by Joe Dever
217
Quickly you draw the bolt and, as you step away from the door, you hear the squad leader call out in response to the knock: ‘Enter!’
The door shudders and the handle turns as an attempt is made to enter the antechamber.
If you possess Kai-alchemy, turn to 247.
If you do not, turn to 28.
218
You hand over the Gold Crowns and the trader slips the coins into the pocket of his apron. Then you and your companions each take one of the loose-fitting robes and slip them on over your tunics. The thin, hooded garments are large enough to conceal your backpacks and weapons, and you are pleased to discover that they do not hamper your movement.
Having concluded your business, you thank the trader and bid him farewell. Then you leave this village and continue your ride south.
Turn to 118.
219
You smash the head of the Claw against the floor to remove the burning log, and then tuck the artefact in your belt. Below, you can hear the door to the tower being blown off its hinges and an old fear returns to chill your blood. The Autarch's guards are storming up the stairs; it is only a matter of seconds before they will enter the chamber. Your instincts tell you to save your unconscious companions, but your rational mind tells you that this is now impossible; there is only time enough to save yourself. You bid them a sad farewell as you run towards the open window and leap out onto the platform of the Autarch's sky-chariot. Below, you glimpse the Imperial Guards gathered around the body of the Autarch. To your amazement, you see that they are helping their leader to his feet. Sejanoz is still alive.
Quickly you look to the controls of the sky-chariot and they seem vaguely familiar. They are similar in design and purpose to those found at the helm of Cloud-dancer, albeit on a smaller, simpler scale. You place your right hand on a sparkling sphere, but as you are pushing it forwards to make the chariot advance, a handful of the Imperial Guards in the courtyard below fire a volley of projectiles at you.
The Autarch has given the order; he is determined not to let you get away.
Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked.
If your total score is now 0, turn to 123.
If it is 1–3, turn to 254.
If it is 4–7, turn to 300.
If it is 8 or higher, turn to 192.
220
Quickly you return to Captain Gildas and discover that Ranger Durasso has been killed, and Sergeant Paviz badly wounded by the Claw's second blast of power. You use your Kai healing skills to staunch the flow of blood from the sergeant's wounded arm, and then you scan the trail leading south from the pass for signs of the escaping enemy squad. In the failing light you glimpse their black-clad forms hurrying away along the trail which heads towards the Bhanarian Plain.
Gildas and his rangers are too shaken to attempt an immediate pursuit and so you allow them to rest and recover their strength. When you cast your eye towards the ravine where Cloud-dancer was hidden, before it was attacked by the flying horde, your Sixth Sense suddenly informs you that there is something waiting for you there.
To continue, turn to 13.
221
You shoulder your Bow, and then you speak the words of the Brotherhood Spell Lighting Hand and point your right hand at a pool of oil on the ground in front of the charging Xanon. An arc of crackling blue energy hits the black puddle and ignites the oil with a terrific Whoomph! sending a searing ball of flame and black smoke soaring into the air. The heat of the fireball forces the Xanon to retreat, but as they pull back, you suddenly become aware of a new threat.
Some Xanon have ridden in a wide arc around the ruins and have come up behind your position. You hear their leader snorting gruffly as he leaps into the ruined hall, and you spin around to face him. Hurriedly, you unsheathe your Kai Weapon and leap forward to block his path before he can launch a surprise attack upon the backs of your three companions.
To continue, turn to 270.
222
You use the power of your Grand Mastery to dislodge the spit that supports the roasting side of beef. It collapses into the fire, scattering red hot coals across the floor. Some of the coals ignite a leg of the table and, gripped by a sudden panic, the soldiers leap from their seats and attempt to put out the flames with their cloaks and their mugs of ale.
In the confusion, none of them see you enter the mess hall. You take cover behind a stand of armour, and then you draw upon your Magnakai Discipline of Invisibility to help keep you hidden before you attempt to reach the far door.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.
If your total score is 2 or lower, turn to 8.
If it is 3 or higher, turn to 211.
223
You detect that the woman is attempting to ensnare you with a powerful mind charm. You draw upon your Magnakai Discipline of Psi-screen to block her spell and you are able to resist her mesmeric commands, but the effort drains your mental energy: lose 2 ENDURANCE points.
Unfortunately, your companions do not possess your strong psychic defences and they continue to ride along the track, lured on by her hypnotic voice. You call out to them to halt but they seem oblivious to your presence. You must act quickly if you wish to save them from her sinister spell.
If you possess a Bow and wish to use it, turn to 312.
If you possess Kai-alchemy and wish to use it, turn to 151.
If you possess Magi-magic and wish to use it, turn to 53.
If you possess Elementalism and wish to use it, turn to 124.
If you possess Kai-surge and wish to use it, turn to 281.
If you possess none of these skills, nor a Bow, or if you choose not to use them, turn instead to 164.
224
You use your Kai Mastery to command the ghastly creature to spit out your rope and swim away.
