by Joe Dever
Turn to 86.
259
It is plain from the sight and evil smell of the haunch that this meat is rotten to the bone. Yet, by drawing upon your advanced knowledge of Herbmastery, you are able to cause a seemingly miraculous change to take place. You pull from your pocket some roots and grasses that you have gathered during your ride to Jaroc, and you rub them vigorously into the offending meat. Within a matter of seconds the meat is transformed into a condition fit for human consumption.
The nomad looks at the haunch and his jaw drops open in disbelief. The trader, grinning with delight, promptly tells the nomad to stop complaining and go away. As he does so, the trader steps from behind his stall and approaches you. Impressed by your skills, he offers you the pick of any one item of food that is laid out on his stall.
If you choose to accept his offer, you may add 1 Meal to your Action Chart.
To continue, turn to 47.
260
‘I mean the Prince no harm,’ you say. ‘I have word of his homeland that is of vital importance. I must find him and speak with him as quickly as I am able.’
The blacksmith glances over his shoulder and looks at you with undisguised suspicion. He takes note of the cut and style of your tunic and cloak, and his eyes linger momentarily when he sees your Belt Pouch. The thought occurs to you that perhaps the blacksmith might be persuaded to talk in exchange for some gold.
If you wish to offer some Gold Crowns to the blacksmith in return for what he knows about Prince Karvas, turn to 209.
If you choose not to offer him a bribe, turn to 31.
261
Your speedy reactions save the Prince from being struck by a crossbow bolt, but in so doing, you place yourself in the line of fire. An iron bolt strikes your leg, gouging a furrow of skin and muscle from your left thigh: lose 3 ENDURANCE points.
To continue, turn to 159.
262
Mentally you recite the words of the Brotherhood Spell Mind Charm and attempt to use its power to command the Knight Bachelor to let you go on your way. As the waves of your psychic energy reach his mind, you are shocked to see that a green gemstone ring on the index finger of his right hand is beginning to radiate bright pulses of light. Your Sixth Sense warns you that this ring has the power to protect its wearer from the effects of charms and illusions. It also alerts him to the fact that you are attempting to use such magic on him.
The Knight Bachelor looks at the pulsating ring and then he glares at you. With a cry of rage he unsheathes his sword and attempts to strike out for your head, but you pull away and the point of the blade flashes past to gash your shoulder: lose 2 ENDURANCE points.
‘You sorcerous spy!’ he exclaims. You glance at Karvas and shout for him to follow your lead. The Prince nods in acknowledgement and you dig your heels into your horse's flank, causing him to rear up and scrabble at the air with his forelegs. The Knight Bachelor pulls back on his reins and turns his steed aside to avoid being struck by the flailing hooves. At this moment, you press yourself flat against your horse's neck and urge him forwards. The knight's men bring their mounts together to block your escape, but your horse is quick to the gallop. He surges forwards and forces himself between two troopers, barging them from the saddle as he pushes through their stationary ranks. As you break from the circle, you hear Karvas cry out and the sound sends a shiver racing down your spine. When you glance back you see that he has been unsaddled and he is now lying on the ground, helpless before the stamping steel-shod hooves of the Knight Bachelor's warhorse.
‘Surrender yourself, you trickster!’ commands the arrogant Cavalian knight. ‘Or your journeyman companion dies!’
Reluctantly you rein in your horse and raise your hands. Better to surrender and live to fight another day than permit Prince Karvas to be crushed beneath the hooves of this arrogant knight's horse.
Turn to 130.
263
You dive to avoid your enemy's lance, timing your move to perfection. As you roll over and spring back to your feet, so you lash out with your Kai Weapon and its tip cuts clean through the belly-strap of his saddle. Moments later, he tumbles from his horse and crashes heavily among the trees that border the trail.
His followers curse you bitterly when their leader fails to stand. They fear he is either unconscious or has broken his neck in the fall. Using your Kai skills, you command your horse to come to you and he obeys at once. Before the Bakhasians can enact their revenge, you are able to mount up and ride back towards Karvas. In the distance you can see that the tree is now burning less fiercely. On approaching the Prince, you call for him to follow as you race along the trail towards the flaming pine. Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. The Bakhasians choose not to follow you. They break off their pursuit and allow you to make good your escape into the foothills of the Dammerdon Mountains.
Turn to 251.
264
You retrieve the seal from your Backpack and offer it to the Inquisitor-major. The man blanches when he recognizes the object.
‘Please, accept my apology,’ he says, in a quiet and humble tone. ‘I did not know that you were travelling with the Baron's Seal. Your mission must be of great importance. I … I trust I have not caused you too great a delay.’
You return the seal to your Backpack and watch as the Inquisitor-major and his hunting party make a hasty departure. As they gallop away across the plain towards the distant foothills, you and Karvas breathe a sigh of relief before you continue your ride east towards Varedo.
