Voyage of the Moonstone

The Moonstone is a legendary artefact that was created by the god-like Shianti. It contains the might of all their magic and wisdom, the sum of their divine knowledge. Lone Wolf — Supreme Master of the Kai — has succeeded in retrieving it from the clutches of Naar, the King of the Darkness.

Now the Moonstone must be returned to its creators who are exiled upon the remote Isle of Lorn in Southern Magnamund. Someone must take the fabled artefact to the Shianti and Lone Wolf has chosen you, the most promising warrior among the ranks of the New Order Kai, to carry out this vital mission. Armed with the special weapons and skills of a New Order Grand Master, you embark upon a secret voyage to the distant Isle of Lorn. However, your mission quickly becomes a life-and-death struggle when you encounter intrigue and deadly danger en route.

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields — as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

While working in Los Angeles in 1977 he discovered a then little-known game called ‘Dungeons & Dragons’. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

Five years later, in 1982 at the Origins Game Fair, Joe won the Advanced Dungeons & Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark — the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

Sadly, Trevor Newton, illustrator of Voyage of the Moonstone, passed away in 2002 before Project Aon volunteers could contact him regarding his work for the Lone Wolf series. He illustrated a number of titles for younger readers. His wife has very kindly allowed us permission to use his work for Voyage of the Moonstone for Project Aon, stating ‘I am sure Trevor would have been delighted to hear that Joe Dever's (and, incidentally, his own) work is being preserved.’

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

Publication Date: 12 November 2010

Text copyright © Joe Dever.

Illustrations copyright © Trevor Newton.

Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Table of Contents

- Title Page

- Dedication

- Acknowledgements

- The Story So Far …

- The Game Rules

- Your Kai Name

- New Order Kai Grand Master Disciplines

- Equipment

- Rules for Combat

- Levels of New Order Kai Grand Mastership

- Improved Grand Master Disciplines

- New Order Wisdom

- Numbered Sections

- The Coastal Route Between Sommerlund and Dessi

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Text copyright © 1994 Joe Dever. Illustrations copyright © 1994 Trevor Newton.

Dedication

‘Fear is a habit. I'm not afraid’

For Aung San Suu Kyi[1]

[1] Aung San Suu Kyi is a renowned pro-democracy activist, advocate of non-violence, and prisoner of conscience in Burma.

Acknowledgements

‘I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my “millennium gift” to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. … ’ Joe Dever

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits

Transcription

Stuart Bradshaw

Illustration Transcription

Jonathan Blake

Ryan Marshall

XML

Jonathan Blake

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Alternate Illustrations

Jan Charvát (Map)

Brian Williams (Weapons, Equipment)

Proofreading

Sean Donald

Editing

Sean Donald

Ingo Klöcker

LeRoy McSwain

Simon Osborne

Timothy Pederick

Coordination

Jonathan Blake

Special Thanks

Jan Charvát, Benjamin Krefetz, Chris Neilson, Anders Österberg, Robert Wellock.

We would also like to extend special thanks to Anita Newton for her blessing in using her husband's work as part of Project Aon.

The Story So Far …

You are a Kai Grand Master of the New Order of the Kai — the warrior élite of Sommerlund.

It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order — the legendary warrior Lone Wolf — was the sole survivor of the First Order of the Kai, and as a young initiate he had stood amid the burning wreckage of the old Kai Monastery and had vowed to avenge the massacre of his comrades. In the year MS 5070 he was to keep his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the base of their power — the infernal city of Helgedad.

With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all of Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly reestablished. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the era of war against the Darklords, and you were sent by your father to the Kai Monastery at the age of seven to develop your martial skills and the latent Kai abilities which lie dormant in some Sommlending. During the years that followed, your skills were nurtured and honed to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.

In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf's absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it) the Dark God sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King's Army of Sommerlund.

The defeat of his minions enraged the Dark God and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf's Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness — Naar's stronghold — where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone's location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf's eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.

Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the forces of the Gods of Good, Kai and Ishir, had been held at bay. Only Lone Wolf and the New Order of the Kai had stood in the way of the onslaught of Naar's agents since the demise of the Darklords.

Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from Naar's legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God's domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun — his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar's minions. Retrieval of the Moonstone had denied the Dark God's champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their fell master.

Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month after birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence ‘the Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone was a great force for Good, but it was also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply concerned at the changes wrought by the Moonstone and sought the counsel of his closest friend — Guildmaster Banedon, leader of Sommerlund's Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the balance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.

Lone Wolf agreed with Banedon — the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly sought to enact Naar's revenge upon the Kai. When one of Naar's agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that Lone Wolf himself would take responsibility for carrying the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that he had secured the use of Guildmaster Banedon's famous flying ship — Cloud-dancer.

It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of taking the Moonstone to the Shianti. The elaborate preparation he was undertaking was simply a diversion, a bluff designed to draw attention away from the vital mission that he wished to entrust to you — the most talented and courageous of his Kai Grand Masters.

The Game Rules

You keep a record of your adventure on the Action Chart.

During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 ENDURANCE points).

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points cannot rise above the number you have when you start an adventure.

Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

Your Kai Name

It has long been the tradition of your élite warrior caste to bestow a new name upon each young novice when they complete their first year's training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.

You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.

Table A

Table B

(Kai name prefix)

(Kai name suffix)

0 =

Swift

0 =

Blade

1 =

Sun

1 =

Fire

2 =

True

2 =

Hawk

3 =

Bold

3 =

Heart

4 =

Moon

4 =

Friend

5 =

Sword

5 =

Star

6 =

Wise

6 =

Dancer

7 =

Storm

7 =

Helm

8 =

Rune

8 =

Strider

9 =

Brave

9 =

Shield

New Order Kai Grand Master Disciplines

Kai and Magnakai Disciplines

During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:

Weaponmastery

You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.

Animal Control

You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature's sense of taste and smell.

Curing

You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.

You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.

Invisibility

You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.

Huntmastery

You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.

Pathsmanship

You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.

Psi-surge

You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.

Psi-screen

You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.

Nexus

You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.

Divination

Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.

New Order Kai Grand Master Disciplines

After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor — Kai Supreme Master Lone Wolf — you have achieved the noble rank of Kai Grand Master Senior.

Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.

Your present rank of Kai Grand Master Senior means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery

This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section.[2] For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.

If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.[3]

Animal Mastery

New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

Deliverance (Advanced Curing)

New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.

Assimilance (Advanced Invisibility)

New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.

Grand Huntmastery

New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Grand Pathsmanship

New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

Kai-surge

When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.

Grand Nexus

New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.

Telegnosis (Advanced Divination)

This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.

Magi-magic (Old Kingdom Magic)

Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai-alchemy (Brotherhood Magic)

Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund's Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.

Astrology

The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.

Herbmastery

Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance's medicinal and/or magical properties.

Elementalism

This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.

Bardsmanship

Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.

If you successfully complete the mission as set in Book 21 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 22. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline, your original four Grand Master Disciplines, your Kai Weapon,[4] and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called: The Buccaneers of Shadaki.

[2] Given the rules for the previous Lone Wolf books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the Equipment section. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.

[3] The rules in the Mongoose Publishing editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] Details about the Kai Weapon appear in the next section of the game rules.

Equipment

Before you leave Holmgard on the first stage of your long voyage to Elzian, you acquire a map of your sea route and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time.

You may also select five items from the list below, only two of which may be Weapons.

- Quarterstaff (Weapons)

- Bow (Weapons)

- Quiver (Special Items) This contains six Arrows; record them on your Action Chart.

- Flute (Backpack Item)

- Dagger (Weapons)

- Sword (Weapons)

- 2 Meals (Meals) Each Meal takes up one space in your Backpack.

- Rope (Backpack Item)

- Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

- Axe (Weapons)

List the five items that you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have on your ENDURANCE points and/or COMBAT SKILL.

Kai Weapons

Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.

In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.

Example

Say you choose the number 8 from the Random Number Table, your Kai Weapon will be the Broadsword ‘Illuminatus’.

When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.[5]

Example

If you were to use ‘Illuminatus’ in combat against an enemy in an underground cavern, cave, or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.

Kai Weapon Table

RN

Weapon Type

Weapon Name

CS

Unique Properties

CS

0

Axe

‘Spawnsmite’

+5

versus reptilian enemies

+6

1

Axe

‘Alema’

+5

versus undead enemies

+7

2

Axe

‘Magnara’

+5

versus rock or stone

+8

3

Sword

‘Sunstrike’

+5

when used in daylight

+6

4

Sword

‘Kaistar’

+5

when used at night

+7

5

Sword

‘Valiance’

+5

when used versus magicians[6]

+8

6

Sword

‘Ulnarias’

+5

when used underwater

+9

7

Broadsword

‘Raumas’

+5

versus winged enemies

+6

8

Broadsword

‘Illuminatus’

+5

when used underground

+7

9

Broadsword

‘Firefall’

+5

versus fire-emitting enemies

+8

RN = Random Number

CS = COMBAT SKILL

Equipment — How to use it

Weapons

The maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.

Bows and Arrows

During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this Weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful Weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.

In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.

Backpack Items

These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart, is given either initial capitals (e.g. Silver Mirror, Gold Key), or is clearly identified as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

Special Items

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

Kai Weapon

Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

Food

Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

Potion of Laumspur

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

Gold Crowns

The currency most readily accepted in eastern Northern Magnamund is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

[5] These bonuses are not cumulative.

[6] ‘Valiance’ is also effective against magical creatures.

Rules for Combat

There will be occasions during your adventure when you will have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Your aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible yourself.

At the start of a combat, enter your own and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

The sequence for combat is as follows:

1. Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

Example

You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon ‘Ulnarias’, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

You now subtract the Wild Dogs' COMBAT SKILL from your own, giving a Combat Ratio of +14 (45−31=+14). +14 is noted on your Action Chart as the Combat Ratio.

3. When you have your Combat Ratio, pick a number from the Random Number Table.

4. Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself — Grand Master.)

Example

The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

- You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).

- Wild Dogs lose 9 ENDURANCE points.

5. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

7. Repeat the sequence from Stage 3.

This process of combat continues until the ENDURANCE points of either your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your ENDURANCE points possibly reduced.

A summary of Combat Rules appears in the back of this book.

Evasion of Combat

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.

Levels of New Order Kai Grand Mastership

The following table is a guide to the ranks and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the New Order series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection — to become a Kai Supreme Master.

4. Kai Grand Master Senior — (You begin the New Order adventures at this level of Kai Grand Mastery)[7]

5. Kai Grand Master Superior

6. Kai Grand Sentinel

7. Kai Grand Defender

8. Kai Grand Guardian

9. Sun Knight

10. Sun Lord

11. Sun Thane

12. Grand Thane

13. Grand Crown

14. Sun Prince

15. Kai Supreme Master

[7] It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.

Improved Grand Master Disciplines

As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve. The nature of these additional improvements and how they affect your existing Disciplines will be noted in the Improved Disciplines section of future Lone Wolf New Order series books.

New Order Wisdom

You are about to embark upon the first stage of an essential mission to return the fabled Moonstone of the Shianti to its creators.

Some of the material items that you will encounter during your quest will be of use to you, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

Pick your four Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures (Books 1–20) is not essential for the completion of this New Order adventure.

May the light of the Gods Kai and Ishir guide you during your vital quest.

For Sommerlund and the Kai!

1

‘Understand that your mission must be conducted with the utmost secrecy to ensure its success,’ says Lone Wolf, fixing you with his steely gaze. You nod your head in acknowledgement and watch with growing anticipation as the Supreme Master of the Kai rises from his throne and moves silently across the polished stone floor of his magnificent vault. From a concealed safe in the granite wall he removes a seemingly plain leather satchel which he unbuckles and holds open, inviting your inspection. Nestled within lies the legendary Moonstone, surrounded by a shimmering halo of golden light.

‘The inner lining of this bag is woven from strands of fine-spun korlinium,’ says Lone Wolf, as he carefully buckles the satchel's leather flap.

‘The mineral will hide the Moonstone's powerful energies, especially from those who have no need to rely solely upon their eyesight to detect its power.’

He offers you the satchel and you accept it with trembling hands. Yet the moment you touch the bag you feel all your anxieties suddenly vanish and the natural air of calm confidence, for which you are noted among your brother Kai, swiftly returns. (Record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.) Lone Wolf informs you that you are to journey 2,000 miles to Elzian — the principal city of the jungle realm of Dessi. There you are to seek out Lord Rimoah at the Tower of Truth. He will assist your onward passage to the Isle of Lorn. In the interests of secrecy, Rimoah is the only other person who knows about your mission. Lone Wolf has arranged for you to travel aboard a Sommlending trading ship, sailing out of Holmgard for Bisutan by way of Barrakeesh. You will be met in Barrakeesh by Lord-lieutenant Fernant, the Sommlending envoy to Vassagonia, who will join you on the voyage to Bisutan where his rank and reputation will help speed the final leg of your journey to Elzian. To allay suspicion you will travel in the guise of a Kai journeyman. At the same time, as you embark upon your long voyage south, so Lone Wolf will leave the monastery aboard the skyship Cloud-dancer and journey to distant Lencia, in the far west of Magnamund. He shall carry with him a replica of the Moonstone to draw away the attention of any who would seek to thwart your true quest.

Upon concluding your briefing, Lone Wolf orders you to go to your quarters and rest. You are to return to the vault at midnight in full readiness to begin the mission.

Turn to 235.

2

You usher the marines into your room and lock the door to prevent the tavern-keeper from entering. Then, one by one, you leave by the window and climb up onto the roof. Hidden by the darkness and by a low parapet wall which encircles the tavern's upper floor, you stay here and observe as more than a hundred City Guardsmen round up all the foreign merchants and crewmen who are lodging at the quayside taverns. These innocent men are then made to form a long column before they are marched away towards the Funtal's castle. When dawn breaks over the harbour, this normally busy trading centre is unusually quiet. The only people you can see going about their business are native Bir Rabalonians.

When you can no longer see any City Guardsmen in the harbour, you re-enter the tavern and hurry down to the taproom. Here you find Kol, the Casiornian merchant, enjoying a large plateful of meat and cheese. With a wide grin he tells you that he has spent a very comfortable night hiding in the kitchen cellar.

Turn to 255.

3

You utter the words of the Brotherhood Spell Lightning Hand and extend your right fist towards the onrushing creature. A tingle runs down your arm and a burst of blue-white light illuminates the surrounding jungle when a bolt of energy leaps from your hand and arcs towards the creature's chest. The bolt strikes, and the Deathstalker's mate shrieks as it burns deep into her shoulder. She falters but she does not abandon her attack, and quickly you raise your weapon in readiness to receive it.

Turn to 300.

4

With the help of your Kai skills and the failing light, you slip away from the Desert Jewel and return to the Tradewind Tavern. Here you are fortunate to discover the three marines who, despite their best efforts this day, have been unable to sell your horse and raise enough money to leave. They are surprised to see you come walking through the door, but very glad that you have returned. Oswin tells you that a curfew has been declared and that all foreigners have been forbidden to use the streets after dark. The tavern-keeper, who openly hates the Funtal, offers to hide you in the stables tonight in case the City Guard should pay another visit. Gratefully you accept his offer and spend the night hiding in his hay-loft.

Turn to 275.

5

With a rousing cheer, the second wave of enemy raiders follow their leader and leap aboard The Pride of Sommerlund. The ship's crew and the marines have suffered many casualties and they are now too weak and exhausted to be able to repel this renewed assault. You know that you must act swiftly if you are to avert a disaster.

Steeling yourself for what must be done, you shoulder your Bow and unsheathe a weapon. Then you leap from the rigging as the enemy leader passes below the mainmast. You hit the armoured warrior feet-first and slam him to the deck, but he quickly recovers from your surprise attack and, in the ensuing struggle, he manages to kick the weapon from your hand.

‘Leave him to me!’ he screams, warning off his henchmen who are poised to rush forward and cut you down. Slowly he unsheathes his scimitar and, with a sneer fixed to his cruel lips, he raises the blade in readiness to strike a mighty blow to your head.

Illustration I—Slowly he unsheathes his scimitar and, with a sneer fixed to his cruel lips, he raises the blade.

Dar-Isun: COMBAT SKILL 39   ENDURANCE 38

You must fight the first round of this combat empty-handed. If you possess a close-combat weapon, you may use it from the beginning of the second round.

If you win this fight, turn to 340.

6

The village consists of a circle of conical huts thatched with toa leaves. As you ride towards them, a giggling swarm of young children comes rushing from the open doorways and quickly surrounds your horse. They hold open their grubby palms and beg you for money.

If you wish to give these children some Gold Crowns, turn to 166.

If you do not, turn to 12.

7

You tour the market and one stall in particular holds your attention. It is run by a small and timid-looking man and he offers you herbs and potions which he has gathered from all over Magnamund. As you examine the hundreds of phials, philtres, and flasks that are laid out upon his stall, you notice there are many types of herbs that you have encountered before, and some you have not. Of all his selection, the following four interest you the most:

- Potion of Laumspur: restores 4 ENDURANCE points when swallowed after combat.

- Potion of Alether: increases COMBAT SKILL by 2 when swallowed before combat (one use only).

- Potion of Mustow: creates a foul choking gas when released into the air.

- Potion of Sebaris: purifies contaminated water (one use only).

Each of these potions costs 3 Gold Crowns.

If you wish to make a purchase, turn to 221.

If you do not wish to buy anything from this stall, turn to 79.

8

Despite the frugality of the innkeeper and the drabness of your room, you manage to sleep well and rise at dawn feeling alert and refreshed (you may restore 3 ENDURANCE points). You meet with the marines and, foregoing breakfast, you walk to the adjoining stables to collect your horses. The innkeeper's daughter has already fed and watered them and they are ready to be collected. However, before she will let them go she demands you pay her a stabling fee of 1 Gold Crown each.

If you have some money and you wish to pay her 1 Gold Crown, turn to 346.

If you have no money, or if you do not wish to pay, turn to 208.

9

You slide across the decking and slam into the gunwale with a jolt that leaves you bruised but otherwise unharmed: lose 1 ENDURANCE point. Quickly you regain your balance and leap back onto your feet.

Turn to 139.

10

You grab your Bow and take hasty aim at the snarling creature. You fire as she lopes towards you and she shrieks as the sharp tip of your shaft grazes her forehead. For a few moments she falters, but she does not abandon her attack. Quickly you drop your Bow and raise your weapon in readiness to defend yourself as she presses home her assault.

Turn to 300.

11

When the dust settles you see that the Koneshi Pass is now blocked and completely impassable. You shout to the marines on the other side to let them know that you are safe, and you hear them calling back, but even with your acute Kai sense of hearing you are unable to make out clearly what they are shouting.

However, by drawing upon your Magnakai skill of Divination you are able to make telepathic contact with Sligh. By way of mental commands and suggestions you tell him to lead his comrades back to Bir Rabalou where they are to sell their horses to raise the money they will need to buy passage home aboard a trading ship. Sligh is unable to answer you telepathically, but you sense that he will comply with your suggestions. Wary of the risk of further landslides, you turn your horse around and ride off along the open mountain trail towards the south.

Turn to 110.

12

When you refuse to give them any money they begin shouting at you and throwing stones. One jagged stone hits your forehead and draws blood, and another bruises your jaw: lose 2 ENDURANCE points.

The screaming of the children attracts the attention of their indolent parents who emerge from their huts brandishing clubs and knives. They rush at you and you are forced to turn your horse about and gallop away. Upon reaching the road, you use your Kai curing skills to ease the stinging pain of your head wound before continuing your ride east towards Hikas.

Turn to 89.

13

You evade your enemies by scaling the mainmast as swiftly as you can. As you climb higher, you notice chunks of wood are raining down from above. You glance up and see that the giant spider is now perched in the crow's nest, where it is busily tearing at the mast and topsail with its fanged maw. Fearful of what may happen if it should be allowed to direct its power upon your countrymen below, you decide that you must confront and slay this creature.

You approach the giant spider from below and, at first, it fails to notice your presence. But when you pause for a few moments to unsheathe your weapon, it dips its head and you find yourself staring into a pair of ghastly green eyes. It rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the mainmast just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift action saves you, but as the momentum of your swing carries you back towards the mast, so you see that the creature is preparing a new form of attack.

