. He sneers at you and points his crystal rod at your head.

+ Turn to 252. +
+
+ +
+ 59 + + +

The Kalkoth charges on to the lake and immediately falls through the ice. Beneath the frozen surface, a shadow speeds towards the helpless creature as it thrashes wildly in the icy water, snatching it suddenly into the depths. An unnatural stillness descends and all that remains now is a large patch of red water, spreading slowly beneath the ice.

+

You quickly scramble towards the jagged outline of the tunnel on the far side of this lake. As you reach the solid ice of the bank, you notice something strange lying there. It is a small triangle of blue stone on a neck chain. If you wish to keep this Blue Stone Triangle, slip the chain over your head and mark it on your Action Chart as a Special Item.

+ Enter the tunnel by turning to 235. + +
+ +
+ 60 + + +

You have taken less than a dozen steps when a brilliant crackle of blue energy arcs between the two staves. You see the white statue beginning to move as if activated by the surge of power.

+ If you wish to attack the creature before it rises from the altar, turn to 150. + If you wish to remain perfectly still and prepare for combat, turn to 31. + If you wish to run for the darkened archway beyond, turn to 306. +
+
+ +
+ 61 + + + +

This peculiar ending is the only time in the entire Lone Wolf series where you can fail your mission without actually dying. Despite the fact that it may take quite a bit of effort to get here, it does not count as a completion for this adventure. You still may not use your character in future adventures.

+
+
+ + +

You enter a covered balcony running round the perimeter of an open courtyard. Suddenly you hear the dull tone of a stone bell as it tolls in a watchtower high above the fortress&emdash;the alarm bell. The balcony and the courtyard below are completely deserted, except for a wind sledge near to the courtyard gate.

+

You decide to take a chance, and descend a flight of steps to discover that the sledge is loaded with food and equipment from Ljuk. With the whole of Ikaya alerted to your presence, it is now impossible to complete your mission. There is nothing else you can do but make your escape on the wind sledge, while there is still time.

+ + + Gary Chalk + + + + + Ten days from now, you will reach your ship the Cardonal and regretfully report that you have failed your mission. +
+
+ +
+ 62 + + +

As the light gradually fades, a blizzard blows across the open ice shelf and batters relentlessly against the tent. The flapping canvas and the pain in your fingers and toes are beginning to wear on your nerves; you wish you had never set foot in this icy hell. Then, in the middle of the night, the wind rips away the edge of the canvas and the full force of the gale scatters your equipment and provisions. You are forced to spend the rest of the night on your elbows, clinging with frozen fingers to the edge of the tent. Your sleeping furs fill with a half frozen slush, and, by dawn, your clothes are stiff with ice. You lose 3 ENDURANCE points.

+ Make the necessary adjustment to your
Action Chart, before turning to 167. + +
+ +
+ 63 + + +

You follow this passage northwards until it turns abruptly towards the west. A few yards ahead, a flight of stone steps ascends to an archway thirty feet above. Just past the staircase, you notice another stone door, with a lever in the wall next to it. The lever is raised and the door is closed.

+ If you wish to climb the stairs, turn to 323. + If you wish to investigate the door, turn to 246. +
+
+ +
+ 64 + + +

You get the uneasy feeling that danger lurks along both tunnels. Although you sense that the northern tunnel is the more perilous of the two, you feel sure that it is the quickest route to Ikaya.

+ If you wish to enter the north tunnel, turn to 321. + If you wish to take the west tunnel, turn to 275. +
+
+ +
+ 65 + + +

The buttons have jammed. No matter how hard you try you cannot make them budge. You have no choice but to abandon the altar and leave the temple by the northern archway.

+ Turn to 306. +
+
+ +
+ 66 + + +

The barb of a Kalkoth's tongue holds a powerful venom, with which it paralyses its victims before devouring them. The venom takes only a few seconds to act. Stung by the barb, you quickly fade into unconsciousness. It is a sleep from which there will be no awakening.

+ Your life and your mission end here. +
+
+ +
+ 67 + + +

The man jerks his head back as if suddenly woken from a trance. Who's there? he whispers, his deep-set eyes peering into the gloom above. Is anyone there, or does madness now befriend me? You extend your hand through the portal and chance a wave to show your whereabouts. The Gods be praised, he cries, jumping excitedly to his feet. My name is Tygon. I am a merchant from Ragadorn. The Ice Barbarians kidnapped me and my cargo, and brought me here. I now await an audience with their new Brumalmarc, the Sommlending sorcerer called Vonotar. It seems that he will decide my fate. If you free me, I'll help you as best I can.

+ If you have a Rope, you can lower it through the portal and help the man to climb out of his cell by turning to 328. + If you do not possess a Rope, or if you do not want to help him, you can continue along the corridor towards the stairs by turning to 166. +
+
+ +
+ 68 + + +

As the Ice Barbarian moves closer, he suddenly lets out a blood-curdling scream and lunges at your head.

+ Ice Barbarian1828 + If you win the combat, turn to 186. +
+
+ +
+ 69 + + +

You have covered less than twenty yards when you see a patrol of six Ice Barbarians marching towards you along the corridor. Then, to your left, you notice a small flight of stairs leading down into a darkened chamber.

+ If you have the Kai Discipline of Camouflage, turn to 222. + If you wish to run down these stairs and hide from the patrol, turn to 108. + If you wish to run back to the landing and take the north corridor, turn to 198. +
+
+ +
+ 70 + + +

Quick, we must pack up and leave immediately, shouts Fenor, the howling wind carrying his words away into the night. Kalkoth never hunt alone. There's sure to be others nearby&emdash;they can smell blood miles away.

+

The tent is dismantled and you quickly leave, Dyce leading the way and you guarding the rear. You have covered less than fifty yards when disaster strikes. Blinded both by the darkness and the wind, Dyce fails to see that the path comes to an abrupt end at the edge of a sheer precipice. You freeze with horror as you hear the screams of your guides fading into the darkness. With death threatening from all sides, you cling in desperation to the frozen rock-face.

+ If you have coated yourself with Baknar oil, turn to 209. + If you have not applied this oil to your skin, turn to 339. +
+
+ +
+ 71 + + +

You can sense that the Ice Barbarian child has a bone dagger hidden in his boot. He is trying to reach it so that he can attack you.

+ Forewarned by your Kai sense, turn to 320. +
+
+ +
+ 72 + + +

You carefully examine the altar and the two black staves protruding from its surface. The cyclone continues to howl but while you carry the Firesphere, it will not advance towards the altar.

+ + + Gary Chalk + + + + +

You notice that where the statue once lay, two stone buttons have risen from the surface.

+ Turn to 227. +
+
+ +
+ 73 + + +

The guides look at you as if you are mad, and refuse to ride with you. At first, the Kanu-dogs are reluctant to approach the gorge, but with some encouragement from your whip they soon change their minds. There is less than six inches of ice on either side of your sledge runners, and all your concentration is needed to keep to the centre of this frozen bridge. You are less than fifteen feet from the other side when there is a tremendous crack and the sledge shudders violently.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;7, turn to 119. + If the number you have picked is 8&endash;9, turn to 136. +
+
+ +
+ 74 + + +

The stone walls of the corridor are covered with strange carvings, which cast deep shadows. Using your skill, you hide yourself in their gloom. The Ice Barbarian walks slowly towards you, his movements tense and unsteady. Your skin crawls as you notice for the first time his white pupil-less eyes. Holding your breath, you pray that he has not seen you.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 48. + If the number you have picked is 5&endash;9, turn to 287. +
+
+ +
+ 75 + + +

The tracks have been made by dangerous and carnivorous creatures called Baknar. If you run into them in the confines of a dark and narrow tunnel, your chances of survival will be very slim indeed. Although your Kai Discipline has enabled you to identify the tracks, you are unable to sense which tunnel the Baknar occupy.

+ If you wish to take the left tunnel, turn to 235. + If you wish to take the right tunnel, turn to 114. +
+
+ +
+ 76 + + +

You continue upwards until you reach a narrow stone door. Like the other doors you have seen so far, it is controlled by a wall lever. This door also has a small spy-hole cut into its centre. Carefully placing your eye to the aperture, you peer into the small room beyond. There, lying on the floor of the cell, are three sleeping Doomwolves. In the north wall, a cell door is open, and the outline of an Ice Barbarian's back can be seen filling the archway.

+ If you have the Kai Discipline of Hunting or Animal Kinship, turn to 51. + If you do not have either of these skills, you can open the door and attack the Doomwolves by turning to 137. + If you would rather back away from the cell door and descend the stairs, turn to 261. +
+
+ +
+ 77 + + +

You recognize the pungent smell of distilled Graveweed, a very powerful poison. Even the vapour is enough to make your head spin and your vision blur. Quickly you discard the broken glass and cover your nose with the sleeve of your jacket; you lose 1 ENDURANCE point due to the effects of the poisonous vapour.

+ Return to 10 and choose your next course of action. +
+
+ +
+ 78 + + +

Preparing yourself, you pull back the flap of the tent and quickly leave. The wind has become much stronger, and it whips the fine snow into small eddies, obscuring your vision. A shadow to your right betrays the Baknar as it lopes towards you. There is no time to evade its attack and you must fight the creature to death.

+ + + Gary Chalk + A shadow to your right betrays the Baknar as it lopes +towards you + + + + + Baknar1930 + If you win the combat, turn to 245. +
+
+ +
+ 79 + + +

You open the door just enough to be able to pour the Vial of Graveweed into the bubbling gruel. You have not long to wait for the Ice Barbarians to eat what will be their last supper. You are now free to explore.

+ + + Gary Chalk + + + + +

The kitchen is small and surprisingly well stocked with herbs. These must have come from the trading post at Ljuk, says Loi-Kymar, peering at the many jars and bottles. He takes several of the herb jars and crams them into the pockets of his robes. You are anxious to leave in case other guards should enter, but the old magician seems completely engrossed in his new discoveries. He opens two small jars, and mixes the contents together, urging you to eat with him. It will give you strength, Lone Wolf, he says. As you eat the dry leaves, you feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.

+ Turn to 301. +
+
+ +
+ 80 + + +

As the raging Kalkoth charges out of the tunnel, you wait until the last possible moment before you dive.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;1, turn to 123. + If the number you have picked is 2&endash;9, turn to 59. + +
+
+ +
+ 81 + + +

You are about to hide the dead body under the stairs when you hear strange cries and low screams drifting down the corridor. A group of Ice Barbarians are advancing towards you. You are momentarily stunned by the sight of these warriors, for they are hideously mutated. With fear and revulsion welling up inside, you scramble the stairs to a wide landing where a corridor runs north to south.

+ If you wish to run northwards, turn to 198. + If you wish to run southwards, turn to 69. +
+
+ +
+ 82 + + +

The cave is cold and slopes very steeply away into the darkness. You have covered sixty yards before you notice a light in the distance. As you get nearer, you hear noises. . . animal noises.

+ If you have the Kai Discipline of Animal Kinship, turn to 329. + If you wish to draw your weapon and charge, turn to 138. + If you want to try to creep closer and spy on whatever is there, turn to 107. +
+
+ +
+ 83 + + +

The Ice Barbarian mutants seem to be controlled by a hideous creature lurking in the shadows of a distant doorway. This monster resembles an abnormally large human head with two feet protruding beneath. It has no torso or limbs, but has a long reptilian tail with which to maintain its balance.

+ + + Gary Chalk + + + + +

The Ice Barbarian mutants attack simultaneously, and you must fight them as one creature. They are immune to Mindblast. At the same time their strange controller is attacking you with its Mindforce. Unless you possess the Kai Discipline of Mindshield, you lose 2 ENDURANCE points due to this attack.

+ Ice Barbarian Mutants1824 + If you win the combat, turn to 313. +
+
+ +
+ 84 + + + +

You may record this Special Item as a Blue Stone Triangle which you wear around your neck.

+
+
+ + +

You notice that the Kalkoth has a blue triangle of stone on a chain around its neck. Suddenly you realize the significance of this strange amulet. Grabbing the blue stone, you race back to the fortress door and press it into the wall recess. It is a perfect fit.

+

You become aware of a faint tremor running through the ledge on which you are standing, followed by the grinding noise of stone upon stone. The door opens, but it has only opened three feet when there is a loud crack, and it starts to close. Without a second's hesitation, you dive into the fortress and hear the massive door crash shut behind you.

+ Turn to 221. +
+
+ +
+ 85 + + +

For three days and nights, you fight your way northwards across the tortuous glacier. Falls, bruises, cut shins, awkward crevasses, razor-edged ice and the constant bitter wind all conspire to sap your strength. However, you count yourself very lucky to have avoided a blizzard, and after a fatiguing trek you eventually reach the shelter of Cloudmaker Mountain in time to set up camp there for the night.

+

This huge mountain is over thirteen thousand feet high, and shaped like a giant shark's fin. As the cold west winds blow around its peak, great plumes of cloud trail away across the Viad glacier. It is this strange phenomenon which gives the mountain its apt name.

+

You soon find an ideal campsite among the shattered fissures of the rock-strewn base. Quickly the tent is up and you are under canvas once again. You have left the tent to answer a call of nature when you discover, purely by chance, the faint glow of torchlight from a small crack in the rocks above.

+ If you have the Kai Discipline of Sixth Sense, turn to 98. + If you wish to investigate this strange light, turn to 49. + If you wish to ignore it and return to the tent, turn to 212. +
+
+ +
+ 86 + + +

You insert your blade and try to locate the locking mechanism. The keyhole is unusually deep and it is very difficult to manipulate the tip of the blade successfully.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Weaponskill with the weapon that you are now using, you may add 3 to the number that you have chosen.

+ If your total is 0&endash;7, turn to 47. + If your total is 8&endash;12, turn to 194. + +
+ +
+ 87 + + +

You race towards the corner where you saw the creature, only to find that the corridor turns abruptly westwards. A few yards ahead, a flight of stone steps ascends towards a dark archway thirty feet above. Just beyond the staircase, the corridor continues to another stone door. The lever in the wall by the door is raised, and the door is closed. There is no sign of the strange creature.

+ If you wish to climb the stairs, turn to 323. + If you wish to investigate the room, turn to 246. +
+
+ +
+ 88 + + + +

Picking a 9 for your Combat roll does not result in instant death&emdash;only picking a 9 for the extra Random Number pick described results in death.

+
+
+ + +

As the two-headed serpent slithers along the ledge, you can clearly see the open jaw of its second head and the yellow, curved fangs, dripping with venom. Peeling off your thick jacket, you wind it around your left forearm. You can now use your padded arm to shield yourself from one deadly head as you strike at the other. This creature is immune to Mindblast.

+ + + Gary Chalk + The two-headed serpent slithers along the ledge + + + + + Javek1515 +

If you lose any ENDURANCE points during this combat, do not subtract them from your ENDURANCE point total. Instead, pick a number from the Random Number Table. If the number you pick is 0&endash;8, the Javek has sunk its fangs harmlessly into your padded arm, and you may continue the combat without losing any ENDURANCE points.

+

However, if you pick a 9 at any time, the fangs have punctured your arm. The venom of a Javek is the most powerful natural poison in all of Magnamund. In a few seconds your heart stops, and your paralysed body falls into the abyss. Your mission ends here.

+ If you win the combat, turn to 269. +
+
+ +
+ 89 + + +

The Ice Barbarian shouts at you in a deep unnatural tone. You have been seen. Cursing your bad luck, you quickly unsheathe your weapon. Wheeling round, you see the Ice Barbarian pulling a lever in the far wall. Three snarling Doomwolves race out of a concealed archway and charge towards you. They attack you one at a time, and you must fight each of them to the death.

+ Doomwolf 11524 + Doomwolf 21423 + Doomwolf 31420 + If you win the combat, turn to 161. +
+
+ +
+ 90 + + +

Wiping the grime from the stopper, you unscrew it and carefully sniff the red liquid.

+ If you have the Kai Discipline of Healing, turn to 233. + If you do not have this skill, you are suspicious of the possible ill effects of this fluid and discard it. Return to 10 and choose your next course of action. +
+
+ +
+ 91 + + + +

You may wish to note the fact that you have applied this oil on your Action Chart. However, it does not take the space of any item and only affects you for the duration of this adventure.

+ + + + +

You hold your breath as you wipe handfuls of the slimy grease inside your jacket. But as the oil penetrates your skin, you feel a warm glow, as if you were near an open fire. The more grease that you apply, the warmer you become. You also notice that the terrible smell is gradually fading away.

+

Once it's in your skin, you can't smell a thing, says Irian, calling the others to take some Baknar oil. This oil is excellent insulation against the freezing temperatures of Kalte, and may well help you in the near future. As you return to your tent, only the Kanu-dogs seem to object to the smell. They whine and bury their noses in the snow as you walk past.

+ + + Gary Chalk + + + + + Turn to 134. +
+
+ +
+ 92 + + +

You walk along the passage for several minutes until it takes a left turn. To your dismay, you see that a huge fissure has opened, destroying most of the walls and floor of this new passage. The gaping hole is dark and wide.

+ If you have a Rope, turn to 133. + If you do not possess a Rope, you will have to retrace your steps and explore the other tunnel. Turn to 297. +
+
+ +
+ 93 + + +

You struggle for nearly five agonizing minutes before your will completely drains away. You have become a mindless automaton. Unable to resist Vonotar's psychic commands to kill yourself, you throw yourself on the blade of the Sommerswerd.

+ Your life and your mission end here. +
+
+ +
+ 94 + + +

You have slipped and fallen into the icy water; the shock makes you scream out in pain as cramp bites into your legs. You fight with all the strength you have to reach the bank, but it is a desperate struggle.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, you are lucky. You drag yourself from the icy water and lie exhausted on the bank. Lose 3 ENDURANCE points and turn to 176. + If the number you have picked is 7&endash;9, the icy water soon paralyses your arms and, within minutes, you drown. Your mission ends here. + + +
+ +
+ 95 + + +

The intense cold and relentless buffeting of the cyclone quickly drain all your reserves of strength. A numbness sweeps over you as the Ice Demon claims your body for itself, eager to begin a new and powerful existence. For the creatures of Ikaya, and eventually all of Kalte, it is the dawning of a new and terrible age of tyranny, but one which you will not live to see.

+ Your life and your mission end here. + +
+
+ +
+ 96 + + +

Wrapping yourself in your white cloak, you take cover behind a stalagmite near to the lake's edge. Holding your breath and keeping as still as possible, you listen to the footsteps and growls of the Kalkoth, as they draw nearer and nearer.

+

To see if your Kai skill has saved you from detection, pick a number from the Random Number Table.

+

If at any time you have smeared Baknar oil into your skin, add 2 to the number you have picked.

+ If your total score is now 0&endash;8, turn to 59. + If your total score is now 9&endash;11, turn to 214. +
+
+ +
+ 97 + + +

This corridor is lined with arched stone pilasters, several feet thick, behind which you can hide. Twenty yards ahead, you see an Ice Barbarian warrior standing guard at the bottom of a flight of wide stone steps. Moving quickly to one side, you realize that if you are to get past this guard successfully, you will either have to distract his attention or silence him for good.

+ If you possess a Diamond, turn to 24. + If you wish to distract him with some Gold Crowns, turn to 152. + If you decide to attack him, turn to 208. +
+
+ +
+ 98 + + +

You sense the presence of someone or something lurking inside the fissure, although you cannot tell if their intentions are good or evil.

+ If you wish to explore the fissure, turn to 49. + If you wish to return to the tent, turn to 212. +
+
+ +
+ 99 + + +

As you draw your mighty blade, a golden glow illuminates the darkness of the passage. The Helghast shrieks and steps back, its eyes glowing red with hatred and fear. It recognizes the power you wield, a power that can bring about its eternal destruction. In desperation, it attacks you with a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, you must lose 2 ENDURANCE points for every round of combat that you fight this creature. The Helghast is immune to Mindblast, but as one of the undead it is especially vulnerable to the Sommerswerd. Be sure to double all ENDURANCE points it loses due to the power of the Sommerswerd.

+ Helghast2230 + If you win the combat, turn to 230. +
+
+ +
+ 100 + + +

The hunchbacked traitor gasps with astonishment at your sudden appearance, but quickly regains his senses and makes a dash towards a door in the far wall. The Ice Barbarians draw their swords, but their reactions are slow and unsteady. You knock them aside before they can strike at you, and sprint after the disappearing magician.

+

The door leads to a landing with two staircases. A spiral staircase descends to your right, and a small flight of stairs ascends to an arch to your left. There is no sign of Vonotar in this chamber.

+ If you wish to descend the spiral staircase, turn to 148. + If you wish to ascend the stairs to the arch, turn to 61. +
+
+ +
+ 101 + + +

You are most fortunate that Baknar sleep long and deeply, sometimes for up to three days after a large meal. But you have now made sure this creature will never waken.

+ Leave the chamber and turn to 235. +
+
+ +
+ 102 + + +

A secret compartment slides open at the base of the left altar staff. Inside, you discover a small statuette, a Stone Effigy of a strange tentacled creature.

+ + + Gary Chalk + + + + +

If you wish to keep this Effigy, slip it into your pocket and mark it on your Action Chart as a Special Item.

+ If you wish to activate the buttons again, turn to 65. + If you wish to leave the temple, turn to 306. +
+
+ +
+ 103 + + +

The following day, a strong wind rises from the north. Hour upon hour, it blows relentlessly into your face. The Ljuk ice shelf becomes a mass of twisted slabs of ice, jutting upwards at every angle. Progress is slow and difficult. By midday, you are shivering with cold; your lips are cracked and bleeding and the icy blasts have covered you with a thin film of snow.

+

You steer your sledge through a narrow passage at the edge of the ice shelf where it meets the Hrod Basin. Here you are sheltered from the wind, and for the first time today you can see ahead quite clearly.

+ + + Gary Chalk + The three Baknar jump from the ice wall and land with a +crash on the sledges + + + + +

Suddenly, shrieks from above warn you that you are not the only creatures seeking shelter here. Within seconds, three large Baknar jump from the ice wall and land with a crash on the sledges. Your fellow driver, Irian, is thrown against the ice and collapses unconscious. You are prevented from going to his aid by a hungry carnivorous Baknar. There is no hope of evading it; you must fight it to the death.

+ Baknar1930 + If you win the combat, turn to 305. +
+
+ +
+ 104 + + +

You eventually arrive at a large stone door. Unlike the others, this has no lever to activate it, but you do notice that a small slot has been cut in the nearby wall.

+ If you possess a Blue Stone Disc, turn to 135. + If you do not have this Item, you will have to return along the corridor and head south by turning to 330. +
+
+ +
+ 105 + + +

You have fallen over a hundred-and-fifty feet into a massive snow drift. You are shaken and winded but otherwise unharmed. It takes nearly half an hour to tunnel your way clear and when you finally stagger out of the powdery snow, you are astounded by the sight that greets you. A huge underground cavern spreads into the distance. Stalactites of crystal hang from the icy ceiling and the constant dripping of melting snow fills this ice world with an eerie, musical sound. You are looking at an uncharted world that few Sommlending have ever seen, for you have fallen into the caverns of Kalte. This chamber is a tiny part of a massive underground labyrinth built by the Ancients, many ages before the Sommlending or even the Darklords set foot in Magnamund. Its wide avenues, temple and halls once echoed with the sound of a race of creatures for whom the ice was a natural home. M'lare bowls still hang from the roof, bathing the chamber with their eternal light.

+

You shout towards the opening high above, but there is no reply. Irian and Fenor have given you up for dead, and they are now trying to make their way back to the Cardonal.

+

The sides of the cave are steep and sheer. To climb up to the surface from here would be impossible. In the distance, to the north, you notice a rough-hewn tunnel. There is also a similar tunnel to the west.

+ If you have the Kai Discipline of Sixth Sense, turn to 64. + If you wish to explore the north tunnel, turn to 321. + If you wish to explore the west tunnel, turn to 275. +
+
+ +
+ 106 + + +

As you leap to your feet, you see three Ice Barbarians advancing towards you along the corridor. The fur-clad warriors are armed with vicious bone swords, each encrusted with sharp teeth along the blade. Even in the surprise of their attack you notice the strangeness of their eyes: they are completely white and have no pupils at all.

+

They attack you as if they were possessed of one mind, lunging at you simultaneously and dodging your blows in unison. You must fight them as one enemy. They are immune to Mindblast.

+ Ice Barbarians1936 + You may evade at any time by crawling back into the chamber and escaping by the north passage. Turn to 145. + If you win the combat, turn to 338. +
+
+ +
+ 107 + + +

As you peer into the large ice cavern beyond, you are horrified to see three large, ugly creatures fighting and clawing at each other. They are fighting over the mutilated carcass lying at their feet. They are Kalkoth, savage predators of Kalte.

+ If you have smeared Baknar oil into your skin, turn to 202. + If you have not coated yourself with Baknar oil, you can avoid the Kalkoth by retracing your steps back to the other tunnel. Turn to 284. + If you wish to attack the squabbling creatures, turn to 138. +
+
+ +
+ 108 + + +

You see the patrol march past and you wait until their footsteps start to fade before you climb the stairs. A sudden cry from inside the chamber startles you, and you spin round to see an Ice Barbarian looming out of the dark. He is attacking you with a bone-tipped spear.

+ Ice Barbarian1624 +

You can evade combat after one round by running up the stairs.

+ If, at this time, you wish to head south (right), turn to 330. + If you wish to head north (left), turn to 198. + If you win the combat, turn to 282. +
+
+ +
+ 109 + + +

Your attack is swift and deadly. Neither of the Kalkoth will ever wake from their sleep. You make a quick search of the cavern floor but find nothing of value. A growl in the distance makes you anxious, and you quickly leave via the north tunnel.

+ Turn to 235. +
+
+ +
+ 110 + + +

The stone door grinds open to reveal a small, dimly lit chamber. A black monolith, eight feet high, stands directly in front of you. It is covered with strange symbols. You advance to get a clearer look, when the door suddenly begins to close behind you. There is no lever inside this chamber.

+ + + Gary Chalk + + + + + If you wish to take a dive through the shrinking gap, turn to 283. + If you prefer to stay where you are, turn to 256. +
+
+ +
+ 111 + + +

The door slides open to reveal a wide, well-lit corridor running north to south. The low rumbling noise you detected earlier seems much louder here than in the darkness of the passage behind. To your left you see a door and in the distance, a junction.

+ If you wish to investigate the junction, turn to 254. + If you decide to close the secret door and to continue exploring the dark tunnel, turn to 336. +
+
+ +
+ 112 + + +

Before you all bed down for the night in your warm sleeping furs, Fenor prepares a nutritious Meal of dried meat in Wanlo, a potent spirit.

+

With the strong wind beating upon the roof of the tent, you slip into a deep sleep. But your dreams are nightmares filled with ghastly images of Vonotar the Traitor.

+ Turn to 291. +
+
+ +
+ 113 + + +

Your lightning reactions have enabled you to avoid being crushed by the closing door. You adjust your equipment and set off along the corridor.

+ Turn to 63. +
+
+ +
+ 114 + + +

You have covered less than fifty yards when you arrive at another cavern. Lying upon a raised dais of ice in the centre of the frozen chamber is a Baknar, a fierce and carnivorous ice creature. It seems to be sound asleep and the remains of an animal lie scattered around the slab. In the far wall of the chamber lies another tunnel.

+ If you have the Kai Discipline of Hunting, turn to 279. + If you wish to creep stealthily past the Baknar, turn to 23. + If you wish to attack the creature, turn to 101. +
+
+ +
+ 115 + + +

You discover that many of the bones scattered among the stalagmites are of human origin. Shattered skulls, skeletal hands and rib cages lie half buried in the ice. You are about to abandon your search when a small box made of carved bone catches your eye.

+ If you wish to open this box, turn to 218. + If you prefer to leave it, you can examine the fortress door by turning to 52. +
+
+ +
+ 116 + + +

You pour the healing Potion on to your sore and broken skin. Immediately, you feel the soothing effects of the fluid. The pain fades and the swelling begins to subside. The Glowing Gem is a cursed Doomstone, and the power it contains is deadly to all living creatures. Had you not possessed a Laumspur Potion, the effects of the Doomstone would certainly have killed you. You discard the deadly Gem and the now empty Vial of Laumspur.

+ Make the necessary adjustments to your Action Chart and continue along the corridor by turning to 97. +
+
+ +
+ 117 + + +

The gale dies away during the night and dawn arrives calm and still. On the horizon to the far north, you can see Ikaya, the ice fortress. The huge crystal-towered stronghold is a wondrous sight, made all the more marvellous because it appears to hover upside down upon a large cloud. Kalte mirage, says Dyce. There's no dust in the air here&emdash;the land is reflected in the clouds. That's Ikaya, but the real fortress is over the horizon. It cannot be more than forty miles away now. Dyce grabs a spade and starts to dig out the Kanu-dogs that have been buried by snow. You wake the others and eat a Meal before setting off once more.

+

It is midday when you reach the edge of a deep gorge. It is over forty feet wide, and there appears to be no way of crossing it. You are forced to travel along the gorge to the east. Eventually, after three miles, you discover a narrow ice bridge. However, the centre of the bridge is frighteningly thin and narrow: it looks incapable of supporting the weight of a loaded sledge.

+ + + Gary Chalk + + + + +

You can now see the real Ikaya upon the horizon.

+ If you wish to risk taking the sledge across the ice bridge, turn to 73. + If you wish to unload the sledge and ferry the equipment across piece by piece, turn to 162. + If you decide to leave the sledge here and continue on foot, turn to 223. +
+
+ +
+ 118 + + +

He is frail and weak, far too weak to climb. You tell him to tie the rope around his waist so that you can haul him out of the prison. Slowly he follows your instructions. As you draw him up, you are shocked to discover that he weighs no more than a child. You quickly pull him to the comparative safety of the passage. Now you must find out who he is.

+ Turn to 56. +
+
+ +
+ 119 + + +

Great chunks of ice are falling away from the underside of the bridge, and a wide split appears. You manage to keep the sledge on course and reach the far side of the gorge, but you soon discover that a sledge runner is broken and irreparable. You are forced to abandon the sledge and continue on foot, but it still contains some useful equipment. Some of this you may take and store in your Backpack (remembering your maximum of eight Items in total):

+
    +
  • Enough food for up to 5 Meals (each counts as 1 Item)
  • +
  • Sleeping Furs (counts as 2 Items)
  • +
  • Tent (counts as 3 Items)
  • +
  • Rope (counts as 2 items)
  • +
+

Fenor, Irian and Dyce quickly follow you across, but as they reach the centre of the bridge, disaster strikes. Dyce catches his foot in the cracked surface and trips. You watch in horror as he slips over the edge. But he catches the edge and hangs on by his fingertips.

+ + + Gary Chalk + + + + +

Help me, help me! he cries, slowly losing his grip.

+ If you want to try to rescue Dyce, turn to 19. + If you feel it is too dangerous to try to rescue him, turn to 257. +
+
+ +
+ 120 + + +

The raging wind tears at your clothes, and bombards you with sharp flumes of ice and rock. As you raise the Sommerswerd, an intense howling fills your ears. It is a cry of horror and desperation. You strike at the core of this demon, slicing through the cyclone and into the fabric of its being. In an instant, the wind and the ghastly wailing cease&emdash;all that remains are the shattered pieces of a hollow statue scattered on the floor.

+ If you wish to search the altar and alcove of this temple, turn to 274. + If you wish to leave, you may exit via the northern archway. Turn to 306. +
+
+ +
+ 121 + + +

You are on the very brink of losing your concentration when the rope around your foot loosens and drops away. You dive from the sledge barely seconds before it crashes into the crevasse. The dreadful cries of the Kanu-dogs can be heard as they plummet hundreds of feet into the darkness. Quickly, Fenor runs to your side and drags you away from the crumbling ice edge. You have lost your dog team, your sledge and most of your food, but at least you are still alive.

+

You and Fenor jump the widening gap and join the rest of your party. After much discussion, the guides agree to continue with the mission even though the hardships will now be doubly severe. In the distance, you see a narrow passage at the edge of the ice shelf where it meets the Hrod Basin. By nightfall, you reach the shelter of this icy pass and camp there for the night. A quick check of your remaining food reveals the need to cut rations by half if all of you are to reach Ikaya. You lose 1 ENDURANCE point due to the poor evening Meal.

+ Turn to 325. +
+
+ +
+ 122 + + +

Loi-Kymar hands you some strips of cloth with which to plug your nostrils. You take a deep breath, pick up the bowl of smoking herbs and leave the kitchen. Using your Kai Discipline of Camouflage to blend in with the shadows of the corridor, you edge your way nearer and nearer to the unsuspecting guards. You leave the bowl in the shadow of a pilaster and return to the kitchen to wait for it to take effect.

+

In less than a minute, the Ice Barbarians collapse to the floor and you approach the Hall of the Brumalmarc undetected. You are delighted to discover that one of the great jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotar's chamber.

+ Turn to 173. +
+
+ +
+ 123 + + +

The beast is upon you, its long, barbed, venomous tongue darting at you. You must fight it to the death.

+ Kalkoth1130 + If you lose any ENDURANCE points at all during this combat, turn immediately to 66. + If you win the combat without losing any ENDURANCE points, turn to 174. +
+
+ +
+ 124 + + +

You can sense an alien life-force somewhere on the other side of the archway. Concentrating your skill, you try to determine whether it is good or evil. You focus your mental powers until you are almost in a trance, but it is no good&emdash;you cannot identify it. At least you have been forewarned by your Kai Discipline of some presence and you prepare yourself to enter the misty arch.

+ Turn to 264. +
+
+ +
+ 125 + + +

After two hours of carefully exploring the passage, you are aware that it has gradually descended over two hundred feet. You eventually reach a vast ice vault, the centre of which is filled with a lake. The frozen surface is very thin, and the water beneath it looks dark and deep. You kneel at the edge of the lake, peering into its mysterious depths. Suddenly you see a large black shape pass close to the surface. There is something alive beneath the ice&emdash;and it is enormous. Then behind you, you hear the growls of a Kalkoth. The noise is coming from the tunnel. There is only one other exit from this vault which is on the other side of the frozen lake.

+ + + Gary Chalk + Suddenly you see a large black shape pass close to the +surface of the ice + + + + + If you have the Kai Discipline of Camouflage, turn to 96. + If you wish to run across the surface of the lake, turn to 322. + If you wish to stand and fight the Kalkoth, turn to 207. +
+
+ +
+ 126 + + +

You notice that the ceiling and walls of the corridor are covered with strange carvings. They seem to depict small cyclones or tornadoes, gradually changing shape into almost human form. Although puzzled by the strange hieroglyphs, you continue until you reach a point where the tunnel takes a sharp right turn. Only a few feet along the northern wall is another stone door. The lever in the wall next to it is raised and the door is firmly closed. Several yards further ahead, a flight of steps disappears upwards.

+ If you wish to investigate the door, turn to 246. + If you wish to continue up the stairs, turn to 323. +
+
+ +
+ 127 + + +

You sense that this Helmet has magical properties that can aid you in combat. You detect no evil surrounding this Item or the stone chest in which it lies.

+ If you wish to take this Helmet and put it on, turn to 308. + If you are still suspicious of its possible ill effects, leave it untouched and explore the stairs by turning to 323. +
+
+ +
+ 128 + + +

As the stone door grinds open, the man jerks his head back in surprise. Who's there? he whispers, in a thin strangled voice. His eyes glint from beneath the shadow of his ragged hood. Suddenly he seems to recognize you and jumps excitedly to his feet.

+

The Gods be praised, a Kai Lord! My name is Tygon. I'm a merchant from Ragadorn. The Ice Barbarians kidnapped me in Ljuk and brought me here. I now await an audience with their new Brumalmarc, the Sommlending sorcerer they call Vonotar: it seems that he shall decide my fate. But if you free me from this sorcerer's pentagram, I'll aid you as best I can.

+

You recognize the pentagram to be a circle of binding, a magical prison that can only be broken from the outside. You can easily wipe away part of the circle and free this man.

+ If you wish to free him, turn to 170. + If you have ever visited Ragadorn, you can ask him some simple questions about the city, to allay any suspicions you may have about who he claims to be, by turning to 11. + If you prefer to close the cell door and return to the main corridor, turn to 254. +
+
+ +
+ 129 + + +

The barb of the Kalkoth's tongue holds a powerful venom with which it paralyses its victims before eating them. It takes less than five seconds to affect you and you are unconscious before your head hits the snow.

+

When you awake, you feel something heavy pressing down on your chest. It is the corpse of Irian. As you struggle to your feet, a bleak sight greets you through the early morning mist. Your guides are all dead and the remains of your equipment is scattered across the ledge. The bodies of two Kalkoth lie in the bloodstained snow; both have died from sword wounds. Numbed by cold and shock, you stagger about for nearly an hour searching for your Backpack, before you realize you are still wearing it.

+

Although still shocked you eventually discover a steep path that leads away from the ledge. The winds of these hostile mountains are bitterly cold. If you have not applied Baknar oil to your skin, you lose 3 ENDURANCE points.

+ Turn to 155. +
+
+ +
+ 130 + + +

You run back past the junction and along the east passage. An Ice Barbarian warrior blocks your path, but you run straight at him. With a bone-jarring thud, you shoulder him aside and keep on running until you reach a staircase. You are halfway up the stairs when you hear the eerie screams of your unnatural pursuers. At the top of the stairs, a corridor runs north to south.

+ If you wish to go north, turn to 198. + If you wish to head south, turn to 69. +
+
+ +
+ 131 + + +

You sense that these buttons are an ancient lock of some kind. If pressed in the correct order, they may reveal a secret compartment or chamber. But there is also the possibility that, if pressed in the wrong order, they may activate a trap.

+ If you wish to press the buttons, turn to 227. + If you do not wish to take the risk of setting off a trap, you can leave the temple by turning to 306. +
+
+ +
+ 132 + + + +

It is probably acceptable to eat a Meal right now, if you have one, to avoid this ENDURANCE point loss.

+
+
+ + +

Unless you have just eaten a Meal, you lose 3 ENDURANCE points from hunger. You continue along the tunnel for over a mile, but you soon become tired and stop to sleep. You awake feeling refreshed, but have no idea just how long you have been sleeping&emdash;the light of these caverns never changes, be it day or night.

+

You continue onwards, mile after mile, passing through a series of huge ice halls containing towering pillars of crystal. In one vast chamber, you are mesmerized by the beautiful sight of a shimmering crystal ceiling. But beyond this chamber lies an even greater spectacle. A narrow passage leads on to a ledge running around the brink of a huge chasm, over half a mile wide. As you edge your way around this awesome void, you try not to look down into its wind swept depths, many miles below.

+

You have been on the ledge for only a few minutes when a noise behind you makes you glance back. To your horror, you see you are being followed by a monstrous, two-headed serpent.

+ If you have the Kai Discipline of either Tracking or Animal Kinship, turn to 229. + If you do not have these skills, turn to 88. +
+
+ +
+ 133 + + +

A M'lare bowl hangs from the ceiling directly above the fissure.

+ + + Gary Chalk + + + + + If you wish to try to attach your rope to the bowl and swing across, turn to 201. + If you do not wish to risk falling into the fissure, return along the passage and take the other route by turning to 297. +
+
+ +
+ 134 + + +

The following morning, you awake at dawn to the welcome sight of Fenor preparing a hot breakfast. He passes you a steaming bowl, and you gratefully eat its contents. Then you begin loading the equipment on to the sledges for today's journey.

+

It is a beautiful morning. The wind has dropped and the air is fresh and clear. The Kanu-dogs are strong and eager to be off, and for most of the day the ice is smooth and the running easy. By nightfall, you have reached Syem Island, a pinnacle of granite rising through the ice shelf to a height of four hundred feet. You make camp to the leeward side of the island in order to avoid the worst of the night winds.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;3, turn to 57. + If the number you have picked is 4&endash;6, turn to 188. + If the number you have picked is 7&endash;9, turn to 331. + +
+ +
+ 135 + + +

The Disc fits and the door opens. As you pass through, it quickly slides shut behind you.

+

You find yourself in a short corridor leading to a curtained arch. Carefully, you part the curtains and peer into a large chamber. You are wise to be so cautious. Standing less than ten feet away is Vonotar the Traitor. In front of him are two Ice Barbarians and he is placing gold bracelets on their wrists. As the doorway behind you is now sealed, it seems you have no alternative but to launch a surprise attack and attempt to capture Vonotar. Steeling yourself, you charge.

+ Turn to 100. +
+
+ +
+ 136 + + +

Suddenly, you are hurled backwards as the ice bridge begins to fall apart. For a few seconds, the sledge balances like a see-saw on the brink; you hear the terrified screams of your guides who are unable to reach you. Their voices are the last sound you will ever hear before the edge of the chasm crumbles away. In a tumble of snow and equipment, you fall to your death two thousand feet below.

+ Your life and your mission end here. +
+
+ +
+ 137 + + +

The door grinds open and you enter, ready for attack. You have killed two of the sleeping beasts before the Ice Barbarian and the remaining Doomwolf have time to react. But they both dive at you simultaneously, and you must fight them as one enemy. They are partially immune to Mindblast. If you possess this Discipline, add only 1 point to your COMBAT SKILL for the duration of this fight.

+ Ice Barbarian + Doomwolf3030 + If you win the combat, turn to 28. +
+
+ +
+ 138 + + + +

Even when conducting an extra combat round for evading, you are still subject to turning to Section 66 if you lose any ENDURANCE.

+
+
+ + +

You have surprised the Kalkoth, and manage to kill one of them before they can turn and fight back. The remaining two beasts attack one at a time, trying to sting you with their barbed tongues.

+ Kalkoth 11135 + Kalkoth 21032 + If you lose any ENDURANCE points during this combat, turn immediately to 66. + If you win the combat without losing any ENDURANCE points, turn to 25. + You may evade the fight by turning to 277. +
+
+ +
+ 139 + + + +

The Laumspur Potion referred to here is specifically referred to as Red, which indicates a special concentrated Potion. The regular Laumspur Potion offered in the Equipment section does not qualify.

+
+
+ + +

You are suddenly aware of a dull throbbing pain in your side. The skin beneath the pocket in which you placed the Glowing Gem is now raw and swollen. You feel dizzy and nauseous, and you are having great difficulty in standing.

+ If you possess a Red Potion of Laumspur
, turn to 116. + If you do not possess this Potion, turn to 239. + +
+ +
+ 140 + + +

He pulls a hidden bone knife and slashes the back of your hand. You lose 2 ENDURANCE points and drop the struggling child. The boy quickly runs off towards his father, who has now regained his senses and is unsheathing a vicious, tooth-encrusted sword of bone.

+ Turn to 68. +
+
+ +
+ 141 + + +

The man pauses for a few seconds and then answers, Killean the Overlord.

+ If you now wish to wipe away the pentagram and free him, turn to 170. + If you do not wish to free him, close the cell door and return to the main corridor by turning to 254. +
+
+ +
+ 142 + + +

As you strike it, the mineral splinters into hundreds of silver shards. The rock begins to crack open but the Kalkoth are nearly upon you.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;5, the overhanging rock collapses and seals off the cave. You can now make your way back to the other tunnel by turning to 284. + If the number you have picked is 6&endash;9, the rock does not fall and you must fight the Kalkoth. Turn to 32. + +
+ +
+ 143 + + +

The cone of frost tears through the vines, freezing them instantly. They become brittle and begin to collapse under your weight. You try to leap to safety but it is too late, for the bridge falls away and you are thrown head first into the moat. The last thing you see is Vonotar's evil sneer as he points his crystal rod at your head.

+ Your mission and your life end here. +
+
+ +
+ 144 + + +

You plummet into the darkness and crash into an ice ledge over one hundred feet below. Your spine is shattered and you are dead long before your body finally comes to rest in the soft snow on the floor of the crevasse.

+ Your life and your mission end here. +
+
+ +
+ 145 + + +

The passage is short and you quickly arrive at another stone chamber. Ahead you can see a flight of stone stairs leading to a darkened archway high above. At the foot of the stairs, still upright and in armour, are the skeletal remains of an ancient tomb keeper. A large black sword rests in the skeleton's bony fingers.

+ + + Gary Chalk + At the foot of the stairs, still upright and in armour, +are the skeletal remains of an ancient tomb keeper + + + + + If you wish to ignore the skeleton and climb the stairs, turn to 36. + If you wish to attack the skeleton, turn to 278. +
+
+ +
+ 146 + + +

You gingerly inch your way back to the rear of sledge&emdash;but you hear the cracking of ice as crevasse opens wider and wider. Jump! shouts Fenor, as the sledge topples into the widening void.

+

You steady yourself to try to leap to safety but your left foot becomes entangled in the ropes and equipment.

+ If you possess the Sommerswerd, turn to 43. + If you have the Kai Discipline of Mind Over Matter, turn to 121. +

If you possess neither of the above, pick a number from the Random Number Table.

+ If the number you have picked is 1-4, turn to 226. + If the number is 5-9, turn to 266. + If the number is 0, turn to 312. +
+
+ +
+ 147 + + +

You search every square inch of the door and surrounding wall, but there appear to be no unusual features. You are examining the stone ramp when a loud roar freezes your blood. A Kalkoth has entered the ice hall. You turn to see the creature bounding towards you&emdash;its jaws are wide open, revealing its barbed tongue. You cannot evade the Kalkoth and you must fight it to the death.

+ + + Gary Chalk + + + + + Kalkoth1028 + If you lose any ENDURANCE points during the course of the combat, turn immediately to 66. + If you win the combat without losing any ENDURANCE points, turn to 84. +
+
+ +
+ 148 + + +

You are halfway down the staircase when you run straight into a patrol of Ice Barbarians. You attempt to fight your way past them, but they are heavily armoured and equipped with swords and spears. You slay many of them before you are surrounded and suffer your death-blow.

+ Your life and your mission end here. +
+
+ +
+ 149 + + +

You skilfully sidestep as the Ice Barbarian scout stabs at you with a bone-tipped lance.

+

Pick a number from the Random Number Table to see if you have avoided his blow. If you have the Kai Disciplines of Tracking, Hunting or Sixth Sense, you may add 2 to the number that you have chosen.

+ If your total is now 0&endash;4, turn to 286. + If your total is now 5&endash;11, turn to 333. +
+
+ +
+ 150 + + +

Your blow splinters the smooth white surface of the statue. A freezing blast of wind hisses from the crack and, within seconds, a film of glistening ice covers every inch of the chamber. Unless you have applied Baknar oil to your skin, you lose 2 ENDURANCE points due to the sudden drop in temperature.

+

To your mounting horror, you see that the wind is taking the shape of a small cyclone. It is drawing all the loose ice and rock of the chamber towards its core. You have released an Ice Demon and it is intent on your destruction.

+ + + Gary Chalk + You have released an Ice Demon and it is intent on your +destruction + + + + + If you possess the Sommerswerd, turn immediately to 120. + If you possess a Firesphere, turn to 310. + If you wish to attack the swirling cyclone with a weapon, turn to 18. + If you wish to try to escape into the distant archway, turn to 211. +
+
+ +
+ 151 + + +

As the hideous beast dies at your feet, you hear Dyce shouting: Quick, we've got to get away from here. Kalkoth never hunt alone.

+

Grabbing your Backpack, you follow Dyce and Irian along a steep mountain path, up and away from the ice ledge. But you have covered less than fifty yards when disaster strikes. Blinded by the darkness and icy wind, Dyce fails to see that the path comes to an abrupt end at the edge of a sheer precipice. You freeze in horror as you hear your guide's screams fading into the darkness ahead. With death threatening from every side, you cling in desperation to the frozen rock-face.

+ If you have applied Baknar oil to your skin, turn to 209. + If you have not, turn to 339. +
+
+ +
+ 152 + + +

You decide to distract his attention by throwing some Gold Crowns into an alcove directly opposite to him.

+

Firstly, write down the number of Gold Crowns you are going to throw. Now pick a number from the Random Number Table. (0 = 10)

+ If the number you have picked is equal to or less than the number that you have written down, turn to 319. + If the number you pick is greater than the number that you have written down, turn to 181. +
+
+ +
+ 153 + + +

You are nearly across the lake when catastrophe befalls you. Your right foot crashes through the ice and holds you fast at the knee. You fight to free your leg but it is no good; it is completely trapped. A few seconds later, there is a tremendous crack of splintering ice as the lake monster breaks through to the surface. In terror you see the razor-sharp teeth and black slimy head of the ancient horror bearing down on you. This is the last thing you see before it swallows you whole.

+ Your life and your mission end here. +
+
+ +
+ 154 + + +

You are bleeding very badly from a wound in your right leg. It seems as if the flow of blood will never stop, so you tie a makeshift tourniquet around your thigh. You stagger to your feet and survey the damaged chamber.

+

The monolith must have been designed to guard against or ensnare trespassers. A powerful glyph, which is a spell of explosive power, was obviously placed on it long ago.

+

You notice a panel in the north wall has opened to reveal a darkened exit from this chamber.

+ If you wish to explore this new exit, turn to 145. + If you wish to try to open the door by which you entered, turn to 242. + +
+
+ +
+ 155 + + +

The dawn mists are quickly cleared by the icy mountain wind. Tired, shocked and frozen to the bone, you claw your way up the cruel rock-face until you finally reach the safety of a wide ridge. You are very hungry and must eat a Meal here before you continue or lose 3 ENDURANCE points. Remember to subtract the Meal from your Action Chart.

+

The ridge joins another which you struggle across, only to find yourself at the top of a terrifying descent. To reach the narrow mountain pass one thousand feet below, you must go down a steep and perilous ice staircase.

+

Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 10, deduct 2 from the number that you have picked. If your current ENDURANCE point total is greater than 20, add 1 to the number that you have picked.

+ If your total is now -2-2, turn to 248. + If your total is now 3-10, turn to 191. +
+
+ +
+ 156 + + +

You recognize the aroma of concentrated Gallowbrush, or Sleeptooth as it is commonly called in Sommerlund. This is the thorny briar your Kai masters once used to induce sleep when tending to ill or injured horses. This distilled brew made from the plant is a very powerful sleeping Potion. If you wish to keep the Potion, remember to mark it on your Action Chart as a Backpack Item.

+ Now return to 10 and choose your next course of action. +
+
+ +
+ 157 + + +

You take the Potion from your Backpack and carefully open the door just wide enough to be able to empty the contents of the vial into the bubbling cauldron. You do not have to wait long for the Ice Barbarians to fall asleep after their meal.

+ + + Gary Chalk + + + + +

The kitchen is small and surprisingly well stocked with herbs. These are from the Trading Post at Ljuk says Loi-Kymar, peering closely at the labelled jars, several of which he crams into his pockets. Opening two herb jars, he mixes the contents, and offers them to you. It will give you strength, Lone Wolf, he says. You eat the dry leaves and feel a warm glow radiating throughout your body.

+ Restore 6 ENDURANCE points to your current total, and turn to 301. + + +
+
+ +
+ 158 + + +

As the Ice Barbarian scout is on skis, you will only be able to fight one round of combat before the momentum of his attack carries him past you.

+ Ice Barbarian Scout2028 + If you sustain a higher ENDURANCE point loss than the enemy in this one round of combat, turn to 165. + If the Ice Barbarian scout loses more ENDURANCE points than you in this one round of combat, turn to 271. + If you both lose exactly the same number of ENDURANCE points in this one round of combat, turn to 337. + +
+
+ +
+ 159 + + +

The man stares you straight in the eye and says, 'The Ragad.'

+ If you now wish to wipe away the pentagram and free him, turn to 170. + If you do not want to free him now, close the cell door and return to the main corridor by turning to 254. +
+
+ +
+ 160 + + +

Your transport to Ikaya consists of two sledges, each drawn by a team of six Kanu-dogs. This sturdy breed are native to Kalte and make ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their vigour and enthusiasm even in the coldest climates, make them well suited to the work ahead.

+

On board each sledge is enough food and equipment for the mission. Your three guides, Irian, Fenor and Dyce, are all experienced trappers. They are skilled at survival in the icy desert, and know of the many unseen dangers.

+

Once the dogs are harnessed, you and Dyce climb aboard your sledge and signal to the others to lead the way. As you stare across the frozen expanse of the Ljuk ice shelf, you can see a white glare on the distant horizon. This is the Viad Glacier wall, the point where the flow of ice meets the frozen sea. Through the crisp, clear air of Kalte it looks no more than six miles away at most, but in reality it is nearer sixty miles away.

+

You make good progress on the first day and as darkness approaches, you decide to set up camp for the night. You halt inside a circle of ice pillars that have been forced upwards by the constantly moving ice shelf. The sledges are drawn together and the tent is erected beside them. Once the canvas is secured and the Kanu-dogs have been settled for the night, you begin to prepare your evening meal. Suddenly, a terrifying roar is heard outside the tent.

+

By the gods! cries Irian. A Baknar!

+

Baknar are large carnivorous creatures that dwell near the Kalte coastline. Their usual prey are Gallings or the smaller Ostrels that live at the sea's edge. But this Baknar has been attracted by the scent of the dogs. It is about to attack and eat several of your sledge dog team.

+ If you have the Kai Discipline of Hunting, turn to 204. + If you have the Kai Discipline of Animal Kinship, turn to 318. + If you wish to leave the tent and attack the Baknar, turn to 78. +
+
+ +
+ 161 + + +

The Ice Barbarian slowly advances, his white pupil-less eyes sending a shiver down your spine. In his right hand, he clutches a bone scimitar. Although it is raised to strike, his movements are stiff and unsteady as if he were attacking against his will. He is immune to Mindblast.

+ Ice Barbarian1729 + If you win the combat, turn to 210. +
+
+ +
+ 162 + + +

The sledge is unpacked and the equipment is ferried across piece by piece. Everything is going according to plan until the sledge itself is brought over the gorge. Dyce is steering it, taking great pains to keep it in the centre of the narrow bridge, when suddenly the two lead Kanu-dogs slip and fall into the gorge. They hang helplessly in their harnesses, howling and kicking at the air. Dyce frantically pulls on the reins to try and prevent the others from falling as well, but his efforts are in vain. One by one, the other four dogs are pulled from the bridge by the increasing weight of those below.

+

Jump, Dyce, jump! screams Irian, as the last dog plummets into the void. Dyce leaps clear just as the sledge topples into the gorge, but he lands on the narrowest section of ice and loses his footing.

+

Help me, help me! he cries, his fingers clawing at the slippery ice.

+ + + Gary Chalk + + + + + If you wish to attempt to save Dyce, turn to 19. + If you feel there is no way you can save him, turn to 257. + +
+
+ +
+ 163 + + +

As you lower the lever, a stone door slides across and seals off the rubbish-strewn chamber. When you raise the lever, the stone door slides open once again.

+ If you wish to enter the room and investigate its contents, turn to 38. + If you wish to continue along the east passage, turn to 237. +
+
+ +
+ 164 + + +

The tentacled horror rises from the moat and attacks you. You glimpse Vonotar raising his black staff and fixing his gaze towards Loi-Kymar. He is attacking the old magician with his Mindforce. You realize that if Loi-Kymar is killed, the secret of the Guildstaff will die with him.

+

Before you can do anything else, you must fight the monster to the death. This is an Akraa'Neonor: one of the undead. Remember to double all ENDURANCE points lost by this enemy during the combat, due to the power of the Sommerswerd.

+ Akraa'Neonor2350 + If you win the combat in five rounds or less, turn to 272. + If the combat takes longer than five rounds, turn to 324. +
+
+ +
+ 165 + + +

The shock of his attack has knocked you to the ground. By the time you have staggered to your feet, you see that he has stopped and removed his skis.

+ Turn to 68. +
+
+ +
+ 166 + + +

At the bottom of the staircase you discover a new tunnel going northwards. You are about to follow it when your hand touches a lever protruding from the wall to your right. A closer examination reveals a secret door.

+ If you wish to open the door, turn to 111. + If you wish to continue along the new tunnel, turn to 336. +
+
+ +
+ 167 + + +

The gale gradually drops, the air clears, and the Viad Glacier is revealed in all its splendour. The even surface of ice crystals look like a carpet of snow glittering with gems of every hue&emdash;yellow, violet, blue, green, orange and crimson; yet the crystals are of such brilliance, they would put any jewel in the shade. The ice wall rises over eight hundred feet and for the main part it is a smooth but very steep climb. Although the weather is fine, it takes the best part of a day to climb the glacier's edge. All of the equipment has to be unloaded and taken to the top of the glacier where it is repacked on to the sledges. The Kanu-dogs do hardly anything but fight, and your food is so shaken up in the climb that a gruesome mush is all that remains of it.

+

By the end you are exhausted. With daylight fading fast, you decide to pitch camp in the shelter of a natural ice bowl, and settle down to a much deserved night's rest.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 85. + If the number you have picked is 7&endash;9, turn to 300. + +
+
+ +
+ 168 + + +

As you step on to the quartz, you sense a vibration that runs up your leg to your knee. You see that, within the flagstone, a dull light pulsates and a humming sound can be heard emanating from the altar.

+

With your heart pounding, you prepare yourself for an attack and slowly advance.

+ Turn to 60. +
+
+ +
+ 169 + + +

As you reach the massive door, you desperately cast your eyes over it in the hope of discovering a way to make it open. The door is completely smooth; it has no handle, lock or keyhole. The creature will soon reach the top of the ramp, and you are about to cry out in desperation when you notice a block of granite set into the nearby wall. It has a small triangle cut into its surface.

+ If you possess a Blue Stone Triangle, turn to 41. + If you do not, turn to 265. +
+
+ +
+ 170 + + +

Using the edge of your cloak, you wipe away a section of the pentagram that is wide enough to let the man escape. You notice that he is painfully thin and unsteady on his feet.

+

My thanks Kai Lord. I shall endeavour to repay your kindness some day, if we ever escape from this fortress he says. You had best lead, for my eyes ail me. I have suffered snow-blindness and the pain still lingers on.

+

You lead the way into the passage and are about to turn north into the main corridor, when a pair of steely-fingered hands suddenly close around your throat from behind. A hideous cry betrays the merchant's true identity: he is a Helghast, a deadly shape-changing servant of the Darklords. He has tricked you into releasing him from the pentagram, and he now intends to murder you.

+

You desperately fight for air as his skeletal fingers burn and tear at your throat. You lose 6 ENDURANCE points. If you are still alive, you manage to break free of his grip, but you must now fight this creature to the death. Due to the surprise of its attack, you cannot swallow any potions before the combat.

+ If you possess the Sommerswerd, turn to 304. + If you do not, turn to 175. +
+
+ +
+ 171 + + +

The stopper in this Vial is jammed and you have to take great care not to break the slender glass neck. It gradually loosens and you sniff the orange liquid.

+ If you have the Kai Discipline of either Sixth Sense or Weaponskill, turn to 311. + If you do not possess either Discipline, you become suspicious of this potion and decide to discard it. Return to 10 and decide your next course of action. + + +
+
+ +
+ 172 + + +

You decline Irian's offer and return to the tent. However, the others, having congratulated you, leave the tent and join Irian. You watch in amazement as they, too, grab handfuls of Baknar oil and smear it inside their clothing.

+

Later that night, you eventually get to sleep but only after plugging both nostrils with cloth. The others seem oblivious to the dreadful smell.

+ Turn to 134. +
+
+ +
+ 173 + + +

The Hall of the Brumalmarc is a vast chamber constructed of crystal blocks rising to a central plateau. On this stands the Brumalmarc throne, as old as Ikaya itself. There, Vonotar sits, surrounded by the tomes and eldritch trappings of a necromancer. He is wrapped in study and does not see you enter the hall. He remains oblivious to your presence until Loi-Kymar sneezes.

+

Who dares disturb me? he hisses, rising from the Brumalmarc throne, his eyes searching for an intruder. Upon seeing you, he emits a horrified gasp and fumbles for his black staff. He has the look of a criminal who has been discovered in the act of some dreadful crime. Quickly you raise your weapon and begin to climb the crystal pyramid. You know that you have little time to reach him if you are to overpower and capture him alive.

+

You reach the edge of the plateau in time to see a wide circle of blocks descending around the throne. Between you and Vonotar, a deep moat is forming. Then from the depths of the moat you hear a ghastly, inhuman gibbering. You brace yourself for combat but are totally unprepared for the horror that now faces you. From out of the dark slithers a huge, ghoulish, green monster. Its deformed head is a mass of tentacles and suckers that ooze a putrid black slime. At the centre of this writhing mass a hideous yellow eye pulsates. Vonotar has control over this monster and he is directing it towards you.

+ + + Gary Chalk + From out of the dark slithers a huge ghoulish green +monster over which Vonotar has control + + + + + If you possess an Effigy, turn immediately to 34. + If you do not possess an Effigy but do possess the Sommerswerd, turn to 164. + If you have neither of the above, turn to 200. +
+
+ +
+ 174 + + +

The Kalkoth is dead but its growls still seem to echo around the cavern. You suddenly realize that another of the beasts is now thundering down the tunnel towards you. It is the Kalkoth's mate, and she is hell-bent on revenge. You now have only one possible escape route: you must cross the lake.

+ Turn to 322. +
+
+ +
+ 175 + + +

You sidestep the hissing creature and strike a blow at its head that would maim any mortal warrior. To your horror, the Helghast advances towards you unscathed. It is a powerful captain of the undead, and is immune to normal weapons. An agent of the Darklords, it has been sent to kill Vonotar for his failure at the Battle of Holmgulf. Now free from the pentagram that imprisoned it, the Helghast can complete its mission and return to the rewards and praise of its masters.

+

You cry out in terror as the Helghast's fingers rend and burn at your throat. But your cries fade unheeded in the dark passage; only death will end your agony.

+ Your life and your mission end here. +
+
+ +
+ 176 + + +

Running for the tunnel entrance, you quickly leave the icy river far behind. You follow the tunnel for countless hours as it bends its way northwards. It becomes impossible to recall what hour of the day it is; the perpetual half-light of these caverns never changes. Through fissures in the wall of the tunnel, you catch glimpses of other chambers, and you marvel at the sheer scale of the labyrinth.

+

You are nearly asleep on your feet when you suddenly detect the aroma of cooked meat. It is coming from a chamber just a few yards ahead to your right. You are very hungry and must soon eat a Meal.

+ If you wish to investigate the chamber, turn to 5. + If you wish to ignore the chamber and continue, turn to 132. + +
+
+ +
+ 177 + + +

You recognize the pungent smell of distilled Graveweed. This black concentration is a very powerful poison, and you quickly replace the stopper to prevent the noxious fumes from escaping. If you wish to keep this Potion, mark it on your Action Chart as a Backpack Item.

+ Now return to 10 and choose your next course of action. +
+
+ +
+ 178 + + +

You have been following the Ice Barbarian scouts for nearly two hours when a fierce ice squall rises from the west. The terrain becomes very broken with drifts of snow hiding the razor-sharp ridges and undulations of the ice beneath. For the Ice Barbarian scouts with their skis (fashioned from the ribs of Kalte mammoths), the treacherous surface presents no problems. But to cross it on foot is a slow and painful ordeal.

+

The biting wind whips across the glacier, bringing with it clouds of fine snow that obscure your vision. You realize the danger of being caught in the open in the middle of a Kalte blizzard, and signal to the others to call off the chase. Walking towards your scouts, you suddenly plummet through the surface of the ice.

+ Turn to 105. +
+
+ +
+ 179 + + +

A bold plan springs to your mind. If you pose as an Ice Barbarian, you may be able to place the bowl of herbs near to the guards; in the dim light of the corridor, the smoke would be difficult to detect. Loi-Kymar agrees to your suggestion and prepares a mixture of herbs to prevent you succumbing to the fumes yourself.

+

Clad in the furs of an Ice Barbarian, you march along the corridor with the bowl hidden inside your jacket.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 39. + If the number you have picked is 5&endash;9, turn to 296. +
+
+ +
+ 180 + + +

Through the snow-swept gloom you can make out two small pinpoints of red light. They are growing larger. Suddenly, in the gloom you see the shape of a large and hideous, four-legged creature. It leaps at you, its red eyes glowering and its fanged mouth open to reveal a long barbed tongue, lashing towards your face.

+

Agh! A Kalkoth! screams Fenor. He rushes to your side, holding a sword high in his hand. He attempts to strike at the creature's tongue. But the creature is already upon you, and you must fight it.

+

In spite of Fenor's attack the beast only seems to be interested in you. Fenor does not receive any wounds as he stabs at it from behind.

+

Deduct an additional 3 ENDURANCE points from the Kalkoth's ENDURANCE point total for each round of combat you fight. This represents the damage inflicted by Fenor.

+ Kalkoth1135 + If you lose any ENDURANCE points during this combat, turn immediately to 129. + If you kill the creature without losing any ENDURANCE points, turn to 70. +
+
+ +
+ 181 + + +

The Gold Crowns clatter along the corridor, but do not have the desired effect. The Ice Barbarian remains at his post, seemingly unaware of the gold now lying just a few feet away.

+ If you wish to attempt this ploy again, return to 152. + If you have no more Gold Crowns or do not wish to attempt this ploy again, you can attack the guard by turning to 208. + If you prefer, you can go back along the corridor, past the junction, and explore the west corridor by turning to 189. +
+
+ +
+ 182 + + +

You discover a low passage that opens out into a cavern full of stalagmites. There are two exits in the opposite ice wall; both disappear into darkness. In the snow around the entrances of both tunnels are many strange tracks.

+ If you have the Kai Discipline of Tracking, turn to 75. + If you wish to take the right tunnel, turn to 114. + If you wish to explore the left tunnel, turn to 235. +
+
+ +
+ 183 + + +

You sprint towards the northern corridor as fast as your twisted ankle will allow.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 89. + If your total is now 4&endash;11, turn to 215. +
+
+ +
+ 184 + + +

The tunnel is short and soon leads you to a small cavern. In the centre of the cavern lie two corpses, both human. In spite of the freezing temperature, they are badly decomposed; they have obviously been dead for a very long time. Both are attired in furs and one still has a flint dagger grasped in his hand. From the position of the bodies, it looks as if they killed each other in a desperate fight.

+ + + Gary Chalk + + + + + If you wish to search the corpses, turn to 298. + If you wish to continue, you may leave this cavern by the tunnel in the far wall. Turn to 315. + If you wish to retrace your steps and take the other tunnel, turn to 125. +
+
+ +
+ 185 + + +

You focus your power upon the lock, but you find it difficult to visualize the inner mechanism.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to this number.

+ If your total is now 0&endash;4, turn to 22. + If your total is now 5&endash;11, turn to 326. +
+
+ +
+ 186 + + +

The dead Ice Barbarian's child cowers over his father's body and stares at you with hatred blazing in his eyes. You notice that the other Ice Barbarian scouts are closing in and you must act quickly to save yourself.

+

You decide to use the boy as a hostage, but he is like a wild animal. He bites, scratches and kicks to free himself from your grip.

+ Turn to 320. +
+
+ +
+ 187 + + +

As you close the Bracelet around your wrist, a terrible pain shoots through your head. You are being attacked by a powerful Mindforce, which is draining your will.

+ If you have the Kai Discipline of Mindshield, turn immediately to 258. + If you do not possess this skill, turn to 93. + + +
+
+ +
+ 188 + + +

The next day, thick snow clouds have descended over the Ljuk ice shelf and there is little wind. As you draw closer to the edge of the glacier, the surface of the ice shelf becomes very rough and broken. Slabs of solid ice jut out at every angle, forming difficult obstacles. You are forced to dismount from the sledges and manhandle them across the hummocks and ridges, as you try to reach the smoother slope of the distant Viad Glacier.

+

You have covered half a mile when ahead you see a large crevasse. This great crack in the ice is only two or three feet wide; but it extends for over a mile in either direction. For safety's sake, you agree to tie a rope around your waists and link up together. Should one person fall into a crevasse, the others should be able to pull him out.

+

You cross this narrow fissure successfully, only to find yourselves in a maze of crevasses. Thin layers of snow hide their locations, and you only detect their presence by testing the ground with your weapon.

+

You have covered less than half a mile when you come to a crevasse over eight feet wide. You stare downwards, but there is no light to be seen in the black yawning void. Your sledges are ten feet long and could bridge the gap. But if the icy edge were to collapse, you could lose all your equipment at once.

+ If you wish to unload the sledges and use them as a bridge, turn to 232. + If you wish to jump across with the Kanu-dogs, and then pull the sledges after you, turn to 346. + +
+
+ +
+ 189 + + +

You continue along the corridor for over fifteen minutes until you reach a massive stone doorway, twenty feet high. Placing your ear to the warm surface, you feel the stone vibrating and hear low rumbling noises. Like the other stone doors of Ikaya, this entrance has a lever in the nearby wall.

+ If you wish to pull the lever and enter, turn to 292. + If you do not wish to enter, you can return to the junction and take the east passage by turning to 97. +
+
+ +
+ 190 + + +

Letting the boy go free at the last possible moment, you grab the sledge whip and lash the dogs, driving them for everything they are worth. On all sides, flurries of arrows whistle past you and several thud into the framework of the empty sledge. A couple of the Ice Barbarian scouts give chase, but your dog team is now much faster and you soon outdistance even their arrows.

+

By nightfall, you reach the very edge of the Viad Mountains. This vast granite range rises sheer out of the ice and snow and presents you with an impassable barrier on such a moonless night. Meanwhile a wind arises in the west, heralding a night squall. You must find shelter or you will surely perish in the blizzard.

+ If you have the Kai Discipline of either Tracking or Sixth Sense, turn to 348. + If you do not have either of these skills, you can look for shelter towards the north by turning to 27. + If you prefer, you can search towards the south by turning to 314. +
+
+ +
+ 191 + + +

Shaking with shock and exhaustion, you finally reach the pass just as night is about to fall. In the distance, you see a small cave located directly beneath a frozen waterfall. The wind has become much stronger and you decide to take shelter in the cave for the night. However as you enter, you are surprised to see a shaft of light falling from a fissure at the rear of the cave.

+ + + Gary Chalk + + + + +

You cautiously approach the strange glow, but fail to see a snow covered crevasse and fall in a tumble of snow and ice.

+ Turn to 40. +
+
+ +
+ 192 + + + If you possess a Glowing Crystal, turn to 267. + If you do not, turn to 44. + +
+ +
+ 193 + + +

You have cuts and bruises on both legs and your nose bleeds from striking it against a stalactite. You lose 2 ENDURANCE points, but you can count yourself very lucky: you narrowly escaped stepping into a deep fissure hidden in the darkness. Make the necessary adjustments to your Action Chart.

+ Turn to 235. + +
+
+ +
+ 194 + + +

Your skill and patience finally pay off. A subtle click indicates you have been successful, and as you remove your blade, the great stone lid slowly opens to reveal a magnificent Silver Helmet.

+ If you have the Kai Discipline of Sixth Sense, turn to 127. + If you wish to wear this splendid helmet, mark it on your Action Chart, and turn to 308. + If you decide to leave it in the stone chest, you may continue your exploration towards the stairs by turning to 323. +
+
+ +
+ 195 + + +

As you leap across to the opposite ledge, a tremor shakes the ice and the crevasse suddenly widens. You slip, hitting your head on the edge as you drop into the gaping void. The cord attaching the safety rope to your belt snaps, and you fall into darkness.

+ Turn to 21. +
+
+ +
+ 196 + + +

The struggle is desperate but in your very desperation you find the strength to survive.

+

Any weapon(s) you had has been dragged from your grasp and, bombarded by ice and stone, you lose 2 ENDURANCE points. Make the necessary adjustments to your Action Chart. However, you manage to crawl to the safety of the northern archway. You are now unarmed but grateful to be alive.

+ Turn to 306. +
+
+ +
+ 197 + + +

You can see another passage leading out of the cavern towards the north.

+ If you wish to creep past the sleeping creatures towards the tunnel, turn to 125. + If you do not want to take the risk of waking them, you can return the way you have just come and enter the other tunnel by turning to 235. + If you wish to attack the sleeping creatures, you can do so by turning to 109. +
+
+ +
+ 198 + + +

The corridor ends at a large stone door. Unlike the others, this door has no lever to open it, but you do notice that a small slot has been cut into a nearby wall. You are examining the slot when you are disturbed by a howling mob of mutated Ice Barbarians, advancing along the corridor towards you. You prepare for combat but there are too many of them for you. Although you fight bravely, they eventually overwhelm you and stab you to death.

+ Your life and your mission end here. +
+
+ +
+ 199 + + +

After nearly a mile, the ice-walled tunnel opens out into a beautiful grotto. Melt-water cascades over a large outcrop of silvery mineral, which casts a dazzling display of reflections.

+

You can see that there is a small cave beneath the waterfall, which disappears into the silver rock. There appear to be no other exits from the grotto.

+ If you wish to enter the cave, turn to 82. + If you wish to return along the passage and take the other tunnel, turn to 284. +
+
+ +
+ 200 + + +

The ghastly tentacled horror rises out of the moat and attacks you. You must fight it to the death.

+ Akraa'Neonor2250 +

During the combat, you glimpse Vonotar, his black staff raised, fixing his gaze on Loi-Kymar. He is attacking the old man with the force of his mind. If Loi-Kymar is killed, the secret of his Guildstaff will die with him.

+ If you win the combat in seven rounds or less, turn to 272. + If the combat lasts more than seven rounds, turn to 324. +
+
+ +
+ 201 + + +

The bowl creaks and splinters of stone fall from the ceiling as you swing across the black fissure, but you are lucky; the Rope holds and you land safely on the other side. With a flick of your wrist you retrieve the Rope and set off along the passage.

+

You have gone only a few yards when you notice an arched stone door to your left, adorned with strange carvings. These carvings depict hundreds of skeletons entwined around smooth blocks of stone. To the side of the door you see that a lever in the wall is raised.

+ + + Gary Chalk + + + + + If you wish to pull the lever and open the door, turn to 110. + If you wish to continue along the passage, turn to 63. +
+
+ +
+ 202 + + +

Suddenly the Kalkoth stop roaring. They have picked up the scent of Baknar oil on your skin. Within seconds they appear and charge towards you.

+ If you wish to stand and fight them, turn to 263. + If you wish to turn and run, turn to 277. +
+
+ +
+ 203 + + +

A small spy-hole has been cut into the centre of the door. You cautiously peer through and see the old man in blue robes who you saw before through the portal above the cell.

+ If you wish to open the door, pull the lever in the nearby wall and turn to 56. + If you wish to ignore the old man, continue along the corridor towards the junction by turning to 276. +
+
+ +
+ 204 + + +

Baknar are fierce and dangerous creatures. They are afraid of only one thing&emdash;fire. Grabbing a torch from the pile of equipment, you light it and leave the tent.

+

The wind has become much stronger since you first made camp. It whips the fine snow into small whirlwinds that sting your eyes. A moving shadow to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when it sees your guttering torch and shrieks in terror. Seconds later, it has disappeared into the darkness. A quick check of the Kanu-dogs reveals that they are all safe, although still understandably nervous. To ensure that the Baknar does not attack again, you all take it in turns to sit watch that evening, torches and weapons at the ready.

+ Turn to 134. +
+
+ +
+ 205 + + +

During the night, a fierce blizzard rages, burying your makeshift shelter in over twelve feet of snow. The cold numbs your hands and feet and slowly drains the strength from your body. You slip into a sleep from which you will never awake, for you suffocate to death beneath the snows of Kalte.

+ Your mission and your life end here. +
+
+ +
+ 206 + + +

Holding your equipment and your breath, you try to land as quietly as you can on the dusty floor of the corridor. Unfortunately, you twist your ankle in the fall and cannot stifle a yelp of pain. Lose 1 ENDURANCE point. Then, to your horror, you see an Ice Barbarian seated less than thirty feet away to your left. His head is slowly turning in your direction. However, a quick glance to your right reveals another corridor heading north, less than fifteen feet from where you now kneel.

+ If you have the Kai Discipline of Camouflage, turn to 74. + If you do not have this skill, you can try to run for the north corridor and pray that the Ice Barbarian does not see you. Turn to 183. + If you prefer, you can attack and attempt to silence the Ice Barbarian before he can raise the alarm, by turning to 161. +
+
+ +
+ 207 + + +

You can see the shadowy outline of the hideous creature as it charges towards you along the tunnel. It is blind with rage and hungry for blood. You suddenly realize that if you dive aside as the creature leaps from the tunnel, it may just miss you and plunge headlong on to the thin ice of the lake.

+ If you wish to try to dive aside when the Kalkoth charges from out of the tunnel, turn to 80. + If you wish to stand and fight it when it appears, turn to 253. +
+
+ +
+ 208 + + +

The Ice Barbarian sees you approach and draws his bone sword. He moves to the centre of the bottom stair to prevent you running past him.

+ Ice Barbarian1730 + If you win the combat within four rounds, turn to 4. + If you win the fight in more than four rounds, turn to 81. +
+
+ +
+ 209 + + +

All night you cling to the frozen rock-face. The icy wind whips you and you shiver uncontrollably as you fight to stay conscious. You lose 2 ENDURANCE points. However, the Baknar oil keeps you from losing all your essential body warmth and on this desperate occasion, it saves your life.

+ Turn to 155. +
+
+ +
+ 210 + + +

A tooth-encrusted Bone Sword lies at the Barbarian's side. You may take this weapon if you wish. You search his body and also discover a Gold Bracelet on his left wrist.

+ If you have the Kai Discipline of Sixth Sense, turn to 316. + If you wish to take the Gold Bracelet, turn to 236. (Put it on your wrist and mark it on your Action Chart as a Special Item.) + If you do not wish to take the Bracelet, make your way quickly along the corridor towards a distant junction by turning to 215. +
+
+ +
+ 211 + + +

The cyclone is tearing at your clothes and bombarding you with chunks of ice and rock. You grit your teeth and try to run but the cold saps your strength, and you are forced to claw your way along the wall to avoid being sucked into the swirling vortex.

+

Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 10, deduct 3 from the number you have picked.

+ If your number is now -3 to 3, turn to 95. + If your number is now 4-9, turn to 196. +
+
+ +
+ 212 + + +

When you arrive back at the tent, Dyce cooks a delicious Meal that fills your stomach and raises your spirits. You have made good progress and, in spite of the physical hardships, you feel confident and eager to continue.

+

Irian fetches the sleeping furs from the sledge and you all prepare for a good night's sleep. The only clothes you ever remove are your boots&emdash;the few days that you have spent in this desolate land have taught you much about survival. As you take off your boots, you take care to leave them in the shape of your feet: in these temperatures, your soft boots soon freeze as hard as stone, making them agony to put on next morning if you don't. Unlacing the boots requires bare fingers, and you constantly have to pause and thrust your hands back into your mittens to avoid frostbite setting in. Curled up in your furs, your teeth chattering, and the wind howling outside, you eventually fall into a deep sleep.

+ Turn to 238. +
+
+ +
+ 213 + + +

You point the Sommerswerd towards Vonotar's crystal rod. In an instant, the cone of frost arcs away from the bridge and shatters against the golden sword. You hear Vonotar curse you as, once again, the power of the Sommerswerd saves you from his destructive magic.

+ Turn to 252. +
+
+ +
+ 214 + + +

Unfortunately, the Kalkoth has picked up your scent and launches an attack on your hiding place. Its huge paw swipes at you and claws open the sleeve of your jacket. You lose 2 ENDURANCE points. You realize you can only escape this creature by running across the lake.

+ If you wish to escape from the Kalkoth, turn to 322. + If you wish to fight it, turn to 123. +
+
+ +
+ 215 + + +

Turning a corner, you breathe a sigh of relief. Behind you all is silent. But you become aware that the low rumbling sound you detected earlier is much louder in this corridor. A few yards along to your left, a short passage leads to a closed stone door.

+ If you wish to investigate the door, turn to 13. + If you wish to continue along the corridor towards the north, turn to 254. +
+
+ +
+ 216 + + +

You have covered less than a mile when the first of the Ice Barbarian scouts appear to the north on skis. At first, there are only two of the fearsome warriors, but they are soon joined by three others. They are large, muscular and bedecked with furs. Some of them wear bone armour. Despite their size, they glide across the snow with an almost feline grace and speed. Each of them has a pole attached to his back from which a small flag flutters.

+

Suddenly, a bone-tipped arrow whistles past your knee and embeds itself in the sledge. An Ice Barbarian scout skis past to your right. He is less than ten yards away and you can clearly see his slanted eyes and sharp cheek-bones. You suddenly realize that what you had mistaken for muscle and fur is in fact an Ice Barbarian child. Each scout is carrying a large backpack containing a small child. These children are armed with small bone bows, and they fire a constant stream of arrows as their fathers ski nearer and nearer.

+ + + Gary Chalk + Each Ice Barbarian scout is carrying a backpack +containing a child armed with a bone bow + + + + +

Suddenly Irian falls, an arrow buried in his back. Dyce runs to his aid but is shot down before he has taken a dozen steps. Fenor is hit. An arrow passes straight through his throat. He bravely staggers on for nearly a minute before collapsing in the snow. You are on your own. An Ice Barbarian scout skis past to your left and returns towards you head on. He has a spear under one arm, which is levelled at your chest.

+ If you wish to fight the Ice Barbarian scout, turn to 158. + If you wish to try and escape, turn to 149. + +
+
+ +
+ 217 + + +

The monolith suddenly explodes, sending hundreds of razor-sharp shards screaming through the air. You are pierced by the stone shrapnel and thrown to the far wall by the sheer force of the blast. You lose 10 ENDURANCE points.

+ If you are still alive, turn to 154. +
+
+ +
+ 218 + + +

The bone box contains a beautiful Diamond. Its many facets gleam and sparkle, even in the dim half-light of the ice hall. In Sommerlund, a jewel of this size and quality would be worth thousands of crowns. If you wish to keep the Diamond, slip it into your pocket and mark it on your Action Chart as a Special Item.

+ You can now examine the fortress door by turning to 52. +
+
+ +
+ 219 + + +

You sense that the low rumbling noise echoing throughout this part of Ikaya is much louder along the west corridor than the east. There is something unnatural about its tone that makes you feel uneasy. You decide to avoid the west corridor and set off towards the east.

+ Turn to 349. +
+
+ +
+ 220 + + +

The next day is bitterly cold. A strong wind from the west blows relentlessly as you steer your sledge towards the Hrod Basin. The snow clogs your eyes and your lips crack and bleed, but by midday you reach the edge of the basin. Irian and Dyce's sledge arrives at the ice wall first and they eagerly encourage you onwards.

+

Without any warning, a great crack appears between the two sledges, opening with a tremendous roar, until you are faced by a huge dark crevasse. Frantically you pull on the reins but it is too late to prevent your Kanu-dog team from disappearing into the void. Your sledge is left balancing on the edge of the crevasse, while the team of howling Kanu-dogs dangle helplessly in their harnesses below you. Very carefully, you risk a glance into the chasm. You see that the first two dogs have broken free and dropped over one-hundred-and-fifty feet to a ledge below. One of them appears to be dead. The other is badly injured and whimpers beside the still body of its comrade. Suddenly, a shudder jolts the sledge and you gasp with fright.

+ If you wish to crawl with Fenor to the rear of the sledge, turn to 146. + If you decide to try to leap clear of the sledge on to the cracked ice, turn to 29. +
+
+ +
+ 221 + + +

The corridor in which you now stand is far warmer than the icy cavern outside. For the first time in many days, you can lower the hood of your cloak and remove your mittens without risking frostbite.

+

You notice that the stone passage ascends to a landing where another passage branches off to the east. M'lare bowls hang at regular intervals along the arched ceiling, their unnatural light illuminating the carved walls.

+

As you approach the landing, you notice an archway leading into a small room beyond. A strange sight meets your eyes. Ragged furs, pottery shards and the debris of hundreds of years seem to have been thrown into this chamber. A large lever protrudes from the wall beside the archway.

+ + + Gary Chalk + + + + + If you wish to enter the room and investigate the contents, turn to 38. + If you wish to pull the lever, turn to 163. + If you wish to explore eastwards along the passage, turn to 237. +
+
+ +
+ 222 + + +

Using your Kai skill, you press yourself into the shadow cast by a pilaster. The Ice Barbarians pass within six inches of you, but do not detect that you are there. Once you are sure that they have disappeared, you emerge from the shadows and continue along the corridor.

+ Turn to 330. +
+
+ +
+ 223 + + +

The sledge contains the following equipment. You may take any of the following Items and store them in your Backpack, but remember that your Pack can only hold a maximum of 8 Items:

+
    +
  • Enough Food for 1-5 Meals (each Meal counts as 1 Item)
  • +
  • Tent (counts as 3 items)
  • +
  • Sleeping Furs (counts as 2 items)
  • +
  • Long Rope (counts as 2 items)
  • +
+

Dyce volunteers to return to the Cardonal with the Kanu-dog teams and the sledge, while the rest of you push on towards Ikaya, the ice fortress.

+

Ikaya was carved out of the Hrod Range many ages ago, by a race of creatures that have long since disappeared. Thousands of years passed before the Ice Barbarians migrated here from the Uncharted Void, claiming Ikaya for themselves. Their leaders, the 'Brumalmarc' as they are called, have ruled over Kalte from the safe shelter of this fortress ever since.

+

You have covered nearly five miles when Irian suddenly points to the west. There&ellips; over there. I'm sure I saw something.

+

You halt and strain your eyes to try to identify something unusual in the monotonous landscape of ice and snow.

+

Look over there! shouts Fenor, pointing towards a ridge less than a mile away. Two fur-clad warriors are standing on top of a large slab of ice. They are staring at you.

+

Ice Barbarians! whispers Irian, his voice shaking with fear. If they beat us to Ikaya, we're as good as dead.

+

You are still ten miles from the ice fortress and less than two hours of daylight remain.

+ If you wish to ignore the Ice Barbarians and press on to Ikaya, turn to 327. + If you wish to attack them, and try to prevent them warning others, turn to 307. +
+
+ +
+ 224 + + +

Twenty feet directly below the portal, you can see a man dressed in a dark cloak. He is kneeling in the centre of a large pentagram, which is chalked on the floor of the dingy cell.

+ + + Gary Chalk + + + + + If you wish to call to the man, turn to 67. + If you decide to remain silent, leave the portal and continue on your way along the passage towards the stairs by turning to 166. +
+
+ +
+ 225 + + +

The stopper is sealed with wax. If you wish to break the seal, you must risk smashing the thin glass of the Vial.

+ + + Gary Chalk + + + + + If you wish to attempt to break the seal, turn to 54. + If you are suspicious of the contents and do not wish to risk breaking the Vial, leave it and return to 10 to choose your next course of action. +
+
+ +
+ 226 + + +

You frantically pull at your trapped foot and free it just as the sledge topples over into the crevasse. Fenor rushes to your side and pulls you away from the crumbling edge of this void. You both safely jump the widening gap and join the others.

+

You have lost your dogs, your sledge and most of your food, but you are alive. In spite of the loss and the additional hardships that will result, your guides agree to continue the mission.

+

In the distance you can see a narrow passage at the edge of the ice shelf where it joins the Hrod Basin. By nightfall, you have reached the shelter of this narrow pass and decide to set up camp. A quick check of your remaining food soon reveals the need to cut rations by half in order to reach Ikaya. Lose 1 ENDURANCE point due to the meagre evening Meal.

+ Turn to 325. +
+
+ +
+ 227 + + +

The stone buttons rise less than an inch above the smooth altar surface. You notice that they are each surrounded by strange, barely perceptible, hieroglyphs, eroded by the passage of time. You now have to decide in which sequence you will press the buttons. If you possess the Kai Discipline of Mind Over Matter, you can depress the buttons without actually touching them.

+ If you decide to press the left button then the right, turn to 102. + If you decide to press the right button, then the left, turn to 334. + If you decided to press them both together, turn to 299. +
+
+ +
+ 228 + + +

You draw on all your powers of concentration to levitate the bowl of fuming herbs, and send it hovering among the corridor. You bring it to rest in the shadow of the pilaster and watch its effects with great curiosity; for in less than a minute, the Ice Barbarian guards have collapsed to the floor.

+

Now's our chance, whispers Loi-Kymar, and he ushers you out of the kitchen. You approach the Hall of the Brumalmarc undetected and discover that one of the magnificent jewelled doors is unlocked. Drawing your weapon, you gently push the door ajar and enter Vonotar's chamber.

+ Turn to 173. +
+
+ +
+ 229 + + +

You recognize the serpent to be a Javek, a two-headed and deadly poisonous ice snake. As it slithers nearer, you can clearly see the open jaw of the second head and the yellow, curved fangs dripping with venom. It moves very quickly and you know that you will not be able to outrun it along this narrow ledge.

+ If you possess a Firesphere, turn to 46. + If you do not, you must prepare to fight. Turn to 88. +
+
+ +
+ 230 + + +

The Helghast smoulders and decays at your feet, a vile green gas seeping from beneath its robes. As you stare at the remains, you realize that this creature must have been sent here to kill Vonotar by the Darklords who crave Vonotar's death for his failure at the Battle of Holmgulf. The evil wizard must have discovered the Helghast and imprisoned it within a pentagram until he could devise some way of killing it for good.

+

You gingerly touch your wounded throat and thank the gods that you wield the Sommerswerd&emdash;its power has once again saved your life. You turn and quickly descend the stairs, leaving behind the Helghast's foul remains.

+ Turn to 166. +
+
+ +
+ 231 + + +

You sense that something is very wrong here. There are no mines in Kalte, and, as a result, not only gold but all metals are considered rare and precious. The only means by which Ice Barbarians can obtain metal is by fur trading at Ljuk each summer, and then it is only steel that interests them. You suspect therefore, that these bracelets are worn by force rather than choice. If you wish to put on one of the Gold Bracelets, mark it on your Action Chart as a Special Item.

+ If you take a Bracelet, turn to 187. + If you wish to ignore the Bracelets and continue your exploration of Ikaya, turn to 63. +
+
+ +
+ 232 + + +

It takes nearly an hour to cross, but you eventually make it in safety. The ascent of the glacier is a daunting task. The ice wall is smooth but very steep, rising over eight hundred feet. All of the equipment has to be unloaded from the sledges and ferried to the top of the glacier, where it is repacked piece by piece. The Kanu-dogs do hardly anything but fight amongst themselves and your food gets so shaken up, that all that remains to eat that evening is an unsavoury mess.

+

On the summit of the glacier wall, you pitch tent in the shelter of a natural ice bowl and settle down to a much deserved rest.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 85. + If the number you have picked is 7&endash;9, turn to 300. +
+
+ +
+ 233 + + +

You recognize the liquid to be distilled Laumspur, a herb of great healing properties. This concentrated Potion is powerful enough to restore 5 ENDURANCE points. If you wish to keep this Vial, remember to mark it on your Action Chart as a Backpack Item.

+ Now return to 10 and decide your next course of action. + +
+
+ +
+ 234 + + +

The man hesitates and then answers. Why, the Rusty Anchor Inn, of course.

+ If you now wish to wipe away the outside of the pentagram and free him, turn to 170. + If you do not wish to free him, close the cell door and return to the main corridor by turning to 254. +
+
+ +
+ 235 + + +

After a short walk, you arrive at a massive ice hall full of crystal stalagmites and stalactites. The floor is covered with animal tracks and bones, yet the vast hall seems empty and still. You notice that the northern wall is a completely smooth surface of granite blocks stretching upwards to the icy ceiling, over one hundred feet above. You suddenly realize that you are staring at the foundation stones of Ikaya&emdash;you have reached the ice fortress.

+ + + Gary Chalk + You arrive at a massive ice hall full of crystal +stalagmites and stalactites + + + + +

Partially obscured by a large mound of crystals, you can just make out a ramp leading up to a massive stone door in the fortress wall. Your discovery brings renewed hope. If you can gain entry to Ikaya and quickly capture Vonotar, there is still time to reach your ship, the Cardonal, before the pack-ice starts to freeze.

+ If you wish to cross the icy hall and examine the stone door, turn to 52. + If you decide to stop and search the bone-littered floor, turn to 115. +
+
+ +
+ 236 + + +

As the Gold Bracelet snaps shut around your wrist, a terrible pain shoots through your head. You are being attacked by a powerful Mindforce, that is trying to drain your will.

+ If you possess the Kai Discipline of Mindshield, turn immediately to 345. + If you do not possess this Kai Discipline, turn to 9. + +
+
+ +
+ 237 + + +

You soon reach the bottom of a flight of broad stone steps that ascends northwards to a landing, thirty feet above. The centre of each step has been worn smooth by the feet of the countless creatures that once inhabited the lower levels of cold Ikaya. As you climb, you wonder how long you will remain undetected. So far you have neither seen nor heard any other living soul in these deserted passages.

+

You have the element of surprise on your side; you now pray that Vonotar is unprepared for an intruder from the depths of his own fortress. You reach the landing and pass through an empty hall, towards a darkened archway beyond. Here, the passage splits and branches off towards the east and west. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ If you wish to take the east passage, turn to 92. + If you decide to take the west passage, turn to 297. +
+
+ +
+ 238 + + +

The two days that follow are sheer hell. Ridges formed by deeply fissured ice-mounds continually bar your way, and you are forced to dismount and manhandle the sledges across them. Progress is slow. The Kanu-dogs are nervous and take fright at the slightest instance and the sledges frequently capsize and spill their loads.

+

A haze of fine snow obscures your vision. On two occasions, Fenor and Irian slip into crevasses and have to be pulled out by their safety ropes. Then your sledge meets with a similar mishap. Dyce volunteers to be lowered into the crevasse on the end of a rope, and unloads the damaged sledge so that it is light enough to be hauled out. After two hours of backbreaking effort, the sledge is dragged from the void, but only for you to discover that it is damaged beyond repair and will have to be abandoned.

+

A gale rises from the west, and blows so fiercely that you have difficulty in standing. Within a few minutes, the conditions have become so bad that you are obliged to pitch a tent and wait for the gale to die down. Hour after hour, the wind buffets the tent relentlessly. As you slowly drift off to sleep, you can only dread what the next morning may bring; you are totally unaware of the amazing sight that awaits you.

+ Turn to 117. +
+
+ +
+ 239 + + +

You quickly lose consciousness. You have succumbed to the baneful power of an ancient Doomstone, a power that is deadly to all living creatures. Death is inevitable and comes quickly.

+

It may be of consolation to learn that your body is soon discovered by an Ice Barbarian guard, who presents it (together with the Doomstone) to Vonotar. The traitor is so elated by your death, that he orders your body to be encased in ice and displayed like a trophy in his hall. However, the radiations of the Doomstone will cause the evil wizard months of suffering and eventually bring about his own death.

+ Your life and your mission end here. +
+
+ +
+ 240 + + +

You fall over thirty feet and land flat on your back in the snow-filled crevasse. You are surrounded by sharp stalagmites and jagged ice, but you have miraculously escaped death and injury. Shaken, but thankful to be alive, you stagger to your feet and grasp a crystal stalagmite for support. You slowly become aware that you can see your hands quite clearly. A faint light is seeping from a fissure to your left. With curiosity getting the better of your natural caution, you stagger across the crevasse floor and explore this mysterious cave.

+ Turn to 284. +
+
+ +
+ 241 + + +

The Ice Barbarian is on his knees when you enter combat; he cannot react to your attack during the first two rounds. Ignore any ENDURANCE points you lose during the first two rounds of combat.

+ Ice Barbarian1828 + If you win the combat, turn to 186. +
+
+ +
+ 242 + + +

The stone door is perfectly smooth. No hinges, locks or levers are visible from inside the room.

+ If you possess the Sommerswerd, turn to 42. + If you do not possess it, you can only leave this room via the passage in the north wall. Turn to 145. +
+
+ +
+ 243 + + +

You are remarkably lucky. Hidden by the darkness is a deep fissure into which you nearly stepped. With a few extra bruises to your knees and shins, you press onwards towards the distant light.

+ Turn to 235. +
+
+ +
+ 244 + + +

You carefully make your way across the temple floor until you are standing next to the altar. The statue seems cold and lifeless, but you sense that someone or something is trapped within. You can almost hear their desperate cries for release.

+ If you wish to strike the statue with a weapon, turn to 150. + If you do not possess a weapon, or if you wish to leave the temple, head towards the northern archway by turning to 306. +
+
+ +
+ 245 + + +

As the beast shrieks a ghastly death-cry, the horrible stench of its body fills your nostrils. Even the Kanu-dogs wrinkle their noses in disgust and shy away from the evil smell.

+

When Irian appears at your side with a skinning knife, you wince at the thought of skinning this dreadful creature. You watch with distaste as Irian cuts open the beast from throat to belly, and peels back the thick white fur. You cannot believe your eyes when he scoops out handfuls of thick oil from inside the skin and smears it all over his face and body. Baknar oil, he shouts enthusiastically. Keeps you dry and warm. Better than fur for keeping out the Kalte ice. He offers you a handful of the vile oil.

+ + + Gary Chalk + + + + + If you wish to accept his offer, turn to 91. + If the thought of smelling like a vat of rancid cheese does not appeal to you, turn to 172. + +
+
+ +
+ 246 + + +

You depress the lever and the stone door slides aside to reveal a large chamber. It is cold, stale and empty, except for a granite chest lying near the east wall.

+ If you wish to make a closer examination of the chest, turn to 45. + If you decide to ignore the chamber and continue up the stairs instead, turn to 323. +
+
+ +
+ 247 + + +

The old man slowly raises his head. His eyes look tired and bruised. The congealed blood of several wounds mats his long grey beard. He struggles to his feet and peers into the darkness above. Who lurks there? Is that you Vonotar? Show yourself, worm, or be gone. I'll not cower from you, nor will I hide my loathing. You will never break me, traitor! he shouts, defiantly shaking his scrawny fist in the air.

+

You cannot mistake his accent, for it is identical to your own. The old man is one of your countrymen, a Sommlending from the northern port of Toran.

+ If you possess a Rope, you can lower it to the floor and rescue the old man from the cell by turning to 118. + If you do not have a Rope, or if you do not wish to rescue him, you can continue along the passage by turning to 30. +
+
+ +
+ 248 + + +

About three hundred feet from the base of the ice staircase, you become dizzy and lose your footing. You try desperately to hang on to the rock-face, but your fingers are numb with the cold and you fall to your doom in the valley below. The perfectly preserved remains of your body will be found by explorers, two thousand years from now.

+ Your mission and your life end here. +
+
+ +
+ 249 + + +

You sense that a group of warriors is approaching from the south.

+ Take the north corridor by turning to 104. + +
+
+ +
+ 250 + + +

The glass shatters in your hand, and the black liquid splashes over the stone table. Cursing your misfortune, you carefully sniff the few remaining drops lying in a curve of jagged glass.

+ If you have ever visited the Graveyard of the Ancients, turn to 77. + If you have not, you are suspicious of this pungent liquid, and quickly discard the broken glass. Return to 10 and choose your next course of action. +
+
+ +
+ 251 + + +

In the afternoon, your journey towards the glacier gradually becomes far more laborious. The blood vessels in both your eyes begin to swell until you feel as though your eyeballs are being tattooed with red-hot needles, or as if your eyelids are full of grit and sand.

+

Fenor is the first to notice your condition, and he halts the sledges. Snow-blindness, he says, tearing an old rag into long strips of bandage. If you go on like that, you'll go mad with pain before nightfall

+

You lose 2 ENDURANCE points. Your sore eyes are swathed in bandages and you are made to lie amongst the equipment at the rear of the sledge. Then the trek continues. By nightfall, you reach the edge of the Viad Glacier.

+ Turn to 62. +
+
+ +
+ 252 + + +

Your time has come, shouts a voice, but it is Loi-Kymar and not Vonotar who now speaks. A knot of herbs flies through the air and hits Vonotar squarely in the chest. In an instant, the hunchback wizard is engulfed in a tangle of vines that ensnare him from head to toe. Loi-Kymar bridges the moat with creepers and joins you on the platform.

+ + + Gary Chalk + In an instant, the hunchback wizard is engulfed in a +tangle of vines + + + + +

Be sure to remove his rings and amulets, he says, as he busily searches for his Guildstaff. He is a master of trickery. We would not want him to miss the special homecoming that awaits him in Sommerlund.

+

You marvel at the old man's composure. After such a desperate fight, he seems completely unruffled. Ah! Here she is, he announces triumphantly as he withdraws his Guildstaff from beneath the Brumalmarc throne.

+

You pass him your map of Kalte and point out the location of the Cardonal I'll not be needing that, he replies, a little contemptuously. Maps are invariably wrong&emdash;I prefer to rely on my own sense of direction. The old magician raises his staff and a dazzling beam of light shoots from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.

+ Turn to 350. +
+
+ +
+ 253 + + +

The Kalkoth hits you with such force that you tumble backwards onto the thin ice of the lake. You are concussed, and unconscious of the sharp teeth that now engulf your sinking body.

+ Your life and your mission end here. +
+
+ +
+ 254 + + +

On the west wall of the corridor you see another stone door, with a small spy-hole cut into the centre revealing a cell on the other side. An old man is huddled in the far corner of the cell, his face and hair matted with blood and dirt. His blue robes are so filthy that the crescents and stars embroidered on them are almost totally obscured.

+ If you wish to open the cell door, turn to 56. + If you decide to ignore this old man, and continue along the corridor, turn to 276. +
+
+ +
+ 255 + + +

Your Kai Discipline of Tracking reveals to you that the left tunnel heads north and the right tunnel heads east. Ikaya is about fifty miles to the north.

+ If you wish to take the left tunnel, turn to 125. + If you decide to take the right tunnel, turn to 184. + +
+
+ +
+ 256 + + +

The door crashes shut, sealing the exit to the passage outside. Gradually you become aware of a vibration in the floor; but it lasts for only a few seconds and is followed by a dull click. Your gaze is drawn back to the black monolith. A crack has appeared in its surface. It runs the entire circumference of the slab and it is getting wider and wider.

+ If you wish to prepare for combat, turn to 217. + If you decide to press yourself into a corner of the chamber, and take cover beneath your cloak, turn to 7. +
+
+ +
+ 257 + + +

A shiver runs up your spine as Dyce's screams fade away into the dark gorge. You are staring into the inky blackness when Irian suddenly shouts: There&ellips; over there. I'm sure I saw something.

+

You turn to see him pointing not at the gorge but towards the west. Look, over there, says Fenor, who is also pointing, but at a ridge of ice in the middle distance. Two fur-clad warriors are standing on top of a large slab of ice. They stare in your direction alerted no doubt by Dyce's scream.

+

Ice Barbarians, whispers Irian, his voice shaking with fear. If they reach Ikaya before us, we're as good as dead.

+

You are still fifteen miles from the ice fortress and less than three hours of daylight remain.

+ If you wish to try and outrun the Ice Barbarians, and press on to Ikaya, turn to 327. + If you decide to attack them to prevent them raising the alarm, turn to 307. +
+
+ +
+ 258 + + +

Sweat breaks out on your forehead as you concentrate on shielding your mind from this psychic attack. Your assailant, whoever or whatever it is, is a very powerful enemy; you know that you must rid yourself of the Bracelet if you are to survive the agony of this mind combat. In order to discard the Gold Bracelet, you will have to break your Mindshield.

+

Pick a number from the Random Number Table (0 = 10). If you possess the Kai Discipline of Hunting or Sixth Sense, you may deduct 2 from the number you have picked. The resulting total is the number of ENDURANCE points you lose before ridding yourself of the accursed Bracelet.

+ If you are still alive, make the necessary adjustments to your Action Chart and turn to 63. +
+
+ +
+ 259 + + +

Fenor suddenly leaps to his feet and grabs his sword. It's a Kalkoth. Quickly, arm yourselves or we are done for. The others fumble for their weapons as Fenor disappears out into the snow. Almost immediately, there is a piercing scream of agony and something is hurled against the tent. The tent collapses and you find yourself lying face to face with Fenor's mutilated body.

+

Gripped by sudden fear and panic, you scramble out of the tangled chaos and unsheathe your weapon. The hideous shape of a large, four-legged monster leaps at you. Its red eyes glow like hot coals and its fanged mouth is wide open to reveal a long barbed tongue. It is upon you and you must fight it to the death.

+ Kalkoth1135 + If you lose any ENDURANCE points during this combat, turn immediately to 129. + If you kill the creature without losing any ENDURANCE points, turn to 151. +
+
+ +
+ 260 + + +

Due to the surprise of your attack, you strike twice before the Ice Barbarian can react. You do not lose any ENDURANCE points during the first two rounds of combat. If the Ice Barbarian is still alive for the third round of combat, he draws a bone scimitar and attacks you. He is immune to Mindblast.

+ Ice Barbarian1729 + If you win the combat, turn to 210. +
+
+ +
+ 261 + + +

As you reach the landing below, you stumble and graze your leg. Sprawled on the stone steps, you notice a gap in the left wall. A door has been cunningly concealed by the intricate carvings. Looking more closely, you see a small lever, which you quickly pull.

+ Turn to 290. +
+
+ +
+ 262 + + +

The child kicks and bites at your arm like a wild animal.

+ If you possess the Kai Discipline of Sixth Sense, turn to 71. +

Otherwise, pick a number from the Random Number Table to see if you manage to hang on to him.

+ If the number you have picked is 0&endash;6, turn to 320. + If the number you have picked is 7&endash;9, turn to 140. +
+
+ +
+ 263 + + + +

Even when conducting an extra combat round for evading, you are still subject to turning to Section 66 if you lose any ENDURANCE.

+
+
+ + +

Because the passage is narrow, you must fight the Kalkoth one at a time. Their long venomous tongues flicker, ready to sting you.

+ Kalkoth 11135 + Kalkoth 21032 + Kalkoth 3830 + If you lose any ENDURANCE points during the combat, turn immediately to 66. + You can evade the fight at any time by turning to 277. + If you win the combat without losing any ENDURANCE points, turn to 25. +
+
+ +
+ 264 + + +

You enter a massive chamber, ill-lit and icy cold: a hidden temple of the Ancients. The floor is made from slabs of quartz and granite and is littered with rock and ice. Your eye follows a line of tall pillars leading towards a sacrificial altar set into an alcove in the northern wall. Upon this altar lies a strange statue, which seems to be carved from smooth white stone. At its head and feet, black staves rest upright in holes bored into the altar stone.

+

To the left of the altar there is a darkened archway, through which a flight of stairs ascends out of view.

+ If you wish to cross the temple and advance towards the staircase, turn to 60. + If you wish to cross the temple floor by stepping only on the quartz flagstones, turn to 168. + If you wish to cross the temple by stepping only on the granite flagstones, turn to 244. +
+
+ +
+ 265 + + +

This strange creature is a Crystal Frostwyrm, a scavenging beast now living on the remains of the unfortunate creatures who have entered the cavern. Its hard skin is almost transparent, and its internal organs can be seen pulsating inside. A large mouth opens in the crystalline head to reveal row upon row of jagged crystal teeth. Your back is pressed to the stone door and there is no way to evade the monster. You must fight the creature to the death. It is immune to Mindblast.

+ + + Gary Chalk + This strange creature is a Crystal Frostwyrm and you must +fight it to the death + + + + + Crystal Frostwyrm1530 + If you win the combat, turn to 3. +
+
+ +
+ 266 + + +

You desperately try to release your foot but the sledge is already toppling into the void. With one last effort, you wrench your foot clear, but it is too late to avoid the fall. As you tumble into the crevasse, you hear the horrified screams of your guides fading above you.

+ Turn to 21. +
+
+ +
+ 267 + + +

Loi-Kymar suddenly points to the pocket in which you have put the Glowing Crystal. Why do you carry a Doomstone, Kai Lord? Are you unaware of the danger it holds?

+

You quickly remove the Crystal and show it to the magician. Agh! he cries, as if to look upon it causes him pain. Cast it away before we both succumb to the sickness. It is a cursed gem of the Ancients, it can only bring sickness and death to any mortal who covets its beauty. Reluctantly, you obey Loi-Kymar's wishes and throw the Crystal away. Make the necessary adjustment to your Action Chart.

+ Turn to 44. + +
+ +
+ 268 + + +

You manage to crack the seal in exactly the right place, and thereby avoid smashing the thin glass stem. The vapour rising from the black liquid is sharp and pungent.

+ If you have ever visited the Graveyard of the Ancients, turn to 177. + If you have not, you quickly replace stopper of the Vial. The vapour is making you nauseous, and you decide against keeping this suspicious fluid. Return to 10 and choose your next course of action. +
+
+ +
+ 269 + + +

You reach a tunnel on the far side of the chasm and follow it for many miles. You eventually arrive at an enormous chamber, the ceiling of which towers five hundred feet above you. An icy wind, blowing through the many fissures that crack the ceiling, whips around the hall.

+ If you wish to search for a way of climbing up and out through the fissures, turn to 335. + If you decide to press on and look for an exit on the far side of the hall, turn to 182. +
+
+ +
+ 270 + + +

The Ice Barbarians are taken completely by surprise. You have killed one of them before the other has time to react to your attack. He is unarmed but determined to fight you.

+ Ice Barbarian1425 + If you win the combat, turn to 340. +
+
+ +
+ 271 + + +

Your attack has caused the Ice Barbarian scout to lose his balance. He tumbles in a flurry of snow and broken skis. The fur-clad child rolls clear of his father's backpack and lies face downwards in the snow, less, than ten feet away.

+

The Ice Barbarian scout is badly dazed by the fall, but is already attempting to stagger to his feet.

+ If you wish to attack the Ice Barbarian scout before he fully regains his senses, turn to 241. + If you wish to grab the child as a hostage and try to escape, turn to 262. +
+
+ +
+ 272 + + +

As the vile Akraa'Neonor quivers and dies, Vonotar breaks off mind combat and runs back towards the Brumalmarc throne.

+

Loi-Kymar is badly shaken but he has survived the ordeal. He quickly joins you at the edge of the moat and casts a handful of herbs down into the darkness. Within seconds, a mass of vines and creepers coil upwards to form a bridge. You are halfway across the bridge when Vonotar suddenly reappears, a crystal rod held high in his hand. He takes aim at the mass of creepers and a chilling cone of frost hurtles from its tip.

+ + + Gary Chalk + + + + + If you possess the Sommerswerd, turn to 213. +

If you do not possess it, pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;3, turn to 143. + If the number you have picked is 4&endash;9, turn to 58. +
+
+ +
+ 273 + + +

You are to travel to Ikaya by sledge. Two sledges have been loaded with enough food, and equipment for the mission, each drawn by a team of six Kanu-dogs. This sturdy breed are native to Kalte and make ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their renowned vigour and enthusiasm make them well suited to the harsh work ahead.

+

Your three guides, Irian, Fenor and Dyce, are all experienced trappers. They are skilled at survival in this icy desert, and have experienced its many unseen dangers. Once the dogs are in harness, you and Irian climb aboard your sledge and signal to the others to lead the way.

+

Staring across the frozen expanse of the Ljuk ice shelf, you see the white glare of the Hrod Basin edge. Ice-Blink they call it, says Irian, his eyes glinting from deep inside the hood of his fur jacket. It's the reflection of the ice shelf. It looks no more than four miles away at most, but it's nearer forty than four. The air of Kalte can be very deceptive.

+

The weather is bright and windless and you make excellent progress on the first day. As darkness sets in, you decide to set up camp for the night. The sledges are drawn together, and the tent is erected in the salient away from the wind.

+ If you have the Kai Discipline of Sixth Sense, turn to 35. + If you do not possess this skill, turn to 112. +
+
+ +
+ 274 + + +

You carefully examine the altar, and the two black staves protruding from its surface. The crackling arc of energy that linked these staves seemed to die at the very moment you plunged the Sommerswerd into the cyclonic demon. You notice that where the statue had lain, two stone buttons have now risen from the surface of the altar.

+ If you have the Kai Discipline of Sixth Sense, turn to 131. + If you wish to press the buttons, turn to 227. + If you wish to leave the temple, turn to 306. +
+
+ +
+ 275 + + +

The tunnel is low and narrow and gradually descends towards the light of a distant cavern. As you reach the tunnel's end, you peer cautiously into the cavern beyond, in case you disturb something better left alone. Your caution is well placed, for in the centre of the icy cavern lie two large furry creatures. The remains of a shredded carcass lie on the snow around them.

+ If you have the Kai Discipline of Hunting, Tracking or Animal Kinship, turn to 293. + If you do not possess any of the above skills, turn to 197. +
+
+ +
+ 276 + + +

You soon reach the junction where the corridor meets another running from east to west.

+ If you have the Kai Discipline of Hunting or Tracking, turn to 219. + If you wish to head east, turn to 349. + If you decide to go west, turn to 50. +
+
+ +
+ 277 + + +

You run back into the cave as fast as you can, but the Kalkoth are familiar with this route and they are gaining on you. As you reach the frozen waterfall, you notice the slab of a silvery mineral overhanging the cave mouth.

+ If you possess a weapon, you may strike this outcrop and attempt to block the cave, by turning to 142. + If you do not, you will have to stand and fight the creatures as they emerge from the cave. Turn to 32. +
+
+ +
+ 278 + + +

Your first blow scatters the bones of the skeleton all over the chamber. It seems that it was nothing more than the harmless remains of an old tomb guard. A closer examination of the sword reveals that the blackness is nothing more than pitted iron. You lower your weapon and slowly climb the stairs.

+ Turn to 36. +
+
+ +
+ 279 + + +

Baknar are known to sleep for up to three days after a feast. By the number of freshly stripped bones littering the chamber, this Baknar is likely to be asleep for many hours. You slip past the snoring creature and leave the chamber.

+ Turn to 235. +
+
+ +
+ 280 + + +

The Key is coated with a corrosive digestive acid that burns through your mittens and attacks your fingers. Lose 1 ENDURANCE point. You drop the Key and plunge your hand into the snow to ease the pain. If you still wish to keep the key, you can wipe it in the snow before placing it in your pocket, but remember to mark it on your Action Chart as a Special Item. You must now search for a way of opening the fortress door.

+ Turn to 344. +
+
+ +
+ 281 + + +

You cover your nose with your sleeve and turn away from the carcass. Irian has regained consciousness, and is quick to begin scooping out some Baknar oil for himself.

+

The light is fading fast and you decide to pitch camp here for the night. After a meal has been prepared and eaten, you volunteer to sit watch, in case the Baknar should decide to return. Spending a sleepless night huddled against the cold night winds seems infinitely preferable to sharing a tent with your guides stinking of Baknar oil.

+ Turn to 325. +
+
+ +
+ 282 + + +

The Ice Barbarian was armed with a Spear. You may take this Weapon if you wish. You search the body and discover a curious disc of blue stone. If you wish to keep the Blue Stone Disc, put it in your pocket and mark it on your Action Chart as a Special Item.

+ At the top of the stairs, if you wish to go left (north), turn to 104. + If you wish to go right (south), turn to 330. +
+
+ +
+ 283 + + +

The door is closing fast; there is very little space left through which to escape.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 53. + If your total is now 5&endash;7, turn to 16. + If your total is now 8&endash;12, turn to 113. +
+
+ +
+ 284 + + +

After a few hundred yards, you find yourself in a huge cavern that spreads out in all directions as far as the eye can see. You have entered the caverns of Kalte and are now looking at an uncharted world that few Sommlending have ever seen. This massive underground labyrinth was constructed by the Ancients many ages before the Sommlending set foot in Magnamund. Its wide avenues, temples and arenas once echoed to the sounds of a race of creatures for whom the ice was a natural home. M'lare bowls still hang from the ceiling bathing the caverns in their eternal light.

+

You trek steadily northwards for nearly six hours, until you arrive at the bank of a fast-flowing melt-water river. On the opposite bank, you see a tunnel leading off into the distance. You can find no apparent way of crossing the deep water, except by using the ice-floes bobbing up and down on the surface. By jumping from one floe to the next, you could get to the opposite bank, but it will not be easy. You will have to jump at least three of the icy slabs to reach the other side.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 2 to the number you have picked. If your current ENDURANCE points total is less than 8, deduct 2 from the number you have picked.

+ If your total score is now −2&endash;+3, turn to 94. + If your total score is now 4&endash;11, turn to 176. +
+
+ +
+ 285 + + +

As the door slides back, you are horrified to see the blank pupil-less eyes of the Ice Barbarian staring directly at your face. A low, unnatural cry comes from his open mouth, and in an instant the Doomwolves are awake and snarling.

+ + + Gary Chalk + + + + + If you wish to escape, you must turn and run back down the stairs. Turn to 261. + If you wish to stand and fight, turn to 343. +
+
+ +
+ 286 + + +

The lance has grazed your shoulder blade and knocked you to the ground. As you scramble to your feet, you see that the Ice Barbarian scout has stopped and removed his skis. He advances towards you with an evil-looking bone sword in his hand. You prepare for combat.

+ Turn to 68. +
+
+ +
+ 287 + + +

The Ice Barbarian screams a low, unnatural cry. You have been spotted and you know you must silence him quickly before he alerts the whole of Ikaya to your presence. You turn to fight.

+ Turn to 161. +
+
+ +
+ 288 + + +

That night, a gale sweeps across the open ice shelf and buries your tent in snow. During your sleep, the canvas is forced in upon the four of you and your sleeping furs become soaking wet. You awake at dawn with terrible cramp in both of your legs. It takes nearly an hour of massaging your frozen limbs before you can stand properly. You are beginning to wish that you had never set foot in this icy hell.

+ Turn to 167. +
+
+ +
+ 289 + + +

You manage to remove most of the hardened wax that covers the stopper, and ease the reluctant seal from the fragile glass stem.

+ If you have the Kai Discipline of Animal Kinship or if you have reached the Kai rank of Aspirant (you are skilled in six Kai Disciplines) or above, turn to 156. + If you do not possess this Kai Discipline, or if you have not yet reached the required Kai rank, you are suspicious of the dank mouldy smell of this liquid. You quickly put the Vial down. Now return to 10 and choose your next course of action. +
+
+ +
+ 290 + + +

The stone door moves slowly to one side. It reveals a narrow archway that is full of billowing and swirling mist, hiding whatever it is that lurks beyond. You notice a severe drop in temperature.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian (you are skilled in seven Kai Disciplines), turn to 341. + If you have the Kai Discipline of Sixth Sense but have not yet reached the rank of Guardian, turn to 124. + If you do not have the Kai Discipline of Sixth Sense, you prepare yourself to fight and pass through the misty arch. Turn to 264. +
+
+ +
+ 291 + + +

When you awake, you sense that something has changed. It takes nearly a minute to realize that the incessant howling of the night winds has ceased. It's a beautiful morning, says Irian cheerfully, his head appearing through the tent flap. You quickly climb out of your sleeping furs and stare out over the icy landscape. The Kalte air is fresh and clear. You see a strong mirage in the distance that seems to throw the land up much higher than it could possibly be.

+

We should make it to The Rock by nightfall, says Fenor, as he busily pulls a reluctant Kanu-dog into its harness. Best to make camp there tonight. The shelter is good; this far from the sea, a blizzard can whip across the shelf from nowhere in a few minutes. I've known trappers to be blown for miles if they're careless or unlucky enough to be caught out on the shelf with no cover.

+

That day, the Kanu-dogs pull strong and true, for the going is smooth across the ice shelf. By nightfall, you have reached The Rock, a splinter of granite that has thrust through the ice shelf. Its curious shape reminds you of the King's citadel in Holmgard. You make camp to the leeward side of The Rock, to avoid the worst of the night winds.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 103. + If the number you have picked is 5&endash;9, turn to 220. +
+
+ +
+ 292 + + +

The massive door slides open to reveal a long stone causeway, spanning a vast chamber that is bathed in the orange glow of fiery furnaces. A gust of hot, putrid air wafts over you and a deafening noise assails your ears. Fifty feet below the causeway, great stone vats hang suspended over roaring flames. Each vat is full of bubbling slime writhing and contorting as if it were alive.

+

Fear and revulsion grip your stomach as you begin to grasp the sinister secret of this hall. Row upon row of stone plinths bear the mutilated corpses of Ice Barbarians, their skins peeled back and pinned open. Each corpse is attended by hideous creatures, a ghoulish legion of mutants crawling and slithering across the blood-drenched floor. This hall is a place of great evil, a nightmarish laboratory, a temple of the Black Art of Necromancy constructed by Vonotar the Traitor.

+ + + Gary Chalk + This hall is a place of great evil, a nightmare +laboratory + + + + +

Across the causeway, another doorway suddenly slides back to reveal four Ice Barbarian mutants. As they shuffle towards you, a mixture of horror and pity overwhelms your senses.

+ If you wish to fight these creatures, turn to 83. + If you wish to flee from this terrible place, turn to 130. +
+
+ +
+ 293 + + +

The creatures in this cavern are Kalkoth, savage and cruel predators of Kalte. Their favourite prey is Baknar, and it is the remains of one of those animals spattered across the floor of the cavern. There is another passage leading off towards the north, but it is on the far side of the cavern.

+ If you wish to creep past the sleeping Kalkoth, turn to 125. + If you wish to retrace your steps and take the other tunnel heading north, turn to 235. + If you wish to attack these sleeping creatures, turn to 109. +
+
+ +
+ 294 + + +

Destroying the door in this way is an extremely strenuous task. You will need to eat two Meals after the six hours of labour or lose 6 ENDURANCE points due to fatigue.

+

When you finally cut hole large enough through which to escape, you discover that you have attracted some unwanted attention.

+ Turn to 106. +
+
+ +
+ 295 + + +

On seeing you enter, the two old men jump to their feet and flee from the chamber along a smaller passageway. Their screams of panic echo loudly throughout the caverns.

+

You are very hungry and quickly consume the cooked animal, pausing only to spit out the bones. You then notice that the fire is burning in a strange, half-spherical metal bowl. The other half of the sphere lies on the icy floor nearby and you find that both halves fit together perfectly. When you open it, you discover that the fire still burns inside. If you wish to keep this Firesphere, place it inside your jacket and mark it on your Action Chart as a Special Item.

+ Return to the tunnel by turning to 132. +
+
+ +
+ 296 + + +

Unfortunately, the guards suspect that something is amiss and challenge you in their strange language. You have no alternative but to attack them before they can raise the alarm. However, the fumes of the smoking herbs are affecting the Ice Barbarians and this will aid you in the following combat. You need fight only 3 rounds of combat before the guards collapse unconscious to the floor.

+ Ice Barbarians1730 +

If you are still alive after the combat, you can signal to Loi-Kymar to approach the hall.

+

To your delight you discover that one of the magnificent jewelled doors is unlocked. You gently push it ajar and enter Vonotar's chamber.

+ Turn to 173. +
+
+ +
+ 297 + + +

You have been walking along the passage for less than five minutes when it veers sharply northwards. Just ahead, to your left you can see a large stone door; the lever is up and the door is closed.

+ If you wish to pull the lever and open the door, turn to 317. + If you wish to continue northwards, turn to 126. +
+
+ +
+ 298 + + +

You discover a curious Triangle of Blue Stone attached to a chain. It is held tightly in the skeletal hand of one of the corpses, and you are forced to smash the finger-bones in order to examine the necklace more closely. If you wish to keep this Blue Stone Triangle, slip it over your head and wear it inside your jacket. Mark it on your Action Chart as a Special Item.

+ + + Gary Chalk + + + + + You may leave the chamber by a tunnel in the far wall, by turning to 315. + Or you can retrace your route and take the other tunnel by turning to 125. +
+
+ +
+ 299 + + +

Unless you have used the Kai Discipline of Mind Over Matter, bolts of blue energy leap from the black slaves and catch you squarely in the chest. You are thrown backwards by the force of the charge, and left lying on the cold temple floor. You lose 2 ENDURANCE points. If you used the Kai Discipline of Mind Over Matter, the raw energy arcs harmlessly between the two staves and you are not injured.

+ If you wish to try to activate the buttons again, turn to 65. + If you wish to leave the temple, turn to 306. +
+
+ +
+ 300 + + +

For three days and nights, you trek northwards across the bleak and inhospitable glacier. Irian and Fenor have both suffered from severe snow-blindness, and the relentless north wind seems to sap everyone's strength. On the morning of the fourth day on the glacier, the wind finally drops. A bearing can now be taken to find out your exact position. To everyone's dismay Irian announces that you have veered a long way off course.

+

You turn to face the ancient grey peaks of a mountain range, looming up out of the northern snow. It is a bleak and forbidding sight. The Myjaviks, says Dyce, disappointment written all over his bearded face. We've come too far east.

+

The Myjavik Mountains now lie between you and Ikaya. To cross them will mean having to leave the sledges and Kanu-dogs, packing your equipment on your backs and continuing on foot. There is an alternative, but it could lose you two precious days: you can retrace your route to the glacier and resume the march from there.

+ If you wish to abandon the dogs and sledges, and cross the Myjavik Mountains on foot, turn to 12. + If you decide to lose two days and trace your way back to the Viad Glacier, turn to 238. +
+
+ +
+ 301 + + +

We're on the same level as the Hall of the Brumalmarc, whispers Loi-Kymar, peering through a crack in the kitchen door. It's at the end of this corridor.

+

Two Ice Barbarians stand beside the jewel-encrusted doors that lead to the great hall. They are covered from head to toe in strange bone armour, and armed with crystal swords. The old wizard steps back from the door and says: We must deal with them silently and swiftly. He takes three jars from his pockets and mutters a strange incantation as he mixes the contents together in a stone bowl. There is a pitcher of water on the table. He splashes a few drops on to the herbs, and wisps of blue smoke arise. This will silence the guards if we can move it close enough to them.

+ If you have the Kai Discipline of Camouflage, turn to 122. + If you have the Kai Discipline of Mind Over Matter, turn to 228. + If you have the Kai Discipline of Hunting, turn to 347. + If you do not possess any of the above Kai Disciplines, turn to 179. +
+
+ +
+ 302 + + +

You have descended over two hundred feet before you finally reach the bottom of the crevasse. It is completely dark except for a pinpoint of light in the far distance. You head towards the light, but progress is slow and painful. Large chunks of broken rock and ice litter the crevasse floor, and in the darkness you are constantly walking into, or falling over them.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to the number you have picked.

+ If your total is now 0&endash;1, turn to 37. + If your total is now 2&endash;7, turn to 193. + If your total is now 8&endash;11, turn to 243. +
+
+ +
+ 303 + + + +

Remember to erase the Silver Key you just used from your Action Chart.

+
+
+ + +

You insert the Key and turn it clockwise. A click confirms that it works. Slowly the shank of the Key slips from your grip and disappears into the lock and the great stone lid opens to reveal a magnificent Silver Helmet.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense, turn to 127. + If you wish to put this splendid Helmet on your head, turn to 308. + If you decide to leave the Helmet where it is, you can explore the stairs by turning to 323. +
+
+ +
+ 304 + + +

The mighty sword illuminates the passage with its golden glow. The Helghast shrieks a hideous cry and retreats, its eyes glowing a fiery red with hatred and fear. It recognizes the power you wield, a force that spells death and eternal destruction to its kind. In blind panic, it attacks you with a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, you must lose 2 ENDURANCE points for every round of combat you fight with this creature. It is immune to Mindblast. However, because the creature is one of the undead, remember to double all ENDURANCE points that it loses due to the power of the Sommerswerd.

+ Helghast2230 + If you win the combat, turn to 20. +
+
+ +
+ 305 + + +

The heavy beast rolls off the sledge and lies motionless on the ice. Fenor has managed to light a torch and is thrusting the flaming brand at the other two Baknar. They are terrified by the fire and quickly turn and flee. You cheer as they disappear and turn to congratulate your brave guides, but are stunned to see that they have already started to skin the dead Baknar. You watch with disgust as Dyce opens the beast from throat to belly with his sharp hunting knife. He quickly pulls back the white fur and scoops out handfuls of thick oil from under the skin. The smell of this oil is horrible, so horrible in fact that even the Kanu-dogs bury their noses into the snow to avoid it. You cannot believe your eyes when the two guides start to rub this vile oil all over their faces and inside their clothes.

+ + + Gary Chalk + They have already started to skin the dead Baknar + + + + +

Baknar oil, shouts Fenor enthusiastically. Nothing like it for keeping warm and dry. He pulls his hand from the dead beast and offers you a fistful of the putrid jelly.

+ If you wish to accept his offer, turn to 8. + If the thought of smelling like a vat of rancid cheese does not appeal to you, turn to 281. +
+
+ +
+ 306 + + +

As you pass through the archway, you notice a lever set into the dark stone wall. You pull it and a door slides across, sealing the temple behind you. The temperature is warmer and you can hear a low rumbling sound somewhere in the distance. Ahead, you can see a light at the end of a dark passageway. You discover that it is shining out of an oblong portal, close to the floor, through which you can see a corridor ten feet below.

+ If you wish to squeeze through the portal and drop into the corridor, turn to 206. + If you decide to continue along the passage, turn to 6. +
+
+ +
+ 307 + + +

Preparing yourself for combat, you signal to the others to attack. The Ice Barbarians soon realize the danger and flee towards the west. To your dismay, you see that they are equipped with skis and can make a speedy escape. They have small poles attached to their fur-clad backs from which strange blue flags flutter. Convoy scouts, says Irian, shielding his eyes from the glare of the snow. Their blue Banach&emdash;their back flags&emdash;mean they're scouts from a sledge pack. They're probably on their way back from the trading post at Ljuk; their convoy can't be more than a few miles away&emdash;five at the most.

+ + + Gary Chalk + + + + + If you wish to press on to Ikaya and try to outrun the Ice Barbarians before they return with reinforcements, turn to 327. + If you wish to follow the scouts westwards and find out more about their convoy, turn to 178. +
+
+ +
+ 308 + + + +

Mark this Special Item as a Silver Helm. If you are already wearing another Helmet, you must discard it if you wish to keep this new find. The text is somewhat ambiguous on this matter, but it is likely that the COMBAT SKILL bonus is magical in nature, and not the result of any physically protective value it might have (which may very well be nil).

+
+
+ + +

Despite its size, the Helmet feels light and comfortable. Mark it on your Action Chart as a Special Item. If worn during combat, it will increase your COMBAT SKILL by 2 points. The lid of the chest slowly closes and you leave the chamber, elated by your magnificent discovery. You continue along the corridor and explore the staircase ahead.

+ Turn to 323. + +
+ +
+ 309 + + +

You make a quick search of the bodies and discover that one of them has a triangle of blue stone hanging by a chain around his neck. If you wish to keep this Item, put the chain round your neck and mark it as a Special Item on your Action Chart.

+

You are very hungry and you quickly consume the cooked animal, pausing only to spit out its bones. Then you notice that the fire is burning in a strange, half-spherical metal bowl. The other half of the sphere lies on the icy floor nearby. You find that both halves fit together perfectly. When you open them, you discover that the fire still burns inside.

+

If you wish to keep this Firesphere, put it inside your jacket and mark it on your Action Chart as a Special Item.

+

You finish the last scraps of food, and return to the tunnel.

+ Turn to 132. + +
+ +
+ 310 + + +

You break open the Firesphere and an intense howl fills your ears. The cyclone halts. It will not advance towards you whilst you hold this sphere of guttering flame.

+ If you wish to leave the temple, turn to 306. + If you wish to search the altar and alcove, turn to 72. +
+
+ +
+ 311 + + +

You recognize the Potion to be distilled Alether, a potion of strength. Your Kai masters used Alether to increase their COMBAT SKILL in battle, and there is enough concentrated Alether in this Vial to increase your COMBAT SKILL by 4 for the duration of one combat. For it to be effective you must swallow it immediately before you fight. If you wish to keep this Vial, mark it on your Action Chart as a Backpack Item.

+ Now return to 10 and choose your next course of action. +
+
+ +
+ 312 + + +

You desperately claw at your foot, but the sledge is already beginning to fall into the crevasse. As you tumble hundreds of feet into the void, the last sound that you hear are the horrified cries of your guides fading above you.

+ Your life and your mission end here. +
+
+ +
+ 313 + + +

The mutants lie dead at your feet. You are about to step over them and attack their controller, when more of the unfortunate wretches appear at his side. You are greatly outnumbered and you must escape now, or you will surely perish in this evil hall. You sprint back to the door and run the length of the main corridor, as fast as your shaking legs will carry you.

+ Turn to 130. +
+
+ +
+ 314 + + +

You have explored only a hundred yards of the rock-face when you discover a large fissure&emdash;the entrance to a cave. In your eagerness to escape from the bitter wind you quickly enter and, in the darkness, fail to notice the crevasse that divides this cave in two. In a tumble of ice and stone, you fall head first into the dark.

+ Turn to 240. +
+
+ +
+ 315 + + +

You soon reach a large hall where the pressure of the moving ice has opened a large crevasse in the floor. The crevasse is over sixty feet wide, and there is no apparent way of crossing it. As you stare into the chasm, you notice that rough steps have been cut into the side, descending into the darkness.

+ If you wish to descend these steps, turn to 302. + If you decide to retrace your route to the other tunnel entrance, turn to 125. +
+
+ +
+ 316 + + +

There is an aura of power encircling the Gold Bracelet that makes you feel uneasy. The Ice Barbarians rely on tooth and bone for their weapons because there are no mines in Kalte. Not only gold but all metals are considered rare and precious; you have never heard of the Ice Barbarians trading their furs for any metal other than steel. Jewellery is of no interest to these hard and cruel hunters. You suspect that this Bracelet was worn by force and not by choice. If you wish to take and wear the Gold Bracelet, mark it on your Action Chart as a Special Item.

+ If you take the Bracelet, turn to 236. + If you decide to leave it, make your way along the corridor towards the distant junction by turning to 215. +
+
+ +
+ 317 + + +

The stone portal creaks open but grinds to an abrupt halt halfway across. The gap is a little over two feet wide and you are only just able to squeeze through to the chamber beyond. The air in the room is cold and stale; this chamber has obviously lain undisturbed for many thousands of years. Stone shelves are stacked high with bottles and flasks. On a table in the centre a beautiful pack full of different coloured potions.

+ + + Gary Chalk + + + + + If you wish to examine these ancient potions, turn to 10. + If you wish to leave the chamber and continue northwards, turn to 126. +
+
+ +
+ 318 + + +

You can sense that the Baknar is desperate for food. Your Kai Discipline will be useless, for you will not be able to order it away from the camp now that it has detected the Kanu-dogs. However, you know that Baknar are fearless hunters, fearless except when it comes to one thing&emdash;fire. Grabbing a torch from a pile of equipment, you light it and race out of the tent. It is dark and snowing heavily, but a movement to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when the sight of the guttering flames makes it shriek with terror. A second later, it has turned and disappeared into the night.

+

The Kanu-dogs are safe, but to make sure that the Baknar does not return, you agree to take it in turns to sit watch with a torch and a weapon.

+ Turn to 134. +
+
+ +
+ 319 + + +

You take careful aim and throw the Gold Crowns along the corridor. Distracted by the sudden noise, the warrior draws his bone sword and investigates. Your plan has worked; he is busy searching for Gold Crowns on his hands and knees and he fails to see you creep past and ascend the stairs. Remember to adjust the number of Gold Crowns on your Action Chart.

+ Turn to 332. +
+
+ +
+ 320 + + +

You manage to hang on to the struggling child, and remove a bone dagger from his boot to prevent him stabbing you in the back.

+

The Ice Barbarians have drawn themselves up into a circle around you, but they dare not attack while you are holding one of their children as a hostage. Holding the bone dagger to the child's throat, you slowly inch your way towards the sledge. You soon realize that you will never be able to outdistance them on a loaded sledge. You will have to think of something&emdash;and quickly.

+ + + Gary Chalk + The Ice Barbarians circle around you but they dare not +attack while you hold one of their children as hostage + + + + + If you wish to cut the equipment loose, free the Ice Barbarian child, and escape on the unloaded sledge, turn to 190. + If you wish to cut loose the equipment but keep the boy with you as a hostage during your escape, turn to 33. +
+
+ +
+ 321 + + +

You follow the twisting ice passage for many miles until you stumble upon a grotto. A small melt-water stream divides the cavern and another passage leads off towards the north. As you jump across the narrow stream, you notice a small Blue Triangle of Stone lying in the icy water attached to a neck chain. If you wish to keep the Blue Stone Triangle, put it around your neck and tuck it into your jacket. Mark it on your Action Chart as a Special Item.

+

A brighter light emanates from the passage ahead, and you can see a large hall in the distance.

+ Turn to 235. +
+
+ +
+ 322 + + +

As you race across the slippery surface, the ice begins to crack. Glancing behind, you see the Kalkoth has stopped at the edge of the lake. It seems to be terrified of the dark shadow that you saw earlier under the ice; the shadow that has just reappeared less than twenty feet from where you are now. With panic rising in your throat, you turn and run, praying all the way for the ice and your luck to hold out.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 153. + If the number you have picked is 3&endash;9, turn to 59. +
+
+ +
+ 323 + + +

You climb over a hundred stone steps before arriving at a narrow landing.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, Tracking or Hunting, add 3 to this number.

+ If your total is now 0&endash;4, turn to 76. + If your total is now 5&endash;12, turn to 2. +
+
+ +
+ 324 + + +

As the vile Akraa'Neonor dies at your feet, you glimpse the hunchback descending from his platform and scurrying off towards a distant door. You turn to chase him but freeze when you see the body of Loi-Kymar lying motionless below. He is dead, killed in psychic combat with the traitor. With anger welling up inside, you raise your weapon and sprint after Vonotar, now intent upon his death.

+

The door leads to a long corridor, at the end of which is a curtained arch. You tear the curtain aside and continue on your chase.

+ Turn to 61. +
+
+ +
+ 325 + + +

The next morning arrives bright and windless. The sun pierces the thin layer of cloud, bathing the east in a soft pink glow. This beautiful vision reminds you that your Kai masters once told you that the light of Kalte is unlike anywhere else in Magnamund. With tent and equipment packed, you leave the pass and venture out on to the Hrod Basin; one hundred miles of open ice now lie between you and Storm Giant Pass.

+

At first, the journey is easy. The Basin has been worn smooth by the wind and no crevasses lurk unseen beneath the hard, dense snow. But at dawn on the third day, events take a turn for the worse. You are awoken from a deep sleep by Dyce shaking your shoulder. He is frightened. 'What's wrong?' you ask, still bleary-eyed and sleepy.

+

Ice Barbarians&ellips; on the horizon. Twenty, maybe more. Five wind sledges and a warrior escort. I think they've seen us.

+

In an instant, you have all climbed out of your sleeping furs and begun to pack away the tent. Dyce is correct, they are Ice Barbarians and they are heading towards you from the west. If they catch us, we're as good as dead, says Fenor, as he ties the last of the equipment to the sledge.

+

The Ice Barbarians of Kalte are a fierce and war-like race of nomads. For thousands of years they have travelled this icy wasteland, trapping furs and herding mammoths. Their only contact with the rest of Magnamund is through the trading post of Ljuk. In summer, when the coast around Ljuk is free from ice, they journey there to trade their furs for weapons and tools, as there is no iron or wood in Kalte. They hate all except their own kind, and kill anyone they find who dares to trespass in their icy domain. You soon hear their war-cries less than three miles distant, and for the first time since you landed, you pray for a blizzard to hide your escape.

+ Turn to 216. +
+
+ +
+ 326 + + +

After a period of intense concentration, the image of the lock gradually takes form in your mind. The lock is shielded by a spell, but your Kai skill and your determination prove the stronger power. A click confirms the success of your effort, but you are greatly fatigued and lose 1 ENDURANCE point. Then silently, and of its own accord, the great stone lid opens to reveal a magnificent Silver Helmet.

+ If you have the Kai Discipline of Sixth Sense, turn to 127. + If you wish to put this Helmet on, turn to 308. + If you would rather leave it where it is, you can explore the stairs by turning to 323. +
+
+ +
+ 327 + + +

As you approach nearer to Ikaya, the recent encounter with the Ice Barbarians plays on your mind. Will you be able to outrun them or are they planning an ambush at this very moment? Both Irian and Fenor look very anxious and little is said as you trek across the difficult terrain. But your worries distract your attention from more familiar danger. You are less than eight miles from the fortress when the snow gives way beneath you and you plunge into a hidden crevasse.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;8, turn to 105. + If the number you have picked is 9, turn to 144. +
+
+ +
+ 328 + + +

In spite of his frail physique, the man climbs with surprising speed and dexterity. You pull him through the portal and retrieve your Rope. The stairs, he says, pointing into the darkness. Our escape lies that way, but you had best take the lead; my eyes ail me. I have suffered the snow-blindness and my vision is just a blur.

+

You pack your Rope and lead the way along the passage. You are about to descend the stairs when a pair of skeletal hands close around your throat from behind. A hideous cry betrays the merchant's true identity. He is a Helghast, a deadly shape-changing servant of the Darklords, and he has tricked you into releasing him from his cell. He is intent on murdering you.

+

You desperately gasp for air as the skeletal fingers tear and burn at your throat. You lose 6 ENDURANCE points. If you are still alive, you can break free from his steely grip. You must now fight this creature to the death. Due to the surprise of the Helghast's attack and the injury it has inflicted on your throat, you are unable to swallow any potions prior to the combat.

+ If you possess the Sommerswerd, turn to 99. + If you do not possess it, turn to 175. +
+
+ +
+ 329 + + +

The noises that you hear are Kalkoth. There are three of these vicious creatures, inhabitants of the mountains of Kalte. They are predatory killers and their favourite prey is Baknar.

+ If you have smeared Baknar oil into your skin, turn to 202. + If you have not applied Baknar oil to your skin, you can avoid the Kalkoth by retracing your route back to the entrance of the other tunnel, by turning to 284. + If you wish to attack the creatures, you can turn to 138. +
+
+ +
+ 330 + + +

You soon arrive at the bottom of a spiral staircase; there seems to be no alternative but to climb it. After ascending over two hundred steps, you arrive at a long passage which ends at a balcony. Thirty feet below, you see Vonotar the Traitor standing in front of two Ice Barbarian warriors. He is placing a gold bracelet upon the wrist of one of them, and is unaware of your presence. There are no stairs from here to the chamber below, but there is a door at the end of the balcony.

+ + + Gary Chalk + + + + + If you have a Rope, you can climb down and attempt to capture him by turning to 100. + If you do not have a Rope, you can descend the spiral staircase by turning to 148. + If you prefer, you can investigate the door at the end of the balcony by turning to 61. +
+
+ +
+ 331 + + +

The following day, the weather becomes bitterly cold. Wind from the north brings a hail of ice that stings your face. Your lips soon split and bleed. By midday, you are engulfed in a blizzard that makes progress slow and tiring. The howling wind forces you to dismount from your sledge and push it. You feel utterly exhausted. Your hands and toes are numb with the cold; the sweat from your exertions freezes to your skin, lining your boots and mittens with a layer of ice.

+

By the time you reach the glacier's edge, it is nearly nightfall. You are all so exhausted that you barely have the energy to pitch your tent and eat a Meal. Disaster has all but overtaken you. You have frostbite in your toes, fingers and nose, and unless you have the Kai Discipline of Healing, you lose 4 ENDURANCE points.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 62. + If the number you have picked is 5&endash;9, turn to 288. +
+
+ +
+ 332 + + +

At the top of the stairs is a wide landing where a corridor runs north to south.

+ If you have the Kai Discipline of Sixth Sense or Hunting, turn to 249. + If you wish to head north, turn to 104. + If you wish to go south, turn to 69. +
+
+ +
+ 333 + + +

Your lightning reactions have saved you. The tip of the Ice Barbarian's lance tears your sleeve, but that is all. But, in an instant, the scout has turned and halted. He unfastens his skis with one swift, practised action, and draws a bone sword. You must prepare for combat.

+ Turn to 68. +
+
+ +
+ 334 + + +

A hidden panel opens near the right stave. Inside, you discover a beautiful Glowing Crystal. It is warm to the touch. If you wish to keep this Glowing Crystal, slip it into your pocket and mark it on your Action Chart as a Special Item.

+ + + Gary Chalk + A hidden panel opens near the right stave and inside is a +beautiful glowing crystal + + + + + If you wish to activate the buttons again, turn to 65. + If you wish to leave the temple, turn to 306. +
+
+ +
+ 335 + + +

You find that the icy rock-face offers many handholds, but you cannot find a secure grip with your fur mittens on; but if you remove your mittens in order to climb, you know that frostbite is inevitable.

+ If you wish to risk your life and your hands, you can continue to climb by turning to 55. + If you decide to abandon your climb, you can descend to the hall below and search for another exit by turning to 182. +
+
+ +
+ 336 + + +

You have covered less than twenty yards when you arrive at the foot of another staircase. You ascend to the top where you see a faint light in the distance, spreading along the floor of the dirt-encrusted passage. It is another portal. Through the opening, you can see an old man huddled in the corner of a cell twenty feet below. His hair is matted and the dirt that clings to his blue robes almost obscures the crescents and stars embroidered on them.

+ If you wish to call to the old man, turn to 247. + If you wish to continue along the passage, turn to 30. +
+
+ +
+ 337 + + +

The scout flashes past and stops less than twenty feet away. With a well-practised action, he removes his skis in an instant and draws a vicious-looking bone sword. You must prepare for combat.

+ Turn to 68. +
+
+ +
+ 338 + + +

As you step over the bodies of the Ice Barbarians, you catch a glimpse of a grotesque creature staring at you from the corner of a passage to your left. Even though you see it for the briefest moment, it is long enough to send a shiver down your spine. It resembles an enormous man's head. But one that has sprouted feet and a long scaly tail. Although it wears a hooded cloak, there is no trace of a torso beneath it. As it scurries off, your heart pounds at the thought of what horrors may lie ahead.

+ If you wish to pursue the strange creature, turn to 87. + If you wish to search the bodies of the dead Ice Barbarians, turn to 26. + +
+
+ +
+ 339 + + +

Within ten minutes, frostbite has eaten into your hands and feet. On this exposed rock-face the icy winds often exceed a speed of one hundred miles an hour. You last for thirty minutes before severe exposure robs you of all consciousness, and you plummet to your death three thousand feet below.

+ Your mission and your life end here. +
+
+ +
+ 340 + + +

You drag the bodies out of the kitchen and prop them behind the secret door. When you return, Loi-Kymar is busy examining the bottles of herbs that line the kitchen shelves. He pockets several jars and mixes the contents of two others in a small stone bowl. He offers you a handful of the dry leaves and urges you to eat them. They will restore your strength, Lone Wolf. You eat the sweet tasting herbs and feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.

+ + + Gary Chalk + + + + + Turn to 301. +
+
+ +
+ 341 + + +

You can sense the presence of a powerful life-force beyond the misty arch. As you concentrate, you suddenly recall a tale told to you when you were a small child, The Legend of the Vagadyn Gate. This was a tale of Ice Demons and how they once fought a war to be able to leave their world and come to Kalte. They were formless creatures, without shape and substance, and existed as pure energy in another dimension, beyond the confines of space and time. The Ice Demons discovered the Vagadyn gate, a sort of door between their world and Magnamund; they fought each other to enter this gate, unaware of the fate that awaited them. The Ancients had also discovered the gate. As the Ice Demons passed through the Vagadyn, their spirits were imprisoned in crystals by the cunning Ancients, who harnessed the power of the Ice Demons to build Ikaya. The M'lare bowls that light the fortress each contain the spirits of lesser Ice Demons trapped within. You also remember that the tale warns against destroying the crystal prisons: if an Ice Demon is released it will seek to claim the body of its rescuer.

+

Forewarned by your Kai skill, you enter the misty arch.

+ Turn to 264. +
+
+ +
+ 342 + + +

Your Kai Discipline of Tracking reveals that the right tunnel heads east and the left tunnel heads north. You are now directly beneath Cloudmaker Mountain. Consult the map of Kalte before you decide which tunnel to enter.

+ If you decide to take the east tunnel, turn to 199. + If you decided to take the north tunnel, turn to 284. +
+
+ +
+ 343 + + +

Your enemies can only attack you one at a time due to the narrow confines of the cell. You must fight them individually in the following order. The Ice Barbarian is immune to Mindblast.

+ Doomwolf 11524 + Doomwolf 21423 + Doomwolf 31420 + Ice Barbarian1729 + If you win the combat, turn to 28. +
+
+ +
+ 344 + + +

The fortress door is completely smooth; it has no visible lock, hinge or keyhole. However, turning your attention to the granite wall you notice that one of the massive blocks is different to all the others. A small triangle has been cut into its surface.

+ If you possess a Blue Stone Triangle, turn to 41. + If you do not, turn to 147. +
+
+ +
+ 345 + + +

You close your eyes and concentrate on blocking out the attacking Mindforce. You gradually control the pain, just enough to be able to tear the Bracelet from your wrist and hurl it to the floor. Cursing your misfortune, you stagger unsteadily towards the junction at the far end of this corridor.

+ Turn to 215. +
+
+ +
+ 346 + + +

Dyce makes it across to the opposite ledge safely, although Irian slips and has to be hauled out of the glacier by his waist rope. You and Fenor are still on this side of the crevasse. It is your turn to jump.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 195. + If your total is now 4-11, turn to 232. +
+
+ +
+ 347 + + +

The corridor is poorly lit and it would be easy for you, skilled as you are in the art of hunting, to approach the guards under cover of the shadows.

+

Covering your nose from the fumes of the bowl, you edge your way along the wall towards the unsuspecting guards. Placing the bowl in the shadow of a pilaster, you stealthily return to the kitchen to await its effect. In less than a minute, the Ice Barbarians collapse to the floor and you can approach the Hall of the Brumalmarc undetected.

+

To your delight you discover that one of the great jewelled doors is unlocked. Preparing yourself for attack, you gently push the door ajar and enter Vonotar's chamber.

+ Turn to 173. +
+
+ +
+ 348 + + +

Your Kai Discipline reveals to you that there are a network of caves less than a couple of hundred yards to the south. You abandon the sledge and search southwards.

+ Turn to 314. +
+
+ +
+ 349 + + +

During your adventure, have you discovered and kept a Glowing Crystal?

+ If you possess this Special Item, turn to 139. + If you do not have it, turn to 97. +
+
+ +
+ 350 + + + +

Later books will contradict what is said concerning the Daziarn. The portal Vonotar is thrown into is known as a Shadow Gate, which in this case, is what leads to the Daziarn Plane, a realm from which no one has ever returned.

+
+
+ + +

As the colours fade, you become aware of a sudden drop in temperature. You now stand upon the Ljuk ice shelf at a point less than half a mile from where the Cardonal lies at anchor. Loi-Kymar and Vonotar are close by, both shivering in the chill morning air. Within minutes you are sighted by the ship's lookout and a longboat is despatched. As a wriggling Vonotar is hoisted unceremoniously aboard the Cardonal and deposited in the brig the captain is the first to congratulate you on your skill and daring.

+

But how did you manage to return so quickly? he asks incredulously. We were not expecting you for another ten days.

+

Let us say, interrupts Loi-Kymar, that the wisdom of the Kai and the lore of the Magician's Guild can surpass the limitations of even time itself.

+

A puzzled expression crosses the captain's face, but it is gradually replaced by a smile as he begins to understand the magician's curious answer.

+

Your journey to Anskavern is swift, but you are saddened by your memories of the brave guides that were left behind. Your arrival in the port is greeted by an anxious crowd. They fear that your early return is a sign of your mission's failure. When the news of Vonotar's capture becomes known, your warrior skills are required once again; this time in the defence of your enemy against the seething mob of outraged Sommlending that assault Anskavern gaol. Safe passage is eventually secured to Toran, where trial awaits the traitor.

+

Upon the dawn of the feast of Maesmarn, in the depths of the Guildhall of the Crystal Star, Vonotar the traitor is tried by his brotherhood and found guilty of his terrible crimes. He is led away in silence to the deepest chamber of the Guildhall, wherein lies the Daziarn: a portal of total darkness, the door of an eternal prison from which there can be no escape.

+ + + Gary Chalk + Vonotar is led away to the deepest chamber of the Guildhall wherein lies the Daziarn: the door of an eternal prison from which there can be no escape + + + + +

You are the avenger of his crimes and it is you who cast the wretched traitor into the limbo of Daziarn. Your mission is now completed. You have survived the caverns of Kalte and freed Sommerlund from the menace of Vonotar.

+

But the heat of battle and the challenge of a new and desperate quest awaits you in Book Four of the Lone Wolf series entitled:

+

The Chasm of Doom

+
+
+
+
+ +
+ The Icy Wastes of Kalte + + + + + Gary Chalk + + + + + + + Michael Hahn + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+
+
+
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(The Story So Far&ellips;) Replaced hunch-backed with hunchbacked.

+

(The Game Rules) Replaced all occurrences of the abbreviation ie with i.e.. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied.

+

(Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Capitalized all occurrences of discipline.

+

(Equipment) Removed (see the front of this book) and capitalized map. Replaced come in useful with be useful, Kai Discipline section with Kai Disciplines section, and ice-sledge along with ice-sledge, along. Replaced Food on page 22 with How to Use Your Equipment.

+

(Rules for Combat) Removed on the inside back cover of the book. Replaced appears on the page after the Random Number Table with in the back of this book.

+

(Levels of Kai Training) Replaced LONE WOLF with Lone Wolf.

+

(Kai Wisdom) Removed at the front of the book. Replaced ice-fortress with ice fortress.

+

(1) Replaced pack ice with pack-ice. Replaced the word becoming with become in the fourth paragraph. Removed at the front of the book.

+

(13) Replaced both occurrences of spyhole with spy-hole.

+

(26) Moved the Sixth Sense choice into the first position.

+

(27) Replaced rock face with rock-face.

+

(33) Moved the Tracking or Sixth Sense choice into the first position.

+

(34) Replaced cretaure with creature and home-coming with homecoming.

+

(40) Moved the Tracking choice into the first position.

+

(44) Replaced spyhole with spy-hole.

+

(49) Moved the Tracking choice into the first position.

+

(52) Replaced ice-creature with ice creature.

+

(56) Added a quotation mark at the end of the fourth paragraph due to technical limitations in our XML.

+

(62) Made the last sentence its own paragraph to better fit our format for the choices.

+

(64) Made the north tunnel choice lead to Section 321 instead of directly to Section 235. This section is reacted from Section 105 where that is indeed the section for the north tunnel. This prevents penalizing the reader for using Sixth Sense by not being able to obtain the Blue Stone Triangle.

+

(69) Moved the Camouflage choice into the first position.

+

(70) Replaced rockface with rock-face.

+

(72) Replaced firesphere with Firesphere.

+

(76) Replaced spyhole with spy-hole.

+

(85) Moved the Sixth Sense choice into the first position.

+

(88) Split the word anytime into any time in the fourth paragraph.

+

(105) Moved the Sixth Sense choice into the first position.

+

(110) Replaced dimly-lit with dimly lit.

+

(114) Moved the Hunting choice into the first position.

+

(125) Moved the Camouflage choice into the first position.

+

(137) Replaced discipline with Discipline.

+

(148) Replaced death blow with death-blow.

+

(150) Moved the Firesphere choice into the second position.

+

(151) Replaced rockface with rock-face.

+

(155) Replaced rock face with rock-face.

+

(160) Moved the choice regarding leaving the tent into the last position.

+

(171) Replaced discipline with Discipline.

+

(180) Switched the order of the choices.

+

(182) Replaced ice-wall with ice wall.

+

(190) Replaced out distance with outdistance.

+

(194) Added the choice If you have the Kai Discipline of Sixth Sense, turn to 127, to parallel the same situation in Section 326.

+

(203) Replaced spyhole with spy-hole.

+

(209) Replaced rockface with rock-face.

+

(210) Added the before Kai Discipline in the first link.

+

(232) Replaced much-deserved with much deserved.

+

(235) Replaced pack ice with pack-ice.

+

(247) Replaced matts with mats.

+

(248) Replaced rockface with rock-face.

+

(254) Replaced spyhole with spy-hole.

+

(262) Split the first paragraph into two paragraphs and moved the Sixth Sense choice between the two. Replaced posses with possess and Pick with Otherwise, pick.

+

(263) Moved the choice regarding lost ENDURANCE points into the first position.

+

(273) Replaced well-suited with well suited.

+

(276) Moved the Hunting or Tracking choice into the first position.

+

(284) Replaced fast flowing with fast-flowing.

+

(298) Replaced fingerbones with finger-bones.

+

(303) Added the choice If you have the Kai Discipline of Sixth Sense, turn to 127, to parallel the same situation in Section 326.

+

(314) Replaced rockface with rock-face.

+

(320) Replaced something- with something&emdash;.

+

(325) Replaced warlike with war-like.

+

(326) Moved the Sixth Sense choice into the first position.

+

(332) Moved the Sixth Sense or Hunting choice into the first position.

+

(335) Replaced rockface with rock-face.

+

(336) Replaced dirt encrusted with dirt-encrusted.

+

(337) Replaced vicious looking with vicious-looking.

+

(339) Replaced rockface with rock-face.

+

(342) Removed at the front of the book.

+

(350) Replaced LONE WOLF of the last paragraph with Lone Wolf and replaced both occurrences of Captain with captain.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+
+
+ +
+ Footnotes + + +

(1) The city name Anskavern in this section is spelled as Anskaven in some maps. It is unclear which spelling is correct.

+

(4) All other Bone Swords in this book are recorded as normal Weapons. (cf. Section 26 and Section 210)

+

(8) You may wish to note the fact that you have applied this oil on your Action Chart. However, it does not take the space of any item and only affects you for the duration of this adventure.

+

(10) You may not examine any of these liquids more than once per liquid.

+

(16) You may choose which Backpack Items to discard, as it is not specified. If you have fewer than two items in your Backpack, then you get away with losing one or zero items.

+

(18) Remember to erase this Weapon or weapon-like Special Item from your Action Chart.

+

(26) The two Bone Swords are normal Weapons.

+

(32) If in a previous passage you have already fought or killed any of these Kalkoth, mark off the damage that you inflicted on them before resuming the fight. If the earlier fight statistics only listed two Kalkoth because you sneaked up on the Kalkoth and killed one, ignore the statistics for Kalkoth 3.

+

(41) You may still keep the Blue Stone Triangle (you need not erase it from your Action Chart).

+

(45) The Silver Key referred to here must be a Special Item. If you have a Backpack Item called a Silver Key, it does not count.

+

(55) The permanent loss referred to here is probably just the COMBAT SKILL loss, and not the ENDURANCE point loss.

+

(61) This peculiar ending is the only time in the entire Lone Wolf series where you can fail your mission without actually dying. Despite the fact that it may take quite a bit of effort to get here, it does not count as a completion for this adventure. You still may not use your character in future adventures.

+

(84) You may record this Special Item as a Blue Stone Triangle which you wear around your neck.

+

(88) Picking a 9 for your combat roll does not result in instant death; only picking a 9 on the extra Random Number described results in death.

+

(91) You may wish to note the fact that you have applied this oil on your Action Chart. However, it does not take the space of any item and only affects you for the duration of this adventure.

+

(132) It is probably acceptable to eat a Meal right now, if you have one, to avoid this ENDURANCE point loss.

+

(138) Even when conducting an extra combat round for evading, you are still subject to turning to Section 66 if you lose any ENDURANCE.

+

(139) The Laumspur Potion referred to here is specifically referred to as Red, which indicates a special concentrated Potion. The regular Laumspur Potion offered in the Equipment section does not qualify.

+

(263) Even when conducting an extra combat round for evading, you are still subject to turning to Section 66 if you lose any ENDURANCE.

+

(303) Remember to erase the Silver Key you just used from your Action Chart.

+

(308) Mark this Special Item as a Silver Helm. If you are already wearing another Helmet, you must discard it if you wish to keep this new find. The text is somewhat ambiguous on this matter, but it is likely that the COMBAT SKILL bonus is magical in nature, and not the result of any physically protective value it might have (which may very well be nil).

+

(350) Later books will contradict what is said concerning the Daziarn. The portal Vonotar is thrown into is known as a Shadow Gate, which in this case, is what leads to the Daziarn Plane, a realm from which no one has ever returned.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+
+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

+

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ 1. Definitions + + + +
+ 1.0 + + +

License shall hereafter refer to this document.

+
+
+ +
+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

+
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+ 1.3 + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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+ 1.4 + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

+ +
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • Rune War; Illustrations Copyright 1995 Brian Williams.
  • +
  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
  • +
  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
  • +
+ +

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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+ 1.5 + + +

Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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+ 1.6 + + +

Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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+ 1.7 + + +

Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+ 2. Terms of Distribution + + + +
+ 2.0 + + +

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

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You agree to refrain from redistributing the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason. You are granted the right to receive a copy or copies only for your own personal use.

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One exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

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You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

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The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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diff --git a/xml/04tcod.xml b/xml/04tcod.xml new file mode 100755 index 0000000..fe0e199 --- /dev/null +++ b/xml/04tcod.xml @@ -0,0 +1,5729 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + The Chasm of Doom + Joe Dever and Gary Chalk + Joe Dever
Illustrated by Gary Chalk
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

+

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

+

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

+

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

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+ Project Aon + 2003329 + +

The King has summoned you, Lone Wolf, last of the Kai Lords, to his citadel at Holmgard. Your quest is to recover a missing shipment of gold and locate the patrol which has disappeared while investigating the suspected theft. As you and your men equip yourselves for the long ride ahead, you glimpse a crow perched on a window ledge high above. As it flies away a shiver runs down your spine&emdash;in Holmgard the crow is a symbol of impending danger.

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1985 Joe Dever.
Illustrations copyright © 1985 Gary Chalk.
+ +

Text copyright © 1985 Joe Dever. Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + + +
+ + Dedication + + + + + + +

For Bryan Ansell, Rick Priestley and Richard Halliwell

+ +
+
+ +
+ + Acknowledgements + + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+ +

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + +
+
Transcription
+
Daniel Nash
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
+
XML
+
Jonathan Blake
Charles Porter
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
Proofreading
+
Simon Osborne (Sections 1&endash;105, 176&endash;210, 281&endash;350)
Vito Trifilo (Sections 106&endash;175, 246&endash;280)
Tony Wrigley (Sections 211&endash;245)
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Editing
+
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Matthew Reynolds
Thomas Wolmer
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Coordination
+
Jonathan Blake
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+
+
+ +
+
+ + +
+ + The Story So Far&ellips; + + + + + +

Ruanon is a remote mining province to the south of your homeland, Sommerlund. Nestling between the sullen peaks of the Durncrag and Maaken mountains, the people of this province have long prospered from their toil in the ore-rich mines, living and enjoying their wealth under the protection of their lord&emdash;Baron Vanalund.

+

The gold and gems that are mined at Ruanon yield an important source of revenue to your homeland. The heavily guarded convoy of wagons that leave the province and journey to the capital has become a regular monthly routine; a routine that had never been broken until one month ago when, suddenly, all contact with Ruanon ceased. A troop of one hundred cavalry from the King's Guard were immediately despatched to investigate the whereabouts of the missing convoy. Their commanding officer, Captain D'Val was ordered to report back to the King as soon as contact was made, but he and his men have not returned: they too have disappeared without trace.

+

The King has summoned you, Lone Wolf, last of the Kai Lords, to his citadel at Holmgard. Your quest is to find Captain D'Val and his men, discover what has happened to the missing convoy, and to uncover the veil of mystery that now hangs over Ruanon. The King has gathered a company of border rangers, a unit of élite scouts, all of whom are skilled in horsemanship and outdoor survival. He has ordered these fifty men to accompany you in the hope that, with your leadership, they may succeed where the larger and more visible force failed.

+

As you and your men enter the Royal Armoury to equip yourselves for the long ride ahead, you glimpse a black crow perched on a window ledge high above. It flies away, but not before a shiver has run down your spine: in Holmgard, the crow is a bird of ill omen.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Lord you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table on the last page of this book. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 4. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for Book 4 carefully.

+ +
+ + Kai Disciplines + + + + + +

Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You are a Kai initiate which means that you have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines will be of use to you at some point on your perilous quest, pick your five with care. The correct use of a Discipline at the right time can save your life.

+

When you have chosen your five Disciplines, enter them in the Kai Discipline section of your Action Chart.

+ +
+ Camouflage + +

This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

+

If you choose this skill, write Camouflage on your Action Chart.

+
+
+ +
+ Hunting + +

This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. You are aware that the Wildlands south of the Pass of Moytura are a wasteland and that opportunities for successful hunting may not arise until you reach the Ruanon Forest. But this skill is still very useful for it also enables a Kai Lord to move with great speed and dexterity.

+

If you choose this skill, write Hunting on your Action Chart.

+
+
+ +
+ Sixth Sense + +

This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

+

If you choose this skill, write Sixth Sense on your Action Chart.

+
+
+ +
+ Tracking + +

This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

+

If you choose this skill, write Tracking on your Action Chart.

+
+
+ +
+ Healing + +

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill, you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

+

If you choose this skill, write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Weaponskill + +

Upon entering the Kai monastery, each initiate was taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table on the last page of the book, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your COMBAT SKILL.

+ + + Gary Chalk + + + + +
    +
  • 0 = Dagger
  • +
  • 1 = Spear
  • +
  • 2 = Mace
  • +
  • 3 = Short Sword
  • +
  • 4 = Warhammer
  • +
  • 5 = Sword
  • +
  • 6 = Axe
  • +
  • 7 = Sword
  • +
  • 8 = Quarterstaff
  • +
  • 9 = Broadsword
  • +
+
+
+

The fact that you are skilled with a weapon does not mean that you set out on this adventure carrying it, but you will have opportunities to acquire weapons in the course of your adventure. You cannot carry more than 2 weapons.

+

If you choose this skill, write Weaponskill in &blankline; +2 COMBAT SKILL points if this weapon carried on your Action Chart.

+
+
+ +
+ Mindshield + +

Some of the hostile creatures of Magnamund have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

+

If you choose this skill, write Mindshield: no points lost when attacked by Mindblast on your Action Chart.

+
+
+ +
+ Mindblast + + +

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

+

If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Animal Kinship + +

This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

+

If you choose this skill, write Animal Kinship on your Action Chart.

+
+
+ +
+ Mind Over Matter + +

Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

+

If you choose this skill, write Mind Over Matter on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in Book 4 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 5. This additional skill, together with your other skills and any Special Items that you have found, may then be used in the next adventure in the Lone Wolf series which is called Shadow on the Sand.

+ +
+
+ +
+ + Equipment + + + + + +

Before leaving Holmgard on your ride south, you are given a Map of the Southlands, a badge of rank that you wear upon the sleeve of your tunic and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the Gold Crowns section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)

+

You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take up to six of the following:

+
    +
  • Warhammer (Weapons)

  • +
  • Dagger (Weapons)

  • +
  • +

    2 Potions of Laumspur (Backpack Items). Each of these potions restores 4 ENDURANCE points to your total when swallowed after combat. Each potion contains enough for one dose.

    + + + Gary Chalk + + + + +
  • +
  • Sword (Weapons)

  • +
  • Spear (Weapons)

  • +
  • +

    5 Special Rations (Meals). Each of these Special Rations counts as one Meal, and each takes up one space in your Backpack.

    + + + Gary Chalk + + + + +
  • +
  • Mace (Weapons)

  • +
  • +

    Chainmail Waistcoat (Special Items). This adds 4 ENDURANCE points to your total.

    + + + Gary Chalk + + + + +
  • +
  • +

    Shield (Special Items) This adds 2 points to your COMBAT SKILL when used in combat.

    + + + Gary Chalk + + + + +
  • +
+ +

List the six items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.

+
    +
  • Warhammer&emdash;carried in the hand.
  • +
  • Dagger&emdash;carried in the hand.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Sword&emdash;carried in the hand.
  • +
  • Spear&emdash;carried in the hand.
  • +
  • Special Rations&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in hand.
  • +
  • Chainmail Waistcoat&emdash;worn on the body.
  • +
  • Shield&emdash;slung over shoulder when not in combat otherwise carried in the hand.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+ +
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+
Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct weapon, it adds 2 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember you can only carry two weapons at once.)
+
Backpack Items
+
During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at any time.) You may exchange or discard them at any point when you are not involved in combat.
+
Special Items
+
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.
+
Gold Crowns
+
The currency of Sommerlund is the Crown, which is a small gold coin. Whenever you kill an enemy and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch.
+
Food
+
You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Kai Discipline of Hunting as one of your skills, you will not need to tick off a Meal when instructed to eat (unless you are in an area of wilderness where the opportunity for hunting is limited).
+
Potions of Laumspur
+
These are healing potions that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for two doses only. If you discover any other potions during the adventure, you will be informed of their effect. All potions are Backpack Items.
+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL of 17.

    +

    He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of −3. (17 − 20 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and Winged Devil has been established as 3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points
    • +
    • Winged Devil loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Kai Training + + + + + +

The following table is a guide to the rank and titles that are bestowed upon Kai Lords at each stage of their training. As you successfully complete each adventure in the Lone Wolf series, you will gain an additional Kai Discipline and gradually progress towards mastery of the ten basic Kai Disciplines.

+
    +
  1. Novice
  2. +
  3. Intuite
  4. +
  5. Doan
  6. +
  7. Acolyte
  8. +
  9. Initiate&emdash;You begin the Lone Wolf adventures with this level of Kai training
  10. +
  11. Aspirant
  12. +
  13. Guardian
  14. +
  15. Warmarn or Journeyman
  16. +
  17. Savant
  18. +
  19. Master
  20. +
+

Beyond the ten basic skills of the Kai Master await the secrets of the higher Kai Disciplines or Magnakai. By acquiring the wisdom of the Magnakai, a Kai Lord can progress towards the ultimate achievement and become a Kai Grand Master.

+
+
+
+
+ +
+ + Kai Wisdom + + + + + +

Your mission will be fraught with danger, for you are about to venture into the bleak and hostile Wildlands of the south. Use the map to help you plot your course to Ruanon. Make notes as you progress through the story, for they will be of great help in future adventures.

+

Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

There are several routes to Ruanon, but only one will enable you to reach the mining town and find Captain D'Val with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage should enable any player to complete the mission, no matter how weak his initial COMBAT SKILL and ENDURANCE points score. Successful completion of previous Lone Wolf adventures is not essential for the success of this quest.

+ +

Good Luck!

+ +
+
+ + +
+ Numbered Sections + + + +
+ 1 + + +

For three days you lead your brave company of rangers across the lush plains of southern Sommerlund on the first stage of your urgent mission. The flat, treeless fields surround you with a seemingly endless expanse of wheat, so high that even though you are in the saddle it reaches well above your knees. Your horses seem to be swimming through a vast yellow sea of corn that is only interrupted by an occasional track, or group of isolated farmhouses.

+

The southerners welcome your sudden appearance, but you only make the briefest stops for food and rest, neither wishing to risk becoming a burden, nor alarm these good people with your mission.

+

By noon on the fourth day, you reach the Pass of Moytura. Here the plains give way to the broken foothills of the Durncrag mountains. You soon reach a highway, the surface cracked and full of potholes, heading off towards the south. This is the notorious Ruanon Pike. South of the pass, the Ruanon Pike crosses a hundred miles of open territory known as Raider's Road. Bandit tribes from the Wildlands and Giak war-bands from the mountains of the west frequently ambush those who travel along the Pike, and the regular shipment of gold and gems from the mines at Ruanon have sometimes yielded rich pickings to these merciless robbers.

+

Point and flankers, you shout, and immediately three groups of rangers peel away from the column and spur their horses to a gallop. You watch with pride as the expert horsemen take up their scouting positions to the front and side of the company.

+

It is late afternoon when a ranger scout approaches the company from the west. He points towards a craggy outcrop where a thin spiral of wood smoke betrays a hut hidden beneath the overhanging rock.

+ + + Gary Chalk + + + + + If you wish to investigate the hut, turn to 160. + If you wish to ignore the hut and continue on your ride along the Ruanon Pike, turn to 273. +
+
+ +
+ 2 + + +

You search the bodies of the dead bandits and discover the following items:

+
    +
  • Sword
  • +
  • Mace
  • +
  • Dagger
  • +
  • Warhammer
  • +
  • 12 Gold Crowns
  • +
  • Backpack
  • +
  • Enough food for 2 Meals
  • +
+

You may take any of the above items but be sure to mark them on your Action Chart.

+

Picking up the map that lies on the bloodstained table, you notice that the room in which you now stand has been surrounded by a circle of black ink. The map reveals that a door in the far wall opens on to a passageway leading directly to the surface. Eager to leave the death-filled chamber, you pass through the door and run steadily along the passageway towards a distant shaft of sunlight. It takes several seconds for your eyes to adjust to the glare of the sun, but gradually you realize that you have finally escaped from the Maaken mines and are in the western foothills less than two miles from Ruanon itself.

+

However, several bandit warriors can be seen patrolling an entrance to the mines, just below the rocky ledge on which you now crouch. If you are to reach Ruanon alive, you must avoid these patrols at all costs.

+

Waiting until the enemy patrols have disappeared from view, you make your way down a steep track leading into a copse of densely packed trees. A brief pause for breath is all that you allow yourself before setting off through the forest towards Ruanon.

+ Turn to 200. +
+
+ +
+ + 3 + + +

You climb the barricade and shout the order: Draw bows! And, as the enemy shield-wall closes fast in a deadly race to beat your archers, Fire!

+

Their shields of cured skin and wood are no defence against the hail of death that tears into their ranks. The whole line seems to pause and sway; great gaps appear and spearmen fall in heaps on the field. Few escape being injured.

+

You sense a turn in the tide of battle. The enemy are pulling away from the barricades by the score, carrying their wounded on their backs and on their upturned shields.

+

You jump from the wall and race back towards the watchtower where Captain D'Val is still embroiled in a bitter struggle against the bandit horsemen. You are about to leap over the body of a dead bandit warrior when he suddenly comes to life and lashes out at your legs with a mace. He was only feigning death and his surprise attack has knocked you to the ground. You lose 1 ENDURANCE point.

+ Turn to 62. +
+ +
+ +
+ 4 + + +

You recognize the fungi to be Calacena. The spores of these pink mushrooms are much sought after by illusionists and magicians, although it is said that they can cause terrible hallucinations and even madness. As you step gingerly along the corridor, you take great care not to tread or brush against the spore-laden fungi.

+

The tunnel continues uninterrupted for several miles before eventually reaching a long, deserted gallery.

+ Turn to 40. +
+
+ +
+ 5 + + +

You push him to the ground and smother him with your Kai cloak. The flames are soon extinguished and you draw away your cloak to see how badly he is injured. Your quick action has saved the captain's life for although his uniform is burnt and tattered, he has survived the fire unscathed.

+

It is my turn to thank you, Lone Wolf. This time it is you who has saved me from certain death.

+

You help the captain to his feet and race to the barricade; the enemy have now reached the ruined perimeter of Ruanon, and they are creeping forward under cover of the broken cottage walls. Climbing up on to an overturned wagon, you order the Sommlending guards back to the barricades. But is it too late to repel the attack?

+ Turn to 186. + +
+
+ +
+ 6 + + +

You soon reach a junction where the track meets the main highway. Abandoned at the side of the road is a burnt-out wagon.

+ If you wish to investigate the wagon, turn to 80. + If you decide to ignore the wagon and ride south along the highway, turn to 175. +
+
+ +
+ 7 + + + +

Your enemy falls from the saddle, and his body is dragged away by his horse, a twisted foot ensnared in the stirrup. All around you the din of battle rages. You realize that these armour-clad horsemen are no ordinary bandit clan; they fight with a discipline and skill unheard of among the lowly outlaws of the Wildlands.

+

A horse passes close by, the dead body of a ranger still upright in the saddle. You snatch the reins and retrieve a war-horn from the dead man's neck. If you are to avoid total disaster, you know that you must quickly sound the retreat.

+ + + Gary Chalk + + + + +

You wheel your steed towards the south and spur the blood-spattered animal to the gallop. The remnants of your company are close at your heels, the victory cries of your foe resounding in their ears.

+ Turn to 154. +
+
+ +
+ 8 + + +

Your men secure the boat to a rusty iron ring before following you up the stone steps towards the archway. As you reach a narrow ledge at the top of the granite staircase, you hear strange sounds drifting from the darkness ahead, like the hissing of a jet of steam. It lasts for a few seconds before the crack of a whip and the voice of a man cursing brings it to an abrupt halt.

+ If you wish to enter the tunnel, turn to 151. + If you decide not to enter the tunnel, you can return to the rowing boat and continue along the underground river by turning to 240. +
+
+ +
+ 9 + + +

A wave of panic knots your stomach as the bridge drops away beneath your feet. You dive forward and just manage to grasp hold of the slatted wooden floor. But the worst is yet to come. Your grip is slipping, and the bridge is about to crash into the far wall.

+ If you wish to tighten your grip and brace yourself for the shock of impact, turn to 112. + If you decide to leap clear of the swinging bridge into the unknown depth of the mine shaft, turn to 342. +
+
+ +
+ 10 + + +

The warrior staggers back and tumbles over the ramparts into the raging battle below. His feathered mount ascends and flies away, its hideous caw piercing the storm-black sky.

+

Lying upon the gore-stained floor is a beautiful Onyx Medallion, which was torn from the warrior's armour as he fell. If you wish to keep the Onyx Medallion, place it in your pocket and mark it on your Action Chart as a Special Item.

+ + + Gary Chalk + + + + + Leave the watchtower by turning to 59. +
+
+ +
+ 11 + + +

You have covered less than twenty yards when you reach a solid rock-face. It is a dead end. The tunnel has only just been recently excavated, and you can go no further in this direction. You must now return to the junction.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 97. + If the number is 5&endash;9, turn to 190. +
+
+ +
+ 12 + + +

Fifty miles south of Ruanon, the ruined city of Maaken teeters on the brink of Maakengorge. A cold sweat breaks out upon your brow as you contemplate the difficulty of your mission, for you are separated from your goal by fifty miles of enemy-held territory. But there is still a flicker of hope; with the enemy in confusion and retreat, your chances of success will be far higher now than before battle.

+

Before you set off on your perilous mission, Captain D'Val offers you the choice of the following equipment and provisions:

+
    +
  • Enough food for 3 Meals
  • +
  • Rope
  • +
  • Potion of Laumspur&emdash;Restores 4 ENDURANCE points when swallowed after combat
  • +
  • Sword
  • +
  • Spear
  • +
+ Make the necessary adjustments to your Action Chart before turning to 140. +
+
+ +
+ 13 + + + +

The show finally comes to an end, and you make the necessary preparations for a night's sleep. At dawn the next day, you and your company bid farewell to the travelling players and continue on your way to Ruanon.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 171. + If the number is 5&endash;9, turn to 25. +
+
+ +
+ 14 + + + +

Your rangers spread out and move stealthily forward under cover of the large boulders. When you are almost close enough to reach out and touch the enemy, you give a piercing whistle&emdash;the signal to attack! In unison, your men rise up and strike. Two bandits die instantly, their skulls cloven in two by ranger swords. A third turns to run, but he is felled from behind and swept away in the foam-flecked water. Your target is a formidable looking warrior; great bracers of steel encase his wrists and a grim necklace of shrunken skulls adorns his leather battle-jerkin. You strike first, but his reactions are lightning-fast. He turns your blow aside with his spear and lunges at your face.

+ + + Gary Chalk + Your target is a formidable Bandit Warrior + + + + + Bandit Warrior1728 + If you wish to evade combat at any time, you can dive into the River Xane by turning to 31. + If you win the combat, turn to 146. +
+
+ +
+ 15 + + +

You have ridden less than a hundred yards when you notice fresh hoof prints in the dust of the winding track.

+ If you have the Kai Discipline of Tracking, turn to 264. + If you do not possess this skill, turn to 134. +
+
+ +
+ 16 + + + +

You reach the door and quickly make your escape. The land behind the tavern is steep and heavily forested. Two of your men follow, but they are both badly wounded and cannot keep up with you. You turn to shout encouragement, only to witness their deaths as they are brutally stabbed to the ground. The bandit murderers wipe their blades and sprint towards you.

+ If you wish to run straight into the forest, turn to 123. + If you wish to try to change direction as soon as the trees hide you from your pursuers, turn to 169. +
+
+ +
+ 17 + + +

A spear tip has grazed your forearm. It is a mere scratch, yet your arm has become numb and useless. You strike back at your assailant, hoping to catch him as he pulls back, but your blow is weak and poorly aimed. Your vision is becoming a blur; you cannot coordinate your movements. Blind terror engulfs you as you suddenly realize that the bandits are using poisoned weapons.

+

A spear catches you beneath the arm and another sinks into your chest. As darkness engulfs you from all sides, the last sight you remember is the triumphant grimaces of your murderers as they stab you to death.

+ Your life and your mission end here. +
+ +
+ +
+ 18 + + +

You recognize the hoof prints of a Sommlending cavalry horse. There are two sets of tracks, and you are sure that they were made by two of your missing scouts. You decide to follow them eastwards in the hope of finding your men.

+ Turn to 150. +
+
+ +
+ 19 + + +

You instantly recognize these amulets. They are the symbols of a Holy Order known as The Redeemers, a silent order of pilgrims devoted to a lifetime of prayer and healing. You apologize for your hasty reaction. The holy men both nod their shaven heads in forgiveness.

+

Your men have pitched camp beneath the marble canopy, and preparations are soon under way for a good night's sleep. You are hungry and you must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 233. +
+
+ +
+ 20 + + +

An arrow hisses overhead; a scream of agony fills the air. The bow slips from the archer's fingers as he sinks to his knees, the arrow lodged deep between his startled eyes. The clack of fangs and the soft swift pad of stealthy feet tell you that the Warhounds are closing in. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Guard Captain D'Val. He reaches you, breathless from his run, and draws an arrow from his quiver. D'Val aims and fires, drawing another arrow from his quiver as soon as the first is loosed. The Warhounds tumble and crash to the ground around you, felled by D'Val's deadly shafts. Eight lie dead before his quiver is empty.

+ + + Gary Chalk + + + + +

The captain grabs you by the arm and, swinging you over his shoulder in one swift motion, carries you back towards the barricade. Others run forward to help you, but the bandit archers are now in range and your men are forced back by a hail of arrows. The red shafts of the enemy whistle past on all sides. You reach the barricade, a wagon is pulled aside, and you are carried in through the gap. Captain D'Val is close to exhaustion; he staggers, and his men rush to catch him before he drops to the ground.

+ Turn to 341. +
+
+ +
+ 21 + + +

After half an hour, one of your men reports sighting a track ahead. The narrow dirt path leads off to the east and the west.

+ If you have the Kai Discipline of Tracking, turn to 264. + If you wish to follow it east, turn to 134. + If you wish to it west, turn to 191. +
+
+ +
+ 22 + + + +

If you are using a Kalte Firesphere instead of a Torch, you will still lose an item as described as you fumble for the Firesphere in your pocket.

+
+
+ + +

You fumble in your Backpack to remove a Torch, and in doing so, you drop one other Item from your Backpack into the crevasse. (If you were only carrying a Torch, you have lost a Weapon instead.)

+

You eventually manage to light the new Torch and make your way safely across to the other side of the bridge.

+ Continue along this tunnel and turn to 157. + +
+
+ +
+ 23 + + +

You reach the door, but only to find it locked.

+ If you possess a Brass Key, turn to 282. + If you do not, turn to 105. +
+
+ +
+ + 24 + + +

You leap across the warrior's dead body and enter the watchtower. Running up the wide stone stairs, you reach a landing on the first level where two soldiers are firing their bows through narrow oblong slits in the wall. Suddenly one of them cries out in pain and staggers back, an arrow sunk in his chest.

+ If you have the Kai Discipline of Healing, you can help this wounded soldier by turning to 238. + If you wish to continue up the stairs to the watchtower roof, turn to 223. + If you wish to pick up the wounded archer's bow and man his position at the arrow slit, turn to 207. +
+
+ +
+ 25 + + + +

You have entered the Wildlands south of the Pass of Moytura. You cannot use Hunting to fulfil Meal requirements in this desolate area.

+
+
+ + +

After journeying through the rich wheat fields of southern Sommerlund, the view that lies before you now looks especially bleak and colourless. The landscape is flat and desolate, only relieved here and there by a ragged copse of stunted firs or mound of broken earth. During the afternoon, storm clouds gather above the peaks of the Durncrag mountains to the west, and the roll of distant thunder warns of imminent rain. It is early evening when your scouts find the ruins of an old temple, less than a mile from the highway.

+ If you wish to set up camp for the night in the shelter of the ruins, turn to 290. + If you wish to avoid the temple and continue, turn to 141. + +
+ +
+ 26 + + +

As you run towards the ladder, the dreadful screams of your dying men claw at your ears, as they are eaten alive. You stop and stare back into the tunnel. The Stoneworm is now barely twenty feet away, and is slithering towards you at a terrifying pace. You know that you will never reach the ladder in time to escape. In desperation, you raise your weapon and prepare for combat. The creature is immune to Mindblast.

+ + + Gary Chalk + The Stoneworm slithers towards you
at a terrifying pace
+ + + + +
+ Stoneworm1538 + If you win the combat, turn to 321. +
+
+ +
+ 27 + + +

You leap over the side of the wagon and sprint towards a line of densely packed trees less than twenty yards from the track. Luck is with you, for the bandit guards fail to notice your daring escape and the wagons continue on their way towards the gantry.

+

Pausing just long enough to catch your breath, you give silent thanks to the stranger who helped you, before pressing onwards through the trees.

+ Turn to 200. +
+
+ +
+ 28 + + +

As the warrior lets out his last dying gasp of pain, he topples back into the mine shaft and plummets into the darkness. His men seem stunned by your fighting prowess, and trip over each other in their haste to escape a similar fate. As the sound of their hurried footsteps disappears along the tunnel, you quickly cross the bridge and leave the chamber through a tunnel in the west wall.

+ Turn to 348. +
+
+ +
+ 29 + + + +

You need not erase any Torches from your Action Chart in this case.

+ + + + +

The Torch burns fiercely for just a few seconds before it splutters and dies. You try to relight it but it is hopeless&emdash;it simply will not burn. If you possess other Torches in your Backpack, you will also discover that for some mysterious reason, they will no longer light.

+ If you possess a Firesphere, turn to 168. + If you wish to continue in the dark, turn to 246. + If you wish to leave the vault and attempt an entry via the guarded crypt door, turn to 183. +
+
+ +
+ 30 + + +

The long night ride and the lack of sleep begins to tell on both your men and their horses. No matter how hard you urge your company on, you cannot outdistance the bandit horde.

+

Suddenly, a large force of armoured horsemen appear from behind a shallow ridge to your left. They are trying to cut across and block the highway. As your paths converge, you brace yourself for the imminent confrontation.

+ + Turn to 176. +
+
+ +
+ 31 + + +

The water is swift, dark and very cold. You tumble helplessly downstream as the irresistible current carries you towards a new and unforeseen danger: white water! The hiss of the rushing water fills your ears. You gulp a lungful of air and brace yourself, for it is now too late to avoid the torrential rapids that lie ahead.

+ + + Gary Chalk + + + + +

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 272. + If the number you have picked is 5&endash;9, turn to 329. + +
+ +
+ 32 + + +

The hideous creature uncoils itself from your legs and sinks into the water. You are elated by your victory, but your lungs feel as if they are on fire. You claw your way upwards until you eventually reach the surface, choking and gasping for air.

+ +

The only sign of the rowing boat and your men that remains on the surface of this dark and dreadful river is a splintered oar floating nearby. You hook your arm over this and drift with the current towards the far bank. A check of your Backpack and pockets reveals that nothing was lost during your struggle in the water, but this discovery comes as cold comfort now your brave company is no more.

+

Steeling yourself against the unknown dangers that may lie ahead, you resolve to reach Ruanon and uncover the veil of mystery that surrounds it. But first you allow yourself one last look at the black river before you enter the east tunnel.

+ Turn to 309. +
+
+ +
+ 33 + + +

It is almost dark when you reach the edge of a densely forested valley. You can just make out the highway disappearing into the trees ahead and catch sight of a signpost pointing towards the south. You are now only forty miles from Ruanon, but your men are tired and in need of food and rest.

+ If you wish to set up camp at the edge of the forest, turn to 74. + If you wish to send some men into the valley to scout for bandits, turn to 139. + If you decide to go without food and sleep and press on to Ruanon as quickly as possible, turn to 251. +
+
+ +
+ 34 + + +

The creature is flooded by the golden light of your sword. A look of terror crosses its ghoulish face and it hurls itself upwards to avoid your sword blow. You brace yourself for another onslaught but it never comes: your silent attacker has escaped into a fissure in the ceiling.

+

Sheathing your sword, you prepare to continue. You notice a low portal in the vault wall leading to a long and narrow corridor.

+ If you wish to continue along the corridor, turn to 235. + If you wish to leave the vault and attempt to enter the temple via the guarded crypt door, turn to 183. +
+
+ +
+ 35 + + +

Using your Kai skill, you blend into the shadows of the chamber wall and slowly inch your way nearer and nearer to the bridge. Suddenly, the guard puts down his block of wood and turns his back: he is rummaging in his haversack for some food. You see your chance and sprint towards the bridge, your weapon poised to strike down the unwary guard.

+ +

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, or if you have reached the Kai rank of Guardian or higher, then add 3 to the number you have picked.

+ If your total is now 0&endash;7, turn to 147. + If your total is now 8&endash;12, turn to 231. +
+
+ +
+ 36 + + +

The Warhounds lope towards you at an unnerving speed. You can see their great red-lipped jaws clearly and hear the clacking of their fangs. You fight to control your breathing, to concentrate all your warrior skills, for you must despatch the Warhounds quickly and with precision if you are to avoid being torn to pieces. Two dogs, faster than their brothers, break free of the pack and close upon you. They leap simultaneously, their slavering jaws spread wide for attack. You dive forward and roll, striking at their bellies from beneath as they pass above. Both howl with rage and pain and tumble lifeless to the ground. You are back on your feet as the next Warhound attacks.

+ Vassagonian Warhound1725 + If you win this combat in 3 rounds or less, turn to 155. + + If the combat lasts longer than 3 rounds, turn to 277. +
+
+ +
+ 37 + + +

You signal to the driver to stop. The wagons halt and a small, moon-faced man in a bright pink tunic throws open the rear door of the leading carriage. He shouts and curses the driver as he descends the ladder, pausing only to adjust the cummerbund that barely covers his huge stomach. Seeing your men, he lets out a strangled shriek and fumbles for a short sword hanging at his side. Bandits! Robbers! he cries, and wrestles to free his sword from its ornate scabbard. A row of anxious faces appears at the wagon windows, but the expressions soon change to a smile when they recognize your Sommlending uniforms.

+

Calm yourself, Yesu, shouts an elderly woman. They are Sommlending rangers. They will not steal your gold. Laughter ripples along the carriages as the little fat man suddenly unsheathes his sword with such force that he spins around and tumbles to the ground.

+ + + Gary Chalk + The little fat man spins around
and tumbles to the ground
+ + + +
+

You must forgive Yesu, says the old woman. He means you no harm. Raider's Road has made him a nervous wreck.

+

You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.

+

Light is fading, remarks the old woman. Perhaps you and your men will camp with us tonight? We would deem it an honour, and would be happy to entertain you all with songs and dancing. You notice a hopeful look in the eyes of your men as they await your decision.

+ If you wish to set up camp with the troubadours, turn to 182. + + If you decide to press on to Ruanon, turn to 247. +
+
+ +
+ 38 + + +

No cargo remains inside the charred shell of the wagon. The wood is black, and the metal fittings have buckled and blistered in the heat. However, in spite of the damage, you find enough proof from the ashes to confirm your suspicions. This is the wreck of a Sommlending cavalry wagon; one of three that left for Ruanon with Captain D'Val's troop over a month ago.

+

As you stand in the wagon, brushing the ash from your hands, one of your men suddenly cries out in pain. You glance up in time to see him fall from his horse, a disc of sharp steel embedded in his chest. Ambush! Take cover! you shout, as more of the deadly discs whistle out of the trees to claim their victims. Frightened horses gallop in all directions, your men desperately clinging to the reins. The hidden attackers vanish as quickly as they came, but not before three of your men are left dead upon the highway.

+

After burying your dead, you must decide on the best course of action; for now only four men remain at your side and the hidden enemy may return at any time to finish their evil handiwork.

+ If you wish to continue along the highway, riding full speed for Ruanon, turn to 297. + If you wish to avoid the main highway and continue by the eastern track, turn to 15. +
+
+ +
+ 39 + + +

The arrow arcs through the smoke-blackened sky and pierces the officer's shining breastplate. You hear his scream of pain ring out above the din of battle and watch as his cruel eyes flicker and close. He swoons and slips from his saddle, your arrow lodged deep in his heart.

+ Turn to 148. +
+
+ +
+ 40 + + +

A line of empty ore wagons lie parked along a stretch of track that disappears into the west wall of this gallery. Above the arched tunnel, a flight of wooden stairs leads to a smaller passage lit by a spluttering torch.

+

You stay hidden in the shadows, watching the gallery for half an hour before you are satisfied that it is safe to enter.

+ If you have the Kai Discipline of Tracking, and if you have reached the Kai rank of Aspirant, turn to 349. + If you wish to follow the wagon track into the west tunnel, turn to 55. + If you wish to climb the stairs to the balcony and explore the passage, turn to 291. +
+
+ +
+ 41 + + +

You recognize the silky fluid; it is the trail of a Stoneworm, a dangerous subterranean predator. You warn your men not to step in the slime, for it is highly corrosive. No sooner have the words left your mouth than there is a sudden and ghastly noise.

+ Turn to 276. +
+
+ +
+ 42 + + +

Your knees shatter on impact and you drop like a stone into the darkness of the shaft, but the pain and shock soon fades into unconsciousness. As you hit the surface of an underground river, hundreds of feet below, you are unable to save yourself from death by drowning.

+ Your mission and your life end here. +
+
+ +
+ 43 + + +

If you are to survive this attack, you must fight with speed and accuracy. You raise your weapon poising yourself to strike.

+

Pick a number from the Random Number Table. If you possess the Discipline of Mind Over Matter or Weaponskill, add 1 to the number you have picked. If you possess the Kai Discipline of Hunting or Sixth Sense, add 2 to the number you have picked.

+ If your total is now 0&endash;6, turn to 262. + If it is 7 or more, turn to 111. +
+
+ +
+ 44 + + +

As the rangers encircle the ruins, the strangers make a dash for the highway. Your men give chase and swiftly despatch them with their swords. One of the robed men shatters a small flask as he falls to the ground. A search of the bodies reveals 12 Gold Crowns and enough food for two Meals. You notice that both of the men wear amulets on chains around their necks. They are wooden and shaped in the likeness of fish. If you wish to keep any of these Items, remember to mark them on your Action Chart.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Healing, turn to 149. + If you do not possess this skill, turn to 188. +
+
+ +
+ 45 + + +

You recognize gnadurn sap dripping from their spears. It is a deadly poison. You dare not risk engaging in combat with these bandits, for the merest graze from one of their tainted weapons could be fatal. Leaping to your feet, you race away from the trees and run towards Ruanon.

+ Turn to 307. +
+
+ +
+ 46 + + +

You have barely taken a dozen steps when you are confronted by a hideous sight. The tunnel ahead is blocked by a huge and slimy creature, its skin covered with warts that glow with a greenish luminescence. You draw your weapon as it moves closer, hopping from one clawed foot to the other. Suddenly, a pair of wings sprouts from its back, and it leaps into the air. You feel your stomach contract as it hurtles towards you, its razor-fanged mouth opening wider and wider.

+ Tunnel Fiend2010 + If you win this combat, turn to 281. +
+
+ +
+ 47 + + +

You manage to gasp a lungful of air before the dark waters close over your upturned face. A tentacle brushes your foot, and you lash out just in time to prevent it from ensnaring you. The creature is badly wounded, but it is determined to claim your life in return for its injury.

+ Giant Meresquid1637 + If the combat lasts longer than five rounds, turn to 340. + If you win the combat in five rounds or less, turn to 32. + +
+
+ +
+ 48 + + +

You sense that the left tunnel leads away from Ruanon. Without hesitation, you turn and head off towards the right.

+ Turn to 145. +
+
+ +
+ 49 + + +

Lifting your feet high, you step into the tall crops, taking care to part them first with your hands. You allow the stalks to close again behind your back before you crouch down and hold your breath. You have completely vanished from sight; it is as if the stalks have never been disturbed.

+

The bandits amble past barely inches from where you hide, oblivious to your presence. When you are sure they have gone, you emerge from the crops and hurry away.

+ Turn to 204. +
+
+ +
+ 50 + + +

The great doors open to reveal a patrol of six tunnel guards. They are each armed with a crossbow and react instantly to your presence on the bridge. Charge! you shout, hoping that you might be able to overpower the guards before they can fire their deadly weapons.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 184. + If the number is 7&endash;9, turn to 267. +
+ +
+ +
+ 51 + + + +

You have been riding for over four hours when you see a flock of birds. They are black and very large and are swooping around the brow of a distant ridge.

+ If you have the Kai Discipline of Animal Kinship, turn to 227. + If you wish to investigate the ridge, turn to 328. + If you would rather ignore the birds and press on, turn to 120. +
+
+ +
+ 52 + + +

A hail of feathered shafts cuts the air. The arrows strike home with deadly accuracy. Three of your men have fallen by the time you reach the mine, and an arrow passes so close to your right eye that you are blinded by its flights. You lose 1 ENDURANCE point. With a hand held to your injured eye, you stagger into the entrance of the tunnel.

+ Turn to 248. +
+
+ +
+ 53 + + +

The door slams shut, and you spin round to see a bandit leaping at you from the shadows. His head is a mass of bloodied bandages, but he is armed and determined to fight.

+ Wounded Bandit1316 +

He fights you with his back to the door and you cannot evade him.

+ If you win the combat, turn to 109. +
+
+ +
+ 54 + + +

As you gradually descend into the tunnel, you feel a draught of cold, dank air on your face. The walls of the tunnel are composed of a glittering ore that catches the light of your torch and reflects it in a dazzling display of colour. As your eyes follow the dancing lights you suddenly notice that the floor is covered with pink fungi.

+ + If you have the Kai Discipline of Healing and you have reached the Kai rank of Warmarn, turn to 4. + If you do not have this skill, or if you have yet to reach the rank of Kai Warmarn, you can risk walking through the fungi; turn to 65. + Alternatively, if you wish, you may eat some of the fungi by turning to 201. +
+ +
+ +
+ 55 + + +

As you make your way along the torchlit tunnel, you pass several ore wagons bearing the same design branded upon their wooden sides: a cross moline above the initials O.V.. You recognize the seal of Oren Vanalund, the Baron of Ruanon, and it confirms the fact that you are heading in the right direction. Suddenly, the sound of approaching footsteps begin to echo along the tunnel ahead. They become louder, accompanied now by shouting and the crack of a whip.

+ + + Gary Chalk + + + + + If you wish to dive into one of the empty ore wagons, turn to 161. + If you wish to hide in the shadows of the rough tunnel wall, turn to 286. +
+
+ +
+ 56 + + +

You hit the guard and open a deep wound in his neck. He screams and turns to face you, a short sword in his hand.

+ Wounded Guard1218 + If you win and the fight lasts for 3 rounds of combat or less, turn to 69. + If you win but the fight lasts longer than 3 rounds, turn to 203. +
+
+ +
+ 57 + + +

You must save her, Lone Wolf. You must prevent the sacrifice! The Baron's voice is choked with emotion.

+

Save who? Who must he save? questions Captain D'Val, as he tries to calm the excited Baron.

+

My daughter, Madelon, of course, the Baron answers. Tears are welling up in his eyes and nervously he wrings his hands. Then he utters the ominous prophecy:

+
+

When the full moon shines o'er the temple deep, +
A sacrifice will stir from sleep +
The legions of a long forgotten lord. +
When a fair royal maid on the altar dies, +
The dead of Maakengorge shall rise +
To claim their long-awaited reward. +

+
+

Don't you see? Barraka has found the dagger of Vashna. He is going to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge, the chasm of doom.

+

During the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerd&emdash;the sword of the sun. Vashna's body and the bodies of all his troops were hurled into the bottomless abyss of Maakengorge. He plans to lead the dead to victory; first to conquer Sommerlund and then all of the Lastlands, explains the Baron, fear in his eyes.

+

You stare at the Baron in stunned silence. If Barraka completes the sacrifice, all is lost. What mortal army can stand against a legion of the dead?

+

Captain D'Val ushers you from the chamber and closes the door. I feared he was insane, and I refused to listen to his words. But the events of the last few days confirm my worst nightmare. He speaks the truth!

+

As the dreadful significance of the prophetic verse begins to chill your spine, your thoughts are broken by the shrill blast of a war-horn. Captain D'Val strides over to an arrow slit in the wall and looks out across the desolate plain. As he turns to speak, his face is ashen grey. The bandits&emdash;they're launching an attack!

+ If you possess Captain D'Val's Sword, turn to 327. + If you do not possess this weapon, turn to 289. +
+
+ +
+ 58 + + +

Peering about in the gloom of the camp perimeter, you decide that the actor can only be in one of two places: a large caravan to your left or a smaller coach to your right. You notice a handkerchief lying at the door of the smaller coach.

+ If you wish to enter the large caravan, turn to 222. + If you decide to investigate the smaller coach, turn to 110. +
+
+ +
+ 59 + + +

Captain D'Val and his men are locked in mortal combat with the invading cavalry; they are outnumbered and hard-pressed by the merciless foe who use their spike-shod horses to kick and trample their opponents underfoot. You reach the barricade to see yet another wave of the enemy approaching. Armoured handlers with packs of Warhounds spread out in front of a line of spear-armed infantry.

+

Fifty yards from the barricade, the armoured handlers stop and kneel to let loose their dogs of war.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 193. + If it is 5&endash;9, turn to 260. +
+
+ +
+ 60 + + +

Your Kai sense reveals that the right tunnel is a dead end. Anxious not to get trapped by your pursuers, you turn and run into the left tunnel.

+ Turn to 199. +
+
+ +
+ 61 + + +

Your lightning reactions have saved you from the river. You sidestep in time to avoid the sinuous tentacle and lash out. The blow opens a wide gash and an arc of green blood sprays across the battered rowing boat. Only two of your men remain. One stabs at the tentacle around his foot, and the other lies unconscious at your feet, his arm badly broken at the elbow.

+ If you wish to hack at the tentacle that is coiled around the ranger's foot, turn to 304. + If you wish to aid the unconscious ranger lying at your feet, turn to 136. + If you wish to grab the oars and row for the bank, turn to 189. +
+
+ +
+ 62 + + +

The bandit springs to his feet and attacks you with his mace. Deduct 2 from your COMBAT SKILL for the first 3 rounds of combat, as you are now lying on the ground. You cannot evade the combat and must fight the bandit to the death.

+ Bandit Warrior1724 + If you win, turn to 148. +
+
+ +
+ 63 + + +

The sound of a tolling bell drifts across the barren landscape. Window shutters slam down, but eyes still peer at you from the arrow slits carved into the walls.

+ +

You draw your company to a halt outside the wide tavern doors. We are Sommlending. We seek shelter for the night and fodder for our mounts, you shout. There is a long pause before a voice answers your call.

+

Pick a number from the Random Number Table to discover the nature of the reply.

+ + If the number you have picked is 0&endash;4, turn to 259. + If the number is 5&endash;9, turn to 95. +
+
+ +
+ 64 + + +

The only exit from the chamber, other than the well and the tunnel by which you entered, is by a spiral staircase set into the north wall.

+ If you wish to ascend the stairs, turn to 170. + If you wish to descend the stairs, turn to 228. +
+
+ +
+ 65 + + +

As you tread on the fungi, the pink flesh splits releasing clouds of spores into the tunnel. They fill your eyes and nostrils. You cannot breathe. Blindly you stagger forward until you are clear of the fungi, but as you emerge from the cloud of spores, you are confronted by another peril. A host of hideous, bat-winged reptiles are flying towards you, their scaly hands grasping jagged pieces of stalagmite. You cannot evade combat and must fight them all as one enemy.

+ Tunnel Fiends2010 + If you win the combat, turn to 298. +
+
+ +
+ 66 + + +

You land and roll forwards. The Vassagonian leaps after you, hoping to deliver a killing blow before you can rise, but he does not realize he is fighting a Kai Lord. You strike him in mid-air, and he is dead before he hits the ground.

+

D'Val runs past to your left. He leads a dozen of his best swordsmen in a countercharge, driving the enemy back to the barricade. None escape alive. Those who survive D'Val's swordsmen are cut down by his archers as they run across the plain. But the shout of victory has barely died away when you are faced by another formidable attack.

+ Turn to 124. +
+
+ +
+ 67 + + +

Your men are hungry and exhausted, but they possess an unshakeable faith in the infallibility of your Kai sense. You give the signal to leave, but as you near the town entrance, you hear a thin whistling noise. A ranger at your side suddenly screams in agony, a flat circle of razor-sharp steel embedded in his chest. More of the discs follow whistling down from the rooftops to claim their victims. One grazes the back of your hand before embedding itself in the neck of your startled horse. You are thrown to the ground and lose 1 ENDURANCE point.

+ + + + Gary Chalk + Razor-sharp discs of steel whistle
down to claim their victims
+ + + +
+

Staggering to your feet, you run, half-crouched, to the shelter of a wagon. Two of your men lie dead upon the road, but the others have escaped the ambush and are galloping away from the town, hidden by the rising clouds of dust.

+

You turn to see a bandit warrior standing at a nearby balcony. He is dark-skinned, with oily black hair and beard. He flicks his hand and a deadly disc whistles towards your face.

+ If you possess the Sommerswerd, turn to 292. +

If you do not possess this Special Item, pick a number from the Random Number Table. If you have either the Kai Discipline of Hunting or Mind Over Matter, add 2 to the number that you have picked.

+ If your total is now 0&endash;4, turn to 242. + If it is 5&endash;8, turn to 263. + If it is 9&endash;11, turn to 278. +
+
+ +
+ 68 + + + +

One sharp blow with the edge of your hand is all that is needed to smash the lock on the boathouse door. Your curiosity is soon rewarded by the sight of an upturned rowing boat resting upon a pair of wooden trestles. A pail of pitch stands beneath it. From the layer of dust covering the surface of the boat, you judge that it has stood undisturbed for several months.

+ + If you wish to launch the rowing boat, turn to 180. + + If you wish to search the boathouse for other useful items, turn to 213. +
+
+ +
+ 69 + + +

As you step over the dead guard, you follow the line of the hanging rope to a pair of locking pins, which secures the bridge to the edge of the mine shaft. If the guard had pulled the rope, the bridge would have fallen away, and you would have been trapped on this side of the chamber.

+

You run across the bridge just as your pursuers enter. A rope, similar to the one opposite, hangs from the ceiling next to the tunnel entrance in the west wall. You look back to see that your pursuers are now halfway across the bridge.

+ If you wish to pull the rope, turn to 125. + If you wish to ignore the rope and escape into the tunnel, turn to 348. +
+
+ + +
+ 70 + + +

Your passage through the trees is lit by the flickering glow of the campfires that line the highway. Bandit warriors huddle round drawing warmth and comfort from the flames. They take little interest in their guard duties, and you find it easy to avoid their patrols.

+

By morning, you have reached the edge of the forest. You stare out across the fields of crops towards a small village that lies at the base of a shallow valley. The fields are only separated by narrow tracks, and these are alive with flying insects, hovering in swarms. You are walking along one of these tracks when suddenly you spot bandits ahead. They are wandering idly up the track towards you, their spears slung over their shoulders.

+ If you possess an Onyx Medallion, turn to 305. + If you have the Kai Discipline of Camouflage and have reached the Kai Rank of Guardian or higher, turn to 49. + If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159. +
+
+ +
+ 71 + + + +

As the warrior falls dead at your feet, you turn to rally your men. To your horror, you see three of them lying spreadeagled on the stairs, killed by crossbow bolts. The other man is wounded and surrounded by the enemy. As more guards flood into the chamber, he shouts in desperation, Flee, my Lord. Escape while you still can.

+ + + Gary Chalk + + + + +

No sooner have his words echoed through the hall than a sword blade pierces his heart. You turn and run towards a distant door where a tunnel disappears towards the north. Slamming the door you draw its bolt. As you race along the dusty tunnel you pray that the door will hold and keep your pursuers at bay.

+ Turn to 348. +
+
+ +
+ + 72 + + +

The flat Wildlands offer no cover in which to hide from the bandit horde. You know that if you are to avoid combat with an enemy which vastly outnumbers you, you must split up your company and try to outrun them.

+ +

You detach a troop of ten rangers to follow you and send the remainder off towards the west, in the hope that they may lure the bandits away to the Durncrag mountains.

+

With one last glance at the enemy, you lead your ten rangers on a deadly race along the Ruanon Pike.

+ Turn to 211. +
+ +
+ +
+ 73 + + +

You circle the temple, keeping just out of reach of the blue-flamed dagger. Barraka unsheathes a scimitar with his free hand, cutting the air about your head with its mirror-like steel but drawing no blood.

+ If you possess a Flask of Holy Water, turn to 283. + If you do not possess this Item, turn to 325. +
+
+ +
+ 74 + + +

The night passes without incident, and you awake refreshed by your sleep: restore 1 ENDURANCE point. After breaking camp, you enter the forested valley. Your warrior instincts warn you that the highway would be the ideal place for an ambush; the densely packed trees lining the roadside could easily conceal an attacker. As a precaution against such a surprise attack, you send three of your men on ahead with orders to report back if they should sight anything at all unusual.

+

After travelling some distance, you come across the wreck of a burnt-out wagon abandoned at the side of the road. Behind it, a track disappears eastwards up into the hills. There is no sign of your scouts, who should have returned to report this abandoned wreck.

+ + If you wish to search the wrecked wagon, turn to 38. + If you wish to ignore the wagon and continue along the highway, turn to 175. + If you wish to investigate the track leading into the hills, turn to 293. +
+
+ +
+ 75 + + + +

No sooner has the first warrior collapsed when another is hacking at you from the side. As you turn to face him, a spear thrust gashes your left arm and you lose 2 ENDURANCE points. You recoil in pain and, in the crush of battle, you slip and fall to the floor, which is already strewn with bodies. Then you glimpse an open door and crawl towards it.

+

Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 192 + If your total is now 6&endash;12, turn to 16. +
+
+ +
+ 76 + + +

The guards will not answer your questions. They seem to be more afraid of what their leader will do if they betray him than any torture they may face at your hands. All that you can determine from their uniforms and their manner is that they are part of the bandit horde that attacked you earlier.

+ + If you wish to search them, turn to 268. + If you wish to leave the chamber, turn to 64. +
+
+ +
+ 77 + + +

An evil sneer spreads across his savage face. His words sound in your mind although his lips never part. This warrior is skilled in mind combat. Unless you have the Kai Discipline of Mindshield you will lose 1 ENDURANCE point for every round of combat you fight with him. He is immune to Mindblast.

+ Vassagonian Captain2228 + + You may evade combat after 2 rounds by turning to 98. + If you win, turn to 10. +
+
+ +
+ 78 + + +

As you approach they slip back their hoods to reveal two smiling faces. They seem relieved to have made friendly contact in the middle of this inhospitable wasteland. Neither of them speaks, but they remove amulets from around their necks and offer them as some kind of identification. The small wooden fish hanging on the neck-chains are symbols of a Holy Order known as The Redeemers, a silent order of pilgrims devoted to a lifetime of prayer and the study of the healing arts.

+ + + Gary Chalk + + + + +

One of the pilgrims hands you a small earthenware Flask that contains a potion of Holy Water. If you wish to keep this Flask, mark it on your Action Chart as a Backpack Item.

+

Your men pitch camp beneath the marble canopy and preparations are made to get some sleep. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 233. +
+
+ +
+ 79 + + +

Struggling to your feet, you stagger along the forest track as it ascends into the darkening foothills of the Maaken range. The track comes to an abrupt end at the entrance of a mine tunnel, partially obscured by foliage. You realize this must be a disused route into the Maaken mines, for they honeycomb the foothills and mountains of this region. You know that if you can locate one of the major shafts, you should be able to trace your way through the mines to Ruanon itself.

+

Just inside the tunnel entrance, you find a broken crate containing five Torches and a Tinderbox. The tunnel is pitch black and you will need at least one torch to light your way. You may take however many Torches you wish before continuing, but each Torch takes up one space in your Backpack.

+

The tunnel is cold and forbidding. You explore for over a mile before arriving at a junction. Here, another tunnel branches off towards the south. It appears to be a recent excavation, and you follow it in the hope of finding a major shaft.

+ Turn to 117. +
+
+ +
+ 80 + + +

Although the fire has totally destroyed any markings there may have been, there still remains enough of the charred shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain D'Val and his troop. It was loaded with food and equipment when it left Holmgard one month ago, but all that remains of its cargo now are heaps of ash. Once you have satisfied yourself that nothing has been overlooked that may give a clue to Captain D'Val's fate, you remount your horse and lead your men southwards along the highway.

+ + + Gary Chalk + + + + + Turn to 175. +
+
+ +
+ 81 + + +

The hoarse cries of the guard echo along the tunnel. You soon reach a section where repairs are in progress; a prop in the centre of the passage supports a cracked roof beam. If you could just knock away the prop, it might cause the roof to fall in, which would seal off the passage behind you. You can now hear the running footsteps of more than one guard approaching.

+ If you wish to knock away the roof prop, turn to 173. + If you decide to ignore the prop and press on along the tunnel, turn to 224. +
+
+ +
+ 82 + + +

You have ridden less than a mile when you discover a burnt-out wagon abandoned at the side of the road. Behind it, a hill track disappears eastwards.

+ If you wish to investigate the wagon, turn to 337. + If you decide to ignore the wagon and continue, turn to 297. + If you wish to explore the hill track, turn to 15. +
+
+ +
+ 83 + + + +

The stairs lead down to a lower level of the mines where a passage continues southwards. You have just entered the passage when a patrol of guards suddenly emerges from a concealed door ahead. You barge through them before they can draw their weapons, but their screams of anger echo in your ears as you sprint towards a faint light in the distance.

+ Turn to 199. +
+
+ +
+ 84 + + +

In the dim light of the interior you see an old man seated at a table. The flicker of a log fire is all that illuminates this foul-smelling hovel, yet it sheds enough light for you to see the clutter of charts and strange instruments that crowd the hut. The man slowly raises his gaze from a large crystal sphere and bids you sit opposite him.

+

You know my name&emdash;how? you ask warily.

+

The stars foretold our meeting long ago, Lone Wolf, he replies, slowly passing his withered old hands around the sphere. Be not alarmed by my knowledge for I wish only to aid you. He produces a small scroll of parchment from within his robe, and he hands it to you. Upon the scroll is written the following verse:

+
+

When the full moon shines o'er the temple deep, +
A sacrifice will stir from sleep +
The legions of a long forgotten lord. +
When a fair royal maid on the altar dies, +
The dead of Maakengorge shall rise +
To claim their long-awaited reward. +

+
+ + + Gary Chalk + The stars foretold our meeting
long ago, Lone Wolf
+ + + +
+

You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.

+

You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.

+ Turn to 273. +
+
+ +
+ 85 + + +

You try to draw your weapon, but the creature is a swift and deadly killer. Its hollow fangs penetrate your spine, drawing out your life's blood and paralysing your body. You hear the clatter of your weapon as it drops to the floor, but you do not feel pain as you topple forwards, smashing your face against the hard, unyielding stone.

+ Your life and your mission end here. +
+
+ +
+ 86 + + +

As you leap on to an overturned wagon, you catch sight of two soldiers smothering Captain D'Val with their jackets. You pray he will survive the flames and that you have acted in time to rally his scattered force. The enemy has reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D'Val's men to hurry back to the barricade, but the enemy are only a hundred yards from the wall; is it too late to repel the attack?

+ Turn to 186. +
+
+ +
+ 87 + + +

The guard is soon joined by more of his friends who give chase; you can hear their quickening pace and their harsh panting breath close behind you. Suddenly the tunnel narrows and divides in two.

+ If you have the Kai Discipline of Sixth Sense or Tracking, turn to 60. + If you wish to enter the left tunnel, turn to 199. + If you wish to enter the right tunnel, turn to 208. +
+
+ +
+ 88 + + +

A foul odour assails your nostrils, making you choke and retch. Covering your mouth and nose you step back and raise your weapon in readiness to strike, for the creature is slithering towards you at a frightening pace. Your men rain blows upon its gaping jaws, but their blades barely scratch the creature's glistening grey skin before they are snatched and swallowed whole. Relentlessly the Stoneworm advances until it is upon you. You cannot evade it and you must fight the creature to the death. It is immune to Mindblast.

+ Stoneworm1538 + If you win the combat, turn to 321. + +
+
+ +
+ 89 + + +

Wildly you fight your way through a circle of bandits, guiding your horse with just the pressure of your knees. Ahead you see a ridge of muddy ground, and you charge towards it in the hope that you can rally your men. You are approaching the brow of the ridge when an armour-clad warrior charges at you from the side, his spear levelled at your throat. You cannot evade combat and must fight him to the death.

+ Bandit Warrior1726 + If you win, turn to 7. +
+
+ +
+ 90 + + +

You are in combat with a Vassagonian horseman who is now on foot. You cannot evade him and must fight him to the death.

+ + Bandit Horseman1724 + If you win, turn to 249. +
+ +
+ +
+ 91 + + +

It is impossible to enter the mine on horseback, and you are forced to leave your horses outside. The mine is very dark but you are quick to notice that unlit torches hang from the walls at regular intervals. You each take a torch and light them before continuing. In the dim glow you discover footprints leading to a collapsed section of the tunnel. They continue all the way to the top of a huge mound of earth, which reaches almost to the ceiling, leaving only a small gap.

+ If you wish to climb the mound and squeeze through the gap, turn to 254. + If you decide to call off the search, you can return to the surface, remount your horses and descend the hill track by turning to 191. +
+
+ +
+ 92 + + +

It is noon on the following day when you reach the outskirts of Eshnar. To the south, the wooded hills gradually ascend towards the magnificent snow-capped peaks of the Maaken range. It is a beautiful sight, one of stark contrast to the squalor of Eshnar and the desolate Wildlands to the north. You ride along the only street in this dilapidated town and eventually arrive outside a large tavern called The Pick and Shovel. Your men are exhausted and badly in need of food and rest.

+ If you have the Kai Discipline of Sixth Sense, turn to 210. + If you wish to enter the tavern, turn to 132. + If you decide to continue along the street, turn to 301. +
+
+ +
+ 93 + + +

Four swarthy-faced bandits are seated at a round table, a plan of the mines spread before them. Surprise barely has time to register upon their faces before you launch your deadly attack; three are despatched even before they have drawn their weapons. The fourth rolls away from his dead companions and unsheathes his sword. The fire of revenge burns bitterly in his eyes as he lunges towards you.

+ + + Gary Chalk + + + + + Bandit Warrior1526 + If you win the combat, turn to 2. +
+
+ +
+ 94 + + +

Suddenly, the boat lurches forward and you are catapulted into space. You tumble for what seems like an eternity before hitting deep water with such breathtaking force that you plunge down over twenty feet. The icy water stuns you and saps your strength. You are desperate for air. You fight to reach the surface but your Backpack drags you down; you must discard it or you will certainly drown.

+

When you reach the surface, you are caught by the swift current and swept away from the waterfall. You are soon washed up upon a gravel bank at the bottom of a steep ravine.

+

You have lost your Backpack and everything it contained, as well as your boat and your men. But in spite of this calamity, you are still alive and relatively unharmed.

+ Make the necessary adjustments to your Action Chart before turning to 219. +
+
+ +
+ 95 + + +

What proof have we that you're not bandits in stolen uniforms?

+

What can you say or do that will convince them that you speak the truth?

+ If you wish to say that you are a Kai Lord and that your men are Border Rangers of Sommerlund, turn to 259. + If you wish to show them your Badge of Rank, turn to 195. +
+
+ +
+ 96 + + +

A tentacle smashes straight through the keel with such force that the boat is lifted into the air, and you are thrown head over heels into the icy river.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 47. + If it is 5&endash;8, turn to 234. + If it is 9, turn to 334. +
+
+ +
+ 97 + + +

As you emerge from the tunnel you glimpse the silhouette of the guards approaching. You curse yourself for taking the wrong route; you have now walked straight into a patrol. However, before they can catch you, you turn and make a hasty escape.

+ Turn to 199. +
+
+ +
+ 98 + + +

The warrior's scimitar slices the air barely inches above your head as you drop through the trapdoor. He attempts to follow you but is forced back by your weapon blows. You manage to slam the trapdoor shut and draw the bolt, locking the warrior out of the watchtower. Wiping the grime of battle from your stinging eyes, you run down the stairs and out of watchtower door.

+ Turn to 59. +
+
+ +
+ 99 + + +

In the darkness, you fail to notice a jagged hole in the planking of the bridge. You step straight into it and crash head first to the ground, over a hundred feet below.

+ Your life and your mission end here. + +
+
+ + +
+ 100 + + +

An empty feeling grips your stomach as you stare upon the altar and inner sanctum of the subterranean temple. Your Kai senses burn as if every nerve in your body is screaming a warning to flee from this evil chamber. Huge braziers of molten metal encircle a black altar upon which lies fair Madelon, the daughter of Baron Vanalund. She seems to be entranced&emdash;her breathing is slow and shallow. Beyond the altar lie two massive doors, a gigantic skull engraved upon their black stone surface. Out of your view, another door opens, and a procession of red-cloaked priests enter the temple. Their heads are covered and they each carry strange amulets of black stone. They file past the altar, depositing the amulets in a circle around the young girl's body and then file out again in total silence. Then you hear the sound of a distant drumbeat; it grows louder and nearer. The measured steps of steel-shod boots resound in its wake. Barraka is approaching.

+ + + Gary Chalk + A procession of red-cloaked priests
enter the temple
+ + + +
+ Turn to 215. +
+
+ +
+ 101 + + +

You follow the tunnel for over two hours before arriving in a huge cavern. The gloomy hall is divided by an underground river that disappears into a wide archway in the south wall. On its opposite bank, you can just make out the shape of another passage leading to the west. A small rowing boat is beached on this side of the river, and two pairs of oars are discovered behind the moss-covered boulder to which it is tied.

+ If you wish to row across to the other bank and take the west tunnel, turn to 343. + If you wish to take the boat and continue south via the river, turn to 115. +
+
+ +
+ 102 + + +

Your men draw their swords and advance on the strangers. The hooded men immediately raise their hands and emerge from beneath the stone canopy. One of the men drops a small earthenware flask full of clear fluid and it shatters on the hard marble floor. A search of their bodies reveals 12 Gold Crowns and enough food for 2 Meals. Make the necessary adjustments to your Action Chart. Around their necks they wear wooden amulets carved in the likeness of small fish.

+ + + Gary Chalk + + + + + If you possess the Kai Discipline of Healing, turn to 19. + If you do not have this skill, turn to 339. +
+
+ +
+ 103 + + +

You escape from the warrior but not before he has wounded you with his scimitar. You lose 4 ENDURANCE points.

+

Gasping from the pain of your wound, you manage to pull the trapdoor shut and draw the bolt before staggering down the stairs and out through the watchtower door.

+ Turn to 59. +
+
+ +
+ 104 + + +

Mustering all your reserves of speed and stamina, you sprint towards the far side of the bridge. The blood is pounding in your ears and you pray that the locking pins will hold just long enough for you to reach safety. You are barely ten feet from the far side when the floor shudders and falls.

+ If you want to try to dive for the far side, turn to 303. + If you wish to jump clear of the bridge and dive into the unknown depths of the mine shaft, turn to 342. +
+
+ +
+ 105 + + +

A group of armed guards suddenly appear at the top of the stairs and command you to halt. When you hesitate, they quickly unsling crossbows from their shoulders.

+ If you wish to attack the guards, turn to 285. + If you wish to raise your hands and surrender, turn to 267. +
+
+ +
+ 106 + + +

The horses are a small stocky breed known as kucheks. They are named after a town and province of Vassagonia, a country many hundred of miles to the east. The bandits you encountered on the Ruanon Pike rode kucheks.

+ If you wish to leave Eshnar as quickly as possible, turn to 67. + If you decide to investigate the stables, turn to 236. +
+
+ +
+ 107 + + +

The bandit horseman pursues you, his lance speeding closer and closer behind you. You are running flat out, and it is too late to dodge the Sommlending soldier who now stands in your way, his bow drawn ready to fire.

+

Dive! he screams at you, and instinctively you obey his bold command. Almost simultaneously, he releases the bowstring. The bandit is barely feet away when the steel-tipped arrow penetrates his visor and erupts from the rear of his helmet like a skewer through an apple. The charging horse crashes to the ground throwing its dead rider at your side. You open your mouth to shout your thanks, but before you can speak the soldier turns and hurries away to the barricade.

+ + + Gary Chalk + + + + + If you wish to follow him, turn to 59. + If you wish to continue towards the watchtower, turn to 310. +
+
+ +
+ 108 + + +

The leader of the tunnel guards barks an order to his men and they immediately halt in their tracks. It is obvious that they have been told not to interfere in this combat, for it seems their leader wants you all to himself.

+

He is wearing a tall, plumed helmet and a brilliant red sash across his chest. With one quick movement, he levels his halberd at your head and attacks.

+ Tunnel Guard Officer2030 + You may evade combat at any time by dashing across the bridge, and turning to 271. + If you win the fight, turn to 28. +
+
+ +
+ 109 + + +

You roll the dead bandit over with the toe of your boot and make a quick search of his body. You discover the following items:

+
    +
  • 3 Gold Crowns
  • +
  • Dagger
  • +
  • Sword
  • +
+

You may take any of the above items. As you are leaving, you notice a trapdoor in the floor. Opening it, you see that it leads down to the cellar of the building.

+ If you wish to search the cellar, turn to 347. + If you wish to leave the hut, turn to 258. +
+
+ +
+ + 110 + + +

You kick open the door and rush in. Unfortunately it is not the actor who stands before you now, but a young woman in the middle of taking her bath. After a few seconds of stunned silence, the woman begins to scream at the top of her voice, pausing only to throw at you anything that comes to hand. In a shower of hairbrushes, mirrors, combs and curses, you are driven from the coach, and the door is slammed firmly in your face. Outside you find a small crowd of people who have been attracted by the noise, none of whom can speak or understand Sommlending. You find it impossible to explain your innocent mistake and, confronted by their stony stares, you are forced to abandon your search for the runaway actor.

+ Turn to 165. +
+
+ +
+ 111 + + +

You steel yourself, mustering all your concentration for the exact moment to strike. Your warrior senses are razor-sharp; your attack is lightning-fast. You lunge forward beneath the bandit's sweeping longsword and sever the belly strap of his saddle. The saddle jerks to one side, and he slips from his horse, crashing to the ground in a cloud of dirt and ash. You advance to finish him, but he is quick to recover from the fall. Leaping to his feet, he turns to face you.

+ If you wish to fight him, turn to 90. + If you wish to evade combat, turn to 163. +
+
+ +
+ 112 + + +

The bridge slams into the rock wall with a bone-jarring crunch.

+ +

Pick a number from the Random Number Table. If your current ENDURANCE points total is less than 10, deduct 3 from the number that you have picked.

+

If your current ENDURANCE points total is more than 20, add 3 to the number you have picked.

+ If your total score is now -3&endash;4, turn to 42. + If it is 5&endash;12, turn to 303. +
+
+ +
+ + 113 + + +

You enter the forest and descend the wooded hillside towards the River Xane. You have gone only a few yards when the trees become far too dense for you to be able to continue on horseback. Reluctantly, you signal to your men to dismount and continue on foot.

+

You soon reach the river and follow the foam-flecked water upstream. The climb takes you through a maze of wide rock terraces worn smooth by the force of the river. Then, at a point where the torrent is fed by many smaller streams, you catch sight of six bandits, stabbing at the water with their spears as it thunders along the smooth-hewn channels. On the far bank, you can see a pile of grey fish standing next to a horse-drawn wagon, which you recognize as a Sommlending cavalry wagon.

+ If you have reached the Kai rank of Warmarn, turn to 166. + If you have yet to reach this level of Kai training, you can launch a surprise attack on the bandits, and turn to 14. + If you would rather try to sneak across the river under the cover of the many large boulders that divert the watercourse, turn to 316. + If you would rather avoid crossing here and head back the way you have just come, turn to 232. +
+
+ +
+ 114 + + +

You order your men to prepare for combat and signal to one of the tavern-keeper's sons to open the doors. No sooner has he slid back the great iron bolt than the doors burst inwards. A dozen rain-drenched bandits charge into the tavern, their shields linked before them rim to rim. Your men press forward to halt their advance, hacking and stabbing whenever a head or arm presents a target, but they are forced to turn back when more bandits flood into the tavern.

+ + + Gary Chalk + + + + +

A tall warrior in bright scarlet armour suddenly breaks clear of the shield-wall and runs at you. His sword is raised to stab.

+ Bandit Warrior1625 +

You cannot evade combat and must fight the warrior to the death.

+ If you win the fight, turn to 295. +
+
+ +
+ 115 + + +

As you drift beneath the arch of the southern tunnel, you pull your Kai cloak around your body and raise the hood. The ceiling is leaking and huge drops of ore-stained water rain down on your crowded boat, streaking the hair and tunics of your men a rusty brown.

+

You row for over a mile before eventually emerging in a small grotto. A flight of stone steps rises out of the river and ascends to an archway in the rock wall.

+ If you wish to land at the steps and investigate the tunnel, turn to 8. + If you wish to continue south by the river, turn to 240. +
+
+ +
+ 116 + + +

I was hoping the King would send a large search party, says Captain D'Val wryly, now having fully recovered from his exhaustion. I was beginning to tire of this town.

+

You rise from your straw bed, and offer your thanks to the captain. His brave and timely action saved you from certain death. 'Tis nothing to compare with you, Lone Wolf. Your bravery is legend. Your presence here is worth a hundred men.

+

He asks you about your mission, and you recount the events that have led you to this meeting; the ride south, the loss of your company, your passage through the Maaken mines and the bandits.

+

Yes, the bandits&emdash;Barraka's men, retorts D'Val, his gruff voice conveying his contempt for them and their leader. It seems we have both suffered at his hand. A month ago, he and his Vassagonian renegades ambushed my troop on the Ruanon Pike. We were sorely outnumbered and the fight was indeed bitter. But we broke free from them and escaped here to Ruanon. We have been beleaguered ever since and praying for help to arrive. We have enough weapons to resist them, but we have barely enough food and water to survive.

+

You ask what has become of the people of Ruanon. Most are now slaves. Barraka has taken the mines and he uses the Ruanese as forced labour. Other than yourself, only one man has escaped from the mines and survived the Warhounds and the bandit snipers. That man is Baron Oren Vanalund. Come, I shall take you to him.

+ +

D'Val leads you to the topmost chamber of the watchtower and pushes open an iron-shod door. The sight that greets you fills your heart with sorrow and pity.

+ Turn to 318. +
+
+ +
+ 117 + + + +

Remember that you may not use another Torch unless you have a Tinderbox as well. Also, you may use a Kalte Firesphere in place of a Torch and Tinderbox if you have one.

+
+
+ + +

You soon reach a section of tunnel that is under repair. Part of the floor has subsided, and a gaping hole is spanned by a rickety wooden bridge. You are tired and fail to notice that your Torch has almost burnt out. You are at the centre of the bridge when the Torch flickers and dies; you are plunged into darkness.

+ If you have another Torch in your Backpack, turn to 22. +

If you have no other Torch, you must try to inch your way across the bridge in total darkness. Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense or Tracking, add 3 to the number you have picked.

+ If your total is now 0&endash;6, turn to 99. + If it is 7&endash;12, turn to 256. +
+
+ +
+ 118 + + +

The iron door is locked, but there is a lockplate with a keyhole and a large handle upon which hangs a Whip. If you decide to take the Whip, remember to mark it on your Action Chart as a Backpack Item.

+ If you possess an Iron Key, you may open the door by turning to 308. +

If you do not possess this key or if you do not want to open the door, you may leave the chamber via a spiral staircase.

+ If you wish to ascend the stairs, turn to 170. + If you wish to descend the stairs, turn to 228. +
+
+ +
+ 119 + + +

Hold your blade, Barraka. Her life is not yours for the taking! Your words ring out above the howling wind. The renegade noble turns to face you, his laugh as piercing as your command. He advances towards you, the flame-licked dagger held high in his mailed fist. You draw your weapon and enter the temple.

+ If you wish to enter into combat with this warrior lord, turn to 296. + If you wish to try to free Madelon, turn to 73. +
+
+ +
+ 120 + + + +

At this point Hunting will again begin to fulfil the Meal requirement.

+
+
+ + +

After many hours of riding you reach a highway junction. A large signpost indicates two destinations: south to Ruanon (60 miles) and east to Eshnar (40 miles).

+ If you wish to continue south, turn to 33. + If you decide to go east, turn to 92. +
+
+ +
+ 121 + + +

No sooner has he fallen at your feet than another line of the enemy surges forward. Your men are brave and stolid, but the enemy are greater in number. You cannot hold them forever.

+

Into the mine! you shout, as the enemy pull back to regroup for another charge. But only four of your company make it to the mine; the others lie dead beneath their shields.

+ Turn to 248. +
+
+ +
+ 122 + + +

As you raise your golden sword, the howling wind seems to rise in pitch and intensity. It claws at your mind, filling your head with terrible images of death and horror. Barraka sees you falter and strikes a cruel blow that opens a wound in your cheek. You lose 1 ENDURANCE point. But the sudden pain reawakens you to the presence of your enemy, and the combat begins.

+ Barraka2529 +

You are being attacked by a very powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, your COMBAT SKILL is reduced by 4 for the duration of this combat. However, Barraka himself is a warrior who possesses formidable strength of will: he is immune to Mindblast.

+ If you win the combat, turn to 350. +
+
+ +
+ 123 + + +

Onward and upward, you claw your way through the wooded hillside. Your throat is dry and your heart is pounding as though it is about to burst, but you dare not slacken your pace. Four hours pass before you feel certain that you have outrun the enemy.

+

It is nearly dusk when you chance upon a narrow steep-sided valley, carved from the hillside to afford access to a mine tunnel. For hundreds of years, the ore of the Maaken range has been the blessing and the bane of many who have ventured here to seek their fortune: men have found wealth beyond their wildest dreams, but also men have perished without trace in its labyrinth of cold dark tunnels.

+

You examine the mine entrance. You know that if you can find a major passage, you could trace your way to Ruanon itself. At the entrance, you find a discarded wooden crate, containing six Torches and a Tinderbox. The mines are dark and you will need to use at least one Torch to light your way. You can take as many as you wish but remember each Torch counts as one Backpack Item, so be sure to make the appropriate changes to your Action Chart.

+ Enter the mines by turning to 315. + +
+ +
+ 124 + + +

A mantlet, a large shield on wheels, is being pushed slowly across the body-strewn battleground towards the barricade. Arrow shafts soon bristle from its thick wooden planks as D'Val's men fire their bows time and time again in an attempt to hit the shielded foe.

+ + + Gary Chalk + A mantlet is being pushed across the
battleground towards the barricade
+ + + +
+

Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attack&emdash;they give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.

+ If you wish to stand and fight the horseman, turn to 333. + If you wish to run back to the watchtower, turn to 107. + +
+
+ +
+ 125 + + + +

A smile flickers across your face as you give the rope a hefty tug. Confidently you turn to watch your pursuers drop into the gaping mine shaft. Unfortunately the only thing to drop is the heavy portcullis that has now sealed off the entrance to the tunnel. Your enemies cackle with glee and draw their weapons to strike.

+

You cannot evade them and must fight them one at a time as they leap from the bridge.

+ Tunnel Guard Leader2030 + Tunnel Guard 11826 + Tunnel Guard 21624 + If you win, turn to 261. +
+
+ + +
+ 126 + + + +

Darkness soon engulfs the Ruanon Pike, and you are forced to stop and pitch camp. A large fire is blazing and a perimeter guard is posted to prevent any risk of a surprise attack during the night. You must now eat a Meal or lose 3 ENDURANCE points.

+

The night passes without incident and at dawn you break camp, continuing your ride along Raider's Road.

+

Pick a number from the Random Number Table.

+ If the number that you have picked is 0&endash;4, turn to 25. + If it is 5&endash;9, turn to 171. +
+
+ +
+ 127 + + + + +

As you crawl from under the body of the Elix, you see the desperate struggle still raging in the chamber. Two of your men lie dead, their throats torn out by the ferocious beasts. Another is pinned beneath an Elix, his sword thrust into its side. The other ranger has reached the stairs and is desperately hacking at the head and neck of an Elix whose teeth are sunk into his foot.

+

There is no sign of the guards; they have been knocked backwards into the well and have fallen to a watery doom.

+ If you wish to help the ranger who is pinned to the floor, turn to 178. + If you wish to help the ranger who is fighting at the bottom of the stairs, turn to 245. +
+
+ +
+ 128 + + +

You dive towards the trapdoor, but the warrior is rushing to intercept your escape.

+

Pick a number from the Random Number Table.

+

If you have the Kai Discipline of Hunting, add 3 to the number you have chosen.

+ If your total is now 0&endash;4, turn to 103. + If it is 5&endash;12, turn to 98. +
+
+ +
+ 129 + + + +

It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

+
+
+ + + +

You soon arrive at a collapsed section of the tunnel. A wide rift has appeared in the floor, and a makeshift bridge has been thrown across it. In spite of the many gaping holes in the bridge floor you make your way safely to the other side.

+

You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ Make the necessary adjustments to your Action Chart before turning to 309. +
+
+ +
+ 130 + + +

For over an hour, you follow the river bank as it wends its way into the foothills of the Maaken range. The River Xane is wide and fast-flowing; there are no signs of any bridges or fords in this direction.

+ If you wish to return to the boathouse, turn to 68. + If you wish to continue following the river towards the east, turn to 331. +
+
+ +
+ 131 + + +

The door is unlocked and opens out into a dimly lit tunnel. This section of the mine looks newly constructed, for the timbers are clean and the floor has yet to be worn smooth by the passage of miners and wagons. The tunnel heads south for nearly a mile before turning abruptly to the west.

+ Turn to 185. +
+
+ +
+ 132 + + +

Your men tether their horses and follow you into the tavern. An old woman stands behind the bar, her face taut and lined as if in pain. She wears men's clothes&emdash;a shirt and checkered trousers. The tavern is empty, but the tables are covered with ale mugs, many half full of beer.

+ + + Gary Chalk + + + + + If you feel uneasy about the tavern, turn to 67. + If you wish to question the old woman, turn to 287. +
+
+ +
+ 133 + + + +

Turn to Section 17, not Section 307, if you lose any ENDURANCE points while evading.

+
+
+ + +

The bandits close on you from three sides and move in for the kill. They attack simultaneously and you must fight all three as one enemy.

+ Bandit Patrol1835 + If you lose any ENDURANCE points during this combat, turn to 17. + You may evade combat at any time by running towards Ruanon. Turn to 307. + If you win the combat without losing any ENDURANCE points, turn to 265. +
+
+ + +
+ 134 + + +

You soon arrive at the entrance to a mine. Two sets of footprints disappear into the gloom of the tunnel and, judging by their shape and size, they were made by two of your missing scouts. You shout into the mine but there is no reply to your call.

+ If you wish to enter the mine, turn to 91. + If you decide to call off your search, return along the hill track and turn to 191. +
+
+ +
+ 135 + + +

The bleak, treeless Wildlands offer no cover in which you can hide from the bandit hordes. They outnumber your men by four to one, and the life and death of your entire company now depends on your decision.

+ If you wish to counterattack the bandits in the hope that your bold action will scare them off, turn to 284. + If you wish to split your company, detaching a group of ten rangers to follow you whilst sending the remainder off towards the west in the hope of luring the bulk of the bandit horde away to the Durncrag mountains, turn to 211. + If you wish to head south at the gallop, to try to reach the shelter of the Ruanon forest before the bandits close in, turn to 30. +
+
+ +
+ 136 + + +

The injured man is in a state of shock; his left arm is completely smashed above and below the elbow, and many of his ribs are broken.

+ If you have the Kai Discipline of Healing, turn to 313. + If you do not possess this skill, turn to 216. +
+
+ +
+ 137 + + +

All around the barricade the enemy are retreating in disorder; bandit war-horns announce the withdrawal, exhorting their defeated warriors to flee the battlefield. A jubilant Captain D'Val emerges from the war-smoke, his eyes shining like jewels beneath the rim of his battered helmet. We have triumphed, Lone Wolf. We have vanquished the foe!

+

All around you, the captain's men are rebuilding the barricade and tending to their wounded comrades. It sorrows you to see Sommlending dead, but you take heart at how few they are beside the enemy's losses.

+

The captain ushers you to the watchtower where your wounds are cleaned and dressed with Laumspur. The herbs restore 6 ENDURANCE points.

+

We have beaten this foe, but I fear that it is but a temporary reprieve, says the captain, his face now composed and sombre. The sacrifice of Baron Vanalund's daughter must be stopped if we are to avoid catastrophe, for our strength will not avail us against a foe freshly risen from the grave.

+

The words of the verse flood into your mind and a chill runs down your spine as you realize what may lie ahead. In three days' time, when the moon is full, Barraka will sacrifice the Baron's daughter at the buried temple of Maaken, a sacrifice that will unleash the dead of Maakengorge&emdash;the chasm of doom. You know you must prevent the sacrifice.

+ Turn to 12. +
+
+ +
+ 138 + + +

You are halfway down the ramp when a guard turns to face you. He blinks and rubs his bloodshot eyes in disbelief. You seize your advantage and sprint at the man, hoping to reach him before he fully comes to his senses. Just as he begins to shout, you strike and send him tumbling over the edge of the ramp. The other guard draws his sword and staggers to his feet. He is obviously very drunk and is maddened by your attack&emdash;he springs towards you like a rabid dog.

+ Drunken Guard1329 + You can evade combat at any time by running into the tunnel on this level. Turn to 81. + If you win the combat, turn to 152. +
+ +
+ +
+ 139 + + +

You send three of your men into the valley with orders to scout the highway and its forested borders for bandits. Before the scouts leave, you remind them to report back within two hours.

+

You are hungry and you must now eat a Meal or lose 3 ENDURANCE points. In spite of their fatigue, your men are now alert and ready for action, for it has been over three hours since your scouts departed and not one of them has yet returned.

+ If you wish to send three more scouts into the wooded valley, turn to 206. + If you wish to wait until dawn before you investigate their disappearance, turn to 330. + If you decide that it is far too dangerous to stay here, you can still ride east towards the town of Eshnar by turning to 92. + +
+
+ + +
+ 140 + + +

Dusk soon enshrouds the beleaguered outpost of Ruanon and you use the cover of darkness to cross the body-strewn plain towards the south. An old highway trails off to Maaken but it is choked with Vassagonian warriors. They stand about in sullen groups, tending their wounded and brooding on their defeat; however, even demoralized and dejected, they are still a deadly foe. It will be too dangerous to risk passing through their ranks, so you must use the forest to conceal your passage.

+ If you wish to venture through the trees to the right of the highway, turn to 70. + If you wish to pass through the trees to the left, turn to 314. +
+
+ +
+ 141 + + +

You have not ridden far when a storm cloud breaks directly overhead and torrential rain crashes down. Within minutes, the dry and dusty highway is transformed into a quagmire. It will be impossible to set up camp in this storm, so you resolve to continue to ride all night in the hope that the storm will soon pass. During your night ride you must eat a Meal or lose 3 ENDURANCE points.

+

By morning the rain has ceased, but you and your men are now very tired from the ordeal.

+ Turn to 253. +
+ +
+ +
+ 142 + + +

Dawn arrives, rain-swept and gloom-laden. A pall of drizzle hangs over the ghost city and the gruesome discord of the walling winds of Maakengorge make you feel uneasy. You watch and wait, your Kai cloak drawn close about your shoulders to keep out the chill, damp air.

+

It was here, during the Age of the Black Moon, that King Ulnar of Sommerlund killed the mightiest of the Darklords&emdash;Lord Vashna. In mortal combat upon the very brink of the abyss, the Darklord was slain by the Sommerswerd. It is said that his death-cry when he fell will echo through the gorge until the day he rises to wreak his vengeance on Sommerlund and the House of Ulnar. Your stomach contracts at the thought that this could be that very day.

+

For five hours you observe and take in every detail of the ruined city. The first line of the strange verse keeps repeating itself in your mind. When the full moon shines o'er the temple deep&ellips; The temple must be underground and there must be an entrance to it&emdash;but where?

+

You study every crack in the broken ground and eliminate all but two possibilities: a crypt door guarded by two Vassagonian warriors and a flight of marble steps descending into the earth between two columns of fractured pillars.

+ + + Gary Chalk + The crypt door is guarded by
two Vassagonian warriors
+ + + +
+ + If you wish to try to enter the temple through the guarded crypt door, turn to 183. + If you wish to try to enter the temple via the unguarded marble stairs, turn to 270. +
+
+ +
+ 143 + + + +

No matter how hard you strike the prop, it will not fall. Suddenly your pursuers charge out of the gloomy tunnel and attack you.

+

Although there are only two pursuers, others are close behind. You must fight them one at a time.

+ Tunnel Guard 11622 + Tunnel Guard 21521 + If you manage to kill the first guard, you can evade further combat by turning to 87. + If you kill both guards in combat, turn to 230. +
+
+ +
+ 144 + + +

You vault over the edge of the wagon and run, little dreaming of what lies ahead. The causeway wall is high and you cannot stop yourself in time from falling over the edge. You crash head first into a quarry over one hundred feet below, glimpsing the horrified expression of your unknown friend as you fall.

+ Your life and your mission end here. +
+
+ +
+ 145 + + +

The tunnel descends for miles into solid rock. You are occasionally startled by unexpected swarms of glowing mine flies or fluttering bats swooping out of the darkness, attracted by your body heat.

+ + + Gary Chalk + + + + +

You eventually reach a chamber where a small wooden hut has been built against the wall. You are now desperately tired and in need of sleep.

+ If you wish to rest in the hut, turn to 322. + + If you wish to press on regardless of fatigue, turn to 162. +
+
+ +
+ 146 + + +

The bandit tumbles into the rushing water and disappears from view. You leap from stone to stone in pursuit of the two bandits who have survived the ambush and who are now scurrying off towards the far bank to alert the other bandits inside the wagon. As the bandits emerge from the wagon, to your horror, you notice they are all armed with bows which they train upon your advancing rangers with deadly precision.

+

As you shout a warning, an iron-tipped shaft creases your scalp and you are knocked backwards into the swift dark waters of the River Xane.

+ Turn to 272. +
+
+ +
+ 147 + + +

The guard hears you approaching and spins round. He stares at you aghast and unsheathes his sword. Due to the surprise of your attack, you may ignore any ENDURANCE points lost in the first round of combat.

+ Bridge Guard1423 + If you win the combat, turn to 280. +
+
+ +
+ 148 + + +

To me! To me! Captain D'Val's voice booms out above the battle noise. Rally to me, Sommlending.

+

The brave captain draws about him a shielded wedge of soldiers and charges into the flank of the horsemen. They reel and buckle as the shield-wedge hews its way through their company. A Vassagonian herald, his crimson armour torn and his face smeared with blood, breaks free from the battle and sounds the retreat. You watch as the surviving bandits spur their mounts to the gallop, desperate to escape through the ragged hole in the barricade. Gripped by panic and fatigue, they ride through their own foot soldiers who are advancing to support them. The infantry falter and collapse as the cavalry ride them down.

+ + + Gary Chalk + A Vassagonian herald breaks free from
the battle and sounds the retreat
+ + + +
+

Captain D'Val leads his men to the barricade and directs a lethal volley of arrows into the shattered infantry. It is the last straw. They throw down their weapons and flee from the clouds of arrows raining down on them from out of the smoke-filled sky.

+

A battle-cry, proud and strident pursues them across the plain: For Sommerlund, for Sommerlund!

+ Turn to 137. +
+
+ +
+ 149 + + +

A dreadful feeling of guilt sweeps over you as you recognize these amulets. They are the symbols of a holy order of monks known as The Redeemers, a silent order devoted to pilgrimage, prayer and the healing arts.

+

You curse your hasty action and carefully replace the amulets around the necks of the holy men.

+ Turn to 188. +
+
+ +
+ 150 + + + + +

The tracks lead to the overgrown entrance of a mine tunnel. You peer into the gloomy passage to see that many of the beams and props that once supported the roof have now collapsed. Mounds of moss-covered earth litter the tunnel floor, and a rivulet of ore-stained water trickles a winding course around them.

+ +

The hoof prints end at the entrance but two sets of footprints continue into the mine.

+ If you wish to send your men in search of the missing horses, turn to 164. + If you wish to follow the footprints into the mine, turn to 288. + If you wish to call off the search, you can return along the hill track by turning to 6. +
+
+ +
+ 151 + + +

The floor of the tunnel is covered with the decaying remains of rodents. The sound of cracking bones makes you wince with disgust as you and your men step gingerly through the foul-smelling debris.

+

You reach a section where the tunnel curves abruptly to the east, revealing the reflections of torchlight on the rough stone walls. A quick check ahead confirms your suspicions; two armour-clad warriors stand guard at a well sunk into a torchlit chamber.

+ If you wish to signal to your men to attack the guards, turn to 320. + + If you wish to try to lure them into the tunnel and capture them alive, turn to 197. +
+
+ +
+ 152 + + +

A quick search of the body reveals the following items:

+
    +
  • Sword
  • +
  • 6 Gold Crowns
  • +
  • Enough food for two Meals
  • +
  • Brass Key
  • +
+ +

You may take any of these items but remember to mark them on your Action Chart.

+

As you turn to enter the tunnel, a guard appears on the ramp below. He sees you and sounds the alarm by blowing on a war-horn strung around his neck. You do not stay to witness the response to his alarm signal. With its sound ringing in your ears you escape into the tunnel at a run.

+ Turn to 81. + +
+ +
+ 153 + + +

You release the shaft and it whistles towards the bandit leader, but he sees its deadly approach and raises his polished steel shield. Your heart sinks as the arrow is turned aside; it shatters harmlessly against the watchtower wall. Before you can fire again, the bow is suddenly kicked from your grasp. You are confronted by an armoured warrior. He stands above you on the barricade wall, and you cannot evade his attack.

+ Vassagonian Warrior1726 +

You sheathed your weapon in order to use the bow, but unfortunately the warrior attacks before you can draw it to defend yourself. Therefore you must deduct 4 points from your COMBAT SKILL for the first two rounds of combat. If you are still alive by the third round, you manage to unsheathe your weapon and retaliate.

+ If you win the combat, turn to 174. +
+
+ +
+ 154 + + + +

When you are certain that the bandits are no longer in pursuit, you halt to rally your tired and tattered company. Only ten men have survived the battle; the rest have either been captured or been killed before they could escape. With the highway to Sommerlund now cut off by bandits, you have no choice but to continue southwards.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 120. + If it is 3&endash;9, turn to 51. +
+ +
+ +
+ 155 + + + +

Beyond the approaching Warhound pack, you can see that a dozen bandit archers are closing in. If you were to survive the rending jaws of the Warhounds, the archers would be sure to pick you off with ease. Without wasting a second, you turn towards Ruanon and run as fast as your legs will carry you.

+ Turn to 225. +
+
+ +
+ 156 + + + +

The tunnel soon arrives at the base of a mine shaft where a ladder is fixed to the wall. This ascends to another tunnel thirty feet above, which disappears into the west wall. There is no other exit from the shaft.

+ If you wish to climb the ladder to the level above turn to 212. + If you decide to retrace your steps back to the previous chamber and take the south tunnel, turn to 101. +
+
+ +
+ 157 + + +

You are now so tired that you are forced to stop and sleep. Many hours pass before you awake, totally refreshed. Restore 1 ENDURANCE point and continue your exploration of the tunnel.

+ Turn to 309. +
+
+ + +
+ 158 + + +

Your stomach turns as the boat lurches forward into space. You tumble for what seems like an eternity before hitting deep water head first. The impact is so sudden and so hard that you are concussed and slip into unconsciousness. You lose 3 ENDURANCE points.

+

When you awake, you find yourself lying face down in mud and gravel. Your head is pounding and your lungs feel as if they are on fire. You have lost your Backpack and all that it contained. Although your vision is hazy and blurred, you are quick to realize that you are alone. No trace of your men or your boat remain.

+ Make the necessary adjustments to your Action Chart before turning to 219. +
+
+ +
+ 159 + + +

You lie with your face pressed close to the crop roots, your breath held and your nerves stretched as taut as bowstrings, waiting for the patrol to pass.

+

Hundreds of minute creatures busily file up and down the yellowed stalks. Your whole body begins to prickle as you imagine they are swarming up your legs, up your sleeves and down the neck of your tunic. When a trickle of sweat runs down your cheek, you nearly cry out and reveal your hiding place.

+ + + Gary Chalk + + + + +

The bandits amble past barely inches from where you hide, totally oblivious to your presence. When you are sure they are no longer on the track, you jump up and frantically scratch at your itching skin. To your horror, you discover that your legs are covered with crawling insects feasting on your blood. Ripping your clothes off, you empty them from your boots and scrape them from your skin before hurrying off along the track. The blood-sucking insects have robbed you of 2 ENDURANCE points.

+ Turn to 204. +
+
+ +
+ 160 + + +

An escort of five rangers accompanies you along the twisting narrow track that leads to the hut. The rough stone walls are covered with a damp moss into which is set a curious oval door. There are no windows. You have dismounted and are approaching the door when suddenly a man's voice calls from inside the hut: Come in, Lone Wolf, I've been expecting you.

+ If you wish to open the door and enter, turn to 84. + If you wish to draw your weapon and kick open the door, turn to 205. + If you wish to send your rangers into the hut, turn to 306. +
+
+ +
+ 161 + + +

Raising the hood of your Kai cloak, you crouch in the bottom of an empty ore wagon and wait with bated breath. Through a gap in the wood you can see a haggard procession of men shuffling towards you. An escort of bandit warriors pushes them forward, beating any who falter or slip out of line. You feet a sudden jolt as your wagon is pushed along the tunnel and glance up to see a sweat-streaked face peering down at you. Run left when I say Go, whispers the face, then disappears over the edge of the wagon.

+

As the wagon emerges from the tunnel, sunlight suddenly floods over you. Through the crack you can now see your destination; the wagons are being shunted on to a timber gantry where the track ends some fifty feet above a huge mound of ore. Your observations are cut short by a hissed command: Go!

+ If you wish to leap from the wagon and run to the left, turn to 27. + If you wish to jump from the wagon and run to the right, turn to 144. + If you decide to ignore the command and stay where you are, turn to 294. +
+
+ +
+ 162 + + +

Two mine tunnels lead out of the chamber. One heads towards the west, the other towards the south.

+ If you wish to go west, turn to 214. + If you wish to go south, turn to 117. +
+
+ +
+ 163 + + +

You turn and run from the Vassagonian but trip over a broken wagon wheel and tumble to the ground. You hear the warrior's malicious laugh as he draws back his sword to strike, but the laugh suddenly changes to a ghastly howl.

+ + +

You watch him slump to the ground, a Sommlending arrow deep in the nape of his neck.

+ Turn to 249. +
+
+ +
+ 164 + + +

Suddenly, the shrill blast of a war-horn makes your blood freeze. Red-clad bandit warriors suddenly leap from the dense foliage and charge towards your men. The odds are against you, for you are outnumbered by at least three to one. There may be no escape from this deadly ambush.

+ If you wish to rally your men to stand and fight, turn to 299. + If you decide to order a hasty retreat into the mine, turn to 52. +
+
+ +
+ 165 + + +

You return to the troubadours' stage in time for a meal that has been prepared by your hosts. The steaming broth smells most appetising.

+ If you wish to accept the meal, turn to 319. + If you decline the food, you must now eat a Meal from your Backpack or lose 3 ENDURANCE points. Turn to 13. +
+
+ +
+ 166 + + +

You sense that the wagon is full of sleeping bandits. Should they awake before you cross the river undetected or before you silence all six of the bandits who are fishing, you and your men will be hard-pressed to avoid death or capture. You decide that the risks are too great to attempt a crossing here and signal to your men to follow you eastwards.

+ Turn to 232. +
+
+ +
+ 167 + + + +

If you wish to keep the Shovel, it takes up two spaces in your Backpack (cf. Section 213, Section 269, and Section 322).

+
+
+ + +

To your delight you discover a miner's Backpack and a Shovel lying in the bottom of the mine wagon. Inside the Backpack is enough food for one Meal. You slip the Backpack over your shoulders before attempting to climb the steep service tunnel.

+ Make the appropriate adjustments to your Action Chart, and turn to 185. + +
+
+ +
+ 168 + + +

You break open the two halves of your Kalte Firesphere and hold the flaming hemispheres high as you advance deeper into the vault. You gasp as you spot a hideous black-skinned creature perched on a rail near the ceiling. Dull, satanic eyes follow your every move, and its mouth opens and closes, shouting silent curses. Suddenly, it glides down from its perch and attacks.

+ + + Gary Chalk + Dull, satanic eyes follow your every move + + + + + If you possess the Sommerswerd, turn to 34. + If you do not possess this Special Item, turn to 85. +
+
+ +
+ 169 + + +

As you part the dense foliage, you suddenly topple headlong over the edge of a steep drop and fall with a crash on to a wide forest track below. Less than ten feet away kneels a bandit examining the hoof of his horse and prising out a sharp stone from the animal's shoe with a long, curved dagger. The noise of your fall alerts him, and he turns with his weapon raised for attack.

+ Bandit Warrior1624 +

If you win the combat, you notice that a group of bandits are closing in from the north. You spot them just in time to make a hasty escape.

+ Turn to 123. +
+
+ +
+ 170 + + +

You climb the spiral stairs for over five minutes before reaching the next level. Here, a tunnel leads off towards the south. You march along the dank passage until you reach a point where it veers sharply to the west. A little further on, a staircase descends to your right.

+ If you wish to descend the staircase, turn to 228. + If you wish to continue along the passage, turn to 221. +
+
+ +
+ 171 + + + +

You have entered the Wildlands south of the Pass of Moytura. You cannot use Hunting to fulfil Meal requirements in this desolate area.

+
+
+ + +

Mile after mile, you ride across the flat and desolate landscape surrounding the Ruanon Pike. Yet in spite of the uninspiring view, your men seem in fine spirits. They sing rousing marching songs to relieve the tedium of the journey and help to allay fears of what may lie ahead. During the afternoon, storm clouds gather above the peaks of the Durncrag mountains to the west, and the roll of distant thunder warns of imminent rain.

+ + + Gary Chalk + + + + +

It is late afternoon when your scouts sight a coaching tavern on the highway ahead. It is a large stone building that has been fortified.

+ If you wish to stop at the tavern for the night, turn to 63. + If you decide to brave a possible storm and continue to ride south, turn to 141. +
+
+ +
+ 172 + + +

You recognize the eastern accent in their voices. They are Vassagonian bandit warriors. There are at least four of them in the room beyond, and they are discussing what to do about an intruder in the mines. You decide that discretion is by far the better part of valour and return to the gallery. You make sure that you are not being followed and enter the wagon tunnel in the west wall.

+ Turn to 55. +
+
+ + +
+ 173 + + + +

The wooden pillar is stout and firm; it will take a heavy blow to dislodge it.

+ If you possess the Sommerswerd, turn to 275. +

If you do not possess the Sommerswerd pick a number from the Random Number Table. If you possess either a Pick or a Shovel, add 2 to the number you have picked.

+ If your total is now 0&endash;6, turn to 143. + If it is 7&endash;11, turn to 179. + +
+ +
+ 174 + + +

More enemy warriors are clambering across the shattered barricade towards you. You throw down your bow and run to a large water cask, which is being defended by a stout Sommlending sergeant. The ground around the cask is carpeted with enemy dead.

+ + + Gary Chalk + + + + +

Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the smoke-blackened sky and pierces the officer's shiny breastplate. Slowly his cruel eyes flicker and close, and he slips from his saddle with the arrow lodged deep in his heart.

+ Turn to 148. +
+
+ + +
+ 175 + + +

You have covered less than a mile when disaster strikes. Without warning, a ranger in front of you lets out a piercing cry; a disc of razor-sharp steel has sunk into his chest. More of the deadly discs cut the air, whistling past you on all sides. Before you all fall prey to the hidden assassins, you lead your men away at a gallop.

+

When you finally rein in your sweating horse, you are more than two miles from the scene of the ambush, and only four of your men remain at your side. Your halt must be brief, for the enemy may already be in pursuit. With the terrible sound of the deadly steel discs still ringing in your ears, you lead the remnants of your company southwards along the highway.

+ Turn to 297. +
+
+ +
+ 176 + + +

With a bone-jarring crunch, your horse crashes into the flank of a bandit steed, and you are hurled head over heels to the ground. You are stunned by the shock of impact and fail to see the blade that bites into your shoulder. Lose 3 ENDURANCE points before turning to face your attacker. You cannot evade combat and must fight your adversary to the death.

+ Bandit Warrior1725 + If you win, turn to 7. +
+
+ +
+ 177 + + +

You have taken just one step into the cavern when a blow on the back of your head knocks you senseless. You were seen at the junction by two guards who prepared this ambush for you. Your equipment is taken and your unconscious body bound by Barraka's men, who throw you into a cell.

+

You are unable to stop the sacrifice. When the time comes for your cell door to open, it is the bony hand of a skeleton that turns the key.

+ Your life and your mission end here. +
+
+ +
+ 178 + + +

You drag the loathsome creature away from the ranger only to find that the man is dead. The Elix has already sunk its needle-like teeth into the poor man's heart.

+

Grabbing your weapon you turn to help the other man who is now being attacked by two of the giant war-cats. A third Elix pounces at you as you run across the chamber, but you strike it in mid-air, sending it tumbling into the well.

+ + Turn to 245. +
+
+ + +
+ 179 + + +

The prop begins to splinter and break in two. A shudder runs through the floor, making you stumble and fall, but you quickly regain your footing. As you sprint to safety, a deluge of earth and stone pours into the tunnel behind. A shock wave from the blast hits you squarely in the back and flattens you to the floor; the air is choked with dust. You stagger to your feet and press on, but it takes you half an hour to reach a section of the tunnel where the air is clear and still and the torches are still burning.

+ Turn to 335. +
+
+ +
+ 180 + + +

On the far side of the boathouse, a narrow slipway descends to a door at river level. One of your men hurries over and raises the stout drawbar while the others carry the rowing boat down the ramp. You push off and clamber aboard, emerging from the boathouse with such a jolt that you are thrown forward in a heap. By the time you have disentangled yourselves, the boat is firmly in the grip of the river current. You grab an oar and fight to keep the boat in the centre of the rushing water as it speeds on its course through the foothills of the Maaken range. But no sooner has the boat been brought under control than you are confronted by an unexpected hazard: ahead of you the river suddenly disappears into the rock-face beneath a massive granite ledge. It is too late to avoid being swept into the inky black cavern, and as you glide into the darkness, you prepare yourself for any hidden dangers that may lurk inside.

+ Turn to 241. +
+
+ +
+ 181 + + +

The twang of the sniper's bow and the hiss of an arrow are the last sounds that you hear in this world. The shaft punctures your skull and you die instantly.

+ Your life and your mission end here. +
+
+ +
+ 182 + + +

The wagons are drawn into a circle and you set up camp inside. A ranger is posted to patrol the perimeter. The troubadours construct a small stage on to which strides Yesu. He calls for silence before announcing the title of their play, The Brave Warriors of Sommerlund, a choice that meets with the hearty approval of your men.

+ +

During the performance, you notice something very odd; not only is one of the actors using a real sword, but it is a type of sword only issued to officers of the Sommlending cavalry. After the play you approach the man to question him about the sword. He looks at you nervously and makes a dash for the darkness of the perimeter wagons.

+ If you wish to give chase and have either the Kai Discipline of Tracking or Hunting, turn to 332. + + If you do not possess these skills but still wish to give chase, turn to 58. + If you decide to let him go, return to your men by turning to 165. +
+
+ +
+ 183 + + +

You manage to reach a tangle of briars growing near the crypt door, and from here you can observe the Vassagonian guards undetected. More soldiers appear on horseback, riding into Maaken from the north. They dismount and approach the door.

+ + + Gary Chalk + + + + +

Password! shout the crypt guards.

+

Lohn, reply the soldiers. The door opens and they are allowed to enter.

+

Armed with the password, you decide to try to enter in the same way. Keeping the hood of your cloak raised and your Sommlending features in shadow, you walk boldly towards the guards.

+

Pick a number from the Random Number Table.

+

If you have the Kai Discipline of Camouflage, add 4 to the number you have picked.

+ If your total is now 0&endash;6, turn to 198. + If it is 7&endash;13, turn to 338. +
+
+ +
+ 184 + + +

You are barely ten yards from the enemy when they fire. Miraculously you are not hit, but you must now fight alone, as three of your men lie dead and the other can no longer fight&emdash;a bolt has shattered his wrist. As you attack, the fierce warriors discard their empty crossbows and draw their swords, and you find yourself being pushed back to the bridge by six angry swordsmen.

+ + + Gary Chalk + + + + + If you wish to fight them, turn to 202. + If you wish to dive over the parapet of the bridge to avoid them, turn to 342. + +
+
+ +
+ 185 + + + +

It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

+
+
+ + +

You are hungry and must now eat a Meal or lose 3 ENDURANCE points. You then continue along the tunnel, which runs for several miles before eventually arriving at a long, deserted gallery.

+ Turn to 40. +
+
+ +
+ 186 + + +

The Vassagonian bandits break cover and charge, and you give the order to fire. A cloud of arrows sweeps down upon the armour-clad men, the hardened tips penetrating their scarlet plate. The first wave of assailants tumbles and falls; the second wave falters. Another volley forces them back, and they retreat to the ruins to reorganize themselves.

+

Here and there, groups of bandit warriors have survived the hail of death and reached the barricade. Most are slain as they try to enter, but a small and determined section of their boldest fighters have broken through close to where you stand. Suddenly, a thick-bodied warrior with oily, black hair tied in a knot at the back of his scarred head leaps on to the wagon and attacks you.

+ Vassagonian Warrior1825 + You can evade combat at any time by jumping from the wagon. Turn to 66. + If you win the fight, turn to 243. +
+
+ +
+ 187 + + +

Discarding your torch as you emerge into the early morning sun, you signal to your men to gather round. Only a small fraction of your original company remains, and you must now decide the best course of action. However, as you are about to address them you are rudely interrupted.

+ Turn to 164. +
+
+ +
+ 188 + + +

You order your men to prepare graves for the two corpses before returning to the shelter of the marble canopy. You are hungry and must now eat a Meal or lose 3 ENDURANCE points. You mount guard around the ruined temple and preparations are made for some much needed sleep.

+ Turn to 233. +
+
+ +
+ 189 + + +

You try to row the shattered boat towards the far bank, but as the oars dip below the surface they are wrenched from your grasp. Wide-eyed with horror, you watch as a ranger is dragged screaming into the dark river by a thick slimy tentacle. Suddenly, there is a tremendous crack as another tentacle punches its way up through the hull. The attack is so violent that the rowing boat is lifted into the air, and you tumble head over heels into the icy water.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 234. + If it is 5&endash;9, turn to 47. + +
+ +
+ 190 + + +

You emerge from the tunnel, curse your delay, and press on along the other passage as quickly as possible.

+ Turn to 335. +
+
+ +
+ 191 + + +

You soon reach a junction where the track meets the main highway. Abandoned at the side of the road is a burnt-out wagon.

+ If you wish to examine the wagon, turn to 337. + If you decide to ignore the wreck, you can continue your ride south along the highway, by turning to 297. +
+
+ +
+ 192 + + +

You are less than five feet from the door when a bandit warrior comes rushing in. Instinctively, you step aside but not in time to avoid the serrated tip of his halberd. The cold steel sinks into your chest, and you stare down in horror as blood begins to flow and pain spreads through your body. Your wound is fatal and you die within seconds of hitting the floor.

+ Your life and your mission end here. +
+
+ +
+ 193 + + +

The snarling Warhounds bound towards the barricade, their gaping eyes glowing crimson in the light of battle. Leaping from the bodies of the dead and dying, they launch themselves at the Sommlending defenders. All around you, soldiers are being torn from the line, bowled over by the leaping Warhounds. You back away as a howling dog crashes through the wall of sacks and barrels, but before it has risen you, move swiftly forward and despatch it with one blow to the head. Another Warhound claws your back and pitches you forward into the collapsed barricade, but before you can free yourself, yet two more dogs have sunk their fangs into your leg.

+ + + Gary Chalk + The snarling Warhounds bound towards the barricade + + + + + Vassagonian Warhounds1730 + + If you are still alive after two rounds of combat or if you have won in the first two rounds, turn to 311. +
+
+ +
+ 194 + + +

You are winded by the blow to your chest and flung backwards into the icy cold water. You surface, but barely in time to catch a breath before a tentacle coils around your legs and drags you down.

+

Pick a number from the Random Number Table, and note this number down in the margin of your Action Chart. (In this case 0 = 10 instead of zero). This number represents the number of combat rounds that you can endure underwater before you begin to lose additional ENDURANCE points due to lack of oxygen. If you have the Kai Discipline of Mind Over Matter, you can add 2 to the number you have picked.

+ Giant Meresquid1637 +

Fight this combat in the normal way. If the fight lasts longer than the number of rounds you can endure underwater, you will lose an additional 2 ENDURANCE points for every round of combat thereafter due to lack of oxygen.

+ If you win the combat, turn to 32. +
+
+ +
+ 195 + + +

You hear the thud of a heavy drawbar sliding back, and a burly man dressed in a leather jerkin appears at the tavern door. Welcome to my humble inn, my lord. Pardon my suspicion, but this is a very dangerous area; one mistake can cost us our lives.

+ + + Gary Chalk + + + + +

You signal to your men to stable their horses, and you follow the innkeeper into his tavern. The bar looks more like an armoury than a drinking hall. Quivers of arrows stand beside each of the iron-studded window shutters, and racks of spears line the far wall. The place is deserted except for three young men who all bear a strong resemblance to the tavern-keeper. One of them has his head swathed in bandages.

+

You ask the tavern-keeper how much he will charge for your men to billet here tonight and are quite surprised to hear his reply. Nothing, he says, moving tables aside so that your rangers can sleep upon the tavern floor. Your presence here tonight will be worth more than gold to us. We've been attacked by bandits every night since the last full moon.

+

As the last of your men return from the stables, the doors are closed and barred. It has started to rain and your men seem greatly relieved to be inside where it is warm and dry.

+ If you wish to question the tavern-keeper about the nature of the bandit raids, turn to 239. + If you wish to question him about any news that he may have heard about Ruanon in the last month, then turn to 266. + If you do not wish to question the man further, you can prepare for a night's sleep and turn to 324. + +
+
+ +
+ 196 + + +

A bolt of lightning gashes the stormy sky, illuminating the figures of the bandits as they creep into the stables. Crouching on the balcony, you signal to your men to prepare themselves. Dropping on to the stable roof, you discover to your dismay that the clay tiles are wafer-thin and splinter beneath your weight; you crash straight through the flimsy roof into the hay below. Luckily you are unharmed by the fall and quickly regain your feet, but a bandit stands barely inches from your face, his sword raised to strike.

+ Bandit Warrior1623 +

You cannot evade combat.

+ If you win, turn to 217. +
+
+ +
+ 197 + + +

You toss a rock along the tunnel to attract the guards' attention. It works! Within seconds you can hear footsteps approaching. You attack. The guards barely have time to gasp, and your men leap out of the darkness and overpower them. Once disarmed, their hands are tied and they are herded back into the well chamber.

+ If you wish to search them, turn to 268. + If you wish to question them, turn to 76. + If you wish to leave them and continue on your way, turn to 64. +
+ +
+ +
+ 198 + + +

The guards are not fooled by your bravado&emdash;they draw their weapons and attack. You must fight them as one enemy.

+ Crypt Guards1830 + If you win the combat, turn to 229. +
+
+ +
+ 199 + + +

You soon enter a chamber divided by a deep mine shaft. Spanning the shaft is a wooden bridge at the entrance of which a swarthy warrior stands guard. He has been alerted by the screams of your pursuers, and as soon as he sees you, he runs towards a rope that hangs from the ceiling, leaving the bridge unguarded. Your pursuers are nearly upon you.

+ If you wish to sprint across the bridge, turn to 271. + + If you wish to attack the guard to prevent him from reaching the rope, turn to 56. +
+
+ +
+ 200 + + +

The trees are alive with bandit patrols, but your quick wits and Kai skills prevent you from being seen by them. Eventually you reach the edge of the copse. You find yourself staring out across an expanse of open plain towards Ruanon. The sight that lies before you is very disquieting.

+

Much of the mining town has been burnt to the ground. The blackened ruins of what were once shops, cottages and taverns are now little more than smouldering mounds of charcoal. You are beginning to fear the worst, that Ruanon has been totally destroyed, when a gentle breeze clears the haze of wood smoke hanging like a grey curtain over the ruins. Inside the perimeter of ruined buildings, a barricade has been thrown up around a tower of stone. Above the tower, a tattered flag still flies bringing renewed hope; it is the sun-flag of Sommerlund edged with a band of white braid&emdash;the cavalry standard of the King's Guard Regiment.

+ + + Gary Chalk + + + + +

The sudden crack of a twig makes you freeze. You glance behind to see three bandits creeping through the trees towards you. The wide steel tips of their spears glint. They seem to be coated with a clear, sticky fluid.

+ If you possess the Kai Discipline of Hunting or if you have ever visited Gorn Cove, turn to 45. + If you wish to fight the bandits, turn to 133. + If you wish to evade them, you must run across the open plain towards Ruanon&emdash;eight hundred yards away. Turn to 307. +
+
+ +
+ 201 + + +

The fungi are soft and dry, and they taste dreadful! You retch and choke as the dry, powdery fungi absorbs all the saliva in your mouth. You are hit by waves of nausea that make you panic, and desperately you claw at your tongue trying to scrape the fungi from your mouth.

+ Turn to 65. +
+
+ +
+ 202 + + +

There are six heavily armed guards and you must fight them one at a time.

+ Guard 11823 + Guard 21524 + Guard 31521 + Guard 41625 + Guard 51424 + Guard 61422 + You can evade combat at any time by leaping from the bridge. Turn to 342. + If you win the combat, turn to 237. +
+
+ +
+ 203 + + +

As the guard falls dead at your feet, you spin around in time to see three of your pursuers enter the chamber. They are clad in heavy armour, and each of them carries a vicious-looking halberd.

+ If you wish to fight them, turn to 108. + If you wish to escape across the bridge, turn to 271. +
+
+ + +
+ 204 + + +

You bypass a village with orange-wood cabins and stone walls, and climb through the tall fields towards a wooded ridge. Beyond the ridge, you enter thick forest and discover a bubbling freshwater stream. You drink deeply and realize how hungry you are. You must eat a Meal here or lose 3 ENDURANCE points.

+

As night falls you reach the city of Maaken. The gaunt, weed-infested ruins of this shattered city are spread like a vast graveyard and bathed in the eerie light of a near-full moon. A sound fills the air like the wailing of lost souls; it is the cry of Maakengorge.

+

It has been nearly two days since you last slept and fatigue begins to overwhelm you. Drawing your Kai cloak about your shoulders, you settle down to sleep; you will need all your strength for the daunting task that lies ahead.

+ Turn to 142. +
+
+ +
+ 205 + + +

The oval door crashes inwards, and a cloud of dust billows out of the hut.

+

I am alone, says a voice. You have nothing to fear from me.

+

Tightening your grip on your weapon, you cautiously enter the stone hut.

+ Turn to 84. +
+
+ +
+ 206 + + +

As the first light of dawn breaks over the eastern horizon, you scan the mist-shrouded highway for any sign of life. None of your scouts have returned, and your remaining four men are visibly anxious. With marauding bandit hordes to the north, hostile mountains to the west and a two-day ride to the nearest town to the east, your choice of action is limited.

+ If you wish to enter the valley by the highway, turn to 82. + If you wish to enter the valley under the cover of the forest, turn to 226. +
+
+ +
+ 207 + + +

You snatch an arrow from a quiver hanging on the wall and draw the bowstring taut to your lips. A bandit horseman races across the plain with a javelin held high in his hand. His quarry is a wounded Sommlending soldier, who has fallen from the barricade and lies on the plain, unarmed and helpless. The bandit is poised to throw his javelin when you loose your arrow.

+

Pick a number from the Random Number Table.

+

If you possess the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.

+ If your total is now 0&endash;4, turn to 336. + If it is 5&endash;11, turn to 218. +
+
+ +
+ 208 + + +

You have run less than twenty yards when you reach the end of the tunnel&emdash;a solid rock-face. The passage has only recently been excavated, and you are now trapped in a dead end. You hear the footsteps of your pursuers and turn to face them, knowing only too well that your only chances of survival now rest on your ability to be able to fight your way out of this trap and make your way back to the junction where you can take the left-hand tunnel.

+ Tunnel Guard 11525 + Tunnel Guard 21524 + Tunnel Guard 31422 + If you kill all three guards, turn to 199. +
+
+ +
+ 209 + + +

The lance has tom through your cloak and pitched you on to your back. You scramble to your feet in time to see the horseman discard his splintered lance and draw a curved broadsword. A wicked smile spreads across his grim features, exposing a jagged line of blackened teeth. He spits out his battle-cry and spurs his horse towards you once more.

+ + + Gary Chalk + He spits out his battle-cry and
spurs his horse towards you once more
+ + + +
+ If you have reached the Kai rank of Aspirant or higher, turn to 111. + If you have yet to reach this level of Kai training, turn to 43. +
+
+ +
+ 210 + + +

You have a very uneasy feeling about this town. So far you have only seen women and children shuffling along the street; there has been no sign of any men whatsoever. The inhabitants all seem nervous and avoid looking you directly in the eye. Instinct tells you to turn around and leave as quickly as possible.

+ If you wish to follow your instincts, turn to 67. + If you wish to press on regardless of your instincts, you can investigate the tavern by turning to 132. + If you wish to continue along the street, turn to 301. +
+
+ +
+ 211 + + + +

Your tactics have worked. The bandits ignore your small group of horsemen and pursue the others towards the west. Once they reach the wooded foothills of the Durncrag mountains, your rangers will have no difficulty evading the enemy among the densely packed firs.

+

When the bandits have disappeared from view, you call a halt and allow your men to rest. In spite of the number of men you have lost, they are still eager to continue the mission.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 51. + If it is 5&endash;9, turn to 120. +
+ +
+ +
+ 212 + + +

An overwhelming stench of dampness and decay pervades the shaft. You decide to send one of your men up the ladder to make sure that it is still secure. All seems well, for he soon reaches the next level and signals you all to follow. The tunnel on the upper level leads to an oval-shaped, rough-hewn chamber where a strange silky fluid coats the floor.

+ If you have the Kai Discipline of Animal Kinship, turn to 41. + If you do not possess this skill, search for an exit from the chamber, and turn to 276. +
+
+ +
+ + 213 + + +

A thorough search uncovers the following items:

+
    +
  • Pickaxe
  • +
  • Shovel
  • +
  • Axe
  • +
  • Torch
  • +
  • Tinderbox
  • +
  • Hourglass
  • +
+

If you wish to keep any of these items, remember to mark them on your Action Chart. (The Pickaxe and the Shovel each occupy the same amount of space in your Backpack as two normal Items.)

+

After satisfying yourself that there is nothing else of use in the boathouse, you order your men to launch the rowing boat.

+ Turn to 180. +
+
+ +
+ 214 + + +

You can feel a current of dank, cold air against your face as you walk along the tunnel. The rock walls sparkle with a glistening ore that catches the light from your torch and reflects it in a dazzling display of colours. Fatigue and the distraction of the dancing lights make you oblivious to the fungi in which you now stand. A cloud of pink spores is beginning to rise, clogging your mouth and nostrils and threatening to suffocate you unless you act quickly.

+ If you wish to run along the tunnel to avoid the spores, turn to 46. + If you decide to go back to the chamber and take the south tunnel, turn to 117. +
+
+ +
+ 215 + + +

Barraka carries the stench of death and decay about him. He strides into the temple, his boots of Gourgaz hide covering both legs and feet, and slams shut the huge stone door with frightening ease. He stands in silence before pushing open the huge black doors engraved with the menacing skulls. Suddenly a gale force wind sweeps through the temple and your ears are filled by a terrible scream. Beyond the open doors, a pier of stone juts into the abyss of Maakengorge: you are staring into the chasm of doom.

+

Barraka turns away from the windswept pier and walks slowly towards the altar. From a hidden scabbard he removes a twisted black dagger and holds its stiletto blade to the light. An evil blue flame runs up and down the black steel spike, flickering in the ice-cold winds of Maakengorge. The sacrifice is about to begin.

+ + + Gary Chalk + + + + + If you wish to draw your weapon and attack Barraka, turn to 296. + + If you wish to distract his attention from the altar without attacking him, turn to 119. +
+
+ +
+ 216 + + +

There is little that can be done to help the injured ranger. Tentacles now engulf the rowing boat from all sides and threaten to drag you all to a watery grave.

