by Joe Dever
Turn to 31.
44
Unfortunately, she lost all her maps and equipment while escaping from the Danarg. However, she clearly recalls seeing the Temple of Ohrido from the peak of a hill she calls ‘The Scarlet Tor’, which is situated on an island of firm ground, thirty miles beyond the Syada track. You thank her for her help and wish her good fortune before leaving the shop and continuing on your way.
Turn to 204.
45
You draw on your skill to repel the awesome snake, but it is very hungry and the smell of Paido's warm flesh draws it closer despite your success at masking your own scent.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 3 to the number you have picked.
If your total is now 0–6 turn to 155.
If your total is now 7 or more, turn to 167.
46
Kezoor lies dead, but Paido warns you not to approach the body. ‘I've heard tell that these priests of evil can awaken after death to avenge themselves. Stand back and I'll make sure this one never returns to haunt us.’
Paido raises his sword and severs Kezoor's head with one swift stroke. Both eyelids spring open revealing eyes burning red with hatred, but the fire quickly dies and the eyes turn a misty grey.
‘There, it is done,’ says Paido, wiping his sword on the sleeve of his tunic. He steps back and looks around. ‘Where is Trost?’
You cast your eyes to the place where he fell and see a fire-blackened body covered with the remains of incinerated spiders. ‘There he is,’ you say sadly. Paido takes a blanket from his Backpack and drapes it over the corpse before reciting the words of the Knurla — a Vakeros prayer for those who have fallen in battle.
Turn to 80.
47
This blue-steel blade was forged in the furnaces of Elzian, crafted by the Elder Magi as an instrument of good. The Helghast senses its latent power and hurriedly casts another sparking fireball, but it is poorly aimed. You strike the missile as you vault over the table, sending it hurtling back to its sender. It glances off the creature's shoulder and jars the staff from its shrunken hand. You seize the advantage and attack before it can retrieve the deadly weapon.
Gnaag Helghast: COMBAT SKILL 28 ENDURANCE 40
This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, you must reduce your ENDURANCE by 2 points at the beginning of every round that you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of the fight.
If you win the combat, turn to 195.
48
You pull away from the snickering Rahgu and grab Paido by the arm, dragging him along as best you can as you beat a hasty retreat. The creatures pursue you to the edge of the gas cloud but no further. You stop at the junction gasping in lungfuls of clearer air and then press on along the west spur.
Turn to 105.
49
‘Boran! Boran!’ shouts the dwarf, as he fights to get a grip of your tunic. Suddenly a door beside the bar slams open and another dwarf, younger and far more muscular than the innkeeper, strides into the room holding a massive, nail-studded club in his hairy fists. The innkeeper jumps aside as his son raises the club to strike.
If you have reached the rank of Primate and possess the Magnakai Discipline of Psi-surge, turn to 84.
If you have yet to reach the rank of Primate, or if you do not possess the skill of Psi-surge, turn to 257.
50
Frantically you scramble across the deck, collecting and hurling away the cubes as you go. Each cube is vibrating with an energy that is set to rip it apart, and as you cast the last one over the side, you see the others, many of them exploding with dull booms in the swamp far below.
Turn to 267.
51
You plummet through the mist and crash head-first into the rocks and boulders that lie just beneath the surface of the pool, 100 feet below. Death is instantaneous.
Your life and your quest end here.
52
You are in combat with a venomous Taan-spider and must fight it to the death.
Taan-spider: COMBAT SKILL 18 ENDURANCE 52
Owing to its venomous bite, you must double all ENDURANCE point losses sustained during the combat. This creature is especially susceptible to Mindblast and Psi-surge: triple all bonuses you would normally receive if you choose to attack with mind power.
If you win the combat, turn to 129.
53
Many years ago, this craft sailed the Tentarias, carrying cargoes of corn and linen to markets in the east. Now, old and leaky, it serves in retirement as a ferry for the farmers and settlers in the north.
The cabin was once luxurious, but it is now a cluttered mess of decaying junk. The sweet smell of pitch and damp timber hangs in the air, and patches of mould colour the walls.
Lying on a solitary bunk amongst a tangle of leather straps, rope, and torn clothing is a cork-stoppered flask of purple liquid.
If you wish to pull the cork and sniff the contents, turn to 228.
If you prefer to leave the flask untouched, turn to 98.
54
The stable is full of fine horses, all of them as sound and sturdy as the mounts given to you by Lord Adamas. Paido acts as lookout while you saddle up two black stallions. You are making the final adjustments to their bridles when Paido hisses a warning. ‘Four monks coming this way!’
You mount your fresh steeds and gallop out of the stables, scattering the startled monks, who had just reached the door. In an act of desperation, one of the monks unsheathes his sword and hurls it at your back. The deadly blade spins through the air with alarming accuracy.