It waits until you come to rest in the rigging, and then it ejects a stream of grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, transforming into several long and sticky strands which threaten to engulf and imprison you in a soft, gluey web.

If you possess Magi-magic and wish to use this Discipline, turn to 303.

If you possess Elementalism and wish to use it, turn to 210.

If you possess neither of these Disciplines, or if you choose not to use either of them, turn instead to 162.

14

You rush back to the junction and continue along the right alley until you reach a tree-lined plaza which is bordered by expensive art emporia. The militia are examining their doors and windows for signs of a forced entry but all of them look secure. Then your eye is drawn to a grand temple on the far side of the plaza. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.

Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently you move up the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.

If you possess Kai-alchemy, turn to 85.

If you do not possess this Discipline, turn to 98.

15

You dive to avoid the meteor and the speed of your reactions enables you to escape from being hit directly, yet you do not get away completely unscathed. The fireball glances your left leg and foot before it strikes the deck and bounces back into the sky: lose 6 ENDURANCE points.

To continue, turn to 132.

16

The marines fire three volleys at the cliff-top but their shots neither frighten nor deter the creature. In fact they serve to antagonize this hidden entity and immediately it increases the intensity of its evil spell.

Panic grips the crew and many abandon their posts and leap overboard. In desperation, you seize the helm and draw upon your Kai Mastery in an attempt to avert a total catastrophe, but it is too late. Despite your best efforts, the ship is caught in the grip of the whirlpool. With chilling speed it is sucked down to its final resting place upon the rocky bed of the Bukimi Channel, a thousand fathoms below the swirling surface.

Sadly, your life and your quest end here.

17

At the end of the street you discover a tavern which adjoins the town's east gatehouse. It has a stables and a small blacksmithy, and the first floor has been given over to a rooming hostel. It is a popular place and you see several people entering and leaving by its main door.

Beyond this door you discover a warm taproom with great padded chairs and tables of yellow Siyenese elm. You approach the tavern-keeper's wife who is serving ale to customers in tankards made of hardened leather. You enquire if she has a room for the night and she nods and smiles. ‘Three Gold Crowns,’ she says, ‘and for that you can have as much ale as you can stomach!’

You pay her 3 Gold Crowns (erase these from your Action Chart)[8] but you decline a tankard of her ale. It has a peculiar smell that makes you think of greasy animal hides.

Turn to 38.

[8] It is possible that you have fewer than 3 Gold Crowns. If so, you give all of your remaining Crowns to the tavern-keeper's wife.

18

Suddenly a starburst of pain erupts in your head and the salty taste of blood fills your mouth. The archer's arrow has penetrated the front of your skull and death is instantaneous.

Tragically, your life and your quest end here in Kilij.

19

The landlady's frowning face softens as she slips the money into the pocket of her apron. From this same pocket she removes a key which is stamped with the number 4, and she hands it to you. Then she points to a corridor on the ground floor which leads to your room at the rear of the building.

As you are about to insert the key into the lock, you hear a suspicious noise coming from inside. Silently you unsheathe your weapon, unlock the door, and then fling it wide open.

Turn to 66.

20

As you leave the tavern and march with the lieutenant at the head of his column of guardsmen, you ask him if you are being arrested. After all, you have not broken the curfew. He smiles and confides in you that he was hoping you would agree to help him to track down the creature.

‘The skills and special powers of the Kai are legendary,’ he says. ‘You may succeed where we have failed. Will you help us find this beast before it kills again?’

Before you can give your answer, a terrible shriek echoes through the empty streets. A woman standing on the balcony of a tall building nearby leans over the parapet and calls out to the lieutenant and his men. ‘Down by the river,’ she shouts, and she points over the rooftops to where the shriek was heard. ‘The fiend … it's struck!’

‘Quick, men!’ yells the lieutenant. ‘Follow me! If we are swift we may catch the beast tonight.’

Turn to 337.

21

You give voice to your battle-cry — ‘For Sommerlund and the Kai!’ — as you leap fearlessly from the rear deck into the midst of the enemy horde. You slay three of the armoured warriors with the first sweep of your weapon, and cleave the sword arm from the body of another with your backstroke. Noise, death, and confusion press in on all sides, yet you remain ice cool in the heat of this fierce deck battle. A turbaned warrior with mad, glinting eyes hurls himself at you. He whirls his axe above his head to split your skull, but before he can land his blow, you leap into the air and send him cartwheeling backwards with a mighty kick to his chest. The moment your feet return to the blood-slick deck, you spring forward once more like a charging lion and whirl your weapon like a scythe before you. Its blade becomes a deadly blur as you cut a devastating path through the raiders' serried ranks. You have fought your way to within a dozen paces of Sergeant Dryan when suddenly the enemy launch a desperate counterattack in an effort to halt your inexorable advance.

Shadakine Raiders: COMBAT SKILL 36   ENDURANCE 40

You may evade this combat after three rounds by turning to 13.

If you win the combat, turn to 97.

22

You use your Discipline to will the spider to return to its nest. The arachnid obeys your mental command and scurries away to disappear through a crack in the uneven bamboo floor. Your close encounter with this potentially deadly spider plays on your mind and you find it impossible to go back to sleep (lose 2 ENDURANCE points due to fatigue).

At first light you gather together your equipment and go down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and ride away across the courtyard.

Turn to 314.

23

The leader of the troupe says nothing, yet the crestfallen look on his face is enough to tell you that you have answered his riddle correctly.[9] Your fellow passengers cheer and applaud your display of mental dexterity as you walk to the barrel to collect your prize of 10 Gold Crowns. (If you already possess the maximum number of Gold Crowns permissible, you share the coins out generously among those passengers who are travelling in your carriage.)

The show continues, but you are feeling tired and so you return to the empty passenger wagon. Before you pull your cloak around yourself and settle down to sleep, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 290.

[9] This is the correct answer to the troupe leader's puzzle in Section 40.

24

As you ride across the firm sandy beach towards the excited crowd you see that they are gathered around the carcass of a whale. These poor villagers are celebrating their unexpected good fortune for this whale will provide them with food for a month, and enough oil to fuel their lamps until winter. A cheerful-looking old man hails you with his walking stick and you slow your horse to a halt.

‘You be bound for Bir Rabalou, good sirs?’ he asks. ‘ 'Cause if you is, then you'd do well to heed my advice.’

‘And what advice would that be?’ replies Ernan. The old man gives him a thin smile and then hobbles nearer to your horse. He does not say anything; he simply holds out his hand in the hope that you will pay him something for his advice.

If you wish to give this old man 1 Gold Crown, turn to 219.

If you choose not to give him anything, turn to 313.

25

Your basic Kai senses reveal to you that there is nothing evil nor hostile outside in the corridor, yet the fact that someone is knocking on your door at this late hour makes you feel a little anxious. You reach for your weapon belt and buckle it on before you move cautiously to open the door.

Turn to 116.

26

Your Kai healing skills slowly neutralize the snake's deadly venom, yet as they do battle with the toxins in your blood, so your body is racked by agonizing convulsions: lose 8 ENDURANCE points.

Fearing the worst, Oriah and the others gather around your trembling body and do what they can to make your last few moments of life as comfortable as possible. When suddenly you begin to recover they can hardly believe their eyes, for it is well known that the bite of a Jubai will kill its victim within one minute. Your companions are open-mouthed with shock when you stop trembling and sit up as if you are waking from nothing more than a troubled dream.

Turn to 90.

27

You are shocked to see the attacking ship has a large cannon mounted on its prow. Moments after the pirates fire their gun, you hear the whistle of a heavy cannonball as it hurtles towards the deck of The Pride of Sommerlund. It rips through the gunwale a few feet from where you are standing and, as you dive to avoid it, you are hit in the legs by splinters of wood (lose 1 ENDURANCE point).

Fortunately, the rest of the crew escape injury and damage to the ship is minimal. Sergeant Dryan commands his men to return fire and a volley of shots from the three swivel guns slams into the bow of the pirate ship with devastating effect. Two shots penetrate below the waterline and the third severs the bowsprit. As it falls into the ocean, it rips away sail and rigging which drag more than a dozen pirates overboard. In disarray, the enemy vessel veers from its collision course and founders in the wake of The Pride of Sommerlund as it enters the Bukimi Channel. Here your ship picks up a prevailing wind which propels it away from the second pirate raider. Soon both ships have disappeared and, when Raker is sure that the danger has passed, he warmly praises both the marines and his crew for the skill and courage they have displayed.

Later, as the ship navigates the narrow strait dividing the two Lakuri islands, you pass within a few hundred yards of the fire-blackened ruins of a beach settlement which nestles in a bay, overshadowed on three sides by cliffs. This is Kita Cove, formerly a secret base from where Captain Khadro launched his pirate fleet. As you stare at the charred remnants of the pirate settlement, you try to imagine what it must have looked like before the encampment was consumed by a tremendous fireball that sealed its doom. Suddenly, your daydreaming is interrupted when you see something moving among the ruins.

If you possess Kai-alchemy, turn to 158.

If you do not possess this Discipline, turn to 247.

28

Upon hearing the news that you have slain the Deathstalker, the mayor of Hikas summons you to his Grand Hall in the city's north quarter. Proudly the Vakeros lieutenant and his militia escort you across the city and during your march you receive the adulation of the grateful populace. The mayor hails you as the saviour of Hikas and he bestows upon you the freedom of the city. He decrees that the plaza, where the remains of the Deathstalker were destroyed, shall from this day forward be named after you in perpetual honour of your brave and gallant deed.

You are invited to stay at the Grand Hall and feast with the mayor and the other dignitaries of the city. You accept the invitation and enjoy a sumptuous meal (restore 3 ENDURANCE points). Early the next morning, the Mayor presents you with a fine white stallion to help speed your journey to Elzian. You thank him for his generosity and, shortly before noon, you ride out through the gates of the Grand Hall, go south along the Avenue of the Sun, and cross the Bridge of Lanterns which spans the city's river. Citizens cheer as you pass through the southern quarter and they alert the guards at the busy south gatehouse so that by the time you arrive there you are able to ride through without delay.

A mile beyond the south gate, the road ascends to a ridge where you stop to look back at Hikas for the last time. It is a warm and windy morning and, as you cast your gaze across the rooftops and towers of the ancient city, the sultry breeze howls like a wild animal. For a few moments you feel a chill in your blood, for the sound reminds you of the Deathstalker's ghastly cry. But then you shake your head and dismiss it. The creature is dead and there are still many miles left for you to travel before your quest is done. You salute the city farewell and set off at a brisk pace along the weatherbeaten road that leads to Gologo.

Turn to 188.

29

Despite his best efforts, you manage to stay on your horse and steer him towards the crest of the rockfall. The first boulders are beginning to smash down around you as he carries you valiantly to the top of the mound and gallops over the far side. You are half-blinded by dust, and you fail to see a boulder which hits you in the middle of the back and flattens you against the neck of your horse: lose 3 ENDURANCE points.

When you are out of harm's way, you rein in your horse and turn him about so that you can take stock of the damage caused by the second rockfall.

Turn to 11.

30

You whisper the words of the Brotherhood Spell Silence and instantly the thief's wailing cries cease to echo through the market. The shocked young man clutches at his throat and mouths vile curses at you but no sound emerges from his mouth.

‘Behold!’ you cry, in a loud and imperious tone. ‘The gods have struck this thief dumb for uttering such falsehood 'gainst me!’

Immediately the encircling crowd burst into laughter; they think that the two of you are street actors. One old woman is so amused that she congratulates the dumbstruck thief and then presses 1 Gold Crown into your hand in appreciation of your performance (you may keep this if you wish). The thief seizes this opportunity to escape and turns tail and flees across the square with the laughter of the crowd still echoing in his ears.[10]

Turn to 96.

[10] It appears that the thief gets away with your item, though that is not entirely clear from this passage.

31

A large wooden platform has been erected at the centre of the marketplace upon which twenty men and women are standing side by side with their heads bowed. These poor wretches wear heavy iron manacles which encase their wrists and ankles. Standing behind them are eight hard-faced guards, each with a loop of knotted rope that dangles menacingly from their wrists. The scorching desert sun beats down without mercy upon those in the line, yet if any of them should dare to move but an inch they immediately feel the stinging lash of a rope across their backs.

Over the years you have heard many tales about the slave auctions of Vassagonia, but you had never anticipated that one day you would witness one. This cruel auction fills you with feelings of anger and revulsion as, one by one, the slaves are dragged from the line and sold to the highest bidder. The owner of the slaves is a stout Vassagonian with small piggy eyes and a wart which sits like a ripe brown cherry on the end of his nose. Every time a slave is sold he cackles like a witch when the new owner steps forward to pay the auction price.

You are about to suggest to Oriah that you should leave the square and go back to the horses, when suddenly your Kai senses alert you to danger. Within the crowd there are many pairs of eyes that have been staring avariciously at your beautiful companion. The slave trader has become aware of this and you see him signal to his henchmen. Immediately they enter the crowd and move to encircle you and Oriah. You unsheathe your weapon and command the slaver to call off his men, but he ignores your order. Suddenly the crowd melts away to reveal his six muscular thugs. They are no longer holding knotted ropes; now they hold scimitars and axes with which they slash the air as they advance slowly towards you.

‘Slay him!’ shouts the slaver. ‘Slay the Northlander and bring me the girl!’ You must fight them.

Illustration II—Six muscular thugs slash the air with scimitars and axes as they advance slowly towards you.

Slave trader's henchmen: COMBAT SKILL 33   ENDURANCE 36

If you win this combat in four rounds or less, turn to 289.

If you win the combat in five rounds or more, turn to 195.

32

To your dismay you discover that there are hundreds of tracks covering these cobblestones, and you cannot be sure which of them belong to the creature that you are chasing. Hurriedly you decide to follow the left alley, but as a precaution you direct the militia to go off along the right alley.

After a few hundred yards the alley opens out into a small square surrounded by private houses. There is only one exit from this square, other than the one by which you entered, and it is barred by a heavy iron gate. Lanterns surrounding the square illuminate the flagstones and you are unable to see any tracks that have been made here within the last hour. Suddenly the ghastly howl shreds the silence of the city once more. You focus your keen Kai senses and detect that it came from somewhere beyond the iron gate. Now you are sure that you have come the wrong way.

If you wish to retrace your steps back to the junction and enter the right alley, turn to 14.

If you decide instead to climb over the iron gate, turn to 233.

33

Reluctantly the marines follow as you descend the stairs. The moment you set foot in the taproom you are surrounded by armed guards and made to hand over your Weapons (delete all normal Weapons from your Action Chart; you need not delete your Kai Weapon which you keep hidden beneath your cloak). Once you and your companions have been disarmed, you are herded towards the counter to join more than two dozen others who are of foreign nationality. The officer in charge of the armed guards then strides to the middle of the taproom floor and proceeds to inform you in an imperious tone that you are to be taken to the Funtal's castle where your trading papers and travel documents will be scrutinized. The others, who all appear to be traders and merchants, are outraged when they hear this decree. They protest loudly and many refuse to leave the tavern. They say that it is all just a cynical ploy by the Funtal to confiscate their cargoes.

Kol appears by your side and he whispers to you to follow him. As the Funtal's guards move in and grapple with the angry merchants, you and the marines slip away with Kol and hide in the cellar below the tavern's kitchen. An hour later, as dawn is breaking, the tavern falls silent and you emerge from your hiding place to discover that it is now completely empty.

Turn to 255.

34

You spend an hour enjoying the carnival spirit of the beach festival before you return to your horse and go in search of a place to stay for the night. You ride along a street running parallel to the beach, and enter the courtyard of a large two-storey hostel with stables. A young boy takes your horse's reins and leads him away to an enclosure at the side of this brightly-painted building, and you enter the hostel's front door to find it is empty. It seems that everyone is down at the beach this evening. Then you hear a noise from beyond an open doorway and a balding man appears. He rubs his bloodshot eyes and yawns, revealing a mouthful of gold teeth. You ask if he has a room for the night and lazily he nods his head.

‘I've two types of room and service,’ he says. ‘There's Standard and there's Best. Standard costs 2 Gold Crowns a night and you don't get no food. Best costs 4 Gold Crowns and you get lots of food in the morning.’[11]

If you wish to buy a Standard room for the night, turn to 216.

If you decide to buy a Best room, turn to 138.

[11] If you do not have enough Gold Crowns, you may choose to barter a normal Weapon, Backpack Item, or Special Item at your discretion.

35

You are aware that something unusual is happening the moment you open your eyes, for you can hear the excited chattering of crewmen and marines who are pacing about the deck directly above your cabin. Quickly you rise from your bunk and go aloft to investigate the commotion and, to your surprise, you discover that the waters around the ship are stained blood red. The transformation has been caused by millions of tiny fish, a vast shoal of scarlet Trarta who, like The Pride of Sommerlund, have sought shelter here overnight in this secluded cove.

Captain Raker permits his men to spend an hour or two fishing for Trarta. They are a delicacy, and they will serve to supplement the crew's basic provisions of salted meat and biscuits. By noon the Trarta shoal have left in search of deeper reaches and clarity returns to the turquoise waters of the cove, revealing a new and interesting discovery. Resting on the sandy floor of the cove, twenty feet below the ship's keel, lie the remains of a Bautarian galleon. Oriah is fascinated by the wreck and she asks Captain Raker if she may be permitted to dive down and search its shattered hold. The captain has no objections, so long as she is back on board within the hour. Oriah is clearly excited by the prospect of what she may discover aboard the wreck and, as she gets ready for her dive, she asks if you would like to accompany her.

If you would like to accept Oriah's invitation to explore the sunken galleon, turn to 343.

If you choose to decline her invitation, turn to 198.

36

You turn and sprint back along the street, but you have taken only a few paces when you hear a Vakeros shout a single, thunderous word: Gloar!

A concussive blast of air hits you in the middle of your back and sends you tumbling forwards to crash face-first to the ground. You strike your head on the cobblestones and badly bruise your shoulder as you somersault into the base of a street lantern-post: lose 3 ENDURANCE points.

You have been struck by the effects of the Old Kingdom Spell Power Word. Painfully you stagger to your feet and see that the Vakeros have moved forward to surround you. As they close in, you notice that their spears are held out at arm's length as if they are afraid to come too close. Their officer, a young lieutenant, steps a pace nearer and you see that he is sweating profusely. It is a warm night but this is not the reason he is perspiring: he is terrified. Then he recognizes the style of your tunic, and when he looks carefully at your face you see the whipcord tension in his body begin to ease a little.

‘You're a Kai?’

‘Yes,’ you reply. ‘I'm a journeyman bound for Elzian.’

The Vakeros signals to his men and expertly they couch their spears and form a column in readiness to march.

‘Well, Master Kai,’ says the lieutenant, ‘you had better come with us.’

Turn to 285.

37

Grudgingly you hand over 20 Crowns to the young man before you and your companions stable your horses and enter the inn. To your disappointment you discover that it is a dreary place with few furnishings and decorations to soften its grey, spartan interior. A dozen villagers sit huddled around a pair of circular tables. With an air of boredom they sip their watery ale and stare at the walls in dull-eyed silence. The innkeeper, who is the father of the toll collector, serves you each a plate of stale bread and cheese for your supper. He tries to engage the marines in conversation, but they are so disgruntled with the poor food that they deliberately ignore him. Oswin suggests that you all get some sleep and make an early start, and the others heartily agree.

If you possess the Grand Master Discipline of Bardsmanship and you possess a musical instrument, turn to 272.

If you do not possess this skill, or if you do not have a musical instrument, turn to 8.

38

You are climbing the stairs to your room on the first floor when an old man bumps into you on the landing. He is wearing thick spectacles and he is scrutinizing a strange box-like device made from cubes and tubes of iron, quartz, and brass. Part of this device snags your cloak and rips it. He apologizes profusely and offers to mend the tear in your cloak. As you look into his bespectacled eyes your Magnakai senses detect a faint aura of magic.

If you wish to let him mend your cloak, turn to 271.

If you decide to decline his offer, you may go to your room by turning to 213.

