by Joe Dever
And with that, he whispers the runes of a Brotherhood spell. Slowly he rises from the saddle until he is hovering in the air over twenty feet above your head. Then, having scoured the surrounding countryside, he descends slowly as the effects of his levitation spell begin to wear off.
‘There's a river on the horizon,’ he says, slipping his feet back into the stirrups. ‘It's probably the Churdas. Over to the right, about five miles away, there's a small village on the river bank.’
If you wish to ride towards the river, turn to 40.
If you wish to veer right and ride towards the village, turn to 111.
If you choose to turn around and retrace your tracks to the junction, turn to 222.
75
It is a grand building of polished red stone set with small, diamond-paned windows. You pass beneath its arched gateway and climb the tiled steps that lead to the front door. Twice you rap the twisted iron knocker and wait expectantly for the portal to creak slowly open. Minutes later, it swings back to reveal two men standing in the doorway. One is the grey-haired, aristocratic figure of Chiban; the other, to your utter astonishment, is your companion Banedon.
Illustration IV—In the doorway stand the grey-haired aristocratic figure of Chiban, and your companion Banedon.
‘Lone Wolf!’ says the young magician, his voice filled with surprise and delight. ‘You're free, but how?’
‘I could ask the same of you, Banedon,’ you reply, with a smile.
‘I heard of my former pupil's arrest and made arrangements for his release. We were discussing how to secure your freedom, but it would appear that such plans are now unnecessary,’ explains the aged Chiban, gently closing the great oak door. He turns his kindly gaze to you and says, ‘I am honoured to meet you, Kai Lord. Banedon has told me of your quest. I have knowledge of that which you seek and I shall aid you all I can so that you may recover it.’
The master magician beckons you both to follow him to his study. The room is filled with massive wooden racks of books and papers, and at its centre a large circular table stands completely covered with the implements of his magical researches. He clears a space amid this clutter and motions you to sit. ‘You must both be famished after your journey and your ordeal. Come, eat and enjoy.’
For a few seconds a shimmering pool of light fills the space; then it fades, leaving a sumptuous meal in its wake. If you have lost any ENDURANCE points on your adventure so far, you may now restore 3 points as you consume the delicious food.
Turn to 269.
76
‘The Elder Magi sent word of your coming, Lone Wolf,’ says Gwynian. ‘They knew of my appointment to the city judiciary when I came to live here two years ago. My home, the Halls of Learning in Varetta, was destroyed by a fire set by agents of the Darklords. Like yourself, I am a sole survivor, the last of my order. The Elders asked me to afford you what protection I could and to help you in your quest for the Lorestone of Tahou.’
He leads you to a table, the surface of which is engraved with a huge map of the city. With a rod of glass he points to the location of the Tahou Cauldron: it is in the Square of the Dragons in the West District of the city. ‘The Cauldron is a funnel-shaped hollow with a circular shaft at its base. The shaft descends to the ruins of the ancient city of Zaaryx, 500 feet below Tahou. Legend tells us that the Lorestone was thrown into the Cauldron to prevent the Black Zakhan of Vassagonia from capturing it during the Great Khordaim War. The shaft was closed off and has remained sealed for the last 360 years.’
You ask Gwynian if he can order the release of your companion. ‘It has already been done,’ he replies. ‘I released Banedon into the custody of his former mentor, Chiban the Magician, three hours ago. He is with him now at his house on Leech Street. He is quite safe, but you must not delay your quest any further by going there yourself. At dawn the enemy will be at the gates of the city, and the battle for Tahou will have begun. There is only one man that can help now, for there is only one person that can grant you access to the shaft of the Cauldron that descends to Zaaryx. That man is President Toltuda of Anari. Come, I will arrange an audience with him immediately.’
Turn to 105.
77
You detect that these creatures have the ability to communicate telepathically, although it is one of their less developed skills. Their leader appears to be a female; she is taller and lighter in colour than the rest. You take the risk of calling to her telepathically, and she responds by turning to face you. When her companions see what has attracted her attention, they shriek with fear and scurry down the stairs, carrying with them the egg, which they cradle protectively in their webbed hands. But she remains and speaks to you with her mind. You are unlike the other man-things that have ventured into our domain. What is it that you seek? Care you not what happens to those of your kind who trespass here? The reptilian points to the far end of the hall, where a group of ghouls are huddled in the shadows. Your skin creeps as you realize they were once men like you.
‘I seek the Lorestone,’ you reply, boldly. ‘I am the Kai Lord Lone Wolf and I quest for the wisdom of Nyxator that I may vanquish the spawn of his enemies and save my people from destruction.’
Her harsh gaze softens as your proud words fill her mind. You sense a sadness within her, but she replies with words of joy. Your quest will be fulfilled, as it was by your sire many centuries ago. We have waited long for your coming, Skarn, and we will fulfil our duty to Him who gave us life.
