by Joe Dever
276
Reaching for your weapon you manage to hack your way through the tangle of wood and twisted branches to the clearer forest beyond. Your cloak is torn in several places and your right leg is badly bruised above the knee.
Lose 1 ENDURANCE point and turn to 213.
277
When you awake, you find yourself lying at the foot of a steep slope in a tangle of tall grasses. Your Backpack and Weapon are missing and your head aches. You cannot tell how long you have been unconscious, but you realize that you must not delay in pressing on with your mission.
Standing up, you see your Backpack is intact but the Weapon is broken in two and is now useless. Remember to cross it off your Action Chart. (If you have more than one weapon, only one of them is broken — you may choose which one it is.) You quickly pick up your Backpack and move off into the trees ahead.
Turn to 113.
278
You quickly leave the path and gallop off along the track heading towards the capital. When you reach the point where the Doomwolves stopped, you can see just beyond a meadow the main highway which runs from the northern port of Toran to Holmgard. You should reach the capital by morning.
Turn to 149.
279
You clamber over the loose rocks and into the mouth of the cave, and then quickly turn to push a large rock over the entrance.
After a few minutes you see the Giaks on the rocky ledge outside, their evil yellow eyes furtively searching every crevice of the hillside. They are so close that you feel sure that they must spot you any second now.
Pick a number from the Random Number Table.
If the number you have picked is 0–6, turn to 112.
If the number is 7–9, turn to 96.
280
As you begin your climb, you hear the beat of wings approaching from the west. Kraan! By the noise they are making you estimate there are at least ten, perhaps more. You curse your bad luck, for the hillside offers no cover from the sky. If you are attacked during this difficult climb, you will find it nearly impossible to fight back and remain upright at the same time.
If you decide to draw your weapon and remain completely still, in the hope that the Kraan will not spot you, turn to 327.
If you decide to quickly descend the hillside and take cover in the tunnel, turn to 170.
281
As you race through the trees you can hear the horrible cackle of the Giaks close behind you. Soon the trees start to thin out and directly ahead you can see a rocky hillside.
If you break cover and climb up the hill, turn to 311.
If you change direction and continue your run through the forest, turn to 77.
282
Looking above the heads of the crowd, you notice that one of the shops opposite the main gate is the timbered surgery of a city physician. Suddenly, a bold plan springs to mind. Bracing yourself against the tide of bodies, you struggle across to the other side of the street. You quickly enter to find that there is no sign of life, apart from a brightly coloured parrot in its cage by the window.
Taking a selection of small bottles you slip on a white surgeon's cloak, and fight your way back to the main gate. ‘An emergency!’ you bluff, as guards stop and question you. ‘It's the royal cook's wife … she's having a baby.’
The guards hesitate for a moment, but you assure them that the matter is most urgent and they decide to let you in. One of the great doors swings open about two feet, and you are roughly pushed through the narrow gap into the courtyard beyond.
Turn to 11.
283
You are only ten feet or so away from the robed stranger when the raven squawks a warning to its master who instantly spins around. You are frozen in your tracks by the hideous apparition of a Vordak, a lieutenant of the Darklords and one of the undead. You must fight him.
Due to the surprise of your attack, you may add 2 points to your COMBAT SKILL for the first round of combat only.
Unless you have the Kai Discipline of Mindshield, deduct 2 points from your COMBAT SKILL for the second and subsequent rounds of fighting, for the creature is attacking you with the power of its Mindforce as well as with a large black mace!
Vordak: COMBAT SKILL 17 ENDURANCE 25
If you win, turn to 123.
284
Your passage through the Graveyard will not be easy, for the ground is broken and covered with a thorny graveweed. This wicked briar tears your cloak and cuts your legs. The air hangs heavy and still. Foul gases seep from open crypts and the haunting murmur of distant whispering fills your ears.
Illustration XVI—Your passage through the Graveyard is not easy — the ground is broken and covered with thorny graveweed.
Carefully, you approach a gap between two ancient pillars, and part the graveweed with your cloaked hand. Suddenly, the ground collapses beneath you and you fall in a tumble of earth and stone.
Turn to 71.
285
With a sickening thud, the chunk of marble cracks open the back of the Giak's head. The creature drops to its knees and slowly falls forward, down to the ruins below. Elated by your skill, you race forward to aid the young wizard.
Turn to 325.
286
Messengers of death — and ones eager to deliver their news — the Doomwolves surround and then attack you. Valiantly you fight, but it is to no avail for there are too many of them.
As your life's blood seeps away and eternal dark approaches, the last sight you remember is the glint of sunlight on the spires of Holmgard.