39

The evil that lingers around this chamber makes your skin crawl and you decide to stay here not a moment longer. You and Oriah climb the stone steps and return to the marines who are now hiding among the boulders at the edge of the plateau. Ernan tells you that during your absence he has watched the riders pass by the entrance to the hill track and continue along the coast road for several miles. Just a few minutes before you arrived, these same riders came galloping back along the road towards Cape Kabar. He is convinced that they have called off the chase and have decided to return to their town.

Now that the threat appears to have passed, you and your travelling companions remount your horses and leave this plateau.

Turn to 146.

40

You seat yourself near the crackling campfire and one of your fellow passengers offers you a piece of fruit which you gratefully accept. The troupe are gifted acrobats and jugglers and the performances they give are very entertaining. During their act the leader of the troupe climbs upon a large barrel and challenges the audience to answer a riddle:

‘An old, one-legged farmer, his wife, his dog, his horse, and his cows, have 103 legs between them. How many cows does the old farmer have?’

The leader is sure that nobody will answer his riddle correctly. He is so sure that he offers 10 Gold Crowns to anyone who can give him the correct answer in less than thirty seconds.

If you would like to accept this challenge, use the second hand of a clock or a wristwatch to time yourself while you work out the answer. If you complete the riddle in 30 seconds or less, turn to the section number that is the same as your answer.[12]

If you run out of time, or if you choose not to answer the riddle, turn instead to 241.

[12] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

41

The creature emits a desperate howl as your last mighty blow seals its doom. It lurches at you, its eyes white in their red-rimmed sockets, its great clawed arms swinging blindly. And then this supernatural horror surrenders to death and is brought crashing to the floor. For a few moments its great body convulses and then lies still. Wisps of evil-smelling gas arise from beneath the fur and you are forced to snatch your cloak to your face to deaden the sickly sweet stench of decay. You turn and hurry down the stairs in time to see the lieutenant and his militia breaking through the rubble which blocks the exit from the bell-tower. His men ascend the stairs and remove the vile, rotting remains of the Deathstalker which are placed upon a pyre outside in the tree-lined plaza. Soon the carcass of this murderous creature is ablaze and word of its death spreads swiftly across the city. The curfew is lifted and a large crowd comes and gathers around the dying embers of the pyre to cheer and rejoice in the destruction of the creature which, for the past month, has murdered their kinfolk and terrorized their peaceful city.

Turn to 28.

42

You scan the distant island, using your Grand Master Discipline to enhance your innate visual skills. The shoreline appears deserted, but when you cast your gaze towards the east you notice several dots on the horizon. You alert Captain Raker and he brings his telescope to bear. After a few moments' observation he shouts an order to Paoll: ‘South by southwest, if you please, First Mate. Looks like we've got comp'ny!’

The timbers creak as the ship turns about and forges a passage through deep water. Following the change of bearing the wind is now no longer in your favour and Paoll is forced to tack against it to make progress. The distant ships are now visible and it is clear to all aboard that they are pirate raiders. Soon another two islands rise into view and the captain orders his First Mate to steer a course towards a narrow channel which separates them.

‘That's the Bukimi Channel,’ says Raker. ‘If we can pass through afore those sea dogs, we'll pick up southerly winds on the far side. Then they'll never catch us!’

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 67.

If it is 5–9, turn to 205.

43

You dodge aside but the creature throws open her arms and deals your shoulder a glancing blow with her terrible claws: lose 2 ENDURANCE points.

Bravely you turn to meet her attack and raise your weapon to defend yourself as she lashes out at your face. You parry her blow and counter it by launching yourself headlong into a desperate fight to the finish.

Deathstalker (mate): COMBAT SKILL 42   ENDURANCE 40

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 76.

44

Your attempt to avoid being struck by the arrow is not as successful as you could have wished for. It penetrates your left shoulder and the energy of its impact is enough to bring you crashing to the ground. The archer laughs with glee when he sees you fall and, with encouragement from the slaver who is screaming at him to finish you off, he drops his bow and leaps down from the platform. As he rushes towards where you lie, he snatches his sword from its scabbard and raises it in readiness to deliver a fatal blow to your head.

Svolta: COMBAT SKILL 37   ENDURANCE 36

Reduce your COMBAT SKILL by 3 for the first two rounds of this fight.

If you win the combat, turn to 212.

45

Your weapon is clasped firmly in your fist when you turn around and find yourself staring into the face of a tall and powerfully built Vassagonian warrior. His eyes are glowing with maniacal anger as he comes rushing towards you with his hands outstretched, as if his intention is to strangle you. Before you can utter a sound, he slams into your chest and impales himself on your weapon.

With a yelp of pain he pulls away and turns towards the open doorway. He takes three faltering steps and then collapses and lies motionless upon the tiled floor.

Turn to 175.

46

Kol is susceptible to your psychic suggestions and he obeys your mental order to turn the ship around. At first his crew are shocked and puzzled when suddenly he commands them to change course, but they do not question his decision. Silently they obey their master and within minutes the Desert Jewel is sailing back to Bir Rabalou.

You return to the city's harbour at dusk where you are met by a dozen of the Funtal's guardsmen who are checking ships along the quayside. Kol recognizes their officer — he is a man called Jhioua and he is an old friend of his. Eventually a gangplank is lowered and Kol steps briskly ashore to engage his friend in conversation. With the officer distracted, you now use your Kai camouflage skills to evade the wary eyes of his guardsmen and escape from the ship.

Pick a number from the Random Number Table. If you possess the Discipline of Assimilance, add 3 to the number you have picked.

If your total score is now 4 or lower, turn to 135.

If it is 5 or higher, turn to 4.

47

Instinctively you recite the words of the Brotherhood Spell Invisible Shield and a transparent disc of magical protection forms in front of your eyes. Moments later the archer's arrow strikes this sorcerous shield and shatters to pieces. The remnants of his missile fall to the ground.[13]

For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you get to your feet and come running towards them. Oswin helps you to retrieve your horse and quickly you remount him and gallop along the avenue which leads out of this unfriendly town.

Turn to 52.

[13] The original mentioned that you ‘see your own Arrow strike [the archer] in the chest and knock him down.’ To reach this Section, you must not have fired a Bow. Having removed this text, it is left to you to explain why the Grand Master escapes while the archer still lives.

48

The elder scowls and raises his staff so that its twisted black tip is pointing towards your face. He breathes an ancient word and you feel a pressure rapidly building in your head. It is an agonizing force that threatens to crack your skull in two!

If you possess Kai-screen, turn to 199.

If you do not possess this Discipline, turn to 239.

49

Your Arrow punctures the leader's breastplate and brings him tumbling to his knees. Desperately his fingers scrabble to wrench the shaft free, but it has penetrated too deeply and he is soon overwhelmed by the pain of the mortal wound he has sustained. With one final gasp he keels over and falls face-down upon the deck.

Turn to 63.

50

Dromodon strides into the arena with his arms flung wide to receive the frenzied adulation of the crowd. He is a magnificent lion of a man, with broad shoulders and a mighty chest that ripples with bronzed muscle. His grim face is stern and majestic beneath a mane of wild black hair, and he moves with the confidence and grace of a huge, predatory animal. At first he appears to be the very embodiment of gladiatorial perfection, and you regret that you should have to fight this heroic warrior to the death. But your regrets soon evaporate when you look into his eyes, for you see revealed there his true nature. Beneath the façade of his heroic exterior lurks a soul filled with evil. Your senses tell you that he is a secret worshipper of Naar. The Dark God has given him many rewards — his strength and his status — and in return Dromodon has consigned hundreds of noble souls to an eternity of slavery in the thrall of Naar. Now you see him for what he really is — a ruthless murderer, a heartless killing machine — and all empathy with him as a fellow warrior is lost. This will be a fight to the death and you must fight to win!

Illustration III—You see Dromodon for what he really is — a ruthless murderer, a heartless killing machine.

Dromodon: COMBAT SKILL 44   ENDURANCE 39

This enemy is immune to all forms of psychic attack.

If you win the combat, turn to 268.

51

You call upon all of your speed and agility in a desperate attempt to throw yourself out of the path of this terrifying meteor. A superhuman effort will be required if you are to accomplish this desperate action successfully.

Pick a number from the Random Number Table. If you possess Grand Huntmastery add 3 to the number you have picked. You may add an additional 1 to the number you have picked for every 1 ENDURANCE point you are prepared to deduct from your current total.

If your total score is now 1 or lower, turn to 342.

If it is 2–7, turn to 15.

If it is 8 or higher, turn to 203.

52

For an hour you ride without daring to stop in case the slaver has dispatched his henchmen to pursue you. The hills keep the interior of this country hidden from view until you reach a broad-based canyon bisected by a meandering stream. The threat of pursuit has now passed and so you halt here to slake your thirst before continuing your long ride south.

Beyond the canyon, the road crosses a rolling coastal plain which lies at the eastern edge of the Dry Main — Vassagonia's vast desert. The undulations of its windswept sands give this great sun-bleached emptiness the appearance of a vast yellow sea that seems to stretch away into infinity. You feel a disturbing unease as you stare across this wilderness for there is nothing to break the view, and nothing that could offer you a place to hide should the need arise.

As dusk approaches you are pleased to see that the road bears to the east and passes within sight of the ocean. The heat of the day has now surrendered to a biting night wind that makes your horse and your companions shiver. Mindful of their need for shelter, you leave the road and scout the rugged coastline in search of a cave in which to spend the night. Your tracking skills lead you to a dry cave that is ideal and you camp here and build a fire from driftwood. Over a meal of roasted crabmeat the conversation turns to Oriah and your fears for her safety. Later this night, as you sit the first watch, you offer a prayer to the Goddess Ishir to protect her and keep her safe. You have a strong feeling that the young woman is still alive and that one day, sometime in the future, your paths are destined to cross once more.

After a few hours, Sligh wakes from his slumber to take his turn keeping watch at the mouth of the cave. Gladly you hand over the duty to him and settle down for some much needed sleep (you may restore 3 ENDURANCE points).

To continue, turn to 142.

53

You watch aghast as the Itikars swoop past the balloon and rake their talons across its canopy. The sudden loss of gas from the canopy shakes the basket and you are knocked off your feet. Yranai falls on top of you and, for a few nerve-racking seconds, you lie entangled at the bottom of the basket as the balloon rapidly loses altitude. When you pull yourself up and peer over the rim, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai looks up to see shreds of cloth trailing from the punctured canopy above and the sight proves too much for him: he faints. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the tops of the mountain pines rise into view.

If you possess Kai-alchemy, turn to 107.

If you do not possess this Discipline, turn to 115.

54

You invite the magician to enter your room and, after checking that the corridor is empty, you close the door. You can sense his excitement as you place the item(s) that you would like him to purchase on a small table which stands beside the mattress.

If the item you wish to sell is the Iron Skull, turn to 201.

If it is the Siyen Crown, turn to 134.

If it is the Kutyan Emerald, turn to 298.

55

Your Kai Sixth Sense informs you that the whirlpool is being created by a powerful entity, a creature that is hiding somewhere in the undergrowth which blankets the overhanging cliff. From its high vantage point it is pouring its evil energy down into the channel below, causing the vortex which now threatens to drag The Pride of Sommerlund to a deep, watery grave.

You inform Raker of what you have detected and he orders the marines to fire a volley from their deck guns, aimed at the foliage on top of the cliff.

Pick a number from the Random Number Table.

If the number you have chosen is 0 or 1, turn to 16.

If it is 2–9, turn to 294.

56

The man rapidly disappears into the crowd, and when you check your Backpack you discover that your suspicions were well founded. The flap is unbuckled and there is one item missing (erase the first item which you have noted on your Backpack Items list).

To continue, turn to 96.

57

You wait until the last moment before you leap over the falling statue. It shears the surface from the steps on which, just seconds ago, you were standing, but your reactions prove too slow for you to avoid being struck a glancing blow to the neck and shoulder: lose 5 ENDURANCE points.

As you fall to the steps, you see the statue finally reach the bottom of the stairwell where it smashes into several large segments which block the narrow doorway and fill the base of the stairwell with thick dust. Gritting your teeth against the pain of your injuries, you stagger to your feet and hurry as fast as you can up the stairs in pursuit of your prey — the scourge of Hikas.

Turn to 177.

58

The owner sympathizes with you. He does not want to lose your custom and so he tries to strike a deal. He says that he would be willing to accept two of your Backpack Items instead of the remaining six Gold Crowns.

If you agree to his deal, erase any two Backpack Items from your Action Chart (excluding Meals) and turn to 333.

If you do not agree to his deal, turn to 224.

59

Your Arrow hits the warrior but it is deflected by the steel nose-guard that is fixed to the front of his helmet. You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The Pride of Sommerlund lurches violently and you are thrown backwards across the deck.

Turn to 274.

60

Bravely you meet her attack and counter it by launching yourself headlong into a desperate fight to the finish.

Deathstalker (mate): COMBAT SKILL 42   ENDURANCE 40

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 76.

61

‘Welcome, Master Journeyman,’ says the smiling trader, ‘I'm most pleased to make your acquaintance. My name is Kolastemi Ayusidihara but people know me better as Kol. I see by the cloak clasp you are wearing that you are a Kai journeyman of Sommerlund, yes?’

You nod to affirm this and the excited little man proceeds to tell you about himself and his business. You hear that he is a merchant who was born in Casiorn but who now lives in the city of Kuchek. When he was a young man he traded silk for wheat in Holmgard where he first encountered the Kai. Once, when his caravan was attacked by a Giak war party on the Ruanon Pike, it was the timely intervention of a Kai journeyman that saved his life and his cargo. Since that day he has revered your warrior order. Barely pausing for breath, he tells you proudly that he has a ship moored in the harbour which is filled with timber that he intends to trade for spices in Bisutan. He plans to set sail tomorrow at noon. When at last he pauses to take a sip of ale from his tankard, you inform him that you and your three companions are travelling overland to Elzian.

‘By horse? Such a tiring way to travel and such a difficult road too,’ he says. ‘I would gladly offer you passage aboard my ship but, alas, I carry such a heavy cargo that I could only accommodate one extra passenger. You would be most welcome to sail with me to Bisutan, but sadly I am unable to offer such a favour to your friends.’

You thank Kol for his offer but decline it, preferring to stay with the marines. You are tired now, and so you rise from your seat and bid the friendly trader goodnight and a safe voyage. As you turn to go to your room he calls out: ‘If you should change your mind, remember I sail at noon. My ship is moored at the end of the east quay. She's called Desert Jewel.’

Turn to 106.

62

You enter this musty emporium and cast your experienced eye across its shelves and glass-fronted cabinets. A toothless old crone is standing behind a toa wood counter and she bids you welcome. As you walk around the shop she watches you like a hawk.

Most of her wares appear to be second-hand items of little value or practical use. Of all the thousands of things that are crammed into this shop, only the following catch your eye:

- Rope — 3 Gold Crowns

- Blanket — 2 Gold Crowns

- Hourglass — 3 Gold Crowns

- Tinderbox — 2 Gold Crowns

- Spyglass — 2 Gold Crowns

If you wish to purchase one or more of the above Backpack Items, remember to adjust your Action Chart accordingly.

To leave the shop, turn to 17.

63

For a few moments the raiders stand transfixed with shock, as if they are unable to comprehend that their leader is truly dead. Then the reality of their loss crashes in upon them and they become overwhelmed by their worst fears. Without their leader, they panic and hurriedly cut the grappling lines which hold the two vessels together. When the last rope is severed there is a great rending of iron and timber as the ram of the pirate ship wrenches itself free from The Pride of Sommerlund's port side. Then a cheer resounds from the mouths of those Sommlending who have survived the battle when they see the enemy ship turn about and flee for the safety of the isles off Cape Kabar.

To continue, turn to 281.

64

‘He's right,’ says the rogue, and sheepishly he backs away from your table.

‘He can't be the creature,’ whispers one of the other men. ‘It wouldn't know the answer.’

Confused and angered by their actions, and by what they are saying, you rise from your seat and demand an explanation. The innkeeper hurries over with a tankard of ale in his hand. He and the men apologize for the frosty reception you have received since you entered the tavern, and the innkeeper offers you the ale, free of charge, as if to make amends for their behaviour.

‘I don't want your ale,’ you snap. ‘What I want is an explanation. What's really going on here?’

The innkeeper looks at you and there is fear behind his eyes. ‘Very well,’ he says, ‘I'll tell you. It's only right that you should know.’

Turn to 74.

65

You pitch camp among some sand dunes overlooking the village and its picturesque bay. Oswin attends to the horses while you help Sligh and Ernan to build a fire from driftwood. While you are foraging for wood, you stumble upon some strange pink-leaved plants growing along the edge of the beach.

If you possess Herbmastery, turn to 317.

If you do not possess this Discipline, turn to 228.

66

The door bangs open against the wall and a loud screech echoes from your room. This painfully sharp noise makes you raise your weapon defensively but, as you prepare to strike a blow, you suddenly see a startled cat come hurtling through the doorway. You smile to yourself and sheathe your weapon as you watch the terrified cat scurry along the corridor amidst a cloud of dust and loose fur.

The room itself is shabby but clean. You take off your cloak and equipment, wash from a cracked porcelain bowl, and then sit down on the threadbare mattress which serves as a bed. Now your thoughts return to your mission, and while you are pondering what may yet lie in store for you on the road to Elzian, you open the satchel containing the Moonstone and bathe in the warm glow which radiates from this wondrous artefact.

Suddenly there is a knock on your door. The sound gives you a start and quickly you buckle the satchel and stow it under the mattress.

If you possess Telegnosis and wish to use it, turn to 229.

If you possess Grand Huntmastery and wish to use it, turn to 339.

If you possess neither of these skills, or if you choose not to use them, turn to 25.

67

By the skill of her crew and helmsman, The Pride of Sommerlund enters the Bukimi Channel and picks up a prevailing wind which propels her swiftly away from the pirate raiders. Soon the enemy ships have disappeared beyond the distant horizon. When Raker is sure that they have abandoned the chase, he praises his First Mate and crew and promises that tonight they can look forward to a double rum ration as reward for their skilful seamanship.

As the ship navigates the narrow strait dividing these two Lakuri islands, you pass close by the fire-blackened ruins of a beach settlement which nestles in a bay overshadowed by cliffs. It is Kita Cove, formerly the secret base from where Captain Khadro launched his pirate fleet. Staring at the charred remnants of his settlement, you try to imagine what it must have looked like before the encampment was consumed by the tremendous fireball that was to seal its doom.

A mile beyond Kita Cove, the strait becomes narrower at a place where it passes between two overhanging cliffs. Paoll is sure that he can navigate safely through this channel, but his confidence is shaken when the lookout suddenly screams a warning: ‘Whirlpool ahead!’

When you catch sight of the swirling, foaming water, you sense immediately that this is not a natural phenomenon: this watery vortex is the result of evil sorcery.

If you possess Elementalism, turn to 226.

If you do not possess this Grand Master Discipline, turn to 55.

68

You ride the benign thermal currents that swirl between these lower mountain peaks and enjoy a spectacular aerial view of the Great Masourn Range. Within the hour you emerge from the peaks and drift towards columns of rock that rise up from the lower slopes of the timbered mountainside. Circling above one of these columns are six large, black winged birds. You magnify your vision and your pulse quickens when instantly you recognize them to be Itikars — giant Vassagonian eagles.

The leader of this predatory group has golden markings on his wing tips that glint in the sun, giving them a metallic appearance, and when he sees the balloon approaching he veers away from the column. The others follow his lead and all six come flying towards you in a wedge-shaped formation.

They fly past overhead and stare down at the balloon with their cold black eyes. Then the leader turns about and you sense that he intends to attack you on his next pass. His companions form up behind him in a line and he leads them in a steep dive.

Illustration IV—The leader of the Itikars turns and you see that he is about to attack with his razor-sharp claws.

As he comes to within a hundred feet, he spreads his razor-sharp talons and fixes his cruel eyes on the balloon's vulnerable canopy.

If you possess Kai-alchemy and wish to use it, turn to 141.

If you possess Animal Mastery and wish to use it, turn to 168.

If you possess a Bow and wish to use it, turn to 326.

If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn to 53.