Pick a number from the Random Number Table. If you have the Magnakai Disciplines of Huntmastery and Divination, add 3 to the number you have picked.
If your total is now 0–2, turn to 134.
If it is 3 or more, turn to 219.
55
Shafts of sunlight break through the slate-grey cloud, and the rain eases off and finally stops. You ride across the rolling valley floor towards the River Phoen until the track stops at a ramshackle house perched precariously on the river bank. An old wooden jetty juts out from the side of the house, its platform almost submerged in the rain-swollen river. A notice board standing in front of the house reads:
FERRY HOUSE LANDING
Passenger barges to Tharro — embark from this jetty.
Barges to Phoena — embark from opposite bank.
NO CATTLE, WAGONS, CARAVANS, OR HERD ANIMALS UNLESS BY SPECIAL ARRANGEMENT
If you wish to wait here for a barge to Tharro, turn to 299.
If you wish to investigate the Ferry House, turn to 130.
56
You arrive at a mound where a tree bearing blood-red fruit overhangs a pool of crystal-clear water. You stop to rest and to dislodge the tiny leeches that are feasting on your legs.
Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations given off by korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of the signals, it is hoped that you will be able to find the lost temple.
Whilst Paido is busy adjusting the starguider, you decide to investigate your surroundings.
If you wish to examine the red fruit, turn to 301.
If you wish to examine the pool of water, turn to 2.
If you decide to sit back and wait for Paido to finish his readings, turn to 177.
57
A breathtaking agony engulfs you as three sharpened spearheads penetrate your rib cage. You turn to Paido, your hands outstretched, your eyes wide with pain. He lunges forward in a desperate bid to catch you as y
ou fall but he too is struck down by thrusting spears. Amid the sounds of chaos and confusion, you slip unwillingly into the waiting arms of death.
Your life and your quest end here.
58
Long streamers of moss-covered vines hang down the red rock wall in huge numbers, inviting you to climb onto the plateau above. After the uncertain ground of the swamp, the hard, jagged rock is a welcome relief. You make good progress, reaching the top just as the sun is sinking into a sea of scarlet mist that shrouds the eastern Danarg. In the failing light, you discover a trail that winds northwards through the knee-high foliage.
If you have the Magnakai Discipline of Pathsmanship, turn to 108.
If you do not possess this skill, turn to 335.
59
What little colour there is in the Count's already pallid face drains away.6 The crowd hoots with delight as he nods his head slowly to affirm that your answer is correct. As the ice-lilies double in number each day, the lake is half-covered on the day before it is fully covered.
Begrudgingly the Count hands over your prize — 40 Lune. Record the Lune in the Belt Pouch section of your Action Chart (40 Lune occupy the same space as 10 Gold Crowns).
Turn to 338.
[6] This is the correct answer to the riddle from Section 141.
60
A ghastly transformation is taking place before your eyes. The monk's face is writhing and contorting as the skin tightens and grows darker. Tattered flesh drops from his sunken cheeks to hang in festoons beneath the exposed jawbone. A sickening dread fills your heart as you recognize the creature standing before you. It is a Helghast, a nightmarish agent of the Darklords. Its demonic eyes glow like red-hot coals as it shrieks and raises its long black staff.
If you possess the Sommerswerd,7 turn to 308.
If you do not possess this Special Item, turn to 248.
[7] You should also turn to this number if you possess the Dagger of Vashna, the Jewelled Mace, or the Magic Spear. (See The Captives of Kaag Section 12.)
61
Paido dismounts and peers through a cracked window set into the rough stone base of the mill. ‘Looks deserted,’ he comments, his sharp eyes probing the gloomy interior.
‘How about up there,’ you suggest, pointing to a platform that juts out from the side. Paido climbs a rickety wooden staircase that clings precariously to the mouldering stonework. Just as he reaches the top, he halts in mid-step. Slowly he raises his hands above his head: he must be in danger.
If you have the Magnakai Discipline of Invisibility, turn to 95.
If you do not possess this skill, turn to 210.
62
The arrival of the swamp python frightened away the crawling denizens of the mire, but now they are returning to satisfy their curiosity. Hordes of slithering lizard-beasts gather at the edge of the floating morass, inching their way nearer as they assess your strengths and weaknesses. Relentlessly you push your way through the soggy vegetation until you reach the jagged rock wall of the island, urged on all the way by a hissing chorus of swamp creatures.
Turn to 58.
63
The dingy alley soon opens on to a tiny square where three wider streets converge. Dusk is turning to darkness, and the faded street signs are now all but impossible to read.
If you wish to take the street to your left, turn to 282.
If you wish to take the street to your right, turn to 332.
If you wish to take the street ahead, turn to 264.