+ If you wish to help the other ranger who is now being dragged from the boat by his foot, turn to 304. + If you wish to grab the oars and row for the other side of the river, turn to 189. +
+
+ + +
+ 217 + + +

Your men cheer with delight at your victory and drop through the stable roof to join you. A hard battle follows but the bandits are soon cleared from the stables and chased away into the stormy night.

+ Turn to 345. +
+
+ +
+ 218 + + +

The arrow flies straight and true towards the bandit, striking home beneath his raised arm. He screams and falls backwards, impaling himself on his own javelin as he crashes to the ground. You are about to draw another arrow when you see a menacing black shape dart across the sky; it plummets downwards and lands on the watchtower roof. You discard your bow and unsheathe your weapon as you race up the stairs to investigate.

+ Turn to 223. +
+
+ +
+ 219 + + + +

It takes half an hour for you to recover from your ordeal and to take in your new surroundings. You are standing at the edge of a huge slag-heap, which rises out of the dark waters of the underground river. Less than twenty feet from the summit, a dim light illuminates a long stone shute. You decide to take a closer look. You soon discover that the climb is long, slow and arduous, and only after an hour of strenuous effort do you finally find yourself at the top in a small service tunnel. The tunnel is deserted except for a mine wagon parked near to the tunnel entrance.

+ If you wish to examine the wagon, turn to 167. + If you wish to ignore the wagon, begin to climb the steep tunnel by turning to 185. +
+
+ + +
+ 220 + + + +

Your blow has unhorsed the bandit. He falls to the ground heavily, shattering his lance beneath him. He staggers to his feet and, raising the hinged eye-shield of his helm, he stares at you and smiles wickedly, exposing a jagged line of blackened teeth. He spits his battle-cry and runs towards you, unsheathing a broadsword as he closes in.

+ If you wish to fight the warrior, turn to 90. + If you wish to evade combat, turn to 163. +
+
+ +
+ 221 + + +

You soon reach a hall divided by a wide chasm. It is deathly quiet here, and even the slightest noise seems to echo around the grey-stone walls like a clash of cymbals. An arched bridge crosses the chasm and leads to a massive pair of stone doors. You are crossing the bridge when there is a deafening rumble. The doors are opening.

+ If you wish to draw your weapon and prepare for combat, turn to 50. + If you wish to flee from the bridge, run back along the tunnel and descend the stairs by turning to 228. + If you would rather leap from the parapet of the bridge into the unknown depths of the chasm, turn to 342. +
+ +
+ +
+ 222 + + + +

Make sure you keep note of this Sword's special significance. However, it still counts as a normal Sword for all combat purposes.

+
+
+ + +

In the plush candlelit interior of the caravan you find the actor, cowering beneath a blanket in the far corner. You flick the blanket aside and ask the petrified man to explain how he came to possess such a fine sword.

+

I&ellips; I bought it in Eshnar, he stammers, his eyes wide with fear, from the innkeeper of the Pick and Shovel tavern. He grasps the sword by the blade and offers it to you. If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.

+

You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: Captain Remir D'Val&emdash;King's Guard Regiment.

+

If you wish to keep this sword, mark it on your Action Chart as a Weapon.

+ Turn to 165. +
+
+ +
+ 223 + + +

Pushing open the trapdoor, you climb out on to the watchtower roof. You are greeted by a shocking sight. The bodies of Sommlending soldiers lie scattered over the floor; their armour is rent and torn and they have all suffered terrible wounds. Over the carnage hovers a monstrous bird. Its wings beat the smoke-filled air, its razor-sharp talons slashing and mutilating everything they touch. Astride the creature sits a warrior wreathed in iron and steel, the scimitar in his hand stained with Sommlending blood. He swings one leg from his gem-encrusted saddle, pauses, and then leaps down to the watchtower roof. A voice echoes in your head as the warrior closes in.

+

Say your prayers, Sommlending, for your life is soon to end!

+ + + Gary Chalk + Astride the creature sits a warrior
wreathed in iron and steel
+ + + +
+ If you wish to fight the warrior, turn to 77. + If you wish to evade combat, turn to 128. + +
+
+ +
+ + 224 + + +

You can hear the harsh breath of the guards close behind you. Suddenly, the tunnel narrows and divides in two.

+ If you possess either the Kai Discipline of Tracking or Sixth Sense, turn to 60. + If you wish to enter the left tunnel, turn to 199. + If you wish to enter the right tunnel, turn to 208. +
+
+ +
+ 225 + + +

You try to ignore your aching legs and the fear that knots your stomach by forcing your concentration on the sun-flag, a fluttering symbol of hope in the distance. Your face is streaked with sweat, and your lungs feel as though they will burst, but you dare not slacken your pace; the thought of Warhound fangs closing and tugging on your skin is all you need to drive you forward.

+

At four hundred yards, you can see that the barricade and watchtower are inhabited, but at this distance the faces you can see are only a line of small, pink dots on the walls. At three hundred yards, you run into some gruesome remains, where the corpses of bandits lie twisted on the ground, most killed by arrows. Many have lain in the open for weeks; a flock of startled carrion crows rise shrieking from their feast as you race through the bodies. You turn away in disgust.

+

Suddenly a new sound drifts across the plain: the sound of cheering. The beleaguered defenders have spotted you and recognized your green Kai cloak. Two hundred yards to go. You have just passed the ruins of a burnt-out cottage when you feel an agonizing pain tear through your left thigh. An arrow has pierced your leg, and you pitch forward into the mud and ash.

+

Crouched in the ruined cottage, a bandit sniper raises his bow and takes careful aim at your head.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 1&endash;5, turn to 20. + If it is 6&endash;9, turn to 300. + If it is 0, turn to 181. + +
+ +
+ 226 + + +

The Ruanon forest is a tangle of pale grey tree trunks of every shape and size. Passage through these densely packed, mist-enshrouded trees is painfully slow on horseback, and you are soon forced to dismount and lead your horse by the reins.

+ If you wish to continue making slow progress through the forest, turn to 21. + If you decide to forsake the forest and press on along the highway instead, turn to 82. +
+
+ +
+ 227 + + + +

You identify the birds as carrion crows, a despicable breed of Wildland scavengers. Whenever a creature lies dead in the wastelands you can be sure to find a host of these loathsome predators.

+ If you decide to take a closer look at what they are eating, turn to 328. + If you would rather ignore them and continue your ride, turn to 120. +
+
+ +
+ 228 + + +

The stairs lead directly to a lower level of the mines where a tunnel leads off to the south. You have followed this new route for nearly a mile when you arrive in a large hall. Several huge casks line the west wall, and at the far end you can see a door set into the arch of a wide staircase.

+ If you wish to enter the hall and advance towards the door, turn to 23. + If you wish to make for the stairs, turn to 105. +
+
+ +
+ 229 + + +

You drag the bodies into the thorny briars and conceal them before entering the crypt door. Once inside, you close the door behind you and follow a wide torchlit corridor towards the east.

+ Turn to 235. +
+
+ +
+ 230 + + + +

You make a search of the bodies and find:

+
    +
  • Sword
  • +
  • Dagger
  • +
  • 9 Gold Crowns
  • +
  • Enough food for 2 Meals
  • +
+

You may take any of these items, but be sure to mark them on your Action Chart.

+

Muffled footsteps make you glance nervously along the tunnel. Two guards are trying to creep up on you under cover of the shadows, but you turn and run before they can attack.

+ Turn to 224. +
+
+ +
+ 231 + + +

Your attack is swift and deadly. The guard expires before his head hits the ground. A search of his clothing reveals:

+
    +
  • 3 Gold Crowns
  • +
  • Sword
  • +
  • Enough food for 1 Meal
  • +
+

You may take whatever you wish before you cross the bridge, but remember to make the necessary adjustments to your Action Chart. As you reach the far side, you hear the sound of running footsteps in the distance. You decide not to wait to see who it is and quickly enter the tunnel in the west wall.

+ Turn to 348. +
+ +
+ +
+ 232 + + +

You follow the river back towards the Ruanon bridge, taking care to stay hidden from the bandit horsemen who now stand guard on the bridge itself. A few hundred yards beyond, you find a narrow track leading to a ramshackle boathouse. If it contains a boat, you should be able to cross the river quite easily.

+ + + Gary Chalk + + + + + If you wish to investigate the boathouse, turn to 68. + If you wish to continue downstream and look for some other way to cross the river, turn to 130. +
+
+ +
+ 233 + + +

Your rest is disturbed by the anxious shout of the night guard: Awake! Awake! We're under attack!

+

Throwing back their blankets, your men leap to their feet, peering through the teeming rain at the shadowy silhouette of horsemen circling the ruins. Suddenly an arrow whistles through the darkness. Your lookout screams and falls to his knees. Form a circle, you shout. Keep behind cover!

+

The rangers gather swords and shields and press themselves against the wet temple marble for protection. The sound of metal-shod boots on stone makes you spin around. A dozen warriors dressed in shiny red armour are clambering across the broken pillars. Two rangers run to block their advance, but they are felled by one sweep of the warrior leader's broadsword. Then the warrior sees you and quickens his pace. His bloodied sword is raised to strike again. You cannot evade combat and must fight the warrior to the death.

+ Bandit Warrior1726 + If you win, turn to 312. +
+
+ +
+ 234 + + +

You barely have time to catch a breath before a tentacle coils around your legs and drags you down.

+

Pick a number from the Random Number Table, and note this number down in the margin of your Action Chart. (In this instance. 0 = 10.) This number represents the number of combat rounds you can survive underwater before you begin to lose ENDURANCE points due to lack of oxygen. If you have the Kai Discipline of Mind Over Matter, you can add 2 to the number you have picked.

+ + Giant Meresquid1637 +

Fight this combat as normal. If it lasts longer than the number of rounds that you can endure safely underwater, you must deduct an additional 2 ENDURANCE points for every round thereafter, due to lack of oxygen.

+ If you win the combat, turn to 32. +
+
+ +
+ 235 + + +

The corridor ends at a flight of steps that descends a hundred feet into the earth. At the bottom, a short passage leads to a junction where a tunnel runs from north to south. To the north you can see a torchlit cavern with what appear to be observation slits carved into the wall; to the south a passage leads towards a low balcony.

+ If you wish to investigate the torchlit cavern, turn to 177. + If you wish to take a look over the low balcony, turn to 100. +
+
+ +
+ 236 + + +

You are approaching a large outbuilding when you hear a muffled voice. Suddenly the door bursts open to reveal two bandit warriors, their bows raised; arrows fly and rangers fall from their horses. Drawing your weapon, you charge your attackers, but the other bandits appear from every side, and your men are caught in a murderous crossfire.

+

However, the speed of your attack panics the bowmen. They turn to run but you cut them down before they have taken a few steps. Then a dark-skinned warrior with black oily hair appears at a window opposite. He flicks his hand, and a knife thuds into your arm. You lose 4 ENDURANCE points. Gritting your teeth, you wrench the blade free and hurl it back. The bandit dies instantly. Clutching your wounded arm, you stagger through the building and escape through a rear door. The land that faces you now is steep and heavily forested.

+ If you wish to run straight into the forest, turn to 123. + If you want to change direction as soon as you are hidden from sight, turn to 169. +
+
+ +
+ 237 + + +

The bodies of your enemies lie entwined at your feet. You jump down from the parapet and run towards the open stone door, anxious to leave the bridge before the carnage is discovered. Beyond the doors, a ramp gently descends towards a tunnel in the west wall.

+ Turn to 348. +
+
+ +
+ 238 + + +

Placing your hands on the injured man's chest, you use your healing powers to numb the pain before withdrawing the arrow. He is a lucky man; the arrow has not pierced any internal organs. Your Kai skill repairs the punctured flesh in seconds, and you help the man to his feet. With a look of open-mouthed amazement, he watches as you turn and ascend the stone steps to the watchtower roof.

+ Turn to 223. +
+
+ +
+ 239 + + +

They're no ordinary bandits, they're a private army. Their leader is a renegade noble from Vassagonia called Barraka, though his men call him Doomslayer. After the first raid we thought he and his men would leave us alone&emdash;after all, this is a poor province even when the road carries traffic from the mines of Ruanon and Eshnar. But Doomslayer and his men have stayed. It's&ellips; it's as if they are determined to kill us at all costs.

+

That night, the tavern-keeper's sons agree to take it in turns to sit watch at the arrow slits, so that you and your men can get some sleep.

+ Turn to 324. +
+
+ +
+ 240 + + +

For over ten miles, the river wends its steady course southwards. You pass through several grottos, but their rocky banks are so steep that they make a landing impossible. You are rowing along a particularly wide tunnel when you suddenly realize that the boat is moving faster and faster, and the faint sound of rushing water is gradually increasing. Soon the whole tunnel is filled with a thundering cacophony of noise.

+

You brace yourself in preparation for rough water, but you are totally unprepared for the sight that befalls you. Less than fifty feet away, the river disappears over the edge of a massive waterfall. Desperately your men row against the current towards the tunnel wall, but it is too late: you are caught in the current and are hurtling towards the edge of the waterfall.

+

Pick a number from the Random Number Table.

+ If the number that you have picked is 0&endash;4, turn to 94. + If it is 5&endash;9, turn to 158. + +
+
+ +
+ 241 + + + +

Section 309 assumes that your men are all missing or dead. This represents a serious flaw in the story flow since you are still accompanied by some of your men. You may choose to turn to Section 8 instead which is a geographically flawed correction, but does continue the story with your current company.

+
+
+ + +

The ceiling of the cavern is so low that you are forced to all press yourselves against the bottom of the boat to avoid head injuries. For nearly an hour the boat is swept through a maze of underground waterways before coming to a sudden halt; you are grounded upon a bank of shingle. You are in a section of the tunnel that is much higher than any you have previously travelled. To the south the river continues into the rock-face, but to the east you notice another shingle bank and a land tunnel beyond.

+ If you wish to row across to the other bank, abandon the boat and continue on foot, turn to 309. + If you wish to continue by river, turn to 115. +
+
+ +
+ 242 + + +

You roll aside to avoid the deadly disc, but your reactions are not quick enough to save you. The razor-sharp weapon slices into your throat, knocking you backwards with the force of impact.

+ Your life and your mission end here. +
+
+ +
+ 243 + + +

D'Val runs past the wagon, leading a dozen of his best swordsmen in a countercharge and driving the enemy all the way back to the barricade. None escape alive. Those who survive D'Val's swordsmen are cut down on the plain by his archers as they run towards the ruins. The shout of victory has barely died away before you are faced by a new threat.

+ Turn to 124. +
+
+ +
+ 244 + + +

You slip past the guards and enter the tunnel unseen. It is wide and illuminated by a line of wall torches, whose guttering flames crackle and splutter noisily. You soon arrive at a junction where the tunnel narrows and divides in two.

+ If you have the Kai Discipline of Sixth Sense or Tracking, turn to 250. + If you do not possess either of these skills, you may enter the left tunnel by turning to 335. + Or, if you wish, you may enter the right tunnel by turning to 11. +
+
+ +
+ 245 + + + +

Ignore the last sentence of the paragraph if you turned here from Section 178.

+ + + + +

Two well-aimed blows are enough to despatch the hissing Elix. The ranger has collapsed and is nearly unconscious through loss of blood. His right foot is almost severed at the ankle; you know that he has only a few minutes to live and there is nothing that you can do to help him. Your other man is also now beyond all help.

+ If you wish to escape from the chamber by ascending the stairs, turn to 346. + If you wish to leave by descending the stairs, turn to 83. +
+
+ +
+ 246 + + +

Taking great care to feel the floor ahead of you with your weapon, you advance very slowly into the dark, unaware of the eyes that are watching your every move. Hidden in the gloom are the dull, satanic orbs of a Daemonak: a macabre and ghoulish vampire. Its attack is swift and silent, painless yet deadly. Before you realize that the parasite has attached itself to your back, you have lost 8 ENDURANCE points.

+ If you are still alive and you possess the Sommerswerd, turn to 34. + If you are still alive but do not possess this Special Item, turn to 85. +
+
+ +
+ 247 + + + +

Your men look disappointed by your decision, but you are their commanding officer and they are élite soldiers of Sommerlund; they neither argue nor grumble as they follow you southward. Darkness soon engulfs the highway, and you are forced to stop and set up camp by the roadside. The men gather firewood, and a guard is posted on the horses. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+

The night passes without incident, and at dawn you break camp and continue along Raider's Road.

+

Pick a number from the Random Number Table.

+ If the number that you have picked is 0&endash;4, turn to 171. + + If it is 5&endash;9, turn to 25. + +
+ + +
+ 248 + + +

You glance over your shoulder to see a horde of warriors silhouetted in the light of the tunnel entrance. Their blood-curdling war-cries echo along the damp and gloomy shaft.

+

You soon reach a section where the tunnel has collapsed and a large mound of earth rises almost to the ceiling. Desperately, you climb the mound and claw your way through the narrow gap, then drop to the passageway beyond. Here you discover a loose timber prop. When everyone is clear, you barge it with your shoulder; the prop splinters and tons of earth and stone come crashing down to seal the tunnel. As the dust settles, you stare into the darkness ahead. On the walls you can just make out a line of torches. Your men gather these and light them before you continue on your way.

+ Turn to 254. +
+
+ +
+ 249 + + +

You run half-crouched to the barricade and prise a bow from the hand of a dead soldier. You have spotted the leader of the bandit cavalry&emdash;a tall, dark-skinned warrior with a thin, chiselled nose, rallying his horsemen at the foot of the stone watchtower. You know you must kill him before he can regroup his troops, or D'Val and his hard-pressed men will be ridden down and mercilessly slaughtered.

+ + + Gary Chalk + You have spotted the leader of
the bandit cavalry
+ + + +
+

You notch an arrow and draw back the bowstring. The straining cord bites into your fingers as you take aim.

+

Pick a number from the Random Number Table.

+

If you have the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 153. + If it is 4&endash;7, turn to 323. + If it is 8&endash;11, turn to 39. +
+
+ +
+ 250 + + +

You notice that the right tunnel is newly excavated, and you sense that it has yet to be completed. Rather than get caught in a dead end, you push on along the left tunnel.

+ Turn to 335. +
+
+ +
+ 251 + + +

You are helped tonight by a cloudless sky, for the highway is illuminated by the pale moonlight. You order three of your men to scout ahead, for you know the notorious reputation this forested highway has for sudden bandit ambushes; the densely packed trees lining the road could easily conceal an army of robbers. Before the scouts gallop away, you order them to report anything unusual they may find on the road ahead.

+

Within an hour, you arrive at a junction where a track from the east meets the main highway. Abandoned at the side of the road is a burnt-out wagon. You sense that something is wrong; your scouts should have reported this wagon long before you found it, and your men are worried by what may have happened to them. You know that you dare not continue your ride in case you fall into an ambush. You decide to rest at the junction and wait for the return of your scouts. Six hours later, as the sun slowly rises over the eastern tree-line, your scouts have still not returned.

+ If you wish to search the highway ahead, turn to 175. + If you wish to examine the burnt-out wagon, turn to 38. + If you wish to explore the eastern track, turn to 293. +
+
+ +
+ 252 + + +

You lead your men in single file into the forest, but in less than a minute, the trees have become far too dense for you to be able to continue on horseback. You are forced to dismount and hide your horses before continuing on foot. Then, by a great stroke of luck, you find a narrow track leading to a ramshackle boathouse at the edge of the River Xane. If it contains a boat, you should be able to cross the river with ease.

+ + + Gary Chalk + + + + + If you wish to investigate the boathouse, turn to 68. + If you wish to continue downstream and look for some other way of crossing the river, turn to 130. +
+
+ +
+ 253 + + +

You are about to order your men to make camp when a scout gallops towards you from the east. He points to a line of horsemen on the horizon. Bandits! he cries. You estimate that there are at least two hundred of them, and they are riding in your direction.

+ If you have reached the Kai rank of Warmarn (you possess 8 Kai Disciplines), turn to 72. + If you have yet to reach this level of training, turn to 135. +
+
+ +
+ 254 + + +

The tunnel continues to descend for several hundred yards until you reach a wide chamber with a timber floor. Two pairs of footprints can clearly be seen in the silt covering the rotten planks; to your horror, they both seem to disappear into a gaping hole.

+

Inching your way to the jagged edge, you can make out two bodies lying at the bottom of a muddy shaft. You have found your scouts, but they are beyond all help. As the soft timbers begin to sag, you retreat from the edge to avoid a similar fate. Beyond the hole are two exits from this chamber. One passage heads towards the east, the other south.

+ If you have the Kai Discipline of Tracking, turn to 326. + If you do not possess this skill, you may enter the east tunnel by turning to 156. + Alternatively you can enter the south tunnel by turning to 101. +
+
+ +
+ 255 + + +

You must rally the defenders or all is lost. You order two soldiers to help the captain and then leap on an overturned wagon in order to see clearly the enemy advance. They have already reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D'Val's men to defend the barricade, but the enemy are less than one hundred yards from the wall; you are afraid it might be too late to repel their attack.

+ Turn to 186. +
+
+ +
+ 256 + + +

You slip many times on the rickety bridge but eventually make your way across to the other side. You can just make out the jagged tunnel wall by the faint light cast by a swarm of mine flies. You press onwards, but you are now so tired that you are soon forced to stop and sleep.

+ +

Many hours pass before you awake and continue your exploration.

+ Turn to 309. +
+
+ +
+ 257 + + +

The door is unlocked and opens into a small room with a straw-covered floor. A large iron-belted chest rests at the foot of an unmade bed, beyond which lies another door.

+ + + Gary Chalk + + + + + If you wish to examine the chest, turn to 302. + If you wish to ignore it and investigate the door, turn to 131. +
+
+ + +
+ 258 + + +

You quickly leave the hut far behind and press on through the trees. By morning, you have reached the edge of the forest. Staring out across the fields of tall crops, you see a small village lying at the base of a shallow valley. The fields are only separated by narrow tracks, which are alive with flying insects hovering in swarms.

+

You are walking along the track when you suddenly spot bandits ahead. They are wandering idly up the track towards you, their spears slung over their shoulders.

+ + + Gary Chalk + The bandits are wandering idly up
the track towards you
+ + + +
+ If you possess an Onyx Medallion, turn to 305. + If you have the Kai Discipline of Camouflage and you have reached the Kai Rank of Guardian or higher, turn to 49. + If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159. +
+ +
+ +
+ 259 + + +

Go away! shouts a nervous voice. We're a tavern, not a barracks! shouts another. You try to reason with them but they are adamant; they will not let you enter. You have no choice but to continue along the highway.

+ Turn to 141. +
+
+ +
+ 260 + + +

The Warhounds spread out and stream towards the barricade, their eyes aflame with evil intent. A group of five snarling dogs tear through the wall of sacks and casks and engulf the soldiers around you. Lashing out, you despatch two of the loathsome dogs with one swipe, but in the heat of battle you fail to notice the Warhounds that are diving towards your back. They pitch you forward into the collapsed barricade; before you can free yourself, they have sunk their fangs into your legs.

+ Vassagonian Warhounds1830 + If you are still alive after 3 rounds of combat or if you have won in the first three rounds, turn to 311. +
+
+ +
+ 261 + + +

On the first body that you search you find:

+
    +
  • 8 Gold Crowns
  • +
  • Enough food for 1 Meal
  • +
+

You are about to search the others when you hear the sound of running footsteps approaching from the other side of the chamber. You pull the rope once more and breathe a sigh of relief as the portcullis rises into the ceiling. Rolling under the widening gap, you jump to your feet and make a hasty escape along the tunnel.

+ Turn to 348. +
+
+ +
+ 262 + + +

You leap forward to strike, but the bandit rears his steed to avert your attack. You feel the horse's flailing hooves crash down on your head, and you are quickly trampled into the blood-soaked ground. Concussed and mortally wounded, the last thing that you remember of this world is the evil sneer of the bandit horseman as he raises his longsword for the death-blow.

+ Your life and your mission end here. +
+
+ +
+ 263 + + +

You twist to one side to avoid it, but the disc bites deeply into your shoulder. You lose 4 ENDURANCE points. Clutching your wounded arm, you sprint along a narrow alleyway that leads to a mass of densely packed firs. As you reach the trees, you hear the shouts of bandits close behind.

+ If you wish to press on through the trees towards the south, turn to 123. + If you wish to change direction and head west, turn to 169. +
+
+ +
+ 264 + + +

Your Kai sense enables you to identify the hoof prints disappearing along the path towards the east as those made by a Sommlending cavalry horse.

+ If you wish to follow the prints, turn to 134. + If you wish to head in the opposite direction to the tracks, turn to 191. +
+
+ +
+ 265 + + +

There is no time to search the bodies. Other patrols have been alerted by the struggle and are now hacking their way through the trees to reach you. Parting the bloodstained foliage, you leap from the trees and run for Ruanon.

+ Turn to 307. +
+
+ +
+ 266 + + +

We've heard nothing for nearly a month, he says, shaking his bearded face from side to side. Some horsemen from your country passed here about that time, but since then all we have seen are a travelling band of troubadours from Cloeasia and those accursed bandits.

+ + + Gary Chalk + + + + +

The tavern-keeper's sons each take it in turn to sit watch at the arrow slits, so that you and your men can get some sleep.

+ Turn to 324. +
+
+ +
+ 267 + + +

A terrible pain racks your chest as you are thrown backwards by the force of the crossbow bolt. You claw at the unyielding shaft, catching a glimpse of the face of an enemy guard as he raises his sword to deliver the coup de grâce.

+ Your life and your mission end here. +
+
+ +
+ 268 + + +

A thorough search of the two guards reveals the following items:

+
    +
  • 4 Gold Crowns
  • + +
  • Spear
  • +
  • Broadsword
  • +
  • Iron Key
  • +
  • Brass Key
  • +
  • Enough for 2 Meals
  • +
  • Potion of Red Liquid
  • +
+

You recognize the liquid to be Laumspur, a potion of healing. If swallowed after combat, it will restore 4 ENDURANCE points. You may take any of the above items but be sure to mark them on your Action Chart.

+

Set into the north wall of the well chamber is a large iron door. Next to the door, a stone archway leads to a spiral staircase.

+ If you wish to examine the iron door, turn to 118. + If you wish to ascend the spiral stairs, turn to 170. + If you wish to descend the spiral stairs, turn to 228. +
+
+ +
+ 269 + + + +

It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

+
+
+ + +

You follow the passage for nearly an hour before finding yourself in front of a solid rock-face. Shovels and barrows lie discarded upon the floor as if the excavation was abandoned in a great hurry. You may take one of the Shovels if you wish, but it will occupy the same space in your Backpack as two normal items.

+

You are now hungry and you must eat a Meal or lose 3 ENDURANCE points. Cursing your bad luck, you are forced to retrace your steps all the way back to the junction.

+ Continue your exploration by turning to 145. +
+
+ +
+ 270 + + + +

The rain and the gloom hide your approach, and you reach the marble stairs unseen. The steps are overgrown with mould and weeds, but a path has been trod through them leading into the darkness of a huge underground vault.

+ If you possess a Torch in your Backpack, turn to 29. + If you possess a Firesphere, turn to 168. + If you have neither of these items, you can continue your way forward in darkness, and turn to 246. + Alternatively, you can leave the vault and attempt to enter the temple via the crypt door by turning to 183. +
+
+ +
+ 271 + + +

You are halfway across the bridge when someone pulls the hanging rope. You glance back, and to your horror you see that the rope travels through a series of metal rings that lead to a couple of locking pins anchoring the bridge floor to the edge of the shaft. A shiver runs down your spine as the rope snaps taut and the pegs rise out of the floor.

+

Pick a number from the Random Number Table.

+

If you possess the Kai Discipline of Hunting, add 2 to the number you have picked.

+ If your total is now 0&endash;6, turn to 9. + If it is 7&endash;11, turn to 104. + +
+ +
+ 272 + + + +

You may choose which Weapon to discard if you have two.

+
+
+ + +

You smash feet first into a large river boulder. Recoiling from the impact, you cough uncontrollably in your desperate fight for air as the water fills your ears and nose. Down and down, around and around you go, your eyes stinging and the pain in your legs grinding agonizingly upwards through your body. A glancing blow to your shoulder rips the sleeve from your jacket and numbs your arm; your weapon falls from your hand. You are somersaulted into a steep V-shaped channel and buffeted on all sides as you tumble towards a pool far below. You feel the sheer weight and volume of water behind you will plunge you to your doom, and as you plummet into the swirling dark water, all consciousness rapidly gives way to a blind and silent numbness.

+

When you open your eyes it is dusk. You have been washed up on the river bank near to a twisting forest track. The silhouette of the Maaken range rises steeply to the east, and you realize that you must have drifted many miles downstream. You have survived a terrible ordeal; one that would have killed any lesser mortal. You have lost 5 ENDURANCE points due to leg and head wounds and one Weapon. All of your Special Items, Backpack Items and Gold Crowns are still intact.

+ Make all the necessary adjustments to your Action Chart before turning to 79. +
+
+ +
+ 273 + + +

You have ridden less than five miles when you see a group of wagons on the highway ahead. They are painted in a gaudy mix of bright colours and drawn by teams of oxen. A huge tasselled banner flies above the leading wagon, which bears the following proclamation:

+ The Famous Asajir Players&emdash;Troubadours to the Imperial Courts of Magnamund + + + Gary Chalk + You see a group of wagons on
the highway ahead
+ + + +
+ If you wish to stop to question these travelling minstrels, turn to 37. + If you wish to ignore them and let them pass, turn to 126. +
+
+ +
+ 274 + + +

Barraka draws a razor-sharp scimitar, holding its mirror-like blade in his other hand. He advances towards you with deadly grace; you can sense his warrior prowess, his ice-cold nerve. Your fight will be hard and to the death.

+ If you possess a Flask of Holy Water, turn to 283. + If you do not possess this Special Item, turn to 325. +
+
+ +
+ 275 + + + +

With one slice of your golden sword, the timber splinters in two. A shudder runs through the ground, and with one mighty roar, a deluge of earth and stone completely fills the tunnel. Clouds of dust engulf you, and the force of the blast throws you to the floor; all the torches are extinguished. You lose 1 ENDURANCE point. Staggering to your feet, you hurry along the dust-choked tunnel to where the wall torches are still burning.

+ Turn to 335. +
+
+ +
+ 276 + + +

A hideous groan reverberates through the chamber making everyone freeze in mid-step. With mounting horror, you watch as the far wall suddenly moves towards you. A crack appears, widening to reveal a row of razor-sharp teeth. You have awoken a hungry Stoneworm, and it intends to feast on your flesh. Your men unsheathe their swords and prepare for combat; it is too late for them to turn and run.

+ If you wish to stand and fight the Stoneworm, turn to 88. + If you wish to escape from the chamber, you run back to the ladder and turn to 26. +
+
+ +
+ 277 + + +

You kick the dead Warhound away and steel yourself for another onslaught. Three more of the snarling beasts are ready to pounce, and you must fight them as one enemy.

+ Vassagonian Warhounds2235 + If you win the combat, turn to 155. +
+
+ +
+ 278 + + +

Your lightning reactions have saved you from certain death. The deadly disc whistles past, embedding itself deep in a wheel. Rolling clear of the wagon, you sprint along a narrow alleyway leading to a knot of densely packed firs. You reach the trees, but as you dive for cover, you hear the shouts of bandits close behind.

+ If you wish to press on through the trees towards the south, turn to 123. + If you wish to change direction and head west, turn to 169. +
+
+ +
+ 279 + + +

As you unfurl the Scroll and begin to read its ominous contents, the Baron struggles to his feet. Word for word he echoes the prophetic verse.

+
+

When the full moon shines o'er the temple deep, +
A sacrifice will stir from sleep +
The legions of a long forgotten lord. +
When a fair royal maid on the altar dies, +
The dead of Maakengorge shall rise +
To claim their long-awaited reward. +

+
+

You must save her, Lone Wolf. You must prevent the sacrifice. The Baron's voice is choked with emotion.

+

Save who? Who must he save? questions Captain D'Val, as he tries to calm the distressed Baron.

+

My daughter, Madelon. Barraka has found the Dagger of Vashna. He plans to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge.

+

The Baron explains that during the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerd, the sword of the sun. His body and the bodies of all his soldiers were hurled into the bottomless abyss of Maakengorge. He plans to lead the dead to victory first to conquer Sommerlund and then all of the Lastlands, he says in despair.

+

You stare at the Baron in stunned silence. If Barraka completes the sacrifice, all is lost. What mortal army can stand against a legion of the dead?

+

Captain D'Val ushers you from the chamber and closes the door. I feared he was insane, but your Scroll confirms my worst nightmare. He speaks the truth!

+

As the dreadful significance of the verse begins to sink in, your thoughts are broken by the shrill blast of a war-horn. Captain D'Val strides over to an arrow slit and peers out across the plain. As he turns to speak, you notice that his face is ashen grey. The bandits&ellips; they're launching an attack!

+ If you possess Captain D'Val's sword, turn to 327. + If you do not possess it, turn to 289. +
+
+ +
+ 280 + + +

You roll the body over on to its side and make a quick search. You discover:

+
    + +
  • 3 Gold Crowns
  • +
  • Enough food for 1 Meal
  • +
  • Sword
  • +
+

You may take whatever you wish before crossing the bridge, but remember to make the necessary adjustments to your Action Chart. Upon reaching the far side, you detect the sound of running footsteps somewhere in the distance. You decide against waiting to see who it is and leave the chamber by a tunnel in the west wall.

+ Turn to 348. +
+
+ +
+ 281 + + +

The creature vanishes and you find yourself lying on the tunnel floor. You are breathless, your heart is pounding and your skin feels cold and damp. You begin to realize what must have happened to you. The fungi spores were making you hallucinate; the Tunnel Fiend existed only in your mind, it was nothing more than an illusion. Unfortunately, any ENDURANCE points you lost in combat with this mere illusion cannot be restored: you inflicted the wounds on yourself, striking your body against the jagged tunnel walls.

+

As the effects of the spores begin to fade, you are overwhelmed by fatigue and lose consciousness. Many hours pass before you awake to a painfully sore throat and aching head. You relight your torch and push on along the tunnel.

+ Turn to 185. +
+
+ +
+ 282 + + +

The lock is rusty and stiff, but eventually it gives, and the door opens. You enter a narrow passageway that descends to another door fifty feet away. You order your men to go on ahead while you secure the door. It takes a great effort to force the lock closed. You hear the hollow click of the lock, but this is echoed by a click far louder. A trap has been sprung. The floor opens in the centre of the passage and swallows all your men, screaming with terror, into the void below. With fear rising in your throat, you race to the edge and peer into the inky black pit. The walls are sheer and its depth unknown. A cold breeze on your face and the eerie sound of wind whistling through the chasm is all that meets your desperate stare. With heavy heart, you bid a silent farewell to your lost men and hurry towards the distant door.

+ Turn to 257. +
+
+ +
+ 283 + + +

You grasp the Flask, take careful aim, and hurl it straight and true. Barraka stares open-mouthed as the container shatters against the black steel dagger. There is an explosion of searing white flame. The heat scorches your face, and you are thrown to the floor. You lose 3 ENDURANCE points.

+

You stare in horror as Barraka, his arm torn from his body by the blast, staggers backwards across the temple. He has been blinded by the fire, and he claws at his sightless eyes with his remaining hand. You watch in silence as he stumbles through the black skull doors and plummets into Maakengorge, swallowed up by the chasm of doom.

+ + + Gary Chalk + + + + + Turn to 350. +
+
+ +
+ 284 + + +

You order your men to form a line and advance towards the oncoming bandits. They are less than a hundred yards away when you give the order to charge. The wind whips your face, carrying the echo of battle-cries across the plain as you close on the enemy. As your forces clash, you are stunned by the shock of impact. Your horse collides with the flank of a bandit steed, hurling it and its rider to the ground. You reel in the saddle and are unable to avoid a spear thrust that opens a wound in your thigh. You lose 3 ENDURANCE points before turning to face your attacker.

+ Bandit Warrior1625 + You can evade combat at any time by turning to 89. + If you win the combat, turn to 7. +
+
+ +
+ 285 + + +

You storm the steps and attack. The guards fire a volley of deadly bolts and a metal-tipped shaft passes straight through the hood of your cloak. Miraculously, you are unharmed. You raise your weapon and strike, cracking the neck of the guard who fired at you. No sooner has he fallen than another steps forward to take his place. There is no room to evade combat, and you must fight him to the death.

+ Guard1628 + If you win the combat, turn to 71. +
+
+ +
+ 286 + + +

You wait with bated breath as a line of haggard men file past your barely concealed hiding place. An escort of bandit warriors urge them forward, beating any who falter or step out of the line. Then each man is forced to take hold of a wagon and push it back along the tunnel. Soon they have all disappeared from view.

+

You wait, and when you are sure that the coast is clear you step back into the tunnel and press on, taking care to keep well in the shadows. You finally reach a point where the tunnel emerges into daylight. To your left, a dense copse has been cut back from the entrance, and wagon tracks lead to a timber gantry above a mound of ore. The men and the guards who passed you are now at the gantry, but they fail to see you sprint from the entrance and dive into the trees. A brief pause for breath is all you allow yourself before setting off through the trees towards Ruanon.

+ Turn to 200. +
+
+ + +
+ + 287 + + +

You have barely taken a dozen steps when the old woman drops to the floor. A ranger shouts Ambush! It is the last word he will ever speak. A razor-sharp disc of metal whistles down from the balcony above and sinks into his chest. Then, suddenly, the tavern is full of bandits, pouring in through windows and doors. Three charge straight at you, their battle-cries loud and savage. You draw your weapon and strike, beheading two of the dark-skinned warriors with a single blow. The third bandit is upon you before the bodies of the others have fallen to the floor.

+ Bandit Warrior1727 + If you win the fight, turn to 75. +
+
+ +
+ 288 + + + + +

You leave three men to guard the horses and take four men into the mine. It is pitch dark but you are quick to notice that unlit torches line the damp walls at regular intervals. You each take a torch and light it before going any further. Now the footprints can clearly be seen on the muddy floor. They lead to a collapsed section of the tunnel where they disappear over the top of a massive earthfall.

+ + If you wish to climb the mound of earth and squeeze through the narrow gap between the top of the mound and the ceiling, turn to 254. + If you decide to call off the search and return to the mine entrance, turn to 187. +
+
+ +
+ 289 + + +

You follow Captain D'Val as he hurries down the broad watchtower steps and out to the barricade. A rolling sound like distant thunder fills the air. Cavalry are pouring on to the plain from all sides, grouping up into battalions in preparation for the advance. Columns of foot soldiers in bright scarlet armour march through their ranks, herding a frightened wall of people before them.

+

They're Ruanese! cries D'Val, his hand shielding the light from his eyes. That cur Barraka; he's using them as a shield!

+

All around you, the captain's men have drawn their bowstrings, awaiting his signal to fire. But it is an order he dare not give. Suddenly a hidden catapult hurls a massive black rock through the air, straight towards the barricade. You stare in horror as it bursts into flame and disintegrates, showering a rain of blazing oil on everyone beneath. The soldiers cannot evade the deluge, and many are badly burnt before the flames are smothered. A battle-cry resounds from the enemy ranks: the signal to attack. The Ruanese are pushed aside and trampled by the onrush of scarlet warriors who now race towards the barricade.

+ + + Gary Chalk + You stare in horror as a deluge
of blazing oil rains down
+ + + +
+

The blazing oil has scattered D'Val's men, and the barricade is poorly defended. You hear D'Val shout your name. His cloak and tunic are ablaze, and he is screaming for your help.

+ If you have reached the Kai rank of Warmarn (you possess 8 Kai Disciplines), turn to 255. + If you wish to help the captain, turn to 5. + If you wish to rally the defenders before the enemy reach the barricade, turn to 86. +
+
+ + +
+ 290 + + +

The ruins are overgrown with weeds and roots, but you can make out the shape of the inner sanctum of the temple quite distinctly. The huge marble canopy is still intact and will serve as an excellent shelter from the storm. As you tie your horse to a withered shrub, you glance up to see two men hiding beneath the canopy, dressed in long black robes. You order them to come out and identify themselves, but they neither move nor answer your call.

+ + + Gary Chalk + + + + + If you wish to signal your men to attack the robed strangers, turn to 44. + If you wish to try to capture them alive, turn to 102. + If you decide to sheathe your weapon and approach them, your hand extended in a gesture of friendship, turn to 78. +
+
+ +
+ 291 + + +

The passage leads to an iron-studded door. Placing your ear to the rough wood, you detect the sound of voices.

+ If you have the Kai Discipline of Camouflage, turn to 172. + If you do not possess this skill, you can draw your weapon, open the door, and turn to 93. + Alternatively you can retrace your steps back to the gallery and take the other exit by turning to 55. +
+
+ +
+ 292 + + +

You draw the sword just in time to save yourself. The deadly disc is sliced in two on the edge of your golden blade, and the semicircles of twisted steel scream past barely inches from your cheeks. You roll away from the wagon and sprint along a narrow alleyway leading to a bank of dense trees. As you enter the trees, you hear the shouts of the bandits close behind.

+ If you wish to press on towards the south, turn to 123. + If you want to change direction and head west, turn to 169. +
+
+ +
+ 293 + + + +

You follow the track as it wends its way through the forested hills. You soon come across fresh hoof prints in the soft earth of the track.

+ If you have the Kai Discipline of Tracking, turn to 18. + If you do not possess this skill, turn to 150. +
+
+ +
+ 294 + + + +

The wagon halts in the centre of the timber gantry, and the men are herded back into the tunnel. You wait for over an hour before the entrance is free of guards, then you slip out of the wagon and run back along the gantry. A copse of densely packed trees lines one side of the track and along the other is a sheer drop into the quarry. As you dash into the foliage, you suddenly realize that the whispering stranger had been trying to help you escape. You bid him silent thanks and press on towards Ruanon.

+ Turn to 200. +
+
+ +
+ 295 + + + + +

The bandit warrior lies dead at your feet. For Sommerlund! you cry, as the enemy shield-wall falters and falls. Your men take up the battle-cry and hurl themselves against the foe. Swords whine and men and metal cry out in pain. The fight is desperate but swift. The bandits throw down their shields and flee the tavern, melting away into the rain-filled darkness. You rally your troops and run to the stables, but your heart sinks when you see the doors are wide open. You fear the worst.

+ Turn to 345. +
+
+ +
+ 296 + + + If you possess the Sommerswerd, turn to 122. + If you do not possess this Special Item, turn to 274. + +
+ +
+ 297 + + +

It is noon before you are forced to call a halt. You have reached the edge of a ridge where the highway begins a long descent towards a wide wooden bridge. This is the Ruanon bridge: you recognize its stout black timbers and the dark waters of the River Xane that flow beneath. On the far side of the bridge lie the fire-blackened ruins of an inn and the unmistakable silhouette of bandit horsemen. At the entrance to the bridge is a white signpost pointing across the bridge to the south.

+ RUANON&emdash;12 MILES +

You know it would be suicidal to attempt to cross the bridge: the bandit horsemen each carry a heavy crossbow slung from their saddle.

+ + + If you wish to try to cross the river further upstream to the west, turn to 113. + If you wish to try to cross the river downstream, to the east, turn to 252. +
+
+ + +
+ 298 + + +

Suddenly the Tunnel Fiends that are screaming and writhing beneath your blows fade and disappear. You shake your head in disbelief and rub your eyes, but no trace of their bodies remains. You slowly begin to realize what has happened. The fungi spores are making you hallucinate; the creatures existed only in your mind and were nothing more than illusions.

+

Unfortunately, any ENDURANCE points you lost in combat are not restored&emdash;during the fight you have collided many times with the jagged tunnel walls. You sheathe your weapon and stagger away from the fungi, eager to leave them far behind.

+ Turn to 185. +
+
+ +
+ 299 + + +

Quickly you pull you men into line, shoulder to shoulder across the entrance to the mine. Their shields form a wall of wood and steel to deflect the arrows now falling from the sky. As they flood out from the trees, the bandit warriors discard their bows in favour of long, curved swords. Many of them stumble and fall, but their leader beats them forward with the flat of his battle-axe. He is an ugly brute dressed in a heavy brass hauberk. As the first of the enemy smash into the shield-wall, he screams a deafening war-cry. A numbing thunder of blows rain down as the bandits hew and slice into your line. The fight is bitter but the wall holds firm, as your men bravely defend themselves.

+

The first wave of bandits stagger back clutching their wounds, a dozen left dead at your feet. None of your men have fallen. However, you barely have time to wipe your blood-spattered brow before their leader bounds towards you, his battle-axe sweeping the air. He batters his way through the shield-wall and attacks you. You cannot evade him and must fight him to the death.

+ + + Gary Chalk + + + + + Bandit Leader1929 + If you win the fight, turn to 121. +
+
+ +
+ 300 + + +

A scream of pain and terror fills the air. The sniper crashes to the ground as the jaws of a Warhound clamp tightly around his neck. Other hounds are drawn by his ghastly screams, and he is soon ripped to pieces. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Captain D'Val.

+ + + Gary Chalk + + + + +

He reaches you, breathless from his run, and draws an arrow from his quiver. The Warhounds, tired of their victim, are in search of fresh sport and are turning their attentions on you. D'Val aims and fires, drawing another arrow as soon as his bow is empty. Warhounds tumble and crash to the ground around you, felled by D'Val's deadly shafts. The captain grabs you by the arm and swings you over his shoulder in one swift movement, before carrying you back to the barricade. Others run forward to help him, but the bandit archers are now in range and the men are forced back by a hail of arrows. The red shafts whistle past on all sides. Finally you reach the barricade; a wagon is pulled aside and you are carried through the open gap. Captain D'Val is close to exhaustion; he staggers and his men rush to catch him before he drops you to the ground.

+ Turn to 341. + +
+
+ +
+ 301 + + +

The street continues past a stable with a large paddock. The enclosure is full of horses, all of which are saddled.

+ If you possess the Kai Discipline of Animal Kinship, turn to 106. + If you do not posses this skill, turn to 236. + +
+
+ +
+ 302 + + +

The chest appears to be unlocked, but with the loss of your men still fresh in your mind, you decide to take no chances. Standing to one side, you ease open the chest with the tip of your weapon and flick back the lid. You wait with bated breath but nothing happens; whoever lives in this room must be confident that the pit trap will foil any would-be thieves, for the chest contains an assortment of loot. There are plates and goblets of gem-encrusted gold, necklaces of turquoise, pearls and statuettes of marbled jadin, a rare and precious stone. You marvel at their beauty but decide against taking them for they are heavy and of little practical use. Then you notice a soft leather bag beneath the gold plates. When you pull it out of the chest, you immediately recognize its distinctive shape. It is a herbwarden's satchel and contains the following items:

+
    +
  • 2 Potions of Laumspur&emdash;Each restores 4 ENDURANCE points
  • +
  • 1 Potion of Alether&emdash;Increases COMBAT SKILL by 2 points for the duration of one combat.
  • +
  • 1 Flask of Holy Water
  • +
+

If you wish to keep any of these items, mark them on your Action Chart.

+ Examine the far door and turn to 131. +
+
+ +
+ 303 + + +

Your knees and knuckles are badly bruised, but you are still alive and clinging to the wooden bridge floor. You lose 2 ENDURANCE points. However, the slatted floor of the bridge makes an excellent ladder, and you waste no time in climbing out of the mine shaft. Your enemies scream and curse at you from the other side of the chamber, for they are now trapped there and unable to pursue you. With a wry smile you wave them farewell before entering a tunnel in the west wall.

+ Turn to 348. +
+
+ +
+ 304 + + +

One blow is enough to sever the writhing tentacle and free the ranger. He shouts his thanks and quickly slices the tip from another rubbery limb as it rises from the slime-stained river. Suddenly there is a tremendous crack as yet another tentacle punches its way through the bottom of the boat. The boat is lifted into the air, and you are hurled into the icy cold water.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 47. + If the number is 5&endash;9, turn to 234. +
+
+ +
+ 305 + + +

A bold plan springs to mind. You remove the Onyx Medallion from your pocket and stride boldly towards the bandit spearmen. They are so busy talking to each other that they fail to see you. Your appearance comes as a sudden shock. Acting your part to perfection, you scold them for their slovenliness and threaten to report them to Barraka himself. As their eyes fall upon the Onyx Medallion, you can almost hear their hearts miss a beat. Frantically they pull themselves together and stand to attention, awaiting your next command. You send them marching off towards the forest and then hurry away in the opposite direction, just in case they realize that they have been tricked.

+ Turn to 204. +
+
+ +
+ 306 + + +

Your men push open the door with their swords and quickly enter. You hear a muffled voice, and a ranger soon reappears at the door. It is safe, my Lord, he says, and stands aside to allow you to enter.

+ Turn to 84. +
+
+ +
+ 307 + + +

From all along the forest edge, groups of bandits emerge from the trees, whipped and scolded by their bullying sergeants for allowing you to escape. This spurs you to quicken your pace, and you cover the first hundred yards with ease. Then arrows begin to fall around you. You duck and weave, making yourself a difficult target for the archers, and gradually the falling shafts dwindle in number. You smile at their futile attempts to stop you, but your confidence is soon shaken by a pack of snarling Warhounds breaking out of the woods to your right; they are off the leash and hungry for blood. You are less than five hundred yards from Ruanon, but the Warhounds are closing in.

+ If you wish to quicken your pace and try to outrun them, turn to 225. + If you wish to stop and fight them, turn to 36. +
+
+ + +
+ 308 + + + +

You turn the key and push open the iron door. Immediately, a loud hissing fills your ears, like steam escaping from a geyser. A cat-like creature leaps at you from out of the darkness knocking you to the ground; its eyes glowing with a green fire and its fetid breath scorching your face&emdash;it is an Elix! As you struggle to free yourself from its powerful fanged jaws, more of these creatures bound through the open door and attack your men. You cannot evade combat, and you must fight this beast to the death.

+ + + Gary Chalk + A loud hissing fills your ears,
like steam escaping from a geyser
+ + + +
+ Elix1730 + If you win the combat, turn to 127. +
+
+ + + +
+ 309 + + +

You follow the tunnel for three hours before arriving at a great hall where several tunnels, all at different depths, meet up. A series of wide stone ramps connect each tunnel to those immediately above and below. Four levels below you, teams of men are pushing wagonloads of ore. Others, dressed in red armour, stand guard over the wagon-pushers and urge them on with whips and curses.

+

The tunnel in which you now stand is on the highest level. You realize that the only way you can proceed is by descending the ramp to a tunnel on a lower level. To your dismay, you notice that each of the ramps are guarded by armed men. Inching forward, you peer over the edge of the ramp; two guards are sitting near the tunnel entrance below. They are laughing and giggling and pointing at an empty wine flagon that lies at their feet. After watching them for several minutes, you decide they are probably too drunk to notice you. You decide to make a dash for the tunnel.

+ +

Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 4 to the number you have picked.

+ + If your total is now 0&endash;7, turn to 138. + If your total is 8&endash;13, turn to 244. +
+
+ +
+ 310 + + +

You are less than ten yards from the watchtower door when a spear haft knocks you to the ground. You roll aside in time to avoid a deadly thrust and spring to your feet to face your assailant. He is a hard-faced warrior with eyes as black as coal, his armour tarnished with the blood of his dead horse. He raises his spear and stabs at your chest. You cannot evade combat and must fight him to the death.

+ Vassagonian Warrior1825 + If you win the combat, turn to 24. +
+
+ +
+ 311 + + +

Three Sommlending soldiers come to your aid. Their swords slice into the evil Warhounds until both dogs stiffen and die, and you thankfully stagger to your feet and try to assess the situation as the battle rages all around. Sommlending soldiers still man the barricade, forming in groups that hold firm where the wall does not. Spears and arrows arc through the sky piercing metal, wood and flesh. Men fall from their horses, horses scream and bolt and the dead and the wounded lie everywhere.

+

The Warhounds have been driven back upon the spears of their masters, who now advance behind a wall of shields. To your right, a bandit warrior is trying to jump his horse across the barricade, but the animal is wounded and near to death. It cannot make the jump; the rider is hurled forwards over the wall, falling close behind you.

+ If you wish to attack the bandit warrior, turn to 90. + If you wish to rally the Sommlending soldiers to repel the advancing spearmen, turn to 3. +
+
+ +
+ 312 + + +

All around you the ruins echo to the clash of weapons and the screech of battle-cries. These armour-clad horsemen are no ordinary bandit clan; they fight with a discipline and skill unheard of among the lowly outlaws of the Wildlands.

+

You step over the dead warrior and call about you a handful of your men. The enemy have surrounded your horses, and you must act quickly if you are to save them from being taken. You lead a charge through the ruins, piercing the enemy line. They falter and flee back into the darkness. However, by the time you have reached the temple perimeter, only eleven of your horses remain&emdash;the others have vanished.

+

After much thought, you decide to choose ten rangers to continue the mission with you, sending the remainder of your company back to Sommerlund to report what has happened. As the gloomy light of dawn gradually fills the sky, you and your chosen companions bid a sad farewell to those who must march back on foot.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 120. + If it is 3&endash;9, turn to 51. +
+
+ + +
+ + 313 + + +

You lay your hands on the wounded ranger and manage to set the bones in his shattered elbow, binding them tightly with cloth strips torn from his tunic. Meanwhile, the other man has freed his ensnared leg and severed two more of the slimy tentacles that cling to the battered hull. Then he grabs the oars and frantically rows towards the distant bank, but the blades of the oars have barely entered the water when there is a tremendous crack.

+ Turn to 96. +
+
+ +
+ 314 + + +

The forest is patrolled by bandits, but they take little interest in their guard duties, and you find it easy to avoid them in the dark. Then, by chance, you come across a small log cabin hidden deep in the woods. A candle flickers at the window, and the door is ajar.

+ + + Gary Chalk + + + + + If you wish to enter the hut, turn to 53. + If you do not wish to enter the hut, continue your mission by turning to 258. +
+
+ +
+ 315 + + +

In the flickering light of your Torch, you can see that the tunnel is supported by a criss-cross of props and beams. The rock is damp, and a narrow rivulet of ore-stained water runs along the tunnel floor. You soon reach a junction where the tunnel heads off to the left and right.

+ If you possess the Kai Discipline of Tracking, turn to 48. + If you wish to go left, turn to 269. + If you wish to go right, turn to 145. +
+
+ +
+ 316 + + +

You are halfway across when one of your men slips and is washed away by the torrential river water. His desperate cries alert the bandits. Suddenly a bandit warrior appears on top of the boulder behind which you are hiding. He screams and lunges at you with his spear. Deduct 2 from your COMBAT SKILL for the duration of the fight, for you are at a disadvantage. The bandit warrior towers over you and your footing is wet and slippery.

+ Bandit Warrior1626 + You may evade combat at any time by diving into the River Xane. Turn to 31. + If you win the combat, turn to 146. +
+
+ +
+ 317 + + +

You concentrate your powers and direct them at an outcrop of loose shale overhanging the shaft on the opposite side of the chamber. In seconds, there is a crack of slate and stone as part of the outcrop crumbles away and falls into the gaping mine shaft. The guard is startled by the sudden noise and leaves his post to investigate. Without a moment's hesitation, you dash across the now empty bridge and disappear into the tunnel beyond.

+ Turn to 348. +
+
+ +
+ 318 + + +

Oren Vanalund is the fifteenth baron of Ruanon, a noble warrior of royal lineage, and fifth in succession to the throne of Sommerlund. This once proud and chivalrous warlord now lies upon the cold stone floor of the chamber, red-eyed and whimpering like a frightened dog. He has lost everything, says D'Val quietly. Barraka has destroyed his castle, his land, his town and his family. His sons are dead, and his only daughter has been taken captive by Barraka himself. I fear the ordeal has turned his mind.

+ + + Gary Chalk + He has lost everything&ellips;his castle, his land, his town and his family... + + + + +

The pathetic man raises his tear-stained face, and with feeble voice mutters a curious rhyme, over and over again.

+
+

When a fair royal maid on the altar dies,
The dead of Maakengorge shall rise.

+
+ If you possess a Scroll, turn to 279. + + If you do not possess a Scroll, turn to 57. +
+
+ +
+ 319 + + + +

The food is delicious. You eat your fill and then make preparations for a good night's sleep. At dawn, you and your company bid farewell to the travelling players and continue on your mission to Ruanon.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 25. + If it is 5&endash;9, turn to 171. +
+
+ +
+ 320 + + +

The two guards are completely unprepared for your attack. They have only just drawn their swords when your men reach them and knock them both to the ground.

+

Shall we despatch them immediately, my Lord? asks a ranger, his sword tip at the throat of a nervous guard.

+

No, you reply. Tie them. They may be of some use to us yet.

+ If you wish to search them, turn to 268. + If you wish to question them, turn to 76. +
+
+ +
+ 321 + + +

The foul creature lets out a ghastly shriek and dies, but its huge slimy body trembles and convulses for several minutes. You wait for a while before daring to squeeze past it to the chamber beyond. No trace of your men remain. Their bodies lie partially digested inside the Stoneworm carcass. With nausea rising in your throat, you turn and flee from this terrible chamber.

+ Turn to 309. +
+
+ +
+ 322 + + +

Extinguishing your Torch, you curl up on the floor and quickly fall into a deep sleep. Many hours pass before you awake, totally refreshed by your rest. Restore 2 ENDURANCE points.

+

Relighting your torch, you can now see that the hut is full of mining tools. Picks, Shovels and wheelbarrows are stacked upright along the far wall.

+

If you wish to take either a Pick or a Shovel, do so and mark it on your Action Chart as a Backpack Item. Due to the size of these tools, they each take up the same amount of space as two normal Backpack Items.

+

Two tunnels lead away from the chamber. One heads west, the other south.

+ If you wish to take the west tunnel, turn to 54. + If you wish to take the south tunnel, turn to 129. +
+
+ +
+ 323 + + +

You release the arrow, and it whistles through the air and buries itself deeply into the mail-clad shoulder of the Bandit Leader. You hear his scream of pain ring out above the din of battle, but even though he is badly wounded he still attempts to rally his men. You stoop to take another arrow, but, to your horror, the dead soldier's quiver is empty. Looking up you see two dismounted Vassagonian horsemen clambering across the barricade towards you. You throw down your bow and run to a large water cask defended by a stout Sommlending sergeant. The ground around the cask is carpeted with enemy dead.

+ + + Gary Chalk + + + + +

Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the battle-smoke and pierces the officer's shiny breastplate. Slowly his cruel eyes flicker and close as he slips from the saddle, the shaft lodged deep in his heart.

+ Turn to 148. +
+
+ +
+ 324 + + + +

You are hungry and must eat a Meal before you sleep or lose 3 ENDURANCE points. You have been asleep for only two hours when you are awoken by the sound of a tolling bell.

+

Bandits! screams the tavern-keeper. They've got into the stables!

+ +

You must act quickly or the bandits will steal your horses. The tavern-keeper tells you that there are two ways to the stables from here: you can either leave through the front door and run around to the side of the tavern, or climb the stairs to the first-floor window and jump down on to the stable roof.

+ If you wish to use the front door, turn to 114. + If you wish to jump from the first-floor window, turn to 196. +
+
+ +
+ 325 + + +

You are in combat with Barraka, renegade noble of Vassagonia. You cannot evade the combat and must fight to the death. He is a formidable warrior who possesses great strength of will, and he is immune to Mindblast.

+ Barraka2529 + If you win the combat, turn to 350. +
+
+ +
+ 326 + + +

You suddenly realize that you have entered a remote section of the Maaken mines via a disused passage from the foothills of the Maaken range. For hundreds of years, the ore of this range has been the blessing and the bane of thousands drawn here to seek their fortune. Men have either found wealth beyond their wildest dreams, or have perished without trace in the labyrinth of cold, damp tunnels. You know that if only you can locate a section of this mine that is still in use, you will be able to follow its tunnels all the way to Ruanon itself. As Ruanon lies to the south, you decide to take the south passage out of the chamber.

+ Turn to 101. +
+
+ +
+ 327 + + + +

Remember to erase this Sword from your Action Chart.

+
+
+ + +

You draw the sword and offer it to the captain. A look of surprise and delight crosses his face as he examines the blade. I never expected to see my trusty steel again. It is a good omen for the battle ahead.

+

Thanking you, the captain sheathes his sword in its scabbard, that until now, has hung empty from his belt.

+ Turn to 289. +
+
+ +
+ 328 + + +

As you reach the top of the ridge, a gruesome sight meets you. The bodies of men and horses lie scattered across the shallow valley beyond, their bones picked clean by the scavenging crows. You hear the gasps of horror as your men recognize the armour and tattered white uniforms of these skeletons, for they were once your countrymen, Sommlending Guards of the King's cavalry. They must have died in battle, for the corpses of bandit warriors lie entwined among them. Forty brave soldiers, nearly half of the squadron that left Holmgard one month ago, now lie before you, and it is with heavy heart that your men set about the grisly task of burial. As you ride away from this valley of death, you are comforted only by the knowledge that Captain D'Val was not among those you buried.

+ + + Gary Chalk + + + + + Turn to 120. +
+
+ +
+ 329 + + +

The river fills your ears, your eyes and your nose. In your desperate fight for air you cough uncontrollably. Blinded by water, you fail to see the large river boulder looming ahead. With a sickening crack, you smash head first into the unyielding stone and sink beneath the rushing torrent.

+ Your life and your mission end here. +
+ +
+ + +
+ 330 + + +

At first light, you prepare to enter the valley. The highway is enshrouded by mist and soon, on both sides, the Ruanon forest closes in; a tangle of pale grey tree trunks of every shape and size crowd thickly around you. After a few minutes ride, you find the wreck of a burnt-out wagon abandoned at the side of the road. Behind it, a track disappears eastwards into the hills.

+ + If you wish to search the wrecked wagon, turn to 38. + If you wish to ignore the wagon and press on along the highway, turn to 175. + If you wish to investigate the track that leads up into the hills, turn to 293. +
+
+ +
+ 331 + + +

You soon discover a partially concealed mine shaft descending vertically into the hillside. As your men clear away the briars choking the shaft, you notice a ladder fixed to one side. You realize that this must be an escape shaft from the Maaken mines, for they honeycomb the foothills of this mountain range. If only you can locate a major tunnel, you may find a path all the way to Ruanon itself. You kneel at the edge and peer down into the gloom. There is such an overwhelming smell of dampness and decay that you decide to send your lightest man down the ladder to check whether it is still secure. All seems well, for he soon reaches a tunnel entrance far below and shouts to you all to follow.

+

The tunnel leads to an oval-shaped, rough-hewn chamber, the floor of which is coated with a strange silky fluid.

+ If you have the Kai Discipline of Animal Kinship, turn to 41. + If you do not have this skill, you can search for an exit from the chamber and turn to 276. +
+
+ +
+ 332 + + +

Although the wagons are shrouded in darkness, your Kai sense reveals to you the actor's hiding place. You climb the ladder at the rear of a large caravan, push open the door with your weapon, and enter.

+ Turn to 222. +
+
+ +
+ 333 + + +

The horseman is charging at you very quickly. You will only be able to fight for one round of combat before the momentum of his attack carries him past you.

+ Vassagonian Horseman2028 + If you lose more ENDURANCE points than your enemy in this one round of combat, turn to 209. + If your enemy loses more ENDURANCE points than you in this round of combat, turn to 220. + If you both lose exactly the same number of ENDURANCE points in this round of combat, turn to 344. +
+ +
+ +
+ 334 + + +

As you hit the water, your weapon is jarred from your hand. Panic overwhelms your senses as slimy tentacles coil around your sinking body. You fight to escape but are soon squeezed into unconsciousness. A trail of bubbles and a torn cloak are the only signs to mark your watery grave.

+ Your life and your mission end here. +
+
+ +
+ 335 + + + +

The tunnel soon emerges into a large chamber divided by a deep mine shaft. A dark-skinned warrior in tatty leather armour stands guard at the entrance to the wooden bridge spanning the shaft. He is whittling a block of wood and grumbling to himself about how unfair it is that he is given the most boring duties. On the far side of the chamber a tunnel disappears into the west wall. You know that if you are to reach the tunnel, you must get past the guard and across the bridge.

+ + + Gary Chalk + + + + + If you possess the Kai Discipline of Camouflage, turn to 35. + If you have the Kai Discipline of Mind Over Matter, turn to 317. + If you possess neither of the above Kai Disciplines, you will have to launch a surprise attack on the guard. Turn to 147. +
+
+ +
+ 336 + + +

The arrow flies straight and true towards the bandit but glances off his polished steel breastplate. Unmoved by this close escape from death, he hurls his javelin, pinning the helpless soldier to the ground. You are about to take another shot when you see a menacing black shape dart across the sky; it plummets downwards and lands on the watchtower roof.

+

You discard your bow and draw your weapon as you race up the stairs to investigate.

+ Turn to 223. +
+
+ +
+ 337 + + +

Although fire has totally destroyed any markings there may have been on the wagon, there still remains enough of the shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain D'Val and his troopers. It was loaded with provisions when it left Holmgard a month ago, but now all that remains of its cargo are heaps of ash. Having made a thorough search of the wreckage, you remount your horse and lead your men southwards along the highway.

+ Turn to 297. +
+
+ +
+ 338 + + +

Your bravado has paid off. The guards accept the password and allow you to enter the crypt. As the stone door is drawn shut, you find yourself in a wide torchlit corridor heading towards the east.

+ Turn to 235. +
+
+ +
+ 339 + + +

Although the strangers seem harmless enough, you decide not to take any chances and mount a guard. You are hungry and must eat a Meal or lose 3 ENDURANCE points. Having eaten, you soon settle down to get a good night's sleep.

+ Turn to 233. +
+
+ +
+ 340 + + +

Your head begins to spin, and your legs feel as heavy as lead from the lack of oxygen. You lose 2 ENDURANCE points.

+ Turn to 32. +
+
+ +
+ 341 + + +

A circle of unshaven faces are staring down at you. A soldier cradles your leg as another snaps the shaft buried deeply in your thigh. But before you can even cry out in pain, he has drawn the arrow from your leg with one swift tug. You are very lucky, Kai Lord, he says, as he bandages a handful of Laumspur to your aching limb. The wound is clean, and the bleeding is but slight.

+

You lose 4 ENDURANCE points, but the soldier's quick thinking and skill has saved your leg from infection. With great care the soldiers carry both you and Captain D'Val into the stone watchtower.

+ Turn to 116. +
+
+ +
+ 342 + + +

You plummet head first into the darkness, the wind screaming past your face. Gritting your teeth, you try not to think of that terrible moment of impact, when you will smash into the hard, unyielding rock. But instead of a stone floor, you hit the surface of an underground river and plunge far down into its icy cold depths. You are so relieved to be alive that you momentarily forget where you are and inhale. As water enters your lungs, you fight to control the pain that now wracks your chest. You quickly become aware that your Backpack is dragging you down. You must discard it, or you will surely drown. When you eventually reach the surface, you claw your way out of the icy water and collapse on a gravel bank, coughing and gasping for air.

+

You have lost your Backpack and everything that it contained, but you are still alive and relatively unharmed.

+ + Make the necessary adjustments to your
Action Chart before turning to 219. + +
+ +
+ 343 + + +

You are halfway across the underground river when the inky black water begins to seethe and boil. You cling to the gunwale and urge your men to row for all they are worth, for the turbulent water now threatens to capsize your crowded little boat. Suddenly a hideous greyish green tentacle breaks through the surface. Like a whiplash it crashes down, splintering wood and cracking bone as it coils around two of your men. Before you can even draw your weapon, they have been dragged down into the bubbling depths. Then another tentacle rises, snaking towards you. It stabs at your chest and tries to butt you overboard.

+ + + Gary Chalk + The rangers are dragged down
into the bubbling depths
+ + + +
+

Pick a number from the Random Number Table. If your current ENDURANCE point total is 20 or more, add 3 to the number that you have picked. If your current ENDURANCE point total is 12 or less, deduct 2 from the number you have picked.

+ If your total is now -2&endash;6, turn to 194. + If it is 7&endash;12, turn to 61. +
+
+ +
+ 344 + + +

Your blow has splintered the horseman's lance. As he reins his horse about, he discards his broken weapon and draws a curved broadsword. His smile is evil, exposing a jagged line of blackened teeth. He spits a battle-cry and spurs his horse towards you once more.

+ If you have reached the Kai rank of Aspirant or higher, turn to 111. + If you have not yet reached this level of Kai training, turn to 43. +
+
+ +
+ 345 + + +

You search the stalls to discover that only eleven horses remain; the others have been stolen by the bandits. After careful thought, you decide to call for ten volunteers to continue the mission with you, and order the remaining rangers to return to Sommerlund on foot at first light to report what has happened. As they head off to the north at dawn, you wait until they have vanished from sight before you turn and ride in the opposite direction.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 51. + If it is 7&endash;9, turn to 120. +
+
+ +
+ 346 + + +

For over five minutes you climb the spiral staircase before reaching the next level, where a mine tunnel leads off towards the south. You have covered less than a hundred yards of the dank passage when you discover a lever, set high up on the left-hand wall. A sudden noise in the distance betrays a guard patrol marching towards you. Without a second thought you pull the lever and a stone panel slides back to reveal a secret tunnel. You enter quickly to avoid the guards. Once they have passed by, you try to leave but find that you cannot re-open the stone panel from the inside. With a growing feeling of despair, you turn and follow the secret tunnel.

+ Turn to 335. +
+
+ +
+ 347 + + +

You are at the bottom of the cellar ladder when the trapdoor slams shut and you hear a bolt slide across and lock. You hammer on the trapdoor desperately trying to escape, but your captors cover the trapdoor with a heavy oak cask and keep guard in the room above. Four days pass before the lock slides back, but the hands that open the trapdoor are bony and fleshless.

+ Your life and your mission end here. +
+
+ +
+ 348 + + + +

Less than fifty yards along the tunnel wall you notice a lever. Your Kai instincts make you naturally suspicious of this unusual feature, and you scour the floor looking for evidence of a trap. You find nothing, but a glance at the the roof reveals the underside of a wide portcullis hidden between two beams.

+

You pull the lever and the portcullis falls, sealing off the tunnel behind you. To make sure you will not be followed, you smash the lever with a wedge of stone before continuing along the tunnel.

+ Turn to 185. +
+
+ +
+ 349 + + +

Judging by the smoothness of the stone floor and the condition of the ore wagons, you deduce that this gallery must service a major section of the mines. A fresh breeze can be felt blowing out of west tunnel, and you sense that you must be near the surface.

+

Ruanon lies due west, the same direction as the ore wagon tunnel. You take a deep breath and emerge from the shadows, cross the gallery, and quietly enter the archway beyond.

+ Turn to 55. +
+
+ +
+ 350 + + +

As Barraka dies, the wind suddenly rises in pitch and intensity, filling the temple with a mournful cry of despair. You feel the chill, malevolent spirit of Darklord Vashna engulfing you in an icy embrace, but you sense that he is powerless to harm you. The sacrifice has been foiled; he is doomed to lament for a victory that might have been.

+

Lying on the black temple floor is the Dagger of Vashna. As you pick it up and tuck it into your belt (mark this on your Action Chart as a Special Item), the evil blue flame flickers and dies. As long as you possess this evil blade, Darklord Vashna and his legion of dead warriors will remain imprisoned in the chasm of doom.

+

You free fair Madelon from the altar and carry her through the corridors of the temple that lead up to the surface. As you emerge into the moonlit ruins, an astounding sight greets your eyes. Barraka's warriors are running from the ghost city in all directions, closely pursued by an army of cavalrymen. The light of the full moon and the guttering torches that these horsemen carry, illuminates the sun-crest that bedecks their tunics. Word must have reached Holmgard for they are the Sommlending army, led by King Ulnar himself. Your countrymen praise your courage and daring, their strident cheers drowning the cry of Maakengorge, for once again you have proved yourself a true hero of Sommerlund. As you deliver Madelon into the waiting arms of her father, his overwhelming joy fills you with a sense of great achievement. You are indeed worthy of the title Kai Lord. You have succeeded in your perilous quest, but the epic saga of Lone Wolf&emdash;last of the Kai Lords&emdash;is far from complete. A new and deadly challenge awaits you in Book 5 of the Lone Wolf series entitled:

+

Shadow on the Sand

+ + + Gary Chalk + Barraka's men flee from King Ulnar and the army of Sommerlund + + + + +
+
+ +
+
+ + +
+ Southern Sommerlund + + + + + Gary Chalk + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + +
+
+ Combat Rules Summary + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(The Story So Far&ellips;) Replaced heavily-guarded with heavily guarded.

+

(The Game Rules) Removed that you will find in the front of this book, For further adventuring you can copy out the chart yourself or get it photocopied. Replaced both occurrences of ie, with i.e..

+

(Kai Disciplines) Capitalized all occurrences of discipline(s). Set the Weapons list in initial capital letters instead of all capitals.

+

(Equipment) Removed (see front of this book). Capitalized the items in the list rather than setting them in all capitals.

+

(Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

+

(Levels of Kai Training) Replaced LONE WOLF with Lone Wolf.

+

(Kai Wisdom) Removed at the front of the book. Replaced LONE WOLF with Lone Wolf.

+

(1) Replaced pass of Moytura with Pass of Moytura, flat treeless with flat, treeless, rest neither with rest, neither and burden nor with burden, nor.

+

(2) Replaced Maaken mines, and with Maaken mines and.

+

(5) Replaced Captain's with captain's and Captain with captain.

+

(7) Replaced saddle and with saddle, and.

+

(11) Replaced rockface with rock-face and saddle and with saddle, and.

+

(12) Replaced mission for with mission, for.

+

(13) Replaced end and with end, and.

+

(18) Replaced tracks and with tracks, and.

+

(20) Replaced You reach the barricade and a wagon is pulled aside and you are carried in through the gap.&ellips; with You reach the barricade, a wagon is pulled aside, and you are carried in through the gap.&ellips; and Captain with captain.

+

(21) Moved the Tracking choice into the first position.

+

(26) Replaced feet away, and with feet away and.

+

(27) Added a period to the end of the first paragraph.

+

(32) Replaced river, is with river is.

+

(33) Replaced ahead, and with ahead and.

+

(34) Changed the choice which led to Section 270 to point to Section 183. Section 270 is further back in the story than Section 34.

+

(37) Replaced force, that with force that, Eshnar but with Eshnar, but, and dancing. with dancing.'.

+

(38) Replaced black and with black, and.

+

(40) Replaced Tracking and with Tracking, and. Moved the Tracking choice into the first position.

+

(45) Replaced Gnadurn with gnadurn.

+

(46) Replaced back and with back, and.

+

(47) Replaced foot and with foot, and and wounded; but with wounded, but.

+

(51) Replaced large, and with large and. Moved the Animal Kinship choice into the first position.

+

(53) Replaced shut and with shut, and.

+

(57) Replaced desoltate with desolate.

+

(59) Replaced hard pressed with hard-pressed.

+

(61) Replaced side-step with sidestep and foot and with foot, and.

+

(63) Replaced down but with down, but.

+

(66) Replaced counter-charge with countercharge and mid-air and with mid-air, and.

+

(67) Replaced razor sharp with razor-sharp.

+

(69) Replaced away and with away, and.

+

(70) Replaced the middle choice If you wish to dive into the tall crops and hide, with If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159. and moved it to the bottom. Also changed duties and with duties, and and tracks and tracks, and.

+

(72) Replaced enemy, which with enemy which and you, and with you and.

+

(74) Replaced incident and with incident, and and burnt out with burnt-out.

+

(76) Replaced him, than with him than.

+

(78) Replaced neckchains with neck-chains.

+

(79) Replaced excavation and with excavation, and.

+

(84) Replaced interior you with interior, you and robe and with robe, and.

+

(85) Replaced weapon but with weapon, but and hard unyielding with hard, unyielding.

+

(86) Replaced Ruanon, and with Ruanon and.

+

(87) Moved the Sixth Sense or Tracking choice into the first position.

+

(89) Replaced ground and with ground, and.

+

(91) Replaced horseback and with horseback, and, Torches with torches, and Torch with torch. The torches mentioned are not available to keep for later.

+

(92) Replaced town, and with town and. Moved the Sixth Sense choice into the first position.

+

(94) Made the last sentence its own paragraph for the sake of automatic formatting.

+

(96) Replaced air and with air, and.

+

(101) Replaced river and with river, and.

+

(104) Replaced stamina you with stamina, you.

+

(107) Replaced out and with out, and.

+

(109) Replaced boot, and with boot and.

+

(110) Replaced coach and with coach, and.

+

(111) Replaced lightning fast with lightning-fast, longsword, and with longsword and, and side and with side, and.

+

(114) Replaced shield wall with shield-wall.

+

(116) Replaced bed, and with bed and, Captain; his with captain. His, mission and with mission, and and them but with them, but.

+

(117) Replaced subsided and with subsided, and.

+

(118) Replaced locked. But with locked, but.

+

(121) Replaced stolid but with stolid, but.

+

(123) Replaced dreams but with dreams, but.

+

(126) Replaced Pike and with Pike, and.

+

(128) Replaced trapdoor but with trapdoor, but.

+

(129) Split the two sentences of the last paragraph into separate paragraphs for the sake of automatic formatting.

+

(130) Replaced fast flowing with fast-flowing.

+

(132) Replaced empty but with empty, but.

+

(133) Moved the choice regarding losing ENDURANCE points into the first position.

+

(135) Replaced one and with one, and and counter-attack with counterattack.

+

(136) Replaced action; for with action, for.

+

(137) Replaced foe but with foe, but, Captain's with captain's, and both occurrences of Captain when not part of Captain D'Val's name with captain.

+

(139) Replaced action; for with action, for.

+

(142) Replaced death cry with death-cry, rainswept with rain-swept, warriors, and with warriors and, and possibilities; a crypt with possibilities: a crypt.

+

(148) Replaced Captain with captain.

+

(150) Replaced floor and with floor, and

+

(153) Replaced leader; but with leader, but, wall and with wall, and and bow but with bow, but.

+

(154) Replaced battle, the with battle; the.

+

(157) Replaced awake totally with awake, totally.

+

(158) Replaced by with before in the last sentence for syntax clarity and consistency with section 94. Made the last sentence of the last paragraph its own paragraph for the sake of automatic formatting.

+

(163) Replaced Vassagonian, but with Vassagonian but.

+

(166) Replaced here, and with here and and hard pressed with hard-pressed.

+

(167) Made the last paragraph its own sentence for the sake of automatic formatting.

+

(168) Replaced Dull satanic with Dull, satanic and move and with move, and

+

(169) Replaced him and with him, and and long curved with long, curved.

+

(171) Replaced mile you with mile, you and journey, and with journey and.

+

(172) Replaced beyond and with beyond, and.

+

(175) Replaced ambush and with ambush, and and razor sharp with razor-sharp.

+

(177) Replaced guards who with guards, who and men who with men, who.

+

(180) Replaced rockface with rock-face, cavern and with cavern, and, and darkness you with darkness, you.

+

(184) Replaced hit but with hit, but and fight; a with fight&emdash;a.

+

(186) Replaced back and with back, and, oily black with oily, black and head, leaps with head leaps.

+

(189) Replaced the ranger with a ranger in the second sentence. At this point, there are still several rangers left in the company. Also replaced air and with air, and.

+

(192) Replaced serated with serrated and chest and with chest, and.

+

(193) Added or if you have won in the first two rounds, to the choice. Also replaced risen you with risen, you.

+

(195) Replaced back and with back, and, horses and with horses, and, shutters and with shutters, and and tonight, and with tonight and.

+

(197) Replaced gasp and with gasp, and.

+

(200) Replaced woodsmoke with wood smoke and tower a tattered with tower, a tattered.

+

(201) Replaced dry and with dry, and.

+

(203) Replaced armour and to armour, and.

+

(205) Replaced inwards and with inwards, and.

+

(206) Replaced returned and with returned, and.

+

(207) Replaced wall, and with wall and.

+

(208) Replaced rockface with rock-face, dead-end with dead end, tunnel; a with tunnel&emdash;a and excavated and with excavated, and.

+

(209) Replaced battle cry with battle-cry in the illustration caption.

+

(212) Replaced well for with well, for.

+

(214) Replaced lights, make with lights make.

+

(219) Replaced effort, do with effort do.

+

(221) Replaced here and with here, and and stairs, by with stairs by.

+

(224) Moved the Tracking or Sixth Sense choice into the first position.

+

(225) Replaced burst but with burst, but, sweat and with sweat, and, small pink with small pink and leg and with leg, and.

+

(226) Replaced tree-trunks with tree trunks.

+

(230) Replaced items but with items, but.

+

(231) Replaced bridge but with bridge, but.

+

(232) Replaced boat you with boat, you.

+

(233) Replaced warriors, dressed with warriors dressed and advance but with advance, but.

+

(236) Replaced weapon you with weapon, you.

+

(239) Replaced arrow-slits with arrow slits.

+

(241) Replaced rockface with rock-face.

+

(242) Replaced disc but with disc, but.

+

(243) Replaced counter-charge, and with countercharge and.

+

(246) Replaced dull satanic with dull, satanic.

+

(247) Replaced elite with élite, highway and with highway, and, firewood and with firewood, and and incident and with incident, and.

+

(249) Replaced thin chiselled with thin, chiselled, cavalry; a tall with cavalry&emdash;a tall and tall dark-skinned with tall, dark-skinned.

+

(251) Replaced treeline with tree-line.

+

(253) Replaced them and with them, and.

+

(254) Replaced scouts but with scouts, but.

+

(255) Replaced Captain, and with captain and and Ruanon, and with Ruanon and.

+

(256) Replaced bridge, but with bridge but.

+

(258) Replaced the middle choice If you wish to dive into the tall crops and hide, with If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159. and moved it to the bottom. Also replaced crops you with crops, you.

+

(260) Added or if you have won in the first three rounds, to the choice.

+

(262) Replaced strike but with strike, but and head and with head, and.

+

(263) Replaced trees you with trees, you.

+

(265) Replaced blood-stained with bloodstained.

+

(266) Replaced arrow-slits with arrow slits.

+

(267) Replaced coup de grace with coup de grâce.

+

(269) Replaced rockface with rock-face.

+

(270) Replaced approach and with approach, and.

+

(272) Replaced sommersaulted with somersaulted and wounds, and with wounds and.

+

(275) Replaced ground and with ground, and and you and with you, and.

+

(276) Replaced Stoneworm and with Stoneworm, and.

+

(277) Replaced pounce and with pounce, and.

+

(278) Replaced trees but with trees, but.

+

(279) Replaced arrow-slit with arrow slit.

+

(280) Replaced bridge but with bridge, but and who it is and with who it is, and.

+

(281) Replaced re-light with relight.

+

(282) Replaced stiff but with stiff, but, gives and with gives, and and terror into with terror, into.

+

(283) Replaced face and with face, and and fire and with fire, and.

+

(285) Replaced bolts and with bolts, and and bolts and with bolts, and..

+

(289) Replaced deluge and with deluge, and, Captain's with captain's, help the Captain with help the captain, and ablaze and with ablaze, and. Moved the Warmarn choice into the first position.

+

(292) Replaced blade and the semi-circles with blade, and the semicircles.

+

(294) Replaced gantry and with gantry, and.

+

(296) Took out the second choice, which read If you have a Flask of Holy Water, turn to 283. and replaced the bottom choice If you do not possess either,&ellips; with If you do not possess this Special Item,&ellips;. With this choice removed, Section 274 is no longer redundant.

+

(298) Replaced blows, fade with blows fade and mind, and with mind and.

+

(299) Replaced fall but with fall, but.

+

(300) Replaced screams and with screams, and and Captain with captain.

+

(303) Replaced ladder and with ladder, and.

+

(304) Replaced air and with air, and.

+

(305) Replaced slovenlinesss with slovenliness.

+

(306) Replaced voice and with voice, and.

+

(307) Replaced pace and with pace, and and Ruanon but with Ruanon, but.

+

(308) Replaced ground, its with ground; its and combat and with combat, and.

+

(309) Replaced minutes you with minutes, you.

+

(310) Replaced spear-haft with spear haft and thrust, and with thrust and.

+

(312) Replaced horses and with horses, and.

+

(313) Replaced leg, and with leg and.

+

(314) Replaced duties and with duties, and and window and with window, and.

+

(315) Replaced damp and with damp, and. Moved the Tracking choice into the first position.

+

(318) Replaced war-lord with warlord and dead and with dead, and.

+

(322) Replaced Torch you with Torch, you.

+

(323) Replaced arrow and with arrow, and and bandit-leader with Bandit Leader.

+

(324) Replaced both occurrences of first floor with first-floor.

+

(325) Replaced will and with will, and.

+

(326) Replaced south you with south, you.

+

(327) Replaced both occurrences of Captain with captain.

+

(330) Replaced tree-trunks with tree trunks.

+

(337) Replaced recognise with recognize.

+

(340) Replaced spin and with spin, and.

+

(341) Replaced clean and with clean, and.

+

(342) Replaced teeth you with teeth, you, hard unyielding with hard, unyielding, floor you with floor, you, and discard it or with discard it, or. Made the last sentence its own paragraph for the sake of automatic formatting.

+

(346) Replaced left hand with left-hand.

+

(347) Replaced escape but with escape, but, trapdoor, desperately with trapdoor desperately and back; but with back, but..

+

(350) Replaced Maakengorge; for with Maakengorge, for.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+ +
+
+ +
+ Footnotes + + +

(22) If you are using a Kalte Firespere instead of a Torch, you will still lose an item as described as you fumble for the Firesphere in your pocket.

+

(25) You have entered the Wildlands south of the Pass of Moytura. You cannot use Hunting to fulfil Meal requirements in this desolate area.

+

(29) You need not erase any Torches from your Action Chart in this case.

+

(117) Remember that you may not use another Torch unless you have a Tinderbox as well. Also, you may use a Kalte Firesphere in place of a Torch and Tinderbox if you have one.

+

(120) At this point Hunting will again begin to fulfil the Meal requirement.

+

(129) It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

+

(133) Turn to Section 17, not Section 307, if you lose any ENDURANCE points while evading.

+

(167) If you wish to keep the Shovel, it takes up two spaces in your Backpack (cf. Section 213, Section 269, and Section 322).

+

(171) You have entered the Wildlands south of the Pass of Moytura. You cannot use Hunting to fulfil Meal requirements in this desolate area.

+

(185) It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

+

(222) Make sure you keep note of this Sword's special significance. However, it still counts as a normal Sword for all combat purposes.

+

(241) Section 309 assumes that your men are all missing or dead. This represents a serious flaw in the story flow since you are still accompanied by some of your men. You may choose to turn to Section 8 instead which is a geographically flawed correction, but does continue the story with your current company.

+

(245) Ignore the last sentence of the paragraph if you turned here from Section 178.

+

(269) It is up to you to decide, but it seems that using Hunting in the Maaken Mines isn't realistic.

+

(272) You may choose which Weapon to discard if you have two.

+

(327) Remember to erase this Sword from your Action Chart.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+ + +
+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

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Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

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This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

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+ 1.0 + + +

License shall hereafter refer to this document.

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Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

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Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

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Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

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The following are the works written by Joe Dever which are being offered under the terms of this license:

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    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
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  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
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  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
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  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
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  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
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  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
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  • The Cauldron of Fear; Copyright 1987 Joe Dever.
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  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
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  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
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  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
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  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
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  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
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  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
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  • Dawn of the Dragons; Copyright 1992 Joe Dever.
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  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
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  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
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  • The Magnamund Companion; Copyright 1986 Joe Dever.
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  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
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  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
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  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
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+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

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    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
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  • The Forbidden City; Copyright 1986 Ian Page.
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  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
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  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
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  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • + +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
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  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
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  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
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  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
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  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
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  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
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  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
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  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
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  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
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  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
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  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
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  • Rune War; Illustrations Copyright 1995 Brian Williams.
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  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
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  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
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  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
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  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
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Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+ +
+ 6.1 + + +

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

+
+
+
+
+
+
+
+
+
+ + diff --git a/xml/05sots.xml b/xml/05sots.xml new file mode 100755 index 0000000..77fc4cc --- /dev/null +++ b/xml/05sots.xml @@ -0,0 +1,6189 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + Shadow on the Sand + Joe Dever and Gary Chalk + Joe Dever
Illustrated by Gary Chalk
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

+

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

+

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

+

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

+
+ Project Aon + 200313 + +

You are Lone Wolf&emdash;last of the Kai Lords of Sommerlund, and sole survivor of the massacre that destroyed them during a bitter war with your age-old enemies, the Darklords of Helgedad.

+

The Zakhan of Vassagonia, the imperial ruler of this desert empire, has sent his most trusted envoy to seek a treaty of peace between your two countries, and the king has asked you to sign the treaty on behalf of your country.

+

You wave farewell to Holmgard on this bleak midwinter's day, feeling sure you will return before the thaw. But as you watch the spires of Holmgard disappear in the falling snow, you have no inkling of the shadow that awaits you in Vassagonia.

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1985 Joe Dever.
Illustrations copyright © 1985 Gary Chalk.
+ +

Text copyright © 1985 Joe Dever.
Illustrations copyright © 1985 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

For Robert Alfred Dever (1917&endash;1965)
and William Roland Chalk

+ +
+
+ +
+ + Acknowledgements + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + + +
+
Transcription
+
Julian Egelstaff (mainmatter)
Matthew Reynolds (extramatter)
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
+
XML
+
Jonathan Blake
Jeff Dougan
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
Proofreading
+
Julian Egelstaff (sections 1&endash;400)
Matthew Reynolds (front matter)
+
Editing
+
Robert Ekblad
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Matthew Reynolds
Thomas Wolmer
+
Coordination
+
Jonathan Blake
+
+ +
+
+ +
+
+ +
+ + The Story So Far&ellips; + + + + + +

You are Lone Wolf&emdash;last of the Kai Lords of Sommerlund, and sole survivor of the massacre that destroyed them during a bitter war with your age-old enemies, the Darklords of Helgedad.

+

It is midwinter in your northern homeland and a mantle of snow lies knee-deep in the streets of Holmgard&emdash;the capital&emdash;when you are summoned from your monastery in the hills by a messenger bearing a scroll, signed and sealed by the hand of King Ulnar. You are surprised to read the King's message, for it is a request for your help in solving an urgent problem of what he describes as great diplomatic importance. It seems a strange request to make of a warrior lord, whose skills are better suited to the field of battle than to parleying with foreign envoys. However, you obey the summons and upon your arrival at the capital, all is made clear.

+

The Zakhan of Vassagonia, the imperial ruler of this desert empire, has sent his most trusted envoy to seek a treaty of peace between your two countries, and you have been asked to sign the treaty on behalf of your country. The reason for this is easily apparent.

+

Less than a year ago, a renegade noble of Vassagonia called Barraka led his army of bandits in an attack upon the Sommlending province of Ruanon. This mining town and much of the surrounding land was overrun and destroyed. Many Sommlending lost their lives, and many more were enslaved and forced to labour in the mines of the Maaken range. When the regular convoy from Ruanon failed to arrive at the capital, the king sent you to investigate. A great battle ensued in which you defeated Barraka in mortal combat. Without your courage and skill, the safety of Sommerlund and all of the Lastlands would have been placed in grave peril.

+

Your majesty, the Zakhan is gravely embarrassed by Barraka's foul treachery, and is most anxious that our friendship and trust be restored. He begs that you send the Kai warrior, Lone Wolf, to sign a treaty of peace with him at the Grand Palace in Barrakeesh, whimpers the Zakhan's emissary, as he kneels at the feet of King Ulnar.

+

The king rises from his throne, barely able to conceal his distaste for the fawning envoy. He turns his gaze to you and bids you follow him to the privacy of an antechamber.

+

I have no liking for this desert realm, Lone Wolf, but I like the prospect of war even less. The Zakhan is old and frail, and has no son to claim his throne when he dies. Barraka was but one of many ruthless nobles who wait like jackals for the chance to seize power, and I fear they grow too impatient to allow the Zakhan to die a natural death. The treaty may not guarantee peace with Vassagonia once the Zakhan is dead, but it will at least buy us precious time to strengthen our southern border.

+

The king leads you to a window and points towards the harbour, barely visible through the falling snow. A Vassagonian galley lies anchored close to the harbour wall.

+

Go to Vassagonia, Lone Wolf. Sign the treaty and return quickly. Even with the promise of peace, I fear the shadow of war will fall upon us before the year is out.

+

You wave farewell to Holmgard on this bleak midwinter's day, feeling sure you will return before the thaw. But as you watch the spires of Holmgard disappear in the falling snow, you have no inkling of the shadow that awaits you in Vassagonia.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Lord you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on 4 in the Random Number Table you would write in a COMBAT SKILL Of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 5. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; now read the section on equipment for Book 5 carefully.

+ +
+ + Kai Disciplines + + + + + +

Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines will be of use to you at some point on your perilous quest, pick your five with care. The correct use of a Discipline at the right time can save your life.

+

When you have chosen your five Disciplines, enter them in the Kai Disciplines section of your Action Chart.

+ +
+ Camouflage + + +

This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

+

If you choose this skill, write Camouflage on your Action Chart.

+
+
+ +
+ Hunting + + +

This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. You are aware that most of Vassagonia is arid desert; should your adventure lead you into this desert, the opportunities for successful hunting may not arise. But this skill is still very useful for it also enables a Kai Lord to move with great speed and dexterity.

+

If you choose this skill, write Hunting on your Action Chart.

+
+
+ +
+ Sixth Sense + + +

This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

+

If you choose this skill, write Sixth Sense on your Action Chart.

+
+
+ +
+ Tracking + + +

This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

+

If you choose this skill, write Tracking on your Action Chart.

+
+
+ +
+ Healing + + +

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

+ +

If you choose this skill write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Weaponskill + + +

Upon entering the Kai monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your COMBAT SKILL.

+ + + Gary Chalk + + + + +
    +
  • 0 = Dagger
  • +
  • 1 = Spear
  • +
  • 2 = Mace
  • +
  • 3 = Short Sword
  • +
  • 4 = Warhammer
  • +
  • 5 = Sword
  • +
  • 6 = Axe
  • +
  • 7 = Sword
  • +
  • 8 = Quarterstaff
  • +
  • 9 = Broadsword
  • +
+
+
+

The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

+

If you choose this skill, write Weaponskill in &blankline; +2 COMBAT SKILL points if this weapon carried on your Action Chart.

+
+
+ +
+ Mindshield + + +

The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

+

If you choose this skill, write Mindshield: no points lost when attacked by Mindblast on your Action Chart.

+
+
+ +
+ Mindblast + + +

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

+

If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Animal Kinship + + +

This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

+

If you choose this skill, write Animal Kinship on your Action Chart.

+
+
+ +
+ Mind Over Matter + + +

Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

+

If you choose this skill, write Mind Over Matter on your Action Chart.

+
+
+ +

If you have successfully completed Books 1&endash;4 of the Lone Wolf series, completion of Book 5 will raise you to the rank of Kai Master. This means that you will have acquired all ten basic Kai skills.

+ +

All of the Special Items that you have found and kept during your adventures, may then be used in the Lone Wolf Magnakai series, which begins with Book 6 entitled The Kingdoms of Terror.

+
+
+ +
+ + Equipment + + + + + +

Before leaving Holmgard on your voyage to the Vassagonian capital of Barrakeesh, you are given a map of the desert empire and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may now enter this number in the Gold Crowns section of your Action Chart. (If you have successfully completed previous Lone Wolf adventures, you may add this sum to the total of any Crowns you may already possess. Remember you can only carry a maximum of fifty Crowns.)

+

You may take your pick of the following items (in addition to those you already possess, but remember you may only carry two weapons). You may take up to four of the following:

+
    +
  • Dagger (Weapons)

  • +
  • +

    Potion of Laumspur (Backpack Items). This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose.

    + + + Gary Chalk + + + + +
  • +
  • Sword (Weapons)

  • +
  • Spear (Weapons)

  • +
  • +

    2 Special Rations (Meals). Each of these Special Rations counts as one Meal, and each takes up one space in your Backpack.

    + + + Gary Chalk + + + + +
  • +
  • Mace (Weapons)

  • +
  • +

    Shield (Special Items). This adds 2 points to your COMBAT SKILL when used in combat.

    + + + Gary Chalk + + + + +
  • +
+

List the four items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.

+
    +
  • Dagger&emdash;carried in the hand.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Sword&emdash;carried in the hand.
  • +
  • Spear&emdash;carried in the hand.
  • +
  • Special Rations&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Shield&emdash;slung over shoulder when not in combat, otherwise carried in the hand.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct weapon, it adds 2 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember you can only carry two weapons at once.)

+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at any time.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items. Before you begin Shadow on the Sand, you may choose to leave any or all of these items in safekeeping at your Kai monastery in Sommerlund. Special Items in safekeeping cannot be used, but also they cannot be lost during your adventure.

+
+
Gold Crowns
+

The currency of Sommerlund and Vassagonia is the Crown, which is a small gold coin. Whenever you kill a creature and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch.

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Kai Discipline of Hunting as one of your five skills, you will not need to tick off a Meal when instructed to eat (unless you are in an area of desert where the opportunity for hunting is limited).

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potions during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows.

+
    +
  1. Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL Of 17.

    +

    He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of −3. (17 − 20 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points
    • +
    • Winged Devil loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+ +

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Kai Training + + + + + +

The following table is a guide to the rank and titles that are bestowed upon Kai Lords at each stage of their training. As you successfully complete each adventure in the Lone Wolf series, you will gain an additional Kai Discipline and gradually progress towards mastery of the ten basic Kai Disciplines.

+
    +
  1. Novice
  2. +
  3. Intuite
  4. +
  5. Doan
  6. +
  7. Acolyte
  8. +
  9. Initiate&emdash;You begin the Lone Wolf adventures with this level of Kai training
  10. +
  11. Aspirant
  12. +
  13. Guardian
  14. +
  15. Warmarn or Journeyman
  16. +
  17. Savant
  18. +
  19. Master
  20. +
+

Beyond the ten basic skills of the Kai Master await the secrets of the higher Kai Disciplines or Magnakai. By acquiring the wisdom of the Magnakai, a Kai Lord can progress towards the ultimate achievement and become a Kai Grand Master.

+
+
+
+
+ +
+ + Kai Wisdom + + + + + +

Your mission is one of peaceful diplomacy&emdash;but beware! The desert empire of Vassagonia is notorious for being a land of deceit and treachery. Be on your guard at all times. Also, make notes as you progress, as you will find they will be of great help in future adventures.

+

Many things that you find will aid you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

If this is your first Lone Wolf adventure, choose your Kai Disciplines with care&emdash;a wise choice and a great deal of courage should enable anyone to complete both parts of this adventure, no matter how weak his or her initial COMBAT SKILL and ENDURANCE points. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this book.

+

May the spirits of your Kai Masters guide you on your perilous adventure.

+

Good Luck!

+
+
+ +
+ Part I + + + +
+ 1 + + +

For twenty-five days, the Vassagonian galley sails on a steady course for its home port of Barrakeesh, with only a brief stop at the Durenese harbour of Port Bax to break a safe but monotonous voyage.

+

You use your time aboard the ship to good purpose, learning the Vassagonian language from the ship's crew. They are only too eager to teach you, asking only in return tales of your adventures in the Lastlands&emdash;for many of the sailors, these are the most exciting stories they have ever heard. By the time you reach Barrakeesh, you have both mastered their language and won their respect.

+ + + Gary Chalk + + + + +

It is early afternoon when the ramparts of the desert capital are first sighted on the horizon. You push your way through the cheering crew, and join the envoy at the prow of the ship. Beaming with pride, he hands you a telescope and invites you to view the land of his birth. The site is indeed breathtaking. You stare in fascination at the golden domes, minarets and green-tiled roofs shimmering beneath the desert sun, and marvel at the splendour of the Grand Palace, which dominates this magnificent city. Then you notice that from every golden turret of the palace flutters a long, black pennant. You ask the envoy of the meaning of the black flags. Horror floods across his face as he snatches the telescope from your hands. By the spirit of the Majhan! He is dead &ellips; The Zakhan is dead!

+

As the bad news spreads through the ship, you pray that the peace treaty will be signed and honoured by the Zakhan's successor. However, the envoy is less than hopeful.

+

The harbour of Barrakeesh is deserted save for a handful of citizens clad in black, and the only sound that greets you is the toll of a funeral bell, echoing through the harbour on this day of mourning. Then a horse-drawn carriage enters the harbour square, escorted by the cavalry of the Palace Guard. It halts, and a dour man in turquoise robes steps out to meet you.

+

A thousand greetings, Lone Wolf, I am Maouk, and I welcome you to our city on behalf of my master, his most sublime magnificence, Zakhan Kimah.

+

The envoy gasps upon hearing the name of the new Zakhan. He turns to speak, his eyes wild with fear. It is a trap, you must&ellips;

+

His warning is cut short by the blade of Maouk's dagger. Suddenly, scores of black-clad warriors emerge from the shadows; they are Sharnazim, elite Vassagonian bodyguards. They close in, surrounding you on every side. You must act quickly if you are to survive this deadly trap.

+ If you wish to stand and fight against these overwhelming odds, turn to 36. + If you wish to surrender to Maouk and his warriors, turn to 176. + If you wish to run back to the galley, turn to 104. +
+
+ +
+ 2 + + +

Breathless from the exertion of combat, you step back as the Elix finally collapses and dies. Slowly, its glass-green eyes mist over and become opaque like hard, cold jadin. Around the creature's blood-spattered throat hangs a Gold Chain and Key. You quickly discover that the Key opens the steel door of a strongroom at the far end of apothecary.

+

High upon a shelf, just inside the door, you find a small box that contains what you seek&emdash;the Oede herb. Within seconds of pressing the beautiful golden leaves to your wounded shoulder, a tingling sensation engulfs your whole arm. The numbness soon fades, and both your arm and shoulder are free of the horrific Limbdeath microbes.

+

Sufficient Oede herb remains in the box for one further application. It is a powerful substance that can be used against many deadly diseases or alternatively can be used to restore 10 ENDURANCE points if swallowed after combat. If you wish to keep the Potion, mark it on your Action Chart as a Backpack Item. You should also restore the COMBAT SKILL points that were temporarily lost due to Limbdeath.

+

After dragging the dead Elix into the strongroom, you lock the steel door from the inside. You notice that there are in fact two doors to the strongroom: the one by which you entered and a smaller door set into the opposite wall. The Gold Key opens the lock of the new door, which leads to a narrow staircase beyond, dimly lit by flaring torches in wall brackets.

+

The climb is steep and arduous. You suspect that these steps are part of a secret route to the strongroom, and your suspicions are only confirmed when you arrive at what appears to be a dead end. A closer examination reveals a narrow bronze door set flush to the wall, plain in appearance except for a tiny key hole close to the floor. As you insert and twist the Gold Key, you are quietly confident that the bronze door will open.

+ Turn to 67. +
+
+ +
+ 3 + + +

You search the bodies of the three vestibule guards and uncover the following items:

+
    +
  • 4 Gold Crowns
  • +
  • 1 Dagger
  • +
  • 1 Sword
  • +
  • 1 Potion of Alether (Increases your COMBAT SKILL by 2 points for the duration of one fight.)
  • +
+

You may also take the Blowpipe and the remaining Sleep Dart. If you decide to take them, mark them on your Action Chart as Backpack Items. In the robe of the dead blowpipe warrior, you find a small piece of parchment upon which is written today's date and the number sixty-seven.

+

A smile creeps across your face as you realize that this is the number that will open the bronze door. You hold your breath and twist the dial.

+ Turn to 67. +
+
+ +
+ 4 + + + +

If the fight lasts longer than 4 rounds, you must still win before turning to Section 180.

+
+
+ + +

You stoop to grasp the sword, but as your fingers close around the hilt, the second guard attacks.

+ Palace Jailer1421 +

Ignore all ENDURANCE points lost by the enemy in the first round of combat, for you can only attempt to parry his blow.

+ If you win and the fight lasts for 4 rounds of combat or less, turn to 165. + If the fight lasts longer than 4 rounds of combat, turn to 180. +
+
+ +
+ 5 + + +

You are halfway round the tower when a section of the sandstone ledge suddenly gives way beneath your feet. Desperately you claw at the masonry, but the stone is old and disintegrates in your hands. You topple backwards and fall to your doom in the palace gardens below.

+ Your escape and your life end here. +
+
+ +
+ 6 + + +

The oil is made from the fruit of the larnuma tree. It has a soothing and relaxing effect when rubbed into the skin.

+ If you choose to rub the larnuma oil into your skin, turn to 103. + If you decide not to use the oil, turn to 71. +
+
+ +
+ 7 + + +

You release the bowstring, and the arrow arcs through the air towards your target. However, you have misjudged the range, and it falls short and shatters on the cobblestones of the harbour square, alerting Maouk's men to your whereabouts. You prepare to take flight, but the small boat is quickly surrounded, and you are forced to surrender.

+

As the black-clad Sharnazim drag you along the harbour wall, you fear that your life is about to come to a sudden end.

+ Turn to 176. +
+
+ +
+ 8 + + +

You channel all your Kai skill into detecting the number that will open the door; it is a strenuous task, and one that demands great concentration. Gradually, the image of two numbers&emdash;six and seven&emdash;begin to form in your mind. The image is hazy, and you're not sure if the number is sixty-seven or seventy-six. You are exhausted by your efforts, and they have cost you to 2 ENDURANCE points. Deduct these from your current ENDURANCE points total before choosing between the two possibilities.

+ If you decide to choose sixty-seven, turn to 67. + If you decide to choose seventy-six, turn to 76. +
+
+ +
+ 9 + + +

The guard begins to cough. He pleads with you to slacken your grip or he will choke to death. You ask him one more question: does he know where your confiscated equipment is? He says he does not know. Then, suddenly, he elbows you in the chest and breaks free. You are winded, but you are determined to stop him from escaping.

+ Turn to 78. +
+
+ +
+ 10 + + + +

Make sure you note your possessions elsewhere in case you should find them later.

+
+
+ + +

The Sharnazim surround you and drag you to your feet. They take your Backpack, your Weapons, your Gold Crowns and all your Special Items. (Make all the necessary adjustments to your Action Chart.) Your hands are tied with wire, and you are frogmarched back to the plaza. A carriage is waiting. As you are thrown in head first, Maouk climbs aboard and, gloating with triumph, gives the command: Back to the Grand Palace. The Zakhan awaits his prize.

+

You struggle to free yourself from the wire that cuts into your wrists, but Maouk is quick to see the danger. He grabs your arm and forces a dart into your skin. As sleep numbs all your senses, the last sound you hear is Maouk's wicked laughter.

+ Turn to 69. + +
+ +
+ 11 + + +

To reach the north door without being seen, you must work your way carefully around the chamber, dodging from one pillar to the next.

+

Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage or Hunting, deduct 2 from the number you have picked.

+ If your total is now -2&endash;2, turn to 167. + If your total is now 3&endash;9, turn to 190. +
+
+ +
+ 12 + + +

You are in underwater combat with a deadly salt water scavenger.

+ Bloodlug1711 +

Deduct 2 points from your COMBAT SKILL due to the speed of its attack. This creature is immune to Mindblast.

+ + + Gary Chalk + You are in underwater combat with a deadly salt water scavenger + + + + + If you win the fight, turn to 95. + +
+
+ +
+ 13 + + +

You force yourself along the canal, which is thick with green and black scum, clotted with a hideous variety of filth and debris. Huge cockroaches crawl in and out of the cracked ceiling. The vile water is waist deep, and as the surface scum breaks, a cloud of putrid gas wafts up and engulfs you. The stench is appalling; choking, you cover your mouth and nose with the edge of your Kai cloak. A sudden splash warns you that Maouk's men are not far behind so you quicken your step.

+

You have waded only a few yards when you hear a soft rustling noise. You freeze. It is the unmistakable sound of scaled skin slithering softly over stone. Fear turns to blind terror as you catch your first glimpse of the creature now advancing towards you.

+ If you have the Kai Discipline of Animal Kinship, turn to 187. + If you do not possess this skill, turn to 110. +
+
+ +
+ 14 + + +

You step into a perfect hemisphere. The walls of the chamber curve smoothly into the ceiling, where a small window casts a splash of light across the floor. There is a large circular dais in the centre of the room laden with incense burners, decanters, quilts, scrolls, cloaks, urns and all kinds of fruit and sweetmeats. A drawer catches your eye, protruding from beneath the lip of the dais; you recognize the contents. You have found your confiscated equipment. Restore to your Action Chart all the Backpack Items, Special Items, Weapons and Gold Crowns you lost when you were imprisoned.

+

Elated by your discovery, you resolve to escape from the Grand Palace as quickly as possible. There is only one other door, apart from the one by which you entered the chamber, which is set into the north wall.

+ If you wish to leave the chamber, turn to 58. + If you wish to search the chamber for useful items, turn to 131. +
+
+ +
+ 15 + + +

The tunnel is dark and shadowy. Much of it is in a poor state of repair, and many cracks and fissures scar the walls. You must search for one large enough in which to hide. Pick a number from the Random Number Table. If you have reached the Kai rank of Guardian or higher, deduct 1 from the number you have picked.

+ If your total is now -1&endash;7, turn to 151. + If your total is now 8&endash;9, turn to 175. +
+
+ +
+ 16 + + +

You rush into the cellar and bolt the door. Pressing your ear to the gnarled timber, you listen intently to the noise of Maouk's angry soldiers. They have entered the building and it will only be a matter of time before they notice the cellar door. You cast your eyes around the room. It is empty except for a Coil of Rope and a Tinderbox. Then you notice that there is another way out of the small stone room&emdash;an iron grille in the centre of the floor. However, the horrible stench rising from it turns your stomach.

+ If you wish to leave the cellar by the grille, turn to 51 + If you decide to stay in the cellar, prepare for combat and turn to 123. +
+
+ +
+ 17 + + +

It takes a long time for the fear and nausea to subside, but you push on through the slimy water, almost oblivious to your dreadful surroundings. Eventually you reach a junction where a wider tunnel crosses your path.

+ If you possess the Kai Discipline of Sixth Sense, turn to 47. + If you wish to continue along the west channel, turn to 73. + If you wish to turn north into the new tunnel, turn to 112. + If you wish to go south along the new tunnel, turn to 128. +
+
+ +
+ 18 + + +

The cell door does not open again until the sun has dipped below the peaks of the Dahir mountains. You prepare yourself to meet the Zakhan, to demand your immediate release and safe passage back to Sommerlund, but it is not only the Zakhan who awaits you in the Grand Hall. He has a guest who has travelled many miles for this special meeting. His name is Haakon. He is a Darklord of Helgedad.

+

Unarmed and helpless, you are forced to kneel before the Darklord. With wicked relish, Haakon squeezes the life from your body with his own hands.

+ Your life and all hopes for your country end here. +
+
+ +
+ 19 + + +

You raise the hood of your Kai cloak in order to keep your face in shadow as you approach the guards. They eye you suspiciously but are obviously reassured by your mastery of their language. You pretend to be a merchant whose goods have been confiscated and ask to be allowed to plead your case to the Judicar of Barrakeesh. The guards chuckle to themselves, and then demand two items from your Backpack before they allow you into the Grand Palace. They wink at each other, for they know that the Judicar never returns confiscated cargoes. They think you will be thrown in the palace cells for your insolence, like every other aggrieved merchant who has tried to plead for justice.

+ If you wish to give the guards what they demand, erase any two Backpack Items (except Meals) from your Action Chart. You may now pass through the gate and enter the palace gardens. Turn to 137. + If you do not or cannot give the guards two Backpack Items, you must leave the gate and search for some other means of entering the palace. Turn to 49. +
+
+ +
+ 20 + + + +

It may be reasonable to restore half the ENDURANCE points that you lose in this combat if you win (note what happens if you lose).

+
+
+ + +

Frantically the warrior pulls on the reins and tries to trample you beneath the hooves of his startled horse.

+ Horseman2128 + + + Gary Chalk + The warrior tries to trample you beneath the hooves of his startled horse + + + + + If you wish to evade combat at any time by jumping into the sea, turn to 142. + If you wish to evade combat by surrendering, turn to 176. + If you win the combat in three rounds or less, turn to 125. + If the fight lasts longer than three rounds, turn to 82. + If you lose the combat, turn to 161. +
+
+ +
+ 21 + + +

Your lightning-fast reactions have saved you from being hit. You dive forward and roll, so that the needle pierces your cloak but not your skin. However, the trident-armed guards close in, confident that the needle has found its mark, and you are tranquillized. The instant they lower their weapons you attack.

+ Turn to 168. +
+
+ +
+ 22 + + +

You have sustained a deep chest wound that has penetrated your right lung. Lose 8 ENDURANCE points.

+ If you are still alive and possess the Kai Discipline of Healing, turn to 107. + If you do not possess this skill, turn to 63. +
+
+ +
+ 23 + + +

The climb would be easy if it were not for the scalding steam. It stings your face and hands, making the skin puffed and sore. Lose 1 ENDURANCE point.

+

Pick a number from the Random Number Table. If you have lost the use of one arm, deduct 3 points from the number you have picked. If you posses the Kai Discipline of Hunting, add 2 points to your total.

+ If your total is now -3&endash;-1, turn to 77. + If your total is now 0&endash;6, turn to 192. + If your total is now 7&endash;11, turn to 114. + +
+ +
+ 24 + + +

The man slams the gate and draws the bolt. Seconds later you hear the footfalls of the Sharnazim as they rush into the courtyard. Go inside, whispers the man, pointing to the darkened interior of his house. I shall get rid of the soldiers.

+

You enter the house and climb a staircase to a large airy room, which looks out over a marketplace. Long, black flags hang from the windows of a hall opposite, and the sounds of mourning can be heard through its open doors.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense, turn to 147. + If you do not possess this skill, turn to 196. +
+
+ +
+ 25 + + +

The dart sinks into your chest. You pull it free, but a wave of nausea makes you fall to your knees. The tip of the missile is drugged and you cannot fight the darkness that now engulfs your vision.

+ Turn to 69. +
+
+ +
+ 26 + + +

Peering through the keyhole, you can see that the lock is unusual; a small metal plate blocks the mechanism, so that it is impossible to pick the lock.

+ If you have the Kai Discipline of Mind Over Matter, turn to 48. + If you wish to try to break down the door, turn to 127. + If you decide to leave the door and head off along the other passage towards the stairs, turn to 93. +
+
+ +
+ 27 + + +

Each of the three bottles bear a label, handwritten in green ink.

+
    +
  • Larnuma Oil (restores 2 ENDURANCE points per dose)&emdash;3 Gold Crowns
  • +
  • Laumspur (restores 4 ENDURANCE points per dose)&emdash;5 Gold Crowns
  • +
  • Rendalim's Elixir (restores 6 ENDURANCE points per dose)&emdash;7 Gold Crowns
  • +
+

You may purchase any of the above. (The prices are per dose. All the potions are Backpack Items.) The herb-mistress then escorts you to a side door. I sense your despair, Northlander. I pray you find your cure.

+ + + Gary Chalk + + + + +

As you leave, she offers a word of advice. The guards at the north gate of the Grand Palace can be bribed. You thank her and enter the alley running along the side of her shop.

+ Turn to 160. +
+
+ +
+ 28 + + +

The plan works&emdash;your arrow cuts the air and finds its mark. The smash of glass echoes around the square, drawing everyone's attention to the merchant's shop.

+ Turn to 153. +
+
+ +
+ 29 + + +

After tying a large knot in one end of the rope, you gather the coils and hurl the knotted end towards your target. After three failures, your fourth attempt is successful; the knot jams in a V-shaped joint, and you are able to pull yourself out of the water and swing across the vault to jump safely into the opposite tunnel. However, you cross this obstacle at the cost of your rope; it's still hangs from the metal bar, and there is no way you can rescue it. (Remember to strike this item from your Action Chart.)

+

The passage ahead winds and curves like a giant snake, and the foul air wafting towards you is hot and humid. Although you seem to have shaken off your pursuers, you have yet to escape from the Baga-darooz.

+ Turn to 55. +
+
+ +
+ 30 + + +

You pass several high-arched portals overlooking the east city wall and continue easily and safely until you hear noises drifting along the passage. The voices of hungry guards and the distinctive clatter of plates and mugs warn you that a crowded mess hall lies ahead.

+

You are trying to decide on the best course of action when a patrol of guards suddenly appears behind you in the corridor. Quickly, you jump onto a window ledge and take cover behind the arch of a portal. However, the arch is narrow, and you are sure to be seen when the guards march past.

+ If you have reached the Kai rank of Guardian or higher, turn to 62. + If you wish to hide outside on the narrow ledge that runs round the palace wall, turn to 152. + If you wish to attack the guards as they march past, turn to 124. +
+
+ +
+ 31 + + + +

Note that you do not need any of your own Torches to use the Tinderbox in this case.

+
+
+ + +

As you start to climb, two Sharnazim warriors suddenly emerge from the insect-choked tunnel. They lunge at you, their hands outstretched, their fingers hooked to claw at your legs and drag you down. You kick out and strike one of the cruel-faced men beneath the jaw. He clutches at his throat and gives a gurgling cry as he falls backwards into the slimy water.

+

You reach the stone trapdoor, but the other warrior has unsheathed his scimitar and has begun to climb the ladder; he no longer intends to capture you alive. Pressing your shoulder to the cobwebbed trapdoor, you push up the heavy stone and scramble out to find yourself in a noisy alley, crowded with people and market stalls. The sewer hole itself is close to a wicker table stacked high with bundles of torches.

+ If you possess a Kalte Firesphere or a Tinderbox, turn to 143. + If you do not have either of these Items, turn to 183. +
+
+ +
+ 32 + + +

You raise the hood of your cloak and hurry through the open doors into the dark, cool hall. The people are kneeling in front of a pulpit where a holy man, dressed in flowing robes of black and gold, reads aloud from a gem-encrusted book. Behind him, the face of the late Zakhan, immortalized in a tapestry suspended from the roof by huge silken cords, looks down on the mourners.

+

The congregation is wrapped in prayer, and nobody sees you enter. The ceremony soon comes to an end, and you are able to slip past Maouk's men as the mourners flood into the streets.

+ Turn to 169. +
+
+ +
+ 33 + + +

You hack the dirt-encrusted floor and uncover a large metal ring, which proves to be part of an old trapdoor. The metal ring is badly corroded, but you manage to prise the trapdoor open. It covers a deep shaft; from the inky darkness below comes the stench of the sewer.

+

The Sharnazim are climbing up to stone steps. Their pounding footsteps match your racing heartbeat.

+ If you wish to jump down the shaft, turn to 94. + If you wish to stand and fight the Sharnazim, turn to 185. +
+
+ +
+ 34 + + +

No matter how hard you try to picture the mechanism in your mind's eye, the image will not appear. Deduct 1 ENDURANCE point due to the strain of your mental exertion.

+ If you want to try to break down the door, turn to 127. + If you decide to leave the door and head off along the other passage towards the stairs, turn to 93. +
+
+ +
+ 35 + + + +

The Jewelled Mace is a weapon-like Special Item.

+
+
+ + +

The great snake shudders and convulses in the throes of death. The smell of its thick brown blood is disgusting, and you have to hold your breath and grit your teeth as you lift the dead Yas away from the chest and peer inside.

+

You discover six silver-handled maces, each beautifully carved and encrusted with rubies, emeralds and pearls. In the Northlands these weapons would fetch thousands of Crowns. At the bottom of the chest, you also discover a small Copper Key. If you wish to take either a Jewelled Mace or the Copper Key, or both, mark them on your Action Chart as Special Items. You carry the Copper Key in the pocket of your tunic and the Jewelled Mace tucked into your belt.

+

The acidic smell of the snake blood is beginning to make you retch. Quickly, you climb the stone steps and leave the armoury by the north door.

+ Turn to 14. + +
+ +
+ 36 + + +

The grim-faced Sharnazim encircle you, their razor-sharp scimitars glinting in the afternoon sun. Take him! shouts Maouk. But take him alive!

+

Reluctantly, the warriors sheathe their swords and wait for a chance to rush you. Six lie dead at your feet before you are eventually overpowered. You are brave, Kai Lord, says Maouk, in a mocking tone, but you will need more than bravery to save you now.

+ Turn to 176. +
+
+ +
+ 37 + + +

The Imperial Apothecary can only be reached from the palace gardens by entering the Vizu-diar. The kitchens are part of the slaves quarters, under constant supervision of the cruel slave-masters and guards. You wait until the path and lawns are deserted before you run across to the door of the Vizu-diar.

+ Turn to 149. +
+
+ +
+ 38 + + +

Halfway round the small tower, a section of the sandstone ledge begins to crumble beneath your feet. Instinctively, you leap sideways and stretch out your hands in time to grasp the firm ledge beyond. The drop below is terrifying, but your terror gives you the impetus and strength you need to claw your way back on to the ledge. Your fingers are bleeding and bruised, but you are still alive. You lose 1 ENDURANCE point.

+ Turn to 87. +
+
+ +
+ 39 + + +

The man is lying. He knows that other guards are sure to turn up at any moment. As soon as you loosen your grip, he will attempt to overpower you and raise the alarm.

+ If you wish to continue questioning him, turn to 9. + If you decide to kill him, turn to 78. +
+
+ +
+ 40 + + +

The Kwaraz drops from the ceiling and plunges into the water, creating an enormous wave of foul slime which completely submerges you. Wracked with nausea, you cough and retch and try to scoop the muck from your eyes and mouth. The Kwaraz's carcass blocks the tunnel, and you can only get past by climbing over it. Still in a state of shock, you lose 1 Backpack Item, your pouch of Gold Crowns and 2 ENDURANCE points. Make the necessary adjustments to your Action Chart

+ If you are still alive, turn to 17. + +
+ +
+ 41 + + +

You fill your mouth with oil but cannot bring yourself to swallow it&emdash;the foul tasting liquid makes you feel sick. You spit it out, and gulp mouthfuls of water to rid yourself of the disgusting taste.

+ If you now decide to rub some of the oil into your skin, turn to 103. + If you decide to forget the vile-tasting oil completely, turn to 71. +
+
+ +
+ 42 + + +

Your Kai sense warns you that the alley is a dead end. If you take that exit from the square, you will certainly be trapped. Only two other choices remain: the high, nail-studded gate to your left, or the path directly ahead.

+ If you decide to go through the gate, turn to 75. + If you decide to take the path, turn to 169. +
+
+ +
+ 43 + + +

You reach a small chamber set above the tunnel. Here, at least, it is dry, although the foul sewer gas permeates everything. You hurry along a narrow passage, which turns first to the west and then to the south, but your heart sinks as you see a dead end looming out of the inky blackness.

+ If you wish to search for a hidden exit, turn to 33. + If you wish to prepare yourself for combat, turn to 185. +
+
+ +
+ 44 + + +

You hurry through the west door and into the welcoming cool of the corridor beyond. A large drawbar on the inside of the door catches your eye; you lock it to delay any would-be pursuers.

+ + + Gary Chalk + + + + +

At the end of the corridor lies a hall full of weapons. Racks of spears and swords line the chamber walls, and a massive workbench covers the floor. It is the palace armoury. In the midst of the tools which litter the workbench, there is a large, black, leather-bound book.

+ If you wish to examine the book, turn to 83. + If you wish to ignore the book and search for your confiscated equipment instead, turn to 181. +
+
+ +
+ 45 + + +

You concentrate your Mindblast on the guard's hand. He screams and his fingers spring open as his hand is robbed of all feeling and control. He is now unarmed.

+ If you wish to attack the guard, turn to 78. + If you wish simply to overpower him and capture him alive, turn to 199. +
+
+ +
+ 46 + + +

As your adversary falls to the ground, the other guard stabs at you with his Trident. You cannot evade combat and must fight him to the death.

+ Vestibule Guard 21424 + If you win the combat, turn to 3. +
+
+ +
+ 47 + + +

You have a strong feeling that more Kwaraz occupy the north tunnel. You sense a lair. It would be almost suicide to go that way, so you must take one of the remaining routes.

+ If you wish to continue along the west tunnel, turn to 73. + If you wish to go south along the new tunnel, turn to 128. +
+
+ +
+ 48 + + +

You focus on the lock and concentrate all of your Kai skill on opening it. Sweat begins to trickle down your face. Pick a number from the Random Number Table. If you have reached the Kai rank of Guardian or higher, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 34. + If your total is now 5 or higher, turn to 80. +
+
+ +
+ 49 + + +

The outer wall of the Grand Palace is far too high to climb, and even if you had a rope long enough, your green Kai cloak would be seen for miles, set against the white, sun-bleached marble wall.

+

You crouch in the shadow of a doorway while you concentrate on working out a plan. There is a constant traffic of mounted scouts and couriers from the north gate. Those arriving hand a scroll of parchment to two of the guards before they enter. Slowly, a bold plan begins to take shape in your mind. If you could overpower one of the couriers before he reaches the palace gate, you could disguise yourself in his clothes and use his scroll to gain entrance.

+

Many of the couriers approach the Grand Palace from the harbour, and although it is infested with troops, you discover the ideal place to ambush a rider. There is a broad avenue where a bridge of gnarled old wood and metal curves over the street, and here, beneath the wooden arch, you lie in wait for your prey.

+

Your chance soon arrives; a black-robed rider enters the avenue and spurs his horse along the street. He will have to pass beneath the arch. You prepare to pounce.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 1 to the number you have picked. If you have reached the Kai rank of Savant, add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 106. + If your total is now 6&endash;13, turn to 189. +
+
+ +
+ 50 + + +

The smooth leather soles of your boots do not grip on the wet wood. You slip, and as you fall you gash your head on the row of oars. You lose 2 ENDURANCE points.

+

You are fished from the water by the Sharnazim; they drag you by your cloak across the sun-bleached flagstones of the harbour square and deposit you at Maouk's feet. He looks at you mockingly. You are brave, Kai Lord. But you will need more than bravery to save you now.

+ Turn to to 176. +
+
+ +
+ 51 + + +

A slippery ladder disappears into the dark, stench-filled shaft. You gulp a lungful of air and climb down, locking the trapdoor behind you. When you finally reach the bottom of the shaft, your worst fears are confirmed.

+

You have entered the Baga-darooz, the main drainage sewer of Barrakeesh. You recall one of the crewmen aboard the galley, an old man nicknamed The Stink because he smelled so much, having been sentenced to one year's imprisonment in the Baga-darooz for a crime he did not commit. Peering along the gloomy tunnels, you wonder how he survived for so long in this dank, filthy sewer.

+

Suddenly your thoughts are disturbed by the sound of splintering wood. Chunks of shattered timber rain down upon you as the Sharnazim force open the trapdoor. The heavy iron grille glances off your shoulder as it falls; you stifle a cry of pain, but you lose 1 ENDURANCE point due to the wound.

+

This section of the Baga-darooz is a junction where three channels meet. You must quickly decide which channel to take, for Maouk's men are now descending the ladder.

+ If you have the Kai Discipline of Tracking, turn to 173. + If you wish to enter the left channel, turn to 96. + If you wish to enter the right channel, turn to 145. + If you wish to enter the channel straight ahead, turn to 13. +
+
+ +
+ 52 + + +

You turn the body over with the toe of your boot and search the robes, discovering the following items:

+
    +
  • 4 Gold Crowns
  • +
  • Jailer's Keys (Special Item)
  • +
  • Dagger
  • +
  • Sword
  • +
+

If you wish to keep any of these items, remember to mark them on your Action Chart. (The Jailer's Keys should be worn on your belt.)

+ Turn to 140. +
+
+ +
+ 53 + + +

You recognize the sign of the fish. It is the symbol of an order of monks known as The Redeemers, a silent order who are devoted to a lifetime of prayer, pilgrimage, and the study of the healing arts.

+ If you wish to enter the dwelling, turn to 157. + If you decide to enter the tavern instead, turn to 188. +
+
+ +
+ 54 + + +

Hurrying down the steps and away from the Bath Hall, you enter the Saadi-tas-Ouda: the Square of the Dead. Jet-black flagstones cover the square, each with a long iron spike set deep into its centre. From the Bath Hall steps, the square resembles the back of a massive iron porcupine, but when you reach the base of the steps, you realize that the Saadi-tas-Ouda is in fact far more sinister.

+

Stuck on top of each spike is a human skull&emdash;all that remains of pirates, murderers, traders and thieves who have been sentenced to death. The grisly display serves as a warning to others never to defy the law of the Zakhan.

+

As you reach the far side of the square, you brush against a spike. Fresh blood is smeared across the arm of your tunic, staining it dark red. You raise your eyes, cursing at your misfortune, but you are shocked into silence by the sight before you.

+ + + Gary Chalk + Impaled upon the sharp iron pole is the head of the Vassagonian envoy + + + + +

Impaled upon the sharp iron pole is the head of the Vassagonian envoy. To either side are the heads of all the galley crew. On each of their foreheads is freshly branded one word&emdash;TRAITOR. Fear wells up inside you; turning your face away from the sightless eyes, you run into the crowded streets of the Mikarum, the district where the spice and herb merchants live.

+

At the end of a narrow, winding street, you reach a junction. Opposite is a shop with a bright red sign above the door:

+ Bir Dar Masoun&emdash;HERB-MISTRESS + If you need the Oede herb, turn to 68. + If you do not need this herb, but still decide enter the shop, turn to 154. + If you wish to continue along in a new alleyway that heads off towards the Grand Palace, turn to 179. +
+
+ +
+ 55 + + +

The temperature rises steadily until you are bathed in sweat. Ahead, you see a chamber filled with steam that rises from its bubbling floor. You are about the enter the chamber when you catch a glimpse of the danger awaiting you; the stone walkway ends abruptly, only a few yards into the chamber. Ten feet below, lying before you like the surface of a huge bubbling cauldron, is a tar-sorkh: a mud geyser.

+

These geysers are common in Vassagonia. Much of the desert empire is unstable, but although it is subject to constant earth tremors, it rarely results in great destruction. The Vassagonians call these tremors: Tasa-Dophiem, which means The Wrestling Gods.

+

This particular mud geyser has been put to practical use. It provides a constant source of heat for the dwellings built over the chamber. The steam from the tar-sorkh rises into a pair of huge, circular chimneys in the domed ceiling, which in turn feed heat to the buildings above. Your only way out of this chamber is by climbing one of these chimneys. Although there are no ladders, the rock-hewn chamber wall offers many footholds.

+ If you wish to climb the left chimney, turn to 162. + If you wish to climb the right chimney, turn to 23. +
+
+ +
+ 56 + + + +

You may record the Jakan on your Action Chart as a Weapon. Although it may not use it currently, it may be of use to you in the future.

+
+
+ + +

A search of the baskets crowding the little boat uncovers a beautifully hand-tooled leather case. You flick open the brass catch and discover that the case contains a Jakan&emdash;a hunting bow used by the coastal fishermen of Vassagonia. You are elated by your find but disappointed to discover that the case contains only one arrow.

+ + + Gary Chalk + + + + +

Across the harbour square, close to Maouk's carriage, you notice a small, white-walled shop where a row of green glass flagons line a balcony on the first floor. You draw the bowstring to your lips and take careful aim; it is a difficult shot, and you have only one chance.

+

Pick a number from the Random Number Table. If you possess the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 7. + If your total is now 4&endash;11, turn to 28. +
+
+ +
+ 57 + + +

The door is unlocked, and for a moment your heart sinks; if this room is the Imperial Apothecary where the Oede herb is kept, why is the door not locked and guarded? Anxiously you slip inside and survey the interior.

+

It seems to be an apothecary. Glass retorts bubble and steam over jets of blue flame, and strange fluids pass back and forth through a crazy maze of tubes and tunnels. Hundreds of herb jars line the far wall, and ten large copper urns, each full of rainbow-coloured powder, hang suspended from the soot-blackened ceiling. You begin searching through the herb jars, and suddenly you discover why the door was left unlocked. Creeping slowly towards you is the cat-like creature that guards the apothecary. Its eyes glow with a vivid green luminescence as it prepares to strike.

+ Elix1732 +

If you have ever fought an Elix before, add 2 to your COMBAT SKILL for the duration of this fight. You cannot evade combat and must fight it to the death.

+ If you win the combat, turn to 2. +
+
+ +
+ 58 + + + +

The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.. If you choose the wrong section, then turn to Section 156 as indicated above. You do not get a second guess.

+
+
+ + +

You follow a straight passage of pale, rose-coloured stone, which soon ends at an empty vestibule. In its north wall is set a great wooden door, covered with engraved bronze plaques and studded with bronze nails. There is a curious lock set into the middle of this door, encircled by a beautiful carving of a long-tailed scorpion. A closer look at the lock reveals a series of Vassagonian numerals, numbered 1 to 200, engraved in the lock. You recognize the design: it is a Cloeasian combination lock.

+

If you know the correct number that will open the bronze door, turn to that section number.

+ If you do not know the number that will open the door, turn to 156. +
+
+ +
+ 59 + + +

You spring forward and slam your fist into the guard's face; he grunts and falls, clutching a bleeding nose. His sword drops to the ground close by your feet.

+ If you wish to pick up the sword, turn to 4. + If you wish to ignore the sword and attack the second guard with your bare hands, turn to 91. +
+
+ +
+ 60 + + +

You leap towards the first warrior, feigning a blow that makes him dodge to the left. You anticipate his move and catch him in mid-step. He doubles up and then crumples into the slimy water, clutching his wound. The others hesitate and then back away.

+

Suddenly a voice echoes along the tunnel. Leave him to me, you fools! Maouk appears from the shadows, a dart held high in his hand. He hisses a curse and flings the missile at your chest.

+ Turn to 25. +
+
+ +
+ 61 + + +

Suddenly, the door bursts open, and in rush the Sharnazim. You make a dash for the open window but are grabbed from behind and pulled to the ground. Lashing out with your feet and fists you free yourself, only to be overpowered by more of the dark-skinned warriors. As they drag you out into the courtyard, you catch a glimpse of the man who opened the gate; he smiles at you as he slips a pouch of silver into his pocket.

+ Turn to 176. +
+
+ +
+ 62 + + +

Instinct and experience warn you that it would be rash to attack the guards so close to a crowded mess hall; any noise of combat would immediately be heard by the soldiers inside. There's now only one course of action for you to take&emdash;you must hide outside on the ledge running around a palace wall.

+ Turn to 152. +
+
+ +
+ 63 + + +

You tear strips of cloth from your Kai cloak and bandage the wound as best you can. You manage to staunch the flow, but you have lost a lot of blood and fear the wound is infected.

+

Deduct 2 ENDURANCE points from your total, for every section of the book through which you pass, until you discover and swallow of Potion of Laumspur. If your ENDURANCE points total falls to 0 before you discover the healing potion, you will die from blood poisoning.

+ If you wish to search the bodies of the dead guards, turn to 102. + If you wish to ignore the bodies and escape along the corridor, turn to 150. +
+
+ +
+ 64 + + +

You have barely taken a dozen steps along the walkway when you hear a low, inhuman growl. Then, the noise suddenly changes to an abominable and high-pitched sputter, as the huge bulk of a Kwaraz emerges from out of the dark. It is upon you before you can take any evasive action.

+ Kwaraz2030 +

The giant reptile is very susceptible to psychic power. If you have the Kai Discipline of Mindblast, add 4 (instead of the normal 2) to your COMBAT SKILL for the duration of the combat.

+ + + + Gary Chalk + The huge bulk of a Kwaraz emerges from out of the dark + + + + + If you win the combat, turn to 177. +
+
+ +
+ 65 + + +

The guard slumps to the ground, his neck broken by the blow from the edge of your hand, but as you turn you see that the other man has recovered from your punch and is crawling across the floor, his hand stretched out to retrieve his sword.

+ If you wish to attack the guard, turn to 78. + If you wish simply to overpower him and capture him alive, turn to 199. +
+
+ +
+ 66 + + +

A sour-faced guard with a whip stands at the great doors to the kitchen. He delights in bullying the slaves that pass to and fro, lashing them with his whip and cursing them foully. You decide it is far too risky to confront the guard and instead focus your attention on the kitchen windows. The guard is too engrossed in beating an unfortunate slave who has dropped a basket of fruit to notice you sprint across the gardens and leap into the shadow of a tall, arched kitchen window. Then, to your horror, you notice that two guards are seated inside the kitchen, just below the window ledge on which you now stand. If they should so much as turn their heads, you will be seen.

+ If you wish to jump back into the palace gardens and try to enter the palace through the Zakhan's trophy room, turn to 149. + If you wish to launch a surprise attack on the seated guards, before they notice you are there, turn to 124. +
+
+ +
+ 67 + + + +

This section is the correct answer for the Cloeasian combination lock from Section 58

+ + + + +

You hear a faint click followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened.

+

Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape and size flourish in the deep, dark soil of the floor. The Zakhan's arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land.

+

At one of the exits from the arboretum, you discover a Quarterstaff propped against the wall. (If you wish to take this, remember to mark it on your Action Chart.) The desire to escape urges you on as you leave the arboretum and hurry through a network of lavish corridors and empty, deserted vestibules. You reach a landing where a broad staircase descends to a massive room that occupies most of the lower palace.

+

From the top of the staircase, hidden by the shadow of a pilaster, you stare down on a sight that freezes your blood with terror.

+ Turn to 200. +
+
+ +
+ 68 + + +

You part the curtain of beads hanging in the doorway and enter the cool interior. The lifeless arm that hangs limply by your side has taken on a bluish hue. Fear returns; you must find the Oede herb to cure the disease, or you will lose the whole limb and possibly your life.

+

A woman appears from the shadows of the counter. She has piercing green eyes and her red hair is raised, bound round with rings of jadin. Welcome Northlander, she says, in a voice both soft and clear. How may I serve you?

+

You hesitate before replying, Oede.

+

She narrows her eyes and casts a glance at your injured arm. I cannot help you, she says sorrowfully. Oede is now a very rare and precious herb. I would have to sell my shop and all my possessions in order to buy just one small pouch of Oede. There is only one man in Barrakeesh rich enough to possess this herb&emdash;the Zakhan.

+

Sweat breaks out upon your brow as your fear grows. What little Oede there is, she continues, is kept in the Grand Palace under lock and key.

+

You ask if there is any other herb that can cure your arm. She shakes her head from side to side. Only Oede will cure Limbdeath&emdash;and you can only find that in the strongroom of the Imperial Apothecary. She reaches behind the counter and brings forward three glass bottles, each containing a coloured liquid. They will not cure you, but they will dull the pain in the last few hours.

+ If you wish to examine the potions, turn to 27. + If you decide to ignore them, leave the shop and continue along the alley, turn to 160. +
+
+ +
+ 69 + + + +

Erase from your Action Chart all Weapons, Special Items, Gold Crowns, and your Backpack but note them elsewhere in case you should find them later.

+
+
+ + +

You wake up in great discomfort; every muscle of your body feels knotted and bruised. You force open eyelids clogged with dried sweat, and look with dread at your wretched surroundings. You are lying on the hard stone floor of a prison cell. Over by the far wall, beneath a window criss-crossed with iron bars, is a low wooden bunk covered in filthy rags. Cockroaches, some the size of field mice, scuttle along a foul-smelling gutter that disappears into a grating in the floor.

+

You discover that your hands are free and slowly pull yourself upright into a sitting position, resting your back against the cell door. A faint draught from the corridor outside provides the only relief from the stifling heat and bad air of the cell. In the distance you can hear footsteps approaching. Then there is a jangle of keys and the creak of hinges. A door closes with a dull thud. More footsteps; they are getting louder. They come to halt outside the cell door and a loud voice bellows out: Sleeping on duty, Sefrou? You'll wake up on the other side of this door if the captain catches you!

+

The chair scrapes along the ground, and a startled voice, full of indignation, replies: Curse you, Hadj! The Zakhan doesn't want the Northlander taken to the Grand Hall until sunset. You've cheated me of two hours sleep.

+

Shut up, Sefrou, snarls the first voice, and listen hard. I'm just come from the armoury. Some interesting trinkets were found on the Northlander, worth a great deal of gold I'd say. Seems a pity to let them go to waste, eh?

+

The two guards chuckle greedily and discuss at length the good time they will be able to have in the city, once they have sold your equipment.

+

I'll take a peek at our friend, says one of the guards. I wonder if he's enjoying our hospitality?

+

A spy-hole slides opened above your head and you hear a gasp of shock. He's gone! He's gone! By the Majhan, we'll lose our heads! You suddenly realize that you cannot be seen so close to the door.

+

Let me see, hisses the other guard, eager to see for himself. You hear the click of a key in the lock; this could be your chance to escape.

+ If you wish to attack the guards as soon as the door opens, turn to 138. + If you wish to move away from the door and stand in the middle of the cell, turn to 85. +
+
+ +
+ 70 + + +

You press on for about a mile until you can go no further: a huge iron grating blocks the tunnel. The decomposing carcass of a giant lizard has been washed up against the bars. Bones are clearly visible where the dead flesh has rotted or been eaten away. The bars are firmly fixed; it will be impossible to continue in this direction.

+

Close to the dead lizard, a narrow stone platform juts out from the wall. Beyond a platform, you notice a low arch leading to some stairs, ascending out of the sewer.

+

The sound of Maouk's voice drifts along the tunnel. He is urging his Sharnazim in your direction.

+ If you wish to climb the steps, turn to 43. + If you wish to wait here and fight your pursuers, turn to 60. +
+
+ +
+ 71 + + +

Having washed off the worst of the dirt, you clamber out of the bath and enter a small antechamber; the room is hot and arid and your clothes are soon as dry as bone. Beyond the antechamber is another hall, this time crowded with people, some seated, others standing, and everyone busy in conversation. These are the free baths of Barrakeesh and the citizens of the capital are justly proud of them. They are the envy of the other desert cities where water is scarce and precious. The citizens treat the baths as a forum, a place for meeting and talking with friends. Much of the conversation you overhear is about the new Zakhan; few speak well of him.

+

You wrap yourself in the large Towel and make your way through the crowd towards the main entrance. If you wish to keep the Towel once you are outside, you must mark it on your Action Chart as 2 Backpack Items, due to its size.

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

Go away! shouts the plump landlady of this tavern. We've no hospitality for those who show no respect to our dead Zakhan.

+

Two burly man, wearing wide arm-bands of black silk, roughly push you out of the tavern door. You slip and fall on the dusty cobblestones, grazing your hip and elbows. Lose 1 ENDURANCE point. As you get to your feet, Maouk and his warriors rush into the plaza and surround you.

+ If you wish to fight them, turn to 36. + If you wish to surrender, turn to 176. +
+
+ +
+ 73 + + +

The stench of the sewer begins to fade and the water becomes less polluted the further you explore in this direction. The sound of Maouk's men has faded and now only the constant gurgle and rush of the fetid water fills your ears. Suddenly your foot is caught by something, and you are thrown off balance. Half-buried in the sludge of the tunnel floor is a rusty suit of armour.

+ Turn to 94. +
+
+ +
+ 74 + + +

You detect that the west door leads to the palace armoury.

+ If you wish to go through the west door, turn to 44. + If you wish to avoid the armoury, leave the chamber by the north door, and turn to 167. +
+
+ +
+ 75 + + +

You twist the handle but the gate is locked. You are about to turn and run when suddenly the gate flies open: a man stands in the doorway. Quickly Northlander, I will hide you! The man steps back to allow you to enter.

+ If you wish to enter, turn to 24. + If you wish to refuse in climb the path towards the archway, turn to 169. + If you wish to enter the alley, turn to 117. +
+
+ +
+ 76 + + +

You flick the dial to 76 and press your shoulder against the great bronze plaques, expecting to hear at any moment the creak of hinges. You detect a sound, but it is not the noise of a door opening&emdash;you have chosen the wrong number.

+ Turn to 98. +
+
+ +
+ 77 + + +

Your numb arm makes the climb impossible. Valiantly you struggle to escape up the chimney, but when a spur of rock breaks away in your hand, you cannot prevent yourself from tumbling backwards into the bubbling mud.

+

Your life comes to a swift end as you are boiled to death in the tar-sorkh of Barrakeesh.

+
+
+ +
+ 78 + + +

Your attack is swift and deadly. Before the guard can scream for help, you have silenced him for good with an open-handed chop to the neck.

+ If you wish to leave the bodies and escape along the corridor, turn to 150. + If you wish to search them, turn to 102. +
+
+ +
+ 79 + + +

A line of toa trees casts a shadow that hides your stealthy approach. The iron portcullis is down, and only a couple of soldiers stand guard inside where there would normally be ten times that number. Suddenly, there is the grate of metal as the portcullis slowly rises. The guards stand back to allow a troop of cavalry to leave the palace. As they gallop past, the horses kick up a huge cloud of dust, covering the luckless guards from head to toe. They cough and sneeze and run to a horse-trough to slake their dust-choked throats. The portcullis is still open, the archway unguarded.

+ If you possess the Kai Disciplines of both Camouflage and Hunting, turn to 170. + If you decide to attempt to sneak past the drinking guards, turn to 86. + If you decide to attack them while their backs are turned, turn to 119. +
+
+ +
+ 80 + + +

Within seconds, the image of the lock appears in your mind. You use your power to make the lock open and a loud click confirms your success.

+ Turn to 136. +
+
+ +
+ 81 + + +

You recognize the symptoms of Limbdeath. The wound has become infected by thousands of Limbdeath microbes, one of many strains of deadly bacteria to be found in the Baga-darooz. None of your Kai skills can prevent the eventual loss of your arm. There is only one cure for the disease&emdash;the infected wound must be treated with the herb Oede within twenty-four hours. Unless you find some Oede by mid-afternoon tomorrow, your arm will become gangrenous. You will then have to choose between losing your arm or losing your life.

+

This dreadful realization renews your determination to escape from this terrible place, for you can be sure of one thing: you will find no Oede in the Baga-Darooz.

+ Turn to 166. +
+
+ +
+ 82 + + +

You fight with great skill and courage, but you are heavily outnumbered. The black-clad warriors close in and overpower you, dragging you back to a jubilant Maouk.

+

You are brave, Kai Lord. But you'll need more than bravery to save you now!

+ Turn to 176. +
+
+ +
+ 83 + + +

It is an armoury log. The pages contain handwritten lists of all the work carried out here. Spears and swords made for the garrison of Kara Kala, ore shipments from the Vakar mountains, weapons due for repair and all manner of daily routines are carefully recorded.

+ + + Gary Chalk + + + + +

You are about to discard the log when you notice a folded piece of parchment tucked into the spine. It is a list of dates and numbers with a heading in bold print: The Bronze Door. You scan the page and locate today's date. The number listed next to it is 67. Make a note of this number in the margin of your Action Chart&emdash;it could be of use at a later stage of your adventure.

+

You throw the book back on to the cluttered bench and begin to search for your missing equipment.

+ Turn to 181. +
+
+ +
+ 84 + + +

You dive into the putrid water, stealing yourself for the ghastly swim you have decided to make. The oily scum fills your nose and mouth and chokes in your throat. You claw your way across the vault to the opposite tunnel and struggle on to a narrow walkway. You are trembling, but it is not the shock of the swim that has made you shiver. Your arm will not function. Your shoulder, wounded when the trapdoor grille fell, stings painfully, and the whole arm below it is numb and useless. Horror engulfs you as you realize what is wrong.

+ Turn to 81. +
+
+ +
+ 85 + + +

The guards pull open the door and rush into the cell, their weapons held in readiness to attack. They are brutish men with cruel, war-scarred faces. Their surprise at your sudden appearance soon turns to anger and they shove you back against the far wall.

+

Seems we have a trickster, Sefrou, hisses the taller guard. A northland illusionist who's lost his way, croons the other. They snigger at their joke, their eyes full of malevolence and spite.

+

Let's teach our guest a lesson, says the first guard, raising his blade to your throat. Go fetch the thumbscrews.

+ If you wish to attack the guard who holds the sword, turn to 59. + If you do not wish to attack, turn to 163. +
+
+ +
+ 86 + + +

You sprint through the archway, keeping a watchful eye on the two drinking guards. The dust is settling, and should they turn round, you will certainly be seen. In your hurry, you fail to see a stone statue close to the wall and catch it with your knee. Stifling a yelp of pain, you hobble into the palace gardens and take cover beneath a leafy kasl bush. You lose 1 ENDURANCE point due to your injury, but at least you have entered the Grand Palace unseen.

+ Turn to 137. +
+
+ +
+ 87 + + +

On the far side of the small tower, the ledge passes directly beneath a line of windows set high in the north wall. The sandstone blocks have been severely eroded by the strong ocean winds, creating many cracks and hollows which make climbing easy. To your delight, you also discover that the iron window grilles have yet to be locked on this side of the palace.

+

You drop to the floor of a corridor that heads off to the west. A wide staircase leads to a network of passages set with alcoves. Each alcove contains a bust or tapestry depicting past Zakhans and Vassagonian victories in long-forgotten wars.

+ If you have the Kai Discipline of Sixth Sense, turn to 105. + If you do not possess this skill, turn to 158. +
+
+ +
+ 88 + + +

The poster is written from right to left in Vassagonian script. The time you spent learning the language aboard the galley was well spent, for you have little difficulty in translating the proclamation:

+
+

His most illustrious majesty, Zakhan Moudalla the Exalted, has passed into the realm of the Majhan. May his spirit never die! By the grace of the Council of Kadi, the Funtal of Kara Kala and the Judicar of Barrakeesh, it is decreed that Kimah, Emir of Ferufezan, Protector of the Dry Main, shall by right claim the throne of Vassagonia. Through the unity of the Seven Cities, he will lead his people to greatness.

+

Long may he reign!

+
+

A scuffle breaks out at the end of the passage as a handful of Sharnazim try to push their way through the crowd. In the confusion a fruit stall is overturned, and its owner curses the clumsy soldiers at the top of his voice. There is a sudden silence&emdash;the luckless man has been beheaded for his insolence.

+ + + Gary Chalk + + + + +

You turn and run, splashing through the shallow drainage channel running the length of the foul passage.

+ Turn to 113. +
+
+ +
+ 89 + + +

A sharp pain stabs through your jaw as the needle finds its mark. In an instant, the room becomes a spinning vortex of darkness, beyond the reach of pain.

+

You awake to find yourself back in the cockroach-infested prison cell from which you originally escaped. You have been disarmed and stripped of all your equipment and can do little now except await the arrival of the Zakhan.

+ Turn to 18. +
+
+ +
+ 90 + + +

You enter a large vestibule constructed from blocks of pink and white marble. A man in a white robe sits near a door in the far wall; he is reading a scroll held close to his face. He has not seen you enter the baths, but he is quick to sense your presence.

+ + + Gary Chalk + A man in a white robe sits near a door in the far wall, reading a scroll + + + + +

By the Majhan! he cries. You smell worse than a Baknar! He hurls a towel at you and points to the door. Take my advice, he whines, his fingers pinching shut his nostrils. Don't get undressed&emdash;your clothes need the bath as much as you.

+

You grit your teeth in anticipation of the moment when he sees that you are not Vassagonian, but he simply returns to his scroll, holding the parchment close to his short-sighted eyes. You smile as you realize that the man cannot see you clearly enough to know you are a foreigner.

+

Beyond the door there is a long hall, leading at regular intervals into smaller open chambers, each with a sunken bath. Perfumed water constantly splashes into the baths and drains away directly into the Baga-darooz. You decide to take the bath attendant's advice and jump straight into the cool water, keeping all your clothes on. You notice a large earthenware jar stands beside the bath, full to the brim with translucent purple oil.

+ If you have the Kai Discipline of Healing, turn to 6. + If you wish to swallow some of the purple oil, turn to 41. + If you wish to rub some into your skin, turn to 103. + If you decide to ignore the oil, turn to 71. +
+
+ +
+ 91 + + + +

If the fight lasts longer than 4 rounds, you must still win before turning to Section 180.

+
+
+ + +

The guard lashes out at your head with his warhammer. Instinctively, you duck, rolling to one side as the weapon strikes sparks from the wall.

+ Palace Jailer1421 +

You must deduct 4 points from your COMBAT SKILL for the duration of this combat, as you are without a weapon.

+ If you win and the fight lasts 4 rounds of combat or less, turn to 65. + If the fight lasts longer than 4 rounds of combat, turn to 180. +
+
+ +
+ 92 + + +

You sprint along the cobblestones but are soon forced to stop. Cavalry appear at the end of the street; they shout and charge at you, three abreast. Maouk hisses a curse. You are shocked by how close his voice sounds, as if he were but a step behind you. You wheel round to confront him, only to see he still stands where he first appeared. A dart is held high in his hand; he hisses another curse and flings the missile into the air.

+ Turn to 25. +
+
+ +
+ 93 + + +

You descend the stairs and follow the corridor eastwards, taking care to tread lightly. The bars on windows high in the wall to your right cast latticed shadows across the smooth marble floor ahead. Beneath one of these windows stands a table on which rests a pitcher of water. Your throat is parched, and you stop to take a long drink. Restore 1 ENDURANCE point.

+ If you wish to climb on to the table and look through the window, turn to 155. + If you wish to press on along the corridor, turn to 182. +
+
+ +
+ 94 + + +

You fall face first into putrid water. The oily slime fills your ears and nose and chokes in your throat. You surface and struggle on to a narrow walkway, only to find that your arm no longer functions. Your wounded shoulder, injured by the falling trapdoor grille, still stings painfully, but now the whole arm below it is numb and useless. Horror overcomes you as you realize what is wrong.

+ Turn to 81. +
+
+ +
+ 95 + + +

You surface beside a covered skiff. Anxious to avoid the scavengers in the waters of Barrakeesh harbour, you haul yourself aboard and hide beneath the boat's canopy of woven rushes. You are breathless from your swim, but you dare not make a sound; Maouk's men are everywhere, racing along the harbour walls, their eyes searching the water for any sign of you. If you are to escape, you must think of something to divert their attention.

+ If you have the Kai Discipline of Mind Over Matter, turn to 184. + If you do not possess this skill, turn to 56. +
+
+ +
+ 96 + + +

The water is clotted with a revolting variety of green and black muck and scum. It reaches up to your waist, and, as you force your way through the glutinous mire, the surface film breaks, releasing a vile gas. You have to cover your nose and mouth with your Kai cloak, for the stench is appalling. The sudden splash warns that Maouk's men are not far behind.

+

Your foot catches in something buried in the silt of the tunnel floor, and for one brief second, you are seized by total panic. You struggle to kick free but are held fast. Blindly, you stab your weapon beneath the filthy water until your foot is finally freed. As you withdraw your weapon, you half-expect to find some hideous sewer creature impaled upon it. Instead, you discover a human rib cage. You shudder and flick the bones back into the stinking mire.

+

The channel soon divides: the new tunnel heads west and the other continues southwards. The splashing has grown steadily louder&emdash;Maouk's men are gaining on you.

+ If you wish to head west, turn to 135. + If you wish to continue south, turn to 164. +
+
+ +
+ 97 + + +

The chest is plain except for a small square of red metal bolted to the top. There is no lock, but, instinctively, you avoid opening the lid with your hands in case it is booby-trapped. Nearby, you notice a wooden bucket and a ladle. Using the ladle, you lever open the chest and push back the lid. The chest itself is not booby-trapped, but your caution was well placed; coiled on a bed of jewel-encrusted maces lies a Yas, a non-poisonous but very large Vassagonian snake. A red forked tongue flicks out of its yellow head as it prepares to defend its valuable bed.

+ If you wish to attack the Yas, turn to 194. + If you wish to flick shut the lid and leave the armoury by the north door, turn to 14. +
+
+ +
+ 98 + + +

The soft shuffle of stealthy feet warns that you are no longer alone. You whirl around and crouch in readiness for combat; it is this automatic reaction to danger that saves you from a drugged needle fired from a blowpipe. As the tiny missile clips the hood of your cloak, you see the firer reach into his belt pouch for another. Behind him are two warriors armed with sharp, barbed tridents. The three block your passage from the vestibule.

+ If you wish to attack them before the firer can reload his blowpipe, turn to 168. + If you do not want to attack them and decide to try to dodge the second blowpipe dart, turn to 118. +
+
+ +
+ 99 + + +

As you step into the sunlight, a voice rings out above the noise of the crowd. There he is! It is Maouk. He points at you and a dozen Sharnazim draw their scimitars. Surrender, Lone Wolf, he snarls. You cannot escape.

+ + + + Gary Chalk + + + + + If you wish to fight, turn to 36. + If you decide to surrender, turn to 176. +
+
+ +
+ 100 + + +

The marble door opens into semi-darkness, and the musty smell of old parchment wafts through the air. Row upon row of neatly stacked, leather-bound books stand upon marble shelves, each one of which is beautifully decorated with intricate arabesques in fine gold leaf. Judging by the dates and inscriptions, you deduce that these books form a catalogue of all the treasures in the Grand Palace, many dating back hundreds of years.

+

Every shelf of the small library is filled with books, every shelf, that is, save one where, on a purple silk cloth, lie a Copper Key and a Prism. If you wish to take either, or both, of these items, mark the Prism as a Backpack Item and the Copper Key as a Special Item (which you carry in your pocket) on your Action Chart.

+

There is no exit from the library other than the marble door by which you entered. After satisfying yourself that nothing useful has been overlooked, you close the door and walk back along the corridor. When you reach the junction, you see a patrol of palace guards ascending the stairs. Without a moment's hesitation, you run towards the east door to avoid being seen.

+ Turn to 57. + +
+ +
+ 101 + + +

The man screams and keels over, writhing on the floor for a few moments before exhaling his last breath. Meanwhile, his partner has scrambled to his feet, forgetting his weapon in his hurry to escape along the passage. You give chase, pausing only to snatch up the discarded trident; you know you must stop him before he warns other guards. You draw back the trident and throw. It strikes him squarely in the back, pitching him forward as it makes impact. He is dead before he hits the floor.

+

A search of the dead bodies uncovers the following items:

+
    +
  • 4 Gold Crowns
  • +
  • 1 Dagger
  • +
  • 1 Sword
  • +
  • 1 Potion of Alether (Increases COMBAT SKILL by 2 points for the duration of one fight.)
  • +
+

You may also take the Blowpipe and the remaining Sleep Dart. If you decide to keep them, mark them on your Action Chart as Backpack Items.

+

In the robe of the dead blowpipe firer you find a small piece of parchment, on which is written today's date and the number 67. A smile creeps across your face as you realize that this is the number that will open the Bronze Door.

+

You hold your breath and twist the dial!

+ Turn to 67. +
+
+ +
+ 102 + + +

A thorough search of both bodies uncovers the following items:

+
    +
  • 1 Sword
  • +
  • 1 Dagger
  • +
  • 1 Warhammer
  • +
  • 6 Gold Crowns
  • +
  • Jailer's Keys (Special Item)
  • +
+

You may take any of the above items. Remember to mark them on your Action Chart. The Jailer's Keys should be worn attached your belt. You remember to lock the cell door before you hurry off along the corridor.

+ Turn to 150. +
+
+ +
+ 103 + + +

You feel your muscles start to relax. The oil soothes the cuts and bruises which cover your body and restores 2 ENDURANCE points. Make the necessary adjustments to your Action Chart.

+ Turn to 71. +
+
+ +
+ 104 + + +

Take him! shouts Maouk, but take him alive!

+

You sprint towards the distant galley. The crew are still unaware of the desperate situation. They have not witnessed the murder of the envoy and are still oblivious to your peril. Before you can shout for help, a horseman cuts across your path, blocking your access to the ship.

+ If you wish to attack the horseman, turn to 20. + If you wish to evade combat by diving into the sea, turn to 142. + If you decide to surrender, turn to 176. +
+
+ +
+ 105 + + +

Your attention is drawn to a marble bust standing in an alcove, one of many standing along the south wall. A closer inspection of the bust reveals a hinge at the base of the neck. The head tilts backwards to reveal a tiny lever.

+ If you wish to pull the lever, turn to 171. + If you wish to close the head and continue along the corridor, turn to 158. +
+
+ +
+ 106 + + +

You crash on to the rider and pull him from the saddle, but you land badly and lose your grip. The courier is first to stagger to his feet; he unsheathes his sword and attacks before you have a chance to stand up.

+ Courier1623 +

Deduct 2 from your COMBAT SKILL for the first 3 rounds of combat, as you are still lying on the ground. You cannot evade combat and must fight the courier to the death.

+ + + + Gary Chalk + The courier unsheathes his sword and attacks before you have a chance to stand up + + + + + If you win the combat, turn to 189. +
+
+ +
+ 107 + + +

You concentrate all your healing skill on repairing your damaged lung. Gradually, the pain in your chest subsides and a warm glow spreads from the centre of your body, radiating out to your arms and legs. Your Kai skill heals the wound, but you are still greatly weakened by the loss of blood.

+ If you wish to search the guards' bodies, turn to 102. + If you wish to ignore the bodies and escape along the corridor, turn to 150. +
+
+ +
+ 108 + + +

Several yards along the new tunnel are more chutes, each covered by an iron grating. Streams of green water pour into the main course, giving off a choking and acrid vapour which attacks your throat and lungs. You wade past the chutes, but you lose 2 ENDURANCE points due to the effects of the corrosive gas. Make the necessary adjustments to your Action Chart.

+ Turn to 112. +
+
+ +
+ 109 + + +

You drop to the street below and run across the marketplace towards the hall. The building is full of people kneeling in prayer. You notice an avenue leading off to the right, which ends at an archway too narrow for more than one horse to pass. To your left, another alley leads down to the harbour.

+ If you wish to enter the hall, turn to 32. + If you wish to turn right and head for the archway, turn to 169. + If you decide to double back to the harbour, turn to 129. +
+
+ +
+ 110 + + +

A gigantic creeping reptile hangs from the ceiling, gripping the stone with its long, curved claws. Its huge oval eyes flicker hungrily as it picks up the scent of live human flesh&emdash;your flesh! It is poised to strike, and you cannot evade its attack.

+ Kwaraz1930 +

The giant reptile is very susceptible to psychic power, so if you have the Kai Discipline of Mindblast, add 4 instead of the normal 2 to your basic COMBAT SKILL for the duration of the fight.

+ If you win the combat, turn to 40. +
+
+ +
+ 111 + + +

You are feeling weakened by the heat and by the fatigue of combat, but your spirits are high after having beaten such a formidable enemy. You search the armourer's body and discover 3 Gold Crowns and a Copper Key. If you wish to keep the key, put it in your pocket and mark it on your Action Chart as a Special Item.

+ If you have the Kai Discipline of Tracking, turn to 74. + If you wish to leave the forge room by the north door, turn to 167. + If you wish to leave by the west door, turn to 44. +
+
+ +
+ 112 + + +

You soon reach a section of tunnel where the ceiling is much higher. A stone walkway lines the left wall, with steps at regular intervals. You pull yourself on to the walkway and begin to scrape away the worst of the slime that encrusts your legs.

+ If you have the Kai Discipline of Animal Kinship, turn to 133. + If you wish to continue along the walkway, turn to 64. + If you wish to climb a narrow stair in the left wall, turn to 116. +
+
+ +
+ 113 + + +

The passage ends at a tree-lined plaza. You must find somewhere to hide; your fair skin and your Kai cloak and tunic make you stand out in the city crowd.

+

To your left is a small dwelling with a curious wooden sign hanging above the door, carved in the shape of a fish. To your right is a tavern. The sign above the tavern door seems oddly appropriate:

+ THE HUNTED LORD + If you posses the Kai Discipline of Healing, turn to 53. + If you decide to enter the dwelling, turn to 157. + If you decide to enter the tavern, turn to 188. +
+
+ +
+ 114 + + +

You reach a point where the chimney is no longer a vertical shaft, but curves into a horizontal tunnel leading south. Although the heat is oppressive, the steam has cleared. Every nerve and tissue in your body seems agonizingly sensitive, and you progress along the narrow shaft with difficulty.

+

All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to escape from this hellish sewer and somehow get back to Sommerlund as quickly as possible.

+

You notice a square vent cover in the ceiling less than ten feet ahead. It is badly corroded, and you have to lie on your back and kick with both feet to force it open. The effort drains your last reserves of stamina, but you are rewarded with success.

+

By pure chance you have gained access to the one place in Barrakeesh you most needed to visit&emdash;the public baths.

+ Turn to 90. +
+
+ +
+ 115 + + +

Placing your ear close to the keyhole, you hear faint but horrible sounds. Screams of agony mingled with hysterical laughter and heart-rending sobs. The crack of a whip and the creaking of a rack confirm your suspicions that a torture chamber lies beyond this door. The terrible sounds make you shudder, and you waste no time in hurrying away from the chamber by the north door.

+ Turn to 132. +
+
+ +
+ 116 + + +

You climb the stone steps to a small chamber above the tunnel. Here, at least, it is dry, even though the foul sewer gas permeates everything. You follow a narrow passage, first to the west, then to the south as it makes an abrupt left turn. Your heart sinks as you see a dead end loom ahead.

+ If you wish to search for a hidden exit, turn to 33. + If you decide to turn around and go back to the walkway, turn to 64. +
+
+ +
+ 117 + + +

The twisting alley comes to an end in a small garden square flanked on three sides by tall, domed houses, all with first-floor balconies. Wrought-iron grilles reinforce every window and door.

+

You are near the top of a heavy wooden trellis that hangs below a balcony, when Maouk's men burst into the square. Many are armed with heavy bronze crossbows.

+

Surrender, Lone Wolf! shouts Maouk, or my men will pin you to the wall! The situation is hopeless; at such short range, the Sharnazim cannot fail to hit you. Cursing your misfortune, you leap to the ground, landing at the feet of Maouk. You are brave, Kai Lord, he snarls. But you will need more than bravery to save you now!

+ Turn to 176. +
+
+ +
+ 118 + + +

To guard raises the blowpipe to his lips. His cheeks swell, and then there is a sharp hiss warning you that another tainted needle speeds towards your head.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked. If you have reached the Kai rank of Warmarn or higher, add 1 to the number.

+ If your total score is now 0&endash;3, turn to 89. + If your total is now 4&endash;12, turn to 21. +
+
+ +
+ 119 + + +

You catch both guards totally by surprise. Do not deduct any ENDURANCE points you may lose in the first 3 rounds of combat, due to the surprise and ferocity of your attack. You must fight both guards as one enemy.

+ Palace Gate Guardians1630 +

If you win the combat, you quickly hide the bodies before passing through the entrance into the palace gardens beyond.

+ Turn to 137. +
+
+ +
+ 120 + + +

The dagger hisses through the air and thuds into your chest. You gasp at the sudden pain, clawing at the hilt of the dagger with trembling hands in your panic to draw out the deadly blade. As you stagger backwards, the guard rushes forward, a smile of triumph spreading across his ugly face. You wrench the blade free and turn it on the guard as he dives towards you. He sees the danger but far too late&emdash;the blade has already pierced his heart.

+ Turn to 22. +
+
+ +
+ 121 + + +

From out of the gloom, three Sharnazim warriors suddenly appear. The razor-sharp edges of their swords glint in the darkness; thirsty blades gasping for your blood.

+ + + Gary Chalk + + + + + If you wish to attack the warriors, turn to 60. + If you wish to evade them, you must turn back and swim across the sewer vault. Turn to 84. +
+
+ +
+ 122 + + +

The heavy wooden door is reinforced with bands of black iron, held in place by huge bronze studs. You turn the handle, only to find the door is locked.

+ If you possess the Jailer's Keys, turn to 136. + If you do not have this Special Item, turn to 26. +
+
+ +
+ 123 + + +

The noise grows louder. Suddenly the door latch rattles and a gruff voice growls out above the din: Break it down!

+

Shards of wood and twisted iron are scattered throughout the cellar as the sharp blade of a two-handed axe explodes through the door. The hinges burst from the wall and in run your pursuers, stumbling on the tangle of shattered timbers.

+

You spring forward, striking left and right, and bringing two men down before they even see you. The officer, a bull-necked warrior with a flat nose, elbows the others aside and attacks. You strike first, jarring the scimitar from his grasp with a well-aimed blow to his wrist. He bellows like an ox but attacks again, a long-bladed dagger clenched in his uninjured hand.

+ Sharnazim Underlord1828 + + + + Gary Chalk + The officer, a bull-necked warrior with a flat nose, elbows the others aside and attacks + + + + + You can evade the combat at any stage by escaping through the trapdoor. Turn to 51. + If you win the combat, turn to 198. +
+
+ +
+ 124 + + +

You leap from the window ledge and crash feet first into the guards, bowling them over with the surprise your attack. You fight with speed and skill, killing three soldiers before they can regain their balance. However, the noise of combat alerts the mess hall, and a dozen more of the Zakhan's soldiers join the battle. You are quickly overwhelmed by the sheer weight of numbers, and it is only their respect for your bravery and combat prowess that prevents them killing you on the spot.

+

You are disarmed and frog-marched to a prison cell, where you are left to await the Zakhan.

+ Turn to 18. +
+
+ +
+ 125 + + +

The horse and its dead rider topple from the quayside and splash into the sea. The crew have drawn up the gangplank, forcing you to leap the gap. You fall short and land on the row of oars bristling from the galley's side.

+

The wood is wet and slippery, and you have to fight to keep your balance. Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 50. + If your total is now 4 or more, turn to 191. +
+
+ +
+ 126 + + +

Keeping in the shadow cast by the tomb, you advance on the north gate. Only two soldiers stand guard were there would normally be twenty. Suddenly, the gate opens to admit a rider. He hands a scroll to the guards before galloping through the open gate. The guards read the scroll, seemingly unaware that the gate is still open.

+ If you possess the Kai Disciplines of both Camouflage and Hunting, turn to 170. + If you decide to attempt to bribe the guards, turn to 19. + If you decide to attack them, turn to 119. +
+
+ +
+ 127 + + +

You walk back along the corridor to the junction in order to get a long run at the door&emdash;you know that if you barge the door in exactly the right place, you will tear loose the lock from the wall. Pick a number from the Random Number Table and add 10.

+ If your total is equal to or less than your COMBAT SKILL, the wall cracks and lock bursts open. Turn to 159. + If your total is greater than your COMBAT SKILL, the door remains locked. You sustain a badly bruised shoulder and lose 1 ENDURANCE point. You must head off dejectedly along the other passage towards the stairs. Turn to 93. +
+
+ +
+ 128 + + +

Your reach a domed sewer-vault where the tunnel widens. A chute descends from the centre of the chamber, ending just a few feet above the oily surface of the water; a mass of food scraps and offal floats beneath the chute, and the stink of rotting meat is overpowering.

+

You are about to step into the vault when you detect that the tunnel floor drops away. You freeze just in time to prevent yourself from stepping straight into deep water. The tunnel continues beyond the vault, but over twenty feet of putrid sewage lies between you and the other side.

+

The echo of a distant splash reminds you that the Sharnazim are still following. If you possess a Rope, you can try to catch it upon a long metal bar that protrudes from the side of the chute to pull yourself out of the water and swing across to the opposite tunnel.

+ If you have a Rope and decide to use it in the manner described above, turn to 29. + If you decide to try to swim across the vault to the tunnel, turn to 84. + If you would rather turn round and make your way back to the junction, turn to 121. +
+
+ +
+ 129 + + +

From the shadow of a doorway, you peer out across the harbour. The square is alive with Maouk's soldiers. It will be far too dangerous to enter the harbour; you must find somewhere else to hide until it is safer.

+

Groups of soldiers are searching the houses that border the square, and you are forced to leave the doorway and run back along the alley. As you re-enter the marketplace, you run straight into a dozen Sharnazim led by Maouk himself.

+ If you wish to stand and fight, turn to 36. + If you wish to surrender, turn to 176. +
+
+ +
+ 130 + + +

You snatch the Herb Pad from the dead warrior's face (mark this as a Special Item on your Action Chart) and cover your own mouth with this sweet-smelling pouch. The herbs inside neutralize the foul air, making it easier to breathe. Restore 1 ENDURANCE point.

+

The dead body sinks from view, and you hear the sound of more Sharnazim wading along the tunnel. You cannot outdistance them&emdash;you must hide.

+ If you possess the Kai Discipline of Camouflage, turn to 151. + If you do not have this skill, turn to 15. +
+
+ +
+ 131 + + +

You sift through the vast number of items that litter the dais, separating the following articles, which may or may not be of use:

+
    +
  • Silver Comb
  • +
  • Hourglass
  • +
  • Dagger
  • +
  • Healing Potion of Laumspur (restores 4 ENDURANCE points if swallowed after combat)
  • +
  • Prism
  • +
  • Enough food for 3 Meals (each Meal counts as 1 Backpack Item)
  • +
+

Remember to make the necessary changes to your Action Chart before leaving the chamber.

+ Turn to 58. +
+
+ +
+ 132 + + +

You move quickly and quietly along the north corridor and soon arrive at another arched passage that heads off to the west. A fierce glow can be seen in the distance, and you hear the hiss of red-hot steel as it is thrust into water and the clang of hammer on anvil&emdash;the unmistakable sounds of a blacksmithy.

+ If you wish to go west, towards the noise, turn to 195. + If you wish to keep moving north, turn to 30. +
+
+ +
+ 133 + + +

You recognize the tracks of a Kwaraz in the slimy mud of the walkway. Kwaraz are giant carnivorous reptiles. The number and varying size of the prints suggest that a whole colony of these loathsome creatures inhabit the tunnel. You decide it is far too dangerous to continue in this direction, and instead climb a narrow stairway that leads to a chamber above the tunnel. Here at least it is dry, although the foul sewer gas permeates everything. You follow a narrow passage, first to the west and then south, but your heart sinks as you see a dead end looming ahead.

+ If you wish to search for a hidden exit, turn to 33. + If you decide to turn round and return to walkway, turn to 64. +
+
+ +
+ 134 + + +

You use your Kai Discipline to force the creature away. The Bloodlug changes direction and jets towards a squid that has taken refuge in a large copper urn. You continue swimming but keep a watchful eye on the Bloodlug as it engulfs and devours the helpless squid.

+ Turn to 95. +
+
+ +
+ 135 + + + +

It may be reasonable to restore half the ENDURANCE points you lose if you win the combat (note what happens if you lose).

+
+
+ + +

The air of the new tunnel is hot and humid, and as you press on, the putrid gas makes you increasingly nauseous. You are forced to stop&emdash;the vapour is burning your throat and causing painful stomach cramps. Suddenly a noise makes you forget your discomfort; you turn to see that one of Maouk's men has caught up with you. He looms out of the darkness, his face covered by a pad of herbs.

+ Sharnazim Warrior1722 +

Deduct 2 points from your COMBAT SKILL due to the effects of the noxious fumes.

+ + + + Gary Chalk + One of Maouk's men looms out of the darkness, his face covered by a pad of herbs + + + + + If you lose this combat, turn to 161. + If you win the combat, turn to 130. +
+
+ +
+ 136 + + +

Once you have unlocked the door, you twist the handle and open it a few inches. You see a stair descending to a small chamber where a black-robed soldier is guarding a pair of iron gates. Through the bars you can see rows of weapons and suits of armour stacked in long racks. A sign fixed to the bars says:

+ GRAND PALACE ARMOURY + If you have the Kai Discipline of Camouflage, turn to 186. + If you want to attack the guard, turn to 178. + If you want a close the door and take the other passage, turn to 93. +
+
+ +
+ 137 + + +

Suddenly you realize just how hungry you are. You must now eat a Meal or lose 3 ENDURANCE points. You pass unseen through the exotic plants that grow everywhere in abundance. The gravelled path divides a lawn of strange, luxuriant, purple grass and leads to a magnificent fountain. A jet of clear blue water catches the sun, reflecting and refracting an eye-dazzling rainbow of colour. You gaze beyond the fountain to where the vaulting towers of the palace soar into the sky, and carefully note the positions of the doors and windows.

+

There are two entrances to the Grand Palace from the gardens; you can either go through the palace kitchens or through the Vizu-diar&emdash;the Zakhan's trophy hall. However, only one of these entrances will lead to the Imperial Apothecary, and to the precious Oede herb stored there.

+ If you have the Kai Discipline of Tracking or Sixth Sense, turn to 37. + If you wish to enter the palace through the kitchens, turn to 66. + If you wish to enter through the Vizu-diar, turn to 149. +
+
+ +
+ 138 + + +

The guards pull open the door, and you spring into action. Your clenched fist strikes the first man beneath his bearded jaw, lifting him from the floor with the power of the blow. His sword drops from his hand and clatters to the ground close to your feet.

+ If you wish to pick up the sword, turn to 4. + If you wish to ignore the sword and attack the second guard with your bare hands, turn to 91. +
+
+ +
+ 139 + + +

You are so irritated by the crawling mask of insects covering your skin that you fail to see the rusty metal post sticking out of the water ahead. You walk straight into it and lose your footing. Instinctively, you grab at the post, but like everything else it is covered with sewage, as slippery as Kalte ice.

+ Turn to 94. +
+
+ +
+ 140 + + +

The iron gates of the armoury are unlocked. You push open the left gate and wince as the shrill squeak of a dry hinge sends a shiver down your spine.

+ + + Gary Chalk + + + + +

Inside, at the end of along aisle, is a workbench, littered with spearheads, sword hilts and all manner of armourer's tools. In the midst of this tangled mess is a large, black, leather-bound book.

+ If you wish to open the book, turn to 83. + If you wish to ignore the book and search for your confiscated equipment, turn to 181. +
+
+ +
+ 141 + + +

You throw yourself to one side, barely escaping the dart as it whistles past your chest.

+

Seize him! screams Maouk, kicking his soldiers onwards through the wreckage. Don't let him get away this time! You are now lying on the floor less than a couple of feet away from the trapdoor.

+ If you wish to roll over to the trapdoor and escape, turn to 51. + If you decide to surrender to Maouk and his warriors, turn to 10. +
+
+ +
+ 142 + + +

You hit the water and swim submerged until the pain in your lungs forces you to the surface. Sharnazim are running in every direction, trying to surround the quay and prevent your escape. Gulping another breath, you dive again and swim towards a cluster of small boats less than fifty yards away.

+

Through the clear blue water, it is easy to see the rubbish that litters the bed of the harbour; mementoes of all the merchant ships that have docked at the quayside. Clinging to one old anchor is a strange, jelly-like blob. A mass of short tubes sticks out from all its sides, and a long hook-like scoop hangs beneath its rubbery body. Without warning, the blob suddenly jets towards you, propelled by water from its mass of breathing tubes. It is a Bloodlug, and it is hungry for your flesh!

+ If you have the Kai Discipline of Animal Kinship, turn to 134. + If you wish to fight the creature, turn to 12. + If you wish to evade the creature, turn to 95. +
+
+ +
+ 143 + + +

You set light to a tar-coated torch and hurl it down into the sewer-hole. There is a tremendous flash and roar; suddenly, all along the alley, plumes of flaming sewage explode skywards. The alley is transformed into a rush of shocked and screaming people, all scrambling to avoid the deluge of burning filth raining down on their heads. The torch has triggered a chain reaction in the Baga-darooz; the inflammable sewer gas has ignited&emdash;everywhere is panic and confusion.

+ + + Gary Chalk + The alley is transformed into a rush of shocked and screaming people, all scrambling to avoid the deluge of burning filth + + + + +

You run with the crowd through the sewage-stained alleys until you reach a busy market square, unpolluted by the blast. Your eye is caught by a sign hanging above the side door of a large hall:

+ BARRAKEESH PUBLIC BATHS +

You push open the door and slip inside.

+ Turn to 90. +
+
+ +
+ 144 + + +

A terrible sense of dread fills your mind. Your Kai skill is warning you that a horrific and inescapable fate awaits you if you stay in this cell. You follow your instincts and attack.

+ Turn to 174. +
+
+ +
+ 145 + + +

You wade into the water, thick with scum, and try not to breathe through your nose. The glutinous mire is clotted with green and black filth, and with your every movement the surface cracks, releasing a vile gas. You cover your mouth with your Kai cloak, but the appalling stench makes you retch and choke. A loud splash behind you warns that Maouk's men are not far away, and you quicken your step. At regular intervals, circular chutes disappear into the ceiling. Many are stained bright yellow, white or reddish-brown. This section of the Baga-darooz passes beneath the Linen Quarter of Barrakeesh, where the Guild of Linen-weavers operate their fuller's shops. The chutes dump waste dyes straight into the sewer, making the oily water even more garish in colour.

+

You spot a ripple in the water ahead. It moves nearer, the wake of a submerged sewer creature. Instinctively, you flatten yourself against the dye-stained wall as you feel the movement of water against your waist, and watch in fear and fascination as the ripple of water disappears into the tunnel. Suddenly, a fearful scream bursts out of the darkness; Maouk has lost one of his men. The terrible cries of the Sharnazim warrior chill your spine, but your instincts tell you to press on while you have the advantage. The channel soon reaches a junction where another tunnel heads off to the west.

+ If you wish to enter the new tunnel, turn to 108. + If you wish to continue northwards, turn to 70. +
+
+ +
+ 146 + + +

For a few minutes, you watch the man working at his anvil, in case he, too, should decide to leave the chamber. However, he continues to work, apparently unaffected by the scorching heat.

+

To reach the west door without being seen, you must make your way cautiously across the chamber, dodging from one pillar to the next. Pick a number from the Random Number Table. If you have the Kai Discipline of Camouflage or Hunting, deduct 2 from the number you have chosen.

+ If your total is now less than 2, turn to 44. + If your total is now 3 or more, turn to 190. + +
+ +
+ 147 + + +

Your Kai sense tells you to beware of the man who helped you. He intends to betray you for a purse of silver.

+ If you wish to stay in his house, turn to 61. + If you wish to escape by the window, turn to 109. +
+
+ +
+ 148 + + +

As soon as you enter, the panel slides shut and you are plunged into darkness. You advance nervously, your hand held before your face to part the cobwebs hanging in festoons from the low ceiling. You are a few feet away from what appears to be a dead end when you tread on a pressure plate, which activates another panel that slides back to reveal a small chamber.

+ Turn to 14. +
+
+ +
+ 149 + + +

You reach the door to the Vizu-diar without being seen, only to find that it is securely bolted from the inside. You are about to curse your bad luck when you notice a window set into an elaborately carved panel above the door; its iron shutter is open.

+

In spite of your injured arm, you successfully climb the nail-studded door and drop through the window into the silence of the trophy room. An eerie collection of stuffed heads lines the walls of this private chamber. Most are those of reptilian desert creatures, souvenirs of imperial hunting expeditions into the Dry Main. Among the snake-like trophies, and more gruesome, are human heads! They are ghoulish battle honours, the heads of enemy commanders slain in battle during the countless wars waged by Vassagonia.

+

You hurry out of the Vizu-diar and into a long marble corridor, where the walls are inlaid with veins of gold and pearls. It leads to a large hall where palace guards and brightly robed courtiers are walking to and fro, but a colonnade of statues provides all the cover you need to reach a distant staircase unseen. Stealthily, you sprint up the staircase to arrive at a junction where passages head off to the east and west. At the end of each is a door with a symbol engraved into the wall above. The symbol above the east door depicts a mortar and pestle; the symbol above the west door, an open book.

+ + + Gary Chalk + + + + + If you wish to investigate the east door, turn to 57. + If you wish to investigate the west door, turn to 100 +
+
+ +
+ 150 + + +

The corridor heads north but soon ends at a junction where another passage runs across from east to west. Cautiously, you peer around the corner, but there are no signs of any guards. At the end of the east passage you can see a flight of steps descending out of view; to the west, you see a closed door.

+ If you wish to go east, towards the stairs, turn to 93. + If you decide to go west, towards the door, turn to 122. +
+
+ +
+ 151 + + +

Your keen eye falls upon a narrow fissure in the tunnel wall. The gap is near to the level of the scum and can barely be seen in the darkness. You squeeze inside, steeling yourself as the foul water rises up to your chin. The Sharnazim pass within inches of your hiding place, and you have to fight the urge to vomit as a wave of sewage laps your face. He has taken the south tunnel, echoes an angry voice. Quickly&emdash;don't waste your time here!

+

It seems an eternity before the Sharnazim retrace their steps and disappear back along the tunnel. With a sigh of relief, you emerge from the fissure, but catch your foot in something embedded in the silt of the tunnel floor and lose your balance.

+ Turn to 94. +
+
+ +
+ 152 + + +

You press yourself against the weathered stone and try to avoid looking down at the courtyards and gardens of the palace, hundreds of feet below. You bite your lip and wait for the guards to pass, but they do not pass. It is nearly sunset, and they have come to shut the iron grilles of the palace windows. You hear the creak of dry hinges and the click of bolts&emdash;sounds that send a shiver down your spine. You realize that you are now locked out.

+

To your left, the ledge continues around outside of a dome; inside this is the mess hall. If you can only inch your way around the tower, you may be able to find an open window on the other side.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked. If you have reached the Kai rank of Savant, you may add another 2.

+ If your total score is now 0&endash;2, turn to 5. + If your total score is now 3&endash;8, turn to 38. + If your total score is now 9&endash;13, turn to 87. +
+
+ +
+ 153 + + +

Maouk orders his black-clad troops to search the area, threatening them with death if they allow you to escape. You bite your lip and wait for a chance to run.

+

Creeping from one boat to the next, you reach a narrow flight of stone steps. At the top of the steps, beyond a small paved square, lies a maze of crooked alleyways that disappear into the shadows of the Thieves' Quarter. You are less than twenty feet from safety when a cry echoes across the water: There he is!

+

You sprint along the deserted passage and climb a stairway into an open courtyard. The sound of hooves clattering on the cobblestones below urges you onwards. There are three possible exits from the courtyard: a high, nail-studded gate to the left; an alley to your right; and a straight, paved pathway that leads to an arch. You must make a quick decision for Maouk's men are close at your heels.

+ If you possess the Kai Discipline of Tracking, turn to 42. + If you wish to enter the gate, turn to 75. + If you wish to enter the alley, turn to 117. + If you decide to take the straight pathway through the arch, turn to 169. +
+
+ +
+ 154 + + + +

Though you may purchase any of the above, it is likely that you are limited to one of each potion.

+
+
+ + +

You part the bead curtain that hangs across the doorway and enter the cool interior. The light is poor and the room gloomy, for the windows are obscured by sheaves of herbs and plants. You are studying a curious row of coloured bottles when a woman appears. She has piercing green eyes and her red hair is raised, bound with rings of jadin. Softly, she speaks to you.

+ + + Gary Chalk + + + + +

Welcome, Northlander. I sense you are a warrior&emdash;or am I mistaken? As you hesitate to answer, she shrugs her shoulders and searches through a pile of parchments stacked on top of a wine casket. She blows away the dust before handing you a yellowed sheet. It is a list of merchandise, written in Sommlending:

+
    +
  • Potion of Alether (increases COMBAT SKILL by 2 for the duration of 1 combat)&emdash;4 Gold Crowns
  • +
  • Potion of Gallowbrush (induces sleep for 1-2 hours per dose)&emdash;2 Gold Crowns
  • +
  • Potion of Laumspur (restores 4 ENDURANCE points per dose)&emdash;5 Gold Crowns
  • +
  • Vial of Larnuma Oil (restores 2 ENDURANCE points per dose)&emdash;3 Gold Crowns
  • +
  • Tincture of Graveweed (causes sickness and loss of 2 ENDURANCE points per dose)&emdash;1 Gold Crown
  • +
  • Tincture of Calacena (causes terrifying hallucinations for 1-2 hours per dose)&emdash;2 Gold Crowns
  • +
+

You may purchase any of the above; all potions, vials and tinctures are Backpack Items. You then leave the shop and continue along the street.

+ Turn to 179. +
+
+ +
+ 155 + + +

From the view, you judge that this window is set high up in the south wall of the Grand Palace. Far below you can see the buildings of the capital, in miniature clusters inside the white city wall. To the south-east lies Lake Inrahim, an immense salt-water plain that is completely dry and cracked. To the north, a road stretches across the causeway to the town of Chula, just visible on the horizon. To the south-west lie the barren, sun-scorched Dahir mountains and the shifting ocean of sand known as the Dry Main.

+

The bars of the window are badly corroded; it would be easy to dislodge them. However, the drop of several hundred feet to the city below means that there is no hope of escape this way. You climb down from the table and hurry along the corridor.

+ Turn to 182. +
+
+ +
+ 156 + + +

After concentrating on the lock for several minutes, you realize that it is connected to an alarm. If you turn the lock to the wrong number, the alarm will be triggered, alerting the entire palace guard.

+ If you possess the Kai Disciplines of Mind Over Matter and Sixth Sense, turn to 8. + If you do not have both of these skills, turn to 98. +
+
+ +
+ 157 + + +

The house smells strongly of burnt incense. You enter a narrow hallway lined with chairs and walk slowly along the central aisle towards a fountain, flanked by a pair of massive orange-red pillars. A man, dressed from head to toe in black, appears from behind the left-hand pillar and walks towards you.

+

Suddenly, you hear Maouk's men enter the Plaza, and cast an anxious glance towards the open door. The man sees you are nervous and silently points to a cellar door.

+ If you wish to hide in the cellar, turn to 16. + If you wish to leave the hallway, return to the plaza by turning to 99. +
+
+ +
+ 158 + + +

You enter a gallery, which houses a beautiful mosaic. Thousands of tiny fragments of pearl and gold shimmer in the light of the evening sun, glancing rainbows of colour across the high marble walls. A group of palace courtiers ambles through the gallery, and you are forced to hide behind a huge pillar. You wait until their footsteps have faded into the distance before emerging into light.

+

All hope of signing a peace treaty has long vanished, and your only concern now is to escape from the Grand Palace and, somehow, return home to Sommerlund as quickly as possible. Hurrying out of the gallery, you follow the passage westwards and soon reach a junction where the passage turns abruptly to the north.

+ Turn to 58. +
+
+ +
+ 159 + + +

You batter your way through the door successfully, but having gathered momentum, you cannot stop, and fall headlong down a flight of stairs on the other side.

+

You landed in a heap on the hard marble floor of an antechamber, (you lose 2 ENDURANCE points) barely a few feet away from an armed soldier, who is guarding the doors to the palace armoury. He is startled by your dramatic entrance but quickly regains his senses and attacks.

+ Armoury Guard1622 +

Deduct 2 from your COMBAT SKILL for the first 3 rounds of combat, as you are lying on the ground. You cannot evade combat and must fight the guard to the death.

+ If you win, turn to 52. +
+
+ +
+ 160 + + +

Your desire to leave this treacherous city is overcome by your fear of losing your arm. You must get the Oede herb, even though it means you will have to enter the very place you are most anxious to avoid&emdash;the Grand Palace.

+

The alley follows a tortuous route through the Mikarum, finally leading you to the Horm-tas-Lallaim: the Tomb of the Princesses. Beyond the tomb, the Grand Palace rises like a massive white pantheon.

+

You suddenly recall a legend told to you by your Kai masters long ago: The Nemesis of the Black Zakhan. The Black Zakhan was a brutal tyrant, the cruellest of an evil lineage that ruled over the desert empire long ago. The barbaric excesses of his reign have never been forgotten in the Lastlands. The Grand Palace was built by his army of slaves, prisoners from countries he had conquered in war. The palace became his obsession; he personally oversaw its entire construction and punished the workers personally if there was the slightest delay. He butchered his subjects indiscriminately and in the most terrible fashion. His favourite form of execution was for the victim to be sawn in half from head to foot until the body fell in two pieces. However, it was the mass execution of the slaves who built the Grand Palace that made him infamous. He slaughtered every slave worker so that his enemies could never learn of the secret treasure chambers he had had constructed. Among the slaves were his only daughters, Kebilla and Sousse, who openly opposed their father's cruelty and tried to prevent the executions. In a blind rage, he ordered that they should be the first to die.

+

It would have been better for the Zakhan, and for Vassagonia, if he himself had died that day. He lived for another two years, but his mind was unhinged by guilt, and he was tortured by self-loathing and despair. In the Grand Palace, the silence of the night was frequently broken by the Zakhan's moans and cries, as he wandered from room to room looking for his daughters. When he died, he was laid beside them, here, in the Tomb of the Princesses.

+

From where you stand, you can see two entrances to the Grand Palace; a spike-topped gate in the north wall, and an arch in the west wall, blocked by an iron portcullis. The palace is usually heavily guarded, but there are very few guards today; most are searching for you in the city.

+ If you wish to approach the north gate, turn to 126. + If you wish to approach the west arch, turn to 79. + If you wish to search for some other way of entering the Grand Palace, turn to 49. +
+
+ +
+ 161 + + +

You are very lucky that your enemy was only trying to knock you unconscious. Restore half the ENDURANCE points you lost in combat.

+ Turn to 69. +
+
+ +
+ 162 + + +

You pull yourself into the left chimney and pause to catch your breath. The scalding steam hurts your lungs; and every move becomes a tremendous strain, for your hands and feet are now swollen and sore. Lose 1 ENDURANCE point before continuing your climb.

+

You hook your fingers into a jagged crack in the wall of the sweltering chimney and try to draw yourself upwards. Suddenly, a wave of fear engulfs you&emdash;something is crawling up your forearm. You have disturbed a nest of loathsome arachnids.

+ Steamspiders1035 +

These creatures are immune to Mindblast. If you have lost the use of one arm, you cannot fight these biting horrors, for you will inevitably slip and fall into the tar-sorkh. Pick a number from the Random Number Table. This represents the number of ENDURANCE points that you lose (0 = 10) as you climb past the Steamspiders' nest.

+ + + + Gary Chalk + Suddenly a wave of fear engulfs you as something crawls up your forearm + + + + + If you are still alive after climbing past the nest, or if you fight the Steamspiders and win, turn to 114. + +
+ +
+ 163 + + +

While you wait for the return of the guard, you are taunted and ridiculed by the other bully. He describes with relish all the horrible tortures that await you and is greatly disappointed when the other guard returns empty-handed. The Zakhan doesn't want our northern friend damaged. He's got something special planned for him this evening, he snarls.

+

Wicked grimaces spread across their faces as they turn to leave the cell. Both now have their backs towards you.

+ If you have the Kai Discipline of Sixth Sense, turn to 144. + If you wish to attack the guards, turn to 174. + If you wish to remain as you are, turn to 18. +
+
+ +
+ 164 + + +

The water is becoming thicker, and the stench of the sewer gas increasingly more vile and nauseating. Suddenly the air becomes choked with thousands of tiny flies, and every time you gasp for breath you feel the thick fur of pulped bodies in your throat. The black specks build up like paste around your eyes, mouth and nostrils, and the sharp tangy taste in your mouth makes you retch. Lose 1 ENDURANCE point.

+

As if it answer to your prayers, an iron ladder appears from out of the gloom. It is fixed to the tunnel wall and leads up to a circular stone trapdoor in the ceiling.

+ If you wish to climb the ladder, turn to 31. + If you wish to ignore the ladder and press on along in the insect-choked tunnel, turn to 139. +
+
+ +
+ 165 + + +

The guard clutches at his wounds and drops lifeless to the ground. You see that the other man is recovering from your blow and is clawing at the cell door to try to pull himself to his feet.

+ If you wish to attack this guard, turn to 78. + If you wish to overpower him and capture him alive, turn to 199. +
+
+ +
+ 166 + + +

You knead your numb arm in an effort to massage some life back into it, but it is useless; the muscles are limp and nerveless. The only consolation is that it is not your weapon arm, but as long as you are suffering from this disease, you cannot use a shield of any sort. Deduct 3 points from your COMBAT SKILL&emdash;the lost points may be recovered if ever you should regain the use of your arm.

+

You turn your attention to your surroundings in an effort to find some way of escape from the nightmarish sewer. The passage ahead winds and curves like a giant snake, and the foul air that drifts towards you is hot and humid. You have shaken off your pursuers, but you now have the problem of your arm to solve.

+ Turn to 55. +
+
+ +
+ 167 + + +

You pass through the door and hurry into the welcoming cool of the room beyond. You notice a large drawbar on this side of the door and instinctively lock it to delay any would-be pursuers. The room is empty, save for some clothing draped over the back of a wrought-iron chair. Judging by the size and cut of the material, the clothes must belong to the armourer.

+

You can hear noises echoing from a passage to the east; the voices of hungry guards and the distinctive clatter of plates.

+

You climb a wide stairway and follow a network of passages towards the west. They are lined with alcoves that contain marble busts and beautiful tapestries, each depicting a past Zakhan or a long-forgotten battle.

+ If you have the Kai Discipline of Sixth Sense, turn to 105. + If you do not possess this skill, turn to 158. +
+
+ +
+ 168 + + + +

If the fight lasts longer than 3 rounds, you must still win before turning to Section 46.

+
+
+ + +

With a tiger-like bound you are among the startled guards. The blowpipe firer raises his weapon, but a well-aimed kick to the forehead counters his move. He somersaults backwards, cracking his head against the wall with a sickening thud. A trident flashes towards your ribs; you sidestep and grab the haft with your free hand, pulling the guard off balance. He stumbles forward and falls flat on his face. You turn just in time to face the third guard&emdash;his trident is poised to stab you.

+ Vestibule Guard1523 + If you win the combat and the fight lasts 3 rounds or less, turn to 101. + If the fight lasts longer than 3 rounds, turn to 46. +
+
+ +
+ 169 + + +

You enter a wide street where vendors compete for space for their stalls beneath the overhanging balconies. The market is crowded with people; they each wear a black sash as a mark of respect to their dead Zakhan, but here, unlike in most of Barrakeesh, business continues as normal.

+

You pass a stall festooned with black sashes, each costing 2 Gold Crowns. If you wish to buy a sash, pay the vendor and mark it on your Action Chart as a Special Item (which you wear over your tunic). You hurry away from the stall and dodge into a narrow passage lined with eating houses and small taverns, where the smell of food is mingled with the odour of stale wine, and the air is alive with chatter and gossip. Your attention is drawn to a notice freshly pasted to a tavern wall. The bold headline reads:

+ THE ZAKHAN IS DEAD&emdash;LONG LIVE THE ZAKHAN + If you wish to stop to read the poster, turn to 88. + If you wish to continue along the passage, turn to 113. + +
+ +
+ 170 + + +

The combined mastery of these Kai Disciplines enables you to slip past the guards undetected. By the time they resume their correct guard positions, you have safely made your way into the palace gardens.

+ Turn to 137. +
+
+ +
+ 171 + + +

A panel in the alcove slides aside to reveal a secret, dark and very narrow passage. A pair of footprints can clearly be seen in the dust-covered floor, leading into the darkness.

+ If you wish to enter the secret passage, turn to 148. + If you decide to avoid the passage, close the secret panel and continue along the corridor, and turn to 158. +
+
+ +
+ 172 + + +

Come in, stranger. Welcome to my humble tavern, says the plump landlady of the eating house. We have wine and food and rooms a-plenty.

+

At this moment, you hear Maouk's men enter the plaza and cast an anxious glance towards the open door. The landlady sees that you are nervous; she points to the cellar stairs and says in a hushed voice: Do not worry&emdash;we share your fear of the new Zakhan. Quickly, you must hide. There is no time to hesitate. Maouk's warriors are already approaching the tavern.

+ Turn to 16. +
+
+ +
+ 173 + + +

Judging by the direction of the sluggish flow, the right channel appears to head off to the north. The vast tide of sewage and garbage from the Baga-darooz is swept out towards the coast, until it emerges at Chiras, a village north-west of the capital. There it makes life both difficult and unpleasant for the poor local fishermen (especially during the summer months). If you take the north channel, you should eventually reach the coast.

+

The left channel heads south, running below the very heart of the capital. In the maze of tunnels that feed into the Baga-darooz, you should be able to find at least one exit to the streets above.

+

Straight ahead, the channel leads off to the west. It is by far the least fetid and contaminated of the three. During the voyage, you remember The Stink telling you about the Grand Madani: a great aqueduct over forty miles long, which channels freshwater from the River Da into the city. As a result, the citizens of Barrakeesh, unlike the inhabitants of other Vassagonian cities, enjoy a lavish supply of fresh water. The west channel will lead to that water source.

+ If you wish to take the north channel, turn to 145. + If you wish to take the south channel, turn to 96. + If you wish to take the west channel, turn to 13. +
+
+ +
+ 174 + + +

You spring forward and strike the taller of the guards, slamming your clenched fist into the nape of his neck. He groans and sinks to his knees, his sword clattering to the ground close by your feet.

+ If you wish to pick up the sword, turn to 4. + If you wish to ignore the sword and attack the second guard with your bare hands, turn to 91. +
+
+ +
+ 175 + + +

Before you find a suitable hiding place, three Sharnazim wade into view. Leave him to me, you fools! booms a voice, and the warriors make way for Maouk, who appears from the shadows&emdash;a dart held high in his hand. He hisses a curse and flings the missile at your chest.

+ Turn to 25. +
+
+ +
+ 176 + + + +

Erase from your Action Chart all Weapons, Special Items, Gold Crowns, and your Backpack but note them elsewhere, in case you should find them later.

+
+
+ + +

You are stripped of your Backpack, your Weapons, your Gold and all of your Special Items. Your hands are tied behind your back and you are pushed head first into the waiting carriage. Back to the palace! commands Maouk as he climbs aboard and slams the door. The Zakhan awaits his prize.

+

You fight to free the cords that bind you, but Maouk is quick to see the danger. He grabs your arm and forces a dart into your skin. As sleep engulfs your senses, you hear Maouk's wicked laughter fading into the silence.

+

Make a necessary adjustments to your Action Chart, and list all the items that you have had confiscated on a separate piece of paper, for reference in case you should discover them later in your adventure.

+ Turn to 69. +
+
+ +
+ 177 + + +

As you strike the Kwaraz a killing blow, three Sharnazim wade out of the dark sewer. They have discarded their black robes and they are naked to the waist. Their muscular chests are decorated with a large, blue tattoo of an eagle's claw. As they struggle out of the water, they fix you with a malicious stare and unsheathe razor-sharp scimitars.

+ + + Gary Chalk + Three Sharnazim wade out of the dark sewer, naked to the waist + + + + + If you wish to attack the Sharnazim, turn to 60. + If you wish to evade them by climbing the narrow stone stairs, turn to 43. +
+
+ +
+ 178 + + +

You are halfway down the stairs when the guard realizes what you are doing. He leaps to his feet and unsheathes his sword; you cannot evade him now and you must fight to the death.

+ Armoury Guard1622 + If you in the combat, you may search his body, and turn to 52. + If you would rather ignore the body and enter the armoury, turn to 140. +
+
+ +
+ 179 + + +

All manner of strange and exotic plants, oils, potions and medicaments fill the shop windows, and the smell of the herb-filled street is intoxicating. There is a sudden bustle of activity at the end of the street. The crowd disperses, melting into the shops as if into thin air. A man stands before you, his face is streaked with sweat, his turquoise robes torn and heavily stained. It is Maouk&emdash;he has survived the Baga-darooz.

+

Were it not for the Zakhan, I would kill you here and now, hisses Maouk, his face a mask of hate. But I will not lose my head for a cowardly Sommlending.

+

His insult enrages you, but you control your anger. You sense he is not alone; eyes are watching you at every window.

+ If you wish to attack Maouk, turn to 197. + If you wish to turn and run back along the street, turn to 92. +
+
+ +
+ 180 + + +

As your enemy collapses at your feet, you notice that the other guard has recovered from your punch. He pulls a dagger from his boot and draws back his hand to throw.

+ If you possess the Kai Discipline of Mindblast, turn to 45. +

If you do not possess this kill, pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense or Hunting, add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 120. + If your total is now 6&endash;12, turn to 193. +
+
+ +
+ 181 + + +

You root through all the drawers and cupboards of the workbench, smashing locks when they refuse to open, only to be disappointed. These drawers and cupboards do not contain your missing equipment.

+

All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to find your equipment, escape from the Grand Palace and, somehow, return home to Sommerlund as quickly as possible. You pull aside a latticed partition and enter a small antechamber. Narrow stones steps lead up to an open door in the north wall, beside which stands a wooden chest.

+ If you wish to climb the steps and enter the door, turn to 14. + If you wish to investigate the wooden chest, turn to 97. +
+
+ +
+ 182 + + +

You arrive at a high-vaulted chamber with a large, nail-studded door set into the south wall. A rack standing near to the door holds a Spear and a Broadsword. You may take either or both of these if you wish. To the north, beneath a beautifully decorated horseshoe arch, is another passage that leads out of the chamber.

+ If you wish to enter the passage, turn to 132. + If you wish to listen at the door, turn to 115. +
+
+ +
+ 183 + + +

The warrior's head suddenly emerges from the sewer hole. He lashes at your legs, tearing a nasty gash in your calf. You lose 2 ENDURANCE points. In anger and pain, you raise your foot and stamp on the man's head with all your strength. He screams and falls back into the sewer, and you hear a loud, resounding splash. You replace the stone lid and drag a heavy barrel across it before making your way through the maze of city streets.

+

All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to escape from Barrakeesh and, somehow, return to Sommerlund as quickly as possible. Eventually you reach a busy market square. Your eye is caught by a sign hanging above the side entrance to large building:

+ BARRAKEESH PUBLIC BATHS +

By this time, the smell of your clothes is making you feel quite ill. You have no hesitation in opening the door and slipping inside.

+ Turn to 90. +
+
+ +
+ 184 + + +

As you stare out across the harbour, you notice a large, white-domed warehouse near to the water's edge. A platform on the upper floor overhangs a merchant dhow moored at the quay below. On this platform are several earthenware tuns: huge spice containers destined for the trading emporiums of Ragadorn. You focus your attention on one of these tuns and concentrate all your Kai skill into making it move. Sweat pours down your face from the strain, but you soon hear a distant crash that confirms your success. The tun has fallen and shattered on the deck of the dhow.

+ Turn to 153. +
+
+ +
+ 185 + + +

The footsteps grow louder and then suddenly stop. You hear whispering and Maouk slowly appears from the shadows, his henchmen at his heels. Caught like a wolf in the trap, he sniggers, a dart held high in his sinewy fist. He hisses a curse and flings the missile at your chest.

+ Turn to 25. +
+
+ +
+ 186 + + +

Using your Kai skill to disguise your Sommlending accent, you call out to the guard. Quick! We need your help&emdash;the Northlander is escaping!

+

Immediately, the guard leaps to his feet and charges up the stairs towards the door. You wait until he reaches the top step before you attack&emdash;one kick to the knee sends him tumbling backwards into the chamber, where he falls in a heap at the foot of the stairs. You enter the chamber, poised to strike again should the guard recover and attack. However, this time your caution is unnecessary; the guard is dead, his neck was broken in the fall.

+ If you wish to search his body, turn to 52. + If you wish to ignore the body and enter the armoury, turn to 140. +
+
+ +
+ 187 + + +

You recognize the creature; it is a Kwaraz, a giant, creeping reptile. Kwaraz are native to the Maakenmire swamp, hundreds of miles to the west of Vassagonia, but they thrive in any hot, damp and fetid environment, and it strikes you that the Baga-darooz sewer is an ideal breeding ground for these deadly beasts. The Kwaraz moves along the ceiling, gripping the stone with its long, curved claws&emdash;its oval eyes opening wider and wider.

+

Kwaraz are very susceptible to psychic power. By using your Kai Discipline of Animal Kinship, you persuade it that you are not at all appetizing, and it soon loses interest. You watch with a mixture of fear and fascination as the huge reptile disappears along the tunnel. Suddenly, a fearful scream bursts out of the darkness; Maouk has lost one of his men. A shiver runs down your spine, but your instincts tell you to press on while you have the advantage.

+ Turn to 17. +
+
+ +
+ 188 + + +

The tavern is crowded with people who are seated at a long, stone counter decorated with fragments of coloured marble. Large earthenware jars, full of spicy foods, are set into the counter, and serving girls are busy attending to the hungry customers.

+ If you are wearing a Black Sash, turn to 172. + If you do not possess a Black Sash, turn to 72. +
+
+ +
+ 189 + + +

The courier screams as he falls but is dead before his head hits the cobblestones. You waste little time dragging his body into the shadows. You don his loose robe and raise the hood, concealing your tunic and your face. In the pocket of the robe you find a scroll: the pass needed to enter the Grand Palace.

+

The dead courier's horse has bolted and fled, but your appearance at the gate on foot does not seem to arouse any suspicion. The guards inspect the scroll with bored indifference and allow you to pass through the gate into the palace gardens beyond.

+ Turn to 137. +
+
+ +
+ 190 + + +

You have barely taken a dozen steps before you are seen. The giant armourer raises a massive hammer and strides forward, a bloodthirsty snarl escaping from between his clenched teeth. You prepare to defend yourself, but you are momentarily stunned when you see that the hammer is part of his right arm: it is, in fact, an enormous steel fist.

+ + + Gary Chalk + The giant armourer raises a massive hammer and strides forward + + + + +

The armourer bellows a war-cry and you react just in time. The hammer tears a chunk of stone from the wall, less than an inch above your scalp.

+ Hammerfist The Armourer1830 +

Deduct 2 points from your COMBAT SKILL for the duration of this combat due to the terrible heat of the forge room.

+ If you win the combat, turn to 111. +
+
+ +
+ 191 + + +

You manage to inch your way along the row of oars until you reach the ship's rail, where eager hands catch hold of your cloak and pull you to safety. Maouk's voice booms out across water. Surrender the Kai Lord to me. The Zakhan commands it. Your lives and the lives of all your kin will be forfeit if you disobey this order!

+

The crew stare in each other in sorrow and dismay&emdash;they know that Maouk's words are no idle threat. You cannot expect these men to sacrifice their families for you, so you must quickly decide on an alternative plan.

+ If you decide to surrender to Maouk, turn to 176. + If you wish to dive overboard and attempt an escape, turn to 142. +
+
+ +
+ 192 + + +

The sweltering heat is overwhelming. Three times you nearly slip and fall and are saved only by your quick wits and natural survival instincts from a gruesome end in the tar-sorkh. You manage to climb twenty feet of the chimney, but the price is high. Your fingers and knees are skinned and bleeding, and your legs ache with fatigue. Lose 2 ENDURANCE points.

+ Turn to 114. +
+
+ +
+ 193 + + +

You jump to one side as the dagger whistles towards you, skimming barely an inch from your throat. The guard stares in open-mouthed disbelief. He is now unarmed.

+ If you wish to attack the guard, turn to 78. + If you wish to overpower him and capture him alive, turn to 199. +
+
+ +
+ 194 + + +

The Yas is a constrictor: it kills its prey by crushing them to death with the coils of its powerful body. Its sleepy eyes have now opened and the red-rimmed slit pupils fix you with a mesmerizing stare. You suddenly realize that the Yas is trying to hypnotize you. Unless you have the Kai Discipline of Mindshield, deduct 3 points from your COMBAT SKILL for the duration of this combat.

+ Yas1428 + If you win the combat, turn to 35. +
+
+ +
+ 195 + + +

A forge has been constructed in the centre of a massive circular chamber, its funnel-like chimney stretching up to the roof. The heat had become unbearable long ago, but now you feel as if you have walked straight into a raging furnace.

+

Two men, naked except for small loin-cloths, work the bellows that feed the forge. Sweat pours from their bodies, and they frequently stop to gulp ladlefuls of water from a trough set in the stone floor. An armourer hammers a strip of red-hot iron at an anvil close to the flames. He is massive; his huge, muscled shoulders and powerful chest are as wide as the other two men put together.

+

The bellows men stop work and leave the chamber; one by the door in the north wall, the other by the door in the west wall. The big man continues to hammer at the anvil.

+ If you wish to follow the man who left by the north door, turn to 11. + If you wish to follow the man who left by the west door, turn to 146. + If you wish to attack the armourer working at the anvil, turn to 190. + If you wish to leave the chamber and retrace your steps along the corridor to take the other passage, turn to 30. +
+
+ +
+ 196 + + +

You notice that a large table dominates the room; it is set with wine and meat, and freshly-baked loaves of bread.

+ If you wish to eat some of this mouth-watering food, turn to 61. + If you wish to leave the room by the window, turn to 109. +
+
+ +
+ 197 + + +

Maouk pulls his hand from his robe, a dart held tightly in his sinewy fist. He hisses a curse and flings the missile at your chest. You gasp with shock as the missile strikes home&emdash;you are too close to avoid being hit.

+ Turn to 25. +
+
+ +
+ 198 + + +

As the officer's body slumps lifelessly across the shattered cellar door, the Sharnazim back away and step aside. Maouk himself appears in the doorway, a dart held high in his hand. I have you now! he hisses, and flings the missile at your chest.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 3 to the number you have picked.

+ If your total is now 0&endash;6, turn to 25. + If your total is now 7&endash;12, turn to 141. +
+
+ +
+ 199 + + +

You grasp the frightened guard in a secure head-lock and threaten to break his neck if he does not answer your questions. He immediately promises to tell you everything he knows. He says that the new Zakhan fears that you are an assassin, sent by his enemies in the west. He claims to hate the new Zakhan himself. He is only a simple jailer, he says, and knows nothing more.

+ If you have the Kai Discipline of Sixth Sense, turn to 39. + If you do not possess this skill, turn to 9. +
+
+ +
+ 200 + + +

Upon a raised platform, carpeted with scarlet fur, sits the Vassagonian Emperor, Zakhan Kimah. He is robed in gold but devoid of all ornamentation. In his hand is an orb of black metal, and in his eye an ice-cold cruelty that chills your spine. The Zakhan is a man of awesome countenance, but he pales in the shadow of his companion.

+

Before him stands the cause of your terror. A helm as black as death itself hides the face, but the stench of decay and a hideous sepulchral voice betray the identity.

+

Give me Lone Wolf!

+

It is the fell voice of a mortal enemy&emdash;a Darklord of Helgedad. As the Zakhan rises to his feet, you notice a flicker of doubt, or perhaps of fear, dim his cruel gaze, but he is quick to mask it. He will be brought to you at sunset in exchange for the Orb of Death. It is agreed.

+

You have the Orb, echoes the chilling voice. Give me Lone Wolf!

+

The Zakhan hides his fear well, but time is not on his side. The game of bluff he is playing is deadly. However, the fact that he has not yet been discovered is evidence of his powerful will, for you sense the Darklord is persistently clawing and probing at his mind.

+

You will get your Northlander, Lord Haakon, says the Zakhan, his voice curt with anger, when you tell me why your servants defile the Tomb of the Majhan. You claim to have no need for gold and jewels&emdash;why then do you plunder the graves of our ancestors?

+

A deathly quiet fills the hall; only the unnatural hiss of the Darklord's breath disturbs the silence. This land, this insignificant speck of sand, harbours two small thorns that prick our skin. We seek to remove them both&emdash;forever. The fledgling Kai, Lone Wolf, is the thorn that denies us Sommerlund. The Tomb of the Majhan hides the other thorn that threatens us&emdash;the accursed Book of the Magnakai.

+

Your heart pounds as the words echo in your head. The Book of the Magnakai! Suddenly, the reason why you have been enticed into a deadly trap becomes clear, and the sinister truth is revealed.

+

The Book of the Magnakai is one of the oldest legends of Sommerlund. With the wisdom of the Magnakai, Sun Eagle, the first Kai Grand Master, instilled the disciplines into the warriors of the House of Ulnar, the bloodline of your king, that were to save your land from devastation at the hands of the Darklords. The Book of the Magnakai was lost hundreds of years ago, but its wisdom was kept alive, handed down through generations of Sommlending warriors so that they could share the strength to resist their eternal enemies, the Darklords of Helgedad.

+

If the Darklords discover and destroy the Book of the Magnakai, the secrets will be lost forever, and when you die, the Kai will become extinct. However, if you discover the Book of the Magnakai first and deny the Darklords their prize, all the wisdom of the Magnakai will be revealed to you. Through its wisdom you will become strong, strong enough to reach the ultimate achievement for a Sommlending warrior&emdash;to become a Kai Grand Master.

+

However, the peril and the glory of the quest that lies ahead is distracting you from more immediate danger. To discover this danger and to begin the quest for the Book of the Magnakai, turn to Part Two of Shadow on the Sand.

+ Begin your adventure at 201. +
+
+ +
+
+ +
+ Part II + + + +
+ 201 + + +

Suddenly, you catch sight of two warriors creeping towards you from a passage to your right. They are clad in jet-black armour and scarlet robes, and their hideous death-masks identify them as Drakkar warriors. They are men, but they are evil men, as evil as the Darklords whom they serve.

+

One of them holds a razor-fanged Akataz, a creeping leathery war-dog, straining on a chain leash. The Drakkar hisses and the Akataz springs towards your throat.

+ If you wish to fight this creature, turn to 273. + If you wish to try to evade the attack and escape, turn to 285. +
+
+ +
+ 202 + + +

You pass under an arch where two brass-gilded, conical towers gleam like gold and enter a marketplace crowded with squabbling merchants. Exotic carpets, brightly coloured material and all manner of foods are being bought, sold and haggled over. The north side of the marketplace is devoted to the auction of douggas. The sleek but noisy desert beasts are being paraded, for the benefit of the bidders, around a paddock adjoining their stables. Just past the stables, a street vanishes into the Carpet-weavers' Quarter of Ikaresh.

+ If you wish to investigate the stables, turn to 309. + If you wish to ask one of the merchants if they know where Tipasa lives, turn to 248. + If you wish to leave the marketplace, continue along the adjoining street and turn to 386. +
+
+ +
+ 203 + + +

There is a sickening and acidic smell as a great gout of green blood gushes from the Vordak's red robe. The creature screams and topples from view, its mangled corpse spiralling downwards.

+

Sheathing your weapon, you grab the reins and fight to regain control of your injured mount. You have slain the Vordak, but the battle is not yet won. The Itikar is losing a lot of blood and could lapse into unconsciousness at any moment to drop you like a stone on to hard Lake Inrahim. Suddenly you see something in the distance&emdash;something that renews your faith in miracles.

+ Turn to 221. +
+
+ +
+ 204 + + +

You sense that the stone radiates pure evil. If you can only turn the stone's power against the Darklord, it will drain his strength and make him fade from this dimension. Although the stone cannot kill Haakon, it can at least banish him to a place where he can no longer harm you.

+ If you wish to try to grab the stone and turn it on your enemy, turn to 268. + If you wish to ignore the stone and attack the Darklord with your own weapon, turn to 390. +
+
+ +
+ 205 + + +

All you can hear above the wind that screams past your face are the gleeful howls of the Drakkarim. They are watching you fall to certain doom.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 234. + If the number you have picked is 5&endash;9, turn to 293. +
+
+ +
+ 206 + + +

There is no reply to your first knock. You are about to knock again when the door opens a few inches and the red-rimmed eyes of an old woman stare out from the darkness. Banedon! she exclaims, her voice hoarse and shaky. Thank the gods it is you.

+

She ushers you both inside and locks the door. The house is sparsely furnished and what little is there is either damaged or broken. They have taken him, Banedon, they have taken my husband&emdash;the men with the faces of the dead. Ten days ago. They came like shadows in the night.

+

She breaks down, her frail body wracked by sobs. Banedon comforts her as best he can, but you sense he shares her bitter loss. The Drakkarim have taken Tipasa, of that there is little doubt. By now they will have made him tell everything he knows about the Tomb of the Majhan.

+

We will find him, I promise, says Banedon, wiping the tears from the old woman's face, but you must try to help us if you can. Tipasa always kept a diary of his travels&emdash;do you have it still?

+

A flicker of hope shines in the old woman's eyes. Yes, it is here. He told me to hide it when the evil men came for him.

+

She kneels at an empty fireplace and prises a loose brick from the chimney; a leather-bound book drops from its hiding place into her hand. She gives it to Banedon who studies the yellowed pages, his face lined in thought. You notice that the book is full of cryptic symbols, numbers and pictograms.

+

They are drawn by the night stars, says Banedon, tracing his finger along the astronomical drawings. They hold the secret, I know, but without my star charts we cannot hope to find the tomb. We must return to the Skyrider at first light. There I shall be able to make some sense of this book.

+ + + + Gary Chalk + + + + + Turn to 331. +
+
+ +
+ 207 + + +

You discover little of interest: 8 Gold Crowns and a Brass Whistle on a chain around the guard's neck. You may take these if you wish, but remember to mark them on your Action Chart. Suddenly, a noise alerts you to unwelcome company; Drakkarim are rushing along the tiled pathway that leads to the pens. Without a moment's hesitation, you turn and run inside the Itikar's enclosure.

+ Turn to 224. +
+
+ +
+ 208 + + +

By the Gods! cries Banedon. A vaxeler!

+

The old man's face is a mask of green putrescent sores. The pupils of his eyes are yellow, and his ragged grey lips hang in tatters. Banedon grabs your arm and pulls you away from the wretched man.

+

He has vaxelus, Lone Wolf, a terrible disease that rots the skin. It is highly contagious&emdash;our lives are in peril.

+ If you possess some Oede herb, you may give it to the poor vaxeler by turning to 321. + If you do not have any Oede, or if you do not wish to give it to the man, you can flee the cave with Banedon, by turning to 270. +
+
+ +
+ 209 + + +

You reach the landing in time to see three Drakkarim warriors enter the tower. Maniacal laughter echoes from their ghoulish death-mask faces, as they form a line and creep towards you.

+

More of their evil kind are flooding on to the bridge, some carrying crossbows. You decide it would be suicide to attack the Drakkarim and sprint quickly up the stairs to escape from them.

+ Turn to 322. +
+
+ +
+ 210 + + +

You dive aside, your Kai skill saving you from the axe that is spinning towards the platform. Suddenly, a deafening bang rings out and the Drakkar is flung backwards, his breastplate torn open by dwarf shot. He gives a long, agonizing death-cry as he disappears from sight, tumbling into the darkness that surrounds the speeding sky-ship.

+

As if in answer to the shot, a menacing roll of thunder rumbles across the darkening plain from Barrakeesh. It is as if the city itself were cursing your escape.

+

Banedon appears at your side, his face lined with concern. As he offers a shaky hand to help you to your feet, you notice that the makeshift bandage which binds his wound is soaked with blood. He is pale and weak and close to collapse.

+ If you have the Kai Discipline of Healing, turn to 377. + If you do not possess this skill, turn to 339. +
+
+ +
+ 211 + + +

Despite your misgivings, the lime-green wine tastes delicious. A warm glow radiates slowly from your stomach, filling you with a comfortable sense of well-being. Restore 2 ENDURANCE points. The man looks delighted by your reaction to his wine and offers to sell you a bottle for 5 Gold Crowns. If you wish to buy a Bottle of Kourshah, pay the man 5 Gold Crowns and make the necessary adjustments your Action Chart. (There is enough Kourshah in the bottle to restore a further 4 ENDURANCE points.)

+ If you wish to question him about Tipasa the Wanderer, turn to 318. + If you wish to leave his home and continue on your way to Ikaresh, turn to 272. +
+
+ +
+ 212 + + +

Fleeting shadows move through the densely packed trees: the Drakkarim are trying to surround you. Suddenly, a red shape bursts from the foliage and a mace glances across your forehead. You roll with the blow, tumbling over as though stunned by the force. The Vordak shrieks with malicious laughter and leaps upon you, its black mace raised to crush your skull.

+ If you possess the Sommerswerd, turn to 349. + If you do not possess this Special Item, turn to 355. +
+
+ +
+ 213 + + +

The Drakkar falls to his knees and makes a horrible rasping noise as he tries in vain to prise open his shattered death-mask. Your blows have staved in his helm, and the buckled metal has fractured his skull. You lash out with your foot and kick him from the outrigger, sending him spiralling down to Lake Inrahim to join the dwarf he murdered. But the dwarf is neither dead nor hundreds of feet below. He hangs by his foot, unconscious, snagged in the netting below the outrigger boards. You grab the dwarf's leg and haul him to safety before continuing the fight.

+

The platform looks empty&emdash;no heads are showing above its armoured parapet, but you sense something is wrong. Instinctively, you leap from the outrigger onto the main hull, your weapon poised to strike.

+ Turn to 361. +
+
+ +
+ 214 + + +

You focus your skill on a nearby spade, willing the spade handle to rattle against the wheelbarrow in which it rests. It only takes a few seconds for the vigilant Drakkar sentry to leave his post and investigate the noise. By the time he returns, you are inside the Tomb of the Majhan.

+ Turn to 395 +
+
+ +
+ 215 + + +

At the bottom of the stairs, a wooden door braced with iron blocks the entrance to the scented garden. Frantically you twist the handle, but it does not open&emdash;the door is locked. Then a couple of palace guards appear on the bridge above; they see you and unsling their heavy crossbows.

+ If you possess a Copper Key, turn to 246. + If you do not possess this item, you can try to climb over the door by turning to 301. + Alternatively, you can run back up the stairs and attempt to attack the guards before they load and fire their crossbows by turning to 375. +
+
+ +
+ 216 + + +

You soon enter a public square where a throng of men have gathered at the ruins of a fountain. They are listening to the frenzied speech of a man dressed in red from head to toe; each man in the crowd is wearing a strip of the same coloured cloth, which covers the lower half of his face.

+

They're Adu-kaw&emdash;the veiled ones, says Banedon nervously. It sounds as if they're declaring a blood feud on their old enemies, the men of Tefa.

+

You follow Banedon to the shelter of a toa tree, where you will be less conspicuous. The speaker is denouncing the Tefarim for imposing a heavy tax for safe passage through their town and for use of the highway to Kara Kala. His ranting begins to stir the crowd to fever pitch.

+

Suddenly he points to where you stand and shrieks, Tefarim spies!

+ + + + Gary Chalk + His ranting begins to stir the crowd to fever pitch + + + + + If you want to try to reason with the crowd of screaming fanatics that are now running towards you with their swords drawn, turn to 284. + If you wish to follow Banedon's example and run for your life, turn to 340. +
+
+ +
+ 217 + + +

The Itikar fixes you with a cold, black stare, but you sense that it is no longer hostile. As you settle on its wide saddle, you catch sight of the Drakkarim streaming across the gangplank. Leaning forward, you unhook the anchor rope from the saddle ring and grab the thick leather reins.

+ Turn to 343. +
+
+ +
+ 218 + + +

The dwarves continue their meal, pausing only to light large hooded pipes. Through the bluish hue of the pipe smoke that clouds the low cabin roof, you notice that they are casting nervous glances at you, as if you might explode at any moment.

+

After five minutes have passed, Nolrim raises his tankard and proclaims a toast: To Lone Wolf&emdash;a man among dwarves!

+

The dwarves guffaw at Nolrim's wry toast and raise their tankards in a salute to your courage and fortitude. The Bor-brew has loosened their tongues, and they are eager to tell you of their past exploits.

+ Turn to 291. +
+
+ +
+ 219 + + +

You act purely by instinct. You dive to the floor and roll over; the blue flame screams past your head and explodes into the chamber wall, blasting a hole several feet deep in the steel-hard rock. You spring to your feet and dodge behind a massive pillar as the hideous laugh of Darklord Haakon echoes around the dust-choked chamber. As it rises in pitch, your mind is filled with agonizing pain.

+ If you have the Kai Discipline of Mindshield, turn to 253. + If you do not possess this Kai Discipline, turn to 369. +
+
+ +
+ 220 + + +

Your Kai sense of Tracking reveals that the winding path leads into the Zakhan's arboretum: his cathedral of trees. The stairs to the portal lead to a private chamber in the upper palace, but you still cannot tell what the chamber contains.

+ If you wish to follow the path, turn to 391. + If you decide to climb the stairs to the portal, turn to 352. +
+
+ +
+ 221 + + + +

Turn to Section 336 if you have ever received the Crystal Star Pendant, regardless of whether or not you possess it now.

+
+
+ + +

Emerging from a bank of cloud on the skyline is a flying ship. It is a small craft, no bigger than an Unoram river barge, with two triangular sails swept back either side of its curving prow. In the fading twilight you can make out a long pennant that flutters from its mast. A faint humming reaches your ears. Your first reaction is disbelief; what you are seeing must be a trick of the light or some fiendish illusion created by the Darklords. However as the ship floats nearer, your senses tell you that it is indeed quite real.

+ If you possess a Crystal Star Pendant, turn to 336. + If you do not have this Special Item, turn to 275. +
+
+ +
+ 222 + + +

You must act quickly if you are to avoid detection, for the creature in red is a Vordak: one of the powerful undead who serve the Darklords.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 378. + If the number is 3&endash;9, turn to 262. + +
+ +
+ 223 + + +

Suddenly, the pain subsides&emdash;but the onslaught has only just begun. A mist as black as the grave is seeping from Haakon's mouth. It creeps along his outstretched arm and settles like a cloud in the palm of his upturned hand. Whirling shadow-shapes draw into focus; wings and tentacles sprout and take form. A curse in the dark tongue shakes the whole chamber as a deadly flood of horror hurtles from his hand.

+ + + + Gary Chalk + A deadly flood of horror hurtles from his hand + + + + + Crypt Spawn2440 + If you win the combat, turn to 353. +
+
+ +
+ 224 + + +

The great black bird beats its massive wings, cawing hoarsely through the domed pen. Two black eyes, fierce and cold, fix you with a deadly stare as you edge nearer to its perch.

+

Grabbing the saddle pommel, you haul yourself up, but suddenly there is a flash of razor-sharp talons. Instinctively, you shield your face as a glint of orange sunlight is caught on the Itikar's curved beak, for it slashes the air barely inches above your head.

+ If you have the Kai Discipline of Animal Kinship, turn to 308. + If you possess an Onyx Medallion, turn to 319. +

If you possess neither the Kai Discipline nor the Special Item, pick a number from the Random Number Table. If you have reached the Kai Rank of Aspirant or higher, add 2 to the number you have picked.

+ If your total is now 8-11, turn to 287. + If your total is 4-7, turn to 240. + If your total is 1-3, turn to 370. + If your total is 0, turn to 257. +
+
+ +
+ 225 + + +

The man is short of stature but broad-shouldered and strongly built, physical characteristics common among the tough mountain-dwellers in Vassagonia. He pulls a cork from a bottle of lime-green wine and pours three large measures into earthenware cups.

+

Kourshah! he exclaims, and downs the wine in one swift gulp.

+ If you wish to follow his example and drink the strange wine, turn to 211. + If you do not want to drink the wine, ask him where Tipasa can be found, and turn to 318. +
+
+ +
+ 226 + + +

You are the first to recover from the surprise of the sudden encounter.

+ If you wish to attack the guards, turn to 334. (Ignore any wounds you may sustain in the first 2 rounds of combat.) + If you do not wish to fight them, you can evade before they have a chance to strike at you by running back up to stairs. Turn to 209. +
+
+ +
+ 227 + + +

As you near the entrance to a shadowy alley, you hear a woman's voice begging in the darkness: Alms for a poor widow, young sirs? A decrepit old woman hobbles into the light, her features harsh, her face haggard and drawn. She repeats her plaintive cry: Will you spare a coin for a poor widow's needs?

+ If you wish to stop and question her, turn to 265. + If you wish to ignore her and continue on your way, turn to 388. +
+
+ +
+ 228 + + +

Eager to put distance between yourself and your merciless enemy, you race headlong through a tangle of trees and roots until you stumble upon a small domed hut of latticed wood, half hidden by a curtain of vines. Peering through the dense foliage, you see that the vines reach up to a wrought-iron walkway, which ends at an open stone door.

+ If you wish to climb up a vine to the walkway and escape through the open stone door, turn to 352. + If you wish to search for an exit from the arboretum at ground level, turn to 332. +
+
+ +
+ 229 + + +

As the craft emerges into the sunlight, a terrible noise fills the air&emdash;the screeching cacophony of Kraan-riders, sweeping down from the table of rock. They have been waiting patiently for the Skyrider to appear before launching their ambush, for they have been certain of your hiding place since before the dawn. The Black Crystal Cube enabled them to track your escape route through the Dahir mountains, its signal to them as clear as a burning beacon in the night.

+

You sense it is the Cube which has betrayed your escape and snatch it from your pocket, but before you can hurl the accursed object away, it explodes in your hand.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, add 3 to the number you have picked.

+ If your total is now 0&endash;6, turn to 385. + If your total is now 7&endash;12, turn to 251. +
+
+ +
+ 230 + + +

There is another searing blast, which hits the base of the huge pillar behind which you have taken refuge; it severs the stone in an instant. Your body is torn to pieces as the pillar explodes into a million fragments&emdash;the little of you that remains is buried beneath tons of falling sand and stone.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 231 + + +

The Drakkarim rush into the guard room, bellowing like Kalte mammoths and hacking madly at the air with their cruel, black swords. The leader advances on you, a mane of jet-black hair streaming from the open back of his helm, his sword held low for a thrust that will disembowel you. You sidestep and drive your weapon into his armoured chest. The black metal buckles, crushing his ribs, killing him instantly, but before he has fallen to the ground, two more Drakkarim are upon you. You cannot evade combat and must fight them to the death.

+ Drakkarim1834 + If you win the combat, turn to 290. +
+
+ +
+ 232 + + +

You try to sidestep as the lethal blade hurtles towards you, but in the darkness you cannot be sure of the direction of its flight. You are hit in the chest, the blow smashing the air from your lungs. Lights flash before your eyes, and an explosion rings in your ears. You fall to your knees, and a sensation of numbness spreads through your chest. Through a haze of swirling mist, you see the Drakkar flung backwards, his breastplate torn open by dwarf shot. Banedon appears; his face is ashen grey. His lips move, but you cannot hear what he is saying. Images of Sommerlund swim in your mind and then slowly fade as oblivion engulfs you.

+ Your life and the last hope of Sommerlund end here. +
+
+ +
+ 233 + + +

Holding the Prism in the centre of the beam, you divert the light towards the hole in the floor. You hear the sound of stone grating on stone as the door slowly opens to reveal a large chamber. It is dimly lit, but in the dust that covers the marble floor you can see footprints too numerous to count. As you enter, you suddenly catch sight of a rough stone throne, facing the wall on the far side of the chamber. Behind you the door slides shut with unnerving speed.

+ Turn to 289. +
+
+ +
+ 234 + + +

In a complete daze you tumble and spin, totally unaware of whether you are falling head or feet first. The warm wind tears at your face, forcing your eyelids and mouth open. You can barely breathe. You scream with terror until you hit the upper branches of a toa tree; in the next instant you hit water. You rapidly surface again, and instinctively begin to pump your legs.

+

You have no idea in which direction you are swimming, but in three strokes you find yourself at the side of this deep, sculptured pool of clear water. Still shaking from the shock of impact, you crawl your way out on to a mossy bank. Miraculously, you have escaped injury, but your ordeal is far from over. The Drakkarim and the palace guards watched you fall and at this very moment are racing down from the tower and the bridge to the palace gardens.

+

Ahead of you, beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the trees and shrubs.

+ If you have the Kai Discipline of Tracking, turn to 220. + If you wish to climb the stairs to the small portal, turn to 352. + If you wish to follow the winding path, turn to 391. +
+
+ +
+ 235 + + +

Rows of stalactites hang from the roof of the cave, like the fangs of some incredible monster, and the bubbling of a distant geyser echoes eerily through the unknown depths.

+

You begin to explore and eventually reach a place were a natural bridge of rock arches over a steaming course of water, red with ore. Huddled beneath the bridge is a pathetic figure, its body bent and emaciated. A tattered blanket covers his face, and in his withered hands he clutches a crude fishing rod. A small catch of lavacrabs lie on the bank, their claws twitching as they slowly die. As you move nearer, the figure raises his face to stare at you. It is a man, but the sight of his face shocks you to the core.

+ If you have the Kai Discipline of Healing, turn to 344. + If you do not possess this Kai Discipline, turn to 208. +
+
+ +
+ 236 + + +

Your speed and stealth carry you across the gangplank undetected. Your attack is silent and deadly.

+ If you wish to search the guard's body, turn to 207. + If you decide to ignore the body, hurry into the Itikar's pen, and turn to 224. +
+
+ +
+ 237 + + +

The jala tastes as good as it smells and, after your dusty trek through the hills, is a welcome relief to your parched throat. Restore 1 ENDURANCE point.

+

Do you know where we may be able to find a man called Tipasa the Wanderer? asks Banedon, successfully hiding his Northland accent with his expert mastery of the Ikareshi dialect.

+

I'm sorry, friend, but I have never heard of this man, replies one of the men.

+

You would be wise, interrupts the other, to ask the widow Soushilla. There is little in Ikaresh that she does not know.

+

Where can she be found? you ask.

+

At her tavern, of course, they reply, simultaneously. Cross Eagle Square and you'll find it on the way to the Dougga Market.

+

You thank the Ikareshi and leave the eating house. Retracing your steps to the square, you set off towards the Dougga Market in search of Soushilla the Widow.

+ Turn to 376. +
+
+ +
+ 238 + + +

You escape from the combat and sprint along the opposite passage, but the enemy gives chase, and the crunch of iron-shod boots echoes in your ears. You race down a stairway, through an arch of silver and along a balcony overlooking the lower palace.

+

You glimpse the silhouette of Darklord Haakon in the hall below, his spiked fist raised. A Drakkar appears from nowhere and leaps at you, his sword raised high above his skull-like helm. There is a deafening crack, and a bolt of blue lightning streaks from a stone in the Darklord's hand and hurtles towards you. The Drakkar lunges and wounds your forearm (you lose 1 ENDURANCE point), but he is now standing in the path of the bolt. In a flash of light, the Drakkar is gone; only cinders and the rotten odour of scorched flesh remain.

+

At the end of the balcony you see another arch and a staircase.

+ If you wish to escape through the arch, turn to 381. + If you wish to escape by the stairs, turn to 317. +
+
+ +
+ 239 + + + +

You may only use Graveweed in its Tincture form, in this case (you may not use a concentrated potion if you have one).

+
+
+ + +

If you are to get inside the tomb, you must either distract or silence the Drakkar sentry.

+ If you possess a Tincture of Graveweed, turn to 260. +

If you do not possess this item, you will have to creep up and overpower him as quickly and silently as you can. Pick a number from the Random Number Table. If you possess the Kai Disciplines of Hunting, Tracking and Camouflage, add 2 to the number you have picked. If you have reached the Kai rank of Guardian, add 3 to the number.

+ If your total is now 0&endash;4, turn to 324. + If it is 5 or more, turn to 303. +
+
+ +
+ 240 + + +

Itikar are wild and malicious creatures. It can take several years for a rider to tame and train one, but once trained, the giant black birds are fiercely loyal. As you approach, the Itikar senses that you are not his master and furiously attacks you with its deadly beak and talons.

+ Itikar1730 +

Fight the combat as normal, but double all ENDURANCE points lost by the giant bird. When its score falls to zero, you will have subdued it enough to be able to climb into the saddle and take control. All the ENDURANCE points you lose in the combat count as wounds and must be deducted from your current ENDURANCE points total.

+ If you successfully reduce the Itikar's ENDURANCE points to 0, turn to 217. +
+
+ +
+ 241 + + +

Once outside the cave, you and Banedon waste no time in pressing on towards Ikaresh. As you near the outskirts of the town, you pass a small, round hut where a goat is eating from a manger near the door. A man appears in the darkened doorway and bids you welcome; he touches his forehead in a salute of friendship and invites you to enter his humble home.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense, turn to 365. + If you wish to accept his invitation, turn to 225. + If you decide to decline his offer and continue on your way towards Ikaresh, turn to 272. +
+
+ +
+ 242 + + +

You recognize the creature dressed in red: it is a Vordak, a servant of the Darklords, one of the powerful undead. Vordaks possess great psychic power, and you feel it scanning for you with its Mindforce. You know that if you are to avoid these evil troops, you will not only have to hide, but also shield your mind.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Camouflage, add 2 to the number you have picked. If you have the Kai Discipline of Mindshield, add 3.

+ If your total score is now 0&endash;6, turn to 262. + If it is 7 or over, turn to 378. +
+
+ +
+ 243 + + +

Your deadly stroke hurls the Drakkar over the armoured parapet. He tumbles from view and plummets into the valley thousands of feet below.

+ Turn to 306. +
+
+ +
+ 244 + + +

You can clearly see the main highway that links Chula to the capital. It crosses the desolate salt plain of Lake Inrahim by means of a causeway thirty feet high and is a useful landmark by which you can steer. Little stone houses with beaten earth roofs are grouped in small clusters along the highway, their numbers increasing as you draw nearer to the town.

+

You are five miles from Chula, when you notice a dark cloud hovering several hundred feet above one of the small villages. It is a cloud of Kraan; they are moving to intercept you.

+

Suddenly the Itikar squeals in pain, and a splash of feathers billows out from its wing. A Kraan has closed in from behind; it is less than a hundred yards distant. The Drakkar rider holsters an empty bronze crossbow and draws his black sword. His bolt has passed through the wing of your mount, and he prepares to strike as the Itikar loses height and speed.

+ Drakkar Kraan-rider2028 +

The Kraan and its rider are swooping on you from behind. You will only be able to fight for one round of combat before they are carried past by the momentum of their attack.

+ If you lose more ENDURANCE points than the enemy in this one round combat, turn to 347. + If the enemy loses more ENDURANCE points than you, turn to 327. + If you both lose exactly the same number of ENDURANCE points, turn to 271. +
+
+ +
+ 245 + + +

You remove your Blue Stone Triangle from around your neck and press it into the indentation in the wall. It is a perfect fit. You hear the sound of stone grating on stone, and the door slowly opens to reveal a chamber. It is dimly lit, but you see that the thick dust on its marble floor is covered with innumerable footprints. As you enter, you catch sight of a rough stone throne, facing the wall on the far side of the chamber.

+

Behind you the stone door slides shut with unnerving speed.

+ Turn to 289. +
+
+ +
+ 246 + + +

Using the Copper Key, you unlock the door and hurry into the garden, not a moment too soon; as the heavy door swings shut you hear crossbow bolts ricocheting from the bands of studded iron.

+

The enclosed garden is filled with the fragrance of exotic shrubs and trees, which cluster around a sculptured pool of deep blue water. It is a beautiful sight, but you dare not stop to enjoy it. The Drakkarim and the palace guards know where you are, and you must keep moving if you are to escape them.

+

Beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the trees and shrubs.

+ If you possess the Kai Discipline of Tracking, turned to 220. + If you decide to climb the stairs to the small portal, turn to 352. + If you would rather follow the winding path, turn to 391. +
+
+ +
+ 247 + + +

The voyage through the Koos is breathtaking. The Skyrider glides between the towers of rock that rise from the valley floor with fantastic and unearthly grandeur. Far below, sulphurous water bubbles from fissures in the orange ground and streams of hissing lava carve circular channels, which glow like moats of liquid fire. You watch the sky, but there are no signs of the enemy.

+ + + Gary Chalk + + + + +

Ikaresh, says Banedon pensively. The Eagle's Lair. That is where we will find Tipasa the Wanderer. It is the place of his birth and the home of his family. He roams the Dry Main, but he always returns to Ikaresh.

+

It is late afternoon when you reach the hills beyond the Koos that overlook the town of Ikaresh. Banedon moors the Skyrider to a pinnacle of stone, and a rope ladder is lowered to the ground. It has been decided that you and he will enter Ikaresh on foot and locate Tipasa, while Nolrim and the crew wait in hiding for you to return&emdash;the sight of the Skyrider hovering above the mountain town would be sure to arouse unwanted interest in your arrival.

+

You and Banedon prepare yourselves for your mission by staining your skins with brown copalla berries and dressing in the grey and white robes commonly worn by the mountain people of this region. You bid farewell to Nolrim and set off across the barren hills.

+

Pick in number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 337. + If it is 3&endash;9, turn to 383. +
+
+ +
+ 248 + + +

A small, heavy-set merchant is hawking his wares from a stall set close to the archway. His small, beady eyes twinkle from beneath a ridiculously outsized turban. As you approach, he launches himself at you, desperately trying, with a flood of wild claims, to persuade you to buy his obviously inferior goods. He looks surprised when you interrupt him with your question. Tipasa? he answers. Yes, I know where he lives.

+

He holds up a gaudy waistcoat of pink and orange sackcloth and offers it to you. It would make a worthy gift for your esteemed friend, he suggests, his eyes continually glancing at your belt pouch. Only 5 Gold Crowns, master.

+

You realize you will first have to purchase this ridiculous garment before the merchant will tell you where Tipasa lives.

+ If you wish to buy the waistcoat, pay the man 5 Gold Crowns, and turn to 328. + If you do not want to buy the waistcoat, or cannot afford to pay him 5 Gold Crowns, turn to 274. +
+
+ +
+ 249 + + +

As the Vordak dies, its body gradually dissolves into a bubbling green liquid, shrivelling the plants that lie beneath the crumbled red robe. The swish of a sword alerts you to the Drakkarim who are now closing in around their slain leader. Without hesitation, you sheathe your weapon and run for cover among the densely packed trees.

+ Turn to 228. +
+
+ +
+ 250 + + +

As you watch the Kraan-riders disappear into the darkening sky, a roll of thunder rumbles across the plain from Barrakeesh. The sound is threatening and full of brooding menace, as if the city itself were cursing your escape.

+

You turn away and focus your attention on Banedon, your unexpected rescuer. The makeshift bandage that binds his wound is soaked with blood, and he looks pale and weak.

+ If you have the Kai Discipline of Healing, turn to 377. + If you do not have this skill, turn to 339. +
+
+ +
+ 251 + + +

You are fortunate that you are not struck by the blast, but even so, the blue flame scorches your hand and arm and knocks you to the floor. Lose 6 ENDURANCE points.

+ If you are still alive, turn to 316. +
+
+ +
+ 252 + + +

You whirl your feet away from the shining steel and narrowly escape being wounded as the axe bites inches deep into the polished stone floor. However, before the guard can strike another blow, you lash out and send the axe spinning from his hand. He screams, clutching broken fingers to his chest.

+

You turn and run towards an open door. The air is filled with the sound of pounding feet, for the palace guard are on full alert; together with the Drakkarim, they are now bent on finding and killing you as quickly as possible.

+

Beyond the door, a bridge rises at a slanted angle over an enclosed garden, joining this part of the palace to a needle-like tower of white marble. At the entrance to the bridge, a narrow stair disappears into the garden below.

+ If you wish to cross the bridge and enter the Tower, turn to 396. + If you decide to descend the stairs, turn to 215. +
+
+ +
+ 253 + + +

Suddenly, the pain subsides, but a new horror is taking shape before your eyes. Out of the darkness, a green whorl of vapour is forming slowly into the shape of a glistening, serpent-like monster. A grey mist issues forth from the Darklord's mouth, floating towards the core of this horror, infusing it with the power of death. The serpent writhes and convulses as the grey mist fills its body, changing it from a dream-like illusion into a living nightmare. Two pinpoints of crimson glow from its eyes, as it slithers towards you.

+ Dhorgaan2040 +

If you possess a Jewelled Mace, you may add 5 to your COMBAT SKILL for the duration of the combat, for it is an enchanted weapon, especially effective against such a creature.

+ + + Gary Chalk + A green whorl of vapour is forming slowly into the shape of a glistening, serpent-like monster + + + + + If you win the combat, turn to 335. +
+
+ +
+ 254 + + +

The chill air whips past your face as you tumble towards Lake Inrahim. The Kraan-riders, the sky-ship and the distant horizon all melt into a kaleidoscope of shapes and images. You fear these will be the last things you will ever see.

+

You have prepared yourself for death and feel calm and relaxed. Suddenly, you feel your body engulfed by a mass of sticky fibres. There is a terrific jolt, which leaves you breathless and stunned. (Lose 2 ENDURANCE points.) The impossible is happening&emdash;you are no longer falling but rising!

+

You have to been caught by a net of sticky strands like a fly in a Web. You rise into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. There's no time to express your gratitude, for the small sky-ship is under attack from the Kraan-riders.

+

At the end of the outrigger, a dwarf is in hand-to-hand combat with a snarling Drakkar. He is losing the battle. As you rush to help him, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.

+ If you wish to help the dwarf, turn to 280. + If you wish to leap from the outrigger on to the fortified platform, turn to 361. +
+
+ +
+ 255 + + +

As the Drakkar collapses to the ground, a Black Crystal Cube falls from his pocket. If you wish to take this item, place it in your own pocket and mark it on your Action Chart as a Special Item. The shriek of the Vordak drives you away from the dead body&emdash;his hideous cry is loud and very near.

+ Turn to 228. +
+
+ +
+ 256 + + +

Here you are, says Banedon, flicking a Gold Crown into her empty bowl. Now will you help us in return? She snatches the coin to her mouth and bites into the gold. Satisfied that the coin is real, she nods her head.

+ If you wish to ask her if she is Soushilla, turn to 307. + If you wish to ask her if she knows were Tipasa the Wanderer can be found, turn to 314. +
+
+ +
+ 257 + + +

The creature's curved beak gores your back, impaling you upon its razor-sharp tip. You are lifted into the air and dashed against the wall with one flick of the great bird's powerful neck. Mercifully, death is instantaneous as your skull is shattered against the hard, unyielding marble.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 258 + + +

The sun-sword tingles with power as you point it at the flame which hurtles nearer and nearer, its hiss becoming so loud that it drowns the noise of battle. You brace yourself for the moment of impact. The flame hits the Sommerswerd with a thunderous noise and is held there in a ball of liquid purple fire that burns at the very tip of the magical blade. Instinctively, you whirl the Sommerswerd around your head and cast the fireball back into the sky.

+

The Vordak shrieks with terror, but it is too late&emdash;its fate is sealed. The fireball consumes the Zlanbeast and its rider in a massive explosion of sun-like brilliance.

+ Turn to 267. +
+
+ +
+ 259 + + +

Two bolts whistle through the air and slam into your back. As the pain tears through your body, you faint and fall on to the poison-tipped spikes. As your life's blood drains away, the last sound you hear is the hideous gloating laughter of Darklord Haakon rising above the ghoulish howl of his evil Drakkarim warriors.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 260 + + +

Using the cover of the excavation equipment scattered around the crater, you creep up on the sentry and empty the Tincture into the water flask resting by his feet.

+

A few minutes later, he reaches down and drinks from the flask. It is not long before he begins to feel very ill. As he staggers away to be violently sick, you slip into the Tomb unnoticed.

+ Turn to 395. +
+
+ +
+ 261 + + +

You tumble earthwards, blurred colours flashing before your eyes. The Kraan-riders, the sky-ship and the distant horizon all melt into a kaleidoscope of shapes, the last images you see before smashing into the hard and barren salt-plain of Lake Inrahim.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 262 + + +

You have been detected; the Vordak shrieks a hideous high-pitched scream and points a bony finger towards your hiding place. Drakkarim crash through the undergrowth, cleaving a path with their black swords.

+ If you wish to draw your weapon and prepare for combat, turn to 212. + If you wish to try to escape from them, turn to 393. +
+
+ +
+ 263 + + +

The crone hobbles away into the dark alley; you and Banedon retrace your steps to the eagle monolith, where an arrow sign points west to the main square. The evening shadows are lengthening as you set off from the eagle once more.

+ Turn to 216. +
+
+ +
+ 264 + + +

A terrible shriek rings out above the rush of the wind, filling your head with pain. You are being attacked by a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, deduct 2 ENDURANCE points from your current total.

+

The Itikar shudders and frantically twists its head from side to side as the shriek rings out again. You sense that the great bird is in agony, racked by the Mindblast. As you glance over your shoulder, your stomach becomes knotted with fear&emdash;a Kraan is swooping down to attack. On its back is your adversary: a Vordak, one of the undead and a hideous lieutenant of the Darklords. As the Kraan streaks towards you, the Vordak spreads its red-robed arms and leaps from the saddle. It lands behind you, astride the Itikar's back, its skeletal fingers sunk deep into your mount's feathered flesh. The shock of the impact throws you forward, and the reins slip from your hands.

+

The giant bird screeches in horror and pain as the Vordak's grip paralyses its spine. You must act quickly, for the Itikar is now plummeting towards the salt-plain of Lake Inrahim.

+ + + + Gary Chalk + The Vordak lands behind you, astride the Itikar's back, its skeletal fingers sunk deep into your mount's feathered flesh + + + + + If you possess the Sommerswerd, turn to 315. + If you do not possess this Special Item, turn to 299. + +
+
+ +
+ 265 + + +

She refuses to say anything until you have placed some money in her begging bowl.

+ If you wish to give her a Gold Crown, make the adjustment to your Action Chart, and turn to 397. + If you do not wish, or cannot afford, to give her any gold, turn to 256. +
+
+ +
+ 266 + + +

Your Kai skill warns you that two palace guards are running up the spiral stairs from their guardroom in the base of the tower. Quickly, you ascend the stairs before the Drakkarim enter and see in which direction you have gone.

+ Turn to 322. +
+
+ +
+ 267 + + +

The Drakkarim falter, blinded by the flash. Nolrim seizes the opportunity and urges his brethren forward against the invaders, leading the attack with his mighty battle-axe. Its razor edge whines and strikes sparks against the enemies' black armour, cutting through their unsteady ranks like a scythe through blighted corn.

+

You climb back onto the platform and see a Drakkar about to strike Banedon. The wizard seems unconcerned about the screaming warrior who threatens to decapitate him with a black broadsword. Banedon points his finger at the Drakkar, who is poised to strike.

+ If you wish to attack the Drakkar before he lands his blow upon Banedon's head, turn to 330. + If you do not wish to attack, turn to 394. +
+
+ +
+ 268 + + +

With the leap of a tiger, you snatch the glowing gem barely a second before Haakon's spiked fist slams into the floor where the jewel lay. You turn to face your enemy, the gem held high in your hand, its blue beam glinting on the Darklord's black armour. He shrinks beneath its glare and falls to his knees, a repulsive sucking noise issuing from his helm as he slowly begins to fade.

+

A sudden crack makes you start with shock, but you are no longer in danger. The glowing gem has vanished from your hand; like its master it has left this dimension, never to return.

+ Turn to 400. +
+
+ +
+ 269 + + +

You stare at the bolt, willing it to move. The sound of running footsteps behind you sends a cold shiver down your spine as you realize that the Drakkarim are storming the stairs. Then, slowly, the bolt begins to move. As soon as it clears the bolt-hole, you pull open the stone portal and race through, unaware of what lies beyond.

+ Turn to 352. +
+
+ +
+ 270 + + +

You race along the rock-strewn cave, eager to escape from the infected old man. The horrific stories that you have heard about vaxelus make you careless in your haste, and you lose 2 Items from your Backpack. Choose which two Items to erase from your Action Chart (if you have no Backpack Items, you lose a Weapon and a Special Item instead).

+ Turn to 241. +
+
+ +
+ 271 + + +

The Kraan-rider screams past to your left, spun off course by your swift counter-blow. He is now over a hundred feet below but is turning the Kraan for another attack. You wheel towards the south to avoid being caught between the two converging squadrons of Kraan-riders. Your change of direction increases the distance between you and your pursuers, but the Itikar is badly wounded and terrified by the shrieking Kraan.

+

You are close to despair; your feathered mount is losing a lot of blood and could lapse into unconsciousness at any moment and drop you like a stone from the darkening sky. Suddenly you spot something in the distance&emdash;a sight that renews your faith in miracles.

+ Turn to 221. +
+
+ +
+ 272 + + +

You follow a path along a dry gully, the bed of an ancient river that once flowed through the mountains. An arid breeze blows eddies of red dust along the banks of dead earth. The white-walled buildings of Ikaresh suddenly appear, and, as the dust settles, you find yourselves standing in a small square close to the open archway of the town's east gate.

+

Perched upon a tall basalt monolith in the centre of the square is an eagle&emdash;the emblem of this mountain town&emdash;cast in bronze. Three bronze arrows are held in its beak, each indicating an exit from the square.

+ If you wish to go north, towards the Dougga Market, turn to 376. + If you wish to go west, towards the main square, turn to 216. + If you wish to go south, along the Avenue of Eagles, turn to 342. +
+
+ +
+ 273 + + +

The Akataz leaps through the air at your face. You fall backwards, kicking with both feet, but you are winded as the war-dog jolts the air from your lungs. It slashes your shoulder (lose 1 ENDURANCE point), before cartwheeling over the edge of the stairs, its howl cut short as it smashes into the marble floor of the lower palace.

+

You spring to your feet and draw your weapon, for the Drakkarim are running towards you. A terrible roar of hate and rage fills the hall: Kill him! The Drakkarim unsheathe their black swords, eager to obey their master's command. They attack you simultaneously.

+ Drakkarim1835 +

You can evade the combat at any time by running into the adjoining passage.

+ If you wish to evade combat, turn to 238. + If you win the combat, turn to 345. +
+
+ +
+ 274 + + +

Banedon holds a gleaming ring of silver beneath the merchant's nose and says, This is yours, my friend, if you tell us were Tipasa can be found.

+

The merchant snatches the ring from the wizard's hand and stammers, The first alley on the left past the stables. He lives at the house with the blue door.

+

You hurry across the crowded marketplace towards the stables and enter the street beyond. As you turn into the alley, you hear the merchant's shriek of dismay above the noise of the crowd; the ring has just dissolved on his finger. At the end of the alley you find the house with the blue door.

+ Turn to 206. +
+
+ +
+ 275 + + +

You recognize the flag that flies above a fortified platform in the centre of the strange craft: it is the crescent and crystal star ensign of the Magician's Guild of Toran, a city in northern Sommerlund. The sky-ship is commanded by a Sommlending wizard&emdash;one of your own countrymen. He is a blond-haired young man dressed in long, dark blue robes.

+

You are so stunned by the fateful appearance of the craft that you fail to notice the blood seeping from the Itikar's mouth: the creature is near to death. Suddenly, the great bird lets out a pitiful and agonizing caw. Its wings stiffen, and its head falls limply forward as the last flicker of life escapes from its torn body. You are pitched forward, and your stomach heaves as you plummet towards Lake Inrahim.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 374. + If it is 5&endash;8, turn to 254. + If it is 9, turn to 261. +
+
+ +
+ 276 + + +

Why do you ask? she replies suspiciously, blinking the tears from her eyes. What business do you have with Old Tipasa?

+

He is a friend, replies Banedon, placing a Gold Crown on the tavern counter. The old woman covers the coin with her hand, her expression shrewd and calculating.

+

Soushilla is old, her memory has faded with the passing years, she says, waiting expectantly and glancing at Banedon's money pouch. He opens the flap to remove another Crown, but the pouch has been emptied by a nimble pickpocket. Sheepishly he avoids your stare, his face growing redder by the second.

+

Five Gold Crowns may refresh my memory, she says, her gaze now resting on you.

+ If you wish to pay the old woman 5 Gold Crowns, erase them from your Action Chart and turn to 326. + If you not have 5 Gold Crowns, or do not wish to give her the money, leave the tavern and turn to 202. +
+
+ +
+ 277 + + +

You crouch low as you wait for your chance to leap up and open the door. More and more crossbow bolts ricochet from the wall and parapet every second. The sound of iron-shod boots sends a shiver down your spine; the Drakkarim are storming the stairs&emdash;it's now or never!

+

You spring to your feet and run to the door, grasping the iron bolt with trembling fingers. A steel-tipped missile splinters stone less than an inch from your hand, another ricochets and opens a cut above your eye. The instant the bolt clears the bolt-hole, you pull open the stone portal and race through, unaware of what lies beyond.

+ Turn to 352. +
+
+ +
+ 278 + + +

You run, half-crouched, towards your golden blade, grab the hilt, and continue at full speed towards the cover of another pillar. Suddenly, a burst of energy leaps from the Darklord's fist, exploding into the base of the pillar, severing it from the floor. A tremendous roar fills your ears as you are thrown backwards by the shock of the blast. You lose 3 ENDURANCE points. Haakon's laugh rises above the crash of falling stone until your head is filled with an agonizing pain.

+ If you have the Kai Discipline of Mindshield, turn to 223. + If you do not have this skill, turn to 379. +
+
+ +
+ 279 + + +

A narrow corridor faces you, which is lit by the orange light of the setting sun filtering down from small open windows set high above in the patterned walls. The air is filled with the sound of running feet, for the Grand Palace is now on full alert. The palace guards and the evil Drakkarim are bent on finding and killing you, for their own lives will be forfeit if they fail.

+

You reach a door that opens on to an outside balcony. A stair descends to a bridge that connects a needle-like tower of white marble to the main palace. The stair itself continues past the bridge, disappearing down towards the palace gardens far below. You see no soldiers, either on the bridge or in the gardens.

+ + + + Gary Chalk + + + + + If you wish to descend to the bridge and enter the marble tower, turn to 396. + If you wish to continue past the bridge, descending the stairs to the palace gardens, turn to 215. +
+
+ +
+ 280 + + +

The Drakkar is strangling the dwarf. As he catches sight of you, he releases his grip and smashes his mailed fist into the dwarf's face, sending him tumbling into space. You are inflamed by this cold-blooded murder. You draw your weapon and attack.

+ Drakkar1825 +

Due to the speed of your attack, do not deduct any of your own ENDURANCE points in the first round of combat.

+ If you win the combat, turn to 213. +
+
+ +
+ 281 + + +

As you turn to leave, the vaxeler bids you to wait. From a bundle of rags hidden beneath the bridge, he produces a gem-encrusted mace. The weapon is carved from solid silver and adorned with emeralds and diamonds along the haft. Take it, I beseech you, as a token of my eternal thanks.

+

If you wish to accept this gift, mark the Jewelled Mace on your Action Chart as a Special Item (which you carry tucked into your belt) before leaving the cave.

+ Turn to 241. +
+
+ +
+ 282 + + +

You leave the bell-tower and make your way down towards the sentry. At first, dodging from one turret to the next, it is easy to remain unseen. However, for the final thirty yards to the landing platform you will have no cover, for the platform and the palace roof are linked by an exposed gangplank. If you are to overpower the sentry, you must cross the gangplank undetected.

+ If you have the Kai Discipline of Mind Over Matter, turn to 295. +

If you do not possess the skill, pick a number from the Random Number Table. If you have the Kai Disciplines of either Hunting or Camouflage, add 2 to the number you have picked. If you have reached the Kai rank of Warmarn or higher, add 3.

+ If your total score is now 0&endash;4, turn to 357. + If your totally is 5&endash;9, turn to 389. + If your total is 10 or more, turn to 236. +
+
+ +
+ 283 + + +

The dwarves are not offended by your refusal. They have seen men stirred to fury or laid unconscious by a jug of Bor-brew. Nolrim grasps the tankard and downs the draft with one awesome gulp, removing the froth from his ginger beard with a practised flick of his forefinger.

+ If you wish to ask the dwarves how they came to be under Banedon's command, turn to 291. + If you wish to bid them goodnight, turn to 359. +
+
+ +
+ 284 + + +

You call out to them to stop, but your accent merely confirms their suspicions that you are a spy. A rock hurtles through the air and gashes your forehead. You lose 3 ENDURANCE points. Run, Lone Wolf! screams Banedon. They will cut you to pieces!

+

As they race nearer, the crazed look in their eyes quickly tells you it would be madness to stay. You turn and run for all you are worth.

+ Turn to 340. +
+
+ +
+ 285 + + +

As you turn and sprint along the passage, a terrible roar of hatred and rage fills the hall: Kill him!

+

You glance back. The Drakkarim are unsheathing their black swords, eager to obey their master's command. You race down some stairs, through a silver archway, and along a balcony that overlooks the lower palace.

+

The Akataz is nearly upon you; you feel its fetid breath on your legs. Instinctively you dodge aside at the very second it leaps. It crashes muzzle first into a marble pillar. A howl of pain leaves its broken mouth as you step forward and strike a death-blow; it will never attack again.

+

You glimpse the grim silhouette of Darklord Haakon in the hall below, his spiked fist raised. A Drakkar appears as it from nowhere and advances, a sword held high above his skull-like helm. There is a deafening crack as a bolt of blue lightning streaks from a stone in the Darklord's hand and comes hurtling towards you. The Drakkar lunges and wounds your arm (you lose 2 ENDURANCE points), but he now stands in the path of the bolt. In a flash of light, the Drakkar is gone, leaving only cinders and the rotten odour of scorched flesh behind.

+ + + Gary Chalk + In a flash of light the Drakkar is gone + + + + +

At the end of the balcony is another arch and a staircase.

+ If you wish to escape through the arch, turn to 381. + If you wish to escape by the stairs, turn to 317. +
+
+ +
+ 286 + + +

As night falls, your desperate quest begins. The Giaks pose few problems that you cannot overcome with your warrior skills, for they have been overworked to the point of exhaustion. Only the Drakkarim show any sign of vigilance, but even then, there are less than a dozen patrolling the entire crater. Not until you reach the main entrance to the Tomb do you encounter any real difficulty.

+

A Drakkar stands on guard, his cruel eyes glinting behind his twisted iron death-mask. Occasionally, he diverts his attention from the watch to take a drink from a water flask.

+ If you have the Kai Discipline of Mind Over Matter, turn to 214. + If you do not have this skill, turn to 239 +
+
+ +
+ 287 + + +

Itikar are by nature wild and malicious creatures, and it can take many years for a rider to tame and train one. However, the effort is well worthwhile as once this is been accomplished, the giant black birds are fiercely loyal.

+

The Itikar senses that you are not his master and tries to drive you away, wounding your back with a glancing blow from its powerful beak. You lose 1 ENDURANCE point. However, due to sheer strength of will, you manage to climb into the saddle and subdue the creature. It turns its head and fixes you with a cold black stare, but you sense that it is now no longer hostile.

+

Suddenly, you catch sight of the Drakkarim, streaming across the gangplank. You stretch forward, unhook the Itikar's anchor rope from the saddle ring and grab the thick leather reins.

+ Turn to 343. +
+
+ +
+ 288 + + + +

Turn to Section 399 if you have ever received the Crystal Star Pendant, regardless of whether or not you possess it now.

+
+
+ + +

To Drakkar curses you with his dying breath, his cry fading as he falls from the platform. You rush to aid your wounded countryman, but the battle is not yet over. A Kraan-rider is swooping towards you, a crossbow levelled at your head; he fires and the bolt shoots towards your face. Then a shrill, metallic whine rings in your ears as the bolt miraculously ricochets away, deflected by an invisible shield.

+ If you possess a Crystal Star Pendant, turn to 399. + If you do not have this Special Item, turn to 294. +
+
+ +
+ 289 + + +

The throne begins to revolve. A terrible howling fills your ears, changing almost instantaneously to the growling of a harsh guttural language, the like of which you have never heard before. Words and sounds that the mouths of men could never be shaped to speak roll through the chamber like thunder. It is the dark tongue, spoken by Haakon, Lord of Aarnak, Darklord of Helgedad.

+

He rises from the throne, the ghastly voice still echoing from his unnatural mouth. A spiked fist opens to reveal a glowing stone; blue flame smoulders around its surface, and you can feel the currents of power that radiate from its core. Suddenly, his words change and you hear a tongue you know so well&emdash;Sommlending.

+

Look on your doom, Kai Lord!

+

There is a deafening crack, a surge of power, and a fireball of blue flame hurtles towards your head.

+ If you possess the Sommerswerd, turn to 311. + If you do not have this Special Item, turn to 219. +
+
+ +
+ 290 + + +

You search the body of the dead Drakkar leader and discover in his pocket a Black Crystal Cube. If you wish to keep the Black Crystal Cube, place it in your pocket and mark it on your Action Chart as a Special Item.

+

The sound of more Drakkarim thundering down the tower stairs prompts you to leave the other bodies and hurry over to the wooden door.

+ Turn to 246. + +
+ +
+ 291 + + +

You learn that the dwarves were once the crew of a more conventional vessel, a merchantman that sailed the Tentarias of southern Magnamund. The Tentarias are a vast expanse of lakes and land-locked seas, which connect to form a continuous canal stretching over a thousand miles. They were created, as was the Rymerift of Durenor, by a massive landslide. Three years ago, the dwarves' former captain, a dwarf named Quan, lost his ship, cargo and crew whilst gambling at cards; it seems the unfortunate captain was unaware of Banedon's true profession until it was far too late. As a result Banedon became the dwarves' captain, and ever since they have adventured with him across the lands and skies of Southern Magnamund. The Skyrider itself was given to Banedon by the Magicians of Dessi, in return for his help in defeating the Gagadoth&emdash;a monstrous creature that terrorized their land, over which their own sorcery could not prevail.

+

The Skyrider was travelling from Dessi on its way to Barrakeesh when you appeared. The dwarves have overheard your talk with Banedon and are excited by the prospects of a new adventure. They seem undaunted by the deadly dangers that it will certainly involve.

+ Turn to 359. +
+
+ +
+ 292 + + +

Your Kai sense tells you that the house at the end of the alleyway is Tipasa's home. You signal to Banedon to follow as you approach the blue door.

+ Turn to 206. +
+
+ +
+ 293 + + +

For a moment, your sense of bearing is completely lost as you tumble and spin into the void, unaware of what is happening to your body. You try to cry out, but your cries are lost on the wind as it rushes past. You hit the upper branches of a toa tree. You are stunned by the crash, and your body becomes numb.

+

By the time your broken body is found by the Drakkarim, you have bled to death.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 294 + + +

You see the young magician lower his staff, a trace of a smile on his pain-racked face.

+

Alas, I was too slow to shield myself, he says wryly, as you kneel at his side and free the spear that pins him to the floor. The wound is serious, and you hastily staunch that bleeding with strips of cloth from his dark blue robes.

+

The wizard then introduces himself. I am Banedon, Journeymaster to the Guild of the Crystal Star, he says, his voice weak and shaky. However, you need not introduce yourself, Lone Wolf, for only you would attract such company this far from home. He glances at the Kraan-riders swooping past the sky-ship on every side. Help me to my feet&emdash;we must escape before they drag us from the sky.

+

You support the wizard as he grasps the ship's helm&emdash;a radiant crystal sphere with hundreds of glowing facets set upon a slim silver rod.

+

No sooner has his hand closed around the crystal than there is a tremendous explosion.

+ Turn to 323. +
+
+ +
+ 295 + + +

Focusing your skill on a money pouch that hangs from the sentry's belt, you concentrate on untying the leather thong that secures it. Seconds later, the pouch drops to the ground and spills its contents. The guard yelps in horror as he sees his gold rolling over the edge of the platform and drops to his knees to gather what little remains. As he turns his back, you break cover and run across the gangplank. Your speed and stealth carry you across the gangplank undetected. When you strike, the guard is still on his knees, picking up his scattered gold. Your attack is silent and deadly.

+ If you wish to search the guard's body, turn to 207. + If you decide to ignore the body, hurry into the Itikar's pen and turn to 224. +
+
+ +
+ 296 + + +

Inside, the eating house is full of townsfolk, all seated at small stone tables. Ornate hubble-bubble pipes add to the colourful atmosphere as the smokers discuss all kinds of matters. A quarrelsome trio of Ikareshi are lamenting the death of the old Zakhan. Others give voice to various grievances, calling their new leader an ox, a brute and other such names. In your opinion, they speak too highly of him. Two rough-faced Ikareshi bid you welcome and invite you to share their pipe.

+ If you wish to accept their offer, turn to 362. + If you wish to decline, you can leave the eating house and continue along the avenue, and turn to 388. +
+
+ +
+ 297 + + +

The guards are the first to recover from the surprise of the encounter. They attack, opening a deep wound in your chest. Lose 4 ENDURANCE points.

+ If you are still alive and wish to fight the guards, turn to 334. + If you wish to try to escape by running back up the stairs, turn to 209. +
+
+ +
+ 298 + + +

You are trying to decide whether to try prising open the door, when you hear the sound of stone grating on stone. The door slowly opens to reveal a large chamber. It is dimly lit but, in the thick dust which covers the marble floor you can see innumerable footprints.

+

Then, as you enter, you catch sight of a rough stone throne, facing the wall on the far side of the chamber. Behind you, the stone door slides shut with unnerving speed.

+ Turn to 289. +
+
+ +
+ 299 + + +

The Vordak removes a bony hand, drenched in blood, from the Itikar's back and claws at a black iron mace hanging from its belt. It raises the weapon and lunges at your head. It is impossible to evade its attack; you must fight the creature to the death.

+ Vordak1725 +

Unless you have the Kai Discipline of Mindshield, deduct 2 points from your COMBAT SKILL for the duration of this fight, for the Vordak is attacking you with its Mindforce. It is immune to Mindblast.

+ If you win the fight, turn to 203. +
+
+ +
+ 300 + + +

You wake shortly after dawn to the sound of snoring dwarves and the low hum of the Skyrider. Gathering your equipment, you climb on deck to find everything in shadow, for the Skyrider is hovering beneath a massive outcrop of sandstone that juts out from the side of a mountain, thousands of feet above the valley floor below. Banedon stands at the helm, but he is no longer in a trance.

+

Kraan-riders, he says, pointing to the sun-bleached valley beyond the shadows. They arrived with the dawn.

+

You stare out across this alien landscape, a mountain valley filled with pillars of massive and precariously balanced boulders. The Vassagonians call this place the Koos&emdash;the needles. The rocky columns reach so high into the sky that an avalanche seems unavoidable. Perched upon two of the columns are Kraan, their Drakkar riders scouring the valley with telescopes. An hour passes before they take to the air and disappear.

+

Trim the boom-sail, Bo'sun Nolrim, orders Banedon, his voice barely audible above the increasing hum of the Skyrider. We've a fast run ahead.

+ If you possess a Black Crystal Cube, turn to 229. + If you do not have this Special Item, turn to 247. +
+
+ +
+ 301 + + +

Using the bands of iron as footholds, you clamber to the top of the door. Long spikes protrude from the timber crossbar, each coated with an oily black tar. Just as you are stepping over the spikes, the guards fire their crossbows.

+

Pick a number from the Random Number Table. If you have reached the Kai rank of Guardian or higher, subtract 2 from the number you have picked. If you have the Kai Discipline of Hunting, subtract 1 from this number.

+ If your total score is below 4, turn to 363. + If your score is 5-9, turn to 259. +
+
+ +
+ 302 + + +

Banedon takes over the helm as his extraordinary ship, the Skyrider, as the dwarves call it, speeds through the gathering darkness towards the Dahir Pass. Visibility diminishes with each passing minute until, finally, you can see no further than the outriggers. You feel uneasy; if the Skyrider veers but a fraction off course, you will be smashed to pieces against the mountainside.

+

Do not worry, Lone Wolf, says Nolrim, the dwarf with the the velvet satchel. The Captain will see us through.

+

Banedon stands with his hand resting lightly on the glowing crystal, relaxed as if in a trance. His eyes are closed and a crackle of energy, like fine white lightning, traces an intricate pattern over his forehead and temples.

+

The dwarf leads you to the cabin at the rear of the craft where the crew are excitedly recounting their victory over the Kraan-riders. They are seated about a table cluttered with plates of steaming food and jugs of foaming ale. The rich smell of spiced meat and Bor-brew fills your nostrils, reminding you of how ravenously hungry you are.

+

You make short work of the meat and marrow placed before you. Restore 3 ENDURANCE points. However, you are unsure about accepting a jug of ale; Bor-brew is so strong that in many cities of Magnamund it has been banned for fear of the havoc it can cause.

+ If you wish to accept a jug of the notorious ale, turn to 392. + If you decide to decline the offer, turn to 283. +
+
+ +
+ 303 + + +

With speed and stealth you approach the sentry from behind and silence him for good with a sharp twist of the neck. You drag the body away and cover it with a wheelbarrow before entering the Tomb.

+ Turn to 395. +
+
+ +
+ 304 + + +

The Vordak collapses at your feet, but before you can escape, you are surrounded by Drakkarim. A silence fills the arboretum; all is deathly quiet. You prepare to cut your way out, but more of the evil warriors appear. You shiver with a chill of fear&emdash;the Drakkarim reinforcements are armed with heavy bronze crossbows.

+

As you shout your battle-cry For Sommerlund! you are hit by a volley of poison-tipped bolts, which hurl you backwards to the soft earth. The last sound you hear as your life's blood drains away into the soil is the hideous gloating laughter of Darklord Haakon, rising above the ghoulish howl of his Drakkarim.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 305 + + +

Tying one end of the rope to the parapet rail, you drop the other end over the side and glissade down the tower. You have reached halfway when you see two Drakkarim above you, sawing at the knot. Suddenly, the ropes snaps and you plummet into the void.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 293. + If it is 3&endash;9, turn to 234. +
+
+ +
+ 306 + + +

Hold tight, Lone Wolf, shouts Banedon, as he regains control of the glowing crystal helm. You obey and grasp the parapet rail, bracing your feet against a deck cleat for safety, for you have guessed what manoeuvre the young wizard is about to perform.

+ + + Gary Chalk + Pirate roll! he shouts to the fighting dwarves + + + + +

Pirate roll! he shouts to his fighting dwarves, and jerks the helm to the left. The Skyrider responds to his touch, swerving violently as the deck swings from a horizontal to a near-vertical angle. The dwarves heed his cry and throw themselves to the deck, clutching the boards like limpets to a galleon's keel.

+

The Drakkarim are caught off-balance and hurtle over the decks and outriggers, tumbling into the void. Banedon rights the craft and a victory cheer resounds across the decks as you speed away from the Koos. Blood for blood!

+ Turn to 247. +
+
+ +
+ 307 + + +

Yes, yes. I am Soushilla, she replies.

+

Do you know where we can find Tipasa the wanderer? asks Banedon.

+

The old crone does not reply, she merely holds out her begging bowl in expectation. Banedon loses another crown before she answers his question.

+ Turn to 314. +
+
+ +
+ 308 + + +

It can take many years for a rider to tame an Itikar, for by nature they are wild and malicious creatures. You use your Kai skill to communicate with the giant bird, to assure it that you mean no harm. It fixes you with a cold, black stare, but you sense that it is no longer hostile.

+

As you settle in its wide saddle, you catch sight of the Drakkarim as they stream across the gangplank. Quickly you lean forward, unhook the anchor rope from the saddle ring and grab the thick leather reins.

+ Turn to 343. +
+
+ +
+ 309 + + +

As you enter the stables, you are overpowered by the smell of the douggas. You grit your teeth and cover your nose with your robe. A small boy sniggers at your reaction and says, You're not Ikareshi&emdash;I can tell. He mimics your grimace, exposing a line of broken teeth.

+

Do you know where Tipasa the Wanderer lives? asks Banedon, holding up a silver ring. The boy's eyes nearly pop out of his head at the sight of the gleaming silver.

+

Oh yes, yes, yes I do indeed, he stammers in his excitement. Walk up the street and take the first passage on your left. The old wanderer lives at the house with the blue door.

+

Banedon flicks the ring into the air and the urchin catches it in his grubby hands. You hurry away from the stables and begin to search for the passageway. Just as you find it, you hear the young boy shriek with disappointment; the ring has just dissolved on his finger. At the end of the rubbish-strewn alley you find the house with the blue door.

+ Turn to 206. +
+
+ +
+ 310 + + +

As you climb over the lifeless bodies, you notice a Copper Key on a chain around one of their necks. Grabbing the Key, you slip it into your pocket, and race down the steps towards a dim light below. Mark the Copper Key on your Action Chart as a Special Item.

+

A small fire, over which is roasting a chicken on a spit, illuminates a guardroom at the base of the tower. On the back of a wrought-iron chair hangs a Canteen of Water, and lying beside it is a razor-sharp Broadsword. You may take either of these items if you wish, and mark them on your Action Chart (the Canteen is a Backpack Item).

+

You hear the Drakkarim rushing down the tower stairs. They will soon be upon you.

+ If you wish to leave the tower by a door in the north wall, turn to 246. + If you wish to prepare yourself for combat and wait for the Drakkarim to appear, turn to 231. +
+
+ +
+ 311 + + +

You raise your golden sword just in time to deflect the bolt of raw energy. It screams from your blade and explodes into the chamber wall, gouging a hole several feet deep in the steel-hard rock. The impact jars the Sommerswerd from your hand; the blade arcs through the dust-choked air and embeds itself, upright, in the stone floor. You roll across the floor and take cover behind a pillar.

+

Your doom, Kai Lord, spits Haakon, is but seconds away.

+ If you wish to retrieve the Sommerswerd, turn to 278. + If you wish to try to move to a new hiding place, under cover of the swirling dust, turn to 350. + If you wish to stay where you are, turn to 230. +
+
+ +
+ 312 + + +

The dwarves are clearing the deck of battle debris. A dead Drakkar lies sprawled face down across a pile of chests and sacks roped beneath the boom-sail. As the dwarves grab his legs to cast him over the side he suddenly springs to life, sending the dwarves tumbling in all directions. He screams like a fiend, his black axe cutting a wide arc around his blood-smeared body. A curse, vile and evil, echoes from his death-mask as he draws back the axe to throw. His target is you.

+ If you have the Kai Discipline of Hunting or Sixth Sense, turn to 210. +

If you have neither of these skills, pick a number from the Random Number Table.

+ If the number you of picked is 0&endash;4, turn to 354. + If it is 5&endash;8, turn to 371. + If it is 9, turn to 232. +
+
+ +
+ 313 + + +

Below the bell-tower you see a line of Itikar pens, each with its own circular landing platform. Itikar are a breed of huge black birds that nest in eyries high in the peaks of the Dahir and Vakar mountains. The Vassagonians have long since tamed these giants of the skies, using them as winged mounts for their army leaders, their scouts, couriers and envoys.

