by Joe Dever
Your life and your quest end here.
45
The track takes you to the outskirts of a small river village. It looks deserted but as though the inhabitants have left in a hurry, taking nothing with them. A window shutter slams repeatedly in the distance, and you feel the chill of premonition as you ride along the empty cobbled street. As you approach the river wharf you suddenly hear new sounds, sounds that make you stop your horse dead in its tracks. You can hear the harsh voices of Giak soldiers.
Turn to 120.
46
Your caution is well placed. As soon as the door creaks open, a bolt of fiery energy screams over your head and explodes with a tremendous ear-splitting crack against the stairs behind. It was launched from a tube of glowing crystal, supported on the shoulders of two reptilians, kneeling in the corridor ahead. Their long jaws fall open in shocked surprise when they see you rise to your feet and run towards them, your weapon drawn ready to strike.
Illustration III—Two reptilians kneel in the corridor ahead.
Crocaryx: COMBAT SKILL 12 ENDURANCE 38
These creatures are immune to Mindblast (but not Psi-surge). Owing to the speed of your attack, ignore any ENDURANCE point losses that you sustain in the first two rounds of combat.
If you win the combat, turn to 241.
47
Over the years, the dampness that pervades the prison has taken a heavy toll on the iron cell door. Using your Kai Mastery, you are able to attack the lock mechanism by starting a vibration that shatters its corroded detent, the bar that holds the door shut.
Use of your psychic skill costs you 2 ENDURANCE points, but it frees you from the cell in less than a minute.
Turn to 185.
48
A bolt of scarlet fire surges from the orb and speeds towards your head. You counter the attack but the bolt changes course in mid-flight, catching you off-balance. A searing pain tears into your arm as it glances from your shoulder and explodes somewhere in the street behind: lose 5 ENDURANCE points.
Turn to 128.
49
Banedon helps you escape by casting a spell of levitation on the drunken soldiers. They shriek with terror as suddenly they take to the air, floating upwards to crash into the soot-blackened rafters. The watching crowd finds this greatly amusing and you are able to run out of the room and escape along the street while they are helpless with laughter.
Turn to 146.
50
Your answer is correct, and Khmar is the first to congratulate your display of quick thinking as he returns the stake you lost.4 Having demonstrated your intelligence so effectively, the plains farmers are now reluctant to continue gambling. They gather up what little they have left and bid you goodnight. Khmar and his sons soon follow suit, leaving you and Banedon on your own.
If you wish to talk to the tavern owner, turn to 268.
If you wish to order a meal, turn to 88.
If you decide to call it a day and get some sleep, turn to 156.
[4] This is the correct answer to Khmar's riddle about his youngest son.
51
The ridged walls of the stone chamber narrow to a point where the mouth of a tunnel disappears steeply into the solid black rock. You enter the tunnel, taking care to control your descent as you slide towards a dim, flickering light that marks the end of the shaft. Halfway along the shaft you hear a rumble, like the sound of a distant earthquake. Then cracks appear in the roof and a deluge of dust and rubble pours down, choking and blinding you as it clogs your throat and eyes.
If you have the Magnakai Discipline of Nexus, turn to 118.
If you do not possess this skill, turn to 291.
52
As the hour of noon approaches, the rutted highway of khaki-coloured earth rises gently towards a flat-topped house near the horizon. Outside, at the entrance, is a three-legged stand erected over a fire made of ghorkas' dung. A battered tin pot full of soup hangs from the crotch of the stand, and a group of farm hands stand in line waiting for the muddy liquid to boil. The smell of the fire is awful, and it has to be blown on ceaselessly to prevent it from going out. Close to the house is a dirt track, which branches off the main highway and disappears to the west. A signpost, its wood cracked and twisted, points along the track. It reads:
TAHOU — 95 MILES
If you have the Magnakai Discipline of Pathsmanship, turn to 96.
If you wish to follow the track, turn to 187.
If you wish to question the farm hands, turn to 252.
If you decide to continue along the highway, turn to 318.
53
The rope shudders and instinctively you grab the rim of the cradle as it jerks violently to one side. Your knuckles whiten and cold sweat bathes your brow. The cradle swings and twists wildly; then a crack echoes in the darkness above as the rope snaps and you plunge headlong into the abyss.
Turn to 141.
54
Arrogantly the sergeant-at-arms presents the case against you, but Chief Magistrate Gwynian is unimpressed with his account of your crimes. ‘Do you not know who it is that you have brought before this court?’ he asks. The sergeant looks puzzled, and a thin film of sweat breaks out on his reddening face as his confidence begins to crumble. After a long and embarrassing silence, he replies, ‘Er … no, sir.’
‘This is Lone Wolf, the last Kai Master of Sommerlund. Have you not heard of this man?’
‘Yes, sir,’ he replies, hoarsely, scarcely able to believe what he is hearing.