69

The old woman sits herself at your table and takes hold of your right hand. For a few minutes she mumbles and murmurs incoherently as she traces every line on your palm with her crooked index finger.

‘Great strength, long life, and good fortune will be yours, kind sir,’ she says, grinning inanely. ‘Ah, but what is this? Is this love I see? I … I cannot be sure.’ And with this she holds open her left palm inviting you to give her another Gold Crown. You look to the owner of the inn and he frowns and shakes his head. The old crone is clearly a charlatan and she will tell you anything she thinks you want to hear so long as you continue to pay her. You snatch your hand away and tell her to leave. Muttering darkly, she picks up her basket and scuttles out of the inn, slamming the door behind her with a resounding crash.

It is getting late and you are feeling tired after your long day's ride, so you bid goodnight to the owner and retire to your room to sleep.

To continue, turn to 242.

70

The meteor is deflected by a plume of water that you are able to summon from the surface of the raging sea. Yet the power of this plume is not sufficient enough to prevent the flaming fireball from striking and scorching the left side of your body: lose 10 ENDURANCE points.

If you have survived this grievous injury, you can continue by turning to 132.

71

Your Arrow punctures the leader's breastplate, but its steel tip does not sink deeply enough into his chest to cause him a fatal wound. He snaps the shaft of the missile in two and casts it aside with contempt. To your dismay, you see that his men are greatly impressed by their leader's apparent invulnerability and this helps to revive their flagging morale.

Turn to 5.

72

You look to the bell and use your Kai Mastery in an attempt to locate the creature, but you can sense nothing unusual. Then a knot of fear tightens in your throat when suddenly you detect a powerful aura of evil. You turn to look at the cowering cleric and your fear becomes an icy terror when you realize that he is the source of the evil. Slowly you move backwards towards the stairs and he pleads with you not to go. Then he abandons his pretence. The pupils of his eyes shimmer and become spheres that glow darkly amber, and in a terrifying instant his body transforms. One moment he is a bearded holy man and, in a split-second blur, he becomes a snarling hulk of black-furred death. With breathtaking speed it leaps at you and slashes at your throat with its razor-sharp talons.

If you possess a Bow and wish to use it, turn to 345.

If you do not possess a Bow, or if you choose not to use it, turn to 204.

73

You bid Kol good luck and wish him a safe voyage before you and your companions collect your horses and set off from the tavern. The streets of Bir Rabalou are quiet this morning and you reach the city's south gate without incident. Here you gallop through the open gates to avoid any risk of being detained by the surly guards. They shout and curse you and loose off a few arrows in your wake, but these are poorly aimed and you escape from the city unharmed.

It is approaching noon when you arrive at a junction where the coast road splits in two. Ahead of you are the gentle foothills of the Koneshi Mountains, and beyond them you glimpse the snowy peaks of that great range rising majestically into the cloudless sky. Away to the east you can see the rugged coastline of southern Vassagonia where the cresting ocean waves break their backs upon wild and rocky beaches.

A signpost at the junction points to the east and to the south. To the east it reads, ‘Khor — 100 miles / Bisutan — 225 miles’. To the south it reads, ‘Koneshi Pass to Bisutan — 125 miles’.

Consult the map before you decide which road you wish to travel in order to reach the city of Bisutan.

If you choose the coastal road (east), turn to 167.

If you choose the mountain road (south), turn to 152.

74

‘The people of Hikas are living in fear of their lives,’ says the innkeeper, as he draws up a chair and sits with you at your table. ‘For the past month there's been a creature stalking our streets at night. It's killed more than fifty poor souls, and in terrible fashion. Ripped 'em to pieces. There ain't anyone who's lived to tell what it looks like but everyone's got their own ideas. Some say it's a shape-changer that goes about at day in the guise of a man and changes into a beast at night. Others say it's come from Gorgoron, seeking revenge on the Old Kingdom for the death of its master — Agarash the Damned. I … I don't know what to think. All I know is that it stalks the streets, and every night someone dies a ghastly death by its hand.’

Suddenly the door to the tavern opens and in strides a Vakeros soldier with a sword wavering in his hand. He is wearing the uniform of a lieutenant of the city's militia, and beside him is a small boy — the innkeeper's son. ‘That's him!’ shouts the boy, pointing his finger accusingly at you.

The innkeeper vouches to the nervous lieutenant that you are a journeyman and not the creature that has paralysed Hikas with a reign of terror. The lieutenant relaxes a little and sheathes his sword. He shouts to a unit of his guardsmen who are grouped outside to form into a column and get ready to march, and then he turns to you and asks you to accompany him.

Turn to 20.

75

The enemy ship is less than a hundred yards off the port beam when you see the dark shape at its prow begin to twitch and shudder. At first it resembles the body of some grotesque gigantic tick; then eight rubbery legs spring from its black underbelly and suddenly the shape takes on a far more sinister aspect.

A gasp of terror arises from the crew when this spider-like monstrosity opens its scarlet maw and emits a high-pitched chittering shriek. As the enemy vessel speeds nearer you watch with mounting dread as this hideous spider-creature raises its forelegs, as if in readiness to pounce. Furiously it rubs its forelimbs together and a mass of blue-white sparks appear at their tips. Then suddenly there is a deafening crackle of electrical power. A bolt of blazing energy shoots from the creature's maw and snakes across the water towards the crew and marines aboard your ship. The creature's attack hits its mark and the effect is swift and devastating. The crackling bolt ignites timber and sail, and leaves a dozen men sprawled dead or unconscious across the decks. Through the smoke of the burning sailcloth you see the enemy vessel bearing down to ram The Pride of Sommerlund. Impact is but seconds away.

Illustration V—A crackling bolt of blazing energy shoots from the creature's maw towards your ship.

If you possess a Bow and wish to use it, turn to 101.

If you do not possess a Bow, or if you choose not to use it, turn to 270.

76

The Deathstalker's mate howls with pain and terror as your fatal blow pierces her evil heart. She stumbles backwards, slashing at her own chest with her razor-sharp claws in a frenzied madness of anger and frustration. Then, with a final gurgling cry, death claims her and she crashes down into the dense foliage and is still. Slowly the noises of the jungle return as the nocturnal animals of this Old Kingdom sense that the terrible threat of her presence has passed.

The sun rises over the jungle and lights this steamy, humid morning. By the growing light you dig a grave in the soft earth and lay the remains of the Deathstalker's mate to rest here, among the ruins of this ancient settlement. Then you offer up a prayer to the God Kai for having bestowed upon you strength and courage enough to triumph over this creature of evil, before you mount your horse and set off along the jungle trail to Elzian.

Turn to 350.

77

Following the landlady's written directions, you make your way through the streets of the city to a wide concourse which ascends to a knoll called Zakhan's Mount that overlooks the south gatehouse. Through the open gates you can see the mighty bridge which spans the lower fork of the River Khorda. Beyond lie the Bavari Hills shimmering in a heat haze, and towards the horizon are the Great Masourn Mountains which appear like a jagged purple frieze joined to the sky.

Standing in line before the south gates is a caravan of wagons drawn by sturdy douggas, the sand horses of the Dry Main. Many wagons are piled high with merchants' goods destined for Bavari — a rich cargo watched over by a dozen armed outriders in the pay of the caravan's owners. You approach a line of trestle tables set up near the leading wagons where passengers may purchase a seat aboard the caravan for the three-day journey to Bavari. Chalked upon a slate is the price of the fare: 7 Gold Crowns.

If you possess 7 Gold Crowns, turn to 253.

If you do not possess 7 Gold Crowns, turn to 164.

78

The slaver sees you running towards him and the sight immediately wipes the sneer from his face. With a squeal of fright he grabs hold of a young female slave and cowers behind her, using her body as a shield to protect himself from you. Repeatedly he screams the name ‘Svolta!’ until, in answer to his frantic cry, a short man in a close-fitting grey robe suddenly appears from behind the row of slaves. He is carrying a Vassagonian cavalry bow with an arrow already fixed to the bowstring. The slaver commands him to fire at you and the man obeys with breathtaking speed.

If you possess Magi-magic and wish to use this Discipline, turn to 192.

If you possess Kai-alchemy and wish to use this Discipline, turn to 257.

If you possess Elementalism and wish to use this Discipline, turn to 308.

If you possess none of these skills, or if you have chosen not to make use of them, turn to 292.

79

The timid little trader sees that you are about to walk away without buying anything, after having spent some time examining his wares. Immediately he suspects that you think him too expensive and so he decides to lower his prices. He now offers to let you have any of his potions for only 2 Gold Crowns each.

If you now wish to buy one or more of his potions, return to 7 and make your choice from the potions listed there.

If you still have no desire to buy any of his potions, turn to 96.

80

Your swift blow strikes the spider and sends it hurtling across the room, but not before it has had a chance to inject its lethal poison into your thigh. A red-hot lance of pain shoots up your thigh and makes you cry out in agony. You muster your Kai healing skills to counter the venom, but the pain hardly recedes at all.

If you possess Cowana herb, turn to 243.

If you do not possess this healing herb, turn to 225.

81

Your Arrow misses its intended mark, yet it looks set to bury itself into the creature's belly as the beast leaps into the air. Unfortunately, the spider-creature sees your onrushing missile and transforms it into ash with a burst of its electrical power.

You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The ship lurches violently and you are thrown backwards across the deck.

Turn to 274.

82

The guardsmen take you away to a dingy cell below the arena where you are kept until the time comes for you to meet your opponent. You are allowed to keep your Weapons, including your Kai Weapon, but you are warned that the use of sorcery within the gladiatorial arena is strictly forbidden. Torvax despises magic and any breach of this rule will result in immediate execution. (The contest is restricted to hand weapons only; if you possess a Bow it is now confiscated and you must delete it from your Action Chart.)

Within the hour the guardsmen return: it is time for you to meet your adversary. As you are led from your cell and escorted along the tunnel, you can hear the crowd above roaring with excitement. Then, as you step into the fading sunlight, you hear gasps of astonishment from some quarters. They come from your fellow travellers who cannot believe that it is you, the friendly Northlander, who is to fight Dromodon the Invincible to the death. The guardsmen march you to the centre of the arena and leave you standing there alone under the watchful gaze of the expectant crowd. Minutes later, the crowd erupts when Dromodon emerges from the tunnel.

Turn to 50.

83

The man snakes his way through the crowd with surprising speed. He is fast and agile, but he is no match for a Kai Grand Master and you quickly catch him. Your suspicions were correct: he is clasping to his chest an item from your Backpack (the first item on your list). Having been caught red-handed, this wily thief now tries to turn the tables on you. He screams at the top of his voice that you are robbing him. His wailing cries attract the crowd's attention and soon you find yourself surrounded by a score of scowling faces, all looking accusingly at you.

If you possess the Discipline of Kai-alchemy and wish to use it, turn to 30.

If you possess the Discipline of Bardsmanship and wish to use it, turn to 286.

If you possess neither of these skills, or if you choose not to use them, turn to 318.

84

You press yourself flat against your horse's neck and listen as the archer's arrow buzzes towards you like an angry hornet. Then you feel a sharp pain in your back as its tip grazes your spine (lose 2 ENDURANCE points). For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you sit up and glance over your shoulder.

Despite the stinging pain of your wound you manage a smile and you acknowledge their glad shout with a wave of your hand. Then you dig your heels into your horse's flanks once more and gallop along this avenue which leads out of Kilij.

Turn to 52.

85

Quickly you utter the words of the Brotherhood Spell Levitation and you rise into the air. Moments later, the statue crashes down and shears the surface from the steps on which, just seconds ago, you were standing. You see the statue finally reach the bottom of the stairwell where it smashes into several large segments which block the narrow doorway and fill the base of the stairwell with thick dust. You speak the words which counter the effects of the spell and feel yourself gliding down towards the cracked steps. The moment your feet touch down, you race up the stairs in pursuit of the scourge of Hikas.

Turn to 177.

86

Your superb horsemanship keeps you from falling off. It also helps you to regain control of your steed and steer him swiftly towards the crest of the rockfall. The first boulders are beginning to smash down around you as he carries you valiantly to the top of the mound and gallops over the far side. You are half-blinded by dust, but still you are able to dodge a falling boulder which threatens to break your back before you reach the safety of the open trail beyond.

Here you rein in your horse and turn him about so that you can take stock of the damage which has been caused by this second rockfall.

Turn to 11.

87

You brace yourself against the inside of the basket as the outcrop looms nearer. Moments later, there is the sound of ripping cloth and you are jolted off your feet. Yranai falls on top of you and you lie entangled at the bottom of the basket as the balloon is suddenly whisked away from the outcrop by a second crosswind.

You disentangle yourself from the old man and struggle to your feet. You can feel the balloon is rapidly losing altitude and, when you peer over the rim of the basket, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai pulls himself up beside you, but when he sees shreds of cloth trailing from the punctured canopy above, he faints and collapses. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the top of the mountain pines come clearly into view.

If you possess Kai-alchemy, turn to 107.

If you do not possess this Grand Master Discipline, turn to 115.

88

You leave the ship and walk across the quayside to the Good Cheer Inn. It is an old timber-framed tavern which looks deserted at this early hour. A bell tinkles as you push open its heavy door, attracting the attention of a doe-eyed innkeeper who is mopping last night's spilt ale from the floor. You ask if he has seen Captain Raker.

‘You must be the journeyman who's sailing south.’ The answer comes from the top of a staircase, Moments later a broad-shouldered man with a golden beard and sharp blue eyes comes striding down the stairs. ‘I'm Raker,’ he says, as he struggles to pull on his leather jerkin and fix the belt of his heavy-bladed cutlass. ‘Hey, Squin. Go rustle me up some grub. I'm so hungry m'stomach thinks m'throat's been cut.’

As the innkeeper goes away to fetch breakfast for the captain, he asks if you want some food as well. After having ridden all night without once stopping, you answer: ‘I'll have whatever the captain's having.’

‘Good man!’ booms Raker. ‘I ain't fond of eating alone. Here, let's sit ourselves down and fill our bellies before we set sail.’

Turn to 127.

89

The sun grows warmer as noon approaches and the parched hills around Bavari melt away into a lush savannah of tall grasses, broken occasionally by swathes of loamy soil. The air has become humid and the fertile landscape is rich with fauna. In the distance, the verdant foothills of the Great Masourn Mountains appear in stark contrast to the brown arid wastes through which you have travelled these past few days.

As night falls you find yourself approaching a village which sits astride the border with neighbouring Dessi. It shelters behind a tall palisade which is patrolled by several Vakeros, the indigenous tribesmen of this realm. They are an ancient race whose lineage can be traced back to the Age of the Old Kingdoms, yet the Vassagonians consider them to be primitives and often pour scorn on their simple ways and their tribal culture. Some of Vassagonia's more ruthless leaders have in the past waged war upon the Vakeros with the aim of stealing their fertile land, but all of these wars have ended in costly defeat for Vassagonia. Dessi is ruled by the Elder Magi whose mastery of Old Kingdom magic is unparalleled and, over many centuries, they have taught the secrets of their battle-sorcery to the Vakeros. Armed with magic, they have kept their land and their culture secure from the ravages of their aggressive desert neighbour.

Since the demise of the Darklords and the fall of Zakhan Kimah — the despised Vassagonian ruler — peace has returned to the border regions of Dessi. Yet, as you approach the palisade, you see that the Vakeros guards are wary and suspicious. One of their elders approaches you and, with a staff of twisted black wood, he signals that he wants you to halt. Your Sixth Sense detects that his staff possesses magical properties; he is using it to assess if you are a threat to his village.

If you possess an Iron Skull, turn to 237.

If you do not possess this Special Item, turn to 332.

90

Sligh hisses a warning that the riders are returning along the coast road. Quickly you take cover in the gully and wait with bated breath as the sound of their horses' hoofbeats gets louder. When they ride past the gully without stopping you breathe a little easier, for you feel sure that they must have decided to call off the chase and return home to Cape Kabar.

Now that the threat has passed, you signal to Oriah and the marines to remount their horses. It is time to leave the gully and continue the long ride south.

Turn to 336.

91

A dozen arena guards rush into the room and elbow their way through the gladiators' advancing ranks. They are armed with Bor muskets which they level at your head and chest. These primitive firearms are wildly inaccurate at ranges where a bow can be precise and deadly, but they are devastating when used at close quarters. Reluctantly you sheathe your weapon and raise your hands in surrender for to attempt an escape now is futile.

The gladiators surround you swiftly and drag you out of the room. You are manhandled roughly along the tunnel and brought before a distinguished-looking man who is clad in fine white linen and jewel-encrusted armour. He is Torvax, the owner of the dead warrior-slave Malduz. The news that his finest gladiator is dead sends him into a blind fury. Malduz was to fight at dusk in the final combat of the circus. Now Torvax stands to lose the winner's purse of 1,000 Gold Crowns. In his rage he orders that you be executed at dusk before the entire arena. The situation is looking hopeless until, as you are being dragged away, you offer to fight for Torvax in Malduz's place.

Illustration VI—In his rage, Torvax orders that you be executed at dusk before the entire arena.

Pick a number from the Random Number Table. If your current ENDURANCE score is 20 or higher, add 2 to the number you have picked. If your ENDURANCE is 8 or lower, deduct 2 from the number you have picked.

If your total score is now 3 or lower, turn to 304.

If it is 4 or higher, turn to 193.

92

You are woken in the middle of the night by a tickling sensation just above your left knee. At first you ignore it, but when you feel it moving you pull back the bed sheet and instantly you freeze. Crawling slowly up your thigh is a red-legged spider with a copper-coloured body the same size as a Gold Crown. At once your Kai instincts recognize it to be a zuath — a Vassagonian tree spider. Its venom has been known to kill in seconds.

If you possess Animal Mastery, turn to 153.

If you do not possess this Grand Master Discipline, turn to 280.

93

Once you are both aboard, Captain Raker gives the order to weigh anchor and soon The Pride of Sommerlund is forging a course once more through open seas. With all sails unfurled, the ship cuts a swift course through the foam-flecked ocean. During the afternoon your southerly passage is joined by a school of dolphins who entertain you by leaping and plunging into the azure waves. The wind is strong and the voyage continues without incident until, early the following morning, the isles off Cape Kabar appear in a line upon the southern horizon.

You meet with Fernant and Oriah on the rear deck and share a breakfast of bread and grilled Trarta. As you eat, you talk about yesterday's dive and the items that you found in the sunken wreck. You are enjoying the company of your travelling companions when suddenly the relaxed and easy mood is shattered by the lookout's frantic shout: ‘Pirate raider off the starboard bow!’

Turn to 165.

94

The creature leaps upon you as you are falling backwards and you tumble down the circular stairs, locked together in a deadly embrace. It hits the floor of the landing below and its body cushions your impact, enabling you to recover quickly and unsheathe your weapon. The creature is momentarily stunned by the fall and you seize the opportunity to attack it before it can get to its feet.

Deathstalker (stunned): COMBAT SKILL 38   ENDURANCE 38

You may ignore any ENDURANCE losses sustained in the first round of this combat. The creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 41.

95

The owner ushers you to a table and his wife appears carrying four plates, each stacked high with a mound of fresh vegetables and poached fish. While you enjoy this delicious meal, you listen to the marines talking about their homes and families back on Kirlu, their past tours of duty, and their fond memories of Sergeant Dryan. You sense that each man, in his own way, is grieving the loss of this brave young sergeant. Soon their jovial conversation has become tinged with melancholy and homesickness and you become a little worried by their mood of sadness. To raise their morale you ask the owner to bring them each a measure of his finest brew. Gladly he accepts your order and pours each man a flagon of strong dark ale. This proves most effective in curing their melancholy for it is so strong that it renders all three of them unconscious! With the owner's help you carry the marines to their beds and then return to enjoy a small glass of ale in his company.

A little while later an old woman enters the inn clutching a basket filled with bones, dice, and other fortune-telling paraphernalia. She offers to tell you the secrets of your future in return for 1 Gold Crown.

If you wish to accept the old woman's offer, turn to 69.

If you choose to decline her offer, you can retire for the night by turning to 242.