Without an outward sign she beckons you to follow her, and you comply without hesitation.
Turn to 200.
78
There is only one group of standing stones that offers enough cover for you, Banedon, and your mounts, and they are situated very close to the highway along which the cavalry must pass.
You wait tensely as the thunder of their hooves grows steadily louder. Then, suddenly, your horse rears up, startled by a snake, which has slithered around its foreleg.
If you have the Magnakai Discipline of Animal Control, turn to 167.
If you do not possess this skill, turn to 290.
79
The evil blade crackles and spits as you draw it from your belt. A flicker of fear in the Zakhan's eye tells you that he recognizes the weapon you wield and knows that it has the power to penetrate his energy shield.
If you wish to throw the dagger at him, turn to 239.
If you wish to engage him in hand-to-hand combat, turn to 10.
80
The eating house is crowded with soldiers. They sit at benches drawn up to long oak tables or sprawl around a log fire that crackles in a broad stone grate. Your entrance causes them to pause in their noisy conversations as they look you up and down. However, their curiosity is soon satisfied and they return to their feasting and boasting.
‘This way, gentlemen,’ beckons the owner, and leads you through the crowd to a table in the corner of the high-ceilinged room. Banedon hands him a clutch of silver Lune and the jolly red-cheeked man waddles away to fetch you food and ale. The soldiers are dressed in a variety of uniforms, many of which you recognize to be the tunics of mercenary regiments from the Stornlands. Two of these soldiers of fortune share your table. They talk in hushed tones and cast nervous glances at another group of men sitting near the fire.
If you wish to talk to these soldiers, turn to 292.
If you decide to say nothing while you wait for your food, turn to 102.
81
In spite of your fatigue, your reactions are lightning fast. You regain your grip in an instant and raise your foot to steady yourself against the jagged outcrop. Then, as soon as the ladder ceases to twist like an angry snake, you continue your descent.
Turn to 173.
82
You are in combat with a deadly predator of the Anarian plain. Owing to the speed of its attack, you cannot avoid fighting.
Illustration V—You are in combat with a deadly predator of the Anarian Plain, the Anarian Sky-snake.
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p; Anarian Sky-snake: COMBAT SKILL 23 ENDURANCE 28
This creature is immune to Mindblast and Psi-surge. Double all ENDURANCE point losses you sustain due to its venomous fangs and claws. Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 2 points for the duration of the combat.
If you win and the fight lasts four rounds or less, turn to 247.
If the fight enters a fifth round, do not continue with the combat but turn immediately to 151.
83
Lay down your weapon, mortal, for I have power enough at my command to blast you to sightless atoms! The reptilian raises her webbed hand and from the darkness of a dozen arches protrude tubes of glowing crystal, each one charged with a pulse of destructive energy that is aimed at you. Tell me what draws you here, lest my patience fail! she demands.
Reluctantly you sheathe your weapon and obey her command.
Turn to 256.
84
You focus on the guard and launch a pulse of psychic energy at his brain. He has no defence against such an attack and his entire body immediately begins to shake violently. Four seconds later he lapses into unconsciousness.
Turn to 165.
85
You draw a hand weapon just in time to parry the sergeant's attack. His blade glances away and he curses your speed as you duck his sweeping backstroke. With a growl, he pulls his horse away and orders six of his men to cut you down.
Anarian Rangers: COMBAT SKILL 32 ENDURANCE 38
If you have the Magnakai Discipline of Animal Control, add 2 to your COMBAT SKILL for the duration of the combat.
If you win the combat, turn to 176.
86
You stare unblinkingly into his cruel, dark eyes. Suddenly he lunges forward, a curved dagger gleaming in his hand. Its razor-sharp blade speeds towards your throat, but you counter his attack in an instant with a savage swipe that shears his arm off at the elbow. Arm and dagger fall to the table and the soldier falls screaming to the floor. His comrade kicks back his bench and steps away as he fumbles for his sword. With a drunken yell he whirls the heavy blade around his head and leaps forward to attack.
Drunken Mercenary: COMBAT SKILL 15 ENDURANCE 26
If you wish to evade combat, turn to 328.
If you stay and win the combat, turn to 170.
87
At last the grisly creature surrenders to death and collapses at your feet. You sheathe your weapon and kneel over its torn body, drawn by the sight of a ring on a finger of its right hand. It gleams incredibly, as though only minutes old, and the deep yellow stone that is set in the silvery metal glows with an eldritch light.
If you wish to keep this Psychic Ring, mark it on your Action Chart as a Special Item that you keep in your pocket.
Turn to 11.
88
A serving girl ushers you into an adjoining room, where smoke from an open charcoal fire spirals up to the roof, filling the air with its pungent aroma. You seat yourselves at a round oak table and the girl brings two plates loaded with broiled ghorka steak and roasted parsnips. Two tankards of ale serve to wash down the feast which Banedon, in a generous mood, pays for with twelve silver Lune.
