by Joe Dever
Turn to 218.
299
You follow the old hermit back into the gorge and along the dry watercourse. He leads you to a cave, its entrance partially hidden by a rockfall. ‘Enter and follow the tunnel through the hillside and you will soon arrive at a place close to the capital.’ Before you can thank him, he turns and hobbles away, eager to return to the warmth of his hut.
Turn to 31.
300
The great flagstoned precinct at the entrance to the Anarium is packed with hundreds of people. Senate officials, soldiers, and citizens crowd the steps that give access to the grand foyer and outer chambers of the hall. You notice that a side entrance is being used exclusively by army scouts who arrive with dispatches and leave with orders for the lookouts hidden in the surrounding hills. You take a calculated gamble and order the carriage driver to draw up at the side entrance. This bold move pays off; upon seeing your presidential scroll not only do the guards allow you into the Anarium, but you are escorted to the Appellant's Gallery inside the assembly hall itself.
Illustration XVII—President Toltuda occupies a seat in the centre of the hall and presides over a heated discussion.
From your seat in the gallery you stare down at an oval hall, ringed by twelve arches beneath which the senators of Anari sit upon their throne-like chairs of lacquered oak. President Toltuda occupies a seat in the centre of the hall and presides over a heated discussion that is raging back and forth. Having heard all sides of the argument he calls for a vote, and the issue is decided by a show of hands.
‘We now come to a quite extraordinary matter, which has been raised by one of our most eminent citizens,’ says President Toltuda, introducing your appeal to the Senate. He turns to the gallery and calls out, ‘Sommlending Lord, Lone Wolf, please make yourself known to the assembly.’
You rise from your seat and bow to the senators. ‘Please present your request to us, Lone Wolf,’ says the President, and a hush descends on the hall as you explain the purpose of your journey to Tahou. When you have finished, the President calls upon the senators to speak.
‘I say we should help the Sommlending,’ pipes the shrill voice of Senator Zilaris. ‘If he finds the Lorestone, its power could turn the tide and save Tahou from the clutches of Darklord Gnaag.’ A murmur of agreement stirs in the hall.
‘And I say we should refuse to open the Cauldron,’ booms the powerful voice of Senator Chil. ‘I say that if it were not for his presence in our city, we would be spared the attention of the Darklords. He is the object of their anger and spite. I say we should give him to them, and in doing so we will save our city, our country, our people, and ourselves!’ A surge of support echoes from the arches, and your skin prickles at the thought of what could happen. President Toltuda calls for a vote to decide whether the Senate should allow you to enter the Cauldron, or use you to bargain for peace with the Darklords.
Tensely you await the result. The votes are cast and counted and the Senate is split evenly: six votes for you and six votes against. The decision now rests with the President himself. He must cast the deciding vote.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 58.
If the number is 5–9, turn to 137.
301
You are in combat with a powerful denizen of Zaaryx. There is no time to evade its attack and you must fight it to the death.
Psi-ghoul: COMBAT SKILL 20 ENDURANCE 30
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 87.
302
‘Never mind, stranger; you are not the only one who does not know the answer,’ says Khmar, motioning towards the plains farmers who are frowning and scratching their heads. He and his sons gather up their belongings and bid you goodnight. The farmers soon follow suit, leaving you and Banedon seated alone at the end of the table.
If you wish to talk to Guyuk 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 retire to your room, turn to 156.
303
With their leader slain, the Giaks suddenly lose their nerve and fall back to their ladder. You leap forward and help them on their way with a flurry of blows that leaves six dead at your feet. Several leap from the battlements into the moat rather than stand and face your deadly counterattack. Within minutes the wall is cleared of the enemy and a squad of Slovian mercenaries arrives to plug the gap.
If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin, turn to 35.
If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 168.
304
A tingle runs down your spine as you recognize the Chief Magistrate. It is Gwynian, the Sage of Varetta, the man who foretold the dangers of the Chasm of Doom and helped you find the Lorestone of Varetta. ‘Come hither, Lone Wolf,’ he beckons. His words sound in your head as if he were standing beside you, whispering them in your ear. ‘Destiny has decreed that we should meet again.’
Drawn by his words and your own curiosity, you climb the steps of the Magistrates' Court and follow him to his private chambers.
Turn to 76.
305
The man smiles smugly as you recount everything about yourself, your quest for the Lorestone, and your ordeal at the Senate House. When finally you reach the end of your account, he gives vent to a long, sardonic laugh. ‘I, Maghana, the Guildmaster of Thieves, in all the years I have dwelt beneath the velvet fortress, I have dispatched many men to the Tahou Cauldron to seek out ancient treasures, though few have gone willingly, and fewer still have returned alive. Know you this, Sommlending: the Cauldron is but one way to enter the main shaft to Zaaryx. There are other routes, other shafts, and all of them are known to me. I will show you one such shaft, but you must do something in return. Is it agreed?’