96

You walk to the south side of the market where it is less populated. Here, sandwiched between a warehouse and a storage shed, you discover a small lodging house. A sign in the window says that there are clean rooms available and so you enter to enquire about the price. You are greeted by a woman whose almond-shaped eyelids tell you that she is from Chai, a land far away in Southern Magnamund. She tells you that a room here for the night will cost you 3 Gold Crowns, a price which also includes a morning meal.

If you possess 3 Gold Crowns and wish to stay here for the night, turn to 183.

If you do not, turn to 155.

97

Your single-handed victory forces the surviving raiders to retreat towards the port beam. But before you can reach Sergeant Dryan and his men, these raiders receive reinforcements from their ship and they begin to advance towards you once more.

Suddenly a falling chunk of wood smashes into the deck close to where you are standing. When you look up, you see that the giant spider is now tearing at the mast and topsail with its fanged maw. Fearful of what may happen if it should be allowed to direct its power upon the decks below, you decide that you must confront the creature and defeat it as swiftly as you are able. Using your natural Kai speed and agility, you scale the mainmast and approach the giant spider from below. At first it fails to notice you, but when you pause for a few moments to unsheathe your weapon, it dips its head and you find yourself staring into a pair of ghastly green eyes. It rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the mainmast just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift action saves you, but as the momentum of your swing carries you back towards the mast, so you see that the creature is preparing a new form of attack.

It waits until you come to rest in the rigging, and then it ejects a stream of grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, transforming into several long and sticky strands which threaten to engulf and imprison you in a gluey web.

If you possess Magi-magic and wish to use this Discipline now, turn to 303.

If you possess Elementalism and wish to use it, turn to 210.

If you possess neither of these Grand Master Disciplines, or if you choose not to use either of them, turn instead to 162.

98

As the great statue tumbles down the steps, you try to anticipate where it will fall so that you can attempt to leap aside and save yourself from being crushed beneath it.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, you may add 2 to the number you have picked. If your current ENDURANCE score is 20 or higher, you may add 2. If your current ENDURANCE score is 10 or lower, you must deduct 2.

If your total score is now 4 or less, turn to 57.

If it is 5 or higher, turn to 312.

99

Before long you find that you have gathered enough wood to last all night. Laden with an armful of driftwood, you return to the dunes and build a fire which will keep the four of you warm and comfortable all night, despite the chill sea winds.

You each take a turn at keeping watch for two hours during the night. During your turn, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 249.

100

The Desert Jewel approaches Bisutan harbour late in the afternoon. The city itself is located upon an island in the estuary of the River Khorda and is linked to the mainland by two great stone bridges. You admire these wondrous spans from afar as the ship takes its place in a line of vessels that are waiting to dock at the crowded quayside. The magnificent harbour is full of people who have come here from the four corners of Magnamund to trade their wares. Travellers, merchants, farmers, priests, and slaves are just a few of the people you observe when finally the Desert Jewel is allowed to dock at the harbour wall.

Kol's trading partners are already waiting on the quayside to meet the ship. They are anxious to do business with him, but the battered state of the ship following yesterday's storm does little to inspire their confidence. The moment the gangplank is lowered, they come rushing aboard to inspect the timber in the hold. Kol bids you a hurried farewell as he and his crew thank you once more for saving their lives and their livelihoods. You disembark and push your way through the busy harbour square and enter a broad avenue which leads to the heart of this teeming city. At a place called Dhanamet Square you happen upon an evening bazaar. You are mindful of your need to find lodging for the night and some means by which you will be able to continue your journey to Elzian. As you stop to look at the market and the façades of the shops and taverns which border upon it, your eye is caught by the gaily-decorated merchant's stalls and the exotic wares displayed upon them.

If you wish to take a closer look at the market stalls, turn to 7.

If you choose instead to try to find a place to stay for the night, turn to 236.

101

Quickly you unshoulder your Bow and snatch an Arrow from your Quiver. Bracing yourself against the ship's rail, you draw back your bowstring and scan the decks of the attacking ship for a suitable target. Two immediately loom into view. The first is the ghastly maw of the giant spider; the second is the head of a warrior who is standing inside the forecastle. From the way he is shouting at those around him, you suspect that he must be the commander of the enemy vessel.

If you choose to fire your Arrow at the spider-creature, turn to 322.

If you choose to fire at the warrior's head, turn to 170.

102

You use your Kai healing skills to revive the old man and calm his trembling limbs. Then you help him to sit up and, when he has regained his composure, he looks into your eyes and says:

‘You are one of the Kai, yes?’ You nod your head and a smile deepens the wrinkles around his mouth. ‘You possess a stone of power … a legendary stone?’ This time you hesitate, but you sense that it is a rhetorical question: the old man already knows the answer. Briefly he searches among his pillows and retrieves a leather-bound tube. He flips open one end of the tube and tips a plain-looking ring into the palm of his hand. It seems to be crafted from petrified wood.

‘Take this, Kai Lord,’ he says, and proffers you the ring. ‘It will keep you safe on your long journey. That which you seek to return must be delivered.’

You take the ring and place it in the pocket of your tunic (record Temujun's Ring as a Special Item on your Action Chart). The old man smiles once more and, although no words are exchanged, you sense that he is deeply satisfied to be able to assist your vital mission.

You thank him and leave his tent. Once outside, you walk down to the edge of the oasis to bathe your face and drink the warm, fresh water. The yellow flames of the campfire are glimmering on its surface and you pause to consider joining the travellers who are seated around it, enjoying the show.

If you decide to go to the campfire, turn to 40.

If you choose to retire to the empty carriage and get some sleep, turn instead to 290.

103

As you place your offering upon the platform, you are refreshed by a surge of vitality and your mind is filled with an unexpected sense of calm and well-being.

You may restore 6 lost ENDURANCE points for each Special Item that you place upon the offerings platform (you may not offer either the Moonstone or the Iron Skull).

When you have made the appropriate adjustments to your Action Chart, you can continue by turning to 34.

104

Oriah returns to her cabin to rest whilst you stay on deck and help tend the wounded crewmen. Using your Kai curing skills, you do what you can to ease their pain and repair their battle-wounds. To your great surprise, many of the injured men's wounds heal at a remarkable speed. In fact some recover so quickly that you acquire something of a reputation among them as a miracle worker. Secretly, though, you suspect that it is the presence of the Moonstone that is the real reason for their miraculous return to good health.

It is shortly before dusk when Captain Raker brings his damaged ship limping into the harbour of Cape Kabar, and moors her alongside its red-stoned quay. Leaving Paoll in charge, he goes ashore to seek out his shipwright friend, Kimpil, at the harbour shipyard. Soon he returns with a wizened old man and together they inspect the damaged hull.

‘It's goin' to take a month to fix 'er right,’ says the captain on his return. ‘Kimpil says her keel's damaged and she'll have to go into dry-dock. It's goin' to be a long job.’

After talking with Raker and the others, you decide that you cannot stay here for a month while the ship is being repaired. Oriah, too, is anxious to leave for she fears that Cape Kabar is the first place Sesketera will look for her when he hears of his brother's death. Oriah has friends in Bisutan whom she trusts and she suggests that you travel there together. She is confident that her friends can help you to reach Elzian quickly and safely.

In addition to Oriah, you also agree to take with you the three surviving marines — Ernan, Sligh, and Oswin. Ernan has visited Cape Kabar once before and he knows the route south to Bisutan. He also knows of some stables on the far side of the town where the five of you could acquire some horses. You agree that it would be worth a visit.

Before you bid farewell to Raker and his crew, you share one last meal with them. (Unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.)

To continue, turn to 181.

105

Warily the Vakeros move forward to surround you, their spears held out at arm's length as if they are afraid to come too close. Their officer, a young lieutenant, steps a pace nearer and you can see that he is sweating profusely. It is a warm night but this is not the reason he is perspiring: he is terrified. Then he recognizes the style of your tunic, and when he looks carefully at your face you see the whipcord tension in his body begin to ease.

‘You're a Kai?’

‘Yes,’ you reply. ‘I'm a journeyman bound for Elzian.’

The Vakeros signals to his men and expertly they couch their spears and form up into a column in readiness to march.

‘Well, Master Kai,’ says the lieutenant, ‘you're going to have to come with us.’

Turn to 285.

106

You find your room at the end of a corridor on the first floor and you are pleased to discover that it is clean and well furnished. You fall asleep within minutes of lying down upon the feather-mattressed bed, yet it seems as if you have barely closed your eyes when, two hours later, you are rudely awoken by noises in the taproom below. The clomp of iron-shod boots and the hubbub of angry voices make you leap from your bed and reach for your weapon. Quickly you gather your equipment and cloak and ease open the door to your room. Outside in the corridor you see your companions; like you they have been awoken by the commotion downstairs.

‘It's the City Guard,’ whispers Oswin, who is peering down the stairwell. Then the tavern-keeper appears and he comes rushing up the stairs. His face is red as a beetroot and he is shaking with fright. ‘The … the Funtal of Bir Rabalou's men are here,’ he says, his voice wavering. ‘They've had word that there are assassins abroad in the harbour and they're checking all foreigners. You're to go down to the taproom at once.’

If you choose to comply with the tavern-keeper's request to go downstairs to the taproom, turn to 33.

If instead you choose to ignore his request, you can search for somewhere to hide from the City Guard by turning to 2.

107

With the old magician draped over your shoulder, you leap from the basket and plummet towards the ground. As you fall, you utter the words of the Brotherhood Spell Levitation and instantly the spell enables you to control the speed of your descent towards the trees below. You see the balloon smash into the timberland and, as you descend through the upper branches of this pine forest, you brace yourself in readiness for the moment when your feet touch the ground.

Unfortunately, when you cast Levitation in mid-air, you did not anticipate that the increased weight of Yranai would have any effect on your control of this spell. It is not until you are within twenty feet of the ground that you realize you are coming down too fast. You attempt to compensate but it is too late and you strike the rocky soil with a tremendous jolt that knocks you unconscious.

Turn to 341.

108

Together with Paoll and a party of five armed marines, you row ashore in the ship's longboat. With weapons drawn, you and your search party sift through the ruins of Khadro's encampment but find few items of any practical value. There are several tracks which have been made by the creatures you glimpsed earlier, but they all lead away into the surrounding jungle and you can no longer detect their presence.

Mindful of the risk you are taking simply by being here on the island, away from the ship, you signal to the men to return to the longboat. As you are descending the beach, you trip accidentally upon something half-buried in the black sand. Closer inspection reveals it to be a fist-sized ball of iron that has been crafted into the shape of a human skull. (If you wish to keep this Iron Skull, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)

To continue, turn to 217.

109

Shocked by this mental intrusion, you dig your heels into Jhani's flanks and urge the old mare to the gallop. The elder dodges aside as your horse bolts forward and the Vakeros guards along the palisade loose off their arrows. They whistle past you on all sides yet, in the near-darkness, fail to find their mark. Keeping yourself pressed low against your horse's neck, you steer her around the perimeter of the palisade and into a field of tall bamboo where you quickly disappear from sight.

It is dark when you finally rein Jhani to a halt. You dismount and tend to the hundreds of tiny cuts and abrasions she has sustained to her legs, caused by the sharp bamboo stalks. Rather than push on in the dark and have your horse sustain more injuries, you camp here for the night. Unfortunately, the bamboo fields of Dessi are notorious for their infestations of biting mosquitoes, and you spend most of the long night fending them off: lose 3 ENDURANCE points. Also, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose a further 3 ENDURANCE points.

In the early morning light you are able to lead your horse out of the bamboo field and find your way back onto the road to Hikas.

Turn to 186.

110

It is noon of the following day when eventually you emerge from the Koneshi Mountains and catch your first exciting glimpse of the great city of Bisutan, seated upon an island in the estuary of the River Khorda. With an air of expectation you follow the mountain road as it meanders down through sagebrush hills until, at dusk, you finally reach a titanic stone bridge that spans the shimmering waters of the Khorda. This mighty bridge has for centuries carried a flow of traders to and from a towering gatehouse which is set into the city's protective wall.

It is not the custom of Bisutan's city guards to stop travellers without good reason, for here the merchants of all Magnamund meet to haggle and trade and barter their cargoes. With a courteous smile they allow you to pass through their great gate and enter their magnificent city.

Turn to 250.

111

You enter the right alley and the militia, who are following closely, split into two groups. Roughly half their number searches the other alley whilst the remainder stays with you.

As you are running along this narrow thoroughfare, you suddenly hear the sound of splintering timbers somewhere in the distance. A hundred yards later the alley opens out into a tree-lined plaza which is bordered by shops selling rare artefacts of the Old Kingdom, and expensive works of art. Their windows and doors are securely barred and shuttered and show no signs of a forced entry. Then your eye is drawn to a grand building on the far side of the plaza: it is a temple. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.

Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently you ascend the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.

If you possess Kai-alchemy, turn to 85.

If you do not possess this Grand Master Discipline, turn to 98.

112

You tumble across the decking and slam head-first into the gunwale. The impact opens a gaping wound across your forehead and leaves you feeling stunned and nauseous: lose 3 ENDURANCE points. Using your basic Kai healing skills you manage to staunch the flow of blood. The pain and sickness swiftly recede and you are able to stagger back to your feet.

Turn to 139.

113

You continue your ride along the jungle trail and make good progress, although you are haunted all the while by a profound sense of unease. You attribute these feelings to the sight of Gorgoron. You have heard many dark tales about this chasm which, until now, you had dismissed as nothing more than fanciful ghost stories. Having seen the chasm with your own eyes you are no longer so ready to disbelieve them.

At sundown you reach the palmy fringes of an ancient settlement that surrendered to the jungle centuries ago. The moon rises like a silver shield in the cloudless night sky and you make camp at the side of the trail, sheltered beneath a canopy of mosses and vines. The jungle is alive with the tiny noises of its nocturnal creatures. They seem to make your horse unusually nervous, until you soothe him with your Magnakai skills of Animal Control. You are tired after your long ride through this humid rainforest and soon you drift off to sleep. It seems as if you have only just closed your eyes when you are stirred to instant wakefulness by the sound of a ghastly howl.

Turn to 200.

114

You watch with bated breath as the riders pass by the entrance to the hill track and continue along the coast road. You are beginning to suspect that they have disappeared for good when unexpectedly they turn about and come galloping back along the road towards Cape Kabar. When they ride past the hill track without stopping you feel sure that they have decided to call off the chase and return home to their town.

Now that you are confident that the threat has passed, you tell Oriah and the marines to remount their horses. It is time to leave the plateau and continue the long ride south.

Turn to 336.

115

With the old magician draped over your shoulder, you leap from the basket and plummet headlong towards the ground. You see the balloon smash into the timberland barely moments before you hit the upper branches of this pine forest. The old man is torn from your grasp and you lose consciousness as you crash through the branches of the trees.

Turn to 163.

116

You inch open the door and see a tall, lean, grey-haired old man standing outside in the corridor. He wears the silvery grey robes of a magician and his broad facial features are unmistakably Kakushian.

‘Forgive me for disturbing you at this hour,’ he says, politely, ‘but I felt compelled to make your acquaintance. My name is Rhous. I am journeyman to the Magicians' Guild of Nikesa. I sensed a power within this room and I thought, perhaps, that you might be a fellow student of sorcery. Am I correct?’

Your Sixth Sense tells you that this old magician is genuine — he is who he claims to be. Your common sense tells you that he is also incredibly nosey!

If you wish to tell him to go away and leave you alone, turn to 137.

If you choose to talk with him further, turn to 310.

117

You follow a shoal of yellow-tailed fish into the gaping hole in the hull and discover scores of boxes, bales, and casks lying scattered within. Most of the cargo sealed inside these containers is no longer of any use or value, yet inside one rotten casket you discover an item that gleams like new. It is a golden crown, embellished with rural scenes of a distant land that you recognize to be Siyen. (If you wish to keep this Siyen Crown, record it on your Action Chart as a Special Item.)

Through the hole in the wrecked hull you glimpse Oriah ascending to the surface for air. Satisfied that there is little else of value aboard this wreck, you leave the hold and return to the bow of The Pride of Sommerlund.

Turn to 93.

118

His staff wavers and the tip moves very slightly so that it is no longer pointing at the hilt of your Kai Weapon; it is now pointing at the pocket of your tunic in which you keep the ring. The elder's expression transforms once more, this time from a frown into a broad smile. Suddenly he seems pleased to see you and he steps aside to allow you to ride past the palisade.

Turn to 347.

119

You say farewell to the three marines and wish them a swift and safe journey home to Sommerlund. Then you leave the tavern with Kol and make your way quickly to his ship which is moored at the end of the quay. Two of the Funtal's guards are patrolling the quayside but they do not challenge you as you board Kol's vessel. They only seem interested in foreign traders who are entering the harbour rather than those making a hasty departure. The Vassagonians who man the Desert Jewel seem a friendly crew, and they welcome Kol's return with cheerful humour. He in turn treats them like sons and it is clear from the way they converse that he is a very popular owner.

The ship sets sail at noon and sails swiftly southwards with a benevolent wind filling its triangular sail. Kol expects the Desert Jewel to take a day and a half to navigate the two hundred and sixty miles of coastal water between Bir Rabalou and Bisutan. He suggests that you relax and enjoy the voyage, yet despite the fair weather and jovial company you are disturbed by a growing sense of unease. You spend your time on deck for the holds and cabins are filled to the brim with cargo. The only shelter from the sun which scorches the open deck is a makeshift spread of canvas near the stern. You are lying here in the shade when, late in the afternoon, you sense a storm brewing on the horizon.

If you possess Grand Pathsmanship and Telegnosis, turn to 288.

If you do not possess both of these Grand Master Disciplines, turn to 129.

120

Before you can fully unsheathe your weapon, the creature slams into you and rakes your chest with her terrible claws: lose 4 ENDURANCE points.

Bravely you struggle to your feet and raise your weapon to defend yourself as she lashes out at your face. You parry her blow and counter it by launching yourself headlong into a desperate fight to the finish.

Deathstalker (mate): COMBAT SKILL 42   ENDURANCE 40

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 76.

121

Swiftly you scale the rigging and approach the giant spider from below. It is busily tearing at the mast and topsail with its fanged maw and at first it fails to notice you. For a few moments you stop to unsheathe your weapon and suddenly the creature dips its head and fixes you with a pair of ghastly green eyes. It rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the rigging just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift action saves you, but as the momentum of your swing carries you back towards the rigging, you see that the creature is preparing a new form of attack.

It waits until you come to rest upon the criss-cross of ropes and then it ejects a stream of grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and it transforms into several long and sticky strands which threaten to engulf you.

If you possess Magi-magic and wish to use this Discipline now, turn to 303.

If you possess Elementalism and wish to use it, turn to 210.

If you possess neither of these Grand Master Disciplines, or if you choose not to use either of them, turn instead to 162.

122

‘There's no such place!’ says the rogue, and his eyes widen with fear.

‘By the gods! He does not know the name of his own capital!’ gasps one of his companions. His mouth drops open and he fumbles to unsheathe his sword. Suddenly it seems that everyone in the tavern is gripped by an inexplicable madness. The rogue pulls a dagger from his belt and attempts to stab you, but you turn his clumsy thrust aside with your forearm and knock him to the floor as you leap out of your seat. Two of the others try to strike you simultaneously with their swords and you duck below their blades. They strike each other and fall back, screaming and clutching at their wounds. A thrown bottle catches you a glancing blow to the head as you run for the door (lose 2 ENDURANCE points), but you manage to pull it open and escape into the darkening street without further injury. However, to your dismay you discover that your horse Jhani has disappeared. Two men brandishing swords appear in the doorway behind you and swiftly you sprint along the street. You use your Kai camouflage skills to evade them and they quickly give up the chase.

Turn to 295.

123

Swiftly you recite the words of the Old Kingdom Spell Shield and a transparent disc of magical protection shimmers in front of your eyes. An instant later the archer's arrow strikes this sorcerous shield and disintegrates. The splintered wood of the missile falls to the ground.[14]

For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you get to your feet and come running towards them. Ernan helps you to retrieve your horse and quickly you remount him and gallop along the avenue which leads out of this unfriendly town.

Turn to 52.

[14] The original mentioned that you ‘see your own Arrow strike [the archer] in the chest and knock him down.’ To reach this Section, you must not have fired a Bow. Having removed this text, it is left to you to explain why the Grand Master escapes while the archer still lives.