You have failed in your mission.
287
The track soon disappears completely into a tangle of thorny brambles and low-branched fir trees.
If you decide to return to the junction and head east, turn to 13.
If you decide to hack your way slowly through the undergrowth in this present direction, turn to 330.
288
As you reach the walls of the fieldworks, the large oak gates open and you are quickly hurried inside. A sergeant, bloodstained and battle-weary, calls to an officer who turns and recognizes your cloak.
‘My Lord,’ he says. ‘Where are the other Kai Masters? We are in desperate need of their wisdom. The Darklords press us most cruelly and casualties are high.’
You inform the brave officer of the terrible fate of your kinsmen, and the urgency of your mission to seek the King's council. Without saying a word, he motions to a soldier to bring forward two horses. You both mount and gallop off towards the high city wall of Holmgard.
Turn to 129.
289
The two guards look tired and anxious. They nervously hold their royal halberds in front of themselves, using the weapons to push away anyone who comes too close to the gates. An angry woman attacks one of them, pounding his chest with her clenched fists making him fall against the other guard. All three collapse in a struggling heap of flailing arms and legs. Seeing your chance, you dash forward and pull the large lever which opens the great doors.
You slip inside and the doors close without either of the guards seeing you enter.
Turn to 139.
290
Inside the long box is a Quarterstaff wrapped in leather. You may take this Weapon if you wish. You close the box and descend the ladder to the clearing below, taking care to use only the sound rungs.
Turn to 140.
291
The two Giaks lie at your feet, their bodies twisted and lifeless. A quick search reveals 6 Gold Crowns, 2 Spears, and a Dagger.
You may keep the Gold and take either the Dagger or a Spear. Remember to mark this on your Action Chart.
The Kraan flew off during your battle, and the track is now deserted. You adjust your Backpack and continue your mission.
Turn to 272.
292
The last thing that you experience of this life is the feeling of being sucked into the void of darkness. No trace of you remains in this world, for you have passed into a realm of timeless existe
nce. You have become a slave of an ancient evil.
Your adventure ends here.
293
With a wave of his hand, Banedon leaves the ruins and you continue your mission, pushing on through the thick woods ahead. You have not gone far when you realize several pairs of yellow eyes are watching you from the undergrowth to your left. Suddenly, a black arrow skims the top of your head. It is a Giak ambush and you must run as fast as you can to escape it.
Turn to 281.
294
Staying underwater for as long as you can, you finally surface to see the Giaks far behind you. You have lost your Weapon(s) and Backpack but at least you are still alive.
You wade out of the muddy water and continue your journey under cover of the trees that line the right-hand bank.
Pick a number from the Random Number Table.
If the number you pick is 0–2, turn to 230.
If the number is 3–6, turn to 190.
If the number is 7–9, turn to 321.
295
You have continued your journey for about fifteen minutes when suddenly a black arrow whistles past your head and embeds itself in a tree. Instinctively you duck and draw your weapon.
If you wish to remain where you are in order to try to spot the hidden archer, turn to 185.
If you wish to run for the cover of denser undergrowth, turn to 92.
296
You sense something is wrong. With fighting all around and the forces of the Darklords so near, why has this man stayed in the forest? You feel a strange aura of evil about him and decline his offer.
Turn to 90.
297
Using the skills taught to you by your masters in the art of Hunting, you inch your way through the foliage undetected. In less than a minute you are directly behind, and only a few feet from, the stake to which the ranger is tied. The wood is alight and great clouds of smoke are engulfing the poor victim. You take your weapon and run forward, hidden by the smoke. One blow of your weapon is all that is needed to sever his bonds, and you pull him free and back into the safety of the forest. As you press on into the forest, you hear the shrieks of the Giaks as they discover that their prisoner has literally disappeared in a cloud of smoke!
Turn to 117.
298
The head of the bird slowly turns and it curses you. An instant later, it flies off above the trees and has soon disappeared. Shocked by what you have heard you are now sure that the fledgling was a scout of the Darklords and is now probably on its way to inform them of your whereabouts.
If you wish to continue your journey along the track, turn to 121.
If you wish to leave the track and continue through the forest instead, turn to 38.
299
You soon realize that you are walking deeper into a wooded marsh. To continue in this direction will be slow and hazardous.
If you wish to continue, turn to 227.
If you wish to change direction and head towards firmer ground, turn to 95.
300
You walk for over an hour, during which time you keep a constant vigil for any sign of Kraan in the sky above. You have twice spotted their tell-tale shadows in the sky and on both occasions your quick wits have saved you from capture. You are now very hungry and must eat a Meal.
