by Joe Dever
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.
Itikar: COMBAT SKILL 17 ENDURANCE 30
Fight the combat as usual, but double all ENDURANCE points lost by the bird. When its score falls to zero or below, 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 or below, 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 skyship. 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 0–3, turn to 366.
If it is 4 or more, turn to 277.
373
‘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.’9
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 — we'll be there before the dawn.’
You smile at his confidence, but it is not the actual journey that worries you — your concern is what you may or may not find upon your arrival.
Turn to 320.
[9] This section is the correct answer to the code in Section 331.
374
As you tumble earthwards, a blur of colour flashes before your eyes as the Kraan-riders, the skyship, 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 skyship 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 onto 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 Guard: COMBAT SKILL 17 ENDURANCE 22
Illustration XXII—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 whitewashed 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 around 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 — 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 w
ith 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 — ‘the needles’. Perched upon two of these huge rocky columns are Kraan, their Drakkarim 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.’
Illustration XXIII—Perched upon the huge rocky columns are Kraan, their Drakkarim 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 0–4, turn to 368.
If it is 5–11, turn to 252.
382
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 have ever been given 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 onto 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 — you are trapped. Before you can think of a plan, the Drakkarim burst from the arch and attack.
Drakkarim: COMBAT SKILL 17 ENDURANCE 35
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 Armourers' 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 — 5 Gold Crowns each
Daggers — 3 Gold Crowns each
Broadswords — 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 onto the 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.
Sentry: COMBAT SKILL 15 ENDURANCE 23
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.
Drakkar: COMBAT SKILL 16 ENDURANCE 25
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 tumbles 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 sputter on the walls, illuminating the pictograms engraved in the yellow stone.