by Joe Dever
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
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, but note your lost possessions elsewhere in case you find them again later.) Your hands are tied with wire, and you are frogmarched back to the plaza. A carriage is waiting. As you are thrown in head-first, Maouk climbs aboard and, gloating with triumph, gives the command: ‘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 -2–2, turn to 167.
If your total is now 3–9, turn to 190.
12
You are in underwater combat with a deadly salt water scavenger.
Bloodlug: COMBAT SKILL 17 ENDURANCE 11
Deduct 2 points from your COMBAT SKILL due to the speed of its attack. This creature is immune to Mindblast.
Illustration I—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 -1–7, turn to 151.
If your total is now 8–9, 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 — 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
Frantically the warrior pulls on the reins and tries to trample you beneath the hooves of his startled horse.1
Horseman: COMBAT SKILL 21 ENDURANCE 28
Illustration II—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, do not continue the combat but turn immediately to 82.
If you lose the combat, turn to 161.
[1] Restore half of any ENDURANCE points that you lose (fractions rounded down) during this combat if you win or evade (note what happens if you lose).
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 tha
t 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 possess the Kai Discipline of Hunting, add 2 points to your total.
If your total is now -3–-1, turn to 77.
If your total is now 0–6, turn to 192.
If your total is now 7–11, 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.
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 bears a label, handwritten in green ink.
Larnuma Oil (restores 2 ENDURANCE points per dose) — 3 Gold Crowns
Laumspur (restores 4 ENDURANCE points per dose) — 5 Gold Crowns
Rendalim's Elixir (restores 6 ENDURANCE points per dose) — 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.’
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 — 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 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
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 143.2
If you do not have either of these items, turn to 183.
[2] Note that you do not need any of your own Torches to use the Tinderbox in this case.
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 rapt 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 the 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 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 Sharna
zim 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 onto the ledge. Your fingers are bleeding and bruised, but you are still alive. You lose 1 ENDURANCE point.