Turn to 55.
265
You call upon your Grand Mastery of Nexus to extinguish the deadly flames and, within seconds, they sputter and die.
Turn to 121.
266
After tethering your horses to a rail outside the Stonefist Tavern, you pause to stretch your travel-weary limbs before entering by a red oak door. The interior is pleasantly cool, yet the air is soured by the smell of sweat and stale beer. A gaily-coloured parrot is perched in the rafters, squawking tunefully. Below its perch is a circular table where seven soldiers from the town's garrison sit playing cards. You approach the bar and the weaselly tavern-keeper unhooks two pewter tankards from the wall and thuds them down onto the beer-soaked counter.
‘Ale for two?’ he enquires, and you nod your ascent. As he fills the tankards with frothing beer he says: ‘That'll be 8 Lune, if you please.’
The Lune is the currency of Lunarlia: 4 Lune are equivalent to 1 Gold Crown (or 10 Ren). Prince Karvas has only linen Torqs which are not readily accepted beyond the shores of Sheasu. You can pay for the ales either in Gold Crowns or Ren.
If you wish to pay the tavern-keeper 2 Gold Crowns, turn to 37.
If you choose to pay him 20 Ren, turn to 241.
267
You awaken shortly before noon and, with some difficulty, you stir Karvas from a deep sleep. You are both feeling refreshed after your rest, but there are still more than 100 miles to cover and time is fast running out. You now have little more than twenty-four hours to reach Seroa before the crowning ceremony is set to take place.
Fortunately, the weather is fair and you do not encounter any unforeseen delays during your long ride to the capital. During your journey, you recall Lone Wolf's famous ride from Varetta to Casiorn that he made six years earlier. He rode the magically-gifted horse Wildwind during his return home to Sommerlund in time to break the siege of the Kai Monastery. Your memory of his courageous feat inspires you to press on. Your only regret is that you and Karvas do not have Wildwinds of your own.
As night falls, your way ahead is guided by the light of a waxing moon which glimmers brightly in a cloudless sky. You forgo rest and push your horses hard, travelling all night to come within sight of Seroa's southern wall and gatehouse b
y mid-morning. As you approach the South Gate, you see that the highway ahead is blocked by a long queue of travellers who are waiting patiently to enter the city. Prince Karvas is anxious to reach the gate as quickly as possible, but he is also wary of going to the front of this long queue. The Siyenese, and the city's gate guards, do not take kindly to queue-jumpers.
If you wish to take your place at the rear of the queue, turn to 245.
If you decide to ride to the front of the queue and attempt to gain entry to the city as quickly as you can, turn to 194.
268
The concussive force hits you a moment after you hear the noise of the explosion. It hurls you sideways across the deck, but your Kai skills and swift reactions save you from sustaining any serious injuries during your fall. Swiftly you are able to regain your composure and get back on your feet.
To continue, turn to 51.
269
You throw yourself to the ground and the deadly cloud of spikes whistles over your body to splinter against the rocky walls of the gully. Your swift reactions save you from being peppered by these spiteful darts, but in your haste to avoid them you strike your forehead against a boulder: lose 1 ENDURANCE point.
To continue, turn to 10.
270
News of Karvas' return spreads like wildfire through the capital. Hundreds of cheering citizens enter the square and surround the platform on all sides, weeping and shouting with joy that they are to be spared the tyranny of Sadanzo's rule. With the blessing of the gathered nobles, Marshal Phedros proclaims Karvas the King of Siyen and he places the State Crown upon his head. Gladly Karvas accepts his birthright and he rises to receive the adulation of the excited crowd. As the cheering gradually subsides, he turns to you and bids you kneel before him. You obey his command and Karvas unsheathes his sword. He dabs its blade lightly upon your head and smiles:
‘Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.’ The crowd cheer loudly, though not for their king. This time their cheers are for the Kai Grand Master of Sommerlund without whom their beloved Prince would never have claimed his throne.
You accompany King Karvas and his noble entourage to the Royal Palace where the celebration of his ascendance to the throne begins with a banquet, and concludes with a procession of royal coaches that visits every quarter of the city. The citizens of Seroa shower their new king with flowers. They also call for the swift execution of the traitor Sadanzo. The following day you learn that Karvas has granted his citizens their request for justice. Baron Sadanzo is sentenced to death, the execution to be carried out at noon in the Palace Square. Upon the platform on which he sought to be crowned king, the Baron loses his head to the executioner's axe.
Turn to 350.
271
You are getting ready to leave the derelict warehouse when the tower bell starts to toll. Minutes later a long line of black-clad figures, mostly soldiers, comes filing along the street towards the building. Two great doors swing open to receive this procession and you catch a glimpse of the building's cavernous interior. It is richly appointed with tapestries and golden ornaments, yet, despite its beautifully crafted opulence, you feel nothing but a sense of revulsion. Your Kai Sixth Sense informs you that this place is a temple wholly devoted to the worship of an evil deity.