You may now continue on your journey by turning to 13.
301
Your Kai Discipline reveals that the west path is a dead end.
You choose the south path and turn to 27.
302
Pick a number from the Random Number Table.
If the number you have picked is 0–2, turn to 110.
If the number is 3–9, turn to 285.
303
The forest here is sparse and hilly. It does not give much cover from an attack from the air. You move as quickly as you can from tree to tree, to avoid the Kraan but you can hear the sound of Doomwolves close behind.
If you have the Kai Discipline of Camouflage, turn to 237.
If you do not, turn to 72.
304
The Gem feels incredibly hot and burns your hand. Lose 2 ENDURANCE points.
You quickly pick it up with the edge of your Kai cloak and slip this Vordak Gem into your Backpack. A Gem that size must be worth hundreds of Crowns. But the Giaks are very close and their arrows whistle past your head as you turn and run for the safety of the forest.
Turn to 2.
305
Through the open doorway of the first hut, you can see the body of a charcoal burner lying face down on the rough stone floor. He has been murdered, stabbed in the back by a spear. All his furniture and belongings have been smashed and broken and not one piece remains intact.
This is the evil handiwork of Giaks without any doubt, for they delight in the destruction of all things. A quick check of the other huts reveals a similar story of murder and wreckage. In the last hut that you search, you discover a Giak Spear — proof of your suspicions. You may keep this Weapon if you wish.
More determined than ever now to succeed in your mission, you continue along the track.
Turn to 105.
306
The sound of battle gradually fades behind you. Suddenly, you are pulled to the ground. Three Drakkarim have dropped from a tree above. You struggle but it is useless for there are too many of them for you and they are very strong.
The last thing that you hear is the vicious snarls of Drakkarim as they raise their spears.
Your life and your mission end here.
307
Your climb is swift and easy. It reminds you of the many trees that you climbed and explored near Toran as a child, when you wanted to pick fruit or to look out over the beautiful countryside of Sommerlund.
Pushing open the treehouse door, you see an old hermit huddled in the corner of the small cabin. A look of great relief spreads across his face as he recognizes your green Kai cloak. He tells you that this area is full of Giaks, and that he has counted over forty Kraan flying over his home in the last three hours. They were heading east.
Illustration XVII—Pushing open the treehouse door, you see an old hermit huddled in the corner of the small cabin.
He scurries over to a cupboard and returns with a plate of fresh fruit. You thank him and place the fruit in your Backpack. There is enough for one Meal. The hermit also produces a fine Warhammer and lays it upon a table by the door. ‘Your need is greater than mine, Kai Lord,’ he says. ‘Please take this trusty Warhammer if you so wish.’
You may take this Weapon only if you exchange it for another Weapon already in your possession, for it is the only defence that the hermit has against the enemy.
Thanking the old man, you carefully descend the tree and continue on your mission.
Turn to 213.
308
The stable door is open and you can hear the breathing of a horse from inside the darkened interior. Suddenly, the horse senses your presence and rushes past, knocking you to the ground. You lose 1 ENDURANCE point.
If you wish to use the Kai Discipline of Animal Kinship, turn to 122.
If you wish to chase after the runaway horse, turn to 233.
309
You have taken less than ten paces when the raven squawks a warning to the stranger. Turning to face you, the robed creature utters a piercing screech that freezes your blood and grips your stomach with fear and panic. It is a Vordak, a lieutenant of the Darklords and one of the undead. Within seconds, a host of Giaks appear at its side and attack you. You fight bravely but you are greatly outnumbered.
The last thing you remember is the icy grasp of the Vordak's skeletal fingers as they close around your throat.
Your life and your mission end here.
310
You notice a small faded sign on the wall of a building opposite.
You remember that the royal court sessions are held within the citadel and you are sure that the west road must lead there.
Turn to 37.
311
> The hillside is steep and the earth is loose and slippery. You chance a swift glance over your shoulder and see the two Giaks emerge from the woods. They start to climb after you. About halfway from the peak of the hill, you spot a cave to your right, almost totally hidden by a landslide.
If you have the Kai Discipline of Camouflage, turn to 324.
If you wish to hide in the cave, turn to 279.
If you wish to avoid the cave and continue your climb to the peak, turn to 47.
312
You curse your ill luck. It seems that nature and the Darklords have conspired against you, but it does not shake your determination to reach the King.
Wiping the sticky mud from your clothes, you turn and press on into the forest.
Turn to 299.
313