+

An Itikar and rider swoop down out of the reddening sky and alight upon the platform nearest to the bell-tower. Slaves hurl a rope to the rider, who in turn fixes it to a saddle ring before he jumps to the ground. The Itikar caws and beats its huge wings as it is slowly winched into the pen by a hidden capstan.

+

The rider and the slaves leave the platform; there is now only one sentry on guard at the pen. If you can overpower him, you can make your escape on the back of the giant bird.

+ If you possess a Blowpipe and Sleep Dart, turn to 325. + If you do not have these Items, turn to 282. +
+
+ +
+ 314 + + +

Tipasa can be found at the main square&emdash;he is always there at this time of day, cringes the woman, her face creased into an exaggerated smile.

+ If you have the Kai Discipline of Sixth Sense, turn to 358. + If you do not possess this skill, turn to 263. +
+
+ +
+ 315 + + +

As you unsheathe the Sommerswerd, a vivid golden flame shoots along the blade. The Vordak shrieks in terror, its blood-drenched bony fingers clawing at a black iron mace that hangs from its belt. It raises the mace to parry your blow, but the sun-sword shears through the iron, a splash of blue flame erupting in its wake. You strike again, curving the golden blade in a great arc. It bites into the Vordak's neck, tearing through its unnatural body, and severing it diagonally from collar bone to hip. A sickening acidic smell chokes your throat as a fountain of green slime erupts from beneath the red robe. The Vordak crumples and topples from view, its dissolving corpse hissing as its spirals towards Lake Inrahim.

+

Sheathing your sword, you grab the reins and fight to control your injured mount. You have slain the Vordak but the battle is not yet won. The Itikar is losing a lot of blood; it could become unconscious at any moment and drop like a stone.

+

Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.

+ Turn to 221. +
+
+ +
+ 316 + + +

You stagger to your feet to see the Skyrider being engulfed by Drakkarim; they leap from their shrieking Kraan and crash on to the decks and outriggers, their black swords already drawn from their scabbards. The dwarves are caught by surprise; their weapons have been unloaded and stored below deck. Even so, they are quick to rally and fight with skill and fury. Above the din you hear Nolrim's joyous battle-cry, Blood for blood!

+

An unexpected blow catches you squarely on the back, knocking you from the platform to the deck below. You have risen to one knee when your assailant attacks again. You cannot evade him.

+ Drakkar1826 +

Due to the surprise of the attack, reduce your COMBAT SKILL by 2 for the first 3 rounds of combat.

+ If you win the combat, turn to 333. +
+
+ +
+ 317 + + +

The blood is pounding in your ears as you bound up the marble steps. Twenty feet ahead of you, there is a landing with a stone door set into the wall. The stairs continue to ascend to a parapeted walkway, at the end of which is another stone door, identical to the first. Suddenly, the door on the first landing swings open and a palace guard wheels round to face you.

+

Majhan! he cries, fumbling for the hilt of his sword.

+ If you wish to attack the guard before he draws his weapon, turn to 338. + If you wish to barge him aside and continue climbing the stairs, turn to 372. +
+
+ +
+ 318 + + +

Ah, Tipasa, he replies thoughtfully. He lives near the Dougga Market, but exactly where his home is I am not sure&ellips; I haven't seen old Tipasa for years. If you should find him, remind him of Khamsin the Goatherd. He still owes me twelve Crowns&emdash;that I have not forgotten. You thank the goatherd for his help and bid him farewell before continuing your trek to Ikaresh.

+ Turn to 272. +
+
+ +
+ 319 + + +

The Onyx Medallion is beginning to glow and vibrate in your pocket. This Special Item, torn from the armour of a renegade Vassagonian captain during the battle of Ruanon, enables you to communicate with the Itikar. You reassure it that you mean no harm. Itikar are by nature wild and malicious creatures, but the power of the Onyx Medallion tames this natural instinct, subduing them to the wearer's command.

+

As you settle in the wide saddle, you catch sight of the Drakkarim streaming across the gangplank. Quickly, you lean forward, unhook the Itikar's anchor rope from the saddle ring and grab the thick leather reins.

+ Turn to 343. +
+
+ +
+ 320 + + + +

Since you are in the middle of a wasteland, you may not use Hunting to get out of the Meal requirement here.

+
+
+ + +

Dawn is breaking on the horizon of a low hill, blurred and dotted with small tufted trees. Swiftly the Skyrider has voyaged through the night to arrive at the foothills of the Koneshi mountains, in whose folds the sky-ship is safely tucked away from watchful eyes. Twenty-five miles to the north, across a landscape of barren rock and dry brush, lies the Tomb of the Majhan.

+ + + Gary Chalk + + + + +

You and Banedon set off before the dawn, anxious not to waste either time or the protective cover of darkness. Now, as the great golden disc of the sun rises in the sky, for the first time you can see your goal. A massive excavation has exposed the heart of this scorched land, delving deep around the tombs of its forgotten ancestors. Thousands of Giaks, spiteful and malicious servants of the Darklords, labour unceasingly to remove rock and sand from this quarry, forced by Drakkarim to drag their backbreaking loads up ramps to the rim of the crater.

+

Close to the edge of the crater, an encampment of black tents surrounds a large domed canopy. Lying in the shade of this construction is a huge flying creature&emdash;an Imperial Zlanbeast. Its presence here can only mean one thing: Darklord Haakon has arrived. The thought chills your blood, but you draw comfort from the labour of his slaves. That they continue to labour is a sign that their mission has yet to be completed: the Book of the Magnakai has yet to be found.

+

It is impossible to approach the crater unseen; you will have to wait for darkness before you attempt to enter the Tomb. During the long wait, it is agreed that Banedon should attempt to find Tipasa. It is likely that he is being held captive inside the encampment&emdash;the Darklords would be unlikely to kill him before discovering the treasure they seek.

+

During the day, you must eat a Meal or lose 3 ENDURANCE points. Make the necessary adjustments to your Action Chart.

+ Turn to 286. +
+
+ +
+ 321 + + +

You place the Oede herb upon the stone bridge and step back. At first the vaxeler is a suspicious and frightened&emdash;nobody has dared to enter his cave for many years. But when he recognizes the golden leaves of the Oede herb, he breaks down, weeping tears of joy.

+

May the Majhan bless you&emdash;may you live in eternal peace, he cries, his feeble voice brimming over with emotion. How can I ever repay this kindness?

+ If you wish to question the vaxeler about Tipasa the Wanderer, turn to 356. + If you wish to leave the cave and press on towards Ikaresh, turn to 281. +
+
+ +
+ 322 + + +

The stairs are high and steep. You gasp for breath and force your aching legs to climb, for the Drakkarim are less than a dozen steps behind you. At the top of the tower, an open arch leads out on to a platform where a huge kettledrum stands. This is used by the tower guard to send messages to the other palace towers. A bleached hide is stretched across its surface and a black wooden beater hangs from the side.

+ If you wish to push the drum down the tower stairs, turn to 329. + If you prefer to ignore the drum and escape out on to the platform, turn to 387. +
+
+ +
+ 323 + + +

The explosion is followed by a huge cloud of smoke, which engulfs a cabin perched on the rear deck. As the noise rumbles across the desolate salt-plain, you hear the agonizing shriek of a wounded Kraan; it spirals past the platform, a ragged hole rent in its broken wing.

+ + + Gary Chalk + The smoke clears to reveal the grinning face of a dwarf at the cabin window + + + + +

The smoke clears to reveal the grinning face of a dwarf at the cabin window. A smear of soot blackens his rosy cheeks and exaggerates the whiteness of his crooked teeth. He is holding a tube of smoking steel that you assume to be a magic staff, until you notice that each of the dwarf crew carry identical staves. As they point them at the swooping Kraan, gouts of smoke and flame bellow from their tips. Suddenly you recognize the weapons and their wielders&emdash;they are dwarves from the mountain kingdom of Bor, armed with one of the inventions for which these ingenious artisans are justly famous throughout Magnamund.

+

The Kraan are terrified by the noise; they turn their leathery tails and fly away, their Drakkar riders powerless to stop them. The primitive guns have claimed only one victim, but nevertheless, they have driven off the enemy and saved the sky-ship from disaster.

+

Banedon steers the craft about, banking steeply until the ship faces the darkening peaks of the southern mountains and the distinct V-shaped cleft of the Dahir Pass.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 250. + If it is 3&endash;9, turn to 312. + +
+ +
+ 324 + + +

You are less than ten feet from the sentry when he senses that something is wrong. He turns to confront you just as you are making your attack.

+ Drakkar Sentry1825 +

If you win the combat, hide the body and enter the tomb.

+ Turn to 395. +
+
+ +
+ 325 + + +

Taking care to load the Blowpipe correctly, you raise the unfamiliar weapon to your lips and take aim. The sentry is standing very still; he makes a perfect target. You inflate your cheeks and fire.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Weaponskill (any weapon), add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 384. + If your total is now 4 or more, turn to 398. +
+
+ +
+ 326 + + +

Walk along the street to the Dougga Market. Behind the stables there is an alley. Tipasa lives there, in the house with the blue door.

+

As you make your way through the dancing crowd to the tavern door, you take care to keep both hands on your belt pouch. An embarrassed Banedon follows in your footsteps, cursing his misfortune under his breath.

+ Turn to 202. +
+
+ +
+ 327 + + +

Your blow has opened a wide gash in both the Drakkar and his mount. The Kraan spins uncontrollably, discarding its black-clad rider as it spirals earthwards. With the terrible cries of the doomed Drakkar fading below, you wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders.

+

The quick change of direction increases the distance between you and your pursuers, but the Itikar is badly wounded and you are close to despair; your mount is losing so much blood that it could lapse into unconsciousness at any moment, dropping you like a stone on to Lake Inrahim.

+

Suddenly, you spot something in the distance. It is a sight that renews your faith in miracles.

+ Turn to 221. +
+
+ +
+ 328 + + +

The merchant's face beams with joy as he pockets your gold. Deduct this from your Action Chart.

+

The first alley on the left past the stables, he says. He lives in the house with the blue door.

+

You hurry across the crowded marketplace towards the stables and enter the street beyond. As you turn into the rubbish-strewn alley, you see the blue door facing you at the end of the passage.

+ Turn to 206. +
+
+ +
+ 329 + + +

The heavy copper drum rolls from its wooden base and crashes down the tower stair, a thunderous boom echoing from the dark as it careers on a collision course with the enemy. The screams of horror are cut short as the drum hurtles through the ranks of the Drakkarim, crushing them into the hard stone steps.

+

Your quick action has scattered your pursuers, but victory turns sour when you discover that you are trapped; there are no other stairs from the platform. You have delayed the Drakkarim, but your reprieve is only temporary.

+ If you possess a Rope, you can attempt to climb down to the gardens below. Turn to 305. + If you do not possess a Rope, turn to 387. +
+
+ +
+ 330 + + +

You parry the Drakkar's blow and turn it aside, but he is quick to recover. He turns to face you and bellows a vile curse, his broadsword arcing back towards your skull.

+ Drakkar1823 + If you win the combat, and it lasts for 2 rounds or less, turn to 243. + If the combat lasts more than 2 rounds, turn to 394. +
+
+ +
+ 331 + + + +

To solve this puzzle you will need to use the Map of the Empire of Vassagonia with the code instructions in mind before coming back to this section. The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. If you do not see this footnote at the bottom, you have chosen the wrong section. Come back to this section, reconsider the code and make your selection again, repeating the process until you turn to the correct section. There is no alternate way to proceed through the adventure.

+
+
+ + +

You have little sleep that night as you lie thinking about the quest that lies before you, haunted by the fear that the Darklords may already have found the Book of the Magnakai.

+

You rise before dawn and breakfast on a meal of sheep's butter and dried milk cake, before bidding farewell to Tipasa's wife. The trek back to the Skyrider passes uneventfully, and by noon you have reached the rocky crag where the craft is moored. Nolrim is the first to greet you, but he cannot hide his disappointment that you have returned unaccompanied.

+

Do not worry&emdash;the answer lies here, says Banedon, holding up Tipasa's diary. Prepare to set sail.

+

As the Skyrider rises into the clear blue sky, Banedon hands over the helm to Nolrim and bids you follow him to his quarters at the prow. For three hours he pours over his charts, making calculations, checking instrument readings and racking his brain for the solution that will pinpoint the Tomb of the Majhan.

+

It's no use, he says, tired and exasperated. I cannot fathom these numbers.

+

As you peer at the pages of Tipasa's diary, suddenly you realize that they are written in code. What Banedon had assumed to be positions of stars are a code to three numbers that give the precise location of the Tomb.

+

Consult the map to help you discover the location of the Tomb of the Majhan.

+

The first of the three numbers is equal to the number of oases on the trail between Ikaresh and Bir Rabalou. The second number is equal to the number of cities in Vassagonia. The third number is equal to the number of islands off the coast of Cape Kabar.

+

When you have broken the code, write the numbers in order and turn to the entry number that they indicate.

+
+
+ +
+ 332 + + +

Leaving the arbour, you press on towards the outer wall of the arboretum. Through the dense foliage you can make out a narrow, arched doorway that leads to an open chamber. A stairway ascends to a parapeted walkway, at the end of which is a stone door. You are halfway up the stairs when the sound of a crossbow being cocked freezes your blood. To turn back now would be suicide; you grit your teeth and bound up the stairs as a hail of crossbow fire slams into the steps on either side of you.

+ Turn to 372. +
+
+ +
+ 333 + + +

You catch a glimpse of Nolrim fighting his way through a mass of red-cloaked Drakkarim, his two-handed battle-axe bringing down three of them in as many blows. He cuts a path to your side and points with his bloodstained axe to a creature hovering high above the Skyrider.

+

You recognize it to be a Zlanbeast, creature rather like a Kraan but far larger than its leathery subspecies. Upon its back sits a red-robed Vordak, a staff of black iron in its skeletal hand. There is a flash, and a stream of liquid blue flame pours from its tip.

+ If you possess the Sommerswerd, turn to 258. + If you do not have the Special Item, turn to 348. +
+
+ +
+ 334 + + +

You are in combat with two grim-faced warriors. They block the stair and you must fight both of them as one enemy.

+ Tower Guards1732 + If you wish to avoid combat at any time by running back up the spiral staircase, turn to 209. + If you win the fight, turn to 310. +
+
+ +
+ 335 + + +

As you strike the death-blow, the Dhorgaan shimmers and winks out of existence. Darklord Haakon reels back as if weakened by the death of his creation. The glowing stone falls from his hand and rolls across the chamber, coming to rest midway between you.

+ If you have the Kai Discipline of Sixth Sense, turn to 204. + If you wish to attempt to grab the stone, turn to 268. + If you wish to ignore the stone and attack Haakon, turn to 390. +
+
+ +
+ 336 + + +

Standing at a fortified platform in the centre of the strange craft is a blond-haired young man with deep, brooding eyes. Instantly you recognize him: it is Banedon, the young Sommlending magician who gave you the Crystal Star Pendant at the ruins of Raumas, after you saved his life in a Giak ambush.

+

You are so stunned by his unexpected appearance that you fail to notice the blood seeping from the Itikar's mouth; the creature is near to death. Suddenly, the great bird lets out a pitiful and agonized caw, its wings stiffen and its head falls limp as the last flicker of life escapes from its torn body. It pitches you forward, and your stomach heaves as you plummet towards Lake Inrahim.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 374. + If it is 5&endash;8, turn to 254. + If it is 9, turn to 261. + +
+ +
+ 337 + + +

Without the breeze of the speeding Skyrider to cool you, the heat of the mountains is almost unbearable. You trudge across the loose reddish sand, your faces covered to keep the dust from choking your throats. All that seems to grow in this desolate waste is the wire-hard grass that tears at your boots and leggings.

+

As you reach the outskirts of Ikaresh, you pass a small round hut where a goat is eating from a manger by the door. A man appears at the darkened doorway and bids you welcome; he touches his forehead in a salute of friendship and invites you both to enter his humble home.

+ + + Gary Chalk + + + + + If you have the Kai Discipline of Sixth Sense, turn to 365. + If you wish to accept his invitation, turn to 225. + If you wish to decline his offer and continue towards Ikaresh, turn to 272. +
+
+ +
+ 338 + + +

Using your skill for unarmed combat taught to you by your Kai masters, you grab the startled guard by the throat and pitch him over the low wall at the edge of the landing. His cry of terror fills the air until he crashes into the flagstones below.

+ If you wish to continue climbing the stairs towards the door of the walkway, turn to 372. + If you wish to enter the door through which the guard came, turn to 279. +
+
+ +
+ 339 + + +

Two dwarves clamber on to the platform and hurry to their young captain's side. One flicks open a red velvet satchel strapped to his barrel-like chest, and removes a glass vial and a clean linen bandage. They attend to the wound, and, as his strength returns, Banedon listens intently to your account of the terrifying events that have led up to this meeting. As you conclude your woeful tale, Banedon speaks, his voice full of grim determination.

+

The future of Sommerlund rests in our hands, Lone Wolf. We must stop Darklord Haakon from destroying the Book of the Magnakai. I have heard tell of the Tomb of the Majhan from the nomads of the Dry Main. They say it is a terrible place, a place of horror and death&emdash;for what little there is left to die there. It lies beyond the Dahir, near the oasis of Bal-loftan. That is all I know, for the Majhan hid their tombs well and what few traces remained have long since disappeared beneath the shifting sands of the Dry Main.

+

Your face conveys the disappointment you feel upon hearing these words.

+

However, all is not lost, says Banedon, undaunted. There is a man who can guide us there. His name is Tipasa Edarouk&emdash;Tipasa the Wanderer. It is he who we must seek, for he is the only man who has ever entered the Tomb of the Majhan and lived to tell the tale.

+ Turn to 302. +
+
+ +
+ 340 + + +

It takes over an hour to shake off the Adu-kaw, by which time you have been chased through most of Ikaresh. Had it not been for Banedon's timely casting of a spell of illusion, they would be after you still. You cannot help but laugh when you picture their faces, when they saw the Kalkoth leaping at them; thank the gods they did not think to question how a Kalte ice-beast came to be roaming the streets of their town.

+

When you have fully recovered from the chase, you leave the narrow alley in which you have been hiding, and press on in search of Tipasa the Wanderer.

+ Turn to 202. +
+
+ +
+ 341 + + +

As you step over the lifeless bodies, you notice a Copper Key on a chain around one of their necks. Grabbing the Key, you slip it into your pocket and race down the tower steps. (Mark the Key as a Special Item on your Action Chart). At the entrance, you see a crowd of Drakkarim and palace guards rushing across the bridge&emdash;certain death awaits you there. You continue down the spiral stairs towards a dim light below.

+

A small fire, over which roasts a chicken on a spit, illuminates a guardroom at the base of the tower. On the back of a wrought-iron chair hangs a Canteen of Water and a Broadsword. You may take either or both of these items if you wish, but remember to mark them on your Action Chart. (The Canteen is a Backpack Item.)

+

You hear the enemy thundering down the stairs; they will soon be upon you. However, a heavy wooden door in the north wall offers you another chance of escape.

+ If you wish to escape from the guard room by this door, turn to 246. + If you wish to stand and fight, turn to 231. +
+
+ +
+ 342 + + +

The delicious smell of freshly brewed jala wafts from an eating-house halfway along the avenue. Chattering voices mingle with the clink of glasses, and the wailing cry of a hungry baby fills the air.

+ If you wish to enter the eating-house, turn to 296. + If you wish to continue along the avenue, turn to 227. +
+
+ +
+ 343 + + +

You are jerked backwards in the saddle as the Itikar leaves its perch. It shrieks and caws, its wings beating as loud as thunder. A handful of Drakkarim are scattered as if they were rag dolls as the great black bird emerges from the pen and takes to the sky. You catch a glimpse of a Drakkar, his death-mask slashed in two by the bird's razor-sharp talons, as he pitches from the landing platform and tumbles to his death in the palace gardens far below.

+ + + Gary Chalk + You catch a glimpse of the Drakkar, his death-mask slashed in two, pitched from the landing platform + + + + +

The golden domes of the Grand Palace grow smaller as the Itikar gathers speed. Soon, you have passed over the city wall and are heading out towards the shimmering salt-flats of Lake Inrahim. The land below is bathed in beautiful orange twilight, as the sun slowly sinks behind the Dahir mountains to the west. Elated by your escape, you throw back your head and give voice to a triumphant yell that is carried away on the chill evening wind.

+

As if in answer to your cry, an echoing chorus of shrieks pierce the sky. Fear returns to your heart as you catch sight of a flock of Kraan, hideous leathery-winged fliers. Each carries a Drakkar warrior on its back. They are over a mile behind you, but they are quickly closing the gap. Less than an hour of light remains; if you can evade them a little longer, you may be able to lose them when night falls.

+

You must decide in which direction to fly, for you are now above the centre of Lake Inrahim&emdash;consult the map at the front of this book before making your decision.

+ If you wish to steer the Itikar south towards the Dahir pass, turn to 264. + If you wish to head east towards the town of Chula, turn to 244. +
+
+ +
+ 344 + + +

The old man's face is a mask of putrescent green sores. The pupils of his eyes are yellow, and his ragged grey lips hang in tatters. He suffers from vaxelus, an infectious disease that rots the skin and attacks the nerves, resulting in hideous mutilation and deformity. He has been cast from his community, banished to this cave where he must eke out his last few years of life in misery and solitude.

+ If you possess some Oede herb and wish to give it to the poor vaxeler, turn to 321. + If you do not have any Oede herb, or if you do not wish to give it to this unfortunate wretch, flee the cave and turn to 270. +
+
+ +
+ 345 + + +

You glimpse the silhouette of Darklord Haakon in the hall below, his spiked fist raised. There is a deafening crack as a bolt of blue lightning streaks from a stone in the Darklord's hand and hurtles towards you. You dive for cover behind the body of the Drakkar as the bolt explodes. In a flash of light, the Drakkar is gone. Only cinders and the rotten odour of scorched flesh remain.

+

You scramble to your feet and sprint along the passage. Another bolt hurdles from the hall, tearing into the ceiling with shattering effect. Splinters of razor-sharp marble whistle down, slashing your cloak and tunic. You race down some stairs, through a silver archway and along a balcony that overlooks the lower palace. A peal of bells and the crunch of iron-shod boots echo in your ears&emdash;the Zakhan has sounded the alarm, his guards close in on every side.

+

At the end of the balcony is another arch and a staircase: both look deserted.

+ If you wish to escape through the arch, turn to 381. + If you wish to race up the stairs, turn to 317. +
+
+ +
+ 346 + + +

By the side of the street, an old man is selling assortment of rugs and carpets from the back of a wagon. Banedon approaches him and the two converse for several minutes. Finally, the wizard hands the old man a ring; his wrinkled face beams with joy. Banedon returns to you with good news.

+

The house with the blue door&emdash;at the end of the alley we passed a short while ago. Tipasa lives there.

+

As you retrace your steps and enter the dingy passage, you hear the old man shriek with disappointment: the ring has just dissolved on his finger.

+

At the end of the alley you find the house with the blue door.

+ Turn to 206. +
+
+ +
+ 347 + + +

Wincing from the pain of your wound, you snatch the reins back and urge the Itikar to climb higher. The Drakkar is now over a hundred feet below, but he is bringing the shrieking Kraan around for another attack.

+

You wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders. Your sudden change of direction increases the distance between you and your pursuers, but your feathered mount is badly wounded and you are close to despair; the Itikar is losing so much blood that it could become unconscious at any moment, and drop you like a stone on to the distant surface of Lake Inrahim below.

+

Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.

+ Turn to 221. +
+
+ +
+ 348 + + +

Suddenly, you catch sight of Banedon. His arm is raised above the armoured parapet of the platform, and in his hand he holds a slender blue rod. A torrent of water gushes from the rod, arcing into the sky to meet the deluge of liquid flame. There is a tremendous explosion as the elements collide, and a massive whirlpool of flame and water spirals towards the Vordak.

+

The Vordak shrieks with terror but it is too late&emdash;its fate is sealed. The whirlpool consumes the Zlanbeast and its rider in a massive burst of sun-like brilliance.

+ Turn to 267. +
+
+ +
+ 349 + + +

The golden blade sings in your hand, a crackle of pure energy spreading along its razor-sharp edge. You strike a tremendous blow, splitting the Vordak's skull to the teeth. It releases an awful howl of unearthly evil, pain, terror and death. As it falls, its skeletal body dissolves into a smoking green fluid, shrivelling the plants on the ground beneath.

+

The Drakkarim hesitate as the golden light of the sun-sword glints on their shiny black death-masks; you see your chance and run straight at them, slashing to left and right. A Drakkar raises his shield, but your blade slices clean through the iron-sheathed wood, severing his arm at the shoulder. Wheeling round, you catch another Drakkar in mid-attack, tearing open his black armour with the sword as if it were merely parchment. He screams in agony, but you disappear into the dense foliage before his body falls lifelessly to the soft earth.

+ Turn to 228. +
+
+ +
+ 350 + + + +

Erase the Sommerswerd from your Action Chart. You may restore it to your inventory once the adventure is over.

+
+
+ + +

As you break cover, another burst of energy leaps from the Darklord's fist. It explodes into the base of the pillar, severing it from the floor, and the roof above caves in with a tremendous roar. The shock wave throws you to the floor, flattening you against the cold marble flagstones. You lose 3 ENDURANCE points.

+

Haakon's laugh can still be heard above the crash of falling stone. In rises in pitch until it fills your head with agonizing pain.

+ If you have the Kai Discipline of Mindshield, turn to 253. + If you do not possess this Kai Discipline, turn to 369. +
+
+ +
+ 351 + + +

As you approach the door, Banedon offers you a word of advice. Take care to guard your gold, Lone Wolf. Nothing tempts the Ikareshi more than a full purse. You can trust their honour, but if you trust their honesty they will steal the hair from your head.

+

Inside, the mood is one of celebration. Tables have been drawn together to form a large semicircle in front of which stands a small, broad-shouldered man dressed lavishly in an embroidered costume. A gold-mounted sword hangs by his side, its blue velvet scabbard as vivid in colour as the man's silk pantaloons. Affectionately, the man embraces his companions, kissing the friends and relatives who have travelled so many miles to celebrate his wedding. At his side sits his bride, her face concealed behind a veil of shimmering pearls. Suddenly, the tavern is filled with music as the guests take the floor for the wedding dance.

+

On the far side of the floor you see the owner of the tavern, a stout old lady dressed in sombre black. She watches the festivities with tears in her eyes.

+ If you wish to approach her and ask where Tipasa the Wanderer may be found, turn to 276. + If you wish to leave the tavern and continue along the street, turn to 202. +
+
+ +
+ 352 + + +

Beyond the portal lies a vaulted corridor leading to a grand stairway. You narrowly avoid confrontation with a dozen Drakkarim, saved by your lightning reactions. As the enemy rush from an archway on the second floor landing, you dive behind a statue of the recently deceased Zakhan Moudalla. They are so intent on their chase that they fail to notice your hiding place and hurry down the stairs, grunting in their heavy armour as they run. Silently, you give thanks that Zakhan Moudalla was a very stout man and that his statue casts a very large shadow in which to hide.

+

At the top of the stairway you discover a hatch, which gives access to the roof. You climb through it and follow a path of sun-bleached tiles that wind in and out of the domes and turrets, eventually leading to a bell-tower.

+

You are exhausted and need to rest, your mind still full of the shock of your encounter with Darklord Haakon. The sound of his terrible voice repeating the words Book of the Magnakai echoes again and again in your mind.

+

With desperation sapping your will, you peer out through a grille in the bell-tower. The sight before you renews your flagging hope, for it inspires a daring escape plan.

+ Turn to 313. +
+
+ +
+ 353 + + +

As you slay the last of the Crypt Spawn, Haakon reels back as if weakened by the death of his creatures. You raise the Sommerswerd, willing the blade to discharge a bolt of power that will burn the evil Darklord from the face of Magnamund forever. The blade shimmers with golden fire, but no searing blast issues from its tip. Suddenly, you realize what has happened; you are beneath the earth, and there is no sun from which the sword can draw its power.

+ + + Gary Chalk + You raise the Sommerswerd, willing the blade to discharge a bolt of power at Haakon + + + + +

Haakon utters a terrible laugh that shakes the floor. A beam of blue flame is growing from the stone in his hand, forming a fiery blade that crackles and spits as it cuts through the dust-choked air. The stench of death and decay fills your nostrils as the Darklord prepares to attack.

+ Darklord Haakon2845 +

Unless you have the Kai Discipline of Mindshield, reduce your COMBAT SKILL by 2 for the duration of this combat.

+ If you win the combat, turn to 400. +
+
+ +
+ 354 + + +

You throw yourself to the deck, but the axe blade strikes your thigh, drawing a crimson line across the skin. You lose 2 ENDURANCE points. Suddenly, a deafening bang rings out and the Drakkar is flung backwards, his breastplate torn open by dwarf shot. He gives a long, agonizing death-cry as he disappears from sight, tumbling into the darkness that surrounds the speeding ship.

+

From Barrakeesh, a roll of thunder rumbles across the darkening plain. It is full of brooding menace, as if the city itself were cursing your escape. Banedon appears at your side, his face line with concern for your condition. As he offers a shaky hand to help you to stand, you notice that the makeshift bandage that binds his wound is soaked with blood. He is pale and weak, and close to collapse.

+ If you have the Kai Discipline of Healing, turn to 377. + If you do not possess the skill, turn to 339. +
+
+ +
+ 355 + + +

You roll away a split second before the mace smashes down, crushing the dark soil were your head once lay. Unless you have the Kai Discipline of Mindshield, deduct 2 points from your COMBAT SKILL for the duration of the combat, for the Vordak is attacking you with the power of its Mindforce. This creature is immune to Mindblast.

+ Vordak1726 + If you win and the fight lasts 4 rounds or less, turn to 249. + If the fight lasts longer than 4 rounds, turn to 304. +
+
+ +
+ 356 + + +

I knew Tipasa once, when my body was young and strong like yours. We fought the Lakuri pirates at Samiz and voyaged to a distant land where ice and snow lay thick on the ground, and the sun had not the power to melt them. Yes, I knew Tipasa the Wanderer&ellips; once. All I know now is that he dwells in Ikaresh. Find the widow Soushilla&emdash;she will know. She knows all that passes in Ikaresh.

+ Turn to 281. +
+
+ +
+ 357 + + +

The gangplank springs up and down as you stride across the gap, and you are forced to slow your pace for fear of falling over the edge. The sentry wheels round, alerted by the noise of creaking planks. He runs to intercept your attack, his spear levelled to thrust at your waist. You cannot avoid combat and must fight the sentry to the death. Deduct 2 from your COMBAT SKILL for the duration of this fight, for the plank on which you are standing is very unstable.

+ Platform Sentry1523 + If at any time during this combat you pick a 1 from the
Random Number Table, you lose your balance and fall. Turn to 293. + If you win the combat and decide to search the sentry's body, turn to 207. + If you win but decide to ignore the body and hurry into the Itikar's pen, turn to 224. + +
+ +
+ 358 + + +

You sense that the old woman is lying. She is not Soushilla the widow&emdash;she is a fraud, attempting to fleece you of your gold. When you confront her, she turns tail and disappears into the alley like a bolt of lightning.

+

Let her go, says Banedon. Our time is worth more than the gold she took.

+ If you wish to continue along the Avenue of Eagles, turn to 388. + If you decide to retrace your steps to the Eagle Square, you can either go north towards the Dougga Market, by turning to 376. + Or west towards the Main Square, by turning to 216. +
+
+ +
+ 359 + + +

The fatigue of your ordeal finally catches up with you; you are finding it impossible to keep your eyes open. Nolrim shows you to a bunk in the hull of the Skyrider. Gratefully you climb into bed and pull the blankets over your aching limbs. Nolrim apologizes that the bunk is too short, but his words fall on deaf ears&emdash;you are already asleep. Restore 2 ENDURANCE points for this much needed rest.

+ Turn to 300. +
+
+ +
+ 360 + + +

Two black-clad guards suddenly appear on the stairs below. You are both surprised by the encounter and are slow to react.

+

Pick a number for the Random Number Table. If you have the Kai Discipline of Hunting, add 1 to the number you have picked. Now, pick another number from the Random Number Table.

+ If the second number is less than the first, turn to 226. + If it is more than the first number, turn to 297. + If it is exactly the same, turn to 334. +
+
+ +
+ 361 + + +

Ducking beneath the boom-sail, you clamber on to the platform in time to witness a desperate struggle. The blond-haired magician is pinned to the deck, his left arm skewered by a spear. With a staff in his right hand, he is trying to fend off the dismounted Kraan-rider. The Drakkar senses your presence; he whirls round and draws a twisted black scimitar from its scabbard.

+ Drakkar1825 + If you win and the fight lasts 3 rounds of combat or less, turn to 288. + If the fight continues to a fourth round of combat, do not resolve it. Instead, turn immediately to 382. +
+
+ +
+ 362 + + +

The smoke is cool and fragrant. Unfortunately, the same cannot be said of your hosts. Their long coats of Dougga hide are perfumed with a musk that holds no appeal for Sommlending nostrils.

+

A young girl appears with a tray full of steaming jala cups. 1 Crown each, she says, as she places the tray upon the table.

+ If you wish to purchase a cup of the delicious beverage, turn to 237. + If you not wish to purchase a cup of jala, or do not have any gold, you must bid farewell and leave the eating-house. Turn to 388. +
+
+ +
+ 363 + + +

You dive into the garden below, avoiding death by a fraction of a second. The crossbow bolts ricochet off the poison-tipped spikes and shoot into the air, the whine of their twisted metal shafts fading into the sky.

+

The enclosed garden is full of the fragrance of exotic plants and flowers, clustered around a sculptured pool of deep blue water. It is a beautiful sight but one that you dare not stop to enjoy. The palace guards are sure to give chase and you must keep moving.

+

Ahead, beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the shrubs and trees.

+ If you have the Kai Discipline of Tracking, turn to 220. + If you do not possess this skill, you can either climb the stairs to the small portal by turning to 352. + Or follow the winding path into the trees, by turning to 391. +
+
+ +
+ 364 + + +

The room is moving, at first only imperceptibly, but in the space of a few minutes, the dwarves and the cabin have become a blur of colour. You grasp the table, your knuckles whitening as you fight to control the feeling of dizziness that overcomes you. Sounds seem distant like echoes in a cave. Suddenly, the spinning stops and blackness engulfs your senses. You have collapsed unconscious to the floor.

+ Turn to 380. +
+
+ +
+ 365 + + +

You sense that the man's show of friendship is genuine. He may be able to help you find Tipasa the Wanderer if you accept his hospitality.

+ If you wish to enter his home, turn to 225. + If you decide to press on towards Ikaresh, turn to 272. +
+
+ +
+ 366 + + +

Nervously, you wait for the chance to leap up and open the door, but the crossbow bolts ricocheting from the wall and parapet are increasing in number. Suddenly, the sound of running footsteps sends a cold shiver down your spine; the Drakkarim are storming the stairs&emdash;it is now or never!

+

You spring to your feet and run to the door, grasping the iron bolt between trembling fingers. As you fight to open it, a pain tears through your back: you have been hit. Another bolt strikes home, sinking deep into your shoulder and throwing you flat against the door.

+

As darkness falls before your eyes, you are unaware of the Drakkarim leaping towards you, their black swords raised for the death-blow. Their blades bite deep but you feel nothing: you are already dead.

+ Your life and the hopes of Sommerlund end here. +
+
+ +
+ 367 + + +

Silently, you are beginning to despair. The street is becoming narrower and more disgusting the further you go. A scraggy cat dashes across your path, closely pursued by an equally scraggy street urchin; the dagger that he carries in his hand suggests he is trying to catch his supper.

+

You are about to give up and suggest to Banedon that you should retrace your steps to the junction, when the street ends and turns abruptly left. A sign on the opposite wall points to the Dougga Market.

+ If you wish to follow the sign, turn to 376. + If you wish to go back to the fork and take the other street, turn to 216. +
+
+ +
+ 368 + + +

The axe bites deeply into your calf, making you cry out in pain and surprise. Lose 3 ENDURANCE points. However, before the guard can strike again, you lash out, sending the axe spinning from his hand. He howls, clutching broken fingers to his chest.

+

Gritting your teeth, you hobble away towards an open door. The air is alive with the sound of pounding feet, for the Grand Palace is now on full alert. Both the Drakkarim and a palace guard are bent on finding you; their lives will be forfeit if they fail.

+

Beyond the door, a bridge rises over an enclosed garden, joining the palace to a needle-like tower of white marble. At the entrance to the bridge, a narrow stair disappears into the garden below.

+ If you wish cross the bridge and enter the tower, turn to 396. + If you decide to descend the stair that leads to the garden below, turn to 215. +
+
+ +
+ 369 + + +

The terrible pain causes spasms throughout every muscle of your body, making them twist and contort uncontrollably. You plead for the agony to cease. Lose 6 ENDURANCE points.

+ If you are still alive after this psychic ordeal, turn to 253. +
+
+ +
+ 370 + + +

You sidestep to avoid its slashing beak but are caught by its talons and suffer a deep wound to your back. Lose 3 ENDURANCE points.

+

Itikar are wild and malicious creatures, and it can take many years for a rider to tame and train one. However, it is well worth the effort as, once trained, they become fiercely loyal to their master. The Itikar has sensed that you are a stranger and is ferociously attacking you with its long, curved beak and talons.

+ Itikar1730 +

Fight the combat as usual, but double all ENDURANCE points lost by the bird. When its score falls to zero, you will have succeeded in subduing it enough to be able to climb into the saddle and take control. All ENDURANCE points that you lose are from ordinary wounds and must be deducted from your current ENDURANCE points total.

+ If you successfully reduce the Itikar's ENDURANCE points to zero, turn to 217. +
+
+ +
+ 371 + + +

The axe howls through the dark; you sidestep, guided only by instinct, for you cannot see the lethal axe-blade, which hurtles towards you. Black steel bites into your side, the sudden pain making you gasp in shocked surprise. You clutch at your wounded ribs to feel warm blood oozing through your fingers. Lose 4 ENDURANCE points.

+

A deafening bang rings out and the Drakkar is flung backwards, his breastplate torn open by dwarf shot. He screams a long, agonizing death-cry as he disappears from sight, tumbling into the darkness, which surrounds the speeding sky-ship. From Barrakeesh, a roll of thunder rumbles across the dark plain, full of brooding menace, as if the city itself were cursing your escape.

+

Banedon appears at your side, his face lined with concern. As he offers a shaky hand to help you to your feet, you notice that the makeshift bandage which binds his wound is soaked with blood. He is weak and pale, and close to collapse.

+ If you have the Kai Discipline of Healing, turn to 377. + If you do not possess this skill, turn to 339. +
+
+ +
+ 372 + + +

A crossbow bolt grazes your shoulder as you reach the walkway, making you dive for cover behind its low parapet wall. You lose 1 ENDURANCE point. Two more bolts ricochet from the stone lip barely inches from your head.

+

The stone door is shut, secured by an iron bolt on this side. To pull open the bolt, you will have to expose yourself to crossbow fire, for the bolt is clearly in view above the lip of the wall.

+ If you possess the Kai Discipline of Mind Over Matter, turn to 269. +

If you do not have this skill, pick a number for the Random Number Table. If you have reached the Kai rank of Aspirant or higher, add 2 to the number you have picked.

+ If your total is now is 0&endash;3, turn to 366. + If it is 4 or more, turn to 277. +
+
+ +
+ 373 + + + +

This section is the correct answer to the code in Section 331.

+
+
+ + +

That's it! exclaims Banedon, stabbing his finger at a map of the Dry Main that covers his chart table. One hundred and fifteen miles due west of Bir Rabalou; one hundred and fifteen miles due south of the oasis of Bal-loftan. He picks up a quill pen and marks the spot. The Tomb of the Majhan.

+

You study the map and ponder the miles of desolation separating you from your goal. Banedon notices your look of dismay and quickly tries to put your mind at ease.

+

Fear not, Lone Wolf&emdash;we'll be there before the dawn.

+

You smile at his confidence, but it is not the actual journey that worries you&emdash;your concern is what you may or may not find upon your arrival.

+ Turn to 320. +
+
+ +
+ 374 + + +

As you tumble earthwards, a blur of colour flashes before your eyes as the Kraan-riders, the sky-ship and the distant horizon all melt into a kaleidoscope of shapes and images, which you fear will be the last things you will ever see.

+

You have prepared yourself for death and are calm and relaxed, when suddenly you feel your body entwined by a mass of sticky fibres. There is a terrific jolt, which leaves you breathless and stunned. The impossible is happening; you are no longer falling, but rising!

+

A net of clinging strands has caught you like a fly in a web. You rise up into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. However, there is no time to express your gratitude, for the small sky-ship is under attack from the Kraan-riders.

+

At the end of the outrigger, a dwarf is engaged in hand-to-hand combat with a snarling Drakkar. He is obviously losing. As you rush to his aid, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.

+ If you wish to help the dwarf, turn to 280. + If you wish to leap from the outrigger on to the platform, turn to 361. +
+
+ +
+ 375 + + +

Beads of sweat break out on the faces of the guards as they frantically race to load their crossbows. Your bold move has unnerved them, and their fear makes them clumsy.

+

You reach the top of the steps and attack with the speed of a tiger, dashing the crossbow from a guard's shaking hands with your first blow and splitting his jaw with the second. He screams and falls, toppling from the bridge to crash into the garden below. Meanwhile, the other guard has thrown away his crossbow and drawn a steel mace. He runs at you with hatred blazing in his dark eyes; you have just killed his brother and he is thirsty for revenge. Due to his frenzied state of mind, this guard is now immune to Mindblast.

+ Tower Guard1722 + + + + Gary Chalk + The other guard has drawn a steel mace and runs at you with hatred blazing in his dark eyes + + + + + If you win the combat, you enter the tower. Turn to 396. +
+
+ +
+ 376 + + +

Forty paces along the street is a barracks, a long white-washed building with ugly square windows. A soldier sits dozing in the evening sun with his spear resting across his lap. Some children are tossing hollowed-out larnuma fruits at him, trying to catch them upon the tip of his spear. Opposite the barracks is a tavern with a line of saddled douggas tied to a rail near the main door. The braying of these sand-horses rivals the sound of revelry drifting from the tavern door.

+ If you wish to enter the tavern, turn to 351. + If you wish to continue along the street towards the Dougga Market, turn to 202. +
+
+ +
+ 377 + + +

Clasping your hands around Banedon's injured arm, you concentrate your Kai skill on healing the torn muscle and splintered bone. The warmth of your healing power numbs the pain and repairs the internal damage sufficiently to be able to remove the blood-soaked strips of cloth. The wound is still open, but you have saved the limb.

+

We'll help him now, Lone Wolf, shouts a strange voice. You are surprised by this bold claim and turn round to discover who has made it.

+ Turn to 339. +
+
+ +
+ 378 + + +

Pressing yourself against the damp soil, you hold your breath and pray you will not be seen as the Vordak glides into view. Its bony arm is outstretched, and a skeletal finger sweeps the lush undergrowth on either side of the path. You sense the Vordak is using its Mindforce to try to locate your hiding place&emdash;as the finger points in your direction, a wave of pain washes over your body. You are near to crying out, when the pain ceases; you have not been detected. The finger sweeps away and the enemy continues its search along the path.

+ Turn to 228. +
+
+ +
+ 379 + + +

The terrible pain racks your body, making your muscles twist and contort in spasms of pain. You scream for the agony to cease. Lose 6 ENDURANCE points.

+ If you are still alive after the psychic ordeal, turn to 223. +
+
+ +
+ 380 + + +

Shortly after dawn the following day, you wake with a splitting headache. With bleary eyes you peer around you at the snoring dwarves who occupy the tiny bunks of the cramped cabin. The low hum of the ship only increases the pain that throbs like a demon inside your head, causing you to wince and grit your teeth at the slightest movement of your stiff and aching limbs. You lose 2 ENDURANCE points due to this monstrous hangover!

+

Painfully, you gather up your equipment and climb on deck to find everything in deep shadow, for the Skyrider is hovering beneath a massive outcrop of sandstone that juts from the side of a mountain. Banedon still stands at the helm, but he is no longer in a trance.

+

Kraan-riders, he says, pointing to a sun-bleached valley beyond the shadows. They arrived with the dawn.

+

You stare out across an alien landscape, a mountain valley filled with thousands of pillars formed from massive and precariously balanced boulders. The pillars reach so high into the sky that an avalanche looks inevitable. The Vassagonians call this place the Koos&emdash;the needles. Perched upon two of these huge rocky columns are Kraan, their Drakkar riders scouring the valley with telescopes. An hour passes before they take to the sky and disappear.

+

Trim the boom-sails, Bo'sun Nolrim, orders Banedon, his voice barely audible above the increasing hum of the Skyrider. We've a fast run ahead.

+ + + Gary Chalk + Perched upon the huge rocky columns are Kraan, their Drakkar riders scouring the valley with telescopes + + + + + If you possess a Black Crystal Cube, turn to 229. + If you do not have this Special Item, turn to 247. +
+
+ +
+ 381 + + +

You run through the arch and straight into a black-robed palace guard. You bruise your ribs and the impact throws you off balance, but you manage to grab the wall to stop yourself from falling over. The guard lies sprawled upon the floor, but with incredible swiftness he draws a shining steel axe and lashes out at your legs.

+

Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked.

+ If your total is now 0&endash;4, turn to 368. + If it is 5-11, turn to 252. + +
+ +
+ 382 + + + +

Turn to Section 399 if you have ever received the Crystal Star Pendant, regardless of whether or not you possess it now.

+
+
+ + +

Suddenly the Drakkar screams, his limbs outstretched, his gloved hands clawing the air. He is in the grip of some invisible power which is crushing him to death inside his armour.

+

You step back as the ghastly sound of cracking bones rises above the screech of the swooping Kraan-riders. The Drakkar crumples to the deck and topples over the edge of the platform.

+ If you possess a Crystal Star Pendant, turn to 399. + If you do not have this Special Item, turn to 294. +
+
+ +
+ 383 + + +

You trudge through the loose red sand, your faces covered to protect them from the dust and the blazing heat. The landscape is stark and desolate; all that seems to thrive here is the wire-hard grass that scratches your boots and leggings. You soon come across a dried river bed that leads to a cave in the orange sandstone hillside. A wooden plaque is nailed by the mouth of the cave, but you are unable to understand the strange words painted on its sun-blistered surface.

+ If you wish to investigate the cave, turn to 235. + If you wish to press on towards Ikaresh, turn to 272. +
+
+ +
+ 384 + + +

Unfortunately, you misjudged how hard you need to blow to make the dart reach its intended target. The sleep dart falls short, accidentally hitting a seagull that has alighted on the edge of the landing platform. The unfortunate bird takes a few shaky steps before keeling over on to its back, its splayed legs pointing stiffly at the sky.

+

The guard walks over to the bird and with the toe of his boot, casually flicks it over the edge of the platform. He watches as it spirals down towards the palace gardens far below, unaware that he has only just escaped a similar fate.

+ Turn to 282. +
+
+ +
+ 385 + + +

The searing flash of blue flame scorches your arm and face. You are thrown across the platform by the blast, and your body is peppered with shards of black crystal. Lose 12 ENDURANCE points.

+ If you are still alive after this calamity, turn to 316. +
+
+ +
+ 386 + + +

A few paces beyond the marketplace, a small alley heads off to the left. At the end you see a house with a bright blue door.

+ If you have the Kai Discipline of Tracking, turn to 292. + If you wish to enter the alley and knock at the door, turn to 206. + If you wish to continue along the street, turn to 346. +
+
+ +
+ 387 + + +

Your heart sinks; there are no other stairs down from the platform&emdash;you are trapped. Before you can think of a plan, the Drakkarim burst from the arch and attack.

+ Drakkarim1735 +

The only way you can evade combat is by leaping from the tower to the gardens below, a drop of over one hundred feet.

+ If you wish to jump, turn to 205. + If you win the combat, turn to 341. +
+
+ +
+ 388 + + +

You follow the avenue as it twists and turns through the Armourer's Quarter of Ikaresh. A street vendor is selling a selection of swords and daggers that catch your eye; they are beautifully crafted, well-balanced and very sharp. A wooden sign displays his prices:

+
    +
  • Swords&emdash;5 Gold Crowns each
  • +
  • Daggers&emdash;3 Gold Crowns each
  • +
  • Broadswords&emdash;9 Gold Crowns each
  • +
+

You may purchase any of the above weapons if you wish. Continuing along the avenue, you pass a meat market where carcasses of oxen are hung out in the open. You are not surprised to see the Ikareshi of this quarter walking about the streets with pieces of cotton stuffed into their nostrils (suspended by a thread around their necks), for the smell is dreadful.

+

Eventually you arrive at a fork, but there are no signs to indicate where the new streets lead.

+ If you wish to take the left street, turn to 216. + If you wish to take the right street, turn to 367. +
+
+ +
+ 389 + + +

As you leap from the gangplank on to landing platform, the sentry wheels round to confront you. He snatches up his spear in preparation for attack. He now stands between you and the Itikar's pen; combat is unavoidable.

+ Sentry1523 + If you win the combat and wish to search the sentry's body, turn to 207. + If you wish to ignore the body and hurry into the Itikar's pen, turn to 224 +
+
+ +
+ 390 + + +

You leap at the staggering form of Darklord Haakon, your weapon poised to strike a killing blow. However, as your arm sweeps down, a spiked fist lashes out; blood spurts from your wrist, your fingers go numb and your weapon falls from your hand. Haakon strikes again, catching you in the chest with a blow that pitches you backwards across the chamber.

+

You struggle to stand but the battle is over: Haakon has retrieved the glowing stone. The last thing you see before you are consumed by searing blue flame is the evil and triumphant grimace of the Darklord.

+ Your life and hopes of Sommerlund end here. +
+
+ +
+ 391 + + +

As you follow the track deeper into the arboretum, high-pitch shrieks echo above the ceiling of creepers and low branches. The air is humid as a jungle. You press on but the going is difficult; the soft, sticky, rotting humus clings to your boots like river clay.

+

A sudden movement on the path ahead makes you dive for cover; a handful of Drakkarim are coming this way, led by a figure dressed in red.

+ If you have reached the Kai rank of Warmarn or higher, turn to 242. + If you not yet reached this level of Kai training, turn to 222. +
+
+ +
+ 392 + + +

The ale is thick and creamy, with a taste like malted apples. You lower the half-empty tankard and wipe away the froth from your lips with your sleeve.

+

Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 15, deduct 2 from this number. If your ENDURANCE point total is above 25, add 2 to this number. If you have reached the Kai rank of Savant add 3 to this number.

+ If your total score is now below 7, turn to 364. + If your total score is now 7 or above, turn to 218. + +
+ +
+ 393 + + +

You run headlong through the foliage, the piercing scream of the Vordak tearing at your mind. Unless you possess the Kai Discipline of Mindshield, lose 2 ENDURANCE points. Suddenly, a Drakkar looms out of the trees ahead, his black broadsword held high above his masked face, ready to strike a deadly blow.

+ Drakkar1625 +

Deduct 2 from your COMBAT SKILL for the first round of combat due to the surprise of the Drakkar's attack. You can evade combat after three rounds.

+ If you wish to evade combat, turn to 228. + If you win the combat, turn to 255. +
+
+ +
+ 394 + + +

The Drakkar shrieks a cry of horror and lets the broadsword slip from his fingers. He claws at his death-mask, fumbling for the latch which opens the black steel visor. As it clicks open, a mass of writhing insects tumble from the helmet. The Drakkar screams like a madman as the creatures slither and crawl around inside his armour, stinging and biting his skin. In his crazed panic, he topples over the parapet and falls to his doom thousands of feet below.

+ Turn to 306. +
+
+ +
+ 395 + + +

As far as the eye can see, a long, straight, sandstone corridor slopes away into the distance. Torches crackle and splutter on the walls, illuminating the pictograms engraved in the yellow stone.

+

At regular intervals, rough-edged slabs protrude into the main corridor. You stop to take a close look at one of these slabs and the floor beneath it and come to a frightening conclusion. They are obviously traps, no doubt set off by the Giaks when they cleared this corridor of sand. Rather than instructing the Giaks to avoid them, the Darklords must have deliberately used their slaves to set them off. Once the traps had been sprung, the squashed bodies were cleared away and the slabs chiselled through to the next section. Pit traps in the floors seem to have been neutralized in the same way. Set off by luckless Giaks, they would have been filled in with the dead bodies and levelled off with sand. The thought of this heartless barbarity fills you with revulsion.

+

Just over a mile along the corridor, you eventually arrive at large stone door. The stone surround bears evidence of chisel-work, but the door itself is rock solid.

+

You notice a faint beam of light descending from a hole in the ceiling. It creates a small circular pool of light, a little to one side of a similar hole in the floor. In the wall near to the door there is a triangular indentation, no larger than a Gold Crown.

+ If you possess a Prism, turn to 233. + If you possess a Blue Stone Triangle, turn to 245. + If you have neither of these items, turn to 298. +
+
+ +
+ 396 + + +

Inside the cool marble tower, two flights of spiral stairs meet at a landing. You detect the sound of distant running feet, gradually growing louder. It is coming from one of the spiral staircases, but which one? Suddenly, a band of Drakkarim warriors appear; they are crossing the bridge that leads to the tower. You must escape.

+ If you have the Kai Discipline of Sixth Sense, turn to 266. + If you wish to ascend the spiral stairs, turn to 322. + If you wish to descend the spirals stairs, turn to 360. +
+
+ +
+ 397 + + +

Greedily, she snatches the coin from her begging bowl and tests it between her blackened teeth. Once satisfied the coin is real, she nods her head and waits for your questions.

+ If you wish to ask her if she is Soushilla, turn to 307. + If you wish to ask her if she knows where Tipasa the Wanderer can be found, turn to 314. +
+
+ +
+ 398 + + +

The guard raises a hand to the back of his neck and removes the tiny dart, but before he realizes what has happened, he keels over unconscious, spread-eagled on the landing platform.

+

You can hear the clatter of running feet echoing across the palace roof: the Drakkarim have arrived. You must act quickly if you are to avoid them.

+ If you wish to search the body of the sleeping guard, turn to 207. + If you wish to ignore the guard and rush into the Itikar pen, turn to 224. +
+
+ +
+ 399 + + +

Banedon lowers his staff, the trace of a wry smile on his pain-racked face. Alas I was too slow to protect myself, Lone Wolf, he says, glancing at his arm. You kneel at his side and free the spear that pins him to the floor. The wound is serious; hastily you staunch the bleeding with strips of cloth torn from his dark blue robes. You recognize the robes, for they are the attire of a Journeymaster. It seems that young Banedon has achieved distinction among his brother magicians since last you met.

+

It appears that we are fated to meet in their company, he says, still watching the Kraan-riders anxiously. Help me to my feet, we must escape before they drag us from the sky.

+

You support the magician as he grasps the ship's helm&emdash;a radiant crystal sphere with hundreds of glowing facets set on a slim silver rod. No sooner has his hand closed around the crystal than there is a tremendous explosion.

+ Turn to 323. +
+
+ +
+ 400 + + +

You examine the floor where Darklord Haakon fell, but there are no signs of his body. The atmosphere is strangely calm and peaceful as if a great and evil shadow has been lifted.

+

You turn and walk to the throne where Haakon sat, waiting for you to appear. Beyond it lies a portal, an ancient inscription carved deep into the blood-red stone. Below the carving is set the impression of a human hand. Instinct and intuition guide your hand to the door; the carving fits around it like a glove.

+ + + Gary Chalk + Set on a pedestal, the book lies open, its secrets revealed to your eyes alone + + + + +

Silently the portal slides back to reveal your destiny&emdash;the Book of the Magnakai. Set on a pedestal, the book lies open, its secrets revealed to your eyes alone. As you lift the sacred book, the very air throbs with the vibration of the force locked within its sun-gold cover. With a pounding heart you close the book and hurry from the chamber.

+

By the time you reach the foothills of the Koneshi, Banedon has successfully completed his mission; he and Tipasa are waiting for you. As they see you appear, clutching the Book of the Magnakai, they can barely contain their excitement.

+

This night of triumph, says Banedon, jubilantly, will herald a new dawn of hope for Sommerlund. The Kai are reborn.

+

The quest is now over. You have found the Book of the Magnakai and freed Magnamund from the shadow of Darklord Haakon. But for you, Kai Master Lone Wolf, the story has only just begun.

+

Your destiny lies long the path of the Grand Masters. To learn their secrets and attempt the first exciting quest of the Magnakai, begin your journey with Book 6 of the Lone Wolf series entitled:

+

The Kingdoms of Terror

+
+
+ +
+
+ +
+ The Empire of Vassagonia + + + + + Gary Chalk + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(The Story So Far&ellips;) Replaced mid-winter with midwinter, king's with King's, and all occurrences of king with King.

+

(The Game Rules) Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied and on the last page of this book. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points.

+

(Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Replaced all occurences of discipline(s) with Discipline(s). Set the Weapons list in initial capital letters instead of all capitals.

+

(Equipment) Removed (see the front of this book). Capitalized the items in the list rather than setting them in all capitals. Replaced both occurrences of Safe Keeping with safekeeping.

+

(Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

+

(Levels of Kai Training) Replaced LONE WOLF with Lone Wolf.

+

(Kai Wisdom) Replaced both occurrences of LONE WOLF with Lone Wolf.

+

(1) Replaced you must&emdash; with you must&ellips;.

+

(2) Replaced fades; and with fades, and, diseases, or with diseases or, and entered, and with entered and.

+

(5) Replaced half-way with half-way.

+

(7) Replaced bowstring and with bowstring, and, range and with range, and, and surrounded and with surrounded, and.

+

(8) Replaced efforts and with efforts, and.

+

(10) Replaced wire and with wire, and.

+

(13) Replaced appalling, and with appalling; and.

+

(17) Replaced subside but with subside, but. Moved the Sixth Sense choice into the first position.

+

(19) Replaced suspiciously, but with suspiciously but.

+

(20) Replaced reins, and with reins and.

+

(24) Replaced market-place with marketplace.

+

(25) Replaced free but with free, but.

+

(27) Replaced oil with Oil.

+

(29) Replaced joint and with joint, and, water, and with water and, and bar and with bar, and.

+

(30) Replaced wall, and with wall and, action, when with action when (awkward), and narrow and with narrow, and. Moved the Guardian choice into the first position.

+

(32) Replaced prayer and with prayer, and and end and with end, and.

+

(33) Replaced corroded but with corroded, but.

+

(35) Replaced disgusting and with disgusting, and, six, silver-handled with six silver-handled, and tunic, and with tunic and.

+

(38) Replaced Half-way with Halfway.

+

(40) Replaced retch, and with retch and and tunnel and with tunnel, and.

+

(44) Replaced leatherbound with leather-bound.

+

(49) Replaced climb; and with climb, and, and troops you with troops, you (awkward).

+

(51) Replaced pain but with pain, but.

+

(56) Replaced shot and with shot, and.

+

(57) Replaced unlocked and with unlocked, and.

+

(61) Replaced open and with open, and.

+

(66) Replaced guard, and with guard and.

+

(67) Replaced deep dark with deep, dark.

+

(69) Replaced crisscrossed with criss-crossed, free, and with free and, and greedily, and with greedily and.

+

(73) Replaced something and with something, and.

+

(79) Moved the Camouflage/Hunting choice into the first position.

+

(82) Replaced courage but with courage, but.

+

(86) Replaced settling; and with settling, and.

+

(87) Replaced Zakhans, and with Zakhans and.

+

(88) Replaced overturned and with overturned, and.

+

(89) Replaced equipment, and with equipment and.

+

(90) Replaced advice, and with advice and.

+

(90) Replaced water keeping with water, keeping.

+

(93) Replaced parched and with parched, and.

+

(95) Replaced swim but with swim, but.

+

(96) Replaced rib-cage with rib cage.

+

(97) Replaced booby-trapped but with booby-trapped, but.

+

(100) Replaced semi-darkness and with semi-darkness, and and leatherbound with leather-bound.

+

(101) Replaced Potion Alether with Potion of Alether.

+

(103) Replaced body, and with body and.

+

(106) Replaced combat, and with combat and.

+

(107) Replaced guard's with guards'.

+

(109) Replaced market-place with marketplace.

+

(110) Replaced strike and with strike, and.

+

(111) Moved the Tracking choice into the first position.

+

(112) Moved the Animal Kinship choice into the first position.

+

(113) Moved the Healing choice into the first position.

+

(114) Replaced sensitive and with sensitive, and and corroded and with corroded, and.

+

(117) Replaced houses all with houses, all and first floor with first-floor.

+

(118) Replaced swell and with swell, and.

+

(123) Replaced &thinspace;' Break with &thinspace;'Break.

+

(124) Replaced hall and with hall, and.

+

(125) Replaced slippery and with slippery, and.

+

(126) Moved the Camouflage/Hunting choice into the first position.

+

(128) Moved the Rope choice into the first position.

+

(129) Replaced reenter with re-enter and market-place with marketplace.

+

(130) Replaced view and with view, and.

+

(131) Replaced may, or with may or.

+

(132) Replaced corridor, and with corridor and.

+

(132) Replaced distance and with distance, and.

+

(137) Replaced strange luxuriant purple with strange, luxuriant, purple. Moved the Tracking/Sixth Sense choice into the first position.

+

(137) Replaced grass, and with grass and.

+

(138) Replaced door and with door, and.

+

(139) Replaced skin, that with skin that.

+

(140) Replaced leatherbound with leather-bound.

+

(142) Replaced strange jelly-like with strange, jelly-like and sides and with sides, and.

+

(143) Replaced chain-reaction with chain reaction.

+

(145) Replaced away and with away, and.

+

(148) Replaced shut and with shut, and.

+

(151) Replaced place and with place, and.

+

(152) Replaced stone, and with stone and, pass; but with pass, but, and sunset and with sunset, and.

+

(153) Replaced water! There he is. with water: There he is!. Moved the Tracking choice into the first position.

+

(158) Replaced gallery and with gallery, and.

+

(159) Replaced entrance, but with entrance but and combat, and with combat and.

+

(160) Replaced construction, and with construction and and Palace, that with Palace that.

+

(162) Replaced lungs; and with lungs, and and horrors for with horrors, for.

+

(163) Replaced you, and with you and. Moved the Sixth Sense choice into the first position.

+

(167) Replaced door, and with door and.

+

(168) Replaced sommersaults with somersaults.

+

(175) Replaced Maouk who with Maouk, who and shadows, a dart with shadows&emdash;a dart.

+

(178) Replaced half-way with half-way.

+

(183) Replaced legs tearing with legs, tearing.

+

(187) Replaced long curved with long, curved and claws, its with claws&emdash;its.

+

(189) Replaced falls, but with falls but and indifference, and with indifference and.

+

(195) Replaced bodies and with bodies, and and chest as with chest are as.

+

(198) Replaced 7-9 with 7-12.

+

(200) Replaced gold, but with gold but.

+

(202) Replaced gold, and with gold and and street, and with street and. Replaced all occurences of market-place with marketplace

+

(203) Replaced Vordak but with Vordak, but and blood, and with blood and.

+

(204) Replaced strength, and with strength and.

+

(206) Replaced furnished and with furnished, and, little there is either with little is there is either and leatherbound with leather-bound.

+

(207) Replaced Crowns, and with Crowns and.

+

(208) Replaced yellow and with yellow, and.

+

(209) Replaced Drakkarim, and with Drakkarim and.

+

(211) Replaced wine, and with wine and.

+

(216) Replaced town, and with town and.

+

(217) Replaced ring, and with ring and.

+

(218) Replaced tongues and with tongues, and.

+

(224) Replaced razor sharp with razor-sharp.

+

(226) Replaced you, by with you by.

+

(232) Replaced eyes and with eyes, and, knees and with knees, and and move but with move, but.

+

(233) Replaced lit but with lit, but.

+

(234) Moved the Tracking choice into the first position.

+

(235) Replaced explore, and with explore and and face and with face, and.

+

(236) Deleted the second sentence When you strike, the guard is still on his knees, picking up his scattered gold. (See the erratum for section 295.)

+

(237) Replaced smells, and after with smells and, after. Replaced Jala with jala.

+

(238) Replaced crack and with crack, and and hand, and with hand and.

+

(240) Replaced one but, once with one, but once.

+

(241) Moved the Sixth Sense choice into the first position.

+

(244) Replaced high, and with high and and pain and with pain, and.

+

(246) Moved the Tracking choice into the first position.

+

(247) Replaced sky but with sky, but and Main but with Main, but.

+

(248) Replaced small beady with small, beady.

+

(250) Replaced blood and with blood, and.

+

(253) Replaced subsides; but with subsides, but.

+

(254) Replaced battle-jerkins, pull with battle-jerkins pull and gratitude for with gratitude, for.

+

(258) Replaced noise, and with noise and, death blow with death-blow, and terror but with terror, but.

+

(269) Replaced both occurrences of drawbolt with bolt.

+

(271) Replaced below, but with below but, blood, and with blood and and stiffen and with stiffen, and.

+

(274) Replaced market place with marketplace.

+

(275) Replaced forward and with forward, and.

+

(277) Replaced drawbolt with bolt.

+

(280) Replaced face sending with face, sending.

+

(282) Replaced However for with However, for.

+

(285) Replaced hand, and with hand and and muzzle-first with muzzle first.

+

(289) Replaced surface and with surface, and and gutteral with guttural.

+

(295) Added the sentences, When you strike, the guard is still on his knees, picking up his scattered gold. Your attack is silent and deadly. These are copied from 236. Turn to 236 is now replaced with If you wish to search the guard's body, turn to 207. If you decide to ignore the body, hurry into the Itikar's pen and turn to 224. This retains the text for the Mind Over Matter option, while fixing the out-of-place wording if you never untied the guard's money pouch. (See also the errata for sections 236, 357, and 389.) Perhaps Joe Dever originally intended for there to be a Random Number pick even when you used Mind Over Matter and then made Mind Over Matter an automatic victory against the sentry but he seems to have forgotten to change the wording for the Random Number pick.

+

(296) Replaced Zakhan, others with Zakhan. Others.

+

(297) Replaced alive, and with alive and.

+

(298) Replaced lit but with lit, but.

+

(300) Replaced boomsails with boom-sails and bo'sun with Bo'sun.

+

(302) Replaced strong, that with strong that.

+

(303) Replaced behind, and with behind and.

+

(304) Replaced out but with out, but and battle cry with battle-cry.

+

(305) Replaced half-way with half-way.

+

(306) Replaced obey, and with obey and.

+

(312) Replaced boomsail with boom-sail.

+

(316) Replaced surprise, their weapons with surprise; their weapons.

+

(320) Replaced blood but with blood, but and back-breaking with backbreaking.

+

(329) Replaced Drakkarim but with Drakkarim, but.

+

(328) Replaced market-place with marketplace.

+

(330) Replaced combat and with combat, and.

+

(331) Removed at the front of this book.

+

(332) Replaced half-way with half-way.

+

(333) Replaced flash and with flash, and and blood-stained with bloodstained.

+

(335) Replaced death blow with death-blow. Moved the Sixth Sense choice into the first position.

+

(336) Replaced craft, is with craft is and forward and with forward, and.

+

(337) Moved the Sixth Sense choice into the first position.

+

(342) Replaced half-way with half-way and Jala with jala.

+

(343) Replaced behind you but with behind you, but.

+

(344) Replaced yellow and with yellow, and and herb, and with herb and.

+

(345) Replaced hand, and with hand and.

+

(347) Replaced below but with below, but.

+

(351) Replaced semi-circle with semicircle.

+

(352) Replaced place, and with place and.

+

(353) Replaced Cryptspawn with Crypt Spawn and fire but with fire, but.

+

(354) Replaced deck but with deck, but.

+

(357) Deleted the words forgets about his scattered gold and from the third sentence. (See the erratum for section 295.) Replaced combat, and with combat and.

+

(361) Replaced boomsail with boom-sail.

+

(362) Replaced both occurrences of Jala with jala.

+

(366) Replaced drawbolt with bolt and death blow with death-blow.

+

(370) Replaced stranger, and with stranger and.

+

(372) Replaced drawbolt with bolt.

+

(374) Replaced happening, you with happening; you.

+

(375) Replaced blow, and with blow and.

+

(380) Replaced helm but with helm, but and bo'sun with Bo'sun.

+

(382) Replaced the choice at the end of this section to match those in Section 288.

+

(385) Replaced seering with searing.

+

(389) Deleted the words forgets about his gold and from the second sentence. (See the erratum for section 295.) Replaced pen, combat with pen; combat and combat, and with combat and.

+

(386) Moved the Tracking choice into the first position.

+

(390) Replaced flame, is with flame is.

+

(392) Replaced the last choice to read 7 or above instead of above 7 in order to avoid the ambiguous situation of having picked 7.

+

(394) Replaced madman, as with madman as.

+

(395) Replaced it, and with it and.

+

(396) Moved the Sixth Sense choice into the first position.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+ +
+
+ +
+ Footnotes + + +

(4) If the fight lasts longer than 4 rounds, you must still win before turning to Section 180.

+

(10) Make sure you note your possessions elsewhere in case you should find them later.

+

(20) It may be reasonable to restore half the ENDURANCE points that you lose in this combat if you win (note what happens if you lose).

+

(31) Note that you do not need any of your own Torches to use the Tinderbox in this case.

+

(35) The Jewelled Mace is a weapon-like Special Item.

+

(56) You may record the Jakan on your Action Chart as a Weapon. Although it may not use it currently, it may be of use to you in the future.

+

(58) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. If you choose the wrong section, then turn to Section 156 as indicated above. You do not get a second guess.

+

(67) This section is the correct answer for the Cloeasian combination lock from Section 58

+

(69) Erase from your Action Chart all Weapons, Special Items, Gold Crowns, and your Backpack but note them elsewhere in case you should find them later.

+

(91) If the fight lasts longer than 4 rounds, you must still win before turning to Section 180.

+

(135) It may be reasonable to restore half the ENDURANCE points you lose if you win the combat (note what happens if you lose).

+

(154) Though you may purchase any of the above, it is likely that you are limited to one of each potion.

+

(168) If the fight lasts longer than 3 rounds, you must still win before turning to Section 46.

+

(176) Erase from your Action Chart all Weapons, Special Items, Gold Crowns, and your Backpack but note them elsewhere, in case you should find them later.

+

(221) Turn to Section 336 if you have ever received the Crystal Star Pendant, regardless of whether or not you possess it now.

+

(239) You may only use Graveweed in its Tincture form, in this case (you may not use a concentrated potion if you have one).

+

(288) Turn to Section 399 if you have ever received the Crystal Star Pendant, regardless of whether or not you possess it now.

+

(320) Since you are in the middle of a wasteland, you may not use Hunting to get out of the Meal requirement here.

+

(331) To solve this puzzle you will need to use the Map of the Empire of Vassagonia with the code instructions in mind before coming back to this section. The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. If you do not see this footnote at the bottom, you have chosen the wrong section. Come back to this section, reconsider the code and make your selection again, repeating the process until you turn to the correct section. There is no alternate way to proceed through the adventure.

+

(350) Erase the Sommerswerd from your Action Chart. You may restore it to your inventory once the adventure is over.

+

(373) This section is the correct answer to the code in Section 331.

+

(382) Turn to Section 399 if you have ever received the Crystal Star Pendant, regardless of whether or not you possess it now.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + +

Only the first occurrence of each secondary illustration is cited.

+ + +
+
+ +
+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

+

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ 1. Definitions + + + +
+ 1.0 + + +

License shall hereafter refer to this document.

+
+
+ +
+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.3 + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

+
+
+ +
+ 1.4 + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

+ +
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • Rune War; Illustrations Copyright 1995 Brian Williams.
  • +
  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
  • +
  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
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diff --git a/xml/06tkot.xml b/xml/06tkot.xml new file mode 100755 index 0000000..60f792f --- /dev/null +++ b/xml/06tkot.xml @@ -0,0 +1,6468 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + The Kingdoms of Terror + Joe Dever and Gary Chalk + Joe Dever
Illustrated by Gary Chalk
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

+

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

+

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

+

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

+
+ Project Aon + 200313 + +

You are Kai Master Lone Wolf&emdash;last of the Kai Lords of Sommerlund, sole survivor of a massacre by the Darklords of Helgedad. You discovered the lost Sommlending treasure, The Book of the Magnakai, containing the wisdom and Disciplines of the Kai lords recorded in the time of Sun Eagle, the first Kai Grand Master. With Magnakai Disciplines, you have sworn to restore the Kai to their former glory and so ensure the security of your land against the Darklords.

+

And so, guided by the words of your ancient mentor, Sun Eagle, and with the shadow of the Darklords ever present, you set out on the quest for the Lorestone of Varetta, unaware of the wonders and the horrors that await you in the Stornlands.

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1985 Joe Dever.
Illustrations copyright © 1985 Gary Chalk.
+ +

Text copyright © 1985 Joe Dever.
Illustrations copyright © 1985 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + +
+ + Dedication + + + + + +

To Philippa and Alison

+
+
+ +
+ + Acknowledgements + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; + Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+
+ + Credits + + + +
+
Transcription
+
Kevin Garrett
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
+
XML
+
Jonathan Blake
Thomas Wolmer
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
Proofreading
+
Simon Osborne (sections 1&endash;35 and 281&endash;350)
Matthew Reynolds (front matter, sections 71&endash;280)
Tony Wrigley (36&endash;70)
+
Editing
+
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Matthew Reynolds
Thomas Wolmer
+
Coordination
+
Jonathan Blake
+
+
+
+
+
+ +
+ + The Story So Far&ellips; + + + + + +

You are Kai Master Lone Wolf&emdash;last of the Kai Lords of Sommerlund and the sole survivor of a massacre that destroyed your warrior kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.

+

Three years have passed since your triumph over the Darklord Haakon at the Tomb of the Majhan, and for the northern realm of Sommerlund, these have been three years of peace and prosperity. Since Haakon's defeat, the power of the Darklords has waned. Rumours abound that a civil war rages in Helgedad, as the lesser Darklords fight for power and dominion over the city. However, it is a widely held belief in Sommerlund that your discovery of the lost Sommlending treasure, The Book of the Magnakai, is the real reason for their power struggle.

+

The Book of the Magnakai is legendary in Sommerlund. With the wisdom of the Magnakai, Sun Eagle, the first Kai Grand Master, instilled the disciplines into the warriors of Sommerlund that were to protect your land from devastation at the hands of the Darklords. The Book of the Magnakai was lost hundreds of years ago, but its wisdom was kept alive, handed down through generations of Kai so that they too could share the strength to resist their eternal enemies.

+

When you discovered The Book of the Magnakai, you gave a solemn pledge to restore the Kai to their former glory and so ensure the security of your land in the years to come. You returned to your homeland and, in the seclusion of your monastery in the hills, set about the study of the Magnakai Disciplines. It was an exacting task&emdash;a trial of physical strength and mental fortitude. The seasons came and went, but you were unaware of the passage of time, lost in your quest for the knowledge and the skills of your warrior kin. Three years of determined study pass, revealing the secrets of three of the Magnakai Disciplines. However, the others cannot be learnt by study alone, and in order to fulfil your pledge to restore the Kai, you must complete the quest first made by Sun Eagle over a thousand years ago. When he had finally completed his quest, he recorded all his experiences in The Book of the Magnakai, but the script has faded with the passing years and now few words remain to guide you.

+

Seek and find the Lorestone of Varetta, for this alone holds the power and the wisdom&ellips; are the few words you can still decipher of the Grand Master's chronicle.

+

Although the verse is brief you are not without hope, for you recognize the name Varetta. It is one of the oldest cities of Magnamund, lying in the Stornlands beyond the Maakengorge, far to the south of Sommerlund. You realize that you must set out upon the quest without delay, for the war in Helgedad will not last indefinitely, and the Darklords swore long ago to conquer your country and destroy your people. As soon as their civil strife is resolved, the victorious lords of evil will turn on Sommerlund and summon the creatures of the Dark Realm to thwart your quest. You must therefore act quickly and with secrecy, for your life and the future of Sommerlund depends on your success.

+

And so, guided by the words of your ancient mentor and with the shadow of the Darklords ever present, you set out on the quest for the Lorestone of Varetta, unaware of the wonders and the horrors that await you in the Stornlands.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, Books 1&endash;5, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 6. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+
+ + Weaponmastery + + + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Gary Chalk + + + + +
    +
  • Dagger
  • +
  • Spear
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Axe
  • +
  • Sword
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
+
+
+

The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.

+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list. You cannot carry more than two weapons.

+
+
+ +
+ + Animal Control + + + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ + Curing + + + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ + Invisibility + + + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ + Huntmastery + + + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ + Pathsmanship + + + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ + Psi-surge + + + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ + Psi-screen + + + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ + Nexus + + + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ + Divination + + + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+

If you successfully complete the mission as set in Book 6 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 7. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called Castle Death.

+
+
+ +
+ + Equipment + + + + + +

Before leaving Sommerlund on your quest for the Lorestone of Varetta, you equip yourself with a map of the Stornlands and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart. If you have successfully completed books 1&endash;5 of the Lone Wolf adventures in the earlier series, you may add this sum to the total of any Crowns you already possess. You can only carry a maximum of fifty Crowns, but any over this number can be left in safekeeping at your Kai monastery.

+

You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember you can only carry two weapons and eight Backpack Items, maximum.

+
    +
  • Sword (Weapons)

  • +
  • +

    Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Gary Chalk + + + + +
  • +
  • Warhammer (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Gary Chalk + + + + +
  • +
  • +

    4 Special Rations (Meals) Each of these counts as one Meal, and each takes up one space in your Backpack.

    + + + Gary Chalk + + + + +
  • +
  • Quarterstaff (Weapons)

  • +
  • +

    Padded Leather Waistcoat (Special Item) This adds 2 ENDURANCE points to your total.

    + + + Gary Chalk + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Gary Chalk + + + + +
  • +
  • Dagger (Weapons)

  • +
  • Tinderbox (Backpack Items)

  • +
  • Axe (Weapons)

  • +
+

List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+
+ + How to Carry Equipment + + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+
    +
  • Sword&emdash;carried in the hand.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Warhammer&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Special Rations&emdash;carried in the Backpack.
  • +
  • Quarterstaff&emdash;carried in the hand.
  • +
  • Padded Leather Waistcoat&emdash;worn on the body.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
  • Tinderbox&emdash;carried in the Backpack.
  • +
  • Axe&emdash;carried in the hand.
  • +
+
+
+ +
+ + How Much Can You Carry? + + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+
+
+ +
+ + How to Use Your Equipment + + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+
Gold Crowns
+

The currency of Sommerlund and the Stornlands is the Crown, which is a small gold coin. Whenever you kill an enemy and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch. (Remember the pouch can carry a maximum of fifty Gold Crowns.)

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+
+ + Evasion of Combat + + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+
+ + Lore-circle Bonuses + + + +
+
Circle of Fire
+
+1 CS +2 EP +
+
Circle of Light
+
0 CS +3 EP +
+
Circle of Solaris
+
+1 CS +3 EP +
+
Circle of the Spirit
+
+3 CS +3 EP +
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that each of your skills will steadily improve. For example, if you possess the Discipline of Divination when you reach the Magnakai rank of Scion-kai, you will be able to Spirit Walk and leave your body in a state of suspended animation as you explore your immediate surroundings unhindered by physical limitations.

+

The nature of these additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.

+
+
+
+
+ +
+ + Magnakai Wisdom + + + + + +

Your quest for the Lorestone of Varetta will be fraught with danger, for the lands that border upon the River Storn are wild and turbulent nations, constantly warring with one another. Use the map to help you during your adventure and make notes as you progress through the story, for they will be of great help in this and future adventures.

+

Many things that you find will help you during your adventure. Some Special Items will be of use in future Lone Wolf adventures, and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

Choose your three Magnakai Disciplines with care, for a wise choice can enable any player to complete the quest no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

May the spirit of Sun Eagle guide you on the path of the Magnakai.

+

Good Luck!

+
+
+ +
+ + Numbered Sections + + + +
+ + 1 + + + +

The courtyard of the Kai monastery is strangely silent the morning you begin the quest. A blanket of frost sparkles on the battlements and the air is crisp and clear as you guide your horse down the steep hill track that disappears into the Fryelund forest. It is only a little later when you look back to see the tall grey towers of your stronghold silhouetted against the sky. You bid a silent farewell before entering the densely packed trees. You do not look back again.

+

The long ride south is not without incident. On Raider's Road, the highway between the capital and the province of Ruanon, you are confronted by a ragged outlaw band. They demand gold but instead receive a harsh lesson in the powers of a Kai Master. You fight them and they flee in confusion, leaving three of their number dead on the highway. After this encounter, you are given a wide berth by all the other unsavoury characters of this bleak and desolate region.

+

In Ruanon, you are greeted with a hero's welcome by the lord of the land, Baron Vanalund. He and his people will never forget the debt they owe you, for it was your courage that once saved them from destruction at the hands of an evil renegade warlord. You are made so welcome by the Ruanese that your quest is in danger of being forgotten in the endless round of banquets and celebrations held in your honour. However, you cannot neglect your duty, and the time soon comes for you to leave the mining town and venture south once more.

+

Long ago, the highway from Ruanon to Quarlen was torn in two by a terrible earthquake that scarred the land for hundreds of miles. This deep crevasse became known as the Maakengorge&emdash;the chasm of doom&emdash;for its fathomless depths are cursed with a dreadful legacy. It was here, during the Age of the Black Moon, that King Ulnar killed the mightiest of the Darklords&emdash;Lord Vashna, whose body, along with the bodies of all his followers, was cast down into its bottomless reach. The legends say that his death-cry will echo through the gorge until he rises again to wreak his vengeance on Sommerlund and the House of Ulnar.

+

You are eager to avoid the chasm of doom and the long detour to the free city-state of Casiorn is a far better prospect than a visit to the ghost-city of Maaken. Gradually, the fertile plain of southern Ruanon gives way to the sparse vegetation on the borders of the Dry Main. There, like a jewel rising out of the desert, lies the city-state of Casiorn. Your stay in the City of Merchants is a brief but profitable one; a piece of luck helped by your Kai skills gives a profitable win at the gambling house of the Silver Sage. With the gold you win you replenish your supplies and purchase a fresh mount for your ride to Quarlen.

+ + + Gary Chalk + + + + +

A week later, you arrive safely at the outskirts of Quarlen and, in the evening twilight, find yourself gazing upon the fortified wall that surrounds this river town. To reach Varetta you must cross the river&emdash;and only here, at Quarlen, is there a bridge that spans the fast-flowing waters of the Quarl. The highway divides as it approaches the town wall, for there are two gates that provide access to its east side.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 308. + If you wish to approach the north gate, turn to 137. + If you wish to approach the south gate, turn to 225. +
+
+ +
+ + 2 + + + + +

Remember that you are looking at individual jars and are thus limited to one of each potion (if you can afford to buy and have space to carry them).

+
+
+ + +

Several of the smaller stoppered glass jars contain potions that could be of use to you on your quest. As you peer along the shelves you look carefully at their labels:

+
    +
  • Potion of Laumspur (restores 4 ENDURANCE points per dose)&emdash;5 Gold Crowns
  • +
  • Potion of Gallowbrush (induces sleep for 1&endash;2 hours per dose)&emdash;2 Gold Crowns
  • +
  • Rendalim's Elixir (restores 6 ENDURANCE points per dose)&emdash;7 Gold Crowns
  • +
  • Potion of Alether (increases COMBAT SKILL by 2 for the duration of one combat)&emdash;4 Gold Crowns
  • +
  • Graveweed Concentrate (causes death if swallowed)&emdash;4 Gold Crowns
  • +
+

You may purchase any of the above potions, all of which are Backpack Items.

+ If you wish to look at some of the other shops in this street, turn to 152. + If you decide to wait for the captain to be served, turn to 231. +
+
+ +
+ + 3 + + + +

At the top of the hill the track comes to an abrupt end at a tall circle of stones. A bundle of firewood is stacked in the centre of the circle and a Torch, wrapped in oilcloth, lies nearby. You recognize this as a signal beacon, for they are very common in Sommerlund, especially along the border with the Durncrag mountains. If you wish you may take the Torch before heading back along the track.

+ Turn to 330. +
+
+ +
+ + 4 + + + +

As you move the strands aside they suddenly begin to writhe and twist like a seething mass of snakes, coiling round your weapon and turning it back towards your hand. You release your grip and fall back in horror as your weapon is consumed in their corrosive grasp.

+

You turn and run back towards the junction, your stomach churning as you realize how close you came to a grisly death. Erase your lost weapon from your Action Chart before choosing which channel to take.

+ If you wish to go straight ahead, turn to 339. + If you wish to take the channel to your left, turn to 269. + +
+ +
+ + 5 + + + +

A shrill cockcrow heralds the break of day. By the time you have dressed and gathered together your equipment, Cyrilus is waiting for you in the courtyard below.

+

A glorious day, he says cheerfully, pointing up at the cloudless sky with his slender oaken staff. We'll have no difficulty reaching the Halfway Inn by nightfall.

+

You bid farewell to the innkeeper and his son and urge your horses out on to the narrow street that leads to the west gatehouse. By mid-morning you are riding across gentle hills crested with yellow-leaved trees. The hilltops are shrouded with mist, but occasional rays of sunshine break through to lighten the lush green fields below. Time passes swiftly as Cyrilus recounts the histories and legends of the area. You learn that the rich and fertile kingdoms bordering the River Storn have a wild and turbulent past, swept by wars, divided by empires, split by national rivalries and the ambitions of petty princes who prey upon one another and the rest of the populace. Lyris is embroiled in war with Magador, Delden with Salony and Salony with Slovia. Battles are fought, lives are lost and the land is pillaged with grim regularity&emdash;only the mercenaries and the crows seem to prosper from the continual conflicts.

+ + + Gary Chalk + + + + +

It is mid-afternoon when you catch sight of a small village on the road ahead. There are many wagons parked at the side of the highway, and a crowd has gathered in a field nearby. As you ride past, you notice a large placard nailed to one of the wagons:

+ ARCHERY TOURNAMENT
ENTRANCE FEE: 2 GOLD CROWNS
FIRST PRIZE: THE SILVER BOW OF DUADON
+ If you wish to enter the tournament, turn to 141. + If you do not wish to or cannot afford to enter, continue on your way and turn to 210. +
+
+ +
+ + 6 + + + +

Calm yourselves, my brothers. It is he&emdash;it is the Kai Lord.

+

Slowly, as the startled old men regain their composure, their shocked expressions change to ones of awe and reverence.

+

I am Gwynian, says their leader. We have been expecting your arrival. He points to the charts that cover the table and to a massive telescope that is fixed to a platform in the domed ceiling.

+

The stars divine the shape of things to come&emdash;they are our advisors. We know of your quest for the Lorestone. We know that it is the true quest and we pledge our help, but there are many of our brethren who fear its power. They choose to ignore the wisdom of the stars and they have pledged themselves to a foolish and dangerous vow to keep hidden the location of the Lorestone and to kill all who seek it, for fear they would use it for their own ends.

+ + + Gary Chalk + + + + +

Suddenly, his words are cut short by the beating of fists against the observatory door: your horse has been discovered.

+

Give him to us! shouts a chorus of angry voices.

+

Quickly, we must leave, says Gwynian, and he ushers you into a smaller room. A hidden catch is pulled, and a secret panel opens to reveal a passage. As you follow the sage and his companions into the darkness, you hear the door to the observatory splinter and break.

+ Turn to 158. +
+
+ +
+ + 7 + + + +

You sense tension and imminent danger all around you. The quiet serenity of this little hamlet is deceptive&emdash;beneath it is hidden a deadly threat to your safety. Instinctively, you unsheathe your weapon and prepare to defend yourself in case of a sudden ambush.

+ Turn to 258. +
+
+ +
+ + 8 + + + +

Chanda gasps and shudders as your final blow robs him of all his strength. He tries to curse you, but the words stick in his throat. As he fights to speak he stumbles and falls dead at your feet.

+

You turn him over with the toe of your boot and make a quick but thorough search of his body. You discover a pouch containing 10 Gold Crowns, a Potion of Laumspur (enough to restore 3 ENDURANCE points) and a Map of Varetta. Mark this as a Special Item on your Action Chart. You may take any of these items if you wish and leave this eerie shop.

+ Turn to 16. +
+
+ +
+ + 9 + + + +

The guards exchange glances and nod their heads in agreement. Ten Gold Crowns will make you a welcome guest in our town, stranger, whispers the shorter of the two men, holding out his gauntleted hand in expectation.

+ If you wish to pay the bribe, turn to 332. + If you do not wish to pay so large a sum and wish to try to ride past them, turn to 261. + If you wish to refuse politely their offer and attempt to enter the town by the north gate, turn to 137. +
+
+ +
+ + 10 + + + +

A jovial man, with long strands of hair hanging down from the point of his chin, lies in a hammock suspended at the end of the gangplank. One eye pops open as you walk on to the deck and, as quick as a flash, he jumps down and produces a fistful of tickets from his breast pocket.

+

Welcome aboard the Kazonara, he says excitedly, the best river boat that ever sailed the Storn. You glance back at the board and note the prices: 10 Gold Crowns to Luyen, 15 to Rhem and 20 to Eula.

+

We leave at midnight, sir, so's you best be a'boarding your horse in the hold without delay. Once you have decided which Ticket you wish to buy, pay the man and erase the Gold Crowns from your Action Chart. Mark the Ticket as a Special Item that you keep in your pocket.

+ Turn to 82. +
+
+ +
+ + 11 + + + +

The town of Eula has been turned into a huge army encampment, its people having long since fled to the north, abandoning their homes and livestock to the gold-hungry soldiers. Soldiers from a dozen different nations rub shoulders with fighters of a less-than-human origin, united by their common greed. As you watch endless columns of soldiers marching towards the pall of black smoke rising in the south, your heart begins to sink. The city in which the Lorestone lies, Tekaro, is a city under siege, a city that can withstand the onslaught of ten thousand fighting men. As you ride across the soot-blackened fields towards the siege-works and entrenchments at the bank of the River Quarl, you curse the war that threatens to defeat your quest.

+ + + Gary Chalk + The town of Eula has been turned
into a huge army encampment
+ + + +
+ Turn to 280. +
+
+ +
+ + 12 + + + +

The arrow thuds into its right leg causing it to shriek and lose its footing. Your quick thinking has bought you enough time to unsheathe a hand weapon and attack the monster.

+ + Yawshath + 22 + 32 + +

Because the creature is now lying face down, do not deduct any ENDURANCE points you may lose in the first two rounds of combat.

+

You may evade combat at any time by escaping through the arch by which you entered the chapel.

+ If you wish to evade combat, turn to 305. + If you win the combat, turn to 112. +
+
+ +
+ + 13 + + + +

Expertly you move through the undergrowth without making a sound until you come to the edge of a small, rocky clearing. A group of ten hooded men stand in a circle around an altar stone. Their leader, a tall thin man wearing a hideous mask of green glass, spins a golden rod around the head of a gigantic toad-like creature spreadeagled on the altar. Lightning writhes like a sparking serpent around the creature's body, and as the chanting rises in pitch, the beast's body floats upwards, hovering in mid-air a few feet above the altar.

+

Suddenly, the leader shrieks with anger and turns in your direction. He has somehow detected your presence, and you feel his blazing fury. He points the golden rod towards you, and a charge of energy snakes through the air.

+ If you have a bow and wish to use it, turn to 56. + If you do not have a bow and wish to flee, turn to 182. + If you wish to draw your weapon and prepare for combat, turn to 295. +
+
+ +
+ + 14 + + + +

Suddenly, the riders appear and spread out in a semicircle to surround you. We have a debt to settle, Northlander, hisses Roark, his lips drawn back from his teeth in a contemptuous sneer. I demand payment in full!

+

Madness flashes in his glaring eyes as he removes an amulet from around his neck and holds it high in the air.

+

Come, come Tagazin, I summon thee. From the pit of eternal pain, I summon thee!

+

The skin on your arms and neck prickles with dread at the sound of Roark's terrible invocation, and you cast your eyes around you for an escape route. Only the churchyard offers a way past Roark and his men, but as you spur your horse through the stone gateway, you are suddenly frozen with terror by what you see before you.

+ Turn to 270. +
+
+ +
+ + 15 + + + +

The town watch gasp in unison, shocked by the seemingly effortless ease with which you have defeated their sergeant. They hesitate and step back, anxious to avoid your gaze and your displeasure. Touching your horse's flanks with your spurs, you move rapidly forward towards the wagons where a handful of fresh-faced guards scatter like frightened chickens. No one dares to challenge you as you manoeuvre your horse around them and canter along the winding alley ahead.

+ + + Gary Chalk + + + + + Turn to 332. +
+
+ +
+ + 16 + + + +

In the dim glow of a street lantern, you unfold the Map of Varetta and study the complicated network of roads and alleys. Mark this as a Special Item on your Action Chart. Brass Street is located on the far side of the city, close to the west wall. Suddenly, a bell tolls, its dull clang echoing among the rooftops and towers. It is the curfew: everyone must be off the streets within one hour. You will never reach the far side of the city in an hour, so you resolve to find a tavern for the night and resume your quest at dawn.

+ Turn to 135. +
+
+ +
+ + 17 + + + +

You walk to the bar and arrange a room for the night. There are many rooms, each of a different standard and price. A blackboard suspended from the ceiling shows the tariffs:

+
    +
  • DORMITORY&emdash;2 Gold Crowns a night
  • +
  • SINGLE ROOM (second class)&emdash;3 Gold Crowns a night
  • +
  • SINGLE ROOM (with hot bath)&emdash;5 Gold Crowns a night
  • +
+

You may choose to stay in any of the above rooms, but remember to erase the relevant number of Gold Crowns from your Action Chart before turning to your chosen number.

+ If you decide to stay in the dormitory, turn to 144. + If you decide to stay in the second-class single room, turn to 202. + If you decide to stay in the single room with a bath, turn to 251. +
+
+ +
+ + 18 + + + +

On a table in the centre of the tent lies a stack of bows that have been provided by the villagers. Most of them are in very poor condition but you manage to find three that are neither warped, split nor unstrung. One is a Vassagonian bow called a Jakan; another is a bone bow from Kalte; and the third is a Durenese hunting bow.

+ If you have the Magnakai Discipline of Huntmastery, turn to 205. + If you decide to take the Jakan, turn to 298. + If you decide to take the bone bow, turn to 214. + If you decide to take the Durenese hunting bow, turn to 60. +
+
+ +
+ + 19 + + + +

Luyen, the city of flowers and wine, greets you, its towers, timbered houses and fortified perimeter walls silhouetted against the sky. It lies in the shadow of the Ceners, at a dangerous bend where the fast-flowing Storn undercuts the sheer slopes of Mount Prindar.

+

The captain docks at the Luyen quay for provisions, and as his men busy themselves with a myriad of duties and tasks, you accompany him on a visit to the Luyen apothecary.

+

The entrance to this famed establishment is marked by a huge stone jar, creaking on its chains. The shop is vast, and full of things that stir your curiosity. Towers of containered liquids, mountains of coarse-grained powders and forests of roots and herbs crowd the bleached wooden shelves. The captain seeks medicines of strength and healing in readiness for the battle ahead, and the herbmaster's eyes widen with delight when he reads the captain's list&emdash;they are his most expensive preparations.

+ If you wish to examine some of the potions that line the shelves, turn to 2. + If you wish to take a look at some of the other shops in this street while the herbmaster prepares the captain's order, turn to 152. +
+
+ +
+ + 20 + + + +

Your ambush catches the enemy by surprise, making them panic and fly in all directions. At such close range your arrow pierces the chainmailed chest of the rider holding Cyrilus' horse and kills him instantly. As he tumbles to the ground, you break cover, exploding through the bushes and scooping the reins from the dead man's horse. Angry shouts echo in your wake as you take off along the highway with the wizard and his horse by your side.

+ Turn to 188. +
+
+ +
+ + 21 + + + +

At the end of a cool grey marble corridor, you find yourself at the library door. The brown-robed men you saw earlier when you entered the courtyard have all vanished: the hall is now deserted and as quiet as the grave.

+

The library, too, is empty, save for the thousands of books that line the stone shelves. On the far side of the room there is another door&emdash;the only other exit from the library.

+ If you wish to examine some of the books, turn to 302. + If you wish to enter the other door, turn to 127. +
+
+ +
+ + 22 + + + +

The gleaming pike heads are barely inches from your chest when you unsheathe your weapon and smash them aside. Your blow shatters their shafts and the guards reel back, wide-eyed and slack-jawed with shock. Seizing your advantage, you spur your horse once more and gallop towards the welcoming shadows of the street ahead. As the outraged cries of the gatehouse guard fade away, you find yourself at a fork in the road. Shadows are lengthening as night draws its cloak around the border town, and you are anxious to find safe lodging for yourself and your horse.

+ If you have the Magnakai Discipline of Divination, turn to 41. + If you wish to take the left fork, turn to 151. + If you wish to take the right fork, turn to 289. +
+
+ +
+ + 23 + + + +

Your arrow whistles past his shoulder and buries itself in another man's leg as he tries to jump from the ship's rail. If you have another weapon you must unsheathe it, for the pirate is still advancing.

+ Turn to 92. +
+
+ +
+ + 24 + + + +

The chapel has lain derelict for many years, exposed to the elements. Very little has survived. In one corner you discover a gaping hole that opens on to another room below. Its floor is covered with large, shiny black puddles, and the overpowering stench of mould and decay is carried upwards by a howling draught. A rat sits on the remains of a corpse, staring up at you in surprise, the dull green light of the chapel reflecting in its peppercorn eyes. As you become accustomed to the gloom, you realize that this room is, in fact, full of corpses: the unfortunate victims of the Yawshath. Then your gaze is drawn to a gleaming bronze warhammer that lies across the chest of a corpse. Everything below is covered in mould except for this weapon which still shines as if it were brand new.

+ If you have the Magnakai Discipline of Nexus, turn to 276. + If you have a rope, you can attempt to retrieve the warhammer by turning to 101. + If you would rather ignore the weapon and return to Cyrilus, turn to 338. +
+
+ +
+ + 25 + + + +

Beyond the doorway, a flight of narrow stone steps leads to a small room. Books line two of the walls from floor to ceiling, and another wall is filled with racks of scrolls, hand-bells, and parchments bound round with ribbons of green silk. Then, in the remaining wall, a door opens and a tiny creature with unblinking crimson eyes bids you welcome. Instantly you recognize the stunted features of a Kloon.

+

Good evening, sir, it says in a strong voice that belies its small, squat body. Welcome to our guild-house. How may we be of service?

+ If you wish to ask the Kloon for directions to Brass Street, turn to 165. + If you wish to ask it about the Lorestone of Varetta, turn to 262. + If you do not wish to question the creature, you may leave the guild-house and turn to 105. +
+
+ +
+ + 26 + + + + +

For this Combat, you may not gain bonuses from a Shield or any weapon other than a Bow. In this case, Weaponmastery with Bow grants you the 3 COMBAT SKILL bonus points that Weaponmastery with melee weapons normally grants, rather than adding 3 to each Random Number pick (which would not work for the Combat Results Table). Other restrictions may apply, depending on your interpretation of the rules.

+
+ +

If you are using the Jakan and pick a 0 from the Random Number Table at any time, turn immediately to 335.

+
+
+ + +

Your score qualifies you for a place in the final, for only one other archer has scored more than eight points. His name is Altan, a tall man with rugged features, a ranger from the mountains to the north. He wields a longbow of orange toa-wood, and his skill with this weapon is formidable; it will be a difficult contest.

+ + + Gary Chalk + Altan wields a longbow of orange toa wood + + + + + + Altan + 30 + 50 + +

The tournament final is played out using the normal rules for combat. The only difference is that you begin with 50 ENDURANCE or TARGET points. Any ENDURANCE points that you may lose are deducted from these TARGET points (your normal ENDURANCE score remaining unchanged throughout the contest). The first one to lose all 50 of his TARGET points loses the tournament. (You need not erase any arrows from your Action Chart during this tournament.)

+ If you are the first to lose all 50 TARGET points, turn to 183. + If Altan is the first to lose all 50 TARGET points, turn to 252. +
+
+ +
+ + 27 + + + +

Spurring your horse up the steep path to the manor house, you pass beneath its turreted gate and halt at a small outhouse whose walls are embellished with intricate ironwork. The top half of a stable door swings open, and a spiky-haired youth leers at you.

+

Be wantin' a Cess for Amory? he says offhandedly. Three Gold Crowns.

+

He holds a square of blue card in one hand and presents an open palm with the other.

+ If you wish to ask him what a Cess is, turn to 273. + If you wish to pay him 3 Gold Crowns, turn to 304. + If you decide to ignore him and continue along the highway, turn to 146. +
+
+ +
+ + 28 + + + +

As the warrior crashes to the ground, you see your travelling companion embroiled in a struggle with five armoured horsemen. They have him surrounded, and his attempts to free himself are short-lived and futile. A blow from a mace ends all resistance, and he falls limply across the neck of his horse. A moment later, the riders gallop away across the bridge with their unconscious captive in tow.

+ If you wish to pursue them, turn to 39. + If you wish to search the body of your dead enemy, turn to 139. +
+
+ +
+ + 29 + + + +

Blinding pain rips through your chest and thigh as arrows pierce your skin. You scream with shock, but the pain quickly gives way to a terrifying numbness. As your horse carries you on towards the Tekaro gate, your last sight is of the tilting cauldrons full of boiling oil and molten lead.

+ Your life and your quest end here. +
+
+ +
+ + 30 + + + +

The three men exchange wary glances before offering you a seat. A pock-marked warrior snaps his fingers and shouts across the crowded hall: Wench! Four flagons of ale!

+

Beer is drawn into four large earthenware vessels, each of which hold half a gallon of ale. Staggering beneath their weight, the serving girl finally arrives and places the flagons on the table.

+

Eight Gold Crowns, sir, she says, breathlessly, the perspiration standing out on her freckled brow.

+ If you wish to pay for the ale, turn to 230. + If you cannot or do not want to pay for the ale, turn to 159. +
+
+ +
+ + 31 + + + +

The memory of the dead woman's face flashes into your mind as you stare into Roark's eyes, glitteringly black beneath his wide-brimmed hat. The resemblance is so striking&emdash;the same aquiline nose and sallow flesh&emdash;that they must be related.

+

Suddenly, the riders appear and spread out in a semicircle to surround you. A voice shouts, Arla is dead&emdash;the Northlander killed her!

+

The lordling's face is transformed into a mask of trembling hatred. Madness flashes in his eyes as he rips open the front of his tunic and tears an amulet from a black chain around his throat.

+

Come, come, Tagazin, I summon thee. From the pit of eternal pain I summon thee!

+

The skin on your arms and neck prickles with fear as you hear Roark's terrible invocation. You cast your eyes around you for an escape route; only the churchyard offers a way past the lordling and his men. However, as you spur your horse through the stone gateway, you are frozen with terror by what lies ahead.

+ Turn to 270. +
+
+ +
+ + 32 + + + +

You sense that the strands are living organisms, a sensitive and sophisticated trap to ensnare food for some unknown predator. To continue in this direction could prove fatal.

+ If you wish to draw the strands aside before you pass through, turn to 4. + If you decide to go back to the junction and take a different channel, turn to 64. +
+
+ +
+ + 33 + + + +

A shock awaits you on your return to Cyrilus: both he and your horse have vanished. At first you curse him, thinking that he has wandered off to a nearby ale tent for a drink, but when you discover his oaken staff lying beside the road, you sense that something is seriously wrong.

+

You climb to the top of a parked wagon and strain your eyes in all directions for some clue to his whereabouts. Suddenly you see him, surrounded by a group of cavalrymen galloping away to the west. You count six of them plus a riderless horse&emdash;your horse. Then you notice that conveniently hitched to the back of the parked wagon is a saddled horse.

+ If you wish to take the horse and give chase, turn to 271. + If you wish to try to find the horse's owner and offer to buy it, turn to 325. +
+
+ +
+ + 34 + + + +

The sound of fighting has drawn the attention of many of the mercenaries and their captains. They hang out of the windows and cheer loudly as you dispatch the last of the city watch. You wipe your weapon and noticing a full purse in the pocket of a dead guard, you take it for yourself. (Pick a number from the Random Number Table and add 5 to it: this equals the number of Gold Crowns inside the purse.)

+

Suddenly, the doors of the tavern open and a mercenary captain ushers you inside before more guards arrive to discover your handiwork. He is very impressed by your fighting prowess and offers to buy you a drink. You sense that it is an honest gesture of friendship without any hidden threat and gratefully accept his offer.

+ Turn to 211. + +
+ +
+ + 35 + + + +

You collect your key and climb the stairs to your room at the top of the tavern. You sleep deeply and at dawn rise from your narrow bed to shiver in the fresh breeze whistling through a cracked window pane. As the harsh light of morning floods the tiny garret, you see to your dismay that your Backpack lies half-open on the floor. A gaping hole has been gnawed from the flap: the unmistakable handiwork of rats. Any Meals you had in your Backpack have been eaten or ruined. Erase them from your Action Chart before leaving the tavern and collecting your horse.

+ Turn to 272. +
+
+ +
+ + 36 + + + +

You are a few feet from the wagon when your horse refuses the jump. It rears up, its forelegs scrabbling at the air. The long day's ride has taken its toll, and your horse has neither the strength nor will left to clear such a daunting obstacle.

+

You lurch backwards, falling over the horse's rump and desperately cling to the tightening reins as it teeters on its hind hooves. Suddenly, the horse falls, pinning you beneath her as she crashes to the ground.

+

Agonizing pain gives way to numbness as you fight to hang on to life, but it is a battle that you can no longer win.

+ Your life and your quest end here. +
+
+ +
+ + 37 + + + +

Suddenly, the taxidermist jumps up from behind a workbench to your right and hurls a glass flask at your face. You dodge instinctively but the flask smashes against your shoulder, showering you with broken glass and burning acid. You lose 12 ENDURANCE points.

+

If you survive this terrible attack, the taxidermist unsheathes a rapier and lunges at your heart.

+ + Chanda the Taxidermist + 17 + 24 + + If you wish to evade combat at any time by running from the shop, mounting your horse and galloping away, turn to 279. + If you stay and win the combat, turn to 8. +
+
+ +
+ + 38 + + + +

You vault the parapet with barely seconds to spare and tumble into the cold rushing waters of the River Quarl. You are alive but are being swept away from the bridge by the river's irresistible current.

+ Turn to 306. +
+
+ +
+ + 39 + + + +

The chase takes you deep into the heart of the Varettian hills. Soon the highway dips and twists, plunging into the valleys and hollows carved by fast-flowing streams, and climbing through the dense woodland that clings precariously to every precipice and crag. You often lose sight of the riders, but your basic Kai skills of tracking and hunting enable you to follow their trail with ease. It is not until you reach a tiny village perched on the edge of a tree-lined crag that their trail becomes indistinct. However, you notice that at the far side of the village, a stony hill track branches from the main highway and ascends into the trees.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 117. + If you wish to continue along the highway, turn to 143. + If you wish to follow the hill track, turn to 241. +
+
+ +
+ + 40 + + + +

You wipe your weapon on the cloak of a dead grave robber and turn him over with the toe of your boot. Several graves bear the signs of the grave robbers' labour; the freshly-dug soil is heaped high and coffin lids lie shattered and discarded everywhere. The weapons these men have used are old and pitted with rust and obviously acquired, like the rest of their booty, from graves and tombs. A search of the bodies reveals 27 Gold Crowns, a Bottle of Wine and a Mirror. You may take any of these items before leaving the churchyard.

+ Turn to 191. +
+
+ +
+ + 41 + + + +

You sense that the left fork harbours a hostile or dangerous force. You cannot identify its exact nature, but the aura of wickedness and malevolence is very strong.

+ If you wish to investigate what lies beyond the left fork, turn to 151. + If you wish to avoid the obvious presence of evil and take the right fork, turn to 289. +
+
+ +
+ + 42 + + + +

The conditions inside the tent are appalling. Badly wounded men lie on the muddy ground with nothing but rags to dress their injuries. Many are without boots, which have been stolen by their treacherous comrades, who take advantage of their helplessness. One such man is cutting the purse from an unconscious soldier when you enter the hut. He leaps to his feet and attacks you with a curved knife.

+ + Thief + 16 + 21 + + If you wish to evade combat at any time by jumping on your horse and galloping off along the path, turn to 70. + If you win the combat, turn to 86. +
+
+ +
+ + 43 + + + +

There is no reply. You walk round the counter and peer into the back room, but this is also deserted. Your suspicion is aroused when you notice that the oven door and the back door to the hut are both wide open. A rocking chair is lying on its side, and there is other evidence of a recent struggle. You are about to search the room when you hear a faint cry for help. It is Cyrilus&emdash;he is in trouble.

+ Turn to 317. +
+
+ +
+ + 44 + + + +

Suddenly, there is a tremendous jolt and you are thrown head first against the rail (lose 2 ENDURANCE points). The screech of twisting metal and splintering wood tears through the silence as the Kazonara shudders and dips violently. The boat has hit a boom&emdash;a line of logs chained together across the river.

+ Turn to 224. +
+
+ +
+ + 45 + + + +

It is Altan. Before you can explain what has happened, he shakes your hand and congratulates you on your prowess with a bow, for in spite of his defeat, he is eager to show that he bears no grudge. You thank him and go on to explain your sorry predicament.

+

I think we can make a deal, he says, his eyes glancing at your silver bow.

+ If you wish to exchange your newly won prize for Altan's horse, turn to 212. + If you do not wish to part with your silver bow, turn to 148. +
+
+ +
+ + 46 + + + +

A trickle of blood seeps from the corner of the old man's mouth as his eyes flicker and close. He is dead. You bury him in the graveyard of the church where he fell and say a silent prayer to the spirits of the Kai to watch over him on his final journey. A sadness fills your heart, and you take one last look at the oaken staff that marks his grave before setting off on the highway to Varetta.

+ Turn to 168. +
+
+ +
+ + 47 + + + +

How dare you waste my time, he snorts contemptuously. Get rid of this fool!

+

His bodyguards step forward, their arms raised for attack. You see that one of them is wearing a spiked knuckle-duster, and judging by the expression on his face, he is eager to make use of it.

+ + + Gary Chalk + One of them is wearing a spiked knuckleduster + + + + + + Bodyguards + 18 + 34 + +

Due to the speed of their attack you cannot make use of a bow.

+ If you win the fight, turn to 263. +
+
+ +
+ + 48 + + + +

The hall is soon bustling with noise and activity; tavern brawls are so commonplace in Quarlen that once over they are soon forgotten. The innkeeper's son appears and orders the bodies to be dumped in the river, but not before he relieves them of their purses. For breakages, he says with a snigger.

+

Lying by your feet is a slim leather tube. You discover that it contains 5 Gold Crowns and a Map of Tekaro, a city to the south. You may keep any of these items. If you wish to keep the map, mark it on your Action Chart as a Backpack Item.

+ If you wish to take a seat and order some food, turn to 172. + If you wish to approach the bar and ask about a room for the night, turn to 232. +
+
+ +
+ + 49 + + + +

The guard snatches the square of blue card from between your fingers then walks over to a spluttering wall torch, which he removes from its bracket. Holding the torch high, he returns and examines first the card and then your face.

+

Enter, he snarls, crumpling the card in his hairy fist. You flick your heel and urge your tired horse through the town gate.

+ Turn to 129. +
+
+ +
+ + 50 + + + +

They cannot both be speaking the truth, for the conjurer said that at least one of them was lying. Unfortunately, you have lost your wager.

+

Erase the Gold Crowns you staked on the conundrum from your Action Chart before approaching the bar and enquiring about a room for the night.

+ Turn to 253. +
+
+ +
+ + 51 + + + +

You gasp as the blade gashes your hip before sinking several inches into the wooden parapet (you lose 2 ENDURANCE points). The pirate is unnerved by the fact that you are still alive and is off balance as you scramble forward and attack. Before he can recover, he is tumbling backwards over the side into the cold, deep waters of the Storn.

+ Turn to 254. +
+
+ +
+ + 52 + + + +

A hail of arrows engulfs you; pain explodes through your chest, neck and shoulder. You are mortally wounded and although you fight with grim determination to hang on to life, it is a struggle you cannot win. Weak from shock and loss of blood, you fall from the saddle and die on the highway to Varetta.

+ Your life and your quest end here. +
+
+ +
+ + 53 + + + +

The man listens to your question while his eyes try to fathom your purpose.

+

And what would a warrior be seeking in the Street of the Sages, I wonder? he muses, his slim fingers stroking his long grey beard.

+

You are trying to think of a good answer that will not reveal the nature of your quest when the man suddenly becomes agitated.

+

I cannot help you, he says curtly and hurries away from the bar, vanishing into the crowds of drunken mercenaries in the blink of an eye. You are puzzled by his sudden departure&emdash;was it something you said that caused him to behave so strangely?

+ If you wish to approach the merchant at his table, turn to 240. + If you would rather approach the tavern-keeper, turn to 312. +
+
+ +
+ + 54 + + + +

You have little choice but to spend the night in the stable with your horse. Your sleep is very uncomfortable, for the stable is both draughty and damp. You lose 2 ENDURANCE points. Make the necessary adjustments to your Action Chart.

+ Turn to 272. +
+
+ +
+ + 55 + + + +

Bah! exclaims a guard contemptuously. We have no time for witless wanderers. Go back to Casiorn if you have no business here. He spits at the ground and the guards turn towards the open town gate.

+ If you wish to offer them gold to let you enter, turn to 9. + If you wish to ride past them and through the open gate, turn to 261. + If you decide to turn away and attempt to enter the town by the north gate, turn to 137. +
+
+ +
+ + 56 + + + + +

In later Lone Wolf books, Random Number picks that indicate ENDURANCE losses interpret a pick of 0 as a loss of 10 ENDURANCE points rather than zero. This may or may not be the author's intent in this passage.

+
+
+ + +

You draw an arrow, aim and fire a split second before the bolt of energy hits your chest. Your arrow pierces the leader's heart, killing him instantly, but the wound that you yourself suffer knocks you to the ground. Pick a number from the Random Number Table. The number you have picked equals the number of ENDURANCE points that you have lost due to the chest wound.

+

If you are still alive, you scramble to your feet and run as fast as you can through the undergrowth towards your horse. The golden rod has been retrieved by one of the other men, and he is preparing to use it again.

+ Turn to 182. +
+
+ +
+ + 57 + + + +

The bolt hits you with such force that you are lifted out of the saddle and thrown to the ground. Flashing lights spin before your eyes and you gasp for breath as a terrifying numbness spreads from your chest through your limbs. There is no pain&emdash;only a chilling paralysis that robs you of all resistance to death.

+ Your quest and your life end here at the Denka Gate. +
+
+ +
+ + 58 + + + +

You sense that the Kloon is deeply insulted and has gone to fetch his pet: a very ferocious Vassagonian warhound. As the warhound has not been fed for over two days, it is very unlikely that it will listen to reason. Without a moment's hesitation, you decide to leave the guild-house before the Kloon and his hungry hound return.

+ Turn to 105. +
+
+ +
+ + 59 + + + +

You sense that the time has come for you to decide whether to stay with the captain or to leave his company and ride to Tekaro alone.

+ If you wish to stay with the captain, turn to 290. + If you decide to ride to Tekaro alone, turn to 11. +
+
+ +
+ + 60 + + + +

The quality of the weapons made by Durenese armourers has justly made them famous throughout the Lastlands. The bow you have chosen is very old, but unlike the other two bows it is still in excellent working order.

+ To begin the tournament, turn to 340. +
+
+ +
+ + 61 + + + +

Your Magnakai Discipline makes you sensitive to the faintest aroma of gallowbrush. It is commonly called Sleeptooth in your homeland of Sommerlund, for the crushed thorns of the gallowbrush briar make a very powerful sleeping draught. For some unknown reason, this man is trying to make you unconscious.

+ If you wish to draw your weapon and attack him, turn to 277. + If you wish to throw down your goblet and leave, turn to 279. +
+
+ +
+ + 62 + + + +

You are correct: the boy has blond hair and the girl has black hair. Your logical thinking revealed they could not both have been speaking the truth, for the conjurer had said that at least one of them was lying&emdash;and if one was lying then the other could not have been speaking the truth. Therefore, there was only one conclusion to be drawn: both lied.

+

The conjurer pays you the number of Gold Crowns equal to that which you wagered. Remember to add this sum to your current total of Gold Crowns before approaching the bar and enquiring about a room for the night.

+ Turn to 253. +
+
+ +
+ + 63 + + + +

The path that leads to Castle Taunor is steep and slippery, and far too treacherous to be attempted on horseback. Cyrilus offers to stay and look after your horse while you collect some spa water, saying that he is too old to climb the hill track. However, you suspect that it is just his excuse to take an afternoon nap.

+ + + Gary Chalk + The path to Castle Taunor is steep and slippery + + + + +

The castle is less than a mile from the highway, yet it takes over half an hour to complete the hazardous climb to the rock shelf. The crumbling castle walls are covered with damp foliage and mildew, and the over-hanging precipice envelops the keep with its gloomy shadow. You follow the sound of dripping water until you find yourself in a small chapel, where you discover a rivulet of sparkling spa-water trickling from a crack in the altar stone. As you kneel at the altar, filling your glass jar, you suddenly hear a noise: you are not alone.

+ If you have the Magnakai Discipline of Huntmastery, turn to 162. + If you do not possess this skill, turn to 278. +
+
+ +
+ + 64 + + + +

You retrace your steps to the junction and pause so that you can decide which is the best route to take.

+ If you wish to go straight ahead, turn to 339. + If you decide to take the channel to your left, turn to 269. +
+
+ +
+ + 65 + + + +

With a blood-curdling shriek, the Yawshath dives straight for you from the top of the stairs. With ice-cold nerve you steel yourself to strike. Your blow is well timed and deadly accurate, tearing open the creature's chest. A split second later you leap aside to avoid being crushed beneath its heavy body as it crashes into the flagstones. It shudders for a brief moment before death comes to claim its evil soul.

+

Shaken, but thankful to be alive, you return to the chapel and fill your glass jar with Taunor Water (there is enough spa water to restore 6 ENDURANCE points). You may drink the water now or store it in your Backpack for future use. If you do keep it, mark it on your Action Chart as a Backpack Item.

+ If you now wish to search the chapel, turn to 24. + If you decide to return to Cyrilus, turn to 338. + +
+ +
+ + 66 + + + +

The man is quick to react to your attack. Hurling the silver tray at your head, he escapes through a curtained archway at the back of the shop.

+ If you wish to give chase, turn to 324. + If you decide to let him go and leave the taxidermy, turn to 279. +
+
+ +
+ + 67 + + + +

The street becomes as silent as death as all eyes focus accusingly on you. The leader's face becomes twisted with hatred. He points a crooked finger at your forehead and utters a dreadful curse.

+ If you have the Magnakai Discipline of Psi-screen, turn to 255. + If you do not possess this skill, turn to 315. +
+
+ +
+ + 68 + + + +

As you ride along the quay, you study your map of the Stornlands for an alternative route to Tekaro. There are two roads that will take you there: the mountain highway through the Ceners via Rhem, or the valley highway through Amory and the forest of Eula. Lack of sleep and fatigue from your long ride cloud your mind and you decide that your first priority must be to have a good night's sleep.

+

A quayside tavern displays a sign promising the most comfortable beds in all of Soren. This is all you need to be persuaded to stable your horse and enter its doors.

+ Turn to 167. +
+
+ +
+ + 69 + + + +

You press yourself into the narrow recess and pray that the creature will pass you by. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 5 to the number you have picked.

+ If your total is now 0&endash;5, turn to 128. + If it is now 6&endash;14, turn to 246. +
+
+ +
+ + 70 + + + +

The path ends at the point where the Rivers Storn and Quarl converge in a V-shaped bank. Ogron engineers and carpenters are busy at work constructing pontoons for floating bridges, which look like enclosed rowing boats and are destined to be used to cross the river further downstream.

+

Staring out across the water, you notice a dark shadow like the entrance to a cave at the base of the city wall. After concentrating for a few moments, you find you can make out the dull criss-cross of metal bars. It is a sewer outfall.

+ If you wish to ask the blue-skinned Ogrons what they know about the sewer outfall, turn to 133. + If you wish to try to take one of the pontoons and row across the river, turn to 163. + If you wish to swim across the river, turn to 171. +
+
+ +
+ + 71 + + + +

The man leaps back, unsheathing a wide-bladed sword from beneath his bearskin cloak. Fool! he cries, contemptuously. Victory to the man who is left alive. You have insulted this man, and he is determined to fight you to the death as a matter of honour. If you have the Magnakai Discipline of Animal Control you may add 2 points to your COMBAT SKILL for the duration of the fight as you are fighting from the saddle.

+ + + Gary Chalk + He is determined to fight you to the death + + + + + + Redbeard + 19 + 28 + + If you wish to evade combat at any time by galloping along the street, turn to 279. + If you win the combat, turn to 237. +
+
+ +
+ + 72 + + + +

The shouts of the town guard sergeant ring in your ears as you urge your horse towards the wagon. You pray that your mount has strength enough to clear the obstacle, for you are now committed to jumping it&emdash;you cannot turn back.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 2 to the number you have picked.

+ If your total is now 0&endash;1, turn to 36. + If your total is now 2&endash;7, turn to 166. + If your total is now 8&endash;11, turn to 274. +
+
+ +
+ + 73 + + + +

Shortly before noon you pass through a deserted village. The burnt-out ruins of cottages and farmsteads dot the landscape like charred skeletons&emdash;the unmistakable signs of war. A mile or two farther along the highway you come across a church. A man, his clothes ragged and covered with mud, is moving amongst the gravestones, staggering like a wounded carrion crow. As you reach the church gate, he sees you and cries out pitifully for help.

+ + + Gary Chalk + + + + + If you have the Magnakai Discipline of Curing, turn to 173. + If you wish to help the man, turn to 337. + If you do not wish to help the man and would rather ignore him and continue riding towards Soren, turn to 191. +
+
+ +
+ + 74 + + + +

You do not have to wait very long for the riders to appear. As soon as they think you have gone, they emerge in single file from the back of a derelict cottage and draw themselves into a circle in the middle of the village. Although they are out of earshot, you can tell by their frantic movements and gestures that they are having a heated argument. Suddenly, they break the circle and ride towards you. Cyrilus, still lying unconscious across his horse, is in tow behind the last rider.

+ If you have a bow and want to ambush them as they ride past your hiding place, turn to 20. + If you wish to attack the last rider and try to recapture Cyrilus, turn to 203. + If you wish to let them pass and then follow them, turn to 227. +
+
+ +
+ + 75 + + + +

A deafening roar of rage and pain fills your ears. The monster staggers back, its face transformed into a bloody scarlet mask as the arrow pierces its eye. It shudders and sways before keeling over on to its back, writhing for a brief moment in the mud and debris of the chapel floor.

+ Turn to 112. +
+
+ +
+ + 76 + + + +

It is customary for the proprietor of the Inn of the Crossed Swords to throw out anyone who cannot pay his board and lodging. This makes your position difficult as the curfew bell was rung nearly an hour ago and anyone found in the streets an hour after its sounding is liable to be imprisoned by the city watch.

+

Rather than face imprisonment and the possible failure of your quest, you can sell some of your equipment in order to raise cash. The fat-bellied mercenary who took your bets will pay the following prices for these (but only these) Items:

+
    +
  • SWORD&emdash;3 Gold Crowns
  • +
  • DAGGER&emdash;1 Gold Crown
  • +
  • BROADSWORD&emdash;6 Gold Crowns
  • +
  • SHORT SWORD&emdash;2 Gold Crowns
  • +
  • MACE&emdash;3 Gold Crowns
  • +
  • RUBY RING&emdash;10 Gold Crowns
  • +
  • WARHAMMER&emdash;5 Gold Crowns
  • +
  • SPEAR&emdash;4 Gold Crowns
  • +
  • AXE&emdash;2 Gold Crowns
  • +
  • BOW&emdash;5 Gold Crowns
  • +
  • QUARTERSTAFF&emdash;2 Gold Crowns
  • +
  • SILVER BROOCH&emdash;7 Gold Crowns
  • +
+

You will need a minimum of 2 Gold Crowns in order to stay the night at the Inn of the Crossed Swords.

+ If you wish to sell him some equipment, make the necessary adjustments to your Action Chart and turn to 336. + If you wish to keep your equipment, or do not have items of interest to the mercenary, you must take your chances with the city watch and turn to 138. +
+
+ +
+ + 77 + + + +

Leaping over the dead bodies, you fight your way across the deck to where the captain is in combat with five pirates. While he attacks with a longsword in his right hand, he parries enemy cutlasses with a bronze sleeve-shield that encases his left forearm. He fights with cool determination, making light work of the battle-clumsy pirates. Then a war-horn heralds the arrival of a new and formidable wave of attackers. You anticipate the captain's danger and rush to protect his back from the snarling, mad-eyed pirate berserkers.

+ + + Gary Chalk + You rush to protect the captain from
the snarling pirate berserkers
+ + + +
+ + Pirate Berserkers + 20 + 30 + +

Due to their state of battle-frenzy, the pirate berserkers are immune to Mindblast, but not Psi-surge.

+ If you win the combat, turn to 297. +
+
+ +
+ + 78 + + + +

You prepare yourself for combat and leap to the defence of the helpless old man just in time to turn aside the lordling's sword.

+

Curse you, scum! he cries. I am Roark, highborn of Amory. How dare you interfere with my sport.

+

He feints withdrawal but you are not taken in by his street-brawl tactics. As his sword cuts the air in a vicious back-handed slash, you are ready to parry the blow. The tavern crowd cheer in anticipation of a good fight.

+ + Roark + 24 + 30 + + If you reduce Roark's ENDURANCE to 11 points or less, do not continue the combat but turn instead to 180. +
+
+ +
+ + 79 + + + +

You pass many soldiers of different races and nationalities, lolling in open doorways or squatting against the red brick walls. They are mercenaries, drawn to Varetta by the news of war in the north. They come in search of employment, for the chance to sell their skills to any buyer, indifferent to the justness of his cause.

+ + + Gary Chalk + + + + +

Beneath a black iron lantern, you notice a group of men throwing dice against the side of a wall.

+ If you wish to stop and ask them the way to Brass Street, turn to 291. + If you wish to continue on your way, turn to 307. +
+
+ +
+ + 80 + + + +

The flame illuminates a deep circular pit where the floor of the chamber should be. Lying at the bottom are a myriad of human skulls and bones, their surfaces strangely smooth and yellow as if corroded by some powerful acid. The faintest of sounds makes you glance over your shoulder&emdash;you are frozen with terror by the sight that meets your eyes. A huge lumbering monster fills the tunnel, over ten feet tall with thick, twisted limbs and eight-fingered hands tipped with razor-sharp talons that are poised to rip your flesh. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it.

+

It strikes before you can react, knocking you back into the pit. A peculiar and hideous sound fills the chamber as it claws a lever in the wall, causing a rain of yellow fluid to pour from the ceiling. As the acid eats through your cloak and sears your flesh, the last thing you hear is the hideous laughter of the Dakomyd.

+ Your quest and your life end here in the sewers of Tekaro. +
+
+ +
+ + 81 + + + +

Arrows scream past on all sides. One shaft gouges a furrow of skin from the horse's rump, causing him to twist and buck; you shorten the reins and urge him forward. Your quick thinking helps you regain control of the frightened animal, and soon you are well out of range of the deadly arrows.

+ Turn to 39. +
+
+ +
+ + 82 + + + +

The hold of the riverboat is full of horses: not the slow carthorses favoured by merchants but strong and sturdy mounts that carry many scars of battle upon their muscular flanks. You unsaddle your mare, load her manger with feed and then make your way back on deck.

+

As you emerge from the hold, a voice calls out to you and you raise your weary eyes. It is the captain&emdash;the mercenary leader you ran across at the Inn of the Crossed Swords.

+

Well met, my friend, he cries and slaps you enthusiastically on the shoulder. So you changed your mind! You have come to join my band of fearless fighters. Before you have a chance to answer, the captain and his men, who are all considerably the worse for drink, stumble past on a quest of the utmost importance&emdash;the search for the wine store. You are far too tired and weary to follow&emdash;the thought of your cabin bed and a good night's sleep is all that interests you.

+ Turn to 341. +
+
+ +
+ + 83 + + + +

The old man narrows his mousy eyes and looks at you with a cautious stare. It is but a legend. Some say it contained great power; others say its power existed only in the minds of those who craved to own it. Whatever the truth is, the Lorestone has been lost for hundreds of years.

+

You sense that the old magician is not telling you all he knows about the Lorestone.

+ If you wish to identify yourself and tell him the nature of your quest, turn to 119. + If you choose not to reveal your identity, bid him goodnight and turn to 239. +
+
+ +
+ + 84 + + + +

The taxidermist points to a vat in the corner of the room that contains a noxious blue fluid, which is obviously the source of the unpleasant smell.

+

My special preservative, he says proudly. It has taken me many years to perfect the formula, but my experiments are now complete. All I require is a specimen worthy of the immortality it can provide.

+

The man's voice is beginning to sound faint and distant, as if he were falling away from you into a deep, dark pit. Your eyelids feel heavy, and you are having difficulty in concentrating on what he says. Suddenly, you realize that you have been drugged; the wine contained a powerful draught of gallowbrush, although you did not detect it at the time. You fight to remain awake, but it is a battle you cannot win, for the enemy is in your very blood. The taxidermist has at last found a specimen worthy of his special preservative&emdash;the last of the Kai Lords of Sommerlund.

+ Your quest and your life end here. +
+
+ +
+ + 85 + + + +

As you hear the click of the crossbow trigger, you throw yourself to the ground to avoid the deadly missile. The bolt grazes your scalp (lose 2 ENDURANCE points), and embeds itself in the side of the log hut. A moment later you are back on your feet. The warrior discards his empty weapon and reins his horse about in order to follow the others across the bridge.

+ If you have a bow, turn to 178. + If you do not have a bow, you must mount your horse and give chase, and turn to 39. +
+
+ +
+ + 86 + + + +

Prising the pouch from the thief's hand, you return it to the pocket of the unconscious soldier. Many of the wounded men witness what you have done, and from that moment you become a hero in their eyes. Your use of the Magnakai Discipline of Curing to heal many of their wounds strengthens their esteem and devotion, and they pledge themselves to help you in any way they can.

+ If you wish to ask them if there is any way of getting into Tekaro undetected, turn to 109. + If you do not wish to ask them anything and would rather leave, turn to 70. +
+
+ +
+ + 87 + + + +

The town watch rush forward to avenge their sergeant's death, but in their haste they leave the gap between the two wagons unprotected. You are quick to notice this opportunity for escape and spur your mount straight for the running guards. These fresh-faced young men have no battle-skill&emdash;their attack is clumsy and hesitant. You break through them in a matter of seconds and have soon left them far behind as you gallop along the street beyond the wagons.

+ + + Gary Chalk + + + + + Turn to 332. +
+
+ +
+ + 88 + + + +

Your speedy dispatch of the robbers has earned you 5 Gold Crowns, which you find in the pockets of the dead men, and the respectful glances of several mercenary captains. One in particular is so impressed by your fighting prowess that he approaches you and offers to buy you a drink. You sense that it is a honest gesture of friendship without any hidden threat and gratefully accept his offer.

+ Turn to 211. +
+
+ +
+ + 89 + + + +

Esmond, you old rascal, show yourself&emdash;it's Cyrilus, your brother. I've someone with me I want you to meet, cries the wizard as he raps on the gate with his oaken staff. There is no reply. He smiles and shrugs his bony shoulders before shouting: Wake up you old fool, I know you're in there, but still there is no reply.

+ If you have the Magnakai Discipline of Divination, turn to 7. + If you do not possess this skill, turn to 258. +
+
+ +
+ + 90 + + + +

The faintest of sounds makes you glance over your shoulder. You are frozen with abject terror by the sight that greets you. A huge, lumbering monster fills the tunnel, over ten feet high with thick, twisted limbs and eight-fingered hands tipped with razor-sharp talons that are poised to rip your flesh. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it.

+

Before you can react, it strikes, knocking you back into a pit. A peculiar and hideous sound fills the vault, and you feel a hot sticky fluid raining down on your head. As it eats through your cloak and sears your flesh, the last thing you hear is the hideous laughter of the Dakomyd.

+ Your quest and your life end here in the sewers of Tekaro. +
+
+ +
+ + 91 + + + +

Your curiosity is drawn to a game of cards that is taking place in the centre of the hall. Six ruddy-faced men are gambling against a croupier on the turn of the cards. You are quick to spot that the deck he is using is marked. When a seat is vacated by one of the men, you take his place. The first round is on the house&emdash;you need not place a stake.

+

Needless to say, knowing how the game has been rigged, you win the first round and continue to win several more. Pick a number from the Random Number Table and add 5 to it. This equals the number of Gold Crowns that you win before the dealer suspects something is wrong and ends the game.

+ Now that you have some gold in your pouch once more, if you wish to approach the bar and ask about a room for the night, turn to 232. + If you wish to take a seat and order some food, turn to 172. +
+
+ +
+ + 92 + + + +

The man shrieks his battle-cry and lashes out with a heavy-bladed cutlass.

+ + Deldenian River Pirate + 17 + 23 + + If you wish to evade combat at any time, turn to 286. + If you win and combat lasts 3 rounds or less, turn to 77. + If combat lasts longer than 3 rounds, turn to 215. +
+
+ +
+ + 93 + + + +

Taking hold of the man's shoulder, you shake him to try to wake him from his drunken slumber, but he keels over and slumps to the floor. The back of his shirt is covered with a huge bloodstain spreading from the handle of a dagger that is buried deep in his spine. As you recoil in horror, you hear a faint cry for help. It is Cyrilus&emdash;he is in trouble.

+ Turn to 317. +
+
+ +
+ + 94 + + + +

Ripping aside the curtain, you rush into a small room full of storage cupboards and work tables. You cast your eyes around the workshop annex, but there is no sign of the man: he has vanished.

+ If you have the Magnakai Discipline of Divination or Huntmastery, turn to 208. + If you do not possess either of these skills, turn to 37. +
+
+ +
+ + 95 + + + +

The ghastly sound of the creature's hungry cry chills your blood. It is barely a few feet away when you let loose your arrow.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

+ If your total is now 0&endash;3, turn to 155. + If it is 4&endash;12, turn to 12. +
+
+ +
+ + 96 + + + +

An hour after sunset you arrive at the gates of Amory. Beneath the deepening shadow of its watchful guard tower, you fight back your fatigue and wait as the gate creaks open. A soldier wearing a hauberk of black and gold chainmail strides forward and demands to see a Cess.

+ If you possess a Cess, turn to 49. + If you do not possess this Special Item, turn to 221. +
+
+ +
+ + 97 + + + +

The ambush is so sudden and so swift that only luck can save you now. Pick a number from the Random Number Table.

+ If the number you have chosen is 0&endash;3, turn to 174. + If the number is 4&endash;6, turn to 313. + If the number is 7&endash;9, turn to 57. +
+
+ +
+ + 98 + + + +

The smell of dust and rusty metal wafts in your face as you enter the cluttered weapons shop. All manner of arms are stacked in racks that rise precariously to the ceiling. Their prices are chalked on a circular slate that hangs above the counter.

+
    +
  • BROADSWORDS&emdash;7 Gold Crowns
  • +
  • DAGGERS&emdash;2 Gold Crowns
  • +
  • SHORT SWORDS&emdash;3 Gold Crowns
  • +
  • WARHAMMERS&emdash;6 Gold Crowns
  • +
  • SPEARS&emdash;5 Gold Crowns
  • +
  • MACES&emdash;4 Gold Crowns
  • +
  • AXES&emdash;3 Gold Crowns
  • +
  • BOWS&emdash;7 Gold Crowns
  • +
  • QUARTERSTAVES&emdash;3 Gold Crowns
  • +
  • SWORDS&emdash;4 Gold Crowns
  • +
  • ARROWS&emdash;2 for 1 Gold Crown
  • +
+

You may purchase any of the above weapons if you have enough money to do so. The shop owner will also buy any weapons that you may already have for 1 Gold Crown less than the price shown on the slate. Mark any changes on your Action Chart before you leave.

+ Turn to 275. +
+
+ +
+ + 99 + + + +

You feel a numbing shock, and then the damp warmth of blood begins to soak your tunic. You fight for breath, but your strength is sapped by the terrible wounds made by the pike heads. You swoon and fall to the ground through loss of blood, unconscious of the sword blade that is poised to end your life.

+ Your quest and your life have come to an early and tragic end here. +
+
+ +
+ + 100 + + + +

It is late afternoon when you catch your first breath-taking glimpse of Varetta. Built on a massive plateau, this city has stood since time immemorial. The walls and buildings are immense, constructed from blood-red rock and crowded together in complicated splendour. Great stone dragons writhe along the battlements, their coiled tails entangling the gatehouses and portals of the outer wall, and spirals of smoke rise from the mouths of angry-faced gargoyles, crouching like spies on top of the roofs and towers that fill the sky.

+ + + Gary Chalk + The ancient city of Varetta + + + + +

The sun has set by the time you reach the east gate. The red-coated guards offer no challenge, and you pass into the wide streets of this magnificent city, to arrive eventually at a quadrangle. A pillar of red stone indicates the names of the streets that lead away from the square.

+ If you wish to go north into Helm Way, turn to 79. + If you wish to go west into Coachcourse, turn to 135. + If you wish to go south into Flute Street, turn to 147. + If you decide to go east, along the street down which you have just ridden, turn to 238. +
+
+ +
+ + 101 + + + +

You make a noose at one end of the rope and lower it carefully through the hole in the floor. If you can slip the noose around the head of the hammer, it should tighten as you pull on the rope and draw the hammer upwards.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have chosen.

+ If your total is now 0&endash;4, turn to 348. + If it is 5 or higher, turn to 207. +
+
+ +
+ + 102 + + + +

Night has fallen by the time you reach the river town of Soren, and the sky is clear and full of stars that sparkle with icy splendour. You ride the main street towards the quay where a score of river ships lie docked at the town. Their signal lamps, shimmering red and green from the mast-tops, reflect upon the cold, dark waters of the River Storn.

+

A board standing beside the gangplank to a large transport caravel catches your eye. On it are chalked the prices of passage to three destinations.

+
    +
  • LUYEN&emdash;10 Gold Crowns
  • +
  • RHEM&emdash;15 Gold Crowns
  • +
  • EULA&emdash;20 Gold Crowns
  • +
+

A fourth destination&emdash;Tekaro&emdash;has been crossed out and scribbled beside it is: Cancelled due to war.

+ If you wish to buy a ticket to one of the destinations, turn to 10. + If you do not wish to buy a ticket&emdash;or cannot afford to&emdash;turn to 68. +
+
+ +
+ + 103 + + + +

Unfortunately, your score is too low to qualify for the next round of the contest and you are politely asked to leave the field. If you have been using a borrowed bow, you must return it to the tent before making your way back to Cyrilus.

+ Turn to 33. +
+
+ +
+ + 104 + + + +

Your thoughts return to your quest and to Cyrilus' dying words. The man he was taking you to meet lives in Brass Street, but in a city the size of Varetta it could take you days to find the right street. You decide to try to find out where it is from someone in the tavern and look around the massive hall in search of a likely source of information.

+ If you wish to approach a merchant who sits alone at a nearby table, turn to 240. + If you wish to ask a distinguished-looking man who stands at the bar, turn to 53. + If you wish to ask the tavern-keeper, turn to 312. +
+
+ +
+ + 105 + + + +

A few hundred yards along the street is the east gate through which you entered the city. Two streets lead away from the gatehouse; one heading north, the other south.

+ If you wish to go north, turn to 79. + If you wish to go south, turn to 147. +
+
+ +
+ + 106 + + + +

Painfully, you drag yourself from beneath the dead monster. Several of your ribs are cracked, and you have a nasty gash on the back of your head, but at least you are still alive.

+

You stagger up the stairs and back to the chapel where you fill your glass jar with Taunor Water. (The healing spa water will restore 6 ENDURANCE points.) You may drink the Water now or place the glass jar in your Backpack for future use. If you keep the Taunor Water, mark it on your Action Chart as a Backpack Item.

+ If you wish to search the chapel, turn to 24. + If you decide to return to Cyrilus, turn to 338. +
+
+ +
+ + 107 + + + +

The trapdoor is heavy and stiff, but gradually its seal of rust cracks and loosens under the pressure. Inch by inch you force it open to reveal at last the cobblestoned city square. Across the square, directly ahead, is the cathedral of Tekaro. As the square is teeming with guards, you are forced to close the hatch quickly to avoid being detected.

+

You estimate that the cathedral is approximately two hundred yards due east. As you descend the steps and continue through the passage, you pray that the sewer will give access to the crypt.

+ Turn to 120. +
+
+ +
+ + 108 + + + +

You prepare to defend yourself against a sudden attack while trying to give the impression that you are, in fact, relaxing your guard. There is a long pause before the leader turns his back on you and addresses his followers in a loud, self-righteous tone.

+

Witness the power of Vashna, my brothers&emdash;his spirit is alive. Even this ignorant and unworthy stranger acknowledges his presence.

+

A doleful lament rises from the procession in praise of their leader. As the ghastly chanting builds up to a fevered climax, you slip into the shadows of an alley and spur your horse away from the sinister worshippers.

+ Turn to 332. +
+
+ +
+ + 109 + + + +

Some of the men laugh and look at you as though you are crazy, but one man calls you over to his side and hands you a leather tube.

+

It's a Map of Tekaro, he whispers, painfully. I&ellips; I don't know how you can enter the city, but if you do find a way this map may be of use.

+

You thank the injured man and leave the tent. Unless you already possess a Map of Tekaro, you may keep this Map. Mark it on your Action Chart as a Backpack Item.

+ Turn to 70. +
+
+ +
+ + 110 + + + +

None passin' by 'ere, she says, her voice heavy with a highland accent. Track go t' top o' Beacon 'ill an' no mor'n that. You sense that the old woman is telling the truth: the riders have not come this way and the track leads nowhere&emdash;it is a dead end. You thank her and bid her farewell before turning around and descending the track.

+ Turn to 330. +
+
+ +
+ + 111 + + + +

A yellow velvet pouch hanging from a dead pirate's belt catches your eye. You cut it free and discover that it contains some Potion of Laumspur, a herb with well-known healing properties. This pouch contains enough of the herb to restore 4 lost ENDURANCE points. You may either swallow the Laumspur now or place it in your Backpack for future use.

+ Turn to 77. +
+
+ +
+ + 112 + + + +

The creature shudders and its arms jerk, clawing at the air. As it dies, its body twitches with a few final convulsions. You stare down at the hideous carcass but quickly pull away when you notice that its fur is alive with crawling parasites. They know instinctively that their old host is dead, and they are abandoning the body in search of a new one.

+

You hurry over to the altar where you fill your glass jar with Taunor Water. (The healing spa water will restore 6 ENDURANCE points.) You may drink the Water now or place the glass jar in your Backpack for future use. If you do keep it, mark it on your Action Chart as a Backpack Item.

+ If you now wish to search the rest of the chapel, turn to 24. + If you decide to return to Cyrilus, turn to 338. +
+
+ +
+ + 113 + + + +

This is not the correct answer. The conjurer stated that at least one child was lying and if one lied then the other could not have been telling the truth. The right answer is that both children lied, so unfortunately you have lost the gold you wagered.

+

Erase the Gold Crowns you staked on the conundrum from your Action Chart before approaching the bar and enquiring about a room for the night.

+ Turn to 253. +
+
+ +
+ + 114 + + + +

You silence the robber's whispered threats, slamming your clenched fist into his throat and at the same time grabbing hold of his tunic with your other hand. He tries to scream but his larynx has been crushed by your blow. He gurgles pitifully as you twist him around to shield yourself as his accomplice lunges with his dagger. It sinks deeply into the robber's heart, and as he slumps to his knees, you draw your own weapon and attack his startled killer. Due to the surprise of your attack, you may add 2 to your COMBAT SKILL for the first round of combat.

+ + + Backstabber + 15 + 22 + + If you win the combat, turn to 88. +
+
+ +
+ + 115 + + + +

The startled guard dives aside as you spur your horse straight for him. You find that the gatehouse arch opens on to a cobblestoned square, but the only exit is blocked by the wagon and merchant caravan. A dozen guards, dressed in the green and black tunics of the town watch, are checking their cargoes. As you burst from the shadows of the gatehouse arch, they see you and cry in unison: Tollbreaker! Tollbreaker!

+ If you wish to rein in your horse and prepare to fight the town watch, turn to 248. + If you wish to attempt to jump over the wagons and escape into the shadows of the winding street ahead, turn to 72. +
+
+ +
+ + 116 + + + +

Suddenly, the door bursts open and in lopes a ravenous warhound. Supper time, Goregasher! cries the Kloon, gleefully, as the slavering hound leaps at your throat.

+ + + Gary Chalk + + Supper time, Goregasher! cries the Kloon gleefully + + + + + + Ravenous Warhound + 17 + 25 + +

You may evade this attack in the first round of combat only, by running from the room and escaping down the stairs to the street.

+ If you wish to evade combat, turn to 105. + If you win the fight, turn to 193. +
+
+ +
+ + 117 + + + +

Using your Magnakai Discipline, you examine both the hill path and the highway for recent tracks. To your surprise you discover that neither route has been used by horsemen in the last three hours. It can mean only one thing&emdash;the riders are hiding somewhere in the village.

+ If you wish to ride back into the village, turn to 52. + If you wish to hide in the trees and wait for the riders to show themselves, turn to 74. +
+
+ +
+ + 118 + + + +

You sleep soundly and then rise an hour after dawn, clear-headed and eager to continue your ride. The morning news from the south is that the mountain highway to Rhem is impassable; an avalanche has destroyed all traces of the road near Mount Navalyn, and it will be many weeks before the rubble is cleared and the road rebuilt. This leaves you with only one choice&emdash;you must take the valley road through Amory and the forest of Eula.

+

You gather together your equipment and set off without delay. If you are to reach Amory by sunset, you will need to ride at great speed and without a break.

+ Turn to 96. +
+
+ +
+ + 119 + + + +

Cyrilus' eyes open with such surprise that you can see the startled whites around his mousy-brown pupils. Lone Wolf, he whispers, incredulously, I should have known. Humble apologies, my lord. I thought that you sought the Lorestone for less than honourable reasons.

+

Cyrilus talks at great length about the legend of the Lorestone. You learn that it remained in Varetta after Sun Eagle's quest, where it was set into the throne of Lyris in the Tower of the King. Hundreds of years ago, during the War of the Lorestone, it was stolen by a Salonese prince called Kaskor. He set the stone upon a gold sceptre and used it in battle to inspire his fanatical followers and crush his foes. He believed it made him invulnerable, but this was not so&emdash;he was killed on his royal barge during a battle at Rhem, and the Lorestone was lost when the gold sceptre fell from his hand into the depths of the River Storn. There were many accounts of the sceptre having been found, but they had always proved to be untrue or simply fanciful. It was said that whoever wielded the Lorestone was the rightful ruler of all the Stornlands. For this reason alone it was often sought by evil or unscrupulous warlords, and many had pursued the quest, all without success.

+ + + Gary Chalk + + + + +

Cyrilus does not know where the Lorestone is, but he does know a man in Varetta who claims to know its exact whereabouts. Let me ride with you to Varetta; in return for the privilege I shall take you to this man. Your basic Kai instincts tell you his offer is genuine. You nod your agreement and arrange to meet him in the tavern courtyard at dawn.

+ Turn to 5. +
+
+ +
+ + 120 + + + +

Less than fifty yards along the channel, another passage joins the main flow from the right.

+ If you wish to investigate this new passage, turn to 339. + If you wish to press on along the main course, turn to 140. +
+
+ +
+ + 121 + + + +

The shop is filled with a fascinating collection of stuffed creatures, each one in a life-like pose and displayed in a realistic setting. A two-headed wolf stands guard at the entrance to a cave, a baknar lies on a snowy ledge and a desert ganthi drinks its fill from a sculptured oasis of sandstone and toa-trees.

+

You are examining the beautifully preserved head of an itikar when you hear a soft, cultivated voice behind you.

+

Good evening, sir. Welcome to my establishment.

+

A tall, aristocratic man dressed in a richly embroidered robe steps forward and bows. He is clearly impressed by your interest in his work and offers to conduct you on a brief tour of his shop.

+ If you wish to see more of the fascinating taxidermy, turn to 345. + If you wish to decline his generous offer and leave the shop, turn to 149. +
+
+ +
+ + 122 + + + +

Your senses warn you that a steep drop lies beyond the breach in the castle wall. If you were to run that way, you could be heading for your doom.

+ If you wish to ignore your instincts and climb through the hole in the castle wall, turn to 217. + If you wish to run down the stairs towards the iron gate, turn to 169. +
+
+ +
+ + 123 + + + +

A handful of Alether Berries costs 3 Gold Crowns. If you swallow them before a fight, they will increase your COMBAT SKILL by 2 points for the duration of the fight. You may purchase up to 3 handfuls of Alether Berries. Each handful counts as one Backpack Item, but you cannot swallow more than one handful during any one combat.

+

When you have concluded your purchases, you remount your horse and leave the village.

+ Turn to 100. +
+
+ +
+ + 124 + + + +

The city is choked with people: mercenaries from the north and west, weapon merchants from the east and ragged refugees from the war-torn south. The captain orders his men to sleep aboard the Kazonara this night, forbidding them to go ashore, for Prince Balonn of Rioma and his mercenary knights are encamped inside the city wall. A bitter and long-standing rivalry exists between the two companies, and the captain wisely wishes to avoid any confrontation.

+

Rumour has it that a number of the Stornlands' most powerful princes are gathered in Rhem to plot the defeat of the Slovians. However, the captain believes it is more likely that the robber-barons are conspiring against each other to steal the riches of Tekaro for themselves.

+

You set sail at first light, bidding farewell to the slender twin-towers of the Rhem citadel, which overshadows the city quay. The Storn flows southwards through steep-sided fields of vines, arranged in endless straight rows like the waves of a green sea. The weather is warm, and you spend the day on deck watching the traffic of refugees heading north along a highway and the strange gigantic toads, the sloats, at work, pulling riverboats and barges upstream.

+

It is late afternoon when you sight the town of Eula in the distance. You saddle your horse and shoulder your equipment as the Kazonara berths at the town's wooden pier.

+ If you purchased a Riverboat Ticket for the riverboat at Soren, turn to 59. + If you do not have a Riverboat Ticket, turn to 290. +
+
+ +
+ + 125 + + + +

The soldiers are swilling ale and reminiscing about their campaigns with wild exaggeration. They are brash and loud, but an uneasy silence quickly falls when they see you approach. You notice that their hands are no longer grasping mugs of ale; they now rest upon the hilts of their heavy-bladed swords.

+ + + Gary Chalk + + + + + If you decide to offer to buy them a drink, turn to 30. + If you wish to ask permission to join them, turn to 260. + If you choose to ignore them and would rather take a seat elsewhere and order some food, turn to 172. +
+
+ +
+ + 126 + + + +

Arrows sweep across the river as the captain draws the company into line at the approach to the Tekaro bridge. The burnt-out hulks of siege towers and the bodies of dead soldiers lie strewn in heaps before the battered city gate. The fortified gatehouse bristles with archers, and the setting sun glints on the cauldrons of boiling oil and molten lead mounted on top of the battlements.

+ + + Gary Chalk + + + + +

Charge! screams the captain, and suddenly you are swept up and carried across the bridge by a frenzied wave of horsemen.

+

Thirty yards from the gate, the archers open fire. Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;3, turn to 244. + If the number you have picked is 4&endash;6, turn to 29. + If the number you have picked is 7&endash;9, turn to 150. +
+
+ +
+ + 127 + + + +

The door clicks shut behind you. It takes a few seconds for your eyes to grow accustomed to the dimly lit interior, but the room appears to be the antechamber of a larger hall. Following the faint sound of voices, you pass through an archway, along a corridor and into the main hall. Gathered about a circular table of gleaming steel, a group of elderly men are poring over books, star charts and astral maps and engrossed in discussion. Globes of blue-white fire hang motionless in the air above them to illuminate their work. The old men do not see you until you are close to their steel table. Their reaction to your sudden appearance is astonishing&emdash;they look as though they have seen a ghost. There are yelps of shock and startled expressions; sweat forms on their brows. The sight is too much for one old man, who swoons and faints, falling limply across his books and maps. Only one man remains calm and collected.

+ + + Gary Chalk + The elderly men are poring over
their books and star charts
+ + + +
+ If you have ever visited a hut on Raider's Road in a previous Lone Wolf adventure, turn to 233. + If you have never been to this place, turn to 6. +
+
+ +
+ + 128 + + + +

Blood is pounding in your ears as you hear the approaching Yawshath splashing through the ankle-deep slime of the passage floor. Hideous laughter echoes from all sides, building up in a deafening crescendo. Suddenly, you realize the awful truth&emdash;there are in fact two Yawshaths. You have unwittingly entered their lair, and now they have you trapped. You fight valiantly, but in the dark and fetid confines of the Yawshaths' den, the creatures overwhelm you and tear you to pieces.

+ Your quest and your life end here. +
+
+ +
+ + 129 + + + +

Suddenly, all hell breaks loose. Alarm bells ring, gruff voices bellow and scream and the crunching of boots on stone echoes round the town. A troop of soldiers surround you, their faces twisted and unnatural in the glare of their flaming torches. Your senses have been dulled by fatigue, and you are dragged from the saddle and disarmed before you have had a chance to react. Cold iron chains are wound tightly around your arms and body, and you are roughly pushed into a grey stone gaol. A wave of terror engulfs you as you catch a fleeting glimpse of a poster pasted to the gaol door. You see your own face before you; beneath it is written: Death sentence&emdash;by order of Lord Roark, Highborn of Amory.

+

Within the hour, your head is resting upon the executioner's block. As the razor-sharp blade of a two-handed axe whistles towards your neck, the last sound you hear is the malicious and vengeful laugh of the young lordling.

+ Your life and your quest end here. +
+
+ +
+ + 130 + + + +

When they realize who you are, their suspicion vanishes to be replaced by respect; your reputation, it seems, has spread far beyond the borders of your northern home. Eagerly, the three men offer you a seat and call for a fresh round of ales at their expense. They are clearly honoured by your company and keen to press you about your exploits. You try to answer their barrage of questions with polite caution, taking care not to reveal the precise nature of your quest. However, despite their surly features and rough manner, you sense that these men are genuinely friendly.

+ Turn to 230. +
+
+ +
+ + 131 + + + +

Your keen eyesight enables you to make out a line of dark shapes in front of the ship. It is a line of logs chained together: a boom lying directly in the path of the riverboat. Instantly you recognize the danger and rush to the bridge to warn the helmsman.

+

Look out! There's a boom across the river!

+

Desperately, he spins the ship's wheel, but it is too late to avoid a collision. The screech of twisted metal and splintering wood tears through the silence as the Kazonara swings broadside-on into the chained logs. You brace yourself and hang on tightly as the boat lurches and rocks back and forth.

+ Turn to 224. +
+
+ +
+ + 132 + + + +

You recognize the small, flat-faced man: he was the umpire of the archery tournament. He asks you what is troubling you, and you explain your sorry predicament.

+

I'm sure we can find a solution to your problem, he says, obviously relishing the thought of profiting by your misfortune. He will accept either 2 Special Items or 20 Gold Crowns in exchange for his horse.

+ If you agree to his proposal, turn to 212. + If you cannot, or do not wish to, agree to his proposal, turn to 176. +
+
+ +
+ + 133 + + + +

You're looking at the Hell-hole, says an Ogron. When the siege began, Prince Ewevin sent ten humans in there to find out where it leads. When they never came back he sent ten Ogrons in. Ain't seen none of 'em since!

+

Another Ogron, who is splitting a log with his bare hands, overhears the conversation. We've heard noises in the Hell-hole late at night, he says guilefully, horrible noises. He draws a fat finger across his blue-black throat before returning to his work.

+ If you wish to ask the Ogrons if you can use one of their pontoons to row across to the Hell-hole, turn to 179. + If you decide to swim across instead, turn to 171. +
+
+ +
+ + 134 + + + +

Beyond the Taunor valley, the highway twists and climbs across wooded hillsides, often plunging into narrow valleys where bubbling, trout-laden streams wend their way southwards to the Quarl. Butterflies gather in clouds above clumps of sweet-smelling flowers bordering the road, and the constant twitterings of bird song add a sense of tranquillity to the beautiful countryside.

+

It comforts me to know there is still one part of Lyris where war and death are unfamiliar visitors, says Cyrilus, puffing nonchalantly on a long-stemmed clay pipe. Alas, nowadays, such peace is rare.

+

The highway passes the ruins of a monastery and then descends steeply towards some log huts, clustered in a semicircle at the approach to a stone bridge. A tall gate, flanked by two mighty towers of stone, commands the access to the bridge.

+

The Denka Gate, says Cyrilus. The toll is 3 Gold Crowns to cross the bridge, unless, of course, the gatekeeper is your brother. He gives a sly wink and smiles. This may take a while&emdash;I haven't seen my brother Esmond for over a month, and he is bound to want to hear all the latest gossip from Quarlen before he lets us cross.

+

Cyrilus points out two of the log huts where wooden signs, carved in the shapes of an ale tankard and a loaf of bread, hang above the doors. The best ale and bread in all of Lyris. Mention my name and you'll be treated like a king.

+

You are feeling hungry and thirsty after your long ride, and the prospect of free refreshment is very tempting.

+ If you wish to enter the ale hut, turn to 185. + If you wish to enter the bread hut, turn to 287. + If you decide to stay with Cyrilus and approach the Denka Gate, turn to 89. +
+
+ +
+ + 135 + + + +

You ride between ranks of carved stone idols, whose mouths hold flickering torches, which illuminate this broad avenue. Mercenaries of all races and nationalities pack the street, talking, boasting or simply dozing in the shadows. At the end of the street, you arrive at a junction where a woman in filthy clothes sits nursing a crying child. As you pass, she holds out a grimy hand and begs for Gold Crowns to feed her hungry baby.

+ + + Gary Chalk + + + + + If you wish to stop and give the poor woman some Gold Crowns, turn to 333. + If you wish to ignore her and continue along the street, turn to 279. +
+
+ +
+ + 136 + + + +

Your skill makes you sensitive to the faint aroma of gallowbrush. It is commonly known as Sleeptooth in Sommerlund, for its crushed thorns make a powerful sleeping potion. You realize that, for reasons unknown to you, this man is trying to render you unconscious.

+ If you wish to draw your weapon and attack him, turn to 66. + If you wish to put down your goblet and hurry out of the taxidermy, turn to 279. +
+
+ +
+ + 137 + + + +

A peasant wagon and a merchant caravan bearing the toa-tree emblem of Casiorn are waiting in front of the town gate. You bring your horse to a halt and wait in line as the great door of rust-red iron slowly creaks open. A guard appears and gestures to the wagon and caravan to enter, but he lowers his spear menacingly as you prepare to follow. The town levy is 3 Gold Crowns, stranger. Pay or turn away.

+ If you wish to pay the levy, give the guard 3 Gold Crowns and turn to 332. + If you do not wish to pay the tax and wish to try to ride past the guard, turn to 115. +
+
+ +
+ + 138 + + + +

No sooner have the doors of the inn slammed shut than you find yourself face to face with the city watch patrol. Every night, as a matter of routine, they wait for the drunks and rejects from the Inn of the Crossed Swords to be thrown on to the street. The burly guards grab you by the shoulders and attempt to strip you of your belongings before bundling you into a waiting cart. Instinctively, you fight to break free, but the guards take this as a threat. They unsheathe their swords and attack. You cannot evade combat and must fight the city watch to the death.

+ + Varetta City Watch + 18 + 35 + + If you win the combat, turn to 34. +
+
+ +
+ + 139 + + + +

You prise open the visor of the dead warrior's helmet, half-expecting to see the rough features of a bandit or highwayman. It comes as a shock to find the cold and empty eyes of a dead woman staring back at you. The shape of her body was concealed by the thick plates of armour and a clutch of magras reeds in the mouth-piece of her visor had effectively disguised her voice.

+ + + Gary Chalk + + + + +

You find few clues to identify her: an Axe, a pouch containing 11 Gold Crowns, a Dagger and a Silver Brooch are all she carries: hired killers travel light. You examine the Silver Brooch and decide to keep it. (Mark this as a Special Item on your Action Chart.) There is something vaguely familiar about her face but you cannot remember why. Suddenly, your thoughts return to the plight of your companion&emdash;his life is in danger. You mount your horse without further delay and gallop across the Denka Bridge in pursuit.

+ Turn to 39. +
+
+ +
+ + 140 + + + +

You press on diligently, counting the steps that take you along the sewer until you reach a narrow vault a little over one hundred and fifty yards from the previous junction. An iron ladder, its rungs pitted with rust, rises out of the water to an arched stone door. Beneath the door, the sewer continues into the darkness.

+ If you wish to climb the ladder and investigate the arched door, turn to 259. + If you wish to continue along the passage, turn to 339. +
+
+ +
+ + 141 + + + +

Cyrilus offers to stay and look after the horses while you take part in the contest. He says that archery holds no interest for him, but you suspect this is just an excuse to take an afternoon nap. You hand him the reins of your horse and hurry to join a line of men waiting to enter the tournament field.

+

The event reminds you of a Sommlending village pageant and the jugglers, the dancers and the numerous sideshows all add to the festive spirit. Eventually, you reach the gate where a cheerful old lady is collecting the 2 Gold Crowns entrance fee. You hand over your Crowns (remember to mark these off on your Action Chart) and enter a large tent where the other competitors are stringing their bows.

+ If you have a bow, turn to 340. + If you do not have a bow, turn to 18. +
+
+ +
+ + 142 + + + +

The blade whistles towards your chest. You throw yourself to the deck&emdash;but are your reactions fast enough to save you from this deadly blade?

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus or Divination, deduct 2 from the number you have picked. If you possess a shield, deduct 3 from the number you have picked.

+ If your total is now 4 or less, turn to 184. + If it is now 5 or more, turn to 51. +
+
+ +
+ + 143 + + + +

You have ridden less than a mile when the surface of the highway changes from cobblestones to flattened earth. There are no fresh tracks in this earth, so the riders cannot have left the village by this road.

+ If you wish to ride back to the village, turn to 52. + If you wish to hide in the trees bordering the highway to wait and see if the riders show themselves, turn to 196. + If you wish to return to the junction and take the hill track, turn to 241. +
+
+ +
+ + 144 + + + +

The dormitory is a long, narrow, low-ceilinged hall at the rear of the tavern, full of snoring mercenaries and the smell of stale sweat. You pick a straw mattress next to a window, braving the cold draught whipping through its shattered pane; at least this carries away the foul air.

+

In the middle of the night you are woken by a bright light. A shooting star of sun-like brilliance arcs over the city, shedding a rainbow of colour over the drab dormitory. You watch as the star slowly disappears before settling down once more to your much needed rest. It seems as if you have only just closed your eyes when the loud and loathsome clang of the dormitory bell fills your ears.

+ + + Gary Chalk + + + + +

All awake! All awake! A new day dawns, my fine brave lads! The voice of the tavern-keeper is echoed by the groans of a hundred bleary-eyed soldiers, as they drag themselves coughing and wheezing from their beds.

+

You dress, gather your equipment and collect your horse from the stable. However, it is not until you are studying the route to Brass Street that you discover that an item is missing from your Backpack; it was stolen during the night. Erase one Backpack Item of your choice from your Action Chart before setting off for Brass Street.

+ Turn to 300. +
+
+ +
+ + 145 + + + +

The survivors flee into the dark, leaving their leader and over half their number lying dead at your feet. Leaning down from the saddle, you snatch a pouch that hangs from the dead leader's belt. It contains 12 Gold Crowns and a Ruby Ring. You may keep the Crowns and the Ring. If you take the Ring, mark it on your Action Chart as a Special Item which is to be carried in your pocket.

+

You hear the crunch of boots on stone as a group of soldiers tramp up the street from the river, moving disdainfully through the crowds of people that have gathered to watch. Sheathing your blood-smeared weapon, you rein your horse about to take off along the darkening street.

+ Turn to 289. +
+
+ +
+ + 146 + + + +

By noon, the hills lie far behind, and you catch your first sight of the snow-capped Ceners. To the south, nestling at the foot of this mountain range, is Amory. You are tired after your ride, but you know you must press on if you are to reach the town by nightfall. You reach a junction where a stone signpost indicates two directions: north-west to Soren and south to Amory. Both towns lie exactly 25 miles from this point. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ If you wish to continue your ride to Amory, turn to 96. + If you wish to change direction and head for Soren, turn to 247. +
+
+ +
+ + 147 + + + +

The street is narrow and crowded with all manner of fighting men: mercenaries from the south who have come to Varetta in search of employment. They fill the tiny alleyways that branch off from the main street, and the air is full with their noisy banter. The smell of food mingles with the odour of sweat and leather, and flickering lanterns swing in the chill night breeze. Nobody pays attention to you, and you follow the winding cobblestones without any hindrance until you reach a magnificent half-timbered building. Large bow windows display an eye-catching assortment of creatures of all shapes and sizes, stuffed or mounted on wooden plaques. A sign by the door reads:

+ CHANDA&emdash;TAXIDERMIST + If you wish to dismount and enter this fascinating shop, turn to 121. + If you wish to continue along the winding street, turn to 279. +
+
+ +
+ + 148 + + + +

If you will not part with the bow, then perhaps you have something else of value that will persuade me to part with my horse? he says, shrewdly.

+

Altan will accept either 2 Special Items or 20 Gold Crowns in exchange for his horse.

+ If you agree to his proposal, turn to 212. + If you cannot, or do not wish to, agree to his proposal, turn to 176. +
+
+ +
+ + 149 + + + +

May I offer you some refreshment before you leave? I can see by the dust on your tunic that you have travelled far today. The man brings forward a silver tray on which stands a ruby glass decanter and two crystal goblets. He fills the goblets with wine and offers one to you.

+ If you wish to accept his generous offer, take the goblet and turn to 228. + If you wish to decline his offer and leave the taxidermy, turn to 279. +
+
+ +
+ + 150 + + + +

Your horse is hit and mortally wounded. It stumbles, and in the shrieking press of horses and men, you are barged aside and thrown over the stone parapet of the bridge. You hit the water head first and are swept away by the powerful current of the River Quarl.

+ Turn to 306. +
+
+ +
+ + 151 + + + +

The narrow street begins its steep descent towards the wharves and huge warehouses that line the River Quarl. The sun is now below the horizon and lanterns are being lit in the twisting alleys and passages of the dingy town. From open alehouse doors the red glare of roaring fires colours the oily black cobblestones.

+

You have been riding for barely a minute when the street ahead is blocked by a procession of men, advancing up the hill towards you. They are dressed in red cloaks with black hoods and carry large scarlet candles, which flicker in the chill evening breeze.

+ + + Gary Chalk + + Are you a believer or an unbeliever? + + + + + +

Their leader is a tall man with hard grey eyes. He fixes you with a stare and slowly raises his hands; the procession halts. Are you a believer or an unbeliever? he cries, his voice as piercing as his stare.

+ If you have ever been to the buried temple of Maaken, turn to 294. + If you wish to answer believer, turn to 108. + If you wish to answer unbeliever, turn to 67. +
+
+ +
+ + 152 + + + +

You agree to meet the captain in the apothecary in one hour's time before beginning your exploration of Luyen. Further along the street you notice a dusty shop window full of weapons. Above the door you see a sign.

+ DEMICO'S WEAPONSHOP&emdash;All Weapons Bought & Sold + If you wish to enter this second-hand weapons shop, turn to 98. + If you would rather continue along the street, turn to 275. +
+
+ +
+ + 153 + + + +

The bolt screams through the air and hits you from the side, tearing a furrow of skin and muscle from your ribs before embedding itself in the side of the log hut. (You lose 5 ENDURANCE points.) Stifling a cry of pain, you stagger towards your horse. The warrior has discarded his empty crossbow and is now spurring his mount across the bridge in pursuit of his companions.

+ If you have a bow, turn to 178. + If you do not have a bow and have to mount your horse and give chase, turn to 39. +
+
+ +
+ + 154 + + + +

The man grasps the woman by the wrist and uncovers the arm cradled around her baby. Clasped between her fingers is a hat pin with which she pricks the baby's skin to make it cry.

+

You'll be beggin' in the streets yourself before dawn if you be taken in b'likes of her, he says.

+

The woman pulls free from his grasp, curses, and disappears among the scruffy crowd of mercenaries wandering the street.

+

Who d'you serve? asks the man, his brutal face framed by a closely cropped red beard, or d'you come in search of a captain, eh?

+ If you wish to talk to this man, turn to 181. + If you wish to ignore him and ride off, turn to 279. +
+
+ +
+ + 155 + + + +

You release the arrow, but it narrowly misses its target and clatters harmlessly against the chapel wall. The creature is now upon you, and there is no time to draw another weapon.

+ + Yawshath + 22 + 38 + +

You must fight the first round of combat with your bare hands (deduct 4 points from your COMBAT SKILL for this round only). At the start of the second round, you may draw a weapon (if you have one), and fight the creature normally. If you survive 4 rounds of combat, you can evade the Yawshath by escaping through the archway by which you entered the chapel.

+ If you survive 4 rounds of combat and wish to evade, turn to 305. + If you win the combat, turn to 112. +
+
+ +
+ + 156 + + + +

Only brute force will break the seal of encrusted filth and open the door.

+ + Sewer Door + 13 + 35 + +

To break open the door, you should follow the normal combat rules. Any ENDURANCE points that you lose during this combat represent the fatigue you suffer as you hack and batter the door.

+ If you wish to cease combat at any time and continue along the sewer, turn to 339. + If you reduce the door's resistance (ENDURANCE) to 0, turn to 200. +
+
+ +
+ + 157 + + + +

The food tastes even better than it smells (restore 1 ENDURANCE point). If you wish, you may also take enough bread for up to 2 Meals. Remember to make the necessary adjustment to your Action Chart.

+

You are about to walk around the counter to examine the back room when you hear a faint cry for help. It is Cyrilus&emdash;he is in trouble.

+ Turn to 317. +
+
+ +
+ + 158 + + + +

The passage leads to a vaulted cellar, as cold and as silent as a tomb. Gwynian talks with his brothers who then hurry off towards a distant portal. As they disappear into the dark, he returns to your side, his face sombre but composed.

+

The Lorestone of Varetta is hidden in the crypt of the cathedral of Tekaro. This key will unlock the tomb in which it lies. He produces a Silver Key from his sleeve and gives it to you.

+

My brothers will provide a swift horse for your journey. When the observatory clock strikes midnight, enter the portal and follow the passage to the end. It passes beneath the city wall, and your horse will be waiting where the passage comes to the surface. You are welcome to take any Items you require from this cellar that may be of use to you on your quest. May the gods protect you, Lone Wolf. You nod your thanks and watch as Gwynian disappears into the portal.

+

The cellar is well stocked with provisions and you find the following Items that could be of use on your journey to Tekaro:

+
    +
  • Quarterstaff
  • +
  • Enough food for 3 Meals
  • +
  • Mace
  • +
  • Brass Whistle
  • +
  • Rope
  • +
  • Short Sword
  • +
+

Together with the Silver Key that Gwynian gave you (mark this as a Special Item that you keep in your pocket), you collect together all the Items you wish to keep and settle down for the long wait till midnight.

+ Turn to 175. +
+
+ +
+ + 159 + + + +

You insult us, stranger, hisses the scar-faced man as he springs to his feet. Suddenly, the noisy hall becomes as silent as the grave: all eyes are on you. Some merchants to your left hurriedly move away as the two other warriors kick over their table and draw their swords.

+

Strike! they shout and attack. You must fight all three as one enemy. You cannot evade combat or make use of a bow.

+ + Varettian Mercenaries + 26 + 35 + + If you win the combat, turn to 48. +
+
+ +
+ + 160 + + + +

Grabbing hold of the door, you slam it shut as hard as you can. The youth is unprepared, and the door catches him squarely in the face somersaulting him backwards over a table and chair. As the door rebounds open again, you see him sprawled flat on his back, unconscious, with a huge lump beginning to swell in the centre of his forehead.

+

You pick up a square of blue card and notice that it is stamped with today's date. This will grant you access to the town of Amory, but only for today. You pocket the Cess (mark this as a Special Item on your Action Chart) and leave before the youth comes to his senses.

+ Turn to 146. +
+
+ +
+ + 161 + + + +

As you drop your belt pouch into the palm of the robber, you feel an agonizing pain tear through your side.

+

Did you think we would let you live to identify us? sneers the robber, but his voice fades as you collapse to the floor. The robbers melt away into the crowd, and by the time your murder has been discovered, they are safely hiding in another part of the vast city.

+ Your life and your quest end here. +
+
+ +
+ + 162 + + + +

Instinctively, you dive and roll, drawing your weapon as you rise again to your feet. Your lightning-fast reactions have saved you from the clutches of a shambling, blunt-nosed monster that preys on unwary pilgrims to this spa. However, it is not deterred, and with a hideous snickering caw, its feral eyes glowing with hatred, it shuffles hungrily towards you.

+ If you have a bow, turn to 198. + If you do not have a bow, turn to 343. +
+
+ +
+ + 163 + + + +

Twenty yards out from the bank you hear a cry go up: Stop that man! The Ogrons drop their tools and scurry to the water's edge. Some of them have bows which they hurriedly load and fire.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 4 to the number you have picked.

+ If your total score is now 3 or less, turn to 197. + If it is 4 or higher, turn to 229. +
+
+ +
+ + 164 + + + +

Your Magnakai skill makes you particularly alert to the deadly missile screaming towards your chest&emdash;suddenly everything seems to be happening in slow motion. You pull away from the bolt just in time, and the quarrel merely grazes your shoulder. (You lose 2 ENDURANCE points.) You see your attacker hurl the crossbow to the ground. From within the closed helmet of black steel a voice shouts out: Die Northlander!

+ + + Gary Chalk + From within the closed helm of black steel
a voice shouts out Die Northlander! +
+ + + +
+

The warrior charges out of the Denka Gate with an axe held high in his hand. You cannot avoid him and must fight him to the death.

+ + Armoured Assassin + 24 + 26 + +

Due to the speed of this attack, you cannot make use of a bow. However, if you have the Magnakai Discipline of Animal Control, you may add 1 point to your COMBAT SKILL for the duration of this fight.

+ If you win the fight, turn to 28. +
+
+ +
+ + 165 + + + +

Certainly, sir. We of the guild of city criers are only too pleased to be of service, says the Kloon, waddling over to the bookshelves. He scampers to the top and removes a slim map from between a stack of papers before scuttling back down and depositing it at your feet.

+

That will be 5 Gold Crowns, sir, he says, in a firm but polite tone.

+ If you wish to pay the Kloon for the Map of Varetta, turn to 16. + If you cannot or do not wish to pay him, turn to 262. +
+
+ +
+ + 166 + + + +

Valiantly your horse attempts to clear the high-sided wagon, but the long day's ride has taken its toll. Suddenly you are thrown forward in the saddle as its forelegs crash against the wagon's rail. You cling desperately to the reins as your terrified horse scatters the cargo and then lands with a tremendous crash on the cobblestoned street. You manage to regain control and spur her along the winding street that leads away from the square. Only when the curses of the town guard can no longer be heard do you rein in your terrified and exhausted mare and take stock of her injuries. The forelegs are bruised, but the skin is not broken. With a good night's rest she should be perfectly all right by morning.

+

As you remount, you discover to your dismay that the flap of your Backpack is unbuckled. A quick check reveals that two items are missing, which fell from your pack during the jump. Erase any two Backpack Items from your Action Chart.

+ Turn to 332. +
+
+ +
+ + 167 + + + +

Loud and raucous laughter greets your tired ears as you enter the Stornside Tavern. A motley throng of drinkers, over-dressed and over-armed, prop up the bar along the back wall. Suddenly a voice calls out to you, and you raise your weary eyes. It is the captain, the mercenary leader you met at the Inn of the Crossed Swords.

+ + + Gary Chalk + + + + +

Well met, my friend, he cries and slaps you enthusiastically on the shoulder. So you've changed your mind. You have come to join my band of fearless fighters. Before you have a chance to reply, a foaming tankard is thrust into your hand.

+

To the battle and a full purse! he shouts, and his toast is echoed by a score of drunken voices.

+

The captain and his men are bound for Eula aboard the riverboat that leaves at midnight. If you sail with them he will pay for your passage.

+ If you wish to sail with the captain at midnight, turn to 341. + If you wish to make your own way to Tekaro by road, turn to 118. +
+
+ +
+ + 168 + + + +

It is nearly dark when you catch sight of a tavern on the road ahead. Two guttering torches set into rusty brackets illuminate the sign nailed above the door:

+ THE HALFWAY INN +

You recognize the name of the tavern that Cyrilus spoke of this morning, and it grieves you that he is not here to accompany you. Distant thunder rumbles through the hills as you stable your horse and enter the welcoming warmth of the taproom. The tavern is alive with the chatter of merchants, the clink of glasses and the crackle of a blazing fire. The centre of the room is dominated by a small stage on which a conjurer is performing his tricks to the delight of the customers.

+ If you wish to stand and watch the conjurer, turn to 199. + If you wish to enquire about a room for the night, turn to 253. +
+
+ +
+ + 169 + + + +

The iron door is unlocked, but you discover to your horror that the hinges are so badly rusted that the door will not move an inch. Suddenly, the Yawshath appears at the top of the stone staircase, snickering and gibbering horribly. It fixes you with its red eyes and prepares to pounce.

+ If you have completed the Lore-circle of Fire (that is, you possess the Magnakai Disciplines of Weaponmastery and Huntmastery), turn to 65. + If you do not possess these skills and wish to prepare to defend yourself, turn to 222. + If you would rather turn and run deeper into the ruins, turn to 285. +
+
+ +
+ + 170 + + + +

The riverboat is still rocking violently from the collision, throwing you off balance. You raise an arrow, take aim at the man's chest and try to anticipate the shift of the deck as you prepare to fire.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with a bow, add 3 to your score. If you have the Magnakai Discipline of Huntmastery, add 1 to your score.

+ If your total is now 5 or lower, turn to 23. + If it is now 6 or higher, turn to 265. +
+
+ +
+ + 171 + + + +

The water is freezing cold. It saps your strength, and you find it increasingly harder to swim against the strong converging river currents. Eventually, you reach the rocky bank and stagger ashore near the sewer outfall. Unless you have the Magnakai Discipline of Nexus, you lose 1 ENDURANCE point due to the cold.

+ Turn to 249. +
+
+ +
+ + 172 + + + +

You choose a seat near the corner: one that is laid for dinner and offers a clear view of the hall. A serving girl soon appears carrying a platter laden with roasted meat, and she proceeds to stack a generous helping on your plate.

+

Two Gold Crowns, if you please, sir, she says, presenting an open hand bloodied by the food.

+

You pay (remember to deduct the Crowns from your Action Chart) and settle down to your feast. While you are eating, you are approached by the innkeeper. He is a fat, oily individual with small, piggish eyes.

+

My lad tells me that he's tended to your mare&emdash;she's in good 'ands 'ere&emdash;the best stables in all o' Quarlen. The man shifts nervously from one foot to the other, as if he is uncomfortable in your presence. You'll be wantin' a room I take it?

+

You finish a mouthful of food before nodding your reply. You're in luck, my friend, he answers, obviously relieved that you have turned out to be a paying guest. We 'ave one room left&emdash;Room 17.

+

He produces a plain iron key from his apron pocket and sets it down beside your plate. That'll be 3 Gold Crowns, sir&emdash;in advance. You pay the innkeeper and slip the key into your pocket.

+ Turn to 219. +
+
+ +
+ + 173 + + + +

You notice that the man's clothes and hair are streaked with blood. Your initial instinct is to use your Magnakai skill to heal his wounds, but as he reaches the church gate you suddenly realize that he is not wounded at all. The red stains are berry juice; his injuries are fake.

+ If you wish to challenge him, turn to 337. + If you wish to gallop away from the church as quickly as possible, turn to 191. +
+
+ +
+ + 174 + + + +

A cry of pained surprise escapes from between your clenched teeth as the bolt tears both the skin and muscle from your ribs (lose 5 ENDURANCE points). However, your sheer strength of will, heightened by your Kai training and discipline, helps you to overcome the shock of impact and remain upright in the saddle.

+ If you are still alive after this attack, turn to 234. +
+
+ +
+ + 175 + + + +

When the observatory clock strikes twelve, you are poised and ready to enter the portal. You follow a dry stone passageway until you arrive at an iron door. It opens with a grating squeal and a gust of damp, earthy air, mixed with a strange sweetness, billows out. Before you, a narrow stone stairway twists away into the darkness. You are forced to tread carefully on the green and slippery steps. At the bottom of the stairs a rough-hewn tunnel disappears to the west. You press on and eventually arrive at another iron door. Gwynian has kept his word, for beyond the door awaits a fine liver chestnut mare, saddled and ready to ride.

+

You are in a small copse close to a highway junction. In the light of the moon you can see a signpost that indicates two destinations&emdash;Amory and Soren. Consult the map before deciding which way to go.

+ If you decide to take the highway to Amory, turn to 331. + If you decide to take the highway to Soren, turn to 267. +
+
+ +
+ + 176 + + + +

You decline the offer and go in search of some other means of finding Cyrilus. The village stables are locked and guarded, but at the rear of the blacksmithy you discover just what you are looking for. A young stallion is pacing the paddock, its saddle and blanket slung over the gate. At first he is wary of your approach, but he soon senses that you mean no harm and you have no difficulty in preparing him for the ride. Once clear of the paddock, you canter around the blacksmithy and on to the highway.

+ Turn to 271. +
+
+ +
+ + 177 + + + +

Ah! You're in luck, stranger. The dice favour you tonight. The man staggers drunkenly to his feet and points to an alley in the middle distance where a doorway is just visible in the shadows. The city criers live there. They'll tell you the way to Brass Street.

+

You nod your thanks and spur your horse along the street towards the darkened doorway.

+ Turn to 25. +
+
+ +
+ + 178 + + + +

The warrior gallops off, his cloak billowing from his shoulders like huge black wings as his horse speeds across the bridge. You draw an arrow to your lips and take careful aim&emdash;you will have no second chance.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with a bow, add 3 to the number you have picked.

+ If your total score is now 7 or below, turn to 296. + If your total score is now 8 or above, turn to 303. +
+
+ +
+ + 179 + + + +

They will not let you touch any of the pontoons. If any go missing they will each receive 100 lashes as punishment for their negligence. They keep a watchful eye on you until you leave the camp. As it is now impossible to take one of the pontoons, you resign yourself to a long, cold swim.

+ Turn to 171. +
+
+ +
+ + 180 + + + +

Trembling with pain and fury, the wounded lordling staggers back towards the door. I shall have your life for this&emdash;mark my words, he cries.

+

The mocking cheers of the crowd echo in his wake as he turns and disappears into the night.

+ Turn to 281. +
+
+ +
+ + 181 + + + +

You learn that the man's name is Redbeard and that he hails from Soren, a town to the west of Varetta. He is sergeant-at-arms to a captain of mercenaries and has recently returned from battle against the Magadorians. He offers to take you to meet his captain who, he says, is the best soldier he has ever had the good fortune to serve under.

+ If you wish to accept his offer, turn to 256. + If you decide to decline his offer, bid him farewell and continue along the street, turn to 279. +
+
+ +
+ + 182 + + + +

You duck and weave as you race through the undergrowth. A charge of crackling power strikes a branch above your head; it narrowly misses you as it falls in a blazing heap by your side. You sidestep in time to avoid another charge which tears a hole in a tree trunk large enough to rest your head. You reach your horse and take off along the highway at a gallop, thankful to be alive. You have witnessed a secret ritual of the Cener Druids and survived the encounter&emdash;few can boast as much!

+ Turn to 102. +
+
+ +
+ + 183 + + + +

A loud cheer shatters the silence as Altan's winning arrow hits the target. The villagers are thrilled to have witnessed such an exciting tournament and surge across the field, eager to offer Altan their praise and congratulations. As the tall woodsman disappears from view amid the teeming crowd, you take the opportunity to slip away unnoticed.

+

If you have used a borrowed bow for the tournament, you must return it to the tent before making your way back to Cyrilus.

+ Turn to 33. +
+
+ +
+ + 184 + + + +

The dagger shaves a lock of hair from your head before sinking inches deep into the wooden parapet rail. The shock of your swift move unnerves the pirate, and he is off balance when you leap to your feet and attack. Before he knows what has hit him, he is tumbling over the side into the cold deep waters of the Storn.

+ Turn to 254. +
+
+ +
+ + 185 + + + +

Having hitched your horse to a rail, you climb the crooked steps leading to the door of the ale hut. Cyrilus is announcing his arrival by rapping on the Denka Gate with his staff and shouting for his brother to open up. You smile at his growing impatience as he hammers at the gate; if his brother is anything like Cyrilus, he is probably fast asleep.

+

Inside, the hut looks deserted, but as you approach the bar you find a man slouched on a low stool, half-asleep with a tankard in his hand.

+ If you wish to wake him, turn to 93. + If you wish to draw some ale from a cask on the bar, turn to 266. +
+
+ +
+ + 186 + + + +

You concentrate your Magnakai Discipline on agitating the particles of dirt that wedge the door shut. Gradually the stone begins to vibrate, and cracks appear around the jamb as the dirt begins to crumble.

+ Turn to 200. +
+
+ +
+ + 187 + + + +

Twisting aside at the last moment, you manage to avoid one deadly pike head but cannot dodge the other. It rips into your tunic and scrapes your flesh (lose 3 ENDURANCE points). Your anger rises and you fight to free your weapon, which has become entangled in the straps of your saddle. The guards see that you are trapped and push forward before you have a chance to retaliate.

+ Turn to 22. +
+
+ +
+ + 188 + + + +

Your immediate peril stops you dwelling too much on the reason why these riders should try to abduct Cyrilus. However, it does occur to you that he is neither wealthy nor powerful and so a poor prospect for a rich ransom.

+ + + Gary Chalk + On a charger as black as midnight
sits a scar-faced young man
+ + + +
+

As you reach the bottom of the wooded crag, a stone church and graveyard loom into view at a point where the highway turns sharply to the west. Blocking the road, on a charger as black as midnight, sits a scar-faced young man. His eyes, set in a white and disfigured face, burn with a cold dark glow. You recognize him immediately. It is Roark, the lordling you defeated at the Barrel Bridge Tavern.

+ If you possess a Silver Brooch, turn to 31. + If you do not have this Special Item, turn to 14. +
+
+ +
+ + 189 + + + +

The thin-faced merchant bids you sit at his table, his shrewd eyes narrowing at the thought of a new and profitable deal. You tell him that you require some information and may be willing to pay for it if the price is right. He asks the nature of this information, but when you ask for the directions to Brass Street, his business-like mood suddenly changes.

+ Turn to 47. +
+
+ +
+ + 190 + + + +

Crazed with hatred and rage, the Yawshath springs from the top of the mound of rubble and dives straight for you. Its frenzy has made it blind to the peril of the precipice and, as you leap aside, it hurtles past and disappears into the void. Seconds later you hear a shriek as it crashes into the rocks hundreds of feet below.

+

Shaken, but thankful to be alive, you return to the chapel and fill your glass jar with Taunor Water (there is enough spa water to restore 6 ENDURANCE points). You may drink the Water now or place it in your Backpack for future use.

+ If you wish to make a search of the chapel, turn to 24. + If you decide to return to Cyrilus, turn to 338. +
+
+ +
+ + 191 + + + +

You are tired after your long night's ride, but you know you must press on if you are to reach the town of Soren by nightfall. You come to a shallow stream, which crosses the highway, and here you stop briefly at a ford to wash and rest. You must also now eat a Meal or lose 3 ENDURANCE points. Beside the ford stands a signpost pointing to the west:

+ SOREN&emdash;25 MILES + Turn to 102. +
+
+ +
+ + 192 + + + +

Splashing through ankle-deep slime, you suddenly catch sight of two glowing pinpoints of red light in the darkness ahead. They grow larger and brighter and suddenly you realize the awful truth&emdash;there are two Yawshaths. Their hideous laughter builds to a deafening climax as they close in for the kill. Unwittingly, you have entered their lair and now they have you trapped.

+

You fight valiantly but the creatures finally overwhelm you in the dark and fetid confines of the passage. You are torn limb from limb, with no one to hear your cries for help.

+ Your quest and your life end here in the dungeons of Castle Taunor. +
+
+ +
+ + 193 + + + +

The Kloon begins to wail as you dispatch his vicious watchdog. With scarlet tears streaming from his crimson eyes, he scampers out of the room and bolts the door. After wiping the blood from your hands, you pick up the Map of Varetta and hurry out of the room.

+ Turn to 16. +
+
+ +
+ + 194 + + + +

The howling mob scream like men possessed as they hack and slash at your unarmoured legs. If you have the Magnakai Discipline of Animal Control, you may add 2 to your COMBAT SKILL for the duration of this fight, for it enables you to command your horse to attack with its hooves.

+ + Acolytes of Vashna + 22 + 48 + + If you wish to evade combat at any time, turn to 289. + If you win the combat, turn to 145. +
+
+ +
+ + 195 + + + +

Suddenly, you sense that you are in grave peril, and you listen carefully at the keyhole to determine what is being said by the preacher.

+

&lellips;and so I beseech you, my brothers, do not listen to Gwynian's foolish and dangerous theory. The star that shone in the night is a warning to us to guard our knowledge, to keep safe the secret of the Lorestone. We must stop all those who would use its power for their own wicked ends.

+

The preacher's words are answered by loud chanting: Keep the secret, keep the secret, keep the secret!

+

The sound of a key in the lock makes you start. The meeting has come to an end, and the congregation are preparing to leave. Quickly, you sprint away and take cover in a darkened doorway. The brown-robed men pour out of the temple and disperse, but a small group are heading towards your hiding place; if you stay where you are you will be seen for sure. Without a second thought, you push open the door and enter.

+ Turn to 127. +
+
+ +
+ + 196 + + + +

It is only a matter of minutes before the riders appear. They ride in single file with the unconscious wizard in tow behind the last man's horse.

+ If you have a bow and want to ambush them as they ride past your hiding place, turn to 20. + If you wish to attack the last rider and try to recapture Cyrilus, turn to 203. + If you wish to let them pass and then follow them, turn to 227. +
+
+ +
+ + 197 + + + +

You are almost out of bowshot when an arrow gashes your calf (lose 2 ENDURANCE points) and thuds into the side of the pontoon. You bite your lip and stifle your urge to scream, for you are now within range of the city's archers. As soon as the pontoon grounds on the bank, you slip ashore and creep across the rocks towards the sewer outfall.

+ Turn to 249. +
+
+ +
+ + 198 + + + +

There is only enough time for you to fire one shot before the monster is upon you; you cannot afford to miss. To stop the creature dead in its tracks, you need to hit a vital organ, but in the gloom of this ruined chapel it is difficult to see your target clearly.

+ If you wish to take aim at the creature's eyes, turn to 268. + If you wish to take aim at its heart, turn to 243. + If you wish to take aim at its legs, turn to 95. +
+
+ +
+ + 199 + + + +

Having removed a bunch of flowers from the ear of a startled merchant and a clucking hen from the petticoat of the merchants wife, the flamboyantly dressed conjurer calls for silence from his cheering audience before announcing his next trick. Two children shuffle on to the stage, their bodies and faces completely hidden by long black gowns that are tied at their foreheads. Only their hair, blond and black is visible.

+

I'm a boy, says the one with black hair.

+

I'm a girl, says the one with blond hair, the voice identical to the first.

+

The conjurer steps forward and says that they are a boy and a girl but at least one of them is lying. He asks which is which and invites the audience to bet on the answer.

+ If you wish to bet on this conundrum, turn to 245. + If you do not wish to gamble and would rather approach the bar and enquire about a room for the night, turn to 253. +
+
+ +
+ + 200 + + + +

The old stone door creaks slowly open, and as the dust settles, you find yourself staring into the crypt of Tekaro Cathedral. Stepping into the chill, stale air, your heart begins to pound in your chest; the Lorestone is here&emdash;you can feel it.

+

Beams of ashen moonlight filter into the crypt, illuminating a line of sombre granite tombs that lie like sleeping giants under the earth. Clutching the Silver Key, you examine them one by one for the lock that guards the legendary Lorestone.

+

You find the lock and insert the key but you are suddenly distracted, on the brink of discovery, by the creature that is advancing through the sewer door.

+ Turn to 334. +
+
+ +
+ + 201 + + + + +

You must still win the combat before turning to 87 if the fight lasts longer than three rounds.

+
+
+ + +

The sergeant orders his men to stand back&emdash;he is confident that he can defeat you unaided and is eager to show off his fighting prowess. A smile of expectant triumph curls his scarred lips as he raises his spear and shield. You may fight this combat with any weapon except a bow.

+ + Town Sergeant + 18 + 27 + + If you win and the combat lasts 3 rounds or less, turn to 15. + If the combat lasts longer than 3 rounds, turn to 87. +
+
+ +
+ + 202 + + + +

The room is small, shabby and bare except for the battered straw mattress and threadbare carpet covering the floor. You lock the door and settle down to sleep, using your Backpack as a pillow and your cloak as a blanket. In the middle of the night you are woken by a bright light. A shooting star of sun-like brilliance arcs over the city, shedding a rainbow of colour across your drab surroundings. You watch the star as it slowly disappears before settling down once more to your much needed rest. It seems as if you have only just closed your eyes when the loud and loathsome clang of the tavern bell fills your ears.

+ + + Gary Chalk + + + + +

All awake, all awake! A new day dawns my fine brave lads! As the voice of the tavern-keeper echoes through the inn, you dress, gather your equipment and then collect your horse from the stable.

+

Your rest restores 1 ENDURANCE point. Make the necessary change to your Action Chart before setting off on your search for Brass Street.

+ Turn to 300. + +
+ +
+ + 203 + + + +

With bated breath you wait for the enemy to pass. As the last man rides into view, you break cover and attack him with deadly efficiency. He tries to raise a shield to block your blow but cannot react in time to save his life. As he tumbles to the ground, you cut the reins from his saddle and take off along the highway with the unconscious wizard in tow.

+ Turn to 188. +
+
+ +
+ + 204 + + + +

Prince Ewevin holds a conference of war. An hour passes before the captain returns to the company, and his news is greeted with mixed feelings by his travel-weary men.

+

We ride into battle tonight, he says, his voice firm and unwavering. We are to lead an attack across the Tekaro Bridge to break the city gate, which is greatly weakened at the moment. We must attack tonight if the enemy are to be prevented from making good their repairs.

+ + + Gary Chalk + + + + +

Many of his men, battle-hardened veterans of countless wars, cannot hide their fear that the attack is suicidal. The gate is heavily defended by archers and cannot be taken without a great loss of life.

+

Each man will be paid a thousand crowns, says the captain, hoping to change their minds with the promise of gold, but few are impressed; what use is gold to them if they are killed in the assault? Those who wish to fight can stay by my side, he bellows, his steel-blue eyes blazing with anger. Those who will not fight can go.

+ If you wish to stay with the captain and assault the city gate, turn to 126. + If you decide to leave, turn to 280. +
+
+ +
+ + 205 + + + +

Your Huntmastery enables you to identify hidden weaknesses in both the Jakan and the Kalte bone bow. If you were to choose either of these weapons, your chances of success would be greatly reduced. Forewarned by your Magnakai skill, you make the best choice: the Durenese hunting bow.

+ Turn to 60. +
+
+ +
+ + 206 + + + +

You sense that potential danger lies within the copse and that the chanting is part of a sacrificial ceremony.

+ If you wish to investigate the ceremony, turn to 13. + If you wish to avoid it and continue along the highway to Soren, turn to 102. +
+
+ +
+ + 207 + + + +

With bated breath, you manoeuvre the noose around the head of the warhammer. It takes over five minutes to secure the rope and retrieve the weapon.

+

Close examination of your find reveals it to be a very fine weapon, wrought of a metal called bronin, which looks identical to newly cast bronze but, unlike regular alloys of copper and tin, will not tarnish with use or age.

+

If you wish to keep this Bronin Warhammer, mark it on your Action Chart as a Weapon. When you use it in combat it will add 1 point to your COMBAT SKILL total. Satisfied that nothing else of value has been overlooked, you leave the chapel and return to Cyrilus.

+ Turn to 338. +
+
+ +
+ + 208 + + + +

Your Magnakai Discipline reveals the man's hiding place&emdash;he is crouching behind a worktable to your right. Suddenly, he jumps up and hurls a glass flask at your face, but forewarned by your Magnakai skill, you are prepared for this ambush. You duck and the flask whistles overhead to smash against the far wall. A bubbling hiss fills the air as the contents of the flask corrode and dissolve the plaster. With a flurry of vile curses, the man unsheathes a rapier and attacks.

+ + Chanda the Taxidermist + 17 + 24 + + If you wish to evade combat at any time by running from the shop, mounting your horse and galloping away, turn to 279. + If you win the combat, turn to 8. +
+
+ +
+ + 209 + + + +

Trembling with fear, you draw the bowstring and fire. The arrow glances off its armoured head and shatters against the crypt wall. There is no time for a second shot. You discard your bow and prepare for close combat as the creature moves in to strike.

+ Turn to 344. +
+
+ +
+ + 210 + + + +

Less than a mile from the village, the road descends into a narrow valley where a castle, part of which has fallen into ruin, is set on a rock shelf beneath a mossy precipice. Castle Taunor, says Cyrilus, shielding his eyes from the glare of the afternoon sun. It's a place of pilgrimage for many people; the water from its spa has great healing properties. He leans forward, removes a small glass jar from his saddlebag and offers it to you. Taunor Water could be useful to a warrior such as you.

+ If you wish to take the glass jar and collect some Taunor Water, turn to 63. + If you choose to decline Cyrilus' suggestion and continue your journey to Varetta, turn to 134. +
+
+ +
+ + 211 + + + +

The captain is an imposing man, tall, muscular, with a strong-jawed face, unmarked by battle or disease. His blond hair is cropped close to his head, and likewise, his beard and moustache are trimmed close to his tanned skin. You are invited to join his company, and as you drink your ale, you listen to their proud talk of war, of victories, of loot and wages&emdash;but never of defeat.

+

The captain and his men have grown tired of the war in the north. Prince Janveal of Helm is close to ruin, having sold all he owns to pay for a war against Baron Maghao of Karkaste that he cannot hope to win. The prince's troops are demoralized and his mercenaries desert him at the first opportunity. You learn that the captain is recruiting men for a campaign in the south. The war between Salony and Slovia has reached boiling point, and there is much gold to be had in the service of the Salonese Prince Ewevin while he besieges the city of Tekaro.

+ + + Gary Chalk + + + + +

You have the mien of a skilful warrior, says the captain, his steel-blue eyes cold and unblinking. Why not join my company? I have need of fighters, and I pay with gold, not promises. We leave for Tekaro at dawn&emdash;will you ride with us?

+

Politely you refuse the captain's offer, saying that you have come to Varetta on other business.

+

What business is there for a warrior other than war? retorts the captain, to the raucous delight of his men. You finish your ale and bid the captain and his company goodnight.

+

If you change your mind, join us at Soren. We sail the river from there in two days' time.

+ If you have a Map of Varetta, turn to 17. + If you do not possess this Special Item, turn to 104. +
+
+ +
+ + 212 + + + +

You keep your side of the bargain. (Remember to make the necessary adjustments to your Action Chart.) In exchange, he hands over the reins of his horse. Good luck, Northlander, he says, as you climb into the saddle. I hope you find your companion. He is a lucky man to have a friend such as you.

+

You shout a farewell as you spur your new horse to the gallop.

+ Turn to 39. +
+
+ +
+ + 213 + + + +

You follow the man through a curtained archway to a high-vaulted chamber that reeks with the pungent smell of preservatives and dead bodies. Several carcasses of exotic animals hang from hooks in the ceiling, and dissected heads destined for trophy plaques are laid on the large workbenches.

+

The man opens an ornate rosewood chest and produces a silver tray on which stands a ruby glass decanter and two crystal goblets. He fills the goblets with wine and offers one to you, saying that the wine will help you forget the unpleasant smell of the workshop.

+ If you wish to accept his gracious offer, take the goblet and turn to 288. + If you wish to decline his offer and leave the taxidermy, turn to 279. +
+
+ +
+ + 214 + + + +

The Kalte hunting bow is constructed from many strips of bone, glued and bonded together with layers of sinew. It is an ideal weapon for hunting baknar or kalkoth in the icy wastes of Kalte, but as a target bow in the warm climate of the Stornlands it is a very poor choice. When you enter the tournament, you must reduce your COMBAT SKILL by 4 points for the duration of the contest.

+ To begin the tournament, turn to 340. +
+
+ +
+ + 215 + + + +

No sooner has the pirate dropped dead at your feet than three more of his snarling comrades press forward to avenge his death.

+ + River Pirates + 19 + 28 + + If you wish to evade combat after 2 rounds, turn to 286. + If you win the combat, turn to 111. +
+
+ +
+ + 216 + + + +

You concentrate all your powers of Curing, transmitting the warmth created by your Magnakai skill through your hands into the shattered body of the magician. His frail shoulders tremble as he forces himself to whisper once more: Brass street&ellips; Varetta&ellips; find Gwynian the sage&ellips; he will help&ellips; help your quest&emdash;

+ Turn to 46. +
+
+ +
+ + 217 + + + +

Swiftly you clamber across the broken stones, but your hopes of escape are soon dashed when you see the terrifying drop that awaits you on the other side of the castle wall. Reluctantly, you turn to face your pursuer. With only the yawning precipice behind, you have no choice but to stand and face the monster again. Within seconds it appears, snarling and growling horribly as it prepares to tear you limb from limb.

+ If you wish to leap aside to avoid the Yawshath's attack, turn to 190. + If you wish to stand your ground and strike it as it attacks, turn to 311. +
+
+ +
+ + 218 + + + +

As wave after wave of horses thunder across the bridge, you are trampled into the ground.

+ Your quest and your life end here. +
+
+ +
+ + 219 + + + +

Suddenly, there is a mighty crash as the hall door is slammed shut. Into the tavern strides a black-browed young lordling, wearing a flamboyant costume of ebony and gold. He makes ceremonious display of removing his velvet cloak and pompously demands food and wine, and it takes three serving girls and the innkeeper to see to his wishes. His manner is so insulting that you are not surprised to see the many scars that disfigure his young face. He must be continually provoking fights and duels.

+

The lordling chooses to seat himself at a table already occupied by a small, thin, inoffensive old man. Within seconds there is a thunderous outburst of foul language. The lordling grabs the old man by the throat, lifts him one-handedly from his seat and hurls him to the floor. You snivelling toad, how dare you sit with me! he bellows.

+ + + Gary Chalk + The lordling kicks back his chair
and towers over the wretch
+ + + +
+

Bewildered and frightened, the little man fumbles an apology, but to no avail. The lordling kicks back his chair and towers over the wretch, his hand clasped around the hilt of his sword. The tavern crowd view the scene with relish, like spectators at a Vassagonian arena, for the lordling clearly intends to kill the old man.

+ If you possess a bow, turn to 301. + If you do not possess a bow, turn to 78. +
+
+ +
+ + 220 + + + +

The weather-worn plaque bolted to the base of the statue says that this is a true likeness of Vynar Jupe who led a band of robbers that preyed on travellers, especially merchants. His many crimes, including murder, did not prevent him from becoming popular, for he was resourceful and daring, and never plundered the inhabitants of this hamlet, where he himself was born. His exploits, and those of a score of his gang, were ended by the executioner's axe after trial at Amory.

+

There is a slit in the belly of the statue through which Gold Crowns can be dropped. The plaque goes on to say that anyone who pays homage to the statue of Vynar Jupe will be protected by his spirit from robbers and highwaymen.

+

If you wish to make a donation, place some Gold Crowns into the statue of Vynar Jupe before leaving the hamlet. (Remember to erase however many Gold Crowns you wish to place in the statue from your Action Chart.)

+ Turn to 73. +
+
+ +
+ + 221 + + + +

The soldier removes a spluttering torch from a bracket on the wall and returns to your side. Holding the torch high, he casts his eye over you and your horse and rubs his stubbly chin.

+

You come from Varetta or Soren? Long ride either way you must be tired. In you go, but in the future be sure to get a cess&emdash;some o' my brother-guards ain't so understanding.

+

You thank the guard and ride in through the town gate.

+ Turn to 129. +
+
+ +
+ + 222 + + + +

The monster dives straight for you from the top of the stairs. You hold your ground and land a well-timed and deadly accurate blow, which opens a gaping wound in the creature's neck, killing it instantly. However, the strength of your blow is not enough to turn its heavy body aside and you cannot avoid being crushed beneath the Yawshath as it hits the flagstones. You lose 12 ENDURANCE points.

+ If you are still alive, turn to 106. +
+
+ +
+ + 223 + + + +

Unfortunately, you have lost your bet. The conjurer stated that at least one of the children was lying, and if one was lying the other could not have been telling the truth. The answer is that both children lied.

+

Erase the Gold Crowns you staked on the conundrum from your Action Chart before approaching the bar and enquiring about a room for the night.

+ Turn to 253. +
+
+ +
+ + 224 + + + +

Hell's teeth! cries the captain. Have we run aground?

+

As the words leave his lips, a grapnel and rope drop from the sky and bite into the ship's rail. More follow and, through the mist, you can make out the shapes of longboats approaching.

+

River pirates! shouts the helmsman. Prepare to repel boarders.

+

Further along the deck, one of the captain's men is felled by a thrown knife. His comrades rush to his aid, but by now the river pirates are pouring over the side and he is trampled underfoot.

+

Battle order! bellows the captain and immediately his men respond, linking shields and holding their ground. A swarm of grim-faced pirates are boarding close by. One of their number, a lean man with only one ear and a split nose, smiles at you with anticipation, his lips drawn back from his teeth and his eyes wide with excitement. He is obviously relishing the thought of ending your life.

+ If you have a bow and wish to use it, turn to 170. + If you wish to prepare for combat by other means, turn to 92. + If you wish to evade combat, turn to 286. +
+
+ +
+ + 225 + + + +

You rein in your horse beneath the wide stone archway of the south gate. From an arrow slit in the wall echoes a harsh voice: Rider, show your pass!

+

There is the dull clunk of a bolt being drawn and two swarthy guards dressed in chainmail appear. They eye you suspiciously and repeat the demand to see a pass.

+ If you wish to tell them that you do not have a pass, turn to 55. + If you want to try to ride past them and through the open town gate, turn to 261. + If you want to attempt to bribe them to let you pass, turn to 9. +
+
+ +
+ + 226 + + + +

You push against the great doors but they will not open&emdash;they are locked.

+ If you wish to knock on the temple doors, turn to 242. + If you decide to ignore the temple and enter the observatory, turn to 127. + If you would rather follow a corridor that runs alongside the temple, turn to 327. +
+
+ +
+ + 227 + + + +

They have covered only a few hundred yards when the last rider turns to check on Cyrilus who is beginning to slip from his saddle. You pull off the highway to try to hide, but you are seen entering the trees and a shout rings out: He's there! The rumble of hooves warns you that the riders are returning.

+ If you have a bow and wish to open fire as they rush past, turn to 20. + If you would rather prepare to fight by other means, turn to 203. +
+
+ +
+ + 228 + + + +

The red wine looks and smells delicious. The man must hold you in high esteem, for wine as good as this is rare and expensive.

+ If you possess the Magnakai Discipline of Curing, turn to 136. + If you do not have this skill, drink the wine and turn to 84. +
+
+ +
+ + 229 + + + +

The Ogrons are poor archers, and in the gathering gloom they fail to drop an arrow within ten feet of you. You paddle across to the far side and as soon as the pontoon grounds on the bank, you slip ashore and creep across the rocks to the sewer outfall.

+ Turn to 249. +
+
+ +
+ + 230 + + + +

A toast to our gallant friend, cries the soldier with the pock-marked face. Honour in battle! shouts the red-haired man to his left. And a rich purse for the victor, retorts the other. They laugh heartily and raise the flagons to their lips. Their smiling faces are completely hidden by the jugs as they drink their fill. A full minute of silence passes before the three jugs are slammed to the table, emptied of ale.

+

The strong beer soon dissolves any guardedness, and they become very talkative about themselves. You take this opportunity to ask them what they know of the Lorestone of Varetta.

+

Legend, belches the red-head, myth or legend. Not so, interrupts Pock-face. It's real enough, but it was lost years ago. The Lorestone is magical&emdash;it holds a power that can turn an ordinary man into a king.

+ + + Gary Chalk + + + + +

On hearing this, the other soldiers snigger, but Pock-face ignores them and continues. The Lorestone was once set into the throne of Lyris, at the Tower of the King in Varetta. Hundreds of years ago, during the War of the Lorestone, it was stolen by a Salonese prince called Kaskor. He set the stone upon a gold sceptre and used it in battle to inspire his followers. He believed that it made him invulnerable, but it was not so. He was killed in a battle on board his royal barge at Rhem, and the Lorestone was lost when it fell from his hand into the depths of the River Storn. However, that is not the end of the story. There are many tales about the sceptre having been found, but on the whole they have turned out to be fake or merely fanciful. The legend says whoever wields the Lorestone is the rightful ruler of all the Stornlands. For this reason above all others, the Lorestone is sought by many evil or unscrupulous men to further their dreams of power. If you wish to know more, you should go to Varetta. There are many learned men who have devoted their lives to the study of the Lorestone&emdash;the scholars and sages of Brass Street&emdash;they are the people to help you!

+

You thank the soldier for his help and take your leave of the company.

+ If you now wish to order some food, turn to 172. + If you decide to go to the bar and enquire about a room for the night, turn to 232. +
+
+ +
+ + 231 + + + +

You help the captain to carry his purchases, which fill two large wooden boxes. As you stagger from the apothecary, he tells you he is anxious to return to the boat without delay. His men are good soldiers but poor sailors&emdash;he fears that without his watchful eye and stern command they will forget their work and drink themselves into a stupor. His fears are unfounded, for upon your return to the quay the Kazonara is fitted out and ready to sail.

+

Cast off, booms the captain, enjoying the novelty of his new riverboat command. We'll make Rhem by nightfall. The captain is as good as his word. As dusk settles over the Storn, you sail into the horseshoe harbour at Rhem.

+ Turn to 124. +
+
+ +
+ + 232 + + + + +

You should deduct the Meal from your Backpack immediately if you decide to head to your room. The ensuing sections will make it clear why this is.

+
+
+ + +

The innkeeper is a fat, oily individual with small, piggish eyes and a crooked smile. A grimy cloth hangs by a cord from his wrist, which he uses to wipe the bar. He seems unconcerned that the filthy rag does little but smear grease further across the counter.

+

You are in luck, my friend, he says, rummaging through the pockets of his striped apron. We have one room left&emdash;room 17. He produces a plain iron key and sets it down upon the bar. Three Gold Crowns&emdash;in advance.

+ + + Gary Chalk + + You're in luck, my friend, we have one room left + + + + + +

You pay the innkeeper (remember to erase the Gold Crowns from your Action Chart) and slip the key into your pocket. You are contemplating an early night when your rumbling stomach reminds you that you need to eat.

+ If you wish to take a seat and order some food, turn to 328. + If you decide to eat a Meal (from your Backpack) in the privacy of your room, you can head towards the stairs by turning to 219. +
+
+ +
+ + 233 + + + +

Instantly, you recognize the old man who stands before you now, calm and smiling. It is the same old man whom you encountered in a hut on the road to Ruanon some years ago; the same man who handed you a scroll that foretold the dangers of the Chasm of Doom.

+

Welcome, Lone Wolf, he says. Once again the stars have dictated that our paths would cross.

+ Turn to 6. +
+
+ +
+ + 234 + + + +

From within the closed helmet of black steel, a voice calls out&emdash;Die Northlander! The crossbow is hurled aside, and the warrior charges out of the Denka Gate, an axe held high in his hand. You cannot avoid him and must fight him to the death. Due to the speed of his attack you cannot use a bow.

+ + Armoured Assassin + 24 + 26 + + If you win the combat, turn to 28. +
+
+ +
+ + 235 + + + +

In the dim light of the sewer you can just discern the outlines of the curtain wall and the streets of Tekaro on your map. The cathedral is right in the centre of the city, approximately half a mile from the point where the two rivers meet, and lying due east of the point at which you entered the sewer. You fold the map and set off again towards your objective.

+ Turn to 269. +
+
+ +
+ + 236 + + + +

The arrow whistles through the gloom and gouges a channel of skin and fur from the creature's skull. It shrieks in pain and paws at the wound. Although it is injured it is far from dead, and sharp claws extend from a bloodstained paw. They lash at your head and you duck only just in time to save yourself from decapitation. Hurriedly, you prepare for hand-to-hand combat before the monster strikes again.

+ Turn to 343. +
+
+ +
+ + 237 + + + +

A crowd have gathered to watch the fight. As you strike the fatal blow, a cheer goes up and they surge forward like vultures, eager to pick the corpse clean. You and your horse are shouldered aside by the greedy mob as they strip the dead man of all his belongings.

+

Repulsed by their behaviour you quickly turn and ride away from the degrading spectacle.

+ Turn to 279. +
+
+ +
+ + 238 + + + +

About a hundred yards from the east gate, through which you entered the city, you notice a brass plaque, fixed with polished brass spikes to the top of an arched doorway. The sign reads:

+ GUILD OF THE CITY CRIERS + If you wish to dismount and enter the doorway, turn to 25. +

If you do not wish to enter, you can continue to the east gate, where two streets lead away from the gatehouse.

+ If you wish to take the north street, turn to 79. + If you wish to take the south street, turn to 147. +
+
+ +
+ + 239 + + + +

As you wait, Cyrilus becomes agitated. You sense that he is scared to be left on his own after his encounter with Roark. Are you bound for Varetta? he asks. Perhaps we could share the journey? I am bound for the capital in the morning. I know the road very well and I know its dangers&emdash;it would not be wise to travel alone on such a road.

+

You pause to consider the prospect of sharing your journey with this old man. On the one hand his company would make the miles seem shorter, but on the other hand, he could prove to be a burden and slow you down. You are about to decline when says something that convinces you to share the journey.

+ Turn to 319. +
+
+ +
+ + 240 + + + +

As you walk towards his table, three muscular bodyguards suddenly appear and block your path. The merchant looks up from beneath the rim of his floppy velvet hat and says in a thin voice: What business do you have with me, stranger?

+ If you wish to ask the merchant the way to Brass Street, turn to 47. + If you say you wish to do some business with him, turn to 189. + If you decide to apologize for intruding on his privacy and approach the tavern-keeper, turn to 312. +
+
+ +
+ + 241 + + + +

Near the crest of the hill there is a small hut built close to the track. Outside, on the porch, sits an old woman who is peeling fruit with a wooden knife. She smiles a gap-toothed smile and bids you welcome as you bring your horse to a halt.

+ If you wish to ask her if she has seen any riders pass her home, turn to 110. + If you decide to ignore her and continue up the track, turn to 3. +
+
+ +
+ + 242 + + + +

A deadly silence descends on the congregation as your knocking echoes around the temple. A key rattles in the lock; slowly the doors open. A hundred pairs of eyes stare at you suspiciously as you enter the sanctum and a priest in golden robes strides towards you along the wide central aisle. His face is red with anger and he demands to know the reason for your intrusion. When you reply that you have come in search of the Lorestone, a loud gasp of horror rises from the crowd.

+

Suddenly, the doors crash shut. As one, the congregation stand and unsheathe long curved daggers from beneath their dark brown robes. Murder and hatred glint in their eyes as they close in and hack you to pieces.

+ Your life and your quest end here. +
+
+ +
+ + 243 + + + +

The rancid stench of the creature's breath fills your nostrils as you release the bowstring.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with a bow, add 3 to the number you have picked.

+ If your total is now 0&endash;3, turn to 155. + If it is 4&endash;8, turn to 292. + If it is 9&endash;12, turn to 264. + +
+ +
+ + 244 + + + +

Your horse is killed instantly in the rain of arrows. As it crashes to the ground you are hurled forwards, somersaulting through the air before landing in a heap on the bloodstained soil. The archers have brought down the first two ranks of horsemen, but the attack is still pressing forward over the dead and dying in a reckless stampede towards the gate. You are now lying in the path of this stampede.

+ If you wish to leap over the parapet of the bridge to avoid the onrushing horses, turn to 38. + If you wish to curl up into a ball and keep completely still, turn to 218. + If you wish to run towards the Tekaro Gate, turn to 329. +
+
+ +
+ + 245 + + + +

First, decide how many Gold Crowns you wish to wager and note this down in the margin of your Action Chart. You consider the problem and decide that there can only be four possible combinations, and you repeat the conundrum under your breath before making your decision: + I'm a boy, said the one with black hair. I'm a girl, said the one with blond hair.

+ If you decide that they both spoke the truth, turn to 50. + If you decide that the first child spoke the truth and the second child lied, turn to 113. + If you decide that the first child lied and the second child spoke the truth, turn to 223. + If you decide that both children lied, turn to 62. +
+
+ +
+ + 246 + + + +

The shambling monster passes within inches of your hiding place, but miraculously it does not detect you. Gradually, the sound of its hideous laugh fades into the darkness, and you emerge from the alcove and hurry back up the stairs to the surface.

+

In the chapel you find your glass jar still intact and waste no time filling it with Taunor Water (the healing spa water will restore 6 ENDURANCE points). You may drink the Water now or place the glass jar in your Backpack for future use. (Remember to mark it on your Action Chart as a Backpack Item.)

+

You decide to return to Cyrilus without delay, for the Yawshath is still at large and could attack again at any time.

+ Turn to 338. +
+
+ +
+ + 247 + + + +

The highway descends into a wide valley that bears the scars of war&emdash;derelict cottages, their walls broken and charred, dot the landscape. You cross a stagnant stream by a rickety wooden bridge and climb towards a copse of trees at the brow of a hillock. As you draw closer to the copse you hear a low hypnotic chant coming from somewhere inside the ring of trees.

+ + + Gary Chalk + + + + + If you have the Magnakai Discipline of Divination, turn to 206. + If you wish to dismount and investigate the sound, turn to 13. + If you wish to ignore it and continue along the highway to Soren, turn to 102. +
+
+ +
+ + 248 + + + +

The guards leap from the wagons and surround you with a ring of spears. Their sergeant steps forward and growls, Throw down your weapons, stranger, or we'll feed you to the crows!

+

To reinforce this threat, he stabs at your leg with his spear and its sharp tip nicks your thigh.

+ If you wish to retaliate and attack the sergeant, turn to 201. + If you have the Magnakai Discipline of Invisibility, turn to 322. +
+
+ +
+ + 249 + + + +

There is a gaping hole in the criss-crossed bars, large enough for you to pass through with ease. The fetid water that is combed by this grille contains all manner of filth, a veritable feast for rats and vermin. However, as you wade deeper into the tunnel, you gradually realize that the sewer is completely free of rats and, in fact, seems to be totally devoid of all life. Circular chutes appear at regular intervals in the tiled ceiling, but they are far too small and slippery to climb. Fifteen minutes after entering the sewer, you arrive at a major junction where two new channels flow into the main course.

+ If you wish to continue ahead, turn to 269. + If you wish to follow the left channel, turn to 318. + If you wish to follow the right channel, turn to 339. + If you have a Map of Tekaro, turn to 235. +
+
+ +
+ + 250 + + + +

You recognize the orange berries of the alether plant. They are much sought after by warriors and soldiers, for they increase both strength and skill during combat.

+ If you wish to purchase some Alether Berries, turn to 123. + If you do not or cannot afford to buy any and decide to remount your horse and leave the village, turn to 100. +
+
+ +
+ + 251 + + + +

The room is a disappointment. For five Gold Crowns you were expecting some degree of luxury, but the small and shabby accommodation you find leaves much to be desired. Steam rising from an open-topped barrel in a corner of the room clouds the air. At first you think it must be some form of heating, until you discover it is full of soapy water and realize that this is, in fact, your hot bath. The meagre luxuries of Varetta do not come cheaply.

+

You bathe before settling down to a good night's rest, but in the middle of the night you are woken by a bright light. A shooting star of sun-like brilliance arcs over the city, shedding a rainbow of colour across your drab room. You watch as the star slowly fades and then settle down to sleep once more. It seems as if you have only just closed your eyes when the loud and loathsome clang of the tavern bell fills your ears.

+ + + Gary Chalk + + + + +

All awake, all awake! A new day dawns, my fine brave lads! As the voice of the tavern-keeper echoes through the inn, you gather your equipment and collect your horse from the stable. The night's rest restores 3 ENDURANCE points. Make the necessary adjustment to your Action Chart before setting off on your search for Brass Street.

+ Turn to 300. +
+
+ +
+ + 252 + + + + +

In all other instances where this bow is mentioned, it is referred to as the Silver Bow of Duadon, and treated as a weapon-like Special Item rather than a Weapon. The 3-point bonus to your Random Number picks when using this bow can be added to the 3-point bonus you may already have with Weaponmastery with Bow for a total of 6 points. As with the bonus for Weaponmastery with Bow, you may only add this bonus when determining the success of an bow shot.

+
+
+ + +

A loud cheer shatters the silence as your arrow strikes home&emdash;you have won. The villagers are thrilled to have witnessed such an exciting tournament and crowd around you to offer their praise and congratulations. The little man in the braided jerkin presents you with your prize&emdash;a magnificent bow made from the wood of a silver oak tree. This weapon will add 3 points to your total whenever you are using a bow and are instructed to pick a number from the Random Number Table. Enter it in the Weapons section of your Action Chart as a Silver Oak Bow and make a note of its particular property.

+

After making a short speech to thank the villagers for their generosity, you shoulder your prize and head back to Cyrilus with the good news.

+ Turn to 33. +
+
+ +
+ + 253 + + + +

Looks as like y'made it here jus' in time, says the cheerful innkeeper, pointing to a rain-streaked window pane. It's going' t'be a rough night t'night, no mistakin'.

+

You discover that a room for the night costs 2 Gold Crowns, plus 1 Gold Crown for your horse's keep. A Meal of black bread and hard-boiled eggs will cost you another Gold Crown, unless you choose to eat a Meal from your Backpack: you must in any case eat a Meal now or lose 3 ENDURANCE points.

+ If you wish to pay the innkeeper for a night's lodging, turn to 35. + If you do not have enough Gold Crowns to pay for a room, turn to 54. +
+
+ +
+ + 254 + + + +

You run across the steering deck and down a stair to the level below, but as soon as your feet touch the bloodstained planks you are attacked from behind by two pirates.

+ + Pirates + 18 + 27 + +

Unless you have the Magnakai Discipline of Huntmastery, deduct 2 from your COMBAT SKILL for the first round of this combat.

+ If you win the combat, turn to 77. +
+
+ +
+ + 255 + + + +

A dull throbbing pain fills your head as the leader's words reach your ears. You sense that you are being attacked by a powerful Mindforce, but your Psi-screen effectively blocks this psychic assault. However, you pretend to be in agony, hoping to make the leader think he has won victory. Everyone in the procession seems to be delighted by your apparent suffering, as if your cries are music to their ears. They press forward, unsheathing hidden daggers as they rush to encircle you.

+ If you wish to evade their onslaught, turn to 289. + If you wish to engage in combat with these evil men, turn to 194. +
+
+ +
+ + 256 + + + +

Redbeard takes you to a tavern that looks more like a banqueting hall than a city alehouse. The Inn of the Crossed Swords is the largest and noisiest tavern you have ever seen. A constant flow of soldiers pours in and out of its cathedral-like doors and the stable is large enough to house an entire army's horses. You stable your horse and accompany Redbeard through the massive oak doors.

+ + + Gary Chalk + + + + +

Ale for my friend, he booms and immediately an inn-girl hurries to obey his command. He points to a table across the hall and says with a cheerful voice: There he is&emdash;come and meet the captain.

+ Turn to 211. +
+
+ +
+ + 257 + + + +

The bolt of energy burns through your chest like a red-hot poker. You recoil in pain but can no longer control your movements and are blasted high into the air, impaled upon the end of the crackling bolt. Suddenly, it vanishes, leaving you to plummet one hundred feet on to the hard, unyielding stone of the altar.

+ Your life and your quest end here on the sacrificial altar of the Cener Druids. +
+
+ +
+ + 258 + + + +

A bolt is slammed back and the great gate slowly opens. At last, Esmond! Did we wake you from your&emdash; Cyrilus chokes in mid-sentence, his eyes wide with shock. Inside the gate sits a warrior on a warhorse, wreathed in armour of black and gold. A crossbow rests across his forearm; it is pointed at you. Without warning, he pulls the trigger and the bolt hisses towards your chest.

+ + + Gary Chalk + Without warning, the warrior pulls
the trigger of his crossbow
+ + + +
+ If you have the Magnakai Discipline of Divination, turn to 283. + If you have the Magnakai Discipline of Huntmastery, turn to 164. + If you possess neither of these skills, turn to 97. +
+
+ +
+ + 259 + + + +

The door is old and decayed&emdash;it has not been opened for over a hundred years. If you are to find out what lies beyond it, you will have to clear away the dirt that jams the hinges.

+ If you have the Magnakai Discipline of Nexus or Psi-surge, turn to 186. + If you do not have either of these skills, turn to 156. +
+
+ +
+ + 260 + + + +

We have all the company we need, sneers a shiny-faced warrior, his cheeks pock-marked by disease. State your business or begone, lest our swords grow restless.

+ If you choose to introduce yourself, turn to 130. + If you wish to call their bluff and challenge them to a fight, turn to 159. + If you decide to ignore them, take a seat elsewhere, and order some food, turn to 172. +
+
+ +
+ + 261 + + + +

You strike the flank of your horse and break through the startled guards in a matter of seconds, but as you gallop through the gate, two more appear and block your path. They are armed with long pikes which they slope at your chest. Tightly you rein in your horse to avoid the threatening steel tips.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 3 to the number you have picked.

+ If your total is now 0&endash;2, turn to 99. + If it is 3&endash;6, turn to 187. + If it is 7 or higher, turn to 22. + +
+ +
+ + 262 + + + +

The green-skinned Kloon stares at you, the trace of a sneer playing on his thick rubbery lips. Wait here, he says off-handedly and waddles out through the door, slamming it shut as he leaves.

+ If you have the Magnakai Discipline of Divination, turn to 58. + If you wish to wait for him to return, turn to 116. + If you would rather leave the guild-house and continue on your way, turn to 105. +
+
+ +
+ + 263 + + + +

W&ellips; w&ellips; what do you want, squeals the merchant, cowering behind the edge of the table. His haughty manner has vanished with the lives of his bodyguards, and he is shaking with fear.

+

You push the table aside, grab him by his lapels and hoist him to his feet.

+

Relax my friend&emdash;I only wish to ask the way to Brass Street, you say with a laugh.

+

The merchant looks at you incredulously, the sweat pouring down his ashen face. The&ellips; the&ellips; the way to Brass Street? he stammers. Of course, of course&ellips; er, let me show you.

+

The terrified little man produces a crumpled piece of parchment and hurriedly scribbles directions to Brass Street. You see that it is located on the far side of the city, close to the west wall. Taking the parchment from his twitching fingers, you bid him goodnight and step over the dead bodies of the guards. There is a sudden crash; the merchant has fainted and fallen flat on his face.

+ Turn to 17. +
+
+ +
+ + 264 + + + +

The creature stops in mid-stride, as if paralysed by some invisible force. A gurgling croak escapes from its lips and, as it locates your arrow with its trembling paws, it collapses to its knees. Death is but seconds away. It shudders and sways and then keels over on to its back, writhing for one brief moment in the mud and debris of the chapel floor.

+ Turn to 112. +
+
+ +
+ + 265 + + + +

He screams and falls with the arrow embedded so deeply into his chest that only its feathered flights can be seen. His comrades freeze in their tracks, their eyes wide with fear. As you move forward they scatter and run.

+ Turn to 77. +
+
+ +
+ + 266 + + + +

The ale is cool and refreshing. (Restore 1 ENDURANCE point.) As you drink, you see that the sleeping barman slouched on his stool is oblivious to your presence. You finish your ale and slam the tankard down, hoping to stir him with the sudden noise, but he does not react. However, you feel you should thank him for his hospitality before leaving the hut.

+ Turn to 93. +
+
+ +
+ + 267 + + + +

The night passes without sleep; the howling wind of the Varettian plain is your only companion as you ride the long, straight, moonlit highway to Soren. When dawn finally breaks you find yourself on the outskirts of a small and undistinguished hamlet of half-timbered buildings&emdash;whose only unusual feature is a bronze statue of a roguish-looking young man that stands in front of the blacksmith's shop.

+ If you wish to examine the statue, turn to 220. + If you decide to ignore it and continue on your way to Soren, turn to 73. +
+
+ +
+ + 268 + + + +

The drawstring cuts into your fingers as you take aim at the creature's glowing eyes.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with a bow, add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 155. + If it is 6&endash;8, turn to 236. + If it is 9&endash;12, turn to 75. +
+
+ +
+ + 269 + + + +

A hundred yards along the passage you see a flight of stone steps ascending to a stone trapdoor set flush with the ceiling.

+ If you wish to investigate the trapdoor, turn to 107. + If you wish to continue along the sewer, turn to 120. +
+
+ +
+ + 270 + + + + +

If you are using the Sommerswerd, you may double the ENDURANCE point losses of your enemy due to the power of the Sommerswerd against the undead.

+
+
+ + +

Above the church, a whirlpool of darkness is taking form, casting a tomb-like chill on everything beneath. Frost crystallizes on the grass and flowers, and a terrible sound fills the air as the earth begins to shake. Cracks appear in the ground beneath you and suddenly a score of fleshless hands burst through the frozen soil to grab your horse. Shrieking with terror, it rears up and you are thrown into the waiting arms of the waking dead.

+ + + Gary Chalk + You are thrown into the arms of the waking dead + + + + + + Undead Summonation + 18 + 35 + +

Due to the surprise of the attack, deduct 2 points from your COMBAT SKILL for the first two rounds of combat, unless you have the Magnakai Discipline of Huntmastery. The undead are immune to Psi-surge and Mindblast. Also, unless you possess the Magnakai Discipline of Nexus, you must deduct 2 ENDURANCE points for every round of combat you fight, due to the intense cold.

+ If you win the combat, turn to 326. +
+
+ +
+ + 271 + + + +

You have barely covered a hundred yards when you hear a frantic cry: Horse thief, horse thief! Don't let him get away!

+

You tighten your grip and urge the horse along the highway as it dips and bends, following the low hedgerow that borders the tournament field. The cry alerts some men from the archery competition, and they soon appear in a line at the edge of the field. As they see you approach, they draw their bows to fire.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control or Huntmastery, add 3 to the number you have picked.

+ If your total is now 5 or below, turn to 52. + If your total is now 6 or higher, turn to 81. + +
+ +
+ + 272 + + + +

The air is sweet with the smell of wet grass. The sun rises above the trees to the east, and mist steams from the hills on either side of the highway. By noon you reach a small village, where brightly decorated cottages line a cobblestoned square. A shrine with an enormous onion-shaped dome stands in the middle of the square, and in its shadow sit a group of old women. They are tending to some shrubs with bright orange berries, which grow in the shade.

+ If you possess the Magnakai Discipline of Curing, turn to 250. + If you wish to stop and investigate the shrine, turn to 342. + If you wish to continue on your way to Varetta, turn to 100. +
+
+ +
+ + 273 + + + +

It's the tax y'gotta pay to enter Amory, he answers, irritated by your ignorance of local customs. This is Lyris and Amory is in Salony, he explains, emphasizing every word as if you are deaf or dull-witted. You&ellips; will&ellips; need&ellips; a&ellips; Cess&ellips; to&ellips; enter&ellips; Amory.

+ If you wish to purchase a Cess, pay him 3 Gold Crowns and turn to 304. + If you wish to ignore him and continue your journey, turn to 146. + If you decide to teach him some manners, turn to 160. +
+
+ +
+ + 274 + + + +

You urge your horse forward with expert precision, taking the jump with deceptive ease. The angry cries of the guards are now mixed with some cheers from onlookers who are obviously delighted by your horsemanship and daring. The town watch in Quarlen have a reputation for being pompous and self-important; anyone who can make fools of them and get away with it is sure to find favour among the townsfolk. After a while the cheers and curses fade behind you, and you rein in your horse to take stock of your surroundings.

+ Turn to 332. +
+
+ +
+ + 275 + + + +

At the end of the street you stop to look in the window of a tall, half-timbered shop. It contains a fascinating selection of maps and charts, which detail the various cities and regions of Magnamund. You enter the shop and browse the shelves that line the walls. Three maps in particular attract your interest: a Map of Sommerlund (5 Gold Crowns); a Map of Tekaro (4 Gold Crowns); and a Map of Luyen (3 Gold Crowns).

+

The maps are Backpack Items. If you wish to buy one or all of them, make the necessary adjustments to your Action Chart before returning to the apothecary.

+ Turn to 231. +
+
+ +
+ + 276 + + + +

You concentrate your Magnakai power on the warhammer, and slowly it rises from the chest of the corpse. You will it to move upwards and as it appears through the gaping hole, you catch hold of it and examine it closely. It is a very fine weapon, wrought of a metal called bronin, which looks exactly like new bronze, but does not tarnish like ordinary alloys of copper and tin. If you wish to keep this Bronin Warhammer, mark it on your Action Chart as a Weapon. When you use it in combat it will add 1 to your COMBAT SKILL.

+

Satisfied that nothing else of value has been overlooked, you leave the chapel and return to Cyrilus.

+ Turn to 338. +
+
+ +
+ + 277 + + + +

The man's reactions are lightning-fast. He hurls the silver tray at your head and escapes through a curtained arch at the back of the workshop.

+ If you wish to give chase, turn to 94. + If you decide to let him go and leave the taxidermy, turn to 279. +
+
+ +
+ + 278 + + + +

You turn your head to see a shambling, blunt-nosed horror emerge from the shadows. It emits a hideous, snickering cry and lashes out with one of its four razor-sharp claws, sending you tumbling backwards across the muddy flagstones. You quickly regain your feet, but the surprise attack has opened a gaping wound in your arm. (You lose 3 ENDURANCE points.) The creature's eyes glow with hatred as it shuffles hungrily towards you.

+ If you have a bow, turn to 198. + If you do not have a bow, turn to 343. +
+
+ +
+ + 279 + + + +

You arrive at a tavern, but one that looks more like a huge banqueting hall than a city alehouse. The Inn of the Crossed Swords is the largest and noisiest tavern you have ever seen. A constant flow of soldiers pour in and out of its cathedral-like doors, and the adjoining stable is large enough to house the horses of an entire army.

+ + + Gary Chalk + You enter the tavern in time to
witness a spectacular event
+ + + +
+

You stable your horse and enter the tavern just in time to witness a spectacular event. The middle of the hall has been cleared to allow a horse and rider to gallop the full length of the building, and bets are being laid on the rider's skill at skewering fruit on the point of his lance. It reminds you of part of the training taught to Kai Lords in preparation for battle, but unlike the Kai horse trials, there is more than just skill and the honour of the rider at stake here. In a line along the length of the hall kneel ten soldiers from the same regiment as the rider&emdash;men accused of cowardice in battle. The fruits the rider must skewer are resting on their heads. If he makes the slightest mistake the men will lose their lives and, more importantly to the mercenaries, all the money the regiment has wagered on the skill of the rider.

+ If you wish to stake some Gold Crowns on this deadly game, turn to 284. + If you wish to approach the bar and talk to one of the barmaids, turn to 299. + If you wish to sit at one of the tables, turn to 316. +
+
+ +
+ + 280 + + + +

You ride along a muddy path running the length of a ridge that overlooks a great stone bridge. High stone walls and a fortified gatehouse rise steeply from the river bank, and the only access to the city is across the bridge.

+

You stare at the battlements of Tekaro with growing despair, for they bristle with archers and cauldrons of molten lead. The burnt-out hulks of siege towers and the bodies of dead soldiers lie strewn in heaps before the battered city gate. From where you are you can see the cathedral spire silhouetted in the glow of innumerable fires in the centre of Tekaro. If it were not for this accursed war you would be in the crypt in less than an hour.

+

You see that before you the path dips steeply towards a line of tents erected behind a wall of earth and logs. They overflow with the wounded from countless assaults across the bridge.

+ If you have the Magnakai Discipline of Curing, you may stop and help the wounded men and turn to 42. + If you do not have this skill, or choose not to use it you can continue along the path and turn to 70. +
+
+ +
+ + 281 + + + +

My humble thanks, says the frail old man as you help him to his feet. I am forever in your debt.

+

Taking him by the arm, you escort him to his table where he gathers up his scattered belongings. My name is Cyrilus. I am a magician, he says meekly, as if apologizing for some weakness or abnormality. I claim no great understanding of the arcane&emdash;my talents are modest by any standard. I only dabble in simple tricks, earning my keep with amusements and sleights-of-hand to amuse the courtiers of Varetta.

+

Your eyes obviously betray you; the old man is quick to note your sudden interest in the word Varetta.

+ If you wish to ask him about the Lorestone of Varetta, turn to 83. + If you do not wish to question him, bid him goodnight and turn to 239. +
+
+ +
+ + 282 + + + +

You pull away and unsheathe your weapon in one swift, fluid movement. The dagger grazes your side (lose 1 ENDURANCE point), but you manage to avoid being seriously wounded. Both men sneer maliciously as they close in for the kill. You cannot evade them and must fight them both as one enemy.

+ + Backstabbers + 18 + 25 + + If you win the combat, turn to 88. +
+
+ +
+ + 283 + + + +

Forewarned by your power, your senses are acutely aware of the deadly missile screaming towards your chest. Suddenly, everything seems to be happening in slow motion. You strike at the bolt as it cuts through the air, deflecting it with one blow. Your opponent hurls his crossbow to the ground, and from within the closed helmet of black steel a voice cries: Die Northlander!

+

The warrior charges out of the Denka Gate with an axe held high in his mailed fist. You cannot avoid the attack and must fight him to the death.

+ + Armoured Assassin + 24 + 26 + +

Due to the speed of the attack, you cannot use a bow. If you have the Magnakai Discipline of Animal Control, you may add 1 point to your COMBAT SKILL for the duration of the combat.

+ If you win the fight, turn to 28. +
+
+ +
+ + 284 + + + +

A huge, fat-bellied mercenary is standing on a wooden box near the door, taking bets from the crowd of gold-hungry soldiers while his assistants are busy drumming up business in the hall for their master. One of the grimy-faced boys approaches and asks you for your stake.

+

Firstly, decide how many Gold Crowns you wish to stake on the event and note this sum in the margin of your Action Chart&emdash;there is a maximum bet of 10 Gold Crowns. Next, pick a number from the Random Number Table and note this as well. Pick another number from the Random Number Table and add 3 to it.

+

If the first number from the Random Number Table is higher than the second total, you win the bet. Multiply your stake money by 2 to determine how much you have won (the odds are two to one). If the second number is higher than the first, the rider has successfully skewered all the fruit without killing any of the men, and your stake money is lost.

+

You may bet up to three times on this game, or quit at any stage.

+ If you quit during the event, turn to 336. + If you bet on all three rounds and have not lost all of your Gold Crowns by the end, turn to 347. + If you lose all your Gold Crowns, turn to 76. +
+
+ +
+ + 285 + + + +

Ahead there is another stone staircase that leads down into the dungeons of Castle Taunor. It is pitch dark and the stench of mould and decay forces you to cover your nose and mouth as you stagger down the steps. The Yawshath follows you, its unnatural gibbering changing in pitch to a maniacal laugh, which makes you shudder with revulsion.

+

You sense a passage that continues ahead and a small alcove off to your right.

+ If you wish to continue straight ahead, turn to 192. + If you wish to hide in the alcove, turn to 69. +
+
+ +
+ + 286 + + + +

You climb a ladder to the steering deck, drawing your legs up just in time to avoid a razor-sharp cutlass, which slices through the wooden rungs like a hot knife through lard. At the end of the gangway, one of the boat's crewmen is in combat with a pirate, but he is no match for the wiry pirate who dispatches him quickly with a knife. The pirate then catches sight of you and snatches a fresh blade from the bandolier of daggers strapped across his chest. The gangway offers no cover, and the pirate's hand is drawn back ready to throw.

+ + + Gary Chalk + The pirate's hand is drawn back ready to throw + + + + + If you have the Magnakai Discipline of Huntmastery, turn to 314. + If you do not possess this skill, turn to 142. +
+
+ +
+ + 287 + + + +

You leave your horse tied to a post beside the hut and approach the door. Cyrilus is announcing his arrival by rapping on the Denka Gate with his staff and shouting to his brother to open up. You chuckle at his growing impatience as he hammers at the gate; if his brother is anything like Cyrilus, he is probably fast asleep.

+

Inside the hut you are greeted by the mouth-watering smell of freshly baked bread. Pyramids of loaves are stacked high in hampers and trays of pies, flans, cakes and biscuits cover the counter. There is nobody here, but an open door reveals another room at the back of the hut.

+ If you wish to call for service, turn to 43. + If you wish to help yourself to some bread and cakes, turn to 157. +
+
+ +
+ + 288 + + + +

The wine smells delicious&emdash;the taxidermist must hold you in very high esteem, for wine as good as this is expensive and rare.

+ If you possess the Magnakai Discipline of Curing, turn to 61. + If you do not possess this skill, drink the wine and turn to 84. +
+
+ +
+ + 289 + + + +

Galloping along the narrow thoroughfare through broken streets and dark alleyways, you soon outdistance any immediate threat to your safety. You halt at a small square to allow your horse to drink from a water-trough that stands beside a narrow stone arch. As she drinks her fill, you observe the to-ing and fro-ing of the townsfolk and hear the drunken songs and revelry from the wineshops bordering the square. A knot of brawling rivermen tumble out of one doorway and set about each other with knives and bottles, egged on by their rowdy comrades who wager fistfuls of crowns on the outcome. The fight soon gets out of hand; as it spreads, you decide it is better to leave before you are drawn into it.

+ Turn to 332. +
+
+ +
+ + 290 + + + +

You ride into Eula at the captain's side, his banner emblazoned with a flaming battle-axe fluttering overhead. The town has been turned into a huge army encampment; its people have long since fled to the north, abandoning their homes and livestock to the gold-hungry soldiers. Men from a dozen nations rub shoulders with warriors of less-than-human origins, united by common greed. The captain turns to the south where the highway is clogged with foot soldiers. As you catch your first glimpse of Tekaro, burning beneath a pall of black smoke, your heart sinks. This is where the Lorestone lies, in a city under siege from an army of ten thousand fighting men.

+

As you approach a tangle of siege-works at the bank of the River Quarl, the captain points to an encampment in a field to your left where a blue flag with a gold eagle flutters in the soot-laden air.

+

Prince Ewevin's standard, he says. The time has come to meet our paymaster.

+ If you wish to stay with the captain's company, turn to 204. + If you decide the time has come for you to leave the mercenaries, turn to 280. +
+
+ +
+ + 291 + + + +

At first they pretend not to have noticed you, but eventually a stubbly-faced soldier deigns to answer. Let the dice decide, he says, his face red and glowing in the light of the lantern. He raises his hand, spits on his palm and throws the bone dice against the wall.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 177. + If the number is 5&endash;9, turn to 309. +
+
+ +
+ + 292 + + + +

Your feathered shaft cuts the air and sinks deep into the creature's shoulder. It shrieks in pain and snaps the arrow in two with one swipe of its gigantic paw. Although you have injured the beast, it is far from dead. Sharp claws stained with blood lash back at your head, and you duck only just in time to save yourself from decapitation. Hurriedly, you prepare for combat.

+ Turn to 343. +
+
+ +
+ + 293 + + + +

As the door creaks open, a sun-like radiance pours from the tomb and floods the crypt with golden light, its searing intensity paralysing the Dakomyd. You grasp the Lorestone and your senses reel with new-found wisdom and strength. Instinctively, you raise your weapon and strike the monster at the base of its hideous skull. It shrieks and dies instantly.

+ Turn to 350. +
+
+ +
+ + 294 + + + +

Suddenly, you notice the skeletal badges that adorn the cloaks of these men, and a chilling memory floods into your mind. They are dressed identically to the evil priests who accompanied the renegade warlord, Barraka, at the buried temple of Maaken&emdash;they are the Acolytes of Vashna.

+

After the defeat of Barraka, they fled south to escape the Sommlending army. It was a common belief in the Lastlands that the brotherhood had been destroyed and their power extinguished forever, but this encounter proves otherwise. You sense that you are in deadly danger. Should they discover your true identity, they will do their utmost to destroy you.

+

Their leader repeats his demand, his voice sharp with impatience.

+ If you wish to answer his question with the reply believer, turn to 108. + If you choose to say unbeliever, turn to 67. +
+
+ +
+ + 295 + + + +

You spring aside just in time to avoid the crackling charge, but no sooner has it shot past you than another is sent on its way.

+ If you possess the Sommerswerd, turn to 321. + If you do not possess this Special Item and wish to attack the leader, turn to 257. + If you would rather turn and flee, turn to 182. +
+
+ +
+ + 296 + + + +

The arrow is on target, but it does not penetrate the thick metal plates of armour that protect the warrior's back. You watch with dismay as it glances away and disappears over the parapet of the bridge.

+

Without further delay, you shoulder your bow and mount your horse in order to pursue the kidnappers before they vanish from sight.

+ Turn to 39. +
+
+ +
+ + 297 + + + +

The tide of battle has turned in your favour. The pirates came in search of easy plunder, but your furious resistance has broken their nerve. They flee from the decks, scrambling into the longboats to escape. The captain follows them, hewing at them with his sword. He cuts his way to the ship's rail and grabs the pirate leader by the neck. He rams the man's head against the main mast, once, twice, three times, with a rage that splits the timber and the pirate's leather-clad skull.

+

Ha! he cries gleefully, I've always said the Deldenians have no head for a fight!

+

The battle ends as swiftly as it began, with the surviving pirates melting away like phantoms into the fog. There are few casualties amongst the mercenaries, but the boat's crew have been decimated. The pirate berserkers trapped them below decks and slaughtered them&emdash;only one escaped their murderous blades.

+

The captain takes command, marshalling repairs and overseeing the burial of the dead. As the bodies sink beneath the dark waters, the Kazonara emerges from the mist to the welcoming sight of Luyen.

+ Turn to 19. +
+
+ +
+ + 298 + + + + +

The penalty for picking a 0 only applies during the second portion of the tournament.

+
+
+ + +

The Jakan is a longbow used by the costal fishermen of Vassagonia. It is ideally suited to the hunting of barbidahn and squid that live in the shallows and reefs of Barrakeesh, but it is a very poor target bow. In addition to this handicap, the particular bow that you have chosen has a hairline fracture running along its entire length and could well break at any moment.

+ When you enter the tournament, you must reduce your COMBAT SKILL by 2 points. Also, if at any time you should pick a 0 from the Random Number Table when using the bow, the Jakan will break. If this happens during the tournament at any stage, turn immediately to 335. Make a note of this adventive number in the margin of your Action Chart for future reference. + To begin the tournament, turn to 340. +
+
+ +
+ + 299 + + + +

Patiently you wait for one of the overworked tavern girls to notice you, but before you can raise your hand and attract her attention, you are suddenly aware of the sharp point of a dagger being pressed against your spine.

+

Your purse or your life, whispers the swarthy-faced mercenary who has appeared at your side. Make your mind up quickly or my friend may be a little careless with his knife.

+ If you have the Magnakai Discipline of Huntmastery, turn to 114. + If you wish to hand over all your Gold Crowns without offering any resistance to the robbers, turn to 161. + If you have no Gold Crowns, or if you decide to refuse these men their demand and fight them, turn to 282. +
+
+ +
+ + 300 + + + +

As you ride west along a wide avenue of weathered red stone, you take in the early morning sights of this magnificent city. Window shutters slam open as the Varettians awake to a new day and smells of breakfast and freshly ground jala waft from shop doorways.

+ + + Gary Chalk + + + + +

At the centre of the city, you cross a square paved with crystal slabs and pass beneath an archway of polished green stone. Stately halls and public buildings give way to dust-worn shops and a park full of glistening flowers with huge leaves of red, gold and pink. Beyond the park, a street paved with white gravel leads to a fortified tower, the tallest in the city. It is the Tower of the King and marks the entrance to Brass Street.

+

Turning into Brass Street, the sound of bubbling water and quiet chanting drifts towards you on the still air. Old men in brown robes, their heads covered by hoods, glide silently across the white gravelled path. You ride under an archway and enter the enclosed courtyard of a grand building, a hall of learning. Suddenly, a tingle runs the length of your spine as you sense you are close to your goal.

+

At the door to the hall, there is a sign that indicates the location of three chambers: the observatory, the library and the temple.

+ If you wish to investigate the observatory, turn to 127. + If you wish to investigate the library, turn to 21. + If you wish to investigate the temple, turn to 320. +
+
+ +
+ + 301 + + + +

With the speed and grace of movement that marks you as a Kai Master, you load, take aim and fire. Your arrow pierces the lordling's forearm as his sword descends, causing the blow to splinter stone, not skull. He utters a shrill cry and spins backwards, cradling his wounded arm as he falls.

+

Curse you, scum! he shrieks, I am Roark, highborn of Amory. I shall have your life for this&emdash;mark my words!

+

Trembling with pain and fury, he staggers to his feet and demands his sword and cloak from the innkeeper before stumbling into the night with a welter of threats and curses.

+ Turn to 281. +
+
+ +
+ + 302 + + + +

The books are catalogued under headings that cover all manner of subjects. You search for those relating to the Lorestone of Varetta or any that detail the history of the Kai or Sun Eagle's quest. You discover to your surprise that they have all been removed. Judging by the lack of dust on the empty shelves, they were taken away less than a day ago. After double-checking that you have not overlooked anything, you decide that there is little here to help you on your quest and leave the library.

+ If you now wish to investigate the temple, turn to 320. + If you decide to enter the observatory, turn to 127. +
+
+ +
+ + 303 + + + +

Your arrow strikes home with deadly accuracy, penetrating the rider's armour at the base of his skull. You see him throw both arms into the air, topple from the saddle and land with a crash of buckled metal in the middle of the bridge. There is no doubt in your mind that your enemy is dead; if the arrow did not kill him then such a fall in heavy armour most surely did.

+ If you wish to search the body, turn to 139. + If you wish to mount your horse and pursue the kidnappers, turn to 39. +
+
+ +
+ + 304 + + + +

The youth snatches your gold, flicks the square of blue card at you and slams shut the outhouse door. It is stamped with today's date and will allow you access to the town of Amory on this day only. You pocket the Cess (mark it as a Special Item on your Action Chart) and leave.

+ Turn to 146. + +
+ +
+ + 305 + + + +

Once through the arch, you run headlong across a rock-strewn courtyard towards a breach in the castle wall. Here you notice a stone staircase leading down to an iron gate. A quick glance over your shoulder tells you that the Yawshath is still in hot pursuit and is closing the gap. It is in a frenzy of hatred and anger.

+ If you have the Magnakai Discipline of Divination, turn to 122. + If you wish to climb through the breach in the castle wall, turn to 217. + If you wish to run down the stairs to the iron gate, turn to 169. +
+
+ +
+ + 306 + + + +

Desperately, you fight against the current and claw your way towards the bank. Breathless, freezing and soaking wet, you stagger from the water and collapse on the rocks. Unless you have the Magnakai Discipline of Nexus, you lose 1 ENDURANCE point due to extreme cold.

+

As your senses return, you find that you have emerged from the river close to where the Quarl joins the River Storn. You see a small cave in the base of the city wall less than twenty feet from where you lie, a rusty criss-cross of iron covering its mouth. Judging by the foul smell of the water pouring from its depths, you suspect it to be a sewer outfall. Suddenly, a flicker of hope returns as you realize that this outfall could lead right into the heart of Tekaro.

+ Turn to 249. +
+
+ +
+ + 307 + + + +

A wagon draws up beside an empty fountain. Its tailgate flaps down to reveal a cargo of freshly baked bread and a rush of hungry soldiers flood round like bees to honey, desperate to buy some of the mouth-watering fare. You have not eaten today, and the delicious smell wakens your sleeping appetite. The loaves are 2 Gold Crowns each, and each loaf counts as one Meal. You may purchase as many loaves as you wish. Unless you eat a Meal now you must lose 3 ENDURANCE points. Make the necessary adjustments to your Action Chart.

+ Turn to 279. +
+
+ +
+ + 308 + + + +

Your Magnakai skill tells you the meaning of a symbol carved into the stone above the south gatehouse: it is a winged spur, the emblem of the army of Lyris. This gate must be the entrance to a guardhouse, for the highway that leads to the north gate shows signs of more frequent use where its deeply rutted surface has borne the brunt of merchant traffic to and from Casiorn. The tracks that mark the road here are only those of iron-shod horses. As the border guards of Lyris have a poor reputation for hospitality, it would be wise to avoid them if possible.

+ If you wish to approach the north gate, turn to 137. + If you decide to approach the south gate, turn to 225. +
+
+ +
+ + 309 + + + +

Whoa! 'Tis not your lucky night, stranger. The dice command me to hold my tongue.

+

He and his swarthy companions turn their backs on you and laugh as they continue their game. You shrug your shoulders and press on along the crowded street.

+ Turn to 307. +
+
+ +
+ + 310 + + + +

The crypt floor is crawling with the severed remains of the monster, which still writhe blindly forward with maniacal intent. Spider-like, a severed hand climbs your leg and embeds its talons in your flesh. (You lose 2 ENDURANCE points.) As you fight to free yourself from its vice-like grip, the torn pieces of the Dakomyd's body gather themselves together for another attack.

+ If you wish to leap forward and strike the creature before it has completely formed, turn to 323. + If you wish to unlock the tomb and retrieve the Lorestone, turn to 293. +
+
+ +
+ + 311 + + + +

Blind with hate and rage, the Yawshath dives straight at you. Your blow is well timed and deadly accurate&emdash;it opens a deep gash in the creature's torso, killing it instantly. However, the strength of your blow is not enough to turn aside the creature's body; it smashes into your chest, carrying you over the edge of the precipice to your doom.

+ Your quest and your life end here. +
+
+ +
+ + 312 + + + +

You find the tavern-keeper breaking up a fight between two drunken soldiers. His solution to their argument is short and sweet: grabbing the two men by their necks, he slams their heads together with such force that the crack echoes above the deafening clamour of the hall.

+

Brass Street? he replies, his face lined in thought, yes, I know it well. Here, I'll show you. The big man produces a greasy piece of paper from his pocket on which he scrawls the directions to Brass Street. You see that it is located on the far side of the city, close to the west wall. You accept the paper and the tavern-keeper accepts your thanks before returning to the crowd to sort out another scuffle in his own inimitable way.

+ Turn to 17. +
+
+ +
+ + 313 + + + +

You gasp with shock as the bolt sinks deeply into your shoulder (lose 8 ENDURANCE points) and fight to stay in the saddle as the force of impact throws you to one side.

+ If you are still alive after this grievous wounding, turn to 234. +
+
+ +
+ + 314 + + + +

You crouch in readiness to avoid the dagger whistling towards your chest. Your eye follows the glinting blade, anticipating its path with perfect accuracy. The pirate gasps with amazement as you run straight towards the dagger, twisting aside at precisely the right second for the blade to pass beneath your raised arm. Unnerved by the shock, he is unprepared for your attack and before he can recover himself, he is tumbling backwards over the side of the boat into the cold, deep waters of the Storn.

+ Turn to 254. +
+
+ +
+ + 315 + + + +

A blistering pain erupts in your head as the leader's curse reaches your ears. You are being attacked by a powerful Mindforce, which robs you of 4 ENDURANCE points.

+

The procession is obviously delighted by your suffering&emdash;your cries seem to be music to their ears. They press forward, unsheathing hidden daggers from their robes as they try to encircle you. Mustering your reserves of strength, you turn your horse round and gallop away, desperate to put distance between yourself and the source of your agony.

+ Turn to 332. +
+
+ +
+ + 316 + + + +

You are about to draw a chair out from under the table and sit down when you suddenly freeze: the sharp point of a dagger is being pressed against your spine.

+

Your purse or your life, whispers the swarthy-faced mercenary who has appeared at your side. Make your mind up quickly or my friend may become rather careless with his knife.

+ If you have the Magnakai Discipline of Huntmastery, turn to 114. + If you have no Gold Crowns, or if you decide to refuse these men their demand and fight them, turn to 282. + If you wish to hand over all your Gold Crowns without offering any resistance, turn to 161. +
+
+ +
+ + 317 + + + +

You race out of the hut to see your travelling companion struggling with six armoured horsemen. They have him surrounded, and his attempts at resistance are futile. A blow from a mace knocks him unconscious, and he limply falls across the neck of his horse. A moment later, all but one of the riders are galloping across the bridge with their captive in tow. The remaining horseman, a warrior swathed from head to toe in black and gold armour, raises a crossbow and takes aim as you run towards your horse.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Divination or Huntmastery, subtract 5 from the number you have picked.

+ If your total is now 6 or less, turn to 85. + If your total is now 7 or higher, turn to 153. +
+
+ +
+ + 318 + + + +

The channel gradually begins to curve to the east, and you notice that it is becoming lighter. You see that a greenish-glow emanates from a vault in the distance, where a curtain of thin, web-like strands hang from the ceiling. If you are to continue in this direction, you will have to pass through the curtain.

+ If you have the Magnakai Discipline of Animal Control, turn to 32. + If you wish to pass through the curtain of strands, turn to 349. + If you wish to draw them aside with your weapon before passing through, turn to 4. +
+
+ +
+ + 319 + + + +

You seek the Lorestone, do you not? he says, in a hushed tone. I cannot tell you where it is, but I know a man who can. Let me ride with you to Varetta, and in return I shall take you to this man.

+

Your basic Kai instincts tell you that this man speaks the truth. You nod your agreement and arrange to meet in the tavern courtyard at dawn.

+ Turn to 5. +
+
+ +
+ + 320 + + + +

As you approach the great doors of the temple, you hear the strident voice of a man preaching to a congregation. His words are echoed at intervals by a chorus of voices.

+ If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 195. + If you wish to enter the temple, turn to 226. + If you wish to enter the observatory, turn to 127. +
+
+ +
+ + 321 + + + +

You shudder as the Sommerswerd drinks raw power from the leader's golden rod. His fury turns to fear as you whirl it around your head and hurl the bolt of energy back at his face. There is a tremendous roar as the man disintegrates, consumed in a ball of white flame. However, as you move forwards, you see that each hooded man has a golden rod. They raise them in unison, pooling their collective power to try to destroy your sword.

+ If you wish to continue your attack, turn to 257. + If you wish to turn and flee, turn to 182. +
+
+ +
+ + 322 + + + +

My humble apologies, sergeant, you say, hoping to avoid confrontation and the possibility of a fight. After so many years away from home, I am impatient to see my family.

+

The sergeant lowers his spear but continues to eye you suspiciously. Using your Magnakai Discipline of Invisibility, you have imitated the thin nasal sound of the Quarlen dialect to perfection, but the sergeant is still wary. However, he gradually relaxes his guard, and the sneer is replaced by a smile on his battle-scarred face.

+

We have a special toll for the likes of you who forget their native manners&emdash;10 Gold Crowns, he says, a gloved hand held out in expectation.

+ If you wish to pay the sergeant 10 Gold Crowns, turn to 332. + If you choose not to pay and decide to evade the sergeant while his guard is down by jumping the wagons, turn to 72. +
+
+ +
+ + 323 + + + +

The Dakomyd shudders and reels back as your weapon makes impact, sinking deep into flesh that clings like jelly and reeks of a charnel smell that closes your throat. A drop of its watery blood splashes on your arm, eating through your tunic and searing your flesh. Your weapon disintegrates, corroded by the blood. Before you can pull away, a razor-sharp talon snares your cloak and draws you to your doom.

+ Your life and your quest end here in the crypt of Tekaro Cathedral. +
+
+ +
+ + 324 + + + +

Tearing aside the curtain, you rush into a high-vaulted chamber that reeks of preservatives and dead bodies. From hooks in the ceiling hang the carcasses of exotic animals, and on the many work tables lie dissected heads, destined for trophy plaques. You cast your eyes around the workshop, but the man has vanished.

+ + + Gary Chalk + The chamber reeks with the oungent smell
of preservatives and dead bodies
+ + + +
+ If you have the Magnakai Discipline of Divination or Huntmastery, turn to 208. + If you do not possess either of these skills, turn to 37. +
+
+ +
+ + 325 + + + +

You do not have to look very far for the horse's owner&emdash;at this very moment he is striding towards you. Suddenly, he recognizes you and salutes you with a friendly wave.

+ If you won the archery contest, turn to 45. + If you did not win the archery contest, turn to 132. +
+
+ +
+ + 326 + + + +

As you destroy the last of the fleshless skeletons, you see that the struggle has spread beyond the walls of the churchyard. From the depths of an open crypt, a shambling mass of zombies are hurling themselves at the riders, tearing the terrified warriors from their saddles. Roark's summonation has gone horribly out of control; no living creature is safe from the terror he has unleashed.

+

The lordling turns and gallops away in blind panic, leaving his followers to their grisly deaths. As he disappears, the swirling funnel of darkness slowly fades, and the undead stagger and fall, crumbling into dust, which is carried away on the evening breeze.

+

You rush to the aid of the old magician, who lies, mortally wounded, pinned beneath the body of his dead horse. As you cradle his head in your hands, his eyes flicker and open and he forces a whisper from his blood-flecked lips:

+

Brass&ellips; Street&ellips;

+ If you have the Magnakai Discipline of Curing, turn to 216. + If you do not possess this skill, turn to 46. +
+
+ +
+ + 327 + + + +

You soon come to a junction where two doors face each other across the corridor. The sound of the preacher is drifting through the keyhole of the door to your right, which suggests that access to the temple lies that way. The left door has no keyhole, but you sense that it is not locked.

+ If you wish to listen at the right door, turn to 195. + If you wish to enter the left door, turn to 127. +
+
+ +
+ + 328 + + + +

Taking a seat that offers a good view of the hall, you catch the eye of a serving girl and order a plate of roast beef. She returns with a platter stacked high with steaming meat and sets it down before you.

+

2 Gold Crowns, if you please, sir, she says, presenting an open hand that is bloodied by the food. You pay the girl (remember to deduct the Gold Crowns from your Action Chart) and settle down to your feast.

+ Turn to 219. +
+
+ +
+ + 329 + + + +

A hail of arrows engulfs you, and an agonizing explosion of pain fills your head, chest and legs. You are mortally wounded, and although you fight for your life, the struggle is soon over as you are trampled into the Tekaro Bridge by the captain's men.

+ Your quest and your life end here. +
+
+ +
+ + 330 + + + +

As you reach the junction with the highway, you see the riders emerging in single file behind a derelict cottage. They draw themselves into a circle in the middle of the village, and although they are out of earshot, you can tell by their movements and frantic gestures that they are having a heated argument. Suddenly, the circle breaks and they ride towards you with Cyrilus, still unconscious, in tow behind the last rider. You urge your horse off along the track and take cover among the dense trees.

+ If you have a bow and want to ambush them as they ride past your hiding place, turn to 20. + If you wish to attack the last rider and try to recapture Cyrilus, turn to 203. + If you decide to let them pass and then follow them, turn to 227. +
+
+ +
+ + 331 + + + +

You ride all night without sleep, with only the moon to light your way and the howling wind as your companion. As the first light of dawn creeps over the horizon, you see a small village less than a mile ahead. A dog barks gruffly at you as you ride into the refuse-strewn streets, and you are forced to drive it away with the toe of your boot as it snaps persistently at your horse's hind legs.

+

On the far side of the village, where the highway enters a line of scattered hills, a fortified manor house stands guard. A large sign, faded by wind and rain, proclaims a curious message:

+ AMORY CESS&emdash;3 GOLD CROWNS + If you wish to stop and enquire at the manor house about the meaning of the sign, turn to 27. + If you decide to ignore the sign and continue on your way to Amory, turn to 146. +
+
+ +
+ + 332 + + + +

You enter a wide street where black iron lanterns swing above the doors of shops and houses, their oily black smoke staining the walls and adding a pall of gloom to the darkening sky. The street descends towards the River Quarl, where flatboats lie moored at the rich merchant wharfs. Quarlen stands at the most northerly point on the river that can be navigated by boat and barge, and it is here that the river meets the caravan routes to Casiorn and the Lastlands, so ensuring the future of the town.

+

At the approach to a wide stone bridge, you see an impressive-looking hostelry, with stables and outhouses. A painted shield hangs above the courtyard gate proudly displaying its name:

+ THE BARREL BRIDGE TAVERN +

The moment you enter the courtyard, a stableboy appears from nowhere and bids you welcome. He takes charge of your horse and shows you the door to the tavern hall. It is crowded, despite the early hour, and a roaring fire blazes in its great stone hearth. The smell of roasting beef makes your mouth water, reminding you that you have not eaten today.

+ If you do not have any Gold Crowns, turn to 91. + Otherwise, if you possess the Magnakai Discipline of Pathsmanship or Divination, turn to 346. + If you wish to take a seat and order some food, turn to 172. + If you wish to approach the bar and ask about a room for the night, turn to 232. +
+
+ +
+ + 333 + + + +

You are about to place a Gold Crown in the woman's hand when a man appears as if from nowhere. He slaps her grubby palm with a studded gauntlet and bellows: Begone, y'thievin' hag!

+

The woman's eyes flash angrily as she nurses her bruised hand.

+ If you take exception to this and wish to attack the man, turn to 71. + If you wish to demand an explanation for his actions, turn to 154. + If you decide to ride away and avoid a confrontation, turn to 279. +
+
+ +
+ + 334 + + + +

A huge, lumbering monster stalks towards you. It is over ten feet high with thick, twisted, hairy limbs and eight-fingered hands tipped by razor-sharp talons. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it. Its hideous and peculiar gibbering fills the moonlit crypt as it draws nearer and nearer.

+ If you have a bow and wish to use it, turn to 209. + If you wish to prepare for combat, turn to 344. +
+
+ +
+ + 335 + + + +

A loud crack echoes around the tournament field as the Jakan splits in two. The crowd howl with laughter, and even the stern-faced Altan has to try hard not to chuckle at your misfortune. The little man in the braided jacket informs you that you have lost the tournament by default and announces that Altan is the winner. As the woodsman disappears from sight amongst the teeming crowds of cheering villagers, you take the opportunity to slip away unnoticed and head back towards Cyrilus and the horses.

+ Turn to 33. +
+
+ +
+ + 336 + + + +

Pushing your way through the crowds of cheering soldiers, you manage to reach a quieter corner of the tavern hall at one end of the immense bar.

+ If you wish to talk to one of the barmaids, turn to 299. + If you wish to sit at one of the tables, turn to 316. +
+
+ +
+ + 337 + + + +

Suddenly, a dozen grim-faced robbers spring up from behind the churchyard wall. The wounded man straightens himself and unsheathes a rusty scimitar, an evil cackle issuing from his black-toothed mouth.

+

The robbers vault the stone wall and run at you, brandishing their tarnished weapons above their heads.

+ + Grave Robbers + 17 + 32 + +

Due to their numbers, you may only evade in the first round of combat.

+ If you wish to evade by galloping away towards the west, turn to 191. + If you stay and win the fight, turn to 40. +
+
+ +
+ + 338 + + + +

A shock awaits you at the top of the hill track. Staring down into the valley below, you see your travelling companion embroiled in a struggle with six armoured horsemen. They have him surrounded, and his attempts at resistance are short-lived. You see him struck on the back of the head and fall across the neck of his horse. A moment later the riders are galloping away with their unconscious captive, heading off along the highway to the west.

+

By the time you reach the base of the track, the riders are dots on the horizon. You sprint towards your horse, intent on giving chase before they disappear from view completely, and as you take hold of the reins, you notice Cyrilus' oaken staff lying on the ground. You retrieve the staff before setting off in pursuit of your companion.

+ Turn to 39. +
+
+ +
+ + 339 + + + +

Slowly, the level of the sewer water begins to drop as you climb a ramp that leads to a circular vault. You stop at the edge of the vault, sensing a pit in the darkness ahead.

+ If you possess a Kalte Firesphere or a Torch and a Tinderbox, turn to 80. + If you do not have any of these Items, turn to 90. +
+
+ +
+ + 340 + + + + +

In this case, the Weaponmastery with Bow bonus is added once to the entire total of three picks, not to each pick.

+
+
+ + +

A small, flat-faced man dressed in a silver-braided jerkin enters the tent and calls for everyone's attention. Quickly, he explains the rules that govern the tournament and then ushers you on to the range. At the far end of the field is a line of targets, each with ten coloured rings marked 0&endash;9. Each archer is given 3 arrows with which he must get a minimum score of 8 in order to qualify for the next round of the tournament.

+

Pick three numbers from the Random Number Table and add them together. If you have the Magnakai Discipline of Weaponmastery with a bow, add 3 to your total.

+ If your total score is now 7 or less, turn to 103. + If your total score is now 8 or higher, turn to 26. +
+
+ +
+ + 341 + + + +

With your horse stabled safely in the hold of the Kazonara, all that remains for you to do is find your cabin. This proves to be a tiny room at the bow, but at least it has a comfortable bunk and you fall asleep as soon as your head touches the feather pillow.

+ + + Gary Chalk + + + + +

You wake an hour after dawn and peer out of the circular porthole at the shadowy riverbank. Drizzle obscures all detail and the sky is tinged with grey. As day approaches, the river mist grows thicker and whiter and you go up on deck. The captain stands alone at the rail, the shoulders of his leather cloak soaked by the cold drizzle. He nods a welcome and points to the Cener mountains now hidden in the mist.

+

This foul weather robs us of landmarks, but by my reckoning we should be in Luyen by noon. You stare through the grey, damp air and pull your cloak closely around your shoulders.

+ If you have completed the Lore-circle of Solaris (that is, you possess the Magnakai Disciplines of Invisibility, Huntmastery and Pathsmanship), turn to 131. + If you have not completed this Lore-circle, turn to 44. +
+
+ +
+ + 342 + + + +

The women smile as you dismount and approach the shrine.

+

Welcome brave sir, welcome to the Shrine of the Warrior. You come in search of our sacred crop, do you not? says a rosy-cheeked matron as she dusts the leafy shrubs with a square of silk.

+

The fruit of our alether plant will give you strength in battle, says another and offers you a handful of the small orange berries.

+ If you wish to purchase some Alether Berries, turn to 123. + If you wish to decline her offer, remount your horse and leave the village, turn to 100. +
+
+ +
+ + 343 + + + +

You prepare to defend yourself, for there is no time to evade the creature's attack.

+ + Yawshath + 22 + 38 + + If you survive 3 rounds of combat and wish to evade the creature by escaping through the archway by which you entered, turn to 305. + If you win the combat, turn to 112. +
+
+ +
+ + 344 + + + +

The hideous creature gurgles with anger and springs forward to attack.

+ + Dakomyd + 25 + 50 + +

It is immune to Psi-surge and Mindblast.

+ If you reduce its ENDURANCE to 25 or less, do not continue combat but instead turn to 310. +
+
+ +
+ + 345 + + + +

The man delights in showing you his work, which is excellent. Many of his exhibits were caught on hunting expeditions, either by himself or by clients who wished to preserve their kills as trophies&emdash;several trophies have been expertly restored to cover the evidence of wounds or severed limbs. He offers to show you his workshop where these miracles of taxidermy are carried out.

+ If you wish to see the taxidermist's workshop, turn to 213. + If you wish to decline his generous offer and leave the shop, turn to 149. +
+
+ +
+ + 346 + + + +

Seated near to the fireplace are three surly-faced drinkers, their tunics stained with the grime of travel. Each wear a red badge upon their breast, embroidered with the crossed swords of Varetta. You sense that they are soldiers-of-fortune, probably in the pay of a captain who comes from the same city.

+ If you wish to join the men and perhaps find out more about Varetta, turn to 125. + If you decide not to approach them and wish to go to the bar and ask about a room for the night, turn to 232. + If you would rather take a seat and order some food, turn to 172. +
+
+ +
+ + 347 + + + +

Your betting has attracted some unwanted attention. Two shifty-eyed mercenaries have been watching you with more than casual interest since your arrival at the Inn of the Crossed Swords, and as the event ends and the crowds disperse, you suddenly feel the sharp point of a dagger piercing the back of your tunic.

+

Your purse or your life, whispers one of the men, his foul breath filling your nostrils. Make your choice.

+ If you have the Magnakai Discipline of Huntmastery, turn to 114. + If you wish to hand over all your Gold Crowns without offering any resistance, turn to 161. + If you decide to refuse the men their demand and wish to fight to keep your gold, turn to 282. +
+
+ +
+ + 348 + + + +

You manoeuvre the noose until it catches on the spur at the back of the hammer's head and lift it gently from the corpse's chest. Unfortunately, the rope is not secure, and the warhammer slips from the noose as you pull it upwards. With a dull splash, the weapon lands in one of the black puddles and sinks from sight. Disappointed by such a stroke of bad luck, you retrieve your Rope and coil it back into your Backpack before returning to Cyrilus.

+ Turn to 338. +
+
+ +
+ + 349 + + + +

You part the strands and step into the small vault beyond, but you have barely set one foot down before you sense that something is wrong. The floor feels soft and spongy, and the strands are now coiling themselves around your shoulders. You have stepped into the spawning chamber of a Dakomyd.

+

As the acid secreted by the larvae eats through your clothes and sears your flesh, you hear the distant mocking laughter of the Dakomyd mother.

+ Your life and your quest end here. +
+
+ +
+ + 350 + + + +

Before your eyes the Dakomyd's skin ripples as if a wave were washing beneath its skin. Suddenly a criss-cross of wrinkles appears, and layers of transparent bone peel and fall from its shell-like skull. Its body becomes hunched, shrinking and folding by the second, until all that is left is a film of dust on the floor of the crypt. Time has at last caught up with this ancient terror.

+ + + Gary Chalk + Time has at last caught up with this ancient terror + + + + +

As the golden light begins to fade, you stare at the object of your quest&emdash;the Lorestone of Varetta. But all that you hold in your hand is a hollow sphere of glass, transparent and unremarkable to look at.

+

Your quest has succeeded, for the power of the Lorestone has been transfused into your body and mind. Its strength and wisdom is now a part of you, and the transfusion signals the beginning of a new and deadly challenge on your quest for the Magnakai.

+

But be warned! The quest will draw you into a sinister realm where a malicious and terrible evil has grown in power since Sun Eagle first completed the Magnakai quest. If you possess the courage of a true Kai Master, the challenge and the quest await you in Book 7 of the Lone Wolf series entitled:

+

Castle Death

+ +
+
+
+ +
+ + The Stornlands + + + + + + Gary Chalk + + + + + +
+ +
+ + Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + Jonathan Blake + + + + + + Jonathan Blake + + + + + + Jonathan Blake + + + + +
+ +
+ + Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+
+ + To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+
+
+
+
+ +
+ + Combat Results Table + + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ + Random Number Table + + + + + + Jonathan Blake + + + + + +
+ +
+ + Errata + + + +
+ + Introduction + + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ + Errata List + + + +

(Title Page) Replaced both occurrences of disciplines with Disciplines.

+

(The Story So Far&ellips;) Replaced Majhan and, for with Majhan, and for, went but with went, but, alone and, in with alone, and in, Magnakai; but with Magnakai, but, Varetta for with Varetta, for, and indefinitely and with indefinitely, and. Replaced both occurrences of disciplines with Discipline

+

(The Game Rules) Replaced both occurrences of ie, with i.e..

+

(Magnakai Disciplines) Replaced scent, and with scent and, points, and with points and, and danger, or with danger or. Removed all extraneous spaces between a number and its sign (e.g. replaced + 3 with +3). Set the list of items in intitial capital letters instead of all capitals.

+

(Equipment) Capitalized the list of items rather than setting them in all capital letters. Removed (see front inside cover). Replaced pouch and with pouch, and, safe keeping with safekeeping, notes but with notes, but, effect it with effect they, and TINDERBOX carried with Tinderbox&emdash;carried.

+

(Rules for Combat) Replaced to evade combat, but with to evade combat but.

+

(Improved Disciplines) Replaced discipline with Discipline. Removed the quotation marks from Improved Disciplines in the last paragraph.

+

(Magnakai Wisdom) Replaced adventures and with adventures, and. Removed at the front of the book.

+

(1) Replaced death cry with death-cry. Moved the Pathmanship choice into the first position.

+

(5) Replaced mist but with mist, but and highway and with highway, and.

+

(6) Replaced table, and with table and and pulled and with pulled, and.

+

(8) Reworded the sentence (Mark this as a Special Item&ellips;) to match the wording from section 16. The original wording is misleading. Replaced you but with you, but.

+

(10) Capitalized each occurrence of the item Ticket.

+

(11) Replaced siege works with siege-works.

+

(13) Replaced body and, as with body, and as, presence and with presence, and and you and with you, and.

+

(14) Replaced invocation and with invocation, and, northlander with Northlander, and men but, as with men, but as.

+

(15) Replaced manouevre with manoeuvre.

+

(18) Replaced split or with split nor. Moved the Huntmastery choice into the first position.

+

(19) Replaced provisions and, as with provisions, and as.

+

(20) Replaced Cyrilus's with Cyrilus'.

+

(22) Replaced pikeheads with pike heads. Moved the Divination choice into the first position.

+

(24) Replaced puddles and with puddles, and, large shiny with large, shiny, and rope you with rope, you. Moved the Nexus choice into the first position.

+

(25) Replaced both occurrences of guildhouse with guild-house. Replaced hand bells with hand-bells

+

(26) Replaced toa-wood and with toa-wood, and.

+

(27) Replaced open and with open, and.

+

(28) Replaced surrounded and with surrounded, and, shortlived with short-lived, and resistance and with resistance, and.

+

(29) Replaced shock but with shock, but.

+

(30) Replaced four with Four.

+

(31) Replaced northlander with Northlander.

+

(35) Replaced backpack with Backpack.

+

(36) Replaced toll and with toll, and and rump, and with rump and.

+

(38) Replaced irrisistible with irresistible.

+

(39) Moved the Pathsmanship choice into the first position.

+

(40) Replaced grave-robber with grave robber and grave-robbers' with grave robbers'.

+

(41) Replaced nature but with nature, but.

+

(43) Replaced side and with side, and.

+

(45) Replaced bow for, in with bow, for in.

+

(46) Replaced heart and with heart, and.

+

(47) Replaced knuckleduster with knuckle-duster and knuckleduster and, judging with knuckleduster, and judging.

+

(51) Deleted a period in the middle of the second sentence.

+

(53) In the first choice, replaced Unless you have already done so, if you wish to approach the merchant&ellips; with If you wish to approach the merchant&ellips; It is actually impossible to have already approached the merchant at this point.

+

(56) Replaced men and with men, and.

+

(58) Replaced guildhouse with guild-house.

+

(60) Replaced old but with old, but.

+

(62) Replaced truth for with truth, for.

+

(71) Replaced man and with man, and.

+

(73) Moved the Curing choice into the first position.

+

(77) Replaced war horn with war-horn and battle frenzy with battle-frenzy.

+

(81) Replaced animal and with animal, and.

+

(82) Replaced merchants, but with merchants but and horses; not with horses: not.

+

(84) Replaced formula but with formula, but, heavy and with heavy, and, and awake but with awake, but.

+

(86) Replaced done and with done, and and devotion and with devotion, and.

+

(87) Replaced battle skill with battle-skill.

+

(88) Replaced threat, and with threat and.

+

(89) Replaced Cyrilus your with Cyrilus, your.

+

(90) Replaced huge lumbering with huge, lumbering, thick twisted with thick, twisted, head and with head, and, and vault and with vault, and.

+

(93) Replaced slumber but with slumber, but.

+

(94) Replaced annex but with annex, but.

+

(96) Replaced chainmail, strides with chainmail strides.

+

(98) Replaced QUARTERSTAFFS with QUARTERSTAVES.

