by Joe Dever
If you wish to leave the trail and ride east across grasslands, turn to 250.
If you choose to stay on the trail and enter the Vanchou Forest, turn to 143.
310
You tear the scrap of papyrus into small pieces and swallow them to ensure that Rimoah's message will not be discovered by the enemy. Then you return to the mountain pass to rejoin Captain Gildas and his men, but upon arriving there you discover that his ambush has failed. Gildas triggered a rockfall to block the pass, but the Autarch's men used the Claw of Naar to blow their way through the resulting obstruction. In the ensuing fight, Ranger Durasso was killed and Sergeant Paviz was wounded in the shoulder. You use your Kai healing skills to numb the sergeant's pain, and then you scan the trail leading south from the pass for signs of the enemy squad. In the failing light you glimpse their black-clad forms hurrying away along the trail which leads towards the Bhanarian Plain.
Gildas and his rangers are too shocked after their deadly encounter with Autarch Sejanoz's guards to attempt an immediate pursuit. You inform the dazed captain that Lord Rimoah was forced to flee in order to save Cloud-dancer and his crew from the attacking horde, and he nods his head in silence. You also tell him of the message that Rimoah left behind. Then you hear Ranger Yalin shouting a warning: the flying creatures are returning. Hurriedly you take cover among the rocks and watch as they circle above the pass. Your Kai instincts tell you that these beasts cannot survive for long beyond the mountain borders of the Doomlands, and soon you see them returning north to Naaros. When the last of the creatures has disappeared, you beckon Gildas and his men to follow you down onto the mountain trail. Here you discover the bodies of two Imperial Guards who were caught by the rockslide ambush and crushed to death.
If you wish to search their pockets and backpacks, turn to 80.
If you choose to ignore them, you may leave the pass by turning to 291.
311
A swift search of his chamber uncovers the following items:
Dagger
Axe
Laumspur (sufficient for 3 doses. Each dose is an individual Backpack Item. One dose will restore 4 ENDURANCE points when swallowed after combat.)
Food (enough for 3 Meals)
Bow
Bar of Soap
5 Arrows
Sword
100 Ren (equivalent to 10 Gold Crowns)
If you wish to keep any of the above items, make the necessary adjustments to your Action Chart.
To leave the chamber and return to the rangers, go to 125.
312
Hurriedly you draw an Arrow to your Bow and take aim at the woman. She sees you but she seems undaunted by your threat. You release your Arrow and send it arcing through the air, but as it falls towards her it passes through a shimmering wall of heat and erupts into flame.
Fearing that you could be facing a powerful sorceress, you shoulder your Bow and try to think of a more effective weapon to use against her.
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, or if you choose not to use them, turn instead to 164.
313
You tell Gildas and his men to keep a lookout, and then you kneel in front of the doors and examine the keyhole. You discover that the doors are fitted with a formidable lock, and you suspect that you may have to resort to force to open it.
If you possess Kai-alchemy and wish to use it, turn to 65.
If you possess Magi-magic and wish to use it, turn to 263.
If you possess neither of these skills, or if you choose not to use them, turn to 324.
314
Gildas and his men emerge from beneath the bridge and they each choose a stallion. They are all expert horsemen, and they are able to make bridles and saddlecloths from ropes and blankets that they have stored in their packs. Within the hour, all four of you are ready to leave the bridge and ride south in pursuit of the enemy.
Before you set off, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 130.
315
The creature spits out your rope, but it is angered by your mental commands and it comes speeding towards you, its jaw agape in readiness to swallow you whole. You must fight it.
Sligza: COMBAT SKILL 49 ENDURANCE 22
This enemy is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 328.
316
You take a single Gold Crown from your belt pouch and toss it onto the floor (remember to erase this Crown from your Action Chart). The fortune-teller scurries after the coin like a cat after a mouse. While he is searching for it, you leave the table and stride towards the tavern door with Gildas and his men following close behind.
To continue, turn to 295.
317
You draw an Arrow to your Bow and take aim at one of the leading Xanon as it comes charging through a puddle of crude oil.
If you possess Magi-magic and have attained the rank of Kai Grand Guardian or higher, turn to 6.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 34.
318
You magnify your vision and see that the approaching figures are Bhanarians. Armed with swords and spears, they are all clad in black quilted tunics edged with gold braid and emblazoned with the tiger's-head emblem of Autarch Sejanoz. They are clearly a unit of Imperial Guards from the Autarch's court in Otavai. As the squad of twelve guardsmen draws nearer, your Kai Sixth Sense tells you that something is wrong. These are élite soldiers of the Autarch's personal bodyguard, yet they seem to have forgotten basic military practice: they have placed no scouts at the head of their squad to check that the way ahead is clear.