124

You are in good spirits when you reach the ancient gates of Gologo. Your day's ride has been swift and enjoyable, and you are looking forward to beginning the final leg of your journey to Elzian tomorrow at first light. You are now only two days' ride away from that wondrous city.

The town of Gologo has a mysterious and exotic aura. Its ancient streets are cobbled with lime green stone, and ornate structures of vivid Vakeros art embellish every building and street corner. There is a festival taking place here tonight and the town is in a lively carnival mood. As you ride down a steep, narrow street towards the beach, you can see a crowd of native Vakeros are gathered there in brightly coloured costumes. Some wear elaborate headgear made from lacquered wood and feathers, and others are covered from neck to ankle with garments made from vibrant jungle blooms. There is a full moon tonight and the people of this town are celebrating the fertility of their land with ritual offerings of food and wine to the Goddess Ishir. It is a joyous festival and everyone on the beach is smiling and happy.

Illustration VII—The town of Gologo is in a lively carnival mood and native Vakeros gather on the beach below you.

If you wish to go to the beach and join in the festival, turn to 251.

If you choose instead to look for an inn or a lodging house where you can stay the night, turn to 321.

125

Upon the instant you utter the ancient number there is a creaking of stone and the marble slab begins to descend slowly into the floor.[15] As it falls it reveals another chamber where an ugly bronze idol rests upon a plinth of rough-hewn agate. Fixed into a hollow in the chest of the idol is a shimmering green emerald as large as your fist. Cautiously you sniff the stale air of this secret chamber and your Kai senses detect the foul, lingering odour of evil sorcery.

If you possess Kai-alchemy, turn to 215.

If you do not possess this Grand Master Discipline, turn to 130.

[15] This is the correct answer to the sealed portal puzzle in Section 174.

126

Abruptly you turn around and race back across the square towards the market bazaar. The crowd scream and scatter as you approach them, for they can see that the slaver's henchmen are giving chase and they are terrified at the prospect of being dragged into a bloody mêlée when finally they catch up with you. Then suddenly, through this chaotic tangle of running people, appear Ernan, Sligh, and Oswin mounted upon their steeds, with yours and Oriah's horses in tow. News of what has happened at the slave market has spread like wildfire through the rest of Kilij and, upon hearing these reports, the marines have rushed here as quickly as they could.

‘Come, Grand Master!’ shouts Oswin, and he throws you the rope that is now attached to your steed's head. ‘We must flee this town at once!’

You leap onto the folded blanket which is tied to your horse's back, take hold of the rope reins in both hands, and dig your heels into his flanks to urge him to the gallop. Two of the slaver's henchmen rush to block your escape but they are trampled into the dust as your horse bolts away. You race towards a tree-lined avenue on the south side of the square with your three companions galloping close behind. As you enter this thoroughfare, you see one of the slaver's men come darting from out of the crowd. He is armed with a bow, and as you gallop past him, he draws an arrow to his lips and takes careful aim at your head.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If your current ENDURANCE score is 20 or lower, deduct 2 from the number you have picked.

If your total score is now 2 or lower, turn to 238.

If it is 3–6, turn to 84.

If it is 7 or higher, turn to 284.

127

Captain Raker eagerly devours a hearty breakfast which consists of black bread, cold chicken, and spiced mead. Between mouthfuls he tells you that his orders are to take you to Bisutan after docking at Barrakeesh to pick up Lord-lieutenant Fernant. He believes that you are carrying state documents for Fernant's eyes only. He has transported Kai journeymen and messengers before and you are satisfied that he does not suspect the true purpose of your journey.

Raker is looking forward to completing the voyage. In addition to the fee he has pocketed for your passage, he is also carrying a cargo of wheat and timber destined for delivery to a rich Vassagonian merchant in Bisutan. For him this voyage promises to be very profitable indeed. Unfortunately the captain is notoriously tight-fisted when it comes to spending his money. He even expects you to pay for the meal! Before you leave the tavern and return with him to the ship, you must pay the innkeeper for both breakfasts (erase 2 Gold Crowns from your Action Chart).

To continue, turn to 176.

128

The moment you set foot into the streets outside the arena you are mobbed by a crowd of excited citizens. To avoid them you are forced to flee into a maze of alleys and eventually you lose them in the town's east quarter. Night is fast approaching and you sense that it will be completely dark within the hour. As you walk along a cobbled street towards the town's east gate, you glance into the front windows of shops and emporia that are still open for business here despite the lateness of the hour.

If you wish to enter the Herbalist's shop, turn to 324.

If you wish to enter the Silversmith's shop, turn to 151.

If you wish to enter Agemo's Emporium, turn to 62.

If you choose to ignore these shops, you may continue walking along this street by turning to 17.

129

You stare across the ocean at the banks of angry clouds which are growing larger and darker with every passing minute. You sense that within them are tremendous natural forces that are building up at a dangerous rate. You feel certain that the presence of the Moonstone is partially responsible for this, although these waters are notorious for their sudden and violent sea-storms.

Gradually the temperature drops and the gentle undulation of the waves grows fiercer. The wind becomes a gale and the azure sky grows darker and darker, until the sun is lost from view and the ship is shrouded by a deep grey twilight. Soon lightning is the only source of illumination. It tears the roiling clouds and transforms the sea into an angry beast that lashes and batters the ship with a supernatural fury. Then the darkness is obliterated by a great curtain of white fire. Tongues of flame lance down, boiling the sea where they strike the surface and sending up great clouds of steam in their wake. Miraculously these terrifying bolts of power miss the ship, but soon they are rivalled in their ferocity by another terrifying force that is battling to free itself from this hellish storm.

A hundred balls of dancing fire fall from the clouds like a shower of blazing meteors. One such meteor strikes the helmsman who is struggling with the ship's wheel, and it engulfs him. For a few dreadful moments his head and chest are contained within a roaring yellow orb; then the burning ball is caught by the wind and it spins away into the darkness. The crew scream with terror when they look upon their comrade, for his upper body has been transformed into a blackened and fleshless skull that perches precariously upon a hollow, smoking rib cage.

Illustration VIII—For a few dreadful moments, the helmsman's head and chest are engulfed in a roaring ball of fire.

Panic grips the Vassagonian sailors. They abandon their posts and rush to seek shelter below decks in the crowded cargo hold. You are trying to rally them when suddenly a ball of flame drops from the raging skies and comes hurtling down towards your head.

If you possess the Grand Master Discipline of Elementalism, turn to 197.

If you do not possess this skill, turn to 51.

130

Oriah urges you not to enter this chamber. She too can sense the evil that lingers here and she fears that it will harm you if you should disturb it. You heed her warning and move away from the entrance to this sinister chamber.

Turn to 344.

131

The innkeeper says nothing, he just narrows his eyes and his jaw sets rock-hard. Then the rogue and his shadowy companions sidle their way back to the counter and move to surround you.

‘You heard him,’ says one of the men. ‘There ain't no rooms.’

‘Yeah! That's right,’ sneers the rogue. ‘So why don't you be gettin' on your way, friend.’ And with this, he whips a dagger from his belt and stabs it into the counter. He glances at his companions and instantly they reach for the hilts of their swords.

If you decide to leave this tavern, turn to 145.

If you wish to protest, turn to 209.

132

You struggle across the heaving deck and grab hold of the ship's spinning helm. Upon gaining control of the wheel you are able to turn the heavy vessel away from the pounding waves. Cold sea and hot flames lash at your body as you fight bravely to steer the Desert Jewel towards a sliver of sunlight that glows like a beacon of hope beyond this supernatural storm.

After what seems like an eternity, the ship emerges from the grim darkness and sails into a calm sea that is bathed in warm sunlight. Behind you the storm abates as quickly as it arrived and, one by one, the crewmen begin to appear out of the hold. Their tanned faces are pale and they are speechless with shock, yet you can tell by the look in their eyes that they are deeply grateful to have you aboard. Kol appears, shaking and dishevelled, yet he finds the words to express how he and his men feel. He praises your skill and bravery and says that everyone aboard owes you their lives. As a small token of his gratitude he offers you his Sword, his Dagger, and a pouch containing 20 Gold Crowns. (If you wish to keep any of these items, be sure to amend your Action Chart accordingly.)

All night the Desert Jewel plies the warm southern sea, and at dawn you awake on the rear deck and witness a beautiful sight. A shoal of flying fish are running alongside the ship. As they leap and dive into the blue-green waves, their glistening bodies reflect a rainbow of colour when they are struck by the rays of the early morning sun. You breakfast with the crew who, out of respect, insist that you have only the best food that is on board (you may restore 3 ENDURANCE points. There is also sufficient food left over for 2 Meals).

To continue, turn to 100.

133

As you lie on your mattress and stare at the night sky, you call upon your knowledge of Astrology to search for portents among the configuration of stars. You determine the outlines of a serpent and a wide-bladed sword, and you take these images to be a warning of possible treachery and conflict ahead. The images stay in your mind's eye until, gradually, you drift into a fitful sleep.

Turn to 327.

134

Rhous picks up the crown and examines it carefully. You can tell by his frowning expression that he is a little disappointed: he had hoped for something more exceptional than this. After a few moments he offers you 15 Gold Crowns. You haggle with him and finally you settle on a sum of 20 Gold Crowns.

(If, in addition to the Siyen Crown, you also possess any of the other items, Rhous would be willing to pay you 10 Gold Crowns for the Iron Skull, and 30 Gold Crowns for the Kutyan Emerald. Be sure to amend the details on your Action Chart before continuing your adventure.)

Turn to 349.

135

You are nearing the end of the quay when you are seen by a watchful guardsman who orders you to stop where you are. You ignore his order and continue running, making good your escape from the quayside by means of an alleyway. As you rush towards the end of this narrow passage, the pathway is suddenly blocked by three city guardsmen. Startled by the unexpected sight of a Northlander running straight at them, they draw their swords and get ready to cut you down.

City Guards: COMBAT SKILL 33   ENDURANCE 35

If you win this combat, turn to 334.

136

You unshoulder your Bow and pull an Arrow from your Quiver as fast as you are able. Hastily you take aim and fire at your would-be assassin as, simultaneously, he releases his arrow and sends it whistling towards your head.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked. If your ENDURANCE score is currently 15 or lower, deduct 1.

If your total score is now 4 or less, turn to 320.

If it is 5 or more, turn to 296.

137

The old man apologizes once more for disturbing you. As you close and lock your door, you hear his footfalls growing fainter as he walks away along the corridor.

Before you settle down to sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 207.

138

The hostel-keeper pockets your Crowns (erase these from your Action Chart) and leads you up a flight of rickety bamboo stairs to a corridor which is hung with gaudy tapestries. He points to the first door on the right and then he bids you goodnight.

‘What about my key?’ you say.

He looks at you and shrugs. ‘No key,’ he says, and then he turns away and shuffles back down the stairs. You push open the door to find a large room with a balcony that offers you a magnificent view of the beach festival.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 330.

If it is 5–9, turn to 92.

139

You unsheathe a hand weapon and struggle across the heaving deck to regain your position at the ship's rail. The enemy vessel has rammed The Pride of Sommerlund and now a host of screaming warriors is swarming aboard your stricken ship. You glance aloft and see the giant spider scurry through the rigging towards the crow's nest. The Sommlending lookout shrieks hysterically and, in blind panic, throws himself into the sea to avoid being eaten by the hideous monster. On the deck below you can see Sergeant Dryan and his men are fighting bravely to repel the raiders. Those of Raker's crew who have survived the collision hurriedly arm themselves and rush to support the outnumbered marines, but they are not trained fighters and they are no match for this ruthless enemy.

If you wish to descend to the deck below and fight alongside Sergeant Dryan's marines, turn to 21.

If you choose instead to climb the rigging and attack the giant spider that is now perched upon the crow's nest, turn to 121.

140

An hour passes before your turn comes to enter Temujun's tent. Awaiting you inside is an old man swathed in a silk robe. He wears a jewel-encrusted collar and a large blue turban that is wrapped impeccably around his frail head. He is seated cross-legged on a mound of pillows and he cradles a sphere of rose-coloured crystal in his lap.

Without once looking up from his crystal sphere he tells you to sit opposite him and place any weapons you may be carrying on the floor beside you. When you comply with his wishes he closes his eyes and begins to concentrate. A few moments later he opens them and stares at your satchel with a look of shocked surprise; you sense at once that he has detected the presence of the Moonstone. The frail old man begins to shake and beads of sweat trickle down his wrinkled face. For a moment his eyes widen and then he faints and falls backwards among his pillows.

If you wish to attempt to revive the old man, turn to 102.

If you choose instead to pick up your Weapons and leave the tent, turn to 149.

141

You recite the words of the Brotherhood Spell Lightning Hand and cast a bolt of energy at the leader. It strikes the bird's wing and breaks the bone, causing the creature to spiral out of control. Yranai cheers but his triumphant cry is premature. You watch aghast as the Itikar collides with the balloon and stabs its talons into the canopy. In its desperation to survive, it shreds the cloth to ribbons before it falls away and plummets to its doom in the timberlands below.

The impact of the bird hitting the canopy knocks you off your feet. Yranai falls on top of you and, for a few nerve-racking seconds, you lie entangled at the bottom of the basket. You can feel the balloon is rapidly losing altitude. When you pull yourself up and peer over the rim of the basket you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai looks up to see shreds of cloth trailing from the punctured canopy above and the sight is too much for him: he faints. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the tops of the mountain pines come into view.

With the old magician draped over your shoulder, you leap from the basket and plummet towards the ground. As you fall, you utter the words of the Brotherhood Spell Levitation and instantly the spell enables you to control the speed of your descent towards the trees below. You see the balloon smash into the timberland and you brace yourself in readiness for the moment when your feet touch the ground.

Unfortunately, when you cast Levitation in mid-air, you did not anticipate that the increased weight of Yranai would have any effect on your control of the spell. It is not until you are within twenty feet of the ground that you realize you are coming down too fast. You attempt to compensate but it is too late and you strike the rocky soil with a tremendous jolt that knocks you unconscious.

Turn to 341.

142

You awake with the dawn feeling refreshed and eager to begin the day's ride south towards the city of Bir Rabalou. During the morning, you and your travelling companions pass several traders and caravans that are heading north to sell their wares in Cape Kabar. Your fair complexions and Sommlending clothes draw many suspicious glances from the caravan drivers, prompting you to stop when you come to a village shortly after midday. Here the marines go looking for some mhaktis — the flowing grey and white robes traditionally worn by the desert dwellers of Vassagonia. While they busy themselves in the hunt for new clothes, you water and feed the horses at the village stables. You are tending to the horses when you are approached by an elderly street vendor. He is pushing a handcart on which he has displayed the following items for sale:

- Dagger

- Scented Oil

- 3 Candles

- Slippers

- Copper Cup

- Rope

- Lantern

- Lyre (musical instrument)

- Ball of Chalk

- 3 Arrows

The vendor's items cost 1 Gold Crown each.[16] If you wish to purchase one or more of them, remember to adjust your Action Chart accordingly.

After a while the three marines return to the stables. They are now dressed in mhaktis and, when they pull up their hoods, you feel sure that they could pass for native Vassagonians. They bundle and tie their marine uniforms to the saddle blankets of their horses, and then the four of you mount up and leave this village. The sun is sinking below the desert horizon when you come to the next village on the road to Bir Rabalou. It is located on the fringe of a wide beach and it can only be reached by a sandy track which branches away from the main coast road. As you reach this junction you notice a group of local people have gathered around something that has washed up on the beach.

If you wish to leave the main road and go down to the beach, turn to 24.

If you choose to ignore this coastal village and continue your ride south, turn to 232.

[16] It is unclear whether the Candles and Arrows cost 1 Gold Crown each or 1 Gold Crown for a group of three. Considering that a Dagger is on sale for 1 Crown and that a Dagger would generally be worth more than a single Arrow (cf. Section 151), it may be reasonable to assume that you may buy 3 Candles for 1 Gold Crown and 3 Arrows likewise.

143

‘Your weapon … is made by magic,’ he says, with a creaking and gravelly tone. ‘It is not evil. But it is not magic of the Old Kingdom. You may keep it … but you must pay the village a tithe.’

You reach to your money pouch but the elder waves the flat of his palm to indicate that he does not want your gold. In return for being permitted to carry your Kai Weapon into his village, he will accept either 2 Backpack Items or 1 (normal) Weapon of your choosing.[17]

Adjust your Action Chart accordingly, and then turn to 347.

[17] If you have no normal Weapons or fewer than two Backpack Items, you may choose to substitute Special Items at your discretion.

144

Hurriedly you descend from the rear deck and rush forward to where Sergeant Dryan is directing his men. The leading pirate ship has now closed to within fifty yards and you can see the grim faces of its murderous crew. Dryan's marines are busily loading the three swivel cannon which are fixed to the port gunwale. Once loaded, each marine gunner raises his hand to signal that his piece is primed to fire. Dryan is waiting for the third gunner to signal that he is ready, when suddenly there is a thunderous roar and a puff of grey smoke erupts unexpectedly from the prow of the attacking ship.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 335.

If it is 4–6, turn to 27.

If it is 7–9, turn to 190.

145

‘So much for hospitality,’ you quip sarcastically as you walk to the door. A tense silence fills the tavern, and the innkeeper and the crowd watch you go with hatred and fear burning in their eyes. You are only too glad to leave, but when you step outside into the darkening street you discover to your dismay that your horse Jhani has disappeared. Two men appear in the doorway behind you with swords in their hands. You decide it would be futile to ask them if they have seen your horse and so you walk off along the street in search of somewhere a little more friendly to stay this night.

Turn to 295.

146

You ride all night along the empty coast road and make good progress. Shortly after dawn you pass a stone signpost pointing to the south. Carved into its surface is the following message written in ancient Vassagonian script: ‘Bir Rabalou — 160 miles’.

Beyond this sign the coast road ascends into an expanse of arid hill country which is populated by herds of wild goats. To the east you occasionally glimpse the ocean beyond the barren hills, while to the west you can see a range of distant mountains, their snowy peaks glistening stark-white beneath the fierce desert sun. Shortly before noon you happen upon the town of Kilij which lies in a narrow pass between two steep hillsides. Oriah and the marines are tired and sore after the long night's ride and they urge you to stop here so that they might eat and rest awhile. Together you ride into the town's busy market square and dismount at a stone water trough where you allow your horses to drink their fill. Around you the mood of the townspeople is friendly as they barter and trade their wares. A young boy offers to look after your horses while you visit the market. Initially you are suspicious of his motives until your Sixth Sense confirms that he is an honest lad, and one worthy of your trust. Oriah gives him a Gold Crown and his face beams with joy — he'll be able to eat well this week!

The marines want to explore the market's bazaar in the hope of finding some blankets and rope with which they can improvise saddles and reins for the horses. Oriah is intrigued by the sheer number of people who fill Kilij's market square and she wants to find out what has drawn such a large crowd to this remote town. You too are curious and you agree to accompany her. After arranging to meet the marines at the horse trough in one hour's time, you follow Oriah as she pushes her way through the teeming crowd. When finally you reach the centre of the marketplace you are confronted by an unexpected and shocking sight.

Turn to 31.

147

You use the elemental power of your Discipline to whip up the damp earth and bombard the creature with a shower of rock and soil. She shrieks as the sharp shards of granite cut her face and paws, and for a few moments she falters. But she does not abandon her attack. Quickly you raise your weapon in readiness to defend yourself as she presses home her assault.

Turn to 300.

148

You make a hurried departure from Khor and pitch camp for the night on a beach three miles south of the town. Before you settle down to sleep, you and your companions try to determine how far away you are from Bisutan. With the aid of your map and your knowledge of the stars, you proclaim confidently that the city is only two days' ride away.

The next day you set off before dawn and you make good progress on the coast road. At sunset you set up camp in a grove of lemon trees, where you enjoy the fruits of this orchard with your evening meal of freshly caught sea bass. You sleep well this night, but early the following morning you wake up to an unwelcome surprise.

Turn to 323.

149

As you pull open the tent flap you see that Temujun's young assistant is standing immediately outside. He peers around you and sees his master lying unconscious among his pillows.