+

(99) Replaced shock and with shock, and, pikeheads with pike heads, and breath but with breath, but.

+

(100) Replaced challenge and with challenge, and.

+

(102) Replaced Soren and with Soren, and.

+

(104) Replaced Cyrilus's with Cyrilus'.

+

(106) Replaced cracked and with cracked, and.

+

(111) Replaced now, or with now or.

+

(112) Replaced dead and with dead, and.

+

(113) Replaced lying and with lying, and and Chart, before with Chart before.

+

(114) Replaced heart and, as with heart, and as.

+

(118) Replaced sunset you with sunset, you.

+

(119) Replaced Rhem and with Rhem, and and found but with found, but.

+

(123) Replaced fight they with fight, they.

+

(124) Replaced Stornland's with Stornlands', Sloats with sloats, companies and with companies, and, warm and with warm, and, highway, and with highway and, and river-boat with riverboat.

+

(125) Replaced them, and with them and.

+

(126) Replaced captain and with captain, and.

+

(127) Replaced interior but with interior, but.

+

(128) Replaced lair and with lair, and.

+

(129) Replaced fatigue and with fatigue, and and body and with body, and.

+

(131) Replaced wheel but with wheel, but.

+

(132) Replaced small flat-faced with small, flat-faced and you and with you, and.

+

(134) Replaced birdsong with bird song, Cyrilus, 'The with Cyrilus. 'The, semi-circle with semicircle, and month and with month, and.

+

(135) Replaced pass she with pass, she.

+

(138) Replaced Instictively with Instinctively and free but with free, but.

+

(139) Replaced axe with Axe.

+

(141) Replaced Chart), and with Chart) and.

+

(144) Replaced much-needed with much needed.

+

(146) Replaced behind and with behind, and.

+

(147) Replaced street and with street, and and you and with you, and.

+

(148) Replaced Items, or with Items or.

+

(151) Moved the choice regarding having been to the temple of Maaken into the first position.

+

(155) Replaced you and with you, and.

+

(158) Replaced wall and with wall, and.

+

(159) Replaced Varetian with Varettian.

+

(160) Replaced unprepared and with unprepared, and, face, somersaulting with face somersaulting, and again you with again, you.

+

(161) Replaced crowd and with crowd, and.

+

(162) Replaced deterred and with deterred, and.

+

(164) Replaced time and with time, and and northlander with Northlander.

+

(166) Replaced wagon but with wagon, but and bruised but with bruised, but.

+

(167) Replaced you and with you, and.

+

(169) Replaced unlocked but with unlocked, but.

+

(171) Replaced strength and with strength, and.

+

(172) Replaced innkeeper, and with innkeeper and.

+

(173) Replaced wounds but with wounds, but.

+

(175) Removed at the front of this book.

+

(179) Replaced long cold with long, cold.

+

(184) Replaced pirate and with pirate, and.

+

(186) Replaced vibrate and with vibrate, and.

+

(187) Replaced pikehead with pike head.

+

(191) Replaced ride but with ride, but.

+

(195) Replaced peril and with peril, and and end and with end, and.

+

(197) Replaced points), and with points) and.

+

(199) Deleted a period after He asks in the last sentence.

+

(200) Replaced open and, as with open, and as, chill stale with chill, stale, and key but with key, but.

+

(202) Replaced much-needed with much needed.

+

(204) Replaced company and with company, and.

+

(206) Replaced copse, and with copse and.

+

(208) Replaced face but, forewarned with face, but forewarned.

+

(211) Replaced head and, likewise, with head, and likewise,, company and, as with company, and as, point and with point, and, and fighters and with fighters, and.

+

(212) Replaced northlander with Northlander.

+

(214) Replaced Baknar or Kalkoth with baknar or kalkoth.

+

(217) Replaced stones but with stones, but.

+

(219) Replaced arena for with arena, for.

+

(223) Replaced Chart, before with Chart before.

+

(224) Replaced aid but with aid, but.

+

(229) Replaced archers and with archers, and.

+

(230) Replaced guardedness and with guardedness, and.

+

(232) Replaced small piggish with small, piggish and Chart), and with Chart) and.

+

(234) Replaced aside and with aside, and and northlander with Northlander.

+

(236) Replaced dead and with dead, and.

+

(244) Replaced horsemen but with horsemen, but.

+

(246) Replaced place but with place, but and darkness and with darkness, and.

+

(247) Moved the Divination choice into the first position.

+

(249) Replaced ceiling but with ceiling, but.

+

(250) Replaced any, and with any and.

+

(251) Replaced rest but with rest, but.

+

(255) Replaced Psi-shield with Psi-screen.

+

(257) Replaced hard unyielding with hard, unyielding.

+

(258) Replaced drawbolt with bolt.

+

(261) Replaced seconds but with seconds, but.

+

(262) Moved the Divination choice into the first position. Replaced guildhouse with guild-house.

+

(263) Replaced bodyguards and with bodyguards, and.

+

(271) Replaced competition and with competition, and.

+

(272) Replaced east and with east, and. Moved the Curing choice into the first position.

+

(273) Replaced all occurrences of .. with &ellips;.

+

(274) Replaced you and with you, and.

+

(276) Replaced warhammer and with warhammer, and.

+

(277) Replaced lightning fast with lightning-fast.

+

(278) Replaced feet but with feet, but.

+

(279) Replaced doors and with doors, and, building and with building, and, and battle but, unlike with battle, but unlike.

+

(283) Replaced power your with power, your, ground and with ground, and, northlander with Northlander, and attack you with attack, you.

+

(284) Replaced huge fat-bellied with huge, fat-bellied and men and with men, and.

+

(286) Replaced cover and with cover, and.

+

(287) Replaced here but with here, but.

+

(288) Replaced esteem for with esteem, for.

+

(290) Replaced siegeworks with siege-works.

+

(292) Replaced head and with head, and.

+

(294) Switched the section numbers given for the two choices to be consistent with the choices in Section 151 and the text of Sections 67 and 108. Replaced men and with men, and and forever but with forever, but.

+

(295) Replaced charge but with charge, but.

+

(296) Replaced target but with target, but.

+

(297) Replaced plunder but with plunder, but and mercenaries but with mercenaries, but.

+

(299) Replaced you but with you, but. Moved the Huntmastery choice into the first position.

+

(300) Replaced city you with city, you and hall there with hall, there.

+

(302) Replaced Varetta, or with Varetta or.

+

(305) Moved the Divination choice into the first position.

+

(304) Replaced Chart), and with Chart) and.

+

(307) Replaced today and with today, and.

+

(309) Replaced T'is with 'Tis.

+

(311) Replaced However the with However, the.

+

(313) Replaced points), and with points) and.

+

(315) Replaced procession are with procession is.

+

(316) Moved the choice regarding handing over all Gold Crowns into the last position.

+

(317) Replaced surrounded and with surrounded, and and unconscious and with unconscious, and.

+

(318) Replaced east and with east, and and direction you with direction, you. Moved the Animal Control choice into the first position.

+

(319) Replaced Varetta and with Varetta, and.

+

(320) Moved the Pathsmanship/Divination choice into the first position.

+

(322) Replaced guard and with guard, and.

+

(324) Replaced workshop but with workshop, but.

+

(326) Replaced fades and with fades, and.

+

(328) Replaced Chart), and with Chart) and.

+

(329) Replaced you and with you, and and wounded and with wounded, and.

+

(330) Replaced village and, although with village, and although.

+

(331) Replaced way, and with way and, horizon you with horizon, you, and streets and with streets, and.

+

(332) Replaced barge and with barge, and. Moved the choice regarding having no Gold Crowns into the first position. Moved the Pathsmanship/Divination choice into the second position and replaced If with Otherwise, if in that choice.

+

(334) Replaced huge lumbering with huge, lumbering and head and with head, and. Moved the bow choice into the first position.

+

(338) Replaced surrounded and with surrounded, and, shortlived with short-lived, and completely and, as with completely, and as.

+

(339) Replaced If you possess a Kalte Firesphere, a Torch, or a Tinderbox with If you possess a Kalte Firesphere or a Torch and a Tinderbox A Torch is unusable without a Tinderbox; this parallels wording in sections from future Lone Wolf books. Replaced Firesphere, a Torch, or a Tinderbox, with Firesphere or a Torch and a Tinderbox,.

+

(340) Replaced jerkin, enters with jerkin enters and field are with field is.

+

(342) Replaced matron, as with matron as, Alether plant with alether plant, Alether berries with Alether Berries, and another, and with another and.

+

(347) Replaced Swords and, as with Swords, and as. Moved the Huntmastery choice into the first position.

+

(348) Replaced manouevre with manoeuvre and secure and with secure, and.

+

(349) Replaced spongy and with spongy, and.

+

(350) Replaced appears and with appears, and, fade you with fade, you, and you and with you, and.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+
+
+ +
+ + Footnotes + + + +

(2) Remember that you are looking at individual jars and are thus limited to one of each potion (if you can afford to buy and have space carry them).

+

(26) For this Combat, you may not gain bonuses from a Shield or any weapon other than a Bow. In this case, Weaponmastery with Bow grants you the 3 COMBAT SKILL bonus points that Weaponmastery with melee weapons normally grants, rather than adding 3 to each Random Number pick (which would not work for the Combat Results Table). Other restrictions may apply, depending on your interpretation of the rules.

+

If you are using the Jakan and pick a 0 from the Random Number Table at any time, turn immediately to 335.

+

(56) In later Lone Wolf books, Random Number picks that indicate ENDURANCE losses interpret a pick of 0 as a loss of 10 ENDURANCE points rather than zero. This may or may not be the author's intent in this passage.

+

(201) You must still win the combat before turning to 87 if the fight lasts longer than three rounds.

+

(232) You should deduct the Meal from your Backpack immediately if you decide to head to your room. The ensuing sections will make it clear why this is.

+

(252) In all other instances where this bow is mentioned, it is referred to as the Silver Bow of Duadon, and treated as a weapon-like Special Item rather than a Weapon. The 3-point bonus to your Random Number picks when using this bow can be added to the 3-point bonus you may already have with Weaponmastery with Bow for a total of 6 points. As with the bonus for Weaponmastery with Bow, you may only add this bonus when determining the success of an bow shot.

+

(270) If you are using the Sommerswerd, you may double the ENDURANCE point losses of your enemy due to the power of the Sommerswerd against the undead.

+

(298) The penalty for picking a 0 only applies during the second portion of the tournament.

+

(340) In this case, the Weaponmastery with Bow bonus is added once to the entire total of three picks, not to each pick.

+
+
+ +
+ + Table of Illustrations + + + +

The following is a list of all Sections containing illustrations found in this book:

+
+ + Primary Illustrations + + + + + +
+ +
+ + Secondary Illustrations + + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+
+
+ +
+ + Project Aon License + + + +

24 May 2001

+
+ + 0. Preamble + + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

+

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ + 1. Definitions + + + +
+ + 1.0 + + + +

License shall hereafter refer to this document.

+
+
+ +
+ + 1.1 + + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ + 1.2 + + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

+
+
+ +
+ + 1.3 + + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

+
+
+ +
+ + 1.4 + + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+
    +
  • + Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • + The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • + The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • + The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • + The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • + The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • + The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • + The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • + The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • + The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • + The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • + Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • + Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • + The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • + The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • + Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • + Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • + Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • + Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+

The following are the works written by Ian Page which are being offered under the terms of this license:

+
    +
  • + Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • + The Forbidden City; Copyright 1986 Ian Page.
  • +
  • + Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • + War of the Wizards; Copyright 1986 Ian Page.
  • +
+

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+
    +
  • + Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • + The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+
    +
  • + The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • + The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • + The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • + The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • + The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • + The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • + The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • + The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • + The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • + Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • + Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • + The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • + The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • + Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • + Rune War; Illustrations Copyright 1995 Brian Williams.
  • +
  • + Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
  • +
  • + The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • + Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • + The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • + Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • + Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • + Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
  • +
+

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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+
+ +
+ + 1.5 + + + +

Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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+ + 1.6 + + + +

Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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+ +
+ + 1.7 + + + +

Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+
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+ +
+ + 2. Terms of Distribution + + + +
+ + 2.0 + + + +

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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+ + 2.1 + + + +

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

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You agree to refrain from redistributing the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason. You are granted the right to receive a copy or copies only for your own personal use.

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This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

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Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to HTML frames.

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One exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

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You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

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The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

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If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

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If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

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+ + 6. NO WARRANTY + + + +
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BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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diff --git a/xml/07cd.xml b/xml/07cd.xml new file mode 100755 index 0000000..a111f8e --- /dev/null +++ b/xml/07cd.xml @@ -0,0 +1,5628 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + Castle Death + Joe Dever and Gary Chalk + Joe Dever
Illustrated by Gary Chalk
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

+

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

+

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

+

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

+
+ Project Aon + 200313 + +

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies the Darklords of Helgedad. You have given your solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come.

+

Diligent study of the tome called The Book of the Magnakai has enabled you to master only three of the ten Magnakai Disciplines. Now, you must fulfil your pledge by completing the quest first undertaken by Sun Eagle over one thousand years ago.

+

It is a quest that will take you deep into Castle Death&emdash;a dangerous journey not completed successfully since the time of the Sun Eagle.

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1986 Joe Dever.
Illustrations copyright © 1986 Gary Chalk.
+ + +
+ + +
+ +
+ + Title Page + + + + +
+ + Dedication + + + + + +

To all the members of the Lone Wolf Club&emdash;
may their endurance never run out!

+
+
+ +
+ + Acknowledgements + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai&ellips; + Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+
+ + Credits + + + +
+
Transcription
+
Matthew Reynolds
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
+
XML
+
Jonathan Blake
Thomas Wolmer
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
Proofreading
+
Michael Norton (sections 176&endash;210)
Simon Osborne (sections 71&endash;105, 246&endash;280 and 316&endash;350)
Matthew Reynolds (sections 1&endash;70, 141&endash;175, 211&endash;245 and 281&endash;315)
Tony Wrigley (sections 106&endash;140)
+
Editing
+
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Matthew Reynolds
Thomas Wolmer
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Alfred Hailey
+
+
+
+
+
+ +
+ + The Story So Far&ellips; + + + + + + +

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator. With their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome called The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over one thousand years ago. By doing so successfully, you too, will acquire the power and wisdom of the Magnakai that is held within the Lorestones' crystal forms.

+

Much of Sun Eagle's script had faded with the passing years and little remained to help you find the seven Lorestones of Nyxator. Guided by the few words that could still be deciphered, you set out upon a journey that took you to the war-torn city of Tekaro in the hostile land of Slovia. There, hidden deep in the crypt of the city's cathedral, you found the first Lorestone of Varetta. As you held the crystal triumphantly in your hand, its power was transfused into your being, and the location of the second stone formed slowly in your mind&emdash;Herdos.

+

The remote township of Herdos stands upon the shore of Lake Khor, high in the Xulun mountains of Dessi. Here the Elder Magi, the magicians who rule the land, helped Sun Eagle on his quest long ago. Time has turned full circle, and once more their aid is sought by a warrior of the Kai.

+

Fate has brought you to us, Lone Wolf, intones Rimoah, speaker for the High Council of the Elder Magi, as you stand before them in the Tower of Truth at Elzian. And our fate is bound to your quest.

+

His clear voice fills the great cylindrical council chamber and the white-robed elders gathered around you respond with one voice, It is so.

+

Rimoah leads you to a circular dais, set like a deep well into the green marble floor. Carefully, he kneels and touches its liquid metal surface with his gloved hand. A current flows through the shimmering metal and, within its mirror-like depths, a strange vision slowly takes shape. You see a black-walled fortress set upon a rocky isle, its deep purple shadows reflecting in the dark waters of a moonlit lake.

+

You see before you Kazan-Oud. The Lorestone of Herdos rests in this castle, deep within its accursed halls. We will take you to this fortress, Lone Wolf, but you must enter alone, for our powers hold no sway over the forces that command this terrible place. In the years that have passed since Sun Eagle first came to this land, a great evil has consumed Kazan-Oud. We lack the means to destroy this evil but we have laboured to contain it, to prevent it from spreading beyond the Isle of Khor. Some of the bravest warriors of Magnamund have tried at our behest to defeat the power of Kazan-Oud, yet all have perished. But fate now brings us a Kai Master and our hearts rejoice, for the success of your quest will defeat the bane of Kazan-Oud and deliver us all from its evil shadow.

+

A ripple of hopeful whispers arises from the circle of Elders when they hear you state that you will go to Kazan-Oud. As they accompany you from the council chamber to equip you for the dangerous mission that lies ahead, you ask the meaning of the words Kazan-Oud. An uneasy silence descends on the dignified company and all eyes turn to Rimoah.

+

In the language of the Sommlending, he says, his voice wavering, Castle Death.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 7. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6&endash;12).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+
+ + Weaponmastery + + + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Gary Chalk + + + + +
    +
  • Dagger
  • +
  • Spear
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Axe
  • +
  • Sword
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
+
+
+

The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.

+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list. You cannot carry more than two weapons.

+
+
+ +
+ + Animal Control + + + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ + Curing + + + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ + Invisibility + + + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ + Huntmastery + + + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ + Pathsmanship + + + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ + Psi-surge + + + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ + Psi-screen + + + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ + Nexus + + + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ + Divination + + + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+

If you successfully complete the mission as set in Book 7 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 8. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called The Jungle of Horrors + .

+
+
+ +
+ + Equipment + + + + + +

Before leaving Elzian on your quest for the Lorestone of Herdos, the Elder Magi give you a map of their land and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart. If you have successfully completed books 1&endash;6 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai monastery.

+

The Elder Magi offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two weapons and eight Backpack Items.

+
    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Gary Chalk + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Gary Chalk + + + + +
  • +
  • +

    Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Gary Chalk + + + + +
  • +
  • Lantern (Backpack Items)

  • +
  • Mace (Weapons)

  • +
  • +

    3 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Gary Chalk + + + + +
  • +
  • Dagger (Weapons)

  • +
  • 3 Fireseeds (Special Items) When thrown against a hard surface, these Fireseeds explode and burn fiercely.

  • +
+

List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ + How to Carry Equipment + + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+
    +
  • Sword&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Lantern&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
  • Fireseeds&emdash;carried in your pocket.
  • +
+
+
+ +
+ + How Much Can You Carry? + + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+ +

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ + How to Use Your Equipment + + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+
Gold Crowns
+

The currency of Dessi is the Crown, which is a small gold coin. Whenever you kill an enemy and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch. (Remember the pouch can carry a maximum of fifty Gold Crowns.)

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+
+ + Evasion of Combat + + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+
+ + Lore-circle Bonuses + + + +
+
Circle of Fire
+
+1 CS +2 EP +
+
Circle of Light
+
0 CS +3 EP +
+
Circle of Solaris
+
+1 CS +3 EP +
+
Circle of the Spirit
+
+3 CS +3 EP +
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you are a Kai Master that has reached the rank of Primate, you will now benefit from improvements to the following Magnakai Disciplines:

+
+ + Primate + + + +
+
Animal Control
+
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
+
Curing
+
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
+
Huntmastery
+
Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
+
Psi-surge
+
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
+
Nexus
+
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
+
+
+
+ +

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.

+
+
+
+
+ +
+ + Magnakai Wisdom + + + + + +

Your quest for the Lorestone of Herdos will be fraught with danger for the fortress of Kazan-Oud has a dark and sinister reputation for being the ruin of many a brave adventurer. Make notes as you progress through the story&emdash;they will be of great help in this and future adventures.

+

Many things that you find will help you during your adventure. Some Special Items will be of use in future Lone Wolf adventures, and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

May the spirit of your ancestors guide you on the path of the Magnakai.

+

Good luck!

+
+
+ +
+ + Numbered Sections + + + +
+ 1 + + +

The hours leading up to your departure from Elzian are spent checking and double-checking your equipment and provisions. But, no matter how hard you try to concentrate on these preparations, your mind is constantly invaded by the shadowy image of Kazan-Oud, an image identical to the vision that appeared the previous evening in the well of the council chamber. You are filled with a deep dread, as you contemplate the probable site of your own grave. However, coupled to this terrible sense of foreboding is a far greater and irresistible desire to discover the Lorestone of Herdos.

+

Shortly before dawn, your thoughts are disturbed by a knock at the door of your chamber: it is Rimoah. The time has come for your mission to begin. You follow him through halls and galleries to a rooftop platform nestling among the crimson towers of the Temple of Truth. Here you are greeted by a young man. He is tall and dark-skinned, with plaited flaxen hair and sharp, cat-like eyes, and he wears the gold and scarlet tunic of a Vakeros&emdash;a warrior-magician of Dessi. Hail, Paido! says Rimoah, bowing to this proud young man.

+

Hail, my Lord Rimoah, he replies, respectfully. We are ready to sail.

+

The first rays of the dawn light shimmer along the golden hull of a magnificent sky-ship that hovers above the rooftop platform. As the hum of its powerful engine rises, you thank Rimoah and bid him farewell before following Lord Paido to the boarding ladder at the edge of the platform. Once safely on board, the sky-ship rises into the chill dawn air, and Lord Rimoah and the Tower of Truth shrink swiftly beneath its golden keel. You look down with growing fascination as the sleek, bat-winged craft passes over the circling waters of the Elzian Canal and speeds northwards above the jungle of central Dessi. As the grey chasm of Gorgoron looms into view, splitting the emerald-green land like a deep and terrible wound, Lord Paido joins you at the rail. Time passes in conversation, and you learn much about the people of this untamed land and their history. You learn that the Elder Magi are all that remain of a race of great magicians who ruled central Magnamund many thousands of years ago. They were wise and powerful, and their leadership was great until their numbers were decimated by a plague that swept across the world. Those who survived sought refuge in Dessi and have lived here, in the mountains and the jungle, ever since. The Vakeros are native soldiers of Dessi who have been taught the art of battle-magic by the Elder Magi to help them defend the northern border against invasion by the war-like Vassagonians.

+

When you tell Lord Paido of your own past battles with the desert warriors, you sense a sadness within him. How I wish my brother Kasin were here with us now, he says, staring thoughtfully towards the distant horizon. He could tell many a brave tale of the great desert wars. You ask what has become of his brother. There is a long pause before he replies solemnly: Kazan-Oud.

+

The land of Dessi is now spread out beneath you like a gigantic map. To the north-west you can see the foothills of the Carcos range and a faint ribbon-like glimmer that is the River Doi; to the east, a bank of grey storm clouds advances unchecked across a sea of jungle vegetation. Shortly before noon you sight your destination. The low-domed buildings of Herdos appear on the horizon, followed by the waters of Lake Khor and a blackened finger of rock upon which sits Kazan-Oud. Even at this great distance, the awesome sight of the terrible fortress sends a chill along your spine.

+

Lord Paido orders his crew to prepare for landing, and within the hour, the great sky-ship is casting its shadow upon the flagstones of the Plaza of Herdos. You are welcomed by Lord Ardan, Elder of Herdos, and a detachment of his Vakeros guards. They escort you through the streets of the ancient town, past the tiny stone-walled dwellings of fishermen and miners, to a quay where a glass-domed tower several storeys high commands access to the busy harbour. As you enter the tower, you notice that the glass dome radiates a greenish light that, in spite of the blinding glare of the midday sun, can be seen quite clearly.

+

Later, as the sun sinks slowly behind the peaks of the mountains, the light emanating from the tower becomes more visible, covering Lake Khor with an umbrella of ghostly luminescence. Lord Ardan explains: This tower, together with five others that encircle the lake, generates a shield of magical energy that imprisons the evil of Kazan-Oud. No creature, living or dead, can enter or leave the Isle of Khor so long as our shield remains intact. We dare not lower our guard, and, to allow you to land on the island, we have devised a means by which you may pass through the shield unharmed. He takes a gem the size of a small apple from the pocket of his silken robe and places it in your hand. It is a dull translucent red, but within its core a swirling mist of glittering sparks flickers with gold and silver fire.

+

It is a Power-key. Guard it well, for so long as you possess it you may fulfil your quest; lose it and you will never escape from the Isle of Khor. (Mark the Power-key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.) At midnight, my Vakeros will take you by boat to the edge of the shield. On board is a small coracle in which you can pass through the shield and make your way to the Isle of Khor. We shall pray for you, Lone Wolf.

+

Midnight finds you standing on the deck of a square-rigged fishing boat The sighing night wind and the creak of rope and timber are the only sounds that accompany you across the black waters of Lake Khor. You arrive at a wall of shimmering, green light: the power-shield. The Vakeros whisper their goodbyes, and you paddle through the wall, drawing closer with every stroke to the sinister island fortress.

+

Two hundred yards from the glistening black shoreline, you note two places where you can make a landing.

+ If you wish to land at a stone jetty to the west of Kazan-Oud, turn to 135. + If you wish to land at a sheltered bay to the east of Kazan-Oud, turn to 288. +
+
+ +
+ 2 + + +

Your eye is drawn to a panel on the hexagonal wall. The central part of the stonework is much newer than the surrounding edges, a detail which your Magnakai Discipline enabled you to recognize at a glance. After closer examination, you are sure that there was once a door in this wall. The stone does not sound as if it is solid when you tap it, and you suspect it would not withstand several well-placed blows.

+ If you wish to try to break through the wall, turn to 228. + If you do not wish to break through the wall, you can still enter the ruby corridor turn to 349. + Or, you can enter the jadin corridor; turn to 163. +
+
+ +
+ 3 + + +

The rumble of a massive counterweight descending behind the wall sends a shudder through the flagstones. The portcullis rises and you hear the lever click back to its original position as you duck under the pointed bars.

+ + + Gary Chalk + + + + + Turn to 277. +
+
+ +
+ 4 + + +

Your lungs are close to the bursting point when your persistence finally pays off. The lock clicks and the door is forced wide open by the sheer weight of the water pressing upon it.

+ Turn to 172. +
+
+ +
+ 5 + + +

The shadow flares red before dissolving into a dense grey mist that is carried away swiftly on the stormy air. A sudden chill makes you shiver. You pull your cloak around you, taking comfort from its warmth, but it is as if the cold comes not from the damp wind but from somewhere deep inside you.

+

You feel hungry and you must now eat a Meal or lose 3 ENDURANCE points. When you have finished, you make a quick check of your equipment before taking your first cautious steps inside the Great Hall.

+ Turn to 293. +
+
+ +
+ 6 + + +

Good! booms the voice of Zahda, as you land on the opposite side of the pit. You are brave! But have you brains as well as battle-brawn, I wonder? Ha! Soon we shall see.

+

The voice conjures an image of Lord Zahda in your mind. He is seated on a golden throne with the object of your quest, the Lorestone of Herdos, suspended in the air above him. You resolve to survive this accursed maze and escape. If you can then only find your way back to Zahda's throne hall, the success of your quest will be within your grasp.

+

You walk along the passage that leads away from the pit, your mind filled with dismay as you contemplate the problems and perils that lie before you. One such problem looms into view as the passage takes a sharp turn.

+ Turn to 100. +
+
+ +
+ 7 + + +

To your horror, you discover that the quiver is completely empty. Your arrows have fallen out and lie buried in the nest of vegetation upon which you awoke (erase these arrows from your Action Chart).

+

With a cry of frustration, you discard your bow and unsheathe a hand weapon as the snake draws itself back in preparation to strike.

+ Turn to 301. +
+
+ +
+ 8 + + +

As it springs out of the gloom, you hack at the beast, carving a slice from its great hairy shoulder. But the shock of its attack sends you reeling to the floor, and you scream out in pained surprise. Claws rake your arm; burning saliva stings your face. Desperately, you stab at the snarling beast as it dips its head and closes its massive jaws around your legs. The creature is immune to Mindblast but not Psi-surge.

+ Hound of Death2240 + If you win the combat, turn to 194. +
+
+ +
+ 9 + + +

A faint rumble grows louder. There is a clatter of chains and the squeal of metal on metal as the portcullis rises jerkily into the roof. Wasting no time, you duck under the spiked bars and hurry into the tunnel beyond.

+ + + Gary Chalk + + + + + Turn to 277. +
+
+ +
+ 10 + + +

Grabbing a Fireseed from the pocket of your tunic, you hurl it at the monster's gaping mouth. It disappears from view, and for a brief moment, you feel the tendril tremble and slacken its crushing grip. Erase one Fireseed from your Action Chart.

+ Turn to 170. +
+
+ +
+ 11 + + +

Descending the narrow staircase, you arrive at a tunnel-like corridor, sandwiched between two walls of mouldering masonry. Foul, oily water gurgles along a channel in the slippery floor towards a distant archway, which is blocked by a black, iron portcullis. Bolted to the criss-crossed bars is a plaque which bears a curious design:

+ + + Gary Chalk + + + + +

On the wall to your left is a large, rusty dial with a brass pointer. Set around it, like the numerals of a clock, are the numbers 1 to 40, and below the dial is a lever. Your basic Kai instincts tell you that by selecting the correct number, or numbers, and pulling the lever, you will open the portcullis.

+ If you have the Magnakai Discipline of Divination, turn to 167. + If you have the Magnakai Discipline of Pathsmanship, turn to 306. + If you have neither of these skills, turn to 329. +
+
+ +
+ 12 + + +

We're as good as dead if we stay here, says the warrior in a broad Stornlands accent. Come, we best find ourselves a safe tunnel before they release a Trakka. We'll have a horde of Zahda's pets snappin' at our heels if it picks up our scent.

+

You follow the man through a labyrinth of tunnels and chambers; descending by slope and staircase to deeper levels of this subterranean world. Not a word is spoken until, finally, you stop to rest in a small, musty chamber, its entrance is partially hidden behind a rockfall of scarlet stone. How long have you been tunnel-running? your companion asks. When you reply that you've been in Kazan-Oud no more than a few hours, his face registers a look of surprise followed by disappointment. I'd have stood and fought the Dhax had I known I was so near to the surface, he says, shaking his head and staring dejectedly at the floor.

+

He tells you that his name is Tavig and that he comes from Suentina, a city in the western land of Slovia. Over a year ago his sister was captured by Sadzar, the slaver of Gzor, when a ship on which she was a passenger was attacked by his pirate fleet off the island of Lio. One thousand Crowns was the ransom Sadzar placed on her head, and Tavig vowed he would raise the gold and save his sister or die in the attempt. Undaunted by the rumours he had heard, he travelled to Herdos to offer his services to the Elder Magi, to attempt the destruction of the evil that haunts Kazan-Oud, in return for his sister's ransom. They agreed to his price, as they had agreed to scores of others' before him, and sent him through the power-shield with their hopes and prayers for success. That was one year ago.

+

One man alone could never hope to destroy Zahda, he who commands this fortress, for his power has grown greater than the Elders imagine. I tried and I failed. Twice I've been captured and twice I've escaped from his maze, and now my only wish is to escape from this fortress of nightmares. I'm a tunnel-runner, a survivor, a fugitive from Zahda's law, but I fear my time has nearly run out.

+

Drawing his sword, Tavig walks to the entrance and peers into the corridor outside. Luck be on your side, stranger, he says, and hurries away. You call out for him to wait, to tell you more of what he has learnt of Kazan-Oud, but your pleas go unanswered as he disappears into the tunnel.

+ If you wish to follow him, turn to 119. + If you decide to continue alone, turn to 308. +
+
+ +
+ 13 + + + +

This section is the correct answer to the dial problem from section 306.

+
+
+ + +

The shriek of metal on metal reverberates along the tunnel as great iron cogs grind into action. Slowly, the portcullis rises into the roof. Wasting no time, you duck beneath the pointed bars and hurry into the passage beyond.

+

Rats flee, squeaking, as you stalk along the slippery flagstones. You wince as their claws rasp on the wet rock and their hairless tails furrow the stinking green slime that covers the surface of the tunnel floor. The passage widens as it approaches a staircase that leads down. Halfway down the stairs you disturb a colony of bats nesting in the ceiling. They squeal angrily and whirl around your head, battering you with their wings and nipping at your face with their sharp, needle-like teeth.

+ + + Gary Chalk + Halfway down the stairs you disturb a
colony of bats nesting in the ceiling
+ + + +
+ If you have the Magnakai Discipline of Animal Control or Psi-surge, turn to 180. + If you have neither of these skills, turn to 285. +
+
+ +
+ 14 + + +

The brick slides in and the secret door slides open. Before you stands an ugly, bearded dwarf, wearing a grimy black velvet jerkin. His pig-eyes twinkle malevolently as he raises a hollow brass tube and points it at your face.

+

Sweet dreams, he cackles, and a blast of icy-cold vapour shoots from the tip, catching you squarely in the face. You reel back, coughing and choking as the bitter vapour fills your lungs. By the time you realize that you have inhaled a powerful sleep gas, your body is already succumbing to its irresistible power.

+ Turn to 165. +
+
+ +
+ 15 + + +

You spin a screw-like handle set in the centre of the door, releasing the lock. You open the door and enter: inside, you discover a room of steel. The walls, ceiling and floor are all constructed of metal plate, which is polished to give a mirror-like shine. Low, iron tables are set out with the implements and accessories of magic: crucibles, retorts, aludels, flasks and all manner of twisting glass tubes, which bubble and seethe with multi-coloured liquids. Vellum-bound tomes and crumbling parchments litter the shelves, competing for space with repulsive-looking pink organs floating in glass jars of vile-smelling preservative. Quickly you scan the shelves in search of useful items and, to your delight, rediscover all your confiscated weapons. (Re-enter on your Action Chart everything that was taken from you before you were sent to the maze.)

+

In addition to your weapons, you discover a large jar of concentrated Laumspur (restores 8 ENDURANCE points) and a Platinum Amulet. If you wish to take the Amulet, mark it on your Action Chart as a Special Item, which you wear on your wrist. It will protect you from injury due to exposure to high temperatures.

+

Elated by the rediscovery of your equipment, you leave the chamber and press on along the shiny steel tube.

+ Turn to 90. + +
+ +
+ 16 + + +

It takes a few minutes for you to get your bearings in the gloom of the narrow corridor. Outside, strange sounds echo across the beach, making you forget your natural caution and move deeper into the darkness. The uneven floor is coated with mud, and the warm, moist air reeks with a repugnant odour that reminds you of gutted fish. You press on, taking great pains not to slip and fall, but the light soon fades completely and you slow to a halt.

+ If you possess a Kalte Firesphere, a Lantern or a Torch and Tinderbox, turn to 61. + If you do not possess any of these Items, turn to 277. +
+
+ +
+ 17 + + +

A movement at the end of the corridor warns you that more guards are entering the sarcophagus, alerted no doubt by the noise of combat. Rather than be caught without cover in this narrow corridor, you decide to enter the chamber and attempt to escape along the opposite passage.

+ Turn to 69. +
+
+ +
+ 18 + + +

With the words of the skull reverberating in your mind, you pull out the cork with your teeth and shake the liquid into the pit, spreading it in a wide arc from left to right. You are certain that there is an invisible bridge across the pit; if only you could locate it.

+

The footsteps halt. You hear a piercing crack, like that of a whip, and, immediately afterwards, an angry red weal opens around your wrist (lose 2 ENDURANCE points). The container spins from your hand and seems to bounce in mid-air before dropping into the void. You have found the bridge! But now you have an invisible enemy to contend with.

+ If you wish to step on to the invisible bridge, turn to 166. + If you wish to fight your unseen enemy, turn to 257. +
+
+ +
+ 19 + + +

A shadow crosses your path and you release the bowstring, but your arrow does not find its mark. A ghoulish howl is the only warning you receive before the creatures leap out of the billowing smoke, clawing and biting at your face and arms.

+ Dhax2532 +

Unless you have the Magnakai Discipline of Huntmastery, deduct 3 points from your COMBAT SKILL for the first two rounds of combat, due to the speed and surprise of your enemy's attack.

+ You may evade combat after three rounds by running into the archway opposite; turn to 241. + If you win combat, turn to 141. +
+
+ +
+ 20 + + +

The passage leads to an enormous compound of cells that holds the slaves of Kazan-Oud. They are, in the main, a pitiful herd of gangling, black-skinned creatures, with sorrowful eyes and backs bent crooked by years of hard labour. These prisoners press their sad faces against the tiny grates of their cells, curious to see the fair-skinned warrior who walks upright among them.

+

They hiss as you pass until the entire complex echoes to the sound of their sibilant scorn. At the end of the block, there is a cell that resembles a cage, denying its prisoner even the small degree of privacy provided by the others. You stare through the bars at a dark-skinned man sleeping on the straw-covered floor. His blond hair and red and gold tunic are stained with blood and grime. A key to his cell hangs by a cord on a peg driven into the nearby wall.

+ If you wish to take the key and release him, turn to 113. + If you prefer to leave him and continue, turn to 142. +
+
+ +
+ 21 + + +

A maniacal scream of anger echoes from behind the grating as the giant snake crashes lifelessly to the ground. Suddenly bolts of red fire are raining down all around you, splintering the stone floor and leaving nothing but molten cinders wherever they strike. You clamber across the snake and dive into the tunnel to avoid this rain of crimson death.

+

To your dismay, you discover the tunnel is no more than a shallow cave, a shelter for a clutch of eggs, each one no smaller than a barrel of ale. They rest upon a bed of packs and torn clothing, the last remains of adventurers who fell foul of the traps of Kazan-Oud.

+ If you wish to examine these items more closely, turn to 148. + If you wish to look for a way of escape from this tunnel, turn to 346. +
+
+ +
+ 22 + + +

The Rahkos lies motionless on the ground before you, but, in spite of the many blows you have dealt the creature, it bears no sign of having ever been involved in combat.

+ If you wish to turn your back on the hand and enter the passage ahead, turn to 77. + If you wish to take a closer look at the hand, turn to 215. +
+
+ +
+ 23 + + +

The stone blocks of a fallen tower lie scattered in an uneven line across the beach, like the vertebrae of a long dead giant. Lightning flashes and you see in the battlements of Kazan-Oud a wide breach in the wall where the tower once stood. A stone staircase rises from the beach to the top of the ruined wall, but sections of it are missing, presumably torn away when the tower collapsed.

+ If you wish to attempt to climb the stairs to the fortress, turn to 150. + If you prefer to continue along the beach, turn to 348. +
+
+ +
+ 24 + + +

After what seems like an hour, but in reality is only a few minutes at the most, the scorching heat subsides and the tunnel air becomes painless to breathe. You press on and soon arrive at an archway, where the shiny steel tube enters a chamber gouged out of solid black iron. There a spiral staircase ascends to a portal. You climb the stairs and peer out through the portal. A sight greets you that sets your pulse racing. Before you stands a gleaming block of solid gold&emdash;the back of Lord Zahda's throne. Above it, hovering motionless in the air, are two perfect crystals: one glows darkly with black fire; the other radiates a pure golden light that sends a shiver down your spine. It is the object of your quest&emdash;the Lorestone of Herdos.

+ If you wish to reach up and take the Lorestone, turn to 42. + If you wish to attack the black crystal, turn to 138. + If you prefer to examine the throne, turn to 98. +
+
+ +
+ 25 + + +

Your senses scream a warning that this object is evil. A powerful spell of shielding has been placed upon it to conceal its true purpose, but your mastery of the psychic disciplines helps you to overcome this barrier. It is a means by which its sorcerous creator may exert his control over any who touch it or gaze upon it.

+

A coldness probes your mind, like fingers of ice seeking to crush your will, but your Psi-screen melts the numbing grip of this psychic attack. You lash out with your foot and send the Sceptre spinning into the chasm. There is a silence, then a dull boom, like distant thunder, reverberates in the abyss far below.

+ If you now wish to enter the east tunnel, from which the Dhax appeared, turn to 185. + If you prefer to enter the west tunnel, turn to 308. +
+
+ +
+ 26 + + +

The inner surface of the bubble is lined with globules of transparent fat, which absorb the force of your blows.

+

Pick a number from the Random Number Table and add 3 to the number you have picked. If you have the Magnakai Discipline of Weaponmastery with sword, deduct 2 from this figure. The final number equals the number of ENDURANCE points you lose owing to lack of oxygen before you cut your way free from the transparent prison.

+ If you survive the ordeal, you can cut your way through the rest of the bubbles; turn to 151. +
+
+ +
+ 27 + + +

Stepping carefully through the slime-smeared rubble, you stop for a moment to catch your breath and survey the shattered keep of Kazan-Oud. It is a desolate sight. Only stone buildings remain intact, and everything is covered with creepers and mildew. A great fire must have ravaged the inner fortress to have resulted in such total devastation.

+

In the centre of the keep stands the Great Hall, still an imposing stronghold and made all the more frightening by the constant flash of green lightning. Beyond its burnt and fungus-covered wooden door, twisted tree forms, with sharp, barbed thorns, sprawl across the cracked flagstones like coils of steel wire. You are about to enter when a movement in the air around your head arrests you. A shape is taking form in the doorway, a shadowy figure with flaming red eyes. An icy chill grips your heart as it sweeps past you with a swirling rush of wind. You spin round to see it hovering in the sky, its shadowy hand now gripping a great spiked ball and chain. It shrieks an unearthly cry, and the ball whistles down towards your unprotected face.

+ + + Gary Chalk + A shadowy figure with flaming red eyes is hovering in the
sky, its hand gripping a great spiked ball and chain
+ + + +
+ If you have the Magnakai Discipline of Psi-screen, turn to 38. +

If you do not possess this skill, you must prepare to defend yourself, for there is no time to evade this sudden attack. Owing to the speed of the attack, deduct 3 points from your COMBAT SKILL total for the first three rounds of combat (unless you have the Magnakai Discipline of Huntmastery).

+ Oudakon2029 + If you win the combat, turn to 5. +
+
+ +
+ 28 + + +

Before you reach his body, a second crossbow bolt hits your head. The missile passes through your skull, and you are dead before your body hits the ground.

+ Your life and your quest end here. +
+
+ +
+ 29 + + +

The tunnel winds its way deeper and deeper into the solid rock until it emerges at a chamber illuminated by a shaft of shimmering red light that pours down from a square hole in the ceiling. A pair of huge iron doors fills the opposite wall and appears to offer the only exit from the room. In order to reach the doors, you will have to pass through the eerie red light.

+ If you wish to walk through the light and examine the iron doors, turn to 269. + If you prefer to retrace your steps and take the east tunnel, turn to 272. +
+
+ +
+ 30 + + +

The sand is unexpectedly warm, and as you make your way between the boulders that litter the shore, your boots soon become unbearably hot. Just a few feet ahead, a distinct line of stepping stones rises out of the sand and heads towards a fissure in the sheer rock wall.

+ If you wish to leap on to the nearest stone slab, turn to 177. + If you choose to avoid the stepping stones and press on through the scorching sand, turn to 104. +
+
+ +
+ 31 + + +

Your attack is swift and deadly. You despatch all three of them in as many blows and cover their dead bodies with a tapestry torn from the wall. There is nothing of value in the pockets of their robes, but lying on the table, you find a Skeleton Key and a Parchment. Both Items look as if they could be of use, and you decide to keep them. (Mark them as Special Items on your Action Chart, to be kept in the pocket of your tunic.)

+

You leave the chamber, but as soon as you set foot into the corridor beyond, you are confronted by an armoured guard. He screams a cry that is muffled by the visor of his helmet and turns to run towards a bell-rope hanging from a hole in the ceiling.

+ If you have a bow and wish to use it, turn to 266. + If you do not have a bow, or do not wish to use it, turn to 40. +
+
+ +
+ 32 + + +

As the tip of your weapon flicks the lever down, you feel a surge of water engulf your arm. The flow is reversed: the statue is sucking water from the chamber at a tremendous rate. Your weapon is torn from your hand (remember to erase it from your Action Chart), but you manage to wrench your arm clear and swim to the surface uninjured.

+

Within minutes, the water drops to the level of the statue's mouth and remains there. Suddenly, the door emits a click and is forced wide open by the weight of the remaining water pressing upon it.

+ Turn to 172. +
+
+ +
+ 33 + + +

At first there is silence. Then a faint squeak grows to a shuddering rumble as the cogs of a hidden counterweight grind into action. The squeal of tortured metal resounds in your ears as the portcullis rises jerkily into the soot-blackened ceiling.

+ + + Gary Chalk + + + + +

Wasting no time you duck under the rising bars and hurry into the tunnel beyond.

+ Turn to 277. +
+
+ +
+ 34 + + + +

This section is the correct answer to the Zakhan's riddle from section 100.

+
+
+ + +

In reply to your correct answer, the oval door emits a click and slowly swings open. You step through and descend a steep ramp to a long corridor, whose walls are covered with what appear to be gigantic cocoons that stretch into the distance for as far as you can see. The oval door clicks shut but the clicking continues, like an echo, only growing steadily louder. In the gloomy corridor ahead you can see that something is moving. A huge worm-like creature with great black eyes and horny mandibles is slithering towards you, a purple froth bubbling from its mouth as it picks up your scent.

+ If you have the Magnakai Discipline of Invisibility, turn to 86. + If you have the Magnakai Discipline of Animal Control and have reached the Magnakai rank of Primate, turn to 130. + If you have a Silver Whistle, turn to 347. + If you have neither of these skills nor the Special Item, turn to 233. +
+
+ +
+ 35 + + +

By sheer force of will, you focus your skill through the pain that fills your head and try to command the sphere to stop its psychic attack.

+

Pick a number from the Random Number Table. If you have reached the Magnakai rank of Primate, you may add 1 to the number you have picked.

+ If your total is now 0&endash;4, turn to 97. + If it is 5 or more, turn to 246. + +
+ +
+ 36 + + +

An opening to your right reveals a spiral staircase, and you can distinctly hear the sound of approaching footsteps. Judging by the noise, you estimate that at least a dozen iron-shod warriors are descending the stairs to this level.

+ If you wish to stand and face the approaching enemy, turn to 273. + If you wish to descend the stairs as quickly as possible, turn to 55. +
+
+ +
+ 37 + + +

In a matter of seconds, the exit is sealed off completely. A loud hissing fills your ears, and a strangely bitter smell assails your nostrils. By the time you realize that the air is being flooded with a powerful sleep gas, pumped in through tiny vents near the door, you are already succumbing to its irresistible power.

+ Turn to 165. +
+
+ +
+ 38 + + +

Your psychic senses tell you that what you see before you is an illusion. The Oudakon is a spectral force, placed here by a powerful magician and activated by anyone or anything that dares to approach the door of the Great Hall.

+

Mustering your courage, you challenge the illusion by commanding it to disperse. The shadow, which, seconds before, looked all too real, dissolves like mist into the chill night air. All that remains is a fading cry of frustrated anger that echoes through the ruins of the keep.

+ Turn to 293. +
+
+ +
+ 39 + + +

You sense that a bridge, hidden by a powerful spell of invisibility, spans the pit. Kneeling at the edge, you sweep your hand back and forth in the hope of locating it, but a noise in the passage behind makes you stop and turn. The sound of heavy footsteps grows louder, but the passage looks deserted. Frantically, you continue your search for the invisible bridge.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 344. + If it is 5&endash;9, turn to 58. +
+
+ +
+ 40 + + +

The guard tugs the rope and the corridor is filled with the harsh clangour of an alarm bell. More armoured guards appear, their weapons drawn and their visors closed for combat. They take one look at you and hurl themselves along the corridor in a frenzied attack. They strike simultaneously and you must fight all four of them as one enemy.

+ Zahda Beastmen3039 + If you win and combat lasts three rounds or less, turn to 248. + If combat lasts more than three rounds, turn to 160. +
+
+ +
+ 41 + + +

A terrible growling follows you across the bleak shore as you race towards the high rock wall that is the base of Kazan-Oud. At first the sand felt comfortably warm, but now your boots have become unbearably hot.

+

A few yards ahead, a line of stepping stones rises out of the scorching black sand. The stones lead away towards a jagged fissure in the rock wall.

+ If you wish to leap on to the nearest stone slab, turn to 177. + If you choose to avoid the stepping stones and press on through the burning sand, turn to 104. +
+
+ +
+ 42 + + +

Your heart pounding, you reach for the Lorestone, your fingers trembling in anticipation of the moment when, by merely touching its crystal shell, you will absorb its vast wisdom. You feel giddy with excitement as your hand draws closer. Then suddenly a severe pain burns your fingers, jolting you to your senses: a gout of black fire has sprung from the dark crystal, stabbing you viciously with its spiky flame (lose 3 ENDURANCE points). Lightning dances around the crystal, fusing it to the Lorestone with a crackling fire. A cone of light bathes the throne and, in its shadowless glare, Lord Zahda appears, gaunt and wild-eyed; in his hand he holds a rod of inlaid platinum, which he now points directly at your head.

+ If you possess the Sommerswerd, turn to 174. + If you do not have this Special Item, turn to 202. +
+
+ +
+ 43 + + +

The Blue Pills are made from the dried and crushed roots of the Sabito plant, commonly found in the Boari jungle, but rare in any other part of Magnamund. They enable the human body to extract oxygen from water by absorbing it through the skin, thereby allowing anyone who swallows Sabito root to breathe underwater.

+

There are enough pills for one full dose.

+ Turn to 323. +
+
+ +
+ 44 + + +

Your bleeding hand strikes something close to the edge of the pit that feels like a narrow plank. You thank your good fortune, but before you can scramble across it, a blow catches you in the ribs and leaves you gasping for air (lose 3 ENDURANCE points). You have been dealt a vicious kick that leaves you sprawled over the edge of the pit.

+ If you wish to get to your feet and try to retaliate, turn to 257. + If you wish to pull yourself on to the invisible beam and try to struggle across to the other side, turn to 166. + If you wish to risk diving into the pit, turn to 275. +
+
+ +
+ 45 + + +

Unsheathing your weapon, you dig your heels into the wet sand and face the seething tide of rats. The damp air is now filled with the choking stench of their bodies, and your stomach knots as they scuttle nearer and nearer.

+ + + + Gary Chalk + You dig your heels into the wet sand
and face the seething tide of rats
+ + + +
+ +

If you have completed the Magnakai Lore-circle of Light (i.e., you possess the Disciplines of Animal Control and Curing), you may add an additional 2 points to your COMBAT SKILL for the duration of this fight.

+ Flood of Giant Rats1580 + You can evade after three rounds of combat by climbing over the reef of jagged rocks; turn to 336. + If you win the combat, turn to 283. +
+
+ +
+ 46 + + +

The passage opens out into a hexagonal chamber. There are two exits, both leading away beneath horseshoe arches of gleaming crystal. The arch to your left is carved from solid red ruby; the arch to your right, from solid green jadin.

+ If you have the Magnakai Disciplines of Invisibility, Pathsmanship or Divination, turn to 2. + If you wish to pass under the red ruby arch, turn to 349. + If you wish to pass under the green jadin arch, turn to 163. +
+
+ +
+ 47 + + +

You are ten feet from the archway when a ghastly scream freezes you in your tracks and forces you to glance over your shoulder at a terrible scene. Three creatures, no taller than men but with shiny skin as black as night, claw at the warrior in a grisly tug-of-war. The snapping of bone and tearing of flesh makes you shudder, and the sight of the dead man's limbs being swallowed whole makes your stomach churn uncontrollably. The ghoulish creatures gurgle their delight, their jaws dislocating to accommodate their feast. As their fiery eyes fix themselves on you, a cold dagger of fear stabs into your mind. Blinded by panic, you turn and flee into the darkness of the archway.

+ Turn to 277. +
+
+ +
+ 48 + + +

You have barely covered a hundred yards when a blood-curdling howl echoes along the passage behind. Spinning round, you see the outline of a gigantic black wolf loping towards you at a frightening pace. Its evil eyes flash in the dim light, and its great fanged jaws hang open in eager readiness to bite.

+ If you wish to stand and fight this ravenous monster, turn to 78. + If you wish to run from the monster as fast as you can, turn to 287. +
+
+ +
+ 49 + + +

As the glow of your light fills the cave, you notice that the uneven floor is covered with chunks of mouldering rubble, spattered with blotches of dried blood. You are about to investigate a narrow tunnel that winds deeper into the solid black rock when your Kai instincts alert you to a shallow step that crosses from one side of the cave to the other. A closer look reveals the step to be a perfect square of marble that covers the first ten feet of the tunnel floor.

+ If you wish to prod the marble slab with a weapon to test for a trap, turn to 183. + If you wish to jump across the slab into the tunnel beyond, turn to 127. + If you decide to enter the tunnel by walking across the slab, turn to 277. +
+
+ +
+ 50 + + +

Your arrow strikes its mark, burying itself deep in the chest of the leader. He screams like an animal and falls forward, impaling himself on his sword as he crashes to the ground. Dropping your bow, you draw a hand weapon as the other guards press on with their attack, undaunted by the death of their leader.

+ Zahda Beastmen2835 + If you win the combat in three rounds or less, turn to 248. + If combat lasts longer than three rounds, turn to 160. +
+
+ +
+ 51 + + +

After several attempts, you finally manage to ignite a flame. It flares brightly but soon goes out as it quickly consumes what little oxygen remains in the bubble. Clawing at your throat and chest, you drop slowly to your knees as you suffocate in this transparent, airless tomb.

+ Your life and your quest end here. +
+
+ +
+ 52 + + +

Mustering your reserves of psychic strength, you focus your skill at the tumbling trunk. You manage to slow its fall and lock one end into a hollow in the last stair. For a moment it stands upright, wavering from side to side like a gigantic metronome, before falling across the gap with a tremendous crash. When the dust clears, you find yourself staring at a perfect bridge. You waste no time traversing the gap and quickly make your way up the stairs to the breached fortress wall.

+ Turn to 27. +
+
+ +
+ 53 + + +

The pain quickly becomes unbearable (lose 5 ENDURANCE points). As you reel back in agony, the drumming increases speed: unless you act quickly it will destroy your mind.

+ If you wish to attack the hand, turn to 136. + If you have a Fireseed and wish to throw it at the plinth, turn to 157. + If you wish to run between the two green pillars and escape into the passage beyond, turn to 103. +
+
+ +
+ 54 + + +

Your basic Kai skills tell you that the lock that secures the door is magical, not mechanical, in nature. All attempts to discover its secret are blocked by the spell that shields the lock. Reluctantly, you abandon the door and leave the chamber by the stairs.

+ Turn to 193. +
+
+ +
+ 55 + + +

At the bottom of the stairs is a deserted hallway that leads to two great doors of gleaming bronze. Sumptuous tapestries and statuettes of gold line the walls on either side, and an ornate fountain of silvered marble fills the hall with a melodious bubbling sound.

+

You have covered only a few yards when an armoured guard steps into view from behind the fountain. He is armed with a crossbow and is taking aim at your chest.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery or Divination, add 3 to the number you have picked.

+ If your total is now 0&endash;2, turn to 189. + If it is 3 or more, turn to 62. +
+
+ +
+ 56 + + +

Swiftly you search the bodies of the slain Beastmen, looking for anything that could shed some light on the mysteries of the fortress. After emptying their packs and pockets, you sift through the following Items:

+
    +
  • 2 Axes (Weapons)
  • +
  • 1 Bow (Weapons)
  • +
  • 2 Spears (Weapons)
  • +
  • 1 Quiver with 4 Arrows (Weapons List)
  • +
  • Enough food for 4 Meals (Meals)
  • +
  • Pouch of Herbs (Backpack Items)
  • +
  • Flask of Wine (Backpack Items)
  • +
+ If you have the Magnakai Discipline of Curing and wish to identify the herbs, turn to 129. + If you wish to examine the sarcophagus, turn to 83. + If you wish to leave the hall by the tunnel to your left, turn to 201. + If you prefer to enter the tunnel from which the beastmen appeared, turn to 323. +
+
+ +
+ 57 + + +

You sense that neither the rope nor the rocks are quite what they seem: a terrible aura of wickedness hangs over them both. Your try to delve deeper, but your concentration is broken when your boat lurches violently towards the jetty. A collision is only seconds away.

+ If you wish to dive overboard to avoid being dashed against the stone wall, turn to 325. + If you wish to grab one of the hanging ropes, turn to 203. + If you prefer to close your eyes and pray, turn to 239. +
+
+ +
+ 58 + + +

You sweep the yawning void but with no success. Suddenly the footsteps halt. You hear a piercing crack like that of a whip, and an angry red weal opens across the back of your hand (lose 2 ENDURANCE points). You feel his presence, but you cannot see the enemy who dealt you this wound.

+ If you wish to continue to search for a crossing, turn to 44. + If you wish to stand and fight your unseen enemy, turn to 257. +
+
+ +
+ 59 + + +

The passage becomes hotter and noisier the deeper you explore it. Unless you have the Magnakai Discipline of Nexus and have reached the rank of Primate, you must now deduct 3 ENDURANCE points from your total due to the suffocating heat and choking, sulphurous fumes. Another tunnel looms out of the yellowish mist to your right. With watery eyes, you peer down it; a red glow fills a crack in the distance. The ground vibrates to an incessant screeching of metallic objects scraping against stone and steel, and this noise, together with the stinking atmosphere, conspires to numb your senses.

+ If you wish to investigate the red glow, turn to 144. + If you decide to ignore it and press on along the tunnel, turn to 71. +
+
+ +
+ 60 + + +

As soon as your hand touches the mist, a terrific bolt of blue lightning arcs towards it from one corner of the ceiling. Pain shoots up your arm, and you are catapulted into the water by the shock (lose 4 ENDURANCE points).

+ If you have a Vial of Blue Pills, turn to 230. + If you do not possess this Item, turn to 263. +
+
+ +
+ 61 + + +

Your light flares brightly in the moist gloom of the passage. A cavern lies immediately ahead, its high-arched roof a mass of dripping stalactites, hanging like thick spears of pearly white stone. Cautiously, you step across the cavern floor, your skin prickling, as peculiar sounds emanate from the shadows.

+

You wind your way through the labyrinth of tunnels, slipping on moss-covered rocks, grazing your head on low ceilings and scrambling up and down steep ridges and rockfalls until you arrive at a smooth-walled chamber carved with precision from the hard black rock. A staircase ascends through an archway to your left, and directly ahead stands a massive stone door.

+ If you wish to examine the stone door, turn to 274. + If you wish to ascend the stairs, turn to 193. +
+
+ +
+ 62 + + +

The guard fires as you run at him, the sneer on his face boasting his confidence that you will soon be a dead man. You twist aside to avoid the lethal bolt, escaping with nothing more serious than a torn sleeve, and shattering his confidence. You attack and he attempts to parry your first blow with his empty crossbow; you knock it from his trembling fingers, leaving him without a weapon to hand.

+ Throne-hall Guard1422 + If you win the combat, turn to 282. +
+
+ +
+ 63 + + +

You crouch in total silence, every nerve and muscle tensed in readiness for combat. A new sound reaches your ears. It does not come from the chamber but from the tunnel in which you are hiding; it is the sound of a cracking shell.

+ + + Gary Chalk + You turn to see a mass of slimy, twisting
serpents hatching from the eggs
+ + + +
+

You turn to see a mass of slimy, twisting serpents, each as long and as thick as your arm, hatching from one of the eggs. Instinctively, they slither towards you, attracted by your body heat and driven on by an insatiable desire for food.

+ If you have the Magnakai Discipline of Invisibility, turn to 281. + If you have the Magnakai Discipline of Animal Control, turn to 210. + If you have neither of these skills, turn to 178. +
+
+ +
+ 64 + + +

You have walked less than ten feet along the corridor when you are knocked off your feet by a terrible numbing blow to your chest. The ghostly outline of a skeletal warrior shimmers in the air above you, a bloodied spear gripped in its fleshless hands. The wound is fatally deep, and the image soon fades into darkness as your life's blood ebbs away.

+ Your life and your quest end here. +
+
+ +
+ 65 + + +

You have a strong feeling that the entrance is guarded by a trap. The sickening odour reminds you of your first hunting trip as a Kai initiate to the foothills of the Durncrag mountains of Sommerlund. By chance you discovered an old bear pit that housed a colony of marsh vipers. The awful smell that arose from that pit is identical to the stench seeping from the cave mouth.

+ If you wish to enter the cave, turn to 258. + If you decide to return to the beach below, turn to 30. +
+
+ +
+ 66 + + +

You study the plate that blocks the locking mechanism. If you could just turn it aside, you might be able to release the lock.

+ If you have a sword, turn to 252. + If you do not have a sword, turn to 263. +
+
+ +
+ 67 + + +

Your arrow sings through the smoky air and pierces the dog-like skull of the leading creature. It halts, as if frozen to the spot, and a sizzling sound emanates from its open jaws. Then, with a flash, it bursts into flames. The fire consumes the creature completely in a matter of seconds and its body disintegrates, dropping to the floor in glowing, sticky lumps like molten lava. The other creatures appear undaunted by this and quicken their unnatural gait. With a rasping click, curved talons shoot from their webbed fingers in preparation for attack.

+ If you wish to fire another arrow, turn to 175. + If you decide to shoulder your bow and escape into the archway opposite, turn to 241. +
+
+ +
+ 68 + + +

The sword itself appears plain and unremarkable, but the block on which it rests gives off a strong aura of magic. Your Kai mastery makes you wary of stepping any closer.

+ If you have the Magnakai Discipline of Nexus, turn to 124. + If you have a Rope and wish to try to lasso the sword, turn to 182. + If you decide to ignore the sword and leave the vault by the left tunnel, turn to 298. + If you prefer to leave by the right tunnel, turn to 322. +
+
+ +
+ 69 + + +

The purple-robed creatures rise, shrieking, from their table, their long fingers pointing accusingly at you. In an instant, the corridor beyond is filled with the harsh clang of an alarm bell. Black-clad armoured guards, like those you encountered earlier, appear at the archway, their weapons drawn and their visors closed for combat. They take one look at you and hurl themselves forward in a frenzied attack.

+ If you have a bow and wish to use it, turn to 50. + If you decide to defend yourself with a hand weapon, turn to 316. +
+
+ +
+ 70 + + +

The Zagothal is totally blind and completely deaf. By using your Kai mastery to mask the scent and heat of your body, you manage to avoid the creature's attack and make your escape towards the distant rock wall. Here, you discover a fissure running vertically through the jet-black stone and are about to enter when the rustle and slither of unseen things echoing in the darkness makes you hesitate.

+ If you wish to enter the fissure, turn to 16. + If you prefer to continue your escape along the beach, turn to 173. +
+
+ +
+ 71 + + +

Half-blinded by the fumes, you fail to see a trip wire strung knee-high across the corridor, but, as soon as you feel it touch your leg, your lightning-fast survival instincts alert you to a trap. There is a rumble in the ceiling, and two walls of stone begin to fall simultaneously, threatening to seal off the tunnel on either side.

+ If you wish to try to dive through the shrinking gap ahead, turn to 337. + If you decide to dive under the descending wall behind you, turn to 169. + If you chose to stay where you are, turn to 37. +
+
+ +
+ 72 + + +

The creature's flaming fists scorch your tunic, but your Kai mastery enables you to survive the worst of the searing heat. The attack is wild and haphazard and you have no difficulty avoiding the blows. Ducking beneath the creature's arm, you sprint away towards the jets of flame in the hope of evading the attack, but the sight of the inferno ahead makes you hesitate.

+ If you wish to enter the flame-jets, turn to 204. + If you choose to stand and fight the Flame-man, turn to 126. +
+
+ +
+ 73 + + +

Taking hold of a crate, you pull open the lid as easily as if you were tearing the peel from an overripe orange. The damp timber crumbles in your hands, falling on the tarnished pewter plates lying within. Your boot staves in the side of another crate, and you hear the dull crunch of shattered porcelain. This one is full of old Kakush vases, part of a cargo from a trading barge that sank on the reef over a decade ago.

+

You are about to leave when something unusual catches your eye: the tip of a cylindrical map case is jutting out from behind an empty cask. Unlike everything else in this foul room, it is both dry and quite new. Flipping the brass catch, you tip the contents into your palm: a small piece of parchment and a Diamond (you may keep this Special Item in your pocket). A snake with one large eye is drawn in red ink on the parchment. It is coiled around the number 123. Make a note of this number in the margin of your Action Chart&emdash;it may be of use to you later in your adventure.

+

Satisfied that there is nothing else of use or interest in the room, you leave and press on towards the stairs.

+ Turn to 11. +
+
+ +
+ 74 + + +

The tapestries are similar to others you have seen in the lower levels of Kazan-Oud; they are extremely beautiful and exceedingly valuable. However, it is what you discover behind them that is of greater interest, for they conceal a secret door. Your basic Kai senses alert you to a tiny button set into the wall. You press it and the door slides open to reveal a circular tunnel of gleaming steel. Quickly you enter and the door slides shut, moments before the hall is filled with Zahda's guards.

+

Fifty feet along the gleaming steel tube, you arrive at a circular door in the wall to your left.

+ If you wish to open the door and enter, turn to 15. + If you wish to continue along the tube, turn to 90. +
+
+ +
+ 75 + + +

Your arrow grazes his shoulder but does not stop him from reaching the rope. In an instant, the harsh clangour of an alarm bell fills the corridor. More armoured guards appear, their weapons drawn and their visors closed for combat. They take one look at their wounded comrade and hurl themselves along the corridor in a frenzied attack. They strike as one and you are forced to engage them as a single enemy.

+ Zahda Beastmen3039 + If you win the combat in three rounds or less, turn to 248. + If combat lasts longer than three rounds, turn to 160. +
+
+ +
+ 76 + + + +

According to later books (cf. The Dungeons of Torgar Section 304), you would also be unable to use any two-handed weapon (i.e. Broadsword, Spear, Quarterstaff) in this combat.

+
+
+ + +

The Lekhor twists and writhes in frustrated fury, for it cannot shake you free from its trunk. The head rears up and a droplet of venom splashes the back of your hand. It burns like a red-hot dagger and you cannot stifle a cry of pain. The serpent snickers, its red forked tongue lashing the air just a few inches in front of your face.

+ Lekhor1630 +

Due to your precarious position, you cannot make use of a shield during the combat, and, due to the corrosive venom of the Lekhor, you must treble any ENDURANCE point losses you sustain during the combat.

+ If you win the combat, turn to 296. +
+
+ +
+ 77 + + +

A searing pain explodes behind your eyes as the hand clamps itself to your head. As the decaying fingers pierce your scalp, forcing their way through your skull, your vision turns red and your body shakes uncontrollably. The hideous claw burrows deeper, feeding on the only source of nourishment than can sustain its existence: living human brain.

+ Your life and your quest end here. +
+
+ +
+ 78 + + +

The great wolf slams into your chest, ramming you to the ground with the weight of its massive body. Fangs rake your arm and burning saliva splashes your face. Desperately you stab and slice at its throat, fighting with all the strength and skill you can muster to free yourself from this merciless beast. The creature is immune to Mindblast (but not Psi-surge).

+ + + + Gary Chalk + The Hound of Death slams into your chest, ramming you
to the ground with the weight of its massive body
+ + + +
+ + Hound of Death2240 + If you win the combat, turn to 341. +
+
+ +
+ 79 + + +

Horror twists the warrior's face as your arrow whistles through the air. He opens his mouth to scream, but the cry dies in his throat as your shaft buries itself deep in his chest. He staggers, his arms outstretched as if to grab at a rail, and tumbles from the walkway into the smoky chasm.

+

A hungry shriek resounds from the arch. You draw another arrow and take aim at the darkness as a murmur of low mutterings becomes audible. The sounds chill you. Gurgling and hissing through clenched teeth, three creatures, their skins as black as night, creep from the shadows and fix you with terrible fiery eyes. They cackle repulsively and slink forward with long loping strides.

+ If you wish to try to kill all three with your bow, turn to 328. + If you decide to shoulder your bow and evade them by escaping into the archway opposite, turn to 241. +
+
+ +
+ 80 + + +

Despite the alarm bell and the sound of running feet, you make a quick search of the bodies before descending the stairs. Your search uncovers the following Items:

+
    +
  • 1 Spear
  • +
  • 2 Short Swords
  • +
  • 1 Axe
  • +
  • 2 Daggers
  • +
  • 1 Mace
  • +
  • 6 Gold Crowns
  • +
+

If you choose to keep any of these Items, remember to make the necessary adjustments to your Action Chart.

+ Turn to 55. + +
+ +
+ 81 + + +

The speed of your attack catches your enemy completely off-guard. He attempts to parry your first blow with his empty crossbow, but you knock it from his trembling fingers, leaving him without a weapon to hand.

+ Throne-hall Guard1422 + If you win the combat, turn to 105. +
+
+ +
+ 82 + + +

As you mount the slippery stone steps, a roll of distant thunder rumbles across the lake, and a few drops of rain spatter the hood of your Kai cloak. A great storm is brewing. By the time you have climbed all the way to the cave mouth, a fierce wind lashes the rock wall, and the ground vibrates with every clap of thunder that follows flashes of awful green lightning. Foul air greets your arrival. You are anxious to be out of the storm, but the sweet stench of decay that assails your nostrils makes you hesitate at the entrance of the cave.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 65. + If you wish to enter the cave, turn to 277. + If you decide not to enter, you have no other option but to descend the stairs to the beach below; turn to 30. +
+
+ +
+ 83 + + +

The sarcophagus is covered with intricate carvings depicting a procession of strange creatures: some are part human, part animal; others are wholly alien to anything you have ever encountered before. One carving in particular holds your attention: that of a snake coiled around a row of three stone buttons. It reminds you of a lock designed by the locksmiths of Holmgard, the capital city of your homeland.

+

Your keen eyes are drawn to a faint crack that runs vertically through the stone. You follow the line of the crack and discover that it marks the outline of a concealed door.

+ If you wish to try to open the concealed door, turn to 115. + If you prefer to leave the hall by the tunnel to your right, turn to 323. + If you wish to leave the hall via the tunnel to your left, turn to 201. +
+
+ +
+ 84 + + +

You meet with no resistance: your hand pushes through the bubble's skin as if you were dipping it in water. However, when you try to withdraw it, the transparent membrane closes around your wrist in a vice-like grip. As the wolf's jaws snap shut around your legs, the bubble envelopes the upper half of your body.

+

In the space of one grisly minute, you are simultaneously suffocated and torn to shreds.

+ Your life and your quest end here. +
+
+ +
+ 85 + + +

The climb proves to be one of the most difficult you have ever attempted. There are precious few places for you to put your feet, and for much of the climb, your arms have to support all your weight. Progress is slow and painful, and your efforts are further hampered by gusts of wind and rain.

+

Pick a number from the Random Number Table and add 2. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate you may deduct 2 from this total figure. Your final figure equals the number of ENDURANCE points lost due to wounds and fatigue before you reach the opposite side.

+

Aching and exhausted, you climb to the top of the stairs and approach the breached fortress wall.

+ Turn to 27. +
+
+ +
+ 86 + + +

You press yourself between two of the silky cocoons hanging from the wall and use your Magnakai skill to mask the heat and scent of your body. The hideous worm-like creature halts, its clicking mandibles snapping the air in frustration. You turn your head away and look straight into one of the cocoons. A chill runs down your spine, for the decaying remains of a female warrior's face stare back at you from inside the web-like strands of the cocoon.

+

The sudden shock makes you draw breath sharply. Immediately, the worm-like thing slithers forward, propelled by its short, rubbery legs. You can only pray that it has not detected your hiding place.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 109. + If it is 5&endash;9, turn to 278. +
+
+ +
+ 87 + + +

Stick with me, shouts the warrior over his shoulder as you race along the walkway, the creatures hot on your heels. Events are happening too quickly for you to rationalize your actions; instinct is now your only guide. At the arch he suddenly stops, throwing his arms out wide to hold you back. You run headlong into him with a jolt that leaves you breathless, but his strong hands grab your Backpack and keep you on your feet.

+

Snake-trap! he shouts, pointing to a stone slab set into the floor. Curse this infernal place; is nowhere safe from Zahda's devilry? A shriek of malicious glee makes you turn your head; the creatures are closer than you feared. Jump! cries the warrior. For pity's sake, jump!

+ If you wish to jump across the slab, turn to 268. + If you decide to stand and fight the onrushing enemy, turn to 299. +
+
+ +
+ 88 + + +

Jets of fire spurt from the floor and walls momentarily blinding you. A wave of searing heat buffets your face, singeing your hair and eyelashes (lose 2 ENDURANCE points), and forcing you to retreat for fear of being burned alive.

+

Suddenly there is a ghastly scream. Something is approaching you through the flames. In the next instant, a blazing human form staggers into view; it shrieks in agony and lurches out of the fire-jets, its arms flailing wildly as it launches an attack.

+ If you have the Magnakai Discipline of Nexus, turn to 72. + If you wish to prepare to defend yourself, turn to 126. + If you wish to run past the fiery attacker and into the blazing inferno, turn to 204. + If you wish to evade both by running back along the tunnel, turn to 320. +
+
+ +
+ 89 + + +

You sense that the bridge is strong enough to support your weight, so long as it is not subjected to any sudden or violent shock. Such a shock could easily open up one of the many cracks that riddle its core.

+

Forewarned by your Kai mastery, you step on to the bridge and advance carefully.

+ Turn to 243. +
+
+ +
+ 90 + + +

As you walk the temperature steadily rises until you are bathed in sweat. The steel plates of the tunnel become too hot to touch, and wisps of smoke rise from the soles of your boots, where the leather is close to igniting.

+ If you have the Magnakai Discipline of Nexus or a Platinum Amulet, turn to 24. + If you have neither the skill nor the Special Item, turn to 324. +
+
+ +
+ 91 + + +

To your dismay, you discover that the tunnel is no more than a shallow cave that shelters a clutch of eggs, each one as large as a barrel of ale. They lie upon a bed of packs and torn clothing, all that remains of previous adventurers who fell foul of the giant snake. An angry snickering and a stabbing forked tongue force you to the back of the tunnel, warning you that a similar fate may lie in store for you.

+ If you wish to examine the eggs more closely, turn to 148. + If you wish to search for a way to escape from the tunnel, turn to 346. +
+
+ +
+ 92 + + +

You advance along the passage, confident of your ability to deal with the sudden appearance of any guard who should be unfortunate enough to cross your path. Dark openings loom on either side, and you scrutinize the floor ahead for any signs of a trap or pit.

+

The passage becomes dank and dark. Whip cracks, screams and sounds of weeping echo in the distance: the pitiful sounds of torture.

+ If you wish to continue along the passage, turn to 36. + If you wish to retrace your steps and take the other passage, turn to 20. +
+
+ +
+ 93 + + +

Cleaving a path through the thick cobwebs proves more difficult that you anticipated. Sticky, rope-like strands soon cover you from head to foot and, to your horror, they begin to shrink. It is too late to evade this attack&emdash;you must fight for your life. The enemy is immune to Mindblast and Psi-surge. Owing to your restricted ability to move, reduce your COMBAT SKILL by 4 points for the duration of the combat.

+ Trap-webs1434 + If you win the fight, turn to 131. +
+
+ +
+ 94 + + +

You glance back over your shoulder just as the wolf reaches the corner. The sight of its gleaming fangs makes your skin crawl with fear, but, to your surprise, it does not continue the chase. It stops and rests on its haunches, its horrible face lined with fear and frustration as it watches you disappear into the gloom.

+ Turn to 240. +
+
+ +
+ 95 + + +

The warrior is halfway across the walkway when a hungry shriek resounds from the arch. He spins on his heel and crouches in readiness for combat. A murmur of low mutterings follows; the sound chills you. Then, gurgling and hissing through clenched teeth, three creatures, their shiny skins as black as night, creep from the shadows and fix you both with fiery stares. The warrior beings to shake, his sword wavering in his gloved hand. As the creatures stalk forward, his nerve breaks and he turns and flees towards you.

+

Save yourself, stranger. They'll eat you alive!

+ If you wish to run with the warrior and evade the creatures by escaping into the archway opposite, turn to 87. + If you wish to attack the warrior as soon as he is close, turn to 345. + If you decide to let him pass and face the creatures alone, turn to 249. +
+
+ +
+ 96 + + +

As the blade leaves the block there is a tremendous howl, like that of a mountain wolf baying at a full moon. Your heart leaps into your mouth, and you back away hurriedly, half-expecting it to change into a ravening monster at any second. It takes several minutes for your fears to subside.

+

Cursing your predicament, you sheathe your new-found weapon and ponder which exit to take from the vault.

+ If you wish to take the left tunnel, turn to 48. + If you wish to take the right tunnel, turn to 176. +
+
+ +
+ 97 + + +

The creature seems immune to your attack. Swiftly the tendril writhes past you, coiling itself twice before tightening around your neck. With a merciless jolt, it wrenches you away from the fissure and drags you towards its ghastly mouth.

+

Terror and pain give way to blind desperation as its fetid breath washes over your trembling face.

+ If you have any Fireseeds, turn to 10. + If you possess the Sommerswerd, turn to 317. + If you have neither of these Special Items, turn to 331. +
+
+ +
+ 98 + + +

Cautiously you walk around the throne, your weapon held out in readiness to strike. As you draw level, your heart leaps into your mouth&emdash;you are staring into the cold, unblinking eyes of Lord Zahda. He sneers evilly and points a rod of inlaid platinum at your head.

+ If you possess the Sommerswerd, turn to 174. + If you do not have this Special Item, turn to 202. +
+
+ +
+ 99 + + +

You sense that the air in the north tunnel is far hotter than that of the west. Judging by the smell of sulphur that pervades the cavern you guess that some form of volcanic activity is taking place to the north.

+ If you wish to investigate this activity, turn to 59. + If you decide that the west tunnel would be safer, turn to 323. +
+
+ +
+ 100 + + + +

To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

+

If you have chosen the correct answer to the Zakhan's riddle, a footnote in that section will tell you so.

+
+
+ + +

You enter a chamber where a tall bronze statue stands. You recognize its distinctive head-dress and robes immediately: it is a Zakhan, a ruler of the desert empire of Vassagonia. The statue looks most distressed: its arms are outstretched in a gesture of hopelessness, and the expression on its face is one of sorrow and despair. Beyond the statue, an oval-shaped door is set flush in the wall but you discover that it is locked.

+ + + + Gary Chalk + You enter a chamber where a tall bronze statue stands:
it is a Zakhan, a ruler of Vassagonia
+ + + +
+ +

The mist grows brighter. Once more the skull appears and speaks, its voice as comforting as a raven's croak:

+
+

Listen to the Zakhan, +
Ponder what you hear; +
Give the correct answer, +
For fear he sheds a tear.
+

+
+

The skull disappears into the misty ceiling, and you watch amazed as the dull bronze lips of the statue begin to move. A harsh voice echoes from deep within its hollow metal body:

+

My daughter has many sisters, as many sisters as she has brothers, but each of her brothers has twice as many sisters as brothers. So answer me this, wise warrior, how many sons and daughters do I have?

+

Consider your answer carefully and, when you have decided, write down first the number of sons the Zakhan has and then, immediately next to it, the number of daughters. Now turn to the entry which bears the same number as your answer.

+ If you cannot answer the Zakhan's riddle, turn to 270. +
+
+ +
+ 101 + + +

Without any warning, a solid iron door slams down behind your back, sealing off the entrance to the chamber. The distant sound of rattling chains and sliding bolts makes your pulse quicken, and instinctively you reach for your weapon to defend yourself against a sudden attack. Several uneventful minutes pass before you relax your guard.

+ If you decide to find out where the tunnel leads, turn to 277. + If you wish to try to force open the iron door, turn to 214. +
+
+ +
+ 102 + + +

The panel slides shut of its own accord, and the buttons click back to their original positions.

+ If you wish to leave the hall by the tunnel to your left, turn to 201. + If you decide to leave by the tunnel to your right, the same tunnel by which the black-clad warriors entered the hall, turn to 323. +
+
+ +
+ 103 + + +

You run straight into an invisible barrier, a field of destructive energy that flows between the two green pillars. With a thunderous concussion, you are repelled from the shield and sent tumbling back into the chamber (lose 8 ENDURANCE points; lose only 6 ENDURANCE points if you have the Magnakai Discipline of Nexus).

+ If you are still alive, turn to 116. +
+
+ +
+ 104 + + +

Unless you possess the Magnakai Discipline of Nexus, by the time you reach the fissure you have lost 3 ENDURANCE points due to the effect of the scorching sand. Standing at the jagged opening, you hear the rustle and slither of unseen things echoing within the depths of the darkness. Suddenly something round and black breaks through the surface of the lake. A hideous gurgling cry splits the night as the thing hurtles across the beach towards you.

+ If you wish to take cover inside the fissure, turn to 16. + If you wish to draw a weapon and prepare for combat, turn to 342. + If you have a bow and wish to use it, turn to 225. +
+
+ +
+ 105 + + +

You race over to your companion's side and discover that he is still conscious, although he has lost a lot of blood. Using your healing skill, you repair the wound as best you can, but it is deep and severe and you can only prolong his life for a few minutes at most. You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. As you recount your air voyage to Herdos aboard Lord Paido's skyship, you notice his eyes flicker in recognition of the name.

+

My name is Kasin, he says, painfully. Lord Paido is my brother. You notice the resemblance in his cat-like eyes and square jaw. I'm finished, Kai Lord, he says, his face bathed in sweat, but I can and will help you in your quest. Listen carefully. Over there, behind the tapestry, is a secret passage. It leads to Zahda's throne. Above the throne is the Lorestone of Herdos, but beware, Zahda has coupled its power to a Doomstone from the realm of Naaros. He draws his power from that accursed gem. If you are to succeed, you must first destroy the Doomstone or you will surely perish. Sadly, I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you can get to the beach, make your way to the old stone jetty. I hid my boat beneath the steps there. His grip tightens around your hand as a wave of pain washes over his body. When you return to Elzian, he gasps, tell my brother that my death was not in vain&ellips; May the gods protect you&ellips; Lone Wolf.

+

As his eyes close for the last time, you promise that his bravery will live forever in the hearts of the Vakeros&emdash;his brave warrior kin.

+ Turn to 282. +
+
+ +
+ 106 + + +

You are less than twenty yards from the west tunnel when an agonizing pain tears through your back and explodes from your chest in a gout of blood and flame. You stagger and fall, your body virtually torn in two by a powerful bolt of destructive energy, and you die within seconds of hitting the hard stone floor.

+ Slain by a Dhax power-staff, your life and your quest end here. +
+
+ +
+ 107 + + +

Your hand passes through the surface of the first bubble meeting little resistance; it is as if you are dipping your hand into a pool of water. But when you try to remove it, the rubbery skin closes in a vice-like grip. You fight to free your hand, but you only cause the bubble to work its way further up your arm. Soon it envelopes your whole body, locking you within its air-tight skin.

+

Your eyes bulge and your lungs burn viciously as you fight for air in this transparent prison (lose 6 ENDURANCE points).

+ If you have a sword and want to try to cut your way out of the bubble, turn to 26. + If you have a Torch and Tinderbox, or a Lantern, and want to try to burn your way free, turn to 51. + If you have a Kalte Firesphere, turn to 145. + If you have none of the above Items, turn to 292. +
+
+ +
+ 108 + + +

The swift undercurrent of the stream is so powerful that you are swept along the gully and far out into the lake. The weight of your equipment, your fatigue, and the highly polluted stream water all conspire to sap your strength. You cannot keep your head above the water and lose 5 ENDURANCE points due to lack of oxygen.

+ Turn to 158. +
+
+ +
+ 109 + + +

You fight back your rising nausea as the worm slithers past, its slimy body wiping itself against your back. As soon as it has passed, you leave your hiding place and hurry along the corridor, anxious to put as much distance as possible between the horrible worm and yourself in case it should turn and pursue you.

+ Turn to 46. +
+
+ +
+ 110 + + +

Four warriors, dark and grim, march into the hall in single file. At once their black armour and skull-like helmets make you think they are Drakkarim&emdash;evil human warriors who serve the Darklords of Helgedad. But when they draw to a halt before the sarcophagus, you see that they cannot possibly be human. Their great sloping shoulders support unnaturally long arms, and the hands that grip their weapons are covered with bristling ginger hair. Yellowed talons curve from their fingers, and behind them hang long black tails, tufted at the end like the tails of lions.

+ + + + Gary Chalk + Four warriors, dark and grim, march into
the hall&emdash;they cannot possibly be human
+ + + +
+ +

Their leader grunts a command and approaches the grey granite tomb. He raises his hairy fist and presses three buttons set into the stone. A secret panel slides open, and all four step into it and disappear from view. It closes behind them without a sound.

+ If you wish to examine the sarcophagus, turn to 83. + If you wish to leave the hall by the tunnel from which the warriors appeared, turn to 323. + If you decide to leave the hall by the tunnel to your left, turn to 201. +
+
+ +
+ 111 + + +

You are standing in a passage, the walls and floor of which are completely sheer and smooth. Overhead swirls a mist that gives off a dim, diffused light, just sufficient for you to be able to see your way ahead. Without your weapons you feel naked and vulnerable, but you take some comfort in the fact that you still have your Backpack, your Gold Crowns and your Special Items.

+

Cautiously you walk along the passage, expecting the unexpected, until you arrive at a circular vault. There, upon a block of marble in the centre of the floor, lies a steel sword. As you step into the vault, slabs of stone sink into the floor to reveal two exits: one to your left, the other to your right.

+ If you have the Magnakai Discipline of Divination or Psi-screen, turn to 68. + If you wish to pick up the sword, turn to 224. + If you wish to enter the left tunnel, turn to 298. + If you wish to enter the right tunnel, turn to 322. +
+
+ +
+ 112 + + +

The arrow pierces the centre of the sphere and disappears completely. Fearing that your missile has proved harmless, you shoulder your bow and are about to draw a hand weapon when suddenly there is a flash of light and a tremendous explosion. The black sphere bursts into thousands of pieces and is consumed in a fireball of brilliant yellow flame. A wave of heat sears your face (lose 1 ENDURANCE point) and you are hurled backwards into the fissure by the blast.

+ Turn to 16. +
+
+ +
+ 113 + + +

The creaking door stirs the man from sleep, and he rolls over and cowers in the corner of his foul-smelling cage. His eyes are cloudy, like frosted glass, and his face and hands are pitted with disease.

+ If you have the Magnakai Discipline of Curing, turn to 192. + If you do not have this skill, turn to 247. +
+
+ +
+ 114 + + +

Your efforts have jammed up the door, creating enough space for you to squeeze underneath. You crawl into the chamber beyond and, aching with fatigue, stagger to your feet. You pause to catch your breath before entering the northern tunnel.

+ Turn to 187. +
+
+ +
+ 115 + + +

If the lock operates in the same way as those made by the Locksmiths' Guild of Holmgard, you need only press each button once to open the door. But in which order should you press them?

+ If you wish to press the first, then second, then third button, turn to 123. + If you wish to press the second, then third, then first button, turn to 231. + If you wish to press the second, then first, then third button, turn to 213. + If you wish to press the third, then first, then second button, turn to 312. + If you wish to press the third, then second, then first button, turn to 321. + If you wish to press the first, then third, then second button, turn to 132. +
+
+ +
+ 116 + + +

To your horrified amazement, the hand springs into the air and hovers above your head. Writhing fingers stretch open as the hand plummets towards your skull.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;2, turn to 77. + If it is 3&endash;6, turn to 198. + If it is 7 or more, turn to 235. + +
+ +
+ 117 + + +

The rats are unafraid of the water. They hurl themselves at you, clawing and biting at your back as you push the coracle out into the icy cold lake. Tumbling into the little boat, you swiftly despatch the most determined of the rodents before paddling away from the bay. You have covered barely a hundred yards when the coracle lists heavily to one side. The rats have chewed through the wood below the waterline and you are sinking fast.

+ If you have the Magnakai Discipline of Curing, turn to 234. + If you do not possess this skill, or do not wish to use it, turn to 325 +
+
+ +
+ 118 + + +

A wave of energy surges through your body as you close your hand around the Lorestone of Herdos (restore your ENDURANCE points score to its original total). Your senses tingle and a new-found strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew. You step into the blue beam and immediately you are drawn upwards, following closely on the heels of Zahda, who is struggling to stay in the centre of the column of light. He is gripped with mortal fear of you, and as he sees you gaining on him, he unsheathes a glowing dagger and inverts himself to face you as you approach. When you are at arm's length he launches a wild attack. Lord Zahda is immune to Mindblast (but not Psi-surge). If you have the Magnakai Discipline of Huntmastery, add 2 to your COMBAT SKILL for the duration of the fight.

+ Lord Zahda2345 + If you win the combat, turn to 200. +
+
+ +
+ 119 + + +

Your basic Kai skill of tracking enables you to stay on Tavig's trail. As you retrace the route you took earlier, your mind is filled with urgent questions. Who or what is the Trakka? Where do the Dhax come from? Who is Zahda that Tavig spoke of so fearfully?

+

Suddenly your thoughts are shattered by a scream that resounds from the top of a staircase directly ahead. Tavig appears, clutching his face, blood trickling through his fingers. He is about to fall when the scaly green fingers of a gigantic hand reach out of the darkness and snatch him back. He vanishes from sight, but his screams grow louder.

+ If you wish to charge up the stairs to try to save him, turn to 280. + If you wish to escape in the opposite direction, turn to 323. +
+
+ +
+ 120 + + +

The wolf leaps at your chest, its claws ripping your tunic as it slams you to the ground with its monstrous weight (lose 4 ENDURANCE points). Fangs flash before your eyes and fetid saliva splashes your face as you fight desperately to save yourself from the jaws of death.

+

Suddenly there is a ghastly scream. The wolf pulls away, its eyes fixed fearfully on the roaring jets of flame. At that moment a human form staggers into view, shrieking in agony and lurching from side to side; the wolf howls and lopes away as the flaming apparition stumbles forward, its arms flailing as it launches a wild attack.

+ If you have the Magnakai Discipline of Nexus, turn to 72. + If you wish to defend yourself, turn to 126. + If you wish to run past the fiery attacker and into the roaring jets of flame, turn to 204. +
+
+ +
+ 121 + + +

The tentacle lifts you into the air, tightening its grip with each passing second until almost all the breath is squeezed from your lungs. Suddenly you are hurled towards another massive boulder, which opens to reveal a monstrous jaw dripping with loathsome saliva. You are swallowed whole.

+ Your life and your quest end here. +
+
+ +
+ 122 + + +

You are forced to cut a path through the horde of creatures that huddle on the steps leading to the jetty. Creatures are crawling out of the ground itself; everywhere you look black slimy hands are bursting through the surface, squeezing their way free from Kazan-Oud through the scores of fissures opening up in the sheer rock wall.

+

Near to the base of the steps, you are dragged to the ground by a clutch of loathsome slaves. They pay dearly for their mistake but not before your Backpack is torn from your shoulders (erase your Backpack and all that it contained from your Action Chart).

+

When you reach the jetty you are covered from head to toe in the blood of your foes. The sight is so frightening that all resistance melts away, and creatures hurl themselves into the lake rather than face the fearsome straight-backed, white-skinned killer of their kin. Beneath the jetty steps you discover an arch, sealed off at one end and with a weed-encrusted stone door at the other. Inside is a small wicker coracle and a paddle.

+

Having fought off the most determined of Kazan-Oud's horrors, you launch the coracle, jump aboard and paddle frantically towards the distant glimmer of the power-shield. The deafening death-cry of Kazan-Oud echoes in your ears.

+ Turn to 350. +
+
+ +
+ 123 + + +

As you press the third button you hear a distinct click. The panel slides open and you find yourself staring down a flight of steps that lead to a strong, iron-shod door.

+ If you wish to enter the sarcophagus, turn to 216. + If you choose not to enter, turn to 102. +
+
+ +
+ 124 + + +

By focusing your Kai skill on the sword, you can cause it to rise from the marble block and move through the air towards you.

+ If you wish to use your mastery of Nexus in this way, turn to 279. + If you decide to leave the sword undisturbed and leave the vault by the left tunnel, turn to 298. + If you decide to leave by the right tunnel, turn to 322. +
+
+ +
+ 125 + + +

His heart beats a dozen times then stops. You close his sightless eyes and lay his sword upon his chest, in the custom of the land of Slovia when a warrior falls in battle.

+ If you decide to leave the body and continue, turn to 323. + If you wish to search the body before you go, turn to 227. +
+
+ +
+ 126 + + +

With a cry that shakes your soul, the creature leaps forward to claw at your throat. The creature is immune to Mindblast (but not Psi-surge). Unless you have the Magnakai Discipline of Nexus, double all ENDURANCE points that you lose during the combat, due to the severity of the burns you sustain.

+ Flame-man1440 + If you win the combat, turn to 147. +
+
+ +
+ 127 + + +

You clear the slab with one bound and press on along the winding tunnel. A warm, damp wind whistles along the rough-walled passage, carrying with it a rancid smell of sulphur and decay. For over an hour you walk down the tunnel, leaping over fissures in the uneven floor and taking care not to tread on glistening blue-black worms that slither away into cracks in the rock when your light invades their damp, dark world.

+ + + Gary Chalk + + + + +

Eventually the tunnel opens out into an oval-shaped chamber. A staircase, festooned with cobwebs, ascends to an open trap door in the ceiling. The familiar pale green glow of the power-shield filters in through this portal. At the foot of the stairs lies the mouldering remains of a body partially encased in armour. A rusty sword is clenched in its skeletal fist, and a bone-handled dagger protrudes from the base of its skull.

+ If you wish to climb the stairs to the open trap door, turn to 93. + If you wish to examine the remains of the body more closely, turn to 199. + If you wish to leave the chamber and continue along the tunnel, turn to 318. +
+
+ +
+ 128 + + +

As the flames die down and the smoke clears, you see the blackened hand lying at the base of the plinth. To your horror and amazement it begins to move, flexing its charred fingers jerkily. Open-mouthed, you stare in disbelief as it suddenly springs into the air and hovers above your head. Its writhing fingers stretch open as it plummets towards your skull.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;1, turn to 77. + If it is 2&endash;6, turn to 198. + If it is 7 or more, turn to 235. +
+
+ +
+ 129 + + +

You recognize the herbs to be crushed Adgana leaves, a plant that grows in abundance in the Bavari Hills of northern Dessi. One dose is enough to increase your COMBAT SKILL by 6 points for the duration of a fight.

+

However, Adgana is shunned by most professional warriors and its use is outlawed in the Lastlands because it is highly addictive. If you decide to take this potion prior to combat, there is a small chance that you could become addicted. As soon as the combat is resolved, you must pick a number from the Random Number Table. If the number you pick is 0 or 1, you have become addicted and your ENDURANCE score must be reduced by 4 points. This reduction is a permanent loss to your basic ENDURANCE points score.

+

Should the opportunity to use a further dose of Adgana ever arise, its effect on that occasion will be only half that of the original dose (i.e. it will increase your COMBAT SKILL by 3 points instead of 6).

+ If you now wish to examine the sarcophagus, turn to 83. + If you wish to enter the tunnel from which the Beastmen appeared, turn to 323. + If you wish to leave the hall by the other tunnel, turn to 201. +
+
+ +
+ 130 + + +

You stare into the inky black eyes and command the creature to cease its attack. Instantly the slimy, worm-like thing rears up, its short, rubbery legs scrabbling the air in agony, as your command burns into its sensitive and vulnerable brain. As it twists back on itself, its head disappears into the mist. There is an ear-splitting crack as blue lightning engulfs the creature, crackling snake-like around its neck, and filling your nostrils with the stench of burning meat. The creature thrashes wildly for several minutes, and when its gruesome dance is finally done, the canopy of mist is no longer there. In the darkness above, you see a walkway with an observation platform.

+ If you wish to climb the body of the dead worm-thing and pull yourself on to the platform, turn to 294. + If you prefer to climb over the worm and continue along the corridor, turn to 46. +
+
+ +
+ 131 + + +

Cutting yourself free from the last of the deadly strands, you race headlong up the stairs and out through the open portal. You discover that during the struggle you lost a weapon and one Item from your Backpack (erase a weapon of your choice and the second item on your list of Backpack Items).

+ + + Gary Chalk + + + + +

You find yourself standing in the ruins of a small storehouse. Through the shattered pane of glass of the solitary arched window, you can see the eerie outline of broken battlements and a fire-blackened tower. You are staring at the remains of Kazan-Oud.

+ Turn to 27. +
+
+ +
+ 132 + + +

The buttons remain depressed but nothing seems to happen. You are about to abandon your attempt at entry when there is a distinct click. The panel slides open to reveal a set of steps that descends to a large wooden door, reinforced with studs and strips of iron.

+ If you choose to enter the sarcophagus, turn to 37. + If you decide not to enter, turn to 102. +
+
+ +
+ 133 + + +

Desperately you use your mastery of healing to save his life, applying your power to the open wounds that disfigure his face and throat. The bleeding stops and his heartbeat grows stronger, but you sense that it is only a temporary reprieve. His back is broken and, here, in this hostile fortress, there is no hope for his survival and recovery with so serious an injury. Briefly he regains consciousness and forces himself to speak. Beware the maze, Northlander&ellips; green&ellips; is death.

+

It is all he says before slipping away into endless sleep. You close his sightless eyes and lay his sword upon his chest, as is the custom in the land of Slovia when a valiant warrior falls in battle.

+ If you now decide to leave the body and continue, turn to 323. + If you wish to search the body before you go, turn to 227. +
+
+ +
+ 134 + + +

You feed off the power directed against you, charging your Psi-surge with the energy waves that buffet your psychic shield. With an immense effort of will, you launch pulses of energy at the hand. The vibrations gather power from the hand itself, setting up an explosive reaction that cannot be reversed. Suddenly there is a searing white flash as the hand disintegrates into thousands of tiny fragments. Your head swims with the fatigue of psychic combat (lose 4 ENDURANCE points), but you feel elated by your bloodless victory.

+ Turn to 334. +
+
+ +
+ 135 + + +

A streak of green, forked lightning lights up the collapsed roof of Kazan-Oud, and for a second, it looks like the shattered ribs of a giant lizard. There is another flash of lightning, and a hundred tower windows glare at you like empty eyes edged with slivers of broken glass. A line of carved stone gargoyles adorns the black stone walls, overhanging the jetty. Rings of rusted iron are clamped in their snarling jaws, each wound round with slime-encrusted ropes that dangle in the water. At the jetty, it is deep enough to allow a large vessel to dock, but the current and the swell of the tide make it increasingly difficult for you to control your tiny boat.

+

Your stomach tightens as the swell threatens to dash you against the jetty.

+ If you have the Magnakai Discipline of Divination, turn to 57. + If you wish to stop paddling and try to grab one of the ropes, turn to 203. + If you decide to abandon the boat and swim towards a line of rocks further west, turn to 325. +
+
+ +
+ 136 + + +

As soon as you strike the hand, the psychic attack ceases. Although your blow causes no visible wound, the hand suddenly falls limp and drops to the ground near to the base of the plinth.

+ If you wish to attack it again, turn to 116. + If you decide to leave it and pass through the two green pillars and into the passage beyond, turn to 103. +
+
+ +
+ 137 + + + +

If you have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+
+
+ + +

With all your will, you command the snake to come no closer. Its great eye burns you with an icy stare, the black slit pupil shrinking and dilating with every beat of its evil heart. It sways above you, hesitating to attack, as your Kai mastery plants seeds of doubt in its mind, blocking its primeval desire to savage and consume your warm-blooded being. As the monstrous head sways from side to side, you catch a glimpse of a small tunnel in the opposite wall, previously hidden by the snake and its nest. The sight of this possible means of escape momentarily breaks your concentration: the snake lunges forward to attack. Only the speed of your reactions saves you from its venomous fangs. Reluctantly, it retreats at your command and settles in the centre of the chamber, its head resting on its coils as it settles down to sleep.

+ If you wish to attack the snake, turn to 219. + If you decide to skirt around it and enter the tunnel, turn to 260. +
+
+ +
+ 138 + + +

You unsheathe your weapon and strike a mighty blow at the black crystal. It splits clean in two, releasing its dark power and showering you with hot sparks in the wake of its destruction. The riven fragments hurtle into the fiery abyss that surrounds Zahda's throne, quashing the roaring flames.

+

Curse you, Kai Lord screams Lord Zahda, leaping out from behind the golden throne, brandishing a platinum rod. Defiantly, he points the rod at your head and spits an evocation, but the power he calls upon no longer heeds his cry. From the depths of the pit, a terrible roar begins to grow. The floor shakes and a column of flame lights the entire throne-hall as molten lava spews high into the air. Zahda staggers back, his face aghast with terror. Hurriedly he kneels before his throne, his crooked fingers stroking at a pentagram engraved in the gold. Above the din of destruction, another sound, like the ringing of a thousand tiny bells, can be heard, and in the blackness above the throne a speckled glow appears. It descends towards Lord Zahda until he is totally engulfed by a column of shimmering blue light. His body rises, lifted by unseen hands.

+ If you wish to grab the Lorestone and step into the column of shimmering blue light, turn to 118. + If you wish to grab the Lorestone and escape back into the steel tube, turn to 250. +
+
+ +
+ 139 + + +

Covering the floor of the north tunnel are myriad tiny animal tracks. Rats, mice, worms and snakes, denizens common to every subterranean lair, have all left their mark upon the grime-encrusted flagstones. But the east tunnel bears no such markings. There the ground is smooth and undisturbed: not even a film of dust discolours the grey stone floor. Your senses warn you that this tunnel is more than it seems.

+ If you now wish to enter the east tunnel, turn to 101. + If you decide to take the north tunnel, turn to 187. +
+
+ +
+ 140 + + +

Your senses heightened by the threat of a gruesome death, you are quick to notice a beam of light crossing the passage ahead at knee height.

+ If you wish to jump over the beam, turn to 155. + If you choose to run through the beam, turn to 94. +
+
+ +
+ 141 + + +

Wiping away the sweat of battle on your grimy sleeve, you turn to go, but as you do so, you stumble over something lying on the blood-spattered path. At first glance it looks like a mace, but closer inspection reveals a slim, silver rod with an orange ball of glass held in a claw at one end. It is far too delicate to be used as a weapon in the normal way.

+ If you have completed the Lore-circle of the Spirit, turn to 25. + If you wish to pick up the Silver Sceptre, turn to 223. + If you wish to leave it where it is and continue, turn to 308. +
+
+ +
+ 142 + + + +

You must win the fight before turning to either section.

+
+
+ + +

At the end of the cell block corridor a staircase descends to a lower level. It is guarded by a grim-faced creature armed with an axe.

+ + + + Gary Chalk + The Beastman Gaoler, a grim-faced creature
armed with an axe, guards the staircase
+ + + +
+ Beastman Gaoler1722 + If you win the fight in three rounds or less, turn to 238. + If the fight lasts more than three rounds, turn to 212.
+ +
+ +
+ 143 + + +

Swiftly the tendril writhes past you, coiling twice before tightening around your neck. With an electrifying jolt, it wrenches you away from the fissure and drags you slowly towards its ghastly mouth.

+

Terror and pain give way to blind desperation as its fetid breath washes over your trembling face.

+ If you have any Fireseeds, turn to 10. + If you possess the Sommerswerd, turn to 317. + If you have neither of these Special Items, turn to 331. +
+
+ +
+ 144 + + +

You inch your way along the tunnel until you reach a dead end. The red glow you saw earlier is pouring through a narrow portal, shaped like a large arrow slit. You look through it at an awesome sight. A cavernous crater, formed of black iron, drops in tiers to a blood-red floor far below. Hundreds of moving forms crowd every level, dragging wagons and pulling monstrous machines up long ramps and across connecting causeways. Other forms, dressed in black, beat and curse them; the heat and fumes that are wafting through the portal prevent you from seeing them more clearly.

+

Suddenly a solid sheet of iron descends from the ceiling and seals off the portal. You step back and turn to leave, but in the smoky distance you see another wall of iron closing off the exit.

+ Turn to 37. +
+
+ +
+ 145 + + +

Breaking open the two halves of your Firesphere, you hold the magical flame close to the transparent skin. It quickly melts a hole, and a great gust of air surges into the bubble, splitting the skin wide open from top to bottom. Holding the Firesphere before you, you melt a path through the other bubbles. As the flame punctures their jelly-like skins they implode and plop to the floor in tatters.

+

You move on, your eyes peeled for the slightest hint of danger. A shadow on the floor in the distance makes you wary, and your fear soon turns to dismay when you see that it is a deep, dark pit, which covers the corridor with thirty feet of blackness. A sudden glow in the mist overhead heralds the unwelcome return of the skull:

+ + + Gary Chalk + + + + +
+

The path across defies your sight, +
Find the path or stay and fight!
+

+
+ If you have the Magnakai Discipline of Psi-screen or Divination, turn to 39. + If you do not possess either of these skills, turn to 261. +
+
+ +
+ 146 + + +

The first thing that you notice is the warrior's lack of wounds: no sword cuts or arrow shafts pierce his armour. If it were not for the unmistakable smell of death, you could be forgiven for thinking that he was asleep. You turn the body over to take a look at his face and recoil in shock at the sight before you. The eyes are missing, leaving two ghastly black holes; the tongue hangs out, dark and swollen, and from the corners of the twisted mouth oozes a thick, greenish fluid. Filled with revulsion, you leave the body and step into the secret passage.

+ Turn to 11. +
+
+ +
+ 147 + + +

A heap of molten ash is now all that remains of the Flame-man. Then, as suddenly as they began, the jets of flame shut off, leaving the passage ahead shimmering with a heat haze. A laugh, cold and distant, echoes above the ceiling of mist, stirring you to curse Lord Zahda and his deadly maze.

+ Turn to 240. +
+
+ +
+ 148 + + + +

You may not carry the Helmet at the same time as the Silver Helmet, if you have it.

+
+
+ + +

The eggs are warm, and you can feel tiny movements through the leathery shells. Carefully you roll them aside and sift through the debris of the nest; you discover several Items of interest:

+
    +
  • MACE (Weapons)
  • +
  • PADDED LEATHER WAISTCOAT (Special Items) Adds 2 points to your ENDURANCE total when worn.
  • +
  • SWORD (Weapons)
  • +
  • HELMET (Special Items) Adds 2 points to your ENDURANCE total when worn
  • +
  • BLANKET (Backpack Items)
  • +
  • BOTTLE OF WINE (Backpack Items)
  • +
  • DAGGER (Weapons)
  • +
  • POTION OF LAUMSPUR (Backpack Items) Restores 4 ENDURANCE points when swallowed; enough for one dose.
  • +
+

If you take any of these Items, remember to adjust your Action Chart accordingly.

+

The sound of a bolt and the creak of a dry hinge echoes from the chamber behind you, causing your pulse to race anew. Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 63. + If it is 5&endash;9, turn to 346. + +
+ +
+ 149 + + +

Lord Zahda shrieks an unearthly howl as your killing blow rips open his black heart. He thrusts a pleading, claw-like hand towards the roof and drops heavily to his knees, his dying curse lost as blood fills his throat. His left eye gleams brightly for a second then suddenly dies, like a candle flaring in a storm before it is extinguished by the rain. He sways and falls from the pinnacle to be devoured by the hungry flames of the pit.

+

Hurrying over to the throne, you draw back your weapon and strike the black crystal with a mighty blow. It splits clean in two, releasing its dark power and showering you with hot sparks in the wake of its destruction. The riven fragments hurtle into the fiery abyss, and the flames grow deadly quiet.

+

From the depths of the pit, a terrible roar begins to grow. The pinnacle shakes and a column of flame lights the entire throne-hall as molten lava spews high into the air.

+ If you wish to take the Lorestone and escape into the steel tube, turn to 250. + If you wish to take the Lorestone and search for some other way of escape from the throne-hall, turn to 267. +
+
+ +
+ 150 + + +

To begin with, the shattered steps and hollows pose no problems that your agility and skill cannot overcome. However, as you are nearing the top of the stairs, you suddenly find yourself staring into a yawning void: the steps have been sheared away, leaving a gap over twenty feet wide.

+ If you have the Magnakai Discipline of Nexus and wish to use it, turn to 255. + If you have a Rope, turn to 310. + If you have neither mastery of Nexus nor a Rope, turn to 211. +
+
+ +
+ 151 + + +

You cleave a path through the bubbles as easily as if you were scything cobwebs. As your sword punctures their jelly-like skins, they implode and plop to the floor in tatters.

+

You move on, your eyes peeled for the slightest hint of danger. A shadow on the floor in the distance makes you wary. Your fear soon turns to dismay, for, as you grow closer, you can see that it is a deep, dark pit that stretches across the entire corridor. There appears to be no way across. Staring at the opposite side, over thirty feet away, you ponder the impossible task confronting you. A sudden glow in the misty ceiling heralds the return of the skull.

+ + + Gary Chalk + + + + +
+

The path across defies your sight; +
Find the path or stay and fight.
+

+
+ If you have the Magnakai Discipline of Psi-screen or Divination, turn to 39. + If you do not possess either of these skills, turn to 261. +
+
+ +
+ 152 + + +

Your arrow strikes home, sinking into the side of another creature. The creature jerks backwards and freezes in a ghastly contortion of pain. The thrashing legs of its wounded companion knock it from the walkway, and it topples stiffly into the chasm.

+

Only one creature remains uninjured. It turns on you, its grisly mouth stained green with the blood of its companion.

+ If you wish to fire another arrow at this enemy, turn to 253. + If you wish to turn and flee into the archway opposite, turn to 277. +
+
+ +
+ 153 + + +

The rising water lifts you, floating you nearer to the swirling mist that is the ceiling of the chamber.

+ If you have the Magnakai Discipline of Divination, turn to 307. + If you wish to try to escape through the mist, turn to 60. + If you wish to dive down and examine the statue, turn to 168. +
+
+ +
+ 154 + + +

Flattening yourself against the wall, you watch with growing fear as the trunk crosses the gap and smashes into the steps close to where you stand. A ragged branch cuts open your cheek and another scrapes your ribs, causing you to cry out at the sudden pain (lose 3 ENDURANCE points).

+

As the tree hits the beach below, it quivers in the black sand like a huge javelin. You wipe away the blood from your face and look once more at the shattered staircase above.

+ If you have a Rope, turn to 310. + If you do not possess a Rope, turn to 211. +
+
+ +
+ 155 + + +

A flash of intense white light blinds you momentarily as jets of fire spurt from the floor and walls. They are so bright and numerous that you cannot see where they end. A searing wave of heat scorches your face (lose 2 ENDURANCE points), forcing you back towards the ravening black wolf.

+ If you wish to stand and fight the wolf, turn to 120. + If you choose to run into the blazing inferno, turn to 204. +
+
+ +
+ 156 + + +

Tavig has stopped screaming long before you force the hand to give up its prize and withdraw, gashed and bleeding, into the gloom of the tunnel. Tavig's body lies motionless at your feet. You stoop to close his sightless eyes and lay his sword upon his bloodstained chest, as is the custom in the land of Slovia when a warrior falls in battle.

+ If you decide to leave the body and continue, turn to 323. + If you wish to search the body before you go, turn to 227. +
+
+ +
+ 157 + + +

Snatching the seed from your tunic pocket, you hurl it at the plinth as hard as possible. There is a loud crack as the shell shatters, and a splash of bright flame engulfs the plinth. Soon the hand catches fire; it wriggles and squirms as the flames feed on its loathsome flesh and is soon obscured by a pall of acrid black smoke.

+ If you wish to stand back and wait for the flames to die down, turn to 128. + If you decide to pass around the fire and enter the passage beyond, turn to 284. +
+
+ +
+ 158 + + +

Gasping for air, you claw your way to the surface and swim for the rocky shore. Heaving yourself from the cold water, you crouch down, breathless and exhausted, beside a line of huge boulders, half-buried in the coal-black sand, and take stock of your belongings. You have lost two Items from your Backpack, and all the food has been ruined by the tainted water (erase all Meals and two Backpack Items of your choice from your Action Chart).

+

No sooner have you managed to control your breathing than you hear the sound of scraping, as if some heavy weight were being dragged across the rocks to your left. A vertical crack appears in the surface of the nearest boulder, and a sickly yellow light washes over you. It is not a boulder&emdash;you are staring at a huge eye.

+ If you wish to draw your weapon and attack the eye, turn to 265. + If you wish to leap to your feet and escape towards the sheer rock base of Kazan-Oud, turn to 41. +
+
+ +
+ 159 + + +

You walk upon the glittering marble flagstone of Zahda's throne-hall, your footsteps echoing among the circular tiers as you approach the central pit. The chamber is deserted, and only the flickering flames that curl around the pinnacle of black iron shed any light upon the vastness.

+

You dare to challenge the power of Zahda? booms a voice in the darkness above, a voice made thunderous in the cavernous expanse of the throne-hall. A blinding white light holds you in its beam, blazing down from the throne with unnatural intensity. You dare to pit yourself against the Lord of Kazan-Oud?

+

Desperately you try to escape from the beam, but you cannot move. Your muscles are numb and nerveless, paralysed by Zahda's beam.

+

I know your purpose&emdash;your identity was revealed to me in the maze. You are the Kai Lord&emdash;the one they call Lone Wolf. The voice is now filled with anger and indignation. You have come here to steal that which belongs to me. For such a crime there can be only one penalty&emdash;death!

+

A pulse of raw energy hurtles down from the throne, speeding towards you like a burning sun. It consumes you in a searing ball of flame, destroying you completely and forever.

+ Your life and your quest end here. +
+
+ +
+ 160 + + +

As the last enemy falls dead at your feet, a section of the wall slides back to reveal an ugly, bearded dwarf, wearing a grimy black velvet jerkin. His pig-like eyes twinkle malevolently as he raises a hollow brass tube and points it at your face.

+

Sweet dreams, he chortles, and a blast of icy-cold vapour shoots from the tip, catching you squarely in the face. You reel back, coughing and choking, as the bitter vapour fills your lungs. By the time your realize that you have inhaled a powerful sleep gas, you are already succumbing to its irresistible power.

+ Turn to 165. +
+
+ +
+ 161 + + +

As the few remaining survivors whirl away into the darkness, you sheathe your weapon and kick aside the torn bodies of those who fell to your deadly blows. A stone room awaits you at the bottom of the stairs, featureless and bare except for a weapons' rack hanging on the wall in the far corner. It holds a Spear and a Broadsword, both in remarkably fine condition. The torchlit tunnels offer an exit from this chamber: one descends to the north, the other to the east.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 139. + If you wish to enter the north tunnel, turn to 187. + If you wish to enter the east tunnel, turn to 101. +
+
+ +
+ 162 + + +

Your shot is fast and deadly accurate: the arrow pierces the warrior's armoured back just above the waist, pitching him forward on to his face. He writhes for a brief moment on the rubbish-strewn floor before surrendering to death.

+

Swiftly you race along the corridor, leaving the dead guard and the chamber far behind. You pass through an archway that opens out to a landing at the top of a spiral staircase and you descend the stairs. At the bottom of the stairs a tunnel leads off to the west and the east.

+ If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 171. + If you wish to go west, turn to 29. + If you wish to go east, turn to 272. +
+
+ +
+ 163 + + +

You step through the green jadin arch and immediately a blistering wave of heat rises up through your body, burning you with agonizing pain. You have stepped into a portal of annihilation, and the last sound that you hear is the faint mocking laughter of Lord Zahda as he watches you walk to your doom from a platform high above the misty ceiling.

+ Your life and your quest end here. +
+
+ +
+ 164 + + +

You regain consciousness with a start, reaching instinctively for your weapon lest danger be waiting to greet you. A dull throbbing fills your head as you sit up to take stock of your surroundings.

+

You find yourself on top of a mound of rotting vegetation, stacked high in the corner of a shadowy chamber. A harsh reptilian odour fills your nostrils: the unmistakable smell of snakes. As your vision clears, you notice, amid the slime that covers the floor, what appear to be undigested human bones. A rib cage, two skulls and several vertebrae are illuminated by a shaft of light that descends from a grate in the ceiling. It flickers and, for a second, you catch a glimpse of a skull-like face through the iron bars. Fear wells up inside you as a chilling laugh pierces the silence. But it is not the sound of the cruel inhuman laughter that freezes your blood, it is the sight of the colossal, wedge-shaped head that is rearing up through the mound on which you sit; it is the head of a gigantic snake.

+ + + Gary Chalk + The colossal, wedge-shaped head of a
gigantic snake rears up before you
+ + + +
+

You leap to your feet and run to the far corner of the chamber, your heart pounding loudly in your ears. The snake rises up almost to the ceiling, its forked tongue flickering angrily below a single yellow eye which is set deep in the centre of its green scaly head. Once more the chamber echoes to cruel laughter as the monster shakes off its rotting nest and slithers forward.

+ If you have the Magnakai Discipline of Animal Control and have reached the Kai rank of Primate, turn to 137. + If you have a bow and wish to use it, turn to 7. + If you have neither a bow nor mastery of Animal Control, turn to 301. +
+
+ +
+ 165 + + +

You awake to such an astounding sight that you feel sure you must be dreaming. Before you lies a titanic, circular hall of glittering marble, rising tier on tier like a gigantic amphitheatre. A vast pit fills the centre, from which arises a pinnacle of black iron, which is licked by sheets of flame that roar up from the depths below. Scores of seated creatures crowd the tiers, every one of them staring at you, their eyes like pinpoints of fire gleaming coldly from the shadows of their hooded robes. You hear the rustle of their mocking laughter, and your skin prickles with eerie premonition. A great gong booms in the distance, and a doleful chant arises from the crowded tiers. An urge to run from this evil place grips you like a fever, but your wrists are manacled securely to a bronze ring fixed to the wall above your head.

+ + + + Gary Chalk + Scores of seated creatures crowd the tiers, staring
at you, their eyes like pinpoints of fire
+ + + +
+ +

Let the trial commence! commands a mighty voice, filling the hall with clamouring echoes. As one, the robed spectators rise from their seats as a shaft of light pours down upon the pinnacle, illuminating the outline of a man, white-haired and gaunt, seated on a massive throne of solid, gleaming gold. Suspended in the air above his head are two crystals: one as clear as a polished diamond; the other as black as the grave. A crackling arc of energy travels between the two, and its flickering blue light sheds a ghostly shadow on the face of the seated lord.

+

Intruder, he says, his voice soft yet chilling, you have come to Kazan-Oud with murder in your heart. Have not the cowards of Elzian promised to reward you for my destruction?

+

A drone of dissent surges from the crowded tiers, drowning any answer that you offer in your defence. The lord rises slowly from the throne and turns to his baying minions, his hands outstretched as if to receive the adulation. As their ghastly drone grows louder, your eye is drawn to the clear crystal that hovers above the throne. A golden light now glows at its core. In a flash of understanding you recognize the object of your quest: here is the Lorestone of Herdos.

+

Your verdict, my children? cries the wild-eyed man, his voice now harsh and angry.

+

Guilty, Lord Zahda, the crowd howls in reply.

+

The sentence? retorts their master.

+

The maze! they scream. The maze!

+ If you possess the Sommerswerd, turn to 335. + If you do not possess this Special Item, turn to 264. +
+
+ +
+ 166 + + +

On your fifth step, the silence is broken by another crack. The invisible whip bites into the back of your legs, causing your knees to buckle, and you flinch with pain as you stagger forwards.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

+ If your total is now 0&endash;2, turn to 275. + If it is 3&endash;7, turn to 222. + If it is 8 or more, turn to 311. +
+
+ +
+ 167 + + +

You sense that a trap guards this portal; should you choose the wrong number, or numbers, before pulling the lever, the consequences could be fatal.

+ Turn to 329. +
+
+ +
+ 168 + + +

The water is still pouring from the statue's face, although the pressure has dropped dramatically now that the chamber is nearly full. The entire face has crumbled away under the pressure of the water, leaving a hole the size of a dinner plate. Peering inside, you can see a large nozzle and a lever, both deep within the body, beyond arm's reach.

+ If you have a sword, turn to 32. + If you do not have this weapon, turn to 263. +
+
+ +
+ 169 + + +

The descending wall is gathering speed at a terrifying pace; there is now very little space left through which to escape.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 237. + If it is 5 or more, turn to 326. +
+
+ +
+ 170 + + +

Suddenly there is a flash of blinding light followed by a tremendous explosion. The creature is torn to pieces, consumed by a fireball of blistering yellow flame. The intense heat sears your face and hair (lose 4 ENDURANCE points) and hurls you backwards through the air. Shocked and stunned, you drag yourself into the fissure that is now illuminated by the remains of the monster that lie scattered and burning all around you.

+ Turn to 16. +
+
+ +
+ 171 + + +

Your Kai mastery reveals that the wall at the bottom of the stairs conceals a secret door. One of the bricks is far smoother than the others, and you sense that it activates the lock which keeps the door closed.

+ If you wish to press the brick, turn to 14. + If you prefer to follow the tunnel to the west, turn to 29. + If you prefer to take the tunnel to the east, turn to 272. +
+
+ +
+ 172 + + +

You are washed out of the chamber and deposited on the floor of a corridor at the bottom of a steep ramp. Blinking the water from your eyes, you gaze with trepidation at your surroundings. The walls of the corridor, festooned with what appear to be gigantic cocoons, stretch into the distance as far as you can see. The oval door clicks shut and the click reverberates down the corridor, growing louder and louder. In the gloomy corridor ahead you see that something is moving.

+

A huge worm-like creature with great black eyes and horny mandibles is slithering towards you, a purple froth bubbling from its mouth as it fastens on your scent.

+ If you have the Magnakai Discipline of Invisibility, turn to 86. + If you have the Magnakai Discipline of Animal Control and you have reached the Kai rank of Primate, turn to 130. + If you have a Silver Whistle, turn to 347. + If you have neither these skills nor the Special Item, turn to 233. +
+
+ +
+ 173 + + +

The frenzied squeal of the rats fills your ears as you force your aching legs to propel you across the beach. Beyond an outcrop of pitted stone, a stream cascades down the sheer rock wall, cutting a deep gully across the beach as it flows into the lake. Spanning this gully is a natural bridge of stone. Its centre is very thin and narrow, and as you near the bridge, you fear it is too thin to support your weight.

+ If you have the Magnakai Discipline of Divination, turn to 89. + If you wish to cross the narrow stone bridge, turn to 243. + If you decide to try to swim across the gully, turn to 108. +
+
+ +
+ 174 + + +

Blue fire leaps from Zahda's staff, but you intercept and deflect it upon the blade of the sun-sword. The murderous bolt screams into the dark hall, destroying a whole tier of seats with a thunderous concussion.

+

You will die&ellips; die&ellips; DIE! shrieks Zahda like a man possessed. He whirls his staff twice about his head before lunging at your face with its clawed tip. Lord Zahda is immune to Mindblast and Psi-surge.

+ Lord Zahda (with power-staff)3345 + If you win the combat, turn to 149. +
+
+ +
+ 175 + + +

A pall of thick smoke spreads towards you from the body of the creature you have already killed, and your enemies use it to mask their advance. You steel yourself for a shot; but your aim is greatly hindered by the acrid fumes that are making your eyes stream and your throat tighten.

+

Pick a number from the Random Number Table. Unless you have the Magnakai Discipline of Weaponmastery with bow, or the Magnakai Discipline of Nexus, deduct 3 from the number you have picked.

+ If your total is now 5 or lower, turn to 19. + If it is 6 or more, turn to 314. +
+
+ +
+ 176 + + +

Slowly and carefully you advance, your eyes straining to see in the gloom. Ahead you notice that the tunnel takes a sharp left turn, but before you can reach the corner, you are frozen in your tracks by a blood-curdling howl that echoes from the vault behind. Spinning round, you stare aghast at the outline of a gigantic black wolf loping along the passage towards you. It moves at a terrifying pace, its evil eyes glowing scarlet and its great fanged jaws wide open in readiness to bite.

+ If you wish to stand and fight this ravening wolf, turn to 8. + If you decide to turn the corner and run as fast as you can, turn to 140. +
+
+ +
+ 177 + + +

The relief is instantaneous. Quickly you move from one stone to the next until you arrive at the shadowy opening in the wall. Echoing in the darkness, you hear the rustle and slither of unseen things. Suddenly something round and black breaks through the surface of the lake, splitting the night with its hideous cry. It hovers for a few seconds above the water before hurtling towards you at an unnerving speed.

+ If you wish to take cover inside the fissure, turn to 16. + If you wish to draw a weapon and prepare for combat, turn to 342. + If you have a bow and wish to use it, turn to 225. +
+
+ +
+ 178 + + +

Blindly, the young serpents writhe around your feet, their fanged jaws snapping wildly at your unarmoured legs. Combat is unavoidable and you must fight them as one enemy.

+ If you possess a Fireseed and wish to use it, turn to 191. + + + Gary Chalk + + + + + Hactaraton Brood1528 +

Unless you have the Magnakai Discipline of Curing, double all ENDURANCE point losses you sustain in the combat due to the venomous bite of these creatures.

+ If you win the combat, turn to 346. +
+
+ +
+ 179 + + +

Your Discipline blocks the psychic assault and eases pain in your head, but the hand senses your resistance and tries a new form of attack. It curls its fingers, forming a grotesque fist, and pounds the plinth repeatedly with slow, heavy blows. Waves of psychic shock buffet your Psi-screen, forcing you to draw on all your strength just to keep the shield from.

+ If you have the Magnakai Discipline of Psi-surge and have also reached the Kai rank of Primate,turn to 134. + If you do not have the power of Psi-surge, or if you have not yet reached the rank of Primate, turn to 297. +
+
+ +
+ 180 + + +

Drawing on the power of your Kai skill, you take a deep breath and give voice to a single, unbroken tone. Sweat breaks out on your forehead as you raise the pitch of your voice steadily until it passes beyond the range of your own hearing. Suddenly, the bats shriek in unison. They twist and shudder, hurling themselves into the walls and ceiling as your cry paralyses their senses. As the few survivors whirl away into the darkness, you cease your call and hurry down the stairs. (If you used the Magnakai Discipline of Psi-surge, you need not deduct any ENDURANCEpoints from your current total.)

+ Turn to 236. +
+
+ +
+ 181 + + +

The patrol comes to a halt less than ten feet from where you are hiding. The leader grunts an order and one of the black-clad armoured guards takes a flint from his pocket. He strikes it and sets light to a tar-coated torch fixed to the wall. The torch splutters into life, and you are caught in the glare of its vivid yellow flame.

+ If you have a bow and wish to fire at the guards before they react to your presence, turn to 206. + If you wish to attack the guards with a hand weapon, turn to 332. + If you decide to run through the chamber and attempt an escape into the opposite corridor, turn to 69. +
+
+ +
+ 182 + + +

You have no difficulty in looping your Rope around the hilt of the sword and drawing it towards you. It is a very plain, heavy-bladed weapon of poor quality and unworthy of your scabbard, but in this strange and hostile maze, this rough steel blade helps to restore your hope of survival.

+ If you wish to leave the vault by the left tunnel, turn to 298. + If you prefer to take the right tunnel, turn to 322. +
+
+ +
+ 183 + + +

No matter how hard you prod the slab it shows no sign of movement, but your probing does uncover something previously hidden beneath the dust. Carefully you scrape away the grime until the outline of a coiled snake is revealed, etched deep into the dull grey marble. Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chart&emdash;it could be of use at a later stage of your adventure.

+ If you wish to jump across the slab and press on into the tunnel beyond, turn to 127. + If you decide to enter the tunnel by walking across the slab, turn to 277. +
+
+ +
+ 184 + + +

Your lungs feel as if they are about to explode, but still the door will not open.

+ If you have a Vial of Blue Pills, turn to 230. + If you wish to continue to try to open the door with your Magnakai Discipline, turn to 313. + If you wish to swim to the surface, turn to 153. +
+
+ +
+ 185 + + +

A hollow sound, like the clatter of horses' hooves on cobblestones, arrests you in mid-step. Your basic Kai skills warn you that more of these evil creatures are running along the tunnel, heading in your direction. To proceed further would be suicidal. Over two hundred yards of narrow walkway separate you from the opposite tunnel, and as you turn and run, you pray that you reach it before the Dhax appear. Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;8, turn to 241. + If it is 9, turn to 106. +
+
+ +
+ 186 + + +

As you strike the killing blow, your enemy cries out in agony, materializing as he falls at your feet. At first glance, he appears to be human, but as you search the body you discover otherwise. His eyes, now glazed and lifeless, are cat-like in structure; his fingers are short and tipped with claws; and his lower jaw protrudes several inches below his upper jaw. The skin is badly scarred but not by battle wounds; they are the scars of crude surgery.

+

There is no sign of the whip with which he attacked you, but you find a Spear slung by a cord over his shoulder, and a Silver Whistle (mark this on your Action Chart as a Special Item) on a chain around his blood-spattered neck. Instinctively, you place the whistle to your lips and blow, but there is no sound. Shaking your head, you turn to face the pit, and there before you, spanning the blackness, is a solid beam of blue metal.

+ If you wish to cross the beam, turn to 6. + If you choose to retrace your steps along the corridor, turn to 64. +
+
+ +
+ 187 + + +

The tunnel descends to a vast, cavernous hall. Spirals of yellow smoke rise up on either side of a narrow stone walkway that leads to its centre. There it meets another path running from east to west. Cautiously you advance along the walkway, your stomach unsettled by the stench of the sulphurous smoke and the sight of the dark, yawning void on either side.

+

At the junction, you hear the sound of running feet echoing from an archway to your right. The footfalls grow louder and, suddenly, a man in leather armour bursts out of the darkness, his studded boots striking sparks on the stone pathway as he skids to a halt. Sweat pours down his lean and leathery face, and his eyes flash with fear. He casts an anxious glance over shoulder before unsheathing his sword and advancing towards you.

+ If you have the Magnakai Discipline of Divination, turn to 205. + If you have a bow and wish to fire at the warrior, turn to 79. + If you wish to draw your weapon and prepare to defend yourself, turn to 95. +
+
+ +
+ 188 + + +

You dive through the gap, with barely an inch to spare, and the wall slams down behind you with a tremendous crunch. You lie flat on your back, your heart pounding fit to burst, your stomach churning at the thought of how near you came to death. Wearily, you get to your feet and press on along the tunnel, which is now noticeably cooler and clearer than before. You soon emerge into a hall that is filled with a strong, earthy smell. Two rows of great stone pillars support the roof, and a huge granite sarcophagus stands in the centre of the floor. From the black entrance of a tunnel to your right, you hear the clanking of armour and the sound of approaching footsteps.

+ If you wish to hide behind one of the pillars, turn to 110. + If you wish to leave the hall by a tunnel to your left, turn to 201. + If you decide to lie in ambush for whoever or whatever it is that is approaching the hall, turn to 319. +
+
+ +
+ 189 + + +

You duck and weave to present a difficult target to your enemy, but at such short range it is difficult for him to miss. The bolt hits you as you are diving forward, passing right through your skull and killing you instantly.

+ Your life and your quest end here. +
+
+ +
+ 190 + + +

The tentacle shudders as you direct the full power of your psychic discipline at the huge, wounded eye. Its grip weakens and you seize the chance to tear yourself free and scramble to your feet. The use of your Magnakai Discipline has cost you 2 ENDURANCE points, but it has saved you from a ghastly death. Make the necessary adjustments to your Action Chart.

+ Turn to 41. +
+
+ +
+ 191 + + +

You grab the Fireseed from your pocket and hurl it to the ground. It explodes on impact with a blinding flash. Hissing and spitting, the serpent brood slither away into the shadows, eager to escape the stinging pain of the flames.

+

More noises echo from the chamber. This time it is the chinking of armour and weapons.

+ Turn to 346. +
+
+ +
+ 192 + + +

You recognize the symptoms of takadea, or gaolrot as it is commonly called in your country. As you approach the trembling man, you reassure him that you mean him no harm, that you can help him if only he will trust you. Placing your hands over his eyes, you transfuse the healing power of your Magnakai skill into his sick body, concentrating your energy into reversing the terrible effects of the disease. When you remove your hands, his eyes are no longer opaque; they gleam with a cat-like intensity.

+

I can see, he says in astonishment, his voice cracked with emotion. How can I ever repay you for this miracle? Before you can answer, the sound of running feet echoes along the corridor outside.

+

Follow me, he says, springing to his feet. If Zahda's guards find you in here they'll kill us both.

+ Turn to 290. +
+
+ +
+ 193 + + +

The staircase seems to continue forever, coiling its way upwards through the solid rock, but eventually you arrive at a landing from which a tunnel stretches into darkness. You are about to enter, when your basic Kai instincts alert you to a shallow step that crosses from one side of the tunnel to the other. A closer look reveals the step to be a perfect square of marble that covers the first ten feet of the tunnel.

+ If you wish to prod the marble slab with a weapon to test for a trap, turn to 183. + If you wish to jump across the slab into the tunnel beyond, turn to 127. + If you decide to enter the tunnel by walking across the slab, turn to 277. +
+
+ +
+ 194 + + +

Wiping the gore from your face and hands, you fight back the nausea that rises in your throat when you think of how close you came to a grisly death in the jaws of the monster. The dim light grows suddenly brighter, and for a moment, you hear laughter, cold and distant, before the light dims once more to its usual murky glow and silence descends.

+ Turn to 322. +
+
+ +
+ 195 + + +

Suddenly the corridor echoes to the clangour of an alarm bell. A solid sheet of iron crashes down from the ceiling to seal off the chamber behind you, and in the murky distance, you see a similar barrier descending in front of the wooden door by which you entered.

+ Turn to 37. +
+
+ +
+ 196 + + +

The arrow whistles through the air towards the oncoming sphere. Impact looks imminent until the black ball suddenly changes course, darting aside at the last possible moment to avoid the missile. The arrow splashes harmlessly in the lake, and you are forced to shoulder your bow and draw a hand weapon as the menacing sphere resumes its attack.

+ If you wish to stand and fight this object, turn to 342. + If you decide to evade its attack by moving deeper into the fissure, turn to 16. +
+
+ +
+ 197 + + +

Using every scrap of cover to hide your passing, you move through the chamber like a phantom. As soon as you set foot into the corridor beyond, you are confronted by an armoured guard. He screams a cry that is muffled by the visor of his black helmet and turns and runs towards a bell-rope that hangs from a hole in the ceiling.

+ If you have a bow and wish to use it, turn to 266. + If you do not have a bow, or do not wish to use it, turn to 40. +
+
+ +
+ 198 + + +

Suddenly you realize the horrific purpose of the hand. It is a predator, an evil sentient being that can only survive by consuming one form of nourishment&emdash;live human brain.

+ + + + Gary Chalk + The hand is a predator&emdash;it can only survive
by consuming live human brain
+ + + +
+ +

Diving and rolling, you avoid its initial attack, escaping with scratches to your scalp (lose 2 ENDURANCE points), but as it rises above you once more, you cannot help but fear that your life is soon to end. This creature is immune to Mindblast, but not Psi-surge in combat.

+ Rahkos1830 + If you win the combat, turn to 22. +
+
+ +
+ 199 + + +

You recognize the dead man's hauberk as that of a Kakush mercenary: the ten-pointed star of Nikesa, the symbol of that country's capital city, adorns each of the rusty buckles that fasten his chainmail armour. In a leather pouch hanging from his belt you discover 6 Gold Crowns, and inside the tattered remains of his Backpack, there is a Rope and a hooded Red Robe.

+

A close examination of the weapons shows them both to be quite useless: the bone-handled dagger crumbles to dust when you try to dislodge it from the corpse's skull, and the blade of the sword is dull and eaten by rust.

+ If you now wish to continue along the tunnel, turn to 318. + If you decide to climb the stairs and investigate the open trap door, turn to 93. +
+
+ +
+ 200 + + +

Chunks of stone and iron are blasted into the upper reaches of the throne-hall by the increasing power of the eruptions. Boulders, some the size of horses, seem to tumble in slow motion all around the beam as you are drawn irresistibly nearer to the roof. Suddenly the beam fades and you find yourself standing on a circular plinth in the centre of a ruined temple near to the gatehouse of the castle keep. The glare of daylight blinds you, but as you gradually become accustomed to it you cast your eyes over the shimmering waters of Lake Khor to the town of Herdos, perched on the horizon. The walls of the fortress are beginning to crack and slant. Buildings are crumbling, and the ground is alive with constant vibration. You run through the ruined main gate as bolts of lightning are drawn from the sky by the dying power of Kazan-Oud.

+

At the top of a ruined staircase you stare down at the lake far below.

+ If you wish to descend the steps to the old jetty, turn to 122. + If you choose to make your way to the beach, turn to 309. + If you decide to dive from the cliff into the water far below, turn to 254. +
+
+ +
+ 201 + + +

You make your way quickly along the tunnel until you reach a chamber illuminated by a shaft of shimmering red light that descends from a square hole in the ceiling. A pair of huge iron doors fills the opposite wall, but in order to reach them you will have to pass through the eerie red light. Close to the archway by which you entered, another tunnel exits from the chamber, curving off towards the east.

+ If you wish to walk through the red light to examine the iron doors, turn to 269. + If you wish to leave the chamber by the east tunnel,turn to 272. +
+
+ +
+ 202 + + +

A howling blue fire leaps from Zahda's staff and instinctively you hurl yourself to the floor to evade its searing heat. The bolt screams past into the darkness of the hall, where it explodes in a splash of vivid sparks.

+

Zahda screams with anger and frustration and attempts to crush your head with one vicious blow, but you save yourself by rolling aside, and the staff cleaves open the black iron floor. A gout of flame rises from the split and blisters the mad lord's hand; he shrieks like a wounded crow, and the staff drops from his fire-blackened fingers.

+

You see your chance to attack and lash out, but Zahda is quick to react. He leaps backwards, unsheathing a glowing dagger as he steadies himself on the brink of the abyss. Lord Zahda is immune to Mindblast but not Psi-surge.

+ Lord Zahda2545 + + If you win the combat, turn to 149. +
+
+ +
+ 203 + + +

With your trembling hands clasped tightly around the slippery green rope, you fight to lock your feet together to prevent yourself from sliding into the heaving swell. The crack of splintering wood fills the night as the coracle shatters and sinks without trace. A sudden jolt runs the length of the rope, and a snaky head rises from the black water. It dips and swerves upwards, opening its jaws, set with fangs like long yellow knives, and fixing you with its blind white eyes. You are clinging to the body of a deadly Lekhor that is poised to strike.

+ + + + Gary Chalk + You are clinging to the body of a deadly
Lekhor that is poised to strike
+ + + +
+ + If you wish to release your grip of this deadly serpent and dive into the water, turn to 325. + If you wish to draw a weapon and defend yourself against its venomous attack, turn to 76. +
+
+ +
+ 204 + + +

The temperature grows higher with every step you take, but as the first flame washes over your body, you feel no heat or pain at all. The gout of flame feels cool and refreshing, like a breeze on a hot summer's day. You quicken your step and soon emerge from the heatless flames into the empty passage beyond.

+ Turn to 240. +
+
+ +
+ 205 + + +

You sense that the man is petrified with fear. An aura of evil grows stronger by the second, radiating from the darkened archway like a terrible black heat. The evil is so strong that it blocks your Discipline, and you cannot be sure if the warrior is a friend or a foe.

+ If you wish to draw a weapon and prepare to defend yourself, turn to 95. + If you wish to avoid a confrontation by running into the archway opposite, turn to 47. + If you have a bow and wish to fire at the warrior,turn to 79. +
+
+ +
+ 206 + + +

You aim and fire a fraction of a second later, hitting the leader in the chest. He tumbles backwards, knocked off his feet by the force of your arrow. His followers growl their anger, unsheathing long knives and axes as they press forward to wreak their.

+ Zahda Beastmen2835 + If you win the combat in three rounds or less, turn to 17. + If combat lasts longer than three rounds, turn to 160. +
+
+ +
+ 207 + + +

The key fits perfectly. You turn it and the door gives way instantly, forced wide open by the huge weight of water pressing upon it.

+ Turn to 172. +
+
+ +
+ 208 + + +

The trunk tumbles into the gap, followed by a deluge of rock and rubble. As the dust clears, you find yourself still staring at the staircase above.

+ If you have a Rope, turn to 310. + If you do not possess a Rope, turn to 211. +
+
+ +
+ 209 + + +

Your killing blow makes the Oudagorg twist back on itself, its head disappearing into the misty ceiling. There is a deafening crack as blue lightning engulfs its neck, crackling snake-like around its horrible body and filling the corridor with the smell of burning meat. The creature thrashes wildly for several minutes, and when its gruesome dance finally ends you see that the canopy of mist is no longer there. In the darkness above you see a deserted walkway and a metal observation platform.

+ If you wish to climb on to the body of the dead Oudagorg and pull yourself on to the platform,turn to 294. + If you wish to climb over the worm-like carcass and continue along the corridor, turn to 46. +
+
+ +
+ 210 + + +

Once more you call on your Kai mastery to save you from reptilian threat, and once more it proves effective. The snakes turn away and slither to the safety of their nest, repelled by your presence as if the sight of you were as repulsive to them as the sight of them is to you.

+ Turn to 346. +
+
+ +
+ 211 + + +

The only way you can cross the gap is by climbing the rock wall. However, the surface is virtually sheer, and any attempt to climb it without proper equipment would be perilous in the extreme.

+ If you wish to attempt such a climb, turn to 85. + If you decide to descend the stairs and continue along the beach, turn to 348. +
+
+ +
+ 212 + + +

As the Beastman crashes to the floor, two more come rushing in from the cell compound. They growl with anger at the sight of their dead comrade-in-arms and launch themselves in a fearsome attack.

+ Beastman Gaoler No. 11723 + Beastman Gaoler No. 21621 + If you win the combat, turn to 80. +
+
+ +
+ 213 + + +

There is a click and the panel slides open to reveal the small, dimly lit interior of the sarcophagus. A set of stairs descends to a strong wooden door that is reinforced with strips and studs of iron.

+ If you wish to enter the sarcophagus, turn to 37. + If you decide not to enter, turn to 102. +
+
+ +
+ 214 + + +

The iron door is several inches thick and will demand a tremendous effort to raise it high enough off the floor for you to escape underneath it.

+

To raise the door follow the normal combat rules as if you were unarmed (subtract 4 points from your COMBAT SKILL total). If you have the Magnakai Discipline of Nexus, you need not deduct any points from yourCOMBAT SKILL score. Any ENDURANCE points that you lose during this combat represent the fatigue you suffer as you strain to lift the heavy door.

+ + Tunnel Door + 19 + 50 + + You may cease combat at any time and explore the tunnel instead; turn to 277. + If you reduce the door's resistance (ENDURANCE) to 0, turn to 114. +
+
+ +
+ 215 + + +

As you peer at the horrible hand, it suddenly leaps at your face. You scream with terror, instinctively lashing out to deflect its attack. You strike it hard and send it spinning towards the green pillars and the passage beyond. Just as it draws level with the pillars the hand explodes: it has spun straight into an invisible barrier of destructive energy that flows between the pillars. As the hand disintegrates into thousands of tiny fragments you feel elated that, at last, victory is yours.

+ Turn to 334. +
+
+ +
+ 216 + + +

To your relief you discover that the door is unlocked and unguarded. Beyond it, a torchlit corridor descends through a series of deserted chambers, each one defaced by years of neglect and decay. Rotting curtains and mouldering furniture are all that remain of a sumptuous abode, a luxurious underground retreat for the Lord of Kazan-Oud.

+

You are about to enter another of these chambers when the sound of muttering stops you dead in your tracks. Three spindly limbed creatures are seated at a table in the centre of the room. They chatter excitedly in a language that is alien to your ears and point with slim, green fingers at a parchment spread out before them. They wear long, hooded robes of purple silk and appear to be unarmed.

+ If you have completed the Lore-circle of Solaris, turn to 244. + If you wish to launch a surprise attack on these unsuspecting creatures, turn to 295. + If you wish to try to sneak through the chamber and attempt to reach the opposite corridor unseen, turn to 343. +
+
+ +
+ 217 + + +

The strength of your Kai mastery overcomes the pain that tears at your mind, and you swiftly regain full control of your body. Snatching up your weapon from the hot black sand, you lash out at the tendril, severing its tip. But instead of blood, or what would pass for blood in the body of this ghastly creature, a flame sparks into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along its thin tube of sundered flesh.

+ Turn to 170. +
+
+ +
+ 218 + + +

The first bubble bursts with a loud bang that causes the creature to howl with fear. You watch as the great black hound scrambles to a halt, its horrible face lined with fear. Whimpering pitifully it backs slowly up the corridor. At the corner it howls with frustration before slinking away out of sight.

+ Turn to 151. +
+
+ +
+ 219 + + +

You lash out at the monster's eyelid and open a terrible wound. But before you can deal another a bolt of red fire screams down from the grating, hits your shoulder, and paralyses your whole arm with a sickening pain. You reel back, your weapon clattering to the ground as your fingers are robbed of all feeling (lose 6 ENDURANCE points).

+

The snake writhes and twists in blind rage, its open jaws seeking you out to exact its revenge. It soon picks up your scent and attacks with frightening speed.

+ Giant Hactaraton2045 +

Your weapon lies on the ground near your feet, and you must deduct 4 points from your COMBAT SKILL total for the first two rounds of combat. If you are still alive at the beginning of the third round, you can retrieve your weapon. Unless you have the Magnakai Discipline of Curing double all ENDURANCE points that you lose during the combat, due to the venomous bite of your enemy.

+ If you win the fight, turn to 21. +
+
+ +
+ 220 + + +

Your companion rolls the body over and unsheathes a Short Sword and a Dagger from the belt. You may take the Axe that was used in combat and the Dagger, if you wish.

+ + + Gary Chalk + + + + +

At the bottom of the stairs is a deserted hallway at the end of which are two great doors of gleaming bronze. Sumptuous tapestries and statuettes of gold line the walls on either side, and an ornate fountain of silvered marble fills the hall with a melodious bubbling sound.

+

You have covered less than twenty feet when an armoured guard steps into view from behind the fountain. He raises a crossbow and you shout a warning to your new-found partner&emdash;but you are too late. The bolt hisses through the air, hitting him with such force that he is knocked off his feet and sent crashing to the ground. The guard fumbles in a leather pouch for another quarrel with which to despatch you.

+ If you wish to aid your wounded companion, turn to 28. + If you decide to attack the guard before he can reload his weapon, turn to 81. +
+
+ +
+ 221 + + +

A great toad-like face stares unblinkingly into your eyes as it emerges from the shadows to bask in the green light that illuminates the beach. Its body, pale and bloated like a huge, fat worm, slithers into view, and you shudder at the sight of the open sores that disfigure its skin.

+ + + + Gary Chalk + A great toad-like face stares unblinkingly into your eyes + + + + + +

A ghastly noise echoes from deep within its open mouth as it rears up to attack you with a razor-sharp tongue. Due to the surprise of its attack, you cannot make use of a bow.

+ Zagothal2928 + If you wish, you may evade after two rounds of combat; turn to 229. + If you have the Magnakai Discipline of Invisibility, you may evade combat at any time without losing ENDURANCE points; turn to 70. + If you win the combat, turn to 271. +
+
+ +
+ 222 + + +

You slip and fall but miraculously you manage to hang on to the invisible beam. Your legs are stinging (lose 2 ENDURANCE points) but you ignore the pain, concentrating all your effort on swinging them back on to the beam. Just as you succeed, the crack of the whip resounds once more and burns its mark across your back (lose another ENDURANCE point).

+

When the whip cracks a third time it cuts only air, for you have crawled out of range of its cruel bite.

+ Turn to 6. +
+
+ +
+ 223 + + +

A searing current of pain runs the length of your arm and explodes in your head. Lights flash before your eyes, and you collapse into unconsciousness.

+ Turn to 165. +
+
+ +
+ 224 + + +

As your hand closes around the hilt of the sword, somewhere in the mist above your head the voice of the skull speaks a chilling rhyme:

+ + + Gary Chalk + + + + +
+

Hand to take; +
Spell to break; +
Stir a terror +
In your wake. +

+
+ If you still wish to pick up the sword, turn to 96. + If you decide not to take the sword and wish to leave the vault by the left tunnel, turn to 298. + If you prefer to leave by the right tunnel, turn to 322. +
+
+ +
+ 225 + + +

Only the faint green light of the power-shield illuminates your moving target. You notch an arrow and take careful aim as it speeds up the beach, weaving in and out of the boulders that litter its path.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

+ If your total is now 0&endash;6, turn to 196. + If it is 7 or more, turn to 112. +
+
+ +
+ 226 + + +

Without any warning, the hand springs to life. It stands upright on its fingers, the first two drawn back so that it resembles a monstrous spider preparing to attack. You step back aghast as it scurries around in a circle on the granite plinth.

+ If you wish to attack the hand, turn to 116. + If you have a Fireseed and wish to throw it at the plinth, turn to 157. + If you wish to skirt around the plinth and enter the passage beyond, turn to 302. +
+
+ +
+ 227 + + +

His pack and the pockets of his leather armour contain the following items:

+
    +
  • Enough dried meat for 1 Meal
  • +
  • Rope
  • +
  • Blanket
  • +
  • Dagger
  • +
  • Vial of Blue Pills
  • +
  • Bottle of Water
  • +
  • Power-key
  • +
+

All the Items, with the exception of the Power-key, which is a Special Item, are Backpack Items. If you wish to take any of them, remember to adjust your Action Chart accordingly.

+ If you have the Magnakai Discipline of Curing, you can identify the nature of the Blue Pills by turning to 43. + To leave the body and continue, turn to 323. +
+
+ +
+ 228 + + +

The stone blocks crumble on the third blow, and you waste no time climbing through the hole and into the rough-hewn tunnel beyond. The canopy of mist no longer obscures the ceiling and the tunnel is dark and damp; you feel sure that you have escaped from the maze.

+

The tunnel twists and turns like a gigantic snake until you arrive at a wall made up of planks of wood. The timber is rotten and you have no difficulty gaining access to the vaulted corridor beyond. The tunnel on this side of the wooden wall is far cleaner and drier, and you walk easily along it until you come to a junction: a passage crosses from left to right.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 330. + If you wish to take the passage to your left, turn to 20. + If you wish to take the passage to your right, turn to 92. +
+
+ +
+ 229 + + +

Your heart pounding, you run as fast as you can towards the shelter of the rocky base of Kazan-Oud. Panting for breath, you reach the glistening black stone wall, where you discover a ragged fissure that splits its sheer surface. You are about to step in, when the rustle and slither of unseen things, echoing from the inky darkness, make you hesitate.

+ If you wish to enter the fissure, turn to 16. + If you wish to press on along the beach, turn to 173. +
+
+ +
+ 230 + + +

As soon as you swallow the pills, you feel your body relax and your lungs cease to ache. Oxygen is being drawn from the water around you, absorbed by your body through the pores of your skin.

+

Freed from the immediate threat of drowning, you apply yourself to finding a way out of this watery tomb.

+ If you wish to try to open the locked door, turn to 66. + If you wish to examine the statue, turn to 168. +
+
+ +
+ 231 + + +

There is a soft click and the panel slides open to reveal a set of steps leading down to a wooden door, its timber reinforced with bands of iron.

+ If you wish to enter the sarcophagus, turn to 37. + If you decide against entering, turn to 102. +
+
+ +
+ 232 + + +

Your arrow pierces the leading creature's arm. It staggers and howls abysmally as a thick, green fluid oozes from the wound. To your surprise and disgust, the others leap upon their injured companion, biting and clawing at the wound with their teeth and talons. The limb is swiftly torn from the body and consumed.

+ If you wish to draw another arrow and fire again, turn to 152. + If you decide to shoulder your bow and evade these ghoulish creatures by escaping into the archway opposite, turn to 241. +
+
+ +
+ 233 + + +

Relentlessly the worm moves forward, forcing you back up the ramp towards the oval door. But there is no escape this way&emdash;you have no choice but to fight the repulsive creature. The monster is especially susceptible to psychic attack. If you choose to use Mindblast or Psi-surge during combat, double all ENDURANCE point losses sustained by the enemy.

+ Oudagorg1717 + If you win the combat, turn to 209. +
+
+ +
+ 234 + + +

You recognize the tangle of greyish-green weed half-submerged in the waters around your sinking boat. It is Black Lakeweed, a carnivorous plant commonly found in the swamps and freshwater lakes of central Magnamund. Forewarned by your Kai mastery, you dive into the lake and swim submerged until you are clear of the deadly plants.

+ Turn to 158. +
+
+ +
+ 235 + + +

The hand is fast, but you are faster. Diving and rolling, you avoid its initial attack and crouch ready to receive its next attempt. It rises once more and, as you stare at its ghastly form, you suddenly realize its horrific purpose. It is a predator, an evil, sentient being that can only survive by consuming an exclusive form of nourishment&emdash;live human brain. You fight back your rising fear as it speeds towards you. This creature is immune to Mindblast (but not Psi-surge) in combat.

+ Rahkos1830 + If you win the combat, turn to 22. +
+
+ +
+ 236 + + +

A stone room awaits you at the bottom of the stairs, featureless and bare except for a weapons rack hanging on the wall in the far corner. It holds a Spear and a Broadsword, both in remarkably fine condition. Two torchlit tunnels offer exits from the chamber; one descends to the north, the other to the east.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 139. + If you wish to enter the north tunnel, turn to 187. + If you wish to enter the east tunnel, turn to 101. +
+
+ +
+ 237 + + +

You dive and roll, but your Backpack hits the falling wall and jams. In the next instant you are crushed by twenty tons of solid stone.

+ Your life and your mission have come to a tragic end here. +
+
+ +
+ 238 + + +

Rolling the body over with the toe of your boot, you quickly check for useful Items and discover the following:

+
    +
  • Axe
  • +
  • Short Sword
  • +
  • Dagger
  • +
  • 2 Gold Crowns
  • +
+

Remember to mark any Items you wish to keep on your Action Chart before making your escape down the stairs.

+ Turn to 55. +
+
+ +
+ 239 + + +

The sharp crack of splintering wood fills your ears as you are thrown bodily through the air. The stinking cobblestones of the jetty greet your return to earth, and instinctively you roll on landing to lessen the shock of impact. You are winded but otherwise unharmed. Staggering to your feet, you see two rough-hewn staircases at the far end of the jetty: one ascends to a cave-like entrance in the sheer rock wall; the other leads down to a tiny beach covered with boulders and black sand.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 251. + If you wish to climb the staircase to the entrance above, turn to 82. + If you wish to descend to the beach below, turn to 30. +
+
+ +
+ 240 + + +

You cover fifty yards before the passage opens into a large, circular chamber. There, on a plinth in the centre of the floor, rests a severed human hand. The skin is mottled and swollen, the fingers black and decayed. Beyond the plinth, the passage continues straight ahead, flanked by two pillars of speckled green stone.

+ If you wish to examine the severed hand, turn to 226. + If you wish to skirt around the plinth and enter the passage beyond, turn to 302. +
+
+ +
+ 241 + + +

A bolt of red fire whistles past your head and explodes just above the archway. Fragments of rock graze your scalp and you are momentarily blinded as you run through the debris. As you raise your arm to wipe your face on your sleeve, another bolt catches you squarely in the back and pitches you flat on your stomach.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Curing, deduct 1 from this number. The resulting figure represents the number of ENDURANCE points you have lost due to the attack. Fighting back the pain, you clamber to your feet and stagger into the dust-choked tunnel.

+ Turn to 277. +
+
+ +
+ 242 + + +

You peer into the keyhole but cannot see beyond the plate that hides the mechanism. The water reaches your chin, submerging the lock completely, and you are forced to tilt back your head in order to breathe.

+ If you have the Magnakai Discipline of Nexus, turn to 327. + If you do not have this skill, turn to 153. +
+
+ +
+ 243 + + +

As you reach the centre of the bridge, the leading rats are flowing up the slope of the arch. You turn and confront them, drawing a weapon in preparation for a fight to the death, if necessary. As they swarm nearer, you lash out, cleaving them from the narrow apex to fall, splashing, into the torrent of water below.

+

With your third blow, a shudder runs through the stone, causing you to stagger and fall. You land on the opposite bank, winded but otherwise unharmed. A loud crack fills the night and the whole centre section of the bridge collapses into the gully with a tremendous splash. Safe now from the ravenous rats, you can afford to continue along the beach at a less punishing pace.

+ Turn to 23. +
+
+ +
+ 244 + + +

Your mastery of this Lore-circle enables you to understand the creatures' strange language, and from the shadows of the entrance you listen intently to their conversation.

+

Repairs in the central shaft are nearly finished. In three suns' time we will be able to continue, comments a reedy voice.

+

We cannot wait that long, interrupts another, its voice deeper and angrier in tone. Lord Zahda ordered the tunnelling to begin again without delay. We must obey his command.

+

But the risks are too great, retorts the first voice. We lost a hundred slaves in the flood&emdash;next time we may lose more than just slaves.

+

A noise in the corridor alerts you to approaching danger: a patrol of armoured guards is heading in your direction.

+ If you wish to try to sneak through the chamber and attempt to reach the opposite corridor unseen, turn to 343. + If you wish to hide in the shadows of the doorway, turn to 181. +
+
+ +
+ 245 + + +

The hound bounds forward and leaps at your chest, slamming you to the ground with its monstrous weight. Its fangs flash before your eyes, and a burning saliva stings your face. With all the strength you can muster you fight desperately for survival.

+

The creature is immune to Mindblast (but not Psi-surge).

+ Hound of Death2240 + If you win the combat, turn to 259. +
+
+ +
+ 246 + + +

Your command works: the pain quickly subsides. However, the creature's rubbery tendril is still drawing closer to your vulnerable throat. Snatching up your weapon from the hot, black sand, you lash out and sever the tip, but instead of blood, or what would pass for blood in the body of this ghastly creature, a flame sparks into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along the thin tube of flesh.

+ Turn to 170. +
+
+ +
+ 247 + + +

You need not fear me, you say, trying to calm the frightened man. I will not harm you.

+

The sound of your voice stops him shaking. He turns his scarred face towards you and asks, Have the Elder Magi sent you here?

+ If you wish to answer the man, turn to 340. + If you wish to leave the cell without answering his question, turn to 142. +
+
+ +
+ 248 + + +

Before your last defeated enemy hits the ground, you are sprinting along the corridor, anxious to leave the chamber and the dying guards far behind. You pass through an archway that leads on to an open landing at the top of a spiral staircase and hurry down. At the bottom, a tunnel leads off to the west and the east.

+ If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 171. + If you wish to go west, turn to 29. + If you wish to go east, turn to 272. +
+
+ +
+ 249 + + +

Snickering with evil delight, the creatures stalk closer and closer. Talons spring from the fingers of their leathery, webbed hands, and their eyes blaze with wild red fire as they prepare to pounce.

+ + + + Gary Chalk + Snickering with evil delight, the Dhax stalk closer and closer + + + + + + Dhax2735 + You may evade after three rounds of combat by running into the archway opposite; turn to 241. + If you win the combat, turn to 141. +
+
+ +
+ 250 + + +

You close your hand around the Lorestone of Herdos, and your senses reel as a wave of energy washes over your body (restore your current ENDURANCE points score to its original total). Your senses tingle and a new-found strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew. A vibration runs through the iron floor, a forewarning of the eruptions that will tear Kazan-Oud to pieces. Swiftly you descend the spiral stairs and sprint along the tube, oblivious of the heat and noise that buffet you mercilessly as you run towards the distant hall. There, you find everything in chaos: Zahda's minions, his guards and his slaves run in blind confusion as they try to escape from the impending doom.

+ If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 338. + If you wish to fight your way up the stairs to the prison cell complex level and try to escape from there, turn to 300. + If you choose to ignore the stairs and follow the corridor on this level, turn to 315. +
+
+ +
+ 251 + + +

You can see the faint outline of stepping stones, stretching across the beach to a narrow crack in the rock wall. You sense that there is an entrance there.

+ If you wish to descend to the beach and investigate further, turn to 303. + If you decide to climb the staircase to the entrance above, turn to 82. +
+
+ +
+ 252 + + +

It takes several minutes of continuous probing and twisting with the tip of your sword to persuade the plate to slide across, but still the door does not open. The effect of the pills is beginning to wear off now, and the pain is slowly returning to your chest.

+ If you wish to continue to probe the lock with your sword, turn to 4. + If you choose to abandon the door, only the statue offers any hope of escaping from this chamber; turn to 168. +
+
+ +
+ 253 + + +

Swiftly you take aim and fire, but the creature escapes with just a graze across its dog-like forehead. Screaming with fury, it hurtles along the walkway and throws itself, clawing and snapping, at your face. You drop your bow and unsheathe a weapon just in time to receive its attack.

+ Dhax2026 + You may evade combat at any time by running into the archway opposite; turn to 277. + If you win the combat, turn to 141. +
+
+ +
+ 254 + + +

You dive straight and true, avoiding the bodies that float on the surface, and enter the water at a perfect angle. Unfortunately, the water is scalding hot&emdash;fissures of molten lava have erupted through the brittle crust of the shallows. You scream all the way the surface, but the shock paralyses your limbs and you sink like a stone shortly afterwards.

+ Tragically, your life and your mission end here. +
+
+ +
+ 255 + + +

A number of trees were unearthed by the falling tower, and one of them lies balanced precariously over the edge of the rock wall above. You focus your Kai mastery on this trunk, and after great mental exertion, you cause it to topple over the edge. As it crashes down the stairs, you fight to steer it end over end so that it comes to rest across the gap. But it gathers speed too quickly and is soon falling out of control.

+

Pick a number from the Random Number Table. If your current ENDURANCE points total is 20 or more, add 2 to the number you have picked.

+ If your total is now 0&endash;2, turn to 154. + If it is 5&endash;8, turn to 208. + If it is 9 or more, turn to 52. +
+
+ +
+ 256 + + +

A dark corridor greets you beyond the door. You enter and feel your way along the wall, guided only by a tiny light in the distance. The sudden screech of metal sends a chill down your spine, and to your horror, you see a wall of black iron falling in front of the door.

+ Turn to 37. +
+
+ +
+ 257 + + +

Another crack cuts the air, and you flinch as the invisible whip draws a crimson line across your thigh (lose 2 ENDURANCE points). You strain your Kai senses trying to discover the location of your enemy, but the magic that shields him is very strong.

+

Unless you have the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 2 points for the duration of the fight. If you possess a Blanket or a Red Robe, you may wrap it around your arm as extra protection from the blows of your enemy (it will increase your COMBAT SKILL by 1 point).

+ Invisible Whipmaster2426 + You may evade combat after three rounds by running back along the passage; turn to 64. + If you win the fight, turn to 186. +
+
+ +
+ 258 + + +

The faint green glow of the power-shield is the only source of light in the cave. Cautiously you advance, but you are soon swallowed up by the darkness, and progress becomes painfully slow.

+ If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 289. + If you do not have any of these Items, and wish to continue ahead in total darkness, turn to 277. + If you prefer to abandon the cave and return to the beach below, turn to 30. +
+
+ +
+ 259 + + +

Wiping the dead wolf's blood from your eyes, you turn to face the floating bubbles that cluster in the corridor beyond.

+ If you wish to push your way past them, turn to 107. + If you wish to cut a path through them with your sword, turn to 151. + If you decide to retrace your steps to the vault and take the other tunnel, turn to 322. +
+
+ +
+ 260 + + +

The tunnel reeks with the rancid odour of decay, and to your dismay, you discover that it is no more than a shallow cave&emdash;a shelter for a clutch of gigantic eggs, each one as large as a barrel of ale. They rest upon a bed of packs and torn clothing, belonging to previous adventurers who fell foul of the giant snake.

+ If you wish to examine these items more closely, turn to 148. + If you wish to search for a way to escape from the tunnel, turn to 346. +
+
+ +
+ 261 + + +

Both the skull and the echo of its voice gradually disappear, to be replaced by the sound of heavy footsteps approaching from the passage behind. The gloomy corridor looks deserted, but the footsteps are growing louder and louder.

+ If you have a Flask of Wine or a Bottle of Water, turn to 18. + If you have neither of these Items, turn to 304. +
+
+ +
+ 262 + + +

The door is locked, but the mechanism is so rusted that it crumbles under the slightest pressure. Inside is a squalid little room filled with barrels, crates and dusty bottles of wine, all sour. On a damp wooden bench lies a Short Sword, and beside it a plain circular Shield (if you wish to take either of these Items, remember to mark them on your Action Chart, the Shield is a Special Item which adds 2 points to your COMBAT SKILL when used in combat).

+ If you wish to search the room further, turn to 73. + If you decide to leave the room and explore the stairs, turn to 11. +
+
+ +
+ 263 + + +

As your brain is starved of oxygen your vision grows dimmer, and you feel light-headed. Gradually the pain that burns in your chest fades away as unconsciousness smothers your senses. You sink slowly to the floor, weighed down by the water that now fills your lungs.

+ Your life and your quest end here. +
+
+ +
+ 264 + + +

The crowd howls its approval as a rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. Deftly he strips you of all your weapons and passes them to an ugly-faced dwarf, hovering close by his side.

+

Take him to the maze, commands the white-haired lord. His cruel, mocking laughter echoes in your ears as you are dragged from the hall in chains.

+

Erase all weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

+ Now turn to 286. +
+
+ +
+ 265 + + +

You plunge your weapon into the monstrous eye and gouts of a luminous jelly-like substance pour from the wound. A ghastly inhuman scream of pain rises from the ground beneath your feet. Jets of hissing steam erupt through the sand, and a stinging cloud of grit assails your eyes.

+ + + + Gary Chalk + You plunge your weapon into the monstrous eye and gouts
of a luminous jelly-like substance pour from the wound
+ + + +
+ +

You reel backwards, shielding your face from the blast, but an unexpected blow to your legs sends you sprawling to the ground (lose 2 ENDURANCE points). Before you can rise, a warty, green tentacle coils round your waist and pulls you slowly towards the mutilated eye.

+ If you have the Magnakai Discipline of Psi-surge and wish to use it, turn to 190. + If you do not possess this skill or do not wish to use it, turn to 121. +
+
+ +
+ 266 + + +

To prevent the guard from reaching the bell-rope you are forced to fire without taking careful aim.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

+ If your total is now 6 or lower, turn to 75. + If it is 7 or higher, turn to 162. +
+
+ +
+ 267 + + +

You search the gleaming throne and the dais of black iron rock upon which it rests and discover a pentacle carved deep into the gold. As you trace its design with your finger, a sound grows above the din of destruction&emdash;a sound like the tinkling of a thousand tiny bells. In the blackness above the throne, a speckled glow appears. Slowly it descends towards you until a large section of the dais is engulfed by a column of shimmering blue light.

+

You reach up and a wave of energy surges through your body as you close your hand around the Lorestone of Herdos (restore your ENDURANCE points score to its original total). Your senses tingle and a new-found strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew.

+

The column of light is a magical transporter, a beam in which gravity has been reduced almost to zero. By entering it you will be drawn towards the surface level of Kazan-Oud.

+

Without hesitation you pocket the Lorestone and step into the magical beam.

+ Turn to 200. +
+
+ +
+ 268 + + +

Simultaneously, you jump across the slab, rolling over as you hit the solid floor beyond. The creatures laugh horribly. They raise their sinewy arms and spread their webbed fingers, shooting forth their talons like curved assassins' knives. They lurch forward to attack, blinded by bloodlust to the danger that lies beneath their cloven hooves.

+

In an instant their laughter turns to lamentation as the slab drops away and they disappear, screaming as they plummet, into a deep, dark abyss.

+ Turn to 12. +
+
+ +
+ 269 + + +

As the red light washes over you a tingling sensation passes through your body, leaving your muscles stiff and painful. Your limbs feel abnormally heavy, and soon you have great difficulty putting one foot in front of the other. Suddenly the ground shakes and a large slab of stone rises from the floor to seal off the exit; a loud hissing fills your ears.

+

A strangely bitter smell assails your nostrils. By the time you realize that the air is being flooded with a powerful sleep gas, pumped from vents hidden in the ceiling, you are already succumbing to its irresistible power.

+ Turn to 165. +
+
+ +
+ 270 + + +

A noise, like the sound of a thousand screeching cats, issues from the statue, and water pours from its eyes and mouth. The stream quickly becomes a raging torrent and threatens to flood the chamber. You turn and run towards the passage, but, to your dismay, you find the passage is now sealed off by a wall of solid stone.

+

With the water level at your waist, you wade across to the oval-shaped door and feverishly examine the lock.

+ If you have a Skeleton Key, turn to 207. + If you do not have this Special Item, turn to 242. +
+
+ +
+ 271 + + +

The hideous creature lets out a deafening cry as you strike your final blow. It crashes to the ground, displacing a ton of sand as its massive bulk settles on the beach. Attached to a heavy black chain around its loathsome midriff is a Gold Key. If you wish to take this Key, mark it on your Action Chart as a Special Item, which you keep in your pocket.

+

Your victory raises your spirits, but they soon sink again when you hear the unmistakable sound of rats&emdash;the chase has resumed.

+ Turn to 173. +
+
+ +
+ 272 + + +

You follow the tunnel for nearly an hour before arriving at a torchlit hall, whose walls are hung with beautiful tapestries, undamaged by the damp that pervades the upper levels of the grim fortress. It looks as if the hall is a dead end, and you are about to turn back when you notice a small door tucked away in one corner of the opulent chamber.

+ If you wish to open the door, turn to 256. + If you prefer to take a closer look at the tapestries, turn to 305. +
+
+ +
+ 273 + + +

A flood of armoured guards pours down the stairs, followed by a pair of hideous black-skinned, dog-faced creatures that wield long, glowing maces. You brace yourself for their assault, but they advance no closer. Instead the creatures make dreadful snickering sounds and raise their maces, tapping the ends together before simultaneously pointing them at you.

+

Suddenly you are torn with an agonizing pain, as your chest explodes in a gout of red flame. You topple backwards, your body almost rent in two by the bolt of destructive energy.

+ You have fallen victim to deadly Dhax power-staves, and your life and your quest end here. +
+
+ +
+ 274 + + +

At first glance, the door looks completely smooth: no locks, bars, rivets or hinges mar its polished surface. However, a closer examination reveals a tiny keyhole set near to the floor.

+ If you have a Gold Key, turn to 333. + If you do not possess this Special Item, turn to 54. +
+
+ +
+ 275 + + +

You tumble into the pit and are swallowed up by total darkness. You fall at a terrifying speed for what seems an eternity and, after several minutes, you lapse into unconsciousness. It is a blessing, for you are spared the agonizing pain of being burnt alive when your body hits a lava pool ten thousand feet below.

+ Your life and your quest end here. +
+
+ +
+ 276 + + +

Silently you aim and fire. The arrow sinks feather-deep into the skull of the creature seated to your left. The others shriek with horror and surprise and leap from their seats, scrambling to take cover behind the table. Suddenly the clang of a bell fills the room, and the sound of running footsteps echoes along the corridor. Four warriors burst into the chamber, their weapons drawn, their bodies encased in shiny black armour. They take one look at the dead creature and hurl themselves at you in a frenzied attack.

+ If you wish to fire your bow again, turn to 50. + If you decide to shoulder your bow and draw a hand weapon, turn to 316. +
+
+ +
+ 277 + + +

You have taken only a few steps when you hear a faint whispering sound. You watch, horrified, as the hard stone floor beneath your feet disappears into a yawning black hole. Helpless, you tumble into the void, knocking yourself unconscious on a jagged outcrop of rock as you plummet into unknown depths.

+ Turn to 164. +
+
+ +
+ 278 + + +

The creature launches itself at the cocoons, shearing them from the wall with its razor-sharp mandibles. The air is filled with fibrous shards and dust, and you no longer have a hiding place. You have no choice but to retreat along the corridor.

+ Turn to 233. +
+
+ +
+ 279 + + +

In response to your psychic power, the sword rises from the block and glides towards your open hand. It is a plain, heavy-bladed weapon of poor quality and unworthy of your scabbard, but in this strange and hostile maze, this rough steel blade helps to restore your hopes of survival.

+ If you wish to leave the vault by the left tunnel, turn to 298. + If you wish to leave by the right tunnel, turn to 322. +
+
+ +
+ 280 + + + +

You must reduce the enemy's ENDURANCE score to zero before turning to either section.

+
+
+ + +

Tavig is barely visible inside the massive fist that is retreating down the tunnel. His screams, and the low rumbling growl of the monster that holds him, echo in your ears as you unsheathe your weapon and give chase. You must strike on the move if you are to break the monster's grip and save Tavig from a ghastly death.

+ + + + Gary Chalk + Tavig is barely visible inside the massive
fist that is retreating down the tunnel
+ + + +
+ + Giant Fist1042 + If you reduce the enemy's ENDURANCE score to zero in three combat rounds or less, turn to 291. + If combat lasts four rounds or more, turn to 156. +
+
+ +
+ 281 + + +

Pressing yourself flat against the tunnel wall, you draw on your skill to mask the warmth of your body. Nausea rises in your throat as the loathsome snakes slither across your feet and coil around your legs, but to them you are of no more interest than the cold and clammy stones that cover the tunnel floor. The snakes move on, leaving you shaken but unharmed.

+ Turn to 346. +
+
+ +
+ 282 + + +

You hear footsteps on the stairs&emdash;more of the enemy are approaching. If they, too, are armed with crossbows, your chances of survival will be very slim indeed. Before you stand two great bronze doors, flanked on either side by tapestries and gold statuettes.

+ If you wish to open the doors and enter, turn to 159. + If you wish to examine the tapestries, turn to 74. + If you decide to stand and fight the approaching enemy, turn to 273. +
+
+ +
+ 283 + + +

The vast swarm reels back to feast upon the mutilated remains of their kin that lie piled in heaps all around you. Your arms, legs and hands are bleeding from several small nips and gashes, where one or more of the rats broke through your formidable defence to bury their chisel-like teeth into your skin. Your victory has bought you time to think, but it will be only a matter of seconds before the rats launch another attack.

+ If you wish to climb over the reef of jagged rocks to your left, turn to 336. + If you decide to drag your coracle back into the water and escape from the bay, turn to 117. +
+
+ +
+ 284 + + +

Covering your nose with your Kai cloak, you edge your way around the smoking flames and head towards the passage. As you step through the entrance, you walk straight into an invisible barrier, a field of destructive energy that flows between the two green pillars. With a thunderous concussion, you are repelled from the shield and sent tumbling back into the chamber (lose 8 ENDURANCE points; lose only 6 points if you have the Magnakai Discipline of Nexus).

+ If you are still alive, turn to 128. +
+
+ +
+ 285 + + +

The bats are ravenously hungry and have been stirred to a frenzy by the unexpected smell of their favourite food&emdash;warm human blood. It is too late to avoid combat; you must fight for your life if you are not to become their feast.

+

Unless you have the Magnakai Discipline of Curing, you must double all ENDURANCE point losses you sustain during the fight, due to the bats' poisonous saliva.

+ Vampire Bats1932 + If you win the combat, turn to 161. +
+
+ +
+ 286 + + +

An escort of armoured guards forces you along a steel passageway lined by a crowd of jeering minions. They punch and spit as you pass between them, and their foul curses ring in your ears. The guards halt before a huge door of iron and unlock the manacles that encase your bruised and bloodied wrists. The points of their spears never wander far from your throat, discouraging any attempt at escape. The door rumbles open, and a cheer goes up as you are pushed head first into a foul-smelling pit.

+

Welcome to the maze, sneers the chilling voice of Lord Zahda from somewhere high above your head. You struggle to your feet and peer up at a ceiling of swirling mist. A faint glow is gradually taking shape, condensing and forming into the likeness of a human skull. Baleful green eyes stare down at you from bony sockets, and a powdered wig, like that of a high court judge, sits squarely upon its fleshless head.

+ + + Gary Chalk + + + + +

You came here to kill but your plans have been foiled and now you must face the consequence, echoes a voice in the skull. You have been sentenced to enter the Maze of Zahda. If you escape, your life may be spared; if you fail then you will surely die&emdash;a fitting end for one who came here in search of death.

+

The skull retreats into the mist, and a deathly silence fills the pit. A semicircular shadow forms on the wall ahead; it grows larger and darker until it resembles the mouth of a cave or tunnel. Suddenly a gust of chill air whistles from out of this darkness, and you realize that you are staring at the entrance to the maze.

+

Enter! orders the voice. Enter or die where you stand! It is no idle threat. A crossbow bolt slams into the sand barely inches from your feet, and the click of a steel drawstring warns that another could follow if you disobey the command. Reluctantly, you step forward and enter the Maze of Zahda.

+ Turn to 111. +
+
+ +
+ 287 + + +

Mustering all your reserves of strength, you spring along the passage, spurred on by the sound of gnashing fangs. There is a dead end ahead, but a passage leads off to the right. You turn the corner as fast as you can, scraping the wall painfully with your shoulder as you fight to keep on your feet, but you are soon forced to a halt&emdash;the passage is blocked. Glinting in the dim light is a cluster of huge bubbles, floating languidly up and down between the misty ceiling and the polished floor. A slight breeze lifts them and they bounce towards you.

+

A snarl and the scraping of claws on stone tell you that the wolf is at the corner.

+ If you wish to push through the bubbles and continue along the passage beyond, turn to 84. + If you wish to stand and fight the wolf, turn to 245. + If you decide to cut your way through the bubbles with your sword, turn to 218. +
+
+ +
+ 288 + + +

Vivid green flashes of forked lightning and the rumble of distant thunder add menace to the towers and sheer stone walls of Kazan-Oud. Many of the roofs and turrets are in ruin; their twisted beams and floors lay open to the sky, giving the fortress a burnt-out and deserted appearance.

+

As you approach the tiny bay, which is tucked inside the shelter of a horseshoe reef of jagged black rocks, your eye is caught by the glow of tiny red lights, moving in the shadows at the base of the fortress wall. You notice a dry hollow among a group of rocks close to the shore that offers an ideal hiding place for your little boat. Silently, you disembark and drag the coracle up the beach towards the rocks. Seconds later you are halted dead in your tracks by the sound of muffled squealing. Sweat breaks out on your brow when a flash of lightning reveals scores of small red eyes close to the sand. A seething flood of rats, each as large as a puppy but gaunt and half-starved, is scurrying down the beach towards you like a torrent of black water.

+

With pounding heart, you search for some means of escape from this ravenous horde of squealing, snapping rodents.

+ If you wish to climb over the rocks and escape across a deserted beach, turn to 336. + If you wish to drag your little boat back into the lake and paddle away from the bay, turn to 117. + If you prefer to stand and fight the onrushing flood of giant rats, turn to 45. +
+
+ +
+ 289 + + +

Your light flares brightly in the moist gloom of the passage. A cavern lies immediately ahead, its high-arched roof a mass of dripping stalactites, hanging like thick spears of pearly white stone. Cautiously you step across the cavern floor, your skin prickling, as peculiar sounds emanate from the shadows.

+

You wind your way through a labyrinth of tunnels, slipping on moss-covered rocks, grazing your head on low ceilings and scrambling up and down steep ridges and rockfalls until you arrive at a smooth-walled chamber carved with precision from the hard black rock. A staircase ascends through an archway to your left, and directly ahead stands a massive stone door.

+ If you wish to examine the stone door, turn to 274. + If you wish to ascend the stairs, turn to 193. +
+
+ +
+ 290 + + +

You follow him to the end of the cell block corridor, the angry shouts of Zahda's gaolers ringing in your ears. A staircase looms ahead, descending to a lower level, but it is guarded by a grim-faced Beastman, armed with an axe. Double all ENDURANCE points lost by your enemy during this combat, for the Beastman is also being attacked by your new-found partner.

+ Beastman Gaoler1722 + If you win the combat, turn to 220. +
+
+ +
+ 291 + + +

A terrible moan shakes the tunnel as your blows sever a finger from the monstrous hand. The others instantly spring open, dropping Tavig, bloodied and dishevelled, in a heap on the gore-stained floor. As the hand withdraws into the gloom, you kneel by Tavig's side and try to aid him as best you can. His injuries are severe; he is on the very brink of death.

+ If you have the Magnakai Discipline of Curing, turn to 133. + If you do not possess this skill, turn to 125. +
+
+ +
+ 292 + + +

The air becomes thinner, and slowly, painfully, you weaken and collapse. Consciousness soon fades and you are spared the agonies of death by suffocation.

+ Your life and your quest end here. +
+
+ +
+ 293 + + +

Stealthily, you cross the cracked, flagstoned floor of the Great Hall, your muscles and nerves tensed for the sounds of danger. The constant sound of dripping water and the howl of the storm add to the utter desolation of the chamber. A thorny jungle of briars climbs the walls with greedy claws, coiling around the rotten frames of paintings and weaving through damp and mouldering tapestries.

+

Suspended above the fireplace is a great Anarian broadsword, its pitted steel blade pointing to one side. Your eyes travel along the blade to the shadows of the fireplace, and you notice something lying in the grate. Moving nearer, you see that it is the body of a dead man. Behind it is a panel, wedged open by the corpse, and, peering into the gloomy opening, you can just make out some stairs disappearing down into the darkness.

+ + + + Gary Chalk + The body of a dead man is lying in the fireplace; behind
him, a panel is wedged open and you can just make out
some stairs disappearing into the darkness
+ + + +
+ + If you wish to examine the dead body, turn to 146. + If you wish to explore the secret passage, turn to 11. +
+
+ +
+ 294 + + +

As you pull yourself on to the cold iron platform, you see the maze spread out below you like the surface of a massive brain, each chamber a cell populated with perils created by the devilish imagination of Lord Zahda. A criss-cross of interconnecting walkways is suspended above the maze by gigantic chains that vanish into blackness. You hurry along the iron path towards a staircase that descends to an arch beyond the boundary wall of the maze. As you run through it, you can hear an alarm bell echoing in the vastness above: your escape has not gone unnoticed.

+

A vaulted corridor lies beyond the arch, which leads to a junction with two exits.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 330. + If you wish to take the passage to your right, turn to 92. + If you wish to take the passage to your left, turn to 20. +
+
+ +
+ 295 + + +

The creatures are so engrossed in their discussion that they do not notice you enter the chamber.

+ If you have a bow and wish to use it, turn to 276. + If you wish to attack them with a hand weapon, turn to 31. +
+
+ +
+ 296 + + +

Your killing blow severs the Lekhor's head, sending it spinning into the cold black waters below. A wave of shock ripples through its body, and suddenly you are falling, its limp torso still gripped between your feet. Seconds later you hit the lake with a loud splash and sink like a stone.

+ Turn to 158. +
+
+ +
+ 297 + + +

The relentless attack begins to take its toll (lose 2 ENDURANCE points). You know that you cannot resist this psychic battering for much longer&emdash;you must do something to stop it.

+ If you have a Fireseed and wish to throw it at the plinth, turn to 157. + If you wish to run forward and physically attack the hand, turn to 116. + If you wish to run between the two green pillars and escape into the passage beyond, turn to 103. +
+
+ +
+ 298 + + +

After a few hundred yards, the passage turns abruptly to the right. Glinting in the dim light is a cluster of huge bubbles floating languidly up and down in the passage ahead. A slight breeze lifts them, and slowly they bounce towards you.

+ If you wish to push your way past them and continue on your way along the passage, turn to 107. + If you have a sword and wish to strike out at them, turn to 151. + If you decide to return to the vault and take the right tunnel, turn to 322. +
+
+ +
+ 299 + + +

The warrior leaps to safety as you draw your weapon and face the snarling enemy. Brave fool! you hear him cry, his footfalls fading into the tunnel.

+

Snickering with delight, like cruel and hungry predators that have trapped themselves a feast, the creatures slink forward. Talons spring from the tips of their webbed fingers, and their eyes blaze with wild red fire as they get ready to pounce.

+ Dhax2735 +

With a trap at your back, you cannot evade combat and must fight these creatures to the death.

+ If you win the fight, turn to 339. +
+
+ +
+ 300 + + +

You fight and claw your way up the crowded staircase and run headlong into the prison complex. Chunks of stone and iron drop from the ceiling as wave upon wave of explosions rock the foundation of the fortress. You cross the complex, cutting down anything that impedes your path, and race along the one corridor that has not been blocked by a rockfall or chasm.

+

You are halfway up a winding staircase, when there is an enormous groan, followed by a cracking of iron. The creatures around you shriek in terror, but their voices are lost as the entire stairway collapses and falls, crumbling and roaring, into a hollow, lava-filled chasm five hundred feet below.

+ Tragically, your life and your quest end here in the ruins of Kazan-Oud. +
+
+ +
+ 301 + + + +

If you still have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+ + + + +

The snake reveals its fangs. Like great curved broadswords glistening with venom, they shine coldly in the light that pours down through the grating high above. You grip your weapon, bracing your back against the wet stone wall and waiting for the right moment to strike. As the monstrous head sways awkwardly from side to side, you catch sight of a small tunnel cut out of far wall, which was previously hidden from view by the snake and its nest. Your spirits are raised by the possibility of escaping from this nightmare, but first you must fight this hideous creature.

+

Unless you have the Magnakai Discipline of Curing, double all ENDURANCE points you lose during this combat due to the venomous bite of the monster.

+ Giant Hactaraton2260 + After four rounds of combat you can attempt to evade the creature by crawling into the tunnel; turn to 91. + If you win the combat, turn to 21. +
+
+ +
+ 302 + + +

As you draw level with the plinth, the fingers on the hand begin to move. They rise and fall, drumming a slow and clumsy rhythm on the granite surface. The dull thudding causes your head to ache, and the pain increases with every tap of the swollen black fingers.

+ If you have the Magnakai Discipline of Psi-screen, turn to 179. + If you do not possess this skill, turn to 53. +
+
+ +
+ 303 + + +

The partly submerged pathway takes you to the fissure. Here, the rustle and slither of unseen things echoes from the inky darkness. Suddenly, the shadow of something round and black breaks through the surface of the lake and a hideous gurgling cry splits the night. It flies straight towards you and you quickly take cover inside the narrow fissure.

+ Turn to 16. +
+
+ +
+ 304 + + +

The footsteps halt but a piercing crack, like that of a whip, breaks the silence. You cry out in pained surprise as an angry red weal opens from your temple to your chin (lose 3 ENDURANCE points). You sense his presence, but you cannot see the enemy who dealt you this wound.

+ If you wish to try to defend yourself against your invisible attacker, turn to 257. + If you choose to run back along the corridor, turn to 64. + If you decide to risk jumping into the pit, turn to 275. +
+
+ +
+ 305 + + +

The designs are woven from pure gold and silver, studded with gems and semi-precious stones. You marvel at the craftsmanship and beauty of these tapestries&emdash;they must be worth many thousands of crowns. One gem in particular catches your eye&emdash;a large Diamond. Unable to resist the temptation, you prise it from the cloth and drop it into your pocket (mark this as a Special Item on your Action Chart), before leaving the hall by the door.

+ Turn to 256. + +
+ +
+ 306 + + + +

To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

+

If you have chosen the correct answer, a footnote in that section will tell you so.

+
+
+ + +

Using your Discipline, you focus your attention on the strange triangular plaque fixed to the bars and, gradually, its purpose becomes clear. By finding the total number of triangles contained in the design and turning the pointer to the same number on the dial before pulling the lever, you will ensure that the portcullis opens safely.

+ Turn back to 11 and study the design. When you think you have the answer, turn to the entry that bears the same number. +
+
+ +
+ 307 + + +

You sense that the ceiling of mist hides a powerful energy field. Touching such a force barrier, especially when immersed in water, could prove fatal.

+ If you decide to touch the mist in spite of the danger, turn to 60. + If you decide to dive down and examine the statue, turn to 168. +
+
+ +
+ 308 + + +

A few feet along the tunnel, you notice an irregular square in the floor ahead&emdash;the tell-tale sign of a trap. It poses no problem to a warrior of your prowess, and you clear it with one bound. Further on, you reach a spiral staircase that leads down to a rough-walled cavern. At the bottom of the staircase two tunnels lead away, one to the north and one to the west.

+ If you have the Magnakai Discipline of Nexus, turn to 99. + If you wish to enter the north tunnel, turn to 59. + If you wish to enter the west tunnel, turn to 323. +
+
+ +
+ 309 + + +

The descent is slow and arduous. Much of the staircase has been carried away by falling stonework from the battlements, and you have to contend with a rain of molten ash and pumice that is erupting from the core of the keep. You take shelter where you can, but you dare not linger too long in any one place for fear of being caught in a fissure or a rock slide.

+

By the time you reach the beach, your cloak and hood are smouldering and the soles of your boots have nearly melted. Many of the creatures of Kazan-Oud have escaped before you and they crowd the beach, clawing and biting each other in a frenzy of terror. The lake is choked with their dead, and the black sand is barely visible beneath the carpet of carcasses. You fend off the crazed beasts as best you can, but to stay on the beach would be suicidal.

+ If you choose to climb up the rocks and dive into the lake, turn to 254. + If you decide to fight your way down to the old stone jetty, turn to 122. +
+
+ +
+ 310 + + +

You tie a loop in one end of the rope and scan the opposite side for a secure target. A spur of stone near the centre of the shattered staircase looks promising, and you aim for that. On your second attempt the rope finds its mark and tightens around the stone. You waste no time crossing the gap, and within minutes, you are safely across and climbing the few remaining stairs to the breached fortress wall.

+ Turn to 27. +
+
+ +
+ 311 + + +

You are quick to regain your balance and press on regardless of your stinging wounds (lose 2 ENDURANCE points). Once more the whip cracks, but you are now out of range of its cruel bite.

+ Turn to 6. +
+
+ +
+ 312 + + +

There is a faint click, and the panel slides open to reveal a set of steps leading down to a sturdy wooden door, reinforced with bands of studded iron.

+ If you wish to investigate further, turn to 37. + If you choose not to enter, turn to 102. +
+
+ +
+ 313 + + +

The lack of oxygen is making you light-headed (lose 3 ENDURANCE points), but you try to ignore the pain and continue.

+ If your ENDURANCE points total is 10 or more, turn to 4. + If it is 9 or less, turn to 263. +
+
+ +
+ 314 + + +

Blinking away the tears, you concentrate all of your Discipline and skill on finding a target in the billowing smoke. A shadow to your left betrays a creature that is crawling along the walkway on its belly. You lower your bow and fire. An instant later, a howl of rage and pain confirms a hit. The scream quickly fades, as the creature rolls over and falls to its doom.

+

Suddenly a shape hurtles out of the smoke, clawing and biting savagely at your face and arms. You drop your bow and unsheathe a weapon just in time to receive its attack.

+ Dhax2028 + You may evade combat at any time by running into the archway opposite; turn to 277. + If you win the combat, turn to 141. +
+
+ +
+ 315 + + +

The entire corridor shakes with the violence of a series of eruptions that tears rock and iron with ease. All around you Zahda's loathsome minions run in utter panic, their voices rising to a cacophony of terror as frantically they seek to escape from Kazan-Oud.

+ + + + Gary Chalk + The entire corridor shakes with the violence of a series
of eruptions that tears rock and iron with ease
+ + + +
+ +

Jets of flaming gas erupt from splits in the floor as you sprint, crawl, climb and jump over the obstacles hurled in your path by the dying fortress. Creatures from the maze now stalk these levels, adding to the carnage and panic as they consume the unfortunates who cross their path.

+

You cover a mile of broken passage before you find an undamaged staircase. It winds upwards into the dust-choked darkness, and, as you pound its rubble-strewn steps, your feet are licked by flames. Below, the screams are drowned by the deafening roar of fire and explosion; above, there is nothing but darkness.

+

You are nearing the point of collapse when suddenly you emerge from the blackness into the glare of daylight. You stagger and fall, momentarily blinded. As your eyes gradually become accustomed to the light, you cast your gaze over the broken battlements of the castle keep and see the glimmering waters Lake Khor far below.

+

The walls of the fortress are crumbling rapidly, and the ground is alive with constant vibration. You run headlong through the ruined main gate as bolts of lightning are drawn from the sky by the dying power of Kazan-Oud. At the top of a ruined staircase, you stare down at the shore far below.

+ If you wish to descend the steps to the old jetty, turn to 122. + If you choose to make your way to the beach, turn to 309. + If you decide to dive from the cliff into the water far below, turn to 254. +
+
+ +
+ 316 + + +

You are in combat with four armoured Beastmen. They attack simultaneously, and you must fight them as one enemy.

+ Zahda Beastmen3039 + If you win the combat in three rounds or less, turn to 248. + If combat lasts longer than three rounds, turn to 160. +
+
+ +
+ 317 + + +

Filling your hand with the hilt of the sun-sword, you unsheathe its golden blade and sever the tendril with one stroke. But instead of blood, or what would pass for blood in the body of this ghastly creature, a flame bursts into life like a spluttering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along its thin tube of sundered flesh.

+ Turn to 170. +
+
+ +
+ 318 + + +

The cloying smell of damp and decay grows steadily stronger, and you are forced to cover your nose with your cloak to block out the sickly stench. The tunnel twists to the right, and you notice a small iron door set into the wall ahead and a narrow staircase descending into the gloom.

+ If you wish to investigate the door, turn to 262. + If you decide to descend the stairs, turn to 11. +
+
+ +
+ 319 + + +

Taking up a position to one side of the tunnel, you press yourself flat against the wall and wait for the best moment to strike. Four warriors, dark and grim, march into the hall in single file. At first sight you mistake them for Drakkarim, for their black armour and skull-like helmets are identical to those worn by the evil human warriors who serve the Darklords of Helgedad. As you launch your attack, you see their features and realize that they cannot possibly be human. Great sloping shoulders support their unnaturally long arms; yellow-clawed hairy hands grip axes and spears of rough-wrought iron; and behind them swing long, tufted tails, like those of lions.

+

Your first blow shears through the backplate of the last warrior in the line, causing him to howl like a demon and collapse in a crumpled heap at your feet. The others spin to face you, their reactions battle-swift, their weapons raised to counter your threat. The leader throws open his visor to reveal a boar-like snout and tusks. He bellows a fearsome growl and stabs at you with his spear. The others echo his cry and close around you. You cannot evade combat and must fight all three as one enemy.

+ Zahda Beastmen2835 + If you win the combat, turn to 56. +
+
+ +
+ 320 + + +

You race back towards the corner but a slab of smooth stone is rumbling into view, sealing off the only exit. You are forced to stop and face the fiery attacker.

+ Turn to 126. +
+
+ +
+ 321 + + +

Nothing seems to happen. The buttons remain depressed and the concealed door remains closed. You are about to step away from the sarcophagus when there is a faint click and the panel slides open. You chance a cautious glance inside and see a set of steps leading down to a stout wooden door, its gnarled timber studded and reinforced with bands of iron.

+ If you wish to enter the sarcophagus, turn to 37. + If you choose not to enter, turn to 102. +
+
+ +
+ 322 + + +

You walk along the passage for several minutes until it turns sharply to the left. Cautiously you peer around the corner, your basic Kai instincts alerting you to a potential threat. Peering down, you see a beam of light shining from one side of the corridor to the other. The passage ahead looks no different to those in the rest of the maze, but you feel sure that it contains a deadly trap.

+ If you wish to step over the beam of light and continue along the passage, turn to 88. + If you choose to walk through the beam, turn to 240. +
+
+ +
+ 323 + + +

You thread your way through a network of empty passages and chambers. Twice you are forced to hide when groups of black-armoured warriors appear unexpectedly. At first you think that they are Drakkarim, evil humans who serve the Darklords of Helgedad, but their unnaturally long arms and the tails that swing behind them soon dispel that fear, replacing it with a far greater one.

+

At the bottom of a narrow winding stairway, you arrive at a small but opulently furnished chamber, its walls hung with beautiful tapestries, undamaged by the damp that pervades the upper levels of the fortress. It looks as if you have reached a dead end, and you are about to turn back when you notice a small door tucked away in one corner of the room.

+ If you wish to open the door, turn to 256. + If you decide to take a closer look at the tapestries, turn to 305. +
+
+ +
+ 324 + + +

The heat is unbearable (lose 4 ENDURANCE points). In order to keep your boots from catching fire, and in the hope of reaching a cooler section of the tube, you force yourself to run deeper into the oven-like tunnel.

+ Turn to 24. +
+
+ +
+ 325 + + +

You strike the seething water with a mighty splash and sink like a stone. The sharp tang of the lake fills your mouth, and its icy-cold embrace numbs your muscles. Your first impulse on hitting the water is to lash out with your arms and swim, but you are hampered by a mass of plant life that coils around your flailing limbs. Desperate for air, you hack blindly at the weeds that now threaten to drag you to a watery grave.

+

Fight the combat as normal. However, due to your lack of air, you must automatically deduct 2 ENDURANCE points for every round that you fight.

+ Black Lakeweed1050 + If you survive the struggle, turn to 158. +
+
+ +
+ 326 + + +

You make it through the gap with less than an inch to spare. With your stomach churning, you drag yourself to your feet and retrace your steps along the murky tunnel. The familiar red glow of the tunnel you passed earlier appears once more in the gloom ahead.

+ If you now choose to explore this tunnel, turn to 144. + If you decide to go back to the rough-walled cavern and take the west tunnel instead, turn to 323. +
+
+ +
+ 327 + + +

Gulping a lungful of air, you dive below the water and focus your Magnakai Discipline on the lock, willing it to open. It is a severe test of your skill, made all the more difficult by the lack of air.

+

Pick a number from the Random Number Table. If you have reached the rank of Primate, add 2 to the number you have picked.

+ If your total is 4 or less, turn to 184. + If it is 5 or more, turn to 4. + +
+ +
+ 328 + + +

The slinking creatures fill the narrow walkway, offering themselves as easy targets to your bow. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked. If you have completed the Lore-circle of Fire, add 1.

+ If your total score is now 0&endash;4, turn to 232. + If it is 5 or more, turn to 67. +
+
+ +
+ 329 + + +

You ponder the problem for several minutes, using your natural Kai instincts to the full as you try to discover which of the numbers on the dial will open the portcullis. The image of four numbers&emdash;three, nine, thirteen, and thirty-three&emdash;fill your mind, but try as you might, you cannot determine which of them is correct.

+ If you wish to turn the pointer to number three before pulling the lever, turn to 3. + If you wish to turn the pointer to number nine, turn to 9. + If you wish to turn the pointer to number thirteen, turn to 13. + If you wish to turn the pointer to number thirty-three, turn to 33. +
+
+ +
+ 330 + + +

Your Pathsmanship skill reveals that the passage to your left leads to a complex of prison cells; the passage to your right leads to a guard room and torture chamber.

+ If you decide to take the left passage, turn to 20. + If you choose the right passage, turn to 92. +
+
+ +
+ 331 + + +

Your death is mercifully swift. As the mouth of the monster closes around your upper body, you are paralysed by corrosive saliva and so spared the agony of being eaten alive.

+ Your life and your quest end here. +
+
+ +
+ 332 + + +

You leap forward and strike left and right, ripping through the startled guards and meeting little resistance. Two fall and a third steps forward, his sword yet to clear his scabbard. You hit him below the chin and see his beast-like eyes roll up in sudden agony as blood gushes from under his helmet. As he sinks, gurgling, to his knees, you see the fourth warrior disappearing down the corridor, his cries of alarm reverberating along the passage.

+ If you wish to run after him, turn to 195. + If you decide to enter the chamber and attempt to escape along the opposite corridor, turn to 69. +
+
+ +
+ 333 + + +

As you place the key into the tiny keyhole, you feel your fingers tingle. There is a soft noise like rushing wind, then, suddenly, the key vanishes from your grip (erase this Special Item from your Action Chart). Soundlessly, the great door swings open to reveal a plain stone room. You enter and, as the door closes, you notice a coiled snake etched deep into its surface.

+

Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chart&emdash;it may be of use to you at a later stage of your adventure.

+

Beside the closed door, hanging in a rack suspended from the ceiling, are a Spear and a Quarterstaff. Both weapons are in remarkably fine condition despite the warm, damp air. At the other side of the room, two torchlit tunnels descend to the north and the east.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 139. + If you wish to enter the north tunnel, turn to 187. + If you wish to enter the east tunnel, turn to 101. +
+
+ +
+ 334 + + +

Good! booms the voice of Zahda as you enter the passage; the cowards of Elzian have at last sent a warrior worthy of my maze.

+

The words conjure up a picture of Lord Zahda seated on his golden throne, with the object of your quest, the Lorestone of Herdos, suspended above it. The image strengthens your resolve to survive this accursed maze and escape. If you can then find your way back to Zahda's throne-hall, the success of your quest will be within your grasp.

+

You walk along the passage, your mind filled with the possible problems and perils you might have to overcome. One such problem looms into view as the passage takes a sharp turn.

+ Turn to 100. +
+
+ +
+ 335 + + +

A rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. With an efficiency born of practice, quickly he strips you of all your weapons and hands them to an ugly-faced dwarf, hovering at his side. The dwarf looks at the Sommerswerd with an appraising eye, then raises it above his head to show it to his master. Before he can speak, there is a sudden roar, as a bolt of golden energy engulfs the hilt. Screaming with pain, the dwarf drops the sword and cradles his smoking hand, his fingers now missing half their length. You are unable to hide your smile and are quickly punished for your insolence. The robed creature strikes you across the face, gashing your cheek with its rough, warty fist (lose 1 ENDURANCE point).

+

Take him to the maze, commands white-haired Lord Zahda, and leave the sword for me.

+

The Sommerswerd rises into the air and floats towards the golden throne on a cushion of blue mist. As you are dragged from the hall in chains, you are taunted by Zahda's cruel laugh and the fear that your quest is now doomed to failure.

+

Erase all weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

+ Now turn to 286. +
+
+ +
+ 336 + + +

A new sound is added to the terrible squeals of the hungry rats: the sound of splintering wood. In less than a minute, your small boat is completely devoured, leaving no trace of its ever having existed. The jagged rocks cut into your hands and knees, but you are oblivious to the pain as you clamber across them to the beach beyond. You set off at a run, but the fine, black sand closes around your ankles, and your legs ache violently with every desperate step.

+ + + Gary Chalk + + + + +

A glance over your shoulder warns you that the pack are gaining ground rapidly; they will be on you before you reach the rocky base of Kazan-Oud. Then suddenly the squealing stops; the black tide has halted at the edge of the beach. Their white teeth snap on empty air, and hungry eyes watch your every movement, but every single one of them is rooted to the rocks.

+

As you turn to make your escape, you wonder why the rats no longer pursue you. Less than ten feet ahead lies the horrific answer to your question.

+ Turn to 221. +
+
+ +
+ 337 + + +

The wall is descending fast; there is very little space left through which to escape.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, you may add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 237. + If it is 5 or more, turn to 188. +
+
+ +
+ 338 + + +

Your Magnakai Discipline, heightened by the discovery of the Lorestone of Herdos, screams a warning that the stairs to the cell complex are doomed to disaster. Your senses tell you that by staying on this level and following the corridor to the far side of the subterranean lair, you will be sure of finding a safe route up to the surface.

+ Turn to 315. +
+
+ +
+ 339 + + +

Wisps of smoke are beginning to rise from the dead bodies; suddenly one bursts into flames. Quickly you leap across the slab, away from the heat and choking black fumes, as the others are swallowed by a fire that crackles and spits like an angry demon.

+

Further along the tunnel, you see the warrior. He is crouching on his heels, his hands resting on the hilt of his sword. A smile spreads across his unshaven face as he sees your approach. You're brave, I'll grant you that. There's none I know who'd stand against three hungry Dhax. He jumps to his feet, sheathes his sword and offers his hand in friendship.

+ Turn to 12. +
+
+ +
+ 340 + + +

You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. When you recount your air voyage to Herdos aboard Lord Paido's skyship, you notice a tear trickle from the blind man's eye. My name is Kasin, he says, sorrowfully. Lord Paido is my brother.

+

Pity fills your heart for this unfortunate warrior, for you know that he is doomed to die. Blindness occurs in the final stage of takadea, the disease that is ravaging his body. I am beyond help, he says, his face lined with pain, but I can and will help your quest, Kai Lord. Listen to me carefully. There are stairs at the end of the corridor that lead down to the throne-hall of Zahda. At the entrance to the hall there is a tapestry behind which there is a secret passage. It leads to Zahda's throne. Above the throne is the Lorestone you seek, but beware. Zahda has coupled its power to a Doomstone from the realm of Naaros&emdash;Zahda draws all his power from this accursed gem. If you are to succeed, you must first destroy the gem or you will surely perish. Sadly I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you reach the beach, make your way to the old stone jetty. Beneath the steps is the place where I hid my boat.

+

He grips your hand in friendship, his face now calm and peaceful. When you return to Elzian, tell my brother that my death was not in vain. May the gods protect you, Lone Wolf.

+

The sound of approaching guards forces you to leave the cell. As you close the door, you promise that his bravery will live forever in the legends of the Vakeros&emdash;his warrior kin.

+ Turn to 142. +
+
+ +
+ 341 + + +

The blood of the dead wolf stains you from head to foot, filling your nose with an acrid smell. With sword in hand, you stare down at the carcass and shiver at the thought of how close you came to death. The dim light grows brighter, and for a moment you hear laughter, cold and distant, before the light fades to its usual murky glow, and you are surrounded by silence.

+ Turn to 298. +
+
+ +
+ 342 + + +

The sphere halts in mid-air less than ten feet from where you stand. It looks like a huge, black human brain studded with large, hairy warts. A whistle, soft but chilling, gradually rises in pitch until it fills your head with agonizing pain. Your fingers tremble and, as your weapon slips from your grasp, a slit opens in the side of the brain. It is a mouth, broad and puffy, with an upper lip that hangs over the lower jaw like milk boiling over the pan. A long tendril of flesh emerges from the mouth and snakes through the air towards your throat.

+ + + + Gary Chalk + The sphere halts in mid-air: it looks like a huge,
black human brain studded with large, hairy warts
+ + + +
+ + If you possess the Magnakai Discipline of Psi-screen, turn to 217. + If you possess the Magnakai Discipline of Animal Control, turn to 35. + If you possess neither of these skills, turn to 143. +
+
+ +
+ 343 + + +

The chamber is well lit by a row of torches lining all four walls, and there is very little furniture to hide behind.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility add 3 to the number you have picked.

+ If your total is now 7 or less, turn to 69. + If it is 8 or more, turn to 197. +
+
+ +
+ 344 + + +

Your hand strikes something invisible set close to the edge of the pit&emdash;the beginning of a magically hidden bridge. Your fingers tell you that it is a plank, for it feels very thin and narrow. Suddenly the footsteps halt. There is a piercing crack, like that of a whip, and an angry red weal opens across the back of your hand (lose 2 ENDURANCE points). You sense his presence, but you cannot see the enemy who dealt you this wound.

+ If you wish to step on to the invisible bridge, turn to 166. + If you wish to try to fight your unseen enemy, turn to 257. +
+
+ +
+ 345 + + +

The warrior makes no attempt to parry your attack, and your blow rips deeply into his unguarded chest. He stares at you in disbelief as he clutches at his wound and drops heavily to his knees. Why? he croaks, as his eyelids flicker and close.

+

A howl of maniacal glee arises from the black creatures. As the warrior falls into the smoky abyss, they slink towards you with long, loping strides.

+ If you wish to stand and fight these creatures, turn to 249. + If you decide to evade them by escaping into the archway opposite, turn to 241. +
+
+ +
+ 346 + + +

Desperately you tap the wall with the hilt of your weapon, praying for the dull, tell-tale thud of a thin or hollow partition through which you might effect an escape. The walls yield no such sound, but in the roof you discover an old trap-door hatch sealed off with bricks and mortar. The faint glimmer of light seeping through a hairline crack fills you with renewed hope.

+

With a flurry of blows the mortar crumbles and the bricks split and fall. Without waiting for the dust to settle, you climb through the jagged hole and emerge into a hall that is filled with a damp and earthy smell. Two rows of great stone pillars support the roof and a huge, granite sarcophagus stands in the centre of the floor. From within a black tunnel to your right, you hear the clanking of armour and the sound of approaching footsteps.

+ If you wish to hide behind one of the pillars, turn to 110. + If you wish to leave the hall by a tunnel to your left, turn to 201. + If you wish to lie in ambush for whatever is approaching the hall, turn to 319. +
+
+ +
+ 347 + + +

You snatch the whistle to your lips and blow. Instantly, the slimy creature rears up, its short rubbery legs scrabbling the air in agony as the ultra high-pitched sound destroys its sensitive nervous system.

+

As it twists back on itself, its head disappears into the misty ceiling. There is an ear-splitting crack and blue lightning engulfs the creature, crackling snake-like around its neck, and filling the corridor with the stench of burning meat. The creature thrashes wildly for several minutes, and when its gruesome dance finally ends the canopy of mist is no longer there. In the darkness above, you see a walkway and an observation platform.

+ If you wish to climb the body of the dead worm and pull yourself on to the platform, turn to 294. + If you prefer to climb over the carcass and continue along the corridor, turn to 46. +
+
+ +
+ 348 + + +

Shortly you arrive at another stone staircase. This one is intact, however, and ascends to a cave-like entrance in the sheer rock wall. You cannot follow the beach any further, for a salient of the wall blocks your way. Moreover, the weather is getting worse with every passing minute and you need to seek shelter from the coming storm.

+

By the time you have climbed all the way to the cave, the storm has broken. As you stand in the entrance, the rain-filled wind lashes you mercilessly and the ground shudders with every clap of thunder. The faint green glow of the power-shield is the only source of light, and you enter cautiously. You are soon swallowed up by darkness and your progress becomes painfully slow.

+ If you have a Kalte Firesphere, a Lantern or a Torch and Tinderbox, turn to 49. + If you have none of these Items, turn to 277. +
+
+ +
+ 349 + + +

As soon as you step into the ruby corridor, the horseshoe arch turns completely opaque. You try to go back, but the milky-white barrier will not let you pass. Soon, the skull appears once more, but this time its message chills you to the core:

+ + + Gary Chalk + + + + +
+

The path you have chosen leads to the heart of the maze, +
And there you are doomed to eke out your days.
+

+
+

It is a prophecy that will be fulfilled. You have ventured too deep into Zahda's maze, and the exits are now closed off forever. It may interest you to learn that you survived at the core of the maze for three weeks, a feat that earned you the respect of Lord Zahda, but one that did not persuade him to spare you your life.

+ Your life and your quest end here. +
+
+ +
+ 350 + + +

As soon as you have passed through the power-shield, you are greeted like a hero by a huge flotilla of fishing vessels and trading barges. An hour ago, upon seeing the eruption of Kazan-Oud, every boat in Herdos set sail for the shield, for the eruption signalled the end of the bane that had haunted Dessi for hundreds of years. Now they cheer the Sommlending warrior who has delivered them from Dessi's evil shadow. Eager hands pull you aboard Lord Ardan's caravel, and a fanfare salute is sounded by the trumpeters of his Vakeros guards.

+

We are forever in your debt, Lone Wolf, says Lord Ardan, as he shakes your hand warmly in gratitude and friendship. You have achieved what we feared to be impossible, and you live to tell the tale. Your bravery is an inspiration to us all. His words are reinforced by the delirious cheers of his people. He asks of your own quest, and, when you remove the Lorestone of Herdos from the pocket of your tattered and scorched tunic, his eyes widen with amazement.

+ + + + Gary Chalk + We are forever in your debt, Lone Wolf, says
Lord Ardan, as he shakes your hand warmly
+ + + +
+ +

He bows his head and says in a solemn and respectful voice, My lord, you stand upon the threshold of greatness. Your purpose and your destiny are known to the Elder Magi, for we have awaited your coming for many thousands of years. Our survival and the survival of all we cherish rests on the success of your Magnakai quest. The time has come, Lone Wolf, for you to learn our wisdom, for we are of the same blood, you and I, and our fate is bound together. We will prepare you for your next quest, for the Lorestone you must find next exists in the land that was once our home, in the temple that was once our most sacred place of worship, in the chamber where our master first appeared to us.

+

Your quest has succeeded, for the strength and wisdom of the Lorestone of Herdos is now a part of your body and spirit. But there is much for you to learn from the Elder Magi as they prepare you for the most challenging of the Magnakai quests you have yet to attempt, a quest that will take you deep into the hostile swamps of the Danarg, where the evil creatures of Agarash the Damned still thrive and dominate the land.

+

If you have the courage of a true Kai Master, the secrets of the Elder Magi and the perils of the Danarg await you in Book 8 of the Lone Wolf series entitled:

+

The Jungle of Horrors

+
+
+
+
+ +
+ + The Magiocracy of Dessi + + + + + + Gary Chalk + + + + + +
+ +
+ + Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + Jonathan Blake + + + + + + Jonathan Blake + + + + + + Jonathan Blake + + + + +
+ +
+ + Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+
+ + To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+
+
+
+
+ +
+ + Combat Results Table + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + +
+ +
+ + Random Number Table + + + + + + Jonathan Blake + + + + + +
+ +
+ + Errata + + + +
+ + Introduction + + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ + Errata List + + + +

(Title Page) Replaced fulfill with fulfil.

+

(The Story So Far&ellips;) Added a quotation mark to the beginning of the paragraph that starts You see before you Kazan-Oud.&ellips;.

+

(The Game Rules) Replaced both occurences of ie, with i.e..

+

(Equipment) Removed (see inside front cover of this book). Replaced safe keeping with safekeeping. Capitalized the list of items rather than setting them in all capital letters. Replaced fireseeds with Fireseeds. Replaced (eg with (e.g..

+

(Improved Disciplines) Added the title Primate to parallel later books.

+

(1) Replaced stormclouds with storm clouds, transluscent with translucent, air and with air, and, Canal, and with Canal and, connversation and with conversation, and, powerful and with powerful, and, landing and, within with landing, and within, visible covering with visible, covering, shimmering green with shimmering, green and goodbyes and with goodbyes, and.

+

(2) Replaced Kai with Magnakai, tap it and with tap it, and.

+

(4) Replaced persistance with persistence with persistence and to bursting with to the bursting.

+

(10) Replaced view and, for with view, and for.

+

(12) Replaced head and with head, and and Lipo with Lio.

+

(13) Replaced flatstones with flagstones.

+

(14) Replaced Sweetdreams with Sweet dreams and ugly bearded with ugly, bearded.

+

(15) Replaced points), and with points) and.

+

(16) Replaced fall but with fall, but.

+

(20) Replaced sibilent with sibilant.

+

(22) Replaced you but with you, but.

+

(23) Replaced fortess with fortress.

+

(26) Replaced Weaponskill with Weaponmastery.

+

(27) Replaced intact and with intact, and, cry and with cry, and.

+

(28) Replaced skull and with skull, and.

+

(30) Replaced warm and, as with warm, and as.

+

(31) Replaced robes but, lying with robes, but lying, use and with use, and, chamber but, as with chamber, but as and helmet, and with helmet and.

+

(32) Replaced Chart) but with Chart), but.

+

(34) Replaced Kai rank with Magnakai rank and Animal Kinship with Animal Control.

+

(35) Replaced head, and with head and.

+

(36) Replaced staircase and with staircase, and.

+

(39) Replaced louder but with louder, but.

+

(41) Replaced warm but with warm, but.

+

(46) Moved the Invisibility/Pathsmanship/Divination choice into the first position.

+

(47) Replaced tracks, and with tracks and.

+

(48) Replaced yards, when with yards when and light and with light, and.

+

(49) Replaced rock, when with rock when.

+

(56) Replaced beastmen with Beastmen.

+

(57) Replaced deeper but with deeper, but.

+

(58) Replaced points.) with points). and presence but with presence, but.

+

(60) Replaced arm and with arm, and.

+

(63) Replaced chamber, but with chamber but.

+

(64) Replaced deep and with deep, and.

+

(66) Replaced the second choice If you do not have a sword, you will have to abandon the door. Only the statue offers any hope of escape for you; turn to 168. with If you do not have a sword, turn to 263.. Section 168 offers basically the same choice and is only forestalling the impending outcome in Section 263.

+

(67) Replaced glowing sticky with glowing, sticky.

+

(68) Replaced unremarkable but with unremarkable, but.

+

(70) Replaced beach turn with beach, turn.

+

(71) Replaced ceiling and with ceiling, and.

+

(72) Replaced tunic but with tunic, but. Also deleted the (lose 2 ENDURANCE points) since Nexus is supposed to prevent or reduce ENDURANCE loss - not induce it.

+

(74) Replaced Kazan-Oud, they with Kazan-Oud; they.

+

(76) Replaced dagger and with dagger, and.

+

(79) Replaced scream but with scream, but.

+

(81) Replaced crossbow but with crossbow, but.

+

(82) Replaced lake and with lake, and, wall and with wall, and and storm but with storm, but.

+

(84) Replaced legs the with legs, the.

+

(85) Replaced feet and with feet, and and climb your with climb, your.

+

(88) Moved the Nexus choice into the first position.

+

(89) Replaced subjectd with subjected.

+

(90) Replaced touch and with touch, and, that Magnakai with the Magnakai, Nexus, or with Nexus or and skill or with skill nor.

+

(92) Replaced side and with side, and.

+

(93) Replaced difficult that with difficult than and Sticky rope-like with Sticky, rope-like.

+

(95) Replaced Then gurgling with Then, gurgling.

+

(96) Replaced mouth and with mouth, and.

+

(100) Replaced wall but with wall, but, ceiling and with ceiling, and and has, and with has and.

+

(102) Replaced accord and with accord, and.

+

(105) Replaced Elzian, he with Elzian,' he.

+

(107) Replaced hand but with hand, but.

+

(110) Replaced open and with open, and.

+

(111) Replaced dim diffused with dim, diffused.

+

(112) Replaced pieces, and with pieces and.

+

(113) Replaced sleep and with sleep, and.

+

(115) Replaced Locksmith's with Locksmiths'.

+

(118) Replaced you and, as with you, and as.

+

(119) Replaced sight but with sight, but.

+

(120) Replaced atttack with attack. Moved the Nexus choice into the first position.

+

(122) Replaced rockwall with rock wall, itself everywhere with itself; everywhere and away and with away, and.

+

(123) Replaced strong iron-shod with strong, iron-shod.

+

(127) Replaced wind, whistles with wind whistles.

+

(129) Replaced (ie, with (i.e..

+

(130) Replaced slimy worm-like with slimy, worm-like and minutes and, when with minutes, and when.

+

(131) Replaced choice, and with choice and.

+

(133) Replaced northlander with Northlander.

+

(135) Replaced green forked with green, forked, Kazan-Oud and, for with Kazan-Oud, and for, lightning and with lightning, and and dock but with dock, but. Moved the Divination choice into the first position.

+

(138) Replaced heard and with heard, and.

+

(139) Replaced undisturbed, not with undisturbed: not.

+

(141) Replaced go but, as with go, but as and mace but with mace, but. Moved the Lore-circle of the Spirit choice into the first position.

+

(145) Replaced hole and with hole, and.

+

(146) Replaced face, and with face and.

+

(148) Replaced warm and with warm, and.

+

(149) Replaced drawbolt with bolt and abyss and with abyss, and.

+

(150) Replaced with the with with, the and Nexus, and with Nexus and.

+

(151) Replaced skins they with skins, they.

+

(152) Replaced walkway and with walkway, and.

+

(153) Moved the Divination choice into the first position.

+

(156) Replaced blood-stained with bloodstained.

+

(158) Replaced backpack and with backpack, and and boulder and with boulder, and.

+

(159) Replaced deserted and with deserted, and and beam but with beam, but.

+

(161) Moved the Pathsmanship choice into the first position.

+

(162) Moved the Pathsmanship/Divination choice into the first position.

+

(165) Replaced laughter and with laughter, and, distance and with distance, and, fever but with fever, but and two and with two, and.

+

(171) Replaced others and with others, and.

+

(173) Replaced narrow and, as with narrow, and as. Moved the Divination choice into the first position.

+

(174) Replaced staff but with staff, but.

+

(175) Replaced number have with number you have.

+

(177) Replaced lake splitting with lake, splitting.

+

(179) Replaced discipline with Discipline and Psi-shield with Psi-screen.

+

(181) Replaced life and with life, and.

+

(184) Replaced discipline with Discipline.

+

(185) Replaced run you with run, you.

+

(186) Replaced human but with human, but, spear with Spear and blow but with blow, but.

+

(187) Moved the Divination choice into the first position.

+

(188) Replaced burst; your with burst, your and roof and with roof, and.

+

(194) Replaced brighter and, for with brighter, and for.

+

(195) Replaced you and, in with you, and in.

+

(196) Replaced lake and with lake, and and weapon, as with weapon as.

+

(197) Replaced helmet, and with helmet and.

+

(198) Replaced more you with more, you.

+

(199) Replaced chain-mail with chainmail.

+

(200) Replaced crumbling and with crumbling, and.

+

(201) Replaced wall but with wall, but.

+

(202) Replaced crow and with crow, and.

+

(203) Replaced rope and with rope, and.

+

(204) Replaced take but, as with take, but as.

+

(205) Replaced discipline and with Discipline, and.

+

(212) Replaced comrade-in-arms, and with comrade-in-arms and.

+

(216) Replaced ears, and with ears and.

+

(219) Replaced feet and with feet, and.

+

(223) Replaced eyes and with eyes, and. Replaced Turn to 164 with Turn to 165. All other paths leading to Section 164 came through Section 277 which involves falling into a pit. All paths leading to Section 165 involved getting ensnared in a booby trap similar to the trap in Section 223.

+

(225) Replaced Weaponskill with Weaponmastery.

+

(228) Replaced blow and with blow, and. Moved the Pathsmanship choice into the first position.

+

(229) Replaced darkness makes with darkness, make.

+

(235) Replaced fast but with fast, but.

+

(236) Replaced spear with Spear and broadsword with Broadsword. Moved the Pathsmanship choice into the first position.

+

(238) Capitalized the list rather than setting them in all capital letters.

+

(239) Replaced earth and instinctively, with earth, and instinctively. Moved the Pathsmanship choice into the first position.

+

(244) Replaced flood-next with flood - next.

+

(245) Replaced eyes and with eyes, and.

+

(248) Replaced staircase, and with staircase and. Moved the Pathsmanship/Divination choice into the first position.

+

(249) Replaced hands and with hands, and.

+

(250) Replaced Herdos and with Herdos, and and level, and with level and. Moved the Pathsmanship/Divination choice into the first position.

+

(252) Replaced now and with now, and.

+

(255) Replaced trunk and, after with trunk, and after.

+

(256) Replaced spine and, to with spine, and to.

+

(258) Replaced advance but with advance, but, darkness and with darkness, and and turn to 186 with turn to 289. Note that we chose Section 289 instead of Section 49 as noted in Lone Wolf Club Summer Special 1987 newsletter.

+

(260) Replaced decay and, to with decay, and to and Items with items.

+

(261) Replaced deserted but with deserted, but.

+

(262) Replaced locked but with locked, but.

+

(265) Replaced sand and with sand, and, Psi-surge, and with Psi-surge and and skill, or with skill or.

+

(267) Replaced rests, and with rests and.

+

(269) Replaced heavy and with heavy, and.

+

(270) Replaced statue and with statue, and.

+

(272) Replaced end and with end, and.

+

(273) Replaced power-staves and with power-staves, and.

+

(282) Replaced turn to 173 with turn to 273.

+

(286) Replaced open and with open, and, mist and with mist, and, semi-circular with semicircular, and darkness and with darkness, and.

+

(287) Replaced ahead but with ahead, but.

+

(290) Replaced combat for with combat, for.

+

(293) Replaced storm adds to with storm add to.

+

(294) Moved the Pathsmanship choice into the first position.

+

(296) Replaced body and with body, and.

+

(298) Replaced them and with them, and.

+

(299) Replaced fingers and with fingers, and.

+

(300) Replaced terror but with terror, but.

+

(304) Replaced presence but with presence, but.

+

(306) Replaced discipline with Discipline.

+

(308) Replaced prowess and with prowess, and. Moved the Nexus choice into the first position.

+

(309) Replaced can but with can, but.

+

(311) Replaced cracks but with cracks, but.

+

(312) Replaced click and with click, and.

+

(313) Deleted the instruction to choose an unused random number.

+

(314) Replaced discipline with Discipline.

+

(315) Replaced rapidly and with rapidly, and.

+

(316) Replaced simultaneously and with simultaneously, and.

+

(318) Replaced right and with right, and and ahead, and with ahead and.

+

(322) Replaced maze but with maze, but.

+

(323) Replaced end and with end, and.

+

(325) Replaced mouth and with mouth, and, mind but, try with mind, but try and glow and with glow, and.

+

(328) Replaced Weaponskill with Weaponmastery.

+

(333) Moved the Pathsmanship choice into the first position.

+

(335) Replaced hunch-backed with hunchbacked.

+

(336) Replaced knees but with knees, but and air and with air, and.

+

(341) Replaced brighter and with brighter, and.

+

(344) Replaced presence but with presence, but.

+

(346) Replaced sound but with sound, but.

+

(348) Replaced light and with light, and.

+

(349) Replaced corridor the with corridor, the, back but with back, but and maze and with maze, and.

+

(350) Replaced trumpeteers with trumpeters, caravel and with caravel, and and impossible and with impossible, and.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+
+
+ +
+ + Footnotes + + + +

(13) This section is the correct answer to the dial problem from section 306.

+

(34) This section is the correct answer to the Zakhan's riddle from section 100.

+

(76) According to later books (cf. The Dungeons of Torgar Section 304), you would also be unable to use any two-handed weapon (i.e. Broadsword, Spear, Quarterstaff) in this combat.

+

(100) To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

+

If you have chosen the correct answer to the Zakhan's riddle, a footnote in that section will tell you so.

+

(137) If you have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+

(142) You must win the fight before turning to either section.

+

(148) You may not carry the Helmet at the same time as the Silver Helmet, if you have it.

+

(280) You must reduce the enemy's ENDURANCE score to zero before turning to either section.

+

(301) If you still have any arrows in your Quiver, they have fallen out in your fall, and you must erase them from your Action Chart. (cf. Section 7).

+

(306) To turn to the section of your choice, there are several methods. One is to turn to the Table of Contents and choose the appropriate section from the list.

+

If you have chosen the correct answer, a footnote in that section will tell you so.

+
+
+ +
+ + Table of Illustrations + + + +

The following is a list of all Sections containing illustrations found in this book:

+
+ + Primary Illustrations + + + + + +
+ +
+ + Secondary Illustrations + + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+
+
+ +
+ + Project Aon License + + + +

24 May 2001

+
+ + 0. Preamble + + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

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Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ + 1. Definitions + + + +
+ + 1.0 + + + +

License shall hereafter refer to this document.

+
+
+ +
+ + 1.1 + + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ + 1.2 + + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

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+
+ +
+ + 1.3 + + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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+
+ +
+ + 1.4 + + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+
    +
  • + Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • + The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • + The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • + The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • + The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • + The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • + The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • + The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • + The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • + The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • + The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • + Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • + Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • + The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • + The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • + Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • + Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • + Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • + Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+

The following are the works written by Ian Page which are being offered under the terms of this license:

+
    +
  • + Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • + The Forbidden City; Copyright 1986 Ian Page.
  • +
  • + Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • + War of the Wizards; Copyright 1986 Ian Page.
  • +
+

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+
    +
  • + Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • + The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • + Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • + The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+
    +
  • + The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • + The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • + The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • + The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • + The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • + The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • + The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • + The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • + The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • + Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • + Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • + The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • + The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • + Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • + Rune War; Illustrations Copyright 1995 Brian Williams.
  • +
  • + Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
  • +
  • + The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • + Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • + The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • + Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • + Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • + Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
  • +
+

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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+
+ +
+ + 1.5 + + + +

Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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+ + 1.6 + + + +

Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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+ +
+ + 1.7 + + + +

Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+
+
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+ +
+ + 2. Terms of Distribution + + + +
+ + 2.0 + + + +

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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+ + 2.1 + + + +

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

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You agree to refrain from redistributing the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason. You are granted the right to receive a copy or copies only for your own personal use.

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This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

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Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to HTML frames.

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One exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

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+ + 2.3 + + + +

You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

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+ + 2.4 + + + +

The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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+ + 2.5 + + + +

If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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+ + 3. Termination of the License + + + +
+ + 3.0 + + + +

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

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+ + 3.1 + + + +

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

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+ + 4. Jurisdiction + + + +
+ + 4.0 + + + +

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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+ + 5. Revision of the License + + + +
+ + 5.0 + + + +

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

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+ + 6. NO WARRANTY + + + +
+ + 6.0 + + + +

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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+ + 6.1 + + + +

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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diff --git a/xml/08tjoh.xml b/xml/08tjoh.xml new file mode 100755 index 0000000..d2e953a --- /dev/null +++ b/xml/08tjoh.xml @@ -0,0 +1,5577 @@ + + + + %xhtml.characters; + + + + %general.links; + + %xhtml.links; +]> + + + + + + + + + The Jungle of Horrors + Joe Dever and Gary Chalk + +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

+

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

+

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

+

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.

+
+ Project Aon + 200314 + +

You are Lone Wolf. Sworn to avenge your forefathers, the Kai Lords, you must now venture into the dreaded jungle-swamps of the Danarg.

+

Guided by Lord Paido, warrior-magician of Dessi, you begin your trek across the violent and war-torn lands of Talestria on your secret mission to capture the prized Lorestone of Ohrido.

+

You must survive in fearsome battle the assassins of Gnaag, the armies of the dreaded Warlord Zegron and the chaos-creatures of Agarash the Damned.

+

But nothing must stop you now, for if you fail the Lorestone of Ohrido will be lost forever and vengeance will escape your grasp.&ellips;

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Gary Chalk.
+ +

Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

To Ros

+ +
+
+ +
+ + Acknowledgements + + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + +
+
Transcription
+
Matthew Reynolds
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
+
XML
+
Jonathan Blake
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
+
Proofreading
+
Simon Osborne (front matter, Sections 1&endash;70 and 106&endash;140)
Matthew Reynolds (front matter, Sections 71&endash;105 and 141&endash;280 )
Vito Trifilo (Sections 281&endash;350)
+
Editing
+
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Matthew Reynolds
Thomas Wolmer
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Boris Basic
Erik Forsell
+
+
+
+ +
+
+ +
+ + The Story So Far&ellips; + + + + + +

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator. On discovering them he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge you must complete the quest first undertaken by Sun Eagle over one thousand years ago and find the Lorestones of Nyxator. By doing so, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

+

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep within the island stronghold known as Kazan-Oud&emdash;Castle Death. In the years since Sun Eagle first came to Dessi, the fortress of Kazan-Oud had become the abode of a great but evil sorcerer called Zahda. The Elder Magi, realizing the danger of Zahda's increasing power, attempted to destroy Kazan-Oud, but they failed. In desperation they constructed a prison of energy around the fortress to prevent Zahda from ever escaping. Steadily, however, his power grew and the people of Dessi lived in fear of the day when he would break free and wreak his vengeance upon them. When you resolved to enter Kazan-Oud to retrieve the Lorestone, the Elder Magi rejoiced, for the success of your quest would bring about the destruction of Zahda and put an end to the bane that had haunted Dessi for hundreds of years.

+

You survived the perils of Castle Death and emerged triumphant, achieving that which the Elder Magi had believed to be impossible. During the victory celebrations held in your honour you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai&emdash;sons of the sun. One was named Ikar, which means eagle; the other was called Skarn, which means wolf. A prophecy foretold that the koura-tas-kai would come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny&emdash;to triumph over the champions of darkness in an age of great peril.

+

At the Temple of Truth in Elzian, the magnificent capital city of Dessi, the Elder Magi prepared you for the next stage of the Magnakai quest. Lord Rimoah, the speaker of the High Council, tutored you in the ancient histories of Magnamund, and you received lessons in lore that you would have learned from the Kai Masters if only they had survived the attack by the murderous Darklords of Helgedad.

+

The Lorestone you must find now lies hidden in a temple in the centre of a jungle-swamp known as the Danarg. In ancient times this huge area, once the crater of a massive volcano, was controlled by a powerful lord of evil called Agarash the Damned. The Elder Magi defeated him in a war that lasted one thousand years and, in the wake of his destruction, they turned the Danarg crater into a rich and fertile paradise, the perfect setting for their most sacred place of worship&emdash;the Temple of Ohrido. The Danarg flourished until a great plague befell the Elder Magi and decimated their race. They were forced to abandon the Danarg and seek refuge in Dessi. Slowly the Danarg was consumed by a creeping mire, which swallowed or poisoned all healthy forms of life. The crater became a sanctuary for a host of evil creatures who thrived in the fetid waters and fought for control of the treacherous shifting mud flats. Many came from the barren hills of Ogia, but many more awoke from lairs deep beneath the crater where they had lain dormant since the defeat of their master, Agarash the Damned, eight thousand years ago.

+

Now the time for study has passed and the time for swift action has arrived. Grim news from the west prompts the Elder Magi to cease their counselling and arrange for your immediate passage to the Danarg. In the Darklord city of Helgedad a civil war has raged for five years following your defeat of Haakon, Archlord of the Black City. Now, a new lord sits upon the throne of Helgedad&emdash;Darklord Gnaag of Mozgôar.

+

The Darklords are united behind their new leader, reports Lord Rimoah solemnly to his fellow elders of the High Council. And they are hungry for conquest and revenge. Their strength grows with each passing day. We dare delay no longer.

+

Silently the members of the High Council rise from their seats and turn to face you. No sounds reach your ears, yet the words of their blessing fill your mind.

+

May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn, they intone.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL&emdash;and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (I.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (I.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf Series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 8. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You may choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (books 6&endash;12).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+ +
+ Weaponmastery + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Gary Chalk + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Axe
  • +
  • Sword
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
+
+
+

The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.

+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list that appears on your Action Chart. You cannot carry more than two weapons.

+
+
+ +
+ Animal Control + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ Curing + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Invisibility + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ Huntmastery + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ Pathsmanship + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the direction in which north lies.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ Psi-surge + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Psi-screen + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ Nexus + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ Divination + +

This skill may warn a Kai Master of imminent or unseen danger, or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in Book 8 of the Lone Wolf Magnakai series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 9. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures, may then be used in the next adventure, which is called The Cauldron of Fear.

+ +
+
+ +
+ + Equipment + + + + + +

Before leaving Dessi on your journey to the Danarg, the Elder Magi give you a map of the jungle-swamp and its surrounding lands, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart. If you have successfully completed books 1&endash;7 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai monastery.

+

The Elder Magi offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.

+
    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Gary Chalk + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Gary Chalk + + + + +
  • +
  • +

    Potion Of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Gary Chalk + + + + +
  • +
  • Lantern (Backpack Items)

  • +
  • Mace (Weapons)

  • +
  • +

    3 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Gary Chalk + + + + +
  • +
  • Dagger (Weapons)

  • +
  • 3 Fireseeds (Special Items) When thrown against a hard surface, these Fireseeds explode and burn fiercely.

  • +
+

List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes but you can refer back to this list in the course of your adventure.

+
    +
  • Sword&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Potion Of Laumspur&emdash;carried in the Backpack.
  • +
  • Lantern&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
  • Fireseeds&emdash;carried in your pocket.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve. Any additional Special Items may be left for safekeeping at the Kai monastery.

+
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Any additional Items may be left for safekeeping at the Kai monastery.

+
+
Gold Crowns
+

No form of currency is used in the Danarg. However, you will be able to use Gold Crowns during your journey through the land of Talestria. There the unit of currency is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every one Gold Crown.

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+ +
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+ +
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+ +
+ Lore-circle Bonuses + + +
+
Circle of Fire
+
+1 CS +2 EP
+
Circle of Light
+
0 CS +3 EP
+
Circle of Solaris
+
+1 CS +3 EP
+
Circle of the Spirit
+
+3 CS +3 EP
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+ +
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the levels of Magnakai training you will find that some of your skills will improve. If you have reached the rank of Primate (four skills) or Tutelary (five skills) you will now benefit from improvements to the following Magnakai Disciplines:

+ +
+ Primate + + +
+
Animal Control
+
Primates with this Magnakai Discipline will be able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
+
Curing
+
Primates with this skill will have the ability to delay the effect of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill will not be able to neutralize a poison, he will be able to slow its effect, giving him more time to find an antidote or cure.
+
Huntmastery
+
Primates with this skill will have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
+
Psi-surge
+
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
+
Nexus
+
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
+
+
+
+ +
+ Tutelary + + +
+
Weaponmastery
+
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, you will lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
+
Invisibility
+
Tutelaries are able to increase the effectiveness of their skill by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Pathsmanship
+
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
+
Psi-screen
+
Tutelaries with this skill develop mental defence against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
+
Divination
+
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities, although they may not be able to if the creature or object is shielded from detection.
+
+
+
+ +

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.

+
+
+ +
+
+ +
+ + Magnakai Wisdom + + + + + +

The quest for the Lorestone of Ohrido will be fraught with danger, for the temple in which it lies is situated deep within the Danarg. Make notes as you progress through the story&emdash;they will be of great help in this and future adventures.

+

Many things that you find will help you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

May the spirit of your ancestors guide you on the path of the Magnakai.

+

Good luck!

+
+
+ +
+ Numbered Sections + + +
+ 1 + + + +

Many sections in the book assume that you haven't discarded the Pass. It is advisable that you don't discard it during this adventure.

+
+
+ + +

You leave Elzian under cover of darkness on a trading ship bound for Garthen. It is a trim vessel, lean-prowed and simple in design&emdash;one of a thousand such ships that sail the chain of land-locked seas and lakes dividing the northern and southern continents of Magnamund. Its passage along this great waterway called the Tentarias is unlikely to invite undue attention, and it is for this reason that the Elder Magi have placed you aboard. The nature of your voyage is secret, but you are not alone, for a guide has been chosen to accompany you on your dangerous mission. His name is Paido, a tall, ebony-skinned Vakeros, who is a master of the art of battle-magic. Among his fellow warriors he is a high-ranking lord, respected and honoured for his bravery and skill on the field of battle. Now, for the mission that lies ahead, he has exchanged his gold and scarlet robes for the clothes of a commoner, a roving adventurer with a sword for hire. It is a disguise you too have adopted to veil your true identity on the long voyage to the land of Talestria, where a rendezvous with royalty awaits you.

+

You sail westwards, a benevolent wind filling the triangular sail and skimming the ship across the still, blue waters. The hull seems to slide over the surface of the water rather than cut its way through, and you cannot help but wonder if Paido has conjured some magic to speed your passage. Your first port of call is the city of Talon, where food stocks and fresh water are replenished. Then the voyage continues along the Tentarias to the port of Orello, the last stopping place before your ship-bound journey ends at Garthen&emdash;crown capital of Talestria.

+

It is an hour past midnight when you dock at Varnos harbour in Garthen, a sprawling network of quays and cracked stone jetties that shelter great fleets of merchants, traders and dhows. Silently like a shadow, you disembark and follow Paido through the twisting harbour streets, slowly climbing the steep stairs that connect one level of Garthen to the next. Rusty lanterns cast pools of yellow light beneath the timbered balconies, illuminating the stalls of merchants and vendors who will haggle, brag and barter in the crowded streets till dawn. Paido halts at an iron-shod door and raps the grille with the hilt of his blue-steel sword. A man's face appears, stern and handsome, with smooth dark hair and keen, intelligent eyes. A smile of recognition softens his lordly features when he sees Paido. In an instant the door swings open and you are ushered inside.

+

The man's name is Adamas, Lord Constable of the Royal Citadel, protector and cousin of Queen Evaine of Talestria. For centuries a strong bond of friendship has existed between the royal household and the magicians of Dessi, and when called upon by the Elder Magi to help you in your quest, Queen Evaine pledged her support without hesitation. She has volunteered the services of Lord Adamas, who is to ensure your safe and unhindered passage through Talestria to the borders of the Danarg. At dawn, after snatching a few hours' sleep, you are taken by coach to the east city wharf, where an empty corn barge is waiting to ferry you up-river. Haulage is provided by eight large ghorkas&emdash;hairy, ox-like creatures from the plains of Slovia&emdash;which are harnessed to the barge by chains. They lumber along the cobbled towpath, continually kept in line by the stinging lash of the barge owner's zull-hide whip. The next day the barge arrives at a small river village called Lona, where a detachment of Lord Adamas' cavalry, resplendent in surcoats of scarlet and grey, provide you with horses for the cross-country journey to the fortified city of Phoena.

+

Ill news greets you in Phoena, the city of triple towers. Zegron, warlord of Xanar, ruler of the barren highlands of Ogia, has amassed an army of Drakkarim warriors. Three days ago they attacked the border town of Luukos to the north. The Talestrian garrison put up a brave and spirited defence, but they were hopelessly outnumbered by the bloodthirsty Ogian horde that drove through the perimeter walls with battering rams and engines of war. The Drakkarim razed Luukos to the ground, and only a handful of survivors escaped to tell of the dreadful battle.

+ + + Gary Chalk + + + + +

The situation is grave, reports Lord Adamas, on returning from an emergency conclave of his fellow Talestrian knights. For decades Zegron and his minions have raided our northern territories, but never before with such determination and strength. We must mobilize our army for war, for it is war that Ogia has invited by its unforgivable attack on Luukos. I must return to Garthen to muster my retainers in preparation for battle and inform the Queen of the evil that threatens her realm. I can no longer escort you to the Danarg, though your quest must proceed in spite of all that conspires against it.

+

He sends for his scribe, who arrives with helpers laden with the paraphernalia of his craft. He dictates an order of safe conduct and sets the impression of his signet ring into the hot wax seal before passing the parchment to you.

+

Our northern people are a frontier breed, wary and suspicious of strangers. If challenged, show this Pass and your safe passage will be assured by all who are loyal to Queen Evaine. (Mark this Pass on your Action Chart as a Special Item which you carry tucked inside your tunic.)

+

Early next morning Lord Adamas accompanies you and Paido to the main square of Phoena; it is from here that your quest begins. The first leg of your journey to the Danarg will take you north to the town of Tharro which nestles in the fertile uplands of Talestria. There are two ways of reaching the town: you can travel by road or you can take a barge along the River Phoen. Consult the map before deciding which route to take.

+ If you wish to travel to Tharro by barge, turn to 271. + If you prefer to ride to Tharro along the Great North Road, turn to 109. +
+
+ +
+ 2 + + +

The water looks so fresh and clean that you are tempted to use it to wash away the swamp grime that clings to your face and hands.

+ If you have the Magnakai Discipline of Psi-screen, turn to 116. + If you decide to wash in the pool, turn to 315. + If you choose to ignore the pool and wait for Paido, turn to 177. +
+
+ +
+ 3 + + + +

This is the correct answer to the riddle from Section 112.

+
+
+ + +

The villagers give a spontaneous cheer when they hear you answer the old man's riddle correctly.

+

Well done, he says, you are right. If the brick counter-balances three-quarters of a brick plus three-quarters of a pound, then a quarter of a brick must weigh three-quarters of a pound. The whole brick must weigh four times as much as this, which is, of course, three pounds.

+

The villagers are as good as their word. They stand aside and wish you safe passage as you leave Stia and continue your ride north.

+ Turn to 135. +
+
+ +
+ 4 + + +

For little more than a second the space between you and your target clears. You release your arrow and it hurtles towards the necromancer's head. His death looks imminent, but he has escaped far greater threats than this. With a sudden sweep of his arm he parries the arrow with the hilt of his rapier, and the arrow disintegrates in a cloud of dust.

+ If you wish to draw another arrow and fire again, turn to 310. + If you wish to shoulder your bow and draw a hand weapon, turn to 291. +
+
+ +
+ 5 + + +

The gigantic spider closes in for the kill, its fangs dripping with sticky black venom and its coal-black eyes glinting greedily as it savours your scent.

+ If you have a bow and wish to use it, turn to 324. + If you do not have a bow, or do not wish to use it, turn to 52. +
+
+ +
+ 6 + + +

The arrow misses its mark by several yards, streaking into the forest behind the creature. There is no time for a second shot. You shoulder your bow and make ready to draw a hand weapon as the beast closes in to attack.

+ Turn to 333. +
+
+ +
+ 7 + + + +

This is the correct answer to the riddle from Section 338.

+ + + + +

The Count looks flabbergasted when you call out the correct answer. Dejectedly he hands over the beautiful Silver Box and quietly leaves the hold, oblivious to the cheers of the passengers who have seen him meet his match at last. If you wish to keep the Silver Box, mark it on your Action Chart as a Backpack Item.

+ Turn to 181. +
+
+ +
+ 8 + + +

As you unsheathe the sun-sword, a shimmering pulse of golden flame engulfs the blade from hilt to tip. Your attackers hesitate as the pure light washes over their hellish faces. They shriek with malice and leap forward once more, their bony hands now clutching weapons of black steel previously hidden beneath their robes.

+ + + Gary Chalk + They shriek with malice and leap forward
clutching weapons of black steel
+ + + +
+ Vordaks2840 +

Unless you possess the Magnakai Discipline of Animal Control, deduct 3 points from your COMBAT SKILL for the duration of the fight. These undead are immune to Mindblast (but not Psi-surge). Remember to double all ENDURANCE point losses sustained by your enemy due to the power of the Sommerswerd.

+ If you win the combat, turn to 202. +
+
+ +
+ 9 + + +

The encampment is alive with the screams and howls of the bloodthirsty Ghagrim, eager to avenge the death of their kin. To stay and fight them would be suicidal.

+ If you have a Fireseed and wish to use it, turn to 207. + If you do not have a Fireseed, or do not wish to use it, turn to 309. +
+
+ +
+ 10 + + +

A stronger pulse and the appearance of sweat on his brow are the first two outward signs of Paido's recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal, and when you tell him what has happened he shakes his head in disbelief. A Helghast? he says, incredulous. How can that be?

+

The servants of Darklord Gnaag have infiltrated this monastery, you reply. They have kept themselves hidden, but I fear the day fast approaches when they will rise up and wreak their havoc. Already they know our true identities, and I wager they know why we're here.

+

This is bitter news, Lone Wolf, says Paido, his face etched with worry. We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.

+

It is a sobering thought, but you do not dwell on it. Quickly you help Paido to his feet and cast your eyes around the cellar in search of another exit.

+ Turn to 153. +
+
+ +
+ 11 + + +

Using your Kai skill, you find it easy to detect that the coin shows heads.

+ If you wish to call heads, turn to 274. + If you decide to call tails, turn to 66. +
+
+ +
+ 12 + + +

Reivers! screams the tavern crowd, as they stampede towards the main door, overturning benches and tables in their desperation to escape. Paido grabs his equipment and points to a door leading to the stables. This way, Lone Wolf, before the storm dampens their fear and they return with weapons.

+

Swiftly you retrieve your Kai cloak from before the fire and follow Paido as he runs towards the stable door.

+ If you have the Magnakai Discipline of Divination, turn to 341. + If you do not possess this skill, turn to 122. +
+
+ +
+ 13 + + + +

Note that in this combat, you are meant to go to Section 158 immediately when the fight reaches the specified number of rounds: do not finish the combat first.

+

The original text reads If the combat lasts more than five rounds&ellips; This would leave you no option if the fight lasts exactly five rounds. We reasoned that the most likely interpretation is that the author intended the second choice to be taken if the combat last five rounds or more. However, it is also possible that he intended for it to read "If you win the combat in five rounds or less&ellips; If the combat lasts more than five rounds," in which case would you get one more round to fight before going to Section 158.

+

This section is very problematic for a player just starting their adventures from this book. It is actually impossible to kill both Vordaks in time if your COMBAT SKILL is too low. According to a strict interpretation of the text, this combat must be won in four rounds or less. To find the probability of success in this combat, we counted the number of four digit combinations of numbers picked from the Random Number Table that kill both Vordaks, divided by 10,000 (the total number of four digit possibilities). For example, a 0.03&percent; chance of success for an initial COMBAT SKILL of 14, reflects that only 3 combinations of random number picks (in this case, 0-0-0-0, 0-0-0-9, and 0-0-9-0) out of a possible 10,000 are capable of defeating both Vordaks in time. ENDURANCE points are a non-issue in this case since no combination which destroys both creatures in time will also deduct 20 or more ENDURANCE points from Lone Wolf. All of the probabilities given assume that Lone Wolf has chosen Disciplines most advantageous to his COMBAT SKILL for this battle&emdash;Weaponmastery with an appropriate Weapon in his possession, Psi-surge, and Psi-screen&emdash;as well as saved the one potion of Alether found in this adventure for this battle, for a total of 9 points above the initial COMBAT SKILL score.

+ + + + + + + + + + + + + + + +
Initial CSProbability of Survival
100.00&percent;
110.00&percent;
120.00&percent;
130.00&percent;
140.03&percent;
150.12&percent;
160.72&percent;
171.62&percent;
184.59&percent;
1914.08&percent;
+

A player starting from this adventure with 10-13 as her or his initial COMBAT SKILL cannot survive this battle and thus cannot complete the adventure. New players with a higher initial COMBAT SKILL still have a slim chance of completing this adventure.

+
+
+ + +

The liquid fire tears into the Levitron's rail, twisting and melting the shiny alloy as it cuts into the hull. Two more of the Kraan swoop in and hover above the prow. Their riders leap on to the deck and begin attacking part of the superstructure. Stop them, screams Paido, drawing his sword. Stop them or we're doomed!

+

You leap from the bow and run along the main deck, your weapon raised to strike.

+ Vordak 12228 + Vordak 22126 +

You must fight these creatures one at a time. They are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat.

+ If you win the combat in four rounds or less, turn to 79. + If combat lasts five rounds or longer, turn to 158. +
+
+ +
+ 14 + + +

Two sour-faced soldiers stand guard at the watchtower door, grumbling about the foul weather. They view your arrival with displeasure, mumbling curses under their breath as you bring your horses to a halt.

+

What business have you here after sundown? growls one, the shorter and fatter of the two.

+

We would like to see your commanding officer, replies Paido, in a tone befitting his lordly rank. Unfortunately, neither his tone nor his travel-stained tunic impresses the surly soldiers. They refuse to grant his request out of hand.

+ If you wish to show them your Pass, turn to 180. + If you choose to leave the watchtower, and return to the streets of Tharro, turn to 204. +
+
+ +
+ 15 + + +

You slam your hand down on the Fireseed. There is a loud crack as it explodes, spreading a sheet of flame across the ground. The creature shrivels and drops from your wrist, its body a charred pulp.

+

Hurriedly you pluck the needle-like spines from the palm of your hand, and gradually the feeling returns. Unfortunately, with the feeling comes a terrible pain (lose 2 ENDURANCE points).

+ If you wish to bathe your hand in the pool of clear water, turn to 315. + If you choose to nurse your hand while you wait for Paido to complete his readings, turn to 177. +
+
+ +
+ 16 + + + +

This is the correct answer to the riddle from Section 126.

+ + + + +

You call out your answer, and at first, the man pretends not to hear. Hurriedly he begins to pose a second puzzle, but the crowd shout him down, insisting that he answer your call.

+

A lucky guess, he says, a little flustered at the thought of losing 20 Lune. Perhaps our friend can explain how he arrived at his answer. You reply that the answer is simple: if one and a half geese lay one and a half eggs in one and a half days, it therefore follows that three geese would lay three eggs in one and a half days, or two eggs in one day. Thus, in eight days, three geese would lay sixteen eggs.

+

The crowd applaud your display of logic, much to the chagrin of Count Conundrum, who parts reluctantly with 20 Lune. (Record the Lune in the Belt Pouch section of your Action Chart&emdash;20 Lune take up the same space as 5 Gold Crowns.)

+ Turn to 141. +
+
+ +
+ 17 + + +

Your horse is panic-stricken; the tree-bridge is too narrow for it to turn around, and Paido's mount is so close behind that you are unable to back up without risk of sending them both over the edge.

+

Pick a number from the Random Number Table. If you have completed the Lore-circles of Fire and Light, add 3 to the number you have picked.

+ If your total is now 0&endash;7, turn to 6. + If it is 8 or higher, turn to 77. +
+
+ +
+ 18 + + +

You reach inside your tunic for your Pass, but the gate guard misinterprets your action. Thinking you are reaching for a hand weapon he becomes alarmed. Accomplices! he shouts. Stop them!

+

The crowd of soldiers turn about and come running towards you, leaving their prisoner unguarded. (He immediately seizes the opportunity to make his escape.) Lone Wolf, look out! shouts Paido, as the gate guard lunges at you with his spear. You dodge aside, but the tip gashes your hip (lose 2 ENDURANCE points).

+

The soldiers are unlikely to listen to reason. Your only hope is to evade them before you are both surrounded and speared to death.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control or Huntmastery, add 3 to the number you have picked. If you have reached the rank of Primate, add 2.

+ If your total is 0&endash;3, turn to 57. + If it is 4 or more, turn to 234. +
+
+ +
+ 19 + + +

You concentrate all your skill on trying to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn before you know for sure if your skill has saved his life.

+ Turn to 103. +
+
+ +
+ 20 + + +

The old woman pockets your gold and leads you and Paido to a room at the top of the stairs. Books and charts are stacked high on shelves and scattered about the floor, and daylight streams in through a domed portal in the ceiling. A massive bronze telescope is fixed to the portal, and below it rests a circular table of carved bone set with gems. Seated at the table is a beautiful young woman. Her hair is silken gold, and around her high, pale forehead she wears a circlet of jet inlaid with runes and mystic symbols.

+ Turn to 42. +
+
+ +
+ 21 + + +

Painfully slowly you inch your way across the bog, covering less than a mile in three hours. As the sun sets, you find yourselves in the middle of a thickening fog and decide to halt for the night and continue at dawn. Unfortunately, the Danarg quicksands shift and settle like the ebb and flow of the tide, and during the night, you are drawn into its depths to remain forever a prisoner of the bog.

+ Your life and your quest end here. +
+
+ +
+ 22 + + +

Studying your map you discover that the watchtower at the top of the hill is called Shieldwarden Tower. Paido tells you that the commanding officer of the town garrison is known as the Shieldwarden of Tharro.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 327. + If you wish to ride up to the watchtower, turn to 14. + If you choose to enter the temple, turn to 78. +
+
+ +
+ 23 + + +

A claw-like probe of mental energy rakes your mind. Instantly your Discipline repels it, protecting your thoughts and memory from its wilful intrusion, but the unexpectedness and power of the attack leaves you shivering.

+

Are you all right? asks Paido. Perhaps we should go below and shelter from this storm. You answer with a nod and follow him down the stairs into the welcoming warmth of the tap-room. The soldier Trost greets you on your return, but you fail to notice him&emdash;you are too busy scanning the hold for the stranger. You see him, seated alone in a shadowy corner opposite your table, quietly reading his black book.

+ Turn to 166. +
+
+ +
+ 24 + + +

In the distance you see a pall of dense, black smoke rising into the sky. At its base a fortress wall and a cluster of cottages are feeding the greedy flames. Syada burns. To the north of the doomed town an army of black-clad troops covers the hills. The black wolf-head banners of Ogia sway on long poles, fluttering grimly above the ranks of the merciless horde.

+

Along the track a great procession of men, women children come towards you, some on horseback, some in carts, and some with bundles of possessions clutched to their soot-blackened chests. They stumble forward in silence, their eyes filled with terror and despair.

+

A soldier, bleeding from a wound to his head, rides past the crest shouting, Turn back! Turn back! The armies of darkness are coming!

+ + + Gary Chalk + A soldier bleeding from a wound to his
head rides past shouting Turn back!
+ + + +
+

It is impossible to continue along the track eastwards. The dirt road is blocked with refugees from Syada, and the Ogian horde are poised to launch an attack from the hills. Only two courses of action are left open to you: you can turn back along the track, or you can ride west, across the hills towards the Mordril Forest. Consult the map at the front of the book before making your decision.

+ If you wish to ride west, turn to 311. + If you decide to turn back along the track, turn to 276. +
+
+ +
+ 25 + + +

Your psychic skill detects that each of the black crystal cubes are vibrating, and what is more, the vibrations are building up to an explosive intensity. Should even one tiny fragment of a crystal puncture the Levitron's pressure tank, the liquid gas stored inside will ignite and the skyship will be torn to pieces in the resulting explosion.

+ If you wish to gather up the crystal cubes and throw them overboard, turn to 50. + If first you wish to help Paido fight off his attackers, turn to 169. +
+
+ +
+ 26 + + +

The dwarf's face beams with pride as he prepares to talk on his favourite subject&emdash;himself. Nearly an hour later you have heard all there is to hear about the life and hopes of Lardin, son of Kardon of Bor.

+

What news have you of Luukos? asks Paido, as the dwarf takes a rare pause for breath.

+

News of a kind that's becomin' only too familiar round these parts, he replies in a disgruntled tone. That Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city of Xanar, you mark my words.

+

Don't be too sure o' that, Lardin, says a rosy-faced farmer, who has sidled along the bar to join in your conversation. My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.

+

That star-gazin' sister o' yours is full o' good news. When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that. Agreement rumbles from the tavern crowd, now openly listening to the discussion.

+

That's as maybe, retorts the farmer. But when 'as she ever been wrong, eh? An uncomfortable silence fills the inn, and slowly the crowd return to their own business. None, least of all the innkeeper, chooses to pursue the matter further.

+ If you wish to ask the farmer where his sister lives, turn to 262. + If you decide to leave the tavern and continue your journey north to Tharro, turn to 318. +
+
+ +
+ 27 + + +

You hit the floor and roll behind the table, the only cover available on this side of the refectory. The fireball scorches your back as it speeds across the room and explodes against the wall with a deafening crack. You find yourself lying beside Paido, who is unconscious but still alive. His blue-steel sword rests across the back of his legs, and the hilt of a dagger protrudes from the top of his boot.

+ If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary, turn to 131. + If you wish to take his sword, turn to 47. + If you wish to take his dagger and throw it at the Helghast, turn to 211. +
+
+ +
+ 28 + + + +

The original text didn't allow for any bonuses to be added to the randomly picked number. We switched the choices to allow for this. If you'd rather play without bonuses, go to 125 if you pick 0&endash;4 and go to 38 otherwise.

+
+
+ + +

You draw an arrow and take aim at the man-like creature close on your heels. Short-tufted fur covers his body and yellow tusks curl up from his boar-like snout. He wields an iron sword, old and rust-gnawed, and his eyes are black and cold.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 38. + If it is 5&endash;9, turn to 125. +
+
+ +
+ 29 + + +

Your horse becomes skittish when it sees the abbey loom into view: the painful memory of the Vordak attack is still fresh in its mind. Paido's horse behaves in exactly the same manner, and you are forced to ride cross-country, making a wide detour to avoid the abbey before rejoining the track and reaching the Great North Road.

+ + + Gary Chalk + + + + + Turn to 280. +
+
+ +
+ 30 + + + +

It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+
+
+ + +

Golden fire erupts along the blade of the sun-sword as you raise it above your head. The Helghast shrieks and steps back, its eyes glowing red with fear and loathing. It recognizes the power you wield, a power that is the bane of its Darklord masters, a power that can bring about their total destruction.

+ Gnaag Helghast3448 +

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen you must reduce your COMBAT SKILL by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of this combat. (Remember to double all ENDURANCE point losses sustained by the enemy due to the power of the Sommerswerd.)

+ If you win the combat, turn to 268. + +
+ +
+ 31 + + +

For a few minutes you stare silently at the pool below. Nothing stirs in the seething waters to record the loss of your horses or the passing of the dreadful Anapheg. All three have disappeared without trace.

+

The distant thunder of battle pervades your thoughts, prompting you to leave the tree-bridge and move deeper into the Mordril Forest. The tall trees become denser, often forcing you to turn your body sideways in order to make any progress. Gradually dense undergrowth turns to a carpet of moss and blue-black lichen which clings to your boots like mud. A chill overwhelms you as a thick and pearly mist seeps from the cracks beneath the trees. The many sounds of the forest have disappeared to be replaced by a cold and eerie silence.

+ If you are in need of Tincture of Oxydine or of Oede herb, turn to 237. + If you need neither of these items, turn to 91. +
+
+ +
+ 32 + + +

Paido opens the tailboard and you pull yourself into the wagon. The driver jerks the reins and the rickety vehicle moves away, its wheels squealing as it clatters across the flagstoned quadrangle. In the narrow street ahead you see your horses hitched to a post outside a bakery. You call to the cloaked driver to stop and immediately he obeys your command, pulling his mules to a halt opposite the baker's shop. You bid farewell to your silent friend and retrieve your horses. He returns your wave with a smile and, as you mount your horse, you notice that around his neck he wears a wooden amulet shaped like a fish.

+

Suddenly the sound of angry voices echoes along the street as the monks emerge from the baker's shop. You and Paido spur your horses to a gallop and not until you reach the town's north gate do you bring them to a halt.

+ Turn to 347. +
+
+ +
+ 33 + + +

You take the grape-sized seed from your pocket and toss it over the counter. Seconds later there is a blinding flash as the Fireseed erupts into flame. The innkeeper leaps into the air, screaming like a madman as he fights to smother the flames which are eating a large hole in the seat of his trousers. He scrambles through the overturned tables and chairs and disappears through the main door. An instant later you hear a loud splash and the hiss of steam as the unfortunate dwarf leaps feet first into the village stream.

+ Turn to 70. +
+
+ +
+ 34 + + +

As you run you pull some food from your pack and drop it behind you in the mud. The temptation proves too much for the ravenous spider and it stops to gobble up the scraps. You escape into the mist.

+ Turn to 129. +
+
+ +
+ 35 + + +

The paved street leads to a large stone building, its walls blank and featureless except for the stains of time. A group of fletchers sits outside beneath a row of bright lanterns, gluing feathers to thin shafts of wood. They work with speed and skill, transforming the rods into arrows of fine quality.

+ If you wish to stop and investigate the building, turn to 168. + If you wish to continue along the street, turn to 264. +
+
+ +
+ 36 + + +

The withered trees are grouped more densely around the northern edge of the pool. A ceiling of vines criss-crosses above your head, and creatures slither against your ankles as you wade through the foul-smelling mud. Progress is very slow.

+ + + Gary Chalk + + + + +

Suddenly fearful screams, like the baying of rabid dogs, sound from the mist-enshrouded trees ahead. A host of creeping creatures, each an arm's length taller than a man, rise from their hiding places. Black water drips from their corpse-green hides, and their toad-like faces betray their evil intent as they slither and shuffle towards you.

+ If you have a bow and wish to use it, turn to 182. + If you have a Fireseed and wish to use it, turn to 225. + If you wish to draw a hand weapon and prepare for combat, turn to 265. +
+
+ +
+ 37 + + +

The next barge north stops 'ere in an hour's time, though it's like to be a might late 'cause o' the storm, he says. The fare is 40 Lune. If you wait at the jetty you'll see it when it comes up the valley.

+ If you want to ask the old woman about her daughter, Tadia the Prophetess, turn to 244. + If you wish to thank her and leave the Ferry House, turn to 299. +
+
+ +
+ 38 + + +

The arrow slices a wedge out of its shoulder and disappears into the dark, striking another of the beasts lurking in the undergrowth. The boar-faced Ghagrim ignores his bleeding shoulder and continues to advance, licking the blade of his rusty sword as he closes to attack.

+ Ghagrim2338 + You can evade combat after three rounds; turn to 309. + If you win the combat, turn to 9. +
+ +
+ +
+ 39 + + +

You manage to release the arrow a split second before the fireball hits you in the chest and flings you backwards to the ground! Lose 8 ENDURANCE points. Your shaft sinks into the Helghast's stomach but the creature is unshaken. With a gloating laugh it plucks the arrow from its body and hurls it aside with contempt. This fiend is unaffected by ordinary weapons; it can only be harmed by magic.

+ If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary, turn to 131. + If you wish to take cover behind the refectory table, turn to 289. +
+
+ +
+ 40 + + +

Your instinct saves you. The speeding shaft punctures your sleeve, drawing an angry red weal across your forearm before shattering against the wall behind&emdash;lose 2 ENDURANCE points.

+

The bowyery owner utters a thin cry of disbelief and hurls the bow at your head, distracting you as he unsheathes his sword.

+ Bourn the Bowyer1924 + If you win the combat, turn to 87. +
+
+ +
+ 41 + + +

The wagon pulls away as the monks turn the corner into the alley. As soon as they set eyes on you and Paido they raise the alarm. Murderers! they scream, their voices echoing across the town. One of them turns and disappears into the quadrangle to summon more help. The remaining four unsheathe their swords and spread out in a line. Their eyes blaze with hatred as they prepare to attack.

+ Monks of the Sword2231 +

You may add 5 points to your COMBAT SKILL for the duration of the fight as Paido is fighting alongside you.

+ If you win the combat, turn to 106. +
+
+ +
+ 42 + + + +

If you are infected with the korovax bacillus, you may now use the Tincture of Oxydine to cure yourself.

+
+
+ + +

I am Tadia the Prophetess, she says, her voice soft and lilting, and you are Lone Wolf, lord of the sun-realm, skarn of legend. Paido reaches for his sword but you stay his hand, for you sense that this woman wishes to help, not harm you.

+

We live in an age of great peril. Your enemies of old are our enemies; they stand poised to conquer our land and I fear we are too weak to resist them. Your purpose is known to me, and I will aid you all I can in the hope that you will fulfil your destiny and destroy the champions of darkness.

+

Tadia raises her arms and points towards the sky. Floating in the air between her parted hands appears a spinning globe of white fire. She tilts back her head and stares into this ball of flame, her eyes unblinking despite the fearful intensity of the light. Your safest passage to the Danarg is through the Mordril Forest, she says solemnly. The road to Syada is fraught with danger&emdash;only battle and death await you there.

+

The globe flickers and fades and Tadia returns her gaze to you. Let nothing delay your quest, Lone Wolf. The future of both our lands depends on your success.

+

Before you leave the prophetess offers you a choice of potions and weapons. You may take whatever you wish but remember to amend your Action Chart accordingly. Choose from the following:

+
    +
  • POTION OF ALETHER&emdash;increases COMBAT SKILL by 2 points for the duration of a single combat.
  • +
  • POTION OF LAUMSPUR&emdash;restores 4 ENDURANCE points (enough for one dose).
  • +
  • BROADSWORD
  • +
  • QUARTERSTAFF
  • +
  • RENDALIM'S ELIXIR&emdash;restores 6 ENDURANCE points (enough for one dose).
  • +
  • TINCTURE OF OXYDINE&emdash;restores 2 ENDURANCE points (enough for one dose).
  • +
+

All potions are Backpack Items.

+

Once you have made your choice you leave the Ferry House and continue.

+ Turn to 89. + +
+ +
+ 43 + + +

You leap from the saddle, narrowly avoiding being pulled off the tree-bridge. Your horse and the hideous creature both disappear from view, quickly swallowed up by the spray from the waterfall. As you land on the slippery wet wood, Paido's horse rears up on its hind legs, its forelegs kicking the air and its eyes rolling madly. He fights to control the animal but it is wild with fear and, with a crack of splintering wood, its hind hoof shears through a rotten branch; it totters on the brink. Paido swings his legs clear and abandons his doomed horse barely seconds before it falls into the watery abyss.

+ + + Gary Chalk + + + + + Turn to 31. +
+
+ +
+ 44 + + +

Unfortunately, she lost all her maps and equipment while escaping from the Danarg. However, she clearly recalls seeing the Temple of Ohrido from the peak of a hill she calls The Scarlet Tor, which is situated on an island of firm ground, thirty miles beyond the Syada track. You thank her for her help and wish her good fortune before leaving the shop and continuing on your way.

+ Turn to 204. +
+
+ +
+ 45 + + +

You draw on your skill to repel the awesome snake, but it is very hungry and the smell of Paido's warm flesh draws it closer despite your success at masking your own scent.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 3 to the number you have picked.

+ If your total is now 0&endash;6 turn to 155. + If your total is now 7 or more, turn to 167. + +
+ +
+ 46 + + +

Kezoor lies dead, but Paido warns you not to approach the body. I've heard tell that these priests of evil can awaken after death to avenge themselves. Stand back and I'll make sure this one never returns to haunt us.

+

Paido raises his sword and severs Kezoor's head with one swift stroke. Both eyelids spring open revealing eyes burning red with hatred, but the fire quickly dies and the eyes turn a misty grey.

+

There, it is done, says Paido, wiping his sword on the sleeve of his tunic. He steps back and looks around. Where is Trost?

+

You cast your eyes to the place where he fell and see a fire-blackened body covered with the remains of incinerated spiders. There he is, you say sadly. Paido takes a blanket from his Backpack and drapes it over the corpse before reciting the words of the Knurla&emdash;a Vakeros prayer for those who have fallen in battle.

+ Turn to 80. +
+
+ +
+ 47 + + + +

It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+
+
+ + +

This blue-steel blade was forged in the furnaces of Elzian, crafted by the Elder Magi as an instrument of good. The Helghast senses its latent power and hurriedly casts another sparking fireball, but it is poorly aimed. You strike the missile as you vault over the table, sending it hurtling back to its sender. It glances off the creature's shoulder and jars the staff from its shrunken hand. You seize the advantage and attack before it can retrieve the deadly weapon.

+ Gnaag Helghast2840 +

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, you must reduce your COMBAT SKILL by 2 points at the beginning of every round that you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of the fight.

+ If you win the combat, turn to 195. +
+
+ +
+ 48 + + +

You pull away from the snickering Rahgu and grab Paido by the arm, dragging him along as best you can as you beat a hasty retreat. The creatures pursue you to the edge of the gas cloud but no further. You stop at the junction gasping in lungfuls of clearer air and then press on along the west spur.

+ Turn to 105. +
+
+ +
+ 49 + + +

Boran! Boran! shouts the dwarf, as he fights to get a grip of your tunic. Suddenly a door beside the bar slams open and another dwarf, younger and far more muscular than the innkeeper, strides into the room holding a massive, nail-studded club in his hairy fists. The innkeeper jumps aside as his son raises the club to strike.

+ If you have reached the rank of Primate and possess the Magnakai Discipline of Psi-surge, turn to 84. + If you have yet to reach the rank of Primate, or you do not possess the skill of Psi-surge, turn to 257. +
+
+ +
+ 50 + + +

Frantically you scramble across the deck, collecting and hurling away the cubes as you go. Each cube is vibrating with an energy that is set to rip it apart, and as you cast the last one over the side, you see the others, many of them exploding with dull booms in the swamp far below.

+ Turn to 267. +
+
+ +
+ 51 + + +

You plummet through the mist and crash head first into the rocks and boulders that lie just beneath the surface of the pool, 100 feet below. Death is instantaneous.

+ Your life and your quest end here. +
+
+ +
+ 52 + + +

You are in combat with a venomous Taan-spider and must fight it to the death.

+ Taan-spider1852 +

Owing to its venomous bite, you must double all ENDURANCE point losses sustained during the combat. This creature is especially susceptible to Mindblast and Psi-surge: triple all bonuses you would normally receive if you choose to attack with mind power.

+ If you win the combat, turn to 129. +
+
+ +
+ 53 + + +

Many years ago, this craft sailed the Tentarias, carrying cargoes of corn and linen to markets in the east. Now, old and leaky, it serves in retirement as a ferry for the farmers and settlers in the north.

+

The cabin was once luxurious, but it is now a cluttered mess of decaying junk. The sweet smell of pitch and damp timber hangs in the air, and patches of mould colour the walls.

+

Lying on a solitary bunk amongst a tangle of leather straps, rope and torn clothing is a cork-stoppered flask of purple liquid.

+ If you wish to pull the cork and sniff the contents, turn to 228. + If you prefer to leave the flask untouched, turn to 98. +
+
+ +
+ 54 + + +

The stable is full of fine horses, all of them as sound and sturdy as the mounts given to you by Lord Adamas. Paido acts as lookout while you saddle up two black stallions. You are making the final adjustments to their bridles when Paido hisses a warning. Four monks coming this way!

+

You mount your fresh steeds and gallop out of the stables, scattering the startled monks, who had just reached the door. In an act of desperation, one of the monks unsheathes his sword and hurls it at your back. The deadly blade spins through the air with alarming accuracy.

+

Pick a number from the Random Number Table. If you have the Magnakai Disciplines of Huntmastery and Divination, add 3 to the number you have picked.

+ If your total is now 0&endash;2, turn to 134. + If it is 3 or more, turn to 219. + +
+ +
+ 55 + + +

Shafts of sunlight break through the slate-grey cloud, and the rain eases off and finally stops. You ride across the rolling valley floor towards the River Phoen until the track stops at a ramshackle house perched precariously on the river-bank. An old wooden jetty juts out from the side of the house, its platform almost submerged in the rain-swollen river. A noticeboard standing in front of the house reads:

+ +

FERRY HOUSE LANDING

+

Passenger barges to Tharro&emdash;embark from this jetty.
Barges to Phoena&emdash;embark from opposite bank.

+

NO CATTLE, WAGONS, CARAVANS OR HERD ANIMALS UNLESS BY SPECIAL ARRANGEMENT

+
+ If you wish to wait here for a barge to Tharro, turn to 299. + If you wish to investigate the Ferry House, turn to 130. +
+
+ +
+ 56 + + +

You arrive at a mound where a tree bearing blood-red fruit overhangs a pool of crystal-clear water. You stop to rest and to dislodge the tiny leeches that are feasting on your legs.

+

Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations given off by korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of the signals, it is hoped that you will be able to find the lost temple.

+

Whilst Paido is busy adjusting the starguider, you decide to investigate your surroundings.

+ If you wish to examine the red fruit, turn to 301. + If you wish to examine the pool of water, turn to 2. + If you decide to sit back and wait for Paido to finish his readings, turn to 177. +
+
+ +
+ 57 + + +

A breathtaking agony engulfs you as three sharpened spearheads penetrate your rib cage. You turn to Paido, your hands outstretched, your eyes wide with pain. He lunges forward in a desperate bid to catch you as you fall but he too is struck down by thrusting spears. Amid the sounds of chaos and confusion, you slip unwillingly into the waiting arms of death.

+ Your life and your quest end here. +
+
+ +
+ 58 + + +

Long streamers of moss-covered vines hang down the red rock wall in huge numbers, inviting you to climb on to the plateau above. After the uncertain ground of the swamp, the hard, jagged rock is a welcome relief. You make good progress, reaching the top just as the sun is sinking into a sea of scarlet mist that shrouds the eastern Danarg. In the failing light, you discover a trail that winds northwards through the knee-high foliage.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 108. + If you do not possess this skill, turn to 335. +
+
+ +
+ 59 + + + +

This is the correct answer to the riddle from Section 141.

+
+
+ + +

What little colour there is in the Count's already pallid face drains away. The crowd hoots with delight as he nods his head slowly to affirm that your answer is correct. As the ice-lilies double in number each day, the lake is half-covered on the day before it is fully covered.

+

Begrudgingly the Count hands over your prize&emdash;40 Lune. Record the Lune in the Belt Pouch section of your Action Chart (40 Lune occupy the same space as 10 Gold Crowns).

+ Turn to 338. +
+
+ +
+ 60 + + +

A ghastly transformation is taking place before your eyes. The monk's face is writhing and contorting as the skin tightens and grows darker. Tattered flesh drops from his sunken cheeks to hang in festoons beneath the exposed jawbone. A sickening dread fills your heart as you recognize the creature standing before you. It is a Helghast, a nightmarish agent of the Darklords. Its demonic eyes glow like red-hot coals as it shrieks and raises its long black staff.

+ If you possess the Sommerswerd, turn to 308. + If you do not possess this Special Item, turn to 248. +
+
+ +
+ 61 + + +

Paido dismounts and peers through a cracked window set into the rough stone base of the mill. Looks deserted, he comments, his sharp eyes probing the gloomy interior.

+

How about up there, you suggest, pointing to a platform that juts out from the side. Paido climbs a rickety wooden staircase that clings precariously to the mouldering stonework. Just as he reaches the top, he halts in mid-step. Slowly he raises his hands above his head: he must be in danger.

+ If you have the Magnakai Discipline of Invisibility, turn to 95. + If you do not possess this skill, turn to 210. +
+
+ +
+ 62 + + +

The arrival of the swamp python frightened away the crawling denizens of the mire, but now they are returning to satisfy their curiosity. Hordes of slithering lizard-beasts gather at the edge of the floating morass, inching their way nearer as they assess your strengths and weaknesses. Relentlessly you push your way through the soggy vegetation until you reach the jagged rock wall of the island, urged on all the way by a hissing chorus of swamp creatures.

+ Turn to 58. +
+
+ +
+ 63 + + +

The dingy alley soon opens on to a tiny square where three wider streets converge. Dusk is turning to darkness, and the faded street signs are now all but impossible to read.

+ If you wish to take the street to your left, turn to 282. + If you wish to take the street to your right, turn to 332. + If you wish to take the street ahead, turn to 264. +
+
+ +
+ 64 + + +

Seconds later you hear the crash of broken furniture as a fight breaks out inside the cabin. Paido has surprised your would-be assailant, and the two of them are now locked in hand-to-hand combat. Abruptly the noise ceases, and Paido appears at the front door, sweating and dishevelled, his sword bloodied in his hand.

+

Where have you been? he asks, stepping aside to allow you to enter. A scar-faced man lies dead on the floor, a wooden stave lying across his chest. Come and see what I've found in the back room, says Paido, leading the way.

+

Small sacks, each filled with nuggets of silver, are stacked in a huge mound that reaches almost to the ceiling. No wonder he fought so desperately, you say, staring at this treasure hoard. There's enough silver here to pay a king's ransom.

+

You may take some treasure before you leave&emdash;each Sack of Silver counts as one Backpack Item.

+ If you wish to continue along the valley, turn to 152. + If you wish to investigate the mine, turn to 120. +
+
+ +
+ 65 + + +

Quietly you agree a plan of action. Paido and Trost will approach the necromancer while you guard the stairs. If he should evade your companions, he'll have you to contend with before he can escape from the hold.

+

Unhurriedly, you leave your seat and walk to the tap-room stairs. When you are in position your companions rise and advance towards the stranger who remains motionless, seemingly engrossed in his black book. Trost draws his sword and challenges the man, demanding that he state his name and the purpose of his journey. It is a fatal mistake. The man looks up from his book, his grey eyes suddenly aglow with a terrible red fire. Trost screams. His face has become a mass of horrible, erupting boils. As he falls to the floor, Paido strikes, his sword a shimmering lance of blue steel forged by the Elder Magi. His attack is lightning fast, but the necromancer counters his blow on the edge of his blade. Sparks explode, showering the tap-room with glowing fragments. The crowd begins to cheer, but their cheers turn to screams of terror when the necromancer summons a new defence.

+ + + Gary Chalk + Trost's face has become a mass of horrible erupting boils + + + + + Turn to 206. +
+
+ +
+ 66 + + +

Paido opens his palm to reveal the small gold coin: it shows heads. Bad luck! he exclaims with a grin. You take the first watch. He settles himself down on the mound of spongy earth and is soon asleep, snoring softly. You sit beside him, your eyes scouring the black spaces between the ghostly grey trees.

+

The first half of the night passes uneventfully. In need of rest, you are about to awaken Paido when you sense something moving in the shadows off to your right. Two tiny pin-points of yellow light blink in the darkness. You draw your weapon, expecting an attack, but you can no longer see the eyes of the shadow creature. Paido wakes and takes over the watch, but the lingering feeling that you are being observed makes you uneasy and disturbs your rest (lose 2 ENDURANCE points). Four hours later, you wake to the gloomy grey of dawn and prepare to set off once more.

+ Turn to 138. +
+
+ +
+ 67 + + +

You take cover behind the pulpit and focus your skill on a corner at the far end of the hall. Two hunting dogs run through the curtained archway and stop in the middle of the aisle, as if waiting for their handlers to catch up. Seconds later a group of monks appear, each armed with a sword. They approach the far corner and search it thoroughly, certain that the pews harbour you and your companion. When they discover them empty, they quickly leave the hall and descend the stairs, their baying hounds in tow.

+ Turn to 328. +
+
+ +
+ 68 + + +

Upon seeing Lord Adamas' seal, the guard returns your Pass, salutes, and commands that the gate be opened without delay. You pass through the gatehouse arch and enter an open courtyard. Two avenues lead from the courtyard: Copperpiece Lane and Hog-Foot Run.

+ If you wish to go east into Copperpiece Lane, turn to 35. + If you wish to go north into Hog-Foot Run, turn to 282. +
+
+ +
+ 69 + + +

Suddenly you are hit in the back and propelled into the yawning chasm. Paido, who was following closely on your heels, has rammed into you and sent you tumbling over the edge. As you plummet to your doom, you hear his scream of anguish, echoing in the void.

+ Your life and your quest end here. +
+
+ +
+ 70 + + +

Paido kicks open the side door and rushes out into the storm with you close on his heels. A grimy-faced farmer blocks the passage beyond, a pitchfork wobbling in his clumsy hands. Paido emits a shout far louder than you ever imagined could be made by a human voice. The force of the shout hits the man in the chest and slams him to the muddy ground like a limp rag doll.

+

Vakeros power-word, explains Paido, in answer to your unspoken question. Someday I'll teach you the technique, Kai lord.

+

A handful of plains folk, clutching rakes and hoes, are waiting for you at the stable door. But, after seeing the fate that befell their leader, they throw down their improvised weapons and melt into the storm.

+

Swiftly you saddle your mounts and gallop away from the tavern at full speed.

+ Turn to 318. +
+
+ +
+ 71 + + +

Your body has shielded Paido from the blast, and he has escaped serious injury. He tends your raw, blistered face and bandages your hands with strips of cloth torn from his undershirt. Your injuries are severe: they reduce your COMBAT SKILL by 5 points for the duration of this adventure and permanently reduce your score by 3 points in future adventures.