Having satisfied your hunger and revived your strength (you may restore any ENDURANCE points lost on your adventure so far), you bid Banedon goodnight and retire to your room.
Turn to 156.
89
You land heavily among the rocks and debris, gashing open both knees and your chin before rolling to a halt at the base of the tower wall (lose 4 ENDURANCE points).
If you have survived the jump, you enter the tower; turn to 131.
90
You run from the staircase as quickly as you can and follow a corridor that heads towards the front of the Anarium. In the distance you can see an entrance hall teeming with people, and two soldiers, both armed with halberds, standing on guard with their backs towards you. To your left there is a window and you look through to see your carriage parked close to the side of the building.
If you wish to escape through the window, turn to 149.
If you wish to escape along the corridor, turn to 121.
91
There is no time to choose which equipment to keep and which to throw away.
Count up the number of Backpack Items you possess and, if there is an odd number, erase the last one on your list. Divide this list in two and mark one with an ‘H’ and the other with a ‘T’. Now take a coin and flick it in the air. If the coin shows ‘heads’, erase all the items on the ‘H’ list. If it shows ‘tails’, erase all the items on the ‘T’ list.
Once you have made the necessary adjustments to your Action Chart, pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus, add 4 to the number you have picked.
If your total is now 0–4, turn to 73.
If it is 5 or more, turn to 246.
92
You enter the pass side by side, galloping your white Anarian steeds along the rubbish-strewn road that winds its way through the deserted settlement. As you pass the watchtower, a chilling howl rises from the shadows behind the huts. Then, like demons from a nightmare, a host of snarling Giaks bursts into view, riding from their hiding places astride giant Doomwolves. They thunder towards you on either side, shrieking and thrusting their spears at the darkening sky.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 293.
If it is 5–9, turn to 257.
93
As the massive body of the Zadragon crashes lifelessly to the floor of the chamber, you turn and run back to the door, where you concentrate all your Kai skills upon freeing the jammed lock. The intense concentration bleeds you of 2 ENDURANCE points before your persistence pays off.
Turn to 326.
94
The alley is dark and narrow. You draw on all your Kai skills to scour the inky blackness ahead, but you can detect no movement among the ramshackle houses.
If you have a Kalte Firesphere, a Torch and Tinderbox, or a Lantern, turn to 194.
If you do not possess any of these items or do not wish to use them, turn to 311.
95
‘Cut him down!’ shouts the sergeant, pointing at you with his axe. The soldiers release their taut bowstrings and two blue-feathered arrows scream towards your chest.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris, add 3.
If your total is now 0–3, turn to 125.
If it is 4–8, turn to 309.
If it is 9 or more, turn to 238.
96
Immediately you sense that the signpost is pointing in the wrong direction. Tahou lies to the north, yet this signpost is pointing towards the River Churdas in the west.
If you wish to ignore the signpost and continue along the highway, turn to 318.
If you wish to question the farm hands, turn to 252.
97
You are awoken by the stench of decay. A grey-skinned being, squatting on its haunches, stares down at you with grim, inhuman eyes. Drool trickles from its ragged lips and the rusty sword it holds in its twisted, man-like hand is lifted to kill.
Illustration VI—The Zaaryx Ghoul stares down at you with grim, inhuman eyes.
Zaaryx Ghoul: COMBAT SKILL 19 ENDURANCE 27
Owing to the surprise of this attack you cannot make use of a Bow. Unless you possess the Magnakai Discipline of Huntmastery, deduct 3 from your COMBAT SKILL for the duration of the fight. If you wield the Sommerswerd in this combat, you may double this undead creature's ENDURANCE point loss.
If you win the combat, turn to 338.
98
‘Hold there!’ booms the mercenary leader. ‘We've a debt to settle.’ He flips his cloak aside to show his sword in its scabbard and motions two of his men to the door to cut off your escape. The protests of th
e hall owner go unheeded as the leader draws his sword and signals his men to attack.
Deldenian Mercenaries: COMBAT SKILL 26 ENDURANCE 34
If you wish to evade the combat after one round, turn to 223.
If you stay and win the combat, turn to 174.
99
The Drakkarim assault-troopers crouch behind their oblong shields, waiting for their chance to storm the gate. You draw your Arrow and take aim at the engineer's screen. You will have only a second in which to fire as he steps forward to slip the final plank in place.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have.
If your total is now 0–6, turn to 70.
If it is 7 or more, turn to 198.
100
Tahou, an ancient stronghold containing a vast city, is a formidable and wondrous sight in the moonlight, the imposing walls and towers of red stone and grey rock assume the softening sheen of velvet, and the city is often referred to as ‘The velvet fortress’. Beyond the towers and high curtain wall you can see a thousand spires and minarets, grouped as thickly as the trees of a forest. Tiny lights twinkle in countless windows and portals, adding to the splendour of the mighty capital.