64
Seconds later you hear the crash of broken furniture as a fight breaks out inside the cabin. Paido has surprised your would-be assailant, and the two of them are now locked in hand-to-hand combat. Abruptly the noise ceases, and Paido appears at the front door, sweating and dishevelled, his sword bloodied in his hand.
‘Where have you been?’ he asks, stepping aside to allow you to enter. A scar-faced man lies dead on the floor, a wooden stave lying across his chest. ‘Come and see what I've found in the back room,’ says Paido, leading the way.
Small sacks, each filled with nuggets of silver, are stacked in a huge mound that reaches almost to the ceiling. ‘No wonder he fought so desperately,’ you say, staring at this treasure hoard. ‘There's enough silver here to pay a king's ransom.’
You may take some treasure before you leave — each Sack of Silver counts as one Backpack Item.
If you wish to continue along the valley, turn to 152.
If you wish to investigate the mine, turn to 120.
65
Quietly you agree upon a plan of action. Paido and Trost will approach the necromancer while you guard the stairs. If he should evade your companions, he'll have you to contend with before he can escape from the hold.
Unhurriedly, you leave your seat and walk to the tap-room stairs. When you are in position your companions rise and advance towards the stranger who remains motionless, seemingly engrossed in his black book. Trost draws his sword and challenges the man, demanding that he state his name and the purpose of his journey. It is a fatal mistake. The man looks up from his book, his grey eyes suddenly aglow with a terrible red fire. Trost screams. His face has become a mass of horrible, erupting boils. As he falls to the floor, Paido strikes, his sword a shimmering lance of blue steel forged by the Elder Magi. His attack is lightning fast, but the necromancer counters his blow on the edge of his blade. Sparks explode, showering the tap-room with glowing fragments. The crowd begins to cheer, but their cheers turn to screams of terror when the necromancer summons a new defence.
Illustration III—Trost's face has become a mass of horrible erupting boils.
Turn to 206.
66
Paido opens his palm to reveal the small gold coin: it shows heads. ‘Bad luck!’ he exclaims with a grin. ‘You take the first watch.’ He settles himself down on the mound of spongy earth and is soon asleep, snoring softly. You sit beside him, your eyes scouring the black spaces between the ghostly grey trees.
The first half of the night passes uneventfully. In need of rest, you are about to awaken Paido when you sense something moving in the shadows off to your right. Two tiny pinpoints of yellow light blink in the darkness. You draw your weapon, expecting an attack, but you can no longer see the eyes of the shadow creature. Paido wakes and takes over the watch, but the lingering feeling that you are being observed makes you uneasy and disturbs your rest (lose 2 ENDURANCE points). Four hours later, you wake to the gloomy grey of dawn and prepare to set off once more.
Turn to 138.
67
You take cover behind the pulpit and focus your skill on a corner at the far end of the hall. Two hunting dogs run through the curtained archway and stop in the middle of the aisle, as if waiting for their handlers to catch up. Seconds later a group of monks appear, each armed with a sword. They approach the far corner and search it thoroughly, certain that the pews harbour you and your companion. When they discover them empty, they quickly leave the hall and descend the stairs, their baying hounds in tow.
Turn to 328.
68
Upon seeing Lord Adamas' seal, the guard returns your Pass, salutes, and commands that the gate be opened without delay. You pass through the gatehouse arch and enter an open courtyard. Two avenues lead from the courtyard: Copperpiece Lane and Hog-Foot Run.
If you wish to go east into Copperpiece Lane, turn to 35.
If you wish to go north into Hog-Foot Run, turn to 282.
69
Suddenly you are hit in the back and propelled into the yawning chasm. Paido, who was following closely on your heels, has rammed into you and sent you tumbling over the edge. As you plummet to your doom, you hear his scream of anguish, echoing in the void.
Your life and your quest end here.
70
Paido kicks open the side door and rushes out into the storm with you close on his heels. A grimy-faced farmer blocks the passage beyond, a pitchfork wobbling in his clumsy hands. Paido emits a shout far louder than you ever im
agined could be made by a human voice. The force of the shout hits the man in the chest and slams him to the muddy ground like a limp rag doll.
‘Vakeros power-word,’ explains Paido, in answer to your unspoken question. ‘Someday I'll teach you the technique, Kai Lord.’
A handful of plains folk, clutching rakes and hoes, are waiting for you at the stable door. But, after seeing the fate that befell their leader, they throw down their improvised weapons and melt into the storm.
Swiftly you saddle your mounts and gallop away from the tavern at full speed.
Turn to 318.
71
Your body has shielded Paido from the blast, and he has escaped serious injury. He tends your raw, blistered face and bandages your hands with strips of cloth torn from his undershirt. Your injuries are severe: they reduce your COMBAT SKILL by 5 points for the duration of this adventure and permanently reduce your score by 3 points in future adventures.
If you wish to continue along the causeway, turn to 216.