If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord, turn to 49.
If you do not possess this Discipline, or if you have yet to attain this level of Kai rank, turn instead to 74.
319
As you gallop through the stables, you quickly recite the words of the Brotherhood Spell Lightning Hand and raise your right arm. You point your outstretched fingers towards the closing doors and a crackling bolt of blue fire leaps from your fingertips. It strikes one of the troopers who is attempting to bar your escape, and it sends him cartwheeling across the straw-covered ground. His companion slams shut one door, blocking half of the doorway, but there is still space enough for you and your companions to make good your escape into the street beyond. As you gallop through the narrowed exit, you steer your horse to the right and race away along a cobblestoned street.
Turn to 14.
320
You show the Tiger Ring to the sergeant and he nods his approval. Believing that you and your companions are the Autarch's secret agents, he steps aside and allows you to enter the barracks.
Turn to 110.
321
You steel yourself for the act you are about to commit; then you draw back your Kai Weapon and deal the creature a stabbing blow to its chest. With a chilling cry, the beast crumples to the ground and begins to shrink and change. Within the space of a few fleeting seconds the transformation is complete, and you find yourself staring with disbelief at the wounded body of a frail old man.
Instinctively, you rush to his side and cradle his greying head in the crook of your arm. Then you attempt to relieve the pain of his chest wound by the use of your Kai healing skills. You lay your right hand upon his chest and transmit the power of your healing into the wound. You feel some of your energy draining from your body (lose 2 ENDURANCE points) as the mending process takes place, but when finally you remove your hand, you discover that no trace of the wound remains.
To continue, turn to 76.
322
Only the swiftness of your reactions saves you and your companions from a watery death. You race back along the hill road, through the blinding rain, with a surging torrent of mud and debris chasing you all the way. Trees are uprooted and loose boulders are sent hurtling into the air by the destructive force of this merciless flow.
You succeed in outrunning the mudslide but at some cost. Your horses are so drained by the ordeal that two of them die of exhaustion, and a third becomes too lame to continue. You are forced to abandon them and continue your journey on foot. You head east, and take shelter on a wooded hillside while you wait for the rains to abate.
While you are resting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 59.
323
There is a blinding flash of scarlet light upon the instant that your blade strikes the shaft of the Claw, and a searing wave of energy sends you crashing backwards to the ground: lose 2 ENDURANCE points.
Dazed and gasping for breath, you drag yourself to your feet and approach the altar stone which is now wreathed with trails of grey smoke. To your dismay, you discover that the Claw is still intact. Despite the huge burst of energy that your blow released, you discover no mark or blemish upon its gnarled shaft.
The blade of your Kai Weapon, however, is notched and discoloured at the point where it struck the shaft of the Claw. (The damage to your Kai Weapon has caused a permanent reduction of 2 points to its COMBAT SKILL bonus. You should now adjust the bonus on your list of Special Items.)
To continue, turn to 103.
324
You instruct the rangers to unsheathe their swords and insert the tips of their blades in the gap in the door, close to the hinges. You detect that the hinges are rusty, and they are far weaker than the lock. On your signal, the rangers push against the flats of their blades and lever the doors open.
Pick a number from the Random Number Table.
If the number you have picked is 3 or lower, turn to 177.
If it is 4 or higher, turn to 249.
325
You unsheathe your Axe and strike the boulder a mighty blow that shatters the rock and frees your trapped foot. You fall to the base of the ravine, but your natural agility enables you to twist in mid-air and land safely on your feet without further injury.
Quickly you ascend the steep gully wall and retrieve the steel tube. You tuck it into your belt and then climb back to the top of the ravine before you stop to examine what the tube contains.
Turn to 140.
326
Your Arrow strikes the cannon's pressure cylinder, but it fails to penetrate the thick iron skin and it ricochets away. Your failed attempt to destroy the cannon betrays your presence, and a handful of the Bhanarians leave the fight at the archway and come running towards the antechamber with their swords and axes raised to strike.
You shoulder your Bow and offer up a short prayer to Ishir to protect you as you get ready to meet their determined attack. With your battle-cry upon your lips, you pull open the door and flail your Kai Weapon at the first Bhanarian who comes within striking distance.
Bhanarian Guards: COMBAT SKILL 37 ENDURANCE 40
If you win this combat, turn to 144.
327
‘Come, brave rangers. We must pursue the enemy without delay,’ you plead, in an effort to rally your exhausted companions. ‘They must not be allowed to steal away the Claw.’
