by Joe Dever
‘That's as maybe,’ says the farmer. ‘But when 'as she ever been wrong, eh?’ An uncomfortable silence fills the inn, and slowly the crowd return to their own business. No one, least of all the innkeeper, chooses to dwell on the matter any further.
If you wish to ask the farmer where his sister lives, turn to 262.
If you decide to leave the tavern and continue your journey to Tharro, turn to 318.
146
You muster all your strength to fight the deadly poison which has infiltrated your blood. Your improved power of Curing suppresses the pain and slows the progress of the insidious toxin, enabling you to face your would-be assassin. A flicker of surprise registers in the cold, black eyes of your opponent as you stagger to your feet and unsheathe your weapon.
Lose 5 ENDURANCE points and turn to 113.
147
You are welcomed by an attractive young woman with long, jet-black hair, woven into a single plait that reaches almost to her waist. She is dressed in a green suede-cloth tunic, similar to your own, and wears soft, calf-skin gloves. In addition to the maps, which she researches and draws herself, she also sells all manner of hunting and scouting equipment. She takes an obvious delight in her work and shows you samples of her maps, which are excellent for their accuracy and attention to detail. You ask her if she has ever prepared a map of the Danarg and she turns strangely silent. Tears begin to fill her dark eyes as she recalls how she and her father once explored beyond the fringes of that fearsome domain. They had planned to map its internal waterways and, if luck was with them, discover the lost temple of the Elder Magi. With sadness she tells of her father's death in the jaws of a monster that had stalked them from the moment they had entered the jungle-swamp. She escaped but not unscathed. As she fought to free her father from the mouth of the beast she was badly burned by its caustic saliva. Carefully she removes one of her calf-skin gloves and reveals an injured hand. The sight of the angry red scar tissue fills you with compassion for this brave young woman.
Illustration VII—The young woman shows you her maps and with sadness tells of her father's death.
If you wish to question her further about the Danarg, turn to 44.
If you wish to bid her good evening and leave the shop, turn to 204.
148
Your Magnakai Discipline reveals to your experienced eye that these fruits are not what they appear. The tree is dead and incapable of producing fruit. They are carnivorous animals that have taken on the outward appearance of juicy ripe fruits in order to snare the unwary.
If you wish to attack one of these ‘fruits’, turn to 245.
If you choose not to disturb them, turn to 177.
149
The old man steps aside, nursing his injured pride. ‘Teach these upstarts a lesson they'll never forget!’ he shouts, his command ringing in your ears. Without saying a word you and Paido spur your horses to a trot and move rapidly towards the villagers. They had not expected this. Several of them lower their forks and staves and shift nervously in the line.
‘Go!’ shouts Paido and, in a matter of seconds, you have broken through to the clear road beyond. For all their arrogance, the villagers and their vain old mayor are no match for two combat-hardened fighters. You leave the village of Stia without loss or injury and continue your journey north to Tharro.
Turn to 135.
150
You stop at noon to rest and review your progress. The starguider's homing signal has strengthened steadily, and Paido is optimistic that you will reach the temple before sundown if you can keep up your present pace. So far you have avoided the Danarg's more hostile inhabitants, but invisible dangers still lurk all around, waiting for you to lower your guard. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 220.
151
The hold is crowded with travellers on their way north. For most it is a regular journey home after selling their wares in Phoena. Their purses are full and their mood is friendly as they pass the time drinking and playing games of chance.
One of the crew glances up from serving and, wiping his hands on his apron, hurries over to welcome you to the floating tavern. He points to a plank table at the far end of the hold that is bowed beneath the weight of several kegs of ale and platters of food. He asks if you would care for some refreshment.
‘Two jugs of ale,’ replies Paido, reaching for his pouch of crowns.
‘Certainly, sir,’ replies the bargee, in a servile tone. ‘I have three fine ales to delight your palates — Ferina Nog, Chai-cheer, and Bor Brew.’
Paido chooses a jug of Ferina Nog. Which ale will you choose?
If you choose Ferina Nog, turn to 173.
If you choose Chai-cheer, turn to 218.
If you choose Bor Brew, turn to 284.
152
The track continues along the rock-strewn valley floor through a thicket of stunted trees and climbs slowly towards a ridge of hills, their peaks worn smooth by countless years of wind and harsh weather. You stop briefly at a babbling stream to allow your horses to drink, and your rumbling stomach reminds you that you are hungry and in need of food. You must now eat a Meal or lose 3 ENDURANCE points.
When the horses have quenched their thirst, you continue your climb to the ridge. You soon reach the crest and stare down on a sight that sends a shiver down your spine.
Turn to 24.
153
As you look all around, your eyes come to rest on a large cask, one of many that line the opposite wall. However, whereas all the others have small puddles of ale on the ground beneath their wooden taps, the large cask in the middle is perfectly clean, as if it had never been used. You twist the wooden tap, but instead of a stream of ale pouring out, there is a dull click, and the entire circular front of the cask swings open to reveal a secret portal and a stairway descending into darkness.