‘I order his possessions be restored to him forthwith, and all charges against him to be dropped.’
A bell is rung to signify the end of the hearing and the courtroom is cleared. You are released from the cage and ushered into the Chief Magistrate's private chambers, where all your Weapons, Backpack Items, and Special Items are returned to you. (Remember to erase the ‘x’ marks from your Action Chart.)
Turn to 76.
55
The lane becomes narrower and gloomier as it climbs towards the East Gate. Marching down the hill comes a patrol of armed guards, led by an officer dressed in silvered mail. The moment he sees you he orders his men to load their bows. ‘Surrender or die!’ he shouts, as eighteen loaded bows are levelled at your heart.
If you wish to surrender to the patrol, turn to 192.
If you wish to turn and run, turn to 211.
56
The black flagstones are covered with a fine layer of grit that scrunches with every step you take.
If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Principalin, turn to 144.
If you do not have this skill, or if you have yet to reach this level of Magnakai training, turn to 349.
57
As the rapid footfalls of the Giak recede, your basic Kai Sixth Sense warns you that he has recognized who you are. When he catches up with his unit and tells them what has happened here, they are sure to return en masse. Wisely you decide to leave; you remount your horse and follow the track that leads out of the river village.
Turn to 63.
58
Standing beside the President's chair is a solid marble plinth with a bronze beacon — the Anarian symbol of law and order — fixed to the top. The President moves his hand to the padded arm of his chair and presses a button. All eyes are on the beacon. There is a flash of ignition and a jet of green flame roars upwards towards the domed ceiling.
‘The Senate votes to aid your quest, Lone Wolf,’ says Senator Zilaris. ‘Come, we will escort you to the Square of the Dragons and make preparation for the Cauldron to be opened.’
The assembly is dissolved and the state coaches are summoned to take you and all the senators to the Tahou Cauldron. You share a carriage with the President, Senator Zilaris, and Senator Chil, who is anxious to apologize for opposing the majority vote. ‘I trust you will forgive me, Lone Wolf,’ he says, unctuously. ‘I merely proposed what I thought was best for my country, but I now realize I was wro
ng.’ You nod benignly, in the hope that he will cease his fawning. He smiles and turns to the President. ‘Sir, I feel I must make amends for my misguided action in the Senate. If Lone Wolf is to enter the Cauldron tonight, surely it is our duty to ensure that he is adequately equipped. I propose that we visit one of my warehouses, where he is free to take anything he requires.’
The President agrees and the carriage is redirected to a warehouse near the Square of the Dragons. Senator Chil has many business interests in the city, and he supplies much of the weaponry and armour that equips the army. His warehouse is full of supplies, and you are encouraged to take whatever you need. From the vast stores you select the following:
Rope
Short Sword
Blanket
Mace
Bow
Flask of Water
6 Arrows
Quiver
Broadsword
Lantern5
Dagger
If you wish to keep any of the above items, remember to adjust your Action Chart accordingly.
Turn to 124.
[5] The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.
59
You start up the stairs, but the first floor is already engulfed by flames. A gust of wind whips the fire down the stairwell, scorching your face and tunic (lose 2 ENDURANCE points) and forcing you to retreat into the street. Unable to help those who have been caught in the inferno, you leave the house sadly and hurry towards the West Gate.
Turn to 179.
60
‘Enter the Cauldron!’ say the guards incredulously. ‘You're either a madman or you take us for fools.’
You try to explain, but the guards become angry and refuse to listen. ‘Dismount immediately!’ they shout. ‘You're both under arrest!’
If you wish to do as they command, turn to 312.
If you wish to try to escape from the enclosure, turn to 72.
61
You have taken less than a dozen steps when a terrible pain lances through your mind. A swirling cloud of mist engulfs your body and you are held in its paralysing grip. Unless you possess the Magnakai Discipline of Psi-screen and have reached the Kai rank of Tutelary or higher, lose 3 ENDURANCE points.
Gritting your teeth against the dreadful pain, you force yourself to turn and face your attacker as it runs forward to strike you down.
Turn to 301.
62
The alley is dark and narrow, but your basic Kai tracking skill enables you to follow the pickpocket as he makes his hurried escape. Suddenly he senses you are following him and dives into the side entrance of a large, three-storey building.
If you wish to follow him into the building, turn to 217.
If you choose to call off the chase, you can walk back to Brooker Court and continue on your way; turn to 334.
63
The track descends into a shallow valley, passes over a wooden bridge across a stagnant stream, and climbs towards the ridge of the hill. Passing over the crest, you come to a junction where the track joins a main highway. A whitewashed stone marker points to the left. It reads:
TAHOU — 90 MILES
You are hungry and must now eat a Meal or lose 3 ENDURANCE points.
To continue your journey to Tahou, turn to 145.