‘A thousand apologies, sire,’ he says, nervously wringing his hands. ‘My master is an old man and he gets tired. Please, do not be offended. He often falls asleep during a consultation. Here, you may have your money back … ’ And with this, he takes 2 Gold Crowns from his purse and presses them into your hand (restore these 2 Gold Crowns to your Action Chart).

The waiting queue groan with disappointment when the young boy tells them there will be no further consultations with his master tonight. As he returns their money, you walk down to the edge of the oasis to bathe your face and drink the warm, fresh water. The yellow flames of the campfire are glimmering on its surface and you pause to consider joining the travellers who are seated nearby, enjoying the show.

If you decide to go to the campfire, turn to 40.

If you choose instead to retire to the empty carriage and get some sleep, turn instead to 290.

150

Fernant's servant returns to the room with a beautiful young woman by his side. She is dressed in the simple brown robes of a peasant girl, yet her long black tresses and smooth olive complexion indicate that she is of high-born ancestry. For a moment she holds you with her deep brown eyes and you sense at once that she is as intelligent as she is beautiful.

‘This is Oriah,’ says Fernant, rising from his seat. ‘Welcome, my dear. You are among friends here.’ The young woman offers him her elegant hand and he kisses it lightly before turning to face you. ‘I have promised her safe passage to Bisutan aboard The Pride of Sommerlund. I trust you do not object?’ he says.

Illustration IX—Oriah holds you with her deep brown eyes, and you sense at once that she is as intelligent as she is beautiful.

At first you are wary of permitting a stranger to join the ship. She is a very attractive young woman, and her company would certainly be appreciated during the long voyage south, but the agents of Naar have been known to adopt many guises to further their evil aims. Fernant, sensing your reticence, attempts to persuade you by explaining the predicament in which Oriah has been placed through no fault of her own.

You learn that Oriah is the daughter of Khazullo — the Funtal of Fio Fadali — a rich, powerful, and very ruthless man. He has pledged his daughter's hand in marriage to Sesketera, the ruler of the city-state of Ghol-Tabras in northern Shadaki. Sesketera is a cruel and brutal suitor, and Oriah will be sure to spend the rest of her life as little more than his slave if the marriage takes place as her father has planned. Her father is deaf to her wishes; his only concern is for the political union of the two cities. His daughter's happiness means nothing to him when compared to the riches and power he will gain from a marriage to the House of Sesketera.

Oriah has run away from her father's palace in Fio Fadali and she has sought refuge in Barrakeesh. But agents in the employ of her father and Sesketera have traced her to the capital and now she must flee once more. Fernant, moved by the plight of this brave young woman, has pledged to help her reach Bisutan where trusted friends will smuggle her to safety in neighbouring Kakush.

Having heard her story and satisfied yourself that she poses no threat to your mission, you agree to allow her to travel with you to Bisutan aboard The Pride of Sommerlund. Oriah and Fernant thank you for your compassion, and the Lord-lieutenant suggests that perhaps it is time to retire for the night. He has his servant take Oriah to an adjoining chamber, and he offers you the use of a room upstairs. It is a very warm and humid night and you decide that perhaps it would be more comfortable if you were to sleep outside on the roof. Fernant has his servant bring you a mattress upon which you settle down to sleep under the desert stars.

If you possess the Discipline of Astrology, turn to 133.

If you do not possess this skill, turn to 327.

151

As you step into this shop you are hit by a heady cocktail of powerful smells: metal polish, corrosive acid, and rust. You cough to clear your throat of the sickly taste left by these evil-smelling aromas, and suddenly the owner appears in a doorway at the back of the shop. He thinks that you are trying to attract his attention.

He notes that you are a warrior and he lifts the lid on a large display counter so that you may inspect his weaponry. Each one is inlaid with finest silver and bears a neatly written price tag:

- Broadsword — 8 Gold Crowns

- Warhammer — 7 Gold Crowns

- Dagger — 3 Gold Crowns

- Axe — 8 Gold Crowns

- Short Sword — 4 Gold Crowns

- Arrows — 1 Gold Crown (each)

If you wish to purchase one or more of the above Weapons, adjust your Action Chart accordingly.

To leave the shop, turn to 17.

152

As you climb through the foothills and leave behind the coastal plain, so the oppressive heat of the desert sun gradually cools as you go higher. Thankfully the hill road is in a good state of repair and you are able to relax and enjoy the magnificent scenery as you travel towards the Koneshi Mountains. It is early in the evening when you come to a stone bridge which passes over a steep-sided gorge. On the far side of the bridge you can see a tollbooth, an inn, and a few stone hovels which comprise a tiny mountain village. With daylight fading fast you decide to cross the gorge and spend the night at the inn. You are halfway across the bridge when a muscular young man, dressed in a scarlet mhaktis and clutching a ceremonial sword, emerges from the tollbooth and signals for you to halt. He tells you that if you wish to cross the bridge and spend the night at the mountain inn, the price will be 20 Gold Crowns.

If you wish to pay this price, amend your Action Chart accordingly, and turn to 37.

If you do not have sufficient Gold Crowns, or if you simply refuse to pay this sum, turn instead to 338.

153

You use your Discipline to will the spider to return to its nest. The arachnid obeys your mental command and scurries away to disappear through a crack in the uneven bamboo floor. Your close encounter with this potentially deadly spider plays on your mind and you find it impossible to go back to sleep (lose 2 ENDURANCE points due to fatigue).

At first light you gather together your equipment and go down to the paddock to collect your horse. The hostel-keeper calls you from the kitchen window and holds up a large plate of food that is your breakfast. The memory of the zuath crawling up your leg invades your mind and the thought robs you of your appetite. You wave the man farewell and then mount your horse and ride away across the courtyard.

Turn to 314.

154

Your Arrow misses its intended mark. The steel tip grazes the creature's belly as it leaps into the air, yet the wound is superficial and it does not stop the beast from hurling itself successfully towards your ship.

You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The Pride of Sommerlund lurches violently and you are thrown backwards across the deck.

Turn to 274.

155

As you turn to leave the lodging house, you are approached by a rakish young man. He has been listening to your brief conversation with the owner and he says he is concerned for your welfare. He warns you that the city is a dangerous place at night and he offers to buy any items that you may want to sell in order to raise some money.

This man will pay you 10 Gold Crowns for any Special Item (excluding the Moonstone which is not for sale), 3 Gold Crowns for any Weapon, and 1 Gold Crown for any Backpack Item. If you wish to raise money by selling any items of equipment to this man, adjust your Action Chart accordingly.

If you now possess 3 Gold Crowns or more, turn to 291.

If you now possess 2 Gold Crowns or less, turn to 214.

156

The road becomes increasingly tortuous as it traverses the central reaches of the Koneshi Mountains. Long winding climbs around precipitous cliffs are followed by steep descents into wooded ravines which test your nerve and your horsemanship to the full. Among the trunks of the blond Vassagonian mountain pines which border this route you glimpse the feral eyes of hungry timber wolves. Their howling disturbs the horses and you are forced to use your Kai skills throughout this difficult crossing to keep all four of the steeds calm and controllable.

It is a little after midday when you hear the rumble of thunder echoing through the surrounding peaks. You suspect a storm must be approaching, yet the sky above is clear and your keen senses detect no winds nor any change in atmospheric pressures. Later, as the trail passes around a steep cliff-face, you see the cause of the rumbling: ahead the narrow trail is blocked by a landslide. The dust has settled and, when you magnify your vision, you think you can see a way to cross the mound of broken rocks. You tell the marines to wait for you while you go ahead to check if it is safe for you all to proceed. You are picking your way cautiously across the rockfall when suddenly a loud roar fills your ears and you look up to see a thousand tons of loose shale come tumbling down the mountainside. It is too narrow to turn your horse about and so you dig your heels into his flanks and urge him forwards. To your horror, he panics and rears up on his hind legs in an attempt to throw you off his back.

Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Animal Mastery, add 3 to the number you have picked.

If your total score is now 0–1, turn to 276.

If it is 2–6, turn to 29.

If it is 7 or higher, turn to 86.

157

You muster the elemental powers of your Kai Mastery to create a counter-current from out of the thermal updraughts, and you pray that it will be strong enough to blow the balloon away from the jagged outcrop.

Pick a number from the Random Number Table. If your present ENDURANCE points score is 20 or higher, add 2 to the number you have picked.

If your total score is now 4 or less, turn to 218.

If it is 5 or higher, turn to 307.

158

Carefully you intone the words of the Brotherhood Spell Sense Evil. The moment you utter the final spell-word you suddenly realize that the shadowy creatures, whom you glimpsed lurking among the ruins of Kita Cove, are wholly evil. They possess a malicious power which could be directed against the ship. Immediately you inform Captain Raker of your discovery and urge him to steer the ship away from Kita Cove as swiftly as he can. The captain heeds your warning and commands his crew to unfurl every square inch of canvas to catch the prevailing winds which will carry you away from this sinister place.

Turn to 287.

159

Over a delicious supper of fish roe and steamed vegetables (restore 2 ENDURANCE points), you learn that the old man's name is Yranai and that he is a native of Hikas. He was on his way home from Bisutan aboard his flying craft when it developed a mechanical problem, and he was forced to make an unscheduled landing in the hills just a few miles to the south of this town. He is staying overnight at the tavern while the blacksmith repairs the convexor, the device that accidentally snagged your cloak. When you tell Yranai that you are bound for Elzian, he offers to transport you there aboard Simoom — his flying craft. To travel the last leg of your journey to Elzian by air would save you many days, especially as you have yet to cross the Great Masourn Mountain Range. Gladly you accept Yranai's offer, and you agree to meet him in the taproom at dawn so that he can take you to the place in the hills where his craft Simoom is grounded.

Turn to 179.

160

Beyond its encircling wall the deserted streets of Khor lend it the aspect of a ghost town. You magnify your vision and you are able to count more than a hundred freshly-dug graves within fifty paces of the town gates. The gates themselves hang open and unguarded, and when you pass through them, the hooves of your horses make a hollow echo along the empty streets beyond. You hear a distant bell tolling and you follow the sound to a mount which overlooks the town harbour. Here you see some of the inhabitants for the first time and you are shocked by how pale and gaunt they all appear.

A funeral is in progress and the bereaved are walking in line behind a hearse which bears a casket draped with black silk. The procession halts when it reaches the top of the mount and then the casket is quickly interred and sealed inside a marble tomb. A dignified-looking man addresses the mourners. He praises the qualities of the man they have laid to rest and then, in his official capacity as the Mayor of Khor, he declares that a state of quarantine will exist in the town from midnight onwards.

‘This quarantine will be strictly enforced,’ he says with a stern voice, ‘until the scourge of Bita Fever has been eradicated from our midst!’

Illustration X—‘The quarantine will be strictly enforced until the scourge of Bita Fever has been eradicated from our midst!’

If you possess the Grand Master Discipline of Deliverance, turn to 265.

If you do not possess this Discipline, turn to 178.

161

The men standing at the counter move away at your approach, and one of them, a bilious rogue with close-set eyes and a cleft chin, casts you a murderous glance. You ignore him and ask the innkeeper for a room and stabling for the night. He says the tavern is full and he suggests that you look elsewhere. Chalked on a board above the counter is the message ‘Rooms — 2 Gold Crowns nightly’, and hanging on a line of brass hooks behind the innkeeper's back are seven room keys. The man is lying: every boarding room in this tavern is unoccupied.

If you wish to ask the innkeeper why he is lying, turn to 131.

If you decide to place 2 Gold Crowns on the counter, turn to 191.

162

You swing aside in a desperate attempt to avoid being drenched by the deluge of sticky web-fluid. Your swift action saves you from sustaining a direct hit, but some of the gluey strands splash your legs and hold you fast. As you fight to cut yourself free, the giant spider shuffles about upon its perch and then descends towards you.

Otokh: COMBAT SKILL 40   ENDURANCE 40

This creature is immune to all forms of psychic attack except Kai-surge. Due to your restricted movement, reduce your COMBAT SKILL by 3 for the duration of this fight.

If you win the combat, turn to 315.

163

Consciousness returns through a kaleidoscopic swirl of colour and pain (lose 8 ENDURANCE points). Bruised and aching, you pull yourself into a sitting position and see the wreckage of the balloon hanging among the trees and scattered across the rocks nearby. A few feet away lies Yranai; he is still unconscious and you see at once that his left leg is badly broken. Gingerly you pull yourself over to his side and you are about to examine his injured leg when you hear voices calling you from among the trees. Three Vakeros natives appear from out of the pines and come hurrying over the rocks towards you. You examine the old magician and discover that he has stopped breathing: he is near to death. It is only through the use of your Kai curing skills that you are able to make him breathe again and bring him back from the edge of the abyss. You set his fractured leg but, despite your best efforts, you cannot return him to consciousness.

The three Vakeros tell you that they know Yranai and they offer to take care of him. They construct a makeshift stretcher from their coats and carry him to their settlement which is less than a mile distant. You stay here this night and use your healing skills to save the old man's leg before you eventually settle down to a few hours' sleep. At dawn you awake to find him still unconscious. You are anxious to continue your journey, and yet you feel compelled to help Yranai regain his health. You talk with the Vakeros and tell them that you must leave and they assure you that Yranai is safe with them. They promise to take good care of him. They also offer to give you one of their sturdy mountain horses, an old mare called Jhani, to help speed your journey southwards. Gratefully you accept their generous offer and then you bid them farewell before you leave their settlement by way of a mountain track.

It is around noon of the following day when the track finally emerges from the foothills of the Great Masourn Mountains and joins the coast road some 30 miles from Hikas. In the distance you see a village and you ride towards it. At first the villagers seem as friendly and as peaceable as the mountain dwellers who gave you your horse, but the moment they see you approaching they immediately freeze in their tracks. Some drop the items they are carrying and others begin to tremble with fear.

If you wish to stop and talk to these anxious natives, turn to 171.

If you decide to ignore them, you can continue riding the road to Hikas by turning to 273.

164

The young ticket seller is sad to see the look of disappointment on your face when you discover that you do not have enough money for the caravan fare to Bavari. She whispers in the ear of her father, one of the owners, and with a shrug of his shoulders he consents to his daughter's request. The young girl beckons you to approach her table and she offers to accept one of your Weapons or two of your Backpack Items in exchange for a place aboard a passenger wagon. (Erase either 1 Weapon or 2 Backpack Items from your Action Chart.)

The young girl smiles as she paints a dot of indelible crimson ink upon the back of your right hand to indicate that you have paid your fare. A few minutes later, an outrider comes cantering down the line of parked wagons announcing to everyone that the caravan will depart in five minutes' time. With mixed feelings of trepidation and excitement, you take a seat aboard one of the spacious passenger wagons and make yourself as comfortable as you can for the long journey ahead.

Turn to 180.

165

From the cover of the distant isles there emerges a fearsome warship. You magnify your vision and focus upon the oncoming vessel to see that it is rigged with a scarlet mainsail emblazoned with a strange design — a serpent entwined about the blade of a silver curved sword. You relay these details to Fernant, and Oriah gasps with fright.

‘It's the symbol of Ghol-Tabras,’ Fernant says, ‘the city-state ruled by Sesketera.’ The merest mention of her evil suitor's name is enough to make Oriah faint with shock. You catch her as she falls, and then Fernant lifts her into his arms and carries her below to her cabin. Once they have left the deck, you turn your full attention to the oncoming vessel for now it is clear by its course that it intends to ram The Pride of Sommerlund.

Captain Raker sounds the battle alarm and his crew attempts desperately to bring the ship out of the enemy's path. Sergeant Dryan's marines hastily load their cannons and get ready to fire upon his command. The enemy vessel alters course to maintain its attacking line and, as it closes to within two hundred yards, you see that it is a formidable fighting craft. Plates of iron protect its prow and lines of warriors, clad in scarlet and silver armour, man its decks and forecastle. Then you notice a dark shape perched upon the ship's ram which protrudes from below its bowsprit. You focus upon this strange shape, but before you can determine its nature your senses are assailed by a wave of powerful psychic energy.

If you possess Kai-screen, turn to 202.

If you do not possess this Discipline, turn to 319.

166

You toss some Crowns to the children (delete from your Action Chart however many you wish to donate — minimum donation = 3 Gold Crowns) and your generosity immediately attracts a much larger crowd. When you refuse to give them any more money, they become aggressive and you are forced to escape at a gallop to avoid being dragged from your horse. Upon reaching the road, you continue your ride east towards Hikas.

Turn to 89.

167

The east road threads a lazy path through miles of arid hills which border upon the wild blue ocean. Soon the oppressive arid heat of the Dry Main is tempered by fresh salty winds that sweep inland from the wave-smashed shoreline. These cooling breezes make the journey far easier and, as you ride, you are able to relax and enjoy the ruggedly beautiful scenery. As dusk draws its shadow across the sky you find yourselves approaching a village which lies sheltered in an emerald bay.

If you wish to enter the village and seek shelter for the night, turn to 172.

If you decide instead to camp out under the stars, turn to 65.

168

You command the leader to break off his attack and he immediately obeys your mental suggestion. Yranai cheers but his triumphant cry is premature. You watch aghast as the following Itikars collide with the balloon and stab their talons into the canopy, shredding its cloth to ribbons before they fly away.

The impact of the birds hitting the canopy knocks you off your feet. Yranai falls on top of you and, for a few nerve-racking seconds, you lie entangled at the bottom of the basket as the balloon rapidly loses altitude. When you pull yourself up and peer over the rim, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai looks up to see shreds of cloth trailing from the punctured canopy above and the sight proves too much for him: he faints. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the tops of the mountain pines come into view.

If you possess Kai-alchemy, turn to 107.

If you do not possess this Grand Master Discipline, turn to 115.

169

Your advanced healing skills neutralize the snake's deadly venom within seconds. Oriah and the others express their amazement at your apparent invulnerability, for it is well known that the bite of a Jubai will kill its unfortunate victim within one minute.

Turn to 90.

170

You take aim at the warrior's head and release your bowstring, sending your Arrow arcing across the water towards its target.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.

If your total score is now 7 or lower, turn to 348.

If it is 8 or higher, turn to 59.

171

You call out a friendly greeting to the nearest villager and you see his face blanch. He throws up his hands in alarm and runs headlong into the nearest undergrowth. This begins a chain-reaction among the other villagers who shriek with panic and flee in all directions. Within a matter of minutes this village has been transformed into a ghost town.

Bemused and a little unnerved by their inexplicable reaction, you pass through this cluster of empty bamboo huts and continue on along the road towards Hikas.

Turn to 273.

172

At the entrance to the village stands a ramshackle inn constructed from sandstone, driftwood, and canvas. A creaking sign above its door says: ‘The Serene Funtal’. Sligh laughs when he reads this — ‘Ha, I'd wager this weren't named after that mangy cur who rules Bir Rabalou now, that's for sure.’

A lean-to built from old ship's timbers provides shelter for the horses. Two fresh-faced young boys take charge and you can tell by the skilful way they handle them that your steeds are in good hands. The inn itself, despite its dilapidation, has a warm and friendly feel. The owner seems genuinely pleased to see you and he is helpful almost to a fault. Food and lodging for the night is 12 Gold Crowns. The marines are able to scrape together six Crowns, leaving it to you to come up with the remaining six.

If you possess 6 Gold Crowns and wish to pay the balance of the bill, turn to 95.

If you do not possess sufficient Gold Crowns, or if you do not wish to pay the balance, turn to 58.

173

Sweat trickles down your face and into your eyes as slowly you raise your left hand and hold it just above your left thigh. Then you sweep it across the top of your leg with the speed of a striking cobra.

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 231.

If it is 6–9, turn to 80.

174

Oriah accompanies you as you make your way quickly towards the stone steps. The marines stay on the surface and observe the riders while the two of you investigate where these mysterious steps lead. Together you descend fifty feet into the ground and arrive at a chamber that is littered with skulls and human bones. There is a carved archway near the bottom of the steps but it is sealed by a slab of grey marble. As you inch your way towards it, you try to decipher some of the engravings which embellish its surface. They are in an ancient script, yet you are able to determine their meaning: they are clues to the number which must be spoken aloud if you wish for the portal to open.