Cautiously you ask his terms. ‘My son, Aiebek, entered the shaft three moons ago, drawn by the stories of dragon gold. He has not returned. All I ask is that if you find his body, you bring me the ring he wears upon his right hand.’ Without hesitation you agree to these terms, for they seem most reasonable. He smiles, but this time his eyes glow with a strange intensity, as if he were a man on the brink of madness. ‘Do not fail me,’ he says, softly, holding aloft the sparkling mind-gem. ‘I shall know if you lie.’
Turn to 275.
306
The dead Doomwolf drops heavily to the ground and your horse rears up on its hind legs, churning the air with its forehooves, which strike like steel hammers amid the remaining wolf-riders. More than one ends its days with your horse's hoofprint stamped upon its shattered skull. A gap appears and you see Banedon gallop past, his loose robe streaming out behind him like a pair of blue wings. You dig in your heels and urge your brave horse after him, fleeing the battleground as yet more of the wolf-riders loom into view.
Turn to 293.
307
Suddenly you are bathed in a white light that shines upon you from holes in the stone ceiling, and at once you see the bottom of a staircase twenty yards ahead. In the corridor beyond, a door swings open to reveal two reptilians, supporting on their shoulders a huge rod of crystal, encircled with tubes and with glowing metallic buttons. Terror grips your heart as you watch the rod become charged with a bolt of power that is aimed at your chest.
If you possess the Sommerswerd, turn to 27.
If you do not possess this Special Item, turn to 152.
308
‘Your actions betray your guilt,’ growls the mercenary leader. Contemptuously he hurls aside the trembling soldiers and draws his sword. ‘Get 'em, lads!’ he cries, and leaps to the attack.
Deldenian Mercenaries: COMBAT SKILL 26 ENDURANCE 34
If you wish to evade after one round of combat, turn to 223.
If you win the combat
, turn to 174.
309
You throw yourself to the ground to avoid the deadly shafts but one pierces your left arm and knocks you back several feet. You fall awkwardly, cracking your head on the hard stone floor, and opening a jagged gash above your eye: lose 8 ENDURANCE points. Blinking away the blood, which is streaming down your forehead, you grit your teeth and stagger to your feet. The sergeant yells, ‘Take him!’ and all six of the soldiers unsheathe their weapons and run at you. You cannot evade this combat, and because the corridor is narrow, you must fight the guards two at a time.
Tower Guards 1 and 2: COMBAT SKILL 17 ENDURANCE 29
Tower Guards 3 and 4: COMBAT SKILL 18 ENDURANCE 32
Tower Guard and Sergeant: COMBAT SKILL 20 ENDURANCE 32
If you defeat the pair of Tower Guards, Sogh will fight by your side and you may add 2 to your COMBAT SKILL for the duration of the subsequent combats.
If you win the combats, turn to 177.
310
You steel yourself to renew your aim as the flying serpent makes its attack. At the last possible moment you release the Arrow, sending it burrowing into the creature's pear-shaped skull. It gives vent to a chilling sound and somersaults backwards in the air, its wings thrashing wildly as it crashes to the ground amid a spray of blood and broken feathers.
Turn to 247.
311
You reach the end of the alley where it joins a wide, cobblestoned avenue lit by street lanterns. A large, three-storey building stands on the corner; its windows are boarded and its doors are all locked, except for one at the side which is suspiciously ajar.
If you wish to investigate this building, turn to 217.
If you wish to ignore it and enter the street ahead, turn to 278.
If you decide to call off the chase, walk back to Brooker Court, and continue on your way, turn to 334.
312
A troop of guards enters the enclosure at the double. They strip you of all your Weapons, Special Items, and Backpack Items, and then escort you to a cell located high in the South Gatehouse tower. Banedon is led away to another part of the city wall, to be interrogated by the gatehouse commander.
Place an ‘x’ beside each of the Special Items, Backpack Items, and Weapons that you have listed on your Action Chart to indicate that they are no longer in your possession. Only if you rediscover them at a later stage of your adventure may you erase each ‘x’ and reuse them.
Turn to 134.
313
The creatures possess some psychic skills that afford them a limited sixth sense. Their leader, a female who is taller and much lighter in colour than the others, suddenly detects your presence. The sight of you frightens the creatures and they slink quickly down the stairs, cradling their egg protectively in their webbed hands. You run forward in time to see them disappear into the dark stairwell.
If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 33.
If you have a Fireseed and wish to throw it down the stairs, turn to 106.
If you choose to unsheathe a hand weapon and descend the stairs into darkness, turn to 224.
314
Your suspicions are aroused as you ride towards the watchtower. No flag flutters from its battlements and no guards appear to challenge your approach. You pass along a roadway littered with clothes and belongings, and the settlement looks deserted; it is as if the inhabitants have left in a great hurry. You are about to spur your horse to a canter when your Kai instincts warn you that danger lies ahead.