‘Hold, Sir Kai,’ retorts Captain Gildas. ‘The enemy is too strong. They outnumber us, and they possess a weapon that can slay us all but with one bolt. Do you not recall what happened at Sunderer Pass? I have lost one good man already. I have no desire to risk any more in a reckless pursuit.’
‘Are you breaking your vow to help me, captain?’ you ask, reproachfully.
‘No, Sir Kai,’ he retorts. ‘My vow remains true. I simply propose we pursue the enemy at a safe distance. They may run with the Claw of Naar, but they cannot keep it from us forever. The tracker-gem that I've placed in the haft will always lead us to it, no matter where it may be hidden.’
‘You are right, Captain,’ you reply, apologetically. ‘Firstly we shall rest and recover our strength. Then we shall hunt down our enemy and reclaim that accursed artefact before they can deliver it to Autarch Sejanoz.’
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 201.
328
You quickly recover from the shock of your watery encounter, and you strike out with renewed vigour for the opposite bank. Upon reaching the far side, you tie the rope around a sturdy tree trunk and signal to the rangers to begin crossing. All three cross the river safely, and together you approach Zuda under cover of darkness.
The road into the town is heavily patrolled by Bhanarian soldiers. When you nearly collide with one of these patrols, you are forced to seek cover in an empty woodcutter's hut.
To continue, turn to 3.
329
You halt beside the wrecked wagon and use your Animal Mastery to converse with the belligerent bird. To your surprise, you discover that the crow is not angry at all — he is trying to warn you. You learn that the forest is dominated by an evil shape-changer that feeds on human blood. The bird tells you that it has claimed many victims, including the poor souls who once ventured here long ago in this wagon. You are about to ask the crow where this shape-changer can be found, but something disturbs him. He takes fright and quickly flies away.
If you wish to turn back towards the north and leave the forest, go to 91.
If you decide to continue southwards along the trail, turn to 170.
330
You utter the words of the Old Kingdom Spell Invisible Fist and project your clenched right hand towards the closest of the onrushing creatures.
The power of your spell hits the beast squarely in the chest and sends it somersaulting sideways, out of control. With a sickening thud, it impacts against the rocky wall of the mountain pass and disappears from view.
To continue, turn to 18.
331
You thread your way through the crush of soldiers and enter the barracks unchallenged. The raised hoods of your robes keep your faces in shadow, and the guards fail to recognize that you are not native Bhanarians.
Beyond the entrance 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. Quickly you slip inside and then signal to the rangers to follow. When all of you are safely inside, you shut the door and draw its bolt.
Turn to 298.
332
By the combined use of your map and your Grand Master Discipline of Astrology, you are able to determine that the ruins lie 75 miles due north of Yua Tzhan. If you can maintain a steady pace throughout the day, you feel confident that you can reach the city by nightfall.
To continue, turn to 232.
333
You call upon your improved Kai Mastery to conjure up a mist beneath the first arch of the bridge. Made eerie by the light of the torches that the soldiers are carrying, the sudden appearance of this mist startles the soldiers on the river bank. Fearing that a monster is set to rise up and consume the bridge with its fiery breath, they turn tail and flee in panic from the water's edge.
Turn to 127.
334
Above the narrowest section of the mountain pass, the rangers have rigged a great wooden platform heaped with boulders and rocks. A length of rope has been tied to a prop which supports this platform, and it trails back to a hiding place overlooking the pass. ‘One pull on t
his rope,’ says Sergeant Paviz, flashing a wicked grin, ‘and the whole lot'll come tumblin' down on their heads!’
Captain Gildas tells you that the enemy squad is expected to traverse the pass before nightfall. He posts Ranger Durasso as lookout atop a high peak, and while you wait for the enemy to show, you pass the time in conversation with the captain.
Slowly the sun sets beyond the western horizon and a blanket of cloud rolls across the sky from the north, bringing with it a chill night wind. Then you hear Durasso whistling: it is the signal that the enemy have been sighted. Quickly you look down into the pass below and notice a group of dark figures moving along the mountain track.
If you possess Grand Huntmastery or Grand Pathsmanship, turn to 318.
If you have neither of these Grand Master Disciplines, turn instead to 112.
335
Cautiously you continue your approach towards the enemy encampment. Upon reaching the edge of the copse, you catch sight of the Imperial Guards gathered around a campfire. They are eating the remnants of a roasted fanji, and their horses are tethered by silken ropes to the bough of a chestnut tree some distance away from the crackling fire. A few of the warriors are already asleep, including their leader. You observe him carefully and your Kai Sixth Sense tells you that the Claw of Naar is wrapped in the blanket roll he is using as a pillow. Having committed the details of the encampment to memory, you signal to Captain Gildas to follow as silently you slip away and return to your waiting companions.