As soon as the procession has entered, the doors are closed and the bell ceases to toll. Shaken but undeterred by what you have witnessed, you leave the warehouse and hurry across the street towards the base of the tower.
If you possess Kai-alchemy, turn to 228.
If you do not possess this skill, turn to 175.
272
While you are enjoying your ale, you watch the garrison soldiers playing cards at the nearby table. After a few minutes, your Magnakai Discipline of Animal Control informs you that the parrot which is perched in the rafters above is helping one of the soldiers to win. Its tuneful squawking is a secret code that tells him when his comrades are bluffing. Mentally you command the parrot to be silent and immediately it obeys you, to the bitter regret of the cheating soldier who promptly loses all of his ill-gotten gains.
Having finished your ales, you and Karvas leave the tavern and return outside to your horses.
If you wish to visit the trading post before you leave Battle Pass, turn to 120.
If you decide to depart without further delay, turn to 230.
273
You flatten yourself against your horse's neck and pray to Ishir to protect you as you race towards the open courtyard gates. As you are approaching its tiled archway, a speeding bolt clips your shoulder and makes you cry out in pain: lose 2 ENDURANCE points.
To continue, turn to 174.
274
The number of guards and the frequency of the patrols make it too dangerous to attempt to gain entry to the stables from the square, and so you decide to search around the perimeter wall to see if there is an easier way. Karvas gets ready to move from behind the cart, but you tell him to stay here and wait for your signal.
‘Better I should go alone, my lord,’ you say. ‘It will halve the risk of being seen. Wait here for my signal and be prepared to act quickly when you see it.’ The Prince nods his agreement and he wishes you good luck before you depart.
Using your Kai camouflage skills to keep yourself hidden from the watchful guards, you scurry away from the cart and skirt around the high perimeter wall. On the west side of the compound you discover that the wall is lower and the number of passing soldiers is fewer and less frequent. You run to the base of the wall and, as you look up at its spiked top, you ponder the best way you can reach the other side.
If you possess Kai-alchemy, turn to 336.
If you do not possess this skill, or if you choose not to use it, turn to 76.
275
Your brave attempt to disengage the lock proves unsuccessful and so you decide on a different course of action. You and Karvas agree that you will try to attack and overpower the gaolers at the first opportunity. Patiently you bide your time until an hour later, when you hear footsteps in the corridor outside followed by the sound of the tumbler lock spinning. The door creaks open and in strides the Knight Bachelor, accompanied by an escort of six armed guards. The knight is holding a short-bladed sword in one hand, and a wooden bowl filled with vile-smelling gruel in the other. He offers the bowl to Prince Karvas at arm's length.
‘Welcome to your royal apartment,’ he says, in a sneering tone. ‘I've had the cook prepare you some food after your long journey home, Prince Karvas. I do hope you enjoy it. It's a meal fit for a king who will never be.’
Karvas is angered by the knight's insolence and he slaps the bowl of gruel out of his hand. The arrogant knight laughs, but before he can step away and leave the cell, you spring forward like a pouncing tiger and attempt to grab the sword from his hand.
‘Slay him!’ screeches the knight, as he struggles to free himself. Instantly the guards rush at you with their weapons raised in eager readiness to carry out his order.
Knight Bachelor & Citadel Gaolers (6): COMBAT SKILL 43 ENDURANCE 38
Prince Karvas is unarmed and unable to assist you during this combat. If you win this fight, turn to 39.
276
The trader becomes flustered and angry when you put away your gold, and he signals to his henchmen to throw you out of his emporium. They move towards you in eager readiness to obey their master's command. Rather than resist and risk slaying them in a fight, you allow yourself to be manhandled out of the warehouse.
Back on the quayside you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone who is more willing to talk about the Prince. Unfortunately, your efforts garner no useful information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.
Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market squ
are. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair's efforts have been more fruitful.
‘Prince Karvas is not here,’ he says. ‘He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.’
Turning to Acraban, Zinair says: ‘I propose we travel north at first light and commence a search of the northern shoreline. I suspect it will be easier to espy their retreat from the air than to attempt any search by land.’
Acraban nods in agreement. Then he passes word to his young crew to prepare the Starstrider for a voyage north at first light.
Turn to 187.
277
You urge your horse to the gallop and steer him across the grassy plain towards a distant farmstead. But soon your young mount begins to tire and lose speed. Karvas, too, is having difficulty with his horse and he cannot keep up the pace. Steadily the hunters close the gap between you. When they are less than 100 yards distant, you see their leader place a horn to his mouth and you hear a shrill and piercing tone echoing across the plain. Pressure builds in your head and sharp stabbing pains burn at your temples. You glance over your shoulder and see that Prince Karvas and his horse are both suffering badly from the insidious sound of the hunter's horn.