Pick a number from the Random Number Table. For every level of Kai rank you have attained above the rank of Kai Grand Guardian, add 1 to the number you have picked.
If your total score is now 6 or lower, turn to 315.
If it is 7 or higher, turn to 276.
225
Instinctively you reach for the hilt of your Kai Weapon, but Rimoah stays your hand. ‘Hold, Grand Master. These are not our enemies — they're our friends.’
The four gaunt, grey, grime-encrusted figures leave their hiding places and move slowly towards the cage. It is not until their leader smiles and reveals his white teeth that you realize they are human. The many weeks that these Siyenese rangers have spent in the hell of the Doomlands have exacted upon them a heavy toll.
Illustration XIV—Four gaunt, grime-encrusted figures leave the cover of the rocks and move towards you.
‘Greetings, Lord Rimoah,’ says the leader. ‘I am Captain Gildas of the King's Ranger Regiment, and these are my men — Sergeant Paviz, Ranger Durasso, and Ranger Yalin. We're glad you've arrived before the enemy, though by no more than a few hours at best.’
Captain Gildas looks at you and bows his head reverently. ‘We're honoured by your presence, Sir Kai. I was lucky to be in Seroa last year when Karvas was crowned King, and I witnessed your knighthood in the Palace Square. We Siyenese will be forever in your debt for ridding us of that usurper — Baron Sadanzo.’
You thank the Ranger Captain for his compliment and tell him that you have come here with Lord Rimoah to help capture the Claw of Naar. ‘It is vital that Sejanoz be denied the Claw,’ you say earnestly, ‘… at all costs.’
‘Fear not, Sir Kai,’ he replies with confidence. ‘We have laid a trap to ensnare the enemy and their foul relic. They'll not get out of Sunderer Pass. Come, we shall show you what we have prepared, but first you must conceal your skyship before the enemy arrive. Look over there, Lord Rimoah,’ says Gildas, pointing to a distant ravine. ‘That gully is deceptively deep. It will swallow
your ship without trace. You must hide it there. But first, may ask a favour?’
Rimoah nods in reply.
‘Our provisions are exhausted. We have some water, but we've had nothing to eat for days. Can you spare some food before you depart?’
‘Of course, Captain,’ replies Rimoah. ‘I'll have the bo'sun drop provisions this instant.’
Rimoah climbs into the boarding cage and is winched up to the rear deck of Cloud-dancer. Within minutes, the cage descends once more, laden with food and water. With a gleeful cry, Gildas throws open the cage door and he and his men leap upon the provisions like ravenous wolves. What little they fail to consume immediately they stow away in their empty backpacks for later.
As Cloud-dancer moves off to seek cover in the distant ravine, Captain Gildas leads you to the mouth of Sunderer Pass and shows you the preparations that he had his men have made in readiness to ambush the enemy squad.
To continue, turn to 334.
226
You retreat before the advancing Imperial Guardsmen until your backs are pressed against the base of the crimson tower. Gildas calls for you to look behind, and when you glance over your shoulder, you see that there is a red door set flush into the tower wall. Forcefully you push the door but it will not open. Then you notice a dial set in the middle of its surface, and in the centre of the dial is a small keyhole. The rangers load their bows and fire repeatedly at the advancing guardsmen as you attempt to unlock the door to the crimson tower.
The dial is surrounded by numerals numbering from 0 to 100. Using your Magnakai Discipline of Nexus, you determine that by turning the dial to one of these numbers, you will cause the lock to disengage and the door will open.
While examining the dial, you recall the wall safe in the barracks at Yua Tzhan. That lock required 3 digits to open it. This requires only one. The number that will open this lock is equal to the total you get when you add together the three digits that opened the wall safe.
When you think you know the answer, turn to the section of this book which is the same as your answer.17
If you are unable to determine the correct solution, turn instead to 244.
[17] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
227
Thinking that you are provisioners from one of the other wagons, the driver is glad to accept your offer to help gather up the vegetables that lie strewn across the paved street. The raised hoods of your robes help keep your faces in shadow, and he fails to recognize that you are not native Bhanarians. Then one of the iron doors in the northern wall creaks open, and a barracks guard barks an order to the waiting drivers to begin delivering their loads by hand. A collective groan arises from the line of parked wagons, but for you and your companions it proves to be a perfect opportunity to enter the barracks undetected.
Each of you takes a box of provisions from the rear of the wagon and joins in the line of drivers as they file through the iron door. You follow this line to a kitchen store room, located near the middle of the barracks complex, where you deposit your delivery and then return to the street to collect another box. As you are making your way back, you pass a door that your Kai senses tell you is unlocked. Quickly you slip inside and then signal to your companions to follow. When all of you are safely inside, you close the door and draw its bolt.
Turn to 298.