+ If you wish to continue along the causeway, turn to 216. + If you decide to turn back and take the west spur, turn to 105. +
+
+ +
+ 72 + + +

Beyond the archway is a narrow alley that leads to the quadrangle. You reach the end of the alley and peer around the corner to check that all is clear. You see a group of monks walking towards you, all armed with swords.

+

Waiting on the other corner is a small wagon. Its canvas cover is threadbare and patched in a score of places. It is harnessed to a pair of moth-eaten old mules and a driver sits holding their reins, his features hidden by a hooded black robe. As the monks draw closer he raises a hand and beckons to you; he wants you to hide in his wagon. It is now or never&emdash;the monks are about to turn the corner.

+ If you have the Magnakai Discipline of Divination or have reached the rank of Tutelary, turn to 270. + If you wish to hide in the wagon, turn to 32. + If you choose to stand and confront the monks, turn to 41. +
+
+ +
+ 73 + + +

The hamlet of Honey Lodge is small&emdash;two cottages, a barn and a stone watchtower cluster in a circle at the river's edge. A gang of excited young boys wait on the rain-swept jetty to welcome home their fathers, each hoping for a present, perhaps a fishing rod or a hunting bow, from the marketplace in Phoena.

+ + + Gary Chalk + + + + +

Eight men, including the Count, disembark at Honey Lodge, but only one new passenger embarks for the journey to Tharro&emdash;a thin individual with hard grey eyes that gleam coldly from beneath his wide-brimmed hat. Slung at his side is a narrow-bladed sword, and in his hand he clutches a leather-bound book, its cover as plain and as black as his clothing. He pays his fare and descends to the tap-room, pausing briefly at the top of the stairs to return your stare.

+ If you have the Magnakai Discipline of Psi-screen and have reached the rank of Tutelary, turn to 23. + If you do not possess this skill, or have yet to reach the Magnakai rank of Tutelary, turn to 325. +
+
+ +
+ 74 + + +

You are unable to unsheathe a weapon. Your only hope is to attack this creature using your mind power alone.

+ Korkuna2036 +

For this psychic combat reduce your current COMBAT SKILL score to 15 and conduct the combat in the normal way. You are unable to make use of any Special Items, weapons or Backpack Items.

+ If you survive the psychic combat, turn to 254. +
+
+ +
+ 75 + + +

The chilling sound of the Helghast's laughter rings in your ears as you launch yourself against this fell creature. It offers no resistance to your attack and you smite a crushing blow, tearing it from shoulder to stomach. But the Helghast does not cease laughing and no blood pours from its wound, for it cannot be harmed by sharpened steel or hardened wood&emdash;its bane is magic.

+

The last sound you hear is the roar of fire as a searing burst of flame penetrates your chest.

+ Your life and your quest end here. +
+
+ +
+ 76 + + + +

Section 221 gives you further information about these monks. It is most likely the author's mistake that you miss this information in lieu of the discovery you make by using Divination in this section. At your discretion go to 221 before making your choice in this section.

+
+
+ + +

The monks are communicating telepathically. Although you do not recognize the language they are using in their mind-speech, you sense that they are anxious and uneasy in your presence.

+ If you wish to stop to pay your respects to the deceased, turn to 275. + If you wish to continue on your way without stopping at the abbey, turn to 55. +
+
+ +
+ 77 + + +

Your arrow enters the creature's mouth, transfixing its tongue to the back of its throat. It gurgles and chomps on the feathered shaft, its clawed fingers scrabbling to pull it free. In its frenzy it loses its footing and slips, throwing open its arms instinctively to steady itself. Its claws ensnare your horse's bridle and, as it topples from the tree-bridge, it pulls your horse and you over the edge.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

+ If your total is now 0&endash;1, turn to 51. + If it is 2 or more, turn to 43. + +
+ +
+ 78 + + +

You dismount and climb the steps leading to the temple doors. An old man in brown robes answers your knock and invites you and Paido inside; a novice attends to your horses.

+

Stepping through the door is like stepping into another world. The air is sweet with incense and the flickering light, cast by a long row of squat red candles, does little to illuminate the interior. You follow the old man along a vaulted corridor, down several flights of stairs, and finally into a torchlit refectory. A delicious smell of cooking wafts from an open hatch in the wall together with the sounds of people in the kitchen beyond.

+

Be seated, says the old man, pointing to a stout oak table laid for supper, and enjoy our humble food. May it revive you after your travels and fortify you for the road ahead.

+

Another monk enters the chamber, carrying two steaming plates of meat stew. He sets them down before you and blesses the food with the words, gaj kog zutag. You are hungry after your day's journey and must now eat a Meal or lose 3 ENDURANCE points.

+ If you wish to eat the appetizing stew, turn to 336. + If you choose to eat a Meal from your Backpack instead, turn to 217. + If you decide to go without food, deduct 3 ENDURANCE points and turn to 174. +
+
+ +
+ 79 + + +

Suddenly more shrieking Vordaks crash down on the deck. Paido is immediately engulfed by the red-robed figures. He is out-numbered but he fights with a tiger-like tenacity, his blue-bladed sword tearing deep into their loathsome bodies. You are running back across the main deck when a new danger confronts you. A Kraan sweeps low across the skyship, dropping a cluster of black crystal cubes that scatter across the deck.

+ If you have the Magnakai Discipline of Divination, turn to 319. + If you have the Magnakai Discipline of Psi-surge and have reached the Kai rank of Primate, turn to 25. + If you possess neither of these skills, turn to 243. +
+
+ +
+ 80 + + +

In the name of the gods, what's happened here? thunders the captain as he hurries down the tap-room stairs. A crowd of passengers huddle in his wake, frightened but curious to discover the outcome of the fight that has devastated the hold. I'll see you pay for this, he blusters. It'll cost hundreds of Lune to fix this damage. Pay up now or I'll take it out of your hides!

+

Paido snatches the cloth from a nearby table and scoops up the head of Kezoor, wrapping and tying it tightly with cord. He tosses this gruesome package to the captain, together with the notice of death that lies beside Trost's scorched body. That'll pay for the damage, captain, says Paido, and be sure that the balance goes to the family of this brave soldier or we'll take it out of your hide!

+

As the captain reads the scroll a wry grin spreads slowly across his weather-worn face. So, Kezoor met his doom aboard my barge, he says, thoughtfully. Maybe I'll leave the hold just as it is. There's plenty o' folk who'd pay to see the place where this rogue ended his days.

+

The captain orders his crew to prepare the corpses for burial, and as the bargees carry away Kezoor's remains, you notice his black book lying on the floor.

+ If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary, turn to 179. + If you wish to examine the book, turn to 312. + If you wish to leave it untouched, turn to 255. +
+
+ +
+ 81 + + +

You hurl the Fireseed and it strikes the jagged rock directly in front of the hissing swamp-dwellers. In the next instant the swamp, the creatures, and the causeway itself are transformed into a searing ball of flame as the exploding Fireseed ignites the inflammable cloud of gas. The blast badly burns your face and hands and scorches your tunic&emdash;lose 12 ENDURANCE points.

+ If you are still alive after this catastrophe, turn to 71. +
+
+ +
+ 82 + + +

You follow the foot-worn cobbles of Globe Walk, past the premises of coopers, cobblers and carpenters, to an open square where you see a sign pointing to an alley that disappears among the shadows. Ahead the street continues, flanked by shops and the town's perimeter wall.

+ If you wish to continue along the street, turn to 204. + If you wish to ride along the alley, turn to 332. +
+
+ +
+ 83 + + +

The blows drive the needles deeper into your hand, but the anaesthetic prevents you from feeling any pain.

+

The creature is soon crushed to a pulp and drops from your hand in tattered lumps. You nurse your nerveless fingers, pulling the needles from your palm that have been driven so deep that their points protrude from the back of your hand. Gradually feeling returns, and with it comes pain as intense as if you had held a red-hot coal&emdash;lose 5 ENDURANCE points.

+ If you wish to bathe your burning hand in the pool of clear water, turn to 315. + If you choose not to bathe your hand, turn to 177. +
+
+ +
+ 84 + + +

You focus your mental energy on your opponent's weapon and launch a pulse of psi-power. There is a loud crack as the studded club splits in two above the dwarf's head, showering him with splinters of wood. He screams and falls flat on his back.

+

Sorcerers! exclaims the startled crowd, as they stampede towards the main door, overturning benches and tables in their desperation to escape. The dwarf follows suit, mustering his senses and scurrying away through the side door on all fours like a frightened boar. The innkeeper is nowhere to be seen.

+ If you have the Magnakai Discipline of Divination, turn to 341. + If you do not possess this skill, turn to 122. +
+
+ +
+ 85 + + +

You peer through the tiny circular window where you saw the face, but the gloomy interior looks deserted. The stone cabin consists of two rooms: one at the front and one at the rear. Anyone at home? you call in a friendly voice, but you receive no reply.

+

Silently you motion to Paido to investigate the rear of the hut while you enter at the front door.

+ If you have the Magnakai Discipline of Divination, turn to 94. + If you do not possess this skill, turn to 298. +
+
+ +
+ 86 + + + +

It seems unreasonable to lose zero ENDURANCE points after getting hit by a sword. You may choose to interpret picking 0 as indicating a 10 ENDURANCE point loss. Other adventures sometimes instruct you to interpret a 0 this way in similar situations.

+
+
+ + +

From behind come screams of outrage as the monks stumble upon the smouldering remains of the Helghast. Stop the murderers! they cry. Stop them!

+

Suddenly a sharp pain shoots up your leg as a monk slashes you viciously with a short sword. Pick a number from the Random Number Table. The number you pick is equal to the number of ENDURANCE points you lose as you scramble through the hatch.

+ If you survive the escape, turn to 191. +
+
+ +
+ 87 + + +

Paido appears in the doorway as the bowyer falls dead at your feet. He tried to kill me, you say, as you scour the floor for your silver bow.

+

Foolish fellow, answers Paido, sardonically. He'll not try that again. You discover the bow, but it is damaged beyond repair (delete this Special Item from your Action Chart).

+

Bourn, Bourn! Someone in the bowyery is calling the dead owner's name. Paido suggests leaving quickly and quietly by the rear door and leads the way.

+ If you wish to follow him, turn to 273. + If you wish to stop and search the bowyer's body, turn to 124. + +
+ +
+ 88 + + +

The blood pounds in your ears as you gallop towards the onrushing warriors. There is a mighty crash, and suddenly you are in the thick of the battle. Steel bites steel and the curses and cries of the enemy ring loudly in your ears as you fight desperately to survive. You swing in the saddle and fell a warrior with a crushing blow to his chest, ducking an instant later as a spiked mace whistles past your head. Paido dispatches its wielder, running him through with his blue-steel blade. Their leader bellows an order and they pull away, standing off a dozen paces to regroup and recover. Paido reins his horse to your side as the bronze-helmed warrior lord yells his battle-cry: Shaag Drakkarim!

+ + + Gary Chalk + The bronze-helmeted warrior lord yells
his battle-cry Shaag Drakkarim!
+ + + +
+ Drakkar Horselords2430 +

If you have the Magnakai Discipline of Animal Control, add 2 points to your COMBAT SKILL for the duration of the combat.

+ If you win the combat, turn to 144. +
+
+ +
+ 89 + + +

As you descend the steps of the Ferry House, Paido catches sight of something glinting in the distance.

+

It's the barge, he says, shielding his eyes from the sun which is shining at last. A team of bedraggled ghorkas are hauling the vessel upstream, seemingly unaffected by the storm-strengthened flow. Eventually the barge arrives at the jetty and stops to allow a motley assortment of peasants and travellers to disembark.

+

You two goin' to Tharro? asks the captain. The fare's 40 Lune a-piece, an' that includes y'horses.

+ If you want to board the barge, pay the captain the 40 Lune (or 10 Gold Crowns) and turn to 266. + If you do not want to board, or if you cannot afford the fare, turn to 348. +
+
+ +
+ 90 + + +

Your shaft penetrates deep into the creature's rib cage but he seems unmoved. He breaks the flights and hurls them at you as he closes in for combat.

+ If you wish to engage this creature in close combat, turn to 205. + If you wish to evade its attack, turn to 309. +
+
+ +
+ 91 + + +

Twilight is approaching. As the sky above darkens, a black bird flies among the upper branches, emitting a shrill cry, which sounds unnaturally loud in the silent forest. It settles, stares at you for a few minutes, then flaps away. A little later you stumble upon a clearing. Shafts of ghostly moonlight pour through a gap in the black canopy of leaves, revealing a mound of earth, rising out of the forest mist. You are both exhausted after the day's events and agree to stop here to rest. Paido takes a Gold Crown from his pocket and tosses it in the air to decide who should take the first watch. Heads or tails? he asks, the Crown clenched in his fist.

+ If you possess the Magnakai Discipline of Divination, turn to 11. + If you wish to call heads, turn to 274. + If you wish to call tails, turn to 66. +
+
+ +
+ 92 + + +

You sense that the guard has taken a dislike to you. The attack on Luukos has made the Tharro garrison more suspicious than usual and, rather than risk allowing two possible spies into the stronghold, he turns you away. Go back to Phoena, if that's where you've come from, he shouts. We've no welcome here for strangers.

+

It will soon be dark. You, Paido and the horses need food and rest, but there is scant hope of finding either on the darkening plain that surrounds Tharro.

+ If you wish to skirt the perimeter of Fortress Hill and look for another entrance to the town, turn to 107. + If you decide to camp out on the plain, turn to 226. +
+
+ +
+ 93 + + +

Your skin prickles with fearful premonition, for you are in the presence of a powerful evil. With pounding heart you rise from your seat in readiness for combat.

+ If you have a bow and wish to use it, turn to 161. + If you do not have a bow or do not wish to use it, turn to 171. +
+
+ +
+ 94 + + +

You sense that someone is hiding behind the door. He or she is armed and intends to attack you as you enter the hut.

+ If you wish to unsheathe a hand weapon before you open the door, turn to 233. + If you decide not to enter the hut, turn to 64. +
+
+ +
+ 95 + + +

Silently you slip from your saddle and pad noiselessly through the mud, hiding in the shadows cast by the timber staircase. You reach the far side of the platform and look up to see the silhouette of a man clutching a spear, its tip held low at Paido's midriff.

+ If you have a bow and wish to use it, turn to 196. + If you wish to call to the man to put down his spear, turn to 137. + If you choose to stay quietly hidden in the shadows of the platform, turn to 240. +
+
+ +
+ 96 + + +

You climb the steps to the pulpit as swiftly as you are able and rest Paido in the recess behind its sword-shaped facia. By chance his tunic snags on a hidden lever and, as his body slumps over, the lever is pulled to one side. Suddenly the floor of the pulpit shudders and begins to descend into a secret passage beneath the hall.

+

Carefully you pull Paido off the platform and raise him into a sitting position, his back against the passage wall. Slowly the platform rises back into the pulpit. In the silence of this secret passage all you can hear is the shallow breathing of your unconscious companion. You lift one of his eyelids and note that the almond-shaped iris is fully dilated. Your basic Kai skill of healing informs you that he is in a coma.

+ If you have the Magnakai Discipline of Curing, turn to 19. + If you do not possess this skill, turn to 317. +
+
+ +
+ 97 + + +

Carefully you slip the tip of your dagger beneath the creature's body and wrench the blade back, cutting it clean in half. The tentacles release their grip, and the two halves drop from your nerveless hand. Hurriedly you pluck the needle-like spines from your palm and the feeling gradually returns&emdash;lose 1 ENDURANCE point.

+ If you wish to bathe your stinging hand in the pool of clear water, turn to 315. + If you decide not to bathe it, turn to 177. +
+
+ +
+ 98 + + +

The cloying smell in the cabin is unbearable and soon forces you to return to the deck to clear your lungs. From there you see the captain walking along the river bank inspecting his team of long-haired ghorkas. Stoically they haul the barge upstream, rarely faltering as they tread the rutted and potholed towpath. Beyond the bank lies an incredible array of colourful wild flowers&emdash;scarlet lankpetal, yellow podlumes and violet mellowroots of towering proportions. Their perfume soon dispels the lingering odour in the cabin.

+

The colourful fields suddenly give way to rolling acres of grassy plain, and gradually the sky grows darker until just a slender streak of light fringes the horizon. It is not long before a roll of thunder echoes across the plain.

+

Storm brewing, shouts the captain, as the first drops of rain splash the deck. You two best take shelter below. You baulk at the thought of returning to the dank and dismal cabin. Paido suggests a visit to the tap-room and offers to buy you ale. It is an offer that sounds too good to refuse.

+ Turn to 151. +
+
+ +
+ 99 + + +

The monk utters a thin but chilling laugh in reply to your demand.

+

What do you want with us? shouts Paido, his voice sharp and threatening. But the monk offers no reply. Instead he stands motionless and silent, his eyes fixed firmly on you. Paido repeats his demand, but his voice is weaker. The sword is now trembling in his hand. With a groan he collapses scattering plates and cutlery as he hits the table and crashes to the floor.

+ Turn to 238. +
+
+ +
+ 100 + + +

The great doors close with a whisper. You follow Paido along a corridor of gleaming silvery metal that dazzles your eyes to a hall carved from solid crystal. Icicles of diamond hang from its ceiling and reflect in a floor set with mosaics of a thousand shimmering squares.

+

Approach the crystal dais, Lone Wolf, instructs Paido, pointing to a radiant circular plateau of pure quartz.

+

But even as his words leave his lips you are already walking towards the plinth, drawn by a strange compulsion. You mount the dais and a flood of golden light pours down from above, bathing you in its warm, cleansing rays. You raise your cupped hands, as if offering up an invisible gift, and a tingling sensation runs the length of your arms and spreads through your body, giving you an incredible sense of well being. A ball of sparkling light is taking shape in your hands. It condenses into a radiant crystal filled with golden fire: it is the Lorestone of Ohrido.

+ + + Gary Chalk + It is the Lorestone of Ohrido + + + + + Restore your current ENDURANCE score to its original level and turn to 239. +
+
+ +
+ 101 + + +

The attackers shriek with murderous glee as they form a circle around Paido and yourself. They pull maces from inside their robes and leap forward, brandishing the black steel weapons in their bony fists.

+ Vordaks2330 +

Unless you possess the Magnakai Discipline of Animal Control, deduct 3 points from your COMBAT SKILL for the duration of the combat. These creatures are undead. They are immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 202. +
+
+ +
+ 102 + + +

Day breaks and the view it brings fills you with awe. Perched on this rocky peak, you can see the sheer vastness of the swamp in all its frightening glory for the first time. Paido activates the starguider and scans the horizon, but even before its tell-tale clicks are heard, your eagle eyes have spotted the glint of the temple's korlinium spire. To the west, beyond a sea of sickly green-black vegetation, stands the Temple of Ohrido, imprisoned but unaffected by the swamp.

+ + + Gary Chalk + + + + +

The howl of the Ghagrim echoes across the island as you make your descent, by rope and vine, to the wetlands below. You reach the rocky base and set off across the mud flats, following the starguider's signal now that the spire is hidden by swamp mist.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;5, turn to 278. + If it is 6&endash;9, turn to 150. +
+
+ +
+ 103 + + +

A bead of sweat on Paido's forehead is the first sign of his recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal, and when you tell him what has happened he shakes his head in disbelief. A Helghast? he says, incredulously. How can it be?

+

The servants of Darklord Gnaag have infiltrated this monastery, you reply. They have kept themselves hidden, but I fear the day is fast approaching when they will rise up and wreak their havoc. Already they know our true identities, and I wager they know why we're here.

+

This is bitter news, Lone Wolf, replies Paido, his face etched with worry. We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost. You nod in agreement, and as you cast your eyes along the gloomy passageway, you cannot help but wonder if the quest is already lost. With a shake of your head you dismiss the thought and help Paido to his feet.

+

The passage follows a tortuous path that leads eventually to a panelled door. A raised button activates the lock, and the door slides into the wall to reveal a strange room. Domed and hexagonal, its walls are hung with tapestries depicting strange and grotesque creatures. Numerous plinths stand upon the richly carpeted floor, each supporting a large bowl filled to the brim with a silvery liquid. Cautiously you step through the secret portal and into this sumptuous chamber.

+ Turn to 201. +
+
+ +
+ 104 + + +

The sudden chill of cold water on your brow makes you open your eyes with a start. Blinking away the droplets, you shake your head and a terrible pain shoots through your skull, making you curse and grit your teeth: lose 2 ENDURANCE points. Strong hands lift you off the floor and steer you towards a quiet corner of the tap-room where Paido sits, grinning broadly. That Bor Brew packs a vicious punch, he says, blithely, barely able to conceal his amusement at the effect the ale has had on you.

+

It's got a taste like nectar but the kick of an angry mule! replies the man in red, who has helped you across the floor. As your vision and the pain in your head begin to clear, you notice that he is a soldier. He wears the scarlet tunic of the Tharro garrison, emblazoned with their insignia of a castle and an open hand. You apologize for the trouble you have caused and offer to buy him a drink to make amends. He accepts but on one condition&emdash;that you do not have another Bor Brew!

+ Turn to 126. +
+
+ +
+ 105 + + +

Eventually the volcanic spur slopes back into the stinking mire, and once more you find yourselves ankle-deep in cold, black ooze. A chilling howl drifts across the swamp from the north, and for a few fleeting seconds, you can hear no scuttling, slithering, or any other small noise.

+

You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 56. +
+
+ +
+ 106 + + +

You race to the end of the alley, turn the corner, and run across the quadrangle. Suddenly two monks on horseback trot out of the street ahead. You recognize them at once: they are the two monks you saw earlier&emdash;the two that took your horses. They shout a curse and draw their swords, riding straight towards you.

+ Monks (on horseback)2229 +

If you have the Magnakai Discipline of Animal Control, you may add 2 points to your COMBAT SKILL for the duration of the combat.

+ If you win the combat, turn to 247. +
+
+ +
+ 107 + + +

You return along the road to the stone bridge and follow the canal eastwards to the River Phoen. A waterway has been constructed to allow river barges to enter the perimeter wall of Tharro. Here, a queue of passengers, who have just disembarked, are shuffling into the town through a narrow arch. Paido points to a group of horse traders who are herding their charges into the town. If you can tag along with them, perhaps you can gain entry to Tharro unchallenged.

+ If you wish to join the group of horse traders, turn to 297. + If you choose not to risk entering Tharro this way, you will have to spend the night on the open plain; turn to 226. +
+
+ +
+ 108 + + +

Even in the failing light, you can see that this trail is frequently used: the spongy vegetation is crushed flat, and a profusion of tracks are imprinted on the loamy soil. The tracks were made by man-sized creatures, bare-footed and web-toed. Close to the main trail winds another, less obvious, track. For some reason someone or something has gone to great lengths to keep this trail secret.

+ If you wish to follow the well-trodden trail, turn to 335. + If you wish to follow the secret trail, turn to 330. +
+
+ +
+ 109 + + +

The morning sky is filled with a sullen grey haze, and around you the tall plains grass undulates like a green sea, stirred to motion by a chill westerly breeze. The Great North Road cuts a straight line to the horizon with tracks that lead to cottages and farmsteads branching off at regular intervals. Sheep and cattle graze by the roadside, and the air is rich with the scents of the farmyard, flowers and damp grass.

+

We should reach Tharro by sundown, you comment, checking your position on the map.

+

Maybe, replies Paido, cautiously, and points to a menacing streak of blue-black cloud rolling across the skyline from the west. Just so long as we stay ahead of the storm.

+

By noon you have put thirty miles behind you but still have thirty more to ride before you reach the town of Tharro. Steadily the sky is darkening, and what began as fine drizzle has now developed into sheets of heavy rain. Both of you are drenched, and your horses are beginning to steam as they splash through the ankle-deep puddles that punctuate the muddy highway.

+

Through the pall of rain, you see an inn on the banks of a stream, whose waters are greatly swollen by the storm. A wide stone bridge spans the rushing torrent, and a mill with a thatched roof stands close by.

+ If you wish to stop at the inn, turn to 188. + If you wish to cross the bridge and seek shelter at the mill, turn to 61. + If you choose to ignore your discomfort and ride on through the storm, turn to 318. +
+
+ +
+ 110 + + +

The monks stare in horror at the smouldering remains of the Helghast. What manner of demon are you? asks one, with terror in his voice. He's a black sorcerer, says the monk at his side. A creature of darkness! shouts another.

+

You sense that the monks were unaware of their leader's true identity. They believe you came here tonight to murder him, and his smoking remains convince them that you have accomplished your mission. Before you can utter a word, they draw short swords and rush at you like men possessed.

+ Monks of the Sword2545 +

Owing to their state of frenzy, the monks are immune to Mindblast (but not Psi-surge).

+ You may evade combat after three rounds by pulling yourself through the hatch; turn to 191. + If you win the combat, turn to 293. +
+
+ +
+ 111 + + +

The hysterical howls of the Ghagrim fill the night as you scramble through the foliage. By chance you stumble on to a track that skirts around the edge of the encampment and disappears to the north. It seems to be deserted.

+ If you wish to follow this track, turn to 229. + If you decide to avoid it and rush into the undergrowth ahead, turn to 296. +
+
+ +
+ 112 + + + +

If you wish to make a guess, you can go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 269. The correct section will have a footnote confirming that you've answered the riddle correctly.

+
+
+ + +

Good, good! he exclaims gleefully, twisting his droopy moustache as he paces the muddy road. Answer me this riddle. If a brick counter-balances three quarters of a pound plus three quarters of a brick, how many pounds does the whole brick weigh?

+ If you can answer the old man's riddle, write down the solution and then turn to the entry with the same number as your answer. + If you cannot answer the riddle, turn to 269. +
+
+ +
+ 113 + + +

Gaj aki-amaz! hisses the monk, pulling back the hood of his black robe. You gasp in shock as you stare upon a ghastly transformation. The monk's face is writhing and contorting as his skin tightens and grows darker. Tattered flesh drops from his sunken cheeks to hang in festoons beneath the exposed lower jaw. A snake-like tongue, black and narrow, flickers between curved fangs that have risen from the lower jaw.

+

A sickening dread fills your heart as you recognize the creature standing before you. It is a Helghast, a nightmarish agent of the Darklords. Its demonic eyes glow like red-hot coals as it shrieks and raises its claw-tipped hands.

+ If you possess the Sommerswerd, turn to 30. + If you do not possess this Special Item, turn to 183. +
+
+ +
+ 114 + + +

A strong aura of good emanates from the room above, and you suspect that it is a place of worship. However, this aura masks your ability to detect if the room is occupied or empty. The door ahead gives off no special aura.

+ If you wish to climb the stairs, turn to 157. + If you wish to open the door and enter, turn to 340. +
+
+ +
+ 115 + + +

The hiss of the crossbow bolt is followed, almost instantaneously, by a terrible pain that paralyses your left arm. You are knocked over by the force of the missile and crack your head heavily on the sawdust-strewn floor: lose 8 ENDURANCE points.

+

Through a reddish haze, you see Paido draw a dagger and hurl it at the dwarf; it sinks into his black beard and sends him tumbling backwards. He reappears for an instant, desperately trying to dislodge the blade buried deep in his throat with his fingers, but he has suffered a fatal wound. He gurgles a death-cry and drops to the floor, his flailing arms bringing down a shelf full of bottles.

+

Carefully Paido raises you to your feet, supporting your weight as you stagger to the stables. Your wounded arm is streaming blood, and with every passing second, you drift towards unconsciousness.

+ Turn to 288. +
+
+ +
+ 116 + + +

Your psychic skill reveals that the pool is nothing but an illusion. What you can see is a gossamer-thin membrane, which reflects the light so convincingly that it appears like water. It is virtually impossible to detect that there is a creature lurking in the hole beneath.

+ If you wish to prod the water with a weapon, turn to 214. + If you choose not to disturb the creature, turn to 177. +
+
+ +
+ 117 + + +

The archery range is a long and narrow room lit by torches set into the walls at regular intervals. At the far end are three targets bound with wire to bales of hay. Each target is the same size as the one you saw earlier, hanging behind the counter, but instead of rings, they each display the silhouette of a different creature: the left target shows a man; the centre one shows a wolf; and the right target shows a bear. You hand the owner your silver bow and he chooses three arrows from a rack on the wall. He praises the balance and fine workmanship of the bow as he draws the bowstring and takes aim at the centre target.

+

Head! he says, and releases the shaft. The arrow whistles to the target and sinks into the head of the wolf silhouette. Rump! he calls on the second shot, shooting the arrow exactly in the target's hind quarters. And now for the last, he says, taking care to load the bow correctly; the heart of the wolf.

+

Suddenly he turns and fires. The arrow comes screaming towards your chest.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked. If you have the Magnakai Discipline of Divination and have reached the rank of Primate, add 1 to the number you have picked.

+ If your total score is now 0&endash;4, turn to 154. + If it is 5&endash;8, turn to 40. + If it is 9 or more, turn to 251. + +
+ +
+ 118 + + +

You have taken less than ten steps when your sixth sense warns you that to go any further would be fatal. You whisper your suspicions to Paido, and he suggests that you leave the mine and continue your journey north. Wisdom conquers curiosity: you return to the entrance and press on.

+ Turn to 152. +
+
+ +
+ 119 + + +

All is deathly quiet as you set your empty tankard on the table. A few minutes pass and you notice that the passengers are no longer regarding you with suspicion. Instead, their stares seem complimentary, as if they were admiring you for being able to drink an ale as strong as Bor Brew.

+

Paido raises his tankard and takes a great mouthful of the ale of his choice&emdash;Ferina Nog. Immediately he spits it out, wiping away its insipid taste on the back of his hand. Bilge juice! he splutters, slamming down his mug.

+

You should be a sight more careful where you empty your mouth stranger, growls a man seated to your right. He bends down and picks up his pointed steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

+ If you wish to take action to stop a fight breaking out, turn to 314. + If you choose to do nothing, turn to 253. +
+
+ +
+ 120 + + +

An old wooden board, nailed across the entrance to the shaft, warns you to stay away. This silver mine was closed down shortly after the main tunnel collapsed. Twenty miners were buried alive and their names are carved into the pit props that surround the entrance to the shaft as a memorial. As you scan the list of names you hear the tap of a hammer breaking stone in the depths of the shaft.

+ If you wish to enter the mine, turn to 194. + If you wish to leave the mine and continue your journey north, turn to 152. +
+
+ +
+ 121 + + +

Paido's coma deepens. Shortly after midnight, his heart and brain cease to function and he slips painlessly into death. Grief fills your senses and you mourn the loss of your brave companion, but your grief soon turns to anger as you remember the foul trickery that ended his life and so nearly put an end to yours.

+

A rage grows within you. You take Paido's sword and vow to avenge his death by washing it in the blood of his murderers. Heedless of caution and the warning cry of your senses, you throw open the cellar door and go in search of vengeance.

+

You have taken only a few paces along the corridor when a terrific explosion lifts you off your feet. The monks followed your trail to the cellar and prepared a surprise for you. You have tripped a wire and activated an explosive charge set into the floor. When the monks come to inspect their handiwork, they will discover your remains lying in the rubble.

+ Your life and your quest end here. +
+
+ +
+ 122 + + +

The sudden thud of metal on wood makes you spin round on your heel. Nestling between two kegs of ale on the tavern counter you glimpse the face of the innkeeper, the stock of a heavy crossbow pressed close to his bearded cheek. He growls a curse and tightens his finger around the trigger.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

+ If the total is 0&endash;5, turn to 115. + If it is 6 or more, turn to 334. +
+
+ +
+ 123 + + +

Less than a hundred yards along this jetty of volcanic rock, you encounter a cloud of choking marsh gas. A pair of green, spindly limbed creatures sits on the causeway, dangling their legs over the side and sniffing the stinking cloud with apparent delight. When they see you approaching they hiss and bare their fangs menacingly.

+ + + Gary Chalk + A pair of green, spindly limbed creatures sit on the
causeway, sniffing the stinking cloud with delight
+ + + +
+ If you wish to approach these creatures, turn to 339. + If you wish to return to the junction and take the west spur, turn to 105. + If you have a Fireseed and wish to scare them with it, turn to 81. +
+
+ +
+ 124 + + +

Hanging around the dead man's neck on a silver chain is a medallion, cast in the shape of a flaming broadsword. The sound of footsteps in the next room prompts you to leave it untouched and hurry after Paido.

+ Turn to 273. +
+
+ +
+ 125 + + +

Your arrow sinks deep into the Ghagrim's thick neck, bringing it crashing to the ground. It tries to lift itself but is trodden underfoot by another of its kin, who snatches up the iron sword and licks the blade before yelling its battle-cry.

+ If you have another arrow and wish to use it, turn to 90. + If you wish to engage the Ghagrim with a hand weapon, turn to 205. + If you wish to evade its attack, turn to 309. +
+
+ +
+ 126 + + + +

If you wish to make a guess, you can go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 141. The correct section will have a footnote confirming that you've answered the riddle correctly.

+
+
+ + +

The bargee brings a round of Chai-cheer to your table and you drink to the health of Queen Evaine of Talestria. The mood soon becomes much friendlier and you learn that the soldier, whose name is Trost, is on his way back to his post at the Tharro garrison after enjoying a week's leave with his family in Phoena.

+

As you drink your ale, the sound of applause rises above the hubbub of conversation. An elderly man, tall and distinguished-looking, walks slowly to the centre of the floor and bows to his audience. His pale face and silver-grey hair are a stark contrast to his richly embroidered robes of crimson and gold. He smiles warmly and introduces himself as Count Conundrum, the prince of puzzles. For your amusement, he will pose some brain-twisting conundrums. So confident is he that none will be able to answer his riddles correctly that he is offering 20 Lune to anyone who can prove him wrong. A hush descends as the passengers await his first puzzle.

+

If one-and-a-half geese lay one-and-a-half eggs in one-and-a-half days, how many eggs will three geese lay in eight days?

+ If you can answer the Count's riddle, turn to the entry with the same number as your answer. + If you cannot answer the riddle, turn to 141. +
+
+ +
+ 127 + + +

As you near the stream, a dozen mounted warriors appear, the pounding hooves of their jet-black horses churning the water as they race along the gully to your left. Their leader, clad in a fearsome bronze helm, draws his axe&emdash;it is the signal to charge. With a blood-curdling yell, they sweep up the rocky bank and come thundering towards the track.

+ + + Gary Chalk + + + + + If you have a bow and wish to use it, turn to 209. + If you wish to draw a weapon and meet them head-on, turn to 88. + If you wish to evade them, turn to 185. +
+
+ +
+ 128 + + +

Leave us, commands the black-robed figure, and summon the brothers.

+

The refectory door slams shut, and you hear the sound of a metal bar being drawn. There is a hiss of steel against leather as Paido unsheathes his sword. He levels the blue blade at the sinister monk and narrows his cat-like eyes. What do you want with us? he says, his voice sharp and threatening. But the monk offers no reply. He stands motionless, his eyes fixed firmly on you. Paido repeats his demand, but his voice sounds weaker. The sword trembles in his hand and, with a groan, he collapses, scattering plates and cutlery as he hits the table and rolls to the floor.

+ Turn to 238. +
+
+ +
+ 129 + + +

After your encounter with the Taan-spider, you are both in need of a rest. You stop to recover your strength; you must eat a Meal or lose 3 ENDURANCE points. Paido is optimistic that you will reach the temple by sundown if you can avoid encountering any more of the Danarg's hostile inhabitants.

+ Turn to 220. +
+
+ +
+ 130 + + +

You climb the creaky stairs that lead to the front door and rap the wrought-iron knocker. The door squeaks open slowly and you are greeted by what appears to be a bundle of rags and hair. After staring at it for a few moments, you realize with disbelief that the ill-smelling mound before you is alive. The hair parts and a face appears, crevassed with dirt-encased wrinkles. What do you want? croaks the old woman, grinning a yellow, mirthless grin.

+ If you have met Jako, turn to 329. + If you have not, turn to 193. +
+
+ +
+ 131 + + +

Your senses reveal that Paido's sword is magical&emdash;it has the power to kill the enemy you now face.

+ To retrieve this weapon and use it against the Helghast, turn to 47. +
+
+ +
+ 132 + + +

The numbness in your arm spreads rapidly across your chest and up your throat. Your vocal chords are frozen, making it impossible to shout for Paido's help. You must act swiftly before your lungs and heart are affected by the powerful anaesthetic.

+ If you wish to plunge your hand into the pool of water, turn to 263. + If you wish to slam your palm against the tree, turn to 83. + If you have a Fireseed and wish to crush it with the palm of your hand, turn to 15. +
+
+ +
+ 133 + + +

Once more the Count repeats his conundrum. He allows his audience to ponder on it for a few more minutes, but still no answer is offered. Finally he pockets the silver box and declares his puzzling at an end. At first the crowd groan in disappointment, but they are quick to show their appreciation by applauding loudly when the Count leaves the hold. Honey Lodge! shouts the bargee. Five minutes to Honey Lodge. A group of farmers gather up their belongings, say farewell to their travelling companions and begin to climb the tap-room stairs as the barge slows to a halt.

+ If you wish to go up on deck and watch them disembark, turn to 73. + If you prefer to stay in the tap-room, turn to 236. +
+
+ +
+ 134 + + +

The sword strikes you squarely between the shoulder blades, sending you tumbling from the saddle. You fall awkwardly, driving the blade deeper into your back. For countless seconds you lie staring at the sky, unable to move, feeling nothing. Before the anaesthesia of shock wears off you are surrounded by enemies who show no mercy.

+ Your life and your quest end here. +
+
+ +
+ 135 + + +

The sun is setting as you catch your first glimpse of Tharro on the road ahead. Mud-coloured walls, tall and fortified, surround the houses which sit atop a broad grassy rise known as Fortress Hill. Soldiers in tunics of scarlet and grey patrol the walls and stand guard at the huge wooden doors that grant access to the town's south quarter.

+

You ride along the straight dirt road towards a stone bridge, which arches across a man-made canal encircling the hill. Once over the bridge, you pass up a ramp leading to the gatehouse. At the gate, a square-jawed soldier in silver chainmail demands to know your business before he will allow you entry to the town.

+ If you wish to show him your Pass, turn to 68. + If you do not wish to show him your Pass, or no longer have it, turn to 92. +
+
+ +
+ 136 + + +

You follow the stream until it enters a long corridor of towering trees that descend towards the bank of a swift-flowing brook, a tributary of the River Syad. You stop here briefly to bathe your faces in the icy water and to stare at the mass of blue-green giant trees that fill the western horizon.

+ + + Gary Chalk + + + + +

The Mordril Forest, says Paido, a note of trepidation in his voice. It was once a wondrous forest, a place of light and goodness. The trees grew strong and the birds and beasts were the fairest of any forest breed. But the Mordril has grown dark and dismal of late. The Danarg encroaches, feeding its sickness to the soil and poisoning the saplings and the creatures that dwell there still. It is a doomed forest, doomed to become part of the Danarg swamp.

+

You remount your horse and cross the brook. As you climb the opposite bank you notice a set of freshly made tracks in the soft earth.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 256. + If you do not have this skill, turn to 342. +
+
+ +
+ 137 + + +

The man spins around in shocked alarm at the sound of your voice. An instant later Paido appears at his back and hits him at the base of the skull with the edge of his open hand. The man grunts and drops heavily to his knees before keeling over the edge of the platform. With a dull splash, he lands face down atop a mound of manure and rotting vegetation.

+ If you wish to search the mill, turn to 306. + If you choose to leave the mill and continue your ride north before the man regains consciousness, turn to 318. +
+
+ +
+ 138 + + +

Your sense of time slips away as you trek through the seemingly endless expanse of bleak grey trees. Slowly you become aware that you are on an incline, and as your passage becomes steeper, you notice large outcrops of pitted volcanic rock.

+

We're approaching the Danarg crater, says Paido, his quietly spoken words echoing loudly through the eerie forest. Suddenly you recall the words of Lord Rimoah during your period of preparation in Elzian: The Danarg occupies the crater of an ancient and massive volcano. Once it was a lush jungle of fertile vegetation, but now it is a cancerous wound that poisons all who dwell there&ellips;

+

By noon you have climbed to the lip of the crater and begun your descent. Gradually the tall, straight trees of the Mordril Forest thin out giving way to twisted trunks and stunted saplings as the land sinks deeper and deeper. Imperceptibly the forest ends and the swamp begins. The ground is softer, and tall, black rushes appear in clumps around misty pools of stagnant water. From tortured husks of trees hang thorny vines, as tough and as cruel as sharpened steel wire. So thickly are they entwined around some trees that they have strangled them, leaving empty coils where the trunks have rotted away. The stench of decay fills your nostrils in the humid yet cold air.

+ + + Gary Chalk + + + + +

You wade through ankle-deep slime for nearly an hour before reaching the edge of a huge, murky pool. Whirls and eddies disturb its surface, warning of the creatures that lurk below.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary, turn to 203. + If you wish to skirt around this pool to the north, turn to 36. + If you wish to skirt around it to the south, turn to 300. +
+
+ +
+ 139 + + +

The merchant grins delightedly as he pockets your gold. You take the Grey Crystal Ring from the display case and slip it on to the index finger of your right hand. It fits perfectly.

+

Mark this Grey Crystal Ring as a Special Item on your Action Chart. If you wish to dispose of any Special Items (with the exception of the Ring you have just purchased) the merchant will pay you 8 Gold Crowns for each item you sell.

+ To leave the shop and continue, turn to 204. + +
+ +
+ 140 + + +

You reel back from the edge, blocking Paido, who is following close on your heels. Your swift reaction has saved you both from falling to certain doom in the chasm. Shaken, you turn away from the edge and follow the track instead.

+ Turn to 229. +
+
+ +
+ 141 + + + +

If you wish to make a guess, you can go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 338. The correct section will have a footnote confirming that you've answered the riddle correctly.

+
+
+ + +

Very well, says Count Conundrum. Just to make our journey to Tharro a little more interesting, if there is anyone here who can answer my next puzzle correctly they will receive from me forty Lune. A chorus of delighted whisperings emanates from the crowd.

+

In winter, he begins, the ice-lilies of Lake Adon double in area every twenty-four hours. It takes sixty days from the time the first ice-lily appears until the lake is completely covered with them. On what day is the lake half covered with lilies?

+ If you can answer the ice-lily riddle, turn to the entry with the same number as your answer. + If you cannot answer the riddle, turn to 338. +
+
+ +
+ 142 + + +

You sense that it will be impossible to cross the quicksands before nightfall. Even if you were to find the sanctuary of firm ground and camp there overnight, there is no knowing what horrors lurk on the desolate plain. The quicksands themselves are as treacherous as the creatures they harbour. What may be firm ground at night can be transformed into a fathomless bog by morning.

+ If you wish to heed your senses and avoid this bog, you can return to the junction and take the west spur by turning to 175. + If you choose to risk crossing this wasteland, turn to 21. +
+
+ +
+ 143 + + +

What do you want 'ere? growls a guard, suddenly appearing from the shadows of the archway to challenge you with his spear.

+ If you have a Pass and wish to show it to the guard, turn to 18. + If you wish to ask him the way to the garrison commander's quarters, turn to 286. + If you choose to evade confrontation by galloping away along the street, turn to 204. +
+
+ +
+ 144 + + +

Your killing blow beheads the evil warlord, sending the great bronze helm spinning skywards. The sight of him slain in such a way shakes the morale of his men, and they break off their attack abruptly, wheeling their horses about and galloping away in disorder. Let's fly, shouts Paido, waving his sword darkened by the blood of the Drakkarim, before they regroup and attack again.

+ You sheathe your weapon and follow Paido as he leaves the track and rides along the stream to the west. Turn to 136. +
+
+ +
+ 145 + + +

The dwarf draws two flagons of ale and a brace of wheat cakes from the counter. That'll be fifteen Lune, all told, he says, pushing two carved wooden platters with their mouthwatering cargoes a little closer. You flick open your Belt Pouch and take out four Crowns.

+

This should cover it, you say, sliding the gold coins across the bar. He tests them between his teeth before nodding his approval.

+

No offence t'you two gentlemen, y'understand, but I've been caught with snide coinage afore an' it's made me a might careful like. These be Dessi mint, if I'm not mistaken? he enquires, his eye twinkling at the thought of hearing tales of that distant magical land.

+

Could be, says Paido, guardedly. The coins of Magnamund mix freely in Garthen's markets&emdash;there's no telling when those four last saw their birthplace.

+

How about you, innkeeper? you interrupt, steering conversation away from Dessi. You're no native Talestrian. When did you last see your homeland? The dwarf's face beams as he prepares to talk on his favourite subject&emdash;himself. By the time you have finished your food and ale you have heard the life story of Lardin, son of Kardon of Bor.

+

What news have you of Luukos? asks Paido, as the dwarf takes a rare pause for breath.

+

News of a kind that's becomin' only too familiar round these parts, he replies in a disgruntled tone. But that Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city o' Xanar, mark my words.

+

Don't be too sure o' that, Lardin, says a rosy-faced farmer, who has sidled along the bar to within earshot of your conversation. My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.

+

That star-gazin' sister o' yours is full o' good news, retorts the dwarf. When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that! Agreement rumbles from the tavern crowd, now openly listening to the discussion.

+

That's as maybe, says the farmer. But when 'as she ever been wrong, eh? An uncomfortable silence fills the inn, and slowly the crowd return to their own business. No one, least of all the innkeeper, chooses to dwell on the matter any further.

+ If you wish to ask the farmer where his sister lives, turn to 262. + If you decide to leave the tavern and continue your journey to Tharro, turn to 318. +
+
+ +
+ 146 + + +

You muster all your strength to fight the deadly poison which has infiltrated your blood. Your improved power of Curing suppresses the pain and slows the progress of the insidious toxin, enabling you to face your would-be assassin. A flicker of surprise registers in the cold, black eyes of your opponent as you stagger to your feet and unsheathe your weapon.

+ Lose 5 ENDURANCE points and turn to 113. +
+
+ +
+ 147 + + +

You are welcomed by an attractive young woman with long, jet-black hair, woven into a single plait that reaches almost to her waist. She is dressed in a green suede-cloth tunic, similar to your own, and wears soft, calf-skin gloves. In addition to the maps, which she researches and draws herself, she also sells all manner of hunting and scouting equipment. She takes an obvious delight in her work and shows you samples of her maps, which are excellent for their accuracy and attention to detail. You ask her if she has ever prepared a map of the Danarg and she turns strangely silent. Tears begin to fill her dark eyes as she recalls how she and her father once explored beyond the fringes of that fearsome domain. They had planned to map its internal waterways and, if luck was with them, discover the lost temple of the Elder Magi. With sadness she tells of her father's death in the jaws of a monster that had stalked them from the moment they had entered the jungle-swamp. She escaped but not unscathed. As she fought to free her father from the mouth of the beast she was badly burned by its caustic saliva. Carefully she removes one of her calf-skin gloves and reveals an injured hand. The sight of the angry red scar tissue fills you with compassion for this brave young woman.

+ + + Gary Chalk + The young woman shows you her maps and
with sadness tells of her father's death
+ + + +
+ If you wish to question her further about the Danarg, turn to 44. + If you wish to bid her good evening and leave the shop, turn to 204. +
+
+ +
+ 148 + + +

Your Magnakai Discipline reveals to your experienced eye that these fruits are not what they appear. The tree is dead and incapable of producing fruit. They are carnivorous animals that have taken on the outward appearance of juicy ripe fruits in order to snare the unwary.

+ If you wish to attack one of these fruits, turn to 245. + If you choose not to disturb them, turn to 177. +
+
+ +
+ 149 + + +

The old man steps aside, nursing his injured pride. Teach these upstarts a lesson they'll never forget! he shouts, his command ringing in your ears. Without saying a word you and Paido spur your horses to a trot and move rapidly towards the villagers. They had not expected this. Several of them lower their forks and staves and shift nervously in the line.

+

Go! shouts Paido and, in a matter of seconds, you have broken through to the clear road beyond. For all their arrogance, the villagers and their vain old mayor are no match for two combat-hardened fighters. You leave the village of Stia without loss or injury and continue your journey north to Tharro.

+ Turn to 135. +
+
+ +
+ 150 + + +

You stop at noon to rest and review your progress. The starguider's homing signal has strengthened steadily, and Paido is optimistic that you will reach the temple before sundown if you can keep up your present pace. So far you have avoided the Danarg's more hostile inhabitants, but invisible dangers still lurk all around, waiting for you to lower your guard. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 220. +
+
+ +
+ 151 + + +

The hold is crowded with travellers on their way north. For most it is a regular journey home after selling their wares in Phoena. Their purses are full and their mood is friendly as they pass the time drinking and playing games of chance.

+

One of the crew glances up from serving and, wiping his hands on his apron, hurries over to welcome you to the floating tavern. He points to a plank table at the far end of the hold that is bowed beneath the weight of several kegs of ale and platters of food. He asks if you would care for some refreshment.

+

Two jugs of ale, replies Paido, reaching for his pouch of crowns.

+

Certainly, sir, replies the bargee, in a servile tone. I have three fine ales to delight your palates&emdash;Ferina Nog, Chai-cheer, and Bor Brew.

+

Paido chooses a jug of Ferina Nog. Which ale will you choose?

+ If you choose Ferina Nog, turn to 173. + If you choose Chai-cheer, turn to 218. + If you choose Bor Brew, turn to 284. +
+
+ +
+ 152 + + +

The track continues along the rock-strewn valley floor through a thicket of stunted trees and climbs slowly towards a ridge of hills, their peaks worn smooth by countless years of wind and harsh weather. You stop briefly at a babbling stream to allow your horses to drink, and your rumbling stomach reminds you that you are hungry and in need of food. You must now eat a Meal or lose 3 ENDURANCE points.

+

When the horses have quenched their thirst, you continue your climb to the ridge. You soon reach the crest and stare down on a sight that sends a shiver down your spine.

+ Turn to 24. +
+
+ +
+ 153 + + +

As you look all around, your eyes come to rest on a large cask, one of many that line the opposite wall. However, whereas all the others have small puddles of ale on the ground beneath their wooden taps, the large cask in the middle is perfectly clean, as if it had never been used. You twist the wooden tap, but instead of a stream of ale pouring out, there is a dull click, and the entire circular front of the cask swings open to reveal a secret portal and a stairway descending into darkness.

+

You exchange glances with Paido and then follow him as he makes his descent into the unknown.

+ Turn to 259. +
+
+ +
+ 154 + + +

A blinding pain rips through your chest, making you scream out. The room spins before your eyes as you gasp for air, and the pain drags you to the floor. Suddenly you feel no more&emdash;the pain has gone and with it the last beat of your punctured heart.

+ Your life and your quest end here. +
+
+ +
+ 155 + + +

The great snake flicks its tongue and lunges forward, intent on consuming you both in its massive jaws.

+ Silver Swamp Python2060 +

Owing to the swiftness of its attack, you do not have time to use a bow. Unless you possess the Magnakai Discipline of Curing and have reached the rank of Primate, double all ENDURANCE point losses you sustain during the combat, due to the snake's venomous bite.

+ If you win the combat, turn to 62. +
+
+ +
+ 156 + + + +

If you possess either herb, you may now use it to cure the korovax infection.

+
+
+ + +

You sense that your wound has become infected with korovax bacillus, which infest the soil of northern Talestria. Talestrian korovax is a virulent disease&emdash;only your Kai skill is delaying its swift and terrible effect. Unless you treat the wound within two days with Tincture of Oxydine or Oede herb, the muscles of your chest wall will suffer uncontrollable spasms. Then the inability to control your breathing will kill you within minutes.

+

Owing to loss of blood you must now reduce your ENDURANCE by a further 6 points before continuing your ride to Tharro.

+ Turn to 318. + +
+ +
+ 157 + + +

At the top of the stairs you pass through a curtained archway and step into a large prayer hall. A central aisle separates the pews of white wood, which face a golden pulpit with a facia shaped to resemble a flaming sword. Carefully you rest Paido on a pew and examine the glass vial you found in the kitchen. Your fears and suspicions are soon confirmed&emdash;it contains poison. The clear, sticky fluid is sap from the gnadurn tree, a substance used frequently by assassins because of its lack of flavour or scent. The monks must have put some of this poison in the food that Paido unwittingly consumed. The sap is deadly, and you must act quickly if you are to save your companion's life.

+

You hear the sound of running feet and the growl of dogs off the leash at the bottom of the stairs. Once more you shoulder your burden, carrying Paido towards the far end of the hall in search of an exit. Behind a drawn curtain you discover a door, but it is locked and bolted from the other side. The noise of your pursuers grows louder as they climb the stairs to the hall.

+ If you have the Magnakai Discipline of Invisibility and have reached the rank of Tutelary, turn to 67. +

If you do not possess this skill, or have yet to reach the rank of Tutelary, you can:

+ hide in the pulpit&emdash;turn to 96; + hide among the pews&emdash;turn to 198; + or stand in the central aisle and await your pursuers&emdash;turn to 305. +
+
+ +
+ 158 + + +

As you fight, the Vordak succeeds in driving its black steel sword through the side of the ship's pressure tank. A blast of liquid gas hisses from the hole, freezing the Vordak in its petrifying spray. From above comes a stream of blue fire that ignites the escaping gas. There is a flash, and in a fraction of a second, the Levitron is transformed into a colossal ball of flame.

+ Your life and your quest end here. +
+
+ +
+ 159 + + +

The numbing cold robs you of the speed and strength needed to fight this evil enemy: lose 5 ENDURANCE points.

+

Suddenly a wave of heat awakens your senses. Paido has summoned fire to his aid, wafting a sheet of flame down upon the spiders that are closing in for the kill. They flare brightly, their legs withering in the flames, their crackling black bodies dropping to the floor and crumbling to dust. Kezoor shrieks in frustration. He draws his sword before his face and mouths a silent spell of protection before lowering his blade and pointing it towards your chest.

+ Kezoor2845 +

He is immune to Mindblast and Psi-surge. You may reduce by half any ENDURANCE point losses you sustain during the combat as Paido fights by your side, receiving half Kezoor's blows.

+ If you win the combat, turn to 46. +
+
+ +
+ 160 + + +

The Xlorg gurgles its last breath and falls dead, writhing briefly in the mud before becoming still with an uncanny abruptness. You turn to Paido and drag him away from the pool's edge, where his bleeding arm is attracting a crawling horde of hungry leeches.

+

You leave the pool and press on along the muddy trail, glancing back once. No sign remains of the dead Xlorg; their bodies have already been claimed by the creatures of the pool.

+ Turn to 192. +
+
+ +
+ 161 + + +

Summon the brothers! commands the menacing figure in black. You draw an arrow and fire, felling one of the brown-robed monks as they rush to the door. The other escapes, slamming shut the door as he hurries to obey his master's order.

+ If you wish to fire your bow at the remaining black-robed monk, turn to 208. + If you wish to shoulder your bow and attack him with a hand weapon, turn to 277. + If you wish to demand that he lets you leave the temple, turn to 99. +
+
+ +
+ 162 + + +

Your arrow glances off the leader's bronze helmet and arcs harmlessly into the sky. He screams a madman's yell of delight, his evil eyes twinkling through the slits in his visor, as he steers his horse straight towards you.

+ Drakkar Horselord2228 +

If you have the Magnakai Discipline of Animal Control, add 2 points to your COMBAT SKILL for the duration of the combat.

+ If you win the combat, turn to 144. +
+
+ +
+ 163 + + +

Paido leaps to your side, his hands weaving a strange pattern in the air. Anun-kadrusa! he cries, and a wave of shimmering heat courses from his open palms. The club explodes, and the dwarf reels back in shock as slivers of glowing wood set his hair alight.

+

Agh! I'm on fire! he screams, and scurries on all fours through the door like a frightened boar.

+

Sorcerers! exclaims the startled tavern crowd as they stampede towards the main door, overturning benches and tables in their desperation to escape. In the ensuing turmoil, the innkeeper is nowhere to be seen.

+ If you have the Magnakai Discipline of Divination, turn to 341. + If you do not possess this skill, turn to 122. +
+
+ +
+ 164 + + +

Your speed and accuracy with a bow puts paid to the hunting dogs in a matter of seconds. They fall and tumble dead at your feet, your deadly arrows sunk deep in their chests. Then through the archway come their masters, a dozen angry monks each clutching a sword. You have not enough arrows to dispatch them all as they charge headlong down the central aisle.

+ Monks of the Sword2236 + If you win the combat, turn to 328. +
+
+ +
+ 165 + + +

The dwarf stops hammering. Is that you, Filcher? he asks, squinting along the tunnel. When he realizes you are not Filcher, he curses and hurls his mattock at your head. You duck aside, but the pick-like weapon spins past and catches Paido full in the chest. He screams and falls, dying, at your feet. Desperately you try to save him, but the wound is fatal. Anger wells up inside, and you turn to confront his killer, only to find yourself staring into the muzzle of a Bor musket. The dwarf pulls the trigger, and you are decapitated by the blast.

+

It may be some consolation to learn that your killer did not escape unpunished. The shock wave of the blast brought down the tunnel ceiling and buried him alive.

+ Your life and your quest end here. +
+
+ +
+ 166 + + +

Trost swallows the last drop of ale and turns his head to see what is attracting your attention. He catches sight of the new passenger and begins to choke.

+

By the stars! he hisses. It's him &ellips; it's Kezoor the Necromancer! He pulls a crumpled scroll from within his tunic and unfurls it on the table. On it is a picture of a man's face&emdash;the cruel features bear an uncanny resemblance to those of the stranger. Beneath the picture you read:

+
+

Notice of Death

+

Kezoor the Necromancer

+

Renegade Shaman of Mogaruith.
Leader of the forbidden sect of Dazudskul.

+

It is hereby proclaimed by lawful authority that in just retribution for vile acts of black sorcery perpetrated throughout the Freelands of Talestria, a bounty of TEN THOUSAND LUNE is offered for the head of Kezoor the Necromancer.

+

By order of Queen Evaine of Talestria
MS 5060

+
+

This could be our chance to make a fortune, whispers Trost. Help me take him and we'll split the reward. Agreed?

+ If you wish to help Trost attack the necromancer, turn to 65. + If you refuse to help him, turn to 224. +
+
+ +
+ 167 + + +

Reluctantly the great snake accepts defeat and slips silently back to its murky lair beneath the vines and floating vegetation.

+ Turn to 62. +
+
+ +
+ 168 + + +

The building turns out to be a bowyery, stocked with some of the finest archery equipment you have ever seen. Myriad types of arrows, quivers, bracers, wrist and finger guards, bowstrings and bow cases fill the racks from floor to ceiling. A colourful ringed target hangs on the wall behind the counter, and on it are painted the prices of the goods for sale. You read:

+
    +
  • ARROWS&emdash;2 Lune
  • +
  • BOWS&emdash;32 Lune
  • +
  • QUIVERS (empty)&emdash;12 Lune
  • +
  • WRIST AND FINGER GUARDS&emdash;8 Lune
  • +
  • BOW CASES (wood)&emdash;20 Lune
  • +
  • BOW CASES (leather)&emdash;12 Lune
  • +
  • BOWSTRINGS&emdash;4 Lune
  • +
+

You may purchase any of the above equipment, using Gold Crowns to pay for the items if you wish (1 Gold Crown = 4 Lune). A quiver holds a maximum of six arrows, and to carry more than six arrows you will need to purchase an extra quiver. Bow cases, finger and wrist guards, and bowstrings are all Backpack Items.

+ If you possess the Silver Bow of Duadon, turn to 304. + If you do not possess this Special Item, you may leave the bowyery and continue; turn to 264. +
+
+ +
+ 169 + + +

As you climb the steps to the prow, a Vordak lunges at your head with its black staff. You duck, and a splash of blue sparks showers your tunic as the tip of the staff shears through the metal hand-rail. You strike, driving your weapon into the creature's chest and sending it toppling backwards over the side. At the same time a sudden blow strikes your shoulder, knocking you flat on your back. You are stunned and lose a grip of your weapon. You look up to see your attacker leaping from the top of the stairs, his clawed, skeletal fingers hooked to rend your flesh.

+ Vordak1826 +

You are now unarmed. Unless you possess the Magnakai Discipline of Psi-screen you must reduce your COMBAT SKILL by a further 2 points for the duration of the combat. The creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 337. +
+
+ +
+ 170 + + +

You retrace your route through Topham, past the abbey and water-mill, and follow the track westwards to the Great North Road. The hours spent in the saddle have made you tired and hungry&emdash;you must now eat a Meal or lose 3 ENDURANCE points.

+ To continue your ride to Tharro, turn to 280. +
+
+ +
+ 171 + + +

In an instant Paido is by your side, his sword unsheathed and levelled at the monks. Summon the brothers! commands the one in black. The others leave through the open door, slamming it shut behind them as they run to obey their master's order.

+ If you wish to attack the remaining monk, turn to 277. + If you wish to demand that he lets you leave the temple unharmed, turn to 99. +
+
+ +
+ 172 + + +

Stealthily you approach the huts, using your Kai hunting skills to muffle the sound of your passage through the foliage. Unfortunately Paido is unused to such woodcraft. He fails to see a clutch of dried twigs on the ground before him, and they crack loudly under his foot. You freeze in your tracks, your eyes fixed on the huts ahead.

+ Turn to 272. +
+
+ +
+ 173 + + +

The ale is weak and watery but serves to quench your thirst. Paido takes a great mouthful and immediately spits it out in disgust, wiping away its insipid taste on the sleeve of his tunic. Bilge juice! he splutters, slamming down his mug.

+

You should be a sight more careful where you empty your mouth, stranger, growls a man seated to your right. He bends down and picks up his polished steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

+ If you wish to take action to stop a fight breaking out, turn to 314. + If you choose to do nothing, turn to 253. +
+
+ +
+ 174 + + +

The monks appear upset by your refusal to eat. They whisper to each other and cast anxious glances at your untouched plate. Paido is busy eating his stew, smiling delightedly as he fills his empty stomach. The monks hurry out of the refectory and return minutes later in the company of an elderly man dressed in a hooded black robe. He carries a staff of plain black iron.

+

Has the Vakeros eaten? he asks, his voice strangely cold and monotonal.

+

Yes, master, the monks reply, but the Kai lord refused.

+ If you possess the Magnakai Discipline of Divination, turn to 93. + If you do not possess this skill, turn to 128. +
+
+ +
+ 175 + + +

Gradually the causeway descends into the stinking mire, delivering you back to the ankle-deep ooze. A chilling howl drifts across the swamp from the north, and for a few fleeting seconds, all the scuttling and slithering and other small noises cannot be heard.

+

You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 56. +
+
+ +
+ 176 + + +

Paido heeds your shout and dives to the floor. The dwarf appears, the crossbow pressed to his cheek as he readies himself to fire. His finger tightens around the trigger, and the straining metal drawstring propels its deadly charge.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 115. + If it is 6 or more, turn to 334. + +
+ +
+ 177 + + +

When Paido finally climbs down from the tree, his face betrays his anxiety. What is wrong? you ask impatiently.

+

There is no signal, he replies. I have scanned every direction with the starguider, but it can detect no korlinium signal. It isn't damaged, of that I'm sure. It's simply as if the temple has disappeared.

+

You take the device from Paido's hand and climb the twisted tree trunk. He shouts instructions and you set the starguider into operation, scanning the distant horizon and waiting for the tell-tale click that will reveal the direction of the lost temple of the Elder Magi. But Paido is right&emdash;there is no signal; and without a signal there is no hope of finding the Lorestone of Ohrido.

+

You are about to abandon the search and jump down from the tree when you see something on the northern horizon that you hadn't noticed before. An island of red volcanic rock rises out of the mire, one of four flat-topped islands grouped in a diamond close to the eastern edge of the crater. Perhaps the temple is on the other side of that island. Perhaps that is why the starguider will emit no signal?

+

You climb down and ask Paido what he thinks. He stares to the north and ponders the problem. Yes, it is possible, he says thoughtfully, it is just possible.

+ Turn to 292. +
+
+ +
+ 178 + + +

Your force yourself to swallow the potion and to stay conscious long enough for it to take effect. Gradually you feel your strength returning. The pain and nausea disappear and your limbs stop their uncontrollable shivering as the potion and your latent Kai skill neutralize the toxin in your blood.

+

Now you use your skill to try to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn of the following day before you know for sure if your skill has saved his life.

+ Turn to 285. +
+
+ +
+ 179 + + +

You sense that the book contains details of acts and rituals that are wholly evil. It is an unholy book, but one which is not protected by a curse or trap.

+ If you wish to examine it now that you are sure it is safe to do so, turn to 312. + If you choose not to look at this evil book, turn to 255. +
+
+ +
+ 180 + + +

One of the soldiers snatches your Pass and gives it a cursory glance. Even the presence of Lord Adamas' seal does little to impress him. Shieldwarden Nehdra is visiting Syada, he says. He's not due back till tomorrow. You'll have to wait till then t'see him.

+

He hands back your Pass and returns to his post. Come, says Paido, let's find ourselves a roof for the night. We can come back tomorrow if need be.

+

You nod your agreement and follow Paido as he descends the hill track leading back into the town. At the quadrangle you decide to stop at the Temple of the Sword and enquire about a room for the night.

+ Turn to 78. +
+
+ +
+ 181 + + +

Honey Lodge! shouts the bargee. Five minutes to Honey Lodge! A group of farmers near you gather up their belongings, say farewell to their travelling companions and begin climbing the tap-room stairs as the barge slows to a halt.

+ If you wish to go up on the deck and watch them disembark, turn to 73. + If you prefer to stay in the tap-room, turn to 236. +
+
+ +
+ 182 + + +

You load, aim and fire in a split second, sending your arrow whistling into the mottled underbelly of a swamp creature to your left. Croaking in pain, it twists and falls backwards, churning the pool to a bubbling brown froth as it frantically tries to grip the shaft between its webbed claws. A green-eyed serpent breaks through the surface and embraces the creature in its coils. The struggle is brief and the swamp water stifles all cries as the serpent and its victim sink swiftly from view.

+

The sight of the serpent distracts you, and you do not see the lizard-beast that is creeping up on you from the side until it is leaping through the air towards your chest.

+ Turn to 252. +
+
+ +
+ 183 + + + +

It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+
+
+ + +

This deadly, shape-changing servant of the Darklords cannot be killed with a normal weapon. Your only hope of defeating it is to fight it using Paido's sword, a blade forged by the Elder Magi in the furnaces of Elzian.

+ Gnaag Helghast3448 +

Ignore any ENDURANCE point losses sustained by your enemy in the first round of combat, as you are stooping to unsheathe Paido's sword from its scabbard when combat begins. This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, you must reduce your COMBAT SKILL by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of the combat.

+ If you win the combat, turn to 268. +
+
+ +
+ 184 + + +

The sight of Paido being forced back into a corner by the loathsome spiders makes you fire as soon as you glimpse your target. The arrow flies true, but a hapless passenger runs across its path. He screams as the arrow clips his shoulder. It is only a flesh wound, but your shot has been deflected; it sinks harmlessly into the tap-room wall. You curse your bad luck and shoulder your bow in favour of a hand weapon. The necromancer senses the threat you pose and turns to face you, his hands weaving a pattern in the air. Suddenly you are literally frozen in your tracks. Frost sparkles on your hair and clothing, and ice sheens your eyes. Your breath comes in misty clouds as you labour to stay conscious.

+ If you have the Magnakai Discipline of Nexus, turn to 345. + If you do not possess this skill, turn to 159. +
+
+ +
+ 185 + + +

You steer your horse away from the track and gallop through a tangle of briars and bracken bordering the stream. Your ambushers follow in pursuit, the thunder of their horses' hooves and the clank of their armour echoing in your ears. It is a desperate chase, but the rough terrain works in your favour. After a while your pursuers pull back and cease the chase, they have decided to go in search of easier pickings&emdash;to harass the refugees fleeing from Syada.

+ Turn to 136. +
+
+ +
+ 186 + + +

You close your eyes, and summon the power of your Discipline. Drawing on your psychic reserve, you project a mental barrier to deflect the attack. Instantly the pressure in your head decreases and the pain subsides, releasing your senses from the icy paralysis of psychic shock.

+

Suddenly the attack breaks off, the abruptness of its passing leaving you reeling. As you open your eyes, you see at once the reason why the attack has ceased.

+ Turn to 60. +
+
+ +
+ 187 + + +

The membrane and the tendril hold your weapon in a vice-like grip, and you are forced to abandon it for fear of the tendril coiling around your arm. You watch in anger and frustration as a good weapon is crushed to useless splinters. (Delete this weapon from your Action Chart.)

+ Turn to 177. + +
+ +
+ 188 + + +

You stable both horses and investigate the mouth-watering smell of freshly baked wheat cakes that wafts from the doorway of the inn. Welcome, hails a friendly voice as you cross the threshold. Come in and dry yourselves by the fire.

+ + + Gary Chalk + A black-bearded dwarf, with an equally black patch
covering his right eye, stands behind the counter
+ + + +
+

A black-bearded dwarf, with an equally black patch covering his right eye, stands behind the counter, his barrel-like body obscured from the chest down. Perhaps you two gentlemen would care for some fare? With an open sweep of his hands he draws your attention to the plates of cakes and kegs of ale that are spread along the bar.

+ If you wish to buy some food and ale, turn to 145. + If you choose to dry yourself before the fire, turn to 232. + If you wish to engage the dwarf in conversation, turn to 26. +
+
+ +
+ 189 + + +

You look up to see a squadron of black-winged Kraan swooping down on the Levitron. On the backs of these leathery creatures ride red-robed Vordaks, hideous servants of the Darklords of Helgedad. In their skeletal hands they wield staves of black iron which crackle with blue fire. As a Kraan screams past, a stream of liquid blue flame pours from its rider's staff.

+ If you possess the Sommerswerd, turn to 287. + If you do not possess this Special Item, turn to 13. +
+
+ +
+ 190 + + +

Your futile quest is over, mortal, says the hooded man, his emotionless voice like a spike stabbing at your mind. Instinctively you reach to your weapon, but your hand begins to shake&emdash;you cannot control your fingers. You glance at Paido to see that he, too, is shivering uncontrollably. Suddenly a wave of pain tears at your stomach and your legs buckle. You groan in agony and drop to your knees, clutching at your burning stomach. Paido lets out a scream of anguish and falls unconscious at your side. You cannot but envy his oblivion as the terrible pain courses through your body.

+ If you have the Magnakai Discipline of Curing and have reached the rank of Primate, turn to 146. + If you do not have this skill or have yet to reach this level of Magnakai training, turn to 222. +
+
+ +
+ 191 + + +

You jump to your feet and scan the room, your weapon poised to strike down any would-be attacker. Fortunately the place is empty, the cooks having been summoned to the refectory. You sheathe your weapon, lift Paido across your shoulder, and run towards an open door at the far end of the kitchen. As you pass a steaming cauldron of stew you catch sight of a stoppered vial of clear liquid. You stop to pocket the vial (remember to mark it on your Action Chart) before running through the door and into the corridor beyond. At the end of the corridor is a wooden door and a staircase that ascends to the floor above.

+ If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 114. + If you wish to open the door and enter, turn to 340. + If you wish to climb the stairs, turn to 157. +
+
+ +
+ 192 + + +

You tend to Paido's wound, using your basic Kai knowledge of healing to prevent an infection from taking hold, before continuing deeper into the swamp. The ankle-deep ooze that borders the pool gives way to firmer ground, and you arrive shortly at a place where a tree bearing blood-red fruit overhangs a pool of clear water. You stop here to rest and dislodge the tiny leeches that are feasting on your legs.

+

Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations of korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of these vibrations, you should find the lost temple.

+

While Paido is busy adjusting the starguider, you decide to take a closer look at your surroundings.

+ If you wish to examine the red fruit, turn to 301. + If you wish to examine the clear pool, turn to 2. + If you decide to sit and wait for Paido to finish taking his readings, turn to 177. +
+
+ +
+ 193 + + +

You be wantin' to go to Tharro? asks the old woman impatiently. Or perhaps you be wantin' your fortune told by m'daughter, Tadia the Prophetess?

+ If you wish to enquire about the barge to Tharro, turn to 37. + If you wish to ask the old woman about her daughter, turn to 244. +
+
+ +
+ 194 + + +

You duck under the board and step into the gloom, taking care to tread lightly around the mounds of rubble and pools of water that obscure the tunnel floor. Soon the light from the entrance fades into total darkness. Ahead, the sound of hammering continues.

+ If you have a Lantern, a Torch and Tinderbox, or a Kalte Firesphere, turn to 283. + If you have none of these items, you can advance in the dark by turning to 118. + Or, if you prefer to turn around and retrace your steps to leave the mine, turn to 152. +
+
+ +
+ 195 + + +

The Helghast vents a cry of rage and despair as you strike the blow that seals its doom. It crumples and falls, its flesh transforming into a vile green gas. All that remains is the torn and shredded robe that once concealed its identity.

+

Your mind reels at what has just occurred, but you dare not dwell on the fearful implications, for you can make out the sound of feet running down the stairs beyond the locked refectory door. You rush to Paido's side and shake him, trying desperately to revive him. He groans, his head lolling from side to side as you drag him to his feet. There is now only one escape route from the refectory&emdash;the hatch in the wall that leads to the kitchens. You lift Paido across your shoulder and bundle him through the narrow opening. But, before you can pull yourself through, the door slams open and a rush of monks pour into the refectory.

+ If you have a bow and wish to use it, turn to 323. + If you wish to stand and fight the monks, turn to 110. + If you choose to ignore them and clamber through the hatch, turn to 86. +
+
+ +
+ 196 + + +

Without a sound you draw an arrow from your quiver, take aim, and fire. It strikes the target, splitting the spear haft clean in two and causing the man to leap with fright. Before his feet have returned to the platform, Paido moves forward and slams his open palm into the man's stomach, sending him tumbling over the rail. He lands with a dull splash, spreadeagled atop a mound of manure and rotting vegetation.

+ If you wish to search the mill, turn to 306. + If you choose to leave the mill and continue your ride north before the man regains consciousness, turn to 318. +
+
+ +
+ 197 + + +

The foul creature howls its death-cry and topples over the edge. Before it is out of sight you turn and run along the tree-bridge, your hand outstretched to grab Paido's arm. Just in time you save him; a moment later and he would have joined the Anapheg and plummeted into the spray-filled pool.

+ + + Gary Chalk + + + + + Turn to 31. +
+
+ +
+ 198 + + +

A brace of hunting dogs bursts through the curtained archway. They lope along the centre aisle, their claws scrabbling on the flagstones as they slide to a halt. Seconds later a group of monks appears, each armed with a sword. Systematically they search the pews, slowly advancing towards your hiding place. The dogs howl as they pick up your scent.

+ If you have the Magnakai Discipline of Animal Control, turn to 279. + If you do not possess this skill, turn to 241. +
+
+ +
+ 199 + + +

Kezoor shrieks in frustration. He renews his attack on Paido by creating more of the hideous creatures, but your companion uses his battle-magic to summon fire to his aid. From the tip of his sword a sheet of flame wafts down upon the spiders now closing in for the kill. They flare brightly, their legs withering in the flames, their crackling black bodies dropping to the floor and crumbling away to dust. Attack! shouts Paido, and together you advance against your foe. Kezoor draws his sword and mouths a silent spell of protection as he prepares to engage you both in a fight to the death.

+ Kezoor2643 +

He is immune to Mindblast and Psi-surge. You may halve any ENDURANCE point losses you sustain during the combat as Paido fights by your side, receiving half the blows struck by Kezoor.

+ If you win the combat, turn to 46. +
+
+ +
+ 200 + + +

There is a terrific bang as another cube explodes. It is followed, almost instantaneously, by a massive explosion that transforms the Levitron into a colossal ball of flame, as the liquid gas stored inside the pressure tank ignites.

+ Your life and your quest end here. +
+
+ +
+ 201 + + +

One of the bowls begins to emit a faint humming sound. The surface of its silvery liquid swirls and glows brighter, casting a phosphorescent light on to the domed ceiling. The sparkling mist slowly clears and a strange image takes shape, condensing and forming into something wholly alien, something that resembles the head of a monstrous fly. Its great multi-faceted eyes stare down at you, gleaming darkly with black fire, like two huge clusters of evil jewels.

+ + + Gary Chalk + A strange image takes shape resembling
the head of a monstrous fly
+ + + +
+

Tan-ash-oka, Nadoknar Gnaag! booms a ghastly, rasping voice. Then, with a stifled cry of rage and recognition, the image clouds over and the light fades to a dull glow. The terrible visage of Darklord Gnaag has disappeared.

+

By the gods! gasps Paido, shocked to the core by what he has seen. What manner of beast was that? But you do not reply, for you sense that he already knows the dreadful answer.

+

Swiftly you search the chamber. Behind a throne-like chair of chiselled stone you discover several useful items: a Sword, a Bow, 3 Arrows and enough food for 2 Meals. Also, set into the back of the chair, is a lever. It activates a portal in the opposite wall. The tapestry that conceals it is drawn aside, and you can see a stairway, flanked by torches, descending to a passage far below.

+

Come, says Paido. This room chills my blood. You move to follow him as he descends the stairs, stopping briefly to kick over the bowl of glowing, silvery liquid that projected the image of Darklord Gnaag.

+ Turn to 259. +
+
+ +
+ 202 + + + +

Don't discard the Lodestone during this adventure unless you are forced to do so or given an explicit opportunity. Some passages in the book assume you you still possess it.

+
+
+ + +

Your ears are filled with a loathsome hissing as the bodies of your slain enemies dissolve into the mud. You stare at their smouldering remains, and a cold chill grips your heart as you speculate on why these foul servants of the Darklords came to this sleepy Talestrian hamlet.

+

Inside the abbey you discover the grisly answer. Scattered throughout the chambers and corridors are the bodies of dead monks, their lifeless faces frozen in masks of horror. Several have been stripped of their robes, presumably to provide a disguise for their killers.

+

Why would the Darklords want to take control of this abbey? asks Paido, horrified at the sight of such slaughter.

+

I fear it is part of their plan to conquer Talestria, you reply. It is always their strategy to infiltrate a land with agents before invading. When invasion is launched, these agents rise up and attack from within.

+

So you think that the Darklords plan to invade Talestria, says Paido, aghast at the possibility of such an event.

+

I suspect that their plan is already under way, you say thoughtfully. Perhaps the destruction of Luukos was masterminded not in Xanar, but in Helgedad.

+

Paido helps you to bury the monks in the graves already dug by their killers. As you cover the last of the bodies with soil you notice a small, pear-shaped stone lying on the pathway. Its speckled blue surface is mirror-smooth and, despite its size, it feels remarkably heavy. You suspect it is very valuable and decide to keep it. (Mark this Lodestone on your Action Chart as a Special Item that you carry in your Belt Pouch. If you already carry your maximum number of Special Items, you must discard one in favour of this new item.)

+ Turn to 55. +
+
+ +
+ 203 + + +

Your improved Kai skill warns you that to the north a tribe of hungry swamp creatures are lurking at the edge of the pool in search of prey. You and Paido would provide an excellent meal for these beasts. To the south the track takes you away from the heart of the swamp, and consequently further away from your goal.

+ If you wish to go north and brave the swamp creatures, turn to 36. + If you decide to go south, turn to 300. +
+
+ +
+ 204 + + +

You arrive at a flagstoned quadrangle. It is well lit by street lanterns, which hang from the first-floor balcony of a large and unusual building. Constructed of blue stone, with silver and scarlet veins running through it. The bricks have been polished to give a mirror-like shine. A huge wooden door banded with copper dominates the entrance, above which a bronze cast depicts a flaming broadsword with the words TEMPLE OF THE SWORD engraved along the blade.

+

Beyond the temple, a street ascends to a stone watchtower. It is built on the peak of a hill and dominates the town.

+ If you have a Map of Tharro, you may consult it before choosing any of the following options: turn to 22. + If you have the Magnakai Discipline of Pathsmanship, turn to 327. + If you wish to enter the temple, turn to 78. + If you wish to ride up to the watchtower, turn to 14. +
+
+ +
+ 205 + + +

You are in combat with a man-beast of the Danarg.

+ Ghagrim2338 + You can evade combat after three rounds; turn to 309. + If you win the combat, turn to 9. +
+
+ +
+ 206 + + +

A horde of huge black spiders carpets the floor, their bulbous bellies crouched on hairy, angular legs. In a sudden rush they scuttle towards Paido, their eyes glinting and their mandibles gaping wide.

+ If you have a bow and wish to use it, turn to 246. + If you do not have a bow or do not wish to use it, turn to 291. +
+
+ +
+ 207 + + +

The Fireseed bursts into flames, blinding your pursuers with its sudden glare. You seize the opportunity to dive into the thick undergrowth that borders the track. Paido follows as you crawl towards the cover of the trees.

+ Turn to 111. +
+
+ +
+ 208 + + +

You draw and fire an arrow at the monk's head. At the same time he spins his black staff with incredible speed and dexterity, creating a whirl of darkness. There is a brief flash as your arrow enters this spinning vortex and is smashed to fragments. Before the fragments have settled on the floor, you shoulder your bow, draw a hand weapon, and leap forward to catch your enemy off his guard.

+ Turn to 277. +
+
+ +
+ 209 + + +

You draw an arrow, gripping your horse with your knees as you take aim at the leader.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 3 to the number you have picked.

+ If the total is now 0&endash;6, turn to 162. + If it is 7 or more, turn to 303. +
+
+ +
+ 210 + + +

You watch with bated breath as the point of a spear moves slowly into view, its wet tip glinting dangerously. A man's voice, gruff and demanding, challenges Paido to state good reason for trespassing on his property or to suffer the consequences. Paido answers with a sound far louder than you ever imagined could be made by a human voice. The force of the shout hits the man like a clenched fist, slamming him backwards through the timber parapet. He lands with a dull splash, spreadeagled atop a mound of manure and rotting vegetation.

+

Vakeros power-word, explains Paido, in answer to your unspoken question. Someday I'll teach you the technique, Kai lord.

+ If you wish to search the mill, turn to 306. + If you choose to leave the mill and continue your ride north to Tharro, turn to 318. +
+
+ +
+ 211 + + +

You snatch the dagger and hurl it at your foe. It strikes the creature in the midriff, sinking in up to the hilt. Such a wound would have felled any mortal being, but this enemy stands unmoved. It plucks the dagger from its side and drops it to the floor with disdain. Another ball of blue flame is forming at the tip of its black staff&emdash;you must act quickly.

+ If you wish to attack the Helghast with a hand weapon, turn to 75. + If you wish to use Paido's sword, turn to 47. +
+
+ +
+ 212 + + +

The creature gives a strange snickering cry as slowly it edges nearer and nearer. It is a huge, pear-shaped beast with a hunched back and a white lizard-like head. Awkwardly it shuffles upright, on two large hairy paws. At first glance it looks as if two totally separate creatures have been joined together at the waist: the lower half is covered with a coarse, spiky fur, and the upper body is pale and hairless, heavily veined, with long sinewy forearms. It raises its snout to savour the smell of your frightened horse and opens its fanged jaws.

+ + + Gary Chalk + The creature gives a strange snickering cry as it edges nearer + + + + + If you have a bow and wish to use it, turn to 17. + If you do not have a bow, or do not wish to use it, turn to 333. +
+
+ +
+ 213 + + +

You fire and your arrow hits the necromancer, twisting him around and pitching him over as the shaft passes right through his arm. Although wounded, he quickly scrambles to his feet.

+ Turn to 199. +
+
+ +
+ 214 + + +

The edges of the pool roll inwards and smother the tip of your weapon, revealing an egg-like creature lurking in the hollow. A snaky tendril lashes up from a hole in its shell and tries to grip your wrist.

+ If your weapon is an edged weapon (i.e. a sword, dagger, axe, spear, short sword or broadsword), turn to 235. + If your weapon is a non-edged weapon (i.e. a mace, warhammer, quarterstaff or bow), turn to 187. +
+
+ +
+ 215 + + +

Expertly you draw an arrow and take aim at the counter. Seconds later the dwarf appears, his crossbow levelled ready to fire. You loose your bowstring and the arrow cuts the air, slamming into the leather stirrup at the front of the crossbow and splitting it wide open. It runs the length of the wooden stock and halts barely an inch from the dwarf's face, its steel tip quivering beneath his nose. His eye regards the deadly point with a look of shocked surprise before rolling up into his head. Seconds later there is a crash of broken glass. The dwarf has keeled over backwards and fallen, unconscious with shock, through the shelves of bottles that line the rear of the bar.

+ Turn to 70. +
+
+ +
+ 216 + + +

The causeway comes to an abrupt halt, its jagged edge overhanging a sprawling tangle of reeds, marsh thistles and black moss. The pools of dark water are few, but the hazards are much greater than before.

+

Those patches, says Paido, pointing across the wild landscape, are quicksands. You stare at myriad tan-coloured patches where the weeds do not grow.

+ If you have the Magnakai Discipline of Divination, turn to 142. + If you wish to cross this quicksand bog, turn to 21. + If you decide to return to the junction and take the west spur, turn to 175. +
+
+ +
+ 217 + + +

Despite the tempting aroma, you push the meat stew away and settle for the dry provisions you carry in your pack. The monks appear upset by your refusal to eat their food. They whisper to each other and cast anxious glances at your untouched plate. Paido eats his stew, smiling delightedly as he fills his empty stomach. The monks hurry out of the refectory and return minutes later in the company of an elderly man, dressed in a hooded black robe. He carries a long black staff.

+

Has the Vakeros eaten? he asks, his voice strangely cold and monotonal.

+

Yes, master, reply the monks, but the Kai lord refused.

+ If you have the Magnakai Discipline of Divination, turn to 93. + If you do not possess this skill, turn to 128. +
+
+ +
+ 218 + + +

The bargee hands you a tankard filled to the brim with Chai-cheer. Its greenish hue does little to inspire your confidence, but your doubts soon dissolve when you taste the beverage&emdash;it is delicious. Paido raises his tankard and takes a great mouthful of the ale of his choice&emdash;Ferina Nog. Immediately he spits it out, wiping away its insipid taste on the back of his hand. Bilge juice! he splutters, slamming down his mug.

+

You should be a sight more careful where you empty your mouth, stranger, growls a man to your right. He bends down and picks up his polished steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

+ If you wish to take action to stop a fight breaking out, turn to 314. + If you choose to do nothing, turn to 253. +
+
+ +
+ 219 + + +

The sword whistles past your head and gouges a chunk of stone from the courtyard arch. You hear the monks shouting and you dig in your heels, steering your horse through the archway and along a narrow street that leads to the quadrangle. At this early hour there are few obstacles to slow your escape as you gallop headlong through the twisting streets of Tharro. It is not until you reach the town's north gate that you finally rein in your horse to a halt.

+ Turn to 347. +
+
+ +
+ 220 + + +

It is late afternoon when you see the Temple of Ohrido, rising majestically out of the swamp mists and tangled vegetation. The sight of this towering ziggurat is so breathtaking that you are both stunned into silence as you feast your eyes on its untarnished splendour. Tier upon tier of gleaming white stone, shaped and formed into perfect symmetry, confront you. Huge foundation slabs support a level carved of golden rock, inlaid and decorated with gemstones. Above that sit strata of precious metals and then levels made up of crystal slabs, whose facets refract the colours of the rainbow. Upward climb tiers of ruby, sapphire and emerald, that offer up a wedge-shaped spire of pure korlinium crystal to the sky.

+

At its base the swamp has shrunk back as if repelled by the radiant goodness of the temple. A perimeter of lush grass leads to a staircase of solid amber. You follow Paido as he ascends towards a pair of huge triangular doors set into the second level. Everywhere the glitter of gemstones and the gleam of precious metals radiate a purity unspoiled by the Danarg. Paido completes the complex procedures that open the great doors, taught to him by the Elder Magi in preparation for this mission. They part and you enter, stepping on a floor of glistening gold, a floor that has lain undisturbed for seven thousand years.

+ Turn to 100. +
+
+ +
+ 221 + + +

The monks of Talestria are infamous for their gluttony. Stories of their thirty-course meals and week-long banquets are well known throughout Magnamund. However, despite their voluminous robes, you cannot help but notice how slight these monks appear.

+ If you wish to stop and pay your respects to the deceased, turn to 275. + If you choose to continue on your way without stopping, turn to 55. +
+
+ +
+ 222 + + +

The pain gradually subsides, but a fearful numbness spreads through your body, paralysing your limbs and leaving you totally at the mercy of your enemy. He utters a cruel laugh and turns to leave the chamber. Swiftly you sink into a coma induced by the poison in your blood: it is a sleep from which you will never awaken.

+ Your life and your quest end here. +
+
+ +
+ 223 + + +

A powerful nerve toxin is injected into your throat, paralysing you from the neck down. Your vocal chords are frozen and you are incapable of shouting for Paido's help. A blind horror fills your senses as, helplessly, you watch the creature gorge on your blood, its shell-like body pulsating and swelling.

+ Your life and your quest end here. +
+
+ +
+ 224 + + +

What! exclaims Trost, incredulous. Are you afraid of a snivelling grave poacher? If you'll not help me then I'll do the job alone.

+

Before you have a chance to respond he leaves the table and advances towards the stranger. The man remains motionless, seemingly engrossed in his black book. Trost draws his sword and holds aloft the notice of death with his free hand. You are Kezoor the Necromancer, an outlaw in this land. The man remains as still as a stone statue. By the authority of Queen Evaine, I &ellips;

+

Trost stops in mid-sentence, his commanding voice little more than a stifled groan as Kezoor looks up from his book. His hard grey eyes glow with an unnatural intensity. Trost screams. His face becomes a mass of swelling and erupting boils. He collapses to his knees as the pain grows more intense.

+

I'll finish this worm! snarls Paido, incensed by Trost's agony and the cruel gloating laugh of his tormentor. He draws his sword and strides across the hold, but before he can strike a blow, the necromancer conjures forth a new, more horrific summonation.

+ Turn to 206. +
+
+ +
+ 225 + + +

Snatching the seed from your pocket, you throw it with all your strength at a crawling lizard-beast that is slithering towards you on its belly. You watch with dismay as the Fireseed bounces off its soft, fibroid skull and plops harmlessly into the mire. (Remember to tick this lost Fireseed off your Action Chart.)

+

Cursing your luck you unsheathe your weapon as the creature rears up to attack.

+ Turn to 265. +
+
+ +
+ 226 + + +

You spend a cold, wet, and thoroughly miserable night on the plain south of Tharro. A fresh storm rolls in from the west making it impossible to light a fire or dry your already damp clothing. It is dawn when the rain finally eases off, but the storm gives way to a biting wind that chills you to the bone (lose 3 ENDURANCE points). You must now eat a Meal or lose an additional 3 ENDURANCE points.

+

The garrison of Tharro still refuses to allow you into the town, so you are forced to set off towards a line of distant hills that fill the northern horizon. Grey-brown grasses brush your shins as you cross this wild, uncultivated plain, encroaching on the deserted track that leads to the frontier town of Syada. An eerie, unnatural silence accompanies your ride, broken only by the rare cawing of ravens, circling high overhead.

+

By midday you are deep among the hills. The terrain becomes increasingly rocky, undulating like a storm-tossed ocean. The tall plains grass has given way to sad little plants, scraggy and deformed, stunted by the winds that sweep down from the barren wastes of Ogia. The track passes through a narrow valley, where a small stone cabin stands beside the entrance to a disused mine. As you approach you see a face at the cabin window.

+ If you wish to stop at the cabin, turn to 85. + If you wish to investigate the mine, turn to 120. + If you choose to continue along the valley, turn to 152. +
+
+ +
+ 227 + + +

Your heightened Kai sense warns you of approaching danger. Riders from Warlord Zegron's advance guard have broken away from the main army groups and infiltrated the hills to the east. Having followed the stream, and looted several hamlets along the way, they are now poised to ambush refugees as they try to escape along the track to Tharro.

+

Forewarned by your improved Magnakai Discipline, you tell Paido of what lies ahead. If we continue along this path, we may be riding to our deaths, he answers grimly. Rather than running the risk of ambush, you leave the track and take to the hills.

+ Turn to 311. +
+
+ +
+ 228 + + +

You recognize the delicious aroma: this purple liquid is a liqueur made from the fruit of the Larnuma tree. It is very nutritious and each draught will restore 3 ENDURANCE points when consumed. There is enough for two draughts. If you wish to keep the flask, record it on your Action Chart as a Backpack Item.

+ Turn to 98. +
+
+ +
+ 229 + + +

An hour passes and you breathe a sigh of relief, glad to have left the Ghagrim settlement far behind. You forego a rest and press on along the track until you reach a promontory of rock on the north-western tip of the island. There you stop and snatch a few hours' sleep while you wait for the dawn.

+ Turn to 102. +
+
+ +
+ 230 + + +

You fight to erect a mindshield to counter the searing pain of this psychic attack, but your defence is too weak to withstand the onslaught. You scream in agony as the assault cuts deep into the fabric of your mind: lose 8 ENDURANCE points.

+ If you are still alive, turn to 60. +
+
+ +
+ 231 + + +

No sooner have you dispatched the two dogs than you are faced by their angry masters. There they are! screams the leader. Destroy them!

+

The monks raise their swords and charge along the central aisle, screaming and howling like men possessed.

+ Monks of the Sword2236 + If you win the combat, turn to 328. +
+
+ +
+ 232 + + +

You hang your dripping Kai cloak over the back of an empty chair and draw it close to the blazing log fire. Your entrance has drawn curious glances from the tavern crowd and you can hear them speculating, in hushed voices, on the purpose of your visit. Paido removes his Backpack and hooded cape before joining you at a table. The whisperings increase as the plains folk catch sight of his dark skin and plaited, flaxen hair.

+

Pay no attention to them, advises the dwarf. They're a might suspicious folk an' news of late's done nought to better their nature. You nod benignly and assure the dwarf that they have nothing to fear from two travel-weary adventurers on their way north in search of work. Paido reaches for his pack and removes half a loaf of black bread and a slab of salted pork. He is about to offer you a share when a loud voice, full of indignation, rings in your ear. And what do you think you're up to?

+

It is the voice of the cheerful dwarf, although the sight of you preparing to eat your own food in his tavern has greatly soured his mood. He strides across the floor and scatters Paido's food with the back of his hand. Get out! he bellows, his face growing redder by the second. Get out before I throw you out!

+ If you wish to gather your belongings and leave the tavern, turn to 294. + If you choose to resist the innkeeper's attempt at throwing you out into the storm, turn to 49. +
+
+ +
+ 233 + + +

You push open the door and step inside, your weapon poised to counter any sudden attack. The door slams shut and a scar-faced rogue leaps out of the shadows and attacks you with a pick-axe handle.

+ + + Gary Chalk + A scar-faced rogue leaps out of the shadows
and attacks you with a pick-axe handle
+ + + +
+ Rogue Miner1725 + If you win the combat, turn to 321. +
+
+ +
+ 234 + + +

Speed, dexterity and courage save you from being impaled by the advancing spears. You pull the reins, wheeling your horse around on his hind legs so that his flailing front legs force the soldiers to pull away for fear of being kicked senseless. Before they have a chance to recover, you and Paido have galloped out of the courtyard and disappeared like shadows into the darkness.

+ Turn to 204. +
+
+ +
+ 235 + + +

Your weapon cuts through the membrane and penetrates the creature's shell. It emits a shrill noise and the shell implodes, drawing a swirl of dust and air into its rotten core. You step back as a foul stench rises from the hole, and wipe away the ichor which stains the tip of your blade.

+ Turn to 177. +
+
+ +
+ 236 + + +

And to what do we owe the honour of your visit to Tharro? asks Trost the soldier, in a polite but inquisitive tone.

+

It's on the way to Syada, replies Paido. We're going there in search of some work. We heard about the attack on Luukos, and we reckon they'll be a few rich farmers there who'll pay handsomely for us to protect their interests.

+

Trost chuckles and rubs his stubbly chin. I mean no offence, but if Zegron and his rabble attack the farms near Syada it'll take more than two freelances to turn their tails. If I were you I'd stay in Tharro&emdash;there's plenty of work there for the likes of you. Take my advice and leave Zegron to the army. We'll blunt his nose, don't you worry.

+

A shudder runs through the floor as the barge gets underway. A new passenger has boarded at Honey Lodge, a thin individual with hard grey eyes. He descends the tap-room stairs, pausing to shake rain from his cloak and wide-brimmed hat. Slung at his side is a narrow-bladed sword and clutched in his hand is a leather-bound book, its cover as plain and as black as his sombre clothing. Without saying a word he takes a seat in the shadows of the opposite corner and opens his book to read.

+ Turn to 166. +
+
+ +
+ 237 + + +

The deadly korovax has multiplied in your bloodstream unchecked. Suddenly your thigh muscles contract, causing you to stagger and fall. Paido rushes to your side, lifting you out of the choking airless mist that covers the forest floor. You are shaking from head to toe as opposing muscles pull against each other uncontrollably. Cramp grips your chest like an iron vice, preventing you from breathing and, in the course of three short minutes, you slip into unconsciousness, and from there into a sleep from which there is no awakening.

+ Your life and your quest end here. +
+
+ +
+ 238 + + +

A distant echoing whistle issues from the monk's open mouth. Steadily it rises in pitch until it passes beyond the range of your hearing. At that moment a terrible pain courses through your head. The pain and pressure grows until your skull feels ready to explode.

+ If you have the Magnakai Discipline of Psi-screen, turn to 186. + If you do not possess this skill, turn to 230. +
+
+ +
+ 239 + + +

The light fades and you step down from the dais, your senses aglow with a new-found wisdom and strength. Having witnessed the fulfilment of your quest, Paido beams with joy as you return to his side. He congratulates you and bids you follow as he turns towards an archway of silver set into the crystal walls of the chamber. Come, Lone Wolf. We have a long journey ahead of us. We must leave without delay.

+

The thought of returning to the dangers of the Danarg fills you with dread. Paido senses your anxiety. Don't look so dismayed, he says, still smiling. This temple will provide the means for our safe return, you will see. Intrigued by his answer, you follow in silence as he leads you through the archway and up a long flight of marble stairs to another chamber, also constructed of crystal but veined with a marble that glistens like liquid fire. It is solid korlinium. At the centre of the chamber, its hull resting on a cradle of steel, is a Levitron&emdash;an ancient skyship. Like everything else that you have seen in this wondrous temple, the craft is untarnished by time. Paido ushers you aboard and prepares to power the craft. A shudder runs through the hull as the engines rise in pitch and slowly it lifts from its bed of steel. The chamber is built in the spire of the temple and the roof now slides open to allow the Levitron to rise into the darkening sky above the Danarg.

+

Paido sets the controls and sets the ship's starguider on a course for Elzian. Then he joins you at the bow-rail for one last look at the Temple of Ohrido. It glows red in the light of the setting sun, but the shimmering glow is blemished by shadows that swoop back and forth across its tiers. You assume it is just a trick of the twilight, until your ears are filled by a sudden and terrifying shriek.

+ Turn to 189. +
+
+ +
+ 240 + + +

The man's voice, gruff and gravelly, demands that Paido state good reason for the intrusion or suffer the consequences of trespassing on private land. Paido answers with a sound far louder than you ever imagined could be made by a human voice. The force of the shout hits the man in the chest like a clenched fist, slamming him backwards through the timber parapet rail of the platform. He lands with a dull splash, spreadeagled atop a mound of manure and rotting vegetation.

+

Vakeros power-word, explains Paido, in answer to your unspoken question. Someday I'll teach you the technique, Kai lord.

+ If you wish to search the mill, turn to 306. + If you wish to leave the mill and continue your ride north to Tharro, turn to 318. +
+
+ +
+ 241 + + +

The hounds growl fiercely as they lope towards your hiding place. It is now impossible to avoid detection&emdash;you must stand and fight.

+ Hunting Dogs1525 + If you win the combat, turn to 231. +
+
+ +
+ 242 + + +

The merchant is quick to note your fascination with the Grey Crystal Ring. He offers to exchange it for any Special Item you may have that is of equal interest to him. He would exchange a Lodestone, a Jewelled Mace, or a Silver Helm for the Grey Crystal Ring.

+

If you possess any of these Special Items and wish to swop it, do so, remembering to make the necessary adjustments to your Action Chart.

+ To leave the shop and continue, turn to 204. +
+
+ +
+ 243 + + +

Paido shouts for help. The Vordaks have forced him back to the rail, and he is in danger of falling overboard.

+ If you wish to go to his aid, turn to 169. + If first you wish to gather up the black crystal cubes and throw them overboard, turn to 50. +
+
+ +
+ 244 + + +

She's the best fortune-teller in the whole o' Talestria, beams the old woman, full of pride. She's never wrong 'bout what she sees, though there's some folk who'd rather not know what's in store for 'em. If you be wantin' your fortune read it'll cost you 80 Lune&emdash;in advance, if you please.

+ If you want to pay the old woman 80 Lune (or 20 Gold Crowns), do so and turn to 20. + If you prefer to ask her about the barge to Tharro, turn to 37. + If you wish to leave the Ferry House, turn to 89. +
+
+ +
+ 245 + + +

Your first blow smashes the soft fruit to a pulp. At this the other fruits drop from the tree, springing open as they hit the ground. Long, thin, fleshy legs emerge from their squat bodies and they scuttle away into the surrounding marsh at an alarming speed.

+ Turn to 177. +
+
+ +
+ 246 + + +

You draw an arrow to your cheek and take aim at the necromancer, but passengers run wildly across your field of fire and you dare not release your arrow for fear of hitting one of them. Precious seconds elapse as you await a chance to fire.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 184. + If it is 5&endash;7, turn to 4. + If it is 8 or more, turn to 213 +
+
+ +
+ 247 + + +

Paido dispatches his enemy as quickly as you put paid to yours. You retrieve your horses and gallop away from the quadrangle. At this early hour there are few obstacles to hamper your escape as you ride headlong through the twisting streets of Tharro.

+

It is not until you reach the town's north gate that you rein in your horse to a halt.

+ Turn to 347. +
+
+ +
+ 248 + + +

A blue flame burns at the tip of the creature's staff. It flares and forms into a ball of pulsating energy. The Helghast shrieks with malicious glee as it whirls the staff once around its head, sending the screaming ball of blue fire towards your chest.

+ If you choose to dive to the floor to avoid the flaming missile, turn to 27. + If you have a bow and wish to use it, turn to 39. + If you wish to attempt to deflect the fireball by striking it with your weapon, turn to 258. +
+
+ +
+ 249 + + +

The track winds through the centre of the valley, following the course of a stream that meanders towards the River Phoen. It flows alongside a white-brick house, turning its waterwheel with a comforting, regular sound. As you ride past the house and over a tiny, hump-backed bridge, a cluster of cottages and an abbey come into view. In the grounds of the abbey a burial is taking place. A circle of monks dressed in hooded brown robes are lowering a coffin into one of several freshly dug graves.

+ + + Gary Chalk + Monks in hooded brown robes are lowering a coffin
into one of several freshly dug graves
+ + + +
+ If you have the Magnakai Discipline of Divination, turn to 76. + If you do not possess this skill, turn to 221. +
+
+ +
+ 250 + + +

This creature is especially susceptible to psychic attack. Your mental energies pierce its sensitive nerve centre, causing it to crash to the ground in agony. Blinded by the pain, it cannot pursue as you turn and make your escape.

+ Turn to 129. +
+
+ +
+ 251 + + +

The deadly danger spurs you to a super-human response. Instinctively you pull yourself away from the arrow, your eyes following its flight as if it were travelling at a fraction of its true speed. As the shaft whistles past and disintegrates against the wall, you have already unsheathed your weapon and begun to advance on the bowyer. He stands frozen, his eyes wide with fright and disbelief. You strike him. He parries the blow with your silver bow but it spins from his trembling fingers. Hurriedly he draws a sword.

+ Bourn the Bowyer1924 +

Due to the swiftness of your attack, ignore any ENDURANCE point losses you sustain during the first round of combat only.

+ If you win the combat, turn to 87. +
+
+ +
+ 252 + + +

The creature's sucker-like hands seal themselves around your waist as you fight to unsheathe a weapon.

+ Xlorg2230 +

Owing to the surprise of its attack you must fight unarmed for the first two rounds of combat.

+ If you win the combat, turn to 313. +
+
+ +
+ 253 + + +

The man springs to his feet and unhooks an axe from his belt in readiness for combat. He wears a knee-length surcoat of scarlet cloth over a suit of heavy chainmail, and upon his chest is emblazoned a crest depicting a castle and an open hand. Paido hesitates, not from fear of his opponent, but because he has suddenly recognized the uniform of a soldier of the Tharro garrison.

+

There'll be no fightin' on board my barge! booms the angry voice of the captain. Sheathe y'weapons or I'll shine some daylight through yer gizzards!

+

The captain stands at the foot of the tap-room stairs, a hollow tube of steel clutched in his hoary hands. Most of the passengers now have their fingers jammed in their ears in case he should fire his primitive-but-deadly Bor musket. Paido lowers his sword and apologizes for his rashness. He offers the soldier an ale and the man accepts&emdash;but on one condition&emdash;that it is not a mug of Ferina Nog!

+ Turn to 126. +
+
+ +
+ 254 + + +

The creature emits a shrill noise as its shell implodes with tremendous force, drawing a swirl of dust and air into its rotten core. At once the tendril falls limp and all feeling returns to your body. Dazed and shaken by the ordeal you stagger away from the hole as the foul stench of the creature's ichor taints the air.

+ Turn to 177. +
+
+ +
+ 255 + + +

The stench of scorched fur hangs heavily in the tap-room, a reminder of the ghastly spiders. The smell turns your stomach, and you motion to Paido to follow as you go up on deck to watch the bargees dispose of the bodies. Contemptuously they weight Kezoor's corpse with bricks and hurl it over the side, but Trost they lie in an oaken chest and the captain leads your fellow passengers in prayer as it is lowered respectfully into the Phoen.

+

The heavy rain and the burial have delayed the journey. The bargees try to make up lost time by whipping the ghorkas, but to no avail. The muddy towpath and their waterlogged fur prevent them from pulling any faster. It is mid-afternoon by the time the barge arrives at the next stopping place&emdash;Ferry House. A ramshackle building is perched precariously on the edge of the river bank, and an old wooden jetty juts out from the side, its empty platform almost submerged by the swollen river. Two plains farmers disembark here. You hear them talking excitedly about the events they have witnessed, their voices gradually fading as the barge moves forward again.

+ Turn to 266. +
+
+ +
+ 256 + + +

At first you think that the tracks are those of a black bear, the paw prints being of a similar size and depth. But a closer examination changes your mind. These prints were left by a biped, a two-footed animal that walks upright. You have never before come across tracks like these, and judging from the size of the prints, you would be happier to avoid the creature that made them.

+ Turn to 342. +
+
+ +
+ 257 + + +

You leap away from the table and draw a hand weapon as the innkeeper's son makes his attack.

+ Boran2029 +

The dwarf is immune to Mindblast (but not Psi-surge).

+ If both you and your enemy are still alive after two rounds of combat, turn to 163. + If you kill your opponent within two rounds, turn to 12. +
+
+ +
+ 258 + + +

You strike the glowing ball of flame, and an explosion flings you against the wall of the refectory. Your weapon has disintegrated and you have suffered severe burns to your arms and body: lose 8 ENDURANCE points and delete the weapon from your Weapons list.

+

Sore and bloodied, you drag yourself to your feet in time to see the Helghast preparing to launch another fireball. This time the target is your head.

+ If you wish to try to avoid the missile by diving aside at the last possible moment, turn to 27. + If you have another hand weapon and wish to use it to attack the Helghast, turn to 75. +
+
+ +
+ 259 + + +

The stairs lead down to a vast network of catacombs that stretch in every direction. It would be easy to lose yourself in this maze of tunnels, but your Kai tracking skills, heightened by the pressing need to escape from the monastery, help you avoid the hazards and dead ends of these sprawling burial vaults. Following the sound of dripping water, you discover a circular stone trapdoor in the ceiling. Paido cups his hands around your foot and lifts you nearer the tunnel roof, enabling you to open the trapdoor. Early morning daylight streams into the passage as you lift the slab of wet stone and slide it aside.

+

You have emerged at the courtyard on the north side of the monastery. Two monks stand guard at the double doors of a low, timber-framed building on the other side of the paved enclosure. Fortunately a line of bushy fruit trees that encircles the courtyard provide all the cover you need to avoid their watchful eyes. You crouch in the shadows and watch as the monks leave their posts to enter the building. Minutes later the doors swing open and they reappear, both on horseback, and ride off through an archway to the right. The courtyard is now empty but you curse their departure, for the horses they are riding belong to you and Paido.

+ If you wish to enter the stables, turn to 54. + If you wish to escape on foot through the archway, turn to 72. +
+
+ +
+ 260 + + +

You turn and run through cloying, ankle-deep mud that saps the strength in your legs. The gigantic spider scuttles closer, lowering its yellow head ready to scoop you into its maw. If you are to escape this creature you must do something to distract or delay it.

+ If you have a Meal in your Backpack, turn to 34. + If you have the Magnakai Discipline of Psi-surge, turn to 250. + If you have neither a Meal nor the Magnakai Discipline of Psi-surge, you must stand and fight the creature; turn to 5. +
+
+ +
+ 261 + + +

You raise Paido into a sitting position, leaning his back against the cellar wall, and lift one of his eyelids. The almond-shaped iris is fully dilated, his breathing is shallow, and his heartbeat is weak and irregular. Your basic Kai skill of healing warns you that he has slipped into a coma.

+ If you possess a potion of Laumspur, turn to 349. + If you do not possess any of this healing herb, turn to 121. +
+
+ +
+ 262 + + +

Tadia still lives with her mother at Ferry House, replies the farmer. Five miles north of here there's a junction where a track heads east. The signpost there says to Topham. A mile past Topham you come to Ferry House on the banks of the River Phoen. If it's her counsel you're after you'd better take plenty o' gold. She's wont to charge a high price for her crystal gazin'.

+

You thank the farmer for his advice and suggest to Paido that the time has come to continue your journey north. As you are about to leave, the farmer calls out, By the way, you'd best tell her Jako sent you&emdash;she don't take kindly to folks who drop by uninvited.

+ Turn to 318. +
+
+ +
+ 263 + + +

You have leapt out of the frying pan and into the fire! The pool of water is an illusion. Its surface is a gossamer-thin membrane, and it hides the egg-like Korkuna which has burrowed beneath it. As you touch the surface, the edges of the membrane roll inwards and smother your hand, holding you fast in a steel grip. A snaky tendril lashes out from a hole in the shell and wraps itself around your throat, its sharp tip piercing your neck. You are paralysed; you cannot move. Horror fills your senses as you watch helplessly as the creature gorges on your blood, its shell pulsating and swelling.

+ Your life and your quest end here. +
+
+ +
+ 264 + + +

The street twists and turns northwards, passing the entrance to a wooden-fronted barracks. As you watch, a group of soldiers armed with spears emerges in a column, escorting a prisoner with his hands tied behind his back. At the junction with another street they turn into the courtyard of a whitewashed brick building. Above the courtyard gate flutters the Talestrian flag.

+ + + Gary Chalk + + + + + If you wish to follow the soldiers into the courtyard, turn to 143. + If you wish to continue along the street, turn to 204. +
+
+ +
+ 265 + + +

You are faced by a monstrous reptile. Its webbed, claw-tipped hands are poised to rend you in two.

+ + + Gary Chalk + You are faced by a monstrous reptile + + + + + Xlorg2230 +

You cannot evade combat and must fight the creature to the death.

+ If you win the combat, turn to 313. +
+
+ +
+ 266 + + +

You stare across the lush open plains that border the river, contemplating the quest that lies ahead. A flock of long-necked okrils fly overhead, their melodic call echoing across the grasslands as they return to their nests at the river's edge. Paido sits silently beside you at the prow, his thoughts, like yours, on the perils of the Danarg that have yet to be faced.

+

The sun is low in the sky when you catch sight of Tharro, its mud-coloured walls&emdash;thick, high and crenellated&emdash;dominating the hill on which it was built centuries ago. The barge passes beneath a stout wooden bridge, supported by rough-hewn pillars of stone, along a canal running parallel to the river, and draws to a halt before two massive metal-bound doors which span the waterway. You collect your horses and disembark with the other mounted passengers, riding in line towards the fortified town gate. At first you are turned away by the guards, but when you show your pass, signed and sealed by Lord Adamas, you are both ushered to the front of the queue and saluted like lords as you ride through the archway and into the square beyond. Three streets converge at the river gate square: Copperpiece Lane, Globe Walk and Flagon Alley.

+ If you wish to go west into Copperpiece Lane, turn to 35. + If you wish to go north into Globe Walk, turn to 82. + If you wish to go north-west into Flagon Alley, turn to 332. +
+
+ +
+ 267 + + +

Paido screams for your help. A swooping Kraan-rider has cast a large net, smothering his body. The net is sewn with hundreds of tiny barbed hooks which have worked their way into his skin and clothes, and he cannot free himself without the hooks inflicting fearful wounds. Only one Vordak remains to confront him, all the others having perished on his blade, but he is now unable to defend himself against this creature. He is at the mercy of a merciless foe.

+

You scramble to your feet and rush to save him as the Vordak creeps closer. Suddenly the Kraan-rider reappears, gliding low across the deck before hovering over the bow. A length of thin black rope dangles from its saddle and hurriedly the Vordak threads it through the corners of the net. You race up the steps, shouting For Sommerlund and launch your attack. The Vordak turns to face you, its skeletal features frozen in a mask of terror. An instant later your weapon shears its bony neck and sends its skull-like head spinning down into the Danarg. A ghastly cry pierces your ears, but it is not a shriek of pain or despair: it is a malicious caw of triumph. The Kraan beats its massive wings, and the down-draught forces you to your knees as the creature climbs higher into the darkening sky. You stare aghast as the rope closes the net around Paido and lifts him off the deck. Instinctively you leap upwards, your hands outstretched to grab the barbed net, but it is too late. The Kraan turns in mid-air and flies off to the north with Paido, wounded and helpless, swinging like a netted fish below its leathery black belly.

+ Turn to 350. +
+
+ +
+ 268 + + +

A wretched cry of pain and despair fills the chamber as you strike the killing blow. The Helghast falls, its flesh transforming into a putrid green gas that seeps from the vents in its tattered robe.

+

Your mind reels at what has just occurred but you dare not dwell on the fearful implications, for the poison in your system is beginning to overwhelm your healing power. You must act quickly if you are to save both yourself and Paido from the fatal toxin that is flowing through your veins.

+ If you have any Laumspur, Rendalim's Elixir, or Oede herb, turn to 178. + If you do not possess any of these healing potions, turn to 281. +
+
+ +
+ 269 + + +

Do not feel downhearted. Even the scholars of Garthen, when last they travelled this road, were confounded by my riddle, boasts the old man. Now we must settle our agreement.

+

From Paido he demands a large woolen blanket he carries in his Backpack, but of you he demands a Special Item. Delete from your Action Chart the Special Item that is fourth on your list. If you have less than four Special Items you must delete the last one on your list. If you have no Special Items at all, delete the first of your Backpack Items.

+ To continue your journey north, turn to 135. +
+
+ +
+ 270 + + +

Your senses and your experience reveal that the hooded stranger wants only to help you.

+ If you choose to accept his help and hide in his wagon, turn to 32. + If you decide not to accept his help you must confront the approaching monks; turn to 41. +
+
+ +
+ 271 + + +

You and Paido bid farewell to Lord Adamas and spur your horses along the wide paved street towards the city's gatehouse. The wagon-worn highway leads to the village of Sharr, a small, wood-walled enclave of fishermen and bargees, built around a great stone bridge which spans the River Phoen. You leave the highway and follow a twisting path down to the river's edge. There a barge is ready to leave for Tharro; its team of ghorkas are harnessed and the crew are preparing to cast off the thick rope hawsers securing the barge to the quay.

+

The captain sees you approach and calls to his men, Hold fast, lads! Looks like we've two more for Tharro.

+

A gangplank is lowered and the crew guide your horses aboard. As you dismount the captain strides along the bleached wood deck and greets you like an old friend, shaking both of you warmly by the hand. Lord Adamas sent word to expect two riders for this trip, though I'd almost given up waiting for you to show. He's paid your fares and he said you may be wantin' some privacy, so I've set aside a cabin at the stern. My lads will see to your horses.

+

The captain points to the rear of the barge where two sets of stairs descend below the deck. Take the stairs on your left; your cabin is the door at the end of the gangway. If you be wantin' some food or ale, there's a tap-room in the hold&emdash;just take the stairs on the right.

+ If you wish to inspect your cabin, turn to 53. + If you wish to investigate the tap-room, turn to 151 +
+
+ +
+ 272 + + +

Swiftly and silently they leave their huts, creeping like cats stalking their prey. They move on two legs, although they appear better suited to loping on all fours. You turn and run for all you are worth, but this is their territory and they know every fold in the ground. Swiftly they gain on you, forcing you to stand and fight.

+ If you have a bow and wish to use it, turn to 28. + If you have a Fireseed and wish to throw it, turn to 207. + If you wish to draw a hand weapon, turn to 346. +
+
+ +
+ 273 + + +

Stealthily you creep along an alley running beside the bowyery and return to the post where your horses are hitched. Muffled cries of alarm can be heard coming from inside the building: the body of the dead owner must have been discovered.

+

Without undue haste you remount your horses and head along an alley running north.

+ Turn to 63. +
+
+ +
+ 274 + + +

Paido reveals the coin; you have chosen correctly. You decide to take the second watch and settle yourself down for some much needed rest. The grey earth is soft and spongy and provides an excellent mattress. You pull your warm Kai cloak around your shoulders and slip into a deep, dreamless sleep (restore 3 ENDURANCE points).

+

Four hours later you take over the watch. Your vigil passes uneventfully, and as the darkness of night gives way to the gloomy grey of dawn, you wake your companion and prepare to set off once more.

+ Turn to 138. +
+
+ +
+ 275 + + +

At your approach the monks step back from the grave and draw themselves into a line. Their hooded heads stay bowed and their hands remain hidden inside the generous folds of their robes. You ask the name of the unfortunate deceased, but the echo of your voice and the constant drip of the steady rain is your only answer.

+

All at once, as if in response to a silent signal, the monks throw back their hoods to reveal ghastly, fleshless faces. By the gods! gasps Paido. They emit a hideous shriek, panicking the horses. As you fight to control your frightened animal, the skeletal monks spring forward to attack.

+ If you possess the Sommerswerd, turn to 8. + If you do not have this Special Item, turn to 101. +
+
+ +
+ 276 + + +

Even at this great distance you can feel the ground shaking as the Ogian army thunders on to the plateau that surrounds the burning town of Syada. You urge your horses down the track, away from the crested ridge, and make for the stream where you stopped briefly to rest.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary, turn to 227. + If you do not possess this skill, or have not yet reached this level of Kai training, turn to 127. +
+
+ +
+ 277 + + +

The sinister monk is shocked by the speed and ferocity of your attack, but he recovers his senses in time to parry your first blow with his black staff. A splash of hissing sparks lights the room as your weapon scrapes along the jet-black pole and glances off its twisted tip. You raise your arm to strike again, but you are distracted by Paido's scream of alarm. His face is deathly pale and his hands and arms are trembling uncontrollably. With a groan he collapses, scattering plates and cutlery as he hits the table and rolls unconscious to the floor.

+ Turn to 238. +
+
+ +
+ 278 + + +

Around a pool of slimy water are gathered a group of vine coils, hollow and funnel-shaped like gigantic rusty springs. They support a huge spider's web. There is no sign of the web's maker, although, judging by the size of the rope-like strands, it must be a creature of enormous size.

+

You give the pool a wide berth before finding your way back to where the starguider's signal is strongest. A creeping bank of mist rolls across your path and the maker of the web looms out of it. Paido stifles a cry as this hairy abomination scuttles towards you, its venomous maw poised to bite.

+ + + Gary Chalk + The hairy abomination scuttles towards
you, its venomous maw poised to bite
+ + + +
+ If you wish to stand and fight this creature, turn to 5. + If you wish to try to evade it, turn to 260. +
+
+ +
+ 279 + + +

You exert your control over the approaching dogs, commanding them to ignore the trail of scent that leads to your hiding place. They stop and sniff the air, whining like hungry pups, frustrated and confused by their conflicting senses. You change your command and will them to attack their masters. Instantly their whining becomes an angry growl as they turn ferociously on their handlers. The leading monks throw up their hands in horror and fall against those behind as the dogs leap on them, biting and clawing at their throats. This unexpected attack throws the monks into a panic. They turn and flee the hall, desperate to escape the sharp, rending teeth of their own hunting dogs.

+ Turn to 328. +
+
+ +
+ 280 + + +

It is late afternoon when you ride into Stia, a village comprising a score of cottages and a dilapidated hut which sits astride the Great North Road. As you approach the tiny thatched hut its stable door swings open and an old man steps out of the shadows. He is wearing an odd assortment of antique armour and regalia that clanks and rattles like a cart-load of rusty metal as he shuffles across your path.

+ + + Gary Chalk + An old man wearing an odd assortment of
antique armour shuffles across your path
+ + + +
+

Hold there, strangers! he blusters, his croaky voice full of self-importance. Proceed no further till you pay the toll. You draw your horse to a halt and stare down at the ridiculous-looking figure.

+

By what authority do you levy a toll on the Queen's highway? asks Paido, irritated by the delay. By the authority of the Queen herself, retorts the old man, indignantly, pointing with crooked finger to a placard on the wall of his hut. It bears the faded seal of Queen Evaine, but the board is so weathered that the words above it are illegible.

+

We travel to Tharro on royal business, you say, showing the Pass given to you by Lord Adamas. Stand aside and let us proceed. The old man snatches the Pass from your hand and scrutinizes it, though it is obvious that his eyesight is so poor that he cannot read the contents.

+

Bah! he snorts, thrusting the Pass back into your hand. It's a forgery! You'll not fool me with that worthless scrap o' vellum!

+

And we'll not be taken in by a greedy old fool whose wits are as rusty as the armour he wears! shouts Paido angrily. As his words echo along the street a dozen villagers, armed with an assortment of farming tools, come to investigate the commotion. They form up in a line behind the old man, ready to enforce his demand.

+

What is the toll? you ask.

+

Only a trinket you may have that takes our fancy; that is all. One item a-piece and you can continue on your way, replies the old man, smugly. But let it not be said that we are without wit, he snaps, glaring at Paido. We Stians pride ourselves on our sense of fair play and our love of riddles, therefore I shall make you an offer that satisfies us both. Answer me one riddle correctly and you can pass through our village without paying the toll. Answer wrongly, or give no answer at all, and you must pay the toll without question. Is it agreed?

+ If you wish to agree to the old man's terms, turn to 112. + If you refuse to agree, turn to 149. +
+
+ +
+ 281 + + +

Nausea and giddiness are beginning to impair your senses. Desperately you muster all your reserves of strength to combat the poison, but you are greatly fatigued after your fight with the Helghast. Gradually the pain subsides to be replaced by a fearful numbness that paralyses your limbs. Swiftly you sink into a coma induced by the poison in your blood. It is a sleep from which you will never awaken.

+ Your life and your quest end here. +
+
+ +
+ 282 + + +

You follow the narrow, winding street, passing rows of dusty houses and shops. The noisy clack of window shutters signifies an end to another day's business as the shopkeepers close for the night. The street turns eastwards and begins to climb Fortress Hill.

+

Halfway up the rise you approach a squat building of green-glazed stone. A fat merchant stands in the doorway, waiting impatiently for customers despite the late hour. Good evening, gentlemen, he says, in a thin and wheedling voice. Welcome to the emporium of Rath Radis, the storehouse of miracles. Through the open doorway you can see that the shop is brim-full of curious magical paraphernalia.

+ If you wish to enter the shop, turn to 316. + If you choose to ignore the merchant and continue along the street, turn to 204. +
+
+ +
+ 283 + + +

In the flickering light you see that a large section of the tunnel floor ahead has collapsed. Gingerly you edge around the deep hole and continue along the passage. Steadily the hammering grows louder until you arrive at a new tunnel branching off to the left. Recent excavation has exposed a rich vein of silver ore that glitters brightly. As you peer down the new shaft, you see a dwarf in a miner's hat, hammering at the ore with a mattock.

+ If you wish to call to him, turn to 165. + If you wish to leave him to his work and return to the surface to continue your journey, turn to 152. +
+
+ +
+ 284 + + +

As the bargee draws a tankard of Bor Brew from its keg, you notice that several of the passengers are whispering to each other and casting curious glances in your direction. You catch the words madman and fool in the undertone of mutterings that pass between them. The bargee returns, sets the tankard down on the table before you, and steps back nervously. Silence fills the tap-room as you swallow the thick, creamy ale.

+

Pick a number from the Random Number Table. If you have reached the rank of Primate, add 3 to this number.

+ If your total is now 5 or less, turn to 302. + If it is now 6 or more, turn to 119. +
+
+ +
+ 285 + + +

The flicker of an eyelid and a bead of sweat are the first signs of Paido's recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal and, when you tell him all that has happened, he shakes his head in disbelief. A Helghast? he says, incredulous. How can it be?

+

The servants of Darklord Gnaag have infiltrated this monastery, you reply. They have kept themselves hidden, but I fear the day is fast approaching when they will rise up and wreak havoc in this town. Already they know our true identities, and I wager they know why we're here.

+

This is bitter news, Lone Wolf, says Paido, his face etched with worry. We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.

+

It is a sobering thought but you do not dwell on it. You help Paido to his feet and cast your eyes around the chamber in search of an exit.

+ Turn to 201. +
+
+ +
+ 286 + + +

Shieldwarden Nehdra ain't here; this is the town gaol, retorts the guard, narrowing his eyes suspiciously as he inspects first you and then Paido, as if you were both escaped felons.

+

At the end o' Copperpiece Lane, next to the Temple o' the Sword, there's a tower. That's where you'll find the Shieldwarden, only you 'ad better 'ave good reason for wantin' 'im at this hour or you'll both end up spendin' the night 'ere. He cocks his thumb over his shoulder at the gaol and a sneer spreads across his ugly face.

+

You follow Paido out of the courtyard and continue your ride along Copperpiece Lane.

+ Turn to 204. +
+
+ +
+ 287 + + +

You deflect the stream of liquid fire with the edge of your golden blade, sending it raining down into the Danarg. Two more Kraan swoop in and hover above the prow. Their riders leap on to the deck and begin attacking part of the superstructure.

+

Stop them! screams Paido, drawing his sword. Stop them or we're doomed! You leap from the bow and run across the main deck, your sun-sword raised to strike.

+ Vordak 12228 + Vordak 22126 +

You must fight these creatures one at a time. They are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat. These creatures are undead: remember to double all ENDURANCE point losses they sustain due to the power of the Sommerswerd.

+ If you win the combat, turn to 79. +
+
+ +
+ 288 + + +

A mile from the tavern you slip from the saddle and crash on to the highway. Paido wheels his horse around and comes to your aid, his face etched deep with anxiety. From his pocket he takes a healing pad of Laumspur and presses it on your shattered arm, holding it in place with a strap from his saddlebag. The strap acts as a tourniquet and stems the flow of blood that has discoloured the muddy soil so much that it resembles a red blanket.

+

This is cursed luck, Lone Wolf, says Paido, as he lifts you carefully back on to your horse. Your quest has hardly begun and already you have fallen foul of a poisoned bolt, and by no fault of your own.

+ If you possess the Magnakai Discipline of Curing and have reached the rank of Primate, turn to 156. + If you do not possess this skill or have yet to reach the Magnakai rank of Primate, turn to 322. +
+
+ +
+ 289 + + +

You scramble behind the table, the only cover offered on this side of the refectory, to find yourself crouched beside Paido. He is still breathing, although unconscious. His blue-steel sword rests across the back of his legs and the hilt of a dagger protrudes from the top of his boot.

+ If you wish to take his sword, turn to 47. + If you wish to take the dagger and throw it at the Helghast, turn to 211. +
+
+ +
+ 290 + + +

As soon as your hand closes around the fruit, it splits wide open, its red skin forming a star-shaped cluster of tentacles that wrap themselves around your wrist to prevent you from casting it away. Needle-like spines shoot from its core into your palm, injecting a powerful anaesthetic that paralyses your arm.

+ If you have a dagger, turn to 97. + If you do not possess this weapon, turn to 132. +
+
+ +
+ 291 + + +

The tap-room becomes a scene of total chaos as hysterical passengers stampede towards the stairs. Paido is forced into a corner by the loathsome spiders; Trost is nowhere to be seen. The necromancer turns to face you. He screams a curse, his hands weaving shapes in the air. You draw a weapon and press forward, but you are literally frozen in your tracks. Frost sparkles on your hair and clothing; ice sheens your eyes. Your breath comes in misty clouds as you labour to stay conscious.

+ If you have the Magnakai Discipline of Nexus, turn to 345. + If you do not possess this skill, turn to 159. +
+
+ +
+ 292 + + +

Hope returns and your spirits rise with the expectation of finding the lost temple beyond the isle of red rock. You set off without delay, anxious to cover the ten-mile trek before the sun sets and darkness engulfs the Danarg.

+

For the most part the swamp mire is firm underfoot and the inhabitants pose no problems that cannot be solved by a few shouts or well-placed weapon blows. But, as the sky darkens and you draw nearer to the plateau, the going becomes more difficult. A carpet of vines, thick with mould, covers a surface of muddy holes and hollows. Often a seeming puddle proves to be a bottomless fissure. Progress becomes so slow that you fear you will never reach the island before dark.

+ Turn to 307. +
+
+ +
+ 293 + + +

You hear approaching footfalls and the yap of hounds in the distance. Without further delay, you pull yourself through the hatch and tumble into the kitchen.

+ Turn to 191. +
+
+ +
+ 294 + + +

With a crash, the tavern door slams shut and once more you find yourself outside in the teeming rain. A warm-hearted bunch these plains folk, jokes Paido, as you trudge through the mud to the stables. Do you think they'd object if I asked for my food back?

+

You smile at his jauntiness, but you know that all his provisions now lie scattered on the tavern floor. You can rely on your basic Kai Discipline of Hunting to provide you with nourishment, but Paido also needs food to sustain him. If you have a Meal in your Backpack you must give it to Paido (remember to delete it from your Action Chart) before continuing your journey northwards.

+ Turn to 318. +
+
+ +
+ 295 + + +

Paido's condition deteriorates rapidly. His coma deepens until finally his heart and brain simply cease to function and he dies. Sadness fills your senses, and in the lonely confines of the passage, you mourn the loss of your brave companion. But grief soon turns to anger as you remember the base trickery which ended his life, and so nearly put an end to yours.

+

A rage grows within you, fuelled by a need for revenge. You take Paido's sword and vow to avenge his death by washing it in the blood of his murderers. Heedless of caution and the warning cry of your senses, you pull a lever which activates the secret pedestal lift and return to the hall above in search of vengeance.

+

As you reach the recess beneath the pulpit, you are transfixed by a blinding flash. A searing pain rips through your chest and a deafening bang rings in your ears. Three monks, armed with Bor muskets, have lain in wait in case you reappeared. It seems that their wait was not in vain.

+ Your life and your quest end here. +
+
+ +
+ 296 + + +

The undergrowth stops abruptly at the edge of a gorge. A gust of chill air wafts up from the yawning blackness as you totter on the brink.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery and have reached the rank of Primate, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 69. + If it is 5&endash;12, turn to 140. +
+
+ +
+ 297 + + +

Paido's plan works perfectly. The guards are too busy checking the passengers to notice that there are two extra herdsmen with the consignment of horses. You slip into Tharro unnoticed and find yourselves in River Gate Square. Three streets lead away from the square: Copperpiece Lane, Flagon Alley and Globe Walk.

+ If you wish to go west into Copperpiece Lane, turn to 35. + If you wish to go north-west into Flagon Alley, turn to 332. + If you wish to go north into Globe Walk, turn to 82. +
+
+ +
+ 298 + + +

As soon as you step into the cabin you are attacked by a man wielding a pick-axe handle. He is a lean, hollow-eyed rogue with a vivid scar, which runs in a ragged line from his forehead to his chin. He shouts a curse and makes a swing for your head.

+ Rogue Miner1725 +

Unless you have the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first two rounds of combat due to the surprise of the attack.

+ If you win the combat, turn to 321. +
+
+ +
+ 299 + + +

An hour passes before Paido's sharp eyes catch sight of a river barge in the distance. A team of bedraggled ghorkas are hauling the vessel upstream, seemingly unaffected by the storm-strengthened flow. Eventually it arrives at the jetty and stops to allow a motley assortment of peasants and travellers to disembark.

+

You two goin' to Tharro? shouts the barge captain. The fare's 40 Lune a-piece, an' that includes y'horses.

+ If you wish to board the barge, pay the captain 40 Lune (or 10 Gold Crowns) and turn to 266. + If you do not want to board the barge, or if you cannot afford the fare, turn to 348. +
+
+ +
+ 300 + + +

A froth of green scum marks the edge of the pool, and you use it as a guide to avoid stepping too close to the water. On your left, the pools become more numerous until you find yourselves walking a narrow strip of mossy mounds flanked by dark water.

+

By the gods! grumbles Paido, slapping insects from his face. How I wish for some good solid ground rather than this spongy muck!

+

As if in answer to his request you see a spur of volcanic rock looming out of the mud ahead, forming a causeway above the pools of greasy water. You follow it and soon it splits in two: one spur disappears to the west, the other continues to the south.

+ If you have the Magnakai Discipline of Nexus and have reached the rank of Primate, turn to 326. + If you wish to take the west spur, turn to 105. + If you wish to continue along the south spur, turn to 123. +
+
+ +
+ 301 + + +

The red-skinned fruit is the size of an orange and its peel is similar in texture to orange peel.

+ If you have the Magnakai Discipline of Huntmastery, turn to 148. + If you wish to pick one of these juicy-looking fruits, turn to 290. + If you decide not to touch the fruits, turn to 177. +
+
+ +
+ 302 + + +

You empty the tankard in one go and wipe the froth from your lips. Seconds later the floor of the hold begins to rock from side to side, gently at first, but gathering momentum until you are forced to cling to the table to prevent yourself from falling over. The other passengers seem unaffected by the violent pitching and rolling, as if their feet were nailed to the deck. You shout a warning that the barge is about to sink, that they should try to save themselves before it is too late. They cackle and sneer at your concern for their safety, their faces growing larger and more grotesque and the sound of their laughter building to a deafening crescendo. A man in a red coat looms before you, his face twisted and deformed. He grabs your shoulders and you feel his fingers sink painlessly into your flesh. Recoiling in horror, you draw a hand weapon to defend yourself from this frightening apparition. As you step forward to strike a blow, a wave of giddiness robs you of all balance and you crash headlong to the floor.

+ + + Gary Chalk + The other passengers cackle and sneer, their
faces growing larger and more grotesque
+ + + +
+ Turn to 104. +
+
+ +
+ 303 + + +

The whistle of your arrow can be heard above the rumbling hoofbeats of the approaching cavalry. It flies straight and true, tearing through the chainmail links that protect the leader's throat. The sudden pain makes him snatch at his reins, and his horse falters, stumbles, then falls. The wounded leader is flung forward over the horse's head, and he crashes into the ground with a sickening crunch. With their leader slain, the morale of the other men is badly shaken. They break off their ambush, wheeling their horses about and galloping away in disorder.

+

Let us fly, shouts Paido, before they regroup and strike again. You shoulder your bow and follow Paido as he leaves the track and rides along the stream to the west.

+ Turn to 136. +
+
+ +
+ 304 + + +

The bowyery owner, a bony man with a ratty beard and moustache, which he habitually tugs whilst talking, takes a special interest in your silver bow. He asks if he may have the pleasure of firing a flight of arrows using your bow. There is an indoor archery range at the rear of his bowyery, and he invites you to come and make use of it.

+ If you wish to follow him into the archery range and let him use your bow, turn to 117. + If you refuse his request, you can leave the bowyery and continue; turn to 264. +
+
+ +
+ 305 + + +

First through the archway comes a brace of hunting dogs. They lope along the central aisle with unnerving speed, their jaws agape and their eyes open wide with the excitement of the hunt. As they see you they increase their speed and get ready to pounce.

+ If you have a bow and two arrows and wish to use them, turn to 164. +

If you do not have a bow, you must prepare yourself for combat, for the dogs are almost upon you.

+ Hunting Dogs1525 + If you win the combat, turn to 231. +
+
+ +
+ 306 + + +

Inside the mill two great granite stones grind corn at a terrific speed, powered by the flow of the swollen stream water. A ladder ascends through a hole in the ceiling to a tiny room above the milling chamber. It is sparsely furnished&emdash;only a bed, a chair and a wooden chest occupy the dusty garret.

+

The chest contains a Map of Tharro, enough food for 1 Meal and an Axe. You may take any of these items but remember to record them on your Action Chart.

+ To leave the mill and continue your ride north, turn to 318. +
+
+ +
+ 307 + + +

Paido is leading the way across a tangled mat of barbed vines when a wave disturbs the muddy ooze below. Suddenly the great head of a silver swamp python bursts through the rotting creepers and raises its tree-thick coils high in the air. Awesome jaws set with double-tiered fangs tower above you, glistening in the fading light. A drop of venom falls from the fangs and sets the quagmire boiling.

+ + + Gary Chalk + Suddenly the great head of a silver swamp
python bursts through the rotting creepers
+ + + +
+ If you have the Magnakai Discipline of Animal Control and have reached the rank of Primate, turn to 45. + If you do not have this skill, or have yet to reach this level of Kai training, turn to 155. +
+
+ +
+ 308 + + + +

It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+
+
+ + +

A cold blue fire burns at the tip of the Helghast's staff, but the chill of its icy flame is thawed by the golden fire of the sun-sword. Sword and staff collide with a deafening boom and a crackling web of energy surrounds you both, scorching the refectory walls with its blistering intensity.

+ Gnaag Helghast3848 +

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen you must reduce your COMBAT SKILL by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit you may increase your COMBAT SKILL by 2 points for the duration of the fight. Remember to double all ENDURANCE point losses sustained by the enemy due to the power of the Sommerswerd.

+ If you win the combat, turn to 195. +
+
+ +
+ 309 + + +

Paido covers your escape with his battle-magic, wafting a blinding sheet of flame towards your pursuer. You seize the opportunity to dive into the thick undergrowth bordering the track. Paido notes your escape and together you crawl towards the cover of the trees.

+ Turn to 111. +
+
+ +
+ 310 + + +

The necromancer sidesteps into the shadows as you prepare for your second shot. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

+ If your total is now 0&endash;8, turn to 184. + If it is 9 or more, turn to 213. + +
+ +
+ 311 + + +

You and Paido wheel your horses around and follow the crest of the ridge. Expertly, you manage to steer them down a steep bank of loose shale, and then on at a brisk pace along a dried-out gully. Soon the gully becomes a stream of sparkling water, fed by an underground spring. A rumble, like the sound of a distant storm, warns you that the vast army of Zegron, Warchief of Ogia, is now less than twenty miles away.

+ + + Gary Chalk + + + + + Turn to 136. +
+
+ +
+ 312 + + +

Cautiously you open the black book. The pages are made of metal, as thin and flexible as silk-weave parchment. Complex words and symbols are etched into its shiny surface with an ink that shimmers like sunlight on the sea. The strange designs are unlike any you have ever seen before, but you sense that they are wholly evil.

+

You are about to discard the book when you notice something tucked into the spine: it is a tiny scroll of parchment. You unfurl it and your pulse quickens, for it contains a message written in Giak, the language used by servants of the Darklords.

+ + + Gary Chalk + + + + +

If you wish to keep this scroll, mark it on your Action Chart as a Special Item that you keep in your pocket.

+ Turn to 255. +
+
+ +
+ 313 + + +

You leap over the twitching body of the Xlorg and help Paido, who is being forced perilously close to the pool's edge by three more of the growling swamp creatures. You strike from behind, breaking the back of one with your downstroke and opening the side of another as you swing your weapon clear.

+

Paido falls, clutching an arm deeply torn by needle-sharp talons. His attacker turns on you, darting its head towards your throat with lightning speed. Its jaws gape wide as it lashes out with a sticky tongue, spraying your eyes with stinging saliva. Instinctively you bend forward, your hands wiping the spittle from your face, a reflex action which saves you from the creature's grip as it leaps forward to strangle you. Suddenly it lets out a gurgling croak and falls forward with a thick splash. You stagger back and open your bloodshot eyes to see it lying face down in the mire with Paido's dagger embedded in its back. Look out! screams your companion, as the last of the Xlorg attacks you from behind.

+ Xlorg2332 +

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 4 points for the duration of the combat.

+ If you win the fight, turn to 160. +
+
+ +
+ 314 + + +

You grab hold of Paido's sword arm and tell him to cool his temper. The man is wearing a red surcoat embroidered with a crest depicting a castle and an open hand: it is the uniform of the Tharro garrison. Quietly you advise Paido that to brawl with this man could endanger your quest. Paido relaxes and apologizes to the soldier, offering to buy him an ale to make amends. The man accepts the offer but on one condition&emdash;that the ale is not Ferina Nog!

+ + + Gary Chalk + The man is wearing the uniform of the Tharro garrison + + + + + Turn to 126. +
+
+ +
+ 315 + + +

You scoop up the water with your hands, eager to feel the cool, fresh liquid against your skin. But instead of the expected refreshing sensation, you feel a revolting, jelly-like stickiness. The edges of the pool roll inwards, revealing an egg-like creature lurking in the hollow below. Suddenly a snaky tendril lashes upwards from a hole in its shell and wraps itself around your throat.

+ If you have the Magnakai Discipline of Psi-surge, turn to 74. + If you do not possess this skill, turn to 223. +
+
+ +
+ 316 + + +

Row upon row of glass-fronted cases fill the shop. They house many thousands of curios, each one bearing a tag neatly displaying the price of the item. There is scroll parchment for spells, cubes of rare metal, amulets, talismans, ritual candles, potions and powders, rings and rods and relics of long-dead heroes.

+

The display is fascinating but your attention is drawn to one item in particular&emdash;a ring of translucent grey crystal. Your basic Kai senses reveal that nearly all the mystical items for sale in the shop are simply clever fakes designed to fool the gullible, but the Grey Crystal Ring radiates an energy that is genuinely magical. The price of the Grey Crystal Ring is 120 Lune.

+ If you wish to purchase the Ring, pay the merchant 120 Lune (or 30 Gold Crowns) and turn to 139. + If you wish to purchase the Ring but cannot afford 120 Lune, turn to 242. + If you do not wish to purchase the Ring, you may leave the shop and continue along the street by turning to 204. +
+
+ +
+ 317 + + +

His weakening pulse warns you that unless he receives an antidote or a healing potion, he will be dead within the hour.

+ If you have any Laumspur, Rendalim's Elixir, or Oede herb, turn to 331. + If you do not have any of these healing potions, turn to 295. +
+
+ +
+ 318 + + +

The rain beats down relentlessly as you ride the featureless highway to Tharro. Thunder rumbles over the western hills like the growl of Doomwolves stalking their prey. Gradually the muddy road descends into a wide valley and a track joins it from the east. A battered signpost at the junction points along the track. It says:

+ TOPHAM&emdash;9 MILES + If you wish to change direction and ride east, turn to 249. + If you choose to continue your ride north to Tharro, turn to 280. +
+
+ +
+ 319 + + +

You sense that these cubes are set to explode. Should one of them cause a tear in the Levitron's pressure tank, the liquid gas stored inside will ignite and the resulting explosion will tear the skyship to pieces.

+ If you wish to gather up the black cubes and throw them overboard, turn to 50. + If you wish to help Paido fight off his attackers first, turn to 169. +
+
+ +
+ 320 + + +

You use all your skill and ability to try to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn of the following day before you know for sure if your skill has saved his life.

+ Turn to 10. +
+
+ +
+ 321 + + +

The rogue slumps dead at your feet. Seconds later the door to the back room splinters and breaks as Paido hacks through it with his sword.

+

What kept you so long? you ask cheekily, when finally the door gives way and he staggers, sweating and exhausted, into the room. He smiles ruefully and, after pausing to get his breath back, he invites you to come and see what he has found in the back room. Small sacks, each filled with nuggets of silver, are stacked in a huge mound that reaches almost to the ceiling.

+

No wonder he fought so desperately, you say, staring at this hoard of treasure. There's enough silver here to pay a king's ransom.

+

You may take some treasure before you leave&emdash;each Sack of Silver counts as one Backpack Item.

+ If you wish to leave the cabin and continue up the valley, turn to 152. + If you wish to investigate the mine, turn to 120. +
+
+ +
+ 322 + + +

You sense that something is seriously wrong. The wound is deep but you have survived worse than this. Suddenly you realize the dreadful truth, as you recall an element of your early Kai training. Your arm has become infected with korovax, a virulent disease that thrives in the soil of northern Talestria. Its effect is swift and fatal.

+

Your muscles start to contract uncontrollably and coordinated movement becomes increasingly difficult. Fear holds you in its icy grip as your chest muscles tighten, squeezing the air from your lungs. You fight for breath but within minutes you have slipped beyond unconsciousness into the timeless embrace of death.

+ Your life and your quest end here. +
+
+ +
+ 323 + + +

Your arrow fells the leading monk, pinning his forearm to his chest. The others falter, stepping back to stare at their slain brother and the smouldering remains of the Helghast. What manner of demon are you? asks one, incredulously.

+

A murdering sorcerer! says the monk at his side.

+

A soulless butcher! accuses another.

+

For all their bitterness you sense that these monks were unaware of their leader's true identity. They believe you came here tonight to murder their master, and his smoking remains convince them that you have accomplished your goal. Before you can utter a word, they draw short swords and attack you, raving like men possessed.

+ Monks of the Sword2442 +

Owing to the swiftness of their attack, you must fight the first two rounds of combat unarmed before you are able to draw a hand weapon. Because of their state of frenzy, they are immune to Mindblast (but not Psi-surge).

+ You may evade after three rounds of combat by pulling yourself through the hatch; turn to 191. + If you win the combat, turn to 293. +
+
+ +
+ 324 + + +

Waiting until the last possible moment, you release your arrow, sending it burrowing deep into the creature's eye. It roars with pain, its legs scrabbling the mud as it sways and then crashes down with a mighty splash. You do not wait to see if your shot proved fatal but shoulder your bow immediately and follow Paido as he picks up the signal from the temple's spire.

+ Turn to 129. +
+
+ +
+ 325 + + +

A sudden chill makes you shiver (lose 3 ENDURANCE points). Are you all right? asks Paido. Perhaps we should go below and shelter from this filthy storm. You answer with a nod and follow him down the taproom stairs to the welcoming warmth of the hold. The soldier Trost greets you on your return but you fail to notice him&emdash;you are too busy scanning the hold for the stranger. You see him, seated alone in a shadowy corner opposite your table, quietly reading his black book.

+ Turn to 166. +
+
+ +
+ 326 + + +

Your Kai sense detects a pocket of marsh gas further along the south spur. Your Magnakai Discipline would protect you from it, but Paido would be vulnerable to its harmful effects.

+ If you choose to continue along the south spur, turn to 123. + If you decide to take the west spur, turn to 105. +
+
+ +
+ 327 + + +

To the left of the main door you notice three symbols engraved in the speckled blue stone: a bed, a horse and a loaf of bread. You recognize their significance, for you have seen similar markings on hostels and monasteries during your travels in the east. By displaying these symbols the monks of this temple offer travellers a meal, stabling for their horses, and a bed for the night.

+ If you wish to take advantage of this offer, turn to 78. + If you choose not to stay here overnight, you can investigate the watchtower by turning to 14. +
+
+ +
+ 328 + + +

You lift Paido across your shoulders once more and return to the rear of the hall to investigate the locked door. As you pass the pulpit your sixth sense is aroused by the feeling that this podium is not all that it seems. Curiosity conquers caution and you stop to examine it more closely.

+ Turn to 96. +
+
+ +
+ 329 + + +

I wish to see Tadia, you say, bowing politely so as not to appear threatening to the frail old crone. Are you the fair lady I seek?

+

A smile crumples her face and a blush, like an angry bruise, discolours her leathery cheeks. I am her mother, she says coyly. What is it you wish to see her about?

+

Before you can answer, a young woman's voice calls from inside the house, Show them in, mother. I've been expecting them.

+

The old woman leads you and Paido to a room at the top of the stairs. Books and charts, stacked high on shelves and scattered about the floor, fill the room which is illuminated by daylight streaming through a domed portal in the ceiling. A massive bronze telescope is fixed to the portal and below it rests a circular table of carved bone set with gems. Seated at the table is a beautiful young woman. Her hair is silken gold, and around her high, pale forehead she wears a circlet of jet inlaid with runes and mystic symbols.

+ + + Gary Chalk + Tadia wears a circlet of jet inlaid with runes and mystic symbols + + + + + Turn to 42. +
+
+ +
+ 330 + + +

A full moon and a cloudless sky make your passage along this secret path much easier. It follows a tortuous route through the tall plants, around mossy mounds full of crawling insects, past the dark entrances to underground warrens, and skirts the fringe of a thicket of trees. Paido halts and crouches down, ignoring the bloated spiders that scuttle around his knees, and points through a gap in the trees to a settlement of crudely made huts. Dark shapes move between them, human once, but far from human now. Ghagrim, whispers Paido, with fear in his voice. The man-beasts of the Danarg.

+

In the distant past the Ghagrim were a gentle, primitive folk, who lived as one with the animals and the birds, cared for by the Elder Magi in their jungle paradise. But the Danarg has changed and so too have the Ghagrim, poisoned by the evil that conquered the land.

+ If you wish to approach the huts, turn to 172. + If you choose to avoid the Ghagrim and continue along the secret track, turn to 229. +
+
+ +
+ 331 + + +

You unhook a flask of water attached to Paido's belt, tip your healing potion into it and shake it vigorously. Carefully you tilt back Paido's head and pour the mixture into his mouth, a drop at a time: in his comatose state he is unable to cough and it would be easy to fill his lungs by accident. It is a slow and painstaking process, which takes hours to complete.

+

It is dawn of the following day before you know for sure if you have saved his life.

+ Turn to 103. +
+
+ +
+ 332 + + +

Night is closing in and the shops that line the narrow street are shutting their doors. Lanterns flare into life, their yellow glow warming the chill west wind as the townsfolk return to their homes at the end of another day's trading. But there is one shop where the doors remain open. The sign hanging from its balcony reads:

+ RHOLA RHADA&emdash;MAPMAKER + If you wish to enter the shop, turn to 147. + If you prefer to continue along the street, turn to 204. +
+
+ +
+ 333 + + +

The slimy stench of the creature drives your horse wild with fear, forcing you to dismount and advance along the tree-bridge to meet it. Suddenly there is a fearful cry as your panic-stricken horse careers backwards into Paido's mount. He fights to keep control of his own frightened horse but the panic is infectious and, with a crack of splintering wood, their stamping hooves split the edge of the tree-bridge. You watch with horror as both horses fall headlong into the watery abyss. Paido leaps from his mount as it falls, grabbing hold of the edge of the splintered wood, but it is wet and you can see his fingers slipping. Instinctively you move to save him, but the stinging lash of a clawed paw reminds you of the creature you must face first.

+ Anapheg1850 +

This creature is immune to Mindblast (but not Psi-surge). Unless you have the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat, for the creature is also attacking you with the power of its mind.

+ If you win the combat, turn to 197. +
+
+ +
+ 334 + + +

The hiss of the crossbolt surges in your ear as it passes within inches of your skull. Paido leaps to his feet, his jaw agape at the speed with which you reacted to the deadly missile. He shakes his head in disbelief and draws a dagger from his sleeve, hurling it at the dwarf in one fluid movement. It sinks into his black beard and sends him tumbling backwards. He reappears for an instant, trying desperately to dislodge the blade buried deep in his throat with his fingers, but he has suffered a fatal wound. He gurgles his death-cry and drops to the floor, his flailing arms bringing down a shelf full of bottles.

+ Turn to 70. +
+
+ +
+ 335 + + +

A full moon bathes the island in its ashen rays, maintaining perpetual twilight. The trail enters a dense thicket of trees, and you can see that it leads to a settlement of crudely made huts. Dark shapes move between them, human once, but far from human now.

+

Ghagrim, says Paido softly but with fear in his voice, the man-beasts of the Danarg. Come, let's get away from here while we still can.

+ Turn to 272. +
+
+ +
+ 336 + + +

The stew tastes as good as it smells, and you both make short work of your meal. The monks smile and nod their heads approvingly. Come, the dean wishes to see you before you retire, says one, motioning you to follow as they leave the refectory.

+

The dean's chamber is a domed, hexagonal room hung with tapestries depicting strange and grotesque creatures. Numerous plinths stand upon the richly carpeted floor, each supporting large bowls filled to the brim with a silvery liquid. A gust of air disturbs the tapestry on the far wall. Seconds later it is moved aside to reveal an elderly man in a hooded black robe.

+

Have you eaten? he asks, his voice strangely cold and monotonal.

+

Yes, master, the monks reply with one voice.

+

Good, he says, stepping closer. Leave us. The monks depart, clicking the door shut behind them. Gradually the light in the chamber grows dimmer.

+ If you have the Magnakai Discipline of Divination, turn to 343. + If you do not possess this skill, turn to 190. +
+
+ +
+ 337 + + +

One of the black crystal cubes lying on the deck suddenly explodes, sending a cloud of crystal shards screaming through the air. You are hit in the leg by this shrapnel&emdash;lose 3 ENDURANCE points.

+

With horror you realize that if one of these deadly cubes should puncture the Levitron's pressure tank, the skyship will be torn to pieces in the resulting explosion.

+ If you wish to gather up all the remaining crystals and throw them overboard, turn to 50. + If you wish to help Paido fight off his Vordak attackers first, turn to 200. +
+
+ +
+ 338 + + + +

If you wish to make a guess, go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 133. The correct section will have a footnote confirming that you've answered the riddle correctly.

+
+
+ + +

And finally, for my last puzzle, I offer this beautiful treasure, he says, as he draws a small silver box inlaid with pearls from the pocket of his robes. This priceless artefact was stolen from the treasure hoard of Valborg the Enchanter, he exclaims.

+

On hearing this wondrous revelation the tap-room comes alive with excited chatter. You are inclined to disbelieve the tale of the box's origin but, nevertheless, it is a beautiful object and is undoubtedly worth at least 100 Lune, perhaps more.

+

Silence descends on the hold as all await the Count's final puzzle. When I was last in the market of Garthen, the Count begins, I asked an egg trader how many eggs he had sold that day. He replied: My first customer said that he would buy half my eggs and half an egg more. My second and third customers said exactly the same thing. When I had filled all three orders I was completely sold out of eggs and yet I hadn't broken a single egg all day. How many eggs had the egg trader sold in all?

+ If you can answer the egg riddle, turn to the entry number that is the same number as the answer. + If you cannot answer the riddle, turn to 133. +
+
+ +
+ 339 + + +

They snicker with malice as you approach slowly, your weapon held in readiness in case they attack. The smell of the marsh gas ties a knot in your stomach as you move deeper into the cloud. Paido halts; he can go no further. He drops to his knees and is violently sick. The creatures make a sound like laughter and slink forward to meet you in combat.

+ Rahgu2333 +

These creatures are immune to Mindblast and Psi-surge. Unless you possess the Magnakai Discipline of Nexus and have reached the rank of Primate, deduct 8 points from your COMBAT SKILL for the duration of the fight, due to the insidious effect of the marsh gas.

+ You may evade after three rounds of combat; turn to 48. + If you win the combat, turn to 344. +
+
+ +
+ 340 + + +

The door is unlocked. You flick the latch with the toe of your boot and enter a gloomy passage that descends to a cellar. Casks of ale and dusty bottles of vintage wine fill the cubby-holed walls as far as your eye can see. Thick, vaulted columns support the ceiling, and the air is sweet with the smell of burning tallow.

+

You kneel and rest Paido against the cellar wall while you examine the glass vial you found in the kitchen. Your fears and suspicions are immediately confirmed&emdash;it contains poison. The clear, sticky fluid is sap from the gnadurn tree, a substance frequently used by assassins because of its lack of flavour or scent. The monks must have put some of this poison in the stew that Paido unwittingly consumed. The sap is deadly and you must act swiftly if you are to save his life.

+ If you have the Magnakai Discipline of Curing, turn to 320. + If you do not possess this skill, turn to 261. +
+
+ +
+ 341 + + +

You sense that the innkeeper is hiding behind the bar with a loaded crossbow in his hands, just waiting for the chance to fire.

+ If you have a bow and wish to use it, turn to 215. + If you wish to hurl a Fireseed over the counter, turn to 33. + If you wish to shout a warning to Paido, turn to 176. +
+
+ +
+ 342 + + +

You urge your horse up the steep bank and across the fallen branches that litter the trail beyond. Less than a mile from the brook you hear the sound of rushing water. The track bears north and you see a roaring waterfall cascading into a rocky pool, its surface lost in a cloud of fine spray. A huge tree has fallen across the pool, creating a bridge, and the track leads straight to it. You are halfway across the tree-bridge, looking down at the swirling spray and foaming water below, when a ghastly howl rings out above the thunder of the waterfall. You look up and stare slack-jawed at the creature that is advancing towards you across the tree-bridge.

+ Turn to 212. +
+
+ +
+ 343 + + +

You are in the presence of great evil. Your skin prickles and your blood runs cold as you recoil at this sudden realization. But alarm soon turns to fear as a new threat begins to manifest itself.

+ Turn to 190. +
+
+ +
+ 344 + + +

You pull Paido to his feet and help him along the causeway, leaving behind the dead Rahgu and the stinking cloud of gas. The volcanic spur soon comes to an abrupt halt, its jagged edge overhanging a sprawling tangle of reeds, marsh thistles and black moss. The pools of dark water are few, but the hazards are more than ever before.

+

The brown patches, says Paido, his voice hoarse from the effects of the gas, are quicksands. He points to where the marsh weeds are sparse and the ground pale and sandy. You stand and count the little tan-coloured patches but give up when you reach fifty.

+ If you wish to try to cross this quicksand bog, turn to 21. + If you decide to return to the junction and take the west spur, turn to 175. + If you have the Magnakai Discipline of Divination, turn to 142. +
+
+ +
+ 345 + + +

Using your Magnakai skill you increase your metabolism, burning your reserves of body fat to counter the effect of the necromancer's freezing spell. In seconds the frost and ice have gone, thawed by the heat that emanates from your body.

+ Turn to 199. +
+
+ +
+ 346 + + +

A Ghagrim lopes towards you, fixing you with a ghastly stare. It slavers and drools through thick grey lips as it licks the blade of its rusty iron sword. With a chilling howl it issues its battle-cry and closes to attack.

+ + + Gary Chalk + A Ghagrim lopes towards you fixing you with a ghastly stare + + + + + Ghagrim2338 + You can evade combat after three rounds; turn to 309. + If you win the combat, turn to 9. +
+
+ +
+ 347 + + +

The north gate guards, tired after the long night's watch, grumble wearily at your demand for the gate to be opened. What's the hurry? growls one guardsman.

+

Matter o' life and death is it? sneers the other.

+

The portcullis finally clanks open and you leave the town, riding the broken dirt track towards the distant hills and the frontier town of Syada. Grey-brown grasses brush your shins as you cross this wild, uncultivated plain. Accompanying your ride is an unnatural silence which is broken only occasionally by the cawing of ravens circling like vultures overhead.

+

By midday you are among the hills. The terrain becomes increasingly rocky, undulating like a storm-tossed ocean. The tall plains grass has given way to sad little plants, scraggy and deformed, stunted by the winds that sweep down from the barren wastes of Ogia. The track passes through a narrow valley where a small stone cabin stands beside the entrance to a disused mine shaft. As you approach the cabin you see a face at the window.

+ If you wish to stop at the cabin, turn to 85. + If you wish to investigate the mine, turn to 120. + If you wish to continue along the valley, turn to 152. +
+
+ +
+ 348 + + +

We had best delay no longer, Lone Wolf, says Paido, looking anxiously at the afternoon sky. The highway's no place to be after dark and we're still a long ride from Tharro. You nod your agreement and spur your horse along the track towards the village of Topham.

+ If you possess a Lodestone, turn to 29. + If you do not possess this Special Item, turn to 170. +
+
+ +
+ 349 + + +

You take a bottle from the rack, crack it open against the wall and tip the Laumspur into the remaining wine. Carefully you tilt back Paido's head and pour the mixture into his open mouth, a drop at a time: in his comatose state he is unable to cough and it would be easy to fill his lungs by accident. It is a slow and painstaking process, which takes you hours to complete.

+

It is dawn of the following day before you know for sure if you have saved his life.

+ Turn to 10. +
+
+ +
+ 350 + + +

Anger and frustration well up inside you as helplessly you watch the Kraan and your captured companion disappear beyond the horizon. Gradually your anger gives way to sadness as you ponder his fate and wonder if he will ever survive this cruel abduction. You pray for his safety, calling on the spirits of your ancestors to watch over and protect him and, as if in answer to your prayer, you feel a sudden calm engulf your senses. The power of the Lorestone, transfused into your being the instant it appeared in your hands, has greatly increased your intellect and awareness. With confidence you know that Paido will survive his ordeal and that one day you will meet and fight again, side by side.

+

The return voyage to Dessi is a swift but lonely journey. The starguider ensures that the Levitron stays on course for Elzian and as you cross the canal which encircles the city, a pilot skyship arrives to escort you down. During the voyage you have discovered how to control the Levitron, and now, as slowly you approach the landing platform of the Tower of Truth, you disengage the starguider and make a faultless landing. Lord Rimoah and the High Council have gathered to greet your return, and upon hearing of your successful quest their hopes for the future are renewed in spite of the sad news of Lord Paido's capture by agents of the Darklords.

+

The High Council listens avidly as you recall your treacherous journey through Talestria, the perilous trek across the Danarg, and the wondrous discovery of their lost temple. When finally you have completed your account they applaud and pay tribute to your courage and daring, their faces beaming with pride. But, despite their joyous greeting, you sense that something is wrong; they seem distant, as if their minds were preoccupied with the solving of a difficult and perplexing problem.

+

You ask Lord Rimoah if all is well, and he replies: You have grown in perception, Lone Wolf. Many things have occurred since last we spoke, and although your quest for the Lorestone of Ohrido has succeeded, the peril of our age has grown ever more deadly. The Darklords now wage open war throughout Magnamund, and many lands have fallen before their Giak legions. Talestria has been overrun. So too have the Stornland nations. Sommerlund stands firm against the armies of Darklord Gnaag, but she has lost her southern province of Ruanon.

+

This shocking news fills you with an urge to return to your homeland, yet to do so would defeat the Magnakai quest.

+

Lord Rimoah bids you follow him to the chamber of the High Council. Set into the floor is a circular well, brimming with a silvery liquid metal. Rimoah kneels and touches the surface and slowly a vision takes form within the shimmering depths of the pool: it is a fortified city surrounded by rolling hills. You look upon the city of Tahou in the land of Anari, says Rimoah, his voice now solemn and composed. The Lorestone you must find next lies deep below its streets, in an ancient city that was built during the dawn of Magnamund.

+

The vision of Tahou heralds the start of a new and perilous episode in your quest for the Magnakai. If you possess the bravery and courage of a true Kai Master, the challenge of Tahou awaits you in Book 9 of the Lone Wolf series entitled:

+

The Cauldron of Fear

+ +
+
+
+ +
+ The Danarg Swamp + + + + + + Gary Chalk + + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(Title Page) Replaced jungle swamps of Danarg with jungle-swamps of the Danarg.

+

(The Story So Far&ellips;) Replaced swamp-jungle with jungle-swamp. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn).

+

(The Game Rules) Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied and on the last page of this book. Replaced all occurrences of Ie, with I.e.. Replaced (eg with (e.g..

+

(Magnakai Disciplines) Replaced with combat with without combat, as listed overleaf with in the list below, and page 9 with your Action Chart.

+

(Equipment) Removed (see the inside front cover of this book). Replaced swamp-jungle with jungle-swamp and both occurrences of safe-keeping with safekeeping.

+

(Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

+

(Lore-circles of the Magnakai) Replaced Psi-shield with Psi-screen. Capitalized bonuses in the title Lore-circle Bonuses.

+

(1) Replaced Ghorkas with ghorkas, you to Danarg with you to the Danarg, attention and with attention, and, secret but with secret, but, still blue with still, blue, Dessi and, when with Dessi, and when, Ghorkas, hairy, with Ghorkas&emdash;hairy,, Slovia, which with Slovia&emdash;which, defence but with defence, but and ground and with ground, and. Removed at the front of the book.

+

(2) Moved the Psi-screen choice into the first position.

+

(4) Replaced imminent but with imminent, but.

+

(10) Replaced ordeal and with ordeal, and, hidden but with hidden, but, identities and with identities, and and thought but with thought, but.

+

(11) Replaced skill you with skill, you.

+

(13) Replaced Psi-shield with Psi-screen, 258 with 158, and lasts longer than five rounds with lasts five rounds or longer.

+

(14) Replaced watch-tower with watchtower.

+

(15) Replaced hand and with hand, and and Unfortunately with with Unfortunately, with.

+

(16) Replaced answer and, at with answer, and at.

+

(17) Replaced around and with around, and.

+

(18) Replaced Pass but with Pass, but.

+

(19) Replaced chest you with chest, you and laborious and with laborious, and.

+

(20) Replaced floor and with floor, and and portal and with portal, and.

+

(21) Replaced sets you with sets, you and tide and, during with tide, and during.

+

(22) Moved the Pathsmanship choice into the first position. Replaced both occurrences of watch-tower with watchtower.

+

(23) Replaced return but with return, but and discipline with Discipline.

+

(24) Replaced Syada and with Syada, and.

+

(25) Replaced vibrating and, what with vibrating, and what.

+

(26) Replaced inn and slowly with inn, and slowly.

+

(27) Replaced legs and with legs, and. Moved the Divination choice into the first position.

+

(28) Switched the the sections to which the choices lead to make them work correctly with Special Item and Discipline bonuses.

+

(30) Replaced Psi-shield with Psi-screen and Sommerswerd. with Sommerswerd.).

+

(31) Replaced Oxydine, or Oede with Oxydine or of Oede.

+

(32) Replaced gallop and with gallop, and, and, not with and not and gate, do with gate do.

+

(35) Replaced glueing with gluing.

+

(36) Replaced head and with head, and and hides and with hides, and.

+

(39) Switched the order of the choices for clarity.

+

(42) Replaced me and with me, and.

+

(44) Replaced Unfortunately she with Unfortunately, she.

+

(46) Replaced dead but with dead, but.

+

(47) Replaced Psi-shield you with Psi-screen, you, swamp-jungle with jungle-swamp, and Spirit you with Spirit, you.

+

(48) Replaced air, and with air and.

+

(50) Replaced others many with others, many and apart and, as with apart, and as.

+

(53) Replaced ago this with ago, this, luxurious but with luxurious, but and air and with air, and.

+

(54) Replaced desperation one with desperation, one and Discipline with Disciplines.

+

(55) Replaced cloud and with cloud, and.

+

(56) Replaced korlinium and with korlinium, and and signals it with signals, it.

+

(57) Replaced confusion you with confusion, you and ribcage with rib cage.

+

(58) Replaced light you with light, you.

+

(61) Replaced top he with top, he.

+

(62) Replaced mire but with mire, but.

+

(63) Replaced darkness and with darkness, and.

+

(64) Replaced assailant and with assailant, and and ceases and with ceases, and.

+

(65) Replaced fast but with fast, but, cheer but with cheer, but and companions he'll with companions, he'll.

+

(66) Replaced watch but with watch, but and later you with later, you.

+

(67) Replaced empty they with empty, they.

+

(69) Replaced doom you with doom, you.

+

(70) Replaced storm.' with storm..

+

(71) Replaced blast and with blast, and.

+

(72) Replaced Divination, or with Divination or. Moved the Divination/Tutelary choice into the first position.

+

(73) Replaced market place with marketplace, Lodge but with Lodge, but, watch-tower with watchtower, and sword and with sword, and.

+

(80) Replaced burial and with burial, and. Moved the Divination choice into the first position.

+

(83) Replaced hand but with hand, but, returns and with returns, and and pain, as with pain as.

+

(84) Replaced Psi-power with psi-power.

+

(85) Replaced face but with face, but.

+

(87) Replaced bow but with bow, but.

+

(88) Replaced crash and with crash, and and battle cry with battle-cry. Replaced battle cry with battle-cry and bronze-helmeted with bronze-helmed in the illustration's caption.

+

(89) Replaced Ghorkas with ghorkas.

+

(91) Moved the Divination choice into the first position.

+

(92) Replaced rest but with rest, but and Both you, with You,.

+

(97) Replaced grip and with grip, and.

+

(98) Replaced Ghorkas with ghorkas, pot-holed with potholed, and plain and with plain, and.

+

(99) Replaced demand but with demand, but.

+

(103) Replaced ordeal and with ordeal, and, hidden but with hidden, but, agreement and, as with agreement, and as and lock and with lock, and.

+

(105) Replaced mire and with mire, and and north and, for with north, and for.

+

(106) Replaced horseback) COMBAT with horseback): COMBAT and Control you with Control, you.

+

(108) Replaced flat and with flat, and and light you with light, you.

+

(109) Replaced haze and with haze, and, roadside and with roadside, and, darkening and with darkening, and, drenched and with drenched, and, torrent and with torrent, and and rain you with rain, you.

+

(110) Replaced him and with him, and and frenzy the with frenzy, the.

+

(111) Replaced chance you tumble with chance, you stumble.

+

(114) Replaced above and with above, and.

+

(115) Replaced death cry with death-cry, blood and, with with blood, and with and haze you with haze, you.

+

(118) Replaced Paido and with Paido, and.

+

(119) Replaced Instead their with Instead, their.

+

(121) Replaced midnight his with midnight, his.

+

(121) Replaced handiwork they with handiwork, they.

+

(123) Replaced creatures sit with creatures sits and green spindly with green, spindly.

+

(125) Changed the first choice to read in part If you have another arrow and wish to use it,&ellips;.

+

(126) Replaced ale the with ale, the and amusement he with amusement, he and conundrum with conundrums.

+

(127) Replaced yell they with yell, they.

+

(128) Replaced shut and with shut, and and demand but with demand, but.

+

(129) Replaced Taan-spider you with Taan-spider, you.

+

(133) Replaced minutes but with minutes, but.

+

(135) Replaced bridge you with bridge, you.

+

(135) Replaced gate a with gate, a.

+

(137) Replaced splash he with splash, he.

+

(138) Replaced incline and, as with incline, and as. Moved the Pathsmanship choice into the first position.

+

(144) Replaced men and with men, and.

+

(145) Replaced inn and with inn, and and wheatcakes with wheat cakes.

+

(146) Replaced curing surpresses with Curing suppresses.

+

(150) Replaced steadily and with steadily, and and inhabitants but with inhabitants, but.

+

(151) Replaced choose. with choose?.

+

(153) Replaced around your with around, your, tap but, instead with tap, but instead and click and with click, and.

+

(154) Replaced air and with air, and.

+

(156) Replaced herb the with herb, the and Oxydene with Oxydine.

+

(157) Replaced deadly and with deadly, and, replaced Pulpit with pulpit and moved the or in the choices to the beginning of the last choice.

+

(160) Replaced dead writhing with dead, writhing.

+

(163) Replaced explodes and with explodes, and.

+

(165) Replaced aside but with aside, but, him but with him, but, inside and with inside, and, Bor-musket with Bor musket, and trigger and with trigger, and.

+

(166) Replaced Dazudskul with Dazudskul..

+

(166) Replaced fortune whispers with fortune,' whispers.

+

(168) Replaced counter and with counter, and put dashes between each Item on the list and its price and replaced arrows and with arrows, and.

+

(169) Replaced Psi-shield with Psi-screen, duck and with duck, and, and clawed skeletal with clawed, skeletal.

+

(172) Replaced him and with him, and.

+

(175) Replaced north and, for with north, and for.

+

(176) Replaced trigger and with trigger, and.

+

(177) Replaced starguider but with starguider, but and 192 with 292.

+

(178) Replaced chest you with chest, you.

+

(179) Replaced book but with book, but.

+

(182) Replaced pain it with pain, it and you and with you, and.

+

(183) Replaced Psi-screen you with Psi-screen, you and Lore-Circle of the Spirit you with Lore-circle of the Spirit, you.

+

(184) Replaced true but with true, but, wound but with wound, but and clothing and with clothing, and.

+

(185) Replaced chase but with chase, but, harrass with harass and chase, they with chase; they.

+

(186) Replaced discipline with Discipline and eyes you with eyes, you.

+

(187) Replaced grip and with grip, and.

+

(188) Replaced wheatcakes with wheat cakes.

+

(189) Replaced past a with past, a.

+

(190) Replaced weapon but with weapon, but.

+

(191) Moved the Pathsmanship/Divination choice into the first position.

+

(192) Replaced ground and with ground, and and korlinium and with korlinium, and.

+

(195) Replaced occurred, but with occurred, but.

+

(197) Replaced death cry with death-cry.

+

(201) Replaced aside and with aside, and and glowing silvery with glowing, silvery.

+

(202) Replaced remains and with remains, and and robes presumably with robes, presumably.

+

(204) Replaced both occurrences of watch-tower with watchtower. Moved the map choice into the first position and the Pathsmanship choice into the second position. Replaced options; with options:

+

(211) Replaced being but with being, but.

+

(214) Replaced both occurrences of eg, with i.e.. Added spear to the list of edged weapons.

+

(216) Replaced few but with few, but. Moved the Divination choice into the first position.

+

(218) Replaced turn to 235 with turn to 253.

+

(220) Replaced symmetry confront with symmetry, confront and stratas with strata.

+

(222) Replaced subsides but with subsides, but.

+

(232) Replaced dwarf. They're with dwarf. 'They're.

+

(236) Replaced Luukos and with Luukos, and.

+

(243) Replaced rail and with rail, and.

+

(246) Replaced wait with await.

+

(255) Replaced stomach and with stomach, and, Ghorkas with ghorkas, and bank and with bank, and.

+

(256) Replaced these and, judging with these, and judging.

+

(258) Replaced flame and with flame, and.

+

(259) Replaced dead-ends with dead ends.

+

(263) Replaced membrane and with membrane, and.

+

(267) Replaced wings and with wings, and.

+

(271) Replaced horses abroad with horses aboard and Ghorkas with ghorkas.

+

(272) Replaced worth but with worth, but.

+

(274) Replaced uneventfully and, as with uneventfully, and as.

+

(275) Replaced deceased but with deceased, but.

+

(277) Replaced attack but with attack, but and again but with again, but.

+

(279) Replaced sharp rending with sharp, rending.

+

(280) Replaced Evaine but with Evaine, but.

+

(281) Replaced poison but with poison, but.

+

(282) Replaced Half-way with Halfway.

+

(285) Replaced hidden but with hidden, but and identities and with identities, and.

+

(287) Replaced Psi-shield with Psi-screen.

+

(289) Replaced legs and with legs, and and removed the last choice which was essentially the same as that in Section 39 and therefore redundant.

+

(291) Replaced forward but with forward, but.

+

(294) Replaced jauntiness but with jauntiness, but and discipline of hunting with Discipline of Hunting.

+

(295) Replaced senses and, in with senses, and in.

+

(296) Replaced 5&endash;9 with 5&endash;12.

+

(299) Replaced Ghorkas with ghorkas.

+

(300) Replaced pool and with pool, and. Moved the Nexus choice into the first position.

+

(301) Moved the Huntmastery choice into the first position.

+

(303) Replaced reins and with reins, and and head and with head, and.

+

(304) Replaced bowyery and with bowyery, and.

+

(305) Changed the first choice to read in part If you have a bow and two arrows and wish to use them,&ellips;.

+

(308) Replaced staff but with staff, but and Psi-shield with Psi-screen.

+

(310) Replaced side steps with sidesteps.

+

(315) Replaced revolting jelly-like with revolting, jelly-like.

+

(316) Replaced gullible but with gullible, but.

+

(318) Replaced doomwolves with Doomwolves and the second choice&emdash;If first you wish to help Paido fight off his attackers, turn to 169&emdash;to If you choose to continue your ride north to Tharro, turn to 280 The second change was given in Lone Wolf Club Newsletter: 1987 New Year's Special p. 9.

+

(323) Replaced master and with master, and.

+

(326) Replaced it but with it, but.

+

(327) Replaced watch-tower with watchtower.

+

(333) Replaced Psi-shield with Psi-screen.

+

(334) Replaced death cry with death-cry.

+

(335) Replaced trees and with trees, and.

+

(336) Replaced smells and with smells, and and one motioning with one, motioning.

+

(340) Replaced ceiling and with ceiling, and.

+

(342) Replaced half-way with halfway.

+

(350) Replaced spoke and with spoke, and, Magnamund and with Magnamund, and and book 9 with Book 9.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+ +
+
+ +
+ Footnotes + + +

(Section 1) Many sections in the book assume that you haven't discarded the Pass. It is advisable that you don't discard it during this adventure.

+

(Section 13) Note that in this combat, you are meant to go to Section 158 immediately when the fight reaches the specified number of rounds: do not finish the combat first.

+

The original text reads If the combat lasts more than five rounds&ellips; This would leave you no option if the fight lasts exactly five rounds. We reasoned that the most likely interpretation is that the author intended the second choice to be taken if the combat last five rounds or more. However, it is also possible that he intended for it to read "If you win the combat in five rounds or less&ellips; If the combat lasts more than five rounds," in which case would you get one more round to fight before going to Section 158.

+

This section is very problematic for a player just starting their adventures from this book. It is actually impossible to kill both Vordaks in time if your COMBAT SKILL is too low. According to a strict interpretation of the text, this combat must be won in four rounds or less. To find the probability of success in this combat, we counted the number of four digit combinations of numbers picked from the Random Number Table that kill both Vordaks, divided by 10,000 (the total number of four digit possibilities). For example, a 0.03&percent; chance of success for an initial COMBAT SKILL of 14, reflects that only 3 combinations of random number picks (in this case, 0-0-0-0, 0-0-0-9, and 0-0-9-0) out of a possible 10,000 are capable of defeating both Vordaks in time. ENDURANCE points are a non-issue in this case since no combination which destroys both creatures in time will also deduct 20 or more ENDURANCE points from Lone Wolf. All of the probabilities given assume that Lone Wolf has chosen Disciplines most advantageous to his COMBAT SKILL for this battle&emdash;Weaponmastery with an appropriate Weapon in his possession, Psi-surge, and Psi-screen&emdash;as well as saved the one potion of Alether found in this adventure for this battle, for a total of 9 points above the initial COMBAT SKILL score.

+ + + + + + + + + + + + + + + +
Initial CSProbability of Survival
100.00&percent;
110.00&percent;
120.00&percent;
130.00&percent;
140.03&percent;
150.12&percent;
160.72&percent;
171.62&percent;
184.59&percent;
1914.08&percent;
+

A player starting from this adventure with 10-13 as her or his initial COMBAT SKILL cannot survive this battle and thus cannot complete the adventure. New players with a higher initial COMBAT SKILL still have a slim chance of completing this adventure.

+

(Section 28) The original text didn't allow for any bonuses to be added to the randomly picked number. We switched the choices to allow for this. If you'd rather play without bonuses, go to 125 if you pick 0&endash;4 and go to 38 otherwise.

+

(Section 30) It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+

(Section 42) If you are infected with the korovax bacillus, you may now use the Tincture of Oxydine to cure yourself.

+

(Section 47) It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+

(Section 76) Section 221 gives you further information about these monks. It is most likely the author's mistake that you miss this information in lieu of the discovery you make by using Divination in this section. At your discretion go to 221 before making your choice in this section.

+

(Section 86) It seems unreasonable to lose zero ENDURANCE points after getting hit by a sword. You may choose to interpret picking 0 as indicating a 10 ENDURANCE point loss. Other adventures sometimes instruct you to interpret a 0 this way in similar situations.

+

(Section 112) If you wish to make a guess, you can go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 269. The correct section will have a footnote confirming that you've answered the riddle correctly.

+

(Section 126) If you wish to make a guess, you can go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 141. The correct section will have a footnote confirming that you've answered the riddle correctly.

+

(Section 141) If you wish to make a guess, you can go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 338. The correct section will have a footnote confirming that you've answered the riddle correctly.

+

(Section 156) If you possess either herb, you may now use it to cure the korovax infection.

+

(Section 183) It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+

(Section 202) Don't discard the Lodestone during this adventure unless you are forced to do so or given an explicit opportunity. Some passages in the book assume you you still possess it.

+

(Section 308) It seems peculiar that you are instructed to reduce COMBAT SKILL at the beginning of every round if you do not have Psi-screen. This loss would be cumulative so that during the first round you fight with 2 fewer COMBAT SKILL points, the second round with 4 fewer points, the third with 6 fewer, etc. This loss is certainly intended to be for the duration of this Combat only&emdash;not permanently&emdash;since Joe Dever always makes special note of instances where you permanently lose COMBAT SKILL. It is possible that this penalty is an error, and that you are meant to lose 2 ENDURANCE points rather than COMBAT SKILL points at the beginning of every round.

+

(Section 338) If you wish to make a guess, go to the Numbered Sections List and choose your answer. If your first guess is incorrect, go to Section 133. The correct section will have a footnote confirming that you've answered the riddle correctly.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + + + +
+ +
+ Secondary Illustrations + + +

Only the primary occurrence of each secondary illustration is cited.

+ + +
+
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+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

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Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

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Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

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This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

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+ 1.0 + + +

License shall hereafter refer to this document.

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+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

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+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

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Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

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The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
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  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
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  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
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  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
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  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
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  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
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+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

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    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
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  • The Forbidden City; Copyright 1986 Ian Page.
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  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
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  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
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  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
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  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
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  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
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  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
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  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
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  • Rune War; Illustrations Copyright 1995 Brian Williams.
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  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
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  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
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  • Vampirium; Illustrations Copyright 1998 Brian Williams.
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  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
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  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
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  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
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Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

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+ 2.4 + + +

The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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+ 3. Termination of the License + + + +
+ 3.0 + + +

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

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+ 3.1 + + +

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

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+ 4.0 + + +

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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+ 5. Revision of the License + + + +
+ 5.0 + + +

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

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+ 6.0 + + +

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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+ 6.1 + + +

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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\ No newline at end of file diff --git a/xml/09tcof.xml b/xml/09tcof.xml new file mode 100755 index 0000000..49b0904 --- /dev/null +++ b/xml/09tcof.xml @@ -0,0 +1,5734 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + The Cauldron of Fear + Joe Dever and Brian Williams + Joe Dever
Illustrated by Brian Williams
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Adventure series by Jon Sutherland. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

+
+ Project Aon + 200313 + +

While on your quest, word has reached you that Sommerlund has suffered a great defeat at the city of Ruanon, but morale among your people remains high. Boldly, your homeland continues its valiant fight against the evil forces of the Darklords.

+

The messenger who has delivered this news also informs you that the King himself has ordered a skyship placed in your command and has awarded you the rank of Warmarshall of the Royal Estates. You proudly accept the use of the skyship as well as the two platinum badges that signify your new rank. You are now the youngest general in the Sommerlund army.

+

But once again you must continue with your quest. You are the last hope for the rebirth of the Kai! Ahead lies the greatest danger you have ever faced.&ellips;

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Brian Williams.
+ +

Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Brian Williams.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

To Spencer and Louise

+ +
+
+ +
+ + Acknowledgements + + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + +
+
Transcription
+
Matthew Reynolds
+
Illustration Transcription
+
Jonathan Blake
+
XML
+
Jonathan Blake
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
+
Proofreading
+
Andrew Gable (Sections 71&endash;105, 141&endash;175, and 246&endash;280)
Simon Osborne (front matter and Sections 176&endash;210)
Matthew Reynolds (Sections 1&endash;70, 106&endash;140, 211&endash;245 and 281&endash;350)
+
Editing
+
Mike Feldman
Ingo Klöcker
Mark Laird
Simon Osborne
Thomas Wolmer
+
PDF Layout
+
Jonathan Blake
Ingo Klöcker
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Brian Thompson
+
+
+
+ +
+
+ +
+ + The Story So Far&ellips; + + + + + + +

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies&emdash;the Darklords of Helgedad.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over one thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

+

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians that aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep inside an island stronghold known as Kazan-Oud, or Castle Death. You survived the perils of Castle Death and emerged triumphant, having achieved what the Elder Magi had believed to be impossible. During the victory celebrations held in your honour, you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai, which means sons of the sun. One was named Ikar, which means eagle, and the other was named Skarn, which means wolf. A prophecy foretold that the koura-tas-kai would each come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny&emdash;to triumph over the champions of darkness in an age of great peril. Your victory at Kazan-Oud proved that you were Skarn&emdash;the wolf of Dessi legend&emdash;and in keeping with their ancient vows the Elder Magi promised to help you complete the Magnakai quest.

+

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from Kai Masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery eleven years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. So swiftly did their Giak legions grow in numbers that the Elder Magi ceased their counselling and arranged for you to begin at once the search for the third Lorestone. Guided by Lord Paido, a warrior-magician of Dessi, you set off on a perilous journey across the Freelands of Talestria on your way to the jungle-swamps of the Danarg. There, in an ancient temple that was once the Elder Magi's most sacred place of worship, you succeeded in discovering the object of your quest. However, during your escape from the Danarg, your guide, Lord Paido, was captured by Darklord agents, and upon your return to Elzian you learned the fearful news that the Darklords were now waging open war throughout Magnamund. Several lands, after brief but futile resistance, had been overrun completely by Darklord armies, others had surrendered without fighting in the face of their determined might, and sadly there were others who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. Already her armies had invaded the neighbouring territories of Casiorn and Cloeasia, and were preparing to march through the Republic of Anari in order to join Gnaag's horde now advancing across the plain of Slovia. The thought of such an eventuality filled the Elder Magi with dread, for the Lorestone you must find next lies deep below the streets of Tahou, the capital of Anari, in an ancient city built during the dawn of Magnamund. If Tahou were to fall before your arrival the chances of your completing your quest successfully would be slim indeed, even for a warrior of your renowned skill and daring.

+

Whilst preparations were being made for your journey you learned that the Darklords had attacked and captured Ruanon, the southernmost province of your homeland of Sommerlund. The news of this calamity shook your resolve and filled you with the desire to forego the journey to Tahou and return home without delay. The Elder Magi implored you not to abandon your quest and you faced a difficult and crucial decision. Which should you honour: your vow to complete the Magnakai quest or your oath of loyalty to your King, an oath which pledged your service in the defence of the sun-realm? Fortunately, the surprise arrival of an old friend was to decide the matter for you. Magemaster Banedon, envoy of the Brotherhood of the Crystal Star&emdash;the magician's guild of Sommerlund&emdash;landed unexpectedly at Elzian aboard his flying ship Skyrider. He and his dwarven crew were warmly greeted, for Banedon, a frequent and favoured visitor to Dessi, was highly respected by the Elder Magi for his mastery of new magic. Six years had passed since last you met and there was much you wished to discuss and reminisce about, but there was an urgent matter of duty to perform first. Banedon had been sent by King Ulnar of Sommerlund to deliver into your hand a royal missive concerning your quest. The scroll, written and sealed by the King himself, ordered you to pursue the Magnakai quest above all other duties. It ended with the words: Sommerlund has suffered a grievous defeat at Ruanon, but the will of the people is undaunted and the strength of our army undiminished. Boldly we will resist our enemies so long as there is hope of the rebirth of the Kai.

+

Banedon informed you that the King had ordered that he and his skyship be placed under your command. He also delivered the news that the King had bestowed upon you the rank of Warmarshall of the Royal Estates. Proudly you accepted from Banedon two platinum badges, each crafted in the shape of a blazing sun, and affixed them to the collar of your Kai tunic. They signified that you were now a general of the Sommlending army, the youngest general there had ever been. The honour bestowed upon you lifted your spirits, and the news that Banedon would be joining your quest helped greatly to allay your fear of the dangers that lay ahead. For two years Banedon had lived in Tahou as Journeymaster to his guild; his knowledge of the city and of the Tahou Cauldron, the entrance to the ancient metropolis, which lies buried deep beneath the city streets, would be especially useful.

+

On the eve of your journey to Tahou, the Elder Magi convened a meeting of the High Council. A golden torch was lit and placed in the centre of their great cylindrical council chamber as a symbol of their hopes and prayers for your success.

+

This torch shall burn so long as you, Lone Wolf, pursue your destiny along the path of the Magnakai, said Lord Rimoah, speaker for the High Council. Before the gathering of Elders you reaffirmed your vow to restore the Kai and, as if kindled by a sudden gust of wind, the torch flared brightly, bathing the chamber in its vivid golden glow. As one, the Elders rose from their seats and intoned their blessing: May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 9. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6&endash;12).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+ +
+ Weaponmastery + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Brian Williams + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
  • Axe
  • +
  • Sword
  • +
+
+
+

The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.

+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list. You cannot carry more than two weapons.

+
+
+ +
+ Animal Control + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ Curing + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Invisibility + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ Huntmastery + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ Pathsmanship + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ Psi-surge + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Psi-screen + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ Nexus + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ Divination + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in Book 9 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 10. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called The Dungeons of Torgar.

+ +
+
+ +
+ + Equipment + + + + + +

Before leaving Dessi on your journey to the city of Tahou, the Elder Magi give you a map of the Republic of Anari and its surrounding lands, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart. If you have successfully completed books 1&endash;8 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai monastery.

+

The Elder Magi offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items

+
    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Brian Williams + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Brian Williams + + + + +
  • +
  • +

    Lantern (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Mace (Weapons)

    + + + Brian Williams + + + + +
  • +
  • +

    3 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + +
  • +
  • +

    Dagger (Weapons)

    + + + Brian Williams + + + + +
  • +
  • 3 Fireseeds (Special Items) When thrown against a hard surface, these Fireseeds explode and burn fiercely.

  • +
+ +

List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+ +
    +
  • Sword&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Lantern&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
  • Fireseeds&emdash;carried in your pocket.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai monastery.

+
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Surplus Special Items may be left in safekeeping at your +Kai monastery.

+
+
Gold Crowns
+

The currency of Anari is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every 1 Gold Crown.

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+ +
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+ +
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+ +
+ Lore-circle Bonuses + + +
+
Circle of Fire
+
+1 CS +2 EP
+
Circle of Light
+
0 CS +3 EP
+
Circle of Solaris
+
+1 CS +3 EP
+
Circle of the Spirit
+
+3 CS +3 EP
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+ +
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), or Principalin (six skills), you will now benefit from improvements to the following Magnakai Disciplines:

+ +
+ Primate + + +
+
Animal Control
+
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
+
Curing
+
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
+
Huntmastery
+
Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
+
Psi-surge
+
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
+
Nexus
+
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
+
+
+
+ +
+ Tutelary + + +
+
Weaponmastery
+
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
+
Invisibility
+
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Pathsmanship
+
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
+
Psi-screen
+
Tutelaries with this skill develop mental defence against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
+
Divination
+
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
+
+
+
+ +
+ Principalin + + +
+
Animal Control
+
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
+
Invisibility
+
Principalins are able to mask any sounds made by their movements while using this skill.
+
Huntmastery
+
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
+
Psi-surge
+
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Nexus
+
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
+
+
+
+ +

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.

+
+
+ +
+
+ +
+ + Magnakai Wisdom + + + + + +

Your search for the Lorestone of Tahou will be fraught with danger. The Darklords have launched a massive invasion into the freelands of Magnamund in a bid to take over the continent and thwart your Magnakai quest. Make notes as you progress through the story&emdash;they will be of great help in this and future adventures.

+

Many things that you find will help you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

+

Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

The future of Northern Magnamund now hinges on the success of this quest. May the spirit of your ancestors guide you on the path of the Magnakai.

+

Good luck!

+
+
+ +
+ Numbered Sections + + +
+ 1 + + +

A full moon lights the sky above Elzian on the evening you begin your journey to Tahou. Its ashen rays glimmer along the polished wooden outriggers that run the length of the hull of the Skyrider, and illuminate the crystal star ensign and the Sommlending flag as it flutters proudly from the mizzen-mast. The Elders of the High Council have gathered on the roof of their council chamber and, as you and Banedon climb the boarding ladder to the skyship, you pause to return their farewell salute. Bo'sun Nolrim, senior member of Banedon's crew of dwarves, welcomes you and his captain aboard. Surveying the craft, you notice that the Skyrider has changed very little since you were last aboard her, when you sailed the desert skies of Vassagonia in search of The Book of the Magnakai. The crew remember that voyage fondly and are justly proud of the part they played in the success of that perilous mission. Take the helm, bo'sun, and set a course for Navasari! commands Banedon, as he leads you across the busy deck to his cabin at the prow.

+

Swiftly the lights of Elzian vanish as the Skyrider speeds into the night. A mile below, the jungle of Dessi and the barren peaks of the Xulun Mountains race past beneath the keel, but in the comforting warmth of Banedon's cabin you feel no sensation of movement; only the hum of the powerful engine indicates how rapidly you are travelling. Over a delicious meal of salt beef and spiced fruit, Banedon explains the purpose of your journey to Navasari, a city that lies over a hundred miles south of Tahou. Our enemies are advancing across Magnamund like a tidal wave, destroying or carrying with them all in their path, says the blond-haired magician, pointing to a map of the continent that adorns the cabin wall. Every day a new battle is being fought, and every day we lose another town or village to the Darklords. Before we venture into Tahou we must be sure that the city has not already fallen to Darklord Gnaag, lest we fly straight into a trap. I have many friends in Navasari, reliable friends, friends who are highly placed in the Senate of Anari. From them we will learn if the city still stands, and if it does, how long we can expect it to resist a Darklord assault.

+

Mid-morning of the following day, the lookout catches a glimpse of Navasari as the Skyrider emerges from the Yajo Pass. Banedon takes control of the helm and steers the craft towards the east quarter of the city, landing it on the spacious roof of a magnificent, star-shaped building that overlooks the River Chah. A group of dignitaries, resplendent in high-necked robes of green and yellow silk, greet your arrival: these are some of the friends of whom Banedon spoke. Sadly they recount the grim course of events that has recently befallen their country. In the far north, the town of Resa was destroyed and its people massacred by an army of Giaks. Two days later, a similar attack was launched by a Vassagonian army against the town of Zila. They swept along the Anari Pass, burning and looting every village through which they rode, and giving no quarter to those who dared resist them. And three days ago, on the western border, a fierce battle was fought at the Slovian town of Lovka for control of the bridge across the River Churdas. Shortly before midnight the might of Darklord Gnaag's horde fell upon the beleaguered garrison. They fought bravely, but by the dawn of the following day, all that remained of the town and is defenders were an acre of scorched earth and a cart full of charred bones. The three enemy armies are now advancing towards Tahou. President Toltuda, the head of state, has ordered the evacuation of all women and children from the capital, and has begun strengthening the city's defences to increase its chances of withstanding the impending siege. When Banedon tells of your intention to go to Tahou, one of his friends offers a few words of caution. It would be unwise to attempt a landing at the capital, he warns. Heavy bolt throwers have been positioned on every rooftop and tower in case the city is attacked from the air. The Darklords captured Suentina in such a fashion and the Tahouese have learnt from their neighbour's misfortune. Skyships rarely visit Tahou, which makes it all the more likely that your craft would be mistaken for a hostile attacker.

+

After long deliberation, you and Banedon decide to leave the Skyrider in Navasari and journey to Tahou by horse. Nolrim is left in charge of the craft and crew with instructions to wait here for your return. If Tahou is besieged and he has not received word from you after two weeks, he is to return to Dessi and report that your quest has failed.

+ + + Brian Williams + + + + +

Early next morning, you and Banedon climb into the saddles of two white Anarian steeds provided by his friends, and set off on your two-day ride to Tahou. Less than an hour after leaving Navasari you see a long line of wagons approaching. They are escorted by a troop of cavalry, and each one is crowded with women and children.

+ If you wish to stop and question these people, turn to 126. + If you wish to ride past them and press on with your journey, turn to 274. +
+
+ +
+ 2 + + +

You look upon the city of Tahou from the balcony of a tall tower, the spire of the Thalis Temple, situated at the heart of the Rainbow Park. It is noon, but there is no brightness in this day, for a grey blanket of smoke covers the sky. Below you lies a shattered city, its once proud buildings now seething infernos, its streets and squares choked with rubble. Hasty defences have been constructed where the city wall is holed or fallen, and the battlements to the north and east are covered with unburied dead.

+ + + Brian Williams + + + + +

Beyond the wall, the flats lie shrouded in a mist that curls like the smoke of a thousand campfires. Its thickness is unnatural and you sense at once that it has been conjured to hide the enemy. You leave the tower and make your own way through the burning streets towards the West District, where the fighting at the wall is fiercest. You pass the smouldering ruins of the Anarium and take a fire-swept street that leads to the West Gate. A building at the end of this street is being used as a shelter for the wounded. The roof has caught fire and a handful of soldiers are trying desperately to evacuate the wounded before it collapses.

+ If you wish to help these soldiers, turn to 342. + If you wish to continue towards the West Gate, turn to 179. +
+
+ +
+ 3 + + +

You leap from your hiding place like a tiger pouncing on its prey. Miraculously, the guard manages to parry your first blow, but he is awestruck by your skill with a blade. He retreats towards the strongroom as you press your attack.

+ Strongroom Guard1322 + If you win the combat in less than three rounds, turn to 117. + If you win but the combat lasts longer than three rounds, turn to 276. +
+
+ +
+ 4 + + +

The shock of the fall and the numbing chill of the icy black water conspire to sap your strength. You flail and flounder in the deep until you are gripped by cramp and can no longer resist your doom. Unconsciousness smothers your pain as you sink slowly to the bottom of the lake, weighed down by your equipment and the freezing water that now fills your lungs.

+ Your life and your quest end here. +
+
+ +
+ 5 + + + +

This is the correct answer to Khmar's dagger riddle.

+
+
+ + +

You have answered the riddle correctly and Khmar displays his collection of valuables from which you may choose your winnings. You may take any two of the articles listed; they are all Backpack Items:

+
    +
  • Silver Bowl
  • +
  • Vial of Gold Dust
  • +
  • Altar Cloth
  • +
  • Scroll of Honour
  • +
  • Jadin Anklets
  • +
+

If you already carry the maximum number of Backpack Items, you may discard two of them in favour of your prize.

+

Since you have displayed your intelligence so effectively, the plains farmers are now reluctant to continue gambling. Khmar and his sons gather up their winnings and bid you goodnight, and the farmers follow suit.

+ If you wish to talk with the tavern owner, turn to 268. + If you wish to order a meal, turn to 88. + If you decide to call it a day and retire to your room, turn to 156. +
+
+ +
+ 6 + + +

This section corresponds to a partially correct combination for the pyramid lock.

+
+
+ + +

There is a faint click but the doors remain firmly closed. You press the lower three buttons at random in the hope of chancing on the correct combination, but the buttons lock into position and you cannot prise them up.

+ Turn to 207. +
+
+ +
+ 7 + + + +

Remember to delete the Rope from your Action Chart.

+
+
+ + +

You tie one end of the rope to the bottom rung and drop the rest into the darkness. Seconds later you hear it strike stone and you realize that you will not have too far to descend. As you climb down the rope, you pass through a layer of mist that glows with a curious blue-green luminescence. Twenty feet below the mist your feet touch firm ground. Close to where you land lie the skeletal remains of a human body.

+ If you wish to examine the body, turn to 186. + If you wish to ignore it and investigate your surroundings, turn to 51. +
+
+ +
+ 8 + + +

Save your sympathy, he sneers, &thinspace;'cause you're about to meet him face to face! Suddenly he lunges forward, a curved dagger gleaming in his hand. He flicks his wrist and the razor-sharp blade whips through an arc towards your throat.

+ If you have the Magnakai Discipline of Huntmastery, turn to 36. +

If you do not possess this skill, pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;3, turn to 119. + If it is 4&endash;9, turn to 260. +
+
+ +
+ 9 + + +

Your arrow passes harmlessly beneath the creature's thrashing coils. There is no time to attempt a second shot. Quickly you shoulder your bow and draw a hand weapon, as it makes its diving attack.

+ Turn to 82. +
+
+ +
+ 10 + + +

You are in combat with the Zakhan of Vassagonia. You cannot evade this combat and must fight him to the death.

+ Zakhan Kimah3440 +

He is immune to Mindblast and Psi-surge.

+ If you win the combat, turn to 350. +
+
+ +
+ 11 + + + +

Although this book gives no explicit restriction, it may be appropriate to consider the Zaaryx a wasteland in regard to fulfilling Meal requirements with Hunting and Huntmastery.

+
+
+ + +

For countless hours you follow the great avenue as it bisects the heart of Zaaryx. The once-grand buildings that line this ancient thoroughfare are in varying states of decay: some are almost intact while others have disintegrated into little more than piles of black rubble. You try to keep track of time but it proves difficult in the perpetual half-light of this buried world. Twice you stop to sleep and eat (erase 2 Meals from you Action Chart or lose 6 ENDURANCE points) before you near the centre of the city. There you discover a great hall, its arched porticoes smooth and undamaged by time.

+ + + Brian Williams + A group of reptilian creatures are stroking a large leathery
egg and speaking in a low hissing language
+ + + +
+

As you pass through one of these massive arches, you notice a group of reptilian creatures huddled at the top of a staircase that descends into darkness. They are stroking a large leathery egg and speaking to each other in a low hissing language.

+ If you wish to approach these creatures under cover of the pillars that line the hall, turn to 56. + If you wish to call out to them, turn to 349. + If you have a bow and wish to use it, turn to 171. +
+
+ +
+ 12 + + + +

You must possess at least one arrow in order to fire your bow again.

+
+
+ + +

You draw an arrow and take aim at a Giak's chest. He opens his yellow-fanged mouth to shriek for mercy, but his cry is cut short as your feathered shaft pierces his heart. The other Giak rolls away from the body of his partner and scrambles to his feet, desperate to escape a similar fate. Aki-amaz! he whimpers, hysterically, as he scurries towards the shadows of an alley.

+
If you wish to fire your bow again, turn to 229. + If you decide to let the Giak escape, turn to 57. + +
+ +
+ 13 + + +

You sift through the items heaped on the tables and disentangle the following, which could be useful:

+
    +
  • Dagger
  • +
  • Enough food for 3 Meals
  • +
  • Rope
  • +
  • Flask of Water
  • +
  • Torch
  • +
  • Tinderbox
  • +
  • Bow
  • +
  • 3 Arrows
  • +
  • Blanket
  • +
  • Spear
  • +
+

If you wish to keep any of these Items, be sure to make the necessary adjustments to your Action Chart.

+ Turn to 181. +
+
+ +
+ 14 + + +

In the glare of your light you see the panel at the end of the passage loom into view. Damp green vines hang from the wall, and it is not until you are within a few feet of the panel that you realize that the vines are not vines at all: they are the tentacles of a Roctopus that is nesting in the damp masonry.

+ If you have the Magnakai Discipline of Animal Control and have reached the Kai rank of Primate or higher, turn to 345. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 32. +
+
+ +
+ 15 + + +

Your mastery of Animal Control quickly restores the horse's usually calm temperament. You pat its neck affectionately and urge it forward, but still it refuses to move. You are about to use your skill to order it on when suddenly you see why it refuses to advance. The glistening head of a giant green serpent has slithered into view, its body still hidden by the tall crops. Its yellow tongue flickers hungrily between two sharp, venomous fangs and its cold black eyes watch your every move.

+ If you have a bow and wish to use it, turn to 216. + If you wish to unsheathe a hand weapon in case it should attack, turn to 325. + If you decide to shout a warning to Banedon, turn to 348. +
+
+ +
+ 16 + + +

Snatching the seed from your pocket, you hurl it with all your strength at the gaping maw. The Fireseed splits open against a sabre-like fang and erupts in a sheet of flame, searing the creature's mouth and causing it to rear up in agony. With a loud, sickening crack, it slams its scaly head against the ceiling and falls, concussed, to the chamber floor.

+

With an energy born of desperation, you concentrate all your Kai skills upon opening the jammed lock. The intense concentration bleeds you of 2 ENDURANCE points, but your persistence pays off.

+ Turn to 326. +
+
+ +
+ 17 + + +

The guards are full of camaraderie and are surprisingly eager to help you find your way. Follow that street, instructs the taller of the two, pointing across the lane, and take the first alley on the left. When you reach the Well of the Singing Serpents, turn right, and then take the second alley on the left. That will lead you straight to Chiban's house on Leech Street. You thank them and accept a gulp of their boza wine before waving them farewell.

+

The soldier's directions prove to be accurate, and in less than twenty minutes you find yourself standing in front of the magician's house in Leech Street.

+ Turn to 75. +
+
+ +
+ 18 + + +

You dismount and hand Banedon the reins of your horse before approaching the door of the hut. With the tip of your weapon you lift the latch and push it open, wary of what may lurk inside, but the hut seems to be empty. It is furnished with a table, bed and chair, and a saucepan full of foul-smelling broth is simmering on the grate of a fire well charged with freshly cut logs.

+ If you have the Magnakai Discipline of Divination, turn to 143. + If you wish to search the hut more thoroughly, turn to 265. + If you decide to leave the hut and press on with your trek to Tahou, turn to 123. +
+
+ +
+ 19 + + +

The mercenaries pocket the silver coins and you ask, Is a blond-haired Northlander being held here under arrest?

+

Not any more, replies the bearded soldier. They carted him off to the Magistrates' Court about an hour ago.

+

The court's up there, says the other man, pointing along the lane. Gallows Street, the first street on the left.

+ Turn to 284. +
+
+ +
+ 20 + + +

The Zakhan's mocking laughter is the last thing you hear as the fiery bolt of scarlet flame tears through your chest.

+

Tragically, you are slain here in Tahou, your life taken by the evil Zakhan of Vassagonia.

+
+
+ +
+ 21 + + +

A startled shriek echoes through the deserted village as the riderless Kraan takes to the air. You watch as it crosses the river and flies towards the north before you turn your attention to the bodies of your dead foes.

+ If you wish to search the bodies for useful items, turn to 172. + If you wish to leave and follow the track that leads out of the village, turn to 63. +
+
+ +
+ 22 + + +

You draw an arrow and let fire at the leading creature. The shaft finds its grisly heart and the creature drops to the ground, its spindly arms thrashing fitfully. The others halt in their tracks and look down at their slain companion. You see a flicker of fear pass across their black, lifeless eyes.

+ If you wish to seize this opportunity to evade them by climbing the stairs, turn to 104. + If you choose to draw a hand weapon in case they storm the hollow, turn to 71. +
+
+ +
+ 23 + + +

At the end of the alley a signpost shaped like a heavy lance is embedded with its hilt in the ground. Three pointed placards are nailed to its shaft, pointing to streets that disappear into the tangle of smoky taverns and shops that crowd this part of Tahou.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 337. + If you wish to head north into Brooker Court, turn to 158. + If you wish to go east into Eastwall Lane, turn to 250. + If you wish to turn west into Varta Ride, turn to 278. +
+
+ +
+ 24 + + +

You are unsheathing your weapon when you hear Banedon whisper, Follow me. The rangers hear nothing, and as you drop the weapon their eyes follow it to the ground. At that instant, Banedon quickly recites the runes of a brotherhood spell and a flood of sticky fibres gush from his outstretched hand. The sergeant and a dozen of his men are caught in a net of gluey strands that hold them and their horses rooted firmly to the ground. Banedon spurs his horse at the startled few that have escaped his spell, and you follow closely on his heels. A handful of rangers pursue you along the highway, but your mounts are much faster and they soon give up the chase and return to their helpless comrades.

+

Only when the rangers and the standing stones finally disappear from sight do you rein in your horses and slacken the pace.

+

Remember to erase one Weapon from your Action Chart before continuing your quest.

+ Turn to 213. +
+
+ +
+ 25 + + + +

Remember to mark off one dose of Sabito on your Action Chart.

+
+
+ + +

Feverishly you tear open your Backpack and retrieve the vial. As soon as you swallow a handful of the blue pills you feel the pain in your lungs subside and a new wave of strength revitalizes your aching limbs. Oxygen is being drawn from the water around you, absorbed by your body through the pores of your skin. With determined strokes, you rise through the black water and break the surface. The distant shore gleams faintly in the dim half-light and you swim towards it as quickly as your frozen limbs will allow. Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore.

+ If you have the Magnakai Discipline of Divination, turn to 298. + If you do not possess this skill, turn to 41. +
+
+ +
+ 26 + + +

Ha! he snorts, contemptuously. So you are a student of magic, an apprentice in the mysteries of the arcane. How, pray tell, can one so gifted be unable to answer correctly such a simple question?

+

With a flick of his hand he signals to his men on the parapet. It would be futile to attempt an escape from this murder hole and, reluctantly, you raise your hands in surrender.

+ Turn to 312. +
+
+ +
+ 27 + + +

You draw your golden blade in time to deflect the bolt and send it screeching back down the staircase. It explodes among the reptilians, destroying them and their weapon, and scattering their burning remains all over the corridor beyond.

+ + + Brian Williams + + + + +

Feverishly you fight to free your trapped leg, cutting at the barbs with the tip of the sun-sword. Eventually you succeed, and limp down the stairs as fast as your injuries will allow.

+ Turn to 241. +
+
+ +
+ 28 + + +

The wretched beggars are overjoyed at your generosity and their grimy faces beam with delight as quickly they share out your gold. An old crone tugs at your sleeve and points with a crooked finger towards a small wooden hut set apart from the rest. She says it is the home of their shaman, the village holy-man. She offers to take you to him to receive a blessing.

+ If you wish to go with the old woman, turn to 180. + If you decide to decline her offer and leave the village, turn to 52. +
+
+ +
+ 29 + + + +

Remember to note both doses of Sabito on your Action Chart.

+
+
+ + +

Your Kai mastery enables you to recognize these pills; they are Sabito root tablets, made from compressed and powdered root of the Sabito plant. They enable the human body to absorb oxygen from water through the skin. Consequently anyone who swallows these pills will be able to breathe underwater. The vial contains enough pills for two full doses.

+ If you wish to return to Brooker Court and continue on your way, turn to 334. + If you wish to continue along the alley instead, turn to 278. +
+
+ +
+ 30 + + +

You leap over the bodies of the dead Drakkarim and rush forward to plug the hole in the West Gate. Inspired by your heroic action, the scattered gate guards rally themselves and erect a makeshift barricade to seal the breach. When the door is secure, you leave the West Gate and follow the battlements north towards the sound of renewed battle.

+ Turn to 168. +
+
+ +
+ 31 + + +

The tunnel is narrow, but there is sufficient headroom to allow you to enter on horseback. You lead the way, steering your nervous horse through the winding passage, which is lit by the glow of mine flies swarming in the roof overhead. Gradually the tunnel descends to a cavern where the floor is covered with puddles of a milky liquid which bubbles up from fissures in the rock. Your horse lifts its head, sniffs the cool air and gives voice to a harsh neigh, alerting you to danger: in the distant shadows something alien is stirring.

+ Turn to 129. +
+
+ +
+ 32 + + +

Your light has awoken and angered the sleeping Roctopus, which uncoils its long, slimy tentacles swiftly from the wall. They surge towards you like a mass of wriggling snakes.

+ + + Brian Williams + The Roctopus uncoils its long, slimy tentacles + + + + + Roctopus1818 +

This creature is immune to Mindblast and Psi-surge. Owing to the confines of the passage, you must reduce your COMBAT SKILL by 2 points for the duration of the fight.

+ If you win the combat, turn to 139. +
+
+ +
+ 33 + + +

As your light flares into life, you notice an object lying on the steps. It was dropped by one of the reptilians as it made its hasty escape. It is a hexagonal-shaped piece of metal, embossed with a numerical design.

+ If you have seen and examined one of these hexagonal tokens previously in your adventure, turn to 161. + If you have never examined one of these tokens before, you may look at this one; turn to 283. + Or, you may leave it untouched and descend the stairs; turn to 130. +
+
+ +
+ 34 + + +

Guyuk gives you each a key to your room and offers you both a glass of lovka on the house. Gratefully you accept and down the warming liquor in one gulp.

+

You notice that at the far end of your table a man sits with his two young sons. They appear to be gambling with a group of plains farmers seated opposite, although you can see no money changing hands.

+ If you wish to move along the table and sit next to them, turn to 339. + If you wish to engage Guyuk in conversation, turn to 268. + If you wish to order some food, turn to 88. +
+
+ +
+ 35 + + +

Using your improved Magnakai mastery you focus on a distant tower, one of several that reinforce the city wall. This one marks the boundary between the city's North and West Districts, and as your vision magnifies, your suspicions are confirmed. Standing at the top of the tower is your companion, Banedon. You are relieved to know that he is still alive and resolve to make your way to the tower without delay.

+ Turn to 131. +
+
+ +
+ 36 + + +

Your Kai mastery alerts you to the attack, and you resist it with breathtaking speed. In one swift movement you unsheathe your weapon and lash out at your attacker, shearing off his arm at the elbow. Arm and dagger fall to the table and the soldier collapses screaming to the floor.

+

Shocked by what he has seen, his comrade kicks back his bench and retreats from the table. However, the drunken crowd goad him to retaliate and their gibes sting him into action. He pulls his blade free of its scabbard and leaps forward to attack.

+ Drunken Mercenary1526 + If you wish to evade combat, turn to 328. + If you stay and win the fight, turn to 170. +
+
+ +
+ 37 + + +

The hermit takes you back into the gorge and leads you to a place where a massive outcrop of rock overhangs a tangle of bushes and foliage. Hidden behind this leafy cover is the entrance to a cave. A rivulet of fresh water trickles from the cave mouth and the sound of constant dripping echoes in its distant depths.

+

Follow the straight path through the cave. Do not stray from it. Soon you will emerge from the hills and see Tahou before your eyes. Godspeed. And with that farewell wish the hermit hobbles away, eager to return to his hut and devour the fresh food you have given him.

+ Turn to 282. +
+
+ +
+ 38 + + + +

You may only add 3 to the number picked if you possess both Magnakai Disciplines.

+
+
+ + +

The ladder quickly gains momentum as you swing back and forth through the darkness. If you are to land safely on the narrow ledge you must time your jump to perfection.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Divination or Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 317. + If it is 5 or more, turn to 138. +
+
+ +
+ 39 + + +

Using the cover afforded by the crowds, you escape across the precinct that surrounds the Senate House and enter a labyrinth of passages that disappear into a neighbourhood known as the Parish of Thieves. However, your escape has not gone completely unnoticed. From a tower of the Anarium, the Captain of the Senate Guard has been watching your getaway through his telescope, and he has dispatched a troop of his best men to track you down.

+

On the corner of a dark alley you hear the sound of drunken laughter floating up from the battered door of an ale cellar. You turn away but the sudden tramp of booted feet echoing along the passage behind makes you change your mind. Quickly you descend the steps and take shelter in this lowly tavern.

+ Turn to 212. +
+
+ +
+ 40 + + +

Gradually the tall fields of unripened wheat thin out as the land descends to the banks of the River Churdas. A long gravel beach lines the west bank, and on the other side, a quarter of a mile away, you see the rolling, treeless plains of Slovia stretching endlessly towards the horizon. You follow this mighty river upstream until you catch sight of a village in the distance.

+ If you have the Magnakai Discipline of Divination and have reached the rank of Primate or higher, turn to 199. + If you want to take a closer look at this village, turn to 103. + If you choose to avoid it, you must leave the river bank and ride back into the wheat fields; turn to 111. +
+
+ +
+ 41 + + +

As your eyes become accustomed to the strange, blue-green half-light, you notice something unusual lying on the shore a hundred yards away. You approach cautiously and discover that it is the rope that once supported the cradle. The cradle itself now lies at the bottom of the lake, but a section of the rope fell to the shore. You examine it and discover that the end has been cut through with a sharp blade. The shock of this discovery sets your heart racing and you rack your brain, trying to think who would commit this act of deliberate sabotage. You know of only one who could have done such a ruthless deed.

+ Turn to 298. +
+
+ +
+ 42 + + +

Using your Kai mastery you mimic the Tahouese dialect and try to persuade the commander that you have lived most of your life in the city. He looks at you suspiciously, but before he can ask you any questions that would be sure to catch you out, Banedon comes to your aid. We're students of Chiban the Magician, he says, hurriedly. He lives at the Guildhouse on Leech Street, in the North District. He will vouch for us.

+

The commander narrows his eyes. Bah! he snorts. Let 'em enter. We need all the men we can get. Their blood's as good as any that'll be spilled in the defence of this city.

+ Turn to 113. +
+
+ +
+ 43 + + +

It is hexagonal in shape and made of a thin, cream-coloured metal, which is engraved with the number 6. (Make a note of this number in the margin of your Action Chart: it could prove to be useful later in your adventure.)

+

The metal begins to get hot and soon you can bend it with your fingers. Suddenly it bursts into flames, forcing you to fling it aside before it burns your hand. The flaming token hits the lake and explodes in a cloud of white, powdery smoke. The echo of the explosion reverberates across the water, and you turn to leave straight away in case it attracts more ghoulish inhabitants.

+ Turn to 175. +
+
+ +
+ 44 + + +

Bravely you fight the mounted soldiers, but for every one you kill two more emerge from the gatehouse to take his place. Eventually you are overwhelmed by the sheer weight of their numbers, and as you weaken you are knocked down and trampled to death beneath their horses' hooves.

+ Your life and your quest end here. +
+
+ +
+ 45 + + +

The track takes you to the outskirts of a small river village. It looks deserted but as though the inhabitants have left in a hurry, taking nothing with them. A window shutter slams repeatedly in the distance, and you feel the chill of premonition as you ride along the empty cobbled street. As you approach the river wharf you suddenly hear new sounds, sounds that make you stop your horse dead in its tracks. You can hear the harsh voices of Giak soldiers.

+ Turn to 120. +
+
+ +
+ 46 + + +

Your caution is well placed. As soon as the door creaks open, a bolt of fiery energy screams over your head and explodes with a tremendous ear-splitting crack against the stairs behind. It was launched from a tube of glowing crystal, supported on the shoulders of two reptilians, kneeling in the corridor ahead. Their long jaws fall open in shocked surprise when they see you rise to your feet and run towards them, your weapon drawn ready to strike.

+ + + Brian Williams + Two reptilians kneel in the corridor ahead + + + + + Crocaryx1238 +

These creatures are immune to Mindblast (but not Psi-surge). Owing to the speed of your attack, ignore any ENDURANCE point losses that you sustain in the first two rounds of combat.

+ If you win the combat, turn to 241. +
+
+ +
+ 47 + + +

Over the years, the dampness that pervades the prison has taken a heavy toll on the iron cell door. Using your Kai mastery, you are able to attack the lock mechanism by starting a vibration that shatters its corroded detent, the bar that holds the door shut.

+

Use of your psychic skill costs you 2 ENDURANCE points, but it frees you from the cell in less than a minute.

+ Turn to 185. +
+
+ +
+ 48 + + +

A bolt of scarlet fire surges from the orb and speeds towards your head. You counter the attack but the bolt changes course in mid-flight, catching you off-balance. A searing pain tears into your arm as it glances from your shoulder and explodes somewhere in the street behind: lose 5 ENDURANCE points.

+ Turn to 128. +
+
+ +
+ 49 + + +

Banedon helps you escape by casting a spell of levitation on the drunken soldiers. They shriek with terror as suddenly they take to the air, floating upwards to crash into the soot-blackened rafters. The watching crowd finds this greatly amusing and you are able to run out of the room and escape along the street while they are helpless with laughter.

+ Turn to 146. +
+
+ +
+ 50 + + + +

This is the correct answer to Khmar's riddle about his youngest son.

+
+
+ + +

Your answer is correct and Khmar is the first to congratulate your display of quick thinking as he returns the stake you lost. Having demonstrated your intelligence so effectively, the plains farmers are now reluctant to continue gambling. They gather up what little they have left and bid you goodnight. Khmar and his sons soon follow suit, leaving you and Banedon on your own.

+ If you wish to talk to the tavern owner, turn to 268. + If you wish to order a meal, turn to 88. + If you decide to call it a day and get some sleep, turn to 156. +
+
+ +
+ 51 + + +

The ridged walls of the stone chamber narrow to a point where the mouth of a tunnel disappears steeply into the solid black rock. You enter the tunnel, taking care to control your descent as you slide towards a dim, flickering light that marks the end of the shaft. Halfway along the shaft you hear a rumble, like the sound of a distant earthquake. Then cracks appear in the roof and a deluge of dust and rubble pours down, choking and blinding you as it clogs your throat and eyes.

+ If you have the Magnakai Discipline of Nexus, turn to 118. + If you do not possess this skill, turn to 291. +
+
+ +
+ 52 + + +

As the hour of noon approaches, the rutted highway of khaki-coloured earth rises gently towards a flat-topped house near the horizon. Outside, at the entrance, is a three-legged stand erected over a fire made of ghorkas' dung. A battered tin pot full of soup hangs from the crotch of the stand, and a group of farm hands stand in line waiting for the muddy liquid to boil. The smell of the fire is awful, and it has to be blown on ceaselessly to prevent it from going out. Close to the house is a dirt track, which branches off the main highway and disappears to the west. A signpost, its wood cracked and twisted, points along the track. It reads:

+ TAHOU&emdash;95 MILES + If you have the Magnakai Discipline of Pathsmanship, turn to 96. + If you wish to follow the track, turn to 187. + If you wish to question the farm hands, turn to 252. + If you decide to continue along the highway, turn to 318. +
+
+ +
+ 53 + + +

The rope shudders and instinctively you grab the rim of the cradle as it jerks violently to one side. Your knuckles whiten and cold sweat bathes your brow. The cradle swings and twists wildly, then a crack echoes in the darkness above as the rope snaps and you plunge headlong into the abyss.

+ Turn to 141. +
+
+ +
+ 54 + + +

Arrogantly the sergeant-at-arms presents the case against you, but Chief Magistrate Gwynian is unimpressed with his account of your crimes. Do you not know who it is that you have brought before this court? he asks. The sergeant looks puzzled, and a thin film of sweat breaks out on his reddening face as his confidence begins to crumble. After a long and embarrassing silence, he replies, Er&ellips; no, sir.

+

This is Lone Wolf, the last Kai Master of Sommerlund. Have you not heard of this man?

+

Yes, sir, he replies, hoarsely, scarcely able to believe what he is hearing.

+

I order his possessions be restored to him forthwith, and all charges against him to be dropped.

+

A bell is rung to signify the end of the hearing and the courtroom is cleared. You are released from the cage and ushered into the Chief Magistrate's private chambers, where your equipment is returned to you. (Remember to erase the x marks from your Action Chart.)

+ Turn to 76. +
+
+ +
+ 55 + + +

The lane becomes narrower and gloomier as it climbs towards the East Gate. Marching down the hill comes a patrol of armed guards, led by an officer dressed in silvered mail. The moment he sees you he orders his men to load their bows. Surrender or die! he shouts, as eighteen loaded bows are levelled at your heart.

+ If you wish to surrender to the patrol, turn to 192. + If you wish to turn and run, turn to 211. +
+
+ +
+ 56 + + +

The black flagstones are covered with a fine layer of grit that scrunches with every step you take.

+ If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Principalin, turn to 144. + If you do not have this skill, or you have yet to reach this level of Kai training, turn to 349. +
+
+ +
+ 57 + + +

As the rapid footfalls of the Giak recede, your basic Kai sixth sense warns you that he has recognized who you are. When he catches up with his unit and tells them what has happened here, they are sure to return en masse. Wisely you decide to leave; you remount your horse and follow the track that leads out of the river village.

+ Turn to 63. +
+
+ +
+ 58 + + +

Standing beside the President's chair is a solid marble plinth with a bronze beacon&emdash;the Anarian symbol of law and order&emdash;fixed to the top. The President moves his hand to the padded arm of his chair and presses a button. All eyes are on the beacon. There is a flash of ignition and a jet of green flame roars upwards towards the domed ceiling.

+ + + Brian Williams + + + + +

The Senate votes to aid your quest, Lone Wolf, says Senator Zilaris. Come, we will escort you to the Square of the Dragons and make preparation for the Cauldron to be opened.

+

The assembly is dissolved and the state coaches are summoned to take you and all the senators to the Tahou Cauldron. You share a carriage with the President, Senator Zilaris, and Senator Chil, who is anxious to apologize for opposing the majority vote. I trust you will forgive me, Lone Wolf, he says, unctuously. I merely proposed what I thought was best for my country, but I now realize I was wrong. You nod benignly, in the hope that he will cease his fawning. He smiles and turns to the President. Sir, I feel I must make amends for my misguided action in the Senate. If Lone Wolf is to enter the Cauldron tonight, surely it is our duty to ensure that he is adequately equipped. I propose that we visit one of my warehouses, where he is free to take anything he requires.

+

The President agrees and the carriage is redirected to a warehouse near the Square of the Dragons. Senator Chil has many business interests in the city, and he supplies much of the weaponry and armour that equips the army. His warehouse is full of supplies, and you are encouraged to take whatever you need. From the vast stores you select the following:

+
    +
  • Rope
  • +
  • Short Sword
  • +
  • Blanket
  • +
  • Mace
  • +
  • Bow
  • +
  • Flask of Water
  • +
  • 6 Arrows
  • +
  • Quiver
  • +
  • Broadsword
  • +
  • Lantern
  • +
  • Dagger
  • +
+

If you wish to keep any of the above items, remember to adjust your Action Chart accordingly.

+ Turn to 124. +
+
+ +
+ 59 + + +

You start up the stairs, but the first floor is already engulfed by flames. A gust of wind whips the fire down the stairwell, scorching your face and tunic (lose 2 ENDURANCE points) and forcing you to retreat into the street. Unable to help those who have been caught in the inferno, you leave the house sadly and hurry towards the West Gate.

+ Turn to 179. +
+
+ +
+ 60 + + +

Enter the Cauldron! say the guards incredulously. You're either a madman or you take us for fools.

+

You try to explain, but the guards become angry and refuse to listen. Dismount immediately! they shout. You're both under arrest!

+ If you wish to do as they command, turn to 312. + If you wish to try to escape from the enclosure, turn to 72. +
+
+ +
+ 61 + + +

You have taken less than a dozen steps when a terrible pain lances through your mind. A swirling cloud of mist engulfs your body and you are held in its paralysing grip. Unless you possess the Magnakai Discipline of Psi-screen and have reached the Magnakai rank of Tutelary or higher, lose 3 ENDURANCE points.

+ + + Brian Williams + + + + +

Gritting your teeth against the dreadful pain, you force yourself to turn and face your attacker as it runs forward to strike you down.

+ Turn to 301. +
+
+ +
+ 62 + + +

The alley is dark and narrow, but your basic Kai tracking skill enables you to follow the pickpocket as he makes his hurried escape. Suddenly he senses you are following him and dives into the side entrance of a large, three-storey building.

+ If you wish to follow him into the building, turn to 217. + If you choose to call off the chase, you can walk back to Brooker Court and continue on your way; turn to 334. +
+
+ +
+ 63 + + +

The track descends into a shallow valley, passes over a wooden bridge across a stagnant stream, and climbs towards the ridge of the hill. Passing over the crest, you come to a junction where the track joins a main highway. A whitewashed stone marker points to the left. It reads:

+ TAHOU&emdash;90 MILES +

You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

+ To continue your journey to Tahou, turn to 145. +
+
+ +
+ 64 + + +

Waves of pain course through your body and your head feels as if it is being squeezed in an invisible vice. You cry out as the psychic attack increases, paralysing your body and prising open the secrets of your mind: lose 5 ENDURANCE points. The man commands you to reveal the real reason you are here; you are powerless to resist his demand.

+ Turn to 305. +
+
+ +
+ 65 + + +

Well, that is most interesting, answers the commander, sarcastically. Perhaps you can tell me when it was transported there from its previous location in the West District?

+

With a flick of his hand he signals to his men on the parapet. It would be suicidal to attempt an escape from this murder hole; reluctantly, you raise your hands in surrender.

+ Turn to 312. +
+
+ +
+ 66 + + +

As the last of the enemy fall to your murderous blows, you cut free your startled horse and leap into the saddle. Banedon gallops past, his loose robe billowing behind him like a pair of blue wings. Instinctively, you dig in your heels and urge your mount after him, fleeing the battleground, as yet more of the wolf-riders loom into view.

+ Turn to 293. +
+
+ +
+ 67 + + +

The creature stretches its jaws and you stare with horror at a cavernous, fang-filled mouth. Desperately you look for a way to escape from this monster before it lunges and swallows you whole.

+ If you have a Fireseed, turn to 16. + If you have a Psychic Ring, turn to 214. + If you possess neither of these Special Items, turn to 277. +
+
+ +
+ 68 + + +

You wait for the mercenaries to finish their pipe and go inside before daring to approach the barracks. You move like a shadow along the wall until you find a door that is unlocked and unguarded. It leads to the kitchens, where you manage to hide inside a store cupboard. There you eavesdrop on the conversations of the cooks while they prepare the evening meal. Their talk is mainly about the approaching enemy armies, and it is over an hour before you hear any mention of Banedon.

+

At least we don't have to feed 'im now, says one. They've taken 'im to the Magistrates' Court in Gallows Street. After what he's done, I don't think he'll be getting a meal ever again!

+

Your heart sinks upon hearing this. You climb out of the storeroom through a window and make your way back to Eastwall Lane.

+ If you wish to retrace your steps along the lane, turn to 278. + If you decide to continue to follow the street east, turn to 284. +
+
+ +
+ 69 + + +

Using your improved Kai mastery you focus on the distant dust cloud. It grows larger and sharper as your telescopic vision magnifies the image. You see a patrol of Anarian cavalry riding towards you, led by one who wears a crimson cloak. You count twenty lances, each of them bearing a small flag embroidered with the arms of Tahou.

+ + + Brian Williams + + + + + If you wish to ride forward to meet these soldiers, turn to 193. + If you choose to avoid them by hiding behind the standing stones, turn to 78. +
+
+ +
+ 70 + + +

The instant the engineer leans forward to lay the plank in place, you let loose your arrow. Unfortunately, the soldier who holds the screen sees its approach and moves to intercept it. The shaft sinks harmlessly into the leather-covered screen and the bridge is completed with two blows of the engineer's hammer.

+

Shaag Drakkarim! scream the Drakkar assault-troopers as they blow a hole in the West Gate.

+ If you wish to help defend the West Gate, turn to 220. + If you decide to stay on the battlements, turn to 249. +
+
+ +
+ 71 + + +

Slowly the ghouls slink away until their forms merge with the shadows at the far side of the lake. One of their number has been crouching above the entrance to the hollow, waiting to drop on you at the first opportunity, but, on seeing its kin disperse, it decides not to remain any longer. As it jumps down from the step above, an odd-looking token falls from the pocket of its tattered jacket. It tries to retrieve it but you step forward and strike a blow that lays open its stringy grey hand, and the accursed creature scurries away hissing ghoulish obscenities.

+ If you wish to examine this token, turn to 43. + If you prefer to leave it and hurry away from the hollow in case the ghouls decide to return, turn to 175. +
+
+ +
+ 72 + + + +

In this case, a 0 picked from the Random Number Table counts as 10.

+
+
+ + +

Your boots thump your horse's ribs and he responds by surging forward, scattering the angry guards. You tug the reins and steer him towards the open gate through which the guards entered the enclosure, but he is hit in the neck by a crossbow bolt fired from above, and he shrieks and stumbles. An alarm bell clangs and furious shouting echoes in your ears as you tumble from your dying steed. Suddenly a pain explodes in your shoulder&emdash;you have been hit by a bolt. Pick a number from the Random Number Table and add 2 to the number you have picked. The total is equal to the number of ENDURANCE points you must lose as a result of your wound.

+

It is futile to continue your escape attempt; you are caught like fish in a barrel. Painfully you raise your hands in surrender.

+ Turn to 312. +
+
+ +
+ 73 + + +

Your decision to discard half your equipment proves to be a fatal error of judgement. The amount of weight you have jettisoned is not enough to help you rise to the surface before cramp afflicts your aching limbs.Unable to resist your doom, you sink slowly to the bottom of the lake, weighed down by your Backpack and the water that now fills your lungs.

+ Your life and your quest end here. +
+
+ +
+ 74 + + +

Shielding his eyes from the sun, Banedon surveys the horizon. After a few minutes he shakes his head. No tracks or highway, nor even a sign of habitation for that matter. To get a better view we need to reach higher ground, but as there are no trees or hills in sight, I'll have to improvise.

+

And with that, he whispers the runes of a brotherhood spell. Slowly he rises from the saddle until he is hovering in the air over twenty feet above your head. Then, having scoured the surrounding countryside, he descends slowly as the effects of his levitation spell begin to wear off.

+

There's a river on the horizon, he says, slipping his feet back into the stirrups. It's probably the Churdas. Over to the right, about five miles away, there's a small village on the river bank.

+ If you wish to ride towards the river, turn to 40. + If you wish to veer right and ride towards the village, turn to 111. + If you choose to turn around and retrace your tracks to the junction, turn to 222. +
+
+ +
+ 75 + + +

It is a grand building of polished red stone set with small, diamond-paned windows. You pass beneath its arched gateway and climb the tiled steps that lead to the front door. Twice you rap the twisted iron knocker and wait expectantly for the portal to creak slowly open. Minutes later, it swings back to reveal two men standing in the doorway. One is the grey-haired aristocratic figure of Chiban, the other, to your utter astonishment, is your companion Banedon.

+ + + Brian Williams + In the doorway stand the grey-haired aristocratic figure
of Chiban, and your companion Banedon
+ + + +
+

Lone Wolf! says the young magician, his voice filled with surprise and delight. You're free, but how?

+

I could ask the same of you, Banedon, you reply, with a smile.

+

I heard of my former pupil's arrest and made arrangements for his release. We were discussing how to secure your freedom, but it would appear that such plans are now unnecessary, explains the aged Chiban, gently closing the great oak door. He turns his kindly gaze to you and says, I am honoured to meet you, Kai Lord. Banedon has told me of your quest. I have knowledge of that which you seek and I shall aid you all I can so that you may recover it.

+

The master magician beckons you both to follow him to his study. The room is filled with massive wooden racks of books and papers, and at its centre a large circular table stands completely covered with the implements of his magical researches. He clears a space amid this clutter and motions you to sit. You must both be famished after your journey and your ordeal. Come, eat and enjoy.

+

For a few seconds a shimmering pool of light fills the space, then it fades, leaving a sumptuous meal in its wake. If you have lost any ENDURANCE points on your adventure so far, you may now restore 3 points as you consume the delicious food.

+ Turn to 269. +
+
+ +
+ 76 + + +

The Elder Magi sent word of your coming, Lone Wolf, says Gwynian. They knew of my appointment to the city judiciary when I came to live here two years ago. My home, the Halls of Learning in Varetta, was destroyed by a fire set by agents of the Darklords. Like yourself, I am a sole survivor, the last of my order. The Elders asked me to afford you what protection I could and to help you in your quest for the Lorestone of Tahou.

+

He leads you to a table, the surface of which is engraved with a huge map of the city. With a rod of glass he points to the location of the Tahou Cauldron: it is in the Square of the Dragons in the West District of the city. The Cauldron is a funnel-shaped hollow with a circular shaft at its base. The shaft descends to the ruins of the ancient city of Zaaryx, 500 feet below Tahou. Legend tells us that the Lorestone was thrown into the Cauldron to prevent the Black Zakhan of Vassagonia from capturing it during the Great Khordaim War. The shaft was closed off and has remained sealed for the last 360 years.

+

You ask Gwynian if he can order the release of your companion. It has already been done, he replies. I released Banedon into the custody of his former mentor, Chiban the Magician, three hours ago. He is with him now at his house on Leech Street. He is quite safe, but you must not delay your quest any further by going there yourself. At dawn the enemy will be at the gates of the city, and the battle for Tahou will have begun. There is only one man that can help now, for there is only one person that can grant you access to the shaft of the Cauldron that descends to Zaaryx. That man is President Toltuda of Anari. Come, I will arrange an audience with him immediately.

+ Turn to 105. +
+
+ +
+ 77 + + +

You detect that these creatures have the ability to communicate telepathically, although it is one of their less developed skills. Their leader appears to be a female, she is taller and lighter in colour than the rest. You take the risk of calling to her telepathically, and she responds by turning to face you. When her companions see what has attracted her attention, they shriek with fear and scurry down the stairs, carrying with them the egg, which they cradle protectively in their webbed hands. But she remains and speaks to you with her mind. You are unlike the other man-things that have ventured into our domain. What is it that you seek? Care you not what happens to those of your kind who trespass here? The reptilian points to the far end of the hall, where a group of ghouls are huddled in the shadows. Your skin creeps as you realize they were once men like you.

+

I seek the Lorestone, you reply, boldly. I am the Kai Lord Lone Wolf and I quest for the wisdom of Nyxator that I may vanquish the spawn of his enemies and save my people from destruction.

+

Her harsh gaze softens as your proud words fill her mind. You sense a sadness within her, but she replies with words of joy. Your quest will be fulfilled, as it was by your sire many centuries ago. We have waited long for your coming, Skarn, and we will fulfil our duty to He that gave us life.

+

Without an outward sign she beckons you to follow her, and you comply without hesitation.

+ Turn to 200. +
+
+ +
+ 78 + + +

There is only one group of standing stones that offers enough cover for you, Banedon, and your mounts, and they are situated very close to the highway along which the cavalry must pass.

+

You wait tensely as the thunder of their hooves grows steadily louder. Then, suddenly, your horse rears up, startled by a snake, which has slithered around its foreleg.

+ If you have the Magnakai Discipline of Animal Control, turn to 167. + If you do not possess this skill, turn to 290 +
+
+ +
+ 79 + + +

The evil blade crackles and spits as you draw it from your belt. A flicker of fear in the Zakhan's eye tells you that he recognizes the weapon you wield and knows that it has the power to penetrate his energy shield.

+ If you wish to throw the dagger at him, turn to 239. + If you wish to engage him in hand-to-hand combat, turn to 10. +
+
+ +
+ 80 + + +

The eating house is crowded with soldiers. They sit at benches drawn up to long oak tables or sprawl around a log fire that crackles in a broad stone grate. Your entrance causes them to pause in their noisy conversations as they look you up and down. However, their curiosity is soon satisfied and they return to their feasting and boasting.

+ + + Brian Williams + + + + +

This way, gentlemen, beckons the owner, and leads you through the crowd to a table in the corner of the high-ceilinged room. Banedon hands him a clutch of silver Lune and the jolly red-cheeked man waddles away to fetch you food and ale. The soldiers are dressed in a variety of uniforms, many of which you recognize to be the tunics of mercenary regiments from the Stornlands. Two of these soldiers of fortune share your table. They talk in hushed tones and cast nervous glances at another group of men sitting near the fire.

+ If you wish to talk to these soldiers, turn to 292 + If you decide to say nothing while you wait for your food, turn to 102. +
+
+ +
+ 81 + + +

In spite of your fatigue, your reactions are lightning fast. You regain your grip in an instant and raise your foot to steady yourself against the jagged outcrop. Then, as soon as the ladder ceases to twist like an angry snake, you continue your descent.

+ Turn to 173. +
+
+ +
+ 82 + + +

You are in combat with a deadly predator of the Anarian plain. Owing to the speed of its attack, you cannot avoid fighting.

+ + + Brian Williams + You are in combat with a deadly predator of the
Anarian plain, the Anarian Sky-snake
+ + + +
+ Anarian Sky-snake2328 +

This creature is immune to Mindblast and Psi-surge. Double all ENDURANCE point losses you sustain due to its venomous fangs and claws. Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 2 points for the duration of the combat.

+ If you win and the fight lasts four rounds or less, turn to 247. + If the fight lasts longer than four rounds, turn to 151. +
+
+ +
+ 83 + + +

Lay down your weapon, mortal, for I have power enough at my command to blast you to sightless atoms! The reptilian raises her webbed hand and from the darkness of a dozen arches protrude tubes of glowing crystal, each one charged with a pulse of destructive energy that is aimed at you. Tell me what draws you here, lest my patience fail! she demands.

+

Reluctantly you sheathe your weapon and obey her command.

+ Turn to 256. +
+
+ +
+ 84 + + +

You focus on the guard and launch a pulse of psychic energy at his brain. He has no defence against such an attack and his entire body immediately begins to shake violently. Four seconds later he lapses into unconsciousness.

+ Turn to 165. +
+
+ +
+ 85 + + +

You draw a hand weapon just in time to parry the sergeant's attack. His blade glances away and he curses your speed as you duck his sweeping backstroke. With a growl, he pulls his horse away and orders six of his men to cut you down.

+ Anarian Rangers3238 +

If you have the Magnakai Discipline of Animal Control, add 2 to your COMBAT SKILL for the duration of the combat.

+ If you win the combat, turn to 176. +
+
+ +
+ 86 + + +

You stare unblinkingly into his cruel, dark eyes. Suddenly he lunges forward, a curved dagger gleaming in his hand. Its razor-sharp blade speeds towards your throat, but you counter his attack in an instant with a savage swipe that shears his arm off at the elbow. Arm and dagger fall to the table and the soldier falls screaming to the floor. His comrade kicks back his bench and steps away as he fumbles for his sword. With a drunken yell he whirls the heavy blade around his head and leaps forward to attack.

+ Drunken Mercenary1526 + If you wish to evade combat, turn to 328. + If you stay and win the combat, turn to 170. +
+
+ +
+ 87 + + +

At last the grisly creature surrenders to death and collapses at your feet. You sheathe your weapon and kneel over its torn body, drawn by the sight of a ring on a finger of its right hand. It gleams incredibly, as though only minutes old, and the deep yellow stone that is set in the silvery metal glows with an eldritch light.

+ + + Brian Williams + + + + +

If you wish to keep this Psychic Ring, mark it on your Action Chart as a Special Item that you keep in your pocket.

+ Turn to 11. +
+
+ +
+ 88 + + +

A serving girl ushers you into an adjoining room, where smoke from an open charcoal fire spirals up to the roof, filling the air with its pungent aroma. You seat yourselves at a round oak table and the girl brings two plates loaded with broiled ghorka steak and roasted parsnips. Two tankards of ale serve to wash down the feast which Banedon, in a generous mood, pays for with twelve silver Lune.

+ + + Brian Williams + + + + +

Having satisfied your hunger and revived your strength (you may restore any ENDURANCE points lost on your adventure so far), you bid Banedon goodnight and retire to your room.

+ Turn to 156. +
+
+ +
+ 89 + + +

You land heavily among the rocks and debris, gashing open both knees and your chin before rolling to a halt at the base of the tower wall (lose 4 ENDURANCE points).

+ If you have survived the jump, you enter the tower; turn to 131. +
+
+ +
+ 90 + + +

You run from the staircase as quickly as you can and follow a corridor that heads towards the front of the Anarium. In the distance you can see an entrance hall teeming with people, and two soldiers, both armed with halberds, standing on guard with their backs towards you. To your left there is a window and you look through to see your carriage parked close to the side of the building.

+ If you wish to escape through the window, turn to 149. + If you wish to escape along the corridor, turn to 121. +
+
+ +
+ 91 + + +

There is no time to choose which equipment to keep and which to throw away.

+

Count up the number of Backpack Items you possess and, if there is an odd number, erase the last one on your list. Divide this list in two and mark one with an H and the other with a T. Now take a coin and flick it in the air. If the coin shows heads, erase all the Items on the H list. If it shows tails, erase all the Items on the T list.

+

Once you have made the necessary adjustments to your Action Chart, pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus, add 4 to the number you have picked.

+ If your total is now 0&endash;4, turn to 73. + If it is 5 or more, turn to 246. +
+
+ +
+ 92 + + +

You enter the pass side by side, galloping your white Anarian steeds along the rubbish-strewn road that winds its way through the deserted settlement. As you pass the watchtower, a chilling howl rises from the shadows behind the huts. Then, like demons from a nightmare, a host of snarling Giaks bursts into view, riding from their hiding places astride giant Doomwolves. They thunder towards you on either side, shrieking and thrusting their spears at the darkening sky.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 293. + If it is 5&endash;9, turn to 257. +
+
+ +
+ 93 + + +

As the massive body of the Zadragon crashes lifelessly to the floor of the chamber, you turn and run back to the door, where you concentrate all your Kai skills upon freeing the jammed lock. The intense concentration bleeds you of 2 ENDURANCE points before your persistence pays off.

+ Turn to 326. +
+
+ +
+ 94 + + + +

Remember to remove the used Torch from your Action Chart if you choose to use it.

+
+
+ + +

The alley is dark and narrow. You draw on all your Kai skills to scour the inky blackness ahead, but you can detect no movement among the ramshackle houses.

+ If you have a Kalte Firesphere, a Torch and Tinderbox, or a Lantern, turn to 194. + If you do not possess any of these Items or do not wish to use them, turn to 311. +
+
+ +
+ 95 + + +

Cut him down! shouts the sergeant, pointing at you with his axe. The soldiers release their taut bowstrings and two blue-feathered arrows scream towards your chest.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris, add 3.

+ If your total is now 0&endash;3, turn to 125. + If it is 4&endash;8, turn to 309. + If it is 9 or more, turn to 238 + +
+ +
+ 96 + + +

Immediately you sense that the signpost is pointing in the wrong direction. Tahou lies to the north, yet this signpost is pointing towards the River Churdas in the west.

+ If you wish to ignore the signpost and continue along the highway, turn to 318. + If you wish to question the farm hands, turn to 252. + +
+
+ +
+ 97 + + + +

If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+
+
+ + +

You are awoken by the stench of decay. A grey-skinned being, squatting on its haunches, stares down at you with grim, inhuman eyes. Drool trickles from its ragged lips and the rusty sword it holds in its twisted, man-like hand is lifted to kill.

+ + + Brian Williams + The Zaaryx Ghoul stares down at you
with grim, inhuman eyes
+ + + +
+ Zaaryx Ghoul1927 +

Owing to the surprise of this attack you cannot make use of a bow. Unless you possess the Magnakai Discipline of Huntmastery, deduct 3 from your COMBAT SKILL for the duration of the fight.

+ If you win the combat, turn to 338. +
+
+ +
+ 98 + + +

Hold there! booms the mercenary leader. We've a debt to settle. He flips his cloak aside to show his sword in its scabbard and motions two of his men to the door to cut off your escape. The protests of the hall owner go unheeded as the leader draws his sword and signals his men to attack.

+ Deldenian Mercenaries2634 + If you wish to evade the combat after one round, turn to 223. + If you stay and win the combat, turn to 174. +
+
+ +
+ 99 + + +

The Drakkarim assault-troopers crouch behind their oblong shields, waiting for their chance to storm the gate. You draw your arrow and take aim at the engineer's screen. You will have only a second in which to fire as he steps forward to slip the final plank in place.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have.

+ If your total is now 0&endash;6, turn to 70. + If it is 7 or more, turn to 198. +
+
+ +
+ 100 + + +

Tahou, an ancient stronghold containing a vast city, is a formidable and wondrous sight in the moonlight, the imposing walls and towers of red stone and grey rock assume the softening sheen of velvet, and the city is often referred to as The velvet fortress. Beyond the towers and high curtain wall you can see a thousand spires and minarets, grouped as thickly as the trees of a forest. Tiny lights twinkle in countless windows and portals, adding to the splendour of the mighty capital.

+

Near to the city's South Gate, the highway is flanked by beacons which illuminate those who approach the gatehouse. A drawbridge spans a moat of black water and, as you ride across, a bell tolls from the portcullised archway ahead.

+

Two civilian riders at the South Gate, yells a soldierly voice.

+

Raise the postern, shouts another.

+

There is a clatter of chains and a scraping of stone. You watch the portcullis, expecting it to rise, but it does not move, Instead, a narrow portal opens at the base of the wall and an armoured guard steps from the shadows. He motions you to enter and you follow Banedon along a corridor of stone, leading to a secure enclosure. You glance upwards to see the faces of a dozen soldiers, peering down at you from behind a parapet that encircles the high enclosure walls. All of them grasp loaded crossbows which they train on you as you move. Then a small gate creaks open and two guards appear, armed with broad-bladed spears.

+

Who are you? one demands in a gruff tone. Why do you seek entry to Tahou?

+ If you have an Invitation and wish to show it, turn to 321. + If you wish to tell the guards that you have come to offer your services in the defence of the city, turn to 196. + If you wish to say that you intend to enter the Tahou Cauldron, turn to 60. +
+
+ +
+ 101 + + +

Pulses of psychic energy leap from the gem, washing over you in waves that leave you shaking and breathless. Your Psi-screen protects your nervous system but you are unable to stop the pulses from penetrating deep into your mind. The man commands you to reveal the real reason you are here. Steadily he increases the force of his mind-gem until you can no longer resist.

+ Turn to 305. +
+
+ +
+ 102 + + +

Four muscular mercenaries, all wearing tunics of emerald green leather emblazoned with the owl's head crest of Delden, rise from their seats near the fire and stare coldly in your direction. They point at the soldiers on your table, curse loudly, and then strut across the crowded hall, barging aside anyone that gets in their way. The two soldiers break out in a sweat and glare at each other fearfully.

+

Treacherous scum! spits the leading mercenary, grabbing them both by the collar and hauling them to their feet. A thousand Lune went missing from the regiment's pay chest the night you two were supposed to be guarding it. Neither o' you have got brains or guts enough to steal it yourselves, so who was it, eh?

+

The soldiers are scared out of their wits. They have no idea who stole the money, but they know their leader will have them flogged to death unless they tell him what he wants to know. In desperation, one of the men points a trembling finger at you and Banedon. It was them&ellips; they did it, they did it!

+ If you wish to deny this false charge, turn to 127. + If you wish to avoid a confrontation by leaving the eating house, turn to 98. + If you wish to draw a weapon in case the mercenaries attack you out of hand, turn to 308. +
+
+ +
+ 103 + + +

The approach to the village is deserted: it is as if its inhabitants have simply dropped everything and left in a great hurry. A window shutter slams repeatedly in the breeze and a rusty sign, hanging by chains from a warehouse beam, squeaks like a hungry rat; they are the only sounds you hear as you advance cautiously along the narrow, cobbled wharf. As you reach the corner of the warehouse you stop your horse dead in its tracks. You can hear the harsh voices of Giak soldiers.

+ Turn to 120. +
+
+ +
+ 104 + + + +

If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+
+ +

Regardless of how many rounds the combat lasts, you must defeat the ghoul before continuing.

+
+
+ + +

As you step from the hollow, a weight drops on to your back and drags you to your knees. Long, sharp fingers, as hard as steel, clamp around your throat and the sound of gnashing fangs fills your ears. You twist and roll, hoping to break from the creature's grip, but its hold is unnaturally strong.

+ Ghoul1829 +

Reduce your COMBAT SKILL by 3 points for the duration of the fight unless you possess the Magnakai Discipline of Huntmastery or Divination.

+ If you win and the fight lasts three rounds or less, turn to 228. + If the fight lasts longer than three rounds, turn to 322. +
+
+ +
+ 105 + + +

Gwynian dispatches a messenger to the Anarium, the House of the Senate, where members of the governing council have gathered for an emergency assembly called by the President himself. Within the hour, the messenger returns with a furled parchment bearing the presidential seal. He has agreed to hear your plea, Lone Wolf, says Gwynian, his eyes scanning the official reply. This news raises your flagging spirits but the sage seems a little disappointed.

+

I was hoping for a private audience with the President, he says, but in view of the current crisis, I suppose it is the best we can expect. You must appear before the Senate this evening, and state your reasons for wishing to enter the Tahou Cauldron. They will consider your request and vote accordingly. Their decision will be final.

+

He hands you the scroll and arranges for his personal carriage to take you to the Anarium. As you climb aboard and sink into the plush, upholstered seat, you exchange a farewell wave with Gwynian the Sage. May the gods watch over you, he says, and may you live to fulfil your destiny.

+ Turn to 300. +
+
+ +
+ 106 + + +

The seed explodes with a flash and illuminates the staircase with its vivid yellow flame. Halfway down the stairs you notice an object that was dropped by one of the reptilians as it made its hasty escape. It is a hexagonal piece of metal, embossed with a numerical design.

+ If you have seen and examined one of these hexagonal tokens at a previous stage in your quest, turn to 161. + If you have never examined one of these tokens before, you may look at this one; turn to 283. + Or you may leave it untouched and descend the stairs; turn to 130. +
+
+ +
+ 107 + + +

A gurgling scream echoes from the alleyway&emdash;your arrow has found its mark. Seconds later the Giak staggers into view, its arms thrashing wildly as it tries to grab hold of the shaft buried deep in the middle of its back. In desperation, it draws a dagger from its boot and attempts to throw it at you, but a wave of pain engulfs the creature at that moment and the vicious blade slips harmlessly from its grasp. With one last curse it swoons and drops lifelessly to the ground.

+ If you wish to search the bodies of the slain Giaks, turn to 172. + If you wish to leave and follow the track that leads out of the village, turn to 63. +
+
+ +
+ 108 + + +

The wagon races along the rubble-strewn street towards a tower, one of many that reinforce the city wall. Standing at the top of the tower is your companion, Banedon. You ask the captain to stop and let you speak to your old friend, but he refuses even to slow down. I must reach the North Gate without delay! he bellows, and whips the horses to increase their speed.

+ If you have the Magnakai Discipline of Divination, turn to 272. + If you wish to jump off the wagon as it passes the tower, turn to 230. + If you choose to stay on the wagon and go to the North Gate with the captain, turn to 340. +
+
+ +
+ 109 + + +

We're both students of Chiban the Magician, says Banedon, hurriedly trying to defuse the situation. He lives at the Guildhouse on Leech Street in the North District. He will vouch for us.

+

Hold your tongue! snaps the commander at your startled companion. I want your friend to tell me something about this city, the city that he is prepared to lay down his life for. He moves nearer and stares at you icily. In which district of Tahou is the Cauldron to be found?

+

You know that the city is divided into four districts each named after a point of the compass, but you cannot recall in which district the Cauldron lies.

+ If you choose to answer, The North District, turn to 26. + If you choose to answer, The South District, turn to 65. + If you decide to answer, The West District, turn to 255. + If you wish to answer, The East District, turn to 178. + If you decide to give no answer at all, turn to 333. +
+
+ +
+ 110 + + +

This narrow thoroughfare descends to a maze of broken streets and dank passages that carry traffic to and from the city's North District. Guided by your basic Kai tracking skill, you wend your way through the dingy lanes until you arrive finally at Leech Street and the house of Chiban the Magician.

+ Turn to 75. +
+
+ +
+ 111 + + +

Your passage through the wheat fields is slow and laborious. Drainage ditches, cut seemingly at random, criss-cross the plain. They ensnare your horse's hooves causing him to stumble and fall. Twice you are thrown, and on the second occasion you gash your head badly on a jagged rock&emdash;lose 3 ENDURANCE points.

+

Later, by chance, you happen upon a cart track that crosses the plain from left to right.

+ If you have the Magnakai Discipline of Divination and have reached the rank of Primate or higher, turn to 262. + If you wish to follow the track to the left, turn to 45. + If you wish to follow the track to the right, turn to 63. +
+
+ +
+ 112 + + +

The last thing you see is the huge stone ball as it falls on you.

+

Tragically, you lose your life here at the siege of Tahou.

+
+
+ +
+ 113 + + +

A guard pushes open the enclosure gate and motions you to leave. You are free to enter the city, but your horses are impounded. You protest and demand that they be returned, but to no avail. Order of the Senate, says the commander, offhandedly, an emergency decree. All horses belonging to the civil population must be delivered into the care of the garrison stables until the state of emergency is lifted.

+

Reluctantly you allow the guards to take your steeds and, as they are being led away, the commander hands you each a piece of vellum stamped with a date and a number. Receipts for the horses, he says, his tone noticeably more friendly.

+

You pocket the Receipt (mark this on your Action Chart as a Special Item that you keep in your pocket; owing to its size you need not discard another item in its favour if you already have your maximum number of Items) and are about to walk away when he calls out, Report to the citadel first thing in the morning. You'll be allocated your battle positions for when the enemy attack.

+ Turn to 242. +
+
+ +
+ 114 + + +

With determined strokes you rise through the black water and break the surface, coughing and gasping for air. At first the incredible coldness stunned your senses, but now it revives them and spurs you to swim towards the distant shore, gleaming faintly in the half-light.

+

Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore.

+ If you have the Magnakai Discipline of Divination, turn to 298. + If you do not possess this skill, turn to 41. +
+
+ +
+ 115 + + + +

To turn to the section of your choice, there are several methods. One is to turn to the Numbered Sections list and choose the appropriate section from the list.

+

If you have chosen the correct answer to the Khmar's riddle, the footnotes for that section will tell you so.

+
+
+ + +

It is the father's turn to ask a riddle, but firstly you must decide on your stake. You can choose to gamble either one Special Item or three Backpack Items. If you should fail to answer the riddle correctly you will forfeit the Item (or Items) you have staked. If you answer the riddle correctly you will win the chance to pick any two items from the father's hoard of valuables. Put a tick on your Action Chart beside the item or items that you wish to stake.

+

A hush descends as you wait for the riddle patiently. The father, whose name is Khmar, draws his dagger from its scabbard and lays it on the table. Then he rests his hand on the shoulder of his eldest son and says, This dagger is now half as old as my son Loen was when the dagger was new. Loen is now fifteen years old. How old is the dagger?

+ If you think you can answer the riddle, turn to the entry number that is the same as the answer. + If you cannot answer the riddle, turn to 204. +
+
+ +
+ 116 + + +

The reptilians see a glint of light reflected in the mirror and they discharge their weapon at the gap in the door. Only the speed of your reflexes saves you from death as a bolt of energy explodes with a deafening noise, showering you with sparks and fragments of stone. Wiping the grit from your eyes, you seize the chance to attack the reptilians. As you emerge from the blackened hole in the door, their long jaws drop open in shocked surprise.

+ Crocaryx1238 +

These creatures are immune to Mindblast (but not Psi-surge). Owing to the surprise of your attack, ignore any ENDURANCE losses that you sustain in the first two rounds of combat.

+ If you win the fight, turn to 241. +
+
+ +
+ 117 + + +

The guard receives a fatal wound to the heart. He gasps, his sword slipping from his fingers as he crashes lifelessly to the floor.

+ Turn to 177. +
+
+ +
+ 118 + + +

Your Magnakai Discipline enables you to filter air from the massive dust cloud without inhaling any of the harmful grit. The cloud contains spores of a fungus that is deadly to humans, but your Kai skill shields you from these perilous microscopic cells.

+ Turn to 233. +
+
+ +
+ 119 + + +

The vicious blade pierces your skin, but you pull away instinctively, saving yourself from a far more serious wounding: lose 3 ENDURANCE points.

+

Drawing blood has made the mercenaries overconfident. They advance around the table, cursing and taunting you with their knives.

+ Drunken Mercenaries1830 + If you wish to evade combat, turn to 49. + If you stay and win the combat, turn to 170. +
+
+ +
+ 120 + + +

Silently you slip from the saddle and peer around the corner. In the middle of the street beyond, a company of Giak scouts are sifting through items they have looted from the village. Two of the evil creatures are loading their booty on to the back of a Kraan, a large, black-winged creature, while the others cram their ill-gotten gains in their pockets and packs. What they cannot carry they delight in despoiling, leaving behind a trail of filth and debris in the buildings they have ransacked.

+

Oka der! shouts their officer, brandishing a long, black sword with a jagged edge. Akamaza ek! His greedy soldiers are reluctant to obey his commands, but a few blows with the flat of his blade quickly change their minds. Muttering and snarling, they scurry off into a side alley, reappearing a few minutes later astride large, grey wolves. Rekenara kluz! growls the officer, and the pack ride out of the village, heading north along the bank of the River Churdas.

+ + + Brian Williams + Two Giak scouts are loading their booty
on to the back of a Kraan
+ + + +
+

The Kraan and its two riders take to the air, but the beast is so overburdened with loot that it cannot clear the rooftops. Frantically it beats its leathery wings, hovering erratically just a few feet off the ground. The Giaks urge it on with kicks and punches, but to no avail. Suddenly it lurches forward and the Giaks tumble headfirst on to the cobblestones a few feet from where you stand. Orgadaka! they cry, as they catch sight of you and Banedon hiding at the corner.

+ If you have a bow and wish to use it, turn to 12. + If you wish to attack the Giaks with a hand weapon before they have a chance to stand, turn to 285. + If you choose to avoid combat by remounting your horse and galloping along the track that leads out of the village, turn to 63. +
+
+ +
+ 121 + + +

The sound of your running feet is lost amid the noise and bustle of the crowded hall, and the guards do not hear you as you sprint towards their backs. All they see is a blur of green as you duck under their crossed halberds and disappear into the teeming.

+ Turn to 39. +
+
+ +
+ 122 + + +

Fearfully you approach the shadow until you can discern its gruesome features. It is a ghoul, similar to those you encountered in the hollow, but this creature looks even less human. Its swollen skull is set lopsided on its withered frame, and the long black tongue that hangs from its jagged mouth drips with a sticky black venom that bubbles like boiling acid as it hits the ground. It raises a wasted hand and a cone of mist whirls towards your chest.

+ + + Brian Williams + + + + + If you possess the Magnakai Discipline of Psi-screen, turn to 203. + If you do not possess this Magnakai skill, turn to 191. +
+
+ +
+ 123 + + +

A rough dirt track leads away from the hut and into the hills above. It is a precarious path to follow, especially on horseback and at dusk. Only your quick wits and Kai skills keep you and your horse from plunging into the steep-sided gullies that border the rocky track.

+

Eventually you arrive at a junction, where the path meets a wider road heading north and south. A signpost lies shattered on the ground, but instinctively you know that the north route leads to Tahou. You point the way and Banedon acknowledges your signal with a wave. As you turn on to the highway you suddenly feel that you are being watched. Pinpoints of red fire glint in the darkness and the sound of hungry, panting Doomwolves comes to you on the night air. Before you can shout a warning, a shrill scream splits the night&emdash;it is the chilling sound of a Giak battle-cry. You are being attacked.

+ Turn to 244. +
+
+ +
+ 124 + + +

In addition to your supplies, Senator Chil provides the winch, ropes and cradle by which you will be lowered into the shaft that descends to Zaaryx. Upon your arrival at the Square of the Dragons he supervises the assembly of these vital components, while you stand with Senator Zilaris and stare in awe at the Cauldron itself.

+ + + Brian Williams + + + + +

In the glow of a hundred lanterns it takes on the appearance of a huge, steep-sided sink that is stoppered with a plug of stone. The key to this plug is a rod of Korlinium that, until this evening, was kept locked in the vaults of the Anarium. Now it rests in the hands of the President. Senator Chil signals that his work is complete and the President inserts the crystal rod into the plug of ancient stone. At first nothing happens. Then you sense a vibration beneath your feet. Crackling tongues of pale blue fire lap the rim of the plug and the hiss of escaping air breaks the seal of three centuries' grime that holds the plug in place. Levers and ropes are brought into action and slowly the great block is lifted and the shaft to Zaaryx uncovered.

+ Turn to 205. +
+
+ +
+ 125 + + +

The deadly arrows pierce your heart and stomach. Pain engulfs you like a raging fire, but a chilling numbness soon follows, washing over you like a wave of soothing balm. You fight to stay on your feet but darkness encroaches on all sides: it is the cold embrace of death.

+ Your life and your quest end here. +
+
+ +
+ 126 + + +

The officer in charge of the mounted escort rides forward to meet you. He wears silvered Anarian mail and a winged helmet embossed with the crest of Tahou.

+

Hail, captain! says Banedon, upon seeing his crown-shaped badge of rank. The man narrows his eyes and regards you both with suspicion. He is about to reach for his sword when a woman shouts from the leading wagon.

+ + + Brian Williams + + + + +

Banedon! Banedon! Is that you?

+

Your companion recognizes the woman and returns her wave. Lortha! By the stars, I had not expected to meet you here, he says in a surprised tone. The captain relaxes his guard and motions to the wagons to move on, anxious that his entourage is not delayed on the highway.

+

You can fall in with us or save your reunion till we reach Navasari, he says, curtly, and rides on without waiting for a reply.

+

Lortha is the wife of Chiban, a famous Tahouese magician. He was my mentor when I lived and studied in the city, says Banedon.

+ If you wish Banedon to talk to this woman, turn to 209. + If you insist that you both continue your journey without delay, turn to 274. +
+
+ +
+ 127 + + +

They are lying, you say, your voice calm yet forceful. We have never seen these men before.

+

We have only just arrived in the city, says Banedon. We know nothing about your missing gold.

+

Contemptuously, the mercenary leader hurls the trembling men aside and reaches for his sword. We too have only just arrived. Our silver was stolen during our march here. He steps back a pace and draws his blade. Take 'em, lads! he cries, and leads the attack.

+ Deldenian Mercenaries2634 + If you wish to evade combat after one round, turn to 223. + If you stay and win the combat, turn to 174. +
+
+ +
+ 128 + + +

The Zakhan gloats over your pain and moves forward to exploit his advantage. You grit your teeth and raise your sword to defend yourself against his attack. You are aware of the Zakhan's troops fighting a desperate battle at the West Gate, and you know that you must defeat him or the city will be lost.

+ Zakhan Kimah4450 +

He is immune to Mindblast and Psi-surge.

+ If you win the combat, turn to 350. +
+
+ +
+ 129 + + +

In the depths of the tunnel, a glistening form is slowly slinking into view. Gnarled plates like armour encase its barrel chest, and lidless slit-pupilled eyes stare coldly from beneath its ridged forehead. A low, grating rumble issues from its fanged mouth as it increases its pace and makes ready to pounce.

+ + + Brian Williams + The glistening form of the Cave Leekhon slinks into view + + + + + Cave Leekhon2738 +

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Animal Control, reduce your COMBAT SKILL by 2 points for the duration of the combat.

+ If you win the fight, turn to 169. +
+
+ +
+ 130 + + +

Cautiously you descend the staircase, expecting the unexpected, your weapon held ready in case the reptilians attempt a surprise attack. The glow of your light washes over the black stone stairs below and you freeze in your tracks when you notice a poorly concealed trap. Carefully you step over the snare and continue towards a door at the bottom of the stairs. It is unlocked and slightly ajar.

+ If you have a Mirror, turn to 237. + If you wish to push open the door and continue, turn to 324. + If you wish to push open the door and flatten yourself to the floor, in case the reptilians have prepared an ambush for you, turn to 46. +
+
+ +
+ 131 + + +

The iron door to the tower is unlocked and you enter unopposed. At the top of the steep stone steps you find a ladder to a trapdoor. Quickly you climb the ladder and emerge on to the roof. By the gods! exclaims Banedon, when you appear. My prayers have been answered. You are alive, Lone Wolf. You are alive! Tears of joy fill his eyes as he welcomes your return warmly.

+

He and his mentor Chiban have been viewing the siege from this vantage point for the last three days. From this position they control the movement of the few reserves allocated to the north and west city walls, using them to fill in the gaps where the enemy's attacks have weakened the defences. Banedon recounts how the siege has progressed; how twice the enemy have broken into the city and been repelled by the determined defenders. Attacks from the air have set the city ablaze, but the enemy have lost great numbers of their flying Kraan, and now they are too weak to dare use the few that remain. The Anarium was destroyed in the first few hours of the siege and many senators lost their lives, including Senator Chil and President Toltuda.

+

Then he asks of your quest and is overjoyed to hear of its success. The gods smile on you, Lone Wolf. So long as you live there is hope for us all.

+ Turn to 258. +
+
+ +
+ 132 + + +

I'll not have you sleeping in the stables, old friend! says Banedon, as he flicks open his money pouch. He hands the tavern owner twenty-four freshly minted Lune, and in return Guyuk gives you each a key to your room and offers you both a glass of lovka on the house. Gratefully you accept and down the warming liquor in one gulp.

+

You notice that a man and his two young sons are sitting at the far end of your table. They appear to be gambling with a group of plains farmers seated opposite, although you see no money change hands.

+ If you wish to move along the table and sit next to them, turn to 339. + If you wish to engage Guyuk in conversation, turn to 268. + If you wish to order some food, turn to 88. +
+
+ +
+ 133 + + +

Your Kai mastery alerts you to a trap set immediately ahead. The surface of one of the stairs is thin and conceals a shallow box lined with barbed hooks. If you were to tread on the stair, your foot would shatter the cover and become ensnared among the hooks, incapacitating you and injuring your foot severely. Carefully you step over this trap before continuing down the stairs.

+

Suddenly you are bathed in a white light that emanates from holes in the stone ceiling, and at once you see the bottom of the staircase twenty yards ahead. There is a door at the foot of the stairs and it is slightly ajar.

+ If you have a Mirror, turn to 237. + If you wish to push open this door and continue, turn to 324. + If you wish to push open the door and flatten yourself to the floor in case the reptilians have prepared an ambush for you, turn to 46. +
+
+ +
+ 134 + + +

The iron door slams shut and you are left alone to contemplate your unfortunate arrival in Tahou. The cell is narrow and damp, with patches of mould that discolour the red stone walls. The uneven floor is strewn with filthy, mouldy straw and the stale air is heavy with the stench of rotting food and sewage. A solitary window is criss-crossed with bronze bars, green with age, and below it a thousand scratches record the passing days of another visitor that fell foul of the gatehouse guard. Anxiously you cast your eyes around this filthy prison, searching for a chink in its armour that could lead to your escape.

+ If you have the Magnakai Discipline of Psi-surge and have reached the Kai rank of Primate or higher, turn to 47. + If you have the Magnakai Discipline of Nexus, turn to 202. + If you possess neither of these skills, turn to 227. +
+
+ +
+ 135 + + +

Amid chaos and confusion you leave the ale cellar through a concealed door in the wall of the arch. It opens on to a sloping passage that descends to a tunnel lit by oil-soaked torches fixed at random along the tiled walls. A foul smell assails your nostrils&emdash;the unmistakable stench of an underground sewer. You follow Sogh along a narrow ledge that runs parallel to a sluggish sewage channel, taking care not to slip on the slime-encrusted tiles. After a few minutes, he halts beneath one of the spluttering torches and presses its rusty iron bracket. There is a grating rumble and a section of the tunnel wall opens to reveal an amazing sight.

+ Turn to 243. +
+
+ +
+ 136 + + +

The burly sergeant snatches the parchment from your hand and studies it carefully. Without raising his head he asks how two Northlanders came to possess a personal invitation to one of Tahou's most respected households. When Banedon explains your meeting with Lortha, and how he was once a student of Chiban, her husband, the sergeant somewhat reluctantly accepts your story and returns the Invitation. Stay on the highway and make sure you reach Tahou by sunset, he says, as he signals to his troop to let you pass. Enemy scouts have been sighted in the hills south of the capital. If you're not inside the city walls by nightfall&ellips; He draws his finger quickly across his throat.

+

You thank him for his advice and watch as he and his troop wheel away and ride south. You pocket the Invitation and glance apprehensively at Banedon before pressing on with your own journey north.

+ Turn to 213. +
+
+ +
+ 137 + + +

A bronze beacon, the Anarian symbol of law and order, is fixed into a plinth of marble that stands beside the President's chair. He moves his finger to a button on the arm of the chair and all eyes turn to stare at the beacon. There is a flash of ignition and a jet of red flame roars upwards towards the domed ceiling. Seize him! shouts Senator Chil. Seize Lone Wolf!

+ + + Brian Williams + + + + +

The President has voted against you, and now the Senate guards are closing in on all sides to arrest you. In a single bound, you leave your seat and sprint along the gallery towards an empty staircase. To your right a guard is rushing to intercept your escape. He is unarmed but he has a net with which he hopes to ensnare you. He casts it as you are about to descend the stairs.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 1 to the number you have picked. If you have completed the Lore-circle of Fire, add 2.

+ If your total is now 3 or less, turn to 182. + If it is 4 or more, turn to 236. +
+
+ +
+ 138 + + +

With the grace of a panther you leap from the swinging ladder and land safely in the centre of the narrow ledge. You advance along this rubble-strewn shelf of black stone, following it as it descends through a layer of swirling mist that glows with a faint blue-green luminescence. Below the mist lies a chamber; its walls are scarred with deep furrows, as if it was excavated from solid rock by a huge clawed hand.

+

Close to the wall lies what appears to be a large bundle of rags. But as you approach them you suddenly realize that they are more than simply rags: they contain the skeletal remains of a human body.

+ If you wish to examine the body, turn to 186. + If you wish to ignore it and explore the chamber, turn to 51. +
+
+ +
+ 139 + + +

The lever that opens the exit panel is near the ceiling, whispers Sogh, casting nervous glances over his shoulder. He can hear the guards scratching at the wall behind, trying to locate the brick which opens the concealed entrance. Your fingers find the lever and you pull it. The panel slides aside and you both step out into an empty horse stall. As the panel slides back into position, you jam it with a piece of timber. Fortunately the stables are empty of guards and it is easy to make your escape through a side window that gives access to an alley.

+

Good luck, Northlander. I hope you find your friend. Remember, they have him locked up at the Eastgate Barracks, says Sogh. You bid him farewell, and as you watch him disappear into the shadows, you consider your best course of action.

+ If you decide to make your way to the Eastgate Barracks, turn to 23. + If you decide to seek the help of Chiban the Magician, Banedon's former teacher, turn to 221. +
+
+ +
+ 140 + + +

Using your Magnakai skill, you concentrate and focus your telescopic vision on the distant horizon. Gradually the image magnifies until you can see clearly that the glimmer is a wide, fast-flowing river. Your basic Kai sense of tracking tells you it is the River Churdas.

+ If you wish to continue your ride towards the River Churdas, turn to 40. + If you wish to retrace your tracks to the highway, turn to 222. +
+
+ +
+ 141 + + +

You fall like a stone into the whirling blackness. In desperation you thrust out your arms, hoping to seize an outcrop or ledge, but there is nothing in the void for you to grasp. The freezing wind screams past your face and your senses are overwhelmed by the horror of your impending doom. Suddenly an icy shock engulfs you as you strike the surface of a lake and plunge into its lightless depths. Stunned by the sudden impact and numbed by the icy water, you sink several fathoms before you can muster your strength and strike out for the surface.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus, add 4 to the number you have picked.

+ If your total is now 0&endash;3, turn to 4. + If it is 4&endash;7, turn to 289. + If it is 8 or more, turn to 114. +
+
+ +
+ 142 + + +

The courthouse of the Chief Magistrate is a grim, grey building. Devoid of any decoration or embellishment, its stark bare walls serve to remind the Tahouese of its sober purpose. It is a place where justice is meted out to wrongdoers. Harsh punishments are imposed: floggings and executions take place here every day of the week. All trials are conducted before a magistrate, and his decision is final as there are no juries in Tahou. The Chief Magistrate presides over crimes that are serious enough to warrant the death penalty, and your heart sinks when you learn that he is to sit in judgement of you.

+

You put up quite a struggle, but your shackles prevent you from breaking free of your armed escort. They drag you into the courtroom and throw you face down into an iron cage that stands before the Chief Magistrate's chair. A bell is struck to signal the arrival of the Chief Magistrate and he enters the court surrounded by an entourage of scribes. The bell rings once more and the scribes say with one voice, This session is now in hearing.

+ If you have ever visited the city of Varetta or a hut on the Ruanon Pike, in a previous Lone Wolf adventure, turn to 294. + If you have never visited either of these places, turn to 54. +
+
+ +
+ 143 + + +

You detect that someone is hiding in a cellar, located directly below where you are now standing. Access to this hiding place is via a trapdoor in the far corner of the hut, close to the fireplace.

+ If you wish to open the trapdoor and demand that the person show himself, turn to 206. + If you choose to ignore the trapdoor and search the hut instead, turn to 190. + If you wish to push the bed across the trapdoor, thereby sealing it, turn to 225. +
+
+ +
+ 144 + + +

Using your improved mastery, you move forward silently, pillar by pillar, until you are within a few feet of the creatures. Their heads resemble those of baby crocodiles, but their bodies and forelimbs are toad-like and covered with hard, shiny scales. They chatter incessantly and, judging by their behaviour and speech patterns, they are sentient beings.

+ If you possess the Magnakai Discipline of Divination, turn to 77. + If you do not possess this skill, turn to 313 +
+
+ +
+ 145 + + +

The afternoon passes swiftly as you ride across endless miles of treeless grassland. You stumble upon no village or hamlet and spend the hours listening to Banedon's account of recent events in Sommerlund and the Lastlands. Three years have passed since you were last in the land of your birth, and you are hungry to hear all that has transpired since then.

+

It is an hour past sunset and night is drawing its black cloak around you when you see a flickering red light on the road ahead: it is the village of Chadi. A great fire roars in the hearth of Guyuk's Tavern in Chadi, inviting the travel-sore to stop and warm their weary bones. You decide to stay overnight and, as soon as you have stabled your horses, you enter the tavern to ask the price of a room. The taproom is surprisingly quiet. It is full of villagers and farmers but they are a sullen crowd, content to sit in silence and brood over their glasses of lovka, a strong Slovian rye spirit named after the town where it was first distilled.

+

Guyuk, the tavern owner, greets you with a nervous nod of his shiny bald head and shows you to a table. There are no bars or counters in Anarian taverns; instead, the customers sit at long banqueting tables and wait for the owner and his staff to serve them. He smiles uneasily as he answers your enquiry about a room. A single room with a bed would be twelve Lune each.

+ If you have enough money to pay for a room (twelve Lune equals four Gold Crowns), do so, and turn to 34. + If you do not have sufficient Lune or Gold Crowns to pay for a room, turn to 132. +
+
+ +
+ 146 + + +

Soon you arrive at a part of the city that Banedon remembers well. It borders a large public garden called the Rainbow Park, so named because of the vast number of rare and colourful flowers that grow there. The park is now an encampment for those who have answered the President's desperate call for defenders. Survivors from the towns of Resa and Zila have joined forces with green-clad Daroga woodsmen, tough hill-dwellers from the Chah mountain valley, and river-folk from the Churdas, forming regiments to reinforce the Tahou garrison. Their battle-stained banners, lit by the flickering glow of a hundred camp fires, flutter above the tents that fill the great park.

+

Opposite the entrance stands the Guildhall of Tailors. You turn into an avenue running beside this imposing hall, then cross into the North District by means of alleys and side streets, and finally emerge at Leech Street, just opposite the house of Chiban the Magician. His is a grand building of polished red stone set with small, diamond-paned windows that twinkle like cat's eyes in the moonlight. You pass beneath its arched gateway and climb the magnificent tiled steps that lead to a black oak door. Banedon raps the knocker and you wait patiently for it to open.

+

Minutes later the great door swings aside and the aristocratic figure of Chiban stands framed in the doorway. Keen-eyed and grey-haired, he welcomes you both with surprise and delight.

+

Banedon! he exclaims, like a father reunited with a long lost son. How good it is to see you. But what brings you to Tahou at this darkest of hours? Have you come to offer your skills in the defence of our beleaguered city?

+

My services are yours to command, my lord Chiban, answers Banedon, bowing respectfully to his former mentor. Yet also I return to your esteemed household to seek your help at the behest of King Ulnar of Sommerlund. May I introduce my companion&emdash;Lone Wolf.

+

Chiban turns his kindly gaze on you and smiles knowingly. I am honoured to meet you, Kai Lord, he says. I have knowledge of that which you seek and I shall aid you all I can in your search for it.

+

He beckons you to enter and the door closes behind you, seemingly of its own accord. You follow Chiban to his study. The musty room is lined with massive wooden racks full of books and papers. At its centre a large, circular table is completely covered with the implements of his magical researches. He clears a space amid the clutter and motions you to sit. You must both be famished after your journey here. Come, eat and enjoy! For a few seconds, a shimmering pool of light fills the space, then fades, leaving a sumptuous meal of grilled trout, baked potatoes, hakeroot and sparkling Anarian wine.

+

If you have lost any ENDURANCE points on your adventure so far, you may now restore 3 points as you consume this delicious meal.

+ Turn to 269. +
+
+ +
+ 147 + + +

You are covered in the blood of your foes. The stench is so unbearable that you have to wash in the lake before you can go any further. When you return to the hollow to collect your Backpack, you notice an odd-looking token lying next to one of the dead ghouls.

+ If you wish to examine this token, turn to 43. + If you choose to ignore it and leave this place, turn to 175. +
+
+ +
+ 148 + + +

The Doomwolf breathes its last but its claws remain hooked in your saddle. You strive to cut it away but your horse can no longer bear its weight. With a neigh of terror, his legs buckle and you are thrown to the blood-soaked ground. Before you can regain your feet, you are set upon by the snarling Giak horde.