You exchange glances with Paido and then follow him as he makes his descent into the unknown.
Turn to 259.
154
A blinding pain rips through your chest, making you scream out. The room spins before your eyes as you gasp for air, and the pain drags you to the floor. Suddenly you feel no more — the pain has gone and with it the last beat of your punctured heart.
Your life and your quest end here.
155
The great snake flicks its tongue and lunges forward, intent on consuming you both in its massive jaws.
Silver Swamp Python: COMBAT SKILL 20 ENDURANCE 60
Owing to the swiftness of its attack, you do not have time to use a bow. Unless you possess the Magnakai Discipline of Curing and have reached the rank of Primate, double all ENDURANCE point losses you sustain during the combat, due to the snake's venomous bite.
If you win the combat, turn to 62.
156
You sense that your wound has become infected with korovax bacillus, which infest the soil of northern Talestria. Talestrian korovax is a virulent disease — only your Kai skill is delaying its swift and terrible effect. Unless you treat the wound within two days with Tincture of Oxydine or Oede herb, the muscles of your chest wall will suffer uncontrollable spasms. Then the inability to control your breathing will kill you within minutes. (If you possess either the Tincture or the herb, you may use it immediately to cure the korovax infection.)
Owing to loss of blood you must now reduce your ENDURANCE by a further 6 points before continuing your ride to Tharro.
Turn to 318.
157
At the top of the stairs you pass through a curtained archway and step into a large prayer hall. A central aisle separates the pews of white wood, which face a golden pulpit with a facia shaped to resemble a flaming sword. Carefully you rest Paido on a pew and examine the glass vial you found in the kitchen. Your fears and suspicions are soon confirmed — it contains poison. The clear, sticky fluid is sap from the gnadurn tree, a substance used frequently by assassins because of its lack of flavour or scent. The mo
nks must have put some of this poison in the food that Paido unwittingly consumed. The sap is deadly, and you must act quickly if you are to save your companion's life.
You hear the sound of running feet and the growl of dogs off the leash at the bottom of the stairs. Once more you shoulder your burden, carrying Paido towards the far end of the hall in search of an exit. Behind a drawn curtain you discover a door, but it is locked and bolted from the other side. The noise of your pursuers grows louder as they climb the stairs to the hall.
If you have the Magnakai Discipline of Invisibility and have reached the rank of Tutelary, turn to 67.
If you do not possess this skill or have yet to reach the rank of Tutelary, you can hide in the pulpit by turning to 96.
Or you can hide among the pews by turning to 198.
Or you can stand in the central aisle and await your pursuers by turning to 305.
158
As you fight, the Vordak succeeds in driving its black steel sword through the side of the ship's pressure tank. A blast of liquid gas hisses from the hole, freezing the Vordak in its petrifying spray. From above comes a stream of blue fire that ignites the escaping gas. There is a flash, and in a fraction of a second, the Levitron is transformed into a colossal ball of flame.
Your life and your quest end here.
159
The numbing cold robs you of the speed and strength needed to fight this evil enemy: lose 5 ENDURANCE points.
Suddenly a wave of heat awakens your senses. Paido has summoned fire to his aid, wafting a sheet of flame down upon the spiders that are closing in for the kill. They flare brightly, their legs withering in the flames, their crackling black bodies dropping to the floor and crumbling to dust. Kezoor shrieks in frustration. He draws his sword before his face and mouths a silent spell of protection before lowering his blade and pointing it towards your chest.
Kezoor: COMBAT SKILL 28 ENDURANCE 45
He is immune to Mindblast and Psi-surge. You may reduce by half any ENDURANCE point losses you sustain during the combat as Paido fights by your side, receiving half Kezoor's blows.
If you win the combat, turn to 46.
160
The Xlorg gurgles its last breath and falls dead, writhing briefly in the mud before becoming still with an uncanny abruptness. You turn to Paido and drag him away from the pool's edge, where his bleeding arm is attracting a crawling horde of hungry leeches.
You leave the pool and press on along the muddy trail, glancing back once. No sign remains of the dead Xlorg; their bodies have already been claimed by the creatures of the pool.
Turn to 192.
161
‘Summon the brothers!’ commands the menacing figure in black. You draw an Arrow and fire, felling one of the brown-robed monks as they rush to the door. The other escapes, slamming shut the door as he hurries to obey his master's order.
If you wish to fire your Bow at the remaining black-robed monk, turn to 208.
If you wish to shoulder your Bow and attack him with a hand weapon, turn to 277.
If you wish to demand that he lets you leave the temple, turn to 99.
162
Your Arrow glances off the leader's bronze helmet and arcs harmlessly into the sky. He screams a madman's yell of delight, his evil eyes twinkling through the slits in his visor, as he steers his horse straight towards you.
Drakkarim Horselord: COMBAT SKILL 22 ENDURANCE 28
If you have the Magnakai Discipline of Animal Control, add 2 points to your COMBAT SKILL for the duration of the combat.
If you win the combat, turn to 144.