228
You are dismayed that your attempt to destroy the Claw has failed, yet you refuse to abandon all hope of ridding your world of this evil artefact. You resolve to deliver it to the Elder Magi, for you know that it is within their power to obliterate this weapon of darkness.
Captain Gildas consoles you, and from a pocket of his tunic he produces a small crimson gemstone which he cups in his palm, inviting your inspection. Without saying a word, he fixes this gem into one of the hollows in the shaft of the Claw, and then he hands you a seemingly ordinary compass.
‘Look at the compass needle, Sir Kai,’ he says, and he picks up the Claw and begins to walk. As he circles around you, the point of the needle follows his every move.
‘It's a Siyenese tracker-gem,’ he says. ‘The needle of the compass is tuned to its vibrations. It's just a precaution, in case you should be parted from the Claw before you deliver it to the Elder Magi. So long as the gem remains embedded in its shaft, you'll be able to track it using the compass.’ Gildas hands you the Claw and you compliment him for his prudence.
‘A very wise precaution, Captain,’ you say, as you slip the compass into your tunic pocket. ‘Somehow I feel sure that we have not yet seen the last of the Autarch's squad.’
(You can record the Siyenese Compass on your Action Chart as a Special Item. You should also record the Claw of Naar as a Special Item. You must discard two items in their favour if you already have the maximum number of Special Items permissible.)
You sheathe your Kai Weapon and follow Gildas as he returns to the horses. As you walk towards them, Ranger Yalin beckons you over to look at a strange shrub that is growing near the ruins.
If you possess Herbmastery, turn to 305.
If you do not possess this Discipline, turn to 255.
229
You use your improved Grand Mastery to cause the overhanging boughs of the trees to lash out at the Bhanarian guards. Startled by this unexpected attack, they drop their spears and raise their hands to protect their faces. The rangers seize this chance to attack and overpower them, leaving the guards lying unconscious beneath the leafy trees.
Turn to 41.
230
You tug your Kai Weapon from its scabbard and attempt to strike the falling rock as it plummets towards your torso.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add l to the number you have picked.
If your total score is now 3 or lower, turn to 191.
If it is 4–7, turn to 93.
If it is 8 or higher, turn to 7.
231
The corporal orders you to wait while he returns to his shack for a few moments to check his records. You sense that something is wrong, and you communicate this to Captain Gildas with a subtle shake of your head.
When the corporal disappears, you circle your horse around and then make a sudden charge at the barrier. The guards scatter as you bear down on them. Your horse sails across the barrier, with the rangers following closely behind. Without looking back, you gallop across the bridge and along the road that winds into the hills beyond.
Turn to 272.
232
Your journey south is favoured by a cooling breeze which sweeps down across the plain from the Hyunsei Mountains. Shortly before noon, you see a tented encampment in the far distance. Small crimson pennants flutter from its striped awnings, and groups of women and children can be seen walking along the banks of a nearby stream.
‘Plains-herder families,’ says Gildas. ‘Their menfolk are out on the grasslands rounding up groups of wild stallion. They train the horses and sell them at auction in Yua Tzhan.’
If you wish to visit the herder encampment, turn to 156.
If you choose to avoid the encampment and continue your ride south, turn instead to 2.
233
You intone the words of the Old Kingdom Spell Power Word and shape your mouth in readiness to utter it: Gloar!
The concussive energy of your spell-word slams against the Autarch's helm, and the force of the impact makes him shudder. He releases his grip and the rangers fall limply to the floor. Then he turns to face you.
‘Give me the Claw!’ he demands, his voice booming around the chamber. ‘Give me the Claw and I shall spare all your worthless lives!’
If you choose to obey his command, turn to 35.
If you choose to refuse his command, turn to 338.
234
You pull away from the stallion's scrabbling hooves, but your reflexes are too slow to save you from being struck twice on the head and knocked down: l
ose 4 ENDURANCE points.
Dazed but still determined, you stagger to your feet and draw upon your Kai powers of Animal Control to subdue the frightened horse. Your efforts are soon rewarded. As the lead stallion nestles his head against your shoulder, you call to the rangers to come out from under the bridge and take a look at their fine new mounts.
Turn to 314.
235
You launch a Mindblast at the angry sergeant and he reels back, clutching his head in pain. Your sudden psychic attack soon renders him unconscious, but you catch him before his limp body crumples to the ground.
You call out to the gate guards to come and help you. You say their sergeant has been taken ill, and quickly they respond. As they lift him out of your arms, you motion to your companions to follow as you slip away into the barracks.
Beyond the main gate is a courtyard where several wagons, filled with provisions, are being unloaded. You and your companions each take a box from the rear of the nearest wagon and join a line of men who are delivering their goods to a kitchen store room located near the middle of the barracks complex. You leave your boxes here and then return to the courtyard to collect some more. As you are making your way back, you pass a door that your Kai senses tell you is unlocked. You quickly step inside and then signal to the rangers to follow. When all of you are safely in, you shut the door and draw its bolt.
Turn to 298.