+ + + Brian Williams + You are set upon by the snarling Giak horde + + + + + 6 Doomwolves and Giak Riders3856 +

You must fight these creatures as one enemy. Owing to your fall, reduce your COMBAT SKILL by 2 points for the first two rounds of combat.

+ If you win the combat, turn to 66. +
+
+ +
+ 149 + + +

The window is bolted shut. If you are determined to escape this way you will have to take the risk of jumping through a pane of thick glass.

+ If you still wish to escape through the window, turn to 266. + If you choose to escape along the corridor instead, turn to 121. +
+
+ +
+ 150 + + +

A warm tingling runs through your body as the Lorestone descends into your hands and, as you touch the crystal, your senses become charged with a new vitality that obliterates the fatigue of your ordeal and fills you with new-found wisdom and strength (restore your ENDURANCE score to its original total).

+ + + Brian Williams + + + + +

Then a swirl of colour engulfs your body and you feel yourself fall forward into the throat of a spinning vortex. The chamber dissolves and you begin to rise at an ever-increasing speed, as if you were falling upwards. A surge of light makes you close your eyes, but it passes in an instant and you find yourself staring down at an incredible and terrible sight.

+ Turn to 2. +
+
+ +
+ 151 + + +

As the sky-snake rears to avoid your blow, Banedon steps forward and launches a bolt of lightning from his open hand. The pulse of energy tears into the creature's neck, almost severing its head from its body as it sends it spinning into the tall crops. Wiping the sweat from your brow, you thank your companion for a most effective helping hand.

+ Turn to 247. +
+
+ +
+ 152 + + +

A deafening roar fills the stairwell as a bolt of raw energy hurtles from the rod. You stare aghast as it speeds towards your chest and explodes with a splash of colour that is the last you will ever see.

+

In the council chamber of the Elder Magi in Elzian, the golden torch flickers and dies. The members of the High Council hang their heads in sorrow for they know that your life and their hopes have ended here in Zaaryx.

+

Your quest is over.

+
+
+ +
+ 153 + + +

The gap between each rung measures approximately one foot, and you gather in over 400 rungs before reaching the end of the ladder. The thought of having to descend such an enormous depth fills you with dread, but your desire to find the Lorestone overcomes this fear. You feed the rope ladder back into the void and begin your descent.

+ Turn to 231. +
+
+ +
+ 154 + + +

As you kneel by the trapdoor, your basic Kai sense of Hunting reveals to you that someone is hiding in the cellar below. Carefully you raise the trapdoor and demand that the person show himself to you.

+ If you decided to keep any of the items you discovered in the hut, turn to 232. + If you did not keep any of the items, turn to 206 +
+
+ +
+ 155 + + +

You search the clothes and backpack of the dead pickpocket thoroughly and retrieve your stolen property. You also discover the following Items which the thief has hidden about his person:

+
    +
  • Dagger
  • +
  • Enough food for 2 Meals
  • +
  • 28 Lune (equivalent to 7 Gold Crowns)
  • +
  • Blanket
  • +
  • Vial of Blue Pills
  • +
+

If you wish to keep any of the above Items, remember to amend your Action Chart accordingly.

+ If you have the Magnakai Discipline of Curing, you can identify the Blue Pills: turn to 29. + If you wish to return to Brooker Court and continue on your way, turn to 334. + If you wish to continue along the alley instead, turn to 278. +
+
+ +
+ 156 + + +

The room, which overlooks the courtyard and stables, is small yet surprisingly clean and comfortable. You sleep well, but you are rudely awoken at dawn by the clang of a brass hand-bell. Guyuk's wife is walking around the courtyard ringing it for all she's worth. Daybreak, daybreak! All awake, all awake! she cries, her voice only slightly less piercing than her bell. Quickly you wash and dress before gathering together your equipment and heading for the stables. Banedon is already there, having risen before dawn to prepare the horses.

+

The sky is cloudless and the air is warm and still as you ride out of Chadi. Open grasslands stretch before you, broken occasionally by the low, whitewashed farm buildings and peasant dwellings. It is noon when you arrive at a mass of standing stones that line the highway approaches to the village of Phea. Banedon recalls a local legend that the Black Zakhan of Vassagonia once came to wage war on the defenceless inhabitants of Phea, who had no army. The besieged people offered up prayers to the goddess Ishir, who was sufficiently moved by their plight to cause the wicked Vassagonians to become petrified right where they stood, clad in full armour and clasping their weapons. It strikes you that the Pheans may very soon have cause to pray for Ishir's help a second time.

+

A mile beyond the village you see a cloud of dust on the highway.

+ If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin, turn to 69. + If you do not possess this skill, or have yet to reach this Kai rank, turn to 240. +
+
+ +
+ 157 + + +

You dress your wounds as best you can before advancing along the rubble-strewn ledge. You descend through a layer of swirling mist that glows with a faint blue-green luminescence. Below the mist lies a chamber; its walls are scarred with deep furrows, as if it was excavated from the solid rock by a huge clawed hand.

+

Close to the wall lies a bundle of rags. As you approach it you suddenly realize that the skeletal remains of a human body are contained within the rags.

+ If you wish to examine the body, turn to 186. + If you wish to ignore it and explore the chamber, turn to 51. +
+
+ +
+ 158 + + +

Your passage along Brooker Court is hampered by the companies of militiamen that march to and from the centre of the city. The majority of them are oafish peasants, hastily armed with spear and sword, and bullied into a semblance of soldierly order by guardsmen from the Tahou garrison. You wait in shadowy doorways and allow them to pass before continuing on your way towards the city's North District.

+

You are nearing the end of Brooker Court when a man dressed in an ill-fitting tunic staggers drunkenly out of a tavern and collides with you. Shorry! he hiccups, and wanders off along an alley to your left.

+ If you have the Magnakai Discipline of Divination or Huntmastery, turn to 201. + If you do not possess this skill, turn to 273. +
+
+ +
+ 159 + + +

You focus your improved Kai mastery at the flames that engulf the top of the staircase. Within a few seconds they flicker and die, allowing you to reach the first floor in safety. The captain is crouched over his brother, protecting him with his body from the fiery debris that is raining down from the roof. Swiftly you pull him to his feet and motion him to help carry his wounded brother out of the house. As you reach the street below, the roof collapses and the whole of the first floor is swallowed by flame.

+

We owe you our lives, says the captain, gratefully, as his men load his brother on to an open-backed wagon. I must return to my command at the North Gate&emdash;will you join me? I would be honoured to fight by your side.

+ If you wish to go with the captain to the North Gate, turn to 108. + If you choose to decline his offer, you continue along the street towards the West Gate; turn to 179. +
+
+ +
+ 160 + + +

Your senses tingle with a premonition of danger&emdash;you are sure that the watchtower and huts conceal an enemy, lying in ambush. You tell Banedon your fears and he looks ahead, his keen eyes narrowing, but the pass is dark with the gathering dusk and he cannot detect anything unusual about the settlement, except that it appears deserted.

+

If we avoid the pass, we'll have to make a wide detour and rejoin the highway at a place deeper in the hills, he says, scanning the shadowy highlands. Even if we don't get lost, we'll be lucky to reach Tahou before nightfall.

+ If you wish to avoid the settlement and make a wide detour, turn to 335. + If you decide to gallop through the pass, despite the risk of an ambush, turn to 92. +
+
+ +
+ 161 + + +

With the experience of what happened when you last touched one of these strange tokens still fresh in your mind, you avoid picking up this one.However, this does not stop you from looking at its intricate design. This token is engraved with a mathematical equation and you calculate the answer to be 320. (Make a note of this number in the margin of your Action Chart, beneath the number you already have listed, as it may well prove useful at a later stage of your adventure.)

+ Turn to 130. +
+
+ +
+ 162 + + +

Once again you come face to face with the sergeant. He curses and strikes you across the cheek with the hilt of his sword, leaving you stunned and bloodied: lose 2 ENDURANCE points.

+

You are dragged back to your cell and four armed guards are placed outside the door with orders to shoot to kill if you should attempt another escape.

+ Turn to 227. +
+
+ +
+ 163 + + +

Deduct from your Action Chart however many Gold Crowns (or Lune) you wish to give to the poor villagers.

+ If you give them three or more Gold Crowns, (twelve Lune), turn to 28. + If you give them less than three Gold Crowns, turn to 235. +
+
+ +
+ 164 + + +

At once you recognize Sogh, the thief who helped you escape from the South Gate tower. Hail, Northlander, he says, a wide grin spreading across his mouse-like face. So we meet again. What prompts you to visit the Purple Purse ale cellar?

+

Before you can reply, the door bursts open and in rush six heavily armed Senate House guards. Thinking that the ale cellar is being raided, something of a routine event here at the Purple Purse, the shady patrons drop their drinks and flee towards the open door in an attempt to escape arrest. Sogh grabs your sleeve and points to a shadowy archway. Time to leave, he hisses. Follow me.

+ Turn to 135. +
+
+ +
+ 165 + + +

Sogh looks at the guard then looks at you in awe. How did you do that? he asks, incredulous. No time to explain, you reply, as you scramble out from beneath the stairs and move towards the unconscious guard.

+ Turn to 177. +
+
+ +
+ 166 + + + +

If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+
+
+ + +

As you draw closer you can make out the gruesome features of the shadow. It is a ghoul, similar to those you encountered at the lake, but this creature looks even less human. Its swollen skull is set lopsided on its withered frame and its tongue drips with a sticky black venom. It raises a wasted hand and launches a whirl of mist towards your chest, but your psychic defence disperses this evil swirling cloud. The creature howls with frustration. Maniacally it hurls itself at your throat, a pitted iron spike clenched in its fist.

+ Psi-ghoul2030 +

Owing to your mastery of the psychic disciplines, add 2 points to your COMBAT SKILL for the duration of the fight.

+ If you win the combat, turn to 87. +
+
+ +
+ 167 + + +

Your quick reactions, coupled with your Kai mastery, save you from being detected by the approaching cavalry. Using your skill, you calm your startled horse whilst simultaneously repelling the large but harmless savanna snake coiled about its foreleg. Minutes later the cavalry pass by, oblivious to your presence.

+ Turn to 213. +
+
+ +
+ 168 + + +

An open wagon, drawn by a team of battle-scarred horses, hurtles along the street that borders the city wall. Standing beside the driver is a captain of the Senate House Guard. His thick black hair billows out behind him like the wings of an eagle as he calls desperately for reinforcements for the North Gate.

+ If you wish to answer his call by leaping on to his wagon, turn to 108. + If you choose to ignore his call for help, turn to 286. +
+
+ +
+ 169 + + +

Your horse rears up and leaps across the body of the dead Cave Leekhon, its senses ablaze with the choking, rancid odour of the Leekhon's spilt blood. Banedon's steed follows close on your heels as you race through the tunnel, heedless of the many obstacles strewn in your path. Suddenly you emerge from the suffocating passage into the chill evening air: you have escaped. From the slopes of a wooded hill you stare down at a tiny village called Varta, perched on the edge of the Tahou flats.

+

The flats comprise fields of cultivated crops that form a fertile market garden two miles wide. They are farmed right up to the banks of the great moat that encircles the capital. Varta is deserted: its male inhabitants now shelter within the city walls, whilst the women and children have since travelled south to the safety of Navasari. As you ride through the empty village and descend on to the flats, you catch your first awe-inspiring view of the ancient city itself.

+ Turn to 100. +
+
+ +
+ 170 + + +

As you step over the dead bodies and head towards the exit, the door crashes open and in rushes a squad of guards from the South Gatehouse, summoned by the owner of the hall. They are all armed with crossbows, which they aim at your chest. Yield, Northlanders! orders their captain. You have no hope except our mercy.

+

You cast your eyes around the hall for another exit, but all are barred. Reluctantly you both raise your hands and are taken back to the South Gatehouse tower. Banedon, because he is a magician, is taken to another part of the city wall to be questioned, while you are imprisoned in a cell high in the tower itself.

+

Place an x beside each of the Special Items, Backpack Items and Weapons listed on your Action Chart to indicate that they are no longer in your possession. Only if you rediscover them at a later stage of your adventure may you erase each x and reuse them.

+ Turn to 134. +
+
+ +
+ 171 + + + +

Remember to remove the used Torch from your Action Chart if you choose to use it.

+
+
+ + +

Your arrow whistles across the hall and smashes harmlessly against the armour-hard skin of the nearest creature. Instantly their hissing ceases and they fix you with frightened stares. They cradle their leathery egg protectively in their webbed hands and slink down the stairs. You run to the top of the staircase and peer down into the gloom, but you can see nothing in the darkness.

+ If you have a Kalte Firesphere, a Lantern or a Torch and Tinderbox, turn to 33. + If you have a Fireseed and wish to throw it into the hole, turn to 106. + If you decide to unsheathe a hand weapon and descend the stairs into darkness, turn to 224. +
+
+ +
+ 172 + + +

Using your weapon to avoid touching their evil-smelling bodies, you flick open the satchels slung over each of their shoulders. They are filled with all manner of Items looted from the village. You tip the contents out and discover:

+
    +
  • Enough food for 6 Meals (Meals)
  • +
  • Dagger (Weapons)
  • +
  • Sword (Weapons)
  • +
  • Silver Candlestick
  • +
  • Lantern
  • +
  • Brass Whistle
  • +
  • Blanket
  • +
  • Silver Goblet
  • +
  • Silk Jacket
  • +
  • Torch
  • +
  • Crystal Decanter
  • +
+

Unless otherwise indicated, the articles are Backpack Items. If you wish to keep any, remember to make the necessary adjustments to your Action Chart. You remount your horse and follow Banedon as he heads off along the track that leads out of the village.

+ Turn to 63. + +
+ +
+ 173 + + +

When you reach the bottom rung you are horrified to discover that the ladder stops short of solid ground: there is nothing but darkness below. You peer into the gloom but it is impossible to see how much further you have to descend. To your left you can see the faint outline of a ledge, but it is over twenty yards away.

+ If you have a Rope, turn to 7. + If you wish to drop something in order to gauge the depth, turn to 261. + If you wish to swing on the ladder and leap for the ledge, turn to 38. +
+
+ +
+ 174 + + +

The soldiers in the crowded hall look at you with awe and grudging respect. They pride themselves on their fighting ability, but none can match your swift and skilful disposal of the Deldenians. You step over the bodies and head towards the door, but, before you reach it, it slams open and a squad of guards from the South Gatehouse rushes in, summoned by the owner of the hall. They are all armed with crossbows, and they aim them at your chest. Resistance would be suicidal, and reluctantly you both raise your hands in surrender.

+

The guards escort you back to the South Gatehouse tower. Banedon, because he is a magician, is taken to another part of the city wall for interrogation, while you are imprisoned high in the tower itself.

+

Place an x beside each of the Special Items, Backpack Items and Weapons that are listed on your Action Chart to indicate that they are no longer in your possession. Only if you rediscover them at a later stage of your adventure may you erase each x and reuse them.

+ Turn to 134. +
+
+ +
+ 175 + + + +

Although this book gives no explicit restriction, it may be appropriate to consider the Zaaryx a wasteland in regard to fulfilling Meal requirements with Hunting and Huntmastery.

+
+
+ + +

The climb to the arch at the top of the stairs is a slow and laborious one. Each step is as tall as a young tree, and the smooth, black stone offers few handholds. Several hours slip by before you reach the summit. There you stare down through the great archway at a stupendous sight.

+ + + Brian Williams + Two massive statues of dragons flank the wide avenue
that leads from the archway to the city
+ + + +
+

The streets and buildings of an ancient civilization lie before you, disappearing into the gloom of a titanic chasm of immeasurable size. Ziggurats and towers, their carved walls cracked and crumbling, lean at impossible angles, having sunk into the soil over the centuries. This is Zaaryx, the legendary metropolis that was once home to a race fathered by Nyxator&emdash;the greatest of all dragons. It is the only city to have survived the Age of Chaos that followed the demise of their race.

+

A wide avenue leads from the archway to enter the city at a place flanked by two massive statues of dragons sitting on their haunches with their stone-fanged mouths agape. You stop to rest here and you must now eat a Meal or lose 3 ENDURANCE points.

+

You are about to set off into the city when you catch a glimpse of a shadowy figure moving furtively among the ruins of an edifice to your left.

+ If you have completed the Lore-circle of the Spirit, turn to 281. + If you have yet to complete this Lore-circle, you can investigate the shadow; turn to 122. + Or you can ignore it and continue along the avenue; turn to 61. +
+
+ +
+ 176 + + +

Follow me! shouts Banedon, as he jumps his horse over the bodies of your slain attackers and gallops along the highway. He has survived the fight unscathed: by casting a magical net of sticky strands over a dozen rangers and their horses, he ensnared them all before they had a chance to level their lances at him.

+

The sergeant and the remnants of his company pursue you as you speed north along the highway. But you soon outdistance them, and the sergeant orders off the chase, returning to the standing stones to free his netted men.

+

Only when he and his men are beyond the horizon do you rein in your horses and slacken the pace.

+ Turn to 213. +
+
+ +
+ 177 + + + +

You do not find any weapon-like Special Items. Keep them marked with an x on your Action Chart since you may still be able to retrieve them.

+ + + + +

You scoop the strongroom key from the guard's belt and hurry towards the gates while Sogh retrieves his silver. Once you are both safely inside the strongroom, you lock the heavy doors and begin to search for your equipment. The room is stacked to the ceiling with all manner of goods and articles that have been confiscated by the gatehouse guards. Contraband, stolen goods and illegal cargoes impounded at the South Gate are stored here before being either destroyed or sold at auction. It is rumoured that the gatehouse guards cream off the best booty for themselves, and it is no secret that the post of gatehouse commander is the most coveted of all in the Anarian army.

+

You discover all your Special and Backpack Items, but your Weapons are nowhere to be seen. However, there are several fine weapons lying on the shelves and you may rearm yourself with any of the following:

+
    +
  • Sword
  • +
  • Axe
  • +
  • Bow
  • +
  • Quiver
  • +
  • 6 Arrows
  • +
  • Broadsword
  • +
  • Warhammer
  • +
+

Sogh is busily sifting through a mound of silver and antique jewellery, pocketing the choicest items and tossing aside the rest. He comes across a diamond and obsidian signet ring, and beams with delight. Ah! I knew it was here, he says, and slips it inside his codpiece for safekeeping.

+

Come, we've both got what we want; we'd best leave now before they discover the dead guards. He beckons you to help him drag a table away from the wall and then proceeds to tap at the brickwork with the hilt of a dagger. Two minutes later he is becoming agitated, having tapped every brick over six square feet of wall without any result. You cast your eye over the surface and your Kai sense draws your attention to a brick in a different part of the wall. You tap it casually with the toe of your boot and a panel slides aside to reveal the secret passage.

+

How did you&ellips; gasps Sogh, his eyes open wide with amazement.

+

A lucky guess, you reply, modestly, and enter the dark tunnel. Sogh follows and the panel slides closed just as a patrol of angry guards force open the strongroom door.

+

Erase the x marks from your Action Chart to restore your rediscovered Special Items and Backpack Items, and remember to alter your Weapon list accordingly.

+ Turn to 197. +
+
+ +
+ 178 + + +

For one gifted in the ways of magic, you have a surprisingly poor sense of direction, says the commander in a mocking voice. He signals to his men on the parapet and you raise your hands in surrender; to resist would be suicidal.

+ Turn to 312. +
+
+ +
+ 179 + + +

You reach the West Gate and climb the body-strewn stairs to the battlements. On this side of the city the mist is less dense and you can see regiments of Drakkarim warriors advancing in lines towards the great moat. Behind them are trundled huge machines of war designed to fire canisters of boiling oil and red-hot liquid metal over the city wall. Cavalry wait in reserve while siege towers and catapults are hauled forward by lumbering ghorkas and muscular leathery zull.

+ + + Brian Williams + + + + +

At the foot of the wall, a unit of Salonese engineers are repairing the damage done to a bridge they constructed during the night. They have only one more plank to lay to make the bridge safe and enable a squad of Drakkarim assault-troopers to reach the West Gate. You see a soldier creep to the edge of the bridge and raise a large screen to protect the engineer who is laying this final plank.

+ If you have a bow and wish to use it, turn to 99. + If you do not have a bow or do not wish to use it, turn to 249. +
+
+ +
+ 180 + + +

With a bony fist she raps loudly on the door of the hut. Inside, a croaky voice bids you enter and she tugs at your sleeve impatiently, urging you into the foul-smelling hovel. Seated on a threadbare carpet, and surrounded by what appear to be heaps of chicken bones, is a scrawny old man dressed completely in feathers. He has a long, pointed nose and a stubbly grey beard which grows to just below his beady bloodshot eyes. The crone kneels and whispers in his ear before bowing and leaving the hut. As the door swings shut the shaman scoops up a handful of bones, closes his eyes, and, with a sound like a flock of startled gulls, casts them in the air. After a full minute of chanting and waving his hands, the old man opens his eyes and looks down on the bones which lie scattered on the beaten earth floor.

+

You have many enemies, Northlander, he says, his hook-like fingers tracing patterns around the bones, powerful enemies. They plot to prevent you from walking your chosen path, for that path will lead to their destruction. There is one who will tell you that he is a friend. You must not trust this one. There is treachery in his heart.

+ + + Brian Williams + Seated on the threadbare carpet is a scrawny
old man dressed completely in feathers
+ + + +
+

The old man closes his eyes and lowers his head, as if he has fallen suddenly into a deep trance. You try to awaken him but he does not respond, and eventually you decide to take your leave. You feel unsettled by the encounter, but when you return to Banedon you make light of the incident and suggest that you continue without further delay.

+ Turn to 52. +
+
+ +
+ 181 + + +

Your pulse quickens as you look into the black abyss beyond the portal. You can make out no walls or roof, and the hollow wind that whistles in the darkness makes it easy to imagine that you are staring into a limitless void. There is a rope ladder fixed to the threshold of the portal: it descends into darkness below.

+ If you wish to gather up the ladder in order to judge how deep the abyss is, turn to 153. + If you decide to descend the rope ladder, turn to 231. +
+
+ +
+ 182 + + +

The net wraps itself around your legs and brings you down at the top of the stairs. You cannot prevent yourself from rolling forwards and, with a cry of fear and frustration, you tumble headlong down the hard stone staircase to land in a crumpled heap at the bottom: lose 3 ENDURANCE points.

+

Three soldiers are waiting for you. They clutch wooden staves in their sweaty palms with which they hope to beat you senseless. Get 'im! they shout, and run forward to strike before you can disentangle yourself from the net.

+ Senate Guards2832 +

Because of your fall and your current entangled condition, you cannot make use of a Weapon or Special Item during the first four rounds of combat. As you are unarmed, remember to reduce your COMBAT SKILL accordingly.

+ If you win the combat, turn to 90. +
+
+ +
+ 183 + + +

You notch an arrow and let fly at a rider closing in on your left. The shaft pierces one of its eyes and lifts the loathsome creature out of its wolf-saddle, spinning him into the path of the following Doomwolves. His body brings down two of the ravening beasts and their riders, who are slammed into the ground as their mounts crash together in a tangled heap.

+

Your bow skill has bought you precious seconds in which to escape from the settlement. Banedon gallops past, his loose robe streaming out behind him like a pair of blue wings. You dig in your heels and urge your horse after him, with the shrill clangour of Giak war-cries ringing ever louder in your ears.

+ Turn to 293. +
+
+ +
+ 184 + + +

With bow in hand, you crouch at the gap in the door and launch two arrows in as many seconds. The shafts strike home with deadly accuracy, piercing an eye of each reptilian and killing them instantly. As they fall, their crystal tube shatters and explodes with a tremendous, ear-splitting crack. The fragments burn fiercely and you are forced to cover your mouth with your cloak as you run, head down, through the billowing smoke and flames to a clearer section of the corridor beyond.

+ Turn to 241. +
+
+ +
+ 185 + + +

At the end of the corridor a flight of steps leads down to an open prison door. Cautiously you peer around the doorway into the chamber beyond, where you see a man chained to the wall. He is lean and sinewy, with jet-black hair and a moustache, which he has braided into his long sideburns in a style known as Pirazin plaits, fashionable among Slovian men. He appears to be either asleep or unconscious.

+

You enter the chamber, moving swiftly and silently towards a staircase on the opposite side, and immediately he springs to life. Hold fast, Northlander, he hisses. They'll catch y' for sure if you take the stairs. Let me loose and I'll show you a way to slip out o' here quicker than mist through a net.

+

Quickly you consider his offer, but choose to leave him, deciding instead to trust your Kai instincts to aid your escape. You shake your head and turn to leave, but the man is shrewd; he says something he knows will change your mind.

+ Turn to 316. +
+
+ +
+ 186 + + +

The mouldering bones are encased in the tattered remains of a blue leather tunic and breeches. Both thigh bones are shattered and the skull and spine are cracked in several places, suggesting that this unfortunate man fell to his death from a great height. You can find no weapons, and the backpack and haversack that are strapped to his body are both unbuckled and empty, as if they have been looted. You check the corpse's right hand, but there are no rings on any of the bony fingers&emdash;this is not Maghana's son.

+

When you are satisfied that you have overlooked nothing, you leave the body and investigate the chamber.

+ Turn to 51. +
+
+ +
+ 187 + + +

Gradually the track narrows, then disappears altogether, and you find yourselves riding through a sea of tall green wheat. You press on for over an hour until you see a faint glimmer of light stretching across the horizon in the far distance.

+ If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin, turn to 140. + If you do not possess this skill, or have yet to reach this Magnakai rank, turn to 74. +
+
+ +
+ 188 + + +

The power of the ring greatly amplifies your psychic energies as you attack the Zakhan. They disrupt his control over the Orb of Death and enable you to penetrate his shield with an ordinary weapon.

+ + + Brian Williams + + + + + Zakhan Kimah3440 + If you win the combat, turn to 350. +
+
+ +
+ 189 + + +

You pull the hood of your cloak up to keep your face in shadow and stride boldly towards the two soldiers. I am in need of some information, you say, disguising your Sommlending accent as best you can, and I'm sure you brave fellows can help me.

+

Maybe we can, replies one soldier, stroking his beard and narrowing his eyes shrewdly, if the price be right.

+ If you wish to bribe these soldiers with Lune, turn to 253. + If you wish to bribe them with Gold Crowns, turn to 319. + If you wish to leave the barracks and walk back along Eastwall Lane, turn to 278. + If you prefer to continue on your way east, turn to 284. +
+
+ +
+ 190 + + +

There is very little of use or value in this hut. You discover the following, all of which are Backpack Items:

+
    +
  • Rope
  • +
  • Lantern
  • +
  • Blanket
  • +
  • Comb
  • +
+

You may keep any of these Items but remember to adjust your Action Chart accordingly. Banedon reminds you that it is rapidly getting darker, so you leave the hut and press on without further delay.

+ Turn to 123. +
+
+ +
+ 191 + + + +

If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+
+
+ + +

You try to dodge aside but the mist whirls around you like a snake. An intense heat burns your body&emdash;it is as if you are surrounded by coils of white-hot metal&emdash;and your mind is filled with terrifying images of the supernatural: lose 6 ENDURANCE points.

+

Confident that it has ensnared another victim, the grey ghoul stalks forward. You fight to clear your mind of the swirling visions as the creature raises its hand and prepares to strike you down with a pitted iron spike.

+ Psi-ghoul2030 +

Owing to the power of its psychic attack, you must reduce your COMBAT SKILL by 4 points for the duration of the fight.

+ If you win the combat, turn to 87. +
+
+ +
+ 192 + + +

Hold him tight, lads, instructs the officer, as his men grab your cloak and tunic. They want this Northlander at the South Gate. Seems he's been making a nuisance of himself.

+

They march you back along Eastwall Lane. Minutes later you reach the tower, and the officer delivers you into the clutches of the angry gatehouse guard.

+ Turn to 162. +
+
+ +
+ 193 + + +

Slowly the cavalry draws nearer; the faces of the soldiers are stern and unsmiling beneath the peaks of their winged helmets. Their leader, a sergeant, makes a signal and the horsemen change formation, drawing into a circle that quickly closes around you. State your business here! bellows the sergeant. Why do you ride to Tahou?

+

At first you are suspicious of their identity, but your basic Kai sixth sense tells you that these men are genuine Anarian rangers.

+ If you wish to tell the sergeant the real reason you are riding to Tahou, turn to 279. + If you have an Invitation and wish to show it to him, turn to 136. + If you demand what right they have to hinder your passage to the capital, turn to 343. +
+
+ +
+ 194 + + +

Your light flares into life, illuminating the rubbish-strewn passage. A moving shadow in the distance betrays the pickpocket, as he dives into a side entrance of a large, three-storey building.

+ If you wish to follow him into the building, turn to 217. + If you decide to let him escape, you walk back to Brooker Court and continue on your way; turn to 334. +
+
+ +
+ 195 + + +

You throw out your hands to claw at the rope ladder but your fingers are numb with cold. You cannot close your grip, and with a scream of anguish, you slip and fall backwards into the black abyss. Your scream grows until you impact into a cold, wet avenue of Zaaryx, 200 feet below.

+ Your life and your quest end here. +
+
+ +
+ 196 + + +

The guards look at you with distrust in their eyes. They order you to dismount, and one of them hurries off to fetch the gatehouse commander. Minutes later the officer strides into the enclosure, his face wearing the frown of a man who has gone without sleep for many nights. Wearily he casts his eye over you both. So you want to fight for Tahou, do you? he says, sarcastically. How do I know you're not spies or saboteurs?

+ If you possess the Magnakai Discipline of Invisibility, turn to 42. + If you do not possess this skill, turn to 109. +
+
+ +
+ 197 + + + +

Remember to remove the used Torch from your Action Chart if you choose to use it.

+
+
+ + +

The passage is dark and very narrow, and you are forced to turn sideways in order to move along it. To make matters worse, the floor is littered with large rocks that graze and bruise your legs, making it difficult for you to stay on your feet.

+ If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 14. + If you possess none of these items, turn to 327. +
+
+ +
+ 198 + + +

Your shaft pierces the engineer's throat, sending him toppling into the moat. In panic, the soldier drops his screen and runs back across the bridge towards the Drakkarim. They view this as an act of cowardice and kill him out of hand as a warning to the Salonese.

+

Your bow skill has bought the defenders at the West Gate precious time to patch their battered defences. You are about to help them when a new threat looms to the north.

+ Turn to 249. +
+
+ +
+ 199 + + +

Your Magnakai Discipline of Divination screams a silent warning that the village harbours hostile enemies.

+ If you wish to investigate who these enemies might be, turn to 103. + If you choose to heed your Kai sense and ride back into the wheat fields, turn to 111. +
+
+ +
+ 200 + + +

You follow her along passages and sloping tunnels, down long flights of stairs and through magnificent chambers that no human eye has ever seen before. The alien splendour of this ancient city leaves you in awe of the race that once dwelt in these halls. For interminable hours you follow in her wake until you arrive at a circular chamber of rust-red stone. The floor descends in a series of wide steps that encircle the room, and in the middle of the tiers is a shallow pit with a stone dais at its centre.

+ + + Brian Williams + At your approach, the dais glows with a crimson
light and pulses like a living heart
+ + + +
+

At your approach, the dais glows with a crimson light that pulses like a living heart. Shimmering waves of silvery radiance sweep the steps and a chorus of voices, soft and sirenic, echo through the upper reaches of the chamber. You surrender yourself to instinct and step upon the dais, cupping your hands before you and raising your face to the roof. A golden light pours out of the darkness, soaking you in its brilliance and filling your senses with a glowing warmth. A gasp of awe arises from the tiers, now crowded with reptilians. They are the Crocaryx, the guardians of this city, the stewards of the Lorestone, who were placed here by the great God Kai. With joy and sorrow they have gathered to witness the fulfilment of their purpose, for your coming marks the end of their stewardship and the beginning of their demise.

+

High above you a shadow is taking form at the core of the golden light. It is dark and leathery and shaped like an egg. Slowly it breaks and peels open to reveal a sparkling crystal sphere: it is the Lorestone of Tahou, the object of your quest.

+ Turn to 150. +
+
+ +
+ 201 + + +

Immediately you sense that the drunken soldier is not what he seems. He is a skilful pickpocket and he has just stolen one of your Special Items.

+

Pick a number from the Random Number Table. It the number you have chosen is 0&endash;4, the item stolen is the first one on your list of Special Items. If the number is 5&endash;9, he has stolen the second Item on the list. If you possess only one Special Item, or no Special Items at all, then the pickpocket has stolen the first Item on your list of Backpack Items.

+ If you wish to chase after him and try to retrieve your stolen Item, turn to 62. + If you choose to ignore the robbery and continue walking towards the square at the end of Brooker Court, turn to 334. + +
+ +
+ 202 + + +

Through the grille of the cell door you can see a great iron key, hanging from a hook on the wall a little way down the corridor. You focus your mastery of Nexus on this key, and it rises slowly from the hook and glides towards your open hand. With a smile of triumph you grab the key, unlock the door, and step into the empty corridor.

+ Turn to 185. +
+
+ +
+ 203 + + +

The mist coils around you like a python embracing its prey. Your body is engulfed by heat so intense that it seems as though you are surrounded by rings of white-hot metal, but your mind is filled with a stabbing icy pain. You lose 3 ENDURANCE points before your Psi-screen repels this psychic assault.

+ Turn to 301. +
+
+ +
+ 204 + + + +

To turn to the section of your choice, there are several methods. One is to turn to the Numbered Sections list and choose the appropriate section from the list.

+

If you have chosen the correct answer to the Khmar's riddle, the footnotes for that section will tell you so.

+
+
+ + +

Neither you nor the plains farmer are able to answer Khmar's riddle correctly, and you all forfeit your stakes (remember to delete what you wagered from your Action Chart). But Khmar is a very sporting fellow. He offers you the chance to win back what you have just lost by answering his next riddle correctly.

+

This is Juno, my youngest boy, he says, patting the head of his second son. I am four times as old as him now. Twenty years from now, I will be only twice as old as him. How old am I, and how old is my son today?

+ If you think you have both the answers to this riddle, add the two ages together and turn to the entry number that is the same as the total. + If you cannot answer the riddle, turn to 302. +
+
+ +
+ 205 + + +

There will be troops posted here at the Cauldron, ready day and night to pull you up when you are ready to leave Zaaryx, says Senator Zilaris, as he helps you into the cradle that will lower you into the shaft. Just give the rope three stout tugs&emdash;that is the signal.

+

Senator Chil appears to tell you everything is prepared for your descent. Good luck, Lone Wolf. I hope I will be here to welcome your safe and successful return, and that you will come to know me as a friend.

+

The cradle rises and you are swung into position above the entrance. You stare down into the black abyss, your pulse quickening as a damp and icy wind whistles out of the shaft, carrying with it the cloying smell of decay.

+

With a wave, you signal your readiness and you are slowly lowered into the void.

+ Turn to 226. +
+
+ +
+ 206 + + +

A minute passes before the lurker shows himself. He is a hunchbacked old man dressed in rags, with thin grey hair and a wrinkled face that bears the impressions of a lifetime's poverty. Two eyes, clouded with cataracts, stare up at you from the dark and dusty hole in the ground. Take what you will but please spare my worthless life, he pleads.

+

You have nothing to fear from me, old man, you reply. Here, let me help you out of this hole. And so saying, you take hold of his scrawny arms and lift him with ease, for he weighs no more than a young child. He hobbles over to the fireplace and stirs the broth with a wooden spoon, which he keeps on a string around his neck. He offers you some of this smelly gruel but you refuse politely.

+ If you have a Meal in your Backpack and wish to offer it to the old man, turn to 271. + If you do not have a Meal, or do not wish to give it to him, you leave the hut and continue, turn to 123. +
+
+ +
+ 207 + + +

A sudden noise in the chamber behind distracts your attention from the door. From the depths of an archway comes the sound of something huge creeping towards you on clawed feet. Instinctively you reach for a weapon and brace your back against the door, but you shudder with horror when you see the creature that is approaching. A monstrous head protrudes from the darkness, as broad as the body of a horse, with jagged fangs that curve down over its lower jaw. Interlocking plates of horny scale cover its long neck and body, and coarse, feathery hairs fan out from the scarlet wattle below its throat. Its bulbous green eyes fix you with a hungry stare.

+ If you possess the Sommerswerd, turn to 336. + If you do not possess this Special Item, turn to 67. +
+
+ +
+ 208 + + +

With a casual wave of his hand, Chiban conjures up a quill and sheet of parchment. He begins to dictate the request for an audience, and the quill moves of its own accord, as if guided by an invisible hand. The request, once completed, is then dispatched by messenger to the Anarium, the House of the Senate, where members of the governing council have gathered for an emergency assembly called for by the President himself. Within the hour the messenger returns with a scroll bearing the presidential seal.

+

He has agreed to hear your plea, Lone Wolf, says the aged magician, his ice-blue eyes scanning the official reply. Banedon congratulates you and you feel your spirits rise, but Chiban seems a little disappointed. I was expecting a private audience, he says, but in view of the current situation, I suppose it is the best we can hope for. You must appear before the Senate this evening and state your reasons for wishing to enter the Tahou Cauldron. They will consider your request and vote accordingly. If they grant their approval, only you may enter. If they forbid you entry, you may not appeal against it. Their decision will be final.

+

He hands you the scroll and arranges for his personal coach to take you to the Anarium. As you climb into the passenger seat, he and Banedon wish you good luck. I shall pray for your success, says Chiban. And I shall pray that we are still alive to see your triumphant return, old friend, says Banedon, as you exchange a farewell wave.

+ Turn to 300. +
+
+ +
+ 209 + + +

Banedon rides alongside the crowded wagon and talks with Lortha as the procession continues on its way to Navasari. After a few minutes' conversation she hands him a scrap of parchment, and they bid each other farewell.

+

They are the last of the evacuees, he says, as you continue your ride north. They expect the enemy to reach Tahou in two days' time. They've already seen Giak scouts and early this morning a squadron of Kraan were sighted high in the western skies. She advises us to steer clear of a village called Sidara. It's rumoured to have already fallen to the enemy. She also gave me this.&ellips;

+

Banedon hands you the scrap of parchment. It contains a few lines of Anarian script, an address and a signature. It's an invitation to stay at Chiban and Lortha's house in Tahou. It may be useful when we reach the city gate.

+

Mark this Invitation on your Action Chart as a Special Item that you keep in your pocket. If you already carry the maximum number of Special Items, you must discard one in favour of this new item.

+ To continue your journey north, turn to 274. +
+
+ +
+ 210 + + +

A surge of scarlet energy leaps from the orb and rips into your arm, hurling you backwards on to the ground (lose 5 ENDURANCE points). The Zakhan laughs mockingly as he raises the orb once more, this time to finish you for good. You are aware of the Zakhan's troops fighting a desperate battle at the West Gate, and you know you must defeat him or else the city will be lost.

+ If you possess a Psychic Ring, turn to 188 + If you possess the Dagger of Vashna, turn to 79. + If you have neither of these Special Items, turn to 20. +
+
+ +
+ 211 + + +

A cloud of arrows engulfs you and pain explodes throughout your body. You are mortally wounded, pierced by a dozen shafts, and although you fight to hang on to life, it is a fight you cannot win.

+ Your life and your quest end here. +
+
+ +
+ 212 + + +

The cellar is full of rough-faced villains, laughing and bragging about their illegal exploits as they swill their sour ale. You cross the crowded floor and sit at the end of a table, as far away from the door as possible. A thin, wiry fellow with curly black hair approaches you with a tankard of foaming ale in one hand. You have taken his seat and he is determined to get it back.

+ If you have ever escaped from the South Gate tower, turn to 164. + If not, turn to 315. +
+
+ +
+ 213 + + +

It is late afternoon when you see the Tahou Hills. They appear like a mirage on the horizon, shimmering beyond the haze that rises from the sun-baked plain. Without stopping for food or rest, you hurry across the hot grasslands and follow the highway as it ascends towards the mouth of a pass. A stone watchtower guards the entrance to the hills and a cluster of whitewashed huts lie huddled around its base.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the Magnakai rank of Tutelary, turn to 160. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 314. +
+
+ +
+ 214 + + +

You pull the ring from your pocket and focus your psychic abilities into its glowing yellow stone. The ring acts as an amplifier: it boosts your psychic energies and enables you to direct them against the monster that is now threatening to swallow you whole.

+ + + Brian Williams + + + + + Zadragon4358 +

The power of the Psychic Ring increases your COMBAT SKILL by 8 points for the duration of the combat.

+ If you win the fight, turn to 93. +
+
+ +
+ 215 + + +

With deadly accuracy you hurl the dagger at the shouting guard. He tries to duck but he is too close and cannot avoid being hit.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Dagger, add 4 to the number you have picked.

+ If your total is now 6 or less, turn to 287. + If it is 7 or more, turn to 117. +
+
+ +
+ 216 + + +

In the space of a few fleeting seconds you have loaded your bow and aimed it at the giant snake's head. With an angry hiss it darts its ugly head out of view. Almost immediately there is a tremendous noise as the snake rises into the air, propelled by a pair of powerful feathered wings. Two vulture-like forelimbs, tipped with sharp, rending claws, scrabble at the air as it streaks towards your chest.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have picked. If you have the Magnakai Discipline of Huntmastery, add 1.

+ If your total is now 0&endash;7, turn to 9 + If it is 8 or more, turn to 310. +
+
+ +
+ 217 + + +

The moment you step into the building, the pickpocket lunges at you. He is wielding a cruel stiletto blade, which he attempts to sink into your chest.

+ Pickpocket1725 + If you wish to evade combat and run back along the alley to Brooker Court, turn to 334. + If you win the combat, turn to 155. +
+
+ +
+ 218 + + + +

Although this book gives no explicit restriction, it may be appropriate to consider this subterranean area a wasteland in regard to fulfilling Meal requirements with Hunting and Huntmastery.

+
+
+ + +

Your spirits sink as you contemplate your fate, for the only way you know of escaping from this gigantic underground grotto has now been sealed off. However, you are not completely without hope, for your senses detect a powerful presence. It is a feeling you have known before when you have been close to discovering a Lorestone, but never has the sensation been as strong as it is here in this dark, subterranean world.

+

As your eyes become accustomed to the half-light, you look across the lake to see tiers of grey stone rising out of the water. They are the steps of a gigantic staircase, which ascends to an arch of rock veined with glittering minerals. You skirt the edge of the lake and arrive at the foot of these steps to discover a cave-like hollow chiselled from the stone.

+

You are exhausted, and must now eat a Meal or lose 3 ENDURANCE points. Rather than attempt to go on, you climb into the empty hollow and settle down to sleep.

+ Turn to 97. +
+
+ +
+ 219 + + +

Your light illuminates the tunnel ahead, and within a few minutes you have found your way through to a hillside exit that overlooks a tiny village called Varta, perched on the edge of the Tahou flats.

+

The flats comprise fields of cultivated crops that form a fertile market garden two miles wide. They are farmed right up to the banks of the great moat that encircles the capital. Varta is deserted; its male inhabitants now shelter within the city walls whilst the women and children have long since travelled south to the safety of Navasari. As you ride through the empty village and descend on to the flats, you catch your first awe-inspiring view of the ancient city itself.

+ Turn to 100. +
+
+ +
+ 220 + + +

You hurry down the stone stairs that lead to the West Gate arch. The gate has been holed by an explosive crystal and red-cloaked Drakkarim assault-troopers pour through the ragged gap. These evil warriors fight like fanatics, seemingly oblivious to any wounds they sustain. The gate guards are soon cut down and you are faced by three of these fearsome warriors. You must fight all three as one enemy.

+ + + Brian Williams + Red-cloaked Drakkarim assault-troopers pour
through the ragged gap in the gate
+ + + +
+ Drakkar Assault-troopers3042 +

Owing to their state of battle-frenzy, these enemies are immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 30. +
+
+ +
+ 221 + + +

Banedon once told you that Chiban lives in the city's North District. At the end of the alley you find a signpost that points the way north. You wait in the shadows until the coast is clear then hurry across the street into an avenue called Brooker Court.

+ Turn to 158. +
+
+ +
+ 222 + + +

Cursing the delay, you steer your horse about and return along the narrow path of flattened corn that marks your route back to the highway. You have covered less than fifty yards when your horse rears up and shies away, refusing to go any further in this direction.

+ If you have the Magnakai Discipline of Animal Control and wish to use it, turn to 15. + If you do not possess this skill, or do not wish to use it, turn to 296. +
+
+ +
+ 223 + + +

Banedon casts a spell that fills the hall with a flash of light so intense that it stuns everyone for several seconds. In the confusion, you are able to run out of the eating house and escape along the street.

+ Turn to 146. +
+
+ +
+ 224 + + +

You can see nothing in the pitch dark. As you descend, you run one hand along the smooth stone wall to keep your balance, and hold your weapon before you in the other, continually testing for obstructions.

+ If you possess the Magnakai Discipline of Pathsmanship or of Divination, turn to 133. + If you do not possess either of these skills, turn to 264. +
+
+ +
+ 225 + + +

Using the sole of your boot you push the bed across the trapdoor. The bedclothes are crawling with vermin and you are careful to avoid touching these tattered rags. Whoever is hiding below must know that the exit has now been blocked off, but still they remain silent.

+ If you now wish to search the hut, turn to 190. + If you decide to leave the hut and continue, turn to 123. +
+
+ +
+ 226 + + +

For the first few minutes of your descent you can see the red stone walls encircling the cradle. Then a jagged rim of rock marks the end of the shaft, and you are plunged into total blackness. You can make out no walls or floor and the shaft itself is now just a small circle of grey in the darkness above.

+ If you have the Magnakai Discipline of Divination, turn to 251. + If you do not possess this skill, turn to 53. +
+
+ +
+ 227 + + +

You pace the cell like a caged lion, cursing your predicament and trying to think of a way to escape. After an hour you resign yourself to your fate and settle down on your haunches to sleep.

+

The prod of a spear haft wakes you from your slumber. On your feet, snarls the brutish sergeant-at-arms, standing over you with his spear poised to strike again. Two soldiers grab you roughly by the collar and shove you through the open cell door into the arms of an escort that has come to take you before the Chief Magistrate. Your hands and feet are shackled with chains and you are bundled into a covered wagon waiting beside the South Gate. It moves off at breakneck speed, and by the time it reaches its destination, you are covered in bruises: lose 2 ENDURANCE points.

+ Turn to 142. +
+
+ +
+ 228 + + +

The speed with which you slew your attacker strikes fear into the grisly hearts of the advancing ghouls. Slowly they slink away, their grey forms merging with the shadows at the far side of the lake. You are about to hurry away from the hollow, in case they should return with more of their kind, when you notice an odd-looking token lying next to the dead ghoul.

+ If you wish to examine the token, turn to 43. + If you choose to ignore it and leave this place, turn to 175. +
+
+ +
+ 229 + + +

The Giak enters the shadows just as you are ready to fire your bow. Although you can no longer see your target, you are able to sense approximately where he is.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Divination, add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 330. + If it is 6 or more, turn to 107. + +
+ +
+ 230 + + +

You search the road ahead for somewhere soft to land, but the surface is strewn with sharp boulders.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;6, turn to 89. + If it is 7 or more, turn to 297. +
+
+ +
+ 231 + + +

The descent is slow and arduous and fraught with hazards. The wind becomes stronger and colder the further you go, numbing your fingers and sapping your strength. A sudden gust swings you into an outcrop of black rock, invisible in the gloom, and the impact forces you to lose your grip.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery or Nexus, add 3 to the number you have picked.

+ If your total is now 0&endash;1, turn to 195. + If it is 2&endash;6, turn to 332. + If it is 7 or more, turn to 81 +
+
+ +
+ 232 + + +

Reluctantly the lurker steps into the shaft of light that streams through the open hatch. A hunchbacked old man dressed in rags, he has thin, grey hair and a wrinkled face that bears the marks of a lifetime's poverty. Two eyes, clouded with cataracts, stare fearfully at you. You take hold of his scrawny arms and haul him out of the cellar with ease, for he weighs no more than a young child. You ask his name, but he does not reply. Instead he hobbles around the hut, running his withered hands lightly over his meagre belongings and mumbling incoherently under his breath. He stops at the door and inclines his head towards you.

+

Are you and your friend outside lost? he asks in a thin and squeaky voice. I know a short cut to Tahou. Would you like me to show you?

+ If you wish to take up the old man's offer of help, turn to 299. + If you choose to decline his help, you leave the hut and continue; turn to 123. +
+
+ +
+ 233 + + +

The circular walls shake violently and you slip and tumble headlong down the shaft, landing with a jolt on a slab of flat, spongy rock at the edge of a huge, subterranean lake. There is a tremendous roar as the ceiling of the tunnel collapses and tons of rock crash down to seal the shaft.

+ Turn to 218. +
+
+ +
+ 234 + + +

The street leads to a far more grandiose part of the city. Government offices surround a broad plaza that narrows to a thoroughfare flanked by clean little town houses, each with a blossoming garden. You are wondering how such a prosperous avenue came to be named Gallows Street when you happen upon the Magistrates' Court.

+ Turn to 323. +
+
+ +
+ 235 + + +

The beggars squabble noisily over who should have your donation, and you are jostled on all sides as the bickering develops into an ugly brawl. Banedon grabs your cloak and pulls you clear as they set about each other tooth and nail.

+

Generosity can sometimes be unwise in Anari, he says, as you remount your white horses and ride away from the village. And costly too, you reply, as you notice that your Backpack has been cut open. Unfortunately the beggars have stolen the Items you have placed third and fourth on your list of Backpack Items. Erase these from your Action Chart before continuing your journey to Tahou.

+ Turn to 52. +
+
+ +
+ 236 + + +

You flatten yourself against the floor and the net passes harmlessly over your head. Before the guard can react, you are back on your feet and running headlong down the stairs.

+

Three soldiers await you at the bottom of the staircase. They clutch wooden staves in their sweaty hands, ready to beat you senseless the moment you appear. Get 'im! they shout, and run forward, clumsy and flat-footed compared with your cat-like strides. Before they can land a blow, you leap among them, striking left and right too quickly for their eyes to follow. They scream and clutch at their wounds as you make your getaway unharmed.

+ Turn to 90. +
+
+ +
+ 237 + + +

By holding the mirror to the gap in the door you are able to see beyond it without exposing yourself. Your caution is well placed, for in the mirror you can see the reflection of two reptilians kneeling in the corridor beyond. Supported on their shoulders is a huge rod of crystal encircled with tubes and glowing metallic buttons.

+ If you have a bow and at least two arrows, turn to 184. + If you do not, turn to 116. +
+
+ +
+ 238 + + +

Your Kai mastery charges you with a superhuman response to this deadly situation. Suddenly the spinning arrows are approaching with exaggerated slowness, and every detail becomes crystal clear as they spiral lazily towards your heart. You raise your sword and strike the leading shaft, hacking it clean in two. Your backstroke shears through the underside of the second arrow, splintering it to useless matchwood. The archers stare in disbelief, their mouths agape. The sergeant and his men hesitate, frozen in awe of what they have just witnessed. Seconds slip away before they come to their senses and draw their swords.

+

Take him! yells the sergeant, and together they surge towards you. You cannot evade this combat, and because the corridor is narrow you must fight the guards two at a time.

+ Sergeant and Guard2032 + Tower Guards 3 and 41832 + Tower Guards 5 and 61729 +

Your display of Kai mastery has made a big impression on Sogh, who fights by your side: add 2 to your COMBAT SKILL for the duration of the fight.

+ If you win, turn to 177. +
+
+ +
+ 239 + + +

You have only one chance to kill the Zakhan before he releases another deadly bolt of energy from the Orb of Death.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Dagger, add 3 to the number you have picked. If you have completed the Lore-circle of Fire, add 1.

+ If your total is now 0&endash;4, the dagger misses its target; turn to 20. + If your total is 5 or more, it strikes the Zakhan in the heart; turn to 350. +
+
+ +
+ 240 + + +

The dust cloud grows bigger and the rumble of hoofbeats can now be heard drifting towards you across the open plain. Twenty lightly armoured riders approach, their lances bearing blue pennants embroidered with the arms of Tahou, their faces stern and unsmiling beneath the peaks of their winged helmets. Their sergeant makes a signal and the horsemen change formation, drawing up into a circle that quickly closes around you. State your business here! bellows the sergeant. Why do you ride to Tahou?

+ + + Brian Williams + + + + +

At first you are suspicious of their identities, but your basic Kai Sixth Sense confirms that these men are genuine Anarian rangers.

+ If you wish to tell the sergeant your real reason for riding to Tahou, turn to 279. + If you possess an Invitation and wish to show it to him, turn to 136. + If you demand to know what right they have to hinder your passage to the capital, turn to 343. +
+
+ +
+ 241 + + + +

To turn to the section of your choice, there are several methods. One is to turn to the Numbered Sections list and choose the appropriate section from the list.

+

If you have chosen the correct combination or one of the partial combinations, the footnotes for those sections will tell you so.

+
+
+ + +

You follow the corridor to a curved flight of alabaster stairs and descend them to a massive chamber. The floor is constructed of steely-blue metal flecked with silver, and a hundred darkened archways line the walls. Directly ahead stand two gigantic doors of sheeted platinum, engraved with patterns breathtaking in their intricacy. The chamber is deserted, but as you cross the floor and approach the doors, you are acutely aware that any one of the arches could be hiding a legion of reptilians.

+

In the centre of the door there is a lock that consists of four hexagonal buttons, arranged in the shape of a pyramid, with one button at the top and three buttons in a line below it. Every time you touch a button, a glowing number appears on its surface. Your basic Kai sense informs you that this is a combination lock; if you press each button several times until the correct numbers show on all four buttons the lock will release and the doors will open.

+ If you know the correct number to press for the top button, and the correct three-figure number for the bottom three buttons, add both numbers together and turn to the entry that has the same number as the total. + If you know only one of the two correct numbers that you need to open the lock, turn to the entry of that number. + If you do not know the correct numbers to press for either the top button, or the bottom three buttons, turn to 207. +
+
+ +
+ 242 + + +

Leaving your horses and the South Gate tower behind, you enter a wide avenue flanked by workshops and houses, all built of red stone or rock sheathed in red plaster. The buildings themselves are small and densely packed, yet each one, no matter how humble, has a spire or tower that soars into the sky.

+

The large sleepy-eyed heads of stone dragons gaze down from the balconies of minarets, crowned either with bulbous, onion-shaped domes of copper, or with platforms housing engines of war recently installed.

+

Banedon points to an eating house and suggests that you stop there for some refreshment. Chiban's house is more than an hour's walk from here, and you are ravenous after your long ride.

+ If you wish to enter the eating house, turn to 80. + If you decide to ignore your rumbling stomach and continue your walk to Chiban's house, turn to 146. +
+
+ +
+ 243 + + +

Before you lies a huge chamber. Its walls are hung with silk and fine tapestries and its sunken floor is piled high with glittering treasures. As you enter, a perfumed breeze ruffles your hair and the sound of song-birds fills your ears.

+

Sogh leads you past a bubbling pool of crystal-clear water into an antechamber. Here, lying on a couch of vivid scarlet, rests the ruler of this sanctuary, dressed in an extravagant costume of many colours. His large, squarish face is framed by a hood trimmed with a strange purple fur. He stirs from his slumber and opens his coal-black eyes.

+ + + Brian Williams + Kad-dul da-nar Li-ook! he breathes, and a vivid
green flame engulfs the sparkling jewel
+ + + +
+

Sogh! Who is this man? he shouts, angrily. Why have you brought him here? The thief tries to offer an explanation but it only serves to anger him even more. Sogh, you snivelling fool! he bellows. You know it is forbidden to bring outsiders into the secret enclaves of the guild. I should have you flogged for your stupidity. For all we know, this Northlander could be a spy, or even&ellips; he pauses, staring up at you fearfully, an assassin. He snatches a gem from his pocket and holds it in the air. Kad-dul da-nar Li-ook! he breathes, and a vivid green flame engulfs the sparkling jewel.

+ If you have the Magnakai Discipline of Psi-screen, turn to 101. + If you do not possess this skill, turn to 64. +
+
+ +
+ 244 + + +

The Doomwolves howl and their Giak riders cackle with glee as they hurl themselves upon you. You lash out at a grey-skinned rider, cleaving his grinning head in two, and swinging your arm back just in time to dispatch a Doomwolf that is leaping towards your face. All around you the snarl and screech and press of bodies threaten to overwhelm your senses, but you are a Kai Master and in the heat of battle your nerve is ice cool. Grimly you fight with a speed and skill that leaves a dozen dead in as many blows. But you do not fight alone. Banedon rears into view, flashes of flame spurting from his fingers with a crack, like a whip, that echoes above the din of combat. Then another wave of wolf-riders appears. They charge into the fray, driving a wedge between you and your companion. A black sword cuts the air less than an inch from your scalp, but you deal its wielder a fatal blow before he can strike a second time. He falls, yet his Doomwolf mount leaps up and clings to your horse, its claws buried in the saddle leather, its foaming jaws snapping at your throat. You must dispatch this beast quickly before it drags you both to the ground.

+ Doomwolf1826 +

If you have the Magnakai Discipline of Animal Control, add 2 to your COMBAT SKILL for the duration of the fight.

+ If you win and the fight lasts three rounds or less, turn to 306. + If you win and the fight lasts longer than three rounds, turn to 148. +
+
+ +
+ 245 + + +

This tree-lined avenue leads to a large public garden called the Rainbow Park, so named because of the vast number of rare and colourful flowers that grow there. The park itself has been turned into an army encampment for those Anarians who have answered the President's desperate plea for defenders. Their banners, lit by the glow of a hundred camp fires, hang above the tents that cover the lush lawns. A couple of soldiers, armed with two-handed broadswords, which they rest across their shoulders, stand guard at the park gates.

+ If you wish to ask them if they know where Chiban the Magician lives, turn to 17. + If you wish to continue along Rainbow Lane without stopping, turn to 288. +
+
+ +
+ 246 + + +

With half your equipment discarded you are able to claw your way up through the black water. Finally you reach the surface, coughing and gasping for air. At first the incredible coldness stunned your senses,but now it revives them, spurring you to swim towards the distant shore that gleams faintly in the dim half-light.

+

Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore.

+ If you have the Magnakai Discipline of Divination, turn to 298. + If you do not possess this skill, turn to 41. +
+
+ +
+ 247 + + +

You approach the twitching body of the dead sky-snake, your weapon held ready in case it should suddenly rear up and strike again. With grim fascination you inspect its venomous fangs and shiny green coils; you shudder when you think of how close you came to death.

+

Already a brace of plains vultures are circling overhead, waiting to feast on the creature's carcass. You mount your horse and follow Banedon as he retraces the route back to the highway. You are now hungry and must eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 318. +
+
+ +
+ 248 + + +

Crouching in the shadows beneath the staircase, you look to the end of a torchlit corridor, where a soldier stands guard at a pair of solid iron gates. Your weapons and equipment are on the other side of that gate, my friend, whispers Sogh. It's the tower strongroom, although it's not as strong as they'd like to think. They caught me inside once, but they never found out how I managed to get in. There's a secret passage that leads through the wall to the stables outside. If we can get past that guard and into the strongroom, you can get your equipment back, I can get what I came here for, and we can both get out through the stables.

+

But what about my friend? you reply, worried about Banedon's safety.

+

He's not here. I overheard the guards say they were taking him to the Eastgate Barracks. I'd worry about his neck after you've saved your own if I were you.

+

You stare at the guard, a plan slowly forming in your mind. Give me that purse of silver, you say, holding out your hand.

+

Now, wait a minute, I&ellips; replies Sogh, in a fluster.

+

Don't argue, you retort. You'll get it back. I just need the right sort of bait to hook us this fish.

+

Reluctantly he hands over the purse. Silently you leave the shadows and creep along the corridor, taking care to avoid the pools of flickering torchlight. When you are within ten feet of the guard, you begin to lay a trail of silver Lune all the way back to the staircase. The guard notices the glint of silver and cannot resist the temptation; he leaves his post to collect the coins. You wait tensely, sword in hand, as he approaches slowly. He is within a few feet of your hiding place when suddenly he sees you and begins to shout for help.

+

You must act quickly or his cries will summon every guard in the tower.

+ If you have the Magnakai Discipline of Psi-surge and have reached the rank of Principalin, turn to 84. + If you wish to attack him with your sword, turn to 3. + If you wish to throw your dagger at him, turn to 215. +
+
+ +
+ 249 + + +

Further along the battlements a group of determined Giak soldiers have climbed the wall, using a scaling ladder. Leading their attack is a large scaly Gourgaz, who wields a two-handed axe with devastating effect. It cuts a gruesome path through the Anarian defenders and launches itself at you.

+ Gourgaz2334 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 303. +
+
+ +
+ 250 + + +

You walk along the narrow, cobblestoned street, taking care to avoid passing too close to windows and doorways, where the glare of firelight is brightest. The city is in a sullen mood. With their women and children safe in the south, the soldiers and citizens busy themselves with preparations for the battle that is imminent. Heavy steps and the clank of weapons echo along the street as a troop of Slovian mercenaries march by, with scarlet- and black-striped shields on their arms, and polished halberds resting on their mailed shoulders. You follow as they march towards a building in the distance, where their officer orders them to halt and fall out. Most of the soldiers then enter the building, but two remain outside to talk and share a pipe of Lourden tobacco. A sign fixed to the building says:

+ + + Brian Williams + + + + + EASTGATE BARRACKS + If you wish to question the mercenaries about Banedon, turn to 189. + If you wish to try to enter the barracks unnoticed, turn to 68. + If you decide to continue walking along Eastwall Lane, turn to 284. +
+
+ +
+ 251 + + +

Deprived of your sight as you descend into the Stygian void, your Kai perception compensates by becoming more sensitive and more acute. An image forms in your mind of the events taking place around the Cauldron. You see the winch and the faces of the Senate guards, who are feeding the rope that supports your cradle. They are joined by another, who has come to help with their task. He takes his place at the lip of the shaft and grips the rope, but hidden in his hand is a razor-sharp blade! Your throat tightens with fear as you picture the gloating face of Senator Chil.

+ Turn to 53. +
+
+ +
+ 252 + + +

Like most southern Anarian peasants, these farm hands are simple folk. They have heard nothing of the war in the north, and know nothing about the Darklord armies that are poised to assault their capital. All they are able to tell you is that a great many wagons carrying Takas, or rich city folk, have travelled the road to Navasari in the last ten days.

+

They would be happy to share their humble meal of corn soup with you, but the smell of their dung fire has destroyed your appetite and you refuse their offer politely. Banedon, who has been talking with the owner of the house, returns to his horse and nods at the signpost. It's pointing the wrong way. A few days ago one of the Takas' wagons ran into it and nobody has bothered to fix it yet.

+

With a wave, the farm hands bid you farewell as you urge your horses back on to the highway. You are now hungry and must eat a Meal or lose 3 ENDURANCE points.

+ Turn to 318. +
+
+ +
+ 253 + + + +

Golds Crowns may not be paid in lieu of Lune in this instance.

+
+
+ + +

The mercenaries demand ten Lune in advance before they even hear your question.

+ If you have this sum, and wish to pay it, do so and turn to 19. + If you do not have ten Lune, or do not wish to pay them this amount, you either try to enter the barracks unseen; turn to 68. + Or, leave the barracks and walk back along Eastgate Lane; turn to 278. +
+
+ +
+ 254 + + + +

If you possess the Sommerswerd, you may double these undead creatures' ENDURANCE point loss.

+
+
+ + +

The ghouls clamber up the rocky base of the steps and hurl themselves into the hollow with fanatical zeal. They are all unarmed, but their claw-tipped fingers are as sharp and as deadly as knives.

+ Ghoul Pack2435 + If you win the combat, turn to 147. +
+
+ +
+ 255 + + +

The commander narrows his eyes. Bah! he snorts. Let 'em enter. We need all the men we can get. Their blood's as good as any that'll be spilled in the defence of this city.

+

You cast a glance at Banedon and smile as he wipes a bead of sweat from his brow.

+ Turn to 113. +
+
+ +
+ 256 + + +

I seek the Lorestone of Tahou, you reply, boldly. I am the Kai Lord, Lone Wolf, and I quest for the wisdom of Nyxator, that I may vanquish the spawn of his enemies and save my people from destruction.

+

Her harsh gaze softens as your proud words fill the chamber with resonant echoes. You sense a sadness within her, but she replies with words of joy that form in your mind. Your quest will be fulfilled, as it was by your sire many centuries ago. We have waited long for your coming, Skarn, and we will fulfil our duty to He who gave us life.

+

She opens the great platinum doors and beckons you to follow her.

+ Turn to 200. +
+
+ +
+ 257 + + +

The highway twists like a restless snake as you gallop headlong through the darkening Tahou Hills. The unholy baying of the Doomwolves draws steadily closer as you fight desperately to keep your tired horses ahead of the ravening pack. Three miles from the watchtower settlement, the fastest pack members draw level with you as you race along a dry watercourse. Their eyes and fangs glint evilly in the moonlight as they cut across your path, forcing you to stand and fight.

+ Turn to 244. +
+
+ +
+ 258 + + +

Relentlessly the enemy pour their fire upon the north and west city walls, until the black sky above Tahou takes on a vivid scarlet glow. The defenders look to their weapons uneasily and pray that the gods are with them, at least until dawn. And when the first rays of dawn light show above the eastern hills, no mists enshroud the armies of Darklord Gnaag&emdash;they are massed in all their glory, awaiting the order to attack. You cast your eye across this sea of doom and mark the many regiments of evil that are ranged against the walls of Tahou.

+

The armoured legions of Vassagonia are the first to advance, moving in ordered columns towards the West Gate. At their head walks a figure sheathed in gold around whom a cold blue fire glows intensely. He strides within range of the city archers and they send a cloud of arrows to greet him, but these shatter and crackle when they encounter his impregnable glowing shield. He crosses the siege bridge and halts before the West Gate. In his hand is an orb of black metal. He holds it before him and mouths an incantation. Instantly a bolt of scarlet flame lances from the orb, destroying the great doors with a thunderous boom. Proudly he strides into the city and the defenders melt before him. One summons enough courage to attack him with a spear. There is a crackling flash and in an instant the soldier is transformed into a pile of glowing ash.

+ + + Brian Williams + A Defender attacks him, driving his spear
through the cold blue flames
+ + + +
+

He advances unchecked and undaunted by all attacks, for they cannot penetrate his magical shield. Only when he comes face to face with you does he stop.

+

I have come for you, Lone Wolf, he says, a cruel smile on his lips. You gaze into the ice-cold eyes of Zakhan Kimah, ruler of Vassagonia. As he raises his orb of black metal, you steel yourself for the battle that is about to commence.

+ If you have the Sommerswerd, turn to 48. + If you do not possess this Special Item, turn to 210. +
+
+ +
+ 259 + + +

Sogh looks at you sheepishly as you search the dead guards. I'm no fighter, he says, apologizing for his cowardly behaviour. I've no stomach for it. He grimaces at the sight of the bloodstained bodies but manages to overcome his squeamishness when he spies a gold ring and a full purse on one of them.

+

Your search reveals four useful items:

+
    +
  • 2 Swords
  • +
  • 1 Dagger
  • +
  • 1 Iron Key
  • +
+

You let Sogh keep the ring and the purse, and hand him one of the swords, which he is reluctant to accept. The other three items you keep (mark them on your Action Chart).

+

After hiding the bodies, you follow Sogh as he leads you through the chambers and corridors of the South Gatehouse tower. Twice you are almost discovered, but your Kai skills, and Sogh's thief-like agility, save you both from further confrontation until you reach the ground floor of the tower.

+ Turn to 248. +
+
+ +
+ 260 + + +

In a split second you counter his attack with a savage swipe that shears his arm off at the elbow. Arm and dagger fall to the table and the soldier collapses screaming to the floor. His comrade kicks back his bench and steps away as he fumbles for his sword. With a drunken yell, he unsheathes the blade and leaps forward in a reckless attack.

+ Drunken Mercenary1526 + If you wish to evade combat, turn to 328. + If you stay and win the combat, turn to 170. +
+
+ +
+ 261 + + +

You may drop either a coin (a Gold Crown or a Lune), a Special Item, a Backpack Item, or a Weapon. When you have decided which of your possessions you are willing to risk, erase it from your Action Chart.

+ Turn to 280. +
+
+ +
+ 262 + + +

Your psychic Magnakai sense warns you of imminent danger if you take the track to the left.

+ If you wish to investigate the danger, turn to 45. + If you choose to heed your Magnakai sense and take the track to the right, turn to 63. +
+
+ +
+ 263 + + +

Your skin prickles when you see the old man mouth your name, for his words sound in your head as if he were standing next to you and whispering them in your ear. Come hither, Lone Wolf, he breathes. Your purpose here is known to me. I, Gwynian of Varetta, will aid your quest.

+

Your immediate reaction is to turn and flee, but your Kai senses reveal that this man speaks the truth; he can help you find the Lorestone of Tahou.

+

Drawn by his command and your own curiosity, you climb the steps of the Magistrates' Court and follow him into his private chambers. There he explains how he has learned of your identity and purpose.

+ Turn to 76. +
+
+ +
+ 264 + + +

In the pitch blackness you fail to see a false section of the stair which conceals a shallow hole. As you tread on the false step, it collapses, and your foot sinks into the hole to become ensnared among a mass of hooks. Their barbed tips hold you trapped, for you dare not withdraw your foot quickly in case you rip your leg to shreds: lose 3 ENDURANCE points.

+ Turn to 307. +
+
+ +
+ 265 + + +

Including the broth, which smells awful, there is very little of use or value in the hut. You discover the following articles, all of which are Backpack Items:

+
    +
  • Comb
  • +
  • Rope
  • +
  • Lantern
  • +
  • Blanket
  • +
+

You may keep any or all of these Items, but remember to adjust your Action Chart accordingly. You about to leave when you notice a trapdoor set into the floor near the fireplace.

+ If you wish to open the trapdoor, turn to 154. + If you choose to ignore it and continue your trek to Tahou, turn to 123. +
+
+ +
+ 266 + + +

You raise your hood and wrap yourself in your Kai cloak to minimize the risk of being cut by broken glass. Leaping feet first, you escape through the window with only a few minor scratches (lose 1 ENDURANCE point), but the glass shatters with such a terrific crash that it alerts the soldiers on guard at the side door. They surround the carriage and arrest the driver, forcing you to abandon your hopes of escaping that way.

+ Turn to 39. +
+
+ +
+ 267 + + +

The sergeant-at-arms orders his men to surround and disarm you both. Sogh immediately drops to his knee and begs for mercy; he blames you for everything, saying that you released him and forced him to accompany you against his will. Silence, weevil! You'll get your chance to tell your tale to the Chief Magistrate. Maybe he'll believe you&ellips; growls the sergeant before casting an angry glance at the dead soldier, and maybe he won't.

+

You are led back to your cell and four burly armed guards are placed outside the door with orders to shoot to kill if you should attempt another escape.

+ Turn to 227. +
+
+ +
+ 268 + + +

Guyuk is a nervous and jittery sort of man. He is afflicted with all manner of tics and twitches and is given to worrying about anything and everything. Recently his condition has worsened, and in light of events in the north, it is not difficult to understand why.

+

Oh! What's to become of us? Where will it all end? he mutters, wringing his pudgy hands and casting his eyes to the rafters. Every day for the last two weeks wagons filled with women and children have been leaving Tahou for the south, yet the Senate tell us that nothing is wrong, that we should go about our business and not concern ourselves with city affairs. Well, I for one am not fooled. I tell you they're keeping us in the dark about what's really happening and I'm not going to wait around to suffer the consequences. I'm closing up and moving out at the end of the week, and if you two gentlemen would take some friendly advice, you'd be wise to do the same.

+

Someone in the tavern is calling for more lovka. Before you can question Guyuk further, he snatches up a bottle and scurries away to serve his thirsty customer.

+ If you now wish to order some food, turn to 88. + If you decide to retire to your room, turn to 156. +
+
+ +
+ 269 + + +

When you have finished your meal, you talk at length about your journey from Dessi and your quest for the Lorestone of Tahou. Chiban produces a map of the city, which he unfurls on the floor of his study, the only surface not cluttered with magical equipment. With his toe he points to the location of the Tahou Cauldron: it is in the Square of the Dragons in the West District of the city.

+

The Cauldron is a funnel-shaped hollow with a circular shaft at its base. The shaft descends to the ruins of the ancient city of Zaaryx, 500 feet below the streets of Tahou. Legend tells us that the Lorestone was thrown into the Cauldron to prevent the Black Zakhan of Vassagonia from capturing it during the Great Khordaim War. The shaft was closed off and has remained sealed for the past 360 years. He looks up from the map and you notice that his smiling features are now sad and composed.

+

At dawn the armies of Darklord Gnaag will be at the gates of the city and the battle of Tahou will have begun. My duty is here, in the defence of my beloved city, otherwise I would willingly accompany you on our search. There is only one man who can help you now, for he is the only one that can grant you access to the shaft that descends to Zaaryx. He is President Toltuda of Anari. Come, I will arrange an audience with him immediately.

+ Turn to 208. +
+
+ +
+ 270 + + +

You rise and run along the battlements, escaping death by inches as the stone ball shears away the parapet and walkway where you were sheltering. One hundred yards further on, a tower looms into view; it is one of many that reinforce the city wall. You can hardly believe your eyes when you notice that your companion, Banedon, is standing behind the crenellations. You wave and shout to him but the noise of battle drowns your call.

+ Turn to 131. +
+
+ +
+ 271 + + +

Gratefully he accepts your offer and adds the food to the broth bubbling on the grate. He tells you that he is a hermit and has lived here, at the edge of the gorge, for most of his life. He is nearly blind but he knows every inch of these hills as well as he knows his own hut, and he offers to show you and Banedon a short cut to Tahou.

+ If you wish to accept his help, turn to 37. + If you choose not to accept his help, you leave the hut and continue, turn to 123. +
+
+ +
+ 272 + + +

You have a strong premonition that death will befall you if you stay on board the wagon.

+ If you wish to heed your Kai sense and leap from the speeding wagon, turn to 230. + If you decide to ignore your premonition and stay on board, turn to 340. +
+
+ +
+ 273 + + +

You are about to enter the square at the end of Brooker Court when you suddenly realize that you have been robbed. The drunken soldier was not drunk at all: he was a skilful pickpocket.

+

Erase the second Special Item on the list on your Action Chart. If you only have one Special Item, you must delete this. If you have no Special Items at all, delete the first Backpack Item noted on your Action Chart.

+ If you wish to run back to the tavern alley and chase after the pickpocket, turn to 94. + If you choose to let him go and continue on your way, turn to 334. +
+
+ +
+ 274 + + +

For three hours you ride without pause or rest along the Tahou highway. On either side the whispering grasses of the Anari plain stir lazily in the thin breeze of morning. Villages are few, but wherever there are trees you are sure to find a group of huts nearby.

+

The highway descends along a ridge towards a copse of stunted trees, where a circle of simple dwellings have been built around a well. At your approach, a bell is sounded and several peasants appear, each holding a basket of assorted wares, which they urge you to buy.

+ If you wish to examine these wares, turn to 331. + If you wish to continue through the village without stopping, turn to 52. +
+
+ +
+ 275 + + +

Maghana leads you to another room, one of several that lead from his sumptuous chamber, and approaches a dais standing near the door. He passes his hand over a crystal set into its surface and at once a section of the wall moves inwards, exposing darkness beyond. An icy damp wind fills the room, carrying with it a cloying smell of decay. Elsewhere in the chamber are tables laden with equipment, placed here, no doubt, for those who dare venture beyond the windswept portal.

+

Take what you need, says Maghana, his voice barely audible above the howl of the wind, then go. He ushers Sogh from the chamber and locks the door behind him.

+ If you wish to examine the equipment, turn to 13. + If you choose to ignore the equipment and investigate the portal instead, turn to 181. +
+
+ +
+ 276 + + +

The impact of your killing blow knocks the guard headlong backwards on to the hard stone floor. Unfortunately, the noise of combat has alerted his comrades and, as you stoop to grab the key from the dead man's belt, you hear the sound of their hobnailed boots as they storm down the stairs. The leading pair are armed with bows and, as they reach the bottom of the staircase, they kneel and take aim.

+

Surrender or die! shouts their sergeant-at-arms, brandishing an axe.

+ If you wish to raise your hands in surrender, turn to 267. + If you wish to defy his order, turn to 95. +
+
+ +
+ 277 + + +

The dragon-like eyes of the monster blaze with hatred and a deep growl rumbles from its fanged maw as it makes ready to attack.

+ Zadragon4358 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 93. +
+
+ +
+ 278 + + +

You have not gone far when, to your horror, you find yourself standing in front of the South Gate tower. The guards recognize you immediately and raise the alarm. You turn to run but a troop of cavalry surges out of the gatehouse and you are quickly surrounded.

+ If you wish to stand and fight these soldiers, turn to 44. + If you choose to surrender to them, turn to 162. +
+
+ +
+ 279 + + +

Seems we have a pair of travelling clowns come to entertain us with fairy stories, sneers the sergeant, while his men laugh disdainfully at your explanation. He draws his curved cavalry sword and points the blade menacingly towards your chest; his men cease their sniggering. You're both under arrest on suspicion of spying. Drop your weapons&emdash;at once!

+ If you wish to obey the sergeant's order, turn to 24. + If you wish to resist arrest, turn to 85. +
+
+ +
+ 280 + + +

It takes a little over three seconds for the object to hit solid ground, and you judge the drop to be at least thirty feet&emdash;too far to jump safely. Rather than risk your legs, and possibly your life, on such a jump, you decide to try to reach the ledge.

+ Turn to 38. +
+
+ +
+ 281 + + +

You sense an aura of psychic energy burning fiercely at the core of the moving shadow. The creature possesses a supernatural force of great destructive power. To approach it could be fatal, yet to ignore it could prove equally disastrous.

+ If you wish to raise your Psi-screen and approach the shadow, turn to 166. + If you choose to avoid it by hurrying away, turn to 61. +
+
+ +
+ 282 + + + +

Remember to remove the used Torch from your Action Chart if you choose to use it.

+
+
+ + +

The roof of the cave and the tunnel beyond is high enough for you to ride through it on horseback. But the interior is pitch black, and if you are not to stray off course, you will need some form of light to illuminate the way ahead.

+ If you possess a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 219. + If you do not possess any of these Items, turn to 341. +
+
+ +
+ 283 + + +

The metal is cream coloured and wafer thin, and the design embossed on the surface appears to be an intricate mathematical equation. You apply your mind to solving the numerical riddle and are close to an answer when suddenly the metal bursts into flames. You fling the flaring token away instantly, but your hand is still badly burned by the flash&emdash;lose 4 ENDURANCE points.

+

You curse the device but console yourself with having solved the riddle: the answer is 320. (Make a note of this number in the margin of your Action Chart; it may prove useful at a later stage of your adventure.)

+ Turn to 130. + +
+ +
+ 284 + + +

You continue along the street as it follows the curve of the city wall. To your left you notice a tavern with its door and windows boarded up. Just beyond it a street branches off to the left. A rusty iron sign reads:

+ GALLOWS STREET + If you wish to enter Gallows Street, turn to 234. + If you wish to continue along Eastwall Lane, turn to 55. +
+
+ +
+ 285 + + +

The Giaks fix you with steely stares, their yellow eyes open wide with shock as they fumble for their weapons. However, before they are able to unsheathe their swords and scramble to their feet, you leap forward and attack.

+ Giak Scouts1520 +

Owing to the surprise of your attack, ignore any ENDURANCE losses you sustain in the first two rounds of combat.

+ If you win the combat, turn to 21. +
+
+ +
+ 286 + + +

The enemy begin bombarding the wall with huge stone balls fired from catapults that they have wheeled to the edge of the great moat. The first of these missiles drop from the sky without warning to tear vast holes in the parapets and walkways. Immediately you take cover but are horrified to see one of these huge missiles hurtling directly towards you.

+ + + Brian Williams + The enemy begin bombarding the wall with
huge stone balls fired from catapults
+ + + +
+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris add 4 to the number you have picked.

+ If your total is now 0&endash;5, turn to 112. + If it is 6 or more, turn to 270. +
+
+ +
+ 287 + + +

The dagger sinks deeply into his chest, knocking him to the ground. He screams at the sudden pain and his cry alerts a patrol of guards on the floor above. You leave your hiding place and run towards the dying soldier, your hand outstretched to snatch the strongroom key from his belt. But before you reach the man you hear the hobnailed boots of the patrol storming down the stairs behind. The leading pair are armed with bows, and as they reach the bottom of the staircase, they kneel and take aim. Surrender or die! shouts their sergeant-at-arms.

+ If you wish to raise your hands in surrender, turn to 267. + If you choose to defy his order, turn to 95. +
+
+ +
+ 288 + + +

The lane skirts the edge of Rainbow Park as it heads towards the guildhalls and emporiums of the city's West District. As you approach the Guildhall of Armourers, a patrol of guards, led by an officer wearing the crest of the Tahou garrison, suddenly appears from a side street and comes marching towards you. As soon as the officer catches sight of you, he orders his men to halt and load their bows. Stop! he commands. Stop at once or we'll open fire!

+ If you wish to surrender to this patrol, turn to 344. + If you wish to ignore the officer's command and turn and run, turn to 211. +
+
+ +
+ 289 + + +

The icy water clogs your nose and throat and numbs you to the bone. Desperately you fight to control the panic gnawing at your insides as your air-starved lungs fill your chest with an agonizing pain.

+ If you have a Vial of Blue Pills, turn to 25. + If you do not possess this Item, turn to 329. +
+
+ +
+ 290 + + +

The leader of the approaching cavalry, a sergeant, signals to his men to change formation. They leave the highway and draw up in a circle, closing around your hiding place. The sergeant unsheathes his curved cavalry sword, holds it at arm's length, and edges his mount nearer so that the blade hovers menacingly just before your chest. You're both under arrest, he bellows, on suspicion of spying! Drop your weapons at once!

+ If you wish to obey the sergeant's order, turn to 24. + If you choose to resist arrest, turn to 85. +
+
+ +
+ 291 + + +

The deluge engulfs you so quickly that it is impossible to avoid inhaling the fine grit. As you do so, a terrible pain stabs at your chest: the dust contains the spores of a deadly fungus that is now poisoning your lungs. Unless you have the Magnakai Discipline of Curing, and have reached the Magnakai rank of Tutelary or higher, you must lose 8 ENDURANCE points.

+ If you are still alive, turn to 233. +
+
+ +
+ 292 + + +

The men are plainly displeased that you have interrupted their conversation. One of them, a sallow-faced knave with dark eyes and curly black hair, snatches a jug from the table and takes a long swig. He slams it down and turns to his friend.

+

Did you know, he says, red wine squirting through his rotted teeth, my brother Ghane was killed in Ragadorn last year? He was stabbed in the back by a lousy Northlander. Slowly he turns his head and stares coldly into your eyes. I hate Northlanders, he snarls. They're all cowardly, backstabbing scum! You notice his hand leave the jug and slip below the table.

+ If you wish to tell him you are sorry to hear what happened to his brother, turn to 8. + If you wish to prepare for combat in case he attacks you, turn to 86. + If you decide it would be wise to leave the eating house, turn to 347. +
+
+ +
+ 293 + + +

The wolf-riders give chase, but their pursuit is half-hearted and you have covered less than a mile when you hear the Giaks call off their hunt. They console themselves by hurling threats and vile curses at your backs as you disappear swiftly into the dusk.

+

The highway emerges from the hills at a village called Varta, situated on the edge of the Tahou flats. The flats consist of fields of cultivated crops forming a fertile market garden two miles wide which is farmed right up to the banks of the great moat that encircles the capital. Varta is deserted: its male inhabitants now shelter within the city walls, whilst the women and children have travelled south to the safety of Navasari. As you leave the empty town and descend on to the flats, you catch your first awe-inspiring glimpse of the ancient city.

+ Turn to 100. +
+
+ +
+ 294 + + +

You shake your head in disbelief when you see who is sitting in the Chief Magistrate's chair. It is Gwynian, the Sage of Varetta, the man who foretold the dangers of the Chasm of Doom and helped you find the Lorestone of Varetta.

+

Our stars unite, Lone Wolf, he says, the trace of a smile wrinkling his kindly face. Destiny has decreed that we should meet again.

+ Turn to 54. +
+
+ +
+ 295 + + +

You grip the sun-sword in both hands and strike out at the bolt as it surges towards your chest. There is a terrific jolt and a splash of white sparks as the sword deflects the bolt, sending it screeching back along the corridor. It explodes among the reptilians with an ear-splitting crack, destroying them and their weapon and scattering their burning remains all over the walls and floor. You cover your face with your cloak and run, head down, through the billowing smoke and flames to a clearer section of the corridor beyond.

+ Turn to 241. +
+
+ +
+ 296 + + +

Suddenly a tremendous noise fills your ears as a huge snake rises above the crops ahead, propelled into the air by a pair of powerful feathered wings. Two vulture-like forelimbs, tipped with sharp rending claws, scrabble the air as it dives towards your chest.

+ Turn to 82. +
+
+ +
+ 297 + + +

You dive, roll twice, and bounce to your feet, suffering nothing more serious than a scratched shoulder and a bruised knee: lose 1 ENDURANCE point.

+ To enter the tower, turn to 131. +
+
+ +
+ 298 + + +

Gradually, as the feeling returns to your frozen limbs and your heart ceases to hammer in your chest, you feel bitterness and resentment welling up inside. You lift your face and give vent to an angry shout, cursing Senator Chil for his act of callous treachery that so nearly sealed your doom. Your voice travels through the dark towards a tiny speck that is the shaft of the Cauldron, 500 feet above, but none hear your cry. The Senate is convinced that you have perished in the fall and have ordered the plug to be lowered back into position. Helplessly you stare into the void and watch, with fear and frustration, as the tiny speck flickers and then disappears.

+ Turn to 218. +
+
+ +
+ 299 + + +

You follow the old hermit back into the gorge and along the dry watercourse. He leads you to a cave, its entrance partially hidden by a rockfall. Enter and follow the tunnel through the hillside and you will soon arrive at a place close to the capital. Before you can thank him, he turns and hobbles away, eager to return to the warmth of his hut.

+ Turn to 31. +
+
+ +
+ 300 + + +

The great flagstoned precinct at the entrance to the Anarium is packed with hundreds of people. Senate officials, soldiers and citizens crowd the steps that give access to the grand foyer and outer chambers of the hall. You notice that a side entrance is being used exclusively by army scouts who arrive with dispatches and leave with orders for the lookouts hidden in the surrounding hills. You take a calculated gamble and order the carriage driver to draw up at the side entrance. This bold move pays off; upon seeing your presidential scroll not only do the guards allow you into the Anarium, but you are escorted to the Appellant's Gallery inside the assembly hall itself.

+ + + Brian Williams + President Toltuda occupies a seat in the centre of the
hall and presides over a heated discussion
+ + + +
+

From your seat in the gallery you stare down at an oval hall, ringed by twelve arches beneath which the senators of Anari sit upon their throne-like chairs of lacquered oak. President Toltuda occupies a seat in the centre of the hall and presides over a heated discussion that is raging back and forth. Having heard all sides of the argument he calls for a vote, and the issue is decided by a show of hands.

+

We now come to a quite extraordinary matter, which has been raised by one of our most eminent citizens, says President Toltuda, introducing your appeal to the Senate. He turns to the gallery and calls out, Sommlending Lord, Lone Wolf, please make yourself known to the assembly.

+

You rise from your seat and bow to the senators. Please present your request to us, Lone Wolf, says the President, and a hush descends on the hall as you explain the purpose of your journey to Tahou. When you have finished, the President calls upon the senators to speak.

+

I say we should help the Sommlending, pipes the shrill voice of Senator Zilaris. If he finds the Lorestone, its power could turn the tide and save Tahou from the clutches of Darklord Gnaag. A murmur of agreement stirs in the hall.

+

And I say we should refuse to open the Cauldron, booms the powerful voice of Senator Chil. I say that if it were not for his presence in our city, we would be spared the attention of the Darklords. He is the object of their anger and spite. I say we should give him to them, and in doing so we will save our city, our country, our people and ourselves! A surge of support echoes from the arches, and your skin prickles at the thought of what could happen. President Toltuda calls for a vote to decide whether the Senate should allow you to enter the Cauldron, or use you to bargain for peace with the Darklords.

+

Tensely you await the result. The votes are cast and counted and the Senate is split evenly: six votes for you and six votes against. The decision now rests with the President himself. He must cast the deciding vote.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 58. + If the number is 5&endash;9, turn to 137. +
+
+ +
+ 301 + + + +

If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+
+
+ + +

You are in combat with a powerful denizen of Zaaryx. There is no time to evade its attack and you must fight it to the death.

+ Psi-ghoul2030 + If you win the combat, turn to 87. +
+
+ +
+ 302 + + +

Never mind, stranger; you are not the only one who does not know the answer, says Khmar, motioning towards the plains farmers who are frowning and scratching their heads. He and his sons gather up their belongings and bid you goodnight. The farmers soon follow suit, leaving you and Banedon seated alone at the end of the table.

+ If you wish to talk to Guyuk the tavern owner, turn to 268. + If you wish to order a meal, turn to 88. + If you decide to call it a day and retire to your room, turn to 156. +
+
+ +
+ 303 + + +

With their leader slain, the Giaks suddenly lose their nerve and fall back to their ladder. You leap forward and help them on their way with a flurry of blows that leaves six dead at your feet. Several leap from the battlements into the moat rather than stand and face your deadly counter-attack. Within minutes the wall is cleared of the enemy and a squad of Slovian mercenaries arrives to plug the gap.

+ If you have the Magnakai Discipline of Huntmastery and have reached the Magnakai rank of Principalin, turn to 35. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 168. +
+
+ +
+ 304 + + +

A tingle runs down your spine as you recognize the Chief Magistrate. It is Gwynian, the Sage of Varetta, the man who foretold the dangers of the Chasm of Doom and helped you find the Lorestone of Varetta. Come hither, Lone Wolf, he beckons. His words sound in your head as if he were standing beside you, whispering them in your ear. Destiny has decreed that we should meet again.

+

Drawn by his words and your own curiosity, you climb the steps of the Magistrates' Court and follow him to his private chambers.

+ Turn to 76. +
+
+ +
+ 305 + + +

The man smiles smugly as you recount everything about yourself, your quest for the Lorestone, and your ordeal at the Senate House. When finally you reach the end of your account, he gives vent to a long, sardonic laugh. I, Maghana, the Guildmaster of Thieves, in all the years I have dwelt beneath the velvet fortress, I have dispatched many men to the Tahou Cauldron to seek out ancient treasures, though few have gone willingly, and fewer still have returned alive. Know you this, Sommlending: the Cauldron is but one way to enter the main shaft to Zaaryx. There are other routes, other shafts, and all of them are known to me. I will show you one such shaft, but you must do something in return. Is it agreed?

+

Cautiously you ask his terms. My son, Aiebek, entered the shaft three moons ago, drawn by the stories of dragon gold. He has not returned. All I ask is that if you find his body, you bring me the ring he wears upon his right hand. Without hesitation you agree to these terms, for they seem most reasonable. He smiles, but this time his eyes glow with a strange intensity, as if he were a man on the brink of madness. Do not fail me, he says, softly, holding aloft the sparkling mind-gem. I shall know if you lie.

+ Turn to 275. +
+
+ +
+ 306 + + +

The dead Doomwolf drops heavily to the ground and your horse rears up on its hind legs, churning the air with its forehooves, which strike like steel hammers amid the remaining wolf-riders. More than one ends its days with your horse's hoofprint stamped upon its shattered skull. A gap appears and you see Banedon gallop past, his loose robe streaming out behind him like a pair of blue wings. You dig in your heels and urge your brave horse after him, fleeing the battleground as yet more of the wolf-riders loom into view.

+ Turn to 293. +
+
+ +
+ 307 + + +

Suddenly you are bathed in a white light that shines upon you from holes in the stone ceiling, and at once you see the bottom of a staircase twenty yards ahead. In the corridor beyond, a door swings open to reveal two reptilians, supporting on their shoulders a huge rod of crystal, encircled with tubes and with glowing metallic buttons. Terror grips your heart as you watch the rod become charged with a bolt of power that is aimed at your chest.

+ If you possess the Sommerswerd, turn to 27. + If you do not possess this Special Item, turn to 152. +
+
+ +
+ 308 + + +

Your actions betray your guilt, growls the mercenary leader. Contemptuously he hurls aside the trembling soldiers and draws his sword. Get 'em, lads! he cries, and leaps to the attack.

+ Deldenian Mercenaries2634 + If you wish to evade after one round of combat, turn to 223. + If you win the combat, turn to 174. +
+
+ +
+ 309 + + + +

To clarify, Sogh joins in the combat if you defeat the first two Tower Guards.

+
+
+ + +

You throw yourself to the ground to avoid the deadly shafts but one pierces your left arm and knocks you back several feet. You fall awkwardly, cracking your head on the hard stone floor, and opening a jagged gash above your eye: lose 8 ENDURANCE points. Blinking away the blood, which is streaming down your forehead, you grit your teeth and stagger to your feet. The sergeant yells, Take him! and all six of the soldiers unsheathe their weapons and run at you. You cannot evade this combat, and because the corridor is narrow, you must fight the guards two at a time.

+ Tower Guards 1 and 21729 + Tower Guards 3 and 41832 + Tower Guard and Sergeant2032 +

If you win the first round of combat, Sogh will fight by your side and you may add 2 to your COMBAT SKILL for the duration of the subsequent combats.

+ If you win the combats, turn to 177. +
+
+ +
+ 310 + + +

You steel yourself to renew your aim as the flying serpent makes its attack. At the last possible moment you release the arrow, sending it burrowing into the creature's pear-shaped skull. It gives vent to a chilling sound and somersaults backwards in the air, its wings thrashing wildly as it crashes to the ground amid a spray of blood and broken feathers.

+ Turn to 247. +
+
+ +
+ 311 + + +

You reach the end of the alley where it joins a wide, cobblestoned avenue lit by street lanterns. A large, three-storey building stands on the corner; its windows are boarded and its doors are all locked, except for one at the side which is suspiciously ajar.

+ If you wish to investigate this building, turn to 217. + If you wish to ignore it and enter the street ahead, turn to 278. + If you decide to call off the chase, walk back to Brooker Court and continue on your way, turn to 334. +
+
+ +
+ 312 + + +

A troop of guards enters the enclosure at the double.They strip you of all your Weapons, Special Items and Backpack Items, and then escort you to a cell located high in the South Gatehouse tower. Banedon is led away to another part of the city wall, to be interrogated by the gatehouse commander.

+

Place an x beside each of the Special Items, Backpack Items and Weapons that you have listed on your Action Chart to indicate that they are no longer in your possession. Only if you rediscover them at a later stage of your adventure may you erase each x and reuse them.

+ Turn to 134. +
+
+ +
+ 313 + + + +

Remember to remove the used Torch from your Action Chart if you choose to use it.

+
+
+ + +

The creatures possess some psychic skills that afford them a limited sixth sense. Their leader, a female, who is taller and much lighter in colour than the others, suddenly detects your presence. The sight of you frightens the creatures and they slink quickly down the stairs, cradling their egg protectively in their webbed hands. You run forward in time to see them disappear into the dark stairwell.

+ If you have a Kalte Firesphere, a Lantern or a Torch and Tinderbox, turn to 33. + If you have a Fireseed and wish to throw it down the stairs, turn to 106. + If you choose to unsheathe a hand weapon and descend the stairs into darkness, turn to 224. +
+
+ +
+ 314 + + +

Your suspicions are aroused as you ride towards the watchtower. No flag flutters from its battlements and no guards appear to challenge your approach. You pass along a roadway littered with clothes and belongings, and the settlement looks deserted; it is as if the inhabitants have left in a great hurry. You are about to spur your horse to a canter when your Kai instincts warn you that danger lies ahead.

+

Like demons from a nightmare, a host of snarling Giak wolf-riders bursts into view, streaming out from their shadowy hiding places behind the empty huts. They thunder towards you on every side, shrieking and thrusting their spears at the darkening sky.

+ If you have a bow and wish to use it, turn to 183. + If you wish to draw a hand weapon and prepare for combat, turn to 244. + If you wish to try to escape this ambush by galloping along the pass, pick a number from the
Random Number Table. + If the number you have picked is 0&endash;3, turn to 293. + If it is 4&endash;9, turn to 257. + +
+ +
+ 315 + + +

Find somewhere else to sit, stranger: that place is mine, he demands, grasping the hilt of his dagger with his free hand. You sense movement outside in the street and you glance nervously at the cellar door. Get up, growls the man impatiently, drawing his dagger slowly from its sheath. If you dare cross Sogh of Suentina, you'll not live long enough to regret it!

+

At that instant the door bursts open and in rush six heavily armed Senate House guards. Thinking that the ale cellar is being raided, something of a routine event here at the Purple Purse, the shady patrons drop their drinks and flee towards the open door in an attempt to escape arrest. Sogh, the thief who threatened you, heads towards a shadowy arch. You run after him and grab him by the arm.

+

Get me out of here, you plead, you can name your price. The wily thief smiles at the thought of making some easy money and holds out his hand.

+

Give me your money pouch and I'll save your skin. Grudgingly you hand over your gold and follow the thief into the archway. Delete any Gold Crowns or Lune you have recorded in the Belt Pouch section of your Action Chart.

+ Turn to 135. +
+
+ +
+ 316 + + +

I know where your friend is, he says, a note of desperation creeping into his voice, and I know where they've stowed your equipment. Let me loose and I'll show you. Grudgingly you undo the manacles that encircle his wrists.

+

A thousand thanks, he says, massaging his aching arms. My name is Sogh, master-thief of Suentina; at your service. He bows then motions you to follow him to a closed door behind you, next to the open one through which you entered the chamber. This is the second time I've been invited to stay at these lodgings, he whispers, working on the lock with a length of wire taken from the sleeve of his leather tunic. Because I decided to cut short my last visit they thought it best to keep me chained up this time.

+

There is a soft click and Sogh smiles proudly as he removes the wire from the lock. Ha! that was easy! he says, pushing open the door. Standing in the doorway are two burly guards, one clutching a bowl of food and the other holding a large iron key. Hmm&ellips; I thought that lock opened a bit too easily, mumbles Sogh, as he backs away from the advancing guards. They drop what they are carrying and draw their swords; they are determined to prevent your escape.

+ + + Brian Williams + The advancing guards drop what they are carrying
and draw their swords
+ + + +
+ Gatehouse Guards2026 +

You must deduct 4 points from your COMBAT SKILL for the duration of the fight, as you are without a Weapon. You fight alone: Sogh is cowering behind you, using your body as a shield.

+ If you win the combat, turn to 259. +
+
+ +
+ 317 + + +

You leap from the swinging ladder a fraction too late, overshoot the ledge, and crash painfully against a wall of rough, jagged rock. As you rebound from the wall you land on the ledge and manage to cling to the boulders that litter its surface. You have suffered cuts to your face and chest, and your side is gashed and bruised&emdash;lose 4 ENDURANCE points.

+ Turn to 157. +
+
+ +
+ 318 + + +

Five miles along the highway you reach another junction, where a cart track bears off to the west. A whitewashed stone marker at the side of the road says:

+ SIDARA&emdash;5 MILES + If you wish to follow the cart track to Sidara, turn to 45. + If you wish to stay on the highway to Tahou, turn to 145. +
+
+ +
+ 319 + + +

The soldiers demand one Crown each before even hearing your question. You pay them their price (remember to deduct this from your Action Chart) and ask if a blond-haired Northlander, dressed in blue robes, is being held under arrest here.

+

Wait here, says the bearded soldier, and enters the barracks. Suddenly his companion takes a swipe at you with the shaft of his halberd. Instinctively you duck, avoiding the full force of the blow, but it still catches your temple and leaves you stunned: lose 1 ENDURANCE point. There he is! says the bearded man, who has reappeared with a dozen of his comrades. Don't let 'im get away. They want him down at the South Gate. Seems he's been givin' them a bit o' trouble.

+

They surround you with a circle of spears and march you back to the South Gate tower. On the way you overhear the bearded mercenary say to another soldier, If only he hadn't tried to bribe us with Northland coinage, he'd have got clean away!

+ Turn to 162. +
+
+ +
+ 320 + + + +

This section corresponds to a partially correct combination for the pyramid lock.

+
+
+ + +

The lock makes an odd clicking sound but both doors remain firmly shut. Repeatedly you press the top button, running through all the numbers in the hope that it will open, but the doors do not move. You have entered part of the combination out of sequence and the lock has immobilized itself.

+ Turn to 207. +
+
+ +
+ 321 + + +

The guards inspect the Invitation, their expressions conveying their doubt that the signature it bears is genuine. They order you to dismount and one of them hurries off to summon the gatehouse commander. Fortunately, when he arrives he recognizes Lortha's mark and allows you to leave the enclosure, although he impounds both your horses. You protest and demand that they be returned, but to no avail.

+

Orders of the Senate, says the commander, offhandedly; an emergency decree. All horses belonging to the civil population must be delivered into the care of the garrison stables until the state of emergency is lifted.

+

Reluctantly you allow the guards to take your steeds and, as they are being led away, the commander hands you each a piece of vellum stamped with a date and a number. Receipts, he explains, his tone noticeably more friendly. You pocket your Receipt (mark this as a Special Item on your Action Chart; owing to its size, you need not delete another Special Item should you already carry the maximum quota) and are about to walk away when he calls out, Report to the citadel first thing in the morning. You'll be allocated your battle positions for when the enemy attack.

+ Turn to 242. +
+
+ +
+ 322 + + + +

If you possess the Sommerswerd, you may double these undead creatures' ENDURANCE point loss.

+
+
+ + +

No sooner have you managed to prise the dead ghoul's hands from around your throat than his brethren reach the hollow. Your skin crawls at the touch of their slick, clammy flesh, but you struggle against your rising nausea and counter their attack.

+ Ghoul Pack2435 + If you win the combat, turn to 147. +
+
+ +
+ 323 + + +

It is a grim grey building, devoid of decoration or colour, its stark bare walls serving to remind the Tahouese of its sober purpose. It is a place where justice is meted out to wrongdoers and harsh punishments are imposed. All trials are conducted before a magistrate and his decision is final; there are no juries in Tahou. The Chief Magistrate presides over crimes that are serious enough to warrant the death penalty and, as you stare at the courthouse from the shadows of a doorway, your pulse quickens when you see his carriage draw up outside. An old man with long grey hair and a beard, he is wearing the purple and silver robes of the judiciary. He is accompanied by court guards and scribes, who help him to climb the steps to his private chambers located within the court building. When he reaches the top step he halts, turns, and points his finger at you.

+ + + Brian Williams + An old man with long grey hair and beard halts at
the top step and points his finger at you
+ + + +
+ If you have ever visited the city of Varetta or a hut on the Ruanon Pike in a previous Lone Wolf adventure, turn to 304. + If you have never visited either of these places, turn to 263. +
+
+ +
+ 324 + + +

Pressing your shoulder to the door you force it open and advance into the corridor beyond. But a shock awaits you: two reptilians kneel at the end of the passage, supporting on their scaly shoulders a huge rod of crystal encircled with tubes and glowing with metallic buttons. Terror grips your heart as you see the rod become charged with a bolt of power that is aimed at your chest.

+ If you possess the Sommerswerd, turn to 295. + If you do not possess this Special Item, turn to 152 +
+
+ +
+ 325 + + +

Your weapon has just cleared the scabbard when there is a tremendous noise. The snake rises into the air, its huge tree-thick body propelled by powerful feathered wings. Two vulture-like forelimbs, tipped with sharp, rending claws, scrabble at the air as it leaves its hiding place and streaks towards your chest.

+ Turn to 82. +
+
+ +
+ 326 + + + +

This section corresponds to the correct combination for the pyramid lock.

+
+
+ + +

There is a soft whirr as the mechanism of the lock disengages, but the door does not open. You will need this key,&emdash;the words sound in your head.

+

You spin around to see the female reptilian, the leader of her kind. She moves towards you from an archway to your right, holding a rod of Korlinium in her webbed hand. The glint of several eyes in the darkness of the other arches warn that she is not alone. Telepathically, she calls to you. You are unlike the other man-things that have dared to enter Zaaryx. What is it that you seek?

+ If you wish to tell her why you are here, turn to 256. + If you choose to prepare to defend yourself in case you are attacked, turn to 83. +
+
+ +
+ 327 + + +

With an outstretched hand you are able to detect the panel at the end of the passage. It is damp and crumbly and is covered with what feels like wet ropes. Suddenly one of these ropes coils around your arm, squeezing it in a vice-like grip. A wave of panic hits you as you realize you are being attacked by an angry Roctopus.

+ Roctopus1818 +

This creature is immune to Mindblast and Psi-surge. Owing to the dark and narrow confines of the passage, you must reduce your COMBAT SKILL by 4 points for the duration of the fight.

+ If you win the combat, turn to 139. +
+
+ +
+ 328 + + +

You give a hefty kick and send a bench whirling against the man's legs. He falls heavily, slamming his head against the table and knocking himself out. The watching crowd find this greatly amusing, and while they are helpless with laughter, you escape through the door and along the street.

+ Turn to 146. +
+
+ +
+ 329 + + +

Although you cannot gauge how deep you are, you know that your strength is fading fast. If you are to avoid a watery death, you must shed some of your equipment.

+ If you wish to discard half the number of Items in your Backpack, turn to 91. + If you decide to discard your Backpack completely, turn to 346. +
+
+ +
+ 330 + + +

Your arrow whistles into the dark alley and seconds later you hear it shatter harmlessly against a wall. As the rapid footfalls of the Giak fade into the distance you curse his escape, for you feel sure he recognized you. When he catches up with his unit and tells them what has happened here, they are likely to return with an entire army. Wisely you decide to leave; you remount your horse and follow the track that leads out of the village.

+ Turn to 63. +
+
+ +
+ 331 + + +

The villagers swarm around you like hungry locusts, pleading with you to buy their humble goods. Most of the baskets contain food with a greasy, off-putting smell, and small earthenware flasks full of boza&emdash;a pale yellow wine with a bouquet like sour milk. Those villagers that are too poor to offer any goods at all simply cup their hands and beg for money. For every one Gold Grown you spend here you can purchase 2 Meals or one Flask of Boza.

+ If you wish to give the beggars some money, turn to 163. + If you decide to remount your horse and continue, turn to 52. +
+
+ +
+ 332 + + +

Desperately you throw out your hands and manage to regain your grip of the rung. The impact has left you shaken and bruised (lose 2 ENDURANCE points) but at least you are still alive. With renewed caution you steady yourself against the jagged outcrop before continuing your descent.

+ Turn to 173. +
+
+ +
+ 333 + + +

The commander walks slowly around your horse, his fierce gaze never once leaving your direction. My dear friend, your companion appears to have lost his voice, he says to Banedon, with mock good manners. Then he signals to his men on the parapet and you hear the sound of a dozen crossbows scraping on stone as the soldiers steady their aim. Slowly you raise your hands in surrender; to resist would be suicidal.

+ Turn to 312. +
+
+ +
+ 334 + + +

Brooker Court ends at a plaza known as Glassblower's Square. All the shops and houses in this area are owned by the Glassblower's Guild and, as a symbol of their wealth and influence in this part of the city, each of the slabs that pave the square is made entirely of coloured glass, several feet thick. Three roads lead from this plaza of glass: Lamp Street, Southgate, and Rainbow Lane.

+ If you wish to go north into Lamp Street, turn to 110. + If you choose to head south into Southgate, turn to 278. + If you decide to go west into Rainbow Lane, turn to 245. +
+
+ +
+ 335 + + +

Stones rattle beneath your horse's hooves as you skirt the slopes of the Tahou Hills. Nearly an hour slips by before you happen upon the mouth of a gorge that offers a shorter route to the north. You enter and ride along a dried-out watercourse that winds for a mile between turrets of dull-coloured rock before rising steeply into the hills. At this point a small stone hut sits overhanging the gorge. Candlelight flickers at its window and a wisp of wood smoke rises from its chimney.

+ If you wish to stop and investigate the hut, turn to 18. + If you choose to ignore it and press on, turn to 123. +
+
+ +
+ 336 + + +

You raise the Sommerswerd and its golden light plays across the creature's glistening black scales. The dragon-like eyes blaze with anger and a deep growl rumbles from its cavernous mouth as it makes ready to attack.

+ + + Brian Williams + The creature's dragon-like eyes blaze with anger and a
deep growl rumbles from its cavernous mouth
+ + + +
+ Zadragon4358 +

This powerful creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 93. +
+
+ +
+ 337 + + +

Using your Magnakai mastery you sense that Eastwall Lane leads directly to the Eastgate Barracks, the place where Sogh told you that Banedon is being held prisoner, Confident of your direction, you ignore the other street signs and head east.

+ Turn to 250. +
+
+ +
+ 338 + + +

Your killing blow knocks the ghoul out of the hollow, sending it tumbling into the lake. More of the corpse-like creatures can be seen creeping along the shore, and the sound of their snuffling whispers and curses makes your blood run cold. They move with unnatural speed, eager to feast on your flesh.

+ If you have a bow and wish to use it, turn to 22. + If you wish to evade the ghouls by leaving the hollow and climbing the steps, turn to 104. + If you wish to draw a hand weapon and prepare to fight them, turn to 254. +
+
+ +
+ 339 + + +

The father and the farmers are taking it in turns to ask each other riddles. In Anari it is forbidden to gamble for money on games of chance, but the wily Anarians get around the law by devious means. They gamble on being able to answer riddles correctly, which demands exercising skill rather than chance, and they wager goods, and sometimes their services, in place of money. By the time you join them the father and his sons have amassed quite an assortment of valuable items, and the plains farmers are clearly anxious to win back some of their lost possessions.

+ If you wish to join in and take an Anarian gamble, turn to 115. + If you do not wish to take part in their game, but would rather engage the tavern owner in conversation, turn to 268. + If you would prefer to order a meal, turn to 88. +
+
+ +
+ 340 + + +

The wagon descends a steep hill that runs parallel to a section of the city wall under bombardment from enemy catapults. As you near the bottom of the hill, a huge stone ball drops from the sky and slams into the wagon, killing two horses, the captain, and you.

+

Tragically, your life ends here.

+
+
+ +
+ 341 + + +

Slowly you inch your horse forward in the inky blackness until you glimpse a flickering light off to your left. You focus on this strange emanation until you can identify the source of the light. A swarm of glowing mine flies are hovering above a puddle of milky liquid, which is bubbling from a fissure in the tunnel floor. Your horse lifts its head, sniffs the cool air and gives voice to a harsh neigh of danger, for in the distant shadows something alien is stirring.

+ Turn to 129. +
+
+ +
+ 342 + + +

The first floor is soon set ablaze as the wind whips the roof fire into a raging inferno. A soldier, his face and uniform completely blackened by soot, staggers down the stairs and collapses into your arms.

+

The captain's up there&ellips; he croaks, his throat burned from inhaling the scorching air. He went to save his brother just before the roof caught.

+ If you have the Magnakai Discipline of Nexus and have reached the Magnakai rank of Principalin, turn to 159. + If you do not have this skill, or have yet to reach this level of Magnakai training, turn to 59. +
+
+ +
+ 343 + + +

The sergeant draws his curved cavalry sword and levels it menacingly at your chest. By the right of the Senate of Tahou, government of Anari, he snarls, in reply to your demand. And by the right of majority&emdash;twenty rangers against two outlanders. Both of you drop your weapons&emdash;at once!

+ If you wish to obey the sergeant's order, turn to 24. + If you wish to resist arrest, turn to 85. +
+
+ +
+ 344 + + +

Make sure he doesn't get away again, commands the officer, as his men surround you with a ring of spears. This is the one that escaped from the South Gate tower. I wouldn't like to be in his shoes when they get their hands on him!

+

The patrol march you along Rainbow Lane and then down a street called Southgate towards the South Gate tower. In less than fifteen minutes you find yourself delivered back into the clutches of the angry gatehouse guard.

+ Turn to 162. +
+
+ +
+ 345 + + +

Using your Magnakai mastery, you command the deadly Roctopus to retreat into its burrow. Slowly it responds, drawing its slimy tentacles away from the panel as it wriggles deeper into the wall.

+ Turn to 139. +
+
+ +
+ 346 + + +

Freed from the weight of your equipment, you are able to rise swiftly through the black water and reach the surface, coughing and gasping for air. At first the incredible coldness stunned your limbs, but now it revives your senses and spurs you towards the distant shore that gleams dimly in the faint half-light.

+

Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore.

+ If you have the Magnakai Discipline of Divination, turn to 298. + If you do not possess this skill, turn to 41. +
+
+ +
+ 347 + + +

Look out, Lone Wolf, shouts Banedon, as you are rising from your seat. The soldier has drawn a curved dagger and he lunges forward to stab you in the heart.

+ If you have the Magnakai Discipline of Divination or Huntmastery, turn to 36. +

If you do not possess either of these skills, pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 260. + If it is 7&endash;9, turn to 119. +
+
+ +
+ 348 + + +

Your companion heeds your warning and shouts a reply, but you fail to hear what he says. A tremendous noise fills your ears as the giant snake rises into the air, lifted by a pair of powerful feathered wings. Two vulture-like legs, tipped with sharp, rending claws, scrabble the air as it dives towards your chest. A bolt of crackling energy surges past your head and streaks towards the onrushing snake. But the creature is quick to avoid Banedon's attack; it banks over to the left and the bolt arcs harmlessly into the distance. You barely have time to unsheathe a hand weapon as it closes for the kill.

+ Turn to 82. +
+
+ +
+ 349 + + + +

Remember to remove the used Torch from your Action Chart if you choose to use it.

+
+
+ + +

The reptilians hear you and fix you with frightened stares. They wrap their webbed hands around the leathery egg protectively and slink quickly down the stairs. You run to the top of the staircase and peer down into the gloom, but you can see nothing in the darkness.

+ If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 33. + If you have a Fireseed and wish to throw it down the stairs, turn to 106. + If you choose to unsheathe a hand weapon and descend the stairs into darkness, turn to 224. +
+
+ +
+ 350 + + + +

According to the Lone Wolf Club Newsletter: Summer Special 1987, if your weapons and weapon-like Special Items were confiscated by the South Gate Guard, they are now gratefully returned to you.

+
+
+ + +

At the very moment of his death, the shimmering web of energy that encases the Zakhan's body flares with a scarlet brilliance so intense that you are forced to avert your eyes for fear of it blinding you. The light surges and fades, leaving behind a mound of glowing fragments that crumble and dissolve noisily until all that remains of the Zakhan and the Orb of Death is a dark stain on the earth where they fell.

+ + + Brian Williams + + + + +

Spurred on by your triumph, the Anarian defenders rally themselves and counter-attack to secure the West Gate. The Vassagonians who gained entry are either killed or forced back into the moat as the gate is quickly retaken. A cheer resounds from the city wall, a cheer that becomes a chant carrying word of Kimah's demise to the enemy beyond the moat, and gradually the advancing legions slow to a halt as their hope of an easy victory dies. Officers ride to and fro, cursing and threatening their men with all manner of punishment, but their morale is severely shaken; the ranks of armoured warriors merely stand in shocked silence and refuse to advance. The sound of distant trumpets is heard and all eyes turn to the south to see wave upon wave of mounted warriors emerging from the hills around Varta. They pour from every valley and pass to fill the southern flats with regiments of horsemen resplendent in uniforms of blue, white and grey.

+

Our prayers have been answered, says Chiban, as he and Banedon rejoin you at the city wall. Behold, the allies of Anari have come to aid us in our darkest hour. He points to the advancing cavalry and you recognize, fluttering from their lances, the battle standards of three countries: Firalond, Lourden, and Kakush. Then the thunder of their horses' hooves fills the air and a wave of joy surges through you as you witness their first charge devastate the enemy's ranks, throwing them into chaos and confusion. A great battle ensues as the enemy slowly gather themselves to resist this unexpected assault. By noon two of their armies have been smashed and routed, and the third fights a desperate rearguard action as it covers the chaotic retreat westwards.

+

At last the fighting around the city comes to an end, and the defenders give voice to their elation that their home has been saved from the hordes of Darklord Gnaag. Senator Zilaris proclaims you the saviour of Tahou, and the victorious cheers of the citizens echo through the burning streets and across the flats that lie strewn with enemy dead. You gaze at this grim panorama and your blood runs cold. But it is not the sight of the carnage that grips you with fear, it is your growing awareness of a powerful evil that is taking shape above the West Gate. A billowing black cloud forms in the sky, and from out of this cloud there comes a harsh and terrible voice.

+

I will be avenged, it booms, its resonance shaking the battlements on which you stand. You steel yourself, half expecting a bolt of lightning to leap from the cloud and hurtle towards you, but no such attack materializes. Instead, the chilling voice continues in a mocking tone. Know this: you will pay for your defiance with your life. I, Gnaag of Mozgôar, have the three remaining Lorestones that you seek, and I shall destroy them when I destroy you, Kai Lord.

+

A gust of wind catches the cloud and it clears swiftly, but it leaves behind a numbing dread that fills your heart, for you sense that the words were no idle threat&emdash;the terrible voice of Darklord Gnaag spoke the truth.

+

Your quest has succeeded, for the wisdom and strength of the Lorestone of Tahou is now a part of your body and spirit, and your defeat of Zakhan Kimah has turned the tide of war decisively against the Darklord armies. But the shocking news that the Darklords now possess the remaining Lorestones of Nyxator heralds the start of a new and deadly perilous episode of the Magnakai quest.

+

If you have the courage of a true Kai Master, the challenge of recovering the last Lorestones from the clutches of your mortal enemies awaits you, beginning in Book 10 of the Lone Wolf series, entitled:

+

The Dungeons of Torgar

+ +
+ +
+
+ +
+ The Republic of Anari + + + + + Brian Williams + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(Title Page) Replaced both occurrences of Skyship with skyship.

+

(The Story So Far&ellips;) Replaced freelands of Talestria with Freelands of Talestria. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn).

+

(The Game Rules) Replaced you you with you, and all occurrences of ie, with i.e.. Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied. Deleted on the last page of this book.

+

(Magnakai Disciplines) Deleted that appears on page 9.

+

(Equipment) Replaced all occurrences of ie with i.e. and eg with e.g. and removed (see the inside front cover of this book). Replaced all occurrences of safe-keeping with safekeeping.

+

(Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

+

(Lore-circles of the Magnakai) Replaced Psi-shield with Psi-screen. Capitalized bonuses in the title Lore-circle Bonuses.

+

(Improved Disciplines) Replaced will be with are under the Primate's improved Animal Control; replaced will have with have, will not with is not and will be with is under the Primate's improved Curing; replaced will have with have and be able with are able under the Primate's improved Huntmastery.

+

(1) Replaced Xulun mountains with Xulun Mountains, giaks with Giaks and cavalry and with cavalry, and.

+

(2) Replaced noon but with noon, but.

+

(3) Replaced blow but with blow, but.

+

(5) Capitalised all Items on the list.

+

(12) Replaced yellow-flanged with yellow-fanged and mercy but with mercy, but.

+

(13) Replaced items with Items and capitalised all Items on the list.

+

(14) Replaced wall and with wall, and.

+

(16) Replaced points but with points, but.

+

(17) Replaced accurate and with accurate, and.

+

(19) Replaced lane; with lane..

+

(24) Replaced whisper; with whisper, and sight, do with sight do.

+

(30) Replaced secure you with secure, you.

+

(31) Replaced narrow but with narrow, but and of milky with of a milky.

+

(33) Replaced life you with life, you.

+

(36) Replaced attack and with attack, and.

+

(39) Replaced despatched with dispatched.

+

(43) Replaced flames forcing with flames, forcing, creamy-coloured with cream-coloured and water and with water, and.

+

(47) Replaced years the with years, the.

+

(50) Replaced correct and with correct, and.

+

(52) Replaced stand and with stand, and and awful and with awful, and.

+

(53) Replaced wildly, then with wildly; then.

+

(54) Replaced you but with you, but and silence he with silence, he.

+

(58) Replaced supplies and with supplies, and and capitalised the list of Items.

+

(59) Replaced stairs but with stairs, but.

+

(60) Replaced guards, incredulous with guards incredulously and explain but with explain, but.

+

(61) Replaced Kai with Magnakai.

+

(62) Replaced narrow but with narrow, but.

+

(68) Replaced done I with done, I.

+

(71) Replaced above an with above, an.

+

(74) Replaced sight I'll with sight, I'll and that he with that, he.

+

(75) Replaced later it with later, it and freedom but with freedom, but.

+

(76) Replaced city and with city, and.

+

(77) Replaced attention they with attention, they and her and with her, and. Removed the quotation marks from the telepathic speech.

+

(81) Replaced fatigue your with fatigue, your.

+

(83) Removed the quotation marks from the telepathic speech.

+

(85) Replaced growl he with growl, he.

+

(86) Replaced throat but with throat, but and You wish with If you wish.

+

(88) Replaced ghorkas steak with ghorka steak.

+

(91) Replaced all occurrences of items with Items.

+

(92) Replaced doomwolves with Doomwolves.

+

(94) Replaced items with Items.

+

(95) Replaced bow-strings with bowstrings.

+

(101) Replaced Psi-shield with Psi-screen.

+

(102) Replaced direction, with direction. and desperation one with desperation, one.

+

(104) Replaced hollow a with hollow, a.

+

(111) Replaced thrown and with thrown, and and moved the last choice so that it is positioned first.

+

(113) Replaced city but with city, but and items with Items.

+

(115) Replaced item (or items) with Item (or Items).

+

(119) Replaced skin but with skin, but.

+

(120) Replaced air but with air, but and punches but with punches, but.

+

(122) Replaced Kai skill with Magnakai skill.

+

(123) Replaced doomwolves with Doomwolves.

+

(125) Replaced fire but with fire, but.

+

(129) Replaced tunnel a with tunnel, a.

+

(131) Replaced Kraan and with Kraan, and.

+

(137) Replaced you and with you, and and bound you with bound, you.

+

(139) Replaced farewell and with farewell, and.

+

(140) Replaced skill you with skill, you and Kai with Magnakai.

+

(141) Replaced 4 with 114 and 114 with 4. Without swapping these, the reader is given a penalty for having Nexus.

+

(142) Replaced wrong-doers with wrongdoers, magistrate and with magistrate, and and struggle but with struggle, but.

+

(144) Replaced silently pillar by pillar until with silently, pillar by pillar, until.

+

(145) Replaced grass land with grassland, suprisingly with surprisingly and Guyuk the tavern owner greets with Guyuk, the tavern owner, greets.

+

(146) Replaced you seemingly with you, seemingly.

+

(148) Replaced terror his with terror, his and doomwolf with Doomwolf.

+

(154) Replaced hunting with Hunting.

+

(155) Replaced both occurrences of items with Items and TWO MEALS with 2 Meals and capitalised all Items on the list.

+

(156) Replaced well but with well, but and skill or with skill, or.

+

(169) Replaced choking rancid with choking, rancid.

+

(170) Replaced exit but with exit, but.

+

(172) Replaced items with Items and capitalised all Items on the list.

+

(174) Replaced suicidal and with suicidal, and .

+

(176) Replaced them and with them, and.

+

(177) Capitalised all Items on the list.

+

(178) Replaced on to the with on the.

+

(179) Replaced wall a with wall, a.

+

(180) Replaced Inside a with Inside, a and respond and with respond, and.

+

(182) Replaced condition you with condition, you.

+

(183) Replaced doomwolves with Doomwolves.

+

(185) Replaced jet black with jet-black, pirazin with Pirazin, o'here with o' here and offer but with offer, but.

+

(187) Replaced Kai with Magnakai.

+

(190) Replaced items with Items, and capitalised all Items on the list.

+

(192) Replaced tower and with tower, and.

+

(194) Replaced building turn with building, turn.

+

(195) Replaced grip and with a scream of anguish you with grip, and with a scream of anguish, you and cold wet with cold, wet.

+

(196) Replaced dismount and with dismount, and.

+

(197) Replaced narrow and with narrow, and and worse the with worse, the.

+

(201) Replaced special items with Special Items and all occurrences of item with Item.

+

(202) Replaced key and with key, and.

+

(204) Replaced I and with I, and.

+

(206) Replaced saying you with saying, you.

+

(208) Replaced audience and with audience, and.

+

(209) Replaced parchment and with parchment, and and corrected the ellipse in the second paragraph.

+

(210) Replaced Gate and with Gate, and.

+

(211) Replaced life it with life, it.

+

(213) Replaced both instances of Kai with Magnakai.

+

(218) Replaced exhausted and with exhausted, and.

+

(223) Replaced confusion you with confusion, you.

+

(224) Replaced descend you with descend, you, Pathmanship with Pathsmanship and or Divination with or of Divination.

+

(226) Replaced shaft and with shaft, and.

+

(229) Replaced Divination add with Divination, add.

+

(232) Replaced name but with name, but.

+

(235) Replaced donation and with donation, and and items with Items.

+

(238) Replaced backstoke with backstroke.

+

(240) Replaced identities but with identities, but and sixth sense with Sixth Sense.

+

(241) Replaced silver and with silver, and and button a with button, a.

+

(242) Replaced here and with here, and.

+

(243) Replaced ante-chamber with antechamber and Psi-shield with Psi-screen.

+

(244) Replaced scalp but with scalp, but, doomwolves with Doomwolves and both occurrences of doomwolf with Doomwolf.

+

(251) Replaced sight, as with sight as and stygian with Stygian.

+

(256) Replaced softens, as with softens as. Removed the quotation marks from the telepathic speech.

+

(257) Replaced doomwolves with Doomwolves.

+

(259) Replaced discovered but with discovered, but and capitalised all Items on the list.

+

(260) Replaced yell he with yell, he.

+

(262) Replaced both instances of Kai with Magnakai.

+

(265) Replaced items but with Items, but.

+

(268) Replaced worsened and with worsened, and and north it with north, it.

+

(269) Replaced meal you with meal, you and tunnel-shaped with funnel-shaped (cf. Section 76).

+

(270) Replaced on a with on, a, 100 yards with One hundred yards and companion Banedon with companion, Banedon.

+

(271) Replaced help you with help, you.

+

(274) Replaced approach a with approach, a.

+

(282) Replaced items with Items.

+

(283) Replaced cream-coloured with cream coloured, instantly but with instantly, but.

+

(288) Replaced you he with you, he.

+

(289) Replaced item with Item.

+

(290) Replaced arrest! with arrest, and spying. with spying!.

+

(291) Replaced Kai with Magnakai.

+

(293) Replaced chase but with chase, but and both occurrences of Vanta with Varta.

+

(299) Replaced him he with him, he.

+

(300) Replaced finished the with finished, the and arches and with arches, and.

+

(302) Replaced mind stranger with mind, stranger.

+

(305) Replaced willingly and with willingly, and.

+

(306) Replaced doomwolf with Doomwolf.

+

(307) Replaced beyond a with beyond, a.

+

(309) Replaced yells 'Take with yells, 'Take.

+

(321) Replaced as Special with as a Special.

+

(323) Replaced wrong-doers with wrongdoers.

+

(326) Replaced key'&thinspace; with key,'&thinspace;. Removed the quotation marks from the telepathic speech.

+

(329) Replaced items with Items.

+

(335) Replaced woodsmoke with wood smoke.

+

(337) Replaced Kai with Magnakai and direction you with direction, you.

+

(340) Replaced hill a with hill, a.

+

(342) Replaced both instances of Kai with Magnakai.

+

(345) Replaced Kai with Magnakai.

+

(350) Replaced end and with end, and, stewn with strewn and this; with this:.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+ +
+
+ +
+ Footnotes + + +

(Section 5) This is the correct answer to Khmar's dagger riddle.

+

(Section 6) This section corresponds to a partially correct combination for the pyramid lock.

+

(Section 7) Remember to delete the Rope from your Action Chart.

+

(Section 11) Although this book gives no explicit restriction, it may be appropriate to consider the Zaaryx a wasteland in regard to fulfilling Meal requirements with Hunting and Huntmastery.

+

(Section 12) You must possess at least one arrow in order to fire your bow again.

+

(Section 25) Remember to mark off one dose of Sabito on your Action Chart.

+

(Section 29) Remember to note both doses of Sabito on your Action Chart.

+

(Section 38) You may only add 3 to the number picked if you possess both Magnakai Disciplines.

+

(Section 50) This is the correct answer to Khmar's riddle about his youngest son.

+

(Section 72) In this case, a 0 picked from the Random Number Table counts as 10.

+

(Section 94) Remember to remove the used Torch from your Action Chart if you choose to use it.

+

(Section 97) If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+

(Section 104) If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+

Regardless of how many rounds the combat lasts, you must defeat the ghoul before continuing.

+

(Section 115) To turn to the section of your choice, there are several methods. One is to turn to the Numbered Sections list and choose the appropriate section from the list.

+

If you have chosen the correct answer to the Khmar's riddle, the footnotes for that section will tell you so.

+

(Section 166) If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+

(Section 171) Remember to remove the used Torch from your Action Chart if you choose to use it.

+

(Section 175) Although this book gives no explicit restriction, it may be appropriate to consider the Zaaryx a wasteland in regard to fulfilling Meal requirements with Hunting and Huntmastery.

+

(Section 177) You do not find any weapon-like Special Items. Keep them marked with an x on your Action Chart since you may still be able to retrieve them.

+

(Section 191) If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+

(Section 197) Remember to remove the used Torch from your Action Chart if you choose to use it.

+

(Section 204) To turn to the section of your choice, there are several methods. One is to turn to the Numbered Sections list and choose the appropriate section from the list.

+

If you have chosen the correct answer to the Khmar's riddle, the footnotes for that section will tell you so.

+

(Section 218) Although this book gives no explicit restriction, it may be appropriate to consider this subterranean area a wasteland in regard to fulfilling Meal requirements with Hunting and Huntmastery.

+

(Section 241) To turn to the section of your choice, there are several methods. One is to turn to the Numbered Sections list and choose the appropriate section from the list.

+

If you have chosen the correct combination or one of the partial combinations, the footnotes for those sections will tell you so.

+

(Section 253) Golds Crowns may not be paid in lieu of Lune in this instance.

+

(Section 254) If you possess the Sommerswerd, you may double these undead creatures' ENDURANCE point loss.

+

(Section 282) Remember to remove the used Torch from your Action Chart if you choose to use it.

+

(Section 301) If you possess the Sommerswerd, you may double this undead creature's ENDURANCE point loss.

+

(Section 309) To clarify, Sogh joins in the combat if you defeat the first two Tower Guards.

+

(Section 313) Remember to remove the used Torch from your Action Chart if you choose to use it.

+

(Section 320) This section corresponds to a partially correct combination for the pyramid lock.

+

(Section 322) If you possess the Sommerswerd, you may double these undead creatures' ENDURANCE point loss.

+

(Section 326) This section corresponds to the correct combination for the pyramid lock.

+

(Section 349) Remember to remove the used Torch from your Action Chart if you choose to use it.

+

(Section 350) According to the Lone Wolf Club Newsletter: Summer Special 1987, if your weapons and weapon-like Special Items were confiscated by the South Gate Guard, they are now gratefully returned to you.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+ +
+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

+

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ 1. Definitions + + + +
+ 1.0 + + +

License shall hereafter refer to this document.

+
+
+ +
+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

+
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+ 1.3 + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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+
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+ 1.4 + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

+ +
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • Rune War; Illustrations Copyright 1995 Brian Williams.
  • +
  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
  • +
  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
  • +
+ +

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+ 2. Terms of Distribution + + + +
+ 2.0 + + +

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

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The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

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If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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\ No newline at end of file diff --git a/xml/10tdot.xml b/xml/10tdot.xml new file mode 100755 index 0000000..111fc1c --- /dev/null +++ b/xml/10tdot.xml @@ -0,0 +1,5410 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + The Dungeons of Torgar + Joe Dever and Brian Williams + Joe Dever
Illustrated by Brian Williams
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Adventure series by Jon Sutherland. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

+
+ Project Aon + 200313 + +

Trumpets announce the advance and you set off across the body-strewn battlefield with a force 900 strong. Pikemen lead the column with archers close behind, and bringing up the rear are a levy of militia, many of whom lived in Cetza before Drakkarim invaded. Their moral is high for this is their chance to recover their homes and their land.

+

Tensely you watch as the enemy attack. The Palace Guard link shields but, as the Hammerlanders slam into their line, they buckle and waver beneath the crushing onslaught. As your force crosses the ditch, you pray that the Prince and his men have strength enough to hold for just a few minutes more.&ellips;

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Brian Williams.
+ +

Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Brian Williams.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

To Glen and Mads

+ +
+
+ +
+ + Acknowledgements + + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + +
+
Transcription
+
Kevin Garrett
+
Illustration Transcription
+
Jonathan Blake
+
XML
+
Jonathan Blake
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
+
Proofreading
+
Simon Osborne (front matter)
Matthew Reynolds (numbered sections)
+
Editing
+
Jeff Dougan
Ingo Klöcker
Simon Osborne
Lawrence Ritchie
Thomas Wolmer
+
PDF Layout
+
Jonathan Blake
Ingo Klöcker
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Peter Smyth
Brian Thompson
+
+
+
+ +
+
+ + +
+ + The Story So Far&ellips; + + + + + +

You are the warrior, Lone Wolf, last of the Kai masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies&emdash;the Darklords of Helgedad.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over a thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

+

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that for centuries the Elder Magi had awaited your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai, which means sons of the sun. One was named Ikar, which means eagle, and the other was named Skarn, which means wolf. A prophecy foretold that the koura-tas-kai would each come from the north to seek the counsel of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny&emdash;to triumph over the champions of darkness in an age of great peril. The Elder Magi knew that you were Skarn&emdash;the wolf of Dessi legend&emdash;and in keeping with their ancient vows they promised to help you complete the Magnakai quest.

+

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery twelve years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. Several countries, after brief but futile resistance, were completely overrun by Darklord armies; others surrendered without fighting in the face of their determined might. And sadly there were others who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. Her armies mobilized and invaded the neighbouring states of Casiorn and Cloeasia, then marched west through the republic of Anari in order to join with Gnaag's horde as it steamrollered across central Magnamund. The Elder Magi urged you to begin the quest for the fourth Lorestone at once. The enemy armies were converging on the Anarian capital of Tahou, and beneath that ancient city the Lorestone lay hidden.

+

Aided by Magemaster Banedon, an old friend and fellow countryman, you set off in haste for Tahou and arrived barely hours ahead of the enemy. Successfully you made your descent and discovered the object of your quest, but on returning to the surface you found Tahou transformed into a blazing inferno. Darklord Gnaag and Zakhan Kimah, the ruler of Vassagonia, had learnt of your presence and were determined to destroy you at all costs. For days their engines of war had hurled fire and rock across the walls of Tahou with devastating effect. Then a massive assault, led by the Zakhan himself, breached the west gate and gained entry to the burning city. Armed with a weapon of awesome power, the evil Zakhan sought you out and challenged you to a fight to the death. The struggle was desperate but you emerged victorious and led the Anarians in a counter-attack that cleared the city of the invading foe. The allies of Anari arrived to raise the siege and in the ensuing battle the demoralized armies of Gnaag and Kimah were smashed and routed.

+

Your defeat of Zakhan Kimah turned the tide of war decisively against the Darklord armies and paved the way for the liberation of the lands they had taken by force. But the sweet taste of victory turned sour when you discovered that Darklord Gnaag had captured the last three remaining Lorestones of Nyxator. Lord Rimoah and other members of the High Council of the Elder Magi joined you in Tahou to help formulate a plan of action. They had already received word from Prince Graygor, the ruler of Eru, that one of his patrols had found a man near the borders of the Hellswamp. He was a Talestrian soldier who had escaped from the dread city-fortress of Torgar where he had been imprisoned after being captured in battle. He had suffered terribly at the hands of the Drakkarim&emdash;evil humans in the service of the Darklords&emdash;and when found he was so badly injured that he was almost unrecognizable. Before he died he spoke of three radiant gems filled with golden light that had been brought to Torgar from the Darklord city of Mozgôar.

+

We are now sure that what he saw was the arrival of the stolen Lorestones, said Rimoah, speaking on behalf of the High Council. They radiate a goodness so strong that Gnaag could not hold them in the Darklands but had to move them to Torgar. There his sorcerers&emdash;the Nadziranim&emdash;are searching for the means to destroy them. The black art of the Nadziranim has grown powerful of late and we fear they may achieve the task set them by Gnaag. Therefore we must act quickly and with utmost secrecy if the Lorestones and the Magnakai quest are to be saved.

+

The Elder Magi had already made preparations for your secret journey to Eru where, upon your arrival, Prince Graygor will help you reach the grim city of Torgar. The thought of having to enter the terrible Drakkarim stronghold fills you with dread, but your pledge to destroy the Darklords and restore the Kai strengthens your resolve and helps you suppress your fear.

+

On the eve of your journey to Eru, the Elder Magi convene a special meeting of the High Council to pray for the success of your mission. For several hours they kneel in prayer until finally they arise and intone the blessing that has sustained you in the past: May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn.

+
+
+ + +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 10. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6&endash;12).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+ +
+ Weaponmastery + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Brian Williams + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
  • Axe
  • +
  • Sword
  • +
+
+
+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list. You cannot carry more than two weapons.

+
+
+ +
+ Animal Control + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ Curing + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Invisibility + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ Huntmastery + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ Pathsmanship + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ Psi-surge + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Psi-screen + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ Nexus + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ Divination + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in Book 10 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 11. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called The Prisoners of Time.

+ +
+
+ +
+ + Equipment + + + + + +

Before you leave Anari and journey across Magnamund to the principality of Eru, the Elder Magi give you a map of Ghatan and its surrounding territories, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart. If you have successfully completed books 1&endash;9 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai monastery.

+

The Senate of Tahou, in gratitude for your help in saving their city from destruction, offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.

+
    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Brian Williams + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Brian Williams + + + + +
  • +
  • +

    Lantern (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Mace (Weapons)

    + + + Brian Williams + + + + +
  • +
  • +

    3 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + +
  • +
  • +

    Dagger (Weapons)

    + + + Brian Williams + + + + +
  • +
+ +

List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+ +
    +
  • Sword&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Lantern&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai monastery.

+
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Surplus Special Items may be left in safekeeping at your +Kai monastery.

+
+
Gold Crowns
+

The currency of Eru is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every one Gold Crown.

+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+ +
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)

    • +
    • Nightstalker loses 6 ENDURANCE points

    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+ +
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+ +
+ Lore-circle Bonuses + + +
+
Circle of Fire
+
+1 CS +2 EP
+
Circle of Light
+
0 CS +3 EP
+
Circle of Solaris
+
+1 CS +3 EP
+
Circle of the Spirit
+
+3 CS +3 EP
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+ +
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), Principalin (six skills), or Mentora (seven skills), you will now benefit from improvements to the following Magnakai Disciplines:

+ +
+ Primate + + +
+
Animal Control
+
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
+
Curing
+
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
+
Huntmastery
+
Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
+
Psi-surge
+
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
+
Nexus
+
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
+
+
+
+ +
+ Tutelary + + +
+
Weaponmastery
+
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
+
Invisibility
+
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Pathsmanship
+
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
+
Psi-screen
+
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
+
Divination
+
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
+
+
+
+ +
+ Principalin + + +
+
Animal Control
+
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
+
Invisibility
+
Principalins are able to mask any sounds made by their movements while using this skill.
+
Huntmastery
+
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
+
Psi-surge
+
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Nexus
+
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
+
+
+
+ +
+ Mentora + + +
+
Weaponmastery
+
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g., a bow) or thrown (e.g., a dagger). When using a bow or thrown weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.
+
Curing
+
Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.
+
Pathsmanship
+
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.
+
Psi-screen
+
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Divination
+
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.
+
+
+
+ +

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.

+
+
+ +
+
+ +
+ + Magnakai Wisdom + + + + + +

Your quest to retrieve the last three Lorestones of Nyxator from the clutches of the Darklords will be fraught with deadly dangers. The evil host of Helgedad will summon their most brutal forces to thwart your Magnakai quest. Make notes as you progress through this story&emdash;they will be of great help in this and in future adventures.

+

Many things that you find will help you during your mission. Some Special Items will be of use in this and future Lone Wolf books, while others may be red herrings of no real value at all, so be selective in what you decide to keep.

+

Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

The restoration of the Kai and the future of your homeland depends on the success of this mission. May the spirit of your ancestors and the wisdom of the great God Kai guide you on the path of the Magnakai.

+

Good luck!

+
+
+ +
+ Numbered Sections + + + +
+ 1 + + +

It is dawn on midsummer's day when you ride out of Tahou. Since your victory over Zakhan Kimah, your appearance in a public place has been enough to provoke spontaneous cheering from the Tahouese, who regard you as their saviour. But on this warm, sunny morning you leave the city unnoticed, for on this occasion you appear to be just another messenger.

+

The army uniform you wear and the white horse you ride are part of an elaborate deception conceived by the Elder Magi. In order to make Darklord Gnaag believe that you are returning to Sommerlund, you have given your Kai cloak and tunic to your friend Banedon. Disguised as you, he will leave for Sommerlund aboard his flying ship Skyrider this afternoon. A formal ceremony is planned to mark his departure and another awaits his arrival at the King's Citadel in Holmgard. Gnaag has vowed to kill you: it is a vow which has become an obsession that torments him like a poisoned wound. It is hoped that Banedon's much-publicized flight home will lure Gnaag's vengeful eyes away to the north and raise your chances of success at Torgar considerably.

+

Your ride ends in Firma, where you catch a barge down-river to the port of Talon. There you hear news of a rebellion in Barrakeesh, the Vassagonian capital, and reports of the sudden withdrawal of all Vassagonia's troops from the lands she invaded early in the war. It bodes well for the continuing struggle against the Darklords, for Vassagonia was their only major ally. You spend one night in Talon before buying passage aboard a merchantman on its way along the Tentarias, and five days later you disembark at Garthen, the capital of Talestria.

+

Talestria was overrun in the early days of the war but the neighbouring country of Palmyrion came quickly to her aid. The armies of Talestria and Palmyrion united and fought the invading horde, led by Warlord Zegron of Ogia, on the battle-plains to the north of Garthen. For three days and three nights a bitter struggle raged and the allies were sorely pressed to withstand the overwhelming numbers of the enemy ranged against them. But on the morning of the fourth day, the unexpected arrival of the dwarven army of Bor was to seal Zegron's doom. His mighty force crumbled and the survivors, fleeing northwards in chaos, were pursued relentlessly. The latest news tells of the allies' capture of Xanar, a major Ogian stronghold, and their continued advance westward along the Blackshroud Trail.

+

The Royal Court of Queen Evaine would be honoured to assist you, but secrecy is paramount to the success of your quest and so you shun the Royal Palace and take lodgings instead at a humble dockside tavern. There you arrange transportation to Eru aboard a brigantine bound for Humbold, the Eruan capital, and leave next day on the noon tide. Upon your arrival, you make your way to the city's ancient quarter where the Elder Magi have arranged a clandestine meeting with Prince Graygor. In the cellar of a disused warehouse, the young Prince waits patiently for your coming. Like you, he is dressed in the clothes of a messenger in order that he can walk the streets of his city incognito. He welcomes you with a salute, bringing his hand diagonally across his chest, and assures you that your true identity is known only to him. For over an hour you discuss your plans and listen to the Prince recount some of the events that have disturbed the peace of Eru. Two years ago, Drakkarim renegades from the Hammerlands attacked and overran his northern city of Luomi. The inhabitants were slaughtered and the holy temple of Luomi, around which the city was founded, was looted and burnt to the ground. Only recently did he learn from the Elder Magi that the ancient temple held the Lorestone of Luomi, one of the three Lorestones now locked in Torgar. At the time of the attack the Prince's army was too small to repel the invaders and he was forced to abandon the city, as well as the border town of Cetza. But in the past month he has joined forces with King Sarnac of Lencia, and together they have recaptured Luomi and driven Baron Shinzar and his Hammerland rebels all the way back to Cetza, within thirty miles of the border.

+

The Prince invites you to accompany him to Luomi where he is to resume command of his army and lead them to battle. He provides you with a fine Eruan steed and a new disguise that will enable you to travel through Eru without drawing undue attention to yourself.

+

Dressed as an Eruan Pathfinder, one of an élite unit of woodsmen who operate in the harsh territories bordering the Hellswamp, you ride north with the Prince's entourage and arrive at the city five days later. Every house, stable, tavern and municipal building is filled to overflowing with knights and men at arms. But, despite their cramped billets and meagre rations, the soldiers of Eru and Lencia are in good spirits, for tomorrow they march against a foe they have already beaten in battle, and most are eager to finish the job once and for all. You are given lodgings within the main citadel of Luomi and later that evening, after the Prince has attended a war conference with King Sarnac, you meet in private to discuss the next stage of your quest.

+

There are two ways to reach Torgar, says the Prince, as you study the map given to you by the Senate of Tahou. You can cross the River Brol and make your way northwards through the Moggador Forest, or you can go to Pirsi and seek out Sebb Jarel. He is the leader of a brave band of partisans who have ambushed and resisted the Drakkarim ever since they invaded. If there is a path to Torgar between the Hellswamp and the Isle of Ghosts, he will know it.

+

You ponder the choices and wonder why the Prince has not suggested the simplest route of all: north across the Isle of Ghosts. When you mention this he shakes his head ominously. The isle is cursed, he says, pointing at the map with an accusing finger. Few have ever come out of that dreadful place alive. And of those poor wretches who have survived, only one has kept a grip of his sanity. His name is Sebb Jarel.

+

Next day you rise with the dawn and prepare to set off on your journey to Torgar. There are two routes open to you: you can ride to Pirsi and seek out Sebb Jarel, the partisan leader, and the only man who can guide you through this treacherous wilderness; or you can accompany Prince Graygor to battle at Cetza. If his army beats the Drakkarim and forces them to retreat, the way across the River Brol will be open and you will be able to approach Torgar under cover of the Moggador Forest. Consult the map before you decide which route to take.

+ If you wish to go to Pirsi, turn to 176. + If you choose to accompany Prince Graygor to battle at Cetza, turn to 308. +
+
+ +
+ 2 + + +

Using your mastery of Nexus you extinguish the flames that are scorching your arm, and immediately set about helping those Palmyrions who have survived the devastating attack. Less than half are able to stand, but you manage to pull them into a defensive circle in time to fight the Drakkarim who are charging along the street.

+ Drakkarim Garrison2639 + If you win the combat, turn to 332. +
+
+ +
+ 3 + + +

Fear returns to tie a knot in your stomach as you detect the scent of live Akataz. Instinctively you flatten yourself to the ground and a twisting grey blur arcs over your head and crashes headlong into the undergrowth. You are unharmed but you sense that the dog is just the first of many that are rushing towards this part of the forest, drawn by the blood of their kin and the scent of your body. Before it can recover from its failed attack, you jump to your feet and sprint away.

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

An hour before dawn, you leave Cetza and ride across the open grasslands that slope gently towards the River Brol. A full moon and the gathering light of day help you identify the landmarks that Prince Graygor told you to look out for to help guide you to a ford close to the site of an abandoned copper mine. His directions prove accurate and by mid-morning you find yourself on a ridge that overlooks the ford and its cluster of derelict mining huts.

+ If you have the Magnakai Discipline of Huntmastery and have reached the Magnakai rank of Principalin or more, turn to 324. + If you have the Magnakai Discipline of Pathsmanship and have reached the Magnakai rank of Tutelary or more, turn to 241. + If you do not possess either of these skills, or have yet to reach these levels of Magnakai training, turn to 108. +
+
+ +
+ 5 + + +

You notice there is a spot where a gantry passes directly over the ball of green flame. If you could crawl to that spot you would be able to cup your hands below the Lorestones. Paido could then destroy the crystal rods, and the Lorestones, freed of the energy beams, would drop into your hands.

+

It is a bold plan but you feel confident that it will succeed.

+ Turn to 40. +
+
+ +
+ 6 + + +

You share the officer's horse as he leads his company back along a route they have already ridden. Steadily the road winds upwards through the hills towards a ridge of yellow rock and, as you reach the crest of the ridge, you catch your first awe-inspiring glimpse of Torgar.

+ + + Brian Williams + The grim city-fortress of Torgar + + + + +

The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans this dark chasm and provides the only means of approaching Torgar from the south. Its position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city's great iron gate.

+

In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkar fortress.

+

The scout officer spurs his horse away from the ridge and you are carried towards a cluster of tents that stand on high ground overlooking the siege-works. As you arrive, a group of knights steps forward to take the horse's reins. You dismount with the officer and follow as he enters the largest tent.

+ If you have ever visited the land of Talestria in a previous Lone Wolf adventure, turn to 45. + If not, turn to 346. +
+
+ +
+ 7 + + +

The captain grunts his approval and returns your salute. Then he catches sight of your signet ring and suddenly his mood becomes much more friendly. He orders the townsfolk to lower their pistols and return to their homes and begrudgingly they obey his command. Come, he says, placing his hand on your shoulder. You must be thirsty after your day's ride.

+

He pushes open the tavern door and draws aside a tattered leather curtain. A dozen pairs of eyes look towards you as you enter, stare briefly, then return to their own business.

+

I see you come to Pirsi with the Prince's favour, says the captain, casting a glance at the ring you wear as you raise the tankard of ale he places before you. What news do you bring from the Royal Court?

+

I'm here on a mission, a secret mission of great importance, you reply, guardedly. I must speak with Sebb Jarel, for only he can help me accomplish the task. I am at liberty to say no more.

+

The captain looks at you quizzically. It's unlike Prince Graygor to entrust such responsibility to one of your rank, soldier. If you expect me to take you to Jarel you have first to satisfy me that you're a Pathfinder. That bandit Baron Shinzar has sent men to find Jarel before&emdash;on missions of assassination. I want proof you're not another one of his agents.

+

He peers over your shoulder towards the tavern bar and signals to the owner by blinking three times. The metallic click of a crossbow being cocked and your Kai sixth sense alert you to the weapon that is now pointed at your back. Tell me, soldier, where were you trained as a Pathfinder? Was it in Humbold, in Sharwhan, or in Testla?

+ If you have completed the Lore-circle of the Spirit, turn to 46. +

If you do not have mastery of this Lore-circle you must hazard a guess at the answer.

+ If you answer, Humbold, turn to 111. + If you answer, Sharwhan, turn to 287. + If you answer, Testla, turn to 152. +
+
+ +
+ 8 + + +

You spur your horse down the slope and gallop along an overgrown track that leads to the ford. The log huts are shrouded in silence, but as you draw level with them, a gruff shout shatters this illusion of peacefulness and a hail of arrows cuts through the air.

+

One of the black shafts buries itself in your horse's neck. He shrieks in pain and crashes to his knees, hurling you into the river. You gulp a mouthful of the icy water and struggle to your feet, coughing and cursing, just in time to see your ambushers pour out of the nearest hut and advance towards you. Some are reloading their bows as they run.

+ If you have a bow and wish to use it, turn to 131. + If you wish to try to escape by wading across the ford, turn to 166. + If you wish to draw a hand weapon and prepare for combat, turn to 251. +
+
+ +
+ 9 + + +

Your shaft arcs towards the Baron, but it reaches him just as he turns to push his troops into line and it glances off his pauldron, a shaped steel shoulder guard bolted to his breastplate. Alerted to your presence, he spins around and glares into your eyes, his red axe glinting as sunlight breaks through the haze of battle-smoke.

+ If you possess the Sommerswerd, turn to 113. + If you do not possess this Special Item, turn to 126. +
+
+ +
+ 10 + + +

An evil smile spreads across Roark's face as the Demonlord finally comes to his aid. You strike the creature but your blows merely splinter your weapon. Incensed by your defiance, Tagazin leaps upon you and sinks his fangs deep into your chest. Pain explodes through your body but the agony is soon obliterated by the numbing chill of death.

+ Your life and your quest end here. +
+
+ +
+ 11 + + +

Beaten and bloodied, the surviving Krorn back away whimpering as you climb over the bodies of their slain brothers and stalk towards them. Baron Shinzar screams in anger and lifts his axe high. He barges through his misshapen troops and stands before you, glaring like a man possessed. Meet your doom, Eruan scum! he sneers, and strikes out at your head. You block the blow but your weapon is destroyed in a flash of sparks (delete this weapon from your Action Chart): the Baron wields a weapon forged by sorcery. As he lifts it anew, you prepare to dodge its lethal caress.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

+ If your total is now 0&endash;3, turn to 310. + If it is 4 or more, turn to 229. +
+
+ +
+ 12 + + +

Using your ability to intensify your vision you focus on the advancing horsemen. You see that they are all wearing surcoats of scarlet and grey, embroidered with a crest bearing an open hand. The only horsemen who wear this livery are the cavalry of Talestria.

+ If you wish to wave down these riders, turn to 61. + If you would rather hide from them beneath the bridge, turn to 322. +
+
+ +
+ 13 + + +

Drawing on your Kai skills you blend with the shadows and stand absolutely still. The Death Knight warrior appears, filling the archway with his massive frame. He snatches up the spear in his mailed fist, turns, and then hauls himself out of the ditch, grunting and cursing his carelessness as he struggles in his heavy armour.

+

You wait for about twenty minutes before leaving your hiding place and working your way along the ditch.

+ Turn to 124. +
+
+ +
+ 14 + + +

You focus your Kai skill on Adamas's hand but you cannot tell which side of the coin is showing. All you can detect is a strong magical aura, indicating that the coin is magically shielded. You have no option but to guess which side is showing.

+ If you wish to call heads, turn to 330. + If you wish to call tails, turn to 212. +
+
+ +
+ 15 + + +

You land with a crash among the roots and briars, and roll to lessen the shock of impact. Sharp thorns graze your hands and knees (lose 1 ENDURANCE point) but otherwise you survive the jump intact. Quickly you gather up your equipment and press on into the eerie forest.

+ Turn to 50. +
+
+ +
+ 16 + + +

A narrow pathway branches away from the main alley and you rush along it, barging aside a Hammerlander who appears suddenly from a doorway. The screams of your company and the clash of swords echo in the narrow confines of the passage as you make your escape swiftly towards the centre of the town. The passage opens on to a wider street where a barn-like building stands at the corner. Crouching at a window on the upper floor is a Drakkarim archer with an arrow notched ready to fire. He sees you appear and releases his straining bowstring, sending his arrow whistling towards your heart.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If the total is now 0&endash;2, turn to 264. + If it is 3&endash;5, turn to 121. + If it is 6 or more, turn to 319. +
+
+ +
+ 17 + + +

Naog daka! snarls a voice in the corridor behind. You spin round to see two Drakkarim warriors, both armed with loaded crossbows. Slowly you let your hand drift towards your weapon but your move does not go unnoticed. Suddenly a starburst of pain explodes in your head and darkness washes over your vision as you are slammed back against the door by the force of the bolt which has penetrated your skull. Death is instantaneous.

+ Your life and your quest end here. +
+
+ +
+ 18 + + +

You coax your horse along the rocky trail as it winds its way upstream towards the foothills of the Eru Range. By early evening you have traversed several miles of difficult terrain and, by chance, you find yourself at the entrance to an incredible gorge. It is filled with a sea of wild flowers so colourful that you are dazzled by their brilliance. The scent they exude is extremely potent and you feel a tremendous urge to dismount and lie down to sleep among the beautiful blooms.

+ If you have the Magnakai Discipline of Nexus and have reached the rank of Primate or more, turn to 83. + If you have the Magnakai Discipline of Curing, turn to 255. + If you possess neither of these skills, turn to 167. +
+
+ +
+ 19 + + +

It becomes colder as night draws its black cloak around the clearing. Having done without sleep the previous evening you are now very tired, and settle down to rest with your back against the mossy temple wall. You are just drifting off when you become aware that something is moving near the edge of the trees. Shadowy shapes wreathed in mist are swirling around the pines like phantoms in a dream.

+ If you have the Magnakai Discipline of Psi-screen and have reached the Magnakai rank of Mentora, turn to 93. + If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 228. +
+
+ +
+ 20 + + +

Tagazin shudders as the blows of the Sommerswerd rob him of his supernatural strength. His body becomes pale, almost transparent, and tiny tendrils of smoke curl from his skin as if his body was slowly evaporating. He retreats towards the centre of the temple and leaps on to the marble block. There is a chilling howl and suddenly the shadowy chamber is flooded with a blinding light. Thunder booms and the walls shake. Terrified, Roark and his companions flee through the shattered doors and scramble up the stairs. Crackling bolts of white lightning leap from the marble block to tear great chunks of rock from the walls, and the air seethes with a cloying stench that threatens to suffocate you. With terror in your heart you bound up the stairs and escape as the defeated spirit of the Demonlord vents its spite on the chamber below.

+ Turn to 341. +
+
+ +
+ 21 + + +

You reach the King's headquarters only to discover that he is not there: he has taken personal command of his Horse Knights and mounted men-at-arms, and led them in an attack on the enemy's reinforcements. From the top of the hill you can see a huge cavalry battle taking place on the grasslands south of Cetza. Amid the wheeling ranks of armoured horsemen, at the very heart of the fiercest fighting, flies the King's banner. It would be impossible for you to reach him and request that he save the Prince.

+

Mindful of the time that has been lost, you turn your horse about and set off towards the Prince's reserves, determined now to lead them yourself.

+ Turn to 49. +
+
+ +
+ 22 + + +

Your Magnakai skill warns you that the robed figures possess magical abilities. The glass globes they are holding contain a volatile mixture of phosphorous and oil. If the globes were to break, the contents would burst into flames immediately on contact with the air.

+ If you have a bow and wish to fire an arrow at one of the globes, turn to 293. + If not, turn to 199. +
+
+ +
+ 23 + + +

You fling aside the curtain and rush through the archway into the passage beyond. The two cave guards turn to face you but the speed of your escape leaves them fumbling for their spears. You reach the exit, breathless and fearful, and catch sight of a patrol of horsemen arriving at the camp. They dismount, tether their horses to some bushes and make their way wearily towards the main campfire. Seeing an opportunity to escape, you rush to the first bush and snatch up the reins of the nearest mount. Suddenly a cry echoes from the cave mouth: the guards are raising the alarm. You climb into the saddle but your escape is blocked by a partisan horseman riding up the narrow track that leads into the camp.

+ Partisan Horseman1724 + If you win the combat, turn to 239. +
+
+ +
+ 24 + + +

Gradually your Psi-screen weakens enough to enable the phantoms to engulf you with their snaky tendrils. You shudder with fear as they coil around your limbs, filling them with a terrible chill that steals your strength and your will to resist. Reluctantly you surrender to their numbing caress and slip into a sleep from which there will be no awakening.

+ Your life and your quest end here. +
+
+ +
+ 25 + + +

You rub your eyes and look around you at a campsite nestling in a hollow at the foot of a great, snow-capped mountain. It is occupied by a host of partisans, who are busy tending their ponies and sharpening weapons dulled by heavy fighting. Your escort helps you to dismount and you are led through the camp to a cave hidden beneath a huge outcrop of rock. As you enter the cave and follow a torchlit passage, you hear voices echoing in the distance and your keen nostrils catch the scent of roasting meat. The passage ends at a curtained archway guarded by two men with spears. They look at you brusquely, as if you were a stray dog, but your escort explains your purpose here and they stand aside to allow you an audience with their leader, Sebb Jarel.

+ Turn to 38. +
+
+ +
+ 26 + + +

A wave of pain begins to envelop your mind, but your psychic defences deflect the attack before it overwhelms your senses: lose 1 ENDURANCE point.

+

The attack ceases but your fear grows as you watch the jackal-like Demonlord leap from the marble block and come bounding towards the door.

+ If you have a bow and wish to use it, turn to 147. + If not, turn to 174. +
+
+ +
+ 27 + + +

Your pack and weapons land safely among the tangle of foliage that carpets the ground on the opposite side of the chasm. Free of their encumbrance, you take a long run-up and leap feet-first across the gap.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;3, turn to 54. + If it is 4 or more, turn to 15. +
+
+ +
+ 28 + + +

Suddenly a dozen webbed hands slap over the sides of the boat and six ghoulish, dome-shaped heads rise from the river. Their mottled throat sacs puff and slacken fitfully as these creatures clamber over the gunwales and launch their attack.

+ + + Brian Williams + Suddenly ghoulish, dome-shaped heads rise from the river + + + + + Ciquali2936 +

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first round of combat due to the surprise of the attack.

+ If you win and the fight lasts four rounds or less, turn to 169. + If you win and the fight lasts longer than four rounds, turn to 309. +
+
+ +
+ 29 + + +

On your return to Prince Graygor's tent you are shown to your sleeping area by one of his heralds. It is little more than a pile of straw strewn on the bare ground, but you have slept in worse places than this and you are now too exhausted to complain or look for somewhere more suitable to rest.

+

Unless you possess a blanket, lose 1 ENDURANCE point due to an uncomfortable night's sleep.

+ Turn to 280. +
+
+ +
+ 30 + + + +

There is no choice that leads to this section of the book. It is exactly the same as Section 299 and therefore superfluous.

+
+
+ + +

The alarm bell signifies that the entrance to the tower is under attack. Adamas and his army have reached the centre of the city and are now fighting their way down into the dungeons in an attempt to free the slaves. The Death Knights are hurrying to their battle stations and they are unaware of your presence in this chamber.

+ Turn to 136. +
+
+ +
+ 31 + + +

You rush headlong through the trees and dense undergrowth, the dreadful howls of the Akataz growing ever louder in your ears. The pine trees appear to be thinning out and, as you break through a mass of waist-high foliage, you discover that the forest ends abruptly at the edge of a steep gorge. You skid to a halt and stare down at a raging river over 100 feet below.

+

A snarl, dangerously close, makes you spin on your heel and stare back into the forest. Your gaze is met by a score of hungry war-dogs as they creep closer for the kill.

+ If you wish to stand and fight the Akataz, turn to 81. + If you choose to evade them by jumping into the gorge, turn to 340. +
+
+ +
+ 32 + + +

The Drakkarim give a loud yell as soon as they see Adamas appear. At once the vanguard fire their crossbows and many bolts find their mark, but the Drakkarim who fall do not hamper their comrades, who are preparing to welcome Adamas with huge chunks of rock. With cat-like agility he veers right and left, weaving his way through the deluge of falling boulders, which smash down with a terrific crack. He reaches the door unscathed, rips the satchel from his shoulder and primes the crystal explosive. Automatically you start to count as he runs back through rubble and dead bodies. Six &ellips; seven &ellips; eight &ellips; He leaps, and as you count nine he clears the rampart and lands beside you, breathless and exhilarated.

+ Turn to 301. +
+
+ +
+ 33 + + +

Your lightning-fast reactions save you from the deadly blade. But even before the dagger has blunted itself on the wall behind, Halgar pulls free the Bullwhip that he carries on his belt. He lashes out and the copper-studded whip snakes towards your unprotected face.

+ Halgar2430 +

Owing to the speed of his attack you cannot use a bow or evade combat.

+ If you win the fight, turn to 145. +
+
+ +
+ 34 + + +

You roll the dead Bhakish into the water and stare fearfully across the Hellswamp at myriad pairs of eyes gleaming coldly in the moonlight. A sudden movement in the water makes you recoil from the edge. Seconds later the scummy surface is whipped into a froth as the bodies are claimed by an unseen predator.

+

You and Jarel are unsettled by the encounter and you both spend a sleepless night cradling your weapons and waiting for the dawn: lose 2 ENDURANCE points.

+ Turn to 101. +
+
+ +
+ 35 + + +

You stare deeply into the serpent's scarlet eyes and will the venomous creature to sleep. It begins to sway, then gradually its jaws close and it buries its head in its coils, succumbing totally to your command.

+ Turn to 205. +
+
+ +
+ 36 + + +

With the legendary grace and speed of a Kai master in battle, you draw an arrow and send it whistling towards the sniper's head. He utters a gurgling scream as he topples from the first-floor window, your arrow stuck in his throat.

+ If you wish to run forward to search the body, turn to 296. + If you choose to press on towards the centre of the town, turn to 155. +
+
+ +
+ 37 + + +

You have covered less than a mile when suddenly you hear the screams of men and startled horses coming from the darkness ahead. Cautiously you advance until you find yourself at the edge of a steep slope which descends to the site of an ancient quarry. Torchlight flickers at the centre of this wooded bowl, illuminating a grim and supernatural conflict.

+ Turn to 266. +
+
+ +
+ 38 + + +

Beyond the curtained arch lies a cavern bathed in the flickering light of a log fire. Five men sit cross-legged around the fire, carving meat from a boar on a spit suspended over the flames, and swilling wine from a wineskin that is passed between them.

+

What have we here? says a man with mouse-like features, as you appear before them.

+

A Pathfinder, if I'm not mistaken, says another, wiping spilt wine from his chin. Well, Pathfinder, what brings you to our camp?

+

I come to seek the help of Sebb Jarel, you reply. Which one of you is he?

+

I am Jarel, answers the mouse-like man. How can I aid you?

+ If you have the Magnakai Discipline of Divination, turn to 157. + If you do not possess this skill, turn to 275. +
+
+ +
+ 39 + + +

You snatch the reins and wheel your horse around on its hind legs in one swift, elegant movement. The sergeant screams an order and his men lunge forward, hoping to stick you with their swords before your horse's forelegs return to the ground. But their attack is much too slow to catch a Kai master off-guard. Your horse regains its footing and you gallop through their shrinking ring of steel, barging aside two stout mountain ponies and leaving their riders sprawling in the dust.

+

The partisans give chase as you gallop headlong down a long and twisting hill track. You are beginning to outdistance your pursuers when your steed suddenly pitches forward and you are thrown head-first into a tangle of foliage. The dense undergrowth cushions your fall and you emerge unscathed, but your horse has been seriously injured. A deep pot-hole ensnared its foreleg and the limb is badly broken: the poor animal cannot go on. The partisans gallop into view and you are forced to abandon your crippled mount and escape on foot. With the angry cries of your pursuers growing ever louder, you curse your ill luck and run for the cover of the surrounding forest.

+ Turn to 250. +
+
+ +
+ 40 + + +

The corroded iron gantry shakes violently as you inch your way nearer to the flaming green ball. Once you are in position, you call to Paido and, one by one, he smashes the crystal rods.

+ Turn to 196. +
+
+ +
+ 41 + + +

Roark watches you rush towards him with hate and fear in his eyes. Help me, master, he whimpers, rising unsteadily and drawing a slim-bladed sword from beneath his black robes.

+

Demonlord Tagazin answers his servant with a thunderous growl but does not hasten his pace to save him from your attack. He seems to be enjoying the fear that Roark displays, and as you strike his growl changes to a hideous snigger.

+ Roark1820 + If you win and the fight lasts three rounds or less, turn to 326. + If the fight lasts longer than three rounds, do not continue but turn instead to 10. +
+
+ +
+ 42 + + +

By the gods! What manner of black sorcery is this? gasps Prince Graygor, horrified by the cruel slaughter. But his horror is soon overcome by the sudden realization that he must act swiftly to counter this threat or the battle might be lost. The Lencian knights are being held up at the bridge and every minute that passes costs them dearly.

+

He calls for his destrier, a magnificent white charger clad in ornate plate armour, and climbs into the saddle. To battle! he shouts, and, ignoring the warnings of his heralds, he spurs his warhorse down the hill. The knights of the Palace Guard give a rousing cheer as he takes his place at the head of their column and leads them towards the ruined temple.

+ If you wish to mount your horse and join the cavalry advance, turn to 284. + If you choose to stay where you are and observe the battle, turn to 163. +
+
+ +
+ 43 + + +

With your heart in your mouth you leap across the raging river and land with a jolt that leaves you breathless. For several minutes you cling to the smooth rock until you are recovered enough to be able to continue to the far side. When you reach the safety of the opposite bank you discover that you have lost one item from your Backpack&emdash;it must have fallen out as you made the jump.

+

Delete the item you have listed second on the Backpack section of your Action Chart before you venture into the Moggador Forest.

+ Turn to 186. +
+
+ +
+ 44 + + +

You turn and race towards the bridge, but the way is now blocked by a barricade defended by Drakkarim archers. A clutch of black arrows screams through the air and you are forced to dive into an open doorway to avoid being hit. Swiftly you rise, crouched ready for combat lest an enemy is nearby waiting to attack you, but your caution proves unnecessary&emdash;the ruined cottage is empty.

+

After clambering through open windows and working your way across smouldering piles of rubble, you finally emerge at a street with a barn-like building on the corner. Crouching at a window on the upper floor is a Drakkar sniper with an arrow notched and ready to fire. He sees you appear and releases his straining bowstring, sending his arrow whistling towards your heart.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;2, turn to 264. + If it is 3&endash;5, turn to 121. + If it is 6 or more, turn to 319. +
+
+ +
+ 45 + + +

Inside the tent a group of senior officers are poring over their battle-maps and planning their troop dispositions for an assault across the causeway. Their leader has his back to you, but when he turns to see who has entered his tent, you recognize him at once: he is Adamas, Lord Constable of Garthen. By the gods! he exclaims. I thought the Danarg had claimed you, Lone Wolf. How good it is to see you alive.

+

He dismisses his captains and bids you tell all that has happened since last you met. So you wish to break into Torgar, he says, thoughtfully. How strange it is that our goals should be so similar. Come, follow me, perhaps cooperation will hasten our success.

+ Turn to 127. +
+
+ +
+ 46 + + +

Drawing on the combined power of your psychic skills, you focus a beam of clairvoyant energy at the captain's mind. Visions of warriors training with weapons and practising their woodcraft swirl before your eyes. You increase your concentration and suddenly a name crystallizes in your mind's eye.

+

Sharwhan, you say, confidently.

+ Turn to 287. +
+
+ +
+ 47 + + +

You are about to descend when a shadow looms into view and a Drakkar officer appears at the foot of the stairs. Instantly you press yourself to the wall and use all your Kai skills to mask your presence. He strides up the stairs, passing within a few feet of you, but miraculously he fails to notice you and continues without stopping. After wiping the sweat from your brow you continue down the stairs.

+ Turn to 285. +
+
+ +
+ 48 + + +

You tie one end of the rope to a strong stick and cast it across the gap. On your third attempt it anchors in some exposed tree roots near to the edge. A few tentative pulls assure you that it is secure enough to support your weight and you swing across, your feet braced to withstand the jolt of impact against the chasm wall.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 304. + If it is 5&endash;9, turn to 289. +
+
+ +
+ 49 + + +

Swiftly you inform the captains of the reserve regiments of the danger facing their Prince. At first they are reluctant to take orders from a Pathfinder, whose rank is inferior to theirs, but the logic of your argument and your forceful character persuades them to comply with your commands.

+

Trumpets announce the advance and you set off across the body-strewn battlefield with a force 900 strong. Pikemen lead the column with archers close behind, and bringing up the rear are a levy of militia, many of whom lived in Cetza before the Drakkarim invaded. Their morale is high for this is their chance to recover their homes and their land.

+

Tensely you watch as the enemy attack. The Palace Guard link shields but, as the Hammerlanders slam into their line, they buckle and waver beneath the crushing onslaught. As your force crosses the ditch, you pray that the Prince and his men have strength enough to hold for just a few minutes more.

+ Turn to 292. +
+
+ +
+ 50 + + +

For several hours you follow an ancient pavement that mostly lies buried beneath the rich black soil of the forest floor. Occasionally you discover a heap of moss-covered slabs; they are all that remain of dwellings built long before the trees conquered the isle. It is late afternoon when you reach a clearing in the middle of which stands a decaying structure of mould-encrusted stone. The building is an immense ziggurat which is so overgrown that it appears to be a part of the surrounding soil and vegetation.

+

A section of this verdant growth has been cleared to reveal two massive doors of solid crystal set into the lowest level.

+ If you have the Magnakai Discipline of Divination, turn to 314. + If you do not possess this skill, turn to 89. +
+
+ +
+ 51 + + +

A laugh, deep and guttural, rumbles from the far side of the cavern. I see Skalir's play-actin' ain't good enough to fool you, Pathfinder, says a man who, until now, has been watching silently in the shadows. As he steps forward, the fire casts a warm glow over his massive frame. He stands over six-and-a-half-feet tall, his face is covered by a thick red beard and he has a shock of bright red hair that cascades over the wolfskin cloak slung over his shoulders. He smiles, his green eyes bright and piercing, set wide beneath an intelligent brow.

+ + + Brian Williams + A massive man steps forward, with thick read hair and
a beard that cascades over his wolfskin cloak
+ + + +
+

Check on the sentries, Skalir, he instructs his lieutenant. And make sure they've got their wits about 'em tonight. Obediently, the mouse-like man and his four companions leave the chamber. As the curtain is pulled across the archway, the red-haired giant motions you to sit with him at the fire. I am Jarel, he says. What do you want from me?

+ Turn to 92. +
+
+ +
+ 52 + + +

The plate-armoured warriors reach the bottom of the stairs and begin running in your direction, as fast as their heavy equipment will allow. Their ox-like leader urges them on with the words&emdash;Gaz darg! Gaz aga kuzim! Okim der tagog!

+ If you have a bow and wish to use it, turn to 109. + If you decide to draw a hand weapon and prepare for combat, turn to 320. + If you choose to keep perfectly still in the hope that they have not seen you, turn to 136. +
+
+ +
+ 53 + + +

Excellent! says King Sarnac. I wish I had a few like you in my own army.

+

He bids you step forward and shows you the extent of the known enemy positions using Prince Graygor's map. Once you have been briefed, he sends for some black clothing for you to wear instead of your grey Pathfinder's uniform and some burnt cork with which to blacken your face and hands. You are then escorted to the edge of the encampment, close to the dusty road on which the army marched from Luomi. The guards tell you that the password is broadsword. When you return you must use this word or the pickets&emdash;the sentries who guard the perimeter of the camp&emdash;may mistake you for one of the enemy.

+ Turn to 94. +
+
+ +
+ 54 + + + +

You may not use the Silver Bow of Duadon in this combat. If you have reached the rank of Tutelary and possess the Discipline of Weaponmastery, you only need to deduct 2 points from your COMBAT SKILL if you are unarmed.

+
+
+ + +

You land heavily at the edge of the chasm and the soil disintegrates on impact. Desperately you lunge for a tangle of roots and hold fast as your legs swing wildly in the void. Just as you begin to recover from the shock of the fall, you hear a scrabbling sound coming from somewhere deep within the rock-face. Suddenly a section of the sheer wall crumbles away, exposing the head of a ghastly, worm-like creature with huge, clacking mandibles. You have disturbed a hungry Lapillibore and it is intent on eating you alive.

+ Lapillibore1650 +

Owing to your precarious position, deduct 3 points from your COMBAT SKILL for the duration of the fight. Unless you possess a weapon-like Special Item, reduce your COMBAT SKILL by a further 4 points and fight the creature unarmed.

+ If you win the combat, turn to 237. +
+
+ +
+ 55 + + +

Slowly the ghosts encircle you and glide forward undaunted by the light. You brace yourself for their attack but still you shudder when their snaky tendrils lash out and engulf your limbs. Their touch fills you with a terrible chill that steals your strength and your will to resist. Reluctantly you surrender to their numbing caress and slip into a sleep from which there will be no awakening.

+ Your life and your quest end here. +
+
+ +
+ 56 + + +

The Ziran utters a gurgling, blood-soaked death-cry, and crumples at your feet. Tongues of flame ignite and quickly consume his corpse beneath a pall of oily black smoke. Suddenly an explosion shakes the ground as the iron stave disintegrates into a million glowing shards. You rush to the injured Prince, heave him across your shoulder and flee the temple as the flames and choking black fumes begin to spread.

+

Once you are a safe distance from the ruins you lower the Prince gently to the ground and watch as the guttering flames gradually ebb and fade.

+ Turn to 211. +
+
+ +
+ 57 + + +

The two robed figures utter a sinister curse and fling their globes into the air. The yellow spheres rise higher and higher until they disappear completely in the smoke-laden air. The Palmyrions are eager to engage the enemy and rush forward with their weapons drawn to strike. But before they fall upon the Drakkarim, the yellow spheres fall upon them&emdash;with devastating effect.

+ Turn to 106. +
+
+ +
+ 58 + + +

The bear knows the forest well: he knows its treasures and its dangers. Carefully you follow in his tracks as he works his way through the pines towards the edge of a deep gorge, where a trail descends gently to the bank of a rushing river. Massive boulders, smoothed by centuries of erosion, rise from the foaming torrent like giant stepping stones. Across the river lies another forest, dark and forbidding. Although the sun is strong in the cloudless sky and the air is warm and dry, a grey mist hangs heavy and cold around the trees of that forest.

+

All along the bank on this side of the river grow clumps of bushy herbs with bright red flowers. The bear scoops a pawful of the scarlet petals and chews them contentedly as he nods farewell and ambles back into the forest.

+ If you have the Magnakai Discipline of Curing, turn to 276. + If you do not possess this skill, turn to 325. +
+
+ +
+ 59 + + +

The island is no more than a crusty mud flat supporting a brace of stunted trees. You make a landing and haul the boat out of the water before overturning it to provide a shelter from the monotonous drizzle. Your rumbling stomach reminds you that you have not eaten today, and you must eat a Meal now or lose 3 ENDURANCE points.

+

You agree to take the first watch and, as Jarel settles down to sleep, you sit and stare across the moonlit swamp, contemplating the journey ahead. By chance you are looking down at the water's edge when a scaly paw breaks through the surface and sinks its claws into the mud. A second paw joins it and between them rises a gruesome fish-like head. Moonlight glints on its needle-thin fangs as silently it slinks out of the mire.

+ If you have a bow and wish to use it, turn to 76. + If not, turn to 311. +
+
+ +
+ 60 + + +

You're a spy! screams the captain as he reaches for the hilt of his sword. Instinctively you lash out, catching him with a powerful uppercut punch that lifts him clean off his feet and leaves him sprawled on the ground unconscious.

+

Fire! shouts a bull-necked Pirsian. You throw yourself to the floor. A deafening roar reverberates through the town as the men discharge their unwieldy pistols, but the lead shot passes harmlessly over your head and buries itself in the tavern door. The noise stirs a hornet's nest of activity as the rest of the townsfolk arm themselves and rush into the street to investigate the commotion. The situation is beginning to look desperate when you see a chance to escape. The pistols created a huge cloud of white smoke. Under cover of this acrid cloud you scurry along an alley beside the log tavern and run headlong into the foliage and trees beyond.

+

With the angry cries of the townsfolk rippling through the forest, you curse your ill luck as you make good your escape into the dark.

+ Turn to 250. +
+
+ +
+ 61 + + +

The Talestrians bring their horses to a halt and regard you with suspicion. Their officer draws his sword and demands to know your nationality and the name of your regiment. You reply in his native tongue that you are an Eruan Pathfinder, and a smile spreads slowly across his rugged face. He tells you that he and his men are scouts who have been sent to make sure that the hills are free of enemy troops. Your Kai sixth sense confirms that he speaks the truth, and when he offers to take you to meet his commander, you accept the invitation gladly.

+ Turn to 6. +
+
+ +
+ 62 + + +

The further you skirt around the edge of the chasm the wider it becomes. After an hour of searching for an alternative way across, you are forced to return to the trail and reconsider the jump.

+ If you have a rope and wish to use it, turn to 48. + If not, turn to 317. +
+
+ +
+ 63 + + +

The hail of arrows and the sight of your black-clad form lurching towards them makes the guards over-excited. They fear it is the beginning of a Drakkarim attack, and when they hear you shout the wrong password it makes them panic. Raid! they cry, alerting a unit of crossbowmen stationed on the high ground behind them. They grab their loaded weapons and take aim, but the only target they can see is you.

+

A scything wave of iron bolts engulfs you and an agonizing explosion of pain fills your chest. You are mortally wounded and although you fight to hang on to your life, it is a struggle you cannot win.

+ Your life and your quest end here. +
+
+ +
+ 64 + + +

Blinding pain stabs at your head as pulses of psychic energy prise open the secrets of your mind: lose 5 ENDURANCE points. Lord Adamas commands you to reveal your mission and your true identity and you are powerless to resist.

+ Turn to 290. +
+
+ +
+ 65 + + +

You recognize the emblem of Salony, the smallest of the Stornland nations. The two soldiers are dressed in the uniforms of mercenary swordsmen from the town of Amory, which is situated close to its northern border. Fear and suspicion grow stronger and you try to fathom a reason why these soldiers of fortune are here on this remote isle, 1000 miles from their homeland.

+

One of the men struggles to his feet and begins walking towards you. You sense that he has not seen you&emdash;he is merely answering the call of nature&emdash;but you decide that it is wise to slip away. Under cover of the forest you return to the front of the building.

+ Turn to 89. +
+
+ +
+ 66 + + +

On to Cetza! shouts Prince Graygor. The battle-cry is taken up by his valiant soldiers as he leads them across the corpse-strewn field towards the town.

+

Heavy fighting is raging along the main street. The Lencian knights have taken the bridge and King Sarnac's spearmen have breached the wall that surrounds the apple orchard. However, the Drakkarim are determined to stand their ground and they fight back viciously like starving wolves. You run with a group of longbowmen towards the centre of Cetza and find yourself approaching a barn-like building which overlooks the bridge. Standing at a window on its upper floor is a Drakkar sniper with an arrow notched ready to fire. Patiently he watches you weaving through the smoky ruins until you present a clear target. He releases his straining bowstring and sends an arrow whistling towards your heart.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is 0&endash;2, turn to 264. + If it is 3&endash;5, turn to 121. + If it is 6 or more, turn to 319. +
+
+ +
+ 67 + + +

You have taken less than a dozen silent steps when the voices stop. There is a rustle of foliage, then a group of hideous-looking creatures emerge from the bushes. They are not as tall as you but almost twice as broad, with arms that hang below their knees. They slobber repulsively as they draw their primitive weapons and shuffle closer.

+ If you have a bow and wish to use it, turn to 119. + If not, turn to 315. +
+
+ +
+ 68 + + +

With a yell, you barge your way through the stunned tavern crowd and kick open the back door. The land behind the building is thickly forested and you run headlong into its welcoming cover. With the angry cries of the Pirsians rippling through the trees, you curse your ill luck and escape into the darkness.

+ Turn to 250. +
+
+ +
+ 69 + + +

So you are Lone Wolf, he says, bowing respectfully. I am honoured to meet you, though I would have wished for happier circumstances. I think I know why you have come to Torgar&emdash;is it not to take the golden gems which Darklord Gnaag sent here?

+

Yes, you reply, they are the Lorestones of my ancestors and I have vowed to retrieve them. I must fulfil my vow for it is vital to the future safety of both our lands that Gnaag be prevented from destroying them.

+

Slowly a smile spreads across Paido's face. I will help you, Lone Wolf, he says, his warrior pride restored by the thought of avenging his cruel imprisonment. I know where these Lorestones are being held and I will take you there.

+ Turn to 88. +
+
+ +
+ 70 + + +

You draw an arrow and take aim at the creature's mouth. It howls with devilish glee, drawing back its lips in a snarl that reveals a jaw full of fangs, most over six inches long. As the smell of its fetid breath fills your nostrils, you release your arrow and send it streaking towards the beast's ghastly maw.

+

Pick a number from the Random Number Table and add any missile bonuses you may have.

+ If the total is now 0&endash;2, turn to 336. + If it is 3&endash;7, turn to 349. + If it is 8 or more, turn to 195. +
+
+ +
+ 71 + + +

By the time you reach the ancient burial mound, Roark's follower is being drained of the last of his life-force by a host of hungry ghosts. Fear and premonition gnaw at your stomach when you sense that the evil spirits have detected your presence. They emit an unearthly shriek, and a terrible chill like a blast of icy cold wind washes over your body. You are gripped by an urge to run but they swoop down on you too quickly for you to be able to escape their clutches.

+ If you possess the Sommerswerd, turn to 133. + If you possess a Bullwhip, turn to 168. + If you possess neither of these Special Items, turn to 74. +
+
+ +
+ 72 + + +

The creature emits a shrill whistle as your killing blow pierces its brain. Its deadly mandibles continue to snap spasmodically, but without purpose, as its lifeless body oozes from the hole and falls limply to the chasm floor.

+

Gripping firmly with both hands you haul yourself up, untie the stick from the end of the rope and wind it back into your pack before setting off deeper into the eerie forest.

+ Turn to 50. +
+
+ +
+ 73 + + +

A shriek rises from the ranks of the Krorn as they catch the scent of your body drifting towards them on the breeze. Their heinous squeals alert Baron Shinzar to your presence and he turns to face you, his red axe glinting as a few rays of sunlight break through the haze of battle-smoke.

+ If you possess the Sommerswerd, turn to 113. + If you do not possess this Special Item, turn to 126. +
+
+ +
+ 74 + + +

With your good hand you unsheathe your weapon and strike out at your ghostly attackers, but your brave blows pass clean through their mist-like forms without effect. You shudder with fear as their snaky tendrils close tightly around your limbs, filling them with a terrible chill that steals your strength and your will to resist. Reluctantly you surrender to their numbing caress and slip into a sleep from which there will be no awakening.

+ Your life and your quest end here. +
+
+ +
+ 75 + + +

The road beyond the river takes you into thick forest and a dense canopy of branches arches overhead. A dazzling mosaic of light and shade blankets the trail as it winds like a tunnel through the tall, grey-green trees. Gradually the trail becomes rougher: new saplings have speared through the stony surface and foliage spills out from the forest on either side. The tunnel ends abruptly at the edge of a steep valley, although the trail itself continues, winding its way down towards a fast-flowing stream.

+

Cautiously you urge your horse down the twisting path to arrive at a cluster of dilapidated log huts. Rust and rot have taken their toll but you can still discern the remains of what was once a mining settlement where men panned for gold. A wooden sign hangs lopsided above an open door, swinging slightly in the breeze. Its paint is cracked and the panel bears fresh sword scars, but you can still make out the words: it reads, KAIG SETTLEMENT.

+

Two trails lead away from this abandoned mining village. One climbs out of the valley and disappears into the forest; the other follows the stream towards its source among the snow-capped mountains of the Eru Range.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 102. + If you wish to take the trail that climbs out of the valley, turn to 313. + If you wish to ride along the track beside the stream, turn to 18. +
+
+ +
+ 76 + + +

You aim and fire in the blink of an eye, sending your arrow coursing deep into the creature's bloated body. It gives a sound more like a scream than a croak and sinks out of sight.

+

What the&ellips;!? coughs Jarel, woken by the scream. But before you can warn him, two more of the fish-like things clamber over the upturned boat and attack you both with their taloned paws.

+ Bhakish2125 +

These swamp dwellers are immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 34. +
+
+ +
+ 77 + + +

The gruesome clack of fangs fills your ears and white-hot pain lances through your arms and legs as the Akataz snap shut their powerful jaws. You try to repel them using your Kai mastery of Animal Control, but their blood fury is aroused and their minds are fixed unshakeably on rending you to shreds: lose 5 ENDURANCE points.

+ + + Brian Williams + The black bear wrenches one snarling hound from your leg
and another is torn to shreds by its razor-sharp claws
+ + + +
+

In desperation you will the black bear to come to your aid. It growls angrily and bounds towards the war-dogs. One snarling hound is wrenched from your leg, whirled about and flung into the forest to break its back against a tree. Another has its skull crushed between the bear's powerful paws, and a third is torn to ribbons by one swipe of its razor-sharp claws. With your arms now free you are able to draw a weapon and dispatch an Akataz that has its fangs caught in the sole of your boot. Freed at last from your attackers, you sit up in time to see the bloodied survivors slinking away into the undergrowth.

+ Turn to 117. +
+
+ +
+ 78 + + +

It's an impressive-looking door, says Adamas, studying the wall of black iron, pitted and streaked with age. But every door has its key, and we have the key to this one. He flips open the leather satchel and removes what appears to be a mass of triangular crystals fused into one solid lump. This is the device that the Elder Magi prepared for us. It has to be placed at the foot of the door and it is activated by pressing this shard, he says, pointing to a sliver of crystal protruding from the side. The thing explodes ten seconds after the shard is pressed.

+ + + Brian Williams + + + + +

Calmly he takes a coin from his pocket and flicks it in the air. One of us must place the device, he says, as he catches the coin. We're the only two left who stand a chance of surviving the run. He nods at his clenched fist and invites you to call heads or tails.

+ If you have the Magnakai Discipline of Divination and wish to use it, turn to 14. + If you wish to call heads, turn to 330. + If you wish to call tails, turn to 212. +
+
+ +
+ 79 + + +

Once you have managed to grab hold of his arms you heave him out from beneath his dead mount and prise open the visor of his helmet. He coughs and retches the mud from his mouth and lies back against the bank of the ditch.

+

I owe you my life, Pathfinder, he gasps. Another minute and I'd have been done for. You turn to leave but he grabs you by the wrist and presses a Medal into your hand. I won this at the Battle of Luomi, he says with pride. I want you to have it, with my eternal thanks. (If you wish to keep the Medal, mark it on your Action Chart as a Special Item that you carry in your pocket.)

+

Another cloud of arrows falls from the sky and you dive to the bottom of the ditch to avoid being hit. When you feel it is safe to raise your head, you discover that the knight is no longer with you: he is chasing after the Prince and his fellow knights as they gallop up the hill towards the Drakkarim pikemen.

+ If you wish to follow him on foot, turn to 115. + If you decide to look for a horse, turn to 247. +
+
+ +
+ 80 + + +

The lock clicks and the door opens on to a passage lined with torches that splutter and crackle noisily. Halfway along there is another door&emdash;a solid slab of iron broken only by a small, barred window. Silently you approach this door and peer in through the grille.

+ If you have visited the Danarg in a previous Lone Wolf adventure, turn to 260. + If not, turn to 114. +
+
+ +
+ 81 + + +

The Akataz fling themselves at you with wild ferocity, as if they are hungry to avenge the deaths of their brothers.

+ Akataz Pack2845 +

These war-dogs are especially susceptible to psychic attack. If you possess the Discipline of Mindblast or Psi-surge and wish to use either of them, double all bonuses you would normally receive. If you have completed the Lore-circle of the Spirit, triple all bonuses.

+ You can evade combat at any time by leaping into the gorge: turn to 340. + If you win the combat, turn to 268. +
+
+ +
+ 82 + + +

Upon hearing your reply the officer lowers his sword and a friendly smile spreads across his rugged face. He tells you that he and his men are Talestrian scouts who have been sent ahead of their army to make sure these hills are free of enemy troops. Your Kai sixth sense confirms that he is speaking the truth, and when he offers to take you to meet his commander, you accept the invitation gladly.

+ Turn to 6. +
+
+ +
+ 83 + + +

Your Magnakai skill enables your body to overcome the intoxicating effect of the scent. Shaking your head and stifling a yawn, you urge your horse towards the end of the gorge.

+ Turn to 98. +
+
+ +
+ 84 + + +

You search the bodies of the dead Krorn but find little of value. Their weapons are crude and poorly fashioned, and their packs contain nothing but strips of dried meat. You consider the long journey ahead, but stories you have heard about the Krorn's love of human flesh are enough to put you off the idea of taking this food.

+ If you wish to hide the bodies before you cross the river, turn to 146. + If you choose to leave them where they lie, turn to 335. +
+
+ +
+ 85 + + +

Sebb Jarel informs the partisans that he has agreed to guide you through the Hellswamp. He is careful not to reveal details of your quest, but he does tell them that your mission has royal approval and, if successful, will strike a major blow against the Drakkarim and their Darklord masters.

+

At dawn, after a good night's sleep and a hearty breakfast, you mount and ride along a hidden trail that leads to Pirsi. There you leave your horses, for the next part of your journey, through Forest Taintor, is too difficult to attempt on horseback. Following traces of a forgotten path, you trek through the blue-grey pines until twilight when you stop to make camp for the night. Jarel volunteers for the first watch while you settle down gratefully on a bed of leaf mould and drift off into a dreamless sleep.

+ + + Brian Williams + + + + +

It feels as if you have only just closed your eyes when you are awoken by the savage and desolate howl of a Taintor wolf.

+ Turn to 329. +
+
+ +
+ 86 + + +

Your senses tell you that this man is both trustworthy and highly intelligent. There would be little to gain from trying to deceive him. It occurs to you that with his help it would be far easier for you to gain entry to Torgar and attempt the retrieval of the Lorestones. After careful consideration you decide to reveal your identity.

+ Turn to 290. +
+
+ +
+ 87 + + +

Four men die before the shield-wall knits together and the lost ground is regained. The Hammerlanders reel back and the Brigandi surge forward, but they too cannot break through the Palace Guard. A trumpet sounds in the distance and the Prince's men cheer when they see their reserves streaming up the hill to support them. Two hundred Eruan pikemen press forward behind their bristling steel and take the enemy in the flank. The attack is devastating. The enemy are split asunder and swept from the slope. The pikemen halt and through their ranks a wave of archers moves forward to fire at the backs of the retreating foe. Retreat turns to rout as the Hammerlanders and Brigandi flee the field in chaos.

+ Turn to 66. +
+
+ +
+ 88 + + +

Stealthily you follow Paido through the dungeons of Torgar, using the shadows to avoid being seen. Ragged columns of slaves stumble along the passages, dragging their tortured, half-starved bodies to and from the work pits. They are beaten, cursed and whipped relentlessly by their Drakkarim guards, who seem to delight in their suffering.

+ + + Brian Williams + Ragged columns of slaves stumble along the passages,
beaten, cursed and whipped by their Drakkarim guards
+ + + +
+

You emerge from a corridor into the shadows of a circular chamber, where a staircase ascends to a pair of huge triangular iron doors guarded by a squad of crack Drakkarim Death Knights. A tingling sensation electrifies your skin as your senses detect the presence of the Lorestones somewhere behind these doors. Suddenly an alarm bell fills the chamber with a deafening clangour; the Death Knights begin to descend the stairs and your stomach chums with the fear that you have been detected.

+ If you have the Magnakai Discipline of Divination, turn to 299. + If you do not possess this skill, turn to 52. +
+
+ +
+ 89 + + +

Curiosity overcomes your natural caution and you decide to investigate the fascinating structure. You discover that the undergrowth has only recently been chopped away to give access to the doors where gaping, fire-blackened holes are all that remain of the crystal locks that held them secure for centuries. Beyond the damaged doors a dry, dark tunnel slopes gently downwards. It twists as it descends to a chamber, which is huge and empty, and ringed by a score of openings. A green glow and the faint thrumming of discordant chanting draws you to one of these many portals. Beyond it a staircase delves deeper into the earth.

+

As you make your way carefully downward, the air becomes increasingly humid and chill. The stairs are slick with moisture and crawling with spiders and other many-legged creatures that scuttle away from your feet. You count sixty steps before the staircase ends at a huge door stained black with damp and age. It is slightly ajar and, as you peer through the crack, you are chilled to the core by what lies beyond.

+ Turn to 200. +
+
+ +
+ 90 + + +

You share an evening meal with a company of longbowmen camped close to the Prince's tent. Most of them are tired after the long day's march and when the meal is over they settle down to sleep. However, there are several who cannot sleep and, in order to take their minds off the coming battle, they busy themselves either by notching their arrows and waxing their bowstrings, or by gambling with dice. Two archers from Humbold invite you to join in their game.

+ If you wish to join their game of dice, turn to 218. + If you choose instead to return to the Prince's tent, turn to 29. +
+
+ +
+ 91 + + +

White-hot pain explodes through your chest and neck as three black-shafted Drakkarim arrows sink deep into your body. You scream in agony as you fall to the ground, but the pain quickly gives way to a terrifying numbness that robs you of all resistance to death.

+ Your life and your quest end here. +
+
+ +
+ 92 + + +

The partisan leader listens patiently as you recount the many events that led you to seek his help. He sits staring into the fire, his eyes fixed on the flickering flames as he digests every word you say and considers their consequences carefully. At length, having heard your earnest appeal for him to guide you, he raises his eyes from the fire and holds you with their piercing gaze.

+

You speak with courage and wisdom, Kai lord. It is rare to find these virtues present so strongly in one so young. The help you beg me to provide could cost my life, yet you offer no reward, save the thanks of some distant land and the slender promise of a better age. However, I feel compelled to help you, for in my heart I know you are the one who can deliver us from the perpetual shadow of the Darklords.

+

He rises and bids you follow him as he walks to the archway. Come, we must prepare for our journey. The road you wish to travel is perilous and long. We had best set off at the earliest, lest caution and common sense change my mind.

+ Turn to 85. +
+
+ +
+ 93 + + +

Your psychic defences alert you to deadly danger. The swirling shapes that you see are the ghosts of Cener Druids who were slain on the isle many centuries ago.

+ + + Brian Williams + + + + +

They have been drawn from their forgotten graves by the presence of their master, Tagazin, and now they come to enact the Demonlord's revenge by feasting on your life-force.

+

The creatures take to the air and emit a ghastly howl as they draw closer. They sense your strong psychic defences and know instinctively that to steal your life-force will not be an easy task.

+ If you possess the Sommerswerd, turn to 133. + If you do not possess this Special Item, turn to 256. +
+
+ +
+ 94 + + +

The ground to the west of Cetza is flat and featureless and offers very little cover to conceal your approach. Slowly you work your way through the knee-high grasses to within twenty yards of a stone bridge, where the roadway crosses a foul-smelling ditch and enters the town. Your every movement is stiff with caution now, for the bridge is barricaded and you can see the spiky black helmets of the enemy defenders glinting in the moonlight. Snake-like you wriggle forwards, slide down into the ditch and take shelter beneath the stone bridge. With one cheek pressed against the wet stone you strain your ears to hear what the enemy are saying. You recognize their harsh, ugly language&emdash;it is Giak&emdash;but it is being spoken by human voices. The only humans to speak it so fluently are the Death Knights, the élite of the Drakkarim.

+ + + Brian Williams + + + + +

Suddenly there is a loud splash that sends your pulse racing: a spear has fallen close to where you are hiding and its shaft stands upright in the muddy water. A growling curse is followed by the sound of heavy boots descending the bank as an angry Death Knight comes to retrieve the weapon he dropped.

+ If you have completed the Lore-circle of Solaris, turn to 13. +

If you do not possess mastery of this Lore-circle, pick a number from the Random Number Table. If you possess the Magnakai Discipline of Invisibility, add 2 to the number you have picked.

+ If your total is now 0&endash;6, turn to 107. + If it is 7 or more, turn to 338. +
+
+ +
+ 95 + + +

You smite the chain a mighty blow but you miss the rivet and the link does not break. Incensed by the boldness of your attack, and aware now of the threat it would have posed had it succeeded, the Demonlord leaps upon you and sinks his fangs deep into your chest. Pain explodes in your body but the agony is soon obliterated by the numbing chill of death.

+ Your life and your quest end here. +
+
+ +
+ 96 + + +

The Baron is shouting at the Krorn to form a line and get ready to advance. The only vulnerable part of his body that you can see as he strides back and forth before his troops is his unarmoured head.

+

Coolly you draw an arrow to your lips and aim at the nape of his neck.

+

Pick a number from the Random Number Table and add to it any missile bonuses you may have.

+ If your total is now 0&endash;7, turn to 9. + If your total is now 8 or more, turn to 272. +
+
+ +
+ 97 + + +

For an hour you sit staring at the river, mourning the loss of your brave companion. Your heart is heavy with the grief of his passing but you do not permit sorrow to become despair. You turn your eyes towards Torgar and defiantly you vow to avenge his death by retrieving the stolen Lorestones from the dungeons of that dread citadel.

+

Your journey along the bank of the River Torg is a long and tiring ordeal. For eight days you trudge through the black mud, cut off from all view of the lands to the north and south by an unbroken wall of stunted trees. The only inhabitants of this forsaken territory are the buzzing insects which hang seemingly motionless in the humid air. They are a constant source of irritation but at least their bite proves harmless.

+

On the morning of the ninth day, the muddy river bank gives way to firmer ground and the trees become less dense. Ahead you can see a barren expanse of yellow sulphurous soil that marks the beginning of the Nadulritzaga foothills. You can also see a road of broken stones disappearing into the distance.

+ Turn to 140. +
+
+ +
+ 98 + + +

A sudden tumble of loose shale from the rim of the gorge alerts you to potential danger. You focus your eagle eyes on the rugged grey rocks above and catch sight of a pair of eyes staring down at you through a gap between two large boulders. Your stomach tightens. You feel trapped, and are about to spur your horse towards the mouth of the gorge and escape, when a voice calls down from above: Hail Pathfinder! What news have you from Luomi?

+ If you choose to answer the voice, turn to 223. + If you decide to make a hasty escape from the gorge, turn to 134. +
+
+ +
+ 99 + + +

The shouts of the defenders and the metallic twang of the vanguard's crossbows echo across the causeway as you sprint headlong towards the door. A rain of boulders begins to fall, smashing around you with terrific force, but you manage to dodge these and reach your goal unscathed. Quickly you tear the satchel from your shoulder, prime the crystal explosive, and sprint back, counting the seconds with every step. Suddenly a terrific jolt throws you forward and a dull throbbing pain spreads across your back. A falling rock has clipped your shoulder blade and knocked you to the ground: lose 4 ENDURANCE points.

+

Desperation suppresses the pain and you scramble over the rampart with only one second to spare.

+ Turn to 301. +
+
+ +
+ 100 + + +

Cautiously you approach the edge of the pit and look down into its midnight depths. No light penetrates the blackness and no sounds can be heard in this seemingly bottomless abyss.

+

Above you the Lorestones hang suspended in a ball of green flame, beyond reach from the ground but within a hand's breadth of the gantries which criss-cross above the pit.

+ If you wish to climb a gantry and attempt to retrieve the Lorestones from above, turn to 249. + If you wish to examine the crystal rods, turn to 160. + If you wish to search for a way of retrieving the Lorestones from below, turn to 201. +
+
+ +
+ 101 + + +

The third day of your voyage is accompanied by a cold west wind that blows across the desolate swamp and chills you to the bone. Clumps of twisted grey foliage line the channel along which you row, releasing nauseating clouds of gas as your bow-wave laps at their rotting roots. At length, you pass by these poisoned shrubs and reach a wider waterway where the current flows against you.

+

We must be getting near the Torg estuary, says Jarel, now having to labour at the oars in order to make headway. He continues for a few minutes more, then, just as you are about to take your turn at rowing, the mouth of the River Torg looms into view.

+ Turn to 209. +
+
+ +
+ 102 + + +

Your Magnakai sense tells you that the trail that climbs out of the valley is heading north. The town of Pirsi lies approximately thirty miles in that direction.

+ If you wish to take this trail and head north to Pirsi, turn to 313. + If you choose to follow the track upstream towards the west, turn to 18. +
+
+ +
+ 103 + + +

Having made sure that your pack and other equipment are securely fastened, you take a long run-up and leap feet-first across the gap.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery add 3 to the number you have picked.

+ If your total in now 0&endash;6, turn to 154. + If it is 7 or more, turn to 215. +
+
+ +
+ 104 + + +

You recognize the pale, badly scarred features of Roark, lord of the Salonese town of Amory. He has aged much since your last meeting: his jet-black hair is now streaked with grey and he walks with a stoop, as if burdened by a heavy pack. But his eyes are still as cold and as cruel as they were when he attempted to kill you four years ago.

+ Turn to 263. +
+
+ +
+ 105 + + +

I come from King Sarnac, says the officer, his voice full of urgency. I must find your Prince and request that he commit his reserves at once in support of our knights assaulting the bridge. Our spearmen are already engaged in a desperate attack at the orchard and the rest of our retainers have been used to support our cavalry advance on the right flank. We have but less than 100 men left to save our noblemen, who are being slaughtered at the bridge.

+

You tell the officer where the Prince and his Palace Guard are fighting, of their victory, and of the desperate situation they now face. I understand, says the officer, sadly. I cannot expect the Prince to allow his reserves to be used when he needs them so urgently himself.

+ If you wish to return and take command of the Prince's reserves, turn to 49. + If you wish to help the Lencian officer gather reinforcements to support the knights at the bridge, turn to 148. +
+
+ +
+ 106 + + +

You are dazzled by a brilliant flash as the two globes explode, scattering fragments that hiss like a host of fiery snakes into the Palmyrion ranks. The men-at-arms scream with pain and terror as the fragments burn everything they touch. You cannot escape the worst of the blast, but the sleeve of your tunic is splashed with fragments and is now on fire.

+ If you have the Magnakai Discipline of Nexus and have reached the Magnakai rank of Principalin or more, turn to 2. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 253. +
+
+ +
+ 107 + + +

With a splash, the Death Knight warrior appears, his massive frame filling the archway. He curses his clumsiness and snatches up his spear, but his curses turn to shouts of alarm when he sees you hiding beneath the bridge.

+ If you have the Magnakai Discipline of Psi-surge and wish to use it, turn to 139. + If you wish to attack this élite Drakkar soldier, turn to 180. + If you wish to escape from beneath the bridge and run for the safety of the allies' camp, turn to 316. +
+
+ +
+ 108 + + +

You ride along an overgrown cart track that descends to the ford. As you draw level with the first log hut, your horse rears up and whinnies as if sensing danger, and you are forced to tighten your grip of the reins for fear of being thrown. As you regain control of your mount there is a sudden shout and a hail of arrows comes whistling towards you.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery and Animal Control, add 3 to the number you have picked.

+ If your total is now 0&endash;1, turn to 91. + If it is 2&endash;6, turn to 283. + If it is 7 or more, turn to 153. +
+
+ +
+ 109 + + +

At point-blank range your arrow strikes the Drakkar leader's armour with lethal force; it punches through the thick metal plate which protects his chest and skewers his heart. As he crashes to the ground, the other warriors draw their swords and rush forward to avenge his death.

+ Élite Death Knights3845 + If you win the combat, turn to 162. +
+
+ +
+ 110 + + +

King Sarnac and a host of mounted knights block the road that leads to Blackshroud. They sit astride their warhorses, their armour dented and stained with the blood of the Baron's cavalry, all of whom they have slain in battle or put to flight. The Baron thunders towards them at breakneck speed, but the King and his knights remain grimly immobile, like a wall of tarnished steel. Slowly they lower their lances as the Baron speeds nearer and nearer. With a last defiant cry of anger, the Baron and his horse smash headlong into the line. There is a sickening screech of buckling metal and rearing horses, then the Baron reappears, hoisted into the air, impaled on the tip of King Sarnac's lance.

+ Turn to 300. +
+
+ +
+ 111 + + +

The captain smiles. Then he looks over your shoulder and nods to the owner. You hear a thin squeak followed by a rush of air as the crossbow bolt hurtles towards your back. Your Kai senses scream a warning and you respond by flattening yourself to the table. A look of abject terror barely has time to register on the captain's face before the speeding missile embeds itself between his startled eyes.

+

Get him! screams the owner, and three stocky drinkers rush forward with short swords held ready to strike. The first attacker loses his sword and the hand that holds it. As he reels back, screaming, the others exchange a fearful glance and halt in their tracks.

+ If you wish to advance and attack them, turn to 274. + If you decide to try to escape from the log tavern, turn to 68. +
+
+ +
+ 112 + + +

You focus your Magnakai skill on the lumbering reptile and command it to retreat. It halts and raises its horned head, its hungry eyes regarding you with suspicion. Then, with a snort of disdain, it turns and crawls back into the tall grass.

+ Turn to 144. +
+
+ +
+ 113 + + +

Meet your doom, Eruan scum! he sneers, as he strides across the square, his fearsome axe raised to strike. You lift the Sommerswerd and level it at his head; the blade shimmers gold as the sunlight catches upon its tip and charges it with power. A flicker of doubt passes across the Baron's eyes, but he shrugs aside his fear and continues to advance. With a roar like a howling gale the blade of his axe is transformed into a mass of scarlet flame that reeks of sulphurous decay.

+ + + Brian Williams + Meet your doom, Eruan scum! he sneers,
his fearsome axe raised to strike
+ + + +
+ Baron Shinzar (with Ogg-kor-kaggaz)4050 +

Intoxicated by the power of the weapon he wields, the Baron is immune to Mindblast (but not Psi-surge).

+ You may evade combat after three rounds; turn to 229. + If you win the combat, turn to 300. +
+
+ +
+ 114 + + +

You see a dank dungeon cell and a prisoner sitting cross-legged on the cold stone floor. His dark skin is covered with tiny scars and his plaited flaxen hair is matted with grime and dried blood. Wearily he raises his head and his sharp cat-like eyes glint in the torchlight. At once you recognize his distinctive features: he is a Vakeros, a native warrior-magician of Dessi.

+

You step back to examine the lock and notice that the key to this cell is hanging on a hook beside the door.

+ If you wish to open the cell and release the prisoner, turn to 269. + If you decide to ignore him and continue, turn to 189. +
+
+ +
+ 115 + + +

Prince Graygor's voice rings out above the din of battle as he orders the Palace Guard to charge the pikemen. The ground shakes beneath the pounding of the horse's hooves as they gather speed, their pennons streaming from their levelled lances. The Drakkarim huddle shoulder to shoulder and nervously dig the butts of their pikes into the hillside to steady their shaky hands. The knights reach the hill. They thunder up the slope. A blaze of lightning hurtles from the top of the temple but it is mistimed: it crackles harmlessly over their heads and explodes behind them, hurling nothing but scorched earth into the sky. The Prince screams his battle-cry and the knights slam into the Drakkarim with a deafening roar. Men and metal howl in agony as the heavy horses break like a wave against the wall of pikes. You see a rider lifted out of his saddle on the point of a pike, and a ramp of black metal suddenly appears where a score of Drakkarim have been trampled into the ground. The Prince and a dozen of his bravest knights break through and gallop on towards the temple, but the Drakkarim quickly close ranks and seal the gap. The remaining Palace Guard are forced to a halt and engage the pikemen in fierce hand-to-hand combat.

+

You reach the hill and leap over the steel-clad bodies that litter the slope. As you near the melee you see two Drakkarim rushing towards you from the side, their axes raised to hack you down. For Sommerlund! you cry, and turn to face their attack.

+ Drakkarim2232 + If you win the combat, turn to 297. +
+
+ +
+ 116 + + +

The swirling mists draw in towards the marble block. They grow darker as they merge into a solid shape that resembles a huge, sabre-toothed jackal with smooth cream-coloured skin. Ice sheens on his muscular body and wisps of black smoke curl from his snuffling snout. Roark and his followers throw themselves to their knees and praise the creature devoutly. He responds by lowering his glowing eyes and regarding them with disdain.

+ + + Brian Williams + A huge, sabre-toothed jackal with cream-coloured
skin regards them with disdain
+ + + +
+

Why do you summon me here? he says, his voice deep and rasping. But before Roark can offer a reply, the Demonlord swivels his head in your direction and emits a fearful snarl.

+ If you have the Magnakai Discipline of Psi-screen, turn to 26. + If you do not possess this skill, turn to 213. +
+
+ +
+ 117 + + +

The bear looks down at you kindly and raises its bloodstained paw. Gently it hooks a razor-sharp claw under the strap of your backpack and lifts you to your feet. Having just witnessed the power and ferocity of the creature, you are amazed at how tame it has become under the influence of your Kai mastery. Suddenly something in the air disturbs him and you sense that he wants to leave this place, and he wants you to follow.

+ If you wish to follow the bear, turn to 58. + If not, turn to 3. +
+
+ +
+ 118 + + +

The sergeant screams an order and his men lunge forward, hoping to skewer you with their long straight swords. Coolly you parry their first attack and retreat just far enough to prevent them from getting behind you. With a yell of anger and frustration, the sergeant urges his men to attack you once more.

+ Partisan Horsemen2832 +

If you have the Magnakai Discipline of Animal Control, add 2 points to your COMBAT SKILL for the duration of the fight.

+ You can evade combat after two rounds of fighting; turn to 39. + If you win the combat, turn to 239. +
+
+ +
+ 119 + + +

You draw an arrow and let it fly at the leading creature. It pierces its hairless skull and sends it reeling into the bushes. The others gurgle their displeasure and fix you with their murderous black eyes as they make ready to rush forward and attack.

+ Krorn2033 + If you win the combat, turn to 84. +
+
+ +
+ 120 + + +

The hoarse cries of soldiers and the blare of war trumpets announce preparations for an assault across the causeway. Armoured infantry gather in a spearhead formation and wait for the order to advance towards a wall of logs and earth, which has been thrown up to protect the vanguard troops dug in on the causeway itself. These warriors scuttle about behind their ramparts, holding arched wooden shields over their bent backs to protect them against the arrows raining down from the battlements. The iron gate stands less than fifty yards from their position, and this approach is heaped with the bodies of those who have fallen during previous assaults.

+

You accompany Lord Adamas as he makes his way through the massed ranks of infantry and enters a trench which zig-zags towards the causeway. He stops at a log-lined hollow dug out of the trench wall and speaks with a captain who is lying there nursing a broken arm. The wounded officer hands him his leather satchel, and Adamas continues along the trench until he reaches the centre of the causeway. There you both take cover with the vanguard and peer through a slit in the log wall at the formidable entrance to Torgar.

+ Turn to 78. +
+
+ +
+ 121 + + +

Instinct saves you from sudden death. You twist aside to avoid the speeding shaft and it grazes your shoulder: lose 2 ENDURANCE points. But your enemy is now determined that you should die and hastily he reloads his bow.

+ If you have a bow and wish to use it, turn to 36. + If you wish to dive for cover among the ruins, turn to 277. + If you wish to evade the sniper by running along an alley to your left, turn to 155. +
+
+ +
+ 122 + + +

When the horsemen catch sight of you they unsheathe their swords and bring their steeds to a halt. Their leader dismounts and approaches you with trepidation, his gleaming steel blade held ready in case of trickery. With nervous eyes he studies your travel-stained tunic while his men scour the surrounding hills.

+

What's your regiment, soldier? he demands gruffly. You return his strong stare and notice that he and his men are wearing red and grey surcoats embroidered with the emblem of an open hand. The only horsemen who wear this livery are the cavalry of Talestria.

+ If you wish to tell the officer that you are an Eruan Pathfinder, turn to 82. + If you decide to tell him that you are a Sommlending Kai Lord, turn to 339. + If you choose not to answer him at all, turn to 151. +
+
+ +
+ 123 + + +

The jump is made more hazardous by a tangle of trees and roots that cover the far side of the chasm. However, these obstacles do offer a secure anchor for a rope.

+ If you have a rope and wish to use it, turn to 48. + If not, turn to 317. +
+
+ +
+ 124 + + +

Silently you move through the shallow sludge of water and mud, hidden by the bank of the ditch from the watchful eyes of the Drakkarim sentries. Beyond the ditch the ground rises to a low wall, which encircles a field of cultivated trees. It is an apple orchard and it is full of enemy soldiers, huddled around their campfires or asleep beneath the fruit-laden branches. Beyond the orchard lies an expanse of open grassland covered with tents and makeshift paddocks full of horses. Here then are Baron Shinzar's reinforcements&emdash;over 600 cavalry newly arrived from Blackshroud. You commit every detail to memory before leaving the ditch and making your way back stealthily to the allies' camp.

+

The King and Prince Graygor praise the success of your scouting mission: the information you have gathered is of vital importance to their battle plans. The Prince senses that you are tired and orders his heralds to escort you back to his headquarters and prepare a comfortable bed for you. After the long day's march and the exertions of your scouting mission, you accept gratefully the chance of a good night's sleep.

+ Turn to 280. +
+
+ +
+ 125 + + +

Your journey northwards through the Moggador Forest is a long and tiring trek that is fraught with danger. Roving bands of Krorn and packs of savage timber wolves demand that you remain vigilant at all times, and as you venture deeper into their vast domain, you feel your sense of time gradually slipping away. Your only consolation on this long and lonely trek is that wild game is plentiful and you experience no shortage of food.

+

On the morning of your ninth day in the forest you notice that the grey pines are beginning to thin out and the ground is becoming dusty and sparsely vegetated. Soon you come upon a road constructed of broken stones which leaves the forest and disappears into a barren landscape of yellow sulphurous soil. You check your map and it confirms your suspicions: you have reached the foothills of the Nadulritzaga Mountains and are now less that twenty miles from the fortress of Torgar.

+ Turn to 140. +
+
+ +
+ 126 + + + +

You must win the combat before continuing.

+
+
+ + +

Baron Shinzar snarls an order and the Krorn pack moves towards you. They are not as tall as their leader but almost twice as broad, with arms like branches of a twisted tree that hang down below their knees. Awkwardly they shuffle on short bow legs, their gnarled skin shiny like knotted leather. A shiver runs down your spine as you recall what you have heard about these creatures&emdash;that they delight in eating their foes&emdash;but as they draw nearer you dismiss such thoughts and prepare for combat.

+ + + Brian Williams + The Krorn pack shuffle towards you on short bow legs,
their gnarled skin shiny like knotted leather
+ + + +
+ Krorn Pack2360 + If you win the combat and the fight lasts four rounds or less, turn to 11. + If the fight lasts longer than four rounds, turn to 321. +
+
+ +
+ 127 + + +

A short distance from Lord Adamas's tent stands a wooden watchtower, constructed by his army engineers, which offers an unobstructed view of the causeway and the great gate of Torgar. As you reach the top of its rickety ladder and step on to the platform beside the Lord Constable, he recounts the events that have led to the siege of this city-fortress.

+

Following his victory over the Ogians and the destruction of Xanar, Adamas led the allied armies of Bor, Talestria and Palmyrion along the Blackshroud Trail in pursuit of the shattered enemy. When they reached the Agna-kor-kuzim, the road of slaves, the army of Bor was detached and sent to assail Blackshroud from the east, while the bulk of the allied forces marched north towards Torgar. When Talestria was overrun in the early days of the war, thousands of her people were taken as slaves and imprisoned here in this fortress. Lord Adamas had sworn that one day he would free them and he was determined to fulfil his pledge.

+

During the march north, a great battle was fought near the wastelands of Zuttezna, against two Giak armies led by Darklord Kraagenskûl and Darklord Chlanzor. Both were soundly defeated by the allies and sent back to Cragmantle to lick their wounds. Although victorious at Zuttezna, the allies had suffered heavy losses and Adamas feared they would be too weak to storm Torgar. He was too far from his homeland for reinforcements to reach him swiftly, and there was the growing threat that the Darklords would muster their troops in Tanoz and Mozgôar and attack again. Faced with this grave dilemma he decided to risk an assault on Torgar.

+

We have means to breach their iron gate, he says, staring purposefully at the great door of Torgar. The Elder Magi have given us a device that will reduce it to twisted scrap, and when we march through that portal and free our people, we shall have all the reinforcements we need.

+ Turn to 120. +
+
+ +
+ 128 + + +

The clasp that secures the amulet to the black chain around Tagazin's neck is a riveted link of iron. To break this link you must strike a blow that will destroy the rivet.

+

Pick a number from the Random Number Table. If the weapon you are using is a dagger or a quarterstaff, deduct 3 from the number you have picked. If the weapon you are using is an axe or a mace, add 1 to the number. If you possess the Magnakai Discipline of Huntmastery, add 2 to the number.

+ If your total is now 6 or less, turn to 95. + If it is 7 or more, turn to 233. + +
+ +
+ 129 + + +

You push open the tower door with your foot and a splash of morning sunlight illuminates the gloomy interior. Slowly the man raises his weather-browned face and a smile softens his craggy features as he recognizes the uniform you are wearing.

+

Welcome, Pathfinder, he says, his thick Eruan accent echoing around the empty stone chamber. I am Halgar of Pirsi. Come and share my humble feast in celebration of our victory over the Drakkarim.

+

He splits the roasted bird in two and tosses half to you. It tastes delicious. I saw you approaching, he says, wiping away the grease from his mouth with the back of a calloused hand, and I wagered you would stop to breakfast here. Where are you bound?

+

You hesitate to answer, but your basic Kai sixth sense tells you that this man is no trickster. I'm riding to Pirsi. I've orders to contact Sebb Jarel, you reply, hoping he will offer to tell you where the partisan leader may be found. Halgar narrows his sea-green eyes and strokes his chin thoughtfully.

+ If you have the Magnakai Discipline of Invisibility, turn to 331. + If you do not possess this skill, turn to 267. +
+
+ +
+ 130 + + +

You examine the lock and recognize its simple latch mechanism.

+ If you possess the Magnakai Discipline of Nexus, turn to 328. + If you possess a dagger, turn to 142. + If you possess neither this skill nor this weapon, turn to 17. +
+
+ +
+ 131 + + +

You draw an arrow and take aim at an archer just as he raises his bow to fire at you. Your shaft beats his: it buries itself in his chest and sends him spinning to the ground. Quickly you note that of the five men advancing towards you two are armed with bows.

+ If you have at least two arrows in your quiver and wish to fire at these men, turn to 344. + If you wish to try to escape by crossing the ford, turn to 166. + If you decide to shoulder your bow and draw a hand weapon, turn to 251. +
+
+ +
+ 132 + + +

The men glare at you uncertainly. If you've come here to kill me, says the pretender, you've come on a suicide mission.

+

Slowly the five rise to their feet and step away from the fire, their hands drifting casually towards the hilts of their swords. On a whispered cue they unsheathe their blades and attack you.

+ Partisans2436 + You can evade combat at any time; turn to 23. + If you win the combat, turn to 170. +
+
+ +
+ 133 + + +

You draw the Sommerswerd and hold the shimmering blade before your face. The phantoms give a ghastly shriek as its golden light scorches the unnatural fabric of their forms. Unused to the sensation of pain, they recoil but they do not disperse or abandon their attack. Their need to feed on your life-force overcomes their fear of your sword. With a terrifying howl of anger they swirl around you and swoop down to attack.

+ Cener Ghosts3240 +

These undead beings are immune to Mindblast (but not Psi-surge). Remember to double all ENDURANCE point losses sustained by the enemy due to the power of the Sommerswerd.

+ If you win the combat, turn to 156. +
+
+ +
+ 134 + + +

You dig your heels into the flanks of your horse but he reacts sluggishly: his senses have been dulled by the heady aroma of the flowers and he has barely enough strength to canter. A whirring sound fills your ears and instinctively you flatten yourself against the horse's neck as the sound grows louder. A bolas, three solid metal balls connected by strong cords tied together in the shape of a letter Y, skims your scalp and smashes into the base of the gorge. Frantically you urge your horse onwards, but he stumbles and his forelegs buckle beneath him. You are thrown forward and concussed as your head hits the ground: lose 3 ENDURANCE points.

+ If you possess a Bullwhip, turn to 214. + If you do not have this Special Item, turn to 327. +
+
+ +
+ 135 + + +

Inch by inch you climb the sheer rock wall, transferring your weight from one hollow to the next with painstaking care. The higher you climb, the more you have to support yourself solely with your fingers until, at last, you reach up and take hold of a trailing mass of tree roots, which are strong enough to hold your weight. With great effort you haul yourself out of the chasm and collapse into the undergrowth: lose 3 ENDURANCE points.

+

As soon as your strength returns, you check your equipment and advance deeper into the eerie forest.

+ Turn to 50. +
+
+ +
+ 136 + + +

The Death Knights tramp past your hiding place and hurry out of the chamber. Paido breathes a sigh of relief as the sound of their heavy footfalls is quickly lost in the noise of the alarm bell; but only when you are sure you are alone do you leave your hiding place and approach the triangular doors.

+ Turn to 230. +
+
+ +
+ 137 + + +

On the hill the Drakkarim are beginning to falter; they are no match for the Palace Guard, the cream of the Eruan army. As their casualties escalate their line crumbles and suddenly they turn to flee in disarray towards the town. An explosion rumbles across the field and a billowing cloud of black smoke rises from the temple. Your stomach churns and you fear the worst as smoke and debris pour from the ruins like an erupting volcano. Then, as quickly as it began, the eruption subsides and the smoke clears to reveal a triumphant Prince Graygor, clutching the Eruan flag and exhorting his troops to victory. The Palace Guard have captured the hill, and the sorcery that threatened to destroy them has been smashed. But from where you stand you can see a new threat fast approaching the Prince and his men, a threat that could kill them all.

+ Turn to 270. +
+
+ +
+ 138 + + +

With breathtaking speed you clear the rampart and reach the stunned Adamas. Rocks continue to crash down but you ignore the danger as you drag the injured lord to safety with just one second to spare.

+ Turn to 301. +
+
+ +
+ 139 + + +

You draw on your psychic energy and launch a pulse of psi-power at his mind. He staggers backwards, his mailed fists clenched to the sides of his black helm as your attack rakes his nervous system. But he is inured to pain. His years of training in the combat pits of Blackshroud have tempered his nerves so that he can withstand agonies that would destroy an ordinary man. He regains his balance and raises his spear to strike.

+ If you wish to stand and fight this warrior, turn to 180. + If you choose to evade combat, turn to 316. +
+
+ +
+ 140 + + +

After a week of trekking across difficult terrain, the firm surface of the hill track feels as smooth as a mirror beneath your aching feet. By noon you have put ten miles behind you, and have reached a bridge which crosses a sickly yellow stream flowing down from the surrounding hills. You must now eat a Meal or lose 3 ENDURANCE points.

+

You are about to continue your journey across the bridge when you hear a rumble of hoofbeats and see a group of horsemen, shrouded in dust, riding along the road towards you.

+ If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or more, turn to 12. + If you do not possess this skill, or have yet to reach this level of Magnakai training, you can either wait for these riders to reach you; turn to 122. + Or hide beneath the bridge; turn to 322. +
+
+ +
+ 141 + + +

The bore-hole is cramped and you can progress only by crawling along on your hands and knees. A gentle breeze stirs the dust at the base of the shaft and a faint glow in the distance sheds just enough light for you to be able to see your way ahead. Gradually the slope becomes steeper and you are forced to climb a crude staircase formed by jagged outcrops of rock. Above you see a strip of daylight and it draws you upward with its promise of escape.

+ + + Brian Williams + + + + +

As you climb nearer to the opening you hear a hissing sound off to your right. Instantly you freeze as you catch sight of a black serpent, its jaw open and its venomous fangs glinting in the gloom of a hollow. It is coiled upon a nest of eggs less than an arm's length from your face.

+ If you have the Magnakai Discipline of Animal Control, turn to 35. + If you wish to ignore the snake and continue your climb, turn to 235. + If you decide to retreat along the bore-hole and attempt to climb the chasm wall instead, turn to 135. +
+
+ +
+ 142 + + +

It takes several minutes to pick the lock using your dagger, and in doing so you snap the tip off and ruin the blade: delete this weapon from your Action Chart.

+

The door opens on to a passageway lined with torches. Halfway along the left wall you see another door&emdash;a solid slab of iron broken only by a small, barred window. Silently you approach it and peer in through the grille.

+ If you have visited the Danarg in a previous Lone Wolf adventure, turn to 260. + If not, turn to 114. +
+
+ +
+ 143 + + +

The warrior stoops to snatch up the shimmering rod but the Prince leaps forward and kicks it from his grasp. His action costs him dearly, for when his foot touches the stave a blast of searing flame scorches his leg and hurls him backwards to the ground. You rush forward and block the warrior's attempt to scurry after his weapon. Cursing vilely, he snatches a dagger from his belt and launches himself at your throat.

+ Ziran2533 + If you win the combat, turn to 56. +
+
+ +
+ 144 + + +

That night you make camp in a stone hut. It is little better than a hovel but at least it provides shelter from the rain, which begins to fall shortly after dark and is still falling when you set off again at dawn. The dull grey hours pass uneventfully until the wooded shoreline gradually gives way to a wilderness of slime-laden mud flats and twisted, petrified trees. Here the current is weak and you are forced to row in order to make progress through the brown, scum-flecked water. Jarel sits at the prow, his wolfskin cloak drawn close around his shoulders to keep out the chill rain. He stares fixedly ahead as he guides you through the narrow channels that bisect this evil-smelling swamp. Twice you find yourselves caught in watery cul-de-sacs and have to retrace your course, but as the light begins to fade you catch sight of an island that promises firm mooring and a place to camp overnight.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 59. + If it is 5&endash;9, turn to 259. +
+
+ +
+ 145 + + +

Halgar falls heavily to his knees, the blood oozing thickly between his fingers as life deserts him. With a gurgling croak he stiffens and drops sideways into the fire, smothering the embers and filling the air with the smell of scorched leather. At your feet lies the cruelly fashioned Bullwhip, and nearby you discover a backpack. Flicking open the buckle, you tip the contents out on to the grimy stone floor. The pack contains the following items:

+
    +
  • Leather Pouch containing 36 lune (9 Gold Crowns)
  • +
  • Torch
  • +
  • Tinder Box
  • +
  • Bottle of Water
  • +
+

You may keep any or all of these items. If you decide to keep the Bullwhip, mark it on your Action Chart as a Special Item.

+

Set into the floor you discover a wooden trapdoor that gives access to an empty cellar. You hide the body in the cellar before remounting your horse, crossing the bridge and continuing your ride to Pirsi.

+ Turn to 75. +
+
+ +
+ 146 + + +

The smell of their blood makes your stomach heave, but your grim labour does not go unrewarded. Inside the bushes you discover their catch of fish. There are enough speckled trout here for 5 Meals. If you take any of the fish remember to record them on your Action Chart.

+ To cross the river and continue, turn to 335. +
+
+ +
+ 147 + + +

With terrifying ease the Demonlord throws open the stone door, which splits asunder as it slams against the temple wall. You release your arrow and send it burrowing deep into the creature's chest. The Demonlord laughs mockingly and plucks the shaft from his body as if it were no more of an irritation than a tiny splinter. No blood oozes from the wound and the puncture seals itself quickly to leave no mark on the creamy skin of the supernatural creature.

+

Surrender yourself, mortal! he commands. And I shall spare you the agonies of death.

+ If you possess the Sommerswerd, turn to 286. + If you do not possess this Special Item, turn to 333. +
+
+ +
+ 148 + + +

Both you and the Lencian officer, whose name is Captain Prarg, ride back and forth, rallying the few soldiers left to support the hard-pressed knights locked in battle at the bridge. A motley company of crossbowmen, halberdiers, wounded men-at-arms, wagon drivers, cooks, heralds and battle-shocked pikemen are finally assembled, and they march forward with their shields raised and their weapons poised.

+

On your left, the Prince's reserves respond to a signal from the hill and advance to support their leader. On your right, massed ranks of Lencian spearmen are locked in pitched combat the length of the orchard wall. As you near the bridge you encounter the bodies of those slain by the crackling rays of electric fire. The sight of their tortured forms, weapons fused in their lifeless hands, sends a wave of shock through your company. Forward men! shouts Captain Prarg. Raise your eyes and advance!

+

The bridge looms out of the battle-smoke ahead and your men surge towards the macabre struggle taking place. The bodies of the dead lie six deep, covering the whole area of the approach and filling the ditch on either side. War-cries roar with harsh anger and the air is alive with the clangour of striking steel and the howl of violent death.

+ + + Brian Williams + A Drakkarim Death Knight draws back his weapon
and prepares to strike at your neck
+ + + +
+

Charge! you shout, and the company pours across the bridge. Reinforced by fresh troops, the knights finally break through the barricade and into the streets beyond. The struggle grows ever more intense as the Drakkarim defenders throw themselves into the fray with total disregard for their lives. One such defender, an élite Drakkarim Death Knight, hacks his way through the leading pikemen and slays your horse with one terrible blow of his two-handed axe. As you fall, he draws back his weapon, its razor-sharp blade trailing scarlet spray, and prepares to strike at your neck.

+ Death Knight2440 +

Owing to his state of battle-frenzy, your enemy is immune to Mindblast (but not Psi-surge).

+ If you win the combat turn to 206. +
+
+ +
+ 149 + + +

Your arrow grazes one of the magicians and thuds into the shield of a Drakkarim warrior standing behind him. The wound is superficial and it does not prevent the magician from hurling his sphere at the Palmyrions.

+ Turn to 106. +
+
+ +
+ 150 + + +

The foot knights of Lencia are the first to go forward, their densely packed columns marching in perfect order towards the bridge at the centre of the enemy line. As they come within range there is a sound like rushing water and a cloud of black arrows pours down on their armoured ranks. Huge gaps appear in the line and the columns seem to sway under the impact before continuing the assault. They are flanked to the south by crossbowmen, who are firing their weapons as they advance. Unlike the knights, they wear very little armour and over half their number are felled by arrows when they halt to reload their cumbersome bows. The survivors retreat, taking cover among the massed ranks of Lencian spearmen who are advancing towards the orchard.

+

Prince Graygor signals to his pikemen and men-at-arms to support the Lencian knights, who are engaged in a bitter hand-to-hand fight at the stone bridge. They are within 100 yards of the bridge when a crackling ray of electric fire sweeps down from the ruins of the temple. It rips through their packed ranks with devastating effect, blasting the pikemen high into the air.

+ If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary or more, turn to 323. + If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or more turn to 258. + If you have neither of these skills, or have yet to reach these levels of Magnakai training, turn to 42. +
+
+ +
+ 151 + + +

The officer shrugs his shoulders and climbs back on to his horse. He's probably an outlaw or a deserter from the Eruan army, he says to his men. Either way we must ride on; we've wasted too much time here already.

+

He spurs his horse forward and you are forced to leap aside as the riders surge across the bridge and disappear along the road that leads to the Moggador Forest.

+ Turn to 179. +
+
+ +
+ 152 + + +

The captain nods to the owner. You hear a click followed by a rush of air as the crossbow bolt hurtles towards your back. Your senses scream a warning and you respond by hurling yourself on to the floor. A look of terror barely has time to register on the captain's face before the speeding missile embeds itself between his startled eyes.

+

Get him! shouts the owner, and three stocky drinkers rush forward with short swords held ready to strike. The first attacker loses his sword and the hand that holds it. As he reels back, screaming, the others exchange a fearful glance and halt in their tracks.

+ If you wish to advance and attack them, turn to 274. + If you wish to try to escape from the log tavern, turn to 68. +
+
+ +
+ 153 + + +

The arrows screech past on all sides but your lightning reactions save you and your mount from their merciless bite. You dig in your heels, urging your horse on towards the ford, but as you are about to enter the shallows an arrow buries itself deep in your horse's neck. He shrieks in pain and crashes to his knees, hurling you into the river. You gulp a mouthful of the icy water and struggle to your feet, coughing and cursing, just in time to see your ambushers pour out of the nearest hut and advance towards you. Some are reloading their bows as they run.

+ If you have a bow and wish to use it, turn to 131. + If you wish to try to escape by wading across the ford, turn to 166. + If you wish to draw a hand weapon and prepare for combat, turn to 251. +
+
+ +
+ 154 + + +

You land with a jolt at the edge of the chasm, but the soil is dry and flaky and disintegrates on impact. Frantically you make a grab for a tangle of roots and hold fast as your legs swing wildly in the void. But the weight and violent movement of your body proves more than the roots can withstand. They tear loose and you tumble backwards into the chasm.

+ Turn to 257. +
+
+ +
+ 155 + + +

You reach a square near the centre of the town where a unit of enemy reserves are gathered, awaiting the order to join the battle. They are Krorn&emdash;hideous-looking creatures from the Moggador and Akamazim forests. They are approached by a swarthy giant of a man, with a short black beard and shiny bald head, who brandishes a massive war-axe fashioned from a fiery red metal. The axe must weigh more that its wielder but he waves it above his head as if it were no heavier than a stick of wood. Judging from his features and from what you have heard during your travels through Eru, this warrior is Baron Shinzar&emdash;the enemy commander.

+ If you have a bow and wish to use it, turn to 96. + If not, turn to 73. +
+
+ +
+ 156 + + +

A sudden calm descends on the surrounding forest as the last of the ghosts is dispelled by your attack. But the silence is soon shattered by a chilling howl that comes from somewhere deep beneath the ground. Shaken by your encounter and anxious to avoid further conflict with the evil spirits of this isle, you enter the forest and hurry away towards the east.

+ Turn to 175. +
+
+ +
+ 157 + + +

Your senses tell you that the man is lying: he is not the partisan leader. He repeats the question but still you hesitate to answer. You cast your eyes over each man in turn and your senses confirm your suspicions: none of these men is Sebb Jarel.

+ If you wish to ask the mouse-like man why he is lying, turn to 51. + If you wish to draw a weapon and challenge him to prove his identity, turn to 132. + If you wish to leave the cave, turn to 23. +
+
+ +
+ 158 + + +

The warrior lord looks at you reproachfully, and from a pocket of his surcoat he takes out a glittering gem. The Elder Magi of Dessi have bestowed upon us generous gifts to aid our fight against the Darklands, he says, holding the gem in the palm of his hand. Then he breathes the words of an incantation and green flames dance wildly around the sparkling jewel.

+ If you have the Magnakai Discipline of Psi-screen, turn to 262. + If you do not possess this skill, turn to 64. +
+
+ +
+ 159 + + +

Just as I thought, says the sergeant, anger in his voice. This is Halgar's whip. And judging by these bloodstains I'd wager he didn't part with it gladly.

+

On hearing this, the other partisans reach for their swords and you catch the glint of murder in their eyes. You begin to explain but they refuse to listen. Instead they unsheathe their blades and encircle you slowly. (Delete the Bullwhip from your list of Special Items.)

+ If you wish to evade combat, turn to 39. + If you wish to stand your ground and fight them, turn to 118. +
+
+ +
+ 160 + + +

You sense that the crystal rods are generating a powerful charge of negative energy. The Lorestones are being bombarded with this energy in the hope that eventually it will destroy them. If you are to retrieve the Lorestones safely you must first shut off this power. However, by doing so, you would remove the means by which they are being kept suspended in the air, and they would then fall into the pit.

+ + + Brian Williams + + + + +

You ponder the problem for several minutes before you hit upon a solution.

+ Turn to 5. +
+
+ +
+ 161 + + +

Using your much improved Kai skills, you disappear into the forest, leaving no trace of your passing. Even the smell of your blood is masked by your ability to secrete neutralizing oils through the pores of your skin which act as a chemical camouflage.

+ Turn to 268. +
+
+ +
+ 162 + + +

As the last of the Death Knights falls dead at your feet, you clamber over the corpses and run towards the stairs. Paido arms himself with a Drakkar sword and follows as you pound up the steps towards the two triangular doors.

+ Turn to 230. +
+
+ +
+ 163 + + +

Majestically the Palace Guard advance across the field of battle, their lances raised like the spines of a steel porcupine, their scarlet and yellow pennons streaming behind them in the wind. The enemy shower them with a rain of arrows, yet the Eruans seemingly ignore these deadly shafts and continue undeterred. It is not until they reach the ditch that the constant bowfire begins to abrade their ranks. However, it does little to slow their pace as the Prince gives the order to charge. The knights level their lances as they reach the bottom of the hill. Above them a regiment of Drakkarim pikemen brace themselves to receive the attack and a blaze of lightning hurtles down from the temple wall. You wince as it streaks down the hill, but miraculously it misses its intended target and explodes near the ditch, hurling nothing but scorched mud and the bodies of those already slain into the sky.

+ + + Brian Williams + + + + +

The Prince's battle-cry rings out and his knights slam into the Drakkarim to break like a wave against their wall of pikes. The Prince and a small group of his stoutest guardsmen break through and gallop on towards the temple whilst the remaining knights engage in fierce hand-to-hand combat. The Prince and his group reach the temple and you see them dismount and enter the ruins. Such bravery stirs your admiration, for they know the deadly danger that lurks there, yet they confront it unflinchingly.

+ Turn to 137. +
+
+ +
+ 164 + + +

Your arrow screams towards a magician and shatters the sphere clasped in his claw-like hand. There is a brilliant flash as it explodes, scattering fragments that hiss like a host of fiery snakes among the Drakkarim. The second magician drops his sphere setting off another explosion. The Drakkarim scream in pain and terror as the fragments burn everything they touch.

+ Turn to 332. +
+
+ +
+ 165 + + +

You muster all your willpower and strength to drag yourself from under your dead horse and, after clawing the muck from your eyes, you crawl along the ditch. Just ahead you see a Palace Guard in a similar predicament to yourself. However, not only is he pinned beneath his dead mount, but his head is buried in the mud and he is slowly suffocating to death. He is thrashing his arms wildly in desperation.

+ If you wish to save his life by pulling him out from beneath his horse, turn to 79. + If you prefer to ignore his plight and look instead for a new horse, turn to 247. + If you decide to climb out of the ditch and follow the Prince's attack on foot, turn to 115. +
+
+ +
+ 166 + + +

The water laps at your waist as you wade through the shallows, and the shouts and howls of your ambushers ring relentlessly in your ears. Arrows splash beside you or whistle past dangerously close. You are three-quarters of the way across when one shaft clips your neck and knocks you underwater.

+

Pick a number from the Random Number Table (0 = 10). If you have the Magnakai Discipline of Huntmastery, deduct 2 from the number you have picked. The resulting figure equals the number of ENDURANCE points lost as a result of the wound.

+

If you survive the wounding, you reach the opposite shore and escape into the Moggador Forest on foot.

+ Turn to 186. +
+
+ +
+ 167 + + +

You slump forward in the saddle, your eyelids half closed, your body possessed of a creeping fatigue that robs you of all will to resist the potent scent. The vibrant colours swirl before your eyes and then fade as gradually you lose consciousness and tumble to the ground.

+ If you possess a Bullwhip, turn to 214. + If you do not have this Special Item, turn to 327. +
+
+ +
+ 168 + + +

The tiny nuggets of copper woven into the braids of the Bullwhip begin to glow with a strange yellow light.

+

You tug it free from your pack and the phantoms give a ghastly shriek as the yellow rays scorch their unnatural forms. Unused to the sensation of pain, they recoil and take shelter in the shadows.

+ + + Brian Williams + + + + +

The presence of the phantoms has triggered a spell that was cast upon the whip long ago by a former owner. Whenever the Bullwhip comes into contact with undead beings, it protects its owner by radiating a power that is abhorrent to them.

+

The phantoms retreat but they do not disperse or abandon their attack. Their need to feed on your life-force overcomes their fear of the whip and with a terrifying howl of anger they swoop out of the trees and strike.

+ Cener Ghosts2440 +

These creatures are immune to Mindblast (but not Psi-surge). Owing to the power of the whip, add 2 points to your COMBAT SKILL for the duration of the combat.

+ If you win the fight, turn to 156. +
+
+ +
+ 169 + + +

The water around the boat is stained a sickly green with the blood of the Ciquali that you have slain. However, two of the creatures have survived your murderous counter-attack and have slunk beneath the bow. Suddenly there is a loud crack as a sharpened wooden stake rips through the timbers close by your feet, and a fountain of water gushes from the hole. The boat tilts violently and both you and Jarel are pitched headlong into the murky river.

+

With the bloodstained water stinging your eyes, you strike out blindly in the hope of reaching the bank before you fall foul of your attackers. Cold and shaken, you eventually reach the south bank and drag yourself on to the muddy shore.

+ Turn to 226. +
+
+ +
+ 170 + + +

The last of your attackers screams and falls backwards into the fire, smothering the flames and plunging the cavern into darkness. Seconds later the curtain that covers the entrance is whipped aside and in stride two partisan guards, their spears poised ready to thrust. They are blinded by the unexpected darkness and you have no difficulty slipping past them and escaping along the passage.

+

At the exit from the cave you notice a patrol of partisan horsemen arriving at the camp. They dismount, tether their horses to some bushes and walk wearily towards the main campfire. Seeing an opportunity to escape, you rush towards the bushes and snatch the reins of the nearest mount. Suddenly a cry echoes from the cave: the guards are raising the alarm. You climb into the saddle but your escape is blocked by a partisan horseman who is riding up the narrow track that leads into the camp.

+ Partisan Horseman1724 + If you win the combat, turn to 239. +
+
+ +
+ 171 + + +

I cannot send him, says the Prince, uncomfortably. He is needed elsewhere. We must send another to gather the information we need.

+

The King looks displeased but rather than argue with his ally on the eve of battle, he sends instead for one of his horse scouts. The Prince breathes a quiet sigh of relief before ordering you to return to his headquarters.

+ Turn to 29. +
+
+ +
+ 172 + + +

As the lumbering reptile draws near, your first reaction is to run for the safety of the stone hut, but you are prevented from doing so by the sticky, knee-deep mud. The scaly creature raises its horned snout and emits a long, croaking growl as the scent of fear wafts towards it on the breeze. Jarel unsheathes his sword and moves to your side as the monster begins its attack.

+ + + Brian Williams + The scaly Gorodon lumbers towards you + + + + + Gorodon2936 +

Halve any ENDURANCE losses you sustain during this combat as half of the creature's attacks are directed at Jarel.

+ If you win the combat, turn to 217. +
+
+ +
+ 173 + + +

Just as you catch up with your men, a mass of leather-clad Hammerlanders emerge from the cottages, rending the air with their howling battle-cries. They strike from every side, catching you like helpless fish in a barrel.

+ If you wish to stand and fight your attackers, turn to 288. + If you wish to try to escape from this ambush, turn to 16. +
+
+ +
+ 174 + + +

Long, curved talons extend from his hairless paws and with terrifying ease he throws open the stone door, which splits asunder as it slams against the temple wall.

+

Surrender yourself, mortal! he commands, his eyes glowing with a supernatural fire. And I shall spare you the agonies of death.

+ If you possess the Sommerswerd, turn to 286. + If you do not possess this Special Item, turn to 333. +
+
+ +
+ 175 + + +

For two hours you stumble through the forest until fatigue finally catches up with you. Exhausted, you stop and crouch down, with your back against the trunk of a gnarled pine and your knees drawn up to your chin (you must now eat a Meal or lose 3 ENDURANCE points). Unable to resist any longer, you close your eyes and drift off into a deep sleep.

+ Turn to 295. +
+
+ +
+ 176 + + +

Before leaving Luomi, the Prince gives you a Signet Ring that bears his royal crest (mark this as a Special Item on your Action Chart; you need not discard another Special Item in favour of this ring if you already carry the maximum of twelve items). By wearing the ring on your right hand you signify that you have the friendship of the royal court, something that may prove valuable when trying to persuade Sebb Jarel to aid you in your quest.

+

You exchange farewells with Prince Graygor, before checking your equipment and setting off on the dusty road to Pirsi. The road itself is little better than a dirt track that cuts across open grassland towards a wide, muddy river. Awkward heaps of grey stone dot the unkempt landscape: they are the deserted ruins of farmsteads and houses destroyed during the Drakkarim occupation.

+ + + Brian Williams + + + + +

After an hour in the saddle you arrive at the river at a point where a wide stone bridge spans its murky waters. A fire-blackened watchtower and a roofless stone hut stand at the approach to the bridge. You notice a faint wisp of wood smoke rising from the top of the tower and a saddled horse grazing close by at the river's edge.

+ If you wish to stop and investigate the watchtower, turn to 232. + If you prefer to cross the bridge and continue, turn to 75. +
+
+ +
+ 177 + + + +

Kika are a form of currency used in the Darklands and the Drakkarim nations. Each coin is worth one-tenth of a Gold Crown and ten Kika take up the same space as one Gold Crown in your Belt Pouch.

+
+
+ + +

His body rolls down the stairs and comes to rest in an undignified heap near the bottom. You are loath to touch him but he may possess some useful items. Gritting your teeth you pull him over on to his back, empty his pockets and discover the following items:

+
    +
  • Black Key (Backpack Item)
  • +
  • 200 Kika (20 Gold Crowns)
  • +
  • Dagger
  • +
+

You may take whatever items you wish but remember to adjust your Action Chart accordingly.

+ To continue your exploration, turn to 285. +
+
+ +
+ 178 + + +

Your blow is strong and deadly accurate. It lays open the wolf's chest and cleaves its heart in two, sending the beast crashing into the dense undergrowth amid the spray of its own foul blood.

+

Breathless with exertion and fearful of what may still be lurking unseen in the shadows, you gather up your equipment and follow Jarel. He is anxious to get away from the dead wolves before the smell of their blood attracts more of their kind, or worse.

+ Turn to 282. +
+
+ +
+ 179 + + +

The road winds upwards through the arid hills until it reaches a ridge of yellow rock. You climb to the crest of the ridge and catch your first awe-inspiring glimpse of Torgar.

+

The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans the dark chasm and provides the only means of approaching Torgar from the south. It has an enviable position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city's great iron gate.

+

In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkar fortress.

+

Less than a mile from the ridge stands a cluster of tents, perched on top of a hillock which overlooks the siege-works. As you approach them a group of knights appears from the largest tent and command you to halt. One of them, an officer, recognizes the uniform you wear and bids you enter the tent to meet his commander. All of the knights are armed and you decide it prudent not to refuse the officer's request.

+ If you have ever visited the land of Talestria in a previous Lone Wolf adventure, turn to 45. + If not, turn to 346. +
+
+ +
+ 180 + + +

You leap from the shadows and aim a mighty blow at the Death Knight's head. But in spite of the speed of your attack and the encumbrance of his heavy armour, the warrior manages to turn aside your blow with the tip of his spear.

+ Death Knight2438 +

The warrior is immune to Mindblast (but not Psi-surge).

+ If you win the fight in two rounds or less, turn to 316. + If you win the fight in three rounds or more, turn to 261. +
+
+ +
+ 181 + + +

The track consists of ancient paving blocks mostly overgrown with moss, but occasionally you hear the sound of a distant hoofbeat striking upon an exposed slab of stone. You follow the trail and are soon engulfed by darkness. Only the sound of forest owls and the flutter of bats can be heard as you make your way slowly through the inky black forest.

+

You have been walking less than an hour when you arrive at a stone bridge. The stream it once crossed has long since dried up, and the empty watercourse is blanketed with dead leaves. You are now very tired and in need of food and rest.

+ If you wish to stop and rest here at the bridge, turn to 204. + If you decide to forego rest and continue along the track, turn to 37. +
+
+ +
+ 182 + + +

A sharp pain lances through your neck and shoulder as the serpent sinks its fangs into the side of your throat. It thrashes wildly but you manage to grip it behind its head, prise it loose from your flesh and fling it down the bore-hole. A sudden wave of nausea leaves you shaking with fear as the deadly venom begins to take effect.

+ If you have the Magnakai Discipline of Curing and have reached the rank of Mentora, turn to 192. + If you have the Magnakai Discipline of Curing and have reached the rank of Primate, turn to 246. + If you do not possess this skill, or have yet to attain either of these levels of Kai training, turn to 343. +
+
+ +
+ 183 + + +

You land with a splash and roll into the ditch to avoid being trampled by the following horses. After clawing the muck from your eyes, you crawl along the channel. A short distance ahead of you a knight is pinned beneath his dead horse. He is flailing his arms wildly and you can see that his head is trapped beneath the mud and he is slowly drowning.

+ If you wish to save his life by pulling him out from beneath his horse, turn to 79. + If you choose to ignore his plight, you can remount your own horse; turn to 334. + Or you can follow the Prince's attack on foot; turn to 115. +
+
+ +
+ 184 + + +

The yells of the Drakkarim echo along the battlements as they watch you sprinting towards the city. Then a rain of boulders slams down with terrific force, spraying you with splinters of stone as they disintegrate on impact. Your senses keep you safe as instinctively you dodge the falling rocks and then skid to a halt in front of the door. You plant and prime the crystal explosive, and run back, counting the seconds with every step. You clear the rampart on the count of seven and flatten yourself behind its protective wall.

+ Turn to 301. +
+
+ +
+ 185 + + +

At your approach, one of the partisan horsemen points at the Bullwhip fastened to your backpack and says something to his sergeant.

+

That's a fine whip you have there, Pathfinder, says the sergeant, as you bring your horse to a halt. I admire good craftsmanship. Would you mind if I examined it more closely?

+ If you have the Magnakai Discipline of Divination and wish to use it, turn to 302. + If you wish to show the sergeant your Bullwhip, turn to 159. + If you refuse to let him examine it, turn to 198. +
+
+ +
+ 186 + + +

The ground rises steeply and it is dusk before your climb ends at the crest of a ridge overlooking the grasslands of Northern Eru. In less than an hour it will be dark, so you decide to camp here on the ridge and continue at first light (you must now eat a meal or lose 3 ENDURANCE points).

+ + + Brian Williams + + + + +

You are settling down on a mattress of leaf mould when the howl of a timber wolf prompts you to abandon your soft bed and spend the night in the bough of a tree.

+ Turn to 125. +
+
+ +
+ 187 + + +

You unsheathe a hand weapon and crouch in readiness to receive the creature's attack. It howls, almost with glee, as it anticipates sinking its great yellow fangs into your unprotected throat.

+ + + Brian Williams + The Taintor Wolf howls as it anticipates sinking its
great yellow fangs into your unprotected throat
+ + + +
+ Taintor Wolf2749 + If you win and the fight last for four rounds or less, turn to 202. + If the fight lasts longer than four rounds, do not continue but instead turn to 234. +
+
+ +
+ 188 + + +

Mustering your strength and your psychic defences, you concentrate on repelling Roark's attack. Immediately, the icy chill that threatens to freeze your heart begins to thaw, and you feel warmth flowing along your arm towards the iron amulet clenched in your fist. Suddenly Roark screams with pain and collapses&emdash;he has fallen victim to his own attack. You have reversed the flow of energy and stopped his heart.

+

Using this energy, you turn to confront Tagazin. He shudders as your psychic commands rob him of his supernatural strength. His body becomes pale, almost transparent, and wisps of smoke curl from his skin as if his body were slowly evaporating. He retreats towards the centre of the temple and leaps on to the marble block. There is a chilling howl and suddenly the shadowy chamber is flooded with blinding light. Thunder booms and the walls shake. Terrified, Roark's followers flee through the shattered doors and scramble up the stairs. Crackling bolts of white lightning leap from the block to tear chunks of rock from the temple walls, and the air seethes with a cloying stench that threatens to suffocate you. With terror in your heart you bound up the steps and escape as the defeated spirit of the Demonlord vents its spite in the chamber below.

+ Turn to 341. +
+
+ +
+ 189 + + +

Naog daka! snarls a voice in the corridor behind. You spin round to see two Drakkarim warriors, both armed with loaded crossbows. Slowly you let your hand drift towards your weapon but your move does not go unnoticed. Suddenly a starburst of pain explodes in your head and darkness washes over your vision as you are slammed back against the door by the force of the bolt which has penetrated your skull. Death is instantaneous.

+ Your life and your quest end here. +
+
+ +
+ 190 + + +

You are lucky that the arrows that pierced your back were neither barbed nor tipped with poison. You grit your teeth, muster your remaining strength and stagger to your feet.

+

Fifty yards from the allies' picket line you see two Lencian men-at-arms moving towards you with their swords drawn. Give the password! they command. Give the password or perish!

+ If you wish to answer, Shortsword, turn to 63. + If you wish to answer, Broadsword, turn to 227. + If you wish to answer, Longsword, turn to 347. +
+
+ +
+ 191 + + +

Your Kai mastery alerts you to a deadly danger. The boat is being held from beneath by a group of amphibian creatures who intend to launch a surprise attack. You warn Jarel of what you sense and quietly you both unsheathe your weapons in readiness to receive their attack.

+ Turn to 245. +
+
+ +
+ 192 + + +

You draw on your inner strength to overcome the venom that is coursing through your veins. The deadly neuro-vascular poison is swiftly neutralized, but at a cost to you of 3 ENDURANCE points.

+ Make the necessary adjustment to your Action Chart and turn to 205. +
+
+ +
+ 193 + + +

Imposter! bellows the captain, and lunges forward to grab you by the throat. But you sidestep his attack deftly and strike a blow to his temple with the heel of your palm that renders him unconscious in an instant.

+

Fire! shouts a bull-necked Pirsian, and you throw yourself to the ground. A deafening roar reverberates through the town as the men discharge their unwieldy pistols, but the lead shot passes harmlessly over your head and buries itself in the tavern door. The noise stirs a hornet's nest of activity as the townsfolk arm themselves and rush into the street to investigate the commotion. The situation looks desperate, but you can see a chance to escape and you take it. The pistols created a huge cloud of white smoke and under cover of this acrid cloud you scurry down an alley beside the log tavern and leap headlong into the foliage and trees beyond.

+

With the angry shouts of the villagers rippling through the forest, you curse your ill luck as you escape into the darkness.

+ Turn to 250. +
+
+ +
+ 194 + + +

You recognize the language being spoken by the owners of the harsh voices&emdash;it is Krorn. A shiver runs down your spine when you recall what you have heard about the evil creatures who speak this tongue, how they delight in cruelty and love nothing better than to devour human flesh. It would be wise to avoid them, but in order to reach the ford you have to pass close by the bushes. From what little you can hear of their conversation, they are arguing over some fish they have caught. As you creep nearer you pray that their argument will keep them distracted long enough for you to reach the river unseen.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 3 to the number you have picked.

+ If your total is now 6 or less, turn to 67. + If it is 7 or more, turn to 335. +
+
+ +
+ 195 + + +

You see the wolf cringe as your arrow sinks feather-deep into its throat. It opens its great jaw but no howl escapes from its frightful, fang-filled mouth as it crashes nose-first into the soft forest earth, somersaults and rolls limply to a halt at your feet.

+ Turn to 202. +
+
+ +
+ 196 + + +

As each rod is broken its beam disappears and the fireball grows weaker. The golden light of the Lorestones begins to radiate through the evil green flames, and when Paido has destroyed half the rods, one of them tips and falls into your waiting hands. Immediately, a wave of energy courses through your body, filling you with renewed strength and sharpening your thoughts and perceptions. You shout encouragement to your companion and he raises his head to reply, but his words are drowned by a harsh and terrible voice.

+ Turn to 350. +
+
+ +
+ 197 + + +

You mount your horse and set off towards King Sarnac's headquarters at a gallop. On your ride you pass the survivors of the regiment who were blasted at the bridge. Deeply shocked they stand in groups or cower on the ground like frightened animals. The horror on their faces and the sound of their whimpering sickens your heart.

+

As you cross the road and climb towards the King's tent, a Lencian cavalry officer comes riding down the hill towards you. He seems to recognize you and he calls for you to stop.

+ If you wish to bring your horse to a halt and find out what he wants, turn to 105. + If you choose to ignore his signal and continue your ride to King Sarnac's headquarters, turn to 21. +
+
+ +
+ 198 + + +

Pah! spits the sergeant, accusingly. Just as I thought. That's Halgar's whip you have&emdash;there's no other like it. I'd wager he didn't part with it gladly.

+

On hearing this, the others reach for their swords and you catch the unmistakable glint of murder in their eyes. You begin to explain but they refuse to listen. Instead they unsheathe their blades and begin to encircle you.

+ If you wish to evade combat, turn to 39. + If you wish to stand and fight them, turn to 118. +
+
+ +
+ 199 + + +

The Palmyrions are eager to attack the Drakkarim and rush forward, heedless of your warnings. The two robed figures draw back their arms and hurl the spheres at the onrushing soldiers. They hit and shatter with devastating effect.

+ Turn to 106. +
+
+ +
+ 200 + + +

Behind the black door lies a vast temple lit by a ghastly green glow, which radiates from columns of crystal that rise from the floor and ascend into the dark reaches above. Near the centre of the room sits a giant block of sculptured marble and around it stands a group of hooded men, their faces hidden behind hideous masks of glass. The dismal sound of their chanting fills the chamber and, as their leader steps forward and removes his mask, so their voices rise in pitch and fervour.

+ If you have travelled the Stornlands of Central Magnamund in a previous Lone Wolf adventure, turn to 104. + If you have never been to the Stornlands, turn to 263. +
+
+ +
+ 201 + + +

You walk around the pit and soon realize that if you are to retrieve the Lorestones safely you must shut off the energy which is bombarding them. However, by doing so, you would remove the means by which they are being kept suspended in the air, and they would then fall into the pit.

+ + + Brian Williams + + + + +

You ponder the problem for several minutes before you hit upon a solution.

+ Turn to 5. +
+
+ +
+ 202 + + +

Quickly you step away from the dead wolf and steel yourself as Jarel cries a warning: There's another one!

+

There is a brief flash of feral eyes then the great hound charges out of the darkness and flings itself at your companion's chest. Jarel sidesteps and ducks, and the howling wolf meets with a swift death as Jarel's sword slices upwards and opens its heart.

+

Breathless and blood-splattered, you gather up your equipment and hurry deeper into the forest before the smell of the dead wolves attracts more of their kind, or worse.

+ Turn to 282. +
+
+ +
+ 203 + + +

Despite the agony of your wounds you rise to your feet and stagger on towards the allies' camp. The arrows tear open your wounds with every jolting step you take and the terrible pain is too much to bear. With consciousness fading, you drop to your knees. The only hope you have of surviving is if you can wrench the arrows free.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Curing, deduct 3 from the number you have picked. The remaining number equals the number of additional ENDURANCE points you lose as a result of pulling the arrows from your back.

+ If you survive the trauma of this action, turn to 190. +
+
+ +
+ 204 + + +

Cautiously you investigate beneath the bridge, and to your relief discover that it is deserted. You are hungry and exhausted after your ordeal and must now eat a Meal or lose 3 ENDURANCE points. Too tired to continue, you settle down on the soft mattress of leaves and drift off into a deep sleep.

+ Turn to 295. +
+
+ +
+ 205 + + +

You claw your way out of the bore-hole and collapse on to the damp earth that surrounds the fissure. As your energy returns, you pull yourself to your feet and try to get your bearings before venturing deeper into the eerie forest.

+

Your wounds and the energy expended during your ordeal in the chasm have sapped your strength. You must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 50. +
+
+ +
+ 206 + + +

All around you the battle rages. Having lost the bridge, the Drakkarim draw together in desperate groups and attempt to throw barricades across the narrow street. While Captain Prarg rallies the pikemen and leads an attack along the main street in an effort to break through one of these hastily built defences, you gather about you a score of men and enter an alley to your left in pursuit of a handful of retreating Drakkarim Death Knights.

+ If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary or more, turn to 225. + If you do not possess this skill or have yet to reach this level of training, turn to 345. +
+
+ +
+ 207 + + +

Slowly he drags himself to his feet and stumbles drunkenly towards the rampart. You shout encouragement, then suddenly a starburst of pain explodes in your head and the taste of blood fills your mouth: you have been struck in the face by a Drakkarim arrow. It has pierced your eye and lodged itself in your brain. Death is instantaneous.

+ Your life and your quest end here. +
+
+ +
+ 208 + + +

Instinctively you dodge aside, but the dagger gouges your neck before embedding itself in the door behind: lose 2 ENDURANCE points. The man curses as he pulls free his studded leather Bullwhip and lashes out. With deadly accuracy the plaited whip snakes towards your throat.

+ + + Brian Williams + The man curses as he pulls free his studded
leather Bullwhip and lashes out
+ + + +
+ Halgar2430 +

Owing to the speed of his attack you cannot make use of a bow or evade combat.

+ If you win the fight, turn to 145. +
+
+ +
+ 209 + + +

You swop seats with Jarel and take up the oars. The flow is much stronger here at the river mouth, but you are rested and you row with a strength and determination that overcomes the current. You have travelled over ten miles upstream when the bow rams against a submerged obstruction. The boat is near the middle of the river and you can see no obvious hazards, such as shoals or mud banks, but it is stuck fast, and no matter how hard you row you cannot free it.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary or more, turn to 191. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 28. +
+
+ +
+ 210 + + +

With a shout of rage, you leap forward and strike a blow that would decapitate a creature of flesh and blood. But Tagazin is no such creature. A shower of icy-blue sparks explode where you strike his neck and your weapon disintegrates into a thousand frozen fragments: lose 2 ENDURANCE points (and remember to delete this weapon from your Action Chant).

+

Laughing maniacally, Tagazin bares his sword-like fangs and closes in for the kill.

+ If you possess another weapon, you can attempt to cut the amulet from around his neck; turn to 128. + If you decide to attack Roark and take the amulet he is holding, turn to 41. +
+
+ +
+ 211 + + +

Using your innate Kai skill of healing, you tend to the Prince's wounded leg and he soon stirs to consciousness. The Palace Guard have captured the hill and their banner flutters overhead proudly proclaiming their victory and inspiring the Lencians who are fighting at the bridge.

+ + + Brian Williams + + + + +

The Prince orders that a signal be sent to his reserves, instructing them to advance without delay, for the enemy are rallying to counter-attack. Tensely you watch as a mass of leather-clad Hammerlanders, supported by a regiment of grim-faced Brigandi, advance up the hill. The Palace Guard link their shields and prepare to welcome the enemy with sharpened steel. Onward they come, their banners held high, their war-horns filling the air with a noisy clangour. They surge forward and with a yell the front rank slams into the shield-wall. Sword blades fly, striking sparks and drawing blood. Axes and maces fall with crushing blows. A knight falls dead at your side and his slayer hurls himself through the gap. He scrambles to his feet and attacks you with his reddened blade.

+ Hammerlander2431 +

Owing to his state of battle-frenzy the Hammerlander is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 87. +
+
+ +
+ 212 + + +

Lord Adamas opens his hand and the coin shows tails&emdash;you have guessed correctly. Very well, he says, unbuckling his cumbersome sword belt and shouldering the satchel which contains the crystal explosive. Wish me luck!

+

He orders the vanguard to provide covering fire with their crossbows, then he clambers over the rampart and sprints towards the Torgar gate.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 221. + If it is 5&endash;9, turn to 32. +
+
+ +
+ 213 + + +

A numbing chill leaves you shivering uncontrollably as a surge of psychic energy rips into the fabric of your mind: lose 5 ENDURANCE points.

+

The attack soon passes but your fear grows as you watch the jackal-like Demonlord leap from the marble block and come bounding towards the door.

+ If you have a bow and wish to use it, turn to 147. + If not, turn to 174. +
+
+ +
+ 214 + + +

High above, crouched in their hiding places around the rim of the gorge, a company of partisans watches you succumb to the aroma of the flowers. When they are sure that you are unconscious, their sergeant leaves his position and descends by rope into the gorge, his nose and mouth covered by a pad of Golta leaves to counter the intoxicating scent. He had intended to bundle you on to your horse and lead you from the gorge to where the mountain air would revive you, but on reaching your body his suspicions are aroused. The ring and uniform you wear indicate that you are a Pathfinder with a message from Prince Graygor, but the weapons you carry, and your fair hair and Northland features are not those of an élite Eruan soldier. He rolls you over on to your stomach and is horrified to discover Halgar's Bullwhip tied to your backpack, its copper-studded coils stained with his blood. He knows that Halgar would never have parted willingly with the weapon, for it had made him as respected a fighter as his brother, Sebb Jarel. Anger, fuelled by shock, stirs the sergeant to a fit of rage. He is convinced that you are a Drakkar, an assassin sent by Baron Shinzar to murder the brothers Jarel. With a cry of anguish he unsheathes his sword and delivers a fateful blow that commits you to everlasting sleep.

+ Your life and your quest end here. +
+
+ +
+ 215 + + +

The air rushes past your face as you propel yourself across the yawning gap. Then, with a loud crash, you land on the other side among the roots and briars, and roll over to lessen the shock of impact. Barbed thorns graze your face and arms (lose 2 ENDURANCE points) but you have made it across the chasm successfully. As soon as you recover you check your equipment and advance deeper into the eerie forest.

+ Turn to 50. +
+
+ +
+ 216 + + +

After hearing who you are and why you are here, the men look at each other and shake their heads in disbelief. Even the sight of the Prince's signet ring does not change their minds. You would have our leader take you to Torgar? says one, sceptically. You'd have him walk into a trap more likely. These tales you tell of quests and stones of power, they're 'bout as true as the uniform you wear. They all ring of deception and trickery!

+

Slowly the five rise to their feet and step away from the fire, their hands drifting casually towards the hilts of their swords. On a whispered cue they unsheathe their blades and attack.

+ Partisans2436 + You can evade combat at any time; turn to 23. + If you win the combat, turn to 170. +
+
+ +
+ 217 + + +

The grisly reptile writhes and twists until, with a final tremor, it ceases its convulsions and settles into the mud. Like a hunter eager to claim a trophy, Jarel climbs astride the dead Gorodon and hacks free the two horns which protrude from its skull.

+

There are potion-makers in Humbold who'll pay a grand price for these, he says, wiping his blade on the body of the dead beast. He pockets one and offers the other horn to you.

+

If you wish to keep this Gorodon Horn, mark it on your Action Chart as a Special Item which you keep strapped to your backpack.

+ To continue, turn to 144. +
+
+ +
+ 218 + + +

The archers are playing a game they call Bullseyes, but you know it better by its Sommlending name of Portholes. Two diamond-shaped dice, each with ten sides numbered nought to nine are thrown by each player in turn. The numbers which appear face-up are added together (nought = zero), and the one with the greatest score wins. If anyone throws two noughts, however, they shout out Bullseyes! and win automatically.

+

Each player must stake 12 Lune (3 Gold Crowns) per throw of the dice, and this money is bet before the dice are rolled.

+

Pick two numbers from the Random Number Table for each of the other two players and note these scores in the margin of your Action Chart. Now pick two numbers from the Random Number Table for yourself. If your total is greater than the other players you win 24 Lune. If either of the other players beats your score, you lose your stake (12 Lune or 3 Gold Crowns).

+

You may leave the game at any time, but you must stop playing if you gamble away all your money and cannot place your stake.

+ When you decide to stop playing, you return to Prince Graygor's tent; turn to 29. +
+
+ +
+ 219 + + +

After several minutes of manipulation, the lock finally clicks and the door opens on to a passageway lined with torches. Halfway along the left wall you see another door&emdash;a solid slab of iron broken only by a small, barred window. Silently you approach the door and peer in through the grille.

+ If you have visited the Danarg in a previous Lone Wolf adventure, turn to 260. + If not, turn to 114. +
+
+ +
+ 220 + + +

As the last of the war-dogs dies at your feet, you sheathe your weapon and cast your eyes at the clearing. The bear is no longer there, having loped away during your fierce fight with the Akataz.

+

The pain of your wounds causes you to wince and grit your teeth as you hurry into the brightening forest. You have covered less than 100 yards when you hear a pitiful howl ripple through the trees. At first you think it is just your imagination, fuelled by fatigue and your stinging wounds. But when you hear it a second time you realize that the war-dogs you fought were part of a larger Akataz pack, and that the rest of the pack have just discovered their remains.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Mentora, turn to 161. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 3. +
+
+ +
+ 221 + + +

A yell arises from the battlements when the defenders see Adamas appear, and a mass of boulders hurtles down to greet him. With cat-like agility he veers left and right, weaving his way through the falling rocks, which smash into the causeway with a terrific roar. He reaches the door, tears the satchel from his shoulder, and primes the crystal explosive. Automatically you begin counting the seconds as he runs back through the rubble and dead bodies. Two&ellips; three&ellips; four&ellips; Then your heart leaps as you see him felled by a rock and crash headlong to the ground.

+ If you wish to sprint forward and attempt to rescue him, turn to 138. + If you choose to stay where you are and watch his plight, turn to 207. +
+
+ +
+ 222 + + +

One of the men gets to his feet and begins walking towards you. You sense that he has not seen you, he is merely answering the call of nature, but you decide that it is wise to slip away before he gets any closer. Silently you disappear into the forest and return to the front of the building.

+ Turn to 89. +
+
+ +
+ 223 + + +

Identify yourself! you shout in reply. Then maybe you'll hear some news that'll cheer your heart. Slowly the man steps out from behind the boulders. He raises his hand and twenty others, maybe more, appear around the lip of the gorge. Several are armed with loaded bows, all pointed at you. The men are dressed in jerkins and breeches of crimson leather, and each carries a veritable arsenal of weapons strapped about his waist and chest. They are Eruan partisans.

+

I come from the court of Prince Graygor, you say, your voice amplified by the natural acoustics of the gorge. The army of Eru and the Lencian allies have driven the enemy back to Cetza. Battle is imminent and victory will soon be ours.

+

Your news is stale to our ears, comes the reply. And the Prince would not send a Pathfinder to tell us such as this. The partisans shuffle uneasily and view you with renewed suspicion. It is not my purpose to bring news of the war. I come to entreat the aid of Sebb Jarel, you reply.

+

The spokesman for the partisans signals to the others and a section disappears from view. They reappear on horseback at the mouth of the gorge and beckon you to approach them.

+ If you possess a Bullwhip, turn to 185. + If you do not possess this Special Item, turn to 342. +
+
+ +
+ 224 + + +

Having made a wide detour to avoid the ford, eventually you discover an old game-trail which runs alongside the river. You follow this track for several miles until you reach a place where massive boulders, smoothed by centuries of erosion, rise out of the foaming torrent like giant stepping stones. It would be difficult, though not impossible, to cross the river at this point, but not on horseback. Reluctantly you leave your mount and make your crossing by leaping from one boulder to the next. You are halfway across when you are faced with a leap that is wider than you have ever attempted before.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate or more, add 2 to the number you have picked.

+ If your total is now 6 or less, turn to 265. + If it is 7 or more, turn to 43. +
+
+ +
+ 225 + + +

The passage is flanked by burnt-out cottages, their soot-blackened walls creating a dingy corridor of an alley, which winds into the distance. Your senses tingle with the premonition of an ambush; you can almost taste the presence of the enemy lurking inside the ruined cottages. The fleeing Drakkarim halt in their tracks then turn to taunt your men, calling to them to come and fight if they dare. Before you can shout a warning, your men charge along the alley, brandishing their weapons and yelling angry cries of revenge.

+ If you wish to run after them, turn to 173. + If you choose not to enter the alley, turn to 44. +
+
+ +
+ 226 + + +

Jarel screams for help as he struggles to escape from the clutches of two Ciquali. They latch on to his wolfskin cloak and drag him beneath the water. He surfaces, sword in hand, but is pulled under again and this time he does not reappear. A trail of bubbles and a patch of red water drifting with the current are all there is to mark the grave of Sebb Jarel.

+ Turn to 97. +
+
+ +
+ 227 + + +

It's the Pathfinder, comes the reply. Quick, he's wounded.

+

The two soldiers run forward. They raise their shields to protect your back from the Drakkarim arrows, and help you to reach the safety of the camp perimeter, where your wounds are cleaned and dressed. Finally you return to King Sarnac's headquarters. He and the Prince are anxious to hear your report. Despite being discovered by the enemy, you have gathered useful information about the troops defending the bridge. The King praises your bravery and Prince Graygor orders his heralds to escort you back to his tent. After the ordeal of the scouting mission, you are grateful for the chance to get a good night's sleep.

+ Turn to 280. +
+
+ +
+ 228 + + +

Forcing open your tired eyes you try to focus on the shapes as they draw closer. At first you dismiss the swirling grey figures as hallucination brought on by lack of sleep, but when a terrible chill sweeps over you like a blast of icy cold wind, fear reawakens your senses with a jolt.

+ + + Brian Williams + + + + +

The creatures take to the air and emit a ghostly howl as they swirl around your head. You reach for a weapon but a tendril of darkness writhes out of one phantom and whips your hand. Its cold lash bites like sharpened steel and leaves your fingers numb and nerveless: lose 2 ENDURANCE points.

+

More tendrils appear and wriggle towards you like a host of black snakes, all of them eager to feast on your life-force.

+ If you possess the Sommerswerd, turn to 133. + If you possess a Bullwhip, turn to 168. + If you possess neither of these Special Items, turn to 74. +
+
+ +
+ 229 + + +

As you dive to avoid it, the blade whistles past your shoulder, slicing open yow tunic but sparing your flesh the kiss of its razor-sharp edge. Before you can rise to your feet, the Baron steps forward to deliver the coup de grace. Victory belongs to me! he howls, and swings his axe again. But suddenly he hears a sound that makes him recoil in horror.

+ Turn to 321. +
+
+ +
+ 230 + + +

You pull a metal bar set into the wall and the huge lead-lined doors rumble open to reveal an incredible sight. Before you stands a domed chamber, its ceiling criss-crossed with gantries of rusted iron. At its centre is a circular black pit around which are gathered groups of ghoulish creatures clad in transparent robes and masks. Angled upwards from the floor are slender crystal rods that glow with green fire. They pour forth a constant stream of pencil-thin light which focuses at a point directly above the centre of the pit. Your eyes are drawn to this point, for here you can see the three remaining Lorestones of Nyxator, the objects of your quest, held suspended in a ball of flickering green flame.

+ + + Brian Williams + At the point where the rods meet, the Lorestones
of Nyxator hang suspended
+ + + +
+

The harsh clang of the alarm bell, and the sudden sight of you silhouetted in the doorway, has startled the creatures. They slink away from the pit and escape through an archway, leaving you and Paido alone in the chamber.

+ Turn to 100. +
+
+ +
+ 231 + + +

Over here! calls Jarel, pulling open the rot-infested door of a hut at the water's edge. Inside you see an overturned rowboat with a pair of battered oars shipped underneath. He turns the small craft over and raises it by the stern.

+

Give a hand, he says, straining to push it forward. You place the oars inside, lift the bow, and help him launch it gently into the river. This brings back some memories, says Jarel, wistfully. Though I never thought I'd ever be sharing this little booty-runner with a Pathfinder!

+ + + Brian Williams + + + + +

You toss your pack into the boat and take your place opposite the partisan leader as he fixes the oars into position. Then, with a smooth stroke, he propels the boat out into the current and you begin your voyage towards the sinister channels of the Hellswamp.

+ Turn to 240. +
+
+ +
+ 232 + + +

Silently you dismount and approach the charred tower door. Through the split timbers you see a man crouching beside a smouldering fire, cooking a bird that is skewered on the point of his dagger. He wears clothes cut from supple leather dyed deep crimson, and coiled on his hip you notice a Bullwhip, its braids studded with nuggets of copper.

+ + + Brian Williams + + + + +

Join me! he says suddenly, without raising his eyes from the glowing charcoal fire. There's enough meat on this fledgling for the two o' us.

+ If you wish to accept the stranger's offer, turn to 129. + If you decide to remount your horse and hurry away, turn to 75. +
+
+ +
+ 233 + + +

There is a flash as your weapon smites the link and severs the amulet from the chain. The Demonlord howls and recoils, as if wounded by the blow, and you snatch the amulet away from his feet before he recovers. The black iron feels unnaturally cold; it numbs your hand and fills your arm with a dull throbbing pain. Despite your acute discomfort you know you must maintain your grip, for it is the key to the Demonlord's existence here in this temple.

+

Roark raises his amulet and screams a curse. Suddenly the chill that pains your arm lances across your chest and stabs at your heart. Unless you possess the Magnakai Discipline of Nexus, lose 3 ENDURANCE points.

+ If you survive the attack, turn to 188. +
+
+ +
+ 234 + + +

Jarel appears at your side and delivers a blow that rips open the evil creature's heart. But his timely aid has diverted his attention from the forest where danger still lurks. A pair of feral eyes glint in the moonlight. Then another beast charges forward and flings itself at Jarel's unprotected back. You lift your weapon and move to strike as the creature comes flying through the air. Owing to the momentum of its attack, you have only one chance to deflect it from your companion.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Fire, add 5 to the number you have picked.

+ If your total is now 0&endash;6, turn to 312. + If it is 7 or more, turn to 178. +
+
+ +
+ 235 + + +

The snake mistakes your movement for a hostile action and strikes out at your face.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 1 to the number you have picked. If you have completed the Lore-circle of Solaris, add 2 to the number you have picked.

+ If your total is now 5 or less, turn to 182. + If it is 6 or more, turn to 279. +
+
+ +
+ 236 + + +

You splash face-first into the mire, which fills your eyes and mouth. Blinded by the stinging mud, you fail to see your horse rear up and topple towards you, an arrow lodged deeply in his skull. His flailing hooves slam into your back and your legs are pinned beneath him when he falls heavily on his side: lose 8 ENDURANCE points.

+ If you are still alive, turn to 165. +
+
+ +
+ 237 + + +

The ghastly creature emits a shrill whistle as you deliver your killing blow. The deadly mandibles continue to snap, but without aim or purpose, as its lifeless body slowly oozes from the hole and falls limply to the chasm floor.

+

Grabbing the roots firmly with both hands you haul yourself up and collapse into the undergrowth. As soon as your strength returns you gather up your equipment and advance deeper into the eerie forest.

+ Turn to 50. +
+
+ +
+ 238 + + +

The gantry passes close enough to the Lorestones to enable you to cup your hands beneath them. If Paido were to destroy the crystal rods, the Lorestones would be freed of the energy beams and drop into your hands.

+

You tell Paido of your bold plan and he nods enthusiastically as you get ready to make your catch. You call to him when you are ready and, one by one, he begins to smash the crystal rods.

+ Turn to 196. +
+
+ +
+ 239 + + +

The thunder of hooves warns you that more partisan horsemen are heading your way. You wheel your horse about and gallop down a long, twisting hill track. You are beginning to outdistance your pursuers when your steed suddenly pitches forward and throws you head-first into a tangle of foliage. The dense undergrowth cushions your fall and you emerge unscathed, but your horse has been seriously injured.