64
Waves of pain course through your body and your head feels as if it is being squeezed in an invisible vice. You cry out as the psychic attack increases, paralysing your body and prising open the secrets of your mind: lose 5 ENDURANCE points. The man commands you to reveal the real reason you are here; you are powerless to resist his demand.
Turn to 305.
65
‘Well, that is most interesting,’ answers the commander, sarcastically. ‘Perhaps you can tell me when it was transported there from its previous location in the West District?’
With a flick of his hand he signals to his men on the parapet. It would be suicidal to attempt an escape from this murder hole; reluctantly, you raise your hands in surrender.
Turn to 312.
66
As the last of the enemy fall to your murderous blows, you cut free your startled horse and leap into the saddle. Banedon gallops past, his loose robe billowing behind him like a pair of blue wings. Instinctively, you dig in your heels and urge your mount after him, fleeing the battleground, as yet more of the wolf-riders loom into view.
Turn to 293.
67
The creature stretches its jaws and you stare with horror at a cavernous, fang-filled mouth. Desperately you look for a way to escape from this monster before it lunges and swallows you whole.
If you have a Fireseed, turn to 16.
If you have a Psychic Ring, turn to 214.
If you possess neither of these Special Items, turn to 277.
68
You wait for the mercenaries to finish their pipe and go inside before daring to approach the barracks. You move like a shadow along the wall until you find a door that is unlocked and unguarded. It leads to the kitchens, where you manage to hide inside a store cupboard. There you eavesdrop on the conversations of the cooks while they prepare the evening meal. Their talk is mainly about the approaching enemy armies, and it is over an hour before you hear any mention of Banedon.
‘At least we don't have to feed 'im now,’ says one. ‘They've taken 'im to the Magistrates' Court in Gallows Street. After what he's done, I don't think he'll be getting a meal ever again!’
Your heart sinks upon hearing this. You climb out of the store room through a window and make your way back to Eastwall Lane.
If you wish to retrace your steps along the lane, turn to 278.
If you decide to continue to follow the street east, turn to 284.
69
Using your improved Kai Mastery you focus on the distant dust cloud. It grows larger and sharper as your telescopic vision magnifies the image. You see a patrol of Anarian cavalry riding towards you, led by one who wears a crimson cloak. You count twenty lances, each of them bearing a small flag embroidered with the arms of Tahou.
If you wish to ride forward to meet these soldiers, turn to 193.
If you choose to avoid them by hiding behind the standing stones, turn to 78.
70
The instant the engineer leans forward to lay the plank in place, you let loose your Arrow. Unfortunately, the soldier who holds the screen sees its approach and moves to intercept it. The shaft sinks harmlessly into the leather-covered screen and the bridge is completed with two blows of the engineer's hammer.
‘Shaag Drakkarim!’ scream the Drakkarim assault-troopers as they blow a hole in the West Gate.
If you wish to help defend the West Gate, turn to 220.
If you decide to stay on the battlements, turn to 249.
71
Slowly the ghouls slink away until their forms merge with the shadows at the far side of the lake. One of their number has been crouching above the entrance to the hollow, waiting to drop on you at the first opportunity, but, on seeing its kin disperse, it decides not to remain any longer. As it jumps down from the step above, an odd-looking token falls from the pocket of its tattered jacket. It tries to retrieve it but you step forward and strike a blow that lays open its stringy grey hand, and the accursed creature scurries away hissing ghoulish obscenities.
If you wish to examine this token, turn to 43.
If you prefer to leave it and hurry away from the hollow in case the ghouls decide to return, turn to 175.
72
Your boots thump your horse's ribs and he responds by surging forward, scattering the angry guards. You tug the reins and steer him towards the open gate through which the guards entered the enclosure, but he is hit in the neck by a crossbow bolt fired from above, and he shrieks and stumbles. An alarm bell clangs and furious shouting echoes in your ears as you tumble from your dying steed. Suddenly a pain explodes in your shoulder — you have been h
it by a bolt. Pick a number from the Random Number Table (in this instance, 0 = 10) and add 2 to the number you have picked. The total is equal to the number of ENDURANCE points you must lose as a result of your wound.
It is futile to continue your escape attempt; you are caught like fish in a barrel. Painfully you raise your hands in surrender.
Turn to 312.
73
Your decision to discard half your equipment proves to be a fatal error of judgement. The amount of weight you have jettisoned is not enough to help you rise to the surface before cramp afflicts your aching limbs. Unable to resist your doom, you sink slowly to the bottom of the lake, weighed down by your Backpack and the water that now fills your lungs.
Your life and your quest end here.
74
Shielding his eyes from the sun, Banedon surveys the horizon. After a few minutes he shakes his head. ‘No tracks or highway, nor even a sign of habitation for that matter. To get a better view we need to reach higher ground, but as there are no trees or hills in sight, I'll have to improvise.’