163
Paido leaps to your side, his hands weaving a strange pattern in the air. ‘Anun-kadrusa!’ he cries, and a wave of shimmering heat courses from his open palms. The club explodes, and the dwarf reels back in shock as slivers of glowing wood set his hair alight.
‘Agh! I'm on fire!’ he screams, and scurries on all fours through the door like a frightened boar.
‘Sorcerers!’ exclaims the startled tavern crowd as they stampede towards the main door, overturning benches and tables in their desperation to escape. In the ensuing turmoil, the innkeeper is nowhere to be seen.
If you have the Magnakai Discipline of Divination, turn to 341.
If you do not possess this skill, turn to 122.
164
Your speed and accuracy with a bow puts paid to the hunting dogs in a matter of seconds. They fall and tumble dead at your feet, your deadly Arrows sunk deep in their chests. Then through the archway come their masters, a dozen angry monks each clutching a sword. You have not enough Arrows to dispatch them all as they charge headlong down the central aisle.
Monks of the Sword: COMBAT SKILL 22 ENDURANCE 36
If you win the combat, turn to 328.
165
The dwarf stops hammering. ‘Is that you, Filcher?’ he asks, squinting along the tunnel. When he realizes you are not Filcher, he curses and hurls his mattock at your head. You duck aside, but the pick-like weapon spins past and catches Paido full in the chest. He screams and falls, dying, at your feet. Desperately you try to save him, but the wound is fatal. Anger wells up inside, and you turn to confront his killer, only to find yourself staring into the muzzle of a Bor musket. The dwarf pulls the trigger, and you are decapitated by the blast.
It may be some consolation to learn that your killer did not escape unpunished. The shock wave of the blast brought down the tunnel ceiling and buried him alive.
Your life and your quest end here.
166
Trost swallows the last drop of ale and turns his head to see what is attracting your attention. He catches sight of the new passenger and begins to choke.
‘By the stars!’ he hisses. ‘It's him … it's Kezoor the Necromancer!’ He pulls a crumpled scroll from within his tunic and unfurls it on the table. On it is a picture of a man's face — the cruel features bear an uncanny resemblance to those of the stranger. Beneath the picture you read:
Notice of Death
Kezoor the Necromancer
Renegade Shaman of Mogaruith.
Leader of the forbidden sect of Dazudskul.
It is hereby proclaimed by lawful authority that in just retribution for vile acts of black sorcery perpetrated throughout the Freelands of Talestria, a bounty of TEN THOUSAND LUNE is offered for the head of Kezoor the Necromancer.
By order of Queen Evaine of Talestria
MS 5060
‘This could be our chance to make a fortune,’ whispers Trost. ‘Help me take him and we'll split the reward. Agreed?’
If you wish to help Trost attack the necromancer, turn to 65.
If you refuse to help him, turn to 224.
167
Reluctantly the great snake accepts defeat and slips silently back to its murky lair beneath the vines and floating vegetation.
Turn to 62.
168
The building turns out to be a bowyery, stocked with some of the finest archery equipment you have ever seen. Myriad types of arrows, quivers, bracers, wrist and finger guards, bowstrings, and bow cases fill the racks from floor to ceiling. A colourful ringed target hangs on the wall behind the counter, and on it are painted the prices of the goods for sale. You read:
Arrow — 2 Lune
Bows — 32 Lune
Quivers (empty) — 12 Lune
Wrist and Finger Guards — 8 Lune
Bow cases (wood) — 20 Lune
Bow Cases (leather) — 12 Lune
Bowstrings — 4 Lune
You may purchase any of the above equipment, using Gold Crowns to pay for the items if you wish (1 Gold Crown = 4 Lune). A Quiver holds a maximum of six arrows, and to carry more than six arrows you will need to purchase an extra Quiver. Bow cases, wrist and finger guards, and bowstrings are all Backpack Items.
If you possess the Silver Bow of Duadon, turn to 304.
If you do not possess this Special Item, you may leave the bowyery and continue; turn to 264.
16
9
As you climb the steps to the prow, a Vordak lunges at your head with its black staff. You duck, and a splash of blue sparks showers your tunic as the tip of the staff shears through the metal hand-rail. You strike, driving your weapon into the creature's chest and sending it toppling backwards over the side. At the same time a sudden blow strikes your shoulder, knocking you flat on your back. You are stunned and lose a grip of your weapon. You look up to see your attacker leaping from the top of the stairs, his clawed, skeletal fingers hooked to rend your flesh.
Vordak: COMBAT SKILL 18 ENDURANCE 26
You are now unarmed. Unless you possess the Magnakai Discipline of Psi-screen you must reduce your COMBAT SKILL by a further 2 points for the duration of the combat. The creature is immune to Mindblast (but not Psi-surge). If you win the combat against the Vordak you are able to retrieve the Weapon and keep it noted on your Action Chart.
If you win the combat, turn to 337.
170
You retrace your route through Topham, past the abbey and water-mill, and follow the track westwards to the Great North Road. The hours spent in the saddle have made you tired and hungry — you must now eat a Meal or lose 3 ENDURANCE points.
To continue your ride to Tharro, turn to 280.