+

A deep pot-hole ensnared its foreleg and the limb is broken: the poor animal cannot go on. The partisan reinforcements gallop into view and you are forced to abandon your crippled mount and escape into the surrounding trees on foot. With the angry cries of the partisans echoing behind you, you curse your ill luck and hurry deeper into the darkening forest.

+ Turn to 250. +
+
+ +
+ 240 + + +

The first day of your voyage is smooth and uneventful. The strong current bears you steadily northwards and Jarel is content to allow the boat to drift with the flow while he enjoys the warm sunshine and your conversation. You learn much about your guide and the land of Eru, and in return you recount the legends of Sommerlund and tell of your adventures in the realms of Magnamund.

+

At dusk you reach a confluence where the river is joined by another that flows in from the east. Here the currents are swift and treacherous, but Jarel steers the boat masterfully and brings it ashore at a muddy beach on the west bank, where a small stone hut stands close to the river's edge. You are dragging the boat up the muddy shore when Jarel suddenly freezes in his tracks. A movement among the tall grasses that fringe the beach has alerted him to a pair of green, pig-like eyes glinting in the gloom. Keep still, he whispers, fearfully. It could be a Gorodon. His fears are confirmed as the shadowy creature leaves its hiding place among the grasses and comes crawling down the beach towards you.

+ If you possess the Magnakai Discipline of Animal Control and have reached the Magnakai rank of Primate or more, turn to 112. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 172. +
+
+ +
+ 241 + + +

A chill of premonition runs down your spine as you stare at the old mining huts below, for you feel sure that they conceal an enemy, lying in ambush. You cast your eyes along the river for an alternative place to cross, but it is only here that the deep, fast-flowing waters of the River Brol are shallow enough to ford on horseback.

+ If you wish to gallop towards the ford and attempt to cross it, despite the risk of an ambush, turn to 8. + If you choose to avoid the ford and try to cross the river further downstream, turn to 224. +
+
+ +
+ 242 + + +

The first rays of dawn light are beginning to lighten the forest when you happen upon a wide gap in the trees. A dark shape, large and rounded like a furry boulder, lies curled up beneath the branches of a pine at the edge of the clearing. In the distance a crow caws nervously, stirring the shape from its slumber with a half-hearted call of warning. Your pulse quickens as you recognize the outline of a big black bear.

+

A noise to your left diverts your attention from the waking bear, and to your horror you see a pack of leathery black Akataz creeping towards you through the undergrowth, their feral eyes aglow with bloodlust as they latch on to your scent. With a howl they leap forward, clawing and biting as they drag you to the ground.

+ If you possess the Magnakai Discipline of Animal Control and have reached the rank of Principalin or more, turn to 77. + If you do not possess this skill, or have yet to attain this level of Kai training, turn to 254. +
+
+ +
+ 243 + + +

You have covered twenty yards when a rain of boulders begins to crash down all around you. Suddenly a starburst of pain explodes in your head and the taste of blood fills your mouth. You fall heavily but you are numb to the pain, for your neck is broken and death is but seconds away.

+ Your life and your quest end here. +
+
+ +
+ 244 + + +

In the company of a dozen bodyguards and court heralds, you follow the Prince as he makes his way on foot to King Sarnac's camp. It is his usual practice to inspect his soldiers on the eve of battle, to see for himself that all is well and to raise their spirits with a few words of praise and encouragement. He is heartened to discover their morale is already high and that they are all confident that he will lead them to victory.

+

At length you arrive at the Lencian headquarters. A huge yellow flag, bearing the emblem of a white swan and blue dragon, flutters in the breeze above the royal tent where a unit of silver-clad knights stands stiffly to attention. A trumpet announces your arrival and the knights escort you inside to meet the King. After formal greetings have been exchanged, the grey-haired King begins to discuss the impending battle. The Prince has brought with him a detailed map of the town and, as the two leaders formulate their plans, it is used to mark the places where their regiments will assemble and attack the enemy.

+ + + Brian Williams + On a detailed map of the town, the Prince and the King mark the
places where their regiments will assemble and attack the enemy
+ + + +
+

If only we knew the number of reinforcements Baron Shinzar has received, says the King, uneasily. Then we could be sure our plans would succeed. The Prince nods in agreement. We must send a scout to reconnoitre their defences, or hundreds of our soldiers could lose their lives needlessly in the assault.

+

The King looks in your direction then returns his eyes to the Prince. I have no scouts trained for such a delicate operation, he says, but I see you have a Pathfinder. Send him. His skills would be well suited to this task.

+

The Prince hesitates. He cannot reasonably refuse the King's suggestion, yet to send you into the enemy camp would endanger your life and your quest.

+ If you wish to volunteer to scout the enemy positions, turn to 53. + If you choose to remain silent, turn to 171. +
+
+ +
+ 245 + + + +

You must win the combat before continuing.

+
+
+ + +

A dozen webbed hands slap over the gunwales and six ghoulish, dome-shaped heads rise dripping from the river. A rasping croak issues through their bared fangs when they see you are prepared for their attack, and frantically they try to clamber into the boat before you can cut them down.

+ Ciquali2136 +

Increase your COMBAT SKILL by 2 points for the duration of the fight due to your readiness to receive the attack.

+ If you win and the fight lasts four rounds or less, turn to 169. + If the fight lasts longer than four rounds, turn to 309. +
+
+ +
+ 246 + + +

You succeed in slowing the effects of the venom now coursing through your veins. But you have been bitten by a Yua and its bite is fatal unless treated immediately with the only known antidote&emdash;Oede herb.

+ If you possess some Oede herb, swallow it to neutralize the venom and turn to 205. + If you do not possess any of this rare herb, turn to 343. +
+
+ +
+ 247 + + +

Casting your eye across the body-strewn terrain, you soon realize that all the riderless horses are now either dead or have fled the field in panic. Left with no alternative, you scramble out of the mud and set off after the Prince on foot.

+ Turn to 115. +
+
+ +
+ 248 + + +

As soon as your light illuminates the darkness, the phantoms emit a venomous hiss and swirl away into the shadows. They are afraid of the light but their need to feed on your life-force will soon overcome this fear unless you can devise a more permanent way of keeping them at bay.

+ If you possess the Magnakai Discipline of Psi-surge, turn to 281. + If you do not possess this skill, turn to 55. +
+
+ +
+ 249 + + +

The corroded iron gantry creaks violently as you inch your way nearer to the ball of green flame, and, eventually, you reach a position where the Lorestones are within your grasp. But as you stare at the flickering core of energy you realize that to touch it would be fatal.

+ + + Brian Williams + + + + +

You ponder the problem for several minutes before you hit upon a solution.

+ Turn to 238. +
+
+ +
+ 250 + + +

You run without pausing through the shadowy pines until you can no longer hear the cries of your pursuers. The forest is soon swallowed by the night but, guided by your Kai senses and the occasional rays of moonlight that filter through the densely packed trees, you are able to continue your lonely trek eastwards. You stop at a stream to bathe your face in the cold water and reflect on the bitter irony of your situation: the people you had hoped would help you now pursue you as their enemy. It is a cheerless situation but you do not allow it to defeat your resolve to reach Torgar and recover the stolen Lorestones.

+

Gradually, what begins as a suspicion becomes a nagging certainty that you are being watched. Your senses detect an evil presence lurking in the surrounding trees and you decide to forego rest and keep moving until dawn. Tired and hungry after your ordeal, you must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 242. +
+
+ +
+ 251 + + +

The swarthy-faced warriors loose their arrows as they advance, but they are poorly aimed and whistle past to splash harmlessly in the river. The leading attackers seem impressed by your display of courage and they slow down. You take advantage of their hesitation and launch yourself at them, catching them wrong-footed as you land your first blows.

+ Zagganozod2435 +

Owing to the impetus of your attack, add 2 points to your COMBAT SKILL for the first round of combat.

+ If you win the fight, turn to 271. +
+
+ +
+ 252 + + +

You unsheathe the sun-sword and flames course along the blade, filling the ruins with its vivid golden light. The Prince turns to shout a warning but his adversary strikes him a cruel blow that lays open his thigh and hurls him to the ground. Although his helm hides his face, its nose-bar and chin-piece exposing little but a malicious glint in his eyes, you are sure that this is no ordinary Drakkarim warrior; the smell of evil hangs heavy around him like the stench of a rotting corpse.

+ + + Brian Williams + The Drakkarim warrior thrusts the stave of iron at your
chest and a blast of white flame scorches your arm
+ + + +
+

He snarls a vile curse and flings his sword at your head. You fend off the spinning blade with ease but the attack has served its purpose. The warrior snatches up the shimmering iron rod and it hums with a force that reveals its ancestry: it is a stave of power forged in the furnaces of Helgedad. With a mighty yell he thrusts the stave at your chest and a blast of white flame scorches your arm as you parry the attack on the hilt of the Sommerswerd. Half-blinded by the flash, you stagger back and quickly muster your strength for a desperate fight to the death.

+ Ziran (with Powerstave)4050 +

The Ziran is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 305. +
+
+ +
+ 253 + + +

The flames burn ferociously and you lose 5 ENDURANCE points before you are able to extinguish them.

+ If you survive your burns, turn to 318. +
+
+ +
+ 254 + + +

Their attack is so swift and deadly that there is no time to draw a weapon. The gruesome clack of their fangs fills your ears and white-hot pain lances through your arms and legs as the Akataz snap shut their powerful jaws: lose 6 ENDURANCE points. Desperately you kick and punch, rolling over and over through the undergrowth until you break free of their crushing bite. Weak from loss of blood, you stagger to your feet and unsheathe a weapon just in time to meet their renewed attack.

+ Akataz2743 +

These war-dogs are especially susceptible to psychic attack. If you have and wish to use the Discipline of Mindblast or Psi-surge, double all bonuses you would normally receive. If you have completed the Lore-circle of Spirit, triple all bonuses.

+ If you win the combat, turn to 220. +
+
+ +
+ 255 + + +

You are able to identify many of the flowers that fill the gorge. Among them are the blue and pink blooms of the Lacaress, used throughout Magnamund as an active ingredient of sleeping potions. It is the insidious scent of these flowers that is slowly numbing your senses. Wary of the danger, you rein your horse about and hurry out of the gorge.

+ Turn to 98. +
+
+ +
+ 256 + + +

You draw your weapon and strike out at the phantoms, but your blows pass through them harmlessly. They howl with fiendish glee as they swirl around your head, whipping you with tendrils of darkness that writhe like thin black snakes from their filmy bodies. Every lash weakens your Psi-screen and you sense that if you are to survive this merciless assault you must quickly find a weapon to combat these fell creatures of the night.

+ If you possess a Bullwhip, turn to 168. + If you possess a Kalte Firesphere, a Torch and Tinderbox, or a Lantern, turn to 248. + If you possess none of these items, turn to 24. +
+
+ +
+ 257 + + +

You lie for several minutes, semi-unconscious due to the stunning impact: lose 6 ENDURANCE points. Gradually your senses return and you stagger to your feet. Every muscle in your body aches viciously, but no bones are broken, and you are filled with relief that you have not ended your days like those whose mouldering remains carpet the chasm floor.

+

You examine the hollows that riddle the walls and conclude that they were made by a burrowing animal of some sort. Most are too small to enter, but there is one that is large enough to explore.

+ If you wish to enter this bore-hole, turn to 141. + If you wish to attempt to climb the chasm wall, turn to 135. +
+
+ +
+ 258 + + +

Using your Magnakai skill you intensify your vision. The distant ruins grow larger and clearer and you can see a figure crouched upon the highest point of the broken temple wall: it is a warrior clad in silver mail and a gold-spiked helmet. He raises a plain rod of iron and another crackling bolt of blue-white fire leaps from its tip to strike the pikemen with lethal accuracy. Their screams of terror rend the air and the survivors fall apart in a desperate, panic-stricken flight to escape the fate that has befallen their slain comrades. Quickly you inform the Prince of what you have seen at the temple.

+ Turn to 42. +
+
+ +
+ 259 + + +

It feels good to have firm ground beneath your feet once again, even though it is no more than a crusty mud flat supporting a brace of stunted trees. Jarel ties the boat to one of the twisted trunks and settles down to sleep while you take the first watch. Your rumbling stomach reminds you that you have not eaten today: you must eat a Meal now or lose 3 ENDURANCE points.

+

The night sounds of the swamp make you uneasy but your watch passes without event. Shortly after midnight, Jarel awakens and you are able to catch a few hours' sleep before dawn arrives and you take to the water once more.

+ Turn to 101. +
+
+ +
+ 260 + + +

Beyond the door you see a dank dungeon cell. A prisoner sits cross-legged on the cold stone floor, his head resting on his chest. The dark skin on his hands and arms is covered in tiny scars, and his plaited hair is matted with grime and dried blood. Wearily he raises his head and your pulse races as you recognize the face of Lord Paido, warrior-magician of Dessi.

+ Turn to 278. +
+
+ +
+ 261 + + +

As the Death Knight screams his last oath and falls face-first into the stinking ditch-water, you hear shouting and the sound of men in armour descending the bank from both sides of the bridge. Drawn by the sounds of your struggle, the élite Drakkarim warriors are closing in for the kill. Speed is your only ally now. With an energy born of desperation, you claw your way up the slippery bank and sprint towards the allies' encampment. The enemy see you escaping and direct a hail of arrows at your fleeing figure. Two shafts bury themselves in your back (lose 12 ENDURANCE points) and you are pitched to the ground.

+ If you are still alive, turn to 203. +
+
+ +
+ 262 + + +

Waves of psychic power wash over your mind and leave you shaking with shock. Your Psi-screen protects your nervous system but you are unable to stop the waves from penetrating deep into your memory. Lord Adamas increases the power of the mind-gem until you reveal your true identity and the nature of your quest.

+ Turn to 290. +
+
+ +
+ 263 + + +

Hear me, O Lord of Pain, cries the leader. Your humble servant Roark invokes you to aid him in this hour of dread uncertainty. Come forth and conquer. Come forth and feast upon the souls of our enemies!

+

As the grim words uttered by the grey-haired figure echo through the temple, your Kai senses detect a stream of invisible force rising from the marble block. Gradually the force takes the form of a mist filled with ghastly apparitions. An icy chill engulfs the temple as the mist swirls like a cyclone around the walls.

+

Come! Come, Tagazin! screams Roark, his voice barely audible above the howling wind. From the pit of eternal pain I summon thee!

+ If you possess the Magnakai Discipline of Divination and have reached the rank of Mentora, turn to 298. + If you do not possess this skill, or have yet to reach this level of training, turn to 116. +
+
+ +
+ 264 + + +

A terrible pain rips through your body: you gasp in shocked surprise and instinctively clutch your body. Blood oozes thickly between your fingers and you stare down in horror at the arrow which is protruding from your chest. Colours whirl and sounds grow faint as the pain drags you to the ground. Then, as the agony reaches an intolerable pitch, the pain suddenly disappears and you plunge into the timeless oblivion of death.

+ Your life and your quest end here. +
+
+ +
+ 265 + + +

The wind whistles past your face as you leap across the gap and land with a jolt that leaves you breathless. Desperately you cling to the rock, but your feet cannot grip the smooth surface and you slip backwards into the river.

+

You surface quickly but the river here is deep and strong, and you cannot resist being swept along on the current. For over three miles you ride the icy white water until you begin to feel smooth rocks speeding past beneath your feet. By kicking out against these boulders you are able to propel yourself towards the bank. Cold and exhausted, you claw your way out of the water and collapse on the rocky shore.

+

Your fall and the rough river ride have taken a toll of your possessions. Delete the items you have listed fourth, fifth and sixth on the Backpack section of your Action Chart, and half the contents of your Belt Pouch.

+ To continue, turn to 294. + +
+ +
+ 266 + + +

A figure dressed in black robes, whom you recognize as one of Roark's followers, is waving a burning torch in front of him at arm's length and shouting. Five spectral shadow-shapes wreathed in mist swirl around him, trying repeatedly to penetrate his fiery guard. Behind him stands an ancient burial mound, and lying near its dark entrance are the bodies of two soldiers clad in leather armour and three horses. A dozen of the ghost-like apparitions hover over each of the soldiers, as if they are feasting on their bodies.

+ + + Brian Williams + + + + + If you possess the Magnakai Discipline of Divination and have reached the rank of Mentora, turn to 303. + If you wish to help the black-robed man fight off his ghostly attackers, turn to 71. + If you choose to avoid this conflict, skirt around the edge of the quarry and continue deeper into the forest, turn to 175. +
+
+ +
+ 267 + + +

That ring you're wearing and those clothes o' yours look real enough, he says, flicking the bird meat from his dagger, but you don't look like a Pathfinder and you sure don't sound like one neither! Then, without warning, he draws back his blade and flings it at your throat.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 208. + If it is 5 or more, turn to 33. +
+
+ +
+ 268 + + +

As you hurry away you happen upon a trail that gradually descends to the bank of a rushing river. Massive boulders, smoothed by the water over the centuries, rise from the foaming torrent like giant stepping stones. Across the river you see another forest, dark and forbidding. The sun is strong in a cloudless sky and the air is warm and dry, yet a grey mist hangs heavy and cold around the trees of that forest.

+

All along the bank on this side of the river grow clumps of bushy herbs with bright scarlet flowers.

+ If you have the Magnakai Discipline of Curing, turn to 276. + If you do not possess this skill, turn to 325. +
+
+ +
+ 269 + + +

The Vakeros is overjoyed at the prospect of being rescued from this dreadful place. He has languished here for a year since being captured by agents of the Darklords. His name is Paido, and although you tell him that you are an Eruan Pathfinder, he recognizes your accent and your strong Sommlending features.

+

You may wear Eruan cloth but you are not a native of that land, he says, suspecting that you have been sent to trick him.

+ If you wish to reveal your true identity to this man, turn to 69. + If you do not, turn to 337. +
+
+ +
+ 270 + + +

The enemy are rallying to launch a counter-attack on the hill. To the south you see a mass of leather-clad Hammerlanders, supported by a regiment of grim-faced Brigandi mercenaries, advancing towards the Prince's position. The Palace Guard have fought like lions, but they have lost half their number and must be near to exhaustion. They may not survive a counter-attack by a much fresher force that outnumbers them five to one. All that can save them now are the Eruan reserves.

+ + + Brian Williams + + + + + If you wish to take command of the Prince's reserves and march them towards the hill, turn to 49. + If you decide to ride to King Sarnac's camp and ask him to save the Prince, turn to 197. +
+
+ +
+ 271 + + +

Wiping the sweat from your brow, you sheathe your weapon and search the bodies of your ambushers. All of them are clad in black helmets and scarlet, chainmail hauberks, and each has an assortment of weapons and equipment strapped to their muscular bodies. You recognize the distinctive armour which identifies them as Zagganozod&emdash;a motley unit of Drakkarim cavalry which patrols the Blackshroud Trail. This company must have fled here on foot after the Drakkarim defeat at Cetza, for you can find no sign of their horses.

+

Your search of their bodies reveals the following items:

+
    +
  • 2 Swords
  • +
  • 3 Quivers
  • +
  • 2 Daggers
  • +
  • 11 Arrows
  • +
  • 3 Bows
  • +
  • 2 Axes
  • +
  • 1 Mace
  • +
  • 1 Broadsword
  • +
  • 16 Lune (4 Gold Crowns)
  • +
  • Enough food for 4 Meals
  • +
+

You may take whatever items you wish. When you have made the necessary adjustments to your Action Chart, you ford the river and continue on foot.

+ Turn to 186. +
+
+ +
+ 272 + + +

Your arrow strikes the Baron, but he is saved from a fatal wound by the lip of the steel bevor that protects his neck and back. The arrow ricochets, gouging a deep furrow across the base of his skull and making him fall heavily to his knees. Bellowing like an angry bull, he glares in your direction as he staggers painfully to his feet.

+ If you possess the Sommerswerd, turn to 113. + If you do not possess this Special Item, turn to 126. +
+
+ +
+ 273 + + +

You take your place beside Lord Adamas and charge through the smouldering gap, leaping over the charred and broken remains of the Drakkarim who were caught by the blast. The allied soldiers follow your lead and sweep into the startled city, through a gate now guarded only by the slain. Despite their shock, the defenders begin to rally as they receive fresh reinforcements from other parts of the city, and soon a vicious battle rages in the cramped, gloomy streets.

+ + + Brian Williams + + + + +

You lead a group of Palmyrion men-at-arms across a courtyard and into a dingy street where you find yourselves confronted by a regiment of Drakkarim garrison troops. They have gathered to make a wall of shields behind a pair of small figures, black-robed and cowled, each holding a yellow globe.

+ If you possess the Magnakai Discipline of Divination and have reached the rank of Tutelary or more, turn to 22. + If you do not possess this skill or have yet to reach this level of Kai training, turn to 57. +
+
+ +
+ 274 + + +

Desperately the two men fight to defend themselves from your deadly attack. You cannot evade this combat and must fight them both to the death.

+ Pirsian Swordsman 11831 + Pirsian Swordsman 21729 + If you win the combat, turn to 68. +
+
+ +
+ 275 + + +

My mission is secret, you reply. If it is to succeed it is vital that it remains so. You glance at the other men seated around the fire and they return your glance with suspicion.

+

They are my brothers. Whatever you wish to say to me can be said in front of them.

+ If you wish to tell these men about your quest, turn to 216. + If you would prefer not to tell them anything, turn to 51. +
+
+ +
+ 276 + + +

You recognize the plants: they are Laumwort, a herb very similar to the healing plant, Laumspur. You can regain lost ENDURANCE points by eating the leaves.

+

Each Meal of Laumwort restores 2 ENDURANCE points and there are enough leaves here for 3 Meals. If you decide to pick this herb and keep it, remember to adjust your Action Chart accordingly.

+ To continue, turn to 325. +
+
+ +
+ 277 + + +

The sniper's second arrow splinters harmlessly against the wall behind which you shelter. Close to where you lie is the crimson-splashed body of a Drakkarim Death Knight. Wounded during the fighting at the bridge, he crawled here to die. A Broadsword and an Axe hang from his belt, and among the contents which have spilled out of his pack you see a Bottle of Water, a Torch, a blanket and enough food for three Meals.

+

You may take any of these Backpack Items or Weapons before leaving the ruins and pressing on towards the centre of the town.

+ Turn to 155. +
+
+ +
+ 278 + + +

A key to the cell door hangs on a hook nearby. You grab it, twist it in the lock, and kick the heavy slab of metal. It creaks open and Paido rushes forward to embrace you.

+

Thank the Gods you have found me, Lone Wolf, he says, his voice filled with emotion. The Drakkarim said you were dead, that your body lay rotting in the Danarg, but I never once believed their lies.

+

Paido is overjoyed to hear that the Torgar Gate has fallen and that a battle is raging in the streets above.

+

And when you inform him of your mission he replies with news that raises your hopes of success.

+ Turn to 307. +
+
+ +
+ 279 + + +

Your lightning reflexes save you from the snake's deadly bite. Its jaws snap shut around air and instantly it recoils into its hollow in case you retaliate. Rather than attempt to kill the snake in the tight confines of the shaft, you snatch the opportunity to escape.

+ Turn to 205. +
+
+ +
+ 280 + + +

At the break of dawn the soldiers of Lencia and Eru rouse themselves and adopt their positions for the fight. You gather your equipment and join the Prince at the top of the hill on which he has established his command post. He is observing the enemy line through a telescope and dictating orders to his heralds, who commit his words to parchment and dispatch them to his regiments in the field.

+ + + Brian Williams + The Battle of Cetza: Troop positions at dawn + + + + +

We outnumber the enemy two to one, but they are well positioned to receive our attack, comments the Prince, handing you his telescope so that you can scan their lines.

+

The town of Cetza is little more than a handful of ruined cottages clustered on a flat-topped hill. To the north lies a wood and a small hill on which a ruined temple stands; to the south lies an orchard surrounded by a low wall, and further on, open grassland bisected by a ditch that runs the whole length of the battlefield. The road from Luomi crosses the ditch at a stone bridge which is barricaded and heavily defended. The enemy have also been busy to the north. A mass of pointed stakes form a barrier between the two hills to impede any attempt by cavalry to break through the centre, and all along this defensive line are row upon row of Drakkarim archers.

+

An unnatural calm descends on the field, as though time momentarily stands still. Suddenly the quiet is shattered by a fanfare of trumpets from King Sarnac's camp. It is the signal to advance.

+ Turn to 150. +
+
+ +
+ 281 + + +

You focus your Magnakai skill and launch a wave of psychic force which batters the energy field surrounding the ghosts. You sense their power fading away as you increase the intensity of your attack, and gradually their filmy bodies evaporate into the darkness.

+

Your psychic attack has saved you from a terrifying death, but at a cost to your strength and stamina. Pick a number from the Random Number Table (0=10), and deduct this number from your current ENDURANCE points score.

+ If you survive this loss of ENDURANCE, turn to 156. +
+
+ +
+ 282 + + +

Shortly after dawn you discover a track which winds its way northwards through the rough-barked pines. This old game-trail will lead us down to Smuggler's Nook, says Jarel, chewing on a piece of dried meat he has pulled from his pack. I reckon we should get there this side o' noon.

+

His prediction comes true, for it is mid-morning when you arrive at a ragged group of plank huts on the bank of a fast-flowing river. At one time these shanties were the thriving centre of illegal trafficking in gold and gems. The citizens of Pirsi, who mine these rich resources in the Eru Range, used to smuggle their precious cargoes out of the country by boat, choosing to risk the dangers of the Hellswamp rather than pay the Prince his taxes. It was only after the Prince decreed the death penalty for such smuggling, and employed Pathfinders to help enforce his law, that the Pirsians finally gave up their illegal trade.

+ Turn to 231. +
+
+ +
+ 283 + + +

A black-shafted arrow gouges a furrow of skin from your forearm and knocks you backwards out of the saddle: lose 3 ENDURANCE points. Your horse panics and gallops away, disappearing over the brow of the ridge as you stagger to your feet. Then, with a harsh yell, your ambushers pour out of the log hut. They are eager to finish you before you can offer any resistance. Three of them are armed with bows which they reload as they advance towards you.

+ If you wish to evade them by wading across the ford, turn to 166. + If you have a bow and wish to use it, turn to 131. + If you wish to draw a hand weapon and prepare for combat, turn to 251. +
+
+ +
+ 284 + + +

As the Palace Guard advance majestically, their serried ranks of steel slowly change formation in preparation for the Prince's order to charge. Heavy lances rise like the spines of a steel porcupine and their scarlet and yellow pennons unfurl to the wind. A wave of arrows comes flying towards you, sent by the Drakkarim standing behind their fence of stakes, but the range is long and the black shafts rattle harmlessly off Eruan armour and shields.

+ + + Brian Williams + + + + +

The first rank of horsemen reach the ditch to find the earth soft and waterlogged. The ruined temple lies 300 yards ahead, and before it a line of Drakkarim pikemen stand grimly silent on the slope of the hill. A war-horn blares its signal and suddenly all hell breaks loose. Arrows pour down on all sides: from the enemy archers to the right and from archers, previously unseen, lurking in the woods to the left. Many shafts find their way through the sides of helmets and between plates of polished armour. Still the Prince commands his men onwards and they force their horses across the ditch, braving the savage hail of death. You survive the arrows and steer your horse through the cloying mud, but you are knocked from the saddle by a riderless steed maddened by the pain of its wounds.

+

Pick a number from the Random Number Table. If you have the Magnakai Disciplines of Animal Control and Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 236. + If it is 5 or more, turn to 183. +
+
+ +
+ 285 + + +

Beyond the staircase lies a circular parapet which overlooks a huge, cavernous crater. It is filled with thousands of human slaves toiling with pick and shovel deep in the sulphurous heart of Torgar. Their bodies are filthy and covered with sweat despite a freezing wind, which howls in the depths like a hungry wolf. Drakkarim overseers urge them to greater effort, and the crack of their whips is answered by the slaves' anguished cries of pain.

+

Angered by what you have seen, you leave the parapet and enter a dimly lit passage that descends to a door of black steel. A twist of the handle reveals that it is locked.

+ If you have a Black Key, turn to 80. + If you have a Skeleton Key, turn to 219. + If you possess neither of these Special Items, turn to 130. +
+
+ +
+ 286 + + + +

If you automatically kill Tagazin, he doesn't die but is severely weakened. You should still turn to Section 20.

+
+
+ + +

You draw your golden sword, and its cleansing light washes over the Demonlord's unwholesome form. He growls uneasily, as if sickened by the close proximity of such a noble blade, and slowly he withdraws into the temple. Roark and his followers huddle in the corner and watch with fearful eyes as their master prepares to attack.

+ Demonlord Tagazin4565 +

This supernatural being is immune to Mindblast (but not Psi-surge).

+ If you reduce his ENDURANCE to 20 points or less, do not continue combat but turn instead to 20. +
+
+ +
+ 287 + + +

Very well, says the captain. He looks towards the bar and shakes his head. Your muscles tense as you get ready to dive to the floor but, to your relief, all you hear is the owner placing his crossbow on the counter. I shall take you to Jarel, but you must agree to wear a blindfold: it's a safeguard, for your own good as well as his. If you were to be captured and tortured by the enemy, you would be unable to tell them where the partisans are encamped.

+

He summons the owner, who produces a square of black cloth from his pocket and winds it around your eyes. The captain leads you outside and helps you on to your horse and the two of you set off along a secret forest trail. After two hours in the saddle you reach your destination and the blindfold is removed.

+ Turn to 25. +
+
+ +
+ 288 + + +

You fight with breathtaking skill and every blow you land leaves an enemy dead at your feet. Pull back! you shout, as you cut and thrust at the snarling Hammerlanders. Pull back to the bridge!

+

Gradually the survivors extricate themselves from the ambush and run back along the alley, leaving just you and two Lencian knights to cover the withdrawal. A knot of Hammerlanders, armed with axes, scream their blood-curdling war-cry and rush forward to hack you down.

+ Hammerlanders2940 +

Add 2 points to your COMBAT SKILL for the duration of the fight, for you are helped by the Lencians fighting by your side.

+ If you win the combat, turn to 44. +
+
+ +
+ 289 + + +

The collision with the far wall leaves you breathless but otherwise unharmed. Gripping firmly with both hands, you haul yourself out of the chasm, untie the stick from the end of your rope and wind it back into your pack before setting off deeper into the eerie forest.

+ Turn to 50. +
+
+ +
+ 290 + + +

So you are the one they call Lone Wolf, he says, thoughtfully. And you have come here to break into Torgar and claim that which belongs to you. How strange it is that our goals should be so similar. Come, follow me, perhaps cooperation will hasten our success.

+ Turn to 127. +
+
+ +
+ 291 + + +

It is soon after sunset when you arrive at Pirsi. Fog swirls through the gloomy streets and crooked alleys, but you can see light seeping from chinks in the reinforced shutters and doors of only a few of the cabins. You bring your horse to a halt and dismount beside the steps of a large log hut that serves as both a general store and tavern. Your steed neighs uneasily, drawing your attention to a group of stony-faced men who are advancing along the street. Torches blaze in their work-worn hands, casting a vivid yellow glow in their suspicious eyes as they approach you warily. Their leader, who is dressed in the uniform of an Eruan Pathfinder captain, steps to within inches of your face. Coldly he stares into your eyes, his jaw set in a rigid sneer of contempt.

+

Have you forgotten how to salute, soldier? he growls, menacingly. Or perhaps you're not a Pathfinder after all. Perhaps you're just another skulking Drakkar spy? You notice that several of the men carry Bor pistols, primitive but very deadly weapons, especially at such close range. If you are to save your skin you had best salute the captain immediately.

+ If you choose to salute by touching your forehead, turn to 193. + If you choose to salute by raising your hand, palm outwards, turn to 60. + If you choose to salute by placing your hand across your chest, turn to 7. +
+
+ +
+ 292 + + +

The fight raging on the hill becomes a vicious struggle as the Hammerlanders hurl themselves like hungry wolves at the battle-weary Guard. Doggedly you advance until you are close enough to shout the charge. Then, with a rousing cheer from the Prince's men to speed them on their way, your command rush forward and the leading pikemen take the enemy in the flank. The attack is devastating. The Hammerlanders and the Brigandi are split in two and swept from the hill like autumn leaves. The pikemen halt and you order the archers forward to fire into the retreating enemy.

+

The retreat becomes an all-out rout as the enemy flee the battlefield in chaos.

+ Turn to 66. +
+
+ +
+ 293 + + +

The two diminutive magicians see you level your bow and realize that they are in danger. As you take aim, they get ready to hurl their spheres at the Palmyrions.

+

Pick a number from the Random Number Table and add any missile bonuses you have to this number.

+ If your total is now 7 or less, turn to 149. + If it is 8 or more, turn to 164. +
+
+ +
+ 294 + + +

The sun is strong in the cloudless sky and it quickly dries your sodden clothes and warms your aching limbs as you stand surveying your new surroundings. A stony trail leads into a forest of mist-enshrouded trees and, despite the heat of the sun, you feel a sudden chill of premonition. Instinctively you know that this is the Isle of Ghosts Prince Graygor spoke of so fearfully.

+

With caution guiding your every step you follow the trail, treading carefully through saw-briar that tears mercilessly at your boots and breeches, until you are forced to stop at the edge of a narrow chasm that bisects the trail. A tangle of yellowed bones lies at the bottom and a damp, unwholesome smell rises from a number of tiny caves that riddle the sheer walls.

+ If you wish to attempt to jump across the narrow chasm, turn to 123. + If you wish to look for a way around it, turn to 62. +
+
+ +
+ 295 + + +

The cold blue light of early morning and the sound of a crow cawing in the distance stir you from your deep sleep. Rays of golden sunlight stream through the forest's canopy, illuminating the dark, grey-green foliage and making your continued trek through the pines a far easier task than last night. You make excellent progress and at mid-afternoon you emerge from the woods that fringe the eastern border to find yourself staring at the River Brol and the rolling green sea of trees that is the Moggador Forest.

+

The rushing waters of the Brol are too deep to traverse at this point, so you follow the rock-strewn bank northwards until you catch sight of an ideal place to cross. The remains of an ancient bridge, which collapsed centuries ago, form a shoal of broken stones that ford the river. The water bubbles and foams as it washes over this shallow causeway. Eagerly you approach the ford, but you stop dead in your tracks when you hear gruff, inhuman voices coming from a clump of bushes near the river's edge.

+ If you have the Magnakai Discipline of Invisibility or Pathsmanship, turn to 194. + If you do not possess either of these skills, turn to 67. +
+
+ +
+ 296 + + +

Roughly you pull the dead Drakkar on to his stomach and cut open his pack. In his pack and on his body, you discover the following items:

+
    +
  • Sword
  • +
  • Dagger
  • +
  • Bow
  • +
  • Blanket
  • +
  • Quiver
  • +
  • 3 Arrows
  • +
  • 16 Lune (4 Gold Crowns
  • +
+

You may take any of these items before pressing on towards the centre of the town.

+ Turn to 155. +
+
+ +
+ 297 + + +

The Palace Guard succeed in closing their ranks and fending off the frenzied attacks of the desperate Drakkarim. Their gallantry and battle-skill is a stirring sight as they fight their way determinedly towards the crest of the hill. Faced by such noble warriors, the Drakkarim begin to falter and fall back in disarray towards the town.

+

As you near the top of the hill you catch sight of Prince Graygor. He is locked in mortal combat with a silver-clad warrior inside the ruins of the temple. Strewn around them are the dead bodies of the Palace Guardsmen who, with the Prince, broke through the Drakkarim pikemen during their charge upon the hill. The Prince is trying to prevent the warrior from retrieving a rod of iron that lies on the ground between them. This rod crackles with a blue-white fire that shimmers along its length.

+ If you possess the Sommerswerd, turn to 252. + If you do not possess this Special Item, turn to 143. +
+
+ +
+ 298 + + +

A tingling sensation electrifies your senses and fills your mind with images of events which took place in this temple thousands of years ago. So strong are the psychic residues that linger here that the images appear breathtakingly vivid.

+

During the Age of the Old Kingdoms, when the Elder Magi ruled the land, this temple was a place of learning and experimentation. It was here they developed their knowledge and understanding of nature, and many beneficial discoveries were made to the betterment of Magnamund. The guardians of this laboratory were a Drodarin race called the Patar. They served the Elder Magi and in return they were entrusted with their new-found secrets of herbcraft and druidic lore. But the Patar betrayed that trust when they allowed the Cenerese, a clan of evil druids, into the temple to plunder its secrets. The Cenerese called upon their Demonlord, who appeared in this very chamber. He took all that the Elder Magi had nurtured and cultivated, and he turned it against them in the form of a deadly plague that decimated their race. In the wake of their destruction, the Cenerese and Patar rose to power, but their reign was short-lived. A clan of goodly druids called the Herbalish, who had helped the surviving Elder Magi to escape their enemies during the years of the Great Plague, waged war on the Cenerese and were victorious.

+

The Patar fled the temple in shame and gave a solemn pledge to the Herbalish that they would redeem their act of treachery by devoting themselves to the study of the healing arts and by striving to defeat disease in all its forms. Ever since, the descendants of the Patar have been known as the Redeemers, and each new generation has upheld that ancient vow.

+

But the story has yet to find an ending, for in this forgotten temple you are now witnessing a terrifying repeat of history. Roark and his followers are Cenerese Druids and they have come here once more to invoke the help of their master&emdash;the Demonlord Tagazin.

+ Turn to 116. +
+
+ +
+ 299 + + +

The alarm bell signifies that the entrance to the tower is under attack. Adamas and his army have reached the centre of the city and are now fighting their way down into the dungeons in an attempt to free the slaves. The Death Knights are hurrying to their battle stations and they are unaware of your presence in this chamber.

+ Turn to 136. +
+
+ +
+ 300 + + +

A triumphant cheer fills the air as the soldiers of Prince Graygor and King Sarnac flood into the square; Cetza has been recaptured and the enemy have been smashed beyond recovery. Everywhere you look there are joyous faces, for the death of Baron Shinzar has sealed a victory that will liberate all of Eru from the cruel yoke of Drakkarim occupation.

+ + + Brian Williams + + + + +

As you watch the defeated remnants of the enemy escape across the ruins of the Cetza Wall and scurry like rats for the safety of Blackshroud, Prince Graygor joins you in celebration of the victory. We have triumphed, Lone Wolf, he says. Our land is now free and the way is open for you to reach Torgar and fulfil your quest.

+ Turn to 4. +
+
+ +
+ 301 + + +

The crystal explodes with a blinding flash, releasing a bolt of sun-like energy that tears a massive hole in the one-foot-thick iron plate and transforms what little remains into red-hot slag. The shuddering concussion jars the entire causeway and fragments of glowing metal fall all around you. Triumphant cheers rise above the thunderous boom that is rumbling through the ravine, as the spearpoint of Adamas's army surges across the causeway towards the ruined gate.

+ + + Brian Williams + A massive hole is torn in the iron plate and the spearpoint
of Adamas's army surges towards the ruined gate
+ + + +
+ Turn to 273. +
+
+ +
+ 302 + + +

The sergeant's request is not as innocent as it seems, for he recognizes the copper nuggets that are woven into the braids of the Bullwhip. He knows of only one such whip and its owner would not have parted with it willingly. You sense that several of the other partisans also recognize the whip and are slowly edging their horses nearer in order to surround and attack you.

+ If you wish to evade combat, turn to 39. + If you choose to stand your ground and fight the partisans, turn to 118. +
+
+ +
+ 303 + + +

Your senses reveal that this ancient burial mound contains the evil spirits of 100 Cener Druids, who were slain and incarcerated here many centuries ago. These restless ghosts haunt the wooded isle, preying on the life-force of any humans who dare set foot here. You watch with a mixture of fascination and horror as the phantoms gradually overcome the robed follower and attach themselves to his twitching body like a host of spectral leeches.

+

Chilled by what you have seen and anxious to avoid a similar fate, you leave the quarry and venture deeper into the dark forest.

+ Turn to 175. +
+
+ +
+ 304 + + + +

Depending on your interpretation of the rules, you may decide to forego the use of a shield for the duration of this combat. All weapon-like Special Items should be treated just as normal weapons for determination of whether or not you may use them in this combat (e.g. you cannot use the Silver Bow of Duadon but you may use the Sommerswerd).

+
+
+ + +

The jolt leaves you breathless but otherwise unharmed. As you recover your composure you hear a scrabbling sound deep within the rock-face. Suddenly a section of the sheer wall crumbles away, exposing the head of a ghastly worm-like creature with huge clacking mandibles. You have disturbed a hungry Lapillibore and it is intent on eating you alive.

+ + + Brian Williams + The head of a ghastly worm-like creature with
huge clacking mandibles is exposed
+ + + +
+ Lapillibore1650 +

Owing to your precarious position, deduct 3 points from your COMBAT SKILL for the duration of the fight. To prevent yourself from falling into the gorge you can fight using only a weapon that can be used with one hand (a sword, mace, axe, dagger, short sword or warhammer).

+ If you win the combat, turn to 72. +
+
+ +
+ 305 + + +

At the moment of his death, a cone of black fire erupts from the stave and engulfs the Ziran's body. The guttering ebony flames howl like a pack of demons as they form into a small cyclone and ascend into the sky. Swiftly you take hold of the injured Prince, heave him across your shoulder and carry him away from the black tornado that is sucking chunks of temple debris into its spinning core.

+

Once you are a safe distance from the temple, you lower the Prince gently to the ground and watch the cyclone ebb and fade.

+ Turn to 211. +
+
+ +
+ 306 + + +

A dozen horses, bridled and furnished with coverings of black and gold, stand tethered to an obelisk of stone. Two leather-clad soldiers sit nearby, sharing a pipe of aromatic tobacco as they gamble at cards. They each wear an emblem on their shoulder, which is also embroidered upon the horse's saddle cloths: it is a gold portcullis on a black crest.

+ If you have travelled the Stornlands of Central Magnamund in a previous Lone Wolf adventure, turn to 65. + If you have never been to the Stornlands, turn to 222. +
+
+ +
+ 307 + + +

I can help you, Lone Wolf, he says, his warrior pride restored by the thought of avenging his cruel imprisonment. I know where the Lorestones are being held and I will take you there.

+ Turn to 88. +
+
+ +
+ 308 + + +

Since the first rays of dawn light brightened the eastern sky, the streets of Luomi echoed to the shouts of sergeants and the crunch of booted feet. The regiments of Lencia and Eru are taking their places in the column of march, and by mid-morning this column, 6500 strong, is ready to leave for battle. Company by company, through the city's east gate, they depart, tramping the dusty road that leads to Cetza. When the time comes for you to join them you take your place with Prince Graygor's escort and fall in line behind the armoured knights of the Palace Guard.

+ + + Brian Williams + + + + +

The army is well protected by Lencian horse scouts before, behind and on both sides, to make sure it is not ambushed whilst crossing the twenty miles of open grasslands to Cetza. During the afternoon a troop of scouts are sent ahead to spy on the enemy. They return to report that Baron Shinzar has fortified the town and received reinforcements from Blackshroud since his defeat at Luomi. The news does not cheer Prince Graygor, for he knows the ground around Cetza does not favour the attacker.

+

It is dusk when the army arrives on the outskirts of the town. In the gloom you can see the enemy campfires flickering between the ruins of cottages that were destroyed when the Drakkarim first invaded this land. Occasionally their gruff voices can be heard on the chill evening wind as they shout orders and call the names of slaves and attendants. After a whole tiring day's marching, and with night drawing close, the order goes round that there will be no battle offensive this evening. Quickly the regiments disperse and many fires are lit. Tents are erected for the knights and the baggage carts are unloaded to provide the men with stores that should make their night in the open less uncomfortable. The Prince chooses to position his headquarters on a hill to the north that overlooks the town, and King Sarnac of Lencia chooses a similar position on a hill beyond the road, half a mile to the south. Shortly after the tents are constructed, a message arrives from King Sarnac's headquarters, inviting the Prince to join him and draw up plans for tomorrow's battle. The Prince accepts the invitation and says that you may accompany him if you wish.

+ If you wish to accompany the Prince to King Sarnac's headquarters, turn to 244. + If you choose to decline the invitation, turn to 90. +
+
+ +
+ 309 + + +

As you dispatch the last of the amphibians, Jarel grabs hold of the oars and begins to row with all his might. But you have covered only a short distance when there is a loud crack and a sharpened wooden stake rips through the bottom of the boat. The tiny craft rocks violently as a tall fountain of water gushes through the torn planks. Then suddenly the boat capsizes and you are pitched head-first into the murky river.

+

A webbed hand claws your leg (lose 2 ENDURANCE points) but you kick out savagely and break free of its clammy grip. Free of your unseen attacker, you strike out for the south bank and drag yourself, cold and shaken, up on to the muddy shore.

+ Turn to 226. +
+
+ +
+ 310 + + +

The axe bites into your side as you dive to avoid it. You roll with the blow, tumbling over when you hit the ground to lessen the shock of impact, but the wound you have suffered is severe and you are too weak to rise immediately: lose 8 ENDURANCE points.

+ If you are still alive, turn to 321. +
+
+ +
+ 311 + + +

You draw a weapon and slap the sole of Jarel's boot to awaken him.

+

What the&ellips;!? he splutters, as he sits up and rubs his sleepy eyes. But before you can say anything, you hear another of the fish-like things; it is behind you, clambering over the upturned boat. You spring to your feet and Jarel just manages to unsheathe his sword as the creatures attack simultaneously.

+ Bhakish2128 +

These swamp dwellers are immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 34. +
+
+ +
+ 312 + + +

You lash out and the beast twists in mid-air as your blow hits its side. But the wound you have dealt it is superficial and not enough to deter it from attacking. It lands close to Jarel and immediately regains its balance to leap again. This time its intended victim is not your companion: it is you.

+ Taintor Wolf (wounded)2136 + If you win the combat, turn to 178. +
+
+ +
+ 313 + + +

Stoically your horse climbs the difficult track out of the valley towards the crest. You hope to catch sight of your destination from this ridge of high ground, but because of the lush foliage you can see little of what lies ahead. Densely packed trees and bushes reduce visibility to less than a dozen yards.

+

It strikes you as the perfect environment for guerrilla warfare, and you can readily understand how Sebb Jarel and his partisans have managed to ambush and evade the Drakkarim so effectively for two years. Further along the narrow trail you come across the grisly remains of one such ambush. A score of severed Drakkarim heads, still encased in skull-like helms of black iron, have been impaled upon a line of wooden stakes. They serve as a grim warning of what awaits any Drakkar who dares to venture beyond this point.

+

You are hungry and must now eat a Meal or lose 3 ENDURANCE points before you continue further.

+ Turn to 291. +
+
+ +
+ 314 + + +

A strong aura of evil and treachery pervades the entire area, and your senses detect that you are not alone&emdash;the building is occupied. Forewarned by your psychic skills, you avoid approaching the clearing. Under cover of the dense undergrowth you make your way around to the rear of the building where you witness a curious scene.

+ Turn to 306. +
+
+ +
+ 315 + + +

Few of the creatures have any hair and their gnarled brown skin is as shiny as oiled leather. They shuffle forward awkwardly on short bowed legs, their mouths hanging open to reveal rotten fangs and swollen purple tongues. Their leader fixes you with a cruel stare as he orders his warriors to attack.

+ Krorn2335 + If you win the combat, turn to 84. +
+
+ +
+ 316 + + +

Swiftly you scramble out of the ditch and sprint back along the road towards the allies' encampment.

+

Zaj gaz! Zaj gaz! howl the Drakkarim defenders as they catch sight of your shadow-like form, and a clutch of black arrows hiss through the air. One clips your shoulder and another gouges your leg (lose 4 ENDURANCE points) but you fight the pain and run on without making a sound that could direct an arrow to your heart.

+

Fifty yards from the allies' picket line you see two Lencian men-at-arms moving towards you with their swords drawn. Give the password! they shout. Give the password or perish!

+ If you answer, Shortsword, turn to 63. + If you answer, Longsword, turn to 347. + If you answer, Broadsword, turn to 227. +
+
+ +
+ 317 + + +

Before attempting the jump, you cut away the briars that might otherwise ensnare your feet and pitch you head-first into the gorge. The gap is a little over twelve feet wide, but with a clear run-up you feel confident you can traverse it in one bound. The only disadvantage is the weight of your equipment.

+ If you wish to remove your Backpack and Weapons and throw them across the gorge before you jump, turn to 27. + If you choose to jump whilst carrying your equipment, turn to 103. +
+
+ +
+ 318 + + +

Less than half of the Palmyrion men-at-arms have survived the devastating attack. They reel back towards the courtyard and you manage to pull them into a circle just in time to defend against the Drakkarim who are charging along the street.

+ Drakkarim Garrison2639 + If you win the combat, turn to 332. +
+
+ +
+ 319 + + +

Your Kai senses save you from the sniper's shaft: it whistles past harmlessly as you dive for cover. As you rise to your feet you spot your would-be assassin hastily reloading his bow.

+ If you have a bow and wish to use it, turn to 36. + If you choose to evade the sniper by running along an alley to your left, turn to 155. +
+
+ +
+ 320 + + +

The advancing Death Knights skid to a halt when they see you emerge from the shadows. Ruzzar! bellows their leader, and quickly they unsheathe their swords and attack.

+ Élite Death Knights4248 + If you win this combat, turn to 162. +
+
+ +
+ 321 + + +

A trumpet announces the arrival of Prince Graygor's men as they swarm around the west side of the square. Baron Shinzar screams in anger and lifts his axe on high, daring them all to step forward and feel its lethal caress. His offer is met by a dozen arrows, loosed by Eruan archers from the houses bordering the square, but the shafts are drawn to the blade of the sorcerous axe where they disintegrate in a sizzling splash of glowing splinters. With an evil laugh, the Baron mounts his charger and gallops through the soldiers, cutting down those brave enough to stand in his way. But as he leaves the town he finds his escape blocked by a new and formidable enemy.

+ Turn to 110. +
+
+ +
+ 322 + + +

Swiftly you dive beneath the bridge and wait with bated breath as the horsemen approach. They thunder across the bridge, and when you can no longer hear their hoofbeats pounding the rocky road, you climb out of your hiding place and continue northwards.

+ Turn to 179. +
+
+ +
+ 323 + + +

Again a crackling bolt of blue-white fire lances from the hilltop ruins and strikes with lethal accuracy. Screams of terror rend the air as the unslain soldiers fall apart in a desperate, panic-stricken flight to escape the fate that has befallen their slain comrades. Your Kai senses draw your eyes away from this carnage to focus on a figure clad in silver mail and a gold-spiked helmet. He is crouching on the highest point of the dilapidated temple wall and you sense that his magical power is the source of the deadly blasts. Quickly you inform the Prince of what you have sensed and seen at the temple.

+ Turn to 42. +
+
+ +
+ 324 + + +

Using your powers of telescopic vision you focus on the ruined log huts and scan them for signs of life. A dull glint of sunlight on tarnished steel and a glimpse of a scarlet-clad figure moving behind an open doorway warn you that the settlement is occupied. You cast your eyes along the river for an alternative place to cross. But it is only here that the deep, fast-flowing waters of the River Brol are shallow enough to cross on horseback.

+ If you wish to gallop towards the ford, despite the risk of an ambush, turn to 8. + If you choose to avoid the ford and try to cross the river further downstream instead, turn to 224. +
+
+ +
+ 325 + + +

Carefully you cross the raging river, leaping from one boulder to the next. The sun warms your body but you feel an unexpected chill as soon as you set foot on the opposite bank. Instinctively you know that this is the Isle of Ghosts Prince Graygor spoke of so fearfully.

+

A stony trail leads into the heart of the mist-enshrouded trees. It is partially overgrown with saw-briar, which tears mercilessly at your boots and leggings. Undaunted, you press on until forced to stop at the edge of a narrow chasm that bisects the trail. A tangle of yellowed bones lie at the bottom and a damp unwholesome smell rises from a number of tiny caves which riddle its sheer walls.

+ If you wish to attempt to jump across this narrow chasm, turn to 123. + If you wish to look for a way round it, turn to 62. +
+
+ +
+ 326 + + +

You snatch the amulet from Roark's lifeless hand and then turn to confront Tagazin. You sense an energy flowing between Roark's amulet and the amulet that hangs around the Demonlord's neck, and you use this power-bridge to ward off the creature.

+

Tagazin shudders as your psychic commands rob him of his supernatural strength. His body becomes pale, almost transparent, and wisps of smoke curl from his skin as though his body was evaporating slowly. He retreats towards the centre of the temple and leaps on to the marble block. There is a chilling howl and suddenly the shadowy chamber is flooded with a blinding light. Thunder booms and the walls shake. Terrified, Roark's followers flee the temple and scramble up the stairs. Crackling bolts of white lightning leap from the marble block to tear great chunks of rock from the walls, and the air seethes with a cloying stench that threatens to suffocate you. With terror in your heart you bound up the steps and escape as the defeated spirit of the Demonlord vents its spite on the chamber below.

+ Turn to 341. +
+
+ +
+ 327 + + +

You return to consciousness with a throbbing headache. A circle of bristle-bearded faces swim in and out of focus, staring down at you as if you were a fish in a bowl. You try to rise but are discouraged from doing so by the point of a sword that hovers above your heart. As your vision slowly clears you realize that you are no longer in the gorge, and the faces you see belong to a company of crimson-clad partisans.

+

It was careless of you to wander into Lacaress Gorge, Pathfinder, says a tall, lantern-jawed sergeant. What were you hoping to find there save a good night's sleep?

+

I came with Prince Graygor's leave, you say, showing your signet ring as proof. I am here on a secret mission of great urgency. I must speak with your leader, Sebb Jarel.

+

The sergeant inspects your ring carefully. Very well, he says, and sheathes his sword. We shall take you to Sebb, but you must agree to be blindfolded. You nod your assent and a yard of cloth is wound about your eyes. Guided by the sergeant, you are helped on to your horse and the reins given into the hands of one of his men. After two hours in the saddle, you reach your destination and the blindfold is removed.

+ Turn to 25. +
+
+ +
+ 328 + + +

You focus your Kai skill on the detent, willing it to move aside. It clicks back and the door opens on to a passage lined with torches. Halfway along there is another door&emdash;a solid slab of iron broken only by a small, barred window. Silently you approach this door and peer in through the grille.

+ If you have visited the Danarg in a previous Lone Wolf adventure, turn to 260. + If you have not, turn to 114. +
+
+ +
+ 329 + + +

Blinking the sleep from your eyes, you scramble to your feet and reach to your weapons. Stand back to back, whispers Jarel, his keen eyes peeled for a sign of the beast among the densely packed trees. You remember hearing tales of the Taintor wolves during your travels through Eru, of their cruelty, speed and savage cunning. At the time you thought the stories were greatly exaggerated, but now you are not so sure.

+

There, over there! hisses Jarel, pointing to a knot of pines with the tip of his sword. A scream rises from the darkness, which becomes a howl, high-pitched and horrible. The dark foliage rustles, then a massive wolf-like creature bursts into view and runs towards you, its eyes rolling and its long, yellow fangs gaping wide.

+ If you have a bow and wish to use it, turn to 70. + If not, turn to 187. +
+
+ +
+ 330 + + +

When he opens his fist you see that the coin shows tails. Fate has chosen you for this heroic task, Kai lord, he says, and hands you the leather satchel containing the crystal explosive. My men will cover you with their crossbows when you make your run. Place the device so that the shard faces the door and remember, you have only ten seconds to get back once it is activated.

+

You shoulder the satchel and, as Adamas gives the order to his men to fire, you scramble over the rampart and sprint towards the great iron door.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris, add a further 2.

+ If your total is now 0&endash;1, turn to 243. + If it is 2&endash;7, turn to 99. + If it is 8 or more, turn to 184. +
+
+ +
+ 331 + + +

I see you wear the Prince's mark, he says, pointing at your signet ring with the tip of his blade. Be you running an errand on his behalf?

+

Aye, you answer, mimicking the Eruan accent to perfection with the help of your Magnakai Discipline. An errand of great urgency. Do you know where I might find Sebb Jarel?

+

The man laughs and slaps his thigh. Aye, that I do, he says, jovially. He's my brother. You'll find him encamped at the foot o' Hawkridge Mountain. Stay on the trail to Pirsi until you reach the old mining settlement of Kaig. Then take the track that follows the stream. Just keep on ridin' and you'll find ol' Sebb soon enough.

+

You thank him for his help and hospitality and turn to leave. As you reach the doorway he calls out: Be watchful when you enter the forest. There's a pack o' Akataz on the loose. If they catch scent o' your horse they'll be down on you quicker than lightning.

+ Turn to 75. +
+
+ +
+ 332 + + +

The surviving Drakkarim scatter into the surrounding alleys and you are able to advance towards the centre of Torgar unopposed. The Palmyrions meet up with their regiment and you continue alone along the dingy thoroughfare. It leads to an open square where a conical tower of iron points accusingly at the sky. Here the flagstones vibrate to a continuous throbbing that beats like a gigantic pulse somewhere deep in the bowels of the city. The battle has drawn most of the Drakkarim away from this square and you have no difficulty in reaching the tower and entering it via an open archway. A corridor of steel lies beyond, empty save for the constant din that assails your ears. Countless passages lead off from the main corridor, all sloping downwards, and many occupied by Drakkarim warriors. The passages are poorly lit and it is easy to avoid your enemies until you reach a vast stairway bathed in a bright orange glow that radiates from a level below.

+ + + Brian Williams + + + + +

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 3 to the number you have picked.

+ If your total is now 0&endash;6, turn to 348. + If it is 7 or more, turn to 47. +
+
+ +
+ 333 + + +

With one swipe of his huge white paw, he hooks his claws into your tunic and flings you across the temple. Shocked by his speed and ferocity, you scramble to your feet and fumble for a hand weapon as he stalks after you like a cat teasing a frightened mouse. His face is set in a ghastly sneer as he enjoys the novelty of his mortal form.

+

Around his neck, on a chain of black iron, hangs an amulet forged in the shape of a fiery, five-pointed star. You notice that Roark possesses a similar amulet which he clutches to his chest as if his very life depended on it. He and his followers are huddled in a corner of the temple, watching you and their master fearfully.

+ If you wish to attack the Demonlord with your weapon, turn to 210. + If you wish to try to cut the amulet from his neck, turn to 128. + If you wish to attack Roark and take the amulet he is holding, turn to 41. +
+
+ +
+ 334 + + +

Seconds after leaving the ditch, another hail of deadly arrows whistles down and you are forced to dive for cover to avoid being hit. When you rise once more it is to the sight of your horse rearing up on his hind legs and scrabbling the air frantically with his forehooves. An arrow has pierced his skull and you watch with sorrow as he topples and crashes lifelessly into the mud.

+

All the other riderless horses are either dead or have fled the field in panic. Left with no choice, you scramble out of the mud and set off after the Prince on foot.

+ Turn to 115. +
+
+ +
+ 335 + + +

Swiftly you cross the rocky causeway, taking care to tread on only those stones that rise above the foaming white torrent, and you enter the Moggador Forest as quickly as the dense trees will allow. The ground rises steeply and it is dusk before your climb ends at the crest of a ridge overlooking the Isle of Ghosts. In less than an hour it will be dark, so you decide to camp here on the ridge and continue at first light (you must now eat a Meal or lose 3 ENDURANCE points).

+ + + Brian Williams + + + + +

You are preparing to settle down on a bed of leaf mould when the howl of a timber wolf prompts you to abandon your soft mattress and spend the night in the bough of a tree.

+ Turn to 125. +
+
+ +
+ 336 + + +

Your arrow creases the creature's skull and disappears into the darkness beyond. It howls at the sudden pain but does not cease its attack. The wolf is now upon you and there is no time to draw a hand weapon to ward off the first snap of its great yellow fangs.

+ Taintor Wolf2646 +

You must fight the first round of combat unarmed. At the start of the second round you may draw a weapon (if you possess one) and fight the beast as normal.

+ If you win and the fight lasts four rounds or less, turn to 202. + If the fight lasts longer than four rounds, do not continue but turn instead to 234. +
+
+ +
+ 337 + + +

What manner of deceit is this? he growls accusingly. Know you this, your tricks and your tortures will never break my spirit, for I am of the Vakeros and we are slave to no man!

+

Your Kai senses tell you that he is speaking the truth&emdash;he is a Vakeros warrior-magician of Dessi. Certain now of his truthfulness, you decide to reveal to him your real identity.

+ Turn to 69. +
+
+ +
+ 338 + + +

The Death Knight warrior appears, his huge black form silhouetted in the archway. You grip your weapon tightly and prepare to strike him a fatal blow should he see you hiding in the shadows, but you do not need to attack. He snatches up the spear in his mailed fist, turns and hauls himself out of the ditch, grunting and cursing his carelessness as he struggles in his heavy armour.

+

You wait twenty minutes before leaving the bridge and working your way slowly along the ditch.

+ Turn to 124. +
+
+ +
+ 339 + + +

The officer looks at you as if you are insane. The crazy fool thinks he's a Kai lord, he says scornfully to his men as he climbs back into his saddle. The foul air of this wilderness has addled his brains. Let us ride on; we've wasted too much time here already.

+

He spurs his horse forward and you are forced to dive aside as the riders surge across the bridge and disappear along the road that leads to the Moggador Forest.

+ Turn to 179. +
+
+ +
+ 340 + + +

With your heart pounding fit to burst, you gulp a lungful of air and leap into the gorge. For a few seconds you lose your orientation as you tumble in the air then you hit the river with a stunning crash: lose 4 ENDURANCE points.

+

You soon surface but the current is very strong and you cannot resist being swept along. For over a mile you ride the icy white water until your feet touch some smooth rocks as they speed past below. By kicking out against these boulders you are able to propel yourself towards the bank. Cold and exhausted, you eventually claw your way out of the water and collapse on the rocky shore.

+

The jump and your river ride have taken their toll of your possessions. Delete the items you have listed second, third, fifth and seventh in the Backpack section of your Action Chart. Also, delete half the contents of your Belt Pouch and one Special Item of your choice.

+ Turn to 294. +
+
+ +
+ 341 + + +

Dust clogs your throat and the roar of falling stone is deafening as you race towards the surface. When you reach the ramp that leads to the crystal doors you find it split wide open. A web of cracks zig-zags across the two halves and a growing mound of rubble threatens to seal off the exit. Desperately you claw your way across this jagged debris, passing the bodies of some of Roark's followers, and diving through the shrinking exit just before the ceiling collapses with a tremendous crash.

+

Outside the situation is remarkably calm; only a slight ground tremor and a sound like distant thunder hint at the incredible destruction taking place inside the temple. The clearing is deserted and you are beginning to think you are the only one to have escaped, when you hear horses galloping away and glimpse three riders disappearing along a track that heads off to the east. It is nearly dark and they are soon swallowed by the shadows of the forest.

+ If you wish to follow them, turn to 181. + If you choose to ignore them and spend the night in the clearing, turn to 19. +
+
+ +
+ 342 + + +

As you approach the partisans you hold up your right hand to display your signet ring. It is enough to convince them that you speak the truth.

+

Very well, says their sergeant, a tall lantern-jawed man with iron-grey hair. We shall take you to our leader. But you must agree to wear a blindfold. It is for your own good as well as ours. The Drakkarim torture their prisoners: should you fall into their hands you'll not be able to tell them where we are encamped. He pulls a length of cloth from his saddlebag and wraps it tightly around your eyes. Then another takes hold of your reins and leads you away from the gorge. After two hours in the saddle you finally reach your destination and the blindfold is removed.

+ Turn to 25. +
+
+ +
+ 343 + + +

A creeping numbness paralyses your limbs and, as your fingers lose their strength, you cannot prevent yourself from falling into the bore-hole after the Black Yua that injected you with its deadly venom.

+

You survive the fall but the strength of the venom ensures that you will never escape from the shaft.

+ Your life and your quest end here. +
+
+ +
+ 344 + + +

With devastating speed and accuracy, you draw your arrows and fire them deep into the hearts of the two enemy archers. Both men stagger and crumple to the ground, but your bowmanship does little to deter their comrades. With a fearsome yell, the three remaining warriors brandish their swords and axes and come thundering towards you. There is no time to evade their attack&emdash;you must fight them to the death!

+ + + Brian Williams + The three remaining warriors brandish their swords
and axes and come thundering towards you
+ + + +
+ Zagganozod2032 + If you win the combat, turn to 271. +
+
+ +
+ 345 + + +

On the other side of the alley is a line of burnt-out cottages. Their soot-blackened walls are mostly intact, although their roofs have long been open to the sky. The fleeing Drakkarim are beginning to outdistance your men and you fear they will get away, when suddenly they halt and turn to face you.

+

At that instant a mass of leather-clad Hammerlanders emerge from the cottages, rending the air with their howling battle-cries. They strike your men from every side, catching them like helpless fish in a barrel.

+ If you wish to stand and fight your attackers, turn to 288. + If you wish to try to escape from this ambush, turn to 16. +
+
+ +
+ 346 + + +

A group of high-ranking warriors are gathered around a table on which lies a map of Ghatan and the Hammerlands. They are engrossed in their plans for an assault across the causeway and they do not notice you enter the tent. The officer speaks with one of the lords, who leaves the table to come and question you.

+

Welcome Pathfinder, he says, his keen eyes glinting like two polished gemstones. I am Adamas, Lord Constable of Garthen, commander-in-chief of the Talestrian army. What news do you bring from Eru?

+

Rather than risk raising his suspicions, you tell him of the Eruan-Lencian alliance and their successful struggle against the forces of Baron Shinzar of Blackshroud. He listens with interest to your report, then he asks how you came to be 200 miles from Prince Graygor's army.

+ If you have the Magnakai Discipline of Divination, turn to 86. + If you do not possess this skill, you can either say that you are on a secret mission; turn to 158. + Or reveal your true identity; turn to 290. +
+
+ +
+ 347 + + +

The shouts of the Drakkarim and the rain of their arrows unnerves the guards. They fear it is the prelude to a night attack, and when they see a black-clad figure stumbling towards them and hear him give the wrong password, they panic. Enemy attack! they shout, waking a unit of crossbowmen stationed on the high ground behind. They rush to grab their loaded weapons and take aim at the enemy, but the only target they can see is you. Fire at will! commands their sergeant.

+

A scything wave of iron bolts lifts you off your feet and a terrifying pain tears through your chest. You are mortally wounded and, although you fight to hold on to life, it is a struggle you cannot win.

+ Your life and your quest end here. +
+
+ +
+ 348 + + +

When you are halfway down the staircase a shadow looms into view. Seconds later a Drakkar officer appears and begins to ascend. He is the most repugnant human being you have ever seen. His enormous bloated body bulges with over-developed muscles to the point of deformity and his face is puffy and fat, shiny with sweat, and pitted with disease. A battle wound on his right cheek has scarred badly, drawing that side of his face into an ugly sneer. He sees you and unsheathes a massive, saw-edged scimitar as he strides up the stairs and attacks.

+ + + Brian Williams + A Drakkarim officer appears&emdash;the most repugnant
human being you have ever seen
+ + + +
+ Drakkar Assault-Captain3135 + If you win the combat, turn to 177. +
+
+ +
+ 349 + + +

Your arrow passes clean through the creature's mouth, tearing a jagged hole in its furry jowl. The beast shrieks at the sudden pain and shakes its head, spraying you with thick crimson blood. Maddened by the pain, it snaps its great fangs and rolls its grim yellow eyes as it steadies itself to pounce on you and exact its revenge.

+

Hurriedly you drop your bow and unsheathe a hand weapon as the wolf springs towards your chest.

+ Taintor Wolf2542 + If you win and the fight lasts four rounds or less, turn to 202. + If the fight lasts longer than four rounds, do not continue the combat but turn instead to 234. +
+
+ +
+ 350 + + +

Vengeance is mine, Lone Wolf! booms the thunderous voice. Terror strikes deep in your heart when you turn and see the ghastly form of Darklord Gnaag, filling the archway through which his minions escaped when first you entered this chamber. A ghastly rasping laugh echoes from his fly-like head as he raises a black crystal and points it at the gantry. The vow I gave at Tahou shall be fulfilled. Now I shall destroy you and the Lorestones!

+

There is a deafening crack and a bolt of blue lightning streaks from the stone held in his pincer-like claw. It shears through the rusty metal and you are peppered with red-hot iron splinters. As the shock wave hits the weakened ball of fire, the two Lorestones are sent tumbling into the black abyss. Then a second bolt from the black stone tears the gantry in two, and with the ghastly laugh of Darklord Gnaag ringing in your ears, you plummet headlong into the icy cold pit.

+

You have fallen into a portal of total darkness, a Shadow Gate that leads to the twilight world of Daziarn. The wisdom and strength of the Lorestone of Luomi is now a part of your body and spirit, and the last remaining Lorestones are still within your reach, but your descent into the Daziarn heralds the beginning of a deadly, supernatural episode of the Magnakai Quest.

+

If you have the courage of a true Kai master, the wonders and the horrors of the twilight plane await you in Book 11, the penultimate Magnakai adventure, entitled:

+

The Prisoners of Time

+
+
+
+
+ +
+ Ghatan and Surrounding Territories + + + + + Brian Williams + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(The Story So Far) Removed the quotation marks from koura-tas-kai.

+

(The Game Rules) Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied. Placed or below after fall to zero. Replaced both occurrences of ie, with i.e..

+

(Equipment) Removed (see the inside front cover of this book), replaced currency of Anari with currency of Eru and replaced 1 Gold Crown with one Gold Crown. Replaced all occurrences of safe-keeping with safekeeping.

+

(Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

+

(Lore-circles of the Magnakai) Capitalized bonuses in the title Lore-circle Bonuses.

+

(Improved Disciplines) Replaced both occurrences of eg with e.g..

+

(1) Replaced mid-summer's with midsummer's and elite with élite. Removed at the front of the book. Capitalised both occurrences of prince.

+

(9) Replaced battle smoke with battle-smoke.

+

(43) Replaced backpack with Backpack.

+

(54) Replaced rock face with rock-face.

+

(56) Replaced death cry with death-cry.

+

(73) Replaced battle smoke with battle-smoke.

+

(75) Placed the choice leading to Section 102 first in the list.

+

(78) Placed the choice leading to Section 14 first in the list.

+

(87) Replaced shield wall with shield-wall.

+

(93) Replaced Cener druids with Cener Druids.

+

(94) Replaced elite with élite.

+

(96) Replaced bonuses with missile bonuses.

+

(104) Replaced jet black with jet-black.

+

(107) Replaced elite with élite.Placed the choice leading to Section 139 first in the list.

+

(109) Replaced Elite with Élite.

+

(114) Replace crosslegged with cross-legged.

+

(116) Replace creamy-coloured with cream-coloured.

+

(126) Replaced pack move with pack moves.

+

(127) Replaced north a with north, a and Kraagenskul with Kraagenskûl.

+

(134) Replaced Bolas with bolas.

+

(145) Changed the list of items to initial capitals.

+

(148) Replaced battle smoke with battle-smoke, elite with élite, and battle frenzy with battle-frenzy.

+

(159) Replaced blood-stains with bloodstains.

+

(169) Replaced blood-stained with bloodstained.

+

(176) Replaced woodsmoke with wood smoke.

+

(177) Changed the list of items to initial capitals.

+

(181) Replaced water-course with watercourse and inky-black with inky black.

+

(185) Placed the choice leading to Section 302 first in the list.

+

(198) Replaced unmistakeable with unmistakable.

+

(211) Replaced battle frenzy with battle-frenzy, war horns with war-horns, and shield wall with shield-wall.

+

(214) Replaced elite with élite.

+

(219) Replaced half-way with halfway.

+

(219) Replaced lifeforce with life-force.

+

(242) Replaced blood-lust with bloodlust and curled-up with curled up.

+

(260) Replaced crosslegged with cross-legged.

+

(261) Replaced elite with élite.

+

(271) Changed the list of items to initial capitals.

+

(277) Replaced backpack items or weapons with Backpack Items or Weapons.

+

(284) Replaced war horn with war-horn.

+

(293) Replaced bonuses with missile bonuses and . If you possess the Magnakai Discipline of Weaponmastery, with and.

+

(298) Replaced Cenerese druids with Cenerese Druids.

+

(303) Replaced Cener druids with Cener Druids.

+

(304) Replaced rockface with rock-face.

+

(317) Replaced backpack and weapons with Backpack and Weapons.

+

(320) Replaced Elite with Élite.

+

(323) Replaced hill-top with hilltop.

+

(328) Replaced half-way with halfway.

+

(330) Replaced heads with tails.

+

(341) Replaced zig-zag with zig-zags.

+

(344) Replaced Zaggonozod with Zagganozod.

+

(345) Replaced out-distance with outdistance.

+

(348) Replaced half-way with halfway.

+

(350) Replaced shadow gate with Shadow Gate and book 11 with Book 11.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+ +
+
+ +
+ Footnotes + + +

(30) There is no choice that leads to this section of the book. It is exactly the same as Section 299 and therefore superfluous.

+

(54) You may not use the Silver Bow of Duadon in this combat. If you have reached the rank of Tutelary and possess the Discipline of Weaponmastery, you only need to deduct 2 points from your COMBAT SKILL if you are unarmed.

+

(126) You must win the combat before continuing.

+

(177) Kika are a form of currency used in the Darklands and the Drakkarim nations. Each coin is worth one-tenth of a Gold Crown and ten Kika take up the same space as one Gold Crown in your Belt Pouch.

+

(245) You must win the combat before continuing.

+

(286) If you automatically kill Tagazin, he doesn't die but is severely weakened. You should still turn to Section 20.

+

(304) Depending on your interpretation of the rules, you may decide to forgo the use of a shield for the duration of this combat. All weapon-like Special Items should be treated just as normal weapons for determination of whether or not you may use them in this combat (e.g. you cannot use the Silver Bow of Duadon but you may use the Sommerswerd).

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+ +
+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

+

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ 1. Definitions + + + +
+ 1.0 + + +

License shall hereafter refer to this document.

+
+
+ +
+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.3 + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

+
+
+ +
+ 1.4 + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

+ +
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
  • +
  • Rune War; Illustrations Copyright 1995 Brian Williams.
  • +
  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
  • +
  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
  • +
  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
  • +
+ +

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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+ 1.7 + + +

Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+ 2. Terms of Distribution + + + +
+ 2.0 + + +

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

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You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

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The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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+ 3. Termination of the License + + + +
+ 3.0 + + +

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

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If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

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If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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\ No newline at end of file diff --git a/xml/11tpot.xml b/xml/11tpot.xml new file mode 100755 index 0000000..7e8ed4a --- /dev/null +++ b/xml/11tpot.xml @@ -0,0 +1,5325 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + + The Prisoners of Time + Joe Dever and Brian Williams + Joe Dever
Illustrated by Brian Williams
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Adventure series by Jon Sutherland. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

+
+ Project Aon + 200313 + +

Swiftly you draw the broadsword over your head and take aim at the Chaos-master's heart, yet even as you make your lunge he catches sight of you and twists to avoid your thrust. The sharp blade opens a fearful gash in his side but it misses its vital target. With a roar of agony the evil god staggers back, dropping his club as he clasps his side. Pain swiftly turns to a rage that fills him with a lust for vengeance and, with a hideous scream, he lunges at you with his gore-stained hands.&ellips;

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Brian Williams.
+ +

Text copyright © 1987 Joe Dever.
Illustrations copyright © 1987 Brian Williams.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + + +
+ + Dedication + + + + + + +

To Ron and Clarice

+ +
+
+ +
+ + Acknowledgements + + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+ +
+ Credits + + +
+
Transcription
+
Matthew Reynolds
+
Illustration Transcription
+
Jonathan Blake
+
XML
+
Jonathan Blake
Jeff Dougan
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
+
Proofreading
+
Andrew Gable (Sections 36&endash;70)
Simon Osborne (front matter, Sections 1&endash;35, 141&endash;210, 246&endash;350)
Matthew Reynolds (Sections 106&endash;140, 211&endash;245)
Tony Wrigley (Sections 71&endash;105)
+
Editing
+
Jeff Dougan
Ingo Klöcker
Simon Osborne
Thomas Wolmer
+
PDF Layout
+
Jonathan Blake
Ingo Klöcker
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Peter Smyth
+
+
+
+ +
+
+ + +
+ + The Story So Far&ellips; + + + + + +

You are the warrior, Lone Wolf, last of the Kai masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies&emdash;the Darklords of Helgedad.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over a thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

+

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that for centuries the Elder Magi had awaited your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai, which means sons of the sun. One was named Ikar, which means eagle, and the other was named Skarn, which means wolf. A prophecy foretold that the koura-tas-kai would each come from the north to seek the counsel of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny&emdash;to triumph over the champions of darkness in an age of great peril. The Elder Magi knew that you were Skarn&emdash;the wolf of Dessi legend&emdash;and in keeping with their ancient vows they promised to help you complete the Magnakai quest.

+

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery twelve years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. Many countries were completely overrun by Darklord armies; others surrendered without fighting, and sadly there were those who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. It mobilized its formidable army and marched west to join Gnaag's horde as it steamrollered across central Magnamund. They were destined to meet at the city of Tahou where, beneath the ancient streets, lay hidden one of the seven Lorestones of Nyxator. You set off in haste for Tahou and arrived barely hours ahead of the enemy. Successfully you made your descent and discovered the object of your quest, but on returning to the surface you found Tahou transformed into a blazing inferno. Darklord Gnaag and Zakhan Kimah, the cruel ruler of Vassagonia, had learnt of your presence and were determined to destroy you at all costs. For days their engines of war had hurled fire and rock across the walls of Tahou with devastating effect. Then a massive assault, led by the Zakhan himself, breached the city gate and gained entry to the burning capital. Armed with a weapon of awesome power, the evil Zakhan sought you out and challenged you to a fight to the death. The struggle was desperate but you emerged victorious and led the Anarians in a counter-attack that cleared the city of the invading foe. The allies of Anari arrived to raise the siege and in the ensuing battle the demoralized armies of Gnaag and Kimah were smashed and routed.

+

Your defeat of Zakhan Kimah turned the tide of war decisively against the Darklord armies and paved the way for the liberation of the lands they had taken by force. But the sweet taste of victory turned sour when you discovered that Darklord Gnaag had captured the last three remaining Lorestones of Nyxator, and had vowed to avenge his defeat by destroying them and killing you. Alarmed by this, the High Council of the Elder Magi joined you in Tahou to help formulate a plan of action. They had already received word from Prince Graygor, the ruler of Eru, that three radiant gems filled with golden light had been transported to the fortress of Torgar from the Darklord city of Mozgôar. Unable to tolerate the goodly power of the Lorestones within his own domain, Gnaag had been forced to move them to Torgar where his sorcerers&emdash;the Nadziranim&emdash;set about searching for a means to destroy them. Fearing that they might achieve their task, the Elder Magi made preparations for your secret journey to Eru and, in order to safeguard your true identity, you adopted the guise of a Pathfinder&emdash;one of Prince Graygor's élite woodland scouts.

+

After a long and perilous journey you arrived at Torgar to find it besieged by the armies of Talestria and Palmyrion. During the early months of the Darklord invasion, hundreds of Talestrians were enslaved and sent to labour in the dungeons and sulphur mines deep within the bowels of this grim city-fortress. Their plight seemed hopeless until the allied armies, under the command of Lord Adamas of Garthen, finally arrived to liberate them. Due in part to your bravery and skill during the assault, Lord Adamas's troops were able to breach the great Torgar gate and storm its citadel. During this fierce battle you gained entry to the chamber at the heart of the citadel where the Nadziranim were attempting to destroy the Lorestones. They were hung above a circular black pit and suspended in a fireball of negative energy, the focal point of several beams of power emanating from crystals set around the edge of the pit. By means of a gantry you were able to climb above these energy beams and retrieve one of the Lorestones. But, as you reached out for the remaining two, a terrible voice filled the chamber.

+

Vengeance is mine, Lone Wolf! Terror struck deer in your heart as you turned and saw the ghastly form of Darklord Gnaag. A rasping laugh echoed from his fly-like head as he raised a black crystal and pointed it at the gantry. The vow I gave at Tahou shall be fulfilled. Now I shall destroy you and the Lorestones! he gloated.

+

There was a deafening crack and a bolt of blue lightning leapt from the stone towards the rusty iron gantry. As the shock wave hit the fireball the two remaining Lorestones were sent tumbling into the black abyss. A second bolt ripped the gantry in two and, with the ghastly laugh of Darklord Gnaag ringing in your ears, you fell headlong into a portal of total darkness, a Shadow Gate which leads to the twilight world of the Daziarn Plane.

+
+
+ + +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 11. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6&endash;12).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+ +
+ Weaponmastery + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Brian Williams + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
  • Axe
  • +
  • Sword
  • +
+
+
+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list. You cannot carry more than two weapons.

+
+
+ +
+ Animal Control + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ Curing + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ Invisibility + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ Huntmastery + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ Pathsmanship + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ Psi-surge + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ Psi-screen + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ Nexus + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ Divination + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+ +

If you successfully complete the mission as set in Book 11 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 12. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called The Masters of Darkness.

+ +
+
+ +
+ + Equipment + + + + + + +

You have no opportunity to use safekeeping at the Monastery or Dessi at the beginning of this adventure. It is therefore inappropriate for you to store surplus items in safekeeping or likewise to retrieve any. Items that may already be stored there will be safe, but you may not add any more at the beginning of this adventure.

+
+ +

You have no opportunity to use safekeeping at the Monastery or Dessi at the beginning of this adventure. It is therefore inappropriate for you to store surplus items in safekeeping or likewise to retrieve any. Items that may already be stored there will be safe, but you may not add any more at the beginning of this adventure.

+
+
+ + +

If you have successfully completed any of the previous Lone Wolf adventures you will already possess equipment and Special Items, which you may now use during your adventure in the Daziarn (pass over this section and turn instead to the Improved Disciplines section). However, if this is your first Lone Wolf adventure, you will need to equip yourself with weapons and provisions in order to help you survive the perils ahead.

+ +

You are dressed in the grey tunic of an Eruan Pathfinder. You possess a Backpack containing 2 Meals (note these in the Meals section of your Action Chart) and a leather pouch containing Gold Crowns. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart. In addition you may take six items from the list below:

+
    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Brian Williams + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Brian Williams + + + + +
  • +
  • +

    Lantern (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Mace (Weapons)

    + + + Brian Williams + + + + +
  • +
  • +

    3 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + +
  • +
  • +

    Dagger (Weapons)

    + + + Brian Williams + + + + +
  • +
+ +

List the six items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ How to Carry Equipment + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+ +
    +
  • Sword&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Lantern&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
+
+
+ +
+ How Much Can You Carry? + + +
+
Weapons
+
The maximum number of weapons that you may carry is two.
+
Backpack Items
+
These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.
+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve.

+
+
Gold Crowns
+
These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
+
Food
+
Food is carried in your Backpack. Each Meal counts as one item.
+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ How to Use Your Equipment + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve.

+
+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+ +
+ Evasion of Combat + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+ + +
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+ +
+ Lore-circle Bonuses + + +
+
Circle of Fire
+
+1 CS +2 EP
+
Circle of Light
+
0 CS +3 EP
+
Circle of Solaris
+
+1 CS +3 EP
+
Circle of the Spirit
+
+3 CS +3 EP
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+ +
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), Principalin (six skills), Mentora (seven skills) or Scion-kai (eight skills), you will now benefit from improvements to the following Magnakai Disciplines:

+ +
+ Primate + + +
+
Animal Control
+
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
+
Curing
+
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
+
Huntmastery
+
Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
+
Psi-surge
+
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
+
Nexus
+
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
+
+
+
+ +
+ Tutelary + + +
+
Weaponmastery
+
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
+
Invisibility
+
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Pathsmanship
+
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
+
Psi-screen
+
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
+
Divination
+
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
+
+
+
+ +
+ Principalin + + +
+
Animal Control
+
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
+
Invisibility
+
Principalins are able to mask any sounds made by their movements while using this skill.
+
Huntmastery
+
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
+
Psi-surge
+
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Nexus
+
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
+
+
+
+ +
+ Mentora + + +
+
Weaponmastery
+
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g., a bow) or thrown (e.g., a dagger). When using a bow or thrown weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.
+
Curing
+
Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.
+
Pathsmanship
+
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.
+
Psi-screen
+
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Divination
+
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.
+
+
+
+ +
+ Scion-kai + + +
+
Weaponmastery
+
When entering combat with a weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a weapon they lose only 1 point from their COMBAT SKILL.
+
Invisibility
+
Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.
+
Pathsmanship
+
Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.
+
Psi-screen
+
When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.
+
Divination
+
Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called spirit walking. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.
+
+
+
+ +

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of the next Lone Wolf adventure.

+
+
+ +
+
+ +
+ + Magnakai Wisdom + + + + + + +

Due to several unavoidable, difficult combats in this book, it is practically impossible for a new or average character to complete this adventure successfully. Even a character with optimal choices of equipment and Disciplines and the highest possible scores for COMBAT SKILL and ENDURANCE will have a difficult time with this adventure.

+
+
+ + +

Your visit to the twilight world of the Daziarn will be fraught with supernatural dangers. As you search for the two remaining Lorestones be on your guard at all times, for here even the laws of nature are strange and unstable. Make notes as you progress through this story for they will be of great help, both in this quest and in the ultimate Magnakai adventure which follows it.

+

Many things that you find will help you during your mission. Some Special Items will be of use in this and future Lone Wolf books, while others may be red herrings of no real value at all, so be selective in what you decide to keep. If this is your first Magnakai adventure be sure to choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

The future of Magnamund and the restoration of your warrior élite depend on the success of your Daziarn quest. May the spirit of your ancestors and the wisdom of the great God Kai guide your journey along the path of the Magnakai.

+

Good luck!

+
+
+ +
+ Numbered Sections + + + +
+ 1 + + +

All sense of time and space is lost as you plunge headlong into the whirling black throat of the abyss. Only a numbing chill and a mournful sound, like a million voices crying in despair, accompany you on your descent into the unknown. Gradually your mind is filled with fearful visions, nightmare shapes that reach out of the darkness to claw and bite and scream at your passing. They grow in menace until they are swiftly dispelled by diamond-shaped motes of light, which streak past at incredible speeds. The tiny lights engulf you in a cone of fiery brilliance and a metallic smell of ozone, sharp and pungent, assails your nostrils. A sensation of warmth surges through your frozen limbs. Then, an instant later, you strike solid ground with such a suddenness that you are left stunned and panting for breath.

+ + + Brian Williams + + + + +

Pick a number from the Random Number Table (if you pick 0 it counts as 10). The number you have picked represents the number of ENDURANCE points you have lost during your passage through the Shadow Gate. Adjust your Action Chart accordingly.

+ Turn to 20. + +
+ +
+ 2 + + +

You throw the Fireseed against the wall of the tomb and it bursts into flame, showering the chaos-creatures with splinters of stone and motes of red fire. Now they screech and squeal and rip each other to pieces in their panic to avoid the searing flames. The Fireseed has saved you from their initial attack but you sense that it is just a temporary reprieve. The whole area is saturated with hundreds of their kind and if you stay here you will be overwhelmed by sheer weight of numbers. Reluctantly you are forced back to the Grand Sepulchre and the three tentacled horrors that command its entrance.

+ Turn to 34. +
+
+ +
+ 3 + + +

Using your Kai skill you command the sinister reptilian to halt and return to its lair. Immediately, the rustle of its scaly body ceases: it is losing interest now that it can no longer detect your scent. It turns and slithers away, and you hurry up the stairs towards the surface.

+ Turn to 70. +
+
+ +
+ 4 + + +

You leave Serocca's chamber and follow T'uk T'ron as he leads you out of the tower and along a busy street towards the city's main square. Three gleaming bronze chariots, each drawn by a team of strange, horse-like creatures called onipa, are ready and waiting to take you to Tolakos. With the Ookor captain you climb aboard the leading chariot and grab the hand-rail as its driver cracks his whip. The onipa surge forward and, in a cloud of thick dust, the chariots race out of the city and along a stony road that cuts through the centre of the valley beyond.

+ + + Brian Williams + + + + +

Three hours pass before you catch sight of a village on the road ahead. T'uk T'ron grins and points repeatedly at his open mouth. You want eat here? he says, shouting to make himself heard above the incessant rattling of the chariot wheels.

+ If you wish to stop at the Ookor village for a meal, turn to 124. + If you wish to press on to Tolakos without stopping, turn to 258. +
+
+ +
+ 5 + + + +

You do not need to erase a Meal from your Action Chart when sharing with Arke.

+
+
+ + +

Your new scout's name is Arke, a wiry Meledorian with steely grey hair and a lean, scraggy face. He is an expert woodsman and with his help you are able to avoid all contact with marauding remnants of the chaos-horde. The journey to the edge of the Plain of Guakor takes nearly 100 hours, during which time you are able to conserve your food supplies by living off the land. In fact, so bountiful is the Nahgoth Forest that you are able to gather a surplus of food equivalent to 3 Meals (if you wish to keep any of this surplus food, adjust your Action Chart accordingly).

+

You share a Meal with Arke and bid him farewell. Then you check your equipment and consult your map before setting off with trepidation across the barren Plain of Guakor.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 202. + If it is 7&endash;9, turn to 318. +
+
+ +
+ 6 + + +

Puzzled by its purpose, you step back from the monolith in order to look at it in its entirety. You have taken less than a dozen steps when you hear the rustle of foliage: you are not alone.

+ Turn to 343. +
+
+ +
+ 7 + + +

Filling the alcoves and lying on tables of solid silver in the centre of the vault are huge piles of jewels, precious metals, and artefacts of breathtaking beauty. Never have you seen a wealth to rival the hoard surrounding you here. Open-mouthed you wander between the tables, sifting and examining those objects that outshine the vivid brilliance of the rest. One unique item in particular fires your admiration&emdash;a mighty broadsword set with rubies, emeralds, and polished korlinium. Its size and weight are perfectly balanced, and, as you raise it above your head, it hums with a potent magical force locked within its mirror-bright blade.

+

If you wish to keep this Ironheart Broadsword, mark it on your Action Chart as a Special Item which you carry strapped across your back.

+ Turn to 251. +
+
+ +
+ 8 + + +

You raise the sword and essay a cut or two to assess its worth. It is a fine weapon, skilfully crafted by an expert smith. Its hilt is bejewelled with emeralds and the curvy blade is engraved with a spectacular fiery dragon. At once you recognize the design and your hopes of retrieving the last Lorestone are revived. It is identical to the symbol you first saw in the Table of Visions: the mark that emblazoned the stone gate of Haagadar.

+

You focus your Kai skills on the blade and they confirm your suspicions. The scarlet warrior came from Haagadar, and it is to that distant city that his black-winged mount is now returning with the last Lorestone of the Kai.

+ Turn to 246. +
+
+ +
+ 9 + + +

You search for a solution that will break the spell of holding that secures the door, but your senses tell you that you lack the means to overcome this alien magic. Reluctantly you turn your back on the door and consider your next course of action.

+ If you wish to investigate the adjoining room, turn to 170. + If you choose to remain in the room, turn to 219. +
+
+ +
+ 10 + + +

The hack of weapons and the ghastly howls of the attacking chaos-creatures grow louder. The battle noise, especially the dying screams of the Ookor, play upon your mind as you run for the safety of the hills. When eventually you reach the first ridge, you look back at the bridge guiltily in the hope of seeing T'uk T'ron and his guards victorious. But your hope is in vain, for the only creatures alive and triumphant are the grey horde now feasting ghoulishly on the slain.

+

Remorse clouds your mind and your senses give no forewarning of the menace skulking nearby. From behind a moss-covered boulder emerge six hideous monstrosities, crouched and snarling, each with the fire of chaos burning in their evil eyes. With a blood-curdling yowl they fall upon you and drag you to your knees.

+ Agtah Pack3440 +

These creatures are immune to Mindblast (but not Psi-surge). Owing to the surprise and ferocity of their attack, you are unable to unsheathe a weapon and must fight the first two rounds of combat unarmed.

+ If you win the combat, turn to 114. +
+
+ +
+ 11 + + +

The pain fades but it is replaced by a fearful numbness that drains the strength from your limbs. Odel's face and the canopy of dense branches swirl and grow dim as the toxins of the deadly orange Khetu Spore buds poison your blood. You sink into a deep sleep&emdash;a sleep from which you will never awaken.

+ Your life and your quest end here. +
+
+ +
+ 12 + + +

Hastily you tip your provisions on to the wet, flagstoned floor and run up the stairs as fast as your legs will carry you. Your quick thinking pays off: the gigantic sewer snake stops to consume your food, enabling you to escape.

+ Turn to 70. +
+
+ +
+ 13 + + +

Drawing on your Kai skill you command the waking reptilian to close its eyes and go back to sleep. But the creature is ravenously hungry and, despite your success at masking your body scent, it begins to edge forward in preparation for attack.

+

Pick a number from the Random Number Table and add 1 point to this number for every Magnakai Discipline you possess.

+ If your total is now 8 or less, turn to 271. + If it is 9 or more, turn to 199. +
+
+ +
+ 14 + + +

You inscribe the symbol and suddenly a blast of cold vapour hits you squarely in the face. You choke and retch as the bitter, poisonous gas seeps into your lungs.

+ If you possess the Magnakai Discipline of Curing and have reached the rank of Mentora or more, turn to 223. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 99. +
+
+ +
+ 15 + + +

The scouts spin on their heels to face you, raising their forearms in reflex action at your sudden appearance. Hold it! snaps one of them to his companions, who are both on the verge of firing their weapons. He could be the one.

+

Warily they approach and demand that you identify yourself. You tell them who you are and suggest that they look in your pocket if they require proof that you speak the truth. Gingerly, one steps forward.

+ Turn to 87. +
+
+ +
+ 16 + + +

The stumpy little Ookor takes a rapid step backwards when you tell him you do not come from Meledor. Nervously his followers close around him and raise their spears, forming a defensive wall to protect their leader. You assure them that you mean no harm and try to explain how you arrived in their land, but fear and suspicion cloud their eyes until you mention Serocca, the name of the one whose help you seek.

+

Very well, says L'yan-K'ril, pensively. We will take you to Serocca, if that is truly your wish.

+ Turn to 35. +
+
+ +
+ 17 + + +

Desperately he tries to avoid your arrow but it penetrates his armour and lodges in the side of his neck. He screams at the sudden pain and tears the offending shaft from his flesh, hurling it back at you contemptuously. Such fortitude is impressive but you can tell that he has suffered a serious wound. Feverishly he scoops the Lorestones into a small velvet sack which hangs from his swordbelt, and you shoulder your bow in favour of a hand weapon as you run forward to prevent his escape.

+ Turn to 206. +
+
+ +
+ 18 + + +

Sagely the old Ookor nods her head and retrieves her cards from the table. She bows, and as she turns she mumbles something in her native tongue, before shuffling away to help her daughters gather the empty food bowls.

+

She say it sometimes better for warrior not to know his future, says T'uk T'ron, and rounds off his meal with a hearty belch. We go now, yes? You nod and the little Ookor captain orders his company back to the chariots.

+

As you prepare to leave you notice the old fortune teller waiting near the door of the hut. She has something in her hand and, as you approach, she offers it to you. It is a large, wooden charm shaped like the wing of a bird. If you wish to keep this Ookor Charm, mark it on your Action Chart as a Special Item which you keep strapped to your Backpack.

+

With a wave, you bid farewell to the cheerful villagers and hurry back to your chariot.

+ Turn to 117. +
+
+ +
+ 19 + + +

Your arrow grazes the creature's eye then ricochets off its horny lid. The sudden unexpected pain sends the creature into the sky, screeching an agonized cry across the empty plain. Then it turns and flies away to seek the shelter of its lair and nurse its weeping wound.

+ Turn to 265. +
+
+ +
+ 20 + + +

With dread anticipation you stagger to your feet to survey your new surroundings. A bleak and desolate plateau, seemingly devoid of life, stretches into the distance on all sides. Jagged boulders litter a desert of crimson sand, which is stirred to restless motion by fierce and scorching winds. Neither sun nor moon hang in the amber skies above, yet their absence does not leave this world in darkness, for all along the horizon blazes a fire which glows brighter than a thousand sunsets. You stare across this alien landscape and a feeling of helplessness grips your senses as you realize where you have emerged. This is the twilight world of the Daziarn Plane.

+

A knot of fear tightens in your stomach as you recall what little you have heard about this world. The magicians of Sommerlund believe it to be an astral corridor that connects Magnamund with other planes of existence. So, by passing through a Shadow Gate, one of which is situated below the Guildhall in Toran, a person can gain entry to the Daziarn. However, those who have passed through the Shadow Gate in Toran have never been seen again and the magicians believe that the journey can be made in only one direction. They say there is no escape from the Daziarn.

+

Your vow to restore the Kai and your stubborn will to survive against all odds refuse to let you believe that there is no way back to your home world. You cast aside your fear and steel yourself for the task of finding a means of escaping from this desolate place. But firstly you must recover the two Lorestones that fell into the Shadow Gate shortly before you.

+ If you possess the Magnakai Discipline of Divination and have reached the rank of Tutelary or more, turn to 145. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 297. +
+
+ +
+ 21 + + +

Your arrow is well aimed and deadly effective. It enters the creature's mouth, skewers its heart, and sends it spinning wildly into the trees amid a spray of foul green blood. Without waiting to discover if it was the only one of its kind, you shoulder your bow and hurry away from the clearing.

+ Turn to 138. +
+
+ +
+ 22 + + +

For his size the warrior is as quick as a cat. At your approach he draws a curvy-bladed sword and prepares to greet you with its razor-sharp edge. You strike first, aiming a blow at his head, but he dodges it and moves continually, presenting you with a hard target to hit. You strike again and this time he panes your blow and turns it back with such strength that you are sent reeling to the edge of the roof.

+ Scarlet Warrior2938 + If you reduce his ENDURANCE to 20 points or less, do not continue the combat but turn instead to 306. + If you kill him before his ENDURANCE falls to 20 points (that is, if you score an automatically killed result on the Combat Results Table), turn to 123. +
+
+ +
+ 23 + + +

I perceive much in your character that pleases me, human. You possess inner strength, honour and a fiery courage uncommon among the mortals of Aon. Were it not for these traits I would have no hesitation in ridding myself of you, for I will not tolerate the weak and untrustworthy in my realm.

+

He pauses for a moment and gazes fixedly at the shapes swirling near the centre of the room. I have looked into your mind and the reasons why you are here in the Daziarn are now known to me. The quests and struggles of Magnamund are of no significance to the Shining City, but there are those of this world who would rejoice to learn that the last of the Kai is here, if only to seek you out and destroy you. For this reason you must leave Yanis. But I shall not send you away without guidance, for you have my respect and I shall help you all I can.

+ Turn to 122. +
+
+ +
+ 24 + + +

A wide grin cracks the old Ookor's face. Awkwardly she picks up the cards and shuffles them in her rheumatic hands before asking you to choose three of them at random.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;3, turn to 172. + If it is 4&endash;6, turn to 307. + If it is 7&endash;9, turn to 224. +
+
+ +
+ 25 + + +

Below are shown four groups of symbols, only one of which is correct. One group, when inscribed on the blank square, will open the lock that secures the great door.

+

Study the symbols carefully and compare them with the other three groups in the illustration accompanying entry 131. When you think you have found the group of symbols that completes the sequence of four, turn to the entry given below it:

+ + + Brian Williams + + + + + If you believe A completes the sequence, turn to 216. + If you believe B completes the sequence, turn to 344. + If you believe C completes the sequence, turn to 42. + If you believe D completes the sequence, turn to 169. +
+
+ +
+ 26 + + +

With deceptive ease the leader and two of his followers dismount from their massive, winged steeds. They each dwarf you by an arm's length and, although their heavy, muscular bodies seem incapable of stealth, they approach the cairn with animal grace.

+

Zeeu klo-ka kilkora dau Ztuul n'ra? speaks the leader, his voice deep and resonant. Ryl'aan noorna? says the being by his side, his eyes blazing like twin discs of amber flame.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, turn to 252. + If you do not possess this Magnakai Discipline, or have yet to reach this level of Magnakai training, turn to 280. +
+
+ +
+ 27 + + +

As you look down from the parapet you are greeted by a stirring sight. Lorkon Ironheart's army is surging into Tolakos, transforming the chaos-choked grounds into a raging battlefield. At their head you see Lorkon, his silver armour and scarlet cloak tarnished with black blood, striking at the enemy with blurring speed and deadly accuracy. He leads a massive wedge of Meledorian warriors whose faces and armour are painted with magical runes to ward off the creatures of chaos. The Agtah melt before them, like ice before a fire, and flee in panic to the dark safety of the Nahgoth. The Meledorians give a rousing cheer of victory to speed the enemy's retreat. But their jubilant cries are soon stifled when, from the depths of the forest, they are answered by a thunderous roar.

+ + + Brian Williams + The Agtah flee in panic before the fierce
onslaught of Lorkon Ironheart's army
+ + + +
+ Turn to 40. +
+
+ +
+ 28 + + +

In the centre of each clump of herbs rests a cluster of large, acorn-shaped buds, which exude the sweet pungent aroma that hangs heavily in the air.

+ If you have the Magnakai Discipline of Curing, turn to 129. + If you do not possess this skill, turn to 180. +
+
+ +
+ 29 + + +

Drawing on your Magnakai power you will the beam to move while simultaneously pushing it back into position with your feet. Slowly the thick timber inches towards its bedding but, as it is about to drop snugly into place, your concentration is broken by the sound of a quiet, snickering laugh.

+ If you have the Magnakai Disciplines of Divination and Huntmastery, turn to 92. + If you do not possess both these skills, turn to 316. +
+
+ +
+ 30 + + +

The ghostly spirit-shapes possess the faces of every enemy you have ever slain. They twist and contort beneath your gaze, their empty eyes burning with cold blue flames as they return your stare. You press your fists to your eyes and scream in an effort to block out this haunting nightmare, but to no avail. It saps your strength and numbs you to the bone: lose 5 ENDURANCE points.

+ Turn to 175. +
+
+ +
+ 31 + + +

A thick, sinuous tail whips out from the rear of the creature's scaly body and slams into the cavern wall above your head, gouging a deep furrow in the friable rock. Before it can lash out a second time you unsheathe a hand weapon and strike at its vulnerable eyes.

+ Khozinda3248 + If you win the combat, turn to 245. +
+
+ +
+ 32 + + +

You draw an arrow and take aim as he stoops to snatch the Lorestones with his gloved hands. But he is covered in heavy mail and, even at such close range, there are few places where you can be sure that your arrow will pierce his armour.

+ If you wish to fire at his visor, turn to 76. + If you wish to fire at his throat, turn to 151. + If you wish to fire at his chest, turn to 333. +
+
+ +
+ 33 + + +

There is a shrieking squeal as the wheels lock and the chariot slews violently across the road. The driver fights to control his team by pulling on the reins with all his strength, but the heavy leather straps are caught among the traces and the onipa do not respond: the chariot is out of control. Desperately you cling to the hand-rail as one wheel rises and the platform begins to tilt.

+ If you have the Magnakai Discipline of Animal Control, turn to 85. + If you do not possess this skill, you can leap from the chariot: turn to 299. + Or you can hold on tight and pray that the driver will regain control of the onipa team: turn to 243. +
+
+ +
+ 34 + + + +

Unless you possess the Magnakai Discipline of Curing and have reached the Kai rank of Mentora or more, add 2 to any ENDURANCE point losses you sustain during this combat, owing to the poisonous lash of their tentacles. (cf. Section 298)

+
+
+ + +

You race back across the graveyard and charge headlong into the three creatures blocking the entrance. They bellow and growl as your first blows find their way between their plates of armour. Quickly they retaliate by lashing at you with their long, suckered tentacles. Their attacks are ill-aimed and clumsy, but wherever one of their rubbery limbs touches your body it leaves an angry red weal.

+ Octagtah1243 + If you win the combat, turn to 133. +
+
+ +
+ 35 + + +

For several hours you accompany the Ookor across a vast tract of grassland, featureless save for a narrow trail and a line of low hills, which rest on the horizon like a sleeping colossus. During the trek you become very hungry: you must eat a Meal or lose 3 ENDURANCE points. Eventually the trail ascends to the peak of the hills and, as you clear the crest, you see a remarkable sight beyond.

+ Turn to 222. +
+
+ +
+ 36 + + +

You sense immediately that the tiny orange growths are poisonous Khetu Spore pods. If swallowed, or if the spores are allowed to infect the bloodstream, the toxin can kill in a matter of minutes.

+

If you wish to collect a handful of these Khetu Spores, mark them on your Action Chart as a Backpack Item.

+ Turn to 247. + +
+ +
+ 37 + + +

No sooner has the snarling Agtah dropped lifelessly from your arm than another slams against your back and sends you sprawling face first into the mud. You twist yourself free of its grip and aim a blow at its glistening green head, but its reactions are as fast as yours and your blow cleaves nothing but a furrow in the dark earth. It springs forward once more; you pull up your legs and kick out at its chest, catch it squarely and ram the foul air from its lungs. It howls and lands heavily, but it is back on its feet to meet your next attack.

+ Agtah Packleader2732 +

This creature is immune to Mindblast (but not Psi-surge).

+ You can evade combat after three rounds by turning to 303. + If you win the combat, turn to 254. +
+
+ +
+ 38 + + +

The two guards draw themselves upright and grip the hilts of their tarnished swords nervously as they watch you approach.

+

What d'you want? growls the larger of the two, his green, piggy eyes glinting through the slits in his rusty helm. I've been summoned, you say with conviction, praying that your bluff is good enough to fool them. They want to see me straight away.

+

The porcine guard swivels his eyes, blinks at his comrade and whispers something you cannot make out.

+ If you have the Magnakai Discipline of Invisibility, turn to 308. + If you do not possess this skill, turn to 259. +
+
+ +
+ 39 + + +

You tug the Silver Rod from your belt and hold it before you. A look of surprise widens the leader's eyes but his shock soon turns to anger when he realizes where you obtained the silvery wand. He bellows his contempt for your act of grave-robbery and, in a fit of rage, he releases from his rod a charge of raw power.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Fire, add 2 to the number you have picked.

+ If your total is now 3 or more, turn to 191. + If it is 2 or less, turn to 328. +
+
+ +
+ 40 + + +

Something huge and deadly is striding towards Tolakos. The ground trembles beneath its step and the air is filled with sounds of great destruction. The crack and groan of sundered trees and the thunderous growls of a gigantic beast grow steadily louder, driving many of Lorkon's soldiers to the brink of despair. Desperately he tries to rally them but his voice is lost in the deafening noise.

+

Suddenly a gap appears at the forest's edge as, effortlessly, a pair of stout trees are pushed apart by monstrous hands. Morbid terror grips the Meledorians and few stand their ground when they see the awesome visage of the Chaos-master looming thirty feet above. You look upon his massive, naked body and feel sickened by what you see. His features are in a constant state of flux, dissolving, merging, and melting into new and ever more hideous shapes. Only Lorkon appears unmoved by the dreadful sight; he raises his sword and challenges the evil being to single combat, but his brave words are met with a howl of derision.

+ + + Brian Williams + Meledorians flee at the dreadful sight of the Chaos-master
looming thirty feet above them
+ + + +
+

You would challenge a god? speaks the Chaos-master, his mocking voice unbearably loud. Lorkon remains undaunted by his enemy and repeats his call to combat. The Chaos-master laughs. Ha! Then let us begin, for though our sport shall be but a brief affair, I will delight in killing such a righteous fool as thou, Lorkon.

+

With terrifying ease the Chaos-master uproots a tree, pares away the branches with the edge of his hand, then wields it like a gigantic club. He strides forward, pursuing Lorkon in a grim game of cat and mouse that leaves a trail of destruction wherever they go. The Meledorian relies on luck and fleetness of foot to avoid the crushing blows, but his luck and skill do not last indefinitely. He slips and falls near the wall of the crypt on the roof of which you are crouching. The Chaos-master bellows with glee and strides forward, his club raised to crush Lorkon to an unrecognizable pulp. His loathsome shoulders draw level with the parapet and, as he steadies himself for the coup de grace, he comes within an arm's length of your position.

+ If you possess the Sommerswerd, turn to 341. + If you possess the Ironheart Broadsword, turn to 204. + If you do not possess either of these Special Items, turn to 111. + +
+
+ +
+ 41 + + +

The shadowy riders raise their black hands, and spears of blue fire appear suddenly in their fists. They scream an unearthly cry as they brandish these crackling lances, then they level them at your chest and charge forward to ride you down.

+ + + Brian Williams + + + + + Shadow Reavers (corporeal)3440 +

You cannot evade combat and must fight the supernatural creatures to the death.

+ If you win the combat, turn to 149. +
+
+ +
+ 42 + + +

A soft, whirring noise emanates from inside the lock, then silently and effortlessly the great portal swings open. With your nerves on edge you enter the dark interior and follow a featureless corridor to another large but less impressive door, which opens at your approach. A surge of damp air whips past you, sucked into the chamber beyond, as the air-tight seal is broken after many decades. Torches ignite spontaneously and, for the first time in its long history, the secrets of the inner sanctum of the Great Sepulchre are revealed to the eyes of an Aonian.

+ Turn to 54. +
+
+ +
+ 43 + + +

Unable to make the beam move, you decide to climb out of the hole and look further along the bridge for some other means of effecting a repair. As you rise to your feet you hear a noise that makes you freeze: it is the sound of an evil, snickering laugh.

+ If you have the Magnakai Discipline of Divination and Huntmastery, turn to 92. + If you do not possess both these skills, turn to 316. +
+
+ +
+ 44 + + +

The markings are letters, although the strange script is unlike any you have seen before. All you can discern is that this is an epitaph to a creature named Ztuul who lies buried inside the cairn.

+ Turn to 260. +
+
+ +
+ 45 + + +

Your arrow strikes his chest at an acute angle and glances off to splinter harmlessly against the parapet of the roof. He utters a mocking laugh, his cat-like eyes glinting through the slits in his visor, and hurriedly he drops the Lorestones into a small velvet sack which hangs from his swordbelt. Angered by his laugh, and your failure, you shoulder your bow and draw a hand weapon as you rush forward, determined to prevent his escape.

+ Turn to 22. + +
+
+ +
+ 46 + + +

You manage to fell three charioteers before you are trampled and crushed to death beneath the flailing hooves and heavy wheels of the following Ookor chariot teams.

+ Tragically, your life and your quest end here at the city of Thas. +
+
+ +
+ 47 + + +

As you strike the fatal blow, the Chaos-master vents a shriek loud enough to wake the dead. His great body stiffens and his skin writhes and shimmers, making it impossible to discern any detail. Then he fades until all that remains to record his existence is the lingering smell of his spilt blood.

+ Turn to 232. +
+
+ +
+ 48 + + +

By magnifying your vision you are able to see that the middle of the bridge is damaged. Many of the planks have been torn up and strewn across the surface at random, crudely disguising the gaping hole. You scream a warning to T'uk T'ron and he is able to halt the chariots just in time, as they thunder towards the approach ramp.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary or more, turn to 69. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 196. +
+
+ +
+ 49 + + +

Desperately you dive aside to avoid the searing gout of smoky yellow flame that pours from the Zhengha's mouth. Your lightning reactions save you from a roasting and, as you roll to your feet, you are able to unsheathe a weapon and advance on the beast unobserved.

+ Turn to 329. +
+
+ +
+ 50 + + +

The shining City of Yanis lies before you, rising in circular levels around a turreted citadel of sparkling crystal which dominates the vast, alien metropolis. Constructed out of sheeted platinum, silver, glass and mirrored steel, it reflects the light in a thousand colours from its walls, windows and huge, conical towers, giving it the appearance and splendour of a glowing sun. As the dragonmount glides over the outer walls, you feast your eyes upon a network of broad avenues lined with fragrant, tree-like plants, squares with fountains, and huge, silver, bell-shaped dwellings.

+ + + Brian Williams + From your perch on the dragonmount you feast
your eyes on the shining City of Yanis
+ + + +
+

Directly ahead stands the citadel. The leader signals once more and together the Yoacor land their winged steeds upon a glassy platform adjacent to one of the citadel's five circular watchtowers. There you are met by Yoacor guards, resplendent in armour of burnished silver, who attend to the dragonmounts with dutiful efficiency. The leader helps you dismount before dismissing his company and escorting you to a room in the watchtower.

+

You will rest here, he says, using only his mind. I shall take word to the Beholder and he shall speak with you. Refresh yourself and sleep if you wish. He motions towards an adjoining room then turns and leaves, the door closing behind him seemingly of its own accord.

+ If you wish to investigate the adjoining room, turn to 170. + If you wish to attempt an escape from the watchtower, turn to 340. + If you choose to remain in this room, turn to 219. + +
+
+ +
+ 51 + + +

The vision of your maker shatters with breathtaking suddenness and, without any warning, you fall forwards and plummet into thick, swirling cloud. The scary sensation of this rapid descent leaves you gasping, but the initial shock is soon replaced by the calm certainty that your fall is being controlled by unseen hands. Then, as if awaking from a dream, you become aware that the cloud has faded and the welcome feel of firm ground has returned beneath your feet.

+ + + Brian Williams + + + + +

You stand at the foot of a massive sandstone cliff, its sheer wall pitted and scarred by fierce winds that whip across the surrounding rocky landscape. Perched at the top of the cliff is a walled city, whose grim outline and dragon gate you recognize immediately: it is Haagadar, the forgotten city of the Sandai. You stare up at the stronghold, pondering the near-impossible climb to its gate, and try to suppress your mounting fears. Nearby you see a stinking stream of foul water. You follow it to its source and discover that it pours from a grille set into the cliff wall. It must be a sewage channel that services the city above.

+ If you wish to attempt to enter the city via the sewage channel, turn to 140. + If you wish to try to climb the sheer, windswept cliff to the city gate, turn to 244. + +
+
+ +
+ 52 + + +

One of the scouts turns his head and answers your mind-call out loud. Show yourself! he orders, much to the surprise of his two companions, who possess no psychic skill and did not hear your telepathic message. You emerge from the foliage, your hands held open and away from your body. The other two spin round to face you, raising their forearms in reflex action at your sudden appearance.

+

Hold it! snaps the telepath to his companions, who are both on the verge of firing their bows. He is the one.

+

They seem unimpressed by his judgement and refuse to lower their bows until you suggest that one of them looks in your pocket if it is proof of your identity they require.

+ Turn to 87. +
+
+ +
+ 53 + + +

For countless hours you follow the stream without seeing a soul. You are beginning to suspect that this land is completely devoid of intelligent life when you happen upon a series of long, level fields, planted in precise rows with sweet-smelling yellow herbs. A path runs up from the stream to the brow of a hill.

+ If you wish to stop and examine this field of herbs, turn to 28. + If you decide to follow the path to the top of the hill, turn to 115. +
+
+ +
+ 54 + + +

At the centre of the chamber stands the statue of a proud Meledorian warrior, clad in battle-dress and with his sword raised in challenge. Seven closed caskets lie at his feet with seven more beside them, open and empty, awaiting future generations of the Ironheart clan. Here you can sense the presence of the Lorestones more strongly: your skin tingles and your pulse begins to race. But, despite your reactions, you can tell that they lie not within this chamber but somewhere nearby.

+

Behind the tall statue you discover a narrow stair that ascends to a circular portal in the ceiling. Close to the foot of the stairs there is an arched door of sparkling blue metal.

+ If you possess the Sommerswerd, turn to 107. + If you do not possess this Special Item, turn to 221. +
+
+ +
+ 55 + + +

Tolakos is fast being overrun by the chaos-horde and there are few places left in which to hide. To your left you see the domed roof and vine-covered walls of the Crypt of Juilor; to your right lies the damp grey Vault of Sedron; and behind you is the tall, flat-topped Tomb of Baylon.

+ If you wish to hide in the Crypt of Juilor, turn to 272. + If you wish to hide in the Vault of Sedron, turn to 331. + If you wish to hide in Baylon's Tomb, turn to 166. +
+
+ +
+ 56 + + +

You back away from the dead giant's body, your weapon held ready to continue the fight should the remaining Yoacor thirst for revenge. But they seem unmoved by their champion's death and show no desire to avenge it. The leader regards you with a cold smile of approval, for you have triumphed honourably in single combat and, by doing so, earned his admiration. He holds you with his eyes and projects a psychic message using a mind language you can understand.

+

We are the Yoacor he says, telepathically. We are the Lords of Yanis&emdash;the Shining City&emdash;and masters of the Abaxial of Czenos. Come, esteemed warrior, I invite you to join us. Come to Yanis where you will enjoy the rewards of the brave.

+

He beckons you to accompany him to his dragonmount. At first you hesitate, fearful of their intentions, but the thought of being left marooned in this inhospitable wilderness soon persuades you to accept the Yoacor's invitation.

+ Turn to 205. +
+
+ +
+ 57 + + +

Suddenly the wheels jam in a deep furrow and the chariot flips forward, catapulting you over the hand-rail to land with a thick splash in the mud at the river's edge. Stunned and blinded on impact, you do not see the onipa break free of their traces and come racing down the bank towards you until it is too late to avoid them. Pain explodes in your head as their iron-shod hooves descend on you like a rain of hammers. They inflict terrible wounds but death is mercifully quick.

+ Tragically, your life and your quest end here in Vhozada. +
+
+ +
+ 58 + + +

Cautiously you pass through the opening and follow Serocca into a tall, domed chamber that is supported by a circle of huge, rose-veined marble pillars. At its centre stands a large table and, from the ceiling directly above, a flood of light pours down, reflecting and refracting upon its crystal mosaic surface and bathing the chamber walls in spectral colours. She bids you take a seat at the table and, as she lowers herself elegantly into a seat opposite, you cannot but admire her beauty. Her face has the feline characteristics of a young lioness, yet her eyes and her youthful body are distinctly human, save for the soft, velvety nap which covers her flesh. She bears an aura that is powerful and confident, and yet at the same time she seems vulnerable and sad.

+ + + Brian Williams + As Serocca takes a seat at the table opposite you,
you cannot help but admire her beauty
+ + + +
+

How do you know my name? you ask, slightly unnerved by the familiar way in which she welcomed you to her chamber.

+

There is much I know about you, she replies, veraciously, and at once you sense that you are in the presence of a god-like being. Your land, and your fight against the forces of darkness who threaten to conquer it, are but a part of the struggle which rages throughout the Planes of Existence. Yet it is your world and your fight that has become the focus of this conflict between the powers of Good and Evil. She pauses, then staring deeply into your eyes, she continues: Upon you depends the future of us all.

+

Stunned by the enormity of what she has said, you shake your head in open-mouthed silence: No! How can this be? you breathe incredulously.

+

There are those who seek to shape destiny and those upon whom destiny falls. Destiny has chosen you, Lone Wolf, and you cannot refuse it, for it will force itself upon you.

+

But how have I become the focus of such a struggle? you reply.

+

We are all a part of it, she says. The worlds of Aon and the Daziarn are shaped by the actions of those who exist there. Yet the time has now come when the actions of one individual will shape the future of both worlds. You are that individual, Lone Wolf, and your actions are destined to shape the future of every living thing.

+

But what if I refuse? you say, nervously. What then will happen to the future?

+

You cannot refuse, she says, softly. For everything you do is bound up with your destiny. Your vow to complete the Magnakai quest and restore the Kai, will you give that up? Will you forsake your country and its future security? Will you abandon Magnamund to the evil of the Darklords? No, by your very nature&emdash;because of your honour and your courage&emdash;you will act out your part.

+

What then must I do? you ask.

+

You must do what you have always done. You must listen to the words of those who will help you and you must let your skills and instincts be your guide. She leans forward and sweeps her hands slowly across the surface of the table. The light dims and patterns take shape among the tiny squares of crystal. Observe and learn, she says. For the images will impart knowledge that will aid your quest for the Lorestones of your ancestors.

+ Turn to 250. +
+
+ +
+ 59 + + +

You feel the familiar chill of premonition as your Kai senses alert you to a tiny pair of eyes blinking in the gloom of the leafy canopy overhead. You sense that a hostile creature lurks there, waiting to fire at anything that comes within range of its lethal blowpipe.

+ If you have a bow and wish to use it, turn to 339. + If you do not, turn to 218. +
+
+ +
+ 60 + + +

As you sprint along the path, the buzz of the creature's silver wings grows louder and louder. Suddenly a great weight hits you squarely in the back and pitches you head over heels: lose 2 ENDURANCE points. You are stunned and bruised, yet acutely aware that you must escape quickly before the creature circles and attacks again.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 73. + If it is 3&endash;6, turn to 179. + If it is 7&endash;9, turn to 338. +
+
+ +
+ 61 + + +

Your light washes over the rough red walls and illuminates a narrow corridor, formed by a violent rending of the land. Warily you descend, taking care to avoid the deep pot-holes which riddle the uneven floor, and at length you emerge into a cramped airless cavern. At that moment a cacophony of noise surges along the fissure and the floor shudders and heaves beneath your feet. Then a great blast of dust and debris knocks you off balance as it is sucked out of the cavern by the whirlwind now raging directly above. The turmoil soon subsides, but, as you drag yourself to your feet, you notice that you are not alone.

+ Turn to 161. +
+
+ +
+ 62 + + + +

If you have both Disciplines, add only 4 to your number from the Random Number Table.

+
+
+ + +

The Zhengha screeches low over your head, causing a massive down draught to flatten you to the ground. Instantly you are smothered by a blinding cloud of grit that reduces your vision to a blur, but, as the dust settles, you are able to make out the ominous shape of the Zhengha once more. It has landed nearby and is getting ready to exhale its fiery breath.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus or Huntmastery, add 4 to the number you have picked.

+ If your total is now 0&endash;5, turn to 310. + If it is 6 or more, turn to 49. +
+
+ +
+ 63 + + +

Under cover of the thick undergrowth you edge your way down towards the road, to a position opposite the three warriors. They are talking in whispers but your sharp hearing picks up every word of a language you find easy to understand. They are Meledorian scouts, who have been sent here to meet you en route. They are speculating on what has become of you and your chariot escort, now long overdue. You are about to break cover and introduce yourself when you notice something about them that swiftly changes your mind.

+ Turn to 229. +
+
+ +
+ 64 + + +

Using your Kai skill you focus your telescopic vision on the far horizon and see a group of shapes that resemble small pyramids of stone. However, you are too far away to be able to tell if the structures are inhabited.

+

A nearby stream meanders in the direction of the distant shapes and you decide to follow its course in the hope that it will lead you to them.

+ Turn to 248. +
+
+ +
+ 65 + + +

A sharp pain in your forehead is followed immediately by a swirling rush of nausea. You swoon and crash heavily behind the trunk of the fallen tree as dizziness robs you of your balance. You have been struck in the head by a blowpipe dart which is coated with a deadly, fast-acting venom.

+ If you possess the Magnakai Discipline of Curing, and have reached the Kai rank of Mentora or more, turn to 255. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 324. +
+
+ +
+ 66 + + +

Carefully you prise open the heavy silver lid and stare at the shrunken remains of Lord Baylon. He lies on a mattress of diamonds and gemstones, his yellowed bones encased in ornate burial armour, and by his side rests a massive, two-handed sword. Its blade of solid gold is inscribed with a long list of battle honours and deeds of valour. You sense that this weapon is purely symbolic, a replica of his true sword, for its soft, gold blade would never hold a keen edge or withstand the rigours of battle. You are about to close the lid when you notice something else lying next to the sword: a Silver Flask. You pull its stopper and discover that it contains a wine that smells fresh and wholesome.

+ If you wish to drink some of the wine, turn to 261. + If you decide to replace the flask and close the sarcophagus, turn to 323. +
+
+ +
+ 67 + + +

Your Kai senses warn that you are in mortal danger. These beings suspect that you are a grave-robber come to loot the tomb of one of their ancestors. Unless you can persuade them otherwise they will not hesitate to kill you.

+ If you possess the Magnakai Discipline of Divination and wish to attempt to communicate telepathically with the leader, turn to 347. + If you choose to draw a weapon and prepare to defend yourself, turn to 184. + If you decide to raise your hands in surrender, turn to 98. +
+
+ +
+ 68 + + +

You are in combat with two Agtah scouts, who are determined to fight you to the death.

+ Agtah Scouts2621 +

These creatures are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first two rounds of combat, owing to the speed and surprise of their attack.

+ If you win the combat, turn to 101. +
+
+ +
+ 69 + + +

Your senses scream a warning that the trees harbour hidden enemies. They are lurking, ready to ambush anyone who attempts to cross the bridge. You tell T'uk T'ron and immediately he orders his guards to dismount and take cover behind their chariots while he and his driver go forward to examine the damaged bridge.

+ If you wish to go with T'uk T'ron, turn to 282. + If you decide to stay with his guards defending the chariots, turn to 158. +
+
+ +
+ 70 + + +

The stairs lead to a passageway, which gives access to a street via hinged stone portals in the ceiling. You climb through one of the portals to emerge on a gloomy street corner.

+

Few walk the shadowy avenues of Haagadar: the atmosphere is so thick with the smell of salt and sulphur that those who you do pass are unrecognizable behind the damp pads they press to their faces to ward off the cloying stench. The dimly lit street ends at a central square, where you witness two encouraging sights. Roped to a stone monolith at the centre of the square is a huge, black bird&emdash;the scarlet warrior's winged steed. Behind it, rising in flat-topped tiers is the Temple of the Sandai. Two armour-clad creatures stand guard at the entrance, their rusty helmets crudely adapted to hold their face pads in position. You sense that the Lorestone is here, within the temple, and you scan every inch of it in the hope of finding an unguarded entrance. There are no other doors, but a circular, chimney-like vent protrudes from the middle of the highest tier.

+ If you decide to climb to the top of the temple and attempt to enter through the vent, turn to 217. + If you wish to cover your face and attempt to bluff your way past the guards, turn to 38. +
+
+ +
+ 71 + + +

Aching with battle fatigue you step back from your dead foes and wipe their foul black blood from your eyes. You have won the first clash of arms but it is a hollow victory, for the whole area swarms with hundreds of their kind. Their feral eyes glint maliciously in the pale blue mist as slowly they advance once more. To stay here would be suicidal&emdash;there are so many that you would eventually be overwhelmed by their sheer weight of numbers. Reluctantly you are forced back to the Grand Sepulchre and the three tentacled horrors that command its entrance.

+ Turn to 34. +
+
+ +
+ 72 + + +

In the blink of an eye you load and fire your bow, sending an arrow spinning towards the giant's muscular chest. The tip bores into his golden flesh but it strikes a rib and is deflected. Maddened by the sudden pain the giant bellows a rumbling war-cry and lurches forward, intent on rending you limb from limb.

+ Wounded Yoacor3037 +

This being is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 56. +
+
+ +
+ 73 + + +

You rejoin the track and sprint into the forest, thankful that the canopy of branches prevents an attack from the air. You stop to catch your breath and check your equipment, and discover to your dismay that the creature's attack ripped open your Backpack. Several items have fallen out during your escape.

+

Erase from your Action Chart half the Meals you possessed, together with those items that appear second and fourth on your list of Backpack Items.

+ To continue, turn to 138. +
+
+ +
+ 74 + + +

You recognize the flower to be a Haina. Its red petals are especially effective in the treatment of battle wounds. Should you lose ENDURANCE points during a future combat, you will be able to restore 5 ENDURANCE points immediately afterwards. They can only be used after combat. If you wish to keep the Haina, mark it on your Action Chart as a Backpack Item.

+

You have not eaten today and must now eat a Meal or lose 3 ENDURANCE points. If you possess the Magnakai Discipline of Huntmastery you are unable, on this occasion, to use this skill in lieu of eating a Meal from your Backpack.

+ Turn to 117. +
+
+ +
+ 75 + + +

You hide beneath the leafy canopy of a flowering bush and wait in silence for the creatures to pass. Through a chink in the leaves you watch as two of them approach, sniffing the air with their ape-like noses as if they were trying to detect your scent.

+ If you possess the Magnakai Discipline of Invisibility, turn to 167. +

If you do not possess this skill, pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 142. + If it is 5&endash;9, turn to 240. +
+
+ +
+ 76 + + +

You take aim at his right eye and release your shaft, but his reactions are lightning fast. He ducks and tries to deflect your arrow on the reinforced crown of his helmet.

+

Pick a number from the Random Number Table and add to it any missile bonuses you may have.

+ If your total is now 0&endash;4, turn to 249. + If it is 5&endash;8, turn to 171. + If it is 9 or more, turn to 113. +
+
+ +
+ 77 + + +

You take aim at a yellow-fanged horror with black gums and huge, owl-like eyes, and send your shaft spinning into its chest. It continues to advance several paces, seemingly unaffected by the arrow buried deep in its heart, until finally death conquers its will and it drops, rigid and lifeless, like a huge slab of stone. A shout causes you to glance over your shoulder and you see T'uk T'ron and the driver racing across the bridge. Another shout, harsh and bestial, draws your attention to the creature that is now leaping towards your head.

+ Agtah2638 +

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first two rounds of combat, owing to the surprise of its attack.

+ If you win the combat, turn to 201. +
+
+ +
+ 78 + + +

Your Kai sense tells you that the food is untainted. You cannot identify any of the meats, vegetables or fruits but you sense that they are especially nutritious.

+ If you wish to eat some of the Yoacor food, turn to 119. + If you prefer to eat a Meal from your Backpack, turn to 231. +
+
+ +
+ 79 + + +

You use your improved psychic skill to repair your thought-shield by catching and controlling part of the hostile energy being directed against you. The shadow creatures sense your psychic mastery and a whisper passes between them. They split up and the hooves of their steeds churn the cloud to a roiling ferment as they move at a gallop to surround you.

+ If you possess the Magnakai Discipline of Psi-surge, turn to 270. + If you do not possess this skill, turn to 41. +
+
+ +
+ 80 + + +

From a gold-capped leather tube Lorkon produces a map of the Nahgoth which details the location of his encampment, the burial grounds of Tolakos, and the last known position of the Chaos-master's horde. The scale is measured in leagues but you are able to calculate that Tolakos lies only ten miles from Lorkon's camp. A curvy red line has been drawn diagonally across the map to show where scouts last sighted the Chaos-master's troops, and this line passes dangerously close to the burial grounds.

+

You must leave as soon as possible if you are to be sure of reaching Tolakos before it is claimed by the enemy, says Lorkon, pointing to the bold red line. This was drawn three hours ago. If the Chaos-master decides to advance, he is within eight hours' march of the burial grounds. This means that in only the next five hours can you be sure to find Tolakos unoccupied. I intend to march my army forward and hold Tolakos but I await reinforcements and I dare not move until they arrive. Therefore I will provide you with a scout who knows the area well. He will guide you to your destination&emdash;the rest is up to you.

+

Lorkon sends for the scout, a Meledorian called Odel. When he arrives he suggests that you visit the equipment tent before setting off through the forest.

+ If you wish to take this opportunity to select some new equipment before venturing to Tolakos, turn to 267. + If you wish to start your journey without delay, turn to 121. +
+
+ +
+ 81 + + +

A freezing blast of psychic force lances through your mind, filling your head with intolerable pain: lose 5 ENDURANCE points. You reel from this unexpected assault and fight to regain control over your shaking limbs.

+ If you possess the Magnakai Discipline of Psi-surge and wish to retaliate against these shadow creatures, turn to 270. + If you do not possess this skill, or do not wish to use it, turn to 41. +
+
+ +
+ 82 + + +

Odel sits beside you with his back to the trunk, while he sets the metal crossbow that is strapped to his forearm. As soon as he is ready he turns, rises, and fires into the canopy of trees, sending a bronze-tipped bolt deep into the scaly belly of an Agtah sniper&emdash;your would-be assassin. The creature utters a piercing shriek and tumbles to the ground with a dull, sickening thud.

+

You compliment Odel on his bow skill and follow him as he moves forward to search the chaos-creature's body.

+ Turn to 178. +
+
+ +
+ 83 + + +

Drawing upon your psychic ability you commit yourself to a state of deep trance in which you are able to separate your spirit from your living body and step beyond your physical form. As if in a dream you move by the power of your will alone. Your astral body is naked and, although it seems no different in shape, it feels eerily light, translucent and impalpable. With total fascination you stare at your mortal form, seeing yourself for the first time as others see you.

+

Your surroundings are the same but all sense of limitation is gone. You approach the door and thrust your hand against it but you encounter no obstruction. Your hand passes effortlessly through the platinum and into the corridor beyond. Intoxicated by your new-found power you venture further and explore the watchtower, its corridors, stairs and chambers, but discover little that can aid your physical escape. There is only one exit from the tower and it is watched by more than a dozen heavily armed Yoacor guards. You are about to pass through them and continue out into the city itself when you feel your strength weakening: the time has come to rejoin your physical body. Quickly you return to the tower room, while you have power enough to spirit walk, and re-enter your mortal self.

+

Your two bodies reunited, you are able to wake from your trance. You feel strangely cold and tired (lose 2 ENDURANCE points) but you remember vividly every detail of your psychic experience.

+ If you wish to investigate the adjoining room, turn to 170. + If you choose to remain in this room, turn to 219. +
+
+ +
+ 84 + + +

A sudden sound makes you spin on your heel and instinctively you crouch down ready for combat. A small group of people, dressed in costumes that look vaguely familiar, are marching along the corridor towards the balcony. To avoid them, you hurry down a narrow stair that leads to the hall below and take cover behind the overladen table. From your hiding place you observe the group make their entrance. There are six of them: four men, one woman, and one other who walks with a stoop at the centre of the group and whom you cannot see clearly. You concentrate on their clothing, for there is something about its cut and style that is definitely familiar, yet you cannot pinpoint what it is. Then suddenly you recognize it, and the shock makes you draw breath: they are wearing Sommlending costumes. The five visible faces are now all too familiar to you: Luvias Kort, the Poisoner of Tyso; Falco, highwayman and cut-throat; Aieta Nematah, the Wytch of the Kirlundin Isles; Porgron, murderer; and Gardor Vezh, Chief Druid of Malis Mound, necromancer and cannibal. These are five of Sommerlund's most notorious criminals, all of whom were sentenced to be thrown into the Shadow Gate of Toran for their crimes.

+

Five pairs of startled eyes glare at the table, alerted by your gasp, and the slick sound of blades leaving oiled scabbards soon follows. The four men and the woman, Aieta, raise their swords and step forward to challenge you. As they move apart you see the sixth member of their group clearly and an icy chill runs down your spine. Slowly you shake your head in disbelief as your stare is returned by the cold, malicious eyes of Vonotar the Traitor.

+ + + Brian Williams + The five notorious criminals raise their swords and step forward
to challenge you, exposing the sixth member of their group
+ + + +
+

Long have I waited for the chance to enact my revenge on you, Lone Wolf, he hisses, his loathsome voice filling the hall with sibilant echoes, And now my time has come. Kill him! he screams, maniacally, and the five spring forward, eager to obey his command.

+ Villains of Sommerlund3846 +

You cannot evade this combat and must fight all five enemies to the death.

+ If you win the combat. turn to 120. +
+
+ +
+ 85 + + +

Using your Kai skill you urge the onipa to stop. They react to your command immediately, stiffening their forelegs and skidding to an abrupt halt within a few inches of the river's edge. Shaken but otherwise unharmed, T'uk T'ron and his driver open their eyes and stare down at the murky water, scarcely able to believe that they are still dry and in one piece.

+ Turn to 348. +
+
+ +
+ 86 + + +

In a frenzy of excitement the citizens of Thas press forward on all sides, pawing, prodding and staring slack-jawed, as you are brought along the main street, which leads directly to the grey tower. Your escort are hard-pressed to keep the crowd at bay and, by the time you reach the tower door, your clothes are dishevelled and you are scratched and bruised: lose 2 ENDURANCE points.

+

With a loud, grating rumble the stone door moves inwards and you are given into the charge of three bronze-clad Ookor wardens. They usher you up a winding stair to a bare chamber, floored and walled with smooth stone slabs. Silently a section of the drab wall moves aside and silhouetted in the opening stands the tall, feline shape of a remarkable creature. I am Serocca, she purrs, hypnotically, and I bid you welcome, Lone Wolf. Come, enter my chamber, so that we may discuss your reasons for journeying so far to seek my help.

+ If you have the Magnakai Discipline of Psi-screen and have reached the rank of Tutelary or more, turn to 311. + If you do not possess this skill, or if you have yet to reach this level of Kai training, turn to 58. +
+
+ +
+ 87 + + +

The scout removes the Obsidian Seal from your tunic pocket and studies it thoughtfully. Very well, he says, satisfied that you are the one they have been detailed to escort, we will take you to Lorkon Ironheart. He pockets the Obsidian Seal (delete this Special Item from your Action Chart) and motions you to approach his strange, long-haired steed.

+

You ride pillion behind the saddle, yet the creature's shaggy coat makes for a comfortable seat as the steed gallops like a racehorse along the winding hill road. Huge tree trunks flash past&emdash;a blur of grey and brown&emdash;and the hills gradually recede until the forest rules supreme. The scouts leave the road and follow a smaller track which delves deep into this majestic timberland. They slow their pace, feeling safer now that they are back in familiar territory, and soon you arrive at a clearing. Hundreds of Meledorian soldiers are encamped here inside a perimeter wall of earth and logs. A cordon of sentries patrols the wall: they are alert and nervous, their eyes scrutinizing every shadow. A wheeled barricade of sawn timbers protects the only entrance and, at your approach, it is pushed aside to allow you entry. A small log cabin has been built at the heart of the tented encampment and the scouts bring their steeds to a halt near its front door. Quickly they dismount and usher you inside to meet their leader.

+ Turn to 207. +
+
+ +
+ 88 + + +

Warily you draw the symbol in the soft surface of the square and step away from the door but, as soon as your finger leaves the square, a blast of cold vapour shoots from a tiny vent and catches you squarely in the face. You choke and retch as the bitter, poisonous gas seeps into your lungs.

+ If you possess the Magnakai Discipline of Curing and have reached the rank of Mentora or more, turn to 223. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 99. +
+
+ +
+ 89 + + +

The wind tears at your clothing as you fight your way slowly towards the distant gully. Your feet sink deep into the hot, shifting sands, transforming the simple act of walking into a hard and painful exertion. After what seems like an eternity you finally near your goal. You drop to your knees and crawl the few remaining yards towards the shelter of the shallow, rock-strewn trench. Gasping for breath, you bury your head inside your tunic to avoid inhaling a lungful of the sand-choked air and, gradually, your pulse steadies and your strength returns. You wait for the storm to subside but, as if in defiance of your wish, the winds grow ever stronger, whipping the sands into huge cyclones which suck countless tons of debris into their deadly, spinning cores.

+

Fear returns to freeze your heart when the shadow of a raging whirlwind falls across the gully. In blind desperation you crawl towards a narrow fissure at the far end of the trench, praying that it is the entrance to a cave. This time your prayers are answered&emdash;the fissure marks the beginning of a shaft that descends deep into the volcanic rock. But as you draw closer your hopes for a safe shelter are dampened by a gruesome sight.

+ Turn to 126. +
+
+ +
+ 90 + + +

The golden glow fades as the wisdom contained within the Lorestone is infused into your being. Your spirit soars, but you do not allow your euphoria to blind you to the danger that is closing on Tolakos. You turn and run back towards the entrance to the Grand Sepulchre, intending to seek sanctuary behind its door, but your foot catches on something sharp and sends you sprawling to the ground. The toe of your left boot is cut through but fortunately your foot has escaped without a scratch. Cautiously you try to locate what caused such a vicious cut and discover the scarlet warrior's curvy-bladed sword.

+ If you wish to keep this weapon, turn to 8. + If you do not, turn to 346. +
+
+ +
+ 91 + + +

You scan the surrounding trees, your eyes peeled for the slightest hint of another enemy, while Odel examines the dead Agtah. He shakes his head, indicating that he has found nothing of interest, and beckons you onward. Just as you begin to move you catch sight of a grey shape scurrying away into the misty distance. Quickly you draw an arrow and take aim, but the creature is no longer there&emdash;it has melted into the shadows.

+ Turn to 185. +
+
+ +
+ 92 + + +

Your senses warn you that a hostile creature is lurking immediately behind and below you. At the first opportunity it intends to grab your legs and drag you into the river. Forewarned, you prepare to deliver this creature a fatal surprise.

+ If you have a bow and wish to use it, turn to 296. + If you do not, turn to 155. +
+
+ +
+ 93 + + +

Cradled in the muscular arms of a Yoacor guard lies the loathsome, stunted form of the Beholder. His withered, corpse-green body is no bigger than a human child's, yet his bulbous head is enormous by comparison, far larger even than that of the giant who is holding him. It wobbles and sways repulsively when he turns to focus his eyes on you. Like polished gemstones these two blank orbs glint in the flickering light of the chamber, their cold sharpness revealing the intelligent being that lies imprisoned within the crippled shell.

+ + + Brian Williams + Cradled in the arms of a Yoacor guard lies
the loathsome, stunted form of the Beholder
+ + + +
+

Be not afraid of me, human, he says, using a language similar to your native tongue. I mean you no harm. My shape may not find favour with those of your species, but here in the Daziarn you must be prepared to disregard appearances if you are to discern the truth.

+

With a languid blink he dismisses the Yoacor leader and his guards and watches like a doting father as they descend the spiral staircase.

+ If you possess the Magnakai Discipline of Divination, turn to 291. + If you do not possess this skill, turn to 152. +
+
+ +
+ 94 + + +

The chariots screech to a halt and a score of Ookor guards leap from the riding platforms. They come scurrying towards you, their glass-tipped spears thrust before them at arm's length. Their leader commands them to surround you. His order is swiftly obeyed and you are escorted back to the gates of their city at spearpoint.

+ Turn to 86. +
+
+ +
+ 95 + + + +

If you have both Disciplines, add only 4 to your number from the Random Number Table.

+
+
+ + +

Your arrow misses its head completely and the beast swoops down to flatten you with its massive down draught. Instantly you are smothered by a blinding cloud of grit that reduces your vision to a blur. But, as the dust settles, you are able to make out the ominous shape of the Zhengha once more. It has landed nearby and is now poised to exhale its fiery breath.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus or Huntmastery, add 4 to the number you have picked.

+ If your total is now 0&endash;5, turn to 310. + If it is 6 or more, turn to 49. +
+
+ +
+ 96 + + +

While you ponder the meaning of her reading, she retrieves her cards from the table and shuffles away to help her daughters gather the empty food bowls. T'uk T'ron swallows the last of his delicious meal and rounds it off with a hearty belch. The Ookor villagers thank him&emdash;for it seems that such a reaction is the highest compliment one can pay after receiving Ookor hospitality.

+

We can go now, yes? he says, wiping his mouth on his sleeve. You nod your reply and he in turn barks an order to his company to return to their chariots.

+

As your chariot pulls away from her village the old fortune teller waves farewell and you return her gesture with a smile.

+ Turn to 117. +
+
+ +
+ 97 + + +

He draws a curvy-bladed sword and prepares to greet you with its razor-sharp edge. You strike first but he parries and returns your blow with great skill. For his size he is as quick as a cat and, despite his wound, you sense that he will be a difficult opponent to defeat.

+ Scarlet Warrior2734 + If you reduce his ENDURANCE to 20 points or less, do not continue the combat but turn instead to 306. + If you kill him before his ENDURANCE falls to 20 points (that is if you score an automatically killed result on the Combat Results Table), turn to 123. +
+
+ +
+ 98 + + +

Your silent surrender seems to anger the leader. It is as if you were in some way insulting his honour by refusing to answer him or take up a weapon in defence of your life. He bellows his contempt and, in a fit of rage, releases from his silver rod a charge of raw power that lances through your chest. Death is instantaneous.

+ Your life and your quest end here on the Zhamin plateau of the Daziarn. +
+
+ +
+ 99 + + +

Rapidly you succumb to the deadly toxins suspended in the vapour, and sink into a coma induced by the poison now circulating in your blood. Your senses grow numb and consciousness fades as you begin your journey into the timeless oblivion of death.

+ Your life and your quest end here. +
+
+ +
+ 100 + + +

Suddenly the visions are obscured by a dazzling light which shines so brilliantly that you are forced to shield your eyes against the glare. Many moments pass before you can make out the shape of what looms above: it is the huge face of a mighty warrior, strong and wise, whose golden eyes stare down at you with supernatural majesty. A kindly smile softens his heroic features and a voice, deep and wondrous, rumbles from his throat.

+

In this age of darkness you have been chosen to fulfil the quest of the Magnakai. Be true to the quest, for the greatness born within you can save your people and right the imbalance which threatens to destroy your world. Doubt not your purpose nor your strength, for inside you there burns a flame that can light the hopes of future men for all time.

+

The divine radiance of his being and the gravity of his words fill you with wonderment, for your senses tell you that you are now in the presence of your creator&emdash;the immortal God Kai.

+ Turn to 51. +
+
+ +
+ 101 + + +

You leap over the bodies of the dead Agtah and press on with your search. Ahead you see a glimmer of gold in the pale blue luminescence and you thrust your hand towards it into the mist. A tingling sensation runs the length of your arm, filling your body with an incredible sense of strength and well being as you close your hand around the Lorestone and hold it up before your eyes.

+ Restore your ENDURANCE score to its original level and turn to 90. +
+
+ +
+ 102 + + +

You are powerless to prevent the Beholder's psychic intrusion, but at least the ordeal is mercifully short: lose 3 ENDURANCE points. He scans your mind thoroughly. Then, with a blink of his eyes, he ceases his psychic probing and a smile spreads slowly across his withered grey face.

+ Turn to 23. +
+
+ +
+ 103 + + +

You are in combat with a pack of slimy chaos-beasts intent on eating you alive!

+ Amphibian Agtah3056 +

These creatures are immune to Mindblast (but not Psi-surge).

+ You may evade combat after three rounds by running back to the Grand Sepulchre and attempting to force your way in: turn to 298. + If you win the combat, turn to 71. +
+
+ +
+ 104 + + +

The bolt penetrates your chest and knocks you backwards into the undergrowth. The canopy of branches spins before your eyes and, as you gasp for breath, you taste blood and feel a terrifying numbness spread through your body. There is no pain as you slip gently into the oblivion of death.

+ Your life and your quest end here. +
+
+ +
+ 105 + + +

You release the taut bowstring and send your arrow streaking towards the amber eye, but it misses its intended target by a hand's breadth and ricochets harmlessly off the creature's stone-hard scales. The creature emits a loud, gurgling croak as it edges forward, forcing you to drop your bow and draw a hand weapon in readiness to receive its attack.

+ Khozinda3248 + If you win the combat, turn to 245. +
+
+ +
+ 106 + + +

You find it impossible to resist the strange compulsion drawing you towards the light. Effortlessly you glide along the tunnel and emerge at the centre of a huge, transparent sphere suspended in a luminous yellow sea of oily liquid. Behind its seamless walls swim fish-like creatures, strange things with phosphorescent bodies and opalescent jaws. You stare in fascination as they swim around you, seemingly oblivious of your presence.

+ Turn to 209. +
+
+ +
+ 107 + + +

Gently the Sommerswerd vibrates in its scabbard and a cool, golden fire laps at the hilt. Instinctively you unsheathe it and immediately the blade is engulfed by golden flames, ignited by the close proximity of the Lorestones. As you raise the sword, the flames burn brighter and illuminate the circular portal in the ceiling. At once you realize that it must provide access to the roof of the Sepulchre and, with your heart pounding, you race up the steps, confident of finding the objects of your quest waiting for you there.

+ Turn to 320. +
+
+ +
+ 108 + + +

You watch as suspicion turns to fear in these creatures' eyes. They become agitated, jabbing the air with their glass-tipped spears and cawing incessantly in their strange tongue. They sway, like half-coiled serpents weaving before a snake charmer, and then, as one, they rush forward and attack.

+

Owing to the speed and ferocity of their charge, you cannot evade them or make use of a bow.

+ Ookor2145 + If you win the combat, turn to 203. +
+
+ +
+ 109 + + +

Drawing on your Kai mastery you attempt to repel this fearsome reptilian. You sense that it is weak and starving and close to death&emdash;a condition which makes it especially susceptible to your commands.

+

Pick a number from the Random Number Table. Add 1 point for every Magnakai Discipline you possess over and above the first three skills (for example, if you possess five Magnakai Disciplines, add 2 points to the number you have picked).

+ If your total is now 0&endash;6, turn to 130. + If it is 7 or more, turn to 295. +
+
+ +
+ 110 + + +

The onipa slide stiff-legged down the slippery bank and the chariot slews violently to the left before coming to a halt within a few inches of the river's edge. Shaken but otherwise unharmed, T'uk T'ron and his driver open their eyes and stare down at the murky water, scarcely able to believe that they are still dry and in one piece.

+ Turn to 348. +
+
+ +
+ 111 + + +

The Chaos-master catches a glimpse of you crouching behind the parapet and diverts his aim from Lorkon Ironheart. With malicious glee he slams his great club down upon the roof and, in a terrifying moment, you are crushed to death.

+ Tragically, your life and your quest end here. +
+
+ +
+ 112 + + +

Slowly you awaken and for a long moment you lie on the hard floor blinking sleepily at the pitted rock ceiling. The storm died down while you slept and all is quiet save for a sound that sets your pulse racing: the distant slap of large wings beating the air. The sound is becoming louder and you gather your equipment quickly and climb out of the cairn to investigate its source.

+

Silhouetted against the blazing horizon are six black shapes. They resemble dragons with snaky necks and ragged, bat-like wings, and upon their backs they carry golden-skinned creatures, vaguely human in appearance save for their lack of hair and their massive size. From their flight formation you can tell that they are hunting something on the ground, but it is not until you climb to the top of the cairn that you are able to see their prey. A brace of huge, lizard-like creatures are thundering across the plateau, darting this way and that to avoid the shadows cast by their winged pursuers. They reach the top of a rock-strewn ridge and one of the crimson reptilians comes pounding across the sand towards the cairn. The leading flyer sees you. He banks his dragon mount towards the cairn and the others follow closely in his wake. You fear that they are about to attack but at the last moment they veer away and circle the cairn before landing nearby.

+ Turn to 26. +
+
+ +
+ 113 + + +

In spite of his attempts to deflect your arrow, it penetrates the cheek plate less than an inch below his eye. He bellows an agonized cry and wrenches the shaft from his face. Such fortitude is impressive but you can tell that he has suffered a serious wound. Feverishly he scoops the Lorestones into a small velvet sack tied to his swordbelt. Swiftly you shoulder your bow and draw a hand weapon as you run forward to prevent his escape.

+ Turn to 206. +
+
+ +
+ 114 + + +

Shocked by your encounter with the Agtah you make your way deeper into the hills, skirting the road in favour of the wooded slopes, which offer good cover. Yet you keep the road in sight constantly to ensure that you are heading towards Tolakos. Your usual good sense of direction is vague and distorted, for in this region of the Daziarn there are no sun, stars or points of the compass by which to gauge your position.

+

The hours pass uneventfully until you reach a place where the road runs alongside a pool of crystal-clear water, fed by a fast-flowing stream. Three human-shaped warriors clad in armour are standing near the pool, scanning the woods, while their shaggy black equine mounts drink their fill.

+ If you have the Magnakai Discipline of Divination or Pathsmanship, turn to 150. + If you possess neither of these skills, turn to 63. +
+
+ +
+ 115 + + +

You reach the crest of the hill and stare down at the remarkable sight that lies beyond. A walled city of low, pyramid-shaped dwellings is spread along the centre of a narrow valley. Near the middle, rising high above the other buildings, stands a tower of stone, its colour identical to the drab grey of the sky. Its straight thoroughfares are thronged with hairy, ape-like creatures who pass freely and leisurely through the narrow streets.

+

The path leads down to an open gate in the city wall where two of its squat-limbed inhabitants stand guard. You are relieved to have at last discovered a vestige of civilization in this strange land, and you set off for the city gate at a brisk pace.

+ Turn to 215. +
+
+ +
+ 116 + + +

Your senses warn that a powerful spell protects this portal. If you inscribe the wrong symbol on the blank square you will break the spell, the consequences of which could be fatal!

+ Turn to 25. +
+
+ +
+ 117 + + +

A few miles beyond the village, the road leaves the valley and crosses an open expanse of lush grassland. The hours roll by and you watch the passing landscape with increasing wonder as you try to comprehend how it can thrive beneath a sunless sky. Slowly the plain descends towards a wide river, sluggish with sediment and flanked by tall, grey-green trees. A bridge spans the dark water and the road continues beyond towards a line of hills. The bridge is built of stout timber, but as you draw closer to it you sense that something is seriously amiss.

+ If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or more, turn to 48. + If you do not have this skill, or if you have yet to reach this level of Magnakai training, turn to 321. +
+
+ +
+ 118 + + +

Your detour takes you through a marshy section of the Nahgoth where firm ground gives way to thorn-guarded shrubs and ankle-deep slime. You press on and, as you disturb the surface of the mire, you release a cloud of vile, choking marsh gas.

+

Unless you possess the Magnakai Discipline of Curing (at the rank of Mentora or more), or the Magnakai Discipline of Nexus (at the rank of Primate or more), lose 5 ENDURANCE points owing to the insidious effect of the gas.

+ Turn to 276. +
+
+ +
+ 119 + + +

The food has a taste and texture completely unlike anything you have tried before, yet it is delicious, and after having eaten your fill you feel thoroughly refreshed and fortified: restore 3 ENDURANCE points.

+

There is enough food remaining for 1 Meal. If you wish to keep the Meal, note on your Action Chart, Meal: +3 EP, as the food will restore 3 ENDURANCE points when consumed.

+ Turn to 139. +
+
+ +
+ 120 + + +

As the last of your enemies falls dead at your feet, the traitor vents a shrill cry of terror and scurries like a bloated spider towards the Shadow Gate. In his hand he clutches a banded, leaden box and, as he runs, he works feverishly at the lock. Suddenly the lid springs back and your senses burn as the power of the last Lorestone is uncovered. Now instinct alone guides your actions. You sprint towards him, determined to stop him from entering the Shadow Gate. He squeals with fear and turns to face you, his hand raised, a ring of blue fire pulsating on his finger. He screams a curse and a jet of cold fire lances your chest and slams you to the floor: lose 5 ENDURANCE points. As you stagger to your feet, the traitor runs forward to finish you with another blast. You dive aside and the blast tears open the floor but, before he can launch another, you leap forward and attack.

+ + + Brian Williams + Vonotar the Traitor screams a curse and a jet of
cold fire from his ring lances your chest
+ + + +
+ Vonotar the Traitor (with Power Ring)3021 +

He is immune to Mindblast and Psi-surge.

+ If you win the combat, turn to 350. +
+
+ +
+ 121 + + +

Lorkon escorts you to the door of his cabin and wishes you luck. You thank him and bid him farewell. As you turn to leave, he calls out, Remember, I will be marching to Tolakos as soon as my reinforcements arrive.

+

You follow Odel, leaving the encampment by slipping over the perimeter wall. Soon you merge like shadows into the thick forest beyond. The giant trunks support a canopy of dense foliage that blocks out the light and keeps the forest floor bathed in a perpetual twilight. A carpet of moss muffles your footfalls and the only foliage that grows in abundance is a bushy velvet lichen patterned with orange-headed, tooth-sized growths. Khetu Spores, says Odel, noticing your interest in the strange flora. They're deadly poisonous.

+

If you wish to collect a handful of the poisonous Khetu Spores, mark them on your Action Chart as a Backpack Item.

+ Turn to 185. +
+
+ +
+ 122 + + +

The Beholder deactivates the light-picture and wills his servant to carry him back to the first gallery. There, bathed in the shadowless glow of the fireball, stands a huge globe of silvery metal. At his approach it radiates an eerie phosphorescent light and symbols appear upon its surface.

+

The Lorestones entered the Shadow Gate some moments before you fell, is that not so? asks the Beholder, incisively. You confirm this to be the case and watch with fascination as the symbols shift and change colour. There are many channels within the Shadow Gate that are warped by the vagaries of time and space. Usually it is an impossible task to predict where an object passing through to the Daziarn will materialize, but the coordinates of your arrival are known and this will help my calculations.

+

Slowly the symbols begin to disappear until just three remain. Without knowing the precise Aon-time they entered the Shadow Gate I can find only an approximate location, he says, scrutinizing the symbols. As reckoned by the time-scale of your planet, the Lorestones arrived on the Daziarn forty-one hours ago. They materialized together and intact in the forest of the Khat Trisect of Vhozada&emdash;a realm situated between the elemental strongholds of Earth and Water. This bodes well for you, human. Vhozada is a temperate and stable domain, rich in those elements necessary to sustain mortal life-forms. Also, there is one of great vision who has made this her home. Her name is Serocca. It would be wise to seek her help in finding these stones of power, for she is sure to know their whereabouts.

+

Although his words revive your flagging hopes, you are still fearful that the Lorestones are beyond your recovery. The Beholder senses your apprehension and tries to allay your fears by offering you a means of transportation to the realm of Vhozada. He promises that your passage will be swift, but, when you learn what the journey entails, your blood runs cold.

+ Turn to 188. +
+
+ +
+ 123 + + +

The warrior shrieks his death-cry and falls backwards, his arms outstretched and his fingers clawing blindly at the air. By chance they become tangled in the rope ladder and his body is lifted into the air as the giant black bird takes to the sky. A wave of panic engulfs you. In desperation you leap up and aim a blow at the small sack in an attempt to cut it loose. Your blow slices open the velvet and one of the two Lorestones tumbles into the graveyard below, coming to rest close to the door of the Sepulchre. Angry and crestfallen, you watch as the bird and its precious cargo rise above the trees and listen helplessly as the muffled flap of its wings fades into the distance.

+ Turn to 237. +
+
+ +
+ 124 + + +

T'uk T'ron slaps the driver's shoulder. Immediately he hauls on the reins and pulls at a lever which activates the wheel brakes, bringing the chariot to a squealing halt. The others stop nearby and the guards clamber down from the riding platforms unsteadily, their legs weak and trembling after hours of riding along the bumpy track. They are familiar with this village and without hesitation they head towards a thatched hut that is set back from the road.

+

You accompany the captain and his driver into the hut, stooping to enter the Ookor-sized doorway. The villagers seem delighted to receive you as their guest and ply you eagerly with food and wine. One of them, an elderly female with kindly eyes, hobbles to your side and places a deck of cards on the table. She is teller of fortunes, says T'uk T'ron. You want she tell your fortune, yes?

+ If you wish to have your fortune told, turn to 24. + If you wish to refuse her offer politely, turn to 18. +
+
+ +
+ 125 + + +

As soon as you complete the square it begins to fade. Then a blast of icy cold vapour shoots from a vent beside the door and catches you squarely in the face. You choke and retch as the bitter, poisonous gas seeps into your lungs.

+ If you possess the Magnakai Discipline of Curing and have reached the rank of Mentora or more, turn to 223. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 99. +
+
+ +
+ 126 + + +

Strewn around the entrance to the fissure are the bleached and shattered bones of what was once a formidable creature. Nervously you reach for a weapon as you approach the narrow gap and peer into its lightless depths. A strange smell, sweet and unwholesome, wafts out of the inky blackness and stops you dead in your tracks. But the deafening roar of the approaching tornado makes you swallow your fear and enter. Cautiously you descend into the dark, your weapon held poised to counter a sudden attack.

+ If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, and wish to use any of them, turn to 61. + If you do not possess any of these items or do not wish to use them but still wish to advance deeper into the fissure to avoid the raging tornado, turn to 313. + If you choose not to advance but to stay where you are, turn to 236. +
+
+ +
+ 127 + + +

Your arrow opens a shallow wound in the creature's belly, but it does not deter it from attacking you with its sword-sharp fangs.

+ Tazgar Worm2228 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 162 +
+
+ +
+ 128 + + +

You manage to unsheathe your weapon and strike a blow that carves a crimson wedge from the ugly creature's snout. It gives an angry, gurgling cry and recoils in pain, freeing you from its grip and allowing you time to climb through the hole. However, although the beast is wounded, it is not defeated. Driven by pain and a blind lust for revenge, it tears its way through the planking and hurls itself at you recklessly.

+ Agtah2127 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 289 +
+
+ +
+ 129 + + +

Your Kai skill enables you to identify these plants: they are Senara, exceedingly rare on Magnamund but seemingly abundant here in Vhozada. The unripened buds of this herb have great restorative qualities and when eaten will enable you to regain lost ENDURANCE points. Each Meal of Senara will restore 3 ENDURANCE points and there are enough buds in this field for over 100 Meals.

+

If you wish to keep any of the Senara buds, remember to make the necessary adjustments to your Action Chart.

+ To continue, turn to 115. +
+
+ +
+ 130 + + +

Your commands slow the animal's advance but they do not persuade it to pass up the opportunity of a good meal. It growls, weakly but hungrily, and prepares itself for an attack.

+ Turn to 227. +
+
+ +
+ 131 + + +

The portal is secured by a massive metallic lock, and engraved into its blackened surface is a quartered square. In three of the four quarters there are etched symbols, but the fourth quarter, which is formed of a soft, clay-like substance, remains blank. Your basic Kai instincts tell you that the symbols are a clue to a Meledorian code that unlocks the great door. By inscribing the correct symbols in the soft surface of the blank square, you will cause the portal to open. Study the sequence carefully:

+ + + Brian Williams + + + + + If you possess the Magnakai Discipline of Pathsmanship or Divination, turn to 116. + If you possess neither of these skills, turn to 25. +
+
+ +
+ 132 + + +

The beings scowl with disdain when you offer no reply. Their leader draws a silver rod from inside his Khozinda-scale vest, levels it menacingly at your chest and slowly repeats the words he has spoken.

+ If you possess the Magnakai Discipline of Divination and wish to attempt to communicate telepathically with the leader, turn to 347. + If you choose to draw a weapon and prepare to defend yourself, turn to 184. + If you decide to raise your hands in surrender, turn to 98. +
+
+ +
+ 133 + + +

As the last of your foul enemies falls dead at your feet, you sheathe your weapon and drag their blood-spattered corpses away from the great door. Then you push closed the heavy portal, making sure that it is secure, before climbing the stair to the roof.

+ Turn to 27. +
+
+ +
+ 134 + + +

Owing to the awkward position of the beam, it is impossible to apply any leverage to force it back into its proper place. The only way you will get it to move is by using a Rope.

+ If you have a Rope and wish to use it, turn to 198. + If you do not possess a Rope, or do not wish to use it, turn to 43. +
+
+ +
+ 135 + + +

Quickly you try to retrace your route to the stream, but you soon come to an abrupt halt: a group of hairy, squat-limbed creatures is moving through the undergrowth towards you. They are armed with crude spears which they carry at the ready, like hunters stalking their prey.

+ If you have a bow and wish to use it, turn to 256. + If you wish to take cover in the undergrowth and wait for them to pass, turn to 75. + If you wish to avoid them by returning to the monolith, turn to 301. +
+
+ +
+ 136 + + +

The warrior answers your demand with a mocking laugh, his green, cat-like eyes glinting through the slits of his visor. Hurriedly he snatches the Lorestones with his gloved hands and drops them into a small velvet sack tied to his swordbelt. Angered by his audacity and fearful of losing the Lorestones, you unsheathe a weapon and run forward, determined to prevent his escape.

+ Turn to 22. +
+
+ +
+ 137 + + +

A wave of panic washes across T'uk T'ron's face and he screams frantically at his driver to stop. He pulls on the reins and steers the onipa away from the bridge, but he leaves it too late to apply the wheel brake. With a terrified shriek he and the driver cover their eyes as the muddy water looms into view.

+ If you have the Magnakai Discipline of Animal Control, turn to 85. + If you do not possess this skill, you can either leap out of the chariot: turn to 332. + Or you can hold on tight and pray that the onipa will stop before they reach the river: turn to 243. +
+
+ +
+ 138 + + +

At length you emerge from the twisted trees of the chaos-zone and follow the track as it wends its way through the Nahgoth Forest beyond. Your journey passes slowly and without incident until, after countless hours of travel, you arrive at the edge of the Plain of Guakor. You are now very tired and must eat a Meal or lose 3 ENDURANCE points. Rather than attempting to cross the barren plain immediately, you decide to rest here and continue after some much needed sleep. Ten hours later you wake refreshed and eager to begin the next leg of your journey to Haagadar. After checking your equipment and your map, you set off across the featureless plateau.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 318. + If it is 3&endash;9, turn to 202. +
+
+ +
+ 139 + + +

You return to the first room and peer out of a tall window that looks out over the city. Far below you can see the Yoacor crowding an avenue which leads to an outer level of Yanis. They move with such purposefulness that, from this great height, they resemble a vast community of worker ants. For several hours you stare down at this beautiful alien city and its industrious citizens while you try to make sense of your situation. Eventually you resolve to find out all you can from the one the leader called the Beholder. Perhaps he will be able to help you locate the Lorestones and find a way back to Magnamund. At length you settle down to sleep.

+ Turn to 317. +
+
+ +
+ 140 + + +

The rusty bars offer little resistance to a couple of well placed kicks and you are able to gain entry to the circular chute with ease. A narrow walkway runs beside the gurgling channel, ascending by steps and ramps as the climb becomes increasingly steep. The dark stone walls are beaded with moisture and smeared with patches of luminous fungi which keep the sewer bathed in an eerie green half-light. At length you reach a landing where a smaller channel joins the main flow. As you pass it and set foot on the stairs beyond, you hear a sound, like the rustling of leather on stone, and sense that something hungry is advancing along the tunnel towards you.

+ If you have the Magnakai Discipline of Animal Control, turn to 3. + If you do not possess this skill, turn to 168. +
+
+ +
+ 141 + + +

As the sound of your voice begins to fade, a whirling streak of shining silver emerges out of the darkness. The sudden rush of wind knocks you backwards and you see, soaring on wide gossamer wings, a huge, worm-like monstrosity take to the air. It circles the clearing, then swoops down to attack you with its sword-sharp fangs.

+ + + Brian Williams + A huge, worm-like monstrosity swoops down
to attack you with its sword-sharp fangs
+ + + +
+ If you have a bow and wish to use it, turn to 284. + If you wish to draw a hand weapon and prepare to defend yourself, turn to 257. + If you choose to evade its attack by running along the path into the forest, turn to 60. +
+
+ +
+ 142 + + +

The strange, anthropoid creatures pass within a few feet of the bushes where you are hiding, but they fail to detect you. Only when you are sure that the coast is clear do you leave your hiding place and hurry away from the monolith and its protectors.

+ Turn to 153. +
+
+ +
+ 143 + + +

Nonchalantly you brush the red flower away and fix your eyes on the road ahead. You have not eaten today and must now eat a Meal or lose 3 ENDURANCE points. If you possess the Magnakai Discipline of Huntmastery you are unable, on this occasion, to use this skill in lieu of eating a Meal from your Backpack.

+ Turn to 117. +
+
+ +
+ 144 + + +

Lorkon and his Meledorian troops are overjoyed to have witnessed the spectacular defeat of the Chaos-master, for your victory has rid them of their greatest enemy. They call to you to come down from the roof and, when you appear at the doorway, they shower you with praise.

+

We owe you more than our lives, Aonian, says Lorkon, his strange blue eyes aglow with admiration. Your great deed has saved our realm and put an end to the plague of chaos that would have corrupted us all. We are forever in your debt.

+

As he shakes your hand he notices the blade with which you dispatched the Chaos-master. It is a good omen for my clan that the sword you used to banish the evil one was forged by my ancestors. I am doubly proud that it served you well. But now it must return to the Grand Sepulchre, for such is our law.

+

It is with some reluctance that you return the Ironheart Broadsword to its rightful steward (delete this Special Item from your Action Chart), for never before have you wielded as fine a sword as this.

+ Turn to 173. +
+
+ +
+ 145 + + +

You scan the barren wasteland, straining your senses to detect the missing Lorestones, which must be somewhere among the millions of rocks and wind-smoothed boulders that cover the vast plateau. But it proves a fruitless search: you can find no trace of the Lorestones nor even the slightest indication that a Shadow Gate opened here.

+ Turn to 297. +
+
+ +
+ 146 + + +

You dive behind the trunk but you feel a stinging sensation as the blowpipe dart scratches the side of your neck. A wave of nausea churns your stomach and your throat becomes painfully tight, restricting your breathing and causing your pulse to race: lose 4 ENDURANCE points.

+

Odel appears at your side and wipes the scratch with a handful of fungi culled from the bark of Baylon's Bough. Swiftly the frightening effects of the poison subside as the healing properties of the fungi take effect.

+

If you wish to keep some of this Baylon's Bough Fungi, mark it on your Action Chart as a Backpack Item.

+ Turn to 82. +
+
+ +
+ 147 + + +

Your shaft strikes wide, glancing off his shoulder and disappearing over the parapet of the roof. He utters a mocking laugh, his cat-like eyes glinting through the slits in his visor, and hurriedly drops the Lorestones into a small sack tied to his swordbelt. Angered by his laugh, and by your failure, you shoulder your bow in favour of a hand weapon and rush forward, determined to prevent his escape.

+ Turn to 22. +
+
+ +
+ 148 + + +

At length you abandon your observation: you are unable to see any sign of intelligent life in the surrounding landscape. You decide to follow a nearby stream in the hope that it will lead eventually to a river, where the chances of finding a village or settlement should be higher.

+ Turn to 248. +
+
+ +
+ 149 + + +

With a haunting scream, the evil shadows fade and dissolve in the swirling clouds. A loud wind whistles in your ears, carrying the mournful sound of a tolling bell. At the centre of the cloud a ray of golden light pulses like a heartbeat in time to the chime of the bell. It draws you towards it and you cannot resist its call.

+ Turn to 160. +
+
+ +
+ 150 + + +

Your Kai senses reveal that the three warriors are Meledorian scouts. They have been sent by their leader, Lorkon Ironheart, to meet you en route and escort you directly to his headquarters.

+ If you wish to make your presence known to them, turn to 189. + If you wish to approach them under cover of the trees, turn to 330. +
+
+ +
+ 151 + + +

You aim for the weakest part of his armour, where his chainmail vest joins the bevor of his helmet, and release your straining bowstring. But the warrior has the reactions of a young leopard: he senses that he is vulnerable to your arrow and twists aside to avoid it.

+

Pick a number from the Random Number Table and add to it any missile bonuses you may have.

+ If your total is now 0&endash;4, turn to 147. + If it is 5&endash;8, turn to 326. + If it is 9 or more, turn to 17. +
+
+ +
+ 152 + + +

Come, let me show you some of the wonders of my realm, says the Beholder, as the great black door swings slowly shut. It is so rare that I am able to entertain a guest, I would deem it an honour if you would accept my invitation.

+

With the only exit from the chamber now sealed off you have no option but to accept, yet his politeness makes you feel uneasy. You are his prisoner, yet he speaks to you as if you were free to leave at any time.

+ Turn to 164. +
+
+ +
+ 153 + + +

You are eager to put a good distance between yourself and the monolith, so you decide to run beside the stream for as long as your legs will allow. Time passes rapidly, although the terrain changes very little until you reach a line of low hills, spread out before you like a sleeping colossus. Here a path ascends from the bank of the stream to the crest of the hill and you follow it. On reaching the crest you stare down at a remarkable and daunting sight.

+ Turn to 186. +
+
+ +
+ 154 + + +

The chamber is filled with valuable tapestries and furnishings, but there is little that can be carried out with ease. Certain that you have overlooked nothing of practical value, you head for the roof in order to spy on the surrounding chaos-creatures.

+ Turn to 27. +
+
+ +
+ 155 + + +

With almost casual stealth you unsheathe a weapon and hold it poised to strike. The creature is close: you can sense it getting ready to attack. There is a rustle of fur. Swiftly you raise your legs to avoid the sweeping lunge of two hairy, clawed paws, then you strike a blow that carves a crimson wedge from its ugly snout. The creature gives a gurgling scream and scrambles through the hole, driven by pain and its blind lust for revenge.

+ Agtah2127 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 289. +
+
+ +
+ 156 + + +

Having listened to your explanation the giants react with scepticism, but, despite their doubts, they are clearly fascinated by your appearance and the sound of your voice. We are the Yoacor, says the leader, proudly. We are the Lords of Yanis&emdash;the Shining City&emdash;and masters of the Abaxial of Czenos. Come, we will take you to our realm where you may tell your strange story to the Beholder. He will divine its worth.

+

He beckons you to approach his dragonmount and you step forward. The thought of being left marooned in this wilderness is all you need to persuade you to obey his command.

+ Turn to 205. +
+
+ +
+ 157 + + +

There are very few places on this desolate plain that offer cover from the air. You run towards the nearest&emdash;a group of boulders&emdash;and curl up among them in the hope that you will escape the Zhengha's wicked gaze.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 1 to this number for every Magnakai Discipline you possess.

+ If your total is now 0&endash;8, turn to 349. + If it is 9 or more, turn to 230. +
+
+ +
+ 158 + + +

You watch T'uk T'ron and the driver scurry across the planks, using the parapet of the bridge as cover. They reach the centre and are examining the damage when a chilling scream, like the baying of a crazed wolf pack, echoes from the trees. Grey shapes jostle in the shadows and your heart freezes in a moment of horror as they advance into the light.

+ + + Brian Williams + Grotesque Agtah monsters stagger from the
trees on both sides of the bridge
+ + + +
+

Lumbering hordes of twisted shapes stagger from the trees on both sides of the bridge. They appear to be neither human nor animal but a ghastly fusion of the two. Their heads are of differing types: some are like cats with huge, green eyes; some are like boars with snouts and twisting tusks; others have rams' heads, sabre-toothed and riddled with decay. The Ookor guards tremble with fear and whisper the word Agtah as these monstrosities draw closer.

+ If you have a bow and wish to use it, turn to 77. + If you wish to draw a hand weapon and prepare to defend yourself, turn to 226. + If you choose to leave the chariot and join T'uk T'ron on the bridge, turn to 335. +
+
+ +
+ 159 + + +

A wave of psychic energy rushes through your mind, washing across your thoughts, searching for some sign of hostile intent. You resist the intrusion and the wave quickly recedes.

+ Turn to 314. +
+
+ +
+ 160 + + +

Slowly the clouds separate, and a tall tower of glistening white stone looms before you. A globe of golden light hangs suspended in mid-air above its conical roof, pulsating with heat and radiating power like a tiny, new-born sun.

+

Its comforting warmth draws you towards an open portal at the side of the tower. Beyond it you see a dark tunnel that descends towards a speck of misty yellow light.

+ If you have completed the Lore-circle of the Spirit, turn to 312. + If not, turn to 106. +
+
+ +
+ 161 + + +

A low, croaking growl issues from the far side of the cavern and suddenly two slits appear, from which a baleful orange light radiates. With bated breath you watch a shape emerge from the shadows: a long, scaly form with short legs and a lizard-like head. The outline of its body, perfectly camouflaged against the red volcanic rock, pulses like a heartbeat as it awakens from its slumber. It swivels its horny head and fixes you with an alien gaze, its snake-like eyes glittering with malice.

+ If you have the Magnakai Discipline of Animal Control and have reached the rank of Primate or more, turn to 13. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 271. +
+
+ +
+ 162 + + +

Your killing blow almost severs the Tazgar's head and sends the vile creature spinning wildly into the trees amid a spray of its own foul blood. Without waiting to discover if it was the only one of its kind, you sheathe your weapon and hurry away from the clearing.

+ Turn to 138. +
+
+ +
+ 163 + + +

The berry-like growths smell sweet and succulent. They awaken your appetite and remind you that your last meal was several hours ago.

+ If you wish to eat a handful of these orange berries, turn to 234. + If you decide to ignore your hunger and press on, turn to 247. +
+
+ +
+ 164 + + +

You walk beside the Beholder along a corridor which leads to a vast, circular gallery. At its centre stands a towering, bell-shaped vessel made out of transparent, glass-like material and filled with a huge, seething ball of fire. Its brilliant light illuminates some strange equipment standing against the walls and cluttering the tables, but little of its heat radiates into the room. You pass on until you come to another gallery which is floored with shining steel like a gigantic mirror. The domed roof is lost in the dim shadows, but at its centre you notice a tiny, disc-shaped portal. The Beholder glances at a row of crystals embedded in the wall and they glow in response to his psychic commands.

+

I am called the Beholder, he says, his thin voice echoing loudly in the emptiness of the dome. I observe all that transpires in the Daziarn. I saw your arrival upon the Zhamin Plateau and I know from whence you came. So few of your kind survive transference that I abandoned all hope of meeting you. Indeed had you not met with one of my hunting parties your bones would now lie bleaching upon the sands of that arid plain. It seems that you are by nature a survivor.

+

Suddenly a swirling column of light appears, projected from the disc in the centre of the dome. It casts a pool of brilliance in the middle of the gallery and gradually widens until it encompasses the whole floor.

+

Come, observe, and perhaps you will learn the nature of your new world. For you will need to adapt if you are to survive here &ellips; for the rest of your life.

+ Turn to 268. +
+
+ +
+ 165 + + +

You claw the mud from your eyes to see the onipa team veer away from the river just in time to save the chariot from a watery end. It comes to an abrupt stop within inches of the river's edge and, as you wade towards it, T'uk T'ron and his driver appear above the rim of the platform and stare at you, glassy-eyed with shock. The other chariots draw to a halt behind and T'uk T'ron's chariot is hauled out of the mud. As they are steering it back on to the road, you notice that the centre of the bridge is damaged. Some of the planks have been torn up and left strewn across the surface, crudely disguising the gaping hole. Quickly you rejoin T'uk T'ron in the chariot and inform him of what you have seen.

+ If you have the Magnakai Discipline of Pathsmanship, and have reached the rank of Tutelary, turn to 69. + If you do not possess this skill, or if you have yet to reach this level of Magnakai training, turn to 196. +
+
+ +
+ 166 + + +

As you run across the tangled and broken ground towards Baylon's tomb you are assailed by two Agtah wielding large chunks of masonry. Swiftly you dispatch them with two well placed blows and reach the tomb unscathed. There you find that the lock which secures the door is similar in design to that of the Grand Sepulchre. As before, there are three groups of symbols and one blank square, although the symbols inscribed here are quite different from those that confronted you at the Grand Sepulchre. They look like this:

+ + + Brian Williams + + + + +

By inscribing the correct symbols in the soft surface of the blank square you will cause the door to open.

+ If you possess the Magnakai Discipline of Pathsmanship or Divination, turn to 197. + If you possess neither of these skills, turn to 315. +
+
+ +
+ 167 + + +

Drawing on your mastery of Invisibility, you use your skills to evade the searching eyes of these strange anthropoid creatures. They pass within a few feet of you but fail to detect your presence. Only when you are sure that the coast is clear do you leave your hiding place and hurry away from the monolith and its protectors.

+ Turn to 153. +
+
+ +
+ 168 + + +

A clacking of fangs and a cold, ophidian smell serve to warn you that a gigantic serpent is advancing towards the landing, attracted by the promising warmth and scent of your body. It is moving very quickly and you realize at once that your only hope of evading it is to delay its advance.

+ If you possess a minimum of 4 Meals, turn to 12. + If you do not possess this amount of food, turn to 327. +
+
+ +
+ 169 + + +

With your forefinger you draw the symbols in the doughy material and push against the mighty door, expecting it to rumble open. The portal remains firm and your inscription begins to fade until there is no trace of it at all. The rush of fearful premonition steals your breath away seconds before a massive charge of crackling power leaps from above the door and stabs you viciously in the chest: lose 10 ENDURANCE points.

+ If you survive this serious wounding, turn back to 25 and study the remaining symbols very carefully before you attempt to open the door again. +
+
+ +
+ 170 + + +

Warily you enter the room, noting that in spite of a lack of windows and torches it is bathed in a warm amber light. The opalescent glow pours from the walls themselves, illuminating a table set with colourful food and a huge, cushioned divan standing beside it. The oversize Yoacor furniture makes you feel like a small child exploring a dining chamber for adults, but your hunger soon quells your unease and entices you towards the table. You are very hungry after your long flight to Yanis and must now eat a Meal or lose 3 ENDURANCE points.

+ If you have the Magnakai Discipline of Curing, turn to 78. + If you wish to eat some of the Yoacor food, turn to 119. + If you choose to eat a Meal from your Backpack, or decide to go without food altogether (remember to deduct 3 ENDURANCE points), turn to 231. +
+
+ +
+ 171 + + +

Your arrow misses its mark by an inch and dents the plate that protects the bridge of the warrior's nose. The metal buckles and cuts his face, momentarily stunning him, but it does not prevent him from scooping the Lorestones into a small velvet sack, which hangs from his swordbelt. Quickly you shoulder your bow in favour of a hand weapon and rush forward to prevent his escape.

+ Turn to 97. +
+
+ +
+ 172 + + +

The cards you have chosen have three colourful symbols embossed on their leather-like surface. The first shows a black bird, the second a tree, and the third shows two swords crossed over a blazing fire. The old Ookor traces a crooked finger around the cards and mutters continually under her breath. T'uk T'ron leans forward and tries to translate her mumblings.

+

She say that you have an enemy in the skies. He come to nest in trees and fight with you. He not win fight but you not win fight either. You must beware this enemy for he will not rest until you die.

+ Turn to 96. +
+
+ +
+ 173 + + +

Lorkon orders that word of the victory be sent immediately to his people, and commands that a celebration be held in your honour. But the urgency of your quest prompts you to forego the festivities and begin your journey to Haagadar at once. Lorkon understands your need to make haste and offers to help you by assigning another scout to guide you through the Nahgoth to the Plain of Guakor.

+ If you wish to accept Lorkon's offer of help, turn to 5. + If you choose to continue your quest alone, turn to 183. +
+
+ +
+ 174 + + +

The unexpected speed and intensity of the Beholder's psychic intrusion leaves you fumbling for defence. You draw on your psychic reserves and manage to erect a thought-wall to protect your nervous system, but it is too late to prevent the Beholder from scanning your mind: lose 1 ENDURANCE point.

+

Then, with a blink of his eyes, he ceases his psychic probing and a smile spreads slowly across his withered grey face.

+ Turn to 23. +
+
+ +
+ 175 + + +

The ghosts dissolve into the mists and a strange serenity soothes your tortured mind. New forms are taking shape now. They fill the scope of your vision with memories of events that occurred long ago. You see the smiling faces of your mother and father; the village of Dage, where you lived before you entered the Kai monastery; your sister Kari calling you in for supper at the close of a warm summer's day; and the sad memory of your brother Jen, who gave his life to save yours when, on your sixth birthday, you slipped and fell into the River Tor.

+

With amazement you watch as the patchwork parade of recollections continues to unfold, and slowly a realization of their meaning crystallizes in your mind. These people and events have all played their part, be it great or small, in the shaping of your destiny.

+ Turn to 100. +
+
+ +
+ 176 + + +

As the clangour of arms and the ghastly howl of the attacking chaos-creatures grow in pitch and fervour, you work feverishly to reposition the planks and make the bridge secure for the chariots to cross. Most of the damage is superficial but one stout beam that has been pulled out of place is a vital support. Without it the centre would be sure to collapse under the weight of the heavy bronze chariots.

+

You struggle to push it back into position but it refuses to budge.

+ If you possess the Magnakai Discipline of Nexus, turn to 29. + If you do not possess this skill, turn to 134. +
+
+ +
+ 177 + + +

The statue is wrapped in a thin, silvery blanket of metal, its crumpled surface reflecting a glittering mosaic of light upon the rough rock walls. Carefully you peel away the metal sheeting to discover that the statue is no more than a tangle of mouldering bones, the remains of a creature long deceased. Judging by the size of the skeleton, this creature must have stood almost nine feet tall.

+ + + Brian Williams + Carefully you peel away the metal sheeting to discover that
the statue is no more than a tangle of mouldering bones
+ + + +
+

What little it once wore has long since crumbled to dust, but lying beside the rib cage you discover a rod of silver that gleams as if it were new. If you wish to take this Silver Rod, mark it on your Action Chart as a Special Item which you carry tucked through your belt.

+ To continue, turn to 334. +
+
+ +
+ 178 + + +

The greasy grey body is naked save for a loincloth of filthy animal hide, soaked with the black blood that gushed from its wound. In a taloned hand it grips the blowpipe, rudely fashioned from a Meledorian's thighbone. Odel curses this dead spawn of chaos and rises to his feet, clearly disturbed by what he has seen. He suggests that you head for Tolakos straight away.

+ Turn to 185. +
+
+ +
+ 179 + + +

You race along the track and into the forest, thankful that the tangled canopy of branches offers effective protection from an attack from the air. Only when you are sure that it is safe do you stop to catch your breath and check your equipment. To your horror you discover that the creature's attack ripped open your Backpack and some of the items you were carrying have fallen out during your escape.

+

Erase from your Action Chart those Backpack Items that appear third, fourth and fifth on your list.

+ To continue, turn to 138. +
+
+ +
+ 180 + + +

The sickly scent of the herbs makes you suspicious of their properties. Rather than risk eating any of the buds, you decide to leave and continue along the path towards the brow of the hill.

+ Turn to 115. +
+
+ +
+ 181 + + +

You focus your concentration on the radiant power of the Lorestones and your eyes are drawn inexorably towards the ceiling. Nothing stirs in these shadowy reaches, yet you sense that the Lorestones are here. Then you notice the stair and circular portal and you realize that they must provide access to the flat roof of the Sepulchre. With your heart pounding, you race up the steps, confident of finding the two Lorestones waiting for you on the roof.

+ Turn to 320. +
+
+ +
+ 182 + + +

You have taken only a few steps across the weathered plank bridge when a terrifying howl echoes from the surrounding trees. With a feeling of cold dread, you spin on your heel to see a lumbering horde of twisted shapes staggering from the shadows. They appear neither human nor animal but a hideous fusion of the two. T'uk T'ron and the driver run past you, their crystal swords held ready to strike. Help us&ellips; we must save chariots or we all dead! he shouts over his shoulder.

+ If you wish to help T'uk T'ron and his guards defend the chariots, turn to 273. + If you decide to stay in the middle of the bridge and attempt to repair the hole, turn to 176. + If you wish to abandon the Ookor and escape across the bridge on foot, turn to 10. +
+
+ +
+ 183 + + +

After snatching a few hours' sleep you bid Lorkon and his warriors farewell and set off into the Nahgoth Forest. Guided by the map given to you by Serocca, you follow an old timberland path that has never before felt the tread of a man. This track leads to a place where the trees are twisted and gnarled into every conceivable shape. Some look like bent old men; others have straight trunks and curly branches; yet others are coal-black and petrified like fossils.

+ If you possess the Magnakai Discipline of Divination, turn to 235. + If you do not possess this skill, turn to 292. +
+
+ +
+ 184 + + +

Your fighting spirit seems to find favour with the leader. He is clearly impressed by your display of courage in the face of overwhelming odds and regards you with a new look of respect, the kind a warrior shows for an enemy he considers his equal. He sheathes his silver rod and calls one of his followers to step forward. With a nod of his head he commands him to fight you, and the golden-skinned giant obeys eagerly.

+ If you have a bow and wish to use it, turn to 72. + If you do not, turn to 225. +
+
+ +
+ 185 + + +

There is a moment of cold fear when you first set eyes on the burial grounds of Tolakos. An eerie blue glow, cast by clumps of bacterial fungi, illuminates a mist that seeps from the tombs and crypts of this ancient necropolis. The swirling vapour is contained by a wall which encircles the graveyard, although it is broken in many places where trees have displaced the mouldering stonework. With a weapon at the ready you follow Odel towards one such gap in the wall, which is overshadowed by a great mausoleum.

+

This is the Vault of Sedron, whispers Odel, as he clambers over the rubble and crouches beside its damp grey wall. Old King Kalon sleeps here. He removes a throwing knife from his boot and with its tip he points to the other funereal landmarks of Tolakos and identifies them one by one. That's the Crypt of Juilor. Over there are the Graves of the Faithful, and there's Baylon's Tomb. The Chaos-master and his minions have kept us away from here for nearly a generation, but Lorkon is determined to wrest it from him and restore it to its past glory. Over there, near the centre, is the Grand Sepulchre. That's where the bloodline of the Ironheart clan are laid to rest.

+

You stare at this macabre building and a powerful feeling electrifies your body. The Sepulchre is an imposing sight, yet it is not the grim splendour of its design that exhilarates you. You are ablaze with the realization that somewhere here, in the Grand Sepulchre of the Ironhearts, lie the last two Lorestones of Nyxator: the objects of your quest.

+ Turn to 300. +
+
+ +
+ 186 + + +

A walled city of low, pyramid-shaped dwellings lies spread along the centre of a narrow, wooded valley. Near the middle, rising high above the other buildings, stands a citadel, its colour identical to the drab grey of the sky. Admiringly you observe the intricate carvings which adorn its surface, but your enthusiasm is soon dampened when you see that the streets are teeming with the creatures you encountered at the monolith. You turn to leave but a strange compulsion draws your eyes back to the citadel: it is your Kai sixth sense and it is telling you that Serocca, the one who can aid you in your search for the Lorestones, resides here in this tower of stone.

+

The path leads down to an open gate in the city wall where two of its ape-like inhabitants stand guard.

+ If you wish to approach the city gate, turn to 215. + If you wish to search for an unguarded entrance to the city, turn to 294. +
+
+ +
+ 187 + + +

You are in mortal combat against a huge, swarming mass of verminous horror intent on stripping your flesh to the bone!

+ + + Brian Williams + You are in mortal combat against a huge, swarming mass of
Chaos-rats intent on stripping your flesh to the bone
+ + + +
+ Chaos-rats2662 +

These creatures are immune to Mindblast (but not Psi-surge).

+ You can evade combat after three rounds by running back to the Grand Sepulchre and attempting to force your way in: turn to 298. + If you win the combat, turn to 71. +
+
+ +
+ 188 + + +

This device, says the Beholder, pointing with pride at the huge, fiery vessel that dominates the gallery, is a Dimension Door. It will enable you to pass directly into the realm of Vhozada through a rent in the fabric of the Daziarn. You stare in awe at the sun-like ball trapped within the vessel and try to comprehend the secret sorceries that enable such a thing to exist.

+

You will come to learn that the laws which govern my world are quite unlike those which shape Aon. Here, time and space can be manipulated by those with power enough to craft them to their needs, he says, in answer to your thoughts. He wills his servant to carry him to another globe which stands close by. There he manipulates a bank of crystals and gradually a swirling circular grey shadow forms on the glassy surface of the vessel. It shimmers and you find that you cannot fully focus your eyes on it. Step forward and enter, commands the Beholder. The door to Vhozada is open.

+ + + Brian Williams + + + + +

Your skin prickles and your stomach churns, but you fight to control your fear by relying solely on your Kai skills. You sense that the Beholder is speaking the truth: the grey portal does lead to the realm of Vhozada. And so, with great trepidation, you bid him farewell and step into the void.

+ Turn to 208. +
+
+ +
+ 189 + + +

Stepping out from behind a tree, you wave and shout a greeting to the three Meledorian scouts. Instinctively they dive for cover, fearing an ambush, and one looses a bolt from a crossbow-like device strapped to his arm. The bronze-tipped quarrel whistles towards your chest with unerring accuracy.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery add 1 to this number for every Magnakai Discipline you have mastered after the first three (for example if you possess a total of five Magnakai Disciplines, add 2 to the number you have picked).

+ If your total is now 0&endash;2, turn to 104. + If it is 3&endash;7, turn to 269. + If it is 8 or more, turn to 342. +
+
+ +
+ 190 + + +

Blasts of psychic force shoot from the shadow creatures and hurtle towards your mind, but you sense the danger and raise a psychic defence to deflect the attack. The hostile energy buckles your thought-shield and leaves you shivering with psychic shock.

+ If you have reached the rank of Scion-kai, turn to 79. + If you have yet to reach this level of Kai training, turn to 336. +
+
+ +
+ 191 + + +

As the power bolt lances towards your chest, you lash out and catch it a glancing blow with your Silver Rod. There is a blinding splash of colour and a fierce pain shoots up your arm, forcing you to drop the red-hot remains of the rod and snatch your blistered hand to your mouth: lose 3 ENDURANCE points.

+

The leader gives a low, guttural laugh and steps closer to the cairn, but he is stopped in his tracks when you leap from the rocky mound and prepare to defend yourself.

+ Turn to 184. +
+
+ +
+ 192 + + +

As you step into the pool of light surrounding the collapsed tree, you hear a faint tut, as if someone nearby were spitting an insect from their mouth. Fear stabs your heart: you recognize the sound at once&emdash;it is the firing of a blow pipe!

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 1 to this number for every Magnakai Discipline you possess over and above the first three skills (for example if you possess six Magnakai Disciplines, add 3 to the number you have picked).

+ If your total is now 0&endash;3, turn to 65. + If it is 4&endash;7, turn to 146. + If it is 8 or more, turn to 304. +
+
+ +
+ 193 + + +

The awesome creature is covered in scaly plates of horn which interlink to protect most of its body. There is only one place vulnerable to an arrow: its glowing green eyes.

+

Pick a number from the Random Number Table and add any missile bonuses you may have.

+ If your total score is now 0&endash;4, turn to 95. + If it is 5&endash;8, turn to 19. + If it is 9 or more, turn to 241. +
+
+ +
+ 194 + + +

You bring message from Lorkon Ironheart, yes? He will help us, yes? Send many warriors, yes? says the stumpy little creature, excitedly. You try to stall for time but your inability to answer his questions makes him suspicious. You catch the word chaos and wereling on the quiet undertone of twitterings that pass between the others, and notice that they are becoming increasingly agitated. Repeatedly the leader asks you for information until, in a fit of rage, he denounces you as an imposter. You have barely time enough to unsheathe a hand weapon as the Ookor rush forward and attack you with their spears.

+ Ookor2145 + If you win the combat, turn to 203. +
+
+ +
+ 195 + + +

Quickly you enter and follow a corridor that sweeps away in a smooth, curving arc. A line of doors, each one painted with the symbol of a writhing serpent, marches past on either side. The doors are invariably closed and their heavy iron drawbolts are locked in position. You ignore them and hurry on towards a distant staircase, for it is here that you sense that the power of the last Lorestone is at its strongest.

+

The staircase opens on to a balcony, which overlooks a large, circular hall. Here the floor is made of a polished, blue-black marble that gleams like the still waters of a lake. At one end stands a massive table cluttered with artefacts, scrolls, and many strange potions and powders that hint at the practice of alchemy. At the opposite end of the hall is a towering arch, its surface sculptured with all manner of creatures, many of which stir a deep loathing within you. Beneath the arch is a complete darkness: no light at all penetrates or reflects in this inky abyss, for this is the Shadow Gate of Sandai, the doorway back to your home world.

+ Turn to 84. +
+
+ +
+ 196 + + +

T'uk T'ron and his driver jump down from the riding platform and run forward to examine the damage to the bridge. The other two chariots draw up on either side and the Ookor wait patiently for their leader to return.

+ If you wish to follow T'uk T'ron and examine the bridge for yourself, turn to 182. + If you choose to stay in the chariot and await his return, turn to 319. +
+
+ +
+ 197 + + +

Once again your Kai senses warn you that this tomb door is protected by a powerful spell. If you inscribe the wrong symbols, you will break the spell and release its destructive energies.

+ Turn to 315. +
+
+ +
+ 198 + + + +

Delete your Backpack as well as its contents. You may not acquire any Backpack Items until your Backpack has been replaced.

+
+
+ + +

You have removed your Backpack and are undoing the buckles when two hairy, clawed paws reach up, hook themselves into the soles of your boots, and drag you down. The sudden jolt makes you drop your pack into the river (delete from your Action Chart all the items, including Meals, that you were carrying in your Backpack) and leaves you clinging to the beam with one hand, while trying desperately to free a weapon with the other. Your attacker&emdash;a huge, misshapen beast banded in black and brown fur&emdash;lunges repeatedly with its head as it tries to sink its fangs into your thigh.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 3 to the number you have picked.

+ If your total is now 4 or more, turn to 128. + If it is now 3 or less, turn to 214. +
+
+ +
+ 199 + + +

Just as the creature is poised to spring forward it hesitates. Its primeval senses detect that you are not as helpless as you seem, and a flicker of doubt passes across its cruel amber eyes. Instantly you seize the advantage and attack the beast before its appetite gets the better of its judgement.

+ Khozinda3248 +

Owing to the impetus of your attack you may add 3 points to your COMBAT SKILL for the duration of the fight.

+ If you win the combat, turn to 245. +
+
+ +
+ 200 + + +

Perched on a bough overhanging the roof is a gigantic black-winged bird. Seated on its back is a magnificent warrior dressed in scarlet silk and polished silver mail. His head is crowned by an elaborate helmet, its visor formed in the shape of a roaring dragon with jewelled eyes and fiery breath. The tangled branches prevent the bird from landing, but a rope ladder hangs from its saddle and the warrior uses it to climb down on to the roof. He leaps the last few feet and his landing disturbs the dense mist that carpets the surface, rolling it back to reveal two glowing golden spheres of crystal, each filled with fire, lying close to where he now stands. He crouches down and your stomach churns with dread as you see him reach out to grab the golden Lorestones.

+ + + Brian Williams + With dread, you watch the scarlet warrior reach
out to grab the golden Lorestones
+ + + +
+ If you have a bow and wish to fire at the warrior, turn to 32. + If you wish to draw a hand weapon and attack him to prevent him from taking the Lorestones, turn to 274. + If you wish to command him not to touch the Lorestones, turn to 136. +
+
+ +
+ 201 + + + +

Depending on your interpretation of the rules, you may not be able to benefit from the use of a Shield during this combat.

+
+
+ + +

You pull away from the dead Agtah in time to avoid the murderous leap of a snarling, dog-sized creature with large, bear-like paws. It hits the ground then leaps again and hangs on your arm, its clawed feet raking emptiness as it tries to rip your stomach. You strike a blow that opens a ragged gash in its neck but still it refuses to relinquish its grip and retaliates by sinking its fangs into your wrist: lose 3 ENDURANCE points.

+ Agtah-hound2025 +

The creature is immune to Mindblast (but not Psi-surge). If the weapon you are using to defend yourself is a Broadsword, a Quarterstaff, or a Spear, reduce your COMBAT SKILL by 2 points for the duration of the fight.

+ If you win and the fight lasts three rounds or less, turn to 254. + If you win and the fight lasts longer than three rounds, turn to 37. +
+
+ +
+ 202 + + +

The Plain of Guakor stretches to the cloudy horizon like a vast sea of dust, broken only occasionally by a boulder or clump of wire-hard scrub. It is a drear panorama: a land once rich and fertile murdered by the curse of chaos. It instils in you a feeling of dread uncertainty at first, but as you trudge each weary mile, it slowly strengthens your determination to fulfil your quest. For the fate that has befallen Guakor will befall Sommerlund if you fail to find the last Lorestone and return to defeat Darklord Gnaag.

+ + + Brian Williams + + + + +

Shortly after your second stop for rest you hear a sound far to your right. A tiny speck in the grey sky grows steadily larger until, at last, you are able to discern its shape. A cold chill runs down your spine when you recognize its dragon-like features: it is a Zhengha, the scourge of Guakor.

+ If you wish to try to hide from the beast, turn to 157. + If you choose to stand your ground and await its arrival, turn to 281. +
+
+ +
+ 203 + + +

Quickly you search the bodies of your vanquished enemies. You discover the following items which could be useful:

+

6 Spears (Weapons)

+

2 Swords (Weapons)

+

1 Axe (Weapons)

+

Enough food for 3 meals (Meals)

+

Conch Shell (Backpack Items)

+

If you decide to keep any of the items remember to adjust your Action Chart accordingly.

+ To continue, turn to 153. +
+
+ +
+ 204 + + +

Swiftly you draw the broadsword over your head and take aim at the Chaos-master's heart, yet even as you make your lunge he catches sight of you and twists to avoid your thrust. The sharp blade opens a fearful gash in his side but it misses its vital target. With a roar of agony the evil god staggers back, dropping his club as he clasps his side. Pain swiftly turns to a rage that fills him with a lust for vengeance and, with a hideous scream, he lunges at you with his gore-stained hands.

+ Chaos-master (badly wounded)4058 +

This being is immune to Mindblast (but not to Psi-surge). The Ironheart Broadsword is a magical weapon and adds 8 points to your COMBAT SKILL for the duration of the fight.

+ If you win the combat, turn to 302. +
+
+ +
+ 205 + + +

With a mighty screech, the dragonmounts take to the air in unison, the beat of their great wings filling your ears with a thunderous drumming noise. Your stomach heaves as the leader tugs at the reins, sending the beast labouring steeply into the fire-orange sky. The ground below falls away at an alarming rate and within minutes you are travelling hundreds of feet above the plateau, your vision blurred by the speed of the rushing wind.

+

Beneath you the trackless waste stretches away to the burning horizon. Without sun or moon or any change in the brightness of the sky you find it impossible to gauge the passage of time. Twice you lapse into sleep, for how long you cannot guess, yet each time you wake the arrow-shaped flight formation of the dragonmounts remains unchanged and the Yoacor themselves show not the slightest sign of fatigue.

+

At length the featureless wastes give way to thick, violet-coloured grasslands dotted with scab-like patches of marsh and bog. The air becomes humid and the faint smell of rotting vegetation conjures up memories of time spent in the Danarg. Gradually the lowlands rise and you soar above high valleys and rock-strewn meadows, broken hills and weather-worn crags. As you approach a narrow cleft between two mountainous peaks the leader raises his hand. Upon this signal the others close into single file. An immense crater lies beyond the pass and at its heart stands a city, the most beautiful city you have ever seen.

+ Turn to 50. +
+
+ +
+ 206 + + +

Cursing vilely, he unsheathes a curvy-bladed sword and raises it to parry your first attack. You sense that he is a formidable fighter, but his wound has left him greatly weakened. His attacks are slow and erratic and you are determined to exploit your advantage to the full.

+ Scarlet Warrior2530 + If you reduce his ENDURANCE to 20 points or less, do not continue the combat but turn instead to 306. + If you kill him before his ENDURANCE falls to 20 points (that is, if you score an automatically killed result on the Combat Results Table), turn to 123. +
+
+ +
+ 207 + + +

Seated before you at a desk lit by tall candles, one set at each corner, are two pale-skinned Meledorian nobles. The flickering yellow flame glints on the fine antique workmanship of their armour and exaggerates the shadows that play on their faces as they argue their strategies for an impending battle.

+

On seeing you enter, the conference is brought to an abrupt close. One of the officers bows and takes his leave; the other beckons a scout to approach the desk and make his report. Briefly the scout tells of how they met you and what has become of your Ookor escort. He shows the officer the Obsidian Seal given to you by Serocca before leaving the city of Thas. The officer clasps the pyramidal stone in the palm of his hand then stares directly into your eyes. A tingle of surprise prickles your skin when you return his gaze, for you notice that his eyes are misty blue, without whites or any obvious pupil.

+ If you have the Magnakai Discipline of Psi-screen, turn to 159. + If you do not possess this skill, turn to 293. +
+
+ +
+ 208 + + +

At the very moment you enter the Dimension Door a sensation of incredible speed assails you. A twirling spiral of light unfolds before your eyes and you hurtle towards its core, borne along in an envelope of grey cloud. You close your eyes but the light penetrates your eyelids, growing ever brighter. It fills your head with a madness of colour and forces a silent scream of anguish from your lips: lose 3 ENDURANCE points.

+

A sudden lack of air leaves you gasping for breath, but it passes in an instant and when you blink open your eyes you discover that your journey is complete: you have arrived in Vhozada.

+ Turn to 228. +
+
+ +
+ 209 + + +

From the curved floor of this spherical chamber a billowing mist arises. It blurs your vision and numbs your senses. As if in a dream, you feel yourself lifted by the buoyant cloud and transported across a vast, shadowy terrain, where spirit-shapes, like wisps of white silk, swirl around you in continuous motion. At first you cannot discern the nature of these gossamer forms, but slowly they draw into focus until at last you are able to distinguish their features. A cold terror grips your mind when you realize exactly what it is you are looking at.

+ If you have the Magnakai Discipline of Psi-screen, turn to 290. + If you do not possess this skill, turn to 30. +
+
+ +
+ 210 + + + +

If you already possess the maximum number of Special Items, you must discard one in favour of the Obsidian Seal.

+
+
+ + +

It seems as if you have only just closed your eyes when you are woken from your sleep by the sound of Serocca's voice echoing in your mind. The time has come for you to begin your journey, Lone Wolf. Quickly you dress and gather together your equipment before joining her at the Table of Visions. I have chosen T'uk T'ron, my most able and trusted Ookor captain, and a company of his best Thas guards to escort you to Tolakos. He is familiar with the forest tracts of the Khat Trisect and he will ensure that you do not lose your way.

+

She brings forth a black box inlaid with sparkling gems and unlocks it with a star-shaped key, which she wears on a slender chain around her neck. Take this, Lone Wolf, and keep it safe, she says, handing you a pyramid-shaped Obsidian Seal.

+

The war against the Chaos-master has made the Meledorians suspicious of all save their own kind, and they are wont to attack anything they fear could be an agent of chaos. When you meet them show them this seal and your safety will be assured. (Mark the Obsidian Seal on your Action Chart as a Special Item which you carry in your pocket.) Do not speak of your quest to anyone except their leader&emdash;Lorkon Ironheart. Seek him out. In him you can place your trust. While you slept we communicated with our minds and he has vowed to help you find the Lorestones.

+ Turn to 211. +
+
+ +
+ 211 + + +

She puts down the black box and gracefully walks towards the narrow exit from her chamber. In the room beyond you see a stocky Ookor clad in polished bronze armour, waiting patiently for you to appear. There is T'uk T'ron, she says fondly. He will be your guide.

+

The creature brings himself stiffly to attention and salutes you with pride. I am honoured to have been chosen, he says, using a language that approximates to your own. You return his salute then bid your thanks and farewell to Serocca.

+

You will succeed, she whispers, as she kisses your cheek. You must succeed.

+ Turn to 4. +
+
+ +
+ 212 + + +

With plodding steps you set off towards the rocky cairn. Your feet sink ankle-deep into the hot red sand and you can only maintain your balance by leaning heavily into the wind. Walking soon becomes an ordeal and by the time you reach shelter you are near to exhaustion.

+

Breathless and weary you crouch beside the mound and pray that the storm will soon subside. Then it occurs to you that the cairn is not a natural structure: the rocks have been stacked symmetrically, one upon the other, by someone or something who wished to leave their mark upon this wilderness. You examine the slabs more closely and discover one that is quite unlike the others. Its rectangular edges are even and its surface is mirror-smooth. Inscribed upon this slab are curious spidery markings.

+ If you have the Magnakai Discipline of Pathsmanship, turn to 44. + If you do not possess this Magnakai Discipline, turn to 260. +
+
+ +
+ 213 + + +

Your senses tell you that Lorkon Ironheart's army is within a league of Tolakos and will be here within the hour. Until then you must find somewhere safe from the chaos-horde or you will be overwhelmed and destroyed by sheer weight of numbers. Quickly you scan the surrounding crypts and note that, with the exception of the Grand Sepulchre and Baylon's Tomb, they are all in a state of ruin.

+ If you wish to attack the chaos-creatures that are blocking the entrance to the Grand Sepulchre, turn to 298. + If you wish to run to Baylon's Tomb and attempt to hide there, turn to 166. +
+
+ +
+ 214 + + +

A terrible pain shoots through your lower body as the creature bites deep into your leg. Its razor-sharp teeth sever your femoral artery as it drags you down into the murky depths of the river. Weak through shock and massive loss of blood you slip rapidly from consciousness into the timeless embrace of death.

+ Your life and your quest end here. +
+
+ +
+ 215 + + +

As soon as the guards see you approaching they shuffle inside and quickly shut the gate. Moments later they reappear on the battlements above, from where they direct a stream of twittering noises at you.

+ If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, or if you possess the Magnakai Discipline of Animal Control, turn to 325. + If you do not possess either of these skills, turn to 337. +
+
+ +
+ 216 + + +

Using your index finger you inscribe the symbols in the malleable surface of the blank square. At first nothing happens. Then your inscription begins to fade until it has vanished completely. You step back, but not quickly enough to avoid a massive charge of electrical energy, which leaps from a tiny hole above the door and stabs you in the chest: lose 10 ENDURANCE points.

+ If you survive this grievous wounding, turn back to 25 and study the remaining symbols very carefully before you attempt to open the door again. +
+
+ +
+ 217 + + +

In the gloom you are able to reach the top of the temple unseen. The vent is wide enough for you to pass through easily but the foul odour pouring out of the funnel makes you feel nauseous and dizzy (unless you possess the Magnakai Discipline of Nexus, lose 3 ENDURANCE points due to the fumes).

+

A dim light glows somewhere in the depths of the shaft and the sound of grinding machinery is carried upward on the bad air. Gingerly you lower yourself down the soot-caked shaft to a place where another vent crosses it horizontally. Ten yards from this point you find a hatch. The hatch opens to reveal an empty chamber below, with several corridors radiating from it like the spokes of a wheel.

+ Turn to 195. +
+
+ +
+ 218 + + +

You whisper a warning to your guide, then simultaneously you dive for cover behind the same tree, out of the creature's line of fire. Odel rolls over and sits with his back to the trunk while he sets the metal crossbow that is strapped to his forearm. As soon as he is ready, you leap across the gap to another tree in the hope of drawing the creature's fire. Your ploy works: the sniper fires his blowpipe at your fleeting form, missing you by a wide mark, and Odel is able to pinpoint his position. He points and fires, sending his bronze bolt deep into the scaly abdomen of an Agtah sniper&emdash;your would-be assassin. The creature gives a piercing shriek and tumbles to the ground, landing with a sickening thud near the uprooted base of Baylon's Bough.

+

You compliment Odel on his bow skill and rush forward, half-crouched, to search the chaos-creature's body.

+ Turn to 178. +
+
+ +
+ 219 + + +

The room is large and airy with tall windows that look out over the city. Far below you can see the Yoacor crowding an avenue which leads to an outer level of Yanis. They move with such purposefulness that, from this great height, they resemble a vast community of worker ants. For several hours you stare down at the beautiful alien city and its industrious citizens while you try to make sense of your situation. Eventually you resolve to find out all you can from the one the leader called the Beholder. Perhaps he will be able to help you locate the Lorestones and find a way back to Magnamund. This decided you settle down to sleep.

+ Turn to 317. +
+
+ +
+ 220 + + +

Your arrow arcs harmlessly over the creature's maw and disappears into the forest. Before you have a chance to reload and fire again, it swoops down and hovers menacingly above your head, its sword-like fangs poised to strike.

+ Tazgar Worm2434 +

This creature is immune to Mindblast (but not Psi-surge). Owing to the speed of its attack you must fight the first round unarmed, but you may unsheathe a hand weapon for use in the second and subsequent rounds.

+ If you win the combat, turn to 162. +
+
+ +
+ 221 + + +

When your shadow falls across the blue door it begins to vibrate and the surface becomes pale and cloudy. You watch in amazement as the seemingly solid slab fades and then disappears completely. Beyond the empty arch you now see a magnificent sight&emdash;a treasure vault stacked high with priceless artefacts of the Ironheart clan.

+ If you wish to enter this treasure vault, turn to 7. + If you do not, turn to 181. +
+
+ +
+ 222 + + +

The walled city of Thas, home of the Ookor, lies before you, spread out along the centre of a narrow wooded valley. The low, pyramid-shaped dwellings are built around a tower of stone, its colour identical to the drab grey of the sky. Straight thoroughfares teem with Ookor, who pass freely and leisurely through the criss-cross of narrow streets.

+

The path leads down to an open gate in the city wall, guarded by two of the squat-limbed humanoids. When they see L'yan-K'ril and his patrol approaching with you in their midst they give a call and a crowd comes rushing out of the city. They gather round you, chirruping and twittering excitedly, while L'yan-K'ril tries his best to calm them down.

+ Turn to 86. +
+
+ +
+ 223 + + +

Your improved Kai skill saves you from swift death by neutralizing the deadly toxins suspended in the vapour. However, when you return to the door you discover that the lock differs from that of the Grand Sepulchre in one important respect: it jams for several hours following an unsuccessful attempt at opening it. With the hordes of chaos drawing ever closer, you are forced to abandon Baylon's Tomb and search elsewhere for shelter.

+ If you wish to hide in the Crypt of Juilor, turn to 272. + If you wish to hide in the Vault of Sedron, turn to 331. + If you wish to return to the Grand Sepulchre and force your way in, turn to 34. +
+
+ +
+ 224 + + +

You turn the three cards over and notice that a different symbol is depicted on each. The first shows a castle on a hill, the second a dragon breathing fire, and the third a black serpent with red fangs. The old crone draws patterns in the air with a crooked finger and mutters to herself unremittingly. T'uk T'ron leans forward and offers his services as translator.

+ + + Brian Williams + The old crone draws patterns in the air with a crooked finger
and mutters to herself about the three cards laid before her
+ + + +
+

She say that you will go to a castle far away where dragon breathes fire. In this castle is a snake. Beware this snake for it is very poisonous. If it bite you&emdash;you dead!

+ Turn to 96. +
+
+ +
+ 225 + + +

The giant approaches, stern-faced and resolute, his huge hands poised to grab you and tear you limb from limb. Quickly you unsheathe a hand weapon and prepare to receive his attack.

+ Yoacor3040 +

The giant is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 56. +
+
+ +
+ 226 + + +

Out of the corner of your eye you notice T'uk T'ron and his driver scurrying back to help defend the chariots. He shouts encouragement and you are about to reply when a tusked creature bounds forward and launches itself at you. You deal it a powerful blow, ripping it from chest to tail, but, as soon as it falls, another is leaping at you from the side.

+ Agtah2533 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 201. +
+
+ +
+ 227 + + +

The starving Guakor Lizard looks at you with ravenous eyes. Its lower jaw drops open to reveal a gruesome set of curved yellow fangs, and its fetid breath washes over you in a sickening wave as it launches its desperate attack.

+ Giant Guakor Lizard2342 +

Owing to its weakened state, this creature is especially susceptible to psychic attack. Double the effect of any psychic attacks you use during the combat.

+ If you win the combat, turn to 265. +
+
+ +
+ 228 + + +

From the brow of a grassy hill you stare across a strange yet familiar landscape. Before you lies an expanse of verdant grassland, with clumps of woodlands and several winding streams. The warm air smells fresh and clean and the distant sound of bird song is carried to you on the gentle breeze. Were it not for the grey, sunless skies above, it would be easy to believe that you had been returned to your home world.

+

A sudden wave of homesickness makes you feel heavy-hearted, but you refuse to allow it to weaken your resolve. Instead, you scan the horizon in the hope of discovering some form of habitation.

+ If you possess the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or more, turn to 64. + If you do not possess this skill, or have yet to reach this level of Magnakai training, turn to 148. +
+
+ +
+ 229 + + +

Each warrior carries a small crossbow attached by a metallic sleeve to his right forearm. The sight of these weapons, which can be fired in an instant, convinces you that it would be wise not to startle these scouts.

+ If you wish to call to them who you are without revealing your position, turn to 242. + If you wish to step from the bushes with your hands above your head, turn to 15. +
+
+ +
+ 230 + + +

The huge, winged beast soars over your position and circles twice before it loses interest in what appears to be a cluster of grey rocks. Not daring to move a muscle, you wait until you can no longer hear the beat of its wings before uncurling yourself and staggering to your feet.

+ Turn to 265. +
+
+ +
+ 231 + + +

Being highly suspicious of your surroundings and all they contain you decide to examine them more closely. You discover nothing of interest until you search the divan: there you find a Yoacor dagger wedged deep between the cushions. Owing to the size of this weapon, if you wish to keep it, mark it on your Action Chart as a Sword.

+ Turn to 139. + +
+ +
+ 232 + + +

The Meledorians are overjoyed to have witnessed the spectacular defeat of the Chaos-master, for your victory has rid them of their greatest enemy. They call to you to come down from the roof, and when you appear in the doorway, they shower you with praise.

+

We owe you more than our lives, Aonian, says Lorkon, his strange blue eyes aglow with admiration. Your great deed has saved our realm and put an end to the plague of chaos that would have corrupted us all. We are forever in your debt.

+ Turn to 173. +
+
+ +
+ 233 + + +

Where is this key which allows entry to the Shadow Gate of Haagadar? you ask, anxiously.

+

Serocca raises her eyes from the table and smiles. Power is the key, and the power is now within your grasp. The two Lorestones of Nyxator are the power&emdash;they are the key to your escape from the Daziarn. You must retrieve them from Tolakos, in the Nahgoth Forest, then go to Haagadar. The Shadow Gate is to be found in the Temple of the Sandai at the centre of the city. I can help you reach Tolakos but beyond the Nahgoth my powers of vision grow dim. You must let your skills and this map be your guide there.

+ + + Brian Williams + You study the map, noting with dismay the great distance which
separates the Nahgoth Forest from the city of Haagadar
+ + + +
+

From the pocket of her silken robes she produces a Map which she presses into your hand (mark this on your Action Chart as a Special Item which you carry inside your tunic). You unfurl the parchment and study its contents (see the accompanying illustration), noting with dismay the great distance which separates the Nahgoth Forest from the city of Haagadar.

+ Turn to 238. +
+
+ +
+ 234 + + +

Despite their attractive aroma, the orange berries taste bitter and powdery. You force yourself to swallow and find it hard not to cough when the buds stick in your throat. Odel glances over his shoulder to see what is wrong and his face freezes in a mask of horror. No! he cries. They're poisonous!

+

A grinding pain grips your stomach, making you double up and fall to your knees: lose 6 ENDURANCE points.

+ If you possess some Laumspur, Laumwort, or Oede Herb, turn to 277. + If you do not possess any of these items, turn to 11. +
+
+ +
+ 235 + + +

Your senses warn you that the track leads into a section of the Nahgoth that was once occupied by the Chaos-master. The twisted trunks are evidence of the corruption he instilled in everything he touched. Although he has been defeated, it will be a long time before the scars of his corruption heal completely.

+ If you wish to follow the track into the chaos-zone, turn to 292. + If you decide to leave the track and make a detour around this part of the Nahgoth, turn to 118. +
+
+ +
+ 236 + + +

The noise of the approaching whirlwind grows steadily louder and the ground shudders violently beneath your feet. A great blast of dust and debris is sucked from the depths of the fissure. It catches you full in the chest and knocks you off balance, causing you to fall and gash your head. Blinded by the sudden pain, you are now unable to resist the full force of the whirlwind raging directly above the gully and are drawn up into the vortex never to be seen again.

+ Your life and your quest end here on the Zhamin plateau of the Daziarn Plane. +
+
+ +
+ 237 + + +

Peering over the parapet, you try to locate the Lorestone, but it is impossible to see through the eerie blue carpet of grave mist. You are about to leave the roof when you hear a thrumming noise, like the sound of wild and discordant drumming. You peer in the direction of the noise and see a line of hulking shapes shambling towards the gaps in the perimeter wall. Instantly you recognize them&emdash;they are Agtah, the hideous creations of the Chaos-master.

+

Spurred on by anger and fear, you race through the inner sanctum of the Sepulchre and skid to a halt outside its great door. There, shrouded in mist, you discover the body of your guide, his chest torn open and blackened by a bolt of power that claimed his life. You kneel to close his sightless eyes and immediately sense that the Lorestone is close at hand. Guided by instinct you race towards the Lorestone but, as you are running past the entrance to a crypt, you are set upon by a pair of snarling chaos-creatures.

+ Turn to 68. +
+
+ +
+ 238 + + +

Come, you must rest before your journey to Tolakos. I shall arrange for my Ookor to take you there after you have slept and recovered your strength.

+

Serocca rises from her seat and bids you follow her to an adjoining room where there is food, a bath and a comfortable bed. There she leaves you, returning to the table to consult its visions, while you try to relax despite the heavy sense of foreboding that haunts your mind.

+ Restore your ENDURANCE to its original level, before turning to 210. +
+
+ +
+ 239 + + +

In order to overcome this obstacle, you need to let go of the cliff-face, lean back, grab hold of the ledge, and then pull yourself up using your arms alone. Patiently you wait for a lull in the wind, but when you finally release your grip, a sudden crosswind catches you and blows you sideways. Desperately you scrabble for a hand hold, but you are already falling backwards. You scream, until you smash to the ground among the boulders that litter the base of the cliff.

+ Tragically your life and your quest end here at Haagadar. +
+
+ +
+ 240 + + +

The creatures latch on to your scent and emit a strange, high-pitched twittering sound which alerts the others to your hiding place. You leap to your feet unsheathing a hand weapon, but before you have a chance to evade them they surround you and attack.

+ Ookor2145 + If you win the combat, turn to 203. +
+
+ +
+ 241 + + +

Your arrow flies straight and true. It pierces the Zhengha's eye and sends it soaring upwards into the sky, screeching an agonized cry across the desolate plain. At the top of its arc it breathes its last fiery breath then plummets to the ground with a resounding crash.

+ Turn to 265. +
+
+ +
+ 242 + + +

Your words have barely left your lips before they are answered by a volley of bronze-tipped bolts, loosed in the direction of your voice. Two cut through the foliage and speed past your head, but the third is aimed lower and carves a neat notch from your thigh before disappearing into the ground: lose 4 ENDURANCE points.

+

In the next instant the scouts explode through the undergrowth and surround you, their crossbows ready to fire again should you attempt to resist. One leans forward and pulls you roughly to your feet, demanding that you identify yourself or suffer the consequences. You tell him who you are and suggest that he look in your pocket if he requires proof that you speak the truth.

+ Turn to 87. +
+
+ +
+ 243 + + +

The wheels shriek and the chariot veers wildly from side to side as it careers down the bumpy river bank.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris add 3 to the number you have picked.

+ If your total is now 0&endash;3, turn to 57. + If it is 4 or more, turn to 110. +
+
+ +
+ 244 + + +

Despite the freezing wind and the near-vertical angle of ascent, your basic Kai skills enable you to climb the pitted cliff wall with little difficulty to begin with. However, when you reach the halfway point, you are faced by a ledge of sandstone that juts out several feet from the wall.

+

Pick a number from the Random Number Table. If you possess a Rope add 1 to the number you have picked. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate or more, add 3.

+ If your total is now 0&endash;4, turn to 239. + If it is 5 or more, turn to 279. +
+
+ +
+ 245 + + +

Slowly the slain Khozinda falls to the cavern floor, its broad tail twitching spasmodically. When finally it comes to rest you approach the carcass and examine more closely this creature of the Daziarn. Although the shape of its body appears reptilian, its scales are quite unlike those of any lizard you have seen before. They are thin yet incredibly hard and seem to be formed from a substance more akin to glass than skin or bone. You ponder the origins of this curious beast until eventually the fatigue of your ordeal catches up with you (you must now eat a Meal or lose 3 ENDURANCE points). Unable to resist any longer, you close your eyes and drift into a deep and dreamless sleep.

+ Turn to 264. +
+
+ +
+ 246 + + +

From the depths of the Nahgoth Forest crawls a nightmare army of gibbering chaos-creatures. They are directed by one sinister being and all are obedient to his silent command. You run towards the Sepulchre with terror in your heart as their writhing shapes pour through the gaps in the perimeter wall in ever increasing numbers. You evade their spears and stones but, as you reach the great door, you are confronted by three tentacled horrors, wearing heavy armour strapped to their warty hides. Their bloated bodies fill the doorway and prevent you from entering.

+ + + Brian Williams + As you reach the great door, you are confronted by
three tentacled horrors, the fearsome Octagtah
+ + + +
+ If you have the Magnakai Discipline of Divination, Huntmastery or Pathsmanship, turn to 213. + If you possess none of these skills, you can either attack the three creatures: turn to 298. + Or, you can evade them and search elsewhere for a place to hide: turn to 55. +
+
+ +
+ 247 + + +

The cool gloom of the Nahgoth Forest floor seems to continue indefinitely. Then you arrive at a place where one of the massive trees has fallen and torn a gap in the canopy of leaves. There the gloom is brightened by a narrow column of light.

+

That's Baylon's Bough, whispers Odel, pointing at the decaying trunk. Just another league and we'll be at Tolakos.

+ If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary or more, turn to 59. + If you do not possess this skill, or if you have yet to reach this level of Magnakai training, turn to 192. +
+
+ +
+ 248 + + +

The stream wends its way sluggishly through a mossy glen to a thicket of red-leaved trees which stand in a semicircle around a pale grey, metallic monolith.

+ If you wish to investigate this strange monolith, turn to 275. + If you choose to avoid it, turn to 53. +
+
+ +
+ 249 + + +

The arrow strikes the ornate dragon which decorates the visor of his helmet, and shatters in two against its hardened steel. He utters a mocking laugh, his green, cat-like eyes glinting through the visor slits, and hurriedly drops the Lorestones into a small velvet sack tied to his swordbelt. Angered by his laugh, and your failure, you shoulder your bow and draw a hand weapon as you run forward to prevent his escape.

+ Turn to 22. +
+
+ +
+ 250 + + +

The flickering patterns draw into focus and you see before you a panoply of strange scenes, and the faces of many unknown creatures, some human, some bestial, and some that defy description.

+

Many of the events which have befallen your world are mirrored here in the Daziarn, says Serocca, as you watch, with growing fascination, the image of a battle taking place between men and beasts. We too are threatened by the forces of darkness. Many ages ago we triumphed over evil, but our victory was incomplete. Now our nemesis has come in the guise of the Chaos-master. Everywhere his seething corruptions encroach upon the goodly realms of the Daziarn, twisting and consuming all they touch.

+

The vision of the battle fades and is replaced by a living map, similar to the light-picture you were shown by the Beholder of Yanis. Here are the realms that lie between the elemental strongholds of Earth and Water. Once this region was rich and populous with the creatures of light, but now it lies ravaged by the cancerous Realm of Paradox. Only Vhozada and Meledor continue to resist; the others have either disappeared into the Neverness or been transformed into desolate wastelands. Here&ellips; she says, pointing to the middle of the table, is the Nahgoth Forest, once the most fertile of the great timberlands; now the scourge of chaos splits it asunder. And here, the Plain of Guakor, the mightiest realm the Daziarn has ever known, reduced to dust by a plague of fire-breathing Zhengha.

+

Tears well up in her eyes and you sense that the vision of Guakor has stirred painful memories.

+ If you wish to ask what troubles her, turn to 288. + If you choose not to intrude on her grief, turn to 345. +
+
+ +
+ 251 + + +

You leave the treasure vault and recommence your search for the Lorestones. You concentrate on the source of their radiant power and your eyes are drawn inexorably towards the ceiling. Nothing stirs in these shadowy reaches, yet you sense that the Lorestones are there. Then you notice the stairs and the circular portal and at once you realize that they must provide access to the flat roof of the Sepulchre. With your heart pounding in your chest you race up the steps, confident of finding the two objects of your quest waiting for you on the roof.

+ Turn to 320. +
+
+ +
+ 252 + + +

Your advanced Magnakai skill enables you to understand what these beings are saying. One demands to know why you are violating the sacred burial tomb of Ztuul, one of their most revered hunters, and the other asks how you came to be here, alone and without any means of transportation. You sense that they speak not in their native tongue but in a language they assume to be yours.

+ If you wish to tell them that you are from the world of Magnamund and that you arrived here after having fallen through a Shadow Gate, turn to 156. + If you choose to ignore their questions and remain silent, turn to 280. +
+
+ +
+ 253 + + +

A loud click issues from the lock and the portal creaks open to reveal a long, dark corridor. Quickly you step inside and swing shut the heavy door to deny entry to the screaming horde of chaos-creatures assembling outside. Tubes of green glass set into niches in the wall cast a faint glow by which you can see your way to the chamber at the heart of the tomb. Here lie the remains of Baylon, ancient ruler of Meledor, encased in a sarcophagus of gleaming, gem-studded silver.

+

To the rear of the chamber you notice a stair that ascends to the ceiling where, like the Grand Sepulchre, there is a circular portal that gives access to the roof.

+ If you wish to search the chamber, turn to 154. + If you wish to investigate the sarcophagus, turn to 66. + If you choose instead to go up on the roof and spy on the advancing horde, turn to 27. +
+
+ +
+ 254 + + +

T'uk T'ron runs to your side, his face and crystal sword spattered with the black blood of his foes. Hurry! This fight lost. You go&ellips; go now! he snaps, and points across the bridge to the hills beyond. A cursory glance confirms his grim statement. Only he and two of his guards remain standing and one fights left-handed, his right arm swinging broken and useless by his side. The others, including all the onipa, have been slain by the howling creatures of chaos.

+

Reluctantly you obey T'uk T'ron's command and hurry across the bridge, whilst he and his brave Ookor guards fight to cover your escape. Not until you reach the first ridge of hills do you look back at the bridge, hoping to see T'uk T'ron and his guards victorious. But your hope is in vain&emdash;all that remains alive at the bridge is a ghoulish grey horde of feasting Agtah.

+ Turn to 114. +
+
+ +
+ 255 + + +

Drawing on your powerful healing skills you cause a surge of anti-toxins to be released into your bloodstream to combat the effects of the poison. Swiftly the deadly venom is neutralized and your metabolism returns to normal.

+ Turn to 82. +
+
+ +
+ 256 + + +

You crouch down, making use of the cover afforded by a leafy tree, and draw an arrow to your lips. Two of the creatures have clambered through the foliage and halted less than ten paces away, offering themselves as perfect targets. You release your bowstring and send the shaft thudding into the chest of one, knocking it backwards with the force of the shot. Instantly, its companion emits a strange, high-pitched twittering sound, alerting the others to your position, and before you can either reload or run away, they close in from all sides and attack.

+ Ookor2143 +

Unless you possess the Magnakai Discipline of Huntmastery, deduct 2 points from your COMBAT SKILL for the first round of combat, owing to the speed of your enemy's attack.

+ If you win the combat, turn to 203. +
+
+ +
+ 257 + + +

The great, silvery-winged worm swoops down and hovers above your head, lunging sporadically to stab you with its long, sword-sharp fangs.

+ Tazgar Worm2434 +

The creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 162. +
+
+ +
+ 258 + + +

The captain shrugs his hairy shoulders and motions to the driver not to stop. As you pass through the village, a group of Ookor children cheer and wave and toss flowers at the speeding chariots. One of the red blooms lands in the crook of your arm.

+ If you have the Magnakai Discipline of Curing, turn to 74. + If you do not possess this skill, turn to 143. +
+
+ +
+ 259 + + +

Suddenly the guards spring into action, drawing their jagged swords and raising them in readiness to strike. Your bluff has not deceived them and they are determined to capture you&emdash;dead or alive!

+ Sandai Temple Guards2835 + If you win the combat, turn to 195. +
+
+ +
+ 260 + + +

Much of the porous rock that surrounds the slab has been eroded by wind and sand. Holes have appeared through which you can see into the cairn. It is hollow. Curiosity and the need for better shelter prompt you to try to dislodge the slab and, after much effort, you pull it free, leaving an opening the size of a trapdoor in the side of the mound.

+

Inside the gloomy interior you discover a large, metallic statue lying horizontally on a bed of clear, crystalline sand. You try to perceive some detail but the shape is shrouded in near darkness.

+ If you possess a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, and wish to illuminate this dark interior, turn to 177. + If you do not possess any of the above items, or if you do not wish to make use of them, turn to 334. +
+
+ +
+ 261 + + + +

Restore 4 ENDURANCE points to reflect the effects of the draught you have just drunk.

+
+
+ + +

The wine has been charmed with a potent magical spell, imbuing it with special healing properties. Having drunk one draught, there are now only two draughts remaining in the Silver Flask. Each draught restores 4 ENDURANCE points. If you wish to keep this Silver Flask, mark it on your Action Chart as a Backpack Item.

+ Turn to 323. +
+
+ +
+ 262 + + +

The vision of the Nahgoth Forest dissolves and a new one takes its place. It is of a city, perched atop a rocky cliff, surrounded by a wall fortified with towers and grim bastions. Red flames glare from a row of tiny windows and its huge stone gate is emblazoned with the symbol of a fiery dragon.

+ + + Brian Williams + + + + +

This is Haagadar, says Serocca, cheerlessly. Once it was the home of the Sandai, the rulers of the Great Plains that stretched to the very edge of the strongholds of Earth. They were the first to fall to chaos and now their plains are dead and empty wastelands of sterile rock and poisoned sand. Haagadar was claimed by the Chaos-master and it became his abode but, as his foul empire expanded, he grew tired of it and abandoned it for other, less remote, cities. It lay deserted for an age before outlaws and refugees from Guakor sought sanctuary there from the creatures of chaos. It is now a forgotten city, yet within its heart there lies a secret that even the Chaos-master failed to discover: the Sandai were the guardians of a Shadow Gate. Long had they kept hidden this portal whilst they searched for a means to enter it, for unlike the Shadow Gates of your world, those of the Daziarn are closed. Only those who possess a key can pass from this realm into the universe of Aon.

+ Turn to 233. +
+
+ +
+ 263 + + +

Your shaft penetrates his chainmail at an angle, ripping through his padded underjacket and cutting across his chest. The force of the arrow stuns him momentarily and he cries out in pain. But the pain does not prevent him from scooping the Lorestones into a small velvet sack tied to his swordbelt. Quickly you shoulder your bow in favour of a hand weapon as you rush forward to prevent his escape.

+ Turn to 97. +
+
+ +
+ 264 + + +

You wake with a start, stirred to consciousness by the distant flap of large wings beating in a windless sky. The sounds grow louder and quickly you gather up your equipment and hurry out of the cavern to investigate their source.

+

The storm died down while you slept and the plateau is now becalmed. From the rim of the gully you can see six black shapes silhouetted on the blazing horizon. They resemble dragons with snaky necks and ragged bat-like wings. Upon their backs they carry gold-skinned creatures, human in appearance save for their lack of hair and their massive size.

+

The leader sees you: he banks his dragonmount towards the gully and the others follow closely in his wake. You fear they are about to attack, but at the last moment they veer away and circle the gully before landing nearby. With practised ease the leader and two of his brothers dismount from their winged steeds. They each dwarf you by an arm's length, and, although their heavy muscular bodies seem incapable of stealth, they approach like lions stalking their prey. Zeeu klo-ka n'ra? speaks the leader, his voice deep and resonant. Ryl'aan noorna? says another, impatiently.

+ If you have the Magnakai Discipline of Pathsmanship and have attained the Kai rank of Scion-kai, turn to 305. + If you do not possess this Magnakai Discipline, or have yet to reach this level of training, turn to 132. +
+
+ +
+ 265 + + +

After your encounter you stop to rest less frequently. Mile after mile you plod on mechanically, only half aware of the lifeless landscape through which you move. Fatigue dulls your senses and you cannot recall the exact moment you entered the Neverness; like a dream, it is as if you have always been here. Clouds swirl beneath your feet yet they support your weight. You float in a sea and sky of grey light without horizon or boundary, a limitless eternity of space. There are distant sounds, like muffled voices, but when you strive to understand them they fade and you cannot catch the words.

+

Time passes, yet time is meaningless, for you cannot tell the order in which events are taking place. From out of the swirling wisps of cloud three globes of darkness arise. They swim closer, hovering to and fro, evolving into the forms of black-hooded riders on demon steeds. Leering skulls peer from the shadow of their cloaks and you see your own eyes reflected in their bony sockets.

+ If you have the Magnakai Discipline of Psi-screen, turn to 190. + If you do not possess this skill, turn to 81. +
+
+ +
+ 266 + + +

You snatch the reins from the startled driver and pull hard to the left, steering the onipa team clear of the bridge. But your action does not slow them down and you find yourself racing headlong towards the river. With terrified cries, both T'uk T'ron and the driver cover their eyes as the muddy water looms into view.

+ If you have the Magnakai Discipline of Animal Control, turn to 85. + If you wish to pull the brake lever, turn to 243. + If you wish to drop the reins and leap out of the chariot turn to 332. +
+
+ +
+ 267 + + +

Luck be with you, Aonian, says Lorkon, as you turn to leave his cabin. Remember, I will be marching to Tolakos as soon as my reinforcements arrive.

+

You thank him and bid him farewell, before following Odel the scout as he wends his way through the busy encampment to the equipment tent. Two grim-faced guards bar your entry, but when Odel tells them on whose authority you are here, they quickly lower their spears and allow you to pass. The tent is full of weapons and provisions and Odel suggests that you take whatever you need. You may select from the following:

+
    +
  • Sword
  • +
  • Spear
  • +
  • Mace
  • +
  • Dagger
  • +
  • 6 Arrows
  • +
  • Bow
  • +
  • Quiver
  • +
  • Backpack
  • +
  • Quarterstaff
  • +
  • Short Sword
  • +
+

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

+ To continue, turn to 285. +
+
+ +
+ 268 + + +

The swirling light draws into focus upon the mirrored floor and you find yourself surrounded by a spectacular cosmic image. At the centre spins a shadow, as dark as deep space, populated with suns and stars and the myriad planets that revolve about them. This microscopic universe is in turn surrounded by a ring of total darkness, and beyond that radiate four beams of differing colour, like the spokes of a gigantic wheel. Between these beams are many areas of light and shade, some running parallel and some in isolation, but all of them connected by a pale, shimmering mist. What you see before you is a tableau of our worlds, a light-painting that depicts the universe of Aon and the Daziarn Plane, says the Beholder, as his servant carries him to the dark centre of the floor. Here, among the suns and stars of Aon, is the planet you know as Magnamund, and beyond it lies the Shadow Gate through which you fell into the Daziarn. Slowly the Yoacor moves towards you, bearing his master with care as he continues his monologue proudly. And here, balanced between the elemental strongholds of Fire and Water, lies the Abaxial of Czenos. This is my realm. I have chosen to live here, to shape it as I wish and to populate it with beings who embody my ideals.

+ + + Brian Williams + What you see before you is a tableau of our worlds: the universe
of Aon and the Daziarn Plane,
says the Beholder
+ + + +
+

Coldly the Beholder stares into your eyes and you feel your body stiffen as he probes deep into your mind.

+ If you possess the Magnakai Discipline of Psi-screen, turn to 174. + If you do not possess this skill, turn to 102. +
+
+ +
+ 269 + + +

You twist aside and the bolt scrapes a line of flesh from your ribs before embedding itself in the trunk of a tree behind: lose 4 ENDURANCE points.

+

Stifling a cry of pain, you drop to your knees and crawl rapidly through the undergrowth, lest they fire at the place where you fell. You stop just long enough to staunch the blood from your wound but, as you are about to continue, the scouts burst through the foliage and surround you, their bows held ready to finish you off. One reaches down and pulls you roughly to your feet, demanding that you identify yourself or suffer the consequences. You tell him who you are and suggest that he look in your pocket if he requires proof that you speak the truth.

+ Turn to 87. +
+
+ +
+ 270 + + + +

The COMBAT SKILL bonus for using a Shield does not apply here, nor do those for using Alether or weapon-like Special Items such as the Sommerswerd. Depending on your interpretation of the rules, the bonus granted by the Silver Helm may still be applicable, as it appears to be magical in nature. Also, any bonuses to ENDURANCE due to armour should not be applied during this combat.

+
+
+ + +

You focus your energy on the approaching shadows and prepare to engage them in psychic combat.

+ Shadow Reavers2540 +

Conduct this mind combat following normal combat procedure, although, in this instance, Weaponskill bonuses cannot be used to increase your basic COMBAT SKILL score. Instead, for every Magnakai Discipline you possess over and above the first three skills, you may add 1 point to your COMBAT SKILL for the duration of the fight. Also, if you possess a Psychic Ring, or a Grey Crystal Ring, you may add a further 3 points (per item) to your COMBAT SKILL

+ If you win the combat, turn to 149. +
+
+ +
+ 271 + + +

The lizard beast yawns, exposing a wickedly curved beak and a jaw set with dagger-sharp fangs. It snickers evilly, relishing the thought of killing and devouring you at its leisure.

+ If you possess a bow and wish to use it, turn to 322. + If you do not, turn to 31. +
+
+ +
+ 272 + + +

On reaching the crypt you find it overrun by bloated, toad-like monstrosities with huge heads and mottled, glistening skins. They croak and growl hungrily as they latch on to your scent.

+ If you possess a Fireseed and wish to throw it, turn to 2. + If you wish to draw a hand weapon and fight these toad-like horrors, turn to 103. + If you decide to run back to the Grand Sepulchre and attack the three creatures that block its entrance, turn to 298. +
+
+ +
+ 273 + + +

You reach the chariots just as the first wave of chaos-creatures launch their attack. Raging viciously, they slaver in for the kill, fighting with fang and claw and yellowed tusk. A screaming horror, its body striped with ochre lines, leaps from the back of a startled onipa and hurtles towards you with its crimson jaw gaping wide. You tense yourself in readiness to strike as its shadow falls upon your face.

+ Striped Agtah2435 +

The creature is immune to Mindblast (but not Psi-surge). Owing to the speed and ferocity of its attack, you cannot evade combat or make use of a bow.

+ If you win the combat, turn to 201. +
+
+ +
+ 274 + + +

The speed and determination of your attack takes your adversary by surprise. Before he can scoop the Lorestones into a small velvet sack hanging from his swordbelt, you strike a blow that causes him to back away hastily. An intoxicating rush of energy washes over your body as you step within a few feet of the Lorestones, but this charge momentarily numbs your reflexes, leaving you unprepared for your enemy's response. He unsheathes a curvy-bladed sword and launches a flurry of blows aimed at your head, forcing you to duck and retreat to avoid instant decapitation. He takes this opportunity to stoop down and drop the Lorestones in the sack before springing forward, like a big cat, to continue the fight.

+ Scarlet Warrior2938 + If you reduce his ENDURANCE to 20 points or less, do not continue the combat but turn instead to 306. + If you kill him before his ENDURANCE falls to 20 (that is, if you score an automatically killed result on the Combat Results Table), turn to 123. +
+
+ +
+ 275 + + +

The base of the monolith is overgrown with weeds and wild flowers, indicating that it has stood here for some considerable time, yet its metallic surface bears no obvious signs of weathering. It is tipped with a transparent spike, which resembles a short glass spear. You can hear a faint humming sound when you place your ear to its mirror-smooth spire. The sound seems to originate somewhere deep below the ground.

+ If you have the Magnakai Discipline of Pathsmanship and have attained the Kai rank of Tutelary or more, turn to 283. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 6. +
+
+ +
+ 276 + + +

At length you emerge from the marsh at a place where a track cuts through the forest. You follow this rough, timberland trail until, after countless hours, you arrive at the edge of the Plain of Guakor. You are now extremely tired and must eat a Meal or lose 3 ENDURANCE points. Rather than attempt an immediate crossing of this barren waste, you decide to rest here and continue after some much needed sleep.

+

Ten hours later you awake refreshed and eager to begin the next leg of your journey to Haagadar. After checking your equipment and your map, you set off across the featureless plateau.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 318. + If it is 3&endash;9, turn to 202. + +
+ +
+ 277 + + +

Through gritted teeth, you tell Odel to remove the healing potion from your pack and empty its contents into your mouth. Swiftly he complies and within a few seconds the painful stomach cramps subside and you begin to recover your strength as the potion neutralizes the deadly toxin.

+

Odel wipes the sweat from his brow and breathes a sigh of relief. The Meledorians have no known cure for Khetu poisoning, and for a moment he feared you were going to die.

+

If you wish to collect a handful of these deadly Khetu Spores, mark them on your Action Chart as a Backpack Item.

+ Turn to 247. +
+
+ +
+ 278 + + +

You draw your weapon and stand poised to strike down any who would dare come within range. The chariots screech to a halt and a score of Ookor guards leap from the riding platforms. They come scurrying towards you, their glass-tipped spears thrust before them. Their leader motions to you to sheathe your weapon or face the consequences. You ignore his signals and get ready to attack him. Then you see more chariots emerge from the city to reinforce the patrol. With the odds stacked so heavily in their favour reluctantly you decide to raise your hands and allow these ape-men to march you into their city under heavy guard.

+ Turn to 86. +
+
+ +
+ 279 + + +

With panther-like grace you swing clear of the cliff wall, grab hold of the ledge with both hands, and pull yourself over the obstacle. The remainder of the climb is easy by comparison and you soon reach the top to find yourself standing in the shadow of the huge dragon gate. Two iron-banded doors set into the stone offer access to the city. They are unguarded and you enter and walk undetected along the flagstoned street beyond.

+ + + Brian Williams + Behind the huge black bird, the scarlet warrior's winged steed, lies
the temple of the Sandai, guarded by two armour-clad creatures
+ + + +
+

Few walk the shadowy avenues of Haagadar; the atmosphere is so thick with the smell of salt and sulphur that those who you do pass are unrecognizable behind the damp pads they press to their faces to ward off the cloying stench. The dimly lit street ends at a central square where you witness two encouraging sights. Roped to a stone monolith at the centre of the square is a huge, black bird&emdash;the scarlet warrior's winged steed. Behind it, rising in flat-topped tiers, is the Temple of the Sandai. Two armour-clad creatures stand guard at the entrance, their rusty helmets crudely adapted to fix their face pads in position. You sense that the Lorestone is here within the temple, and you scan every inch of it in the hope of finding an unguarded entrance. There are no other doors, but a circular, chimney-like vent protrudes from the middle of the highest tier.

+ If you decide to climb to the top of the temple and attempt an entry through the vent, turn to 217. + If you wish to cover your face and attempt to bluff your way past the guards, turn to 38. +
+
+ +
+ 280 + + +

The golden-skinned giants scowl with disdain when you offer no reply. Their leader draws a silver rod from his lizard-scale vest, levels it menacingly at your chest, and slowly repeats the words he has spoken.

+ If you possess a Silver Rod, turn to 39. + If you do not possess this Special Item, turn to 67. +
+
+ +
+ 281 + + +

The Zhengha approaches with deadly grace, its huge, grey-green wings bearing it along at marvellous speed. Wisps of smoke trail from its fanged mouth and its emerald eyes sparkle like a pair of evil jewels. It circles you once to consider its action before diving to attack.

+ If you have a bow and wish to use it, turn to 193. + If you wish to draw a hand weapon and prepare to defend yourself, turn to 62. +
+
+ +
+ 282 + + +

The two Ookor scurry across the planks and you follow closely on their heels, running half-crouched to make use of the cover afforded by the parapet of the bridge. You reach the centre of the bridge and are relieved to see that the damage is not beyond repair; whoever did this wanted to delay not destroy. T'uk T'ron signals to his guards to come and lend a hand with the repairs, but as soon as they leave the chariots a chilling howl echoes from the nearby trees. Agtah! moans T'uk T'ron, his voice a whisper of fear. Creatures of chaos!

+

A shiver runs down your spine when you see them. Lumbering hordes of twisted shapes lurch from the trees on either side of the bridge and stagger drunkenly towards the chariots. They appear to be neither animal nor human but a ghastly fusion of the two. Now only two drivers remain with the onipa teams and T'uk T'ron is quick to see the danger. He commands the guards to return and leads them back across the bridge with his crystal sword held high.

+ If you wish to follow T'uk T'ron and help him defend the chariots, turn to 273. + If you decide to stay where you are and attempt to repair the bridge, turn to 176. + If you wish to abandon the Ookor and escape across the bridge on foot, turn to 10. +
+
+ +
+ 283 + + +

Your Kai skill alerts you to the possibility of an ambush. A group of hostile creatures are approaching the thicket, drawn by the sound of an alarm, inaudible to human ears, which you set off by touching the monolith.

+ If you wish to evade these creatures, turn to 135. + If you decide to stay and confront them, turn to 343. +
+
+ +
+ 284 + + +

You take aim at the creature's gaping maw as it comes sweeping down to attack.

+

Pick a number from the Random Number Table, and add to it any missile bonuses you may have.

+ If your total is now 0&endash;4, turn to 220. + If it is 5&endash;8, turn to 127. + If it is 9 or more, turn to 21. +
+
+ +
+ 285 + + +

Odel replenishes a quiver of bolts that he carries on his hip and checks that the crossbow he wears strapped to his forearm is functioning properly. Satisfied, he folds away its hinged bow arms, then slips a brace of throwing knives into the tops of his boots. Are you ready? he asks, as you finish adjusting your equipment. Yes, you reply, confidently. Let's go.

+ + + Brian Williams + + + + +

You leave the encampment by slipping over the perimeter wall, and quickly merge like shadows into the thick forest beyond. The giant trunks support a canopy of dense foliage that blocks out most of the light and keeps the forest floor bathed in a perpetual twilight. A carpet of moss muffles your footfalls and the only foliage that grows in abundance is a bushy velvet lichen patterned with orange-headed, tooth-sized growths.

+ If you possess the Magnakai Discipline of Curing, turn to 36. + If you do not possess this skill, turn to 163. +
+
+ +
+ 286 + + +

Your arrow tears into its eye, splitting it open like a burst egg. It ends its flight buried deeply in the creature's brain, bringing death in an instant and sparing the beast the agony of its terrible wound.

+ Turn to 245. +
+
+ +
+ 287 + + +

Despite his attempts to save himself, your shaft penetrates his chainmail vest and sinks deep into his side. He screams in pained surprise before wrenching the offending shaft from his body and hurling it back at you with contempt. His fortitude is impressive but you can tell that he has suffered a serious wound. Feverishly he scoops the Lorestones into a small velvet sack tied to his swordbelt, while you shoulder your bow, draw a hand weapon and run forward to prevent his escape.

+ Turn to 206. +
+
+ +
+ 288 + + +

It is the cruelty of the Chaos-master that saddens me so, she says in a whisper, as if fearing to be overheard. Before his coming, the Plain of Guakor was ruled by a great warrior called Sinay, whose only fault, it was said, was a surfeit of pride. He loved me and wished for the union of our realms, but, alas, his love was unrequited; the joining of Guakor and Vhozada was not to be. To win my love and restore his injured pride, Sinay struck a bargain with the Chaos-master, for in keeping with the paradoxical nature of that god, he is obliged to indulge in the granting of wishes to those who would dare demand them of him. The Chaos-master wove a spell to enchant me and Sinay was granted his wish: I became enamoured of him. But the bargains of the Chaos-master are in keeping with his nature&emdash;they are cruel and fickle. Upon the hour of our wedding he appeared and demanded that Sinay pay for his wish by ceding him half his realm. He was refused, and in retribution he imprisoned me here in this tower and wrought upon Sinay such physical mutation that he fled Guakor and hid himself in shame.

+

Do you know what became of him? you ask.

+

Yes, she replies, sadly. He is the ruler of a new realm. He has regained his power but his body is forever a cruel reminder of his pact with the Chaos-master. He is the one who sent you to me&emdash;he is the Beholder of Yanis.

+ Turn to 345. +
+
+ +
+ 289 + + +

You watch the dead beast splash into the water, then focus your attention on the battle now raging around the chariots. The situation looks desperate: T'uk T'ron and his guards are hard-pressed to keep the chaos-creatures from breaking through to the bridge. You see the Ookor captain slay a loping, pig-like monster, then he moves towards you, waving his sword and shouting something you cannot hear clearly.

+ If you wish to find out what T'uk T'ron is saying, turn to 254. + If you decide to abandon the Ookor and his guards and escape across the bridge, turn to 10. +
+
+ +
+ 290 + + +

The ghostly forms possess the faces of every enemy you have ever slain. They twist and contort beneath your gaze, their empty eyes burning with cold blue flames as they return your stare. Frantically you draw on your psychic reserves and succeed in shielding your mind from the shock of this haunting confrontation.

+ Turn to 175. +
+
+ +
+ 291 + + +

You focus your Kai skill on the Beholder and try to fathom if his intentions are for good or ill. You sense he possesses immense powers, both physical and psychic, which radiate from his body like the rays of an invisible sun. You concentrate on this power but all you can discern is that he is capable of using it to further both good and evil.

+ Turn to 152. +
+
+ +
+ 292 + + +

As you continue along the track, the strange trees make you feel uneasy, doubly so because they are totally motionless. Soon you come to a clearing where a large bore-hole has obliterated the path. You decide to investigate the hole and, as you peer into the blackness, you hear a thin, wailing cry far below.

+ If you wish to shout into the hole, turn to 141. + If you wish to hurry away from the hole and leave the clearing, turn to 138. +
+
+ +
+ 293 + + +

A gush of psychic energy floods your mind. It washes over your thoughts, searching for some evidence of hostile intent. You fight to resist this intrusion and the wave quickly recedes, but it leaves you shivering with the chill of psychic shock: lose 2 ENDURANCE points.

+ Turn to 314. +
+
+ +
+ 294 + + +

You hurry towards the woods that line the valley, hoping the trees will hide you from the watchful eyes of the guards as you skirt the city wall. But your presence has already been noted by a lookout stationed high in the grey tower, who saw you standing at the top of the hill. He has sent word to the gate guards to prepare a special patrol.

+ + + Brian Williams + Five chariots driven by a score of Ookor guards charge out of the
city and come thundering across the grassland towards you
+ + + +
+

Five chariots, drawn by fearsome beasts that are only a little like horses, charge out of the city and come thundering across the grassland. Your first reaction is to run for the forest, but the chariots are moving at a terrific pace and you know they could ride you down before you reached the trees. Their riders whoop with glee as they spread out to encircle you.

+ If you have a bow and wish to use it, turn to 46. + If you wish to unsheathe a hand weapon and prepare to defend yourself, turn to 278. + If you decide to raise your hands in surrender, turn to 94. +
+
+ +
+ 295 + + +

Your Kai skill saves you from ending your days in the stomach of this giant Guakor Lizard. It growls menacingly, before turning and retreating to the shelter of its lair among the boulders.

+ Turn to 265. +
+
+ +
+ 296 + + +

Silently you slip your bow from your shoulder and draw an arrow. The creature is close: you can sense it getting ready to pounce. Then, with matchless speed and skill, you twist around and shoot your arrow beneath the bridge. A loud yelp of pained surprise issues from below and you catch a glimpse of a hairy, misshapen creature tumbling into the river with your shaft driven deep into its forehead.

+ Turn to 289. +
+
+ +
+ 297 + + +

The torrid winds sweep across the landscape with increasing ferocity, forcing you to protect your eyes from the gusts of sharp, stinging sand. The need to find cover takes priority when you sense that the winds are merely the prelude to a storm. To remain here in the open could prove a fatal mistake.

+

Peering through your fingers you try to find somewhere to take shelter. To your left, in the middle distance, you can see what appears to be a mound of volcanic stone slabs; to your right, but further away, you notice a shallow gully running lee to the wind.

+ If you wish to take shelter behind the mound of stones, turn to 212. + If you decide to shelter in the gully, turn to 89. +
+
+ +
+ 298 + + + +

You may not evade combat if you have already visited Baylon's Tomb. If so, you must stay and fight.

+
+
+ + +

The three creatures bellow and growl as your blows find their way between their plates of armour, and they retaliate by lashing you with their suckered tentacles. Their attacks are ill-aimed and clumsy, but wherever one of their rubbery limbs touches your body it leaves an angry red weal.

+ Octagtah1243 +

Unless you possess the Magnakai Discipline of Curing and have reached the Kai rank of Mentora or more, add 2 to any ENDURANCE point losses you sustain during this combat, owing to the poisonous lash of their tentacles.

+ You can evade combat at any time by running towards Baylon's tomb: turn to 166. + If you win the combat, turn to 133. +
+
+ +
+ 299 + + +

You jump clear and hit the bank with a jolt that leaves you breathless. The ground is soft but there are many boulders embedded along the river's edge and, as you roll down the slope, you cannot avoid colliding with some of them.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, deduct 2 from the number you have picked.

+

If your total is now 3 or less, lose 2 ENDURANCE points. If it is 4&endash;6, lose 3 ENDURANCE points. If it is 7&endash;9, lose 4 ENDURANCE points.

+ Make the necessary adjustments to your Action Chart before turning to 165. + +
+ +
+ 300 + + +

I must search that tomb, you say, staring fixedly at the huge door that dominates the Sepulchre's blue-grey sculptured facade. Odel frowns and casts his eyes nervously at the surrounding mist. I cannot enter, he says. I am not of clan blood. If you choose to go through that door you must go alone.

+

You sense that nothing will induce Odel to break his clan law, but you are anxious not to lose a valuable guide. When I enter the Grand Sepulchre will you wait for me here?, you ask, hoping he will agree. Silently he considers your request. Yes, he says, without enthusiasm. But search swiftly. The creatures of chaos are close. I can feel it in my blood.

+

You exchange stern smiles then hurry away through the knee-deep mists, towards the great door.

+ Turn to 131. +
+
+ +
+ 301 + + +

The area around the monolith is deserted, but it is not long before the ape-like creatures step from the shadows of the trees and surround you in a wide circle. One of their number utters a strange twittering sound, then narrows his eyes and tilts his head from side to side as if he expects you to answer his call.

+ If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, or if you possess the Magnakai Discipline of Animal Control, turn to 309. + If you have neither of these skills, turn to 108. +
+
+ +
+ 302 + + +

As your blade cleaves his black heart in two, the Chaos-master gives voice to an unearthly howl, loud enough to waken the dead. His great body stiffens and his skin writhes and shimmers, making it impossible to discern any detail. Then suddenly it fades until all that remains to record that he ever existed is the lingering stench of his spilt blood.

+ Turn to 144. +
+
+ +
+ 303 + + +

You pull away from the packleader and roll under a chariot to avoid its continued attack. But it is determined to kill you and, with a shrill howl, it launches itself blindly at your legs. You avoid the lunge and scramble to your feet, your weapon poised to strike as soon as your pursuer appears. Snarling, the green face bobs out close to the wheel. For an instant its red eyes glare insanely, before, with one swift blow, you cleave its scaly neck in two.

+ Turn to 254. +
+
+ +
+ 304 + + +

Your reflexes save you from the deadly dart&emdash;it hisses past your head and buries itself harmlessly in the soft forest floor. Odel spins on his heel and points at the canopy of branches with an outstretched arm. There is a metallic twang, and the steel drawstring of his crossbow propels its bolt deep into the scaly belly of an Agtah sniper perched high above. It utters a piercing shriek and tumbles to the ground with a sickening thud.

+

You compliment your guide on his bow skill and join him as he moves forward to search the dead body.

+ Turn to 178. +
+
+ +
+ 305 + + +

Your much improved Kai skill enables you to understand the language that these beings are speaking. They want to know why you are trespassing on their hunting ground and how you came to be here, alone and without any means of transportation. You sense that they speak not in their native tongue but in a language they assume to be yours.

+ If you wish to tell them that you are from the world of Magnamund and that you arrived here after falling through a Shadow Gate, turn to 156. + If you choose to ignore their questions and remain silent, turn to 132. +
+
+ +
+ 306 + + +

Breathless and bleeding, the warrior evades your skilful attacks by leaping for the rope ladder and holding fast. From there he shouts a command and the giant black bird takes to the air, lifting him off the roof. A wave of panic engulfs you. In desperation you leap up and strike a blow at the velvet sack swinging from his belt. He tries to fend off your attack but his position is precarious. Your blow strikes home, slitting open the velvet and gashing deep into the back of his gloved hand. He drops his sword and one of the two Lorestones tumbles from the sack and falls into the graveyard below, coming to rest close to the door of the Sepulchre. Yet he manages to save the second Lorestone from falling and, with a parting curse, you watch as he is lifted above the trees and carried away into the cold, grey sky.

+ Turn to 237. +
+
+ +
+ 307 + + +

The cards you have drawn from the pack are marked with varied and colourful symbols. The first shows a bed, the second a young Ookor child, and the third a sword. The aged fortune teller weaves her crooked fingers around the cards. She mutters incessantly to herself and T'uk T'ron is obliged to act as her translator.

+

She say you will dream of when you were young. In your dream much will be made clear to you. This dream is good. It will help you grow strong and defeat your enemies.

+ Turn to 96. +
+
+ +
+ 308 + + +

Your mastery of dialect and mannerisms convinces them that you are one of the minions who serve the Master of the City. Slowly they step aside, sniggering like spiteful children as they watch you enter the temple door. You glance back to see one draw a warty forefinger across his throat, and hear the other laugh.

+ Turn to 195. +
+
+ +
+ 309 + + +

Your Kai mastery enables you to understand the bizarre language these creatures use. The one who spoke introduced himself as L'yan-K'ril, an elder of the Ookor. He then asked if you came from somewhere called Meledor, and from the tone of his voice you get the distinct impression that he is hoping you will answer yes.

+ If you wish to answer yes, turn to 194. + If you wish to answer no, turn to 16. + If you choose to say nothing, turn to 108. +
+
+ +
+ 310 + + +

You dive to avoid the gout of yellow flame that shoots from its mouth, but it catches your feet and legs and you suffer extensive burns: lose 7 ENDURANCE points.

+ If you survive this wounding, turn to 329. +
+
+ +
+ 311 + + +

You sense that Serocca is imprisoned in a cage of psychic energy which surrounds her chamber and prevents her from passing through the opening. This energy is extremely powerful and has been synchronized to react to her brainwaves alone. To enter the chamber would cause you no injury, but if she ever attempted to pass through the invisible wall, the resulting release of force would be enough to destroy both her and the entire city of Thas.

+ Turn to 58. +
+
+ +
+ 312 + + +

Waves of raw psychic energy radiate from the golden sphere, hovering motionless above the tower. Your highly developed spirit skills enable you to tap this energy and use it to replenish lost ENDURANCE points.

+

Pick a number from the Random Number Table (in this instance 0 = 10). The number you have picked indicates the number of ENDURANCE points you are able to restore to your current total.

+ Make the necessary adjustments to your Action Chart before turning to 106. +
+
+ +
+ 313 + + +

The uneven floor is riddled with deep pot-holes which impede your progress. Unless you have completed the Lore-circle of Solaris, you must deduct 3 ENDURANCE points due to injuries sustained to your legs. At length the narrow fissure widens and, as your eyes become accustomed to the gloom, you are able to detect that a small cavern lies ahead. Just at this moment a rumbling cacophony surges along the fissure and the floor shudders and heaves beneath your feet. Then a great blast of dust and debris knocks you off balance as it is sucked out of the cavern by the whirlwind now raging directly above. The turmoil soon subsides but, as you drag yourself to your feet, you notice that you are not alone.

+ Turn to 161. +
+
+ +
+ 314 + + +

With a gesture of his hand Lorkon Ironheart dismisses the scouts and you are left alone in his company.

+

So you are the Aonian for whom Mistress Serocca would have me postpone the war against chaos, he says sardonically, reaching for a decanter of ruby red wine. He fills two crystal goblets and offers one to you. Let us toast the success of your treasure hunt, he says, raising his glass on high.

+ + + Brian Williams + Let us toast the success of your treasure hunt, says
Lorkon Ironheart, raising his glass on high
+ + + +
+

And to your triumph over chaos, you add diplomatically.

+

He smiles as he sips the bitter vintage and you regard each other with thoughtful curiosity. He has a youthful face, with high cheek-bones, narrow jaw and a thin, chiselled, aristocratic nose. His silver hair is a mass of silken threads flowing from beneath the rim of his ornate conical helmet to fan across his wide shoulders and thick, vermilion cloak. But it is his eyes that fascinate you most, for they are filled with knowledge and ancient wisdom.

+

You talk at length about events which have brought you to the Nahgoth Forest in search of Lorkon's help, and in return he tells you of the dangers you may face at Tolakos.

+ Turn to 80. +
+
+ +
+ 315 + + +

Below are shown four groups of symbols. One of these, when inscribed upon the blank square, will complete the sequence and open the lock that secures Baylon's Tomb. Study the symbols carefully and compare them with those shown in the illustration accompanying entry 166.

+

When you think you have found the correct group of symbols, turn to the entry given below it:

+ + + Brian Williams + + + + + If you believe A completes the sequence, turn to 14. + If you believe B completes the sequence, turn to 253. + If you believe C completes the sequence, turn to 125. + If you believe D completes the sequence, turn to 88. +
+
+ +
+ 316 + + +

Suddenly two hairy, clawed paws reach up, hook themselves into the backs of your legs and drag you through the hole in the bridge. You swing in the void, clinging to the beam with one hand while trying desperately to free a weapon with the other. Your attacker, a huge, misshapen beast banded in black and brown fur, lunges repeatedly with its head as it tries to sink its sharp fangs into your thigh.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 3 to the number you have picked.

+ If your total is now 4 or more, turn to 128. + If it is now 3 or less, turn to 214. +
+
+ +
+ 317 + + +

A strong hand on your shoulder shakes you roughly from your sleep. The Beholder requests your company, says the Yoacor leader stepping back and motioning you to rise. You must come with me.

+

Together with six attendant guards, the leader escorts you from the watchtower, across an open courtyard paved with polished steel, and into the entrance hall of the crystal citadel. There a superb spiral staircase forms the central core of this stronghold, carved from a solid mountainous chunk of a sky-blue mineral unfamiliar to you. The stairs soar upwards towards the turreted roof where the chamber of the Beholder is situated.

+

With ease the Yoacor ascend and you struggle to keep pace. You count over 300 steps before the staircase opens on to a silent hallway where a massive door of solid ebony inlaid with gold fills an entire wall. A bell is rung and while you catch your breath and wait for the massive door to open you speculate on who the Beholder could be. You imagine him as a Yoacor warrior-king, tall and strong, with wisdom and intelligence beyond mortal reckoning. With this image in mind you feel optimistic that he will aid your quest. However, when the black door finally swings open your hopes are dashed&emdash;the sight of him shocks you to the core.

+ Turn to 93. +
+
+ +
+ 318 + + +

Before you lies a vast sea of grey-brown dust that stretches to the cloudy horizon. It is a drear and haunting panorama: a land once rich and fertile murdered by the curse of chaos. It instils in you a dread uncertainty that deepens as you trudge each weary mile from boulder to crag, and from crag to dry scrub&emdash;the only landmarks in this desert of desolation. You fight your growing despair, drawing strength from your vow to complete your quest. For the fate that has befallen Guakor will befall Sommerlund if you fail to find the last Lorestone and return to Magnamund to defeat Darklord Gnaag.

+

It is during your third stop for rest that you hear a noise in the silent wilderness. It comes from a group of tall boulders to your left. Immediately you rise to your feet and unsheathe a weapon as a huge but emaciated reptile, as grey as the dust, slinks slowly into view.

+ If you have the Magnakai Discipline of Animal Control, turn to 109. + If you do not possess this skill, turn to 227. +
+
+ +
+ 319 + + +

Suddenly a chilling scream, like the baying of a crazed wolf pack, echoes from the trees on either side of the bridge, and lumbering hordes of twisted shapes stagger from the shadows. They appear to be neither animal nor human but a ghastly fusion of the two. The Ookor guards tremble with fear and whisper the word Agtah as the monstrosities hurl themselves at the chariots. A dog-headed creature with two mouths claws its way on to the platform and launches itself at your unprotected legs.

+ Agtah2131 +

The creature is immune to Mindblast (but not Psi-surge). Owing to the speed of its attack, reduce your COMBAT SKILL by 3 points for the first two rounds of combat (unless you possess the Magnakai Discipline of Huntmastery).

+ If you win the combat, turn to 201. +
+
+ +
+ 320 + + +

A lever operates the portal and, when you pull it, the circular hatch creaks open and a shaft of grey light washes over your head and shoulders. Your senses burn with expectation. You grip the rim and start to pull yourself through the hole, but a dark shadow and a cold wind sweep over you, making you flinch and fall back on the stairs. There is a loud crack, like a sharp clap of thunder, then a terrible scream of agony echoes through the forest. Fear and anger grip your senses as you realize that you have just heard the dying scream of Odel, your guide. Enraged, you leap for the portal and pull yourself on to the roof, where the Lorestones and an unexpected enemy await you.

+ Turn to 200. +
+
+ +
+ 321 + + +

You shout to T'uk T'ron that you sense danger ahead, but a rack of spears has worked loose from its mounting and in his struggle to tie it down, he does not hear your warning. You are now fast approaching the bridge and the driver shows no intention of slowing down.

+ If you wish to grab the reins and steer the horses away from the bridge, turn to 266. + If you wish to pull the brake lever, turn to 33. + If you decide to shake T'uk T'ron by the shoulder and repeat your warning, turn to 137. +
+
+ +
+ 322 + + +

Swiftly you draw an arrow and take aim at one of the creature's eyes. But instinctively it senses danger and twists its head furiously from side to side to spoil your shot.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, be sure to add the appropriate bonus as well as any other missile bonuses.

+ If your total is now 8 or less, turn to 105. + If it is 9 or more, turn to 286. +
+
+ +
+ 323 + + +

As you move away from the sarcophagus you hear the faint sounds of battle coming from beyond the tomb door. You run back along the corridor and press your ear to the cold stone: the faint sounds become more distinct. The clash of swords and the angry cries of Meledorian voices excite your curiosity, prompting you to climb the stairs to the roof to find out exactly what is going on.

+ Turn to 27. +
+
+ +
+ 324 + + +

The sickness and nausea begin to subside but they are replaced by a fearful numbness that drains the strength from your limbs. Odel's face and the dark canopy of branches swirl and grow dim as the deadly poison paralyses your heart. Painlessly you slip into the timeless oblivion of death.

+ Your life and your quest end here. +
+
+ +
+ 325 + + +

Your Kai skill enables you to comprehend their curious language. They are demanding to know your name and your reason for wanting to enter the city of Thas, and they warn you that they will call out the city guard and arrest you if you do not give them the information they require. You tell them that you have come from the Beholder of Yanis and that you seek she who is called Serocca. Immediately upon hearing her name the two guards order that the gate be re-opened. The portal of grey stone swings back and they beckon you to enter. As you pass beneath the archway, a dozen of their kind gather round you, chirruping and twittering excitedly.

+

Come, says one of the guards, pointing to the tower. We will escort you to Serocca.

+ Turn to 86. +
+
+ +
+ 326 + + +

Your shaft clips his neck and rips open a line of chainmail links before arcing over the parapet of the roof. Blood oozes thickly from his wound and the force of the arrow stuns him momentarily, but it does not prevent him from scooping the Lorestones into a small velvet sack, which hangs from his swordbelt. Quickly you shoulder your bow in favour of a hand weapon and rush forward, determined to prevent his escape.

+ Turn to 97. +
+
+ +
+ 327 + + +

From out of the gloom emerges a collosal form: the monstrous, pear-shaped head of a giant sewer snake. It rears up from the narrow tunnel and fixes you with its burning yellow eyes, its forked tongue flickering to within inches of your chest. Its slit pupils dilate and you barely have time to draw a weapon before it strikes:

+ + + Brian Williams + The Haagadar Sewer Snake rears up from the narrow
tunnel and fixes you with its burning yellow eyes
+ + + +
+ Haagadar Sewer Snake2541 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, you continue up the stairs towards the surface: turn to 70. +
+
+ +
+ 328 + + +

Instinctively you try to deflect the blast of energy with the silver rod you are holding, but your reactions are a fraction too slow and the fiery bolt of power hits you and rips open your chest. Death is instantaneous.

+ Tragically, your life and your quest end here on the Zhamin Plateau of the Daziarn Plane. +
+
+ +
+ 329 + + +

Under cover of the thick, black smoke generated by the creature's breath, you stalk forward, weapon in hand, determined to strike before it can muster enough bile to fuel a second gout of flame. The beast does not expect such a bold move and you are able to creep within striking distance of its vulnerable eyes.

+ Zhengha3542 +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 265. +
+
+ +
+ 330 + + +

Stealthily you move through the tangled undergrowth to arrive at the edge of the road at a spot opposite the Meledorians, whom you can hear talking in hushed tones in a language you find easy to understand. They are speculating on what has become of you and your chariot escort, now long overdue. You notice that each warrior carries a small crossbow attached by a metallic sleeve to his right forearm. The sight of these weapons, which can be fired in an instant, convinces you that it would be wise not to startle these scouts.

+ If you have the Magnakai Discipline of Divination and wish to call to them telepathically, turn to 52. + If you wish to shout who you are without revealing your position, turn to 242. + If you wish to emerge from the bushes with your hands above your head, turn to 15. +
+
+ +
+ 331 + + +

You reach the vault, only to discover that the door is split wide open and the walls are crawling with a swarm of loathsome, rat-like abominations. They squeal and gnash their sharp teeth furiously as they latch on to your scent.

+ If you possess a Fireseed and wish to throw it, turn to 2. + If you decide to run back to the Grand Sepulchre and attack the three creatures that block the entrance, turn to 298. + If you wish to draw a hand weapon and fight these rat-like horrors, turn to 187. +
+
+ +
+ 332 + + +

You leap from the open back of the chariot and land feet first on the bank. The ground is soft but there are many boulders embedded along the river's edge, and as you roll down the slope, you cannot avoid colliding with some of them.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, deduct 2 from the number you have picked.

+

If your total is now 3 or less, lose 1 ENDURANCE point. If it is 4&endash;6, lose 2 ENDURANCE points. If it is 7&endash;9, lose 3 ENDURANCE points.

+ Make the necessary adjustments to your Action Chart before turning to 165. +
+
+ +
+ 333 + + +

You aim at his heart and let fly your shaft, but he senses he is at risk and twists aside, hoping that your arrow will strike askew and be deflected by his highly polished mail.

+

Pick a number from the Random Number Table and add to it any missile bonuses you may have.

+ If your total is now 0&endash;4, turn to 45. + If it is 5&endash;8, turn to 263. + If it is 9 or more, turn to 287. +
+
+ +
+ 334 + + +

Outside the wind howls like a horde of demons. It whips the sand into whirling cyclones that perform an erratic dance of destruction upon the plateau. You watch this awesome spectacle until the fatigue of your ordeal finally catches up with you (you must now eat a Meal or lose 3 ENDURANCE points). Unable to resist any longer, you close your eyes and drift off into a restless sleep.

+ Turn to 112. +
+
+ +
+ 335 + + +

You pound across the weather-worn planks towards the middle of the bridge only to encounter T'uk T'ron and the driver scurrying towards you. Go back! he cries. Go back &ellips; must save chariots or we all die here!

+ If you wish to help T'uk T'ron defend the chariots, turn to 273. + If you decide to stay in the middle of the bridge and attempt to repair the hole, turn to 176. + If you wish to abandon the Ookor and escape across the bridge on foot, turn to 10. +
+
+ +
+ 336 + + +

The force of the attack leaves you breathless with fright. The shadowy riders sense your morbid fear and emit a terrible laugh, cruel and heartless, as they move to surround you. You sense an impending storm and the feeling is heightened by the roiling clouds of the Neverness.

+ If you possess the Magnakai Discipline of Psi-surge, turn to 270. + If you do not possess this skill, or do not wish to use it, turn to 41. +
+
+ +
+ 337 + + +

The guards scowl and wave their arms fitfully. Then the gate creaks open and a horde of ape-men, brandishing spears and swords with sharp crystal blades, rush forward and surround you. Instinctively you reach for a weapon, but the points of their spears dissuade you from unsheathing it. Reluctantly you raise your hands and allow them to march you into their city under heavy guard.

+ Turn to 86. +
+
+ +
+ 338 + + +

You sprint into the forest, thankful that the canopy of twisted branches offers good protection from an air attack. Only when you are sure that it is +safe do you stop to catch your breath and check your equipment. To your dismay you discover that the creature's attack ripped open your Backpack and several items have fallen out during your escape.

+

Erase from your Action Chart one Special Item of your choice, and those Backpack Items which you have noted first and third on your list.

+ To continue, turn to 138. +
+
+ +
+ 339 + + +

With consummate accuracy you send an arrow whistling into the treetops. It ends its flight buried feather-deep in the scaly abdomen of an Agtah sniper. The beast gives a piercing shriek and tumbles to the ground, landing with a sickening thud near the base of Baylon's Bough.

+

Odel praises your skill and rushes forward, half-crouched, to search the chaos-creature's body.

+ If you wish to stay where you are and cover him with your bow, turn to 91. + If you wish to follow him, turn to 178. +
+
+ +
+ 340 + + +

Although you heard no sound when the platinum door closed, you soon discover that it is firmly locked, and yet there is no evidence of keyhole, hinge or drawbolt. After careful examination you decide that it must be held secure by a spell or some other magical device.

+ If you possess the Magnakai Discipline of Divination and have reached the rank of Scion-kai, turn to 83. + If you do not possess this skill or have yet to reach this level of Kai training, turn to 9. +
+
+ +
+ 341 + + +

You draw back your golden blade and take aim at the Chaos-master's heart. But the closeness of your goodly blade screams a warning at this evil god and quickly he turns to face you. You strike a blow which wounds his side but misses its vital target. With a roar of pain the Chaos-master drops his club and clasps his side. Pain swiftly becomes rage and, with a vengeful scream, he reaches out to crush you to death in his monstrous hands.

+ Chaos-master (lightly wounded)4768 +

This being is Immune to Mindblast (but not Psi-surge). If you possess the Lore-circle of the Spirit, add 2 points to your COMBAT SKILL for the duration of the fight.

+ If you win the fight, turn to 47. +
+
+ +
+ 342 + + +

Your lightning reactions save your life: you twist aside to avoid the deadly bolt and it passes within inches of your chest, thudding into a tree behind. Instantly you drop to your knees and crawl rapidly through the undergrowth, lest they fire again at the place where you stood. You stop when you reach the bushes that border the road, for opposite you can see the scouts crouching nervously beside their mounts.

+ If you have the Magnakai Discipline of Divination and wish to call to them telepathically, turn to 52. + If you wish to shout who you are without revealing your position, turn to 242. + If you wish to emerge from the bushes with your hands above your head, turn to 15. +
+
+ +
+ 343 + + +

A group of hairy, squat-limbed creatures step from the shadow of the trees. They are armed with crude spears, which they clasp in their ape-like hands as they approach nervously. They surround you in a wide circle and one of their number utters a loud, twittering sound. Then he narrows his eyes and tilts his head as if expecting you to answer his call.

+ If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, or if you possess the Magnakai Discipline of Animal Control, turn to 309. + If you have neither of these skills, turn to 108. +
+
+ +
+ 344 + + +

Using your index finger you inscribe the symbols into the soft surface of the square, but, as soon as you remove your hand, the symbols fade. Suddenly a crackling surge of electrical power arcs from a slot in the portal's stone surround. It catches you full on the chest and flings you several feet through the air: lose 10 ENDURANCE points.

+ If you survive this severe shock, turn back to 25 and study the remaining symbols very carefully before you attempt to open the door again. +
+
+ +
+ 345 + + +

Serocca blinks away her tears and forces herself to concentrate on the matter in hand. Again the image fades from the table and a new one takes its place: a picture of forested hills and steep-sided valleys. This is where the Lorestones emerged from the Shadow Gate, she says, her voice now calm and controlled. I detected their presence immediately, for the power they radiate is extraordinary.

+

Where is this place? you ask.

+

It is the Nahgoth Forest, close to the border with Meledor. I estimate that the Lorestones lie within a few hundred yards of Tolakos, the ancient burial ground of the Meledorians, she replies, but with caution in her voice.

+

Is this not good news? you ask, relieved to know at last where the objects of your quest are situated.

+

Yes, it is, but for the struggle now taking place in the region. The Meledorians are locked in battle against the forces of the Chaos-master, who is determined to claim all of the Nahgoth for himself. Tolakos is but a few leagues from where the fighting is fiercest.

+ + + Brian Williams + + + + +

Then I must retrieve the Lorestones quickly, you say, rising from your seat in your eagerness to press on with your quest.

+

Indeed you must, but it would benefit you nought if you were to reclaim them and then be unable to return to your home world for the lack of knowing where to go. Be patient a little longer, Lone Wolf, and I shall show you where, in all this vast region of the Daziarn, you can find the one Shadow Gate that leads to Magnamund.

+ Turn to 262. +
+
+ +
+ 346 + + +

You grab the jewelled hilt and are about to hurl it away when you notice that its curvy blade is engraved with a spectacular fiery dragon. At once you recognize the design and your hopes of retrieving the last Lorestone are suddenly revived. It is identical to the symbol you first saw in the Table of Visions: the mark that emblazoned the stone gate of Haagadar.

+

You focus your Kai skills on the blade and they confirm your suspicions. The scarlet warrior came from Haagadar, and it is to that distant city that his black-winged mount is now returning with the last Lorestone of the Kai.

+ Turn to 246. +
+
+ +
+ 347 + + +

You project a psychic message which proves successful: the leader acknowledges your contact and replies using a mind language you can both understand. You tell him of your fall through the Shadow Gate, your flight from the storm and your encounter with the fierce Khozinda, and in return you learn that he and his brothers are Yoacor hunters from the city of Yanis.

+

Come, we will take you to our realm, he says, the words forming clearly in your mind. You must tell of this journey to the Beholder. He will divine its worth.