Like demons from a nightmare, a host of snarling Giak wolf-riders bursts into view, streaming out from their shadowy hiding places behind the empty huts. They thunder towards you on every side, shrieking and thrusting their spears at the darkening sky.
If you have a Bow and wish to use it, turn to 183.
If you wish to draw a hand weapon and prepare for combat, turn to 244.
If you wish to try to escape this ambush by galloping along the pass, pick a number from the Random Number Table.
If the number you have picked is 0–3, turn to 293.
If it is 4–9, turn to 257.
315
‘Find somewhere else to sit, stranger: that place is mine,’ he demands, grasping the hilt of his dagger with his free hand. You sense movement outside in the street and you glance nervously at the cellar door. ‘Get up,’ growls the man impatiently, drawing his dagger slowly from its sheath. ‘If you dare cross Sogh of Suentina, you'll not live long enough to regret it!’
At that instant the door bursts open and in rush six heavily armed Senate House guards. Thinking that the ale cellar is being raided, something of a routine event here at the Purple Purse, the shady patrons drop their drinks and flee towards the open door in an attempt to escape arrest. Sogh, the thief who threatened you, heads towards a shadowy arch. You run after him and grab him by the arm.
‘Get me out of here,’ you plead, ‘you can name your price.’ The wily thief smiles at the thought of making some easy money and holds out his hand.
‘Give me your money pouch and I'll save your skin.’ Grudgingly you hand over your gold and follow the thief into the archway. Delete any Gold Crowns or Lune you have recorded in the Belt Pouch section of your Action Chart.
Turn to 135.
316
‘I know where your friend is,’ he says, a note of desperation creeping into his voice, ‘and I know where they've stowed your equipment. Let me loose and I'll show you.’ Grudgingly you undo the manacles that encircle his wrists.
‘A thousand thanks,’ he says, massaging his aching arms. ‘My name is Sogh, master-thief of Suentina; at your service.’ He bows then motions you to follow him to a closed door behind you, next to the open one through which you entered the chamber. ‘This is the second time I've been invited to stay at these lodgings,’ he whispers, working on the lock with a length of wire taken from the sleeve of his leather tunic. ‘Because I decided to cut short my last visit they thought it best to keep me chained up this time.’
There is a soft click and Sogh smiles proudly as he removes the wire from the lock. ‘Ha! That was easy!’ he says, pushing open the door. Standing in the doorway are two burly guards, one clutching a bowl of food and the other holding a large iron key. ‘Hmm … I thought that lock opened a bit too easily,’ mumbles Sogh, as he backs away from the advancing guards. They drop what they are carrying and draw their swords; they are determined to prevent your escape.
Illustration XVIII—The advancing guards drop what they are carrying and draw their swords.
Gatehouse Guards: COMBAT SKILL 20 ENDURANCE 26
Make the proper adjustments to your COMBAT SKILL for the duration of this fight, as you are without a Weapon.14 You fight alone: Sogh is cowering behind you, using your body as a shield.
If you win the combat, turn to 259.
[14] The normal penalty for entering a combat without a weapon is −4 COMBAT SKILL points. Remember that Tutelaries (Kai Lords with mastery of five Magnakai Disciplines) who possess Weaponmastery only suffer a penalty of −2 COMBAT SKILL points for entering combat unarmed.
317
You leap from the swinging ladder a fraction too late, overshoot the ledge, and crash painfully against a wall of rough, jagged rock. As you rebound from the wall you land on the ledge and manage to cling to the boulders that litter its surface. You have suffered cuts to your face and chest, and your side is gashed and bruised — lose 4 ENDURANCE points.
Turn to 157.
318
Five miles along the highway you reach another junction, where a cart track bears off to the west. A whitewashed stone marker at the side of the road says:
SIDARA — 5 MILES
If you wish to follow the cart track to Sidara, turn to 45.
If you wish to stay on the highway to Tahou, turn to 145.
319
The soldiers demand one Crown each before even hearing your question. You pay them their price (remember to deduct this from your Action
Chart) and ask if a blond-haired Northlander, dressed in blue robes, is being held under arrest here.
‘Wait here,’ says the bearded soldier, and enters the barracks. Suddenly his companion takes a swipe at you with the shaft of his halberd. Instinctively you duck, avoiding the full force of the blow, but it still catches your temple and leaves you stunned: lose 1 ENDURANCE point. ‘There he is!’ says the bearded man, who has reappeared with a dozen of his comrades. ‘Don't let 'im get away. They want him down at the South Gate. Seems he's been givin' them a bit o' trouble.’
They surround you with a circle of spears and march you back to the South Gate tower. On the way you overhear the bearded mercenary say to another soldier, ‘If only he hadn't tried to bribe us with Northland coinage, he'd have got clean away!’
Turn to 162.
320
The lock makes an odd clicking sound but both doors remain firmly shut.15 Repeatedly you press the top button, running through all the numbers in the hope that it will open, but the doors do not move. You have entered part of the combination out of sequence and the lock has immobilized itself.
Turn to 207.