+

He beckons you to approach his dragonmount and you step forward. The thought of being left marooned in this wilderness is all you need to persuade you to obey his command.

+ Turn to 205. +
+
+ +
+ 348 + + +

The other chariots draw to a halt behind and T'uk T'ron's chariot is hauled out of the mud. Within minutes you are back on the road, close to the approach ramp to the bridge. Looking ahead, you notice that the centre of the bridge is damaged. Some of the planks have been torn up and strewn across the surface at random, crudely disguising a gaping hole. Quickly you point out the damage to T'uk T'ron.

+ If you have the Magnakai Discipline of Pathsmanship, and have reached the rank of Tutelary or more, turn to 69. + If you do not possess this skill, or if you have yet to reach this level of Magnakai training, turn to 196. +
+
+ +
+ 349 + + + +

These bonuses are not cumulative&emdash;if you have both Disciplines, you may only add 4 to the number you pick from the Random Number Table.

+
+
+ + +

The fearsome Zhengha swoops low over your position, raising a cloud of dust that fills your nose and eyes with grit. You cough and blink the dust away and, as the cloud begins to settle, you see that you have attracted the beast's attention. It has landed nearby and is poised to exhale its fiery breath.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus or Huntmastery, add 4 to the number you have picked.

+ If your total is now 0&endash;5, turn to 310. + If it is 6 or more, turn to 49. +
+
+ +
+ 350 + + +

Vonotar lies dead on the black marble floor, his torn body oozing a blood that is thin and vile, like poisonous venom. You roll his corpse aside and take up the Lorestone in your trembling hands. Instantly an overwhelming wave of power is transfused into your being and you feel lifted, in mind and body, to a level of consciousness that transcends your mortal frame. You surrender to its power and under its guidance you are drawn inexorably towards the arch of the Shadow Gate. Willingly you step into the darkness and begin your triumphant return to the world where you were born.

+ + + Brian Williams + + + + +

Your quest has succeeded, for the essence of the remaining two Lorestones is now one with your body and spirit. But the final struggle has yet to be won, for the power of your mortal enemies&emdash;the Darklords of Helgedad&emdash;has waxed and grown strong during your time in the Daziarn. If you possess the courage of a true Kai Master, the ultimate battle awaits you in the final episode of the Magnakai quest, entitled:

+

The Masters of Darkness

+
+
+ +
+ +
+ Northern Magnamund + + + + + Brian Williams + + + + + +
+ +
+ Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + JC Alvarez & Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + + + Jonathan Blake + + + + + +
+ +
+ Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+ +
+ To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+ +
+
+ +
+
+ +
+ Combat Results Table + + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + + +
+ +
+ Random Number Table + + + + + + Jonathan Blake + + + + + +
+ +
+ Errata + + + +
+ Introduction + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ Errata List + + +

(The Story So Far&ellips;) Replaced elite with élite. Removed the quotation marks from koura-tas-kai.

+

(The Game Rules) Replaced both occurrences of ie, with i.e..

+

(Equipment) Removed both occurrences of Surplus Special Items may be left in safe-keeping at your Kai monastery. since safekeeping is not available at the beginning of this adventure.

+

(Rules for Combat) Replaced on the page after the Random Number Table. with in the back of this book.

+

(Lore-circles of the Magnakai) Capitalized the title Lore-circle Bonuses.

+

(Improved Disciplines) Removed the quotation marks from Improved Disciplines in the last paragraph.

+

(Magnakai Wisdom) Replaced elite with élite.

+

(3) Replaced Kai Skill with Kai skill.

+

(4) Replaced handrail with hand-rail.

+

(5) Replaced chaos horde with chaos-horde.

+

(7) Replaced weight is with weight are.

+

(14) Replaced Kai rank with rank and Kai training with Magnakai training.

+

(17) Replaced handweapon with hand weapon.

+

(20) Replaced Kai rank with rank and Kai training with Magnakai training.

+

(25) Changed the presentation of the candidate sequence completions to fit our technologies. This includes changing the label of each sequence completion from the corresponding section to a letter and adding choices below the illustration which read, for example, If you believe A completes the sequence, turn to 216.

+

(27) Replaced army are with army is and jubliant with jubilant.

+

(33) Replaced handrail with hand-rail.

+

(48) Replaced Kai with Magnakai.

+

(50) Removed the quotation marks from the telepathic speech.

+

(56) Replaced dragon-mount with dragonmount. Removed the quotation marks from the telepathic speech.

+

(65) Replaced Kai rank with rank and Kai training with Magnakai training.

+

(69) Replaced lurking ready with lurking, ready.

+

(73) Replaced prevent with prevents.

+

(83) Replaced re-united with reunited.

+

(88) Replaced Kai with Magnakai.

+

(93) Replaced the skill with this skill.

+

(107) Replaced steps confident with steps, confident.

+

(117) Replaced village the with village, the and Kai with Magnakai.

+

(122) Replaced co-ordinates with coordinates.

+

(123) Replaced death cry with death-cry.

+

(125) Replaced Kai with Magnakai.

+

(126) Added or do not wish to use them to the choice to go deeper into the fissure without the aid of the items mentioned.

+

(134) Replaced beam it with beam, it.

+

(135) Made the choice that leads to Section 256 the first in the list.

+

(137) Since Section 332 was originally unreachable, we changed the choice involving leaping from the chariot to point there instead of Section 299. Since Section 299 involves a greater loss of ENDURANCE, we reasoned that it should only be accessible after the chariot is out of control.

+

(138) Replaced much-needed with much needed.

+

(153) Replaced monolith so with monolith, so.

+

(161) Replaced Kai with Magnakai.

+

(165) Replaced Kai rank with rank and Kai training with Magnakai training.

+

(167) Replaced invisibility with Invisibility.

+

(202) Replaced Zhenga with Zhengha and turn 157 with turn to 157.

+

(212) Replaced symetrically with symmetrically and Pathmanship with Pathsmanship.

+

(215) Replaced Pathmanship with Pathsmanship.

+

(228) Replaced birdsong with bird song, Kai rank with rank and Kai training with Magnakai training.

+

(233) Replaced see illustration XIV with see the accompanying illustration.

+

(237) Replaced parapet you with parapet, you and Lorestone but with Lorestone, but.

+

(239) Replaced cliff face with cliff-face.

+

(244) Replaced half-way with halfway.

+

(247) Replaced Kai rank with rank and Kai training with Magnakai training.

+

(250) Replaced resist, the with resist; the.

+

(264) Replaced Ryl'aan noorma with Ryl'aan noorna (cf. Section 64).

+

(266) Since Section 332 was originally unreachable, we changed the choice involving leaping from the chariot to point there instead of Section 299. Since Section 299 involves a greater loss of ENDURANCE, we reasoned that it should only be accessible after the chariot is out of control.

+

(267) Capitalised the list of items.

+

(276) Replaced much-needed with much needed.

+

(279) Replaced flag-stoned with flagstoned and hands and with hands, and.

+

(289) Replaced hard pressed with hard-pressed.

+

(292) Replaced borehole with bore-hole.

+

(305) Replaced much-improved with much improved.

+

(314) Replaced cheekbones with cheek-bones.

+

(315) Changed the presentation of the candidate sequence completions to fit our technologies. This includes changing the label of each sequence completion from the corresponding section to a letter and adding choices below the illustration which read, for example, If you believe A completes the sequence, turn to 14. Also replaced directly below with below.

+

(319) Replaced Discipline of Hunting with Discipline of Huntmastery.

+

(322) Added as well as any other missile bonuses to the end of the second paragraph.

+

(326) Replaced chain-mail with chainmail.

+

(347) Removed the quotation marks from the telepathic speech.

+

(348) Replaced Kai rank with rank and Kai training with Magnakai training.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+ +
+
+ +
+ Footnotes + + +

(Equipment) You have no opportunity to use safekeeping at the Monastery or Dessi at the beginning of this adventure. It is therefore inappropriate for you to store surplus items in safekeeping or likewise to retrieve any. Items that may already be stored there will be safe, but you may not add any more at the beginning of this adventure.

+

(Equipment) You have no opportunity to use safekeeping at the Monastery or Dessi at the beginning of this adventure. It is therefore inappropriate for you to store surplus items in safekeeping or likewise to retrieve any. Items that may already be stored there will be safe, but you may not add any more at the beginning of this adventure.

+

(Magnakai Wisdom) Due to several unavoidable, difficult combats in this book, it is practically impossible for a new or average character to complete this adventure successfully. Even a character with optimal choices of equipment and Disciplines and the highest possible scores for COMBAT SKILL and ENDURANCE will have a difficult time with this adventure.

+

(5) You do not need to erase a Meal from your Action Chart when sharing with Arke.

+

(34) Unless you possess the Magnakai Discipline of Curing and have reached the Kai rank of Mentora or more, add 2 to any ENDURANCE point losses you sustain during this combat, owing to the poisonous lash of their tentacles. (cf. 298)

+

(62) If you have both Disciplines, add only 4 to your number from the Random Number Table.

+

(95) If you have both Disciplines, add only 4 to your number from the Random Number Table.

+

(198) Delete your Backpack as well as its contents. You may not acquire any Backpack Items until your Backpack has been replaced.

+

(201) Depending on your interpretation of the rules, you may not be able to benefit from the use of a Shield during this combat.

+

(210) If you already possess the maximum number of Special Items, you must discard one in favour of the Obsidian Seal.

+

(261) Restore 4 ENDURANCE points to reflect the effects of the draught you have just drunk.

+

(270) The COMBAT SKILL bonus for using a Shield does not apply here, nor do those for using Alether or weapon-like Special Items such as the Sommerswerd. Depending on your interpretation of the rules, the bonus granted by the Silver Helm may still be applicable, as it appears to be magical in nature. Also, any bonuses to ENDURANCE due to armour should not be applied during this combat.

+

(298) You may not evade combat if you have already visited Baylon's Tomb. If so, you must stay and fight.

+

(349) These bonuses are not cumulative&emdash;if you have both Disciplines, you may only add 4 to the number you pick from the Random Number Table.

+
+
+ +
+ Table of Illustrations + + +

The following is a list of all Sections containing illustrations found in this book:

+ +
+ Primary Illustrations + + + + +
+ +
+ Secondary Illustrations + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+ +
+
+ +
+ Project Aon License + + +

24 May 2001

+ +
+ 0. Preamble + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

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Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

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This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

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+ 1. Definitions + + + +
+ 1.0 + + +

License shall hereafter refer to this document.

+
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+ 1.1 + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ 1.2 + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

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Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

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Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+ +
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
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  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+ +

The following are the works written by Ian Page which are being offered under the terms of this license:

+ +
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+ + +

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+ +

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+ +
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
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  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
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  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
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  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
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  • Rune War; Illustrations Copyright 1995 Brian Williams.
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  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
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  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
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  • Vampirium; Illustrations Copyright 1998 Brian Williams.
  • +
  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
  • +
  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
  • +
  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
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Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

+

The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

+
+
+ +
+
+ +
+ 3. Termination of the License + + + +
+ 3.0 + + +

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

+
+
+ +
+ 3.1 + + +

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

+
+
+ +
+
+ +
+ 4. Jurisdiction + + + +
+ 4.0 + + +

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

+
+
+ +
+
+ +
+ 5. Revision of the License + + + +
+ 5.0 + + +

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

+
+
+ +
+
+ +
+ 6. NO WARRANTY + + + +
+ 6.0 + + +

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

+
+
+ +
+ 6.1 + + +

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

+
+
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+
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+
+
diff --git a/xml/12tmod.xml b/xml/12tmod.xml new file mode 100755 index 0000000..fbf3e02 --- /dev/null +++ b/xml/12tmod.xml @@ -0,0 +1,6585 @@ + + + + %xhtml.characters; + + + %general.links; + + %xhtml.links; +]> + + + + + + The Masters of Darkness + Joe Dever and Brian Williams + Joe Dever
Illustrated by Brian Williams
+ +

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields&emdash;as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

+

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

+

While working in Los Angeles in 1977 he discovered a then little-known game called Dungeons &ersand; Dragons. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

+

Five years later, in 1982, Joe won the Advanced Dungeons &ersand; Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

+

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark&emdash;the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

+

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

+

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

+

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Adventure series by Jon Sutherland. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

+
+ Project Aon + 200313 + +

The moment you draw the dagger from your belt, a blue flame courses the length of its twisted blade and the squealing flood of Crypt Spawn soar upward towards the roof in order to avoid you. They and their creator, Darklord Kraagenskûl, recognize the power you wield and both are in awe and terror of it. Freed from the threat of his loathsome summonations, you now advance upon Kraagenskûl with the dagger before you. He screams in anger and lunges at your head, his sword ablaze with tongues of black fire. You catch the blow on the tip of the dagger and both blades spark furiously as their terrible powers collide.&ellips;

+
+ +

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

+
+ Text copyright © 1988 Joe Dever.
Illustrations copyright © 1988 Brian Williams.
+ +

Text copyright © 1988 Joe Dever.
Illustrations copyright © 1988 Brian Williams.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+
+ + +
+ + +
+ +
+ + Title Page + + + + +
+ + Dedication + + + + + +

For Sophie and Ben

+

With special thanks to
Adrian Orr&emdash;creator of the Mind Reaper.

+
+
+ +
+ + Acknowledgements + + + + + +

I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my millennium gift to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.&ellips; Joe Dever

+

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

+
+ + Credits + + + +
+
Transcription
+
Matthew Reynolds
+
Illustration Transcription
+
Jonathan Blake
+
XML
+
Jonathan Blake
Jeff Dougan
Thomas Wolmer
+
Alternate Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
+
Proofreading
+
Simon Osborne (front matter, Sections 36&endash;70, 106&endash;210, 246&endash;350)
Matthew Reynolds (Sections 1&endash;35, 71&endash;105, 211&endash;245, 281&endash;350)
+
Editing
+
Jeff Dougan
Ingo Klöcker
Simon Osborne
Thomas Wolmer
+
PDF Layout
+
Jonathan Blake
Ingo Klöcker
+
Coordination
+
Jonathan Blake
+
Special Thanks
+
Richard Chalk
Peter Smyth
+
+
+
+
+
+ +
+ + The Story So Far&ellips; + + + + + +

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies&emdash;the Darklords of Helgedad.

+

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You found this lost Kai treasure and gave a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. To fulfil your pledge, you embarked on the same quest that was undertaken by Sun Eagle over one thousand years ago: the search for the seven crystals of power that hold the power and wisdom of your ancestors.

+

Your quest was to take you far from your northern homeland. Following in the footsteps of the first Kai Grand Master you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that for centuries the Elder Magi had awaited your coming. An ancient Dessi legend told of the birth and rise to greatness of two koura-tas-kai, which means Sons of the Sun. One was named Ikar, which means eagle, and the other was named Skarn, which means wolf. A prophecy foretold that the Koura-tas-Kai would each come from out of the north to seek the counsel of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny&emdash;to triumph over the champions of darkness in an age of great peril. The Elder Magi knew that you were Skarn, the wolf of Dessi legend, and in keeping with their ancient vows they promised to help you complete the Magnakai quest.

+

In Elzian, the capital of Dessi, you were tutored an the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery. You were eager to learn all that the Elder Magi could teach you in preparation for your quest, but war was to cut short your tuition. In the Darklands capital of Helgedad a struggle for power had been won by a Darklord called Gnaag. The other Darklords, fourteen an number, united behind their new leader and upon his command began to muster huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. His legions advanced unchecked until, at the momentous Battle of Tahou, you turned the tide of the war decisively against Gnaag by defeating his powerful ally, Zakhan Kimah, in mortal combat.

+

Victory at Tahou paved the way for the liberation of all the lands that Gnaag had taken by force. But the sweet taste of this victory was to turn sour when you discovered that he had captured the last three remaining Lorestones of Nyxator, and had vowed to avenge his defeat by destroying them and killing you. Alarmed by this news, the High Council of the Elder Magi helped you to formulate a plan of action. They had received news from allies in the west that the Lorestones were being held in the city-fortress of Torgar, where Gnaag's sorcerers&emdash;the Nadziranim&emdash;were searching for a means of destroying them. Fearing that they might achieve their goal, the Elder Magi made preparations for +your secret passage to Torgar and, after a long and perilous journey, you arrived to find it besieged by the allied armies of Talestria and Palmyrion. During the many months of the Darklord invasion, hundreds of Talestrians were enslaved and sent to labour in the dungeons and sulphur mines deep within the bowels of Torgar. Their plight had seemed hopeless until the allied armies, under the command of Lord Adamas of Garthen, finally arrived to liberate them. Due in part your bravery and skill during the assault, Lord Adamas's troops were able to breach the great Torgar gate and storm its citadel. During this fierce battle you gained entry to the chamber at the heart of the citadel where the Nadziranim were attempting to destroy the Lorestones. Above a circular black pit the three radiant gems hung suspended in a fireball of negative energy, the focal point of several beams of power arising from crystals set around the edge of the pit. By means of a gantry you were able to climb above these energy beams and retrieve one of the three Lorestones. But, as you reached out for the remaining two, the terrible voice of Darklord Gnaag filled the chamber. Vengeance is mine! he rasped, and in the next instant a bolt of blue lightning leapt from a crystal that he held in his fly-like hand. It sheared through the rusty iron gantry, creating a shock wave that sent the Lorestones tumbling Into the black pit. A second bolt ripped the gantry in two, and, with the ghastly laugh of Darklord Gnaag ringing in your ears, you fell headlong into a portal of total darkness&emdash;a Shadow Gate&emdash;which led to the twilight world of the Daziarn Plane.

+

When first you looked upon the desolate wastelands of the Daziarn, you recalled what little you had heard tell of this alien world. The magicians of Sommerlund believe it to be an astral corridor, connecting and binding the planet Magnamund to other planes of existence. By passing through a Shadow Gate&emdash;one of which is situated below their Guildhall in the city of Toran&emdash;a person could gain entry to the Daziarn. However, all those who had ever passed through the Shadow Gate of Toran had never been seen again, prompting the magicians to believe that the journey could only be made in one direction. It was said that from the Daziarn there was no escape.

+

Your vow to restore the Kai, and your stubborn will to survive against all odds, made you even more determined to recover the last two Lorestones and find a way of returning to your home world. In the course of your search you discovered that your fight against the forces of darkness was the focus of a greater conflict raging throughout all the planes of existence, and that the time had come when the actions of one individual would shape the future of every living thing. It came as a great revelation to discover that you were that individual.

+

Part of your destiny was fulfilled when you fought and defeated the Chaos-master, the leader of the evil force that threatened to conquer the Daziarn. You recovered one of the Lorestones and, with the help of a god-like creature called Serocca, you were able to find the location of a Shadow Gate that would return you to your own world. Here your quest culminated in a battle with your old enemy, Vonotar the Traitor, who had found the last Lorestone and who controlled the city wherein lay the Shadow Gate. He had intended to use the power of the Lorestone to enable him to return to Magnamund, but your bravery and determination put paid to his plans. In a desperate fight, on the very threshold of the Shadow Gate itself, you slew him and retrieved the last Lorestone, thereby completing the Magnakai Quest. Instantly an overwhelming wave of power was transfused into your being, lifting you to a level of consciousness that transcended your mortal frame. You surrendered to this power and, under its guidance, you were drawn inexorably towards the Shadow Gate. Willingly you stepped into the icy darkness and began your triumphant return to the world where you were born.

+
+
+ +
+ + The Game Rules + + + + + +

You keep a record of your adventure on the Action Chart.

+

During your training as a Kai Master you have developed fighting prowess&emdash;COMBAT SKILL and physical stamina&emdash;ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

+

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 12. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6&endash;12).

+ +
+ + Magnakai Disciplines + + + + + +

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

+

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

+

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called Lore-circles. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section Lore-circles of the Magnakai for details of these bonuses.)

+

When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.

+
+ + Weaponmastery + + + +

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

+ + + Brian Williams + + + + +
    +
  • Spear
  • +
  • Dagger
  • +
  • Mace
  • +
  • Short Sword
  • +
  • Warhammer
  • +
  • Bow
  • +
  • Quarterstaff
  • +
  • Broadsword
  • +
  • Axe
  • +
  • Sword
  • +
+
+
+

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the weapons list. You cannot carry more than two weapons.

+
+
+ +
+ + Animal Control + + + +

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

+

If you choose this skill, write Animal Control on your Action Chart.

+
+
+ +
+ + Curing + + + +

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

+

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+
+
+ +
+ + Invisibility + + + +

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

+

If you choose this skill, write Invisibility on your Action Chart.

+
+
+ +
+ + Huntmastery + + + +

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

+

If you choose this skill, write Huntmastery on your Action Chart.

+
+
+ +
+ + Pathsmanship + + + +

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

+

If you choose this skill, write Pathsmanship on your Action Chart.

+
+
+ +
+ + Psi-surge + + + +

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

+

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

+

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+
+
+ +
+ + Psi-screen + + + +

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

+

If you choose this skill, write Psi-screen: no points lost when attacked by Mindforce on your Action Chart.

+
+
+ +
+ + Nexus + + + +

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

+

If you choose this skill, write Nexus on your Action Chart.

+
+
+ +
+ + Divination + + + +

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

+

If you choose this skill, write Divination on your Action Chart.

+
+
+
+
+ +
+ + Equipment + + + + + +

Before you leave Toran and begin your fateful mission, Banedon gives you a map of the Darklands and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the Gold Crowns section of your Action Chart.

+

Banedon also makes available a choice of equipment to help you survive in the hostile enemy heartland. For the voyage into the cold waters of the Kaltesee, you are given special fur-lined clothing, sturdy boots, and a hooded cape made from waterproof Kalkoth hide. You may also take six items from the following list, to add to any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.

+
    +
  • Sword (Weapons)

  • +
  • Bow (Weapons)

  • +
  • +

    Quiver (Special Items) This contains six arrows. Tick them off as they are used.

    + + + Brian Williams + + + + +
  • +
  • +

    Rope (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    + + + Brian Williams + + + + +
  • +
  • +

    Lantern (Backpack Items)

    + + + Brian Williams + + + + +
  • +
  • +

    Mace (Weapons)

    + + + Brian Williams + + + + +
  • +
  • +

    4 Meals (Meals) Each Meal takes up one space in your Backpack.

    + + + Brian Williams + + + + +
  • +
  • +

    Dagger (Weapons)

    + + + Brian Williams + + + + +
  • +
  • Quarterstaff (Weapons)

  • +
  • Axe (Weapons)

  • +
+

List the six items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

+ +
+ + How to Carry Equipment + + + +

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

+
    +
  • Sword&emdash;carried in the hand.
  • +
  • Bow&emdash;carried in the hand.
  • +
  • Quiver&emdash;slung over your shoulder.
  • +
  • Rope&emdash;carried in the Backpack.
  • +
  • Potion of Laumspur&emdash;carried in the Backpack.
  • +
  • Lantern&emdash;carried in the Backpack.
  • +
  • Mace&emdash;carried in the hand.
  • +
  • Meals&emdash;carried in the Backpack.
  • +
  • Dagger&emdash;carried in the hand.
  • +
  • Quarterstaff&emdash;carried in the hand.
  • +
  • Axe&emdash;carried in the hand.
  • +
+
+
+ +
+ + How Much Can You Carry? + + + +
+
Weapons
+

The maximum number of weapons that you may carry is two.

+
Backpack Items
+

These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

+

The maximum number of Special Items that can be carried on any adventure is twelve. Surplus Special Items may be left for safekeeping at your Kai monastery.

+
+
Gold Crowns
+

These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

+
Food
+

Food is carried in your Backpack. Each Meal counts as one item.

+
+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+
+
+ +
+ + How to Use Your Equipment + + + +
+
Weapons
+

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+
Bow and Arrows
+
+

During your adventure there will be opportunities to use a bow and arrow. If you equip yourself with this weapon, and you possess at least one arrow, you may use it when the text of a particular section allows you to do so. The bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a bow cannot be used in hand-to-hand combat, therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a sword or mace.

+

In order to use a bow you must possess a quiver and at least one arrow. Each time the bow is used, erase an arrow from your Action Chart. A bow cannot, of course, be used if you exhaust your supply of arrows, but the opportunity may arise during your adventure for you to replenish your stock of arrows.

+

If you have the Magnakai Discipline of Weaponmastery with a bow, you may add 3 to any number that you choose from the Random Number Table, when using the bow. If you enter combat armed only with a bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

+
+
Backpack Items
+

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at anytime.) You may exchange or discard them at any point when you are not involved in combat.

+
Special Items
+
+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

+

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Surplus Special Items may be left in safekeeping at your +Kai monastery.

+
+
Food
+

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

+
Potion of Laumspur
+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+
+
+
+
+
+ +
+ + Rules for Combat + + + + + +

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

The sequence for combat is as follows:

+
    +
  1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

  2. +
  3. +

    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    +

    Example

    +

    Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    +

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

    +
  4. +
  5. When you have your Combat Ratio, pick a number from the Random Number Table.

  6. +
  7. +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    +

    Example

    +

    The Combat Ratio between Lone Wolf and the Nightstalker has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +
      +
    • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
    • +
    • Nightstalker loses 6 ENDURANCE points
    • +
    +
  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  10. +
  11. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  12. +
  13. Repeat the sequence from Stage 3.

  14. +
+

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

+

A summary of Combat Rules appears in the back of this book.

+
+ + Evasion of Combat + + + +

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

+
+
+
+
+ +
+ + Levels of Magnakai Training + + + + + +

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior&emdash;Kai Grand Mastership.

+
    +
  1. Kai Master
  2. +
  3. Kai Master Senior
  4. +
  5. Kai Master Superior&emdash;You begin the Lone Wolf Magnakai adventures with this level of training.
  6. +
  7. Primate
  8. +
  9. Tutelary
  10. +
  11. Principalin
  12. +
  13. Mentora
  14. +
  15. Scion-kai
  16. +
  17. Archmaster
  18. +
  19. Kai Grand Master
  20. +
+
+
+ +
+ + Lore-circles of the Magnakai + + + + + +

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called Lore-circles. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

+

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

+
+
Circle of Fire
+
Weaponmastery &ersand; Huntmastery
+
Circle of Light
+
Animal Control &ersand; Curing
+
Circle of Solaris
+
Invisibility, Huntmastery &ersand; Pathsmanship
+
Circle of the Spirit
+
Psi-surge, Psi-screen, Nexus &ersand; Divination
+
+

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

+
+ + Lore-circle Bonuses + + + +
+
Circle of Fire
+
+1 CS +2 EP
+
Circle of Light
+
0 CS +3 EP
+
Circle of Solaris
+
+1 CS +3 EP
+
Circle of the Spirit
+
+3 CS +3 EP
+
+

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

+
+
+
+
+ +
+ + Improved Disciplines + + + + + +

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you have reached the rank of Primate (four skills), Tutelary (five skills), Principalin (six skills), Mentora (seven skills), Scion-kai (eight skills) or Archmaster (nine skills), you will now benefit from improvements to the following Magnakai Disciplines:

+
+ + Primate + + + +
+
Animal Control
+
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
+
Curing
+
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not be able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
+
Huntmastery
+
Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
+
Psi-surge
+
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
+
Nexus
+
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
+
+
+
+ +
+ + Tutelary + + + +
+
Weaponmastery
+
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
+
Invisibility
+
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Pathsmanship
+
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
+
Psi-screen
+
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
+
Divination
+
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
+
+
+
+ +
+ + Principalin + + + +
+
Animal Control
+
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
+
Invisibility
+
Principalins are able to mask any sounds made by their movements while using this skill.
+
Huntmastery
+
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
+
Psi-surge
+
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Nexus
+
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
+
+
+
+ +
+ + Mentora + + + +
+
Weaponmastery
+
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g. a bow) or thrown (e.g. a dagger). When using a bow or thrown weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.
+
Curing
+
Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.
+
Pathsmanship
+
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.
+
Psi-screen
+
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.
+
Divination
+
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.
+
+
+
+ +
+ + Scion-kai + + + +
+
Weaponmastery
+
When entering combat with a weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a weapon they lose only 1 point from their COMBAT SKILL.
+
Invisibility
+
Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.
+
Pathsmanship
+
Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.
+
Psi-screen
+
When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.
+
Divination
+
Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called spirit walking. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.
+
+
+
+ +
+ + Archmaster + + + +
+
Animal Control
+
Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.
+
Curing
+
Archmasters are able to use their healing power to repair serious wounds sustained in battle. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days.
+
Huntmastery
+
Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.
+
Psi-surge
+
When using their psychic ability to attack an enemy, Archmasters may add 6 points to their COMBAT SKILL instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1 ENDURANCE point. When using the weaker psychic attack&emdash;Mindblast&emdash;they may add 3 points to their COMBAT SKILL without loss of ENDURANCE points. Archmasters cannot use Psi-surge if their ENDURANCE score falls to 4 points or below.
+
Nexus
+
Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Kai Grand Mastership.
+
+
+
+
+
+
+
+ +
+ + Magnakai Wisdom + + + + + +

Your mission to destroy Darklord Gnaag will be fraught with awesome dangers. Be secretive and be on your guard at all times, for the creatures of the Darklands will stop at nothing to destroy you should your return to Magnamund become known to them.

+

Some of the things that you will find during your mission will be of use to you, and some may be red herrings of no real value at all, so be selective in what you decide to keep.

+

If this is your first Magnakai adventure be sure to choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

+

At last the chance to avenge the massacre of the Kai is within your grasp. The restoration of your warrior brotherhood and the future of Magnamund depend on your success. May the spirit of your ancestors and the wisdom of the great god Kai guide you to victory and the fulfilment of your destiny.

+
+
+ +
+ + Numbered Sections + + + +
+ + 1 + + + +

Upon entering the Shadow Gate you are submerged in total darkness and fall into a lightless void. Relentlessly you are buffeted and numbed by an intense coldness that drains the strength from your body and fills your mind with strange, dream-like images. It is as if you are being sucked into the heart of a swirling black abyss, and, as your senses fade, you pray that you have enough strength to survive your return to Magnamund.

+

Barely a flicker of consciousness remains when the sensation of warmth returns to your frozen limbs. It revives you and slowly you become aware of a fluorescent mist and a pinpoint of light in the far distance. The sensation of falling is replaced by a smooth forward movement, as if you are gliding to a halt at the end of a steep slide. Rapidly the tiny light grows larger until suddenly you emerge from the darkness and find yourself standing in a place that you recognize immediately.

+

Pick a number from the Random Number Table (if you pick a 0 it counts as 10). The number you have picked represents the number of ENDURANCE points you have lost during your passage through the Shadow Gate. Deduct this number of points from your ENDURANCE score.

+ Turn to 94. +
+
+ +
+ + 2 + + + +

You unsheathe your weapon and brace yourself to avoid the creature's leap. It springs forward and you roll aside, striking upwards as it blocks out the light. It shrieks as your blow tears deep into its shoulder, then it hits the ground, which shudders beneath the vast stone weight. You jump to your feet and prepare to strike another blow as the creature, squealing pitifully from the pain of its wound, draws itself up and leaps again.

+ + Egorgh + 22 + 27 + +

This creature is particularly susceptible to psychic attack; double all bonuses you would normally be entitled to if using Mindblast or Psi-surge during the combat.

+ If you win the combat, turn to 153. +
+
+ +
+ + 3 + + + +

You unsheathe a weapon and attempt to parry Gnaag's sword, but the supernatural blade shears straight through it and buries itself deep in your chest. An icy chill engulfs your body and you feel your chest constrict as Gnaag withdraws his hellblade. Darkness engulfs your vision and your ears are filled with a ghastly sound&emdash;the mocking laughter of Darklord Gnaag. He raises his infernal sword, Nadazgada, and prepares to deliver the blow that will seal your doom and destroy the hopes of those who oppose the empire of the Darklands.

+ Your life and your mission end here. +
+
+ +
+ + 4 + + + +

Your senses tingle: someone is about to attack you from behind. Without turning to see who is approaching, you twist aside, and your would-be attacker crashes chest-first against the rail. He is a Drakkarim marine armed with a stiletto dagger, whose needle-thin blade glows wetly crimson in the flickering light of the fire. Maddened by the pain of the fearful burns he has sustained on his face and hands, he screams a curse and leaps at you wildly, determined to drive his dagger into your chest.

+ + Drakkarim Marine + 19 + 23 + +

Owing to the frenzy of his attack, he is immune to Mindblast (but not Psi-surge).

+ You can evade combat after two rounds by leaping into the sea: turn to 58. + If you win the combat, turn to 91. +
+
+ +
+ + 5 + + + + +

Be aware that these choices originally read three rounds or less&ellips; and longer than four rounds&ellips;. We've arbitrarily changed the first choice to read four rounds or less&ellips;, erring in the reader's favour.

+
+
+ + +

Your adversary is little more than a few feet away when you release your bowstring to send an arrow streaking towards his chest. It hits with terrific force but, to your utter amazement, it fails to penetrate his flesh; the shaft shatters into a dozen harmless shards. With a scream of gleeful vengeance, the Drakkar officer swings his scimitar down to cleave your neck in two. Instinct alone saves you from its razor-sharp edge. Immediately, he strikes again, swinging his blade back in a vicious arc that is aimed at your throat. You block the blow but it costs you your bow, chopped almost in half as it stops the blade barely inches from your chin (remember to delete this weapon from your Weapons list). Hurriedly you fumble for a hand weapon as he steadies himself to strike again.

+ + Drakkar Marine Officer + 27 + 38 + +

You are unable to draw a weapon until the beginning of the second round of the combat, and must fight the first round unarmed.

+ If you win, and the fight lasts four rounds or less, turn to 232. + + If you win, and the fight lasts longer than four rounds, turn to 148. +
+
+ +
+ + 6 + + + +

As you sunder the last of the Crypt Spawn, Kraagenskûl reaches out to touch the surface of a bowl that rests on a plinth beside his throne. It is filled with a bright, silvery liquid and at once you sense its purpose. It is a communicator, a device that enables him to speak with his leader, Darklord Gnaag. The Sommerswerd had betrayed your identity and Kraagenskûl is about to warn his master that you have returned from the Daziarn and are here in Argazad. As his bony fingers dip to within inches of the shimmering surface, your only hope of stopping him is to hurl the Sommerswerd at his back.

+ + + Brian Williams + + + + +

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris and the Lore-circle of Fire, add another 1 to the number.

+ If your total is now 0&endash;5, turn to 275. + If it is 6 or more, turn to 75. + +
+ +
+ + 7 + + + +

You pull away from your adversary and retreat towards the middle of the ship. There, a group of Kirlundins have drawn up in a circle and are holding their ground behind a wall of shields. You join them and take command as a second wave of Drakkarim clamber over the side and come howling across the deck. With a noise like thunder they fall upon the group, their swords and axes drawing sparks as they rain down upon the shield-wall with numbing force. The shock of their impact drives the Kirlundins back, opening gaps in their defence through which the strongest Drakkarim hurl themselves recklessly. One breaks through close to where you stand and stabs at your neck with his blunted sword.

+ + + Brian Williams + A Drakkar Marine stabs at
your neck with his sword
+ + + +
+ + Drakkar Marine + 23 + 27 + +

Owing to his state of battle-frenzy, this foe is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 294. +
+
+ +
+ + 8 + + + +

Ok zee okak! whispers a Giak scout, a sneer spreading slowly across his ugly grey face. He has scrambled on to a boulder and, using his infra-vision (the ability to see warm objects radiating in the dark), he has caught sight of you crawling towards the cliffs. Your sixth sense informs you that you have been spotted. To continue to crawl is futile, so you scramble to your feet aid sprint towards a V-shaped cleft that marks the start of a steep trail. You have taken less than a dozen strides when three squat shapes loom out of the shadows ahead: they are Giaks, armed and ready for combat.

+ + Giaks + 19 + 27 + +

Unless you have the Magnakai Discipline of Huntmastery or Divination, deduct 2 points from your COMBAT SKILL for the first two rounds of the fight.

+ If you win and the fight lasts three rounds or less, turn to 311. + If you win, and the fight lasts four rounds or more, turn to 252. +
+
+ +
+ + 9 + + + +

You dive aside, but you are hit by the whirring tip of the sword, which slices through your cape and lays open your shoulder: lose 3 ENDURANCE points.

+

Gritting your teeth against the sharp pain, you grab the rear of the cannon and revolve it on its mounting until it points directly at the advancing Drakkarim marines. Their faces freeze with terror when they find themselves staring into the muzzle of their own formidable weapon. Death to the Darklords! you cry, and pull the firing lever.

+ Turn to 285. +
+
+ +
+ + 10 + + + +

The day is but an hour old when suddenly it begins to get darker. A ceiling of black cloud spreads across the sky, fed by billowing plumes of noxious gases that pour from the cracks and craters of the southern wastes. Violent electrical storms rage in these plumes and a thunderous rumbling, like the growling of an angry giant disturbed from sleep, echoes in the bowels of the lifeless earth.

+

A redness in the clouds grows stronger as the Zlanbeast flies westwards. It fills the horizon, setting your pulse racing as you sense that Nengud-kor-Adez, the chasm of fire that surrounds Helgedad, is the source of the scarlet glow. You correct your course, steering the Zlanbeast away to the north, and within minutes you catch your first glimpse of Aarnak.

+

It is a grim spectacle, a mass of huge steel buildings grouped haphazardly around the mouth of a frigid estuary, surrounded in turn by a defensive ring of spike-topped earthworks. Everything appears to be eaten by rust, aggravated by clouds of corrosive steam that arise from rivulets of black water criss-crossing the ground. It strikes you as an uninhabitable place, yet its murky thoroughfares are teeming with thousands of grey-skinned creatures all pulling or pushing great iron carts filled with ore. As the Zlanbeast speeds towards the city, you search for somewhere suitable to land.

+ If you possess the Magnakai Discipline of Huntmastery, and have reached the Kai rank of Principalin or more, turn to 127. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 301. +
+
+ +
+ + 11 + + + +

Using your Kai skill, you will the Zlanbeast to cease its incessant caw. Immediately it obeys your psychic command and shuffles to the end of its perch, its head bowed and its eyes half closed. The Death Knight starts to turn away from the parapet, but his movements are slow and relaxed, and he is totally unprepared to receive your attack. Like a striking viper you lash out at his chest with deadly effect.

+ Turn to 139. +
+
+ +
+ + 12 + + + +

The great sea beast roars, and a blast of putrid breath blows you away from the longboat, rolling you over and over like a leaf in a storm. Pain lances through your shoulder as you glance off the main mast and crash against the ship's starboard rail: lose 2 ENDURANCE points.

+

Your bow is still gripped firmly in your hand, and, as you struggle to your feet, you draw a fresh arrow and take aim once more at the monster's head.

+ If you wish to fire at the creature's eye, turn to 82. + If you wish to fire into the creature's mouth, turn to 236. + If you decide to fire at the creature's ear, turn to 135. +
+
+ +
+ + 13 + + + +

Desperately, you draw on your inner strength to fight the poison that is coursing through your veins. Your Kai skill of Curing blocks the deadly effects of this viral poison, and quickly eradicates it from your system, but at a loss of 5 ENDURANCE points.

+

Gritting your teeth against the pain, you wrench the evil shaft from your shoulder and cast it aside as you run for the safety of the shadows.

+ Turn to 48. +
+
+ +
+ + 14 + + + +

The tide bears you swiftly towards a shingle beach, which is littered with huge, sea-smoothed boulders. The hissing surf and the screech of the loathsome sea-scavengers echo all along this barren coastline. It is an unwelcoming sound&emdash;cold and hostile&emdash;a fitting reflection of the land itself.

+

Ten yards from the stony beach you slip into the thigh-deep foam and wade ashore. Night has fallen swiftly, but there is a full moon by which to see. It pierces the darkness and bathes the landscape in its ghostly ashen light. Crouching low, you scurry up the beach, using the boulders as cover as you head towards the base of a sheer cliff wall. You are nearing your goal when the sounds of footsteps and gruff voices stop you dead in your tracks: it is a patrol of Giak soldiers. Drawn from their clifftop encampment, having witnessed the battle at sea, they are searching the water's edge for survivors. The tips of their spears glint wetly crimson in the moonlight, alerting you to the fate that has befallen those of Davan's crew who managed to swim ashore.

+

Ok zee orgadak! growls one of the leading scouts, pointing in your direction.

+ If you have the Magnakai Discipline of Invisibility, and have reached the Kai rank of Tutelary or more, turn to 215. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 111. +
+
+ +
+ + 15 + + + +

You are in combat with an alert Vladoka&emdash;an élite Nadziranim temple guard. You cannot evade this combat and must fight your adversary to the death.

+ + Vladoka + 28 + 35 + +

Owing to the power of the weapon he wields, this being is immune to Mindblast and Psi-surge.

+ If you win the combat, turn to 308. +
+
+ +
+ + 16 + + + +

You are expecting the sudden chill of cold water, so it comes as a great shock when you slam down upon the moving steel deck of the Darkland ironclad. Your legs buckle and your knees hit your chest, forcing the air from your lungs and leaving you gasping like a fish out of water: lose 3 ENDURANCE points. You have barely recovered when a Drakkar sailor, armed with a billhook, looms out of the smoke and lunges at your head.

+ + Drakkar Sailor + 19 + 24 + +

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 4 points for the first two rounds of this fight, owing to the shock of your landing and the surprise of your enemy's attack.

+ If you win the combat, turn to 243 + +
+
+ +
+ + 17 + + + +

When you fail to answer, the burly sergeant strides forward and repeats his command impatiently. You meet his cold stare and project a surge of psychic energy directly into his brain. He begins to shiver, his cruel eyes widening as your attack erodes his ability to concentrate. You will him to allow you to pass, and mechanically he turns around to face his troops. Agna tok! he says. Dok lug shad.

+

As the armoured soldiers stand aside, you ride quickly through the gate and along a shadowy street that leads down to the quay. At the end of the street is a sign that indicates the way to the two main areas of Argazad: the ironclad harbour and the supply depot.

+ If you wish to investigate the harbour, turn to 295. + If you wish to investigate the supply depot, turn to 328. +
+
+ +
+ + 18 + + + +

Despite your fatigue, you will yourself to stay awake and watchful. The hours crawl by but your caution finally pays off when, at the height of the storm, a hulking shape appears at the entrance, its shaggy bulk silhouetted by the constant lightning. Sensing your presence in its lair, the creature emits a hungry growl and gets ready to leap at your chest.

+ If you have a bow and wish to use it, turn to 264. + If you do not, turn to 2. +
+
+ +
+ + 19 + + + +

As the name leaves your lips, the tip of the crystal shard glows bright amber. Instantly the guard reaches for a lever in the wall, and before you can prevent him, he pulls it, setting an alarm bell clanging. In a matter of seconds, the courtyard is awash with a nightmare legion of snarling, screaming, snapping horrors. They fall upon you, and although you slay many, they overpower you eventually and haul you in chains before Darklord Gnaag. With cruel glee, he orders you to be cast into the Lake of Blood, where your endless suffering will feed its unholy flames for all eternity.

+ Tragically, on the threshold of victory, your natural life and mission end here. +
+
+ +
+ + 20 + + + +

You throw yourself to the deck as the missile drops like a meteor from the sky. It passes overhead, between the main and mizzen masts, then hits the water with a tremendous splash. The other enemy vessels start to turn to bring their weapons to bear, but the heavy iron ships are slow and cumbersome, and by the time they have altered position, the Intrepid is out of range and sailing at speed into the dully gleaming waters of the Kaltesee.

+ Turn to 71. +
+
+ +
+ + 21 + + + +

Desperately you draw on your psychic defences, erecting a shield to deflect the surge of mental energy that is coursing through your mind.

+

Pick a number from the Random Number Table. For every Magnakai Discipline you possess, including your initial three skills, add 1 to the number you have picked.

+ If your total is now 0&endash;6, turn to 244. + If it is 7 or more, turn to 152. +
+
+ +
+ + 22 + + + +

You are pulling yourself over the parapet when the silence is shattered by the piercing clang of a bell.

+

Ok zee orgadak iak zordak tozaz! screams a Giak sentry, leaning out of the watchtower window. With one hand he is pointing at you with a sword and with the other he is tugging frantically at the cord of an alarm bell. You curse your luck as you turn to face the two sentries who are now rushing along the battlements their spears held ready to stab you to death.

+ + Giak Sentries + 17 + 22 + + If you possess the Sommerswerd, and wish to use it, turn to 247. + You can evade combat at any time by leaping from the battlements to the ground below, a jump of over twenty feet: turn to 96. + If you win the combat, turn to 349. +
+
+ +
+ + 23 + + + +

Your lightning-fast reflexes save you from the small, jelly-like creature that is plummeting towards your head. You sidestep and it hits the floor with a splat like a handful of falling mud. Immediately it springs towards your face, forcing you to defend yourself as best you can.

+ + + Brian Williams + The Plaak springs from the
floor towards your face
+ + + +
+ + Plaak + 30 + 10 + +

This creature is immune to Mindblast and Psi-surge. Owing to the speed of its attack, unless you possess the Magnakai Discipline of Huntmastery, you are unable to draw a weapon and must fight the first round of combat unarmed.

+ If you win the combat, turn to 312. +
+
+ +
+ + 24 + + + +

The mate leads you through the bowels of the ship to your quarters near the stern. You are hoping for some degree of comfort but the cabin turns out to be cramped and smelly, sandwiched between the galley and the bilge. Despite the lack of space, and a stomach-churning smell redolent of dead fish, you manage to catch a few hours' sleep before the grey dawn haze filters through the glass of the cabin's solitary porthole.

+

Desperate for fresh air, you make your way up to the forecastle where you find the captain, standing alone at the rail, reading the contents of the envelope. 'Tis a brave risky adventure you've committed yourself to, comrade, he says, without raising his eyes from the parchment clutched in his gloved hands. Yet these be risky times. I can only guess at what lies beyond your journey to Dejkaata, but of one thing you can be sure&emdash;I will do all in my power to see you safely there. Immediately, he issues orders to turn the ship about and steer a new course&emdash;north-by-north west. The crew react to the sudden change of plan with great speculation, yet, despite the dangers they know they may have to face, none challenge their captain's decision or voice dissent.

+ Turn to 241. +
+
+ +
+ + 25 + + + +

The harrowing howls of your pursuers are growing louder with each passing second. The ghastliness of the sound makes you shiver involuntarily and ruins your aim. The arrow misses the guard and shatters against the wall of the tower, its steel tip drawing sparks, which causes the creature to give a yell of shocked surprise. Fearful that his cry will alert those who are following you, you shoulder your bow hurriedly and draw a hand weapon. Then you sprint towards the startled guard, grimly determined to finish him before he raises the alarm.

+ If you possess the Sommerswerd and wish to use it to slay this creature, turn to 208. + If you do not possess this Special Item, or do not wish to use it, turn to 15. +
+
+ +
+ + 26 + + + +

Your Kai sense informs you that the stairs descend to the control cabin and crew's quarters then on to the cargo sections which house huge tanks filled with sulphur, used as fuel for the engine of this strange craft. The sudden appearance of the sailor's body has started a commotion, and the sound of heavy boots grating on metal warns you that more Drakkarim are ascending the stairs to investigate what, or who, caused their comrade's death. To attempt to descend the stairs could prove fatal, so hurriedly you slam shut the door and look for another place to hide.

+ Turn to 169. +
+
+ +
+ + 27 + + + +

Kuzoknar jeg okak eg? bellows the Giak, angrily. Okak nenrak! Okak gaj! He is clearly unimpressed by your demand, and, as he and his two subordinates draw their swords, you decide that the time for talk is over.

+ + Aarnak Giaks + 23 + 27 + + If you win the combat, turn to 322. +
+
+ +
+ + 28 + + + +

The Drakkarim lie entangled at your feet, their heaped bodies a grim testimony to the deadly art of a Kai lord in battle. You step back from your lifeless foes, grabbing the ship's rail as the deck lists heavily to starboard. The Intrepid is sinking fast.

+

Abandon ship! cries Davan, his voice carrying above the clangour of striking swords and dying men. As he rushes past you, followed closely by two blood-spattered Kirlundins, he urges you to save yourself before the ship goes down.

+ If you wish to follow Davan, and abandon ship, turn to 110. + If you decide to search the bodies of your dead enemies first, turn to 317. +
+
+ +
+ + 29 + + + +

Boldly you approach the two bovine guards, confident that your disguise will deceive them into letting you pass. Using the Giak language, you request that they open the door. Tok etaar! you say, in a commanding tone. The guards are unimpressed. Slowly one of them reaches to his belt pouch and removes a strange, box-shaped device fashioned from silvery crystal. He flicks it open and it emits a loud humming noise.

+ If you possess the Magnakai Discipline of Psi-screen, and have attained the Kai rank of Scion-kai or more, turn to 141. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 291. +
+
+ +
+ + 30 + + + +

Using your advanced Kai skills, you lower yourself over the edge of the path and begin a perilous descent to the beach below. Twice your fingers lose their grip, but on both occasions your reflexes save you from falling backwards to your doom. Above, you hear angry shouts as the two Giak search parties converge and discover you gone. They blame each other for allowing you to escape, and, in the ensuing scuffle, more than one screaming body falls past you to crash on the rocks below. Arrows begin to fall from the cliff's edge, but they are poorly aimed and few come within an arm's length of hitting you. Order returns and the Giaks start to descend the steep path, but by then it is too late for them to catch you, as you escape northwards along the shore.

+ Turn to 157. +
+
+ +
+ + 31 + + + +

Your Kai senses warn you that if you were to invert the tube, the acceleration of power inside the orange tank would lead to an immediate and devastating explosion. Rather than risk your life and your mission by tampering with the tube, you decide instead to remove some of the fabric that insulates the cables running close to the tank. The effects of this sabotage may not be felt until the vessel has been at sea for some time, but when the cables eventually disintegrate, it will rob the juggernaut of all its power. Should this happen during one of the Kaltesee's frequent storms, then an iron-hulled craft this large would be sure to capsize and sink without trace.

+ Turn to 223. +
+
+ +
+ + 32 + + + +

Drawing on your advanced Magnakai skills, you cause your facial characteristics to become harder and more brutal in appearance.

+

Loga ok okak sheg! (Free me you dog!) you growl in Giak, mimicking the Drakkarim accent to perfection. In the confines of the corridor, your assailant is easily deceived into thinking that he has assaulted one of his fellow marines by mistake. The moment he releases his grip, you spin around and attack with your bare but deadly hands.

+ + Drakkar (surprise attack) + 12 + 26 + +

You must fight the first two rounds of combat unarmed. Only at the start of the third round are you able to unsheathe a hand weapon.

+ If you win the combat, turn to 253. +
+
+ +
+ + 33 + + + +

Using your advanced Kai skill, you focus your hearing on what is being said by the suspicious-looking group. To your dismay you hear them plotting to ambush and kill you. They are followers of Darklord Taktaal, arch-rival of Darklord Ghanesh, whose colours you are wearing. They plan to murder you in retaliation for the death of one of their own, who was poisoned by Ghanesh's minions.

+

You watch them out of the corner of your eye, and, as soon as they turn away their heads, you hurry into a tunnel that has been avoided by the other passengers. The speed of your action catches the group by surprise; none of them sees which tunnel you take and you escape with ease.

+ Turn to 170. +
+
+ +
+ + 34 + + + +

Your greatly enhanced ability to see into the distance, and in the dark, enables you to recognize at once that the cave-like opening in the side of the mountain is a perfectly smooth archway. It has been carved from the rock purposefully, and is not a natural fissure or fault.

+ If you wish to inspect the opening more closely, turn to 143. + If you decide instead to return to the Giak outpost and attempt to gain entry, turn to 86. +
+
+ +
+ + 35 + + + +

You swing clear of the rigging and leap astride the Xargath's neck, but it senses your presence and twists and bucks like a wild stallion to unseat you. Grimly you cling to its scaly hide, stabbing repeatedly at its ears and spine in the hope of disabling it before it breaks free. In desperation it tries to dislodge you, using its massive foreclaws to scratch at its neck in an attempt to hook you away.

+ + Xargath + 10 + 10 + +

This creature is immune to Mindblast (but not Psi-surge).

+ You can evade combat at any time by climbing the main mast and hiding in the crow's nest: turn to 277. + If you win the combat, turn to 66 + +
+
+ +
+ + 36 + + + +

Icy winds tear at your mask and armour as you soar thousands of feet above the southern foothills of the Gourdanak Mountain Range. Were it not for the protection of your Golden Amulet, the bitter fury of these winds would have frozen you to death within an hour of leaving Argazad, yet you feel nothing, save exhilaration and a nagging fear of what awaits you in Aarnak.

+ + + Brian Williams + + + + +

Dawn breaks during the second hour of your flight, and in its dull grey light you glimpse the landscape as it speeds past below. To the south lies the Naogizaga, a vast plain of ash and slime-filled rifts; to the north lie the snow-capped peaks of the Gourdanak Mountains; and ahead lies an unwelcoming vista, a desolation of stunted, poisonous vegetation and hilly crags. You are tired and hungry after your perilous ordeal in Argazad, and must now eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 10. +
+
+ +
+ + 37 + + + +

Through narrowed eyes you watch as the shape draws slowly nearer. A tingle of apprehension chills your skin when you recognize it. Emerging out of the twilight gloom comes a wagon laden with barrels and boxes, drawn by six ox-like creatures. Two Giak soldiers sit on the front seat&emdash;a driver and a guard. Behind them ride four horsemen&emdash;Drakkarim escorts, judging by their size and the cut of their black leather armour. The driver cracks his whip and you notice his eyes fix on the place where you are hiding.

+

Pick a number from the Random Number Table. If you possess the Magnakai Discipline of Invisibility, add 4 to the number you have picked.

+ If your total score is now 0&endash;3, turn to 118. + If it is 4 or more, turn to 304. +
+
+ +
+ + 38 + + + +

With breathtaking suddenness, the pain in your shoulder melts away and you feel yourself falling into an inky black void. You fight to remain conscious, but it is a fight you cannot hope to win, for the deadly viral poison has worked its way into your heart and its insidious effect has committed you to an everlasting sleep.

+ Tragically, your life and your mission end here on the streets of Helgedad. +
+
+ +
+ + 39 + + + +

You brace yourself to receive the enemy as they swarm around you, howling with primal fury, their teeth bared and their faces contorted with rage. The Drakkar officer screams, Darg! and they hurl themselves recklessly upon you.

+ + Drakkarim Assault Squad + 33 + 48 + + If you win the combat, turn to 28. +
+
+ +
+ + 40 + + + +

The Black Cube is a Nadziranim power crystal, a deadly explosive charge devised by the Darkland sorcerers. Since you picked it up, the cube has become increasingly unstable, and now, as you take your first steps into the Imperial Armoury, it explodes with devastating effect. The blast triggers the Crystal Explosive that you had intended to use to destroy the Transfusor, and, in the resulting explosion, you, and this entire section of Helgedad, are blown to smithereens.

+ Your life and your mission end here. +
+
+ +
+ + 41 + + + +

The first mate, whose name is Davan, helps you to splint the captain's broken legs and construct a makeshift stretcher on which to carry him to his cabin. Having done what you can to make the captain comfortable, you return on deck to survey the damage.

+

Over half the crew have been killed or injured in the attack, and the ship itself is badly mauled. The main mast is down, the sails are shredded, and there is a gaping hole that stretches along the port beam to within a few feet of the waterline.

+

We can patch up the sails and work the ship on a skeleton crew, says Davan, peering over the shattered rail, but if we catch a storm this far out to sea, we're done for.

+ Turn to 330. +
+
+ +
+ + 42 + + + +

A section of the boomsail strikes your face, opening a nasty gash across your forehead: lose 4 ENDURANCE points. Stunned by the blow, you react sluggishly to the burning canvas now draped over your body. In a matter of seconds the flames and smoke have completely engulfed you, yet your clothes do not ignite and you feel absolutely no pain, save the wound to your head. Without haste or urgency you cast the blazing sail aside and emerge unburned.

+ Turn to 101. +
+
+ +
+ + 43 + + + +

The Giak snatches the coins from your hand and grunts his approval. Dez ar ok! he says, and leads the way. (Delete from your Action Chart half of the Kika you possess.)

+

You follow him through a maze of garbage-choked streets, past rusting tenements and squalid huts, to an iron tower at the heart of the city. Unlike all else, this tower appears to have been unaffected by the corrosive atmosphere: its surface is dull yet free from decay. The Giak speaks with another who guards its open entrance and immediately he stands aside, allowing you to enter the tower's gloomy ground floor.

+ Turn to 346. +
+
+ +
+ + 44 + + + +

You are within a few feet of the crevasse, craning your neck to see into its lightless depths, when suddenly a thin, snaky tendril rises out of the darkness and stabs at your chest. There is a flash and a terrible pain spreads through your body, radiating to your limbs and leaving you numb and nerveless: lose 6 ENDURANCE points.

+ If you survive the attack, turn to 55. +
+
+ +
+ + 45 + + + +

Orgadak dik! growls the leading Drakkar, when first you appear before them. Then he glances at his men and hisses the command: Taag dok! They leap forward and attack you simultaneously.

+ + Drakkarim Escorts + 26 + 34 + + If you win the combat, turn to 182. +
+
+ +
+ + 46 + + + +

You press yourself against the wall. Keeping to the shadows and using your camouflage expertise, you hide from the approaching Liganim.

+

Pick a number from the Random Number Table. If you possess the Magnakai Disciplines of Invisibility and Psi-screen, add 4 to the number you have picked.

+ If your total is now 0&endash;5, turn to 348. + If it is 6 or more, turn to 70. +
+
+ +
+ + 47 + + + +

Your greatly improved Magnakai skill enables you to see a string of dark shapes on the distant horizon&emdash;enemy ships. The five squat, ugly-looking vessels all lack sail or masts, or any other visible forms of propulsion, yet each moves at a constant and rapid pace. Quickly you inform the captain of what you can see and urge him to change direction, for the Intrepid is now heading on a collision course with the vessel at the centre of the enemy line.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of the Spirit, add 3 to the number you have picked.

+ If your total is now 0&endash;5, turn to 204. + If it is 6 or more, turn to 129. +
+
+ +
+ + 48 + + + +

You escape from the enemy and hide in a narrow alley, where you wait in silence. When you are sure that you are not being followed, you continue through the streets of this evil metropolis.

+

The way ahead is lit momentarily by an exploding fireball that showers this sector of the city with a rain of sparking cinders. In the brief light of the explosion you now see that the street along which you are walking is a cul-de-sac that ends abruptly at a square tower.

+

A creature, its face and body enveloped in a shroud-like robe, stands guard at the entrance to this ponderous building, clutching in its vulture-like claws a stave of iron that crackles with magical blue flames.

+

The sound of howling screams echoes in the darkness behind you, warning that you are being pursued. Rather than turn and face your pursuers, you decide to take refuge in the tower, but to do so you must first deal with the guard.

+ If you have a bow, and wish to use it, turn to 324. + If you do not, turn to 156. +
+
+ +
+ + 49 + + + +

You aim and fire, sending your arrow clean through the breast of the first bird and clipping the wing tip of the second as it whistles skyward. It shrieks in alarm, but rather than take fright and fly away, it banks over and dives for your eyes, determined to exact revenge for the death of its mate.

+ If you have at least one arrow and wish to fire at your feathered attacker, turn to 107. + If you have no arrows, or if you choose to defend yourself with a hand weapon, turn to 268. +
+
+ +
+ + 50 + + + +

You spin around to see the ghastly form of Darklord Gnaag emerge from a shadowy archway, his composite eyes glittering evilly. You stiffen at his approach, your muscles locked like coiled springs. Your whole life's struggle is concentrated into this moment; at last the time has come to avenge the Kai and rid your world of these evil masters of darkness forever. You feel a transformation taking place deep within you, a growing strength and sharpness of mind. It breathes new life into your battle-weary body and fills you with the certain knowledge that your destiny is about to be fulfilled (restore your ENDURANCE score to its original level).

+ + + Brian Williams + The ghastly form of Darklord Gnaag
emerges from a shadowy archway
+ + + +
+

The chamber echoes to a loud, rasping snarl, full of anger and fear, as Gnaag becomes aware of your true identity. You move forward, confident in your strength. But before you can attack, Gnaag fades from sight and a shimmering haze rises from the floor. The mist draws into focus and an eerie cadence, like a distant scream, fills your ears.

+

The phantom mist crystallizes into the shape of a winged beast with glowing ghost-eyes. It opens its fang-filled mouth and your mind screams an alarm.

+ If you possess the Magnakai Discipline of Divination turn to 203. + If you do not possess this skill, turn to 102. +
+
+ +
+ + 51 + + + +

The bosun falls screaming on to the heads of the others, his heavy body dragging them down into a heap at the foot of the stairs. You take this opportunity to escape to the surface, pausing only long enough to slam shut the steel door before looking elsewhere for some place to hide.

+ Turn to 169. +
+
+ +
+ + 52 + + + +

With the toe of your boot, you turn over the body of the dead Giak and search it for any items that may be of use. You discover the following:

+
    +
  • Short Sword
  • +
  • Dagger
  • +
  • 20 Kika (equivalent to 2 Gold Crowns)
  • +
  • Rope
  • +
+

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

+ Turn to 297. +
+
+ +
+ + 53 + + + +

You raise your arm and lash out at the speeding shaft, hoping to turn it aside on the edge of your weapon, but it ricochets towards you, gouging a furrow of skin and hair from your scalp: lose 3 ENDURANCE points. The archer fires again, but this time you manage to twist aside, and the arrow thuds harmlessly into the deck. He curses and bares his teeth as he reaches for yet another arrow. But before he can fire again, his aim is spoiled by two of his comrades, who rush forwards to hack at you with axe and sword. Davan protects your back, holding off the marines who are attempting to climb the stairs. You evade the first blows your enemies, sidestepping a lunge and ducking wild swipe, then strike back with deadly speed and unerring accuracy. Both scream and fall simultaneously, dying with a look of surprise fixed on their cruel faces.

+ Turn to 209. +
+
+ +
+ + 54 + + + +

The door is not locked, and beyond it you discover another hall equally as impressive as the laboratory. It is the Imperial Armoury, and it is filled with row upon row of fearsome weapons.

+ If you possess a Black Cube, turn to 40. + If you do not possess this item, turn to 320. +
+
+ +
+ + 55 + + + +

Gritting your teeth against the pain, you stagger to your feet and fumble for a weapon with numbed fingers. Suddenly, a huge shape explodes from the crevasse, rising at such a speed that its features are a blur. It emits a deafening screech, then dives towards your head, its coal-black tendril whipping the air wildly as it attempts to coil it around your neck.

+ + Ictakko + 25 + 35 + +

Unless you possess the Magnakai Discipline of Nexus and have reached the Kai rank of Archmaster, you must lose an extra 1 ENDURANCE point every time this creature inflicts a wound during the combat, owing to the numbing effect of its electrical attack.

+ If you win the combat, turn to 343. +
+
+ +
+ + 56 + + + +

The screams make the guard anxious. He levels his iron stave and adopts a fighting stance in case he should need to defend himself. His eyes, like pinpoints of red fire glowing inside the hood of his robe, catch sight of you moving in the shadows, and when you strike your first blow you discover that he is poised to parry it on the shaft of his stave.

+ If you possess the Sommerswerd, and wish to use it, turn to 208. + If you do not possess this Special Item, or do not wish to unsheathe it, turn to 15. +
+
+ +
+ + 57 + + + +

You draw the sun-sword and a gout of golden flame engulfs the blade, flaring with such brilliance that you are momentarily blinded. Kraagenskûl shrieks. It is an unearthly howl, filled with blind terror. He throws up his skeletal hands to shield himself from the searing light, and smoke curls from his blistering skin as the radiant power of the Sommerswerd burns his flesh. Sparks explode as you fend off the swarming cloud of Crypt Spawn, your blade destroying them with ease, but Kraagenskûl summons yet more of the horrors, and you are hard-pressed to keep from being overwhelmed.

+ + + Brian Williams + + + + + + Crypt Spawn Flood + 30 + 36 + + If you win, and the fight lasts three rounds or less, turn to 6. + If you win, and the fight lasts four rounds or more, turn to 195. +
+
+ +
+ + 58 + + + +

You hit the water with a mighty splash and sink like a stone beneath the icy waves, yet the shock serves to electrify your senses and you quickly strike out for the surface. You emerge from the depths, coughing and gasping for air, in time to see the enemy ironclad come steaming alongside the blazing Intrepid. Its great steel hull passes within a few yards of where you are treading water. Fearful that you could be drowned in its wake, you swim towards it and latch on to the bow as it moves past. The heads of the rivets, which secure its steel skin, offer a handhold for your fingers and enable you to drag yourself on to its deck.

+

You have had barely enough time to draw breath when a Drakkar sailor, armed with a billhook, rushes forwards and aims a blow at your head.

+ + Drakkar Sailor + 19 + 24 + +

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 2 points for the first round of this fight, owing to the speed and surprise of your enemy's attack.

+ If you win the combat, turn to 243. +
+
+ +
+ + 59 + + + +

Swiftly you dive aside, hoping to escape from the creature's attack, but it changes direction in mid-air and strikes you on the shoulder.

+

Pick a number from the Random Number Table. If you have completed the Lore-circles of Light and Solaris, add 3 to the number you have picked.

+ If you total is now 0&endash;4, turn to 233. + If it is 5 or more, turn to 205. +
+
+ +
+ + 60 + + + +

From the crow's nest there comes a scream of abject horror. It echoes down the rigging, alerting all to a great scaly head that has broken through the surface twenty yards off the port bow. Xargath! The lookout's cry is taken up by the crew as, one by one, they glimpse the fearful sight of this legendary terror of the Kaltesee.

+

Ishir preserve us! gasps Captain Borse, as the beast opens its jaws revealing the glitter of its jagged, razor-sharp fangs. For a moment he is stunned by the terrifying sight, but quickly he recovers and begins shouting urgent orders to his awestruck crew. Man the ballistas! Break out the billhooks! All hands stand by to defend the ship!

+ + + Brian Williams + The Xargath rises up from the
sea and lunges at the ship
+ + + +
+

The Xargath observes the commotion in silence, its hooded eyes aglow with baleful green fire as calmly it considers the moment to attack. Then, with an awful suddenness, it rises from the sea, roaring and hissing angrily, and lunges forward. Captain Borse gives the order to fire and a volley of ballista bolts sink into the monster's scaly throat. Undeterred, it presses its attack and falls upon the port beam with devastating effect. Tortured timbers bend and crack asunder. In seconds the deck is torn apart by huge claws, each as long as a mammoth's tusk. Then the cavernous, fang-filled mouth sweeps down through the fog to snap shut upon the forecastle. Screams of pain and terror fill the air as it with draws, soaring upward above the masts, jaws bulging with a dozen wriggling bodies. You take cover behind the ship's longboat with the captain and prepare to defend yourself as the Xargath returns for a second strike.

+ If you have a bow, and wish to use it, turn to 270. + If you possess the Sommerswerd, and wish to use it, turn to 192. + If you choose to unsheathe a hand weapon, turn to 344. +
+
+ +
+ + 61 + + + + +

Crowns or Lune may not be used in lieu of Kika in this instance.

+
+
+ + +

You nod your willingness to bet on the fight, and the ugly Giak gives a lopsided grin, exposing a mouthful of rotting fangs.

+

Firstly, decide how many Kika you wish to bet (the minimum bet is 10) on the outcome and note this figure in the margin of your Action Chart. Then, decide whether you wish to stake your money on the orange-skinned reptilian or the blue-skinned humanoid. If the fighter you have chosen wins the combat, you will receive winnings equal to double the amount of Kika you staked. Should your fighter lose the combat, you will lose all of your stake.

+ If you wish to bet on the orange-skinned reptilian fighter, turn to 265. + If you wish to bet on the blue-skinned humanoid, turn to 225. +
+
+ +
+ + 62 + + + +

You are halfway across the gap when the thin ledge collapses beneath your feet. Desperately you claw at the sheer granite wall but your fingers cannot find purchase, and you fall backwards, toppling to your doom on the rocks far below.

+ Tragically, your life and your mission end here in the Durncrag Mountains. +
+
+ +
+ + 63 + + + +

The chainmail vest is crafted from a metallic mineral called kagonite. It is as light as wood, yet ten times harder than steel. The Darklords use an alloy of kagonite in the manufacture of weapons used by their troops, and it is this alloy which gives the blades of their weapons their black appearance.

+

Wearing this Kagonite Chainmail beneath your tunic will increase your COMBAT SKILL by 3 points and your ENDURANCE by 1 point. Because it is so light, it can be worn beneath any padded or metallic body armour you may possess.

+

Make the necessary adjustments to your Action Chart.

+ Turn to 188. +
+
+ +
+ + 64 + + + +

With the speed and grace of a hunting leopard you launch yourself at the Drakkar rider. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.

+ If your total is now 0&endash;3, turn to 237. + If it is 4 or more, turn to 149. +
+
+ +
+ + 65 + + + +

Using your Kai skill to adopt the crude mannerisms and dialect of the Drakkarim, you deliver your message to the sentinel and await his reply. You are nervous in case he sees through your charade, and while you speak you make sure that your hands do not stray too far from your weapons. But the Death Knight does not question your authenticity for a moment. Wearily he nods his head and, grumbling, descends the stairs, leaving you alone on the roof with the Zlanbeast.

+ Turn to 257. +
+
+ +
+ + 66 + + + +

You strike your killing blow and leap to the deck as, with a final burst of strength, the Xargath pulls its head free of the wreckage. Its green eyes roll back in their sockets and it lets out a scream so loud that you are forced to cover your ears for fear of being permanently deafened. The scream grows louder until, with a mighty splash, the creature topples sideways and rolls off the deck into the fog-wreathed sea.

+ Turn to 217. +
+
+ +
+ + 67 + + + +

A glancing blow to the side of your head is the first you know of the ambush that has been sprung by the group of creatures you saw whispering to each other in the chamber earlier. They were planning your murder, believing you to be a minion of Darklord Ghanesh&emdash;and arch-rival&emdash;because of the colour of your robe.

+

You stagger from the blow (lose 3 ENDURANCE points) but manage to keep your balance as you reach to unsheathe a weapon.

+ + Minions of Taktaal + 28 + 28 + + If you possess the Sommerswerd, and wish to unsheathe it, turn to 208. + If you win and the combat lasts four rounds or less, turn to 228. + If the combat lasts longer than four rounds, turn to 121. +
+
+ +
+ + 68 + + + +

The enemy crew scream and curse as they scramble up the ladder, the first of their number waving his sword with reckless bravado. He takes a swipe at your legs and you are forced to retreat for fear of losing a foot.

+ + Ironclad Bosun + 20 + 26 + +

If you are armed with any weapon other than a broadsword, a spear, or a quarterstaff, you must deduct 2 points from your COMBAT SKILL for the duration of the fight.

+ You can evade combat at the beginning of the second round by ascending to the deck above and slamming shut the door: turn to 169. + If you win the fight, turn to 51. +
+
+ +
+ + 69 + + + +

Having completed their task, the engineers pack away their tools and climb down from the work platform that surrounds the orange tank. Patiently, you watch them leave the dry dock before climbing the platform ladder and planting your Crystal Explosive beneath the tank. You prime the device and turn to leave, taking care not to appear anxious or in a hurry, but as you reach the bottom of the ladder you are confronted by three Drakkarim guards, accompanied by a figure dressed in a hooded red robe. Your stomach churns when you glimpse his skeletal face, for the creature is not human&emdash;you are staring into the ghastly eyes of a Vordak!

+

The undead being begins to probe your mind with its psychic power and it shrieks in terror when it discovers who you really are. Instantly, you spring into action, drawing your weapon and striking out at them before they can do likewise. The Vordak drops with its skull shattered and a Drakkar staggers back, clutching desperately at his torn throat. The remaining two, having drawn their blades, now lunge at your chest in unison. You parry their attack with ease and send them both to their doom with one sweeping slice. With the explosive set to detonate at any minute, you run towards the exit, barging aside any who cross your path. You are within ten yards of the dock gates when an alarm bell wails and a troop of Death Knights appear in a line before you. Koga! they command, and raise their spears.

+

At that moment there is a blinding flash of white light and suddenly everything seems to be happening in slow motion. You see the Death Knights falling backwards, their cloaks and leather armour sprouting tongues of flame. Buckled steel plates, twisted girders, and the bodies of screaming slaves cartwheel past you, trailing sparks as they tumble like fiery meteors. The heat and the shock of the explosion tears into your back and plunges you head-first into a black, unfeeling oblivion. Your act of sabotage has completely destroyed the ironclad juggernaut, and half of Argazad harbour, but it has cost you your life and sealed the doom of Magnamund.

+ Your life and your mission end here. +
+
+ +
+ + 70 + + + +

You bite your lip and keep deathly still as the Liganim passes within an arm's length of where you are hiding. He continues on his way without stopping, and, as soon as you sense it is safe, you breathe a sigh of relief and hurry away along the corridor.

+ Turn to 130. +
+
+ +
+ + 71 + + + +

As the last of the enemy warships disappears into the dark, the crew give a rousing cheer. Once more they have risked their lives to run the blockade, and once again they live to tell the tale. The captain requests a damage report, and is relieved to hear that both his ship and crew have survived the close encounter at little cost.

+

Before leaving the forecastle, he reminds the lookouts to remain vigilant. Sometimes the enemy place a second line of ironclads a few miles behind the first in order to catch blockade runners that slip through. He bids you goodnight, and, as he descends the stairs to his cabin, he orders the first mate to show you to your quarters at the stern.

+ If you wish to accompany the first mate to your cabin, turn to 339. + If you wish to hand the captain the envelope containing his new orders, turn to 142. +
+
+ +
+ + 72 + + + +

Stunned and dazed by the impact, you fail to sense or see the four Giak soldiers creeping towards you, their bows drawn ready to fire. The hiss of their black arrows freezes your blood moments before the tips burrow into your chest. Pain hits you like a wave breaking against your body, but the agony soon fades and you slip swiftly into a sleep from which there will be no awakening.

+ Tragically, your life and your mission end here in the Durncrag Mountains. +
+
+ +
+ + 73 + + + +

A chilling numbness spreads through your body, starting at your neck and coursing rapidly to your hands and feet. You try to scream but no sound issues from your paralysed throat as your legs give way and you collapse on to the deck of your tiny cabin. You have fallen prey to the bite of a deadly Plaak, placed here by a rival Liganim in a bid to assassinate an old rival.

+ Tragically, your life and your mission end here. +
+
+ +
+ + 74 + + + +

From a tube-like contraption mounted behind the funnel of the ironclad there issues a flash and a puff of smoke. Moments later, a fiery ball comes hurtling towards the Intrepid, screeching louder than a flock of angry Kraan. It strikes amidships, causing an explosion that sends a thousand flaming shards hissing in every direction. In seconds the sails, masts and rigging are set ablaze, showering Drakkarim and crew alike with red-hot smoking cinders.

+ + + Brian Williams + + + + +

Instinctively you cover your head as part of the boomsail lands close by. It brings with it a tangle of burning canvas that smothers you from head to foot.

+ If you possess the Magnakai Discipline of Nexus and have reached the rank of Principalin or more, turn to 177. +

If you do not possess this skill, or have yet to reach this level of Kai training, pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;3, turn to 42. + If it is 4&endash;6, turn to 288. + If it is 7&endash;9, turn to 332. +
+
+ +
+ + 75 + + + +

The sun-sword spins through the air, its heavy blade pulling it slightly awry. You fear that it will miss the Darklord, yet it catches his outstretched hand and shears it off at the wrist before embedding itself in the chamber wall beyond. The evil lord screams in agony, cradling the severed stump in an attempt to staunch the flow of foul-smelling ichor. Then he shrieks maniacally and raises his sword with his remaining hand. He is badly wounded, but as he staggers forwards you sense that, so long as he wields his black sword, he is a formidable enemy.

+ + Darklord Kraagenskûl (wounded) + 30 + 29 + +

This being is immune to Mindblast (but not Psi-surge). If you survive the first three rounds of combat, you are able to retrieve the Sommerswerd.

+ If you win the combat, turn to 240. +
+
+ +
+ + 76 + + + +

The dry dock is unguarded and none of the Drakkarim appears to pay any special attention to you when you enter on horseback. You dismount and tether your horse to a post before making your way through the tangle of steel beams and plates that are strewn around the juggernaut's exposed keel. A group of slaves are at work near the stern, hoisting into position a strange spherical tank made of a sparkling orange metal. As soon as it is secured, the Drakkarim engineers begin coupling heavy springs and thick copper cables to the tank, linking it to a massive propeller at the rear of the craft.

+

Carefully you study the complex machinery, soon realizing that if the orange tank were destroyed, or damaged beyond repair, the vessel would be unable to propel itself. However, the shell of the tank appears to be constructed of super-hard metal, and the only way you can think of destroying it is by using your Crystal Explosive.

+ If you wish to use your Crystal Explosive to destroy the giant ironclad, turn to 69. + If you choose not to use it, but decide to search instead for some other means of sabotaging the vessel, turn to 210. +
+
+ +
+ + 77 + + + +

You draw an arrow and take aim at the Drakkar leader's chest. He laughs contemptuously at your bow, as if it were no more dangerous than a child's toy. Then he draws back his blade and takes aim at your neck.

+ If you possess the Magnakai Discipline of Divination, and have reached the Kai rank of Tutelary or more, turn to 163. + If you do not possess this skill, or have yet to reach this level of training, turn to 5. +
+
+ +
+ + 78 + + + +

As you strike the killing blow that punctures Taktaal's heart, he shrieks and convulses like a thrashing snake before collapsing at the edge of the dais. A foul black gas hisses from the gaping wound, and his body fades rapidly until all that is left is a dull grey stain on the shiny black steel floor.

+

Ghanesh will be proud of you! comes a voice from the shadows, full of malevolence. It is a sound that strikes terror in your heart, for instantly you recognize the rasping tone of your most hated foe&emdash;Darklord Gnaag, the Archlord of the Darklands.

+ Turn to 50. +
+
+ +
+ + 79 + + + +

You drag the dead Drakkar behind the rocks and divest the body of its armour. Although not a perfect fit, the leather battle-jacket, leggings, and battle-mask make you look convincingly like a Drakkar warrior. Apart from the armour (which you need not record on your Action Chart), you discover a number of items that may be of use to you on the road ahead:

+
    +
  • Sword
  • +
  • Dagger
  • +
  • Bow
  • +
  • Quiver
  • +
  • 4 Arrows
  • +
  • 30 Kika (equivalent to 3 Gold Crowns)
  • +
+

If you decide to keep any of these items, remember to record them on your Action Chart.

+

The dead warrior's horse is standing nearby, pawing the ground nervously. Using your innate Kai skill of animal kinship, you succeed in claiming him and making him obey your commands. Slowly he approaches and allows you to climb into the saddle. Once you are sure that you have control you flick your heels and head off at a canter along the trail to Argazad.

+ Turn to 200. +
+
+ +
+ + 80 + + + +

The walls of the tunnel shimmer with reddish reflections, as though somewhere in its unknown depths a great fire is blazing. With the fear of being caught making your heart pound in your chest, you look around you, taking in every detail of your surroundings.

+

One thing you notice immediately is that the other Liganim all move with a pronounced limp. You take care to copy this strange, irregular gait in order not to attract suspicion. None appears to show you any undue interest until you reach a semicircular chamber at the tunnel's end. There the passengers split up and enter numerous smaller passages that burrow beneath the city in all directions. One group, however, remains in the chamber. They huddle close together and whisper among themselves whilst casting glances at you.

+ If you possess the Magnakai Discipline of Huntmastery, and have reached the Kai rank of Archmaster, turn to 33. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 249. +
+
+ +
+ + 81 + + + +

Before you stands a magnificent warrior, tall and broad-shouldered, clad in purple satin and shiny steel mail. He holds you with his jade-green eyes and says: I am the Slavemaster. Remove your mask, Drakkar, and reveal your true self.

+ + + Brian Williams + Before you stands a magnificent
warrior, the Slavemaster
+ + + +
+

Your Kai senses tell you that he speaks the truth: he is the Slavemaster of Aarnak, and he has recognized the words that identify you as a fellow-agent of the Elder Magi. But the many years he has spent as a servant of the Darklords has taught him to be wary of their subterfuge, and not until you remove your battle-mask and he looks upon your unmistakably Sommlending features does he accept you as genuine. Long have I waited for this moment, he says, quietly. I know why you have come and I will help you all I can.

+

But why? you reply, now suspicious of his true motives. Why do you desire to betray your masters? Have they not given you the power you crave?

+

Aye! That they have, but at a grievous price. Since the war began, they have demanded that the foundries and ore pits of Aarnak produce ever-increasing supplies of black steel. The quotas are impossible and I fear that the day is close when I will be of no more use to them. Ultimately, the Darklords destroy everything over which they have control&emdash;cities, land, races, even their own kind. The Elder Magi have promised me sanctuary in return for my help, and help I shall, for my life is dependent on your success. He smiles, amused by the irony of his situation, then he bids you follow him to an adjoining chamber. Come, you must prepare for your journey to the Black City.

+ Turn to 154. +
+
+ +
+ + 82 + + + +

Your arrow spirals towards the Xargath's eye and, to your astonishment, splinters to matchwood against its stone-hard cornea. Cursing your misfortune, you reach for a hand weapon as the creature advances unceasingly, its jaws widening as it prepares to swallow you whole.

+ Turn to 344. +
+
+ +
+ + 83 + + + +

Your Kai skill and experience alert you to the threat of an imminent ambush. The group of creatures you saw whispering to each other in the chamber earlier are creeping up on you from behind, armed with an assortment of deadly weapons. You spin around to confront them as they prepare to attack, and catch all of them wrong-footed.

+ + Minions of Taktaal + 24 + 28 + +

Owing to the speed and surprise of your counter-attack, ignore any ENDURANCE points you may lose in the first two rounds of the combat.

+ If you possess the Sommerswerd, and wish to use it, turn to 208. + If you win the combat, turn to 228. +
+
+ +
+ + 84 + + + +

Silently you watch as the great tube is gradually lowered, by means of ratchets and gears, until it is pointing directly at the waterline of the Intrepid. It seems a pointless exercise: the ship is sinking so quickly that to fire upon it now would seem to be wasteful. Then suddenly you realize what the enemy captain is planning to do; the thought of it stirs you to anger.

+ Turn to 113. +
+
+ +
+ + 85 + + + +

Standing in the corridor outside is a slim, small, seemingly insignificant figure, clad in a loose-fitting garment of plain emerald cloth. His pinched and pallid face is of human proportion, and, were it not for his pig-like snout and watery, colourless eyes, he could easily pass for one of your species.

+

Humble greetings, Cagath, he says, in a syrupy sweet tone that makes your flesh crawl. I bring the compliments of Bazdash-Vool, my worthy master. He invites you to join him in the gallery, where he as about to host an entertainment for his illustrious fellow passengers, to make their journey altogether less tiresome. Will you grace us with your presence, noble Cagath?

+ If you wish to accept this creature's invitation and accompany him to the gallery, turn to 184. + If you decide to decline the invitation, turn to 338. +
+
+ +
+ + 86 + + + +

After spending two hours scrutinizing every move the Giak guards make, you are sure that the two patrolling the wall follow the same routine with little variation. Once every two minutes exactly, their beat brings them both to a point near the watchtower at the middle of the wall, where they turn about before starting another circuit of patrol.

+

You wait until one of the sentries reaches the end of the battlements&emdash;at a point where it abuts the sheer mountain wall&emdash;and when he turns to march back to the centre, you make your move. Crouching low, you scurry to the foot of the wall and begin to climb, counting every passing second as you struggle to find handholds in the darkness.

+

Pick a number from the Random Number Table. If you possess the Magnakai Discipline of Invisibility, add 2 to the number you have picked. If you possess the Magnakai Discipline of Huntmastery, and have reached the Kai rank of Primate or more, add 3.

+ If your total score is now 0&endash;6, turn to 22. + If it is 7 or more, turn to 227. +
+
+ +
+ + 87 + + + +

Cautiously you peer into the abyss, your weapon held ready in case another of the fearsome Ictakko should surge from the depths and attack. But in this instance your caution proves unnecessary, for your senses soon tell you that a colony of cave bats are the only creatures that now occupy the dark and silent crevasse.

+

With ease, you leap across the crevasse at its narrowest point and leave the cavern by the tunnel in the opposite wall. Here, too, the walls are encrusted with light-emitting bacteria, enabling you to progress quickly through a series of interconnecting halls and chambers. The cobwebbed remains of broken mining equipment litter many of these places, revealing why the Darklords constructed this labyrinth of tunnels. After an hour of exploration you find the main exit from the mine. Darkness greets your return to the surface, but your senses inform you that you have emerged in the pass that traverses the mountain range.

+ Turn to 137. +
+
+ +
+ + 88 + + + +

Gnaag recoils in terror when he recognizes the weapon you wield. Fashioned in the fiery furnaces that lie buried deep in the bowels of the city, it possesses a power than can seal his doom. He retreats and you take up the attack in this momentous struggle.

+ + Darklord Gnaag + 50 + 70 + +

The power of the weapon you wield is greatly intensified when used within the walls of Helgedad. Owing to its increased power, add 12 to your COMBAT SKILL for the duration of the fight. Darklord Gnaag is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 350. +
+
+ +
+ + 89 + + + +

Your senses warn you that a large section of the middle deck, severely weakened during the Xargath's attack, is now on the verge of collapsing beneath the weight of fighting men. Forewarned by your Kai skill, you shout an order to the Kirlundins to retreat towards the bow. Immediately they obey, pausing only to help those wounded who cannot move, and quickly withdraw before the renewed Drakkarim assault. Seconds later, with an ear-splitting crack, the timbers split asunder and the host of enemy troops suddenly disappear, amid screams and curses, into the bowels of the ship.

+ Turn to 334. +
+
+ +
+ + 90 + + + +

Kraagenskûl's skeletal hand scoops up the sword a second before your own slaps the ground. You raise your eyes and your heart freezes with terror as the black blade whistles towards your neck. With the cruel, gloating laugh of the evil Darklord echoing in your ears, your life is brought to a swift and tragic conclusion.

+

Your mission ends here.

+
+
+ +
+ + 91 + + + +

You pull away from your enemy as he screams and tumbles over the ship's rail. Then, as if in answer to his cry, a horn shrieks loudly. It is the ironclad; it has at last caught up and is steaming alongside the blazing Intrepid. Clouds of acrid yellow smoke now merge with the oily black plumes pouring from the inferno that was once the ship's hold, adding to the chaos and confusion. You pull yourself on to the rail and wait for the smoke to thin before you make your leap. Suddenly the ship lurches violently and you slip and fall feet-first into the swirling smog.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 16. + If it is 5&endash;9, turn to 194. +
+
+ +
+ + 92 + + + +

The Death Knight spins around and lowers his spear when he hears you approaching. He growls like a hungry lion then demands to know what you are doing here.

+

Pick a number from the Random Number Table. If you possess the Magnakai Discipline of Invisibility, add 3 to the number you have picked. If you have reached the Kai rank of Mentora or more, add another 2 points.

+ If your total is now 0&endash;6, turn to 189. + If it is 7 or more, turn to 65. +
+
+ +
+ + 93 + + + +

You recognize the bacteria to be Gnallia, a beneficial bacillus that is acclaimed by the healers and herbalists of Durenor. Potions of Gnallia are often prescribed to prevent and cure infections of the blood. The raw bacteria are edible and, despite their awful taste, are rich in protein. There is enough here for more than 10 Meals. If you wish to keep some of this Gnallia, record it in the Meals section of your Action Chart. Each Meal of Gnallia will restore 2 ENDURANCE points.

+ Turn to 303. +
+
+ +
+ + 94 + + + +

With your heart pounding in anticipation, you cast your gaze around the grey granite walls of a subterranean vault: your journey through the Shadow Gate has returned you to the land of your birth. You are standing in the Externment Chamber, a room located deep below the Guildhall of the Crystal Star in Toran. Facing you, and illuminated by the glow of several tall candles, is a line of throne-like seats. Two men, both attired in silken robes, are seated at the centre of the row, their heads bowed and their hands clasped in silent prayer. The sound of your footsteps stirs them from their meditations and, as they raise their heads, you recognize the face of your friend, Banedon, and your tutor, Lord Rimoah, speaker for the High Council of the Elder Magi.

+ + + Brian Williams + As the two men raise their heads, you
recognize Banedon and Lord Rimoah
+ + + +
+

The gods be praised! breathes Rimoah, his eyes wide with astonishment. Skarn has returned. The prophecy is fulfilled.

+

Slowly they rise and step forward to greet you, their movements hesitant and uncertain, scarcely able to believe that you are alive. Calmly you assure them that they are not dreaming, that you have indeed survived your exile to the Daziarn Plane and have returned, more determined than ever to avenge yourself upon Darklord Gnaag.

+

Eagerly Rimoah and Banedon listen as you recount your experiences in the Daziarn and, when you have finished, they tell you what has befallen Magnamund during your absence. Although it seemed that you spent little more than a few days in the Daziarn, more than eight years have passed since Gnaag caused you to fall into the Shadow Gate of Torgar. He was quick to proclaim your death, says Banedon, unfurling a map of Northern Magnamund upon the floor of the chamber. The news came as a terrible blow to us all.

+

Lord Rimoah kneels and points at the map, indicating the city of Torgar with the tip of a slender crystal rod. After your disappearance, Lord Adamas was killed, and the allied armies were quickly ejected from Torgar. Gnaag declared himself invincible, and in the wake of his victory the Darkland defeats were soon halted throughout central Magnamund. A terrible sense of hopelessness befell the allies, which was exploited to the full by the malevolent Gnaag. His sorcerers, the Nadziranim, created devices they call Tanoz-tukor to enable each of the Darklords to survive in territories outside their accursed realm. Previously they had been unable to survive beyond the Darklands for any great length of time and, during these rare, brief excursions, their powers were greatly reduced. Now they are able to lead their armies in battle personally, and they have been eager to exercise their new-found freedom.

+

The war against the Darklords is all but lost, continues Banedon, his eyes cast down at the map, which is covered with black markers indicating the frightening number of countries Gnaag has added to his empire. With the help of our allies in Durenor, Sommerlund has so far resisted his attempts at invasion, but now we find ourselves cut off from Durenor's aid by a blockade of Darklord warships. Here, he says, pointing to the Gulf of Helenag, is where Gnaag has constructed a huge naval base. It is called Argazad, and it is from here that he launches his fleet of ironclad warships to blockade our coast. The Sommlending navy is no match for these monstrous sea machines, and without the troops, food, and weapons we have been receiving by sea from Durenor, our days are numbered.

+

Lord Rimoah rises to his feet and stares fixedly into your eyes. Your skill, bravery, and your vow to avenge the death of the Kai are the keys to our salvation. Only you, Lone Wolf, can save us now. You are our only hope in this hour of darkness.

+ Turn to 166. +
+
+ +
+ + 95 + + + +

You snatch a large ring of keys from the belt of a dead guard and unlock the steel door. Beyond it you discover a vast hall filled with row upon row of fearsome weaponry. It is the Imperial Armoury of Helgedad.

+ If you possess a Black Cube, turn to 40. + If you do not possess this item, turn to 320. +
+
+ +
+ + 96 + + + +

You hit the ground and roll forward to lessen the impact, but still the force of the landing numbs your legs and leaves you breathless. As you struggle to stand, your vision swims in and out of focus.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris and the Lore-circle of Light, add 3 to the number you have picked.

+ If your total is now 4 or less, turn to 72. + If it is 5 or more, turn to 161. +
+
+ +
+ + 97 + + + +

At the first opportunity, you leave the busy street and ride along a little-used alley. It leads to a large, flat-roofed warehouse, common in this section of Argazad. It is unlit and seemingly empty.

+

As you halt in front of its sliding steel door, you are startled by a loud screech and the flap of huge wings directly above. You look up to see a dark shape crossing the moonlit sky, and then plummet to land somewhere behind the warehouse. Intrigued by this shadowy creature, you decide to skirt around the warehouse and investigate.

+ Turn to 328. +
+
+ +
+ + 98 + + + +

An icy cold spike of fear stabs your heart as you feel something wet and slippery land on top of your head.

+

Pick a number from the Random Number Table. If you have completed the Lore-circles of Light and Solaris, add 3 to the number you have picked.

+ If your total is now 0&endash;4, turn to 233. + If it is 5 or more, turn to 205. +
+
+ +
+ + 99 + + + +

Silently you draw an arrow to your lips and take aim at the Drakkar's throat, at the point where a thin strip of unprotected skin is visible between the chin-piece of his battle-mask and the top of his hardened-leather breastplate. A wound there should prove fatal and yet leave untarnished the armour that you intend to wear in order to gain entry to Argazad.

+

Pick a number from the Random Number Table and add to it any bow skill bonuses to which you are entitled.

+ If your total score is now 0&endash;4, turn to 336. + If it is 5 or more, turn to 212. +
+
+ +
+ + 100 + + + +

Almost invisible against the horizon of black cliffs and cloudy grey skies are two enemy warships, anchored a few hundred yards offshore. At first they look deserted, then the sudden clang of alarm bells and the appearance of huge clouds of yellow smoke from their funnels indicate they are manned, and they intend to give chase.

+

Our only chance is to outrun them, says Davan, his eyes narrowing as he surveys the ironclads hauling their anchors and turning about. At his command the crew spring into action, breaking their backs to coax every last knot of speed from their battered ship, but the winds are against them and the enemy, not reliant on sails for their propulsion, are soon closing the gap.

+

Prepare to repel boarders! shouts Davan, as an ironclad draws alongside. Hastily they abandon their attempt to outrun the enemy, and draw weapons in readiness to receive a unit of leather-clad Drakkarim marines who are poised to spring aboard the very moment the two vessels collide. Then, with a resounding crash, the ironclad smashes into the side of the Intrepid and the enemy come scrambling over the rail, screaming and howling like a pack of demons.

+ + + Brian Williams + + + + +

One of their number singles you out. He strides forward, his black blade swinging viciously as he attempts to cleave your skull in two. Owing to the speed of his attack you are unable to make use of a bow.

+ + Drakkar Marine + 23 + 27 + + You can evade combat at any time: turn to 7. + If you win the combat, turn to 248. +
+
+ +
+ + 101 + + + +

At first you are puzzled by your new-found invulnerability, then you remember the Golden Amulet that Banedon gave you before you left Toran. Its magical powers have saved you from serious injury. Silently you give thanks to your old friend.

+ + + Brian Williams + + + + +

The explosion has caused havoc aboard the Intrepid. Men run howling across the decks, their clothes and hair ablaze, as the fire spreads swiftly throughout the ship. Save yourselves! cries Davan. Abandon ship! You reach the deck rail, and, as you look along the beam, you see scores of men&emdash;Drakkarim and Sommlending alike&emdash;hurling themselves into the cold, dark waters of the Kaltesee rather than perish amid the roaring holocaust of fire.

+ If you possess the Magnakai Discipline of Huntmastery or Divination, turn to 4. + If you do not possess either of these skills, turn to 224. +
+
+ +
+ + 102 + + + +

You are in combat with a powerful spirit-creature, summoned by Darklord Gnaag from the Plane of Darkness. You fight to suppress your fear, for, by feeding upon it, the creature is growing stronger and stronger.

+ + Mind Reaper + 30 + 36 + +

This supernatural being is especially susceptible to psychic attack. Double all bonuses you would normally receive if you choose to use either Mindblast or Psi-surge during the combat.

+ If you win the combat, turn to 306. +
+
+ +
+ + 103 + + + +

With bated breath, you wait for the creature to appear, fearful yet confident that your bow skill will put paid to the hostile intentions of this malodorous cave-dweller.

+

The tip of a thin, snaky limb rises from the abyss and glides slowly across the ground towards your legs. Its skin is smooth and dark, like black velvet, and it moves with alarming speed. Suddenly it halts, as if sensing the danger, and draws itself up like a serpent preparing to strike.

+ If you wish to fire at the snaky limb, turn to 276. + If you decide to hold your fire and wait for it to make the first move, turn to 185. +
+
+ +
+ + 104 + + + +

The creature howls with malicious joy, and its Liganim followers add to this hellish cry with a chorus of cackling laughter as they spread out quickly to surround you. You have stumbled into a sector of Helgedad that is the domain of Darklord Taktaal, an arch-rival of Darklord Ghanesh whose colours you wear. With the thought of your slaughter fixed in their minds, the minions of Taktaal launch their attack. You cannot evade this combat and must fight them as one enemy.

+ + Minions of Taktaal + 31 + 43 + +

If you possess the sword Helshezag, and wish to use it, remember to add the appropriate bonuses to your COMBAT SKILL.

+ If you possess the Sommerswerd, and wish to use it, turn to 208. + If you win the combat, turn to 164. +
+
+ +
+ + 105 + + + +

Your arrow speeds towards its target and disappears. Seemingly uninjured, the Xargath draws back its head in readiness to strike, its awesome jaws poised to seal your doom. Death seems but moments away, when suddenly the creature freezes. It shudders, its green eyes roiling in their sockets, then gives vent to a scream so loud that you are forced to cover your ears for fear of being deafened. The scream grows louder until, with a mighty splash, the Xargath lurches sideways into the fog-wreathed sea.

+ Turn to 217. +
+
+ +
+ + 106 + + + +

No sooner has the Xaghash crashed dead at your feet than you see yet more of its loathsome kind emerging from the surrounding towers. There is no time to search the dead body&emdash;to stay would be suicidal. Without hesitation, you turn on your heel and run for your life.

+ Turn to 48. +
+
+ +
+ + 107 + + + +

The bird approaches at incredible speed, its black body difficult to make out against the darkening cloud. Pick a number from the Random Number Table, and add to it any bow skill bonuses to which you are entitled.

+ If your total score is now 0&endash;6, turn to 245. + If it is 7 or more, turn to 211. +
+
+ +
+ + 108 + + + +

Okak nenrak! growls the Giak, unsheathing his short sword. Your offer of a bribe has aroused his suspicions; he thinks you have stolen the Zlanbeast and he intends to kill you, thereby securing promotion for himself.

+ + Aarnak Giak Sentry + 17 + 20 + + If you win the combat, turn to 52. +
+
+ +
+ + 109 + + + +

You are fighting a horde of winged Crypt Spawn. You cannot evade this combat and must fight the loathsome creatures to the death.

+ + Crypt Spawn Flood + 30 + 36 + + If you win the combat, turn to 255. +
+
+ +
+ + 110 + + + +

The deck heaves and shudders, and the metallic whirr of the ironclad's engine rises to a deafening roar as it fights to extricate itself from the stern of the sinking Intrepid. Then a war-horn blares, signalling to the enemy troops to break off their attack and return to their vessels. Everywhere you look Drakkarim marines and Sommlending crewmen are sheathing their weapons and scrambling towards the ship's rail. Clouds of acrid yellow smoke waft across the decks, adding to the chaos and confusion as scores of men hurl themselves into the dark waves of the Kaltesee.

+ + + Brian Williams + Scores of men hurl themselves over
the ship's rail into the Kaltesee
+ + + +
+

Jump! shouts Davan.

+

But what about the captain? you reply, anxiously.

+

Forget the captain, he says, pointing at the enemy craft. No one can help him now. The ironclad that rammed our stern completely demolished his cabin. No one could have lived through that.

+

You pull yourself over the rail and wait for the smoke to thin before you leap. But the Intrepid lurches violently, and, before you can stop yourself, you slip and fall head-first into the swirling yellow smog.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;4, turn to 194. + If it is 5&endash;9, turn to 16. +
+
+ +
+ + 111 + + + +

You duck behind a boulder, then immediately begin crawling on your stomach towards another large rock. The slippery shingle aids your progress, but the scrunching sound of enemy footfalls is growing ever louder and you begin to fear that they will catch up with you before you can slip away.

+

Pick a number from the Random Number Table. Add 1 to this number for every Magnakai Discipline you possess in excess of three Disciplines (for example, if you possess five Disciplines, add 2 to the number you have picked).

+ If your total is now 0&endash;7, turn to 8. + If it is 8 or more, turn to 279. +
+
+ +
+ + 112 + + + +

The creature soon accepts that you are its new master and becomes totally obedient to your commands. It lowers its head and allows you to climb on to its back, where you settle into a comfortable saddle, high-backed and luxuriously padded. A tug on the gem-encrusted reins, and the Zlanbeast takes to the air, climbing with breathtaking speed into the night sky. High above the ironclad fleet, you turn the beast towards the west and begin a journey that you pray will end safely in Aarnak.

+ Turn to 36. +
+
+ +
+ + 113 + + + +

Davan, and the remnants of his crew, are clinging in desperation to the flotsam that surrounds their dying ship. Many are wounded and their pitiful cries for help can clearly be heard aboard the Drakkarim ironclad. The enemy captain watches them through narrowed eyes, an evil sneer spreading slowly across his brutal face as he reaches for the mechanism that will launch a fire-missile into their midst.

+ + + Brian Williams + + + + + If you have a bow and wish to fire at the captain to prevent him from murdering your fellow countrymen, turn to 131. + If you do not have a bow, or do not wish to fire at the captain, turn to 239. +
+
+ +
+ + 114 + + + +

You sense the creature weaken as your psychic barrier prevents your fear, that it needs in order to maintain its strength, from escaping. It howls its ghostly frustration and launches itself at your throat.

+ + Mind Reaper + 24 + 32 + +

This supernatural creature is especially susceptible to psychic attack. Double all bonuses you would normally receive if you choose to use either Mindblast or Psi-surge during the combat.

+ If you win the combat, turn to 306. +
+
+ +
+ + 115 + + + +

The lookouts are naturally curious about the only passenger aboard their ship, especially as he keeps company with Guildmaster Banedon, the most highly respected magician in Sommerlund. They question you keenly about your mission to Durenor, but when you insist that you are sworn to secrecy, they pursue the matter no further&emdash;with you at least.

+

You learn that they hail from the Kirlundin Isles, a fiefdom famed for its brave and intrepid seafarers, whose ships have protected the coasts of Sommerlund for more than a thousand years. It shocks you deeply to learn that, during your exile in the Daziarn, the Darklords have destroyed the Kirlundin fleet and laid to waste the once fertile isles.

+

We'll soon free our isles from that vile cur Gnaag, growls one disgruntled sailor. The others echo his sentiment, but behind their bravado you sense their fear that they may never live to see their islands free again.

+

A brooding silence descends on the deck and you decide it would be wise to get some rest before dawn breaks. One of the ship's mates volunteers to show you to your quarters, and you accept his help gratefully.

+ Turn to 24. +
+
+ +
+ + 116 + + + +

The passage descends for several hundred yards before it levels out and becomes far wider. Beetle-shaped gems embedded in the walls radiate a flickering white glow that bathes this section of the tunnel in a ghostly light, and, as you move along it, you notice a figure in the middle distance, limping towards you. You recognize the figure to be a Liganim, dressed in a silver-grey hooded robe that is identical to the one you wear.

+ If you wish to try to hide from this creature, turn to 46. + If you decide to ignore him and continue along the tunnel, turn to 160. +
+
+ +
+ + 117 + + + +

The western face of the Durncrag Mountains is a sheer wall of granite that rises over six thousand feet to a peak known as Mount Lajakodak. To attempt to scale this wall, especially at night and with little equipment, is a formidable and perilous task. For several hours, you search the scree-covered slopes in the hope of finding an old or disused trail, but with no success. You are on the brink of abandoning all hope of finding another route, and are about to return to the Giak outpost, when you chance upon the remains of a track that snakes its way towards an opening high in the rock wall.

+ If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Archmaster, turn to 34. + If you do not possess this skill, or have yet to reach this level of Kai training, you can either climb the track and investigate the opening: turn to 143. + Or you can return to the Giak outpost and attempt to scale the wall: turn to 86. +
+
+ +
+ + 118 + + + +

Kordak Duganok! Jatnar! squeals the Giak driver, waving his whip frantically in your direction. Ok zee dik zek kog lajakim!

+

The sharp-eyed Giak has spotted you among the boulders. At once the Drakkarim horsemen respond to his alarm; they spur their mounts to a gallop and come thundering towards you. Before you can attempt to escape, they have surrounded you, dismounted, and are stalking forward with their swords drawn.

+ If you have a bow and wish to use it, turn to 231. + If you do not have a bow, or do not wish to use it, turn to 45. +
+
+ +
+ + 119 + + + +

A look of horror washes over the Drakkar's face as he sees you raise your bow and let loose your arrow at his head. Your shaft penetrates his forehead, and the force of the shot lifts him clear of the deck and knocks him flat on his back. Just then the first of his troops appear at the rail. For a moment they hesitate when they see their officer dead, but their shock soon turns to fury. Shez dot got! they scream, and come thundering towards you with murder blazing in their eyes.

+ If you wish to evade their attack, turn to 274. + If you choose to stand your ground and receive their attack, turn to 347. +
+
+ +
+ + 120 + + + +

The leading minions reach the end of the alley and turn to the south, following your footprints in the slime. One of them, a Liganim armed with a steel bow, draws an odd-shaped arrow from his quiver and takes aim at your back as you disappear rapidly along the smoky street. You hear the unmistakable hiss of an arrow in flight and instinctively you throw yourself to the ground. As you slide face-first along the filthy street, you feel an agonizing chill as the arrow penetrates your shoulder.

+

You have been struck by a Zejar-dulaga, a magical arrow impregnated with a deadly poison. You try to stand but your legs feel incapable of supporting your weight and your vision swims in and out of focus.

+ If you possess the Magnakai Discipline of Curing, and have reached the Kai rank of Mentora or more, turn to 13. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 38. +
+
+ +
+ + 121 + + + +

One of the group manages to avoid the rain of deadly blows that slay his companions. He screams with terror, his mind unhinged by the fear of death. Like a wild animal he claws at your chest in his panic to get away and, by chance, he tears the Golden Amulet from the chain around your neck. Before you can stop him, he escapes along the tunnel, clutching it in his bloodstained claws.

+ + + Brian Williams + + + + + If you possess the Magnakai Discipline of Nexus, and have attained the Kai rank of Archmaster, turn to 220. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 331. +
+
+ +
+ + 122 + + + +

You try to fend off the speeding arrow, but it passes over your outstretched arm and lodges deep in your skull. For a split second you feel nothing. Then a starburst of pain rips through your head and a swirl of colour obliterates your vision as you pass swiftly into the timeless oblivion of death.

+ Your life and your mission end here. +
+
+ +
+ + 123 + + + +

Your strength and Kai skill carry you over the gap and back safely to the start of the trail. Quickly you retrace your tracks to the Giak outpost, where you take cover and concentrate on finding a way to get past it.

+ Turn to 86. +
+
+ +
+ + 124 + + + +

At once you sense that you have stumbled into an area of the city that is the domain of Darklord Taktaal and his followers. You scan the shadows and windows and notice several pairs of watchful eyes regarding you with naked hatred. Slowly you back away from the square, but you have taken less than a dozen steps when a line of creatures begins to emerge from a doorway to your right. They growl menacingly, their feral eyes aglow with bloodlust.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Solaris, add 4 to the number you have picked.

+ If your total is now 0&endash;4, turn to 342. + If it is 5 or more, turn to 48. +
+
+ +
+ + 125 + + + +

Slowly, as though awakening from a dream, you return to consciousness. Through half-open eyes you stare at a darkening sky and feel the cold waves of the Kaltesee lapping at your feet. Every inch of your body aches viciously&emdash;it is as if your flesh were one vast bruise&emdash;but at once you know that your body is intact and that, miraculously, you have escaped serious injury.

+

You are lying in a cup-shaped piece of wreckage that was once part of the ironclad's bow. On the horizon there is now only one ship&emdash;the ironclad that first attacked the Intrepid. It is silhouetted against the wall of oily flame that marks the place where its sister craft exploded. The tide has carried you away from the carnage, and, turning your head stiffly, you see that the shore lies less than a hundred yards away.

+ If you possess the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or more, turn to 296. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 327. +
+
+ +
+ + 126 + + + +

The sergeant stares at the gold coins and, without raising his head, he shouts a terse order to his troops: Jeg tok! Tok narg gaz dik! Like a herd of angry bulls, the Death Knights rush forward and surround you, their spears held ready to slay you should you show any sign of resisting.

+

Cursing vilely, the sergeant drags you from the saddle and tears the battle-mask from your face. More guards appear, mostly armed with bows, which they train on you while the sergeant strips you of your weapons and equipment. Then, after tying your hands, they march you to their barracks where you are imprisoned in an empty, steel-walled cell and left alone to contemplate your fate.

+ Turn to 250. +
+
+ +
+ + 127 + + + +

Using your Kai skill, you magnify your vision and scan the buildings below. You see a maze of garbage-choked streets, rusting tenements, and squalid slave huts. All bear the effects of the corrosive atmosphere, except one building, which is situated near the centre of the city. It is a tower, tall and unbent, its surface free from any sign of decay.

+

Confident that you have found where the Slavemaster resides, you bring the Zlanbeast in to land nearby. A Giak, his mouth hanging open in awe of your arrival, stands guard at the tower entrance. As you approach, he bows and stands aside, allowing you to enter the gloomy ground floor.

+ Turn to 346. +
+
+ +
+ + 128 + + + +

You draw the sun-sword from its korlinium scabbard and instantly the blade is caressed by cool, golden flames. The Drakkar leader freezes in his tracks, his eyes bulging fit to burst as he stares with awe at the magical Sommerswerd.

+ + + Brian Williams + + + + +

Naog! he breathes, incredulously. Gadajok-shezag! Aki-amaz! Okak naog gaj! He hesitates, then begins to retreat towards the rail. At this moment the first of his troops clamber on to the deck. Fearful of the consequences should he be branded a coward in their eyes, he shouts a battle-cry and commands them to attack.

+

Shez dot got! they scream, and come thundering towards you with murder blazing in their cruel, inhuman eyes.

+ If you wish to evade their attack, turn to 274. + If you decide to stand your ground and receive their attack, turn to 39. +
+
+ +
+ + 129 + + + +

Guided by your instructions, Captain Borse commands his helmsman to steer hard a' port, a manoeuvre that will take the Intrepid clear of the enemy line. Swiftly the ship changes course. You watch the Darkland ironclads looming larger with each passing minute, and note the formidable array of weapons aboard their steel-skinned decks. Huge, black funnels protrude from the middle of each craft, which emit clouds of choking, sulphurous smoke. As the Intrepid rounds the last ironclad in the line, this acrid smoke wafts across the water and engulfs the crew, causing them to cough and retch violently. The sound of their coughing alerts the enemy lookouts who immediately raise the alarm.

+ + + Brian Williams + The Darkland ironclads surge towards the Intrepid + + + + + +

Suddenly, a flash of blue-white light illuminates the bow of the ironclad and a fiery projectile arcs across the sky towards the Intrepid.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;6, turn to 20. + If it is 7&endash;9, turn to 180. +
+
+ +
+ + 130 + + + +

You follow the passage for nearly an hour before you happen upon something that raises your flagging spirits. At a junction with two other tunnels your eye is drawn to a large emblem that has been chiselled skilfully out of the granite wall. It is a depiction of a snake's skull with two fly-like eyes, surrounded by a circle of fire. At once you recognize this carving: it is the personal emblem of Darklord Gnaag. You study the sign: it must mark the start of a tunnel that leads to the Imperial Sector of the city.

+

With your pulse racing, you set off along the torchlit tunnel. You have not gone very far when you see that it ends at a large steel door, guarded by two monstrous creatures clad in heavy plate mail. A smaller door appears to your left, and, as you draw level with it, you reach out and turn its handle. The door is locked.

+ If you possess a Black Key, turn to 278. + If you do not possess this Backpack Item, turn to 29. +
+
+ +
+ + 131 + + + +

The captain arches his back and screams in agony as your arrow drives deep into his spine. Immediately, two Drakkarim gunners rush forward to help him, but as soon as they realize that he is dead, they spin around to confront you.

+ If you have at least two arrows and wish to silence these Drakkarim, turn to 259. + If you choose to draw a hand weapon and attack them before they can alert their shipmates, turn to 292. +
+
+ +
+ + 132 + + + +

Holding your breath, you unsheathe your weapon and press yourself to the cliff wall. You plan to take the approaching Giaks by surprise, cut your way through them to the summit, then escape before the pursuing group can catch up. It is a bold manoeuvre and one that does not allow for the night-sharp eyes and cruel cunning of the Giak commander. From his position atop the cliff he watches your every move.

+

Koga! he shouts, and both search parties freeze in their tracks. Dulaga zaj! Suddenly there is a sound like rushing water, then a terrible pain rips through your chest as you are hit by a score of black arrows, fired by Giak archers kneeling at the edge of the cliff. You gasp for breath as a terrifying numbness spreads throughout your body. Although you fight to stay on your feet, you can no longer feel your legs. Stiffly you fall from the path and crash to your doom on the beach below.

+ Your life and your mission end here on the shores of the Darklands. +
+
+ +
+ + 133 + + + +

Your hand closes around the hilt of the black sword moments before Kraagenskûl's claw-tipped fingers rake the floor where it lay. You raise the blade and feel a surge of cold power run the length of your arm. It courses through your brain, willing you to attack the cowering Darklord and slaughter him unmercifully. This new-felt need to wallow in the killing of an enemy stirs you to a fearful rage. Desperately you draw on your inner strength to overcome this barbaric urge, and control it, as you prepare to fight with Darklord Kraagenskûl.

+ + Darklord Kraagenskûl (without Helshezag) + 35 + 38 + +

This supernatural being is immune to Mindblast (but not Psi-surge). Owing to the power of Helshezag&emdash;the weapon you now wield&emdash;add 7 to your COMBAT SKILL for the duration of the combat.

+ If you win the combat, turn to 240. +
+
+ +
+ + 134 + + + +

Once more the pit is cleared and the spectators settle down to enjoy another round of vicious hand-to-hand fighting. The next two combatants are poised to enter the ring and, in the light of what happened previously, they have both decided to ignore the gong and tear into each other as soon as their holding cage door slides open.

+

Bets are about to be placed when the sound of a loud, intermittent whistle interrupts the proceedings: it is the signal that Helgedad has been sighted by the lookout. Some of the crowd leave their seats in order to view the Black City through the tiny portholes that line the walls of the gallery. With your heart pounding at the thought of seeing the Darkland's most infamous stronghold for the first time, you leave the pit and join them.

+ Turn to 326. +
+
+ +
+ + 135 + + + +

As you fight to stay on your feet, the beast bears down, tilting its head from side to side, revealing just a glimpse of your target. Guided by instinct alone you raise your bow and fire.

+

Pick a number from the Random Number Table, and add to this number any bow skill bonuses to which you are entitled.

+ If your total is now 0&endash;8, turn to 313. + If it is 9 or more, turn to 105. +
+
+ +
+ + 136 + + + +

You draw on your Kai skill to neutralize the deadly venom that is coursing through your veins. Swiftly your powers of healing overcome the poison, but at a cost of 4 ENDURANCE points. You prise the hideous creature off your head and hurl it to the floor, but no sooner has it hit the steel deck than it springs back at your face, forcing you to defend yourself.

+ + Plaak + 30 + 10 + +

This creature is immune to Mindblast and Psi-surge. Owing to the speed and shock of its attack, unless you possess the Magnakai Discipline of Huntmastery, you are unable to draw a weapon and must fight the first round of combat unarmed.

+ If you win the combat, turn to 218. +
+
+ +
+ + 137 + + + +

Guided by starlight, you trek westwards through the pass until the need for food and rest forces you to stop. A brief search uncovers a shallow fissure in the mountain wall which offers a safe refuge for the night, and there you decide to grab a few hours' sleep before continuing to Argazad. You must now eat a Meal or lose 3 ENDURANCE points.

+ Turn to 165. +
+
+ +
+ + 138 + + + +

The crystal shard emits a tinkling, bell-like sound, and the guard moves aside to allow you to enter the Tower of the Damned. He points to a column of bright blue light, descending from the darkness above, and tells you to step into its shimmering rays. You hesitate, and he laughs mockingly at your indecision.

+

Go on, step in. It's quicker than climbing the stairs. Your Kai senses tell you that the column is a beam of partial gravity, a transportation device that will draw you slowly towards the top of the tower.

+

You step into the light and feel yourself rising. Minutes later, the sensation stops and you step from the beam into a huge, domed chamber. The polished walls and floor glisten like the mirrored surfaces of a black lake. The aura of evil hangs everywhere like a thick mist. It closes your throat and threatens to suffocate you. Your heart pounds loudly as you move towards a dais at the centre of the chamber, where a machine rests that matches the description of the Transfusor that Lord Rimoah gave you before leaving Toran. You reach for your Backpack, but before you can lift your robe and unshoulder it, the chamber is filled with a roaring growl.

+

What brings you here, vermin of Ghanesh?

+

It is the voice of Darklord Taktaal. From the shadows of an archway, he slithers towards the dais, his smooth, ice-white head swaying upon a fur-covered snake body, riddled with disease. Your stomach turns as you watch a muzzle distend from his face, then split open to reveal a row of razor-sharp fangs. Seemingly you are a lowly follower of his hated rival, Darklord Ghanesh, and you know that if you are to survive you must answer his command convincingly.

+ If you wish to tell him that you want to defect from Ghanesh's service, and serve him instead, turn to 261. + If you wish to tell him that you have secret information that could destroy Ghanesh, turn to 168. +
+
+ +
+ + 139 + + + +

The Death Knight sentinel stiffens and falls dead at your feet, his black armour and his black heart torn open by the force of your killing blow. A quick search of his body reveals the following items:

+
    +
  • Spear
  • +
  • Dagger
  • +
  • Axe
  • +
  • Pouch of Tobacco
  • +
  • Bottle of Wine
  • +
  • Pipe
  • +
  • 60 Kika (equivalent to 6 Gold Crowns)
  • +
  • Iron Key
  • +
  • Enough food for 1 Meal
  • +
+

If you wish to keep any of the above items, make the necessary adjustments to your Action Chart.

+ To continue, turn to 257. +
+
+ +
+ + 140 + + + +

Beyond the door lies a corridor that leads to a narrow hall of stone. Its ceiling, flat and undomed, is supported by thick columns that march in rows down the sides of the walls. Between the columns are plain steel doors, the largest one guarded by Death Knights. From the safety of the shadows you watch as this great door swings open and a man, swathed in a voluminous scarlet robe, emerges into the corridor. He speaks at length with the two guards, who depart in haste when he has finished, as if running an important errand. Beyond the great door you can see a flight of stairs ascending into darkness. The man in red watches the Death Knights leave, then turns and ascends the stairs hurriedly, leaving the great steel door ajar.

+

Hoping that this staircase leads to the roof, you cross the corridor and follow the robed man, taking care not to be seen, as you stalk silently in his wake. Your Kai skills keep you hidden from view and enable you to gain entry to the chamber that occupies the entire top floor of this building. There you take cover behind one of many statues that encircle the floor, and witness a scene that chills you to the core.

+ Turn to 216. +
+
+ +
+ + 141 + + + +

Your mastery of mental power enables you to shield your mind from the psychic probe emanating from the box-like device that the guard is using to check your identity. Because of your effective mindshield, he is unable to detect any hostile psychic signals. Satisfied that it is safe to allow you to pass, he orders his fellow guard to open the steel door and let you into the subterranean levels of the Imperial Sector.

+

Beyond the door is a vast hall filled with row upon row of fearsome weapons. It is the Imperial Armoury of Helgedad.

+ If you possess a Black Cube, turn to 40. + If you do not possess this item, turn to 320. +
+
+ +
+ + 142 + + + +

What have we here? muses the captain warily, as he accepts your envelope. Guildmaster Banedon instructed me to deliver this into your charge as soon as we cleared the blockade, you reply. It contains confidential details about our voyage to Durenor.

+

I'm sure the matter can wait 'til morning, he says slipping the envelope into the pocket of his gold-braided jacket. You'd best get some sleep. We could be in for some rough weather come sunrise. You insist that he read the contents of the letter without delay but he dismisses your request with a flick of his calloused hand. It can wait. A few hours'll make no odds, he snaps, and he descends the stairs before you can argue otherwise.

+ If you wish to accompany the first mate to your cabin, turn to 24. + If you decide to stay on the forecastle with the lookouts, turn to 115. +
+
+ +
+ + 143 + + + +

In daylight, the trail is steep and treacherous, but in the cold, starlit darkness it is doubly so. Chunks of rock crumble underfoot and in many places there is simply no trail at all. Progress can only be made by inching yourself painfully across the sheer drops, using your fingers and what little of the ledge that remains. Eventually you reach the dark opening and enter with trepidation. A smooth, semicircular tunnel descends through the rock. The passage is lit faintly by an eerie ochre light, which is cast by clumps of bacteria that seem to thrive on the damp tunnel walls.

+ If you possess the Magnakai Discipline of Curing, turn to 93. + If you do not possess this skill, turn to 303. +
+
+ +
+ + 144 + + + +

There is another knock, this time more insistent, but when you do not open the door your uninvited visitor does not knock again. Tired and hungry, you must now eat a Meal or lose 3 ENDURANCE points before you settle down to sleep. You awake to the sound of a loud click, barely audible above the ever-present din of the Lajakeka's engine: your cabin door has just closed. Swiftly you rise and rush to the door, hoping to catch a glimpse of whoever, or whatever, gained access to your cabin while you slept.

+ If you possess the Magnakai Discipline of Animal Control, and have reached the Kai rank of Mentora or more, turn to 273. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 98. +
+
+ +
+ + 145 + + + + +

This loss of ENDURANCE is permanent. (cf. Castle Death Section 129)

+
+
+ + +

At once you recognize the pungent aroma of Adgana leaves. Adgana is a powerful narcotic that increases strength and sharpens reflexes; it enhances fighting prowess when swallowed immediately prior to combat. There is sufficient Adgana in this pouch for one dose, which would be enough to increase your COMBAT SKILL by 6 points for the duration of a fight.

+

But be warned! Adgana is shunned by most warriors and its use is outlawed in Sommerlund because it is highly addictive. If you choose to keep and use this Dose of Adgana prior to combat, there is a chance that you could become addicted. As soon as combat is resolved, you must pick a number from the Random Number Table. If the number you pick is 0 or 1, you have become addicted and your ENDURANCE score must be reduced by 4 points immediately. If you have ever used Adgana in a previous Lone Wolf adventure, the risks of addiction are doubled should you decide to use this dose (you will become addicted if you pick a 0, 1, 2, or 3 on the Random Number Table). Also, the effects of the narcotic when used on a second or subsequent occasion are halved. You will be able to add only 3 points to your COMBAT SKILL, instead of 6). If you decide to keep this Dose of Adgana, note the hazardous side effects of its use in the margin of your Action Chart.

+

Sure that you have not overlooked any other items that could aid your perilous mission, you decide the time has come to leave.

+ Turn to 274. +
+
+ +
+ + 146 + + + +

Shortly after dawn has brightened the eastern horizon, the Drakkar warrior appears, riding his steed unhurriedly along the trail to Argazad. As he approaches, you get ready to launch your ambush.

+ If you have a bow and wish to use it, turn to 99. + If you do not have a bow, or do not wish to use one, you must leap on the Drakkar as soon as he rides within range: turn to 64. +
+
+ +
+ + 147 + + + +

The two Vassagonians unsheathe their rapier-thin swords and advance towards you, secretly thankful that they are no longer the target of Kraagenskûl's wrath. The Darklord orders them to halt and demands that you step within the circle of the fiery pillars and explain your intrusion. You sense that he has not detected your true identity, that his psychic skills are solely destructive, and that he is, for now, deceived by your Drakkarim disguise.

+

I have come from the victorious army of Darklord Xog, the conqueror of Cloeasia, with vital information to impart, O Mighty Lord of Darkness, you say, slavishly. You speak partly in Vassagonian and partly in Giak to maintain your deception. There is a traitor in your court. He has tried to send word to the enemy, to warn them of what is being constructed in Argazad. I know who he is and I carry proof of his treachery.

+

Speak! commands Kraagenskûl. Speak or die!

+

I shall speak, O Invincible Lord of Death and Decay, but I crave your confidence. Can we not speak alone? You cast an accusing glance at the two Vassagonians, and they return your look with fear and hatred blazing in their eyes.

+

Leave us! snarls Kraagenskûl, pointing to the stairs with his jet-black blade, but stray no further than the hall below, and do not disturb us until I call for you.

+

Reluctantly, the Vassagonians leave, their heads bowed in reverence but their eyes still fixed murderously on you.

+ Turn to 286. +
+
+ +
+ + 148 + + + +

The Drakkar officer staggers and falls, clutching his wounds and cursing you with his dying breath. But no sooner has his body hit the planks than his troops come rushing towards you from all sides. Sez dot got! they scream, howling with primal fury, their teeth bared and their faces contorted with rage.

+ + Drakkarim Marines + 29 + 40 + + If you win the combat, turn to 28. +
+
+ +
+ + 149 + + + +

As you land on the Drakkar, you grab him in a head lock and drag him from the saddle. The force of your attack twists his neck awry and you hear a sharp crack a moment before you both strike the ground. Quickly you recover from the fall, draw a weapon, and jump on the prone warrior before he can get to his feet. But you soon discover that he is no longer a threat: your attack broke his neck and he was dead before his body hit the ground.

+ Turn to 79. +
+
+ +
+ + 150 + + + +

A thousand feet below, at the heart of the chasm, a seething carpet of nightmare shapes crawl and slither amid rivers of molten rock. They appear to your horrified eyes to be writhing in perpetual agony, and your psychic senses confirm that this is the case: it is their pain, not their bodies, that feed this raging sea of supernatural flame.

+ + + Brian Williams + + + + +

The gates of the Black City open and the Lajakeka passes into this terrible realm of evil, along a vast avenue of steel, flanked by buildings of hellish grandeur and purpose. You can see red flames glaring at peaked gothic windows, and innumerable barred gates that appear like the grinning jaws of dragons. At length, the vehicle grinds to a halt at a place where a huge chute burrows deep into the ground. The crew make preparations to unload their cargo directly into this funnel-shaped hole whilst you and the other passengers disembark. With fear running ice-cold in your veins, you scan the fire-swept street and notice that all the other passengers are scurrying towards a tunnel.

+ If you wish to follow them and enter the tunnel, turn to 80. + If you choose to avoid them and the tunnel, and prefer to explore the street, turn to 197. +
+
+ +
+ + 151 + + + +

The Intrepid responds to the wheel, and, as the wind fills out her sails, she begins to pull away from the first ironclad. Your hopes rise but they are soon dashed when a jolt runs through the deck and she rolls back towards the enemy vessel. Then you see why you cannot escape.

+

Davan! Quick, have your men cut the grappling lines! you shout. Immediately he urges his men to carry out your command. Anxiously you watch as the second ironclad bears down on the stern with unnerving speed. The lines are soon severed and you feel the ship swing about, yet the enemy craft is almost upon you, its deck crammed with more troops, poised to leap aboard. Suddenly it hits the rear quarter, and you are knocked down by the shock. The screech of tortured metal and the crack of splintering wood fill the air, yet the deck soon rights itself and you are able to regain control of the helm. Despite the shock of impact and the fearful noise, the enemy craft has only glanced the bow, its steel-tipped ram missing the rudder by just a few feet. It scrapes alongside before veering away amid a cloud of foul, yellow smoke.

+

The crew cheer and the Drakkarim marines falter as they watch their vessels slipping away to the stern. The battle on board turns in your favour, and, as Davan and his men press their advantage, you feel sure that the Intrepid will make a successful escape along the coast.

+

Within the space of a few minutes your confidence is shattered anew by an unexpected attack.

+ Turn to 74. +
+
+ +
+ + 152 + + + +

The swiftness of your reactions, and the degree of psychic mastery you have attained, save you from sustaining any injury to your central nervous system. Rapidly the shock fades, leaving you alert and ready to face Darklord Kraagenskûl.

+ Turn to 147. +
+
+ +
+ + 153 + + + +

The creature thrashes the last of its death-throes, then falls silent, Its great bulk all but filling the entrance to the cave. The stench of spilt blood, and the greasy, dirt-encrusted hair that covers its torso, makes your stomach churn. Yet the Egorgh's body is serving a useful purpose. Not only is it keeping the icy cold wind and rain at bay, but any other creature wanting to attack you would have great difficulty entering the cave. Confident that you are unlikely to be disturbed again, you settle down to a much-needed sleep.

+ Turn to 300. +
+
+ +
+ + 154 + + + +

You follow the Slavemaster into a chamber filled with marvellous treasures, furniture, and rich trappings, which seem anachronistic here in this foul city. He advises you to take off your Drakkar armour and wear instead a hooded robe woven from a strange, silver-grey material. He comments favourably on the Golden Amulet you wear, assuring you that its protection will be essential for your survival in Helgedad. As you are about to don the robe, he insists that you wear your Backpack underneath it. The creature who donated this garment, albeit it reluctantly, was tall but possessed a severely crooked spine. In order to gain entry to Helgedad you must pretend to be that creature. The pack will help to complete your disguise.

+

You ask the identity of the creature, and what has become of him. He was one of the Liganim, those who assist the Nadziranim sorcerers with their black arts, replies the Slavemaster. This particular Liganim came here to Aarnak to fetch a quantity of special grade ore for his master's experiments, but the unfortunate creature met with a fatal accident, here in this very chamber. The trace of a smile on the Slavemaster's face suggests that the accident may not have been quite so accidental.

+

How am I to get into Helgedad? you ask, hoping he has planned for this as well.

+

You will be told in good time, but first I must give you some other information that is vital to the success of your quest.

+ Turn to 235. +
+
+ +
+ + 155 + + + +

The sound of heavy footfalls and vile curses alert you to a group of marines who are charging along the deck, drawn by their comrade's dying scream. They see him fall dead at your feet and, in a rage, the leading warrior hurls his sword at your head.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 1 to the number you have picked. If you have completed the Lore-circle of Solaris, add 3 to the number.

+ If your total is now 0&endash;2, turn to 341. + If it is 3&endash;8, turn to 9. + If it is 9 or more, turn to 319. +
+
+ +
+ + 156 + + + +

The screams of your pursuers are growing louder with every passing second. Fearful that they will alert the guard to your presence, you unsheathe a hand weapon and stalk forward, grimly determined to slay the robed creature as quickly and quietly as possible.

+ If you have completed the Lore-circle of Solaris, turn to 190. + If you have not completed this Lore-circle of the Magnakai, turn to 56. +
+
+ +
+ + 157 + + + +

After following the coastline northwards for an hour, you happen upon a narrow path that rises from the beach and zig-zags up to the top of the cliffs. The path appears deserted, and you decide to use it rather than risk being caught by the rising tide.

+

The climb to the top is long and arduous and by the time you reach the peak, the weather has taken a turn for the worse. An icy, rain-laden wind whips inland from the sea, its chilling bite accompanied by sheet lightning that illuminates the stark landscape before you. The blue-white flash reveals a vast, dead world of pitted spurs and crags, where every tree is petrified and every rock looks like a dead man's skull. You pull your warm cape close about your shoulders and set off towards a ridge that is peppered with dark hollows. You pray that one of them will offer some shelter from the coming storm.

+

Upon reaching the ridge, you discover that most of the hollows are merely patches of dark earth sandwiched between the honeycombed rock. The rain has become torrential, and you are about to abandon all hope of finding dry shelter, when suddenly your tracking instincts alert you to a cave-like opening at the far end of the ridge. You investigate and discover that it is indeed the entrance to a cave, one that is both wind- and watertight and, to your relief, quite empty. You are now very hungry and must eat a Meal or lose 3 ENDURANCE points.

+ If you have the Magnakai Discipline of Animal Control and Divination, turn to 234. + If you do not possess both these skills, turn to 307. +
+
+ +
+ + 158 + + + +

Alerted by the Zlanbeast's wild screech, the Death Knight spins around and catches your blow on the haft of his spear. Sparks and curses fly. Growling like an angry lion, he pushes you away then stabs viciously at your midriff. Ice-cool nerve and fleetness of foot save you from the razor-sharp tip, and quickly you return the strike, forcing the Drakkar back to the edge of the parapet with the speed and determination of your attack.

+ + + Brian Williams + The Death Knight stabs viciously at your midriff + + + + + + Death Knight Sentinel + 28 + 29 + + If you win the fight, turn to 139. +
+
+ +
+ + 159 + + + + +

The Bronin Vest may be worn with a Padded Leather Waistcoat, but not with a Chainmail Waistcoat.

+
+
+ + +

Shock, as a result of his severe leg injuries, has reduced the captain's blood pressure to a dangerously low level. Your mastery of the Discipline of Curing enables you to increase his blood pressure gently to ensure that his brain is not starved of its vital supply of oxygen. Once he is stable, the first mate, whose name is Davan, helps you splint the captain's legs and construct a makeshift stretcher on which to carry him to his cabin. Slowly he regains consciousness, and, although he is in great pain, he insists on speaking.

+

Davan, he says, through gritted teeth, the ship's under your command now. You must do all you can to see that our passenger reaches his destination. Dutifully, the first mate promises to obey the captain's order. Open the chest, the captain says, motioning with his eyes to a large casket, resting at the foot of his bunk. You oblige and discover that it contains a vest made of finely crafted bronin chainmail, and a pair of engraved silver bracers designed to protect the forearms during combat. Take them, friend, he says, they may be of some help to you on your journey.

+

The Bronin Vest adds 3 points to your COMBAT SKILL and 1 to your ENDURANCE. The Silver Bracers add 2 points to your COMBAT SKILL and 1 to your ENDURANCE. If you wish to keep either (or both) the Bronin Vest or the Silver Bracers, mark them on your Action Chart as Special Items, which you wear accordingly.

+ Turn to 262. +
+
+ +
+ + 160 + + + +

At your approach, the Liganim slows and makes a sign in the air with his warty hand. When you fail to respond, he becomes agitated and moves directly in front of you to block your way. A tingling sensation ripples your scalp as a wave of psychic energy washes over your mind. The Liganim has probed your thoughts and discovered that you are an imposter. He emits a high-pitched shriek and unsheathes a dagger from his belt as he launches himself maniacally at your chest.

+ + Liganim + 25 + 26 + +

Unless you possess the Magnakai Discipline of Psi-screen, deduct 1 ENDURANCE point at the beginning of every round of combat, owing to the Liganim's persistent psychic attacks.

+ If you win the combat, turn to 246. +
+
+ +
+ + 161 + + + +

Shaking your head, you pull yourself to your feet and force your eyes to focus on the swirling shapes that are looming Out of the shadows. Four ugly Giaks are creeping towards you, each with a loaded bow held ready to fire. They let loose their arrows and instantly you throw yourself back on to the ground. Your reactions save you from the deadly shafts, and you scramble quickly to your feet, unsheathing a weapon. You catch the enemy wrong-footed and without their swords to hand.

+ + Giak Archers + 14 + 22 + + If you win the combat, turn to 349. +
+
+ +
+ + 162 + + + + +

Crowns or Lune may not be used in lieu of Kika in this instance.

+
+
+ + +

The Zlanbeast glides through the rising steam and lands smoothly beside the foundry's rusty wall. The air, or what passes for air in this doom-laden city, reeks of iron and soot, and, as you jump from the saddle, you discover that the ground is covered with a layer of soot several inches deep.

+

On a ramp that services the foundry, a line of stunted, lizard-like bipeds are hauling heavy carts full of ore. They are watched by Giaks who encourage them with kicks and curses whenever they falter. A Giak officer and two of his troops leave the ramp as soon as they see you land and come scurrying towards you. The officer is shouting at the top of his voice. You sense that he suspects you have stolen the Zlanbeast and is demanding that you explain, on pain of death!

+ If you have any Kika, and wish to offer them to the Giak as a bribe for safe escort to the Slavemaster, turn to 43. + If you wish to ignore his threats and demand that he take you to the Slavemaster, turn to 27. +
+
+ +
+ + 163 + + + +

Your senses alert you to the magical chainmail armour that the Drakkar warrior is wearing beneath his leather battle-jacket. He can see that you are aiming your arrow at his heart and he is confident that his armour will protect him.

+ If you wish to switch targets and aim instead at his head, turn to 119. + If you choose to shoulder your bow and meet his attack with a hand weapon, turn to 213. +
+
+ +
+ + 164 + + + +

No sooner has the last of your enemies fallen than you sense that more of them are about to emerge from the surrounding towers. There is no time to search the bodies of the slain&emdash;to stay would be suicidal. Without hesitation, you turn on your heel and run for all you are worth.

+ Turn to 48. +
+
+ +
+ + 165 + + + +

Shortly after dawn, a howling wind awakens you from your dreamless slumber. It sweeps along the pass from the west, carrying with it the briny smell of the sea. Resolutely you continue your trek, following the roadway through the pass until, at midday, you emerge from the mountains at a point that commands a clear view over the land beyond. There you stop and stare at an expanse of rocky terrain so fragmented that it might have been smashed by a giant hammer. It slopes down to the shores of a wide inlet&emdash;the Gulf of Helenag&emdash;where a line of Darkland ironclads are steaming northwards on their way to join the blockade. From where you are, they appear no larger than tiny black specks dotting the steel-grey sea, but the clouds of yellow smoke that pour from their funnels clearly identify them as enemy ships.

+

The track continues, snaking southwards across the barren landscape on its way to Argazad. For three hours you tread its uneven surface until you arrive at what appears to be the ruins of an ancient tower.

+ If you possess the Magnakai Discipline of Divination and have attained the Kai rank of Mentora or higher, turn to 323. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 191. +
+
+ +
+ + 166 + + + +

Three months ago, on the day that you Sommlending celebrate your Feast of Fehmarn, I foresaw in a dream your return to this world, the place and the hour of your coming, says Rimoah, reverently. I, and all my brothers, held this dream to be a sign from the god Kai that you had not died at Torgar, and since that day we have prepared for your return so that we may help you fulfil your vow and deliver us all from the tyranny of the Darklords. With the aid of Guildmaster Banedon we have conceived a plan that can secure a lasting victory. Defeat of the Darklords on the field of battle is now impossible; the allied armies are greatly outnumbered and are hard-pressed to protect what little remains of the freelands. The only way in which we can rid ourselves of this evil is by destroying Gnaag and the Transfusor&emdash;the device that transmits power to the Tanoz-tukor. Both of them are in Helgedad.

+

To hear the name of that foul city spoken aloud is enough to send a shiver down your spine, and the thought of daring to venture there to destroy its ruler fills you with cold dread. It is a daunting task that we ask you to attempt, Lone Wolf, says Banedon, sensing your anxiety, but only you have any hope of succeeding in this desperate mission. It may be of some comfort to learn that, with the Darklords leading their armies in the field, the defences of the Black City are now at their weakest. Only Gnaag and his second-in-command, Darklord Taktaal, reside there at present.

+

You spoke of a plan? you say, returning your gaze to the wise face of Lord Rimoah. Without replying, he bends down and pulls out a leather sack from beneath the chair on which he sat when you entered the chamber. It contains what appears to be a mass of triangular crystals that are fused together. At once you recognize its purpose. It is a powerful charge, similar to the one which Lord Adamas used to destroy the Torgar Gate.

+

This will put paid to the Transfusor, says Rimoah, holding up the crystal explosive. He points to a shard that is longer than the others and informs you that the device is activated by withdrawing and re-inserting it tip-first into the core. It must be placed beneath the Transfusor and it will detonate exactly fifteen minutes after it is primed. Carefully he replaces the explosive into the sack and offers it to you.

+

But how am I to gain entry to Helgedad? you ask, as you accept the deadly package tentatively.

+

We have made preparations, answers Banedon, pointing once more to the map. A caravel is anchored in Toran harbour. Under cover of darkness it will run the blockade, then head east to deceive the enemy into thinking that it is bound for Durenor. When safe to do so it will turn about and steer a course for Dejkaata. The shallows there are free of pack-ice at this time of the year and the captain should be able to land you on the coast close to the Aarnak Estuary. From there you must make your way on foot to the stronghold of Aarnak and seek out the Slavemaster. He is one of our agents and can be trusted. Make yourself known to him by saying the words, Sommerlund is burning. He alone knows where in Helgedad the Transfusor is located, and he can arrange for your safe and secret passage into the city. Once inside, you must destroy Gnaag and the Transfusor as quickly as possible.

+

And once the task is complete, how then do I effect an escape? you ask.

+

You must make your way back to Aarnak. The demise of the Darklords will announce the success of your mission and we shall then mount an expedition to bring you safely home. But until then, no one must know your true identity, or the reason for your journey to Helgedad.

+

Silently you contemplate the awesomeness of this mission, its dangers, and the terrible consequences that will befall Magnamund should you fail. At length you raise your eyes from the map and force a smile. When must I leave? you ask, bravely.

+

Tomorrow night, Banedon replies. An hour after sunset.

+

Mark the Crystal Explosive on your Action Chart as a Special hem that you carry strapped to your Backpack. If you already carry the maximum number of Special Items, you must discard one in favour of the Crystal Explosive.

+ If you possess the Sommerswerd, turn to 282. + If you do not possess this Special Item, turn to 229. + +
+ +
+ + 167 + + + +

The Death Knight sergeant strides forward and repeats his command. When you fail to answer, he reaches up, grabs the front of your leather battle-jacket, and pulls you to within inches of his sneering face. Egor sheg! he growls, and tilts your mask back with the palm of his gloved hand. Using your advanced Kai skill, you cause your face to take on the coarse features of a Drakkarim warrior. The sergeant nods, a look of recognition softening his cruel eyes, then releases his grip of your jacket.

+

Agna tok! he says, turning to face his guards. Dok lug shad. They stand aside and quickly you ride through the gate. A shadowy street lies beyond, at the end of which is a sign that indicates the way to the two main areas of the base: the ironclad harbour and the supply depot.

+ If you wish to investigate the harbour, turn to 295. + If you wish to investigate the supply depot, turn to 328. +
+
+ +
+ + 168 + + + +

Suddenly, without warning, the Darklord emits a hideous screech that fills your head with a terrible stabbing pain. Your mind is under attack from a powerful wave of psychic energy that is capable of destroying your free will.

+ If you possess the Magnakai Discipline of Psi-screen, and have reached the Kai rank of Scion-kai or more, turn to 329. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 258. +
+
+ +
+ + 169 + + + +

Stealthily you move away from the door, raising the hood of your cape to hide your face. Beyond the wheelhouse you see a large tube of steel, mounted horizontally on a circular platform. It is attended by three Drakkarim, who are busily loading a heavy, pear-shaped projectile into a chamber at the rear of the tube. A large, wooden crate, filled with several more projectiles, lies open at their feet. Their captain, his rank denoted by the silver braid that decorates the sleeves of his battle-jacket, is pointing to the sinking Intrepid and shouting excitedly; Gaz muzar ok ruzzar! Shadaegina gag!

+ If you possess the Magnakai Disciplines of Invisibility and Pathsmanship, turn to 219. + If you do not possess both these skills, turn to 84. +
+
+ +
+ + 170 + + + +

The tunnel grows darker and dirtier the further down it you venture. You are beginning to suspect that you have entered an abandoned passage when the unmistakable stench of decaying meat wafts past you on a sulphurous breeze. Then two misshapen creatures loom out of the darkness, and your stomach churns at the sight of their hideously swollen faces. Their eyes are slits, the lids sewn down against the putrid flesh of their cheeks by lengths of coarse, black thread. They stagger towards you, their hooked claws scrabbling the air and their long, snake-like tongues flickering from their lipless mouths as hungrily they savour the scent of your flesh.

+ + + Brian Williams + Two misshapen Helgedad Ghouls
loom out of the darkness
+ + + +
+ + Helgedad Ghouls + 23 + 32 + +

These creatures are immune to Mindblast and Psi-surge.

+ If you possess the Sommerswerd, and wish to use it, turn to 208. + If you win the combat, turn to 280. +
+
+ +
+ + 171 + + + +

The moment you draw the dagger from your belt, a blue flame courses the length of its twisted blade and the squealing flood of Crypt Spawn soar upward towards the roof in order to avoid you. They and their creator, Darklord Kraagenskûl, recognize the power you wield and both are in awe and terror of it. Freed from the threat of his loathsome summonations, you now advance upon Kraagenskûl with the dagger before you. He screams in anger and lunges at your head, his sword ablaze with tongues of black fire. You catch the blow on the tip of the dagger and both blades spark furiously as their terrible powers collide.

+ + Darklord Kraagenskûl + 45 + 48 + +

This supernatural being is immune to Mindblast (but not Psi-surge). You may add 7 points to your COMBAT SKILL for the duration of the fight, owing to the power of the Dagger of Vashna when used against a Darklord of Helgedad.

+ If you win the combat, turn to 240. +
+
+ +
+ + 172 + + + +

Suddenly, with an ear-splitting crack, the timbers of the main deck collapse and you feel yourself falling headlong into the bowels of the ship. The bulkheads, severely weakened during the Xargath's attack, have finally given way beneath the weight of fighting men and dropped you all into the cargo hold below.

+

Pick a number from the Random Number Table (0 equals 10). If you have completed the Lore-circle of Solaris, deduct 2 from the number you have picked. The final number represents the number of ENDURANCE points you have lost due to injuries sustained in the fall. Make the necessary adjustment to your Action Chart.

+ Turn to 222. +
+
+ +
+ + 173 + + + +

Your Kai skill enables you to escape without leaving any tracks upon the slime-covered streets for your pursuers to follow. When they reach the junction, they cannot be sure in which direction you ran. The minutes lost in indecision give you time to escape from their clutches.

+ Turn to 48. +
+
+ +
+ + 174 + + + +

Night has fallen swiftly, but there is a full moon by which to see. It pierces the darkness and bathes the landscape in its ghostly, ashen light. The tide bears you swiftly towards a shingle beach that is littered with huge, sea-smoothed boulders. The crashing surf and the screech of predatory seabirds echo all along this barren coastline. It is an unwelcoming sound, cold and hostile, a fitting reflection of the land itself.

+

Ten yards from the stony beach, you slip into the thigh-deep foam and wade ashore. Although you can see no sign of enemy patrols, you keep your head low as you scurry up the beach towards the base of a sheer cliff wall. By chance you happen upon a narrow path that clings precariously to the side of the cliff-face as it zig-zags its way to the top. The climb is long and arduous, and by the time you reach the summit the weather has taken a turn for the worse. An icy, rain-laden wind whips inland from the sea. Its chilling bite is accompanied by sheet lightning that illuminates the landscape before you. The blue-white flashes reveal a vast, dead world of pitted spurs and crags, where every tree is petrified and every rock looks like a dead man's skull. You pull your cape close about your shoulders and set off towards a ridge that is peppered with dark hollows, hoping that one of them will offer some shelter from the coming storm.

+

Upon reaching the ridge, you discover that most of the hollows are merely patches of dark earth sandwiched between the honeycombed rock. The rain has become torrential, and you are beginning to abandon all hope of finding dry shelter, when suddenly your tracking instincts alert you to a cave-like opening at the far end of the ridge. You investigate and discover that it is indeed the entrance to a cave, one that is both wind and water tight and, to your relief, quite empty. You are now very hungry and must eat a Meal or lose 3 ENDURANCE points.

+ If you have the Magnakai Disciplines of Animal Control and Divination, turn to 234. + If you do not possess both these skills, turn to 307. +
+
+ +
+ + 175 + + + +

With unexpected speed, the Drakkar jumps to his feet and draws his saw-edged sword. He spits the dust from his mouth and growls a curse as he makes ready to strike a blow at your head.

+ + Drakkar + 19 + 26 + + If you win the combat, turn to 79. +
+
+ +
+ + 176 + + + +

You know that if you are to destroy this powerful enemy, you must strike quickly and effectively, before he has a chance to retaliate.

+ If you have the Sommerswerd, and wish to unsheathe it, turn to 208. + If you possess either the Dagger of Vashna or the sword Helshezag and wish to use either of them, turn to 230. + If you have a bow and a Zejar-dulaga arrow, and wish to use them, turn to 238. + If you have none of the above Special Items (or choose not to use them), you can draw a hand weapon: turn to 340. +
+
+ +
+ + 177 + + + +

Using your Magnakai skill, you cause the flames to flicker and die before you sustain any serious burns. Your advanced Discipline also protects you from the smoke and fumes given off by the smouldering canvas, and enables you to crawl from under the fallen sails uninjured.

+ Turn to 181. +
+
+ +
+ + 178 + + + +

Like a shadow, you glide towards the Death Knight, your weapon poised to strike him down, but, just as you are closing for the kill, the Zlanbeast lets out a piercing caw of alarm.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of Fire and the Lore-circle of Solaris, add 1 to this number. If you have the Magnakai Discipline of Animal Control, and have reached the Kai rank of Archmaster, add 3 to the number.

+ If your total is now 0&endash;7, turn to 158. + If it is 8 or more, turn to 11. +
+
+ +
+ + 179 + + + + +

You may still risk taking the Black Cube if you wish.

+
+
+ + +

You recognize the Black Cube to be a Nadziranim power crystal, an explosive device that can only be activated by creatures of the Darklands. Were you to take this item, it is possible that it could detonate and kill you at any time.

+ To continue, turn to 263. +
+
+ +
+ + 180 + + + +

The missile is directly above the Intrepid when it explodes with a deafening roar. The blast slams you to the deck and, as you struggle to your feet, white-hot fragments of metal rain down upon you. Pick a number from the Random Number Table (in this instance 0 equals 10). The number you have picked represents the number of ENDURANCE points you have lost due to shrapnel wounds.

+

Amid the noise and chaos, you hear Captain Borse's strident voice, issuing commands to his shell-shocked crew. Despite the fearful blast, there are miraculously few casualties and the ship is soon brought under control. The topsails, ignited by the flash, are quickly cut away and jettisoned as the enemy vessels begin to close in for the kill. They turn to bring their weapons to bear, but the heavy, iron ships are slow and cumbersome, and, by the time they have changed formation, the Intrepid is out of range and sailing at speed into the dark waters of the Kaltesee.

+ Turn to 71. + +
+ +
+ + 181 + + + +

The explosion has caused havoc aboard the Intrepid. Men run howling across the decks, their clothes and hair ablaze, as swiftly the fire spreads throughout the ship. Save yourselves! cries Davan. Abandon ship!

+

You run to the deck rail, and, as you look along the beam, you see scores of men&emdash;Drakkarim and Sommlending alike&emdash;hurling themselves into the cold, dark waters of the Kaltesee rather than perish amid the roaring holocaust of flame.

+ If you possess the Magnakai Discipline of Huntmastery, Pathsmanship, or Divination, turn to 4. + If you possess none of these skills, turn to 224. +
+
+ +
+ + 182 + + + +

The Giak wagon has drawn to a halt nearby, its driver and his companion eagerly awaiting the return of their escort. They are sniggering and discussing in detail all the hideous tortures they will inflict on you should the Drakkarim manage to capture you alive. So engrossed are they in their bloodthirsty talk that they fail to notice you creeping up on them until it is too late. Swiftly you silence the driver and turn in an instant to strike his companion. Miraculously, however, he manages to parry your blow on the shaft of his spear.

+ + Giak Wagon-guard + 16 + 19 + + If you win the combat, turn to 335. +
+
+ +
+ + 183 + + + +

The icy cold winds blowing inland off the Kaltesee grow fiercer with every passing hour. Billowing black storm clouds mask the moon and plunge the land into an inky darkness that makes your search for shelter increasingly difficult. Only the steady flash of sheet lightning affords you any assistance. After three hours of fruitless search you resign yourself to spending a cold, wet, and throughly miserable night crouching at the bottom of a shallow gully, with your cape pulled tent-like over your head to fend off the relentless rain. Owing to the cold, your fatigue and lack of sleep, your night in the open costs you 4 ENDURANCE points.

+ Turn to 300. +
+
+ +
+ + 184 + + + + +

Crowns or Lune may not be used in lieu of Kika in this instance.

+
+
+ + +

As you follow the sycophantic creature along the corridor and up a flight of iron stairs to the deck level above, you ponder the name he called you&emdash;Cagath. No doubt it was the name of the Liganim whose identity you have taken on as a disguise. (Make a note of this name in the margin of your Action Chart. It could prove useful at a later stage of your adventure.)

+

A strange scene awaits you in the large, cylindrical chamber that is the gallery. At the centre of this steel hall, used by the Lajakeka's passengers as a meeting place and gambling den, there is a square pit some fifteen feet deep. On tiered seats that encircle the pit sit a motley group of creatures, some of whose features you recognize: Liganim, Nadziranim, Giak ore-masters, and a dozen or so whose origins are a mystery to you. They are all cheering or bawling obscenities at two bulky pit fighters, who are locked in hand-to-hand combat below. The fight ends abruptly with the beheading of one combatant, and the pit is cleared quickly whilst old bets are claimed and new ones are laid on the next bout. Into the gore-stained pit step two new fighters: an orange-skinned reptilian armed with a spiked club, and a blue-skinned humanoid wielding a ball and chain. Giak crew pass along the tiers collecting bets. One of them appears at your side and tugs your sleeve. Ak nart gug? he growls, waving a wad of orange and blue slips of hide, as he tries to tempt you to place a bet.

+ + + Brian Williams + An orange-skinned reptilian and a blue-skinned
humanoid step into the gore-stained pit
+ + + +
+ If you have any Kika and wish to bet on one of the pit fighters, turn to 61. + If you do not possess any Kika, or do not wish to bet on the outcome of the fight, turn to 254. +
+
+ +
+ + 185 + + + +

The limb wavers, then, hesitantly, it falls back to the edge of the abyss. With an arrow drawn to your lips you watch it retreat, your eye focused along the shaft at a point near the middle of the velvety black tendril. It continues to withdraw, then, as the tip is about to disappear from sight, there is a deafening screech. Suddenly a huge shape explodes from the crevasse, rising at such speed that its features are a blur. Instinctively you aim at the centre of this bulbous black form, and send your shaft whistling to meet its lightning-fast attack. The arrow strikes, and the creature screeches again&emdash;this time in pain.

+

You dive to the floor to avoid being hit by this howling horror, but it skims your scalp before slamming into the cavern wall. You glance back, expecting to see it slumped lifelessly on the floor, but to your surprise you see that it is still moving. Like a punctured balloon, it rebounds from the wall, then soars in a spiral towards the roof. There it is impaled on a cluster of stalactites that crack and give way under the impact of its vast weight. For a fleeting second you glimpse its ghastly features&emdash;its pear-shaped horny head and bulb-tipped antennae&emdash;before it plummets for the last time into the coal-black depths of the crevasse.

+ Turn to 87. +
+
+ +
+ + 186 + + + +

Your senses tell you that the most vulnerable parts of the Xargath's head are its ears: the wall of the creature's skull is thinnest near the ear canals. Penetrate its ear with an arrow, and it could pass straight through the skull and enter its brain.

+

The Xargath roars and a gale of putrid breath tears at your face and clothing, forcing you away from the longboat. As you fight to stay on your feet, the beast bears down, tilting its head from side to side, revealing just a glimpse of your chosen target. Guided by instinct alone you raise your bow and fire.

+

Pick a number from the Random Number Table and add to it any bow skill bonuses to which you are entitled.

+ If your total is now 0&endash;8, turn to 313. + If it is 9 or more, turn to 105. + +
+ +
+ + 187 + + + + +

The Zejar-dulaga occupies the same space in your quiver as a normal arrow. If you have 6 arrows, you may discard one in favour of the Zejar-dulaga.

+
+
+ + +

The rod is a Zejar-dulaga, a poisonous arrow imbued with magical accuracy. If you wish to turn off the power and take this Zejar-dulaga, mark it on your Action Chart as a Special Item, which you carry in your quiver.

+ + + Brian Williams + + + + +

Having satisfied yourself that there is nothing else of practical use in this laboratory, you decide to leave.

+ If you wish to leave the laboratory by the door located behind the bench, turn to 54. + If you decide to re-enter the corridor and approach the guards, turn to 29. +
+
+ +
+ + 188 + + + +

Your curiosity is aroused by the pouch of herbs you have discovered in the belt pouch of the dead Drakkar officer.

+ If you have the Magnakai Discipline of Curing, or have reached the Kai rank of Principalin or more, turn to 145. + If you do not possess this skill, or have yet to attain this level of Kai training, turn to 201. +
+
+ +
+ + 189 + + + +

Your attempts at deceiving this élite Drakkar warrior are met with a sneer of contempt. Cursing you as an imposter, he thrusts his spear at your face in an attempt to gouge out your tongue. You cannot evade combat and must fight your adversary to the death.

+ + Death Knight Sentinel + 28 + 29 + + If you win the fight, turn to 139. +
+
+ +
+ + 190 + + + +

The howling makes the guard nervous&emdash;he shuffles uneasily and holds his iron stave defensively, as if expecting an attack at any moment. Yet, despite his alertness, he does not see you approaching until the very last moment, by which time it is too late to avoid your first blow. You deal him a grievous wound to the neck which sends him reeling, yet he recovers quickly and comes staggering towards you, his stave now ablaze with blue fire.

+ If possess the Sommerswerd, and wish to use it, turn to 208. + If you do not possess this Special Item, or choose not to unsheathe it, turn to 289. +
+
+ +
+ + 191 + + + +

After searching the ruins and finding nothing of practical use, you continue your lonely trek along the Argazad trail. For the most part, it runs parallel to the coast and is exposed to strong gusts of icy air that whip across the gulf. You find yourself having to lean into these sleet-tinged winds in order to remain upright. It is a tiring ordeal, and, as dusk begins to darken the sky, you welcome the chance to stop and rest.

+

You have just located a windproof niche in the lee of a rocky crag, and are about to settle down and rest, when you notice something moving towards you along the trail.

+ If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher, turn to 251. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 37. +
+
+ +
+ + 192 + + + +

The Xargath roars like a demon, and a gale of blood-soaked breath whips your face and body, forcing you to lean into the blast in order to stay on your feet. The huge mouth descends, and your stomach churns when you see the grim remains of Sommlending sailors. Steeling yourself, you raise the sun-sword and prepare to strike out at the beast's ghastly maw.

+ + Xargath + 32 + 100 + +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 299. +
+
+ +
+ + 193 + + + +

The screams of your pursuers grow louder with each passing second. Your pulse quickens and you release your arrow before you are sure of your target. The shaft arcs through the darkness and strikes the creature a glancing wound to his shoulder, causing him to yelp in pained surprise.

+

Fearful that his cry will alert those who are following you, you shoulder your bow hurriedly, draw a hand weapon, and run at the guard, grimly determined to finish him before he raises the alarm.

+ If you possess the Sommerswerd, and wish to use it to slay this creature, turn to 208. + If you do not possess this Special Item, or choose not to unsheathe it, turn to 289. +
+
+ +
+ + 194 + + + +

You hit the water with a mighty splash, and sink like a stone beneath the icy cold waves, yet the sudden shock serves to revive your battle-weary muscles and quickly you strike out for the surface. You emerge from the depths beside the hull of the enemy ironclad, which is slowly pulling away from the wreck of the Intrepid. The heads of the rivets, which protrude all along its steel bow, offer a secure handhold for your numb fingers and enable you to drag yourself on to the shallow deck. You have barely caught your breath when a Drakkar sailor, armed with a billhook, rushes forward and lunges at your head.

+ + Drakkar Sailor + 19 + 24 + +

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 2 points for the first round of this fight, owing to the surprise of your enemy's attack.

+ If you win the combat, turn to 243. +
+
+ +
+ + 195 + + + +

You slay the last of the deadly Crypt Spawn and stagger back, wiping their gore from your stinging eyes. As your vision clears, to your horror you see Kraagenskûl bending over a bowl that rests on a plinth beside his throne. It is filled with a silvery liquid, and at once you recognize its purpose: it is a communicator, a device through which he can converse with his leader, Darklord Gnaag. The Sommerswerd has betrayed your identity, and Kraagenskûl is warning Gnaag of your presence here in Argazad.

+ + + Brian Williams + + + + +

With your heart pounding, you race across the chamber and kick the bowl from its plinth, destroying the image of Gnaag, that floats upon its shiny surface. Kraagenskûl screams in anger and lunges at your head, his sword now ablaze with tongues of black fire. You parry the blow and the two blades hiss furiously as their awesome power collides.

+ + Darklord Kraagenskûl + 45 + 48 + +

This being is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 318. +
+
+ +
+ + 196 + + + +

The track and the stream wind their way towards a narrow gap in the Durncrag Range. Fixedly you stare at this gap. The longer you gaze, the more certain you are that it is a mountain pass, allowing the path to continue through to Argazad. You decide to press on and traverse the pass. Hopefully, the track will lead to the naval base where you can attempt to steal, or stow away on, some means of transport that will carry you to Aarnak. The naval base must receive equipment from a Darkland city-fortress, and it is likely that Aarnak is one such source of supply.

+

It is nearly dusk when the stony path reaches the narrow, boulder-strewn approach to the pass. It has been a long and tiring trek, yet in spite of your fatigue your senses warn you in good time of the danger that lies ahead. The pass is blocked by a wall and a stone watchtower, both guarded by Giak soldiers. Carefully you leave the path and creep along the bank of the stream, remaining hidden from view as slowly you edge your way nearer to the Giak outpost. An iron-banded gate in the centre of the wall allows traffic to use the pass, but it is closed and guarded by sentries. As dusk turns to darkness, you continue to observe every detail of the outpost and the surrounding mountains, in the hope of finding a way through.

+ + + Brian Williams + + + + + If you wish to attempt to scale the wall, turn to 86. + If you decide to avoid the outpost and search for an alternative route across the mountains, turn to 117. +
+
+ +
+ + 197 + + + +

Fighting back your fear, you set off along the soot-encrusted street, keeping your head down and your shoulders forward to maintain your balance against the blasts of fiery wind that lash you mercilessly. At one corner, you happen upon a line of shallow pits, all filled with blazing oil. In the middle of each one is a pyramid of stone, festooned with chains, to which are manacled a dozen wretched creatures. They stand waist-deep in the flames, and, as they scream in pain, a group of Giaks amuse themselves by pushing them under with the hafts of their spears.

+

The Giaks are preoccupied with their cruel sport and you evade them easily. You continue along the street opposite the torture pits and arrive at a square flanked by four tall towers.

+ If you possess the Magnakai Discipline of Divination, and have reached the rank of Archmaster, turn to 124. + If you do not possess this skill, or have yet to attain this level of Kai training, turn to 283. +
+
+ +
+ + 198 + + + +

Using a Kai wrestling break to free yourself, you spin around and drive your clenched fist towards the face of your attacker. But before your blow connects with his chin, the ship gives a sudden lurch and you are both thrown to the floor. Your enemy lands on top of you and immediately closes his hands around your throat in an attempt to crush your windpipe.

+ + Drakkar + 21 + 26 + +

Because of the situation, you are unable to draw a hand weapon and must fight this combat unarmed.

+ If you win the combat, turn to 253. +
+
+ +
+ + 199 + + + +

The noise and fury of your combat alerts two guard patrols, one at either end of the corridor. They rush to investigate, and, when they see what you have done, they seal off the corridor and sound a general alarm. Within minutes, the tunnels are filled with snarling, snapping, screaming horrors. The guards then open the corridor and set them upon you.

+

You fight valiantly, slaying many before you are eventually overwhelmed and taken in chains before Darklord Gnaag. With cruel glee, he orders you to be cast into the Lake of Blood, where your endless suffering will feed its unholy flames for all eternity.

+ Tragically, your natural life and your mission end here. +
+
+ +
+ + 200 + + + + +

If you only possess the Kai Discipline of Hunting&emdash;not Huntmastery&emdash;you may no longer hunt for food as you venture deeper into the Darklands.

+
+
+ + +

It is nearing the hour of sunset when you set eyes on the naval base of Argazad. It nestles in the curve of a cliff&emdash;a natural harbour, protected from the pounding waters of the Helenag by a long promontory of rock. This wall-like barrier serves as a quay for more than fifty ironclad warships, the evil armada that is slowly strangling your country. Along the quay, huddled in the shadow of the surrounding cliffs, are a host of grim grey buildings, newly constructed from iron and stone. Their greasy windows flare with the orange light of fires that roar within, warming the Drakkarim sailors and marines who crew the Darklands' fleet.

+

Before entering the base, the trail joins a highway that approaches Argazad from the south. You stop to consult your map and discover that this road leads to the city-fortresses of Kaag and Aarnak. You consider avoiding the naval base and riding to Aarnak, but soon dismiss the idea. The journey would take you across the Naogizaga, one of the most desolate wastelands in all of Magnamund. Even if you could survive the heat, the dust, and the hellish creatures that dominate that grey desert, your mount would be sure to perish for lack of food and water.

+ + + Brian Williams + + + + +

A wall of stones, surmounted by an unbroken coil of razor-sharp wire, encircles the naval base. There is only one way through this perimeter wall&emdash;a gate that is guarded by a squad of Death Knights, the 7eacute;lite of the Drakkarim. Boldly you ride towards the gate, hoping to pass through unchallenged, but, as you approach, the Death Knights take up their spears and stand shoulder-to-shoulder across the road. Teg okak aga kog Argazad, shad? demands their sergeant, gruffly.

+ If you possess the Magnakai Discipline of Psi-surge, and have reached the Kai rank of Principalin or more, turn to 17. + If you have the Magnakai Discipline of Invisibility, and have reached the Kai rank of Scion-kai or more, turn to 167. + If you possess neither of these skills and these ranks, turn to 314. + +
+ +
+ + 201 + + + +

The pungent aroma of the herbs, and their origin, makes you highly suspicious of their properties. Rather than risk swallowing them, you cast them aside and rise quickly to your feet. Confident that you have not overlooked any items that could possibly aid your mission, you decide that the time has come to leave.

+ Turn to 274. +
+
+ +
+ + 202 + + + +

Greedily the sergeant snatches the coins from your hand (erase all the Kika from your Action Chart) and pockets them with a smile. Then he turns to his troops and shouts: Agna tok!

+

To your relief they stand aside and you ride quickly through the gate. A shadowy street lies beyond, at the end of which there is a sign that indicates the way to the two main areas of Argazad: the ironclad harbour, and the supply depot.

+ If you wish to investigate the harbour, turn to 295. + If you wish to investigate the supply depot, turn to 328. +
+
+ +
+ + 203 + + + +

Your senses warn you that this creature has been summoned in Gnaag's defence. Its ghostly body is growing stronger every second, and you realize quickly that it is feeding on your fear. Drawing on your psychic reserves, you try to erect a mental barrier to prevent this psychic parasite from gorging on your fears.

+

Pick a number from the Random Number Table. If you have completed the Lore-circle of the Spirit, add 5 to the number you have picked.

+ If your total is now 0&endash;6, turn to 102. + If it is 7 or more, turn to 114. +
+
+ +
+ + 204 + + + +

Fear can play strange tricks on your eyesight, comrade, says the captain, in a patronizing tone. We'll be upon 'em soon enough. But we'll smell 'em long before we see 'em, mark my words.

+

You try to convince him that you really can see the enemy but stubbornly he refuses to listen. Minutes later, the unmistakable stench of sulphur wafts across the deck and a shout rings out from the crow's nest that sends the crew into a frenzy of activity.

+

Blockaders dead ahead!

+

Hard a-port! bellows the captain, and frantically his helmsman spins the ship's wheel. The deck tilts steeply and the timbers groan their protest as the caravel veers away from the enemy line. To your right you see a Darkland ironclad less than a hundred yards distant, its steel-skinned deck bristling with formidable weaponry. Then a sudden flash of blue-white light illuminates its bow and a fiery projectile arcs across the sky towards the Intrepid.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;2, turn to 20. + If the number is 3&endash;9, turn to 180. +
+
+ +
+ + 205 + + + +

Using your powerful Kai skills to the full, you manage to prise the hideous, jelly-like creature from your head and hurl it to the floor. But no sooner has it hit the steel deck than it springs back at your face, forcing you to defend yourself.

+ + Plaak + 30 + 10 + +

This creature is immune to Mindblast and Psi-surge.

+ If you win the combat, turn to 312. +
+
+ +
+ + 206 + + + +

Your descent from the tunnel entrance to the base of the mountain is far more difficult than the climb up. Your ascent dislodged several sections of the trail, and the gaps that have appeared demand that you use all your skill and stamina to surmount them. One gap offers a ledge of crumbling rock no more than three inches wide on which to shuffle across. There are no handholds here; only the pressure of your chest and palms against the bare granite prevents you from falling.

+

Pick a number from the Random Number Table. If you have a rope, add 1 to the number you have picked. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate or more, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris, add 3 to the number.

+ If your total score is now 0&endash;4, turn to 62. + If it is 5 or more, turn to 123. +
+
+ +
+ + 207 + + + +

Your mastery of animals enables you to command the two seabirds to search elsewhere for food. Instantly they fly away, cawing their displeasure, leaving you free to paddle towards the shore.

+ Turn to 14. +
+
+ +
+ + 208 + + + +

The moment you unsheathe the Sommerswerd, it radiates such goodly power that every creature in Helgedad is alerted to your presence. Within minutes you are surrounded by a nightmare legion of snarling, snapping, screaming horrors. You fight valiantly, and slay many before you are eventually overwhelmed and taken in chains before Darklord Gnaag. With cruel glee, he orders you to be cast into the Lake of Blood, where your endless suffering will feed its unholy flames for all eternity.

+ + + Brian Williams + + + + + Tragically, your natural life and your mission end here. +
+
+ +
+ + 209 + + + +

With a swift and graceful movement, you snatch a dagger from the belt of one of your dead foes, spin on your heel, and fling it at the archer above before he has a chance to fire a third arrow. It sinks hilt-deep into his chest, sending him tumbling backwards into the black waters of the Kaltesee. With the stern deck now cleared of the enemy, you grab the helm and attempt to steer the ship away from the ironclad. The second enemy vessel is closing fast and you fear that the Intrepid will be smashed to driftwood if caught between the two.

+

Pick a number from the Random Number Table. For every Magnakai Discipline you possess above your initial three skills, add 1 to the number you have picked (for example, if you possess five Magnakai Disciplines, add 2 to the number you have picked).

+ If your total is now 0&endash;9, turn to 309. + If it is 10 or more, turn to 151. +
+
+ +
+ + 210 + + + +

Patiently, you watch the engineers complete their work. Then they climb down from the platform that services the tank area and leave the dry dock. When you are sure that the coast is clear, you climb the ladder to the tank and take a closer look at a control panel attached to its side. A dagger-sized length of white metal, suspended inside a thick glass tube, appears to control the power generated inside the orange tank. If you were to invert the tube, the change in position would be hard to detect but the result would be catastrophic. Once underway, the power would be allowed to build up unchecked and would eventually cause the tank to explode.

+ If you possess the Magnakai Discipline of Divination, and have reached the Kai rank of Principalin or more, turn to 31. + If you do not possess this skill, or have yet to attain this level of Kai training, you can invert the tube: turn to 345. + Or, you can leave the tube untouched and abandon your sabotage attempt: turn to 223. +
+
+ +
+ + 211 + + + +

Your keen eyes track the speeding bird and effortlessly you shoot it from the sky. It caws in pain and splashes into the sea less than an arm's length from your makeshift life-raft, enabling you to retrieve your arrow (you need not delete this arrow from your Weapons list).

+ Turn to 14. +
+
+ +
+ + 212 + + + +

Your arrow strikes its target with chilling accuracy. The Drakkar throws his arms in the air and tumbles out of the saddle, killed instantly by your deadly shaft.

+ Turn to 79. +
+
+ +
+ + 213 + + + +

With a fearful scream of vengeance, the Drakkar officer swings his scimitar down to cleave your neck in two. Skilfully you sidestep the blow and manage to turn the flashing blade with the edge of your weapon. He growls a curse and lunges again, determined to take your life.

+ + Drakkar Marines Officer + 27 + 38 + + You can evade combat after two rounds: turn to 274. + If you win the combat, turn to 232. +
+
+ +
+ + 214 + + + +

You unsheathe the Sommerswerd and the shadowy chamber is flooded with blinding golden light, as if a sun had flared into being beneath its black dome. The steel walls vibrate, then buckle beneath an onslaught of pure energy that is radiating from the sword's blade. Until now the power of the the sun-sword has been held in check, locked and subdued within its divinely crafted blade. Even the surge of power that destroyed Darklord Zagarna at the walls of Holmgard was but a candle flicker compared to the searing radiance that is now pouring from its tip.

+ + + Brian Williams + + + + +

For an instant you see panic blaze madly in Gnaag's fly-like eyes, before he is consumed by the power of the Sommerswerd and vapourized to sightless atoms. With a cry of victory, you sheathe the sun-sword and stare at the place where, only seconds before, your arch-enemy confronted you.

+ Turn to 350. +
+
+ +
+ + 215 + + + +

Using your advanced Kai skill you focus on a large, weed-draped boulder away to your left. The Giaks, led by their scout, rush towards it, their spears held at the ready. They cackle with glee at the thought of murdering another helpless Sommlending, but, of course, when they descend on the boulder, they discover that it conceals no one. The sound of their vile curses gradually fades as stealthily you escape along the beach.

+ Turn to 157. +
+
+ +
+ + 216 + + + +

On a throne of hewn granite, ringed by seven pillars of fire, sits a being whose form radiates pure evil. A loose grey robe shrouds his skeletal frame. It is drawn closely about a stringy throat that swells and shrinks repulsively as he sucks the sulphurous air. With a claw-like finger, he scrapes nervously at the blistered flesh that is stretched tightly across the swollen left side of his face, attempting in vain to hook the head of a snake-like parasite that has burrowed into his jaw. His eyes, deep-sunken and red-rimmed with the unbearable pain of his affliction, burn with sick fanaticism as he listens impatiently to the pleas and excuses being offered by two who stand before him&emdash;the man in red and one other, both humbly bowed.

+

The luckless mortals plead their case, speaking in the Vassagonian tongue&emdash;a language that you mastered long ago. They speak of delays in the construction of a mighty battleship, of shortages of material and of too little time in which to finish their work. Their words anger the seated one. He curses them, and the floor shudders beneath the weight of his unnatural voice. You would dare defy me? he roars. You would court the anger of Kraagenskûl, Lord of Argazad? Fools! Know you this. If your work is not completed before the next moon, you shall wish yourselves truly dead. A thousand years of agony shall be the reward for your failure, a thousand years of undeath in the dungeons of Helgedad!

+ + + Brian Williams + Darklord Kraagenskûl draws his sword + + + + +

Fired by his own rage, the corpse-like Darklord Kraagenskûl, rises from his throne and draws the sword that hangs sheathed at his side. The blade is unlike any that you have seen. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which you glimpse the nightmare depths of space. He levels the sword at the cowering men to reinforce his threat, but the blade rebels. It twists in his hand and points accusingly at the place where you are hiding. The Darklord narrows his feral eyes and a wave of psychic shock buffets your mind.

+ If you possess the Magnakai Discipline of Psi-screen, turn to 21. + If you do not possess this skill, turn to 267. +
+
+ +
+ + 217 + + + +

The Xargath sinks swiftly beneath the icy waters. Its tail breaks the surface and slaps the swirling foam, then it too is gone, trailing the creature's lifeless body as it spirals a hundred fathoms to its final resting place at the bottom of the Kaltesee.

+

An eerie silence descends upon the shattered decks of the Intrepid as the few who have survived the attack stare in horror at the swirling, bloodstained sea. Then begin the cries of the injured, and those who are still able to stand begin the grim task of recovering bodies and staunching wounds. You help with the search and find Captain Borse lying near the ship's longboat. He is unconscious and badly injured: both his legs have been broken at the thigh by one swipe of the monster's tail. You attempt to revive him with your basic Kai healing skills, but he is in deep shock and does not respond.

+ If you possess the Magnakai Discipline of Curing, turn to 159. + If you do not possess this skill, turn to 41. +
+
+ +
+ + 218 + + + +

The creature falls limply to the floor as your killing blow slices it almost in two. Curious as to what manner of beast it was you lift back its sundered folds of rubbery grey flesh with the tip of your weapon and notice two sets of snake-like fangs, both still oozing a sticky yellow fluid. Your senses tell you that this fluid is deadly venom, capable of killing a victim in seconds. Whoever placed this Plaak in your cabin was attempting to assassinate you.

+

Disgusted by the smell of the creature, you flick its remains under your bunk. As you are rising to your feet, you hear a loud, intermittent whistle sounding on the deck above: it is the signal that Helgedad has been sighted by the lookout. With your heart pounding at the thought of seeing the Darklord's most infamous stronghold for the first time, you leave your cabin and ascend to the deck above.

+ Turn to 326. +
+
+ +
+ + 219 + + + +

You understand enough of the Giak language to know that the enemy captain is preparing to hasten the Intrepid to the bottom of the sea. The metallic tube is the means by which the ironclads launch their fire-missiles, one of which you have already encountered when running the blockade out of Toran. This one is loaded and is being aimed directly at the waterline of the Intrepid. At first it strikes you as a wasteful attack: the Intrepid is sinking so fast that to fire upon it now seems to serve no practical purpose. Then you realize what the enemy commander is planning, and the thought of it makes your blood boil.

+ Turn to 113. +
+
+ +
+ + 220 + + + +

Despite the loss of your protective amulet, your highly advanced Kai skills prevent the burning temperature and poisonous atmosphere of Helgedad from causing you permanent harm. You do, however, suffer in the short term, while your body adjusts to the new environment: lose 2 ENDURANCE points.

+ Turn to 280. +
+
+ +
+ + 221 + + + + +

Crowns or Lune may not be used in lieu of Kika in this instance.

+
+
+ + +

With surprising grace, the Zlanbeast glides smoothly to a halt atop the building. The air wafting from the estuary reeks of iron and soot, and, as you jump down from the saddle, you discover that the roof is covered with a layer of grey dust several inches thick.

+

The screech of a rusty hinge alerts you to an opening trapdoor. The grey and ugly face of an angry Giak soldier appears. He clambers on to the roof and begins shouting at you, demanding that you explain how you came to be in possession of a Zlanbeast, a creature used only by the Darklords and their undead lieutenants.

+ If you have any Kika, and wish to offer them to the Giak as a bribe, in return for his help in finding the Slavemaster, turn to 108. + If you wish to ignore his threats and demand that he take you to the Slavemaster, turn to 281. +
+
+ +
+ + 222 + + + +

Half-blinded by dust and darkness, you drag yourself out from beneath a tangled mass of bodies and broken timbers, and stagger drunkenly towards an opening in the wall of the ship's hold. Beyond it a narrow corridor leads to a stair, where one of the crew lies dead, sprawled face-upwards, his hands locked around the blade of the Drakkar dagger that claimed his life. Still dazed by the fall, your senses fail to alert you to an enemy who is lurking in the shadows. You are about to set foot on the stairs when he attacks, seizing you from behind and holding you in a powerful neck lock.

+ If you possess the Magnakai Discipline of Invisibility, and have reached the Kai rank of Scion-kai or more, turn to 32. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 198. +
+
+ +
+ + 223 + + + +

A group of Drakkarim, led by a figure dressed in a hooded red robe, is making its way towards the ironclad. Suddenly it halts and one of the Drakkar warriors points at the platform on which you are standing. Rather than stay and confront them, you slide down the ladder quickly and slip away under cover of the piles of steel plates and girders.

+

By the time the group reaches the platform, you are back on your horse and heading along the street that leads away from the dock.

+ Turn to 97. +
+
+ +
+ + 224 + + + +

Your Kai sixth sense screams a warning that you are about to be attacked. You spin on your heel to see a Drakkar marine lunging towards you with a stiletto-bladed dagger gripped tightly in his blistered hand.

+ + Drakkar Marine + 19 + 23 + +

This adversary is immune to Mindblast (but not Psi-surge). Owing to the speed of his attack, you are unable to evade combat or draw a weapon until the beginning of the third round.

+ If you wish to evade combat at the third round, you can do so by leaping overboard into the sea: turn to 58. + If you win the combat, turn to 91. +
+
+ +
+ + 225 + + + +

Once the bets have been collected, all eyes turn to the pit-master who will strike the gong that begins the combat. But the combat is over before it begins officially. The orange-skinned creature suddenly springs at his opponent and slams his spiked club down on his unprotected skull, killing him instantly. The crowd hoots with glee at the beast's display of low cunning, and despite some loud protests by those who, like you, bet on the humanoid, the pit-master reluctantly declares the reptilian the winner.

+ Erase all the Kika you staked and turn to 134. +
+
+ +
+ + 226 + + + +

The black tendril retreats&emdash;it is as if the creature can sense that you pose a threat to its safety&emdash;until it is hovering directly above the abyss. You step forward, intending to hasten it on its way, when suddenly a huge shape explodes from the crevasse, rising at such speed that its features are just a blur. The creature emits a deafening screech then dives straight towards your chest.

+ + + Brian Williams + The Ictakko's tendril skims your shoulder + + + + +

Instinctively you drop to the floor to avoid being hit by this howling horror, but, as it streaks past your body, its tendril skims your shoulder. There is a flash and a sharp pain runs down your arm; the creature has discharged a bolt of electrical energy that leaves your arms numb and nerveless&emdash;lose 3 ENDURANCE points. Gritting your teeth against the pain, you get to your feet in time to see the creature swooping for a second time.

+ + Ictakko + 25 + 35 + +

Unless you possess the Magnakai Discipline of Nexus and have reached the Kai rank of Archmaster, you must lose an extra 1 ENDURANCE point every time this creature inflicts a wound during the combat, owing to the numbing effect of its electrical attack.

+ If you win the combat, turn to 343. +
+
+ +
+ + 227 + + + +

Your skill and dexterity make scaling the wall an easy task. You reach the parapet, climb over, then slip stealthily down the other side without being seen by either the guards in the watchtower, or the two on the wall. Then, hiding behind the rocks and crags that line the roadway, you escape through the pass, undetected.

+ Turn to 137. +
+
+ +
+ + 228 + + + +

Roughly you turn over the bodies of your slain enemies, and search through their pockets and packs. You discover the following items, which may be of use to you during your mission:

+
    +
  • Dagger
  • +
  • Sword
  • +
  • Axe
  • +
  • Short Sword
  • +
  • 40 Kika (equivalent to 4 Gold Crowns)
  • +
  • Blanket
  • +
  • Black Key
  • +
+

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

+ To continue along the tunnel, turn to 280. + +
+ +
+ + 229 + + + +

You pass the time prior to your departure resting and reviewing the mission in fine detail. Eventually the hour of your leaving arrives and Banedon and Rimoah escort you to Toran harbour and see you safely aboard the caravel Intrepid. Before they disembark, Banedon hands you a sealed envelope and a Golden Amulet on a chain.

+

Wear this for your protection, he says, as he fastens the chain around your neck. It will keep you safe from the heat and poisonous atmospheres that pervade your destination. (Mark the Golden Amulet on your Action Chart as a Special Item&emdash;you need not discard another item in its favour if you already carry the maximum quota.)

+ + + Brian Williams + + + + +

And the envelope? you say, quizzically.

+

Neither Captain Borse, nor his volunteer crew, are aware of your identity or the vital nature of your voyage. All they know is that they are expected to break through the blockade and carry you safely to Durenor. When you are clear of the enemy, hand this envelope to the captain. It contains his new orders to steer a course for the Aarnak Estuary. He is a fine captain: you can trust in his skill and the bravery of his crew to see you through the dangerous waters of the Kaltesee.

+

Moments later the captain emerges from his cabin. A grey and grizzled old seaman, he sports a leather cloak that swings easily from his broad, muscular shoulders. He welcomes you aboard with a ready smile and firm handshake, then excuses himself in order to supervise the final preparations for the voyage. May the gods Kai and Ishir watch over you, Lone Wolf, whispers Lord Rimoah, as he and Banedon make ready to disembark, and grant us a lasting victory over the forces of darkness.

+ Turn to 325. +
+
+ +
+ + 230 + + + +

Wielding a weapon of the Darklords, you strike Taktaal a grievous blow that wounds him deeply. Shrieking an unearthly cry of pain, he retreats from the Transfusor and unhooks a mace, carved from a solid chunk of black crystal, from a chain around his putrescent neck. As he raises it, you move forward to strike again.

+ + Darklord Taktaal (wounded) + 36 + 40 + +

This supernatural being is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 78. +
+
+ +
+ + 231 + + + +

You take aim and fire at the leading Drakkar, sending your shaft spinning deep into his leather-clad chest. He screams, his cry muffled by his battle-mask, and crumples to his knees. The remaining three Drakkar press home their attack. Quickly they advance, and you barely have time to unsheathe a hand weapon before they are upon you, screaming their bloodthirsty cries of revenge.

+ + Drakkarim Escorts + 23 + 30 + + If you win the combat, turn to 182. +
+
+ +
+ + 232 + + + +

The Drakkar gurgles his death-cry and falls heavily to the deck, his scimitar still clasped firmly in his hand. Then the first of his troops appear at the rail. For a moment they hesitate when they see their officer lying dead, but shock soon turns to fury. Shez dot got! they scream, as they thunder towards you, murder blazing in their cruel eyes.

+ If you wish to evade their attack, turn to 274. + If you decide to stand your ground and receive their attack, turn to 347. +
+
+ +
+ + 233 + + + +

Desperately you try to shake off the clammy creature, but it manages to sink two sets of snake-like fangs into your neck and inject its deadly venom.

+ If you possess the Magnakai Discipline of Curing, and have reached the Kai rank of Mentora or more, turn to 136. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 73. +
+
+ +
+ + 234 + + + +

Although the cave is empty, you detect the lingering scent of a creature that has slept here in the last twenty-four hours. If this is the creature's lair, it is likely to return to seek shelter from the storm.

+ If you wish to leave the cave and look for shelter elsewhere, turn to 183. + If you decide to stay in the cave and remain on your guard in case its previous occupant should return, turn to 18. +
+
+ +
+ + 235 + + + +

The Transfusor, which you must destroy to ensure the end of the Darklords who are now outside the boundaries of this realm, is located in the uppermost chamber of the Tower of the Damned. You will find this tower in a part of the city known as the Imperial Sector. But be warned! This sector is the most heavily guarded area of the city, for it is here that Gnaag himself resides.

+

The Slavemaster takes a strange mask from a nearby table and offers it to you. It is made of a green, glass-like mineral and is shaped into a hideous visage. Wear this always. It will keep safe your identity from any casual inspection. You accept the Green Mask (mark this as a Special Item on your Action Chart&emdash;you need not discard any other item in its favour if you already hold the maximum), and listen carefully as the Slavemaster concludes your briefing.

+ Turn to 293. +
+
+ +
+ + 236 + + + +

You release the bowstring and send the arrow whistling deep into the Xargath's cavernous mouth, causing the monster to twist its head and hiss like a steam vent. But still it advances undeterred. Cursing your misfortune, you shoulder your bow and draw a hand weapon in readiness for its impending attack.

+ Turn to 344. +
+
+ +
+ + 237 + + + +

You crash down upon the Drakkar and wrench him from his saddle, but you cannot keep a firm grip on his shiny leather armour, and you hit the ground with a jolt that leaves you breathless: lose 1 ENDURANCE point.

+ Turn to 175. +
+
+ +
+ + 238 + + + +

Swiftly you unshoulder your bow and draw the magical arrow to your lips. Its glowing shaft betrays the power that is locked within it, a power that can kill those who created and harnessed it to murder others. Taktaal senses that his doom is near and tries to give vent to a cry of alarm, but the cry dies in his throat as you send the Zejar-dulaga burrowing deep into his evil heart. With a surge of incredible strength, Taktaal drags the arrow from his body and collapses at the edge of the dais. A foul black gas hisses from the gaping wound and his body dissolves rapidly and fades until all that is left is a dull grey stain on the shiny black steel floor.

+

Ghanesh will be proud of you! comes a voice from the shadows, full of malevolence. It is a sound that strikes terror in your heart, for immediately you recognize the rasping tone of your most hated foe&emdash;Darklord Gnaag.

+ Turn to 50. +
+
+ +
+ + 239 + + + +

You draw a weapon and leap forward, determined to prevent the slaughter of your defenceless companions. The speed and ferocity of your attack takes the captain and his two gunners completely by surprise. With deadly speed you dispatch the enemy commander and one of his men, then turn to parry a sword thrust from the remaining gunner. He screams maniacally as he tries to cut you down.

+ + Drakkarim Gunner + 19 + 25 + + If you win and the fight lasts three rounds or less, turn to 272. + If you win and the combat lasts four rounds or more, turn to 155. +
+
+ +
+ + 240 + + + +

Your killing blow draws a howl from Darklord Kraagenskûl, so loud that it shakes the very foundations of the building. He falls, yet as he does so, his withered frame vanishes before your eyes, leaving only a tattered grey robe and a black sword to mark his passing.

+

If you wish to keep Helshezag, the sword of Darklord Kraagenskûl, mark it on your Action Chart as a Special Item. (You wrap this sword in the remains of the Darklord's grey robe and carry it vertically, tied behind your Backpack) When used in combat, it will add 5 points to your COMBAT SKILL, and 7 points when used against a Darklord of Helgedad. However, prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point.

+

Having recovered from your combat, you quickly leave the chamber by a stair that leads to the roof. There you discover the Zlanbeast, Kraagenskûl's personal winged mount, perched on a raised log. Standing nearby is a Death Knight armed with a spear, staring absent-mindedly over the parapet at the harbour lights below. The Zlanbeast sniffs the air and shuffles along its perch with a nervous, rolling gait. It senses that you are its natural enemy and it is becoming agitated in your presence. You must act quickly and with skill if you are to use this beast to escape from Argazad.

+ If you have a bow and wish to use it, turn to 310. + If you wish to approach the Death Knight and tell him that he is wanted at the barracks, turn to 92. + If you wish to creep up on the warrior and launch a surprise attack, turn to 178. +
+
+ +
+ + 241 + + + +

For two days and nights the Intrepid forges a course through stormy waters, running ahead of a chill wind that sweeps down from the glaciers of Kalte in the north. The sea becomes increasingly hazardous, with sleet squalls and lightning storms that break without warning. Yet the dawn of the third day heralds a sudden change in the weather: fog. A windless, soundless, grey, forbidding damp that cuts off eyesight at an arm's length and leaves the crew soaked and shivering. Many stare enviously at your Kalkoth hide cloak as they attend to their early morning duties in quiet discomfort.

+

Curse this fog, grumbles Captain Borse, staring helplessly at the clammy mist that holds his ship becalmed. Better a gale or a kuri-storm than this. For countless hours the ship lies dormant, rocking gently on the cold, listless sea. Staring at the wall of fog, it is easy to imagine all manner of creatures lurking within. The eerie silence does little to allay the superstitious fears of the crew, and when suddenly the quiet is disturbed by a shoal of red-finned sea carp, more than one man cries out in shocked surprise.

+ If you possess the Magnakai Discipline of Animal Control, turn to 305. + If you do not possess this skill, turn to 60. +
+
+ +
+ + 242 + + + +

With the hellish cries of the minions of Darklord Taktaal ringing in your ears, you flee for your life along a dark and twisting alley. The surface is ankle-deep in stinking carrion, which makes keeping your balance a difficult task, but the fear of what will befall you should you slip is all that you need to ensure that you stay on your feet. The alley ends at a wider street running from north to south. The sound of howling wolves dissuades you from turning north, so you set off quickly along the street that heads towards the southern sectors of the city.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Pathsmanship, and have reached the Kai rank of Mentora or more, add 5 to the number you have picked.

+ If your total is now 0&endash;6, turn to 120. + If it is 7 or more, turn to 173. +
+
+ +
+ + 243 + + + +

The force of your killing blow sends the Drakkar reeling backwards across the deck. He collides with another sailor, who was coming to his aid, and knocks him headlong into the sea. You brace yourself in case there is another waiting to rush at you, but the smoke from the vessel's funnel is so thick, and the other Drakkarim are so preoccupied with hooking their marines out of the water, that they fail to notice you creeping towards the wheelhouse near the middle of the deck. A steel door swings open at your approach and three hefty Drakkarim confront you on the threshold. You parry one's blade, take the second in the chest, and see the third spin sideways, trailing scarlet spray from the fatal wound you have dealt him. A quick thrust to the heart puts paid to the remaining sailor. He screams and falls through the doorway, tumbling down an iron staircase that descends into noise-filled darkness.

+ If you have the Magnakai Discipline of Divination, turn to 26. + If you do not possess this skill, you can either descend the stairs: turn to 266. + Or you can slam shut the steel door and look for another place to hide from the Drakkarim sailors on deck: turn to 169. +
+
+ +
+ + 244 + + + +

Sparks of brilliant light dance wildly before your eyes as the power of Kraagenskûl's attack sears the fabric of your mind. You reel under the onslaught yet manage, in your desperation, to repulse the assault: lose 4 ENDURANCE points. As the shock slowly fades and your vision returns to normal, you steel yourself to face the Darklord once more.

+ Turn to 147. +
+
+ +
+ + 245 + + + +

Your arrow soars into the sky, missing the bird by a hand's breadth, and, in your rush to draw a hand weapon, carelessly you drop your bow into the sea (erase this weapon from your Action Chart). Cursing the loss of your weapon, you get ready to defend yourself against this air attack.

+ Turn to 268. +
+
+ +
+ + 246 + + + +

You drag the dead Liganim into the shadows and check his pockets for anything that may prove useful. All that you discover is a Black Key. If you wish to keep this key, mark it on your Action Chart as a Backpack Item.

+ To continue, turn to 130. +
+
+ +
+ + 247 + + + +

As your hand closes on the hilt, a voice in your head screams a warning. You recall the words of Lord Rimoah when, in the Externment Chamber of the Magician's Guild of Toran, he gave you the special korlinium scabbard that now sheathes the sun-sword: + Remember, to unsheathe the Sommerswerd within the Darklands is to light a beacon of warning that Gnaag will surely see&ellips; +

+

Rather than draw the sword and risk the failure of your mission, you withdraw your hand as the Giaks launch their attack.

+ + Giak Sentries + 17 + 22 + +

You must fight the first two rounds of this combat unarmed.

+ You are able to evade combat at the start of the third round by leaping from the battlements: turn to 96. + If you win the combat, turn to 349. +
+
+ +
+ + 248 + + + +

You leap over the body of your slain enemy and rush to help Davan, who is being driven back across the deck by three snarling Drakkarim. For Sommerlund! you cry, as you launch your attack, felling two of his adversaries with a single, sweeping blow. Deftly he puts paid to the third, and together you advance towards the stern where the enemy are attempting to capture the helm. Already several of the crew lie bleeding on the deck, and, although they fight bravely, they are no match for the vicious Drakkarim marines.

+

At the foot of the makeshift stairs that ascend to the stern deck, you are confronted by the leader of the enemy's assault team. Okak gaz egor! he growls, his evil eyes glinting through the slits in his studded leather battle-mask. Shez ok okak nogjat ash gajog ok okak adez! With that, he lifts his reddened axe and strides forward to meet your advance.

+ + Drakkarim Marine Sergeant + 26 + 30 + + You can evade combat after the first two rounds: turn to 7. + If you win the combat, turn to 290. +
+
+ +
+ + 249 + + + +

You ignore the group and follow a handful of noisy Giak crew members, in the hope of overhearing something that gives you a clue as to the whereabouts of the Imperial Sector of Helgedad. The tunnel soon joins another at a point where a granite staircase ascends to the surface. The crew climb the stairs, and you watch them disappearing through an open archway that gives access to the street above. What should you do now?

+ If you possess the Magnakai Discipline of Pathsmanship, and have reached the Kai rank of Tutelary or more, turn to 83. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 67. +
+
+ +
+ + 250 + + + +

While you languish in the cell, the Death Knight sergeant conveys your equipment to his commander, Darklord Kraagenskûl. At once he recognizes their origins and deduces your true identity. Word is sent to Gnaag, and within the space of four short hours he journeys to the naval base from the city of Helgedad. He orders you to be executed at the earliest opportunity and demands, on pain of death, that the task be accomplished successfully.

+

It is Darklord Kraagenskûl who suggests the method for your execution, and the irony of it appeals greatly to his master. At dawn, the Crystal Explosive that you had intended to use in Helgedad, is placed next to the door of the cell. The barracks are evacuated and the explosive is primed. Fifteen minutes later, your life and your mission are brought to an abrupt and final end.

+
+
+ +
+ + 251 + + + +

Using your telescopic vision, you focus on the approaching shape and, as it draws nearer, you are able to discern exactly what it is. You see a wagon laden with barrels and boxes, and drawn by six ox-like creatures. Two Giaks are sitting on top of the wagon: the driver, who is lashing the team with a whip, and a guard, who appears to be fast asleep. Behind the wagon are four horsemen&emdash;Drakkarim escorts, judging by their size and the cut of their black leather armour.

+

Their route will take them close to where you are sheltering. Mindful of the Giak ability to see in the dark, you decide to stay in hiding and wait for them to pass.

+ Turn to 304. +
+
+ +
+ + 252 + + + +

The angry screams of the Giak search party fill the night sky. The Giaks witnessed the slaying of their comrades and are now rushing forward to kill you in turn. Aching with the fatigue of your exertions, you choose to evade rather than fight the remaining enemy, and begin the steep climb towards the cliff top.

+

Halfway up the cliff you make out some shadows descending the path ahead. You sense that it is another Giak search party attempting to cut you off and your pulse quickens. You look for a way to avoid them, but the only escape from the path is a sheer drop to the beach below.

+ If you possess the Magnakai Discipline of Huntmastery, turn to 30. + If you do not possess this skill, turn to 132. +
+
+ +
+ + 253 + + + +

Wiping the sweat and grime from your eyes, you clamber up the stairs and emerge on the stern deck, close to the helm. There you find Davan and a handful of the crew fighting a desperate melee against a determined enemy who outnumber them by two to one. You raise your weapon and cleave a path towards your beleaguered allies. As you draw closer, Davan sees you and gives a cheer. You acknowledge his shout with your battle-cry, For Sommerlund!

+

He replies, but this time with a cry of warning: Archer above you!

+

You glance up into the rigging, and a cold spike of fear stabs your heart as you glimpse the gloating face of a Drakkar. With one hand he holds a bow and with the other he draws back an arrow to his bristle-bearded chin. He mouths a curse and lets fly his deadly shaft.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of the Spirit, add 3 to the number.

+ If your total is now 0&endash;3, turn to 122. + If it is 4&endash;7, turn to 53. + If it is 8 or more, turn to 321. +
+
+ +
+ + 254 + + + +

All the bets are quickly placed and the pit-master prepares to start the proceedings, but the fight is over almost as soon as It begins. Without waiting for the pit-master to hammer the gong that signifies the start of combat, the orange-skinned fighter springs across the pit and buries its spiked club between the startled eyes of its opponent, killing him instantly. The crowd hoots with glee at the beast's display of low cunning, and, despite some loud protests by those who bet on the humanoid, the pit-master reluctantly declares the reptilian the winner.

+

Bets are about to be placed on the next round of combat when a loud, intermittent whistle interrupts the preliminaries: it is the signal that Helgedad has been sighted by the lookout. Some of the crowd leave their seats in order to view the Black City through the tiny portholes that line the walls of the gallery. With your heart pounding at the thought of seeing the Darkland's most infamous stronghold for the first time, you leave the pit and join them.

+ Turn to 326. +
+
+ +
+ + 255 + + + +

Kraagenskûl watches you step over the gore-stained bodies of his creations, then raises his black sword as you approach him boldly. Here lies your doom, fool! he roars, waving his sword before his ghastly face. Come. Take it &ellips; if you dare!

+

Cautiously you circle the Darklord, taking care to remain beyond the reach of his sorcerous blade, but he moves towards you with surprising speed. As you dive to avoid his attack, you seek a chance to turn the odds a little in your favour. With a mighty kick, you send one of the fiery pillars toppling towards your foe. He screams and dodges aside, but the column glances his shoulder as it slams to the granite floor with a crackling roar. The black sword spins from his hand and slides to a halt near the base of the throne. For a moment your eyes meet, then simultaneously you race to retrieve the blade.

+

Pick a number from the Random Number Table. For every Magnakai Discipline that you possess, including your initial three skills, add 1 to the number you have picked.

+ If your total is now 0&endash;5, turn to 90. + If it is 6 or more, turn to 133. +
+
+ +
+ + 256 + + + +

You stand at the ship's rail and stare at the surrounding wall of darkness. The salty air is cold upon your face, but, as you breathe deeply, you detect a strangely bitter smell, like burnt sulphur, being carried on the wind. You are about to mention this to the captain when a shout rings out from the crow's nest that sends the crew into a frenzy of activity. Blockaders dead ahead!

+

Hard a-port! bellows the captain, and his helmsman spins the ship's wheel frantically.

+

Five Darkland ironclads loom into view. They each carry a formidable array of weapons mounted on their steel-skinned decks, and protruding from the middle of each craft is a tall funnel, which belches forth a cloud of choking, sulphurous smoke. As the Intrepid swerves to avoid collision, this acrid smoke wafts across the water and engulfs the crew, causing them to cough and retch violently.

+

Suddenly, a flash of blue-white light illuminates the bow of the nearest ironclad and a fiery projectile arcs across the sky.

+

Pick a number from the Random Number Table.

+ If the number you have picked is 0&endash;1, turn to 20. + If it is 2&endash;9, turn to 180. +
+
+ +
+ + 257 + + + +

The leathery Zlanbeast flaps its wings and shifts its weight uneasily from one clawed foot to the other. Carefully you approach this dangerous creature, with your eyes fixed upon its saddle and your nerves on edge, fearing that at any moment it will slash you with its razor-hooked beak.

+

Pick a number from the Random Number Table. If you possess the Magnakai Discipline of Animal Control, and have reached the Kai rank of Archmaster or more, add 4 to this number.

+ If your total is now 0&endash;4, turn to 333. + If it is 5 or more, turn to 112. +
+
+ +
+ + 258 + + + +

Starbursts of light flash before your eyes and the pain in your head grows ever more unbearable until you feel sure that your skull is about to explode: lose 8 ENDURANCE points. (If you possess either a Psychic Ring or a Grey Crystal Ring, lose only 3 ENDURANCE points.)

+

Then, unexpectedly, the pain stops and Taktaal shrieks with anger and surprise. He has seen through your disguise and your true identity shocks him to the core.

+ Turn to 176. +
+
+ +
+ + 259 + + + +

Your first arrow pierces a heart, but your second is deflected by a steel breastplate. Before you have a chance to fire again, the surviving gunner is upon you, his short sword unsheathed and ready to stab at your chest.

+ + Drakkar Gunner + 19 + 25 + +

Unless you possess the Magnakai Discipline of Huntmastery, you must fight the first two rounds of combat unarmed.

+ If you win and the fight lasts three rounds or less, turn to 272. + If you win and the combat lasts four rounds or more, turn to 155. +
+
+ +
+ + 260 + + + +

The Slavemaster dons a mask that covers his nose and mouth, through which he is able to breath safely the noxious air that swirls outside his tower. He takes you to the outskirts of Aarnak in his personal chariot, to a vast, open-cast quarry. The means of your transportation to Helgedad waits at the edge of the quarry's vast crater. Your jaw opens in amazement when you set eyes on the vehicle, for it is gigantic, by far the largest vehicle you have ever seen on dry land.

+ + + Brian Williams + The Lajakeka waits at the
edge of the quarry's crater
+ + + +
+

It is a Lajakeka, a stone-taker, says the Slavemaster, clearly amused by your awed reaction to this wheeled leviathan. It is filled with ore, mined here at this crater, that is destined for the furnaces of Helgedad. You are to be a passenger on its return journey to the Black City. However, you will not be travelling alone. There are several Liganim, and some others besides, who will be fellow travellers. Be wary of them and remember all that I have said.

+

Then he bids you farewell, and watches as you climb the wide ramp that leads into the belly of the steel beast. Inside it is not unlike a ship, with cabins for the travellers and crew, and interconnecting passages that service the vast cargo holds full of ore. Giak crew allocate cabins at random, and once you are safely inside yours, you pull the drawbolt and try to make yourself comfortable on an unpadded steel bunk. Then the screech of metal on metal and the dull throbbing of the Lajakeka's engines fill your ears. The bunk shudders and your pulse quickens: your journey to Helgedad is underway.

+

You have been travelling for less than an hour when you hear a knock on your cabin door.

+ If you possess the Magnakai Discipline of Divination, and have reached the Kai rank of Mentora or more, turn to 298. + If you do not possess this skill, or have yet to reach this level of Kai training, and wish to open your cabin door, turn to 85. + If you do not possess this skill or have yet to reach this level of Kai training and wish to ignore the knock, turn to 144. +
+
+ +
+ + 261 + + + +

The Darklord laughs and the chamber vibrates to the sound of his ghastly glee.

+

So, the worm-master's minion wishes to serve a lord with true power, does he? Very well, you treacherous slime, but first you will have to prove yourself worthy of my lordship.

+

He moves towards the Transfusor, in doing so turning his back on you.

+ If you wish to take this opportunity to launch a surprise attack at the Darklord, turn to 176. + If you do not wish to attack him, turn to 168. +
+
+ +
+ + 262 + + + +

Before you can thank the captain for his generosity, he lapses into a merciful unconsciousness that spares him the pain of his injuries. Having done what you can to make him comfortable, you return to the deck to survey the damage.

+

Over half the crew have been killed or injured in the attack and the ship herself is badly mauled. The main mast is down, the sails hang in tatters, and there is a gaping hole that stretches along the port beam to within a few feet of the waterline.

+

We can patch up the canvas and work the ship on a skeleton crew, says Davan, peering over the splintered rail, but if we catch a storm this far out to sea, we're all done for.

+ Turn to 330. +
+
+ +
+ + 263 + + + +

You pause just long enough to drag the dead guard's body into the shadows, then slip quickly into the tower. A semicircular passageway opens on to a hall, where a wide steel staircase descends to a torchlit passage. Cautiously you proceed, poised to react to the slightest sound. You hear nothing: the stair and the passage beyond it appear deserted.

+ Turn to 130. +
+
+ +
+ + 264 + + + +

You aim and fire at a point between the creature's yellow, cat-like eyes. The shaft strikes, but the beast has already begun to leap and it misses its vital target, sinking instead into a slab of muscle that sheathes its neck. It shrieks when it hits the ground, which shudders beneath the vast stone weight. Quickly you shoulder your bow and move forward to finish the beast before it can recover, but as you make your attack, you discover that the creature is ready to receive it.

+ + + Brian Williams + The huge, shaggy Egorgh gets
ready to leap at your chest
+ + + +
+ + Egorgh + 24 + 30 + +

This creature is particularly susceptible to psychic attack; double all bonuses you would normally be entitled to if using Mindblast or Psi-surge during this combat.

+ If you win the combat, turn to 153. +
+
+ +
+ + 265 + + + +

The fight is over almost as soon as it begins. Without waiting for the pit-master to hammer the gong that signifies the start of combat, the orange-skinned fighter springs across the pit and buries its spiked club between the startled eyes of its opponent, killing him instantly. The crowd hoots with glee at the beast's display of low cunning, and, despite some loud protests by those who bet on the humanoid, the pit-master reluctantly declares the reptilian winner.

+

Double the amount of Kika you staked and make the necessary adjustments to your Action Chart.

+ Turn to 134. +
+
+ +
+ + 266 + + + +

You have taken less than a dozen steps into the black and humid depths, when you glimpse movement below and hear the sound of angry Drakkarim voices: the dead sailor has been discovered. The slick hiss of steel drawn from leather warns you that the crew are about to ascend the stairs. They are enraged and determined to avenge the death of their companion.

+ If you possess a Fireseed and wish to use it, turn to 302. + If you decide to avoid a confrontation on the stairs, turn to 169. + If you choose to draw a weapon and prepare to defend yourself, turn to 68. +
+
+ +
+ + 267 + + + +

A blinding pain engulfs your mind. It distorts your vision and drags you screaming to your knees. In desperation, you claw at your scalp and plead for the agony to cease: lose 8 ENDURANCE points.

+

As if in answer to your plea, the pain disappears. But your fear remains and grows deeper as you stare into the merciless eyes of Darklord Kraagenskûl.

+ Turn to 147. +
+
+ +
+ + 268 + + + +

The bird streaks towards you at such a speed that instinctively you know that your first blow must count. There will be no time for a second before its dagger-sharp beak rakes your face.

+ + Sea-scavenger + 22 + 10 + +

The creature is immune to Mindblast (but not Psi-surge). If the number of ENDURANCE points you lose in the first round of combat is greater than the number lost by your enemy, then the creature's attack has caused lasting injury to your eyesight, and any subsequent ENDURANCE points that you may lose during the combat are permanent (they reduce your basic ENDURANCE score and cannot be restored through the use of healing, potions, etc).

+ If you win the combat, turn to 14. +
+
+ +
+ + 269 + + + +

The sergeant snatches the Medal from your hand and scrutinizes it with greedy eyes. Slowly he nods his head, then turns to face his troops. Agna tok! he commands. Dok lug shad!

+

You breathe a silent sigh of relief as they begin to move aside. Then you slap your horse's rump and urge him through the gate. A shadowy street lies beyond, at the end of which is a sign that indicates the way to the two main areas of Argazad: the ironclad harbour and the supply depot.

+ If you wish to investigate the harbour, turn to 295. + If you wish to investigate the supply depot, turn to 328. +
+
+ +
+ + 270 + + + +

You load and take aim at the beast's massive head, as it swings low across the deck, smashing and crushing all before it. Its scaly hide looks as tough as steel plate and you search desperately for a part that may be vulnerable to an arrow. Your heart pounds and your face is drenched in cold sweat as the Xargath, its jaws agape, swings back its head and lunges straight at you.

+ If you have the Magnakai Discipline of Animal Control and Divination, turn to 186. + If you do not possess both these skills, turn to 12. +
+
+ +
+ + 271 + + + +

You decide to discard your cape and tunic in favour of a suit of leather Drakkarim battle-armour. Disguised as one of these evil warriors, especially with your face hidden behind a black battle-mask, it should be easier to enter Argazad.

+

Having hidden the bodies and drawn the wagon under cover, you set loose the wagon team and shoo them into the surrounding hills. One of the Drakkarim horses is still close by and you manage to coax it nearer, using some food found in the back of the wagon. While it eats, you tie the reins to a rock to keep it from wandering away, and sift through the crates once more for items that might be of use on the road ahead. You discover the following:

+
    +
  • Sword
  • +
  • Axe
  • +
  • Broadsword
  • +
  • Bow
  • +
  • 6 Arrows
  • +
  • Quiver
  • +
  • Dagger
  • +
  • Mace
  • +
  • 400 Kika (equivalent to 40 Gold Crowns)
  • +
+

If you decide to keep any of these items remember to make the necessary adjustments to your Action Chart.

+

It is now too dark to continue, so you decide to rest and begin your ride to Argazad at first light. You are now hungry and must eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 200. +
+
+ +
+ + 272 + + + +

The deck is shrouded in smoke but the sound of heavy boots pounding steel plate warns you that a group of Drakkarim marines are approaching, drawn by their comrade's dying screams.

+

Acting on instinct, you grab the rear of the cannon and revolve it on its mounting until it points directly along the deck. A dozen angry marines emerge from the smoke and their faces freeze in terror when they find themselves staring into the muzzle of their own formidable weapon. Death to the Darklords! you cry, and pull the firing lever.

+ Turn to 285. +
+
+ +
+ + 273 + + + +

Your senses scream a warning that there is something alive attached to the ceiling of the cabin. It is about to drop on your head.

+

Pick a number from the Random Number Table. If you possess the Magnakai Disciplines of Huntmastery and Pathsmanship, add 2 to the number you have picked.

+ If your total is now 0&endash;4, turn to 59. + If it is 5 or more, turn to 23. +
+
+ +
+ + 274 + + + +

You leap from the stern deck and land near the foot of the stairs. Water is pouring into the Intrepid at a terrific rate, causing her to list heavily to starboard.

+

Abandon ship! cries Davan, his strong voice carrying above the clangour of striking swords and dying men. As he rushes past you&emdash;followed closely by two Kirlundins&emdash;he urges you to save yourself before the ship goes down. To stay would be suicidal, and you quickly to follow his lead.

+ Turn to 110. +
+
+ +
+ + 275 + + + +

The golden blade spins through the air and slices deep into the Darklord's shoulder, drawing forth a splash of vile ichor before it clatters noisily to the floor. Kraagenskûl screams in agony, his arm virtually severed from his torso, yet still he manages to touch the silvery liquid. It emits a humming sound, which rises above his cries of pain, and a sparkling mist illuminates the bowl. Swiftly the mist clears to reveal the hideous face of Darklord Gnaag floating upon the surface.

+ + + Brian Williams + + + + +

Aki-amaz narg kog Argazad! shrieks Kraagenskûl, before you kick the bowl from its plinth, destroying the communicator. The Darklord lashes out with his sword, but you sidestep the wild blow with little difficulty, then stoop to retrieve the Sommerswerd before he strikes a second time.

+ + Darklord Kraagenskûl (wounded) + 36 + 38 + +

This being is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 318. +
+
+ +
+ + 276 + + + +

Your arrow passes clean through the tendril and shatters against the far wall, drawing a flash of sparks where it punctures it. The harsh, metallic stench of ozone colours the foul air, and the creature withdraws its injured limb. Suddenly, a huge shape explodes from the crevasse, rising at such speed that its features are a blur. It emits a deafening screech and dives towards your chest, lashing you with its injured tendril before you have a chance to draw a hand weapon in your defence. There is another flash and a juddering pain runs the length of your arm, leaving it numb and nerveless: lose 3 ENDURANCE points. Gritting your teeth against the pain, you fumble for a weapon as the creature begins its second swooping attack.

+ + Ictakko (wounded) + 24 + 31 + +

Owing to the speed of its attack, and the wound you have sustained, you are unable to draw a hand weapon until the beginning of the third round of combat. Unless you possess the Magnakai Discipline of Nexus and have reached the Kai rank of Archmaster, you must lose an extra 1 ENDURANCE point every time the Ictakko inflicts a wound during the combat, owing to the numbing effect of its electrical attack.

+ If you win the combat, turn to 343. +
+
+ +
+ + 277 + + + +

You haul yourself over the rim of the nest and discover the lookout: he is huddled on the floor, shivering with fright. He mutters something but his words are lost in the noise of the destruction raging below. Then the ship rolls violently and you grab the mast to stop yourself from being hurled into the sea. The Xargath has freed its head and is now wreaking havoc amidships, tearing the Intrepid asunder with its claws. The massive head rises once more, trailing broken timbers, and lunges for the mast. With an ear-splitting crack it bites it clean in two and, in a flashing instant, you are sent tumbling from your perch to crash upon the debris-strewn deck. Death is instantaneous.

+ Your life and your mission end here. +
+
+ +
+ + 278 + + + +

You insert the key and twist it. The lock clicks and the door swings open silently to reveal a stunning sight. A large, low-ceiling room lies beyond, filled with colossal tanks of glass that bubble and seethe with all manner of sorcerous fluids. Glass tubes loop and contort in curious shapes, connecting the tanks and enabling their contents to flow from one to another. The air is heavy with the stench of acids and harsh chemicals, and the walls are lined from ceiling to floor with stoppered jars, each one filled with a brightly coloured powder, liquid or gas.

+ + + Brian Williams + The room is filled with colossal
glass tanks and tubes all bubbling
with sorcerous fluids
+ + + +
+

On one workbench a curious, arrow-shaped rod is suspended in a field of electrical energy. The crackling fire arcs between two vertical plates of metal, making the arrow glow with a strange phosphorescent light. You take a closer look and see that a lever protruding from the bench itself controls the flow of power. Then you notice that behind the bench there is another door.

+ If you wish to take a closer look at the rod, turn to 187. + If you wish to examine the door behind the bench, turn to 54. +
+
+ +
+ + 279 + + + +

Once again your quick wits and instinct for survival have saved you from death. The Giak search party rush forward and surround the boulder where you were spotted, only to find it deserted. In frustration at having let you slip through their fingers, they overturn every rock in the vicinity, cursing and stabbing at anything that moves: they succeed in killing three crabs and a sea-snake! By the time they realize that you have escaped, it is too late for them to catch up; you are over a mile away, running northwards along the beach.

+ Turn to 157. +
+
+ +
+ + 280 + + + +

Quickly you continue along the tunnel, anxious to put some distance between yourself and the bodies of your foes. You have covered less than a hundred yards when the tunnel splits: one passage slopes gently downwards; the other, steeply upwards.

+ If you wish to follow the passage downwards, turn to 116. + If you decide to climb the passage sloping upwards, turn to 316. +
+
+ +
+ + 281 + + + +

Your stern commands seem to impress this Giak soldier. Humbly, he bows his head and beckons you to follow him as he climbs back through the trapdoor and down a stair that descends into the heart of the building. There, stacked on countless shelves, are row upon row of coiled steel cables, girders, iron bolts, and myriad other parts destined for the fleet of ironclads at anchor in Argazad harbour.

+

You follow the bow-legged Giak out of the building and through a maze of garbage-choked streets, past rusting tenements and squalid huts, to an iron tower at the centre of the city. Unlike everywhere else, this tower appears to have escaped the effects of the corrosive atmosphere: its surfaces are dull yet free from any sign of decay. The Giak speaks with another who guards its open entrance and immediately he stands aside, allowing you to enter the tower's gloomy ground floor.

+ Turn to 346. +
+
+ +
+ + 282 + + + +

You wield a weapon imbued with great power, Lone Wolf, says Rimoah, glancing at the Sommerswerd sheathed at your side. Be sure to use it well. Now that you possess the wisdom of the Lorestones, you will discover new strengths within its golden blade. It is the bane of the Darklords&emdash;the instrument of their destruction. Yet by the very nature of its power it can alert them to your presence and betray your identity. He reaches to his waist and unbuckles a seemingly plain leather swordbelt and scabbard. I have prepared this scabbard from materials impregnated with korlinium. It will contain and keep hidden the powers of the Sommerswerd, he says, handing you the accoutrements. Remember, to unsheathe the Sommerswerd inside the Darklands is to light a beacon of warning that Gnaag and his fell minions will surely see. Only when you have Gnaag within striking distance should you draw your blade to seal his doom.

+ + + Brian Williams + + + + +

You discard your old scabbard in favour of Rimoah's and take heed of his advice. (Mark the Korlinium Scabbard as a Special Item on your Action Chart. You need not discard another item in its favour if you already carry the maximum number of Special Items allowed.)

+ Turn to 229. +
+
+ +
+ + 283 + + + +

From the flickering scarlet doorway of a tower to your right comes a line of robed figures, every one of them dressed in red. They are led by a squat, horny-skinned creature with baleful, milky-coloured eyes. These eyes roll like balls of mist inside its head as the creature emits a fiendish howl, and points at you with its clawed hand.

+ If you wish to confront this creature and its followers, turn to 104. + If you wish to try to evade these creatures, turn to 242. +
+
+ +
+ + 284 + + + +

Patiently you wait until the Drakkarim and Giaks are snoring soundly, then you leave your hiding place and slip away undetected. Your plan is to ambush the Drakkar who was caught cheating, at dawn when he rides back to Argazad alone. By discarding your cape and tunic in favour of his battle-armour it should be far easier to enter the naval base unnoticed, especially on horseback and with your face obscured by one of the grotesque battle-masks that all Drakkarim wear.

+

Three miles along the trail you find the ideal place to launch your ambush, where the stony track passes between a cluster of huge rocks. There you lie in wait for the dawn and with it the arrival of your victim. While you wait, you must eat a Meal or lose 3 ENDURANCE points.

+ To continue, turn to 146. +
+
+ +
+ + 285 + + + +

There is a loud bang and a wave of heat rolls over you as the cannon spits its deadly missile at the advancing Drakkarim. It bores through their ranks and slams into the wheelhouse with shuddering force. Jets of yellow flame roar from a jagged hole, illuminating the grim remains of what a moment before were enemy marines. Then the deck jumps up and slaps the soles of your feet. The missile has penetrated the ironclad's magazine, and, in an instant, the vessel is blown apart. The last thing you remember before darkness obliterates your senses is an eye-searing flash of white and scarlet fire.

+ Turn to 125. +
+
+ +
+ + 286 + + + +

As you watch the Vassagonians leave, you edge nearer to Kraagenskûl and prepare yourself to launch a surprise attack. You will need all your speed and skill if you are to catch him off-guard. From the bottom of the stairs you hear the steel door click shut and immediately you spin around to face your enemy. But he has a plan of his own and it is he who catches you by surprise. A crackling arc of blue electrical fire surges from his hand and connects with your chest, shaking you like a helpless puppet on the tip of a fiery lance.

+

Now tell me everything you know! he growls, as he increases the current. It is a torture that he has employed countless times, and always it has elicited the truth from his human victims.

+

Your skin tingles and the charge causes you to shiver, yet you feel no pain. Staring down, you see that the crackling bolt is being drawn to the Golden Amulet that hangs around your chest: its magical properties are neutralizing the evil charge. Kraagenskûl senses that something is wrong. He breaks off his attack, his bulbous eyes filled with fearful suspicion. He steps back, then utters a curse in the dark tongue, which echoes like thunder around the walls. Black mist pours from his fingers, swirling into a cone that grows in his bony palm. Shadow-shapes writhe at the core, then gush towards you, engulfing you in a choking flood of deadly Crypt Spawn.

+ If you possess the Sommerswerd and wish to use it, turn to 57. + If you possess the Dagger of Vashna and wish to use it, turn to 171. + If you possess neither of these Special Items, or choose not to use either of them, turn to 109. +
+
+ +
+ + 287 + + + +

Your arrow flies straight and true, hitting the creature squarely in the head and killing him instantly. The cries of your pursuers are growing louder, so you shoulder your bow quickly beneath your robe and run towards the entrance to the tower.

+ Turn to 308. +
+
+ +
+ + 288 + + + +

Part of the heavy boom glances off your shoulder, making you lose your balance and fall to your knees: lose 2 ENDURANCE points. The wound causes you to react sluggishly to the burning canvas now draped over your body and, in a matter of seconds, the flames and smoke completely engulf you. Instinctively, you fight to free yourself, then suddenly you realize that your clothes are unaffected by the blaze, and that the tongues of fire that are licking your hands and face cause you no pain whatsoever. Without haste or urgency you cast aside the blazing sailcloth and emerge unburned.

+ Turn to 101. +
+
+ +
+ + 289 + + + +

You are in combat with a wounded Vladoka&emdash;an élite Nadziranim temple guard. Despite his injury, you cannot evade his attacks and must fight him to the death.

+ + Vladoka (wounded) + 22 + 25 + +

Owing to the power of the weapon he wields, this denizen of Helgedad is immune to Mindblast and Psi-surge.

+ If you win the combat, turn to 308. +
+
+ +
+ + 290 + + + +

The Sergeant crashes lifelessly to the deck and, for a few moments, the troops that were fighting by his side stare down at his body in shocked disbelief. For six years he had led them to glory&emdash;his battle-skills and cunning ensuring their survival&emdash;and now he lies dead, killed by a Sommlending. Taking advantage of their stunned state, you cleave a path up the staircase and force your way towards the helm. You are within ten feet of the ship's wheel when Davan screams a warning: Archer above you!

+

You glance up into the rigging and a cold spike of fear stabs your heart when you glimpse the gloating face of a Drakkar marine. With one hand he holds a bow and with the other he draws back an arrow to his chin. He mouths a curse and lets fly the deadly shaft.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery add 2 to the number you have picked. If you have completed the Lore-circle of the Spirit, add 3 to the number.

+ If your total is now 0&endash;3, turn to 122. + If it is 4&endash;7, turn to 53. + If it is 8 or more, turn to 321. +
+
+ +
+ + 291 + + + +

Gaz dik! roars the guard, and reaches for his wide-bladed battle sword. Using his psychic probe&emdash;the crystal box-like device that he removed from his pouch&emdash;he has detected that it is your intention to destroy the Transfusor and kill Darklord Gnaag. Instantly, the guards spring into action, forcing you to retreat along the corridor as you fumble to unsheathe a weapon.

+ + Imperial Sector Guards + 30 + 38 + +

These guards are immune to Mindblast (but not Psi-surge).

+ If you possess the Sommerswerd, and wish to unsheathe it, turn to 208. + If you win and the combat lasts five rounds or less, turn to 95. + If you win and the combat last longer than five rounds, turn to 199. +
+
+ +
+ + 292 + + + +

The speed and ferocity of your attack take the Drakkarim gunners by surprise. Frantically they fumble to draw their short swords as you leap amongst them and strike your first blows.

+ + Drakkarim Gunners + 21 + 30 + +

Owing to the speed of your attack, ignore any ENDURANCE point losses you may sustain in the first two rounds of combat.

+ If you win the combat, turn to 272. +
+
+ +
+ + 293 + + + +

Be on your guard at all times, he says, solemnly. The lesser creatures of Helgedad are a ruthlessly treacherous breed, forever preoccupied with their complex political intrigues. You will need to be doubly cunning if you are not to fall foul of their willful machinations. The robe you wear marks you as one of Darklord Ghanesh's minions. He is far away at present, leading his horde in distant Lencia, but his absence will be of little help to you. Avoid all who wear robes of green and scarlet, for they are followers of Xog and Taktaal, Ghanesh's closest rivals. But above all, avoid those who wear silver-grey, the same colour as yourself, for they know their own kind and are sure to see through your disguise.

+

He walks across the chamber and picks up a curious-looking device by which he is able to tell the time of day. Come, follow me. Now you will learn how you are to breach the defences of Helgedad.

+ Turn to 260. +
+
+ +
+ + 294 + + + +

The Kirlundin close the gaps and the Drakkarim are soon repulsed, enabling your command to catch their breath and retrieve their wounded. Yet the lull in the fighting is but a brief respite before the enemy surge forward once more, this time with even greater fury and determination. The crash and screech of combat is carried on an ever rising wind that causes the linked vessels to roll and pitch violently.

+ If you possess the Magnakai Discipline of Divination, turn to 89. + If you do not possess this skill, turn to 172. +
+
+ +
+ + 295 + + + +

The harbour and neighbouring wharfs are filled with noise and furious industry. An army of slaves and Drakkarim overseers are at work servicing the ironclad fleet, their lanterns flickering along the rows of shiny black decks as they toil to maintain the vessels in fighting trim.

+

As you enter the harbour square, you pass a line of wagons laden with heavy machinery, which are queueing to enter a dry dock. There, illuminated by the glare of huge oil lamps, is the largest ship you have ever seen&emdash;a monstrous ironclad juggernaut bristling with awesome weaponry. You stop to stare at this terrifying vessel, and overhear two Drakkarim engineers talking about their work. Your blood runs cold when you hear one of them reveal why this juggernaut is being built. It is to be used to destroy Holmgard, your country's capital city.

+ + + Brian Williams + Inside the harbour square you stop and
stare at a monstrous ironclad juggernaut
+ + + +
+ If you wish to enter the dry dock and attempt to sabotage the juggernaut, turn to 76. + If you decide to ride on and continue your search for some means of transportation to Aarnak, turn to 97. +
+
+ +
+ + 296 + + + +

Less than a mile along the rock shore, you catch sight of something moving in the shadows. You use your advanced Kai skill to magnify your vision and are able to see a patrol of Giaks, searching the water's edge for survivors of the battle. Some they help, carrying them on stretchers to their encampment perched high on a overhanging cliff; others, presumably crew from the Intrepid, they stab repeatedly with their spears and leave for the sharks to claim. Forewarned by your skill, you begin to paddle away from the patrol, keen to avoid their chilling welcome.

+ Turn to 174. +
+
+ +
+ + 297 + + + +

Having satisfied yourself that you have overlooked no items of use, you decide to make your way to the heart of Aarnak. Your trek takes you into a maze of garbage-choked streets lined with rusting tenements and squalid huts. Hordes of slaves move to and fro, their backs bent by years of heavy labour. As you turn a corner you are confronted by a procession of these sad creatures, led by a squad of Giaks.

+

The leader, a squat Giak sergeant wearing a doomwolf pelt, commands you to halt. Drakkarim are rare visitors to Aarnak, the human constitution being ill-suited to the hostile atmosphere, so the sight of you walking unescorted through the city streets, clad in Drakkarim armour, stirs his deepest suspicions. You continue walking, and immediately he raises his clawed hand&emdash;it is a signal to his squad to advance and surround you. You turn to run, but when you see that all the Giak soldiers are armed with bows, discretion prompts you to try a different tactic. Boldly you demand that the sergeant take you to the Slavemaster and, to your relief, he agrees.

+

The sergeant, and a handful of his troops, take you towards the centre of the city, to a solitary tower standing in the middle of an open square. It is a curious building, tall and unbent, its surface free from any sign of decay. The sergeant speaks with another who guards its open entrance and immediately he stands aside, allowing you to enter the tower's gloomy ground floor.

+ Turn to 346. +
+
+ +
+ + 298 + + + +

Your Kai skill enables you to detect that the creature outside your cabin door possesses magical abilities. You also sense that he, or she, is not emitting an aura of hostility.

+ If you wish to open your cabin door, turn to 85. + If you decide to ignore the knock, turn to 144. +
+
+ +
+ + 299 + + + +

You strike your killing blow, laying open the great beast's throat. It rears up, shuddering, its green eyes rolling wildly in their sockets. Then it gives vent to a hideous, gurgling scream that grows louder until, with a mighty splash, the Xargath topples backwards into the fog-wreathed sea.

+ Turn to 217. +
+
+ +
+ + 300 + + + +

Dawn arrives, its hazy light barely brightening the banks of grey cloud that swirl above this bleak and desolate land. The rain has ceased but the cold wind still blows strongly, bringing patches of frost that whiten the stony soil. You check your equipment and take stock of your provisions before setting off towards a distant line of hills. You are aware that the dawn light has increased the chances of your being found by a Giak patrol should you stay too long in any one place, especially so near to the shore.

+

It is nearly noon when finally you reach the top of the ridge and stare down at the valley that lies beyond. It is a barren landscape of endless pits and crags, jagged boulders and scree. A rough, foot-worn track follows a stream that winds its way back to its source, deep among a towering range of mountains that dominates the horizon. Using your map and your Kai tracking and hunting skills, you conclude that the mountains are the north-western tip of the Durncrag Range. Beyond them must lie the Gulf of Helenag and the Darklord naval base of Argazad. A feeling of dread overwhelms you as you realize that more than 300 miles of hostile terrain lie between you and Aarnak, the stronghold where you are to rendezvous with the Slavemaster. Silently you stare at the forbidding mountains and rack your brains for a solution to your predicament. At length, you formulate a new plan of action.

+ Turn to 196. +
+
+ +
+ + 301 + + + +

As you scour the city below, you spot two possible landing sites. One is an open patch of ground near an iron foundry; the other is the flat roof of a building situated on the bank of the estuary.

+ If you wish to land near the foundry, turn to 162. + If you decide to land the Zlanbeast on the roof of the building, turn to 221. +
+
+ +
+ + 302 + + + +

You draw the seed from your pocket and hurl it down into the darkness. It strikes steel and explodes with a blinding flash, illuminating for an instant the cramped control cabin and the startled faces of the Drakkarim crew. You see that they outnumber you many times over, but at least the flash buys you precious seconds in which to make your escape to the deck above.

+ Turn to 169. +
+
+ +
+ + 303 + + + +

Further along the tunnel lies a cavern, empty save for a mass of squeaking bats hanging from the stalactites in the roof. At your approach they begin to panic. They swarm and encircle the rough-hewn walls before diving into a dark crevasse that splits the floor in two. The only exit, other than the tunnel by which you entered, is a passage on the far side of the crevasse. Foul air rises from the dark abyss, laden with a heavy odour that reminds you of maggoty meat.

+ If you have completed the Lore-circle of the Spirit and the Lore-circle of Solaris, turn to 315. + If you wish to approach the crevasse and look for a way to get across, turn to 44. + If you decide to abandon the chamber and attempt to retrace your route back to the Giak outpost, turn to 206. +
+
+ +
+ + 304 + + + +

You squeeze into a space between the rocks and listen to the grind of the wagon's wheels on the rough stone trail as it draws steadily nearer. Then a Drakkar voice cries out: Koga! Okim dag nadulheza! The sound stops abruptly. You strain your ears for an indication of what the enemy are doing, but all you can hear are muffled voices and the jingle of bridles and bits. Then you hear the Drakkarim escorts leave the trail and dismount close to where you are hiding. Your pulse quickens as you realize that they are preparing to strike camp here overnight.

+

Fortunately, because they are deep inside their own territory, the Drakkarim do not bother to inspect their surroundings and your presence goes undetected. You listen intently to their conversations but discover little useful information except that they are from Argazad and are on their way to the outpost at the mouth of the Durncrag Pass. After eating, they settle down to a session of gambling. They have been playing for only a few minutes when one of the Drakkarim is accused of cheating. A violent argument breaks out and bloodshed is averted only when their commander, a sergeant, steps in to break it up. He finds a fistful of cards wedged up the accused Drakkar's sleeve. Angrily, he denounces the cheat and orders him to return to Argazad at first light. The game is brought to a close, and, as the disgruntled Drakkarim get ready to sleep, a bold plan springs into your mind that could make your journey through the Darklands and your entry into Argazad much easier.

+ Turn to 284. +
+
+ +
+ + 305 + + + +

The still water is set to boiling by the shoal of glistening fish, as they swarm around the Intrepid. They have been drawn here by the warmth of the ship's hull, and as you stare down into the seething turmoil, you estimate that there must be hundreds of thousands of fish directly beneath the keel. You watch with fascination until you recall something about the sea carp that you learned when you were a novice at the Kai monastery, something that sends a tingle of premonition down your spine.

+ + + Brian Williams + + + + +

The tales and legends of the northern seas tell of the Xargath, a fearsome breed of giant reptilian sea creature that inhabits the black depths of the Kaltesee. Once, a century ago, the fishermen of Sommerlund trawled these waters and grew rich on the fruits of their labours, for the sea carp were plentiful and the markets of Sommerlund and Durenor paid highly for their catch. Trade thrived until the Xargath appeared and began to attack their boats. So devastating were the attacks, and so terrifying were the descriptions of the Xargath by those fortunate few who survived them, that all fishing in these waters was abandoned and has never been resumed.

+

A swarm of sea carp, as huge as that which now surrounds the Intrepid, is sure to attract a hungry Xargath. You turn to look for the captain, to warn him of the danger his ship is in, when suddenly the shoal cease their thrashing and fall silent and still.

+ Turn to 60. +
+
+ +
+ + 306 + + + +

As you strike the blow that seals the creature's doom, it disappears, leaving no trace whatsoever. Gnaag roars his anger and lopes awkwardly towards the Transfusor, desperate to recall his fellow Darklords to the Black City. You block his path and feel an eerie force&emdash;a tingling electric coldness&emdash;pass between you. With an unholy scream, Darklord Gnaag unsheathes his sword, Nadazgada, and prepares to engage you in a battle that will determine the destiny of Magnamund.

+ + + Brian Williams + + + + + If you possess the Sommerswerd, turn to 214. + If you possess the Dagger of Vashna or Helshezag (the sword of Darklord Kraagenskûl), and wish to use either of them, turn to 88. + If you possess none of these Special Items, turn to 3. +
+
+ +
+ + 307 + + + +

The fatigue of your ordeal is dulling your senses and making it increasingly difficult to keep your eyes open, so, using your Backpack for a pillow, you settle down and slip readily into a deep sleep. However, it seems as though you have only just closed your eyes when a strange snickering sound stirs you to wakefulness.

+

Crouching at the entrance to the cave, and silhouetted by the flashes of storm lightning, is a hulking creature with yellow, cat-like eyes. It emits a hungry growl and leaps at your prone body, hoping to crush you beneath its huge bulk. But your reflexes thwart its aim&emdash;you roll aside and jump to your feet as it hits the ground, which shudders beneath the vast stone weight. Quickly the creature recovers and leaps once more, its hairy, lipless mouth opening in anticipation.

+ + Egorgh + 25 + 34 + +

Owing to the speed of its attack you are unable to make use of a bow. This creature is particularly susceptible to psychic attack; double all bonuses you would normally receive if using Mindblast or Psi-surge during the combat.

+ If you win the combat, turn to 153. +
+
+ +
+ + 308 + + + +

You stoop over the body of the dead guard and search quickly through the pockets of his robe. They contain two items: a Black Key and a Black Cube.

+ If you possess the Magnakai Discipline of Divination, turn to 179. + If you do not possess this skill, you may take either or both of the Backpack Items, or leave them undisturbed, turn to 263. +
+
+ +
+ + 309 + + + +

You spin the ship's wheel to starboard and pray for the wind to fill her sails and carry her clear of the first enemy vessel. Anxiously, you glance at the second ironclad steaming directly towards the stern with unnerving speed, its deck crammed with more troops poised to leap aboard. At first, the Intrepid responds to the rudder and you feel her swing about. But the escape is short-lived: the Drakkarim have secured her with hooks and ropes and she cannot break free.

+

With a shuddering crash, the ironclad rams the side, knocking everyone off their feet. You are sent reeling across the deck as the enemy craft ploughs deep into the hull, demolishing the steerage and carrying away a large section of the stern. Icy water thunders into the hold and immediately the ship begins to founder.

+

Darg ash ruzzar! bellow the enemy as they climb towards the deck, jostling and bullying each other in their eagerness to begin the battle. Their leader, a bull-necked brute armed with dirk and scimitar, is the first to appear at the rail. He pulls himself on to the deck and comes rushing forward, his eyes wide with blood-frenzy as he prepares to strike you down.

+ If you have a bow and wish to use it, turn to 77. + If you possess the Sommerswerd and wish to use it, turn to 128. + If you choose to draw a hand weapon and ready yourself to receive his attack, turn to 213. +
+
+ +
+ + 310 + + + +

The Death Knight, silhouetted by the glow of the harbour lights, presents you with an easy target. Silently, you draw an arrow to your lips and send it burrowing deep between the plates of black steel that protect his spine. He stiffens, then collapses in a heap by the parapet wall. A quick search of his body uncovers the following items:

+
    +
  • Spear
  • +
  • Axe
  • +
  • Dagger
  • +
  • 60 Kika (equivalent to 6 Gold Crowns)
  • +
  • Bottle of Wine
  • +
  • Pouch of Tobacco
  • +
  • Pipe
  • +
  • Iron Key
  • +
  • Enough food for 1 Meal
  • +
+

If you wish to keep any of the above items, remember to record them on your Action Chart.

+ To continue, turn to 257. +
+
+ +
+ + 311 + + + +

Three times you struck a blow and three times a Giak heart beat its last. Now, without pausing even to catch your breath, you take off along the trail and begin the steep climb towards the cliff top. Angry shouts and curses echo in your wake, alerting another party of Giaks on the cliffs above to your presence. They race to the end of the trail and await your appearance, determined to catch you and then kill you at their leisure. You sense the danger and leave the steep trail at the first opportunity. You wait for your pursuers to pass, then double back to the beach. By the time the Giaks realize that you are no longer climbing the trail, it is too late for them to catch up; you are on the beach, more than a mile away to the north.

+ Turn to 157. +
+
+ +
+ + 312 + + + +

Still shaking from the shock of this encounter, you examine the ghastly creature carefully, using the tip of your weapon to lift back its many folds of rubbery grey flesh. It is equipped with two sets of snake-like fangs, both of which ooze a sticky yellow fluid. Your senses tell you that this fluid is a deadly venom, capable of killing a victim in a matter of seconds. Whoever placed this Plaak in your cabin was attempting to assassinate you.

+

You flick the remains of the creature under your bunk. As you rise to your feet, you hear a loud, intermittent whistle sounding on the deck above: it is the signal that Helgedad has been sighted by the lookout. With your heart pounding at the thought of seeing the Darklord's most infamous stronghold for the first time, you leave your cabin and ascend to the level above.

+ Turn to 326. +
+
+ +
+ + 313 + + + +

Your arrow strikes the creature's ear but it fails to penetrate the ear canal. Instead it is spun away by a ridge of horny scales and arcs harmlessly into the sea. Cursing your misfortune, you reach for a hand weapon as the Xargath advances unceasingly, its jaws widening as it prepares to swallow you whole.

+ Turn to 344. +
+
+ +
+ + 314 + + + +

The Death Knight sergeant has a reputation for cruelty that is matched only by his wanton greed. He is used to total obedience from his troops, and when you fail to answer his command he becomes suspicious. Arrogantly, he swaggers towards you and repeats his command, his hand reaching casually for a barbed whip which he carries holstered on his hip. It is too late to attempt an escape, but the fear of what may happen serves to sharpen your survival instincts. As you stare into his cruel eyes, you sense that all is not lost: he may let you pass if you offer him a large bribe.

+ If you possess some Kika and wish to offer them as a bribe, turn to 202. + If you possess some Gold Crowns and wish to offer them as a bribe, turn to 126. + If you possess a Medal and wish to offer that as a bribe, turn to 269. +
+
+ +
+ + 315 + + + +

Your highly developed senses detect that something is rising from the depths of the crevasse, something huge, hungry and hostile.

+ If you have a bow and wish to take aim at the crevasse, turn to 103. + If you wish to unsheathe a hand weapon and get ready to defend yourself, turn to 226. + If you decide to escape from the cavern while you can, turn to 206. +
+
+ +
+ + 316 + + + +

The passage services a staircase that ascends to the surface. You climb the stairs and emerge in a gloomy square flanked by four tall towers.

+ If you possess the Magnakai Discipline of Divination, and have reached the rank of Archmaster, turn to 124. + If you do not possess this skill, or have yet to attain this level of Kai training, turn to 283 + +
+
+ +
+ + 317 + + + +

Quickly you search the bodies of the Drakkarim. You discover the following items which could be of use to you during your mission:

+
    +
  • 3 SWORDS (Weapons)
  • +
  • 2 AXES (Weapons)
  • +
  • 2 DAGGERS (Weapons)
  • +
  • 1 BOW (Weapons)
  • +
  • 4 ARROWS (Weapons list)
  • +
  • 1 ROPE (Backpack Items)
  • +
  • 1 POUCH OF HERBS (Backpack Items)
  • +
+

While searching the officer's body, you discover that he is wearing a vest of chainmail beneath his leather battle-jacket. It is forged from links of a strange, blue-black metal that gives off a strong aura of magic.

+ If you wish to take this magical chainmail vest, turn to 63. + If you choose not to take the vest, turn to 188 + +
+
+ +
+ + 318 + + + +

The instant you strike the killing blow, Kraagenskûl emits a howl so loud that it shakes the very foundations of the building, a howl that conveys his total despair and eternal damnation. He falls, yet as he does so, his withered frame vanishes before your eyes. A tattered grey robe and a flickering black sword are all that mark the place where his doom was sealed.

+

Quickly you leave the chamber by a stair that leads to the roof. The Zlanbeast, Kraagenskûl's personal winged mount, sniffs the air and shuffles along its perch with a nervous, rolling gait. It senses that you are its natural enemy and it is determined to resist your attempts to subdue it. More than an hour elapses before you have control over the creature, and can climb into the saddle without it trying frantically to hook and gouge you with its great curved claws. You pull on the reins and urge the beast skywards, eager to leave this port of evil, but no sooner has it cleared the roof than you are engulfed by a squadron of screeching Kraan swooping down from the night sky. They have flown all the way from Kaag, a Darkland fortress to the south, after being alerted to your presence here by Darklord Gnaag. Valiantly you fight to defend your life, but the odds are overwhelmingly against you. The Kraan drag you from your saddle and you meet your doom upon the hard, unyielding cobblestones of Argazad harbour.

+ Your life and your mission end here. +
+
+ +
+ + 319 + + + +

Your sharp Kai reflexes save you from the spinning blade. It arcs over your head and scrapes the side of the cannon, drawing a line of sparks along the barrel before splashing harmlessly into the sea.

+

Acting on instinct, you grab the rear of the cannon and swing it around to face the onrushing Drakkarim marines. Their faces freeze in terror when they find themselves staring into the muzzle of their own formidable, doom-dealing machine. Death to the Darklords! you cry, and pull the firing lever.

+ Turn to 285. +
+
+ +
+ + 320 + + + +

You walk through the armoury, and past an arsenal of fiendish devices that have yet to be unleashed on the allied armies of the freelands, but are destined soon to be shipped to the battle front to speed Gnaag's conquest of Magnamund. A passage at the far end of the hall takes you past a barracks-like room where Nadziranim sorcerers are busily engaged in the testing of new psychic weapons upon a group of grey-skinned slaves, mindless Grolth from the swamps of the Tadatizaga. Their pitiful screams of agony make your blood run cold, yet you dare not intervene to prevent their torture for fear of jeopardizing your mission. Hurriedly you climb a staircase that emerges at the foot of a monstrous tower, as black as death itself. Two fireballs split open the rolling black clouds and in the brilliance of their explosions you see a huge metallic flag flying from the tower's crystal spire. It is emblazoned with the emblem of Darklord Gnaag, and at once you know that you have found what you are looking for: the Tower of the Damned.

+ + + Brian Williams + You have found what you have been
looking for: The Tower of the Damned
+ + + +
+

As your eyes move down the tower, you notice a large oval platform jutting out from the black steel wall. Perched on this platform is an Imperial Zlanbeast, similar to the one that bore you to Aarnak. It, too, bears Gnaag's sign, branded deep in its leathery hide. Its presence suggests that its master is in residence, and as you cross the courtyard and walk towards the tower door, your senses tingle in anticipation of the confrontation that awaits you within.

+

As you climb the steps that lead to the door, it slides open to reveal the outline of a guard silhouetted against a background of scarlet fire. In a claw-tipped hand he holds several slivers of crystal, each a different colour, and, as you reach the top of the steps, he draws a silvery-grey one and points it at your face. State your name, minion of Ghanesh! he commands, or begone from the Tower of the Damned.

+

You sense that the guard does not suspect you of being an imposter, he is merely performing a routine check on all who visit the tower. To have come this far into the Imperial Sector means that you have passed through several checkpoints already, and so the guard does not regard you as a threat to his master's safety. In order to be allowed to pass, you must state the name of the Liganim whose identity and robe you are using as a disguise.

+ If you wish to say your name is Cagath, turn to 138 + + If you wish to say your name is Morgath, turn to 19. +
+
+ +
+ + 321 + + + +

You twist aside and the arrow thuds harmlessly into the deck. The archer bares his teeth as he reaches for another arrow, but before he can fire again, his aim is spoiled by two of his comrades, who rush forward to hack at you with axe and sword. Davan protects your back, holding off the marines who are attempting to climb the stairs. You evade the first blows of your enemies, sidestepping a lunge and ducking a wild swipe, then strike back with deadly speed and unerring accuracy. Both scream and fall simultaneously, dying with a look of surprise fixed on their cruel faces.

+ Turn to 209. +
+
+ +
+ + 322 + + + +

The creatures on the ramp, whom the Giaks were overseeing, pay no attention whatsoever to the deaths of their guards. Mechanically they continue their toil as if incapable of any other function. Quickly you check the bodies for anything of use, and discover the following items:

+
    +
  • 3 Swords
  • +
  • Dagger
  • +
  • Pipe
  • +
  • 40 Kika (equivalent to 4 Gold Crowns)
  • +
  • Whip (Backpack Item)
  • +
+

If you decide to keep any of these items, remember to amend your Action Chart accordingly.

+ Turn to 297. +
+
+ +
+ + 323 + + + +

As you stare at the ruins, a strange feeling of unease engulfs your body; at the same time a nervous energy makes your skin tingle and fills your mind with disturbing images. Your highly developed mind skills are sensitive to the psychic residues of events that took place here two thousand years ago.

+

This land once belonged to a colony of creatures called the Nebora, a sentient race of winged men who evolved during the Golden Age of the Shianti. The city of Neboran, the core of their civilization, was located here on what was once a rich and fertile coastal plain. The demise of the Shianti heralded the rise of the Darklords in Northern Magnamund, and the beginning of the War of Desecration in which the Nebora, and many other races, were exterminated. This ruined tower is all that remains of the wondrous city of Neboran where, in the year MS3250, the entire Nebora race were trapped and slaughtered by the Darklords of Helgedad.

+ Turn to 191. +
+
+ +
+ + 324 + + + +

Quickly you draw an arrow from your quiver and set its notch to your bowstring. The light of the fireball explosion has long since faded and in the gloom you find it difficult to pinpoint your target with great accuracy.

+

Pick a number from the Random Number Table and add any missile bonuses to which you are entitled. If you possess the Magnakai Discipline of Huntmastery, and have reached the Kai rank of Archmaster, add an additional 3 points to your total.

+ If your total is now 0&endash;4, turn to 25. + If it is 5&endash;9, turn to 193. + If it is 10 or more, turn to 287. +
+
+ +
+ + 325 + + + +

The night wind is blowing in your favour and Captain Borse is keen to put to sea without delay. He has ordered the crew to run up every foot of canvas the masts of the Intrepid will bear, so that she will approach the Darklord warships that blockade the coast at full speed. With luck, she will slip through their line before they have a chance to close formation. It is a bold plan, but the captain and his crew have run the blockade more than a dozen times in the past year and they are confident that tonight they will also be successful.

+

Guided by the stars and the distant glimmer of the moonlit shore, the Intrepid makes rapid headway through the waters of the Toran Gulf. As it nears the open sea, you decide to offer your services as a lookout and go in search of Captain Borse. You find him on the forecastle deck with a group of keen-eyed Kirlundin marines, who are scanning the blackness for some sign of the enemy.

+ If you have the Magnakai Discipline of Huntmastery, and have reached the rank of Archmaster, turn to 47. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 256. +
+
+ +
+ + 326 + + + +

With trepidation, you peer through the thick and grimy glass of a hull porthole and gaze upon the awesome spectacle that is Helgedad. Perched upon an isle of granite at the centre of a vast, fiery chasm stands the mighty city-fortress, the very core of a cancer that threatens to infect and destroy all that is good in Magnamund. Great walls of black steel encircle it, giving rise to a thousand spiky towers and turrets which harbour the masters and the minions of darkness. Above the city hovers a seething pall of black smoke that keeps it forever in shadow. Fed by the fumes from the volcanic craters of the Naogizaga, this cloud is made all the more noisome by the foul discharges of the Nadziranim laboratories, the weapon furnaces, and the hellish breeding pits at the base of the chasm.

+ + + Brian Williams + + + + +

Irregularly the darkness is lit by fireballs that seem to form spontaneously among the black vapours. They spin and soar above the city like demonic meteors, before exploding or simply melting away in a rain of sparks. A bridge of twisted black steel joins Helgedad to the wastelands beyond, and as the Lajakeka slowly grinds its way across this span, you look down into the fiery depths of the Nengud-kor-Adez, the Lake of Blood, and your courage quails at the terrible sight that meets your gaze.

+ Turn to 150. +
+
+ +
+ + 327 + + + +

The tide is carrying you towards a long, grey cliff line, made ominous by the flickering glow of burning battle debris. A flock of ugly black birds circle overhead. They dive repeatedly to retrieve carrion, then soar away to their nests in the cliff wall. Two of the evil-looking creatures swoop down on you, mistaking your still form for a ready feast, and attempt to tear the skin from your face with their razor-sharp beaks.

+ If you possess the Magnakai Discipline of Animal Control, and have reached the Kai rank of Primate or more, turn to 207. + If you do not possess this skill, or have yet to reach this level of Kai training, you can attempt to defend yourself with a bow: turn to 49. + Or you can fend them off with a hand weapon: turn to 337. +
+
+ +
+ + 328 + + + +

You follow a cobblestoned alleyway and soon arrive at a large square, flanked to the north, south and west by warehouses, yet dominated by a smaller building on the east side. Its granite walls are festooned with black flags bearing the emblem of a silver ship and fiery sword, and atop its flat roof there sits a huge, winged creature with mottled grey skin&emdash;an Imperial Zlanbeast. You watch with grim fascination as the beast feeds from a pile of horse carcasses stacked beside its perch. Then a daring thought comes to mind. If you could reach the roof of the building and steal the Zlanbeast, it would be possible to reach Aarnak by air in a matter of hours, rather than the days it would take by land or sea.

+

After riding once around the building to assess its defences, you leave your horse tethered to a rail near a side entrance and approach the only door that appears to be unguarded. It is locked, but the crude drawbolt that secures it proves no match for your basic Kai skill of mind over matter. The bolt clicks back, the door swings open, and you enter the building unseen.

+ Turn to 140. +
+
+ +
+ + 329 + + + +

Drawing on your considerable psychic powers, you raise a shield to deflect the energies that are assaulting your mind. Taktaal shrieks with anger and surprise as he senses that you are not what you appear to be. He has seen through your disguise and your true identity shocks him to the core.

+ Turn to 176. +
+
+ +
+ + 330 + + + +

For the following two days and nights the Intrepid remains a prisoner of the windless fog. Davan and his crewmen work tirelessly to repair the ship, and come the morning of the third day, when a gentle breeze arises with the dawn, the main mast is secure and the sails are patched and ready to carry the ship onward. With the port side still holed and storms a constant threat in the open reaches of the Kaltesee, it has been decided that the safest course to steer is towards the coast. Then, should a sudden squall threaten, or a gale arise, the ship could run to shelter in one of the hundreds of coves that indent the rugged shore east of Point Vashna. However, to sail along this stretch of coastline is to risk hazards that could prove as dangerous as any storm. Darkland ironclads, unstable in high seas, favour the coast when venturing to and from their base at Argazad, and the cliffs and shores themselves are peppered with watchtowers and Giak encampments.

+

By early afternoon the fog has cleared and the Intrepid is making good headway through the cold, sparkling waves. League after glittering league fall away to the stern until, an hour or two before sunset, the lookout catches sight of the coast. Land ahoy! he calls. Land afore the bow! The crew are cheered by the news, feeling safer now that they are within sight of land, but their spirits are soon dampened when the lookout calls out again, this time in alarm. Enemy off the starboard bow!

+ Turn to 100. +
+
+ +
+ + 331 + + + +

Without the magical protection afforded you by the Golden Amulet, you soon succumb to the hellish temperatures and poisonous atmosphere of Helgedad. As your skin begins to blister and your lungs become paralysed, you fight desperately to hold on to life, but it is a fight you cannot hope to win.

+ Tragically, your life and your mission end here, beneath the streets of Helgedad. +
+
+ +
+ + 332 + + + +

Your lightning reactions save you from being hit by the heavy boom but you cannot avoid the burning canvas. In a matter of seconds you are completely engulfed in an envelope of fire and smoke. Instinctively, you fight to free yourself, then suddenly you realize that your clothes are unaffected by the blaze, and that the tongues of fire licking your hands and face cause you no pain whatsoever. Without haste or urgency you cast aside the blazing sailcloth and emerge completely unscathed.

+ Turn to 101. +
+
+ +
+ + 333 + + + +

The winged reptilian tries its best to prevent you from climbing on to its back. It lunges with its beak and you suffer several painful wounds before finally managing to subdue it to your will: lose 4 ENDURANCE points.

+

Once the creature accepts you as its new master, it becomes totally obedient to your commands. You settle back in the comfortable saddle, then pull on the great gem-encrusted reins and urge it skywards. The roof of Kraagenskûl's headquarters, and then Argazad itself, fall away at a breathtaking speed as the creature climbs into the night sky. High above the ironclad fleet, you turn the Zlanbeast towards the west and begin your flight to Aarnak.

+ Turn to 36. +
+
+ +
+ + 334 + + + +

A great cloud of dust and debris billows from the gaping hole, and as it slowly begins to clear, you see that most of the enemy warriors have been swallowed up by the collapsing deck. Beyond the hole you glimpse Davan, with a handful of the crew, defending the stern deck against an attacking swarm of Drakkarim, who outnumber them by at least two to one. Then you realize the enemy plan: if they can capture the helm they will be able to steer the Intrepid towards the coast and beach her in the shallows.

+

Quickly you climb into the rigging and swing across to the stern deck by means of a trailing rope. Davan sees you and gives a cheer as you jump from the rope and land among the enemy. You unsheathe your weapon and begin cleaving a path towards your beleaguered allies, who shout encouragement as you draw nearer. For Sommerlund! you cry, and they take up your battle call. Then Davan's voice rings above the noise of battle: It is a cry of warning&emdash;Archer above you!

+

You glance upwards and a cold spike of fear stabs your heart. Staring down at you is the gloating face of a Drakkar. He holds a bow in his hands, and prepares to fire an arrow at your head. He mouths a curse, then lets fly his deadly shaft.

+

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of the Spirit, add 3 to the number.

+ If your total is now 0&endash;3, turn to 122 + + If it is 4&endash;7, turn to 53. + If it is 8 or more, turn to 321. +
+
+ +
+ + 335 + + + +

The Giak groans and clutches at his wounds as he staggers backwards and crashes down upon the barrels and cases. Curious to discover what they are transporting, you roll his body aside, prise open the largest crate, and rummage through the contents. It is filled with Giak and Drakkarim uniforms, enough to dress a hundred troops. The other cases contain an assortment of weapons and other military equipment, and the barrels are full of a wine too foul to even think of tasting. Then an idea springs to mind, an idea that could make your passage through the Darklands much easier and greatly increase the chances for your mission's success.

+ Turn to 271. +
+
+ +
+ + 336 + + + +

Your arrow strikes the Drakkar horseman but wounds him only superficially, merely grazing the side of his neck. However, the sudden pain makes him cry out and snatch the reins to his chest. His startled horse rears up on its hind legs, throwing its rider to the ground. You drop your bow and draw a hand weapon before leaping upon the prone Drakkar, determined to finish him before he has a chance to recover.

+ Turn to 175. +
+
+ +
+ + 337 + + + +

Your first blow shatters the skull of one bird, sending it cartwheeling wildly across the surface of the sea before finally death stills it. The remaining bird shrieks in alarm, but rather than take fright and fly away, it hovers above you as if waiting for the right moment to strike. With a chilling caw, it darts towards you, determined to exact its revenge for the death of its mate.

+ + + Brian Williams + The sea-scavenger darts towards you + + + + + + Sea-scavenger + 22 + 10 + +

This creature is immune to Mindblast (but not Psi-surge).

+ If you win the combat, turn to 14. +
+
+ +
+ + 338 + + + +

The creature smiles, bows, then shuffles away along the corridor, a quiet sniggering sound issuing from his thin mouth as he makes his way towards an iron-runged staircase. You watch him disappear up the stairs, then you close and lock your cabin door. Tired and hungry, you must now eat a Meal or lose 3 ENDURANCE points before you can settle down to sleep.

+

After several hours, you awake to the sound of a loud click, barely audible above the increased din of the Lajakeka's engine, and at once you sense that your cabin door has just closed. Swiftly you rise from the bunk and rush to the door, hoping to catch a glimpse of whoever, or whatever, gained access to your room while you were asleep.

+ If you possess the Magnakai Discipline of Animal Control, and have reached the Kai rank of Mentora or higher, turn to 273. + If you do not possess this skill, or have yet to reach this level of Kai training, turn to 98. +
+
+ +
+ + 339 + + + +

Your quarters turn out to be cramped and smelly, sandwiched between the ship's galley and the bilge. Despite the lack of space, and a stomach-churning smell redolent of dead fish, you manage to snatch a few hours' sleep before you are awoken by a grey dawn haze filtering through the grimy glass of the cabin's solitary porthole.

+

Up on deck the captain stands alone at the forecastle rail, scanning the empty horizon through his telescope. You join him and take the opportunity to deliver the envelope you are carrying.

+

'Tis a brave and risky venture you've committed yourself to, comrade, he says, his grey eyes devouring the words of the parchment, bearing the seal of the Brotherhood of the Crystal Star, which he finds folded inside. Yet these be risky times. I can only surmise what lies beyond your journey to Dejkaata, but of one thing you can be sure&emdash;I will do all in my power to see you safely there.

+

Immediately he issues orders to turn the ship about and steer a new course&emdash;north-by-north west. The crew react to the sudden change of plan with great speculation, yet, despite the dangers they know they may face, none challenge their captain's decision or voice dissent.

+ Turn to 241. +
+
+ +
+ + 340 + + + +

You spring forward and strike a blow that would have decapitated a mortal creature. But the moment your weapon hits Taktaal's flesh, it disintegrates in a flash of sparks. The Darklord laughs as he closes his clawed hands around your throat and squeezes the life from your body.

+ Tragically, your life and your mission end here in the Tower of the Damned. +
+
+ +
+ + 341 + + + +

You try to dodge the spinning blade, but you trip over the body of the dead Drakkarim gunner and the sword hits you squarely in the chest. White-hot pain engulfs you like a raging fire, burning your body and numbing your limbs. It reaches its zenith, then disappears as, reluctantly, you surrender to death.

+ Your life and your mission end here. +
+
+ +
+ + 342 + + + +

You turn to run but your exit is blocked by a squat, horny-skinned creature with baleful, milky-coloured eyes. These eyes roll like balls of mist inside its head as it advances on you slowly, an axe of black steel held in its clawed hands, poised to strike you down.

+ + + Brian Williams + The Xaghash advances towards you,
its axe poised to strike you down
+ + + +
+ + Xaghash + 32 + 42 + +

If you possess the sword, Helshezag, and wish to use it, remember to add the appropriate bonuses to your COMBAT SKILL.

+ If you possess the Sommerswerd, and wish to use it, turn to 208. + If you win the combat, turn to 106. +
+
+ +
+ + 343 + + + +

Your killing blow sends the Ictakko spiralling towards the ceiling, twisting and weaving like a punctured balloon. It crashes into a cluster of stalactites, impaling itself on the spear-like formations and dislodging them with the impact of its vast weight. For a fleeting second, you glimpse the creature's ghastly features&emdash;its pear-shaped horny head and bulb-tipped antennae; its spider-like abdomen and transparent wings&emdash;before it plummets into the cold, inky darkness of the crevasse.

+ Turn to 87. +
+
+ +
+ + 344 + + + +

The creature strikes and you dive aside, inches from a gruesome death in its powerful jaws. Snapping repeatedly it twists its supple neck to follow your escape across the shattered, body-strewn planks, and lunges again when you reach the stairs that lead to the stern deck. This time you save your skin by pulling yourself into the rigging, and, as you are climbing aloft, you see the Xargath crash through the stairs and into the hull. It tries to withdraw its head but it cannot: it is held firm, trapped among the splintered timbers. This may be your only opportunity to defeat this terror before it breaks free and drags the ship to the bottom of the sea.

+ If you wish to attack the Xargath while its head is trapped in the wreckage, turn to 35. + If you wish to avoid combat by hiding in the crow's nest, turn to 277. +
+
+ +
+ + 345 + + + +

The tube proves difficult to remove from its mounting, but you manage to prise it loose with a strip of steel which you find lying at your feet. You invert it and reconnect its copper cables, but the moment that the last cable is brought into contact, there is a blinding flash of white light and you are engulfed by a blast of flame and twisted metal. Your act of sabotage has set off an explosion which has completely destroyed the ironclad juggernaut and half of Argazad harbour, but it has cost you your life and sealed the doom of Magnamund.

+ Your life and your quest end here. +
+
+ +
+ + 346 + + + +

A curved steel door slides shut, sealing the entrance, and plunging the gloomy chamber into total darkness. Then a narrow column of yellowy light pours on to your head, and a man's voice, loud and full of arrogance, shatters the silence.

+

What brings you here, Drakkar? he booms, filling the chamber with resounding echoes. He speaks a curious dialect of Giak that sounds vaguely familiar. It is a dialect common in Magador, a border territory now occupied by Darkland armies. I seek the Slavemaster, you answer. I have come from Argazad to report that Sommerlund is burning!

+

That is welcome news indeed, comes the reply, in a tone far less severe.

+

The steel door slides open and your Giak escort are dismissed. As it clangs shut behind them, the light grows brighter until you can see clearly the man to whom you have just spoken.

+ Turn to 81. +
+
+ +
+ + 347 + + + +

You shoulder your bow and draw a hand weapon just in time to meet your enemies' attack. They swarm around you, howling with primal fury, their teeth bared and their faces contorted by hatred, as they raise their swords to cut you down.

+ + Drakkarim Marines + 29 + 40 + + If you win the combat, turn to 28. +
+
+ +
+ + 348 + + + +

The Liganim draws level with your hiding place then halts. Suddenly a tingling sensation ripples your scalp, as a wave of psychic energy washes over your mind. The Liganim turns his head and holds you with his cruel gaze, probing your thoughts. He finds what he is looking for: you are an imposter. He gives a high-pitched shriek and snatches a dagger from his belt as he hurls himself maniacally upon you.

+ + Liganim + 25 + 26 + +

Unless you possess the Magnakai Discipline of Psi-screen, deduct 1 ENDURANCE point at the beginning of every round of combat, owing to the creature's persistent psychic attacks.

+ If you win the combat, turn to 246. +
+
+ +
+ + 349 + + + +

Your speedy dispatch of the guards buys you precious time in which to escape from the outpost and disappear among the rocks and crags that line the roadway through the pass. Loudly the alarm bell echoes between the walls of solid rock, its dreadful clang reverberating in your head. You run for more than an hour before the sound fades completely.

+ Turn to 137. +
+
+ +
+ + 350 + + + + +

The next book in the Lone Wolf series is entitled The Plague Lords of Ruel.

+
+
+ + +

Only a circle of fire-scorched steel marks the spot where Darklord Gnaag finally met his doom. You look upon this patch of twisted metal and your spirits soar with the realization that you have defeated your arch-enemy in mortal combat. But your mission is yet to be completed. Quickly you remove the Crystal Explosive from your Backpack and approach the Transfusor. You place it in position, next to a shaft connected to the Lake of Blood from which the device draws its power. Once the crystal is primed, you hurry out of the chamber through the archway by which Gnaag entered. Guided by your instincts, you find your way around the tower to the oval landing platform, and to the means of escape from the Black City which awaits you there&emdash;Gnaag's Imperial Zlanbeast.

+

You are high above the city, steering the reluctant Zlanbeast eastwards to Aarnak, when the crystal detonates. Within moments it starts a chain reaction, which destroys the Transfusor, reduces Helgedad to a fiery holocaust of shattered granite and twisted steel, and brings about the rapid demise of the Darklords and their armies scattered throughout Magnamund.

+

Your victory is total. At last you have fulfilled your destiny to avenge the Kai and rid your land of the evil that has threatened her for thousands of years. You return to Sommerlund a conquering hero, and, as Kai Grand Master, you begin the task of restoring the Kai to their former glory. The chronicle of your struggle against the Darklords will pass into legend, inspiring future generations of Kai warriors to keep alive your ideals of bravery, skill and selfless courage. Yet the saga that is the story of your life does not end here. In future times the chronicle will tell of the adventures you undertook during your Kai Grand Mastership. Until the time comes for their telling, may the Gods Ishir and Kai watch over you, Grand Master Lone Wolf, hero and saviour of Sommerlund.

+
+
+
+
+ +
+ + Sommerlund &ersand; the Darklands + + + + + + Brian Williams + + + + + +
+ +
+ + Action Chart + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + + + JC Alvarez & Jonathan Blake + + + + +
+ +
+ + Combat Rules Summary + + + +
    +
  1. Add your COMBAT SKILL to any extra points given to you by your Kai Disciplines.
  2. +
  3. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  4. +
  5. Pick number from Random Number Table.
  6. +
  7. Turn to Combat Results Table.
  8. +
  9. Find your Combat Ratio on the top of chart and cross-reference to random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)
  10. +
  11. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0.
  12. +
+
+ + To Evade Combat + + + +
    +
  1. You may only do this when the text of the adventure offers you the opportunity.
  2. +
  3. You undertake one round of combat in the usual way. All points lost by the enemy are ignored, only Lone Wolf loses the ENDURANCE points.
  4. +
  5. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.
  6. +
+
+
+ +
+ +
+ + Combat Results Table + + + + + + Jonathan Blake + + + + + + + + Jonathan Blake + + + + + +
+ +
+ + Random Number Table + + + + + + Jonathan Blake + + + + + +
+ +
+ + Errata + + + +
+ + Introduction + + + +

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+
+
+ +
+ + Errata List + + + +

(The Story So Far&ellips;) Replaced both occurrences of nadziranim with Nadziranim. Replaced Koura-tas-Kai with koura-tas-kai. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn). Replaced giak legions with Giak Legions

+

(The Game Rules) Replaced both occurrences of ie, with i.e..

+

(Equipment) Replaced both occurrences of safe-keeping with safekeeping.

+

(Rules for Combat) Replaced on the page after the Random Number Table with in the back of this book.

+

(Lore-circles of the Magnakai) Capitalized bonuses in the title Lore-circle Bonuses.

+

(Improved Disciplines) Replaced their COMBAT SKILL with their ENDURANCE. Replaced both occurrences of eg, with e.g..

+

(5) Replaced bow string with bowstring and three rounds or less with four rounds or less.

+

(10) Replaced throughfares with thoroughfares.

+

(11) Replaced half-closed with half closed.

+

(15) Replaced elite with élite.

+

(17) Replaced Tok with tok.

+

(22) Reordered the first and second choices at the end of the section.

+

(46) Replaced Discipline with Disciplines.

+

(50) Replaced crystalizes with crystallizes.

+

(52) Changed the option that lead to Section 97 to lead to 297.

+

(53) Replaced side-stepping with sidestepping.

+

(57) Replaced hard pressed with hard-pressed.

+

(60) Replaced awe-struck with awestruck, balista with ballista, and balistas with ballistas.

+

(61) Replaced lop-sided with lopsided.

+

(80) Replaced semi-circular with semicircular.

+

(81) Replaced Aye!' with Aye!.

+

(92) Replaced Dsicipline with Discipline.

+

(94) Replaced nadziranim with Nadziranim and Helgenag with Helenag.

+

(101) Replaced Kaltese with Kaltesee.

+

(102) Replace Plain with Plane.

+

(110) Replaced war horn with war-horn.

+

(111) Replaced both occurrences of disciplines with Disciplines.

+

(124) Replaced blood-lust with bloodlust.

+

(138) Replaced youself with yourself and backpack with Backpack.

+

(142) Replaced gold braided with gold-braided.

+

(143) Replaced semi-circular with semicircular.

+

(150) Replaced fireswept with fire-swept.

+

(154) Replaced backpack with Backpack.

+

(159) Replaced discipline with Discipline.

+

(162) Reordered the choices at the end of the section.

+

(166) Replaced hard pressed with hard-pressed.

+

(169) Replaced Pathmanship with Pathsmanship.

+

(174) Replaced watertight with water tight.

+

(176) Replaced sword, Helshezag, and with sword Helshezag and and Zejar-deluga with Zejar-dulaga.

+

(177) Replaced discipline with Discipline.

+

(181) Replaced Pathmanship with Pathsmanship.

+

(183) Replaced icy-cold with icy cold and gulley with gully.

+

(189) Replaced elite with élite.

+

(196) Replaced the second and third occurrences of Argazad with Aarnak&emdash;surely the naval base (Argazad) doesn't supply itself.

+

(200) Replaced elite with élite.

+

(206) Merged the second and third paragraph.

+

(210) Replaced eventaully with eventually.

+

(217) Replaced blood-stained with bloodstained.

+

(221) Reordered the choices at the end of the section.

+

(232) Replaced death cry with death-cry.

+

(235) Replaced heavily-guarded with heavily guarded.

+

(236) Replaced bow string with bowstring.

+

(238) Replaced Zejar-Dulaga with Zejar-dulaga.

+

(240) Replaced backpack with Backpack and reordered the first and last choices at the end of the section.

+

(241) Replaced early-morning with early morning.

+

(263) Replaced semi-circular with semicircular.

+

(273) Replaced Pathmanship with Pathsmanship.

+

(286) Replaced Shadow shapes with Shadow-shapes.

+

(289) Replaced elite with élite.

+

(295) Replaced queuing with queueing.

+

(306) Replaced transfusor with Transfusor.

+

(307) Replaced fatique with fatigue and backpack with Backpack.

+

(321) Replaced side-stepping with sidestepping.

+

(324) Replaced bow string with bowstring and weapon skill with missile.

+

(327) Replaced clifff with cliff.

+

(343) Replaced creatures's with creature's.

+

(350) Replaced backpack with Backpack.

+

(Combat Rules Summary) Replaced cross reference with cross-reference.

+
+
+
+
+ +
+ + Footnotes + + + +

(Section 5) Be aware that these choices originally read three rounds or less&ellips; and longer than four rounds&ellips;. We've arbitrarily changed the first choice to read four rounds or less&ellips;, erring in the reader's favour.

+

(Section 61) Crowns or Lune may not be used in lieu of Kika in this instance.

+

(Section 145) This loss of ENDURANCE is permanent. (cf. Castle Death Section 129)

+

(Section 159) The Bronin Vest may be worn with a Padded Leather Waistcoat, but not with a Chainmail Waistcoat.

+

(Section 162) Crowns or Lune may not be used in lieu of Kika in this instance.

+

(Section 179) You may still risk taking the Black Cube if you wish.

+

(Section 184) Crowns or Lune may not be used in lieu of Kika in this instance.

+

(Section 187) The Zejar-dulaga occupies the same space in your quiver as a normal arrow. If you have 6 arrows, you may discard one in favour of the Zejar-dulaga.

+

(Section 200) If you only possess the Kai Discipline of Hunting&emdash;not Huntmastery&emdash;you may no longer hunt for food as you venture deeper into the Darklands.

+

(Section 221) Crowns or Lune may not be used in lieu of Kika in this instance.

+

(Section 350) The next book in the Lone Wolf series is entitled The Plague Lords of Ruel.

+
+
+ +
+ + Table of Illustrations + + + +

The following is a list of all Sections containing illustrations found in this book:

+
+ + Primary Illustrations + + + + + +
+ +
+ + Secondary Illustrations + + + +

Only the first occurrence of each secondary illustration is cited.

+ +
+
+
+
+ +
+ + Project Aon License + + + +

24 May 2001

+
+ + 0. Preamble + + + +

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Gary Chalk and Brian Williams are similarly offering the illustrations that they did for Joe Dever's books. This license is intended to protect the rights of the authors and the illustrators, the rights of his readers, and the quality of the distributions of the books.

+

Basically, by viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

+

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

+

This section does not contain the legally binding terms of this license. The precise terms and conditions of this license follow.

+
+
+ +
+ + 1. Definitions + + + +
+ + 1.0 + + + +

License shall hereafter refer to this document.

+
+
+ +
+ + 1.1 + + + +

Authors shall hereafter refer to Joe Dever and Ian Page, copyright holders for the literary works covered by this license. Where either Joe Dever or Ian Page are mentioned singly, they will be referred to by name.

+
+
+ +
+ + 1.2 + + + +

Illustrator shall hereafter refer to Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone and holder of the copyrights for the illustrations of books two through four of the Freeway Warrior series. Where either Gary Chalk or Brian Williams are mentioned singly, they will be referred to by name.

+
+
+ +
+ + 1.3 + + + +

Internet shall hereafter refer to any means of transferring information electronically between two or more Licensees. (the term Licensee is defined in Section 1.5 of the License)

+
+
+ +
+ + 1.4 + + + +

Internet Editions shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term Internet Editions is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

+

The following are the works written by Joe Dever which are being offered under the terms of this license:

+
    +
  • Flight from the Dark; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Copyright 1987 Joe Dever and Gary Chalk.
  • +
  • The Cauldron of Fear; Copyright 1987 Joe Dever.
  • +
  • The Dungeons of Torgar; Copyright 1987 Joe Dever.
  • +
  • The Prisoners of Time; Copyright 1987 Joe Dever.
  • +
  • The Masters of Darkness; Copyright 1988 Joe Dever.
  • +
  • The Plague Lords of Ruel; Copyright 1990, 1992 Joe Dever.
  • +
  • The Captives of Kaag; Copyright 1990, 1992 Joe Dever.
  • +
  • The Darke Crusade; Copyright 1991, 1993 Joe Dever.
  • +
  • The Legacy of Vashna; Copyright 1991, 1993 Joe Dever.
  • +
  • The Deathlord of Ixia; Copyright 1992, 1994 Joe Dever.
  • +
  • Dawn of the Dragons; Copyright 1992 Joe Dever.
  • +
  • Wolf's Bane; Copyright 1993, 1995 Joe Dever.
  • +
  • The Curse of Naar; Copyright 1993, 1996 Joe Dever.
  • +
  • The Magnamund Companion; Copyright 1986 Joe Dever.
  • +
  • Freeway Warrior: Highway Holocaust; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: Slaughter Mountain Run; Copyright 1988 Joe Dever.
  • +
  • Freeway Warrior: The Omega Zone; Copyright 1989 Joe Dever.
  • +
  • Freeway Warrior: California Countdown; Copyright 1989 Joe Dever.
  • +
+

The following are the works written by Ian Page which are being offered under the terms of this license:

+
    +
  • Grey Star the Wizard; Copyright 1985 Ian Page.
  • +
  • The Forbidden City; Copyright 1986 Ian Page.
  • +
  • Beyond the Nightmare Gate; Copyright 1986 Ian Page.
  • +
  • War of the Wizards; Copyright 1986 Ian Page.
  • +
+

The illustrations created by Gary Chalk of the following books are part of the illustrations being offered under the terms of this License:

+
    +
  • Flight from the Dark; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • Fire on the Water; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Caverns of Kalte; Illustrations copyright 1984 Joe Dever and Gary Chalk.
  • +
  • The Chasm of Doom; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Shadow on the Sand; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • The Kingdoms of Terror; Illustrations copyright 1985 Joe Dever and Gary Chalk.
  • +
  • Castle Death; Illustrations copyright 1986 Joe Dever and Gary Chalk.
  • +
  • The Jungle of Horrors; Illustrations copyright 1987 Joe Dever and Gary Chalk.
  • +
+

The illustrations created by Brian Williams of the following books are part of the illustrations being offered under the terms of this License:

+
    +
  • The Cauldron of Fear; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Dungeons of Torgar; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Prisoners of Time; Illustrations Copyright 1987 Brian Williams.
  • +
  • The Masters of Darkness; Illustrations Copyright 1988 Brian Williams.
  • +
  • The Plague Lords of Ruel; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Captives of Kaag; Illustrations Copyright 1990, 1992 Brian Williams.
  • +
  • The Darke Crusade; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Legacy of Vashna; Illustrations Copyright 1991, 1993 Brian Williams.
  • +
  • The Deathlord of Ixia; Illustrations Copyright 1992 Brian Williams.
  • +
  • Dawn of the Dragons; Illustrations Copyright 1992 Brian Williams.
  • +
  • Wolf's Bane; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Curse of Naar; Illustrations Copyright 1993 Brian Williams.
  • +
  • The Buccaneers of Shadaki; Illustrations Copyright 1994 Brian Williams.
  • +
  • Mydnight's Hero; Illustrations Copyright 1995 Brian Williams.
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  • Rune War; Illustrations Copyright 1995 Brian Williams.
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  • Trail of the Wolf; Illustrations Copyright 1997 Brian Williams.
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  • The Fall of Blood Mountain; Illustrations Copyright 1997 Brian Williams.
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  • Vampirium; Illustrations Copyright 1998 Brian Williams.
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  • The Hunger of Sejanoz; Illustrations Copyright 1998 Brian Williams.
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  • Freeway Warrior: Slaughter Mountain Run; Illustrations Copyright 1988 Brian Williams.
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  • Freeway Warrior: The Omega Zone; Illustrations Copyright 1989 Brian Williams.
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  • Freeway Warrior: California Countdown; Illustrations Copyright 1989 Brian Williams.
  • +
+

Internet Editions shall not refer to any other works by the Authors nor any other illustrations by the Illustrators. Internet Editions shall refer solely to the text and illustrations of the above works when made available through the Internet.

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Licensee shall hereafter refer to any person or electronic agent who receives some or all of the Internet Editions. The Licensee shall hereinafter be referred to as Licensee or you.

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+ + 1.6 + + + +

Distribution Point shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions.

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+ + 1.7 + + + +

Maintainer shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

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+ + 2. Terms of Distribution + + + +
+ + 2.0 + + + +

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

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+ + 2.1 + + + +

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

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+ + 2.2 + + + +

You agree to refrain from redistributing the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason. You are granted the right to receive a copy or copies only for your own personal use.

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This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

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Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to HTML frames.

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One exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

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You agree to be bound by the terms and obligations of this License by receiving or viewing a copy or copies of the Internet Editions even though you have not signed any written document. Indeed you have no right to receive or view a copy or copies without first agreeing to the terms and obligations of this License.

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The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

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If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person lives, they may have a parent or legal guardian agree to be bound by the terms and obligations of this license. That same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

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The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

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+ + 3. Termination of the License + + + +
+ + 3.0 + + + +

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

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If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

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+ + 4. Jurisdiction + + + +
+ + 4.0 + + + +

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

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+ + 5. Revision of the License + + + +
+ + 5.0 + + + +

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

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+ + 6. NO WARRANTY + + + +
+ + 6.0 + + + +

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS AS IS WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

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+ + 6.1 + + + +

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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-- 2.34.1