To discover the number which will make this portal open, you must first determine the distance (in miles) of your journey from Holmgard to Elzian. Having found this number you must then divide it by the number of Grand Master Disciplines which exist.

If you are able to calculate the answer from these two clues, turn now to the section which has the same number as your answer.[18]

If you are unable to determine the correct answer, or if you choose not to open this portal, turn instead to 39.

[18] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

175

Suddenly six burly gladiators come rushing into the room with their swords drawn.

‘How dare you enter the Chamber of the Font!’ screams one scar-faced fighter.

‘It is forbidden!’ shouts another. ‘Only gladiators of Vassa lineage may enter here and drink the holy waters!’

There is further outrage when they see your attacker lying on the floor. The scar-faced fighter kneels and places a hand to the man's neck, and then he glares at you and screams: ‘He's dead! You've killed Malduz!’

‘We'll see you pay for this,’ shouts another, and slowly the angry men advance into the room with murder blazing in their eyes.

Desperately you look around for a means to escape, but the doorway offers the only way of leaving the room. You are about to rush at the advancing gladiators and fight your way through them, when suddenly you see something that stops you dead in your tracks.

Turn to 91.

176

You accompany the captain back to The Pride of Sommerlund where you are welcomed aboard by two men — First Mate Paoll, and a fair-haired young man whose blue surcoat is emblazoned with the scarlet anchor of the Kirlundin Isles.

‘My name's Dryan — Sergeant Dryan of the 1st Kirlundin Marines,’ says the proud young man. ‘I've a dozen marines in my charge and we've been assigned a tour of duty aboard this ship for the duration of its voyage south.’

Paoll is eager to show you to your cabin which is situated at the stern, next to the captain's quarters, but you decline his offer. Instead you speak further with Sergeant Dryan and learn that he and his marines have been ordered aboard the ship by King Ulnar. Dryan's instructions are to protect the ship's cargo from the threat of pirate attack. At first you are suspicious; in his briefing Lone Wolf said nothing about an escort of marines. To determine whether Dryan is telling the truth, you probe the sergeant's mind using your psychic Kai skills and discover at once that he is genuine. He does not know or suspect the true purpose of your journey.

‘Well I'm glad to be sharing this voyage with you and your men,’ you say. ‘It makes me feel much safer knowing we have marines on board.’

You salute the sergeant and he goes off to attend to his men. Then Captain Raker turns to his First Mate and bellows: ‘Alright, Paoll. Set the crew to work. I want us to catch the ebb tide within the hour.’

Turn to 278.

177

You reach an empty landing where a new circular stairway ascends to the top of the bell-tower. There are two sets of fresh tracks in the dust here; one set are human prints, but the other set are unlike anything you have ever seen before.

With your Kai senses alert to every sight, sound, and smell, you ascend the spiral stairs. You are halfway to the top of the tower when you hear a man's voice whimpering for help. It sounds as if he is trapped somewhere near the top of the stairs. You raise your weapon and quicken your pace until you arrive inside the bell chamber. Here a great bronze bell hangs suspended by chains from the apex of the tower. Something moves in the shadows away to your left and you raise your weapon in readiness to strike out, but you stay your hand when you see that it is a bearded man. He is dressed in the robes of a cleric of the temple and he is cowering with fright. He sees you and points to the bell.

‘It's … it's there. Behind the bell. For Ishir's sake, help me … help me.’

If you possess the Discipline of Grand Huntmastery or Telegnosis, turn to 72.

If you possess neither of these skills, turn to 297.

178

You try to recall what you know about the sickness called Bita Fever. During your studies of the Kai curing skills you were told about this tropical disease, but all you can recall is that it originated in the Bita Swamp of Dessi and that it is usually only fatal in the very young or the old. Healthy adults rarely die from it, although the symptoms in those affected are unsightly. Victims suffer a scarlet rash that often affects the face and hands. A normally healthy person who contracts the disease will usually recover completely within a month.

When you look at the faces of the mourners you notice that many of them are red and swollen. The marines have never before encountered this disease, and when you tell them what you know, they insist on leaving at once, before the quarantine is put into force.

Turn to 148.

179

You wake early and take time to clean your Weapons and equipment before going downstairs to the taproom at dawn to meet with Yranai. Together you leave the tavern and pass through the town's east gate as a bell in a nearby tower clangs five times. For a mile you walk along the caravan route to Hikas until you come to a place where a fallen toa tree lies across a ditch beside the road. Yranai stops here and points to a gentle hill little more than half a mile distant. ‘I'm sure she's behind that hummock,’ he muses, and he sets off with you following patiently behind.

As you reach the top of the hill you see his flying craft resting in a gully below. It is a huge balloon which is attached by steel cables to a basket that lies on its side. A tangle of metal pipes and brass cylinders hangs suspended in a cradle under the balloon, and several parts of this strange engine are dented and scraped, indicating that Yranai must have had a bumpy landing. On reaching the balloon, you struggle to set the basket upright while Yranai fits the repaired convexor. Minutes later, he turns a valve and the engine splutters into life. After a few bangs and wheezes it settles into a chugging rhythm, and you both scramble to climb aboard as the balloon rises and hoists the basket off the ground.

Simoom ascends rapidly into the cloudless sky. Soon you can see the town of Bavari spread out below you like a detailed map, the southern Vassagonian coastline with its inlets and villages, and to the south the snowy peaks of the Great Masourn Mountains. Yranai tinkers with the engine and you feel the balloon beginning to drift southwards, towards a gap in the peaks of the great mountain range.

If you possess Grand Huntmastery and Telegnosis, turn to 316.

If you do not possess both of these skills, turn to 211.

180

Young city children wave and cheer as the caravan trundles out of Bisutan. Soon you cross the great southern bridge, and when you look down at the sparkling blue waters of the Khorda, you see there a flotilla of tiny fishing craft plying their trade. For the first hour of the journey you content yourself with the view and watch the lush scenery and picturesque villages of the river basin pass before your eyes. However, when the caravan enters the Bavari Hills this pleasant landscape soon gives way to a more mundane vista — a seemingly endless sea of barren mounds and arid rocky outcrops.

After a while your attention turns to the other passengers. They are a cheerful group of Vassagonians who are returning to their homes in Bavari after family visits and business in Bisutan. You pass the time exchanging stories and playing cards. You learn that this caravan is regularly used by the merchants of Bavari and Hikas. They prefer to transport their wares by road rather than risk the sea voyage through the Bay of Sharks. Contrary to its name, you hear that there are no longer any sharks in this bay; they migrated to southern waters many centuries ago. One of the passengers jokingly suggests that the reason they left was because of the pirates. The bay is a notorious haunt of buccaneer fleets and renegade privateers.

The surrounding country may be bleak and barren to the eye, but the road is good and the territory is safe. The merchants have established armed outposts every 20 miles which help to deter bandits from raiding the caravans en route. The first night is spent at an outpost and the second night a camp is struck at an oasis where the road is joined by a track. This neglected track traverses the mountains and leads to the Great Masourn Trail, an ancient trade route. Many of your fellow travellers have been looking forward to arriving at the oasis, for it allows them the chance to visit Temujun the Sage — the famous soothsayer of the Dry Main, and when the caravan arrives there, they hurriedly disembark. You watch with fascination as half of your wagon's passengers scurry towards Temujun's tent, which is pitched at the edge of a shimmering pool, whilst the other half gather about a blazing campfire and share their food while they enjoy a performance given by a troupe of actors.

Illustration XI—Half of the passengers make for Temujun's tent whilst the other half gather about a blazing campfire.

If you wish to visit Temujun the Sage, turn to 282.

If you wish to go to the campfire and watch the actors, turn to 40.

If you prefer to stay aboard the empty passenger wagon, turn to 185.

181

It is dark when you finally bid farewell to Captain Raker and the crew of The Pride of Sommerlund. Ernan leads your party through the warm, lantern-lit streets of this fragrant coastal town and soon you arrive at the Barczak Stables. This grand establishment comprises a large single-storey building with arched windows and a clay-tiled roof, surrounded by numerous orchards, paddocks, and porticoes. The estate is shrouded in darkness and appears to be deserted, although your keen Kai senses detect that there are people asleep somewhere inside the main building.

Next to the main gate stands a wooden notice board displaying a dozen sun-yellowed parchments. A closer inspection reveals them to be a handwritten roster of all the horses that are for sale. You cannot help but notice just how expensive they are. If the five of you were all to pool every Gold Crown you possess, you would still not have enough to buy even the cheapest horse on this list.

In a paddock behind the main building you can see a dozen horses quietly enjoying the warm night air. Sligh points out that there is nobody around and he suggests that it would be easy for you to help yourselves to five of these fine steeds.

‘I'm not a horse thief,’ you retort, ‘and I've no wish to rob these stables.’

‘I respect your honesty, my lord,’ says Sligh, ‘but surely you don't want to have to walk all the way to Bisutan? I'm not saying we steal five horses, I'm saying we just borrow them for a while. We can hire a rider to bring them back just as soon as we reach Bisutan.’

You are not entirely convinced that Sligh is sincere, yet you agree reluctantly to go along with his plan.

If you possess the Discipline of Animal Mastery, turn to 267.

If you do not possess this skill, turn to 325.

182

As you place your offering upon the platform, you are gripped by a surge of vitality and an unexpected sense of well-being.

You may restore 1 lost ENDURANCE point for each Gold Crown that you place upon the offerings platform.

When you have made the appropriate adjustments to your Action Chart, you can continue by turning to 34.

183

You pay the woman (deduct 3 Gold Crowns) and she hands you a key on which is stamped the number 4. Then she points to a corridor on the ground floor which leads to your room at the rear of the building. As you are about to insert the key into the lock, you hear a suspicious noise coming from inside your room. Silently you unsheathe your weapon, unlock the door, and then fling it wide open.

Turn to 66.

184

There is no door to the cabin and you are able to swim through the opening with ease. Inside you discover very little that has survived since this galleon fell prey to a violent storm a year ago. With the tip of your weapon you sift through the mire of decomposing wood, rust, and rotten fabric that lies like a thick muddy blanket on the floor of this cabin. It is a laborious process and in return for your efforts you discover 9 Gold Crowns and a Dagger. (If you wish to keep these items, adjust your Action Chart accordingly.)

Through the hole in the roof of the cabin you glimpse Oriah ascending to the surface for air. Satisfied that there is nothing else of value aboard this wreck, you leave the cabin and return to The Pride of Sommerlund.

Turn to 93.

185

Now that your fellow passengers have left in search of entertainment of one sort or another, you have the carriage to yourself. Before you pull your cloak around yourself and settle down to sleep, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 290.

186

For two days you travel this road as it crosses the lush coastal plain of northeastern Dessi, which nestles in the rain shadow of the Great Masourn Mountains. The land is bountiful and neither you nor your trusty horse go hungry for want of fresh food. By noon of the third day you come to a village 30 miles from the city of Hikas. At first the villagers seem as placid and as peaceable as any you have encountered during your travels through Dessi, but the moment they see you approaching they immediately freeze in their tracks. Some drop the items they are carrying and others begin to tremble with fear.

If you wish to stop and talk to these anxious natives, turn to 171.

If you decide to ignore them, you can continue riding the road to Hikas by turning to 273.

187

The archer's arrow hurtles across the street towards you as if in slow motion. Your senses are alive to the imminent danger, but you feel rooted to the ground and incapable of moving out of its path.

If you possess Magi-magic and wish to use your mastery of this Discipline, turn to 123.

If you possess Kai-alchemy and wish to use it, turn to 47.

If you possess neither of these skills, or if you choose not to use them, turn to 18.

188

The road from Hikas to Gologo is an ancient trail which crosses rich plantations of tropical crops that are cultivated by the Vakeros, and then meanders through wild expanses of jungle that have for centuries defied all attempts at cultivation. As you ride this lush road, you are reminded of your history lessons at the Kai Monastery and you recall some of the things you were taught about this ancient realm.

Dessi is ruled by the Elder Magi who are all that remain of a race of great magicians who once ruled central Magnamund thousands of years ago. They were the first practitioners of magic upon this world, and they were wise and powerful leaders until their numbers were decimated by a Great Plague that was released by their enemies — the Cener Druids of Ruel. Those who survived sought refuge here in fertile Dessi and have lived here ever since.

At noon you reach a place where the road passes beside a majestic waterfall, and you stop here to rest your horse and enjoy the beautiful scenery. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.) Then you continue your ride and your strong horse makes excellent progress, carrying you all the way to the coastal town of Gologo to arrive there shortly before sunset.

Turn to 124.

189

Your horses lose speed as they labour the last few hundred yards to the top of the ridge. Anxiously you glance over your shoulder and see that the glow of your pursuers' torches is getting brighter as relentlessly they close the distance between you. Upon reaching the top of the ridge you are relieved to see that the coast road now begins a long and gentle descent through the hills, but when you coax your tired steed to greater effort it fails to respond. The others, too, are unable to make their horses run any faster.

Knowing that you cannot hope to outrun your pursuers, you scour the hills for a place to hide. Your night vision reveals a deep gully running parallel to the road and you signal your companions to follow as you urge your exhausted horse to enter it. Here you dismount and wait until those who are chasing you have ridden past. When their torches can no longer be seen in the distance you remount and begin to retrace your tracks out of the gully. You are within a few dozen yards of the road when something startles your horse and he rears up on his hind legs, throwing you heavily to the ground (lose 2 ENDURANCE points).

You are getting to your feet when you feel a sharp pain shoot up the back of your leg: you have been bitten by a snake. Oswin unsheathes his sword and leans from his horse to take a swipe at the ground. His blow severs the snake's head from its body and it falls close by. To your dismay you see that it is a Jubai — the most poisonous of Vassagonia's desert serpents. Your natural Kai curing skills act swiftly to counter the toxin that has entered your blood, but Jubai venom is very potent and you have received a massive dose.

If you possess the Grand Master Discipline of Deliverance, turn to 169.

If you do not, turn to 26.

190

You are horrified to see that the attacking ship has a large cannon mounted on its prow. Moments after the pirates fire their gun, you hear the whistle of a heavy cannonball as it hurtles towards the deck of The Pride of Sommerlund. It rips through the gunwale close to where you are standing and you are knocked over by the blast (lose 3 ENDURANCE points). As you drag yourself to your feet, you discover that your Backpack has saved you from sustaining a more serious injury. (Two of the items that you are carrying have been destroyed by the blast. You must now erase two items of your choice from your Backpack Items list.)

As the smoke clears you see that the rest of the crew have escaped injury, and damage to the ship is minimal. You hear Sergeant Dryan command his men to return fire and a volley of shots from the three swivel guns slams into the bow of the pirate ship with devastating effect. Two shots penetrate below the waterline and the third severs the bowsprit. As it falls into the ocean, it rips away sail and rigging which drag more than a dozen pirates overboard. In disarray, the enemy vessel veers from its collision course and founders in the wake of The Pride of Sommerlund as it enters the Bukimi Channel. Here your ship picks up a prevailing wind which propels it away from the second pirate raider. Soon both ships have disappeared and, when Raker is sure that the danger has passed, he warmly praises both the marines and his crew for the skill and courage they have displayed.

Later, as the ship navigates the narrow strait dividing the two Lakuri islands, you pass within a few hundred yards of the fire-blackened ruins of a beach settlement which nestles in a bay, overshadowed on three sides by cliffs. This is Kita Cove, formerly a secret base from where Captain Khadro launched his pirate fleet. As you stare at the charred remnants of the pirate settlement, you try to imagine what it must have looked like before the encampment was consumed by a tremendous fireball that sealed its doom. Suddenly your daydreaming is interrupted when, to your shocked surprise, you see something moving among the ruins.

If you possess Kai-alchemy, turn to 158.

If you do not possess this Discipline, turn to 247.

191

The innkeeper growls and knocks the two coins off the bar with the edge of his hand. ‘I don't want y'money!’ he roars. ‘I want you out of here, now! Do I make myself clear?’

Then the rogue and his shadowy companions sidle their way back to the counter and move in to surround you.

‘You heard him,’ says one of the men. ‘There ain't no rooms here.’

‘Yeah! That's right,’ sneers the rogue. ‘So why don't you be gettin' on your way, friend.’ And with this, he whips a dagger from his belt and stabs it into the counter. He glances at his companions and instantly they reach for the hilts of their swords.

If you decide to leave this tavern, turn to 145.

If you wish to protest, turn to 209.

192

Swiftly you recite the words of the Old Kingdom Spell Shield and immediately a transparent disc of magical protection forms in front of your eyes. Seconds later, Svolta's arrow strikes this sorcerous shield and shatters to pieces. The slaver and his archer cannot believe what they have seen and for a few vital seconds they stand frozen in stunned disbelief. You seize this advantage and rush towards the platform with the hope of catching them before they regain their senses yet, as you make your leap, you see the archer drop his bow and reach for his sword. His blade clears its scabbard barely a second before you make your attack, yet he is able to turn aside your first blow. The skill with which he handles his blade leaves you in no doubt that you are facing an expert swordsman. Frightened slaves throw themselves off the platform as you and Svolta begin a desperate fight to the death.

Svolta: COMBAT SKILL 37   ENDURANCE 36

You may add 2 to your COMBAT SKILL in the first round of this fight, due to the momentum of your attack.

If you win the combat, turn to 212.

193

Torvax commands the guardsmen to wait. Then he swaggers over to where you lie and he looks down at you with a thoughtful expression fixed upon his lordly face. His eyes glitter darkly.

‘You lack weight … I like my fighters to have weight of muscle,’ he sneers, ‘but you have strength of spirit. I have seen gladiators who could lift an ox with their bare hands defeated in the arena by puny men with fire in their souls. Perhaps you have fire in your soul, Northlander? Fire enough to win for me the victor's purse?’

Torvax signals to the guardsmen and they pull you to your feet. ‘Very well, you fight for me at dusk. You will fight Dromodon the Invincible and you will win.’

‘And if I lose?’ you say, barely daring to ask the question.

‘Then you die, Northlander. The final combat of the circus is always to the death!’

Turn to 82.

194

You are woken in the middle of the night by a tickling sensation just above your left knee. At first you ignore it, but when you feel it moving you pull back the bed sheet and instantly you freeze. Crawling slowly up your thigh is a red-legged spider with a copper-coloured body the same size as a Gold Crown. At once your Kai instincts recognize it to be a zuath — a Vassagonian tree spider. Its venom has been known to kill in seconds.

If you possess Animal Mastery, turn to 22.

If you do not possess this Grand Master Discipline, turn to 173.

195

You step back from the body of the last henchman to fall to your deadly blows, and you move to take hold of Oriah by the hand before making a hasty escape from the square. But as you turn on your heels you discover that she is no longer behind you. Then you hear her scream and when you look up you see that she is being carried away on the back of a gigantic bird.

It is an Itikar, a huge Vassagonian eagle, and seated astride its feathered neck is a warrior who has taken Oriah captive during your fight with the slaver's henchmen. Desperately you race after the great bird as it carries her away over the rooftops of Kilij, yet as you sprint across the square you see a dozen armed men emerge from the watching crowd to block your path. The Itikar and its precious cargo are rapidly disappearing towards the northern hills and you know now in your heart that it is too late to save Oriah. Then you hear the sound of cruel laughter echoing across the square and it brings you skidding to a halt. It is the laugh of the slaver: he can barely contain his delight at having captured such a beautiful young woman, and he is relishing the thought of watching as the remainder of his henchmen make you pay for the deaths of their comrades.

Swiftly you assess your perilous situation and determine two ways in which you may save yourself from the slaver's gang of bloodthirsty thugs.

If you wish to run back across the square and attack the slaver, turn to 78.

If you wish to attempt to reach the town's bazaar and find the marines, turn to 126.

196

To your dismay you discover that there are hundreds of tracks covering these cobblestones, and you cannot be sure which of them belong to the creature that you are chasing. Hurriedly you decide to follow the left alley, but as a precaution you direct the militia to go off along the right alley.

After a few hundred yards the alley opens out into a small square surrounded by private houses. There is only one exit from this square, other than the one by which you entered, and it is barred by a heavy iron gate. Lanterns surrounding the square illuminate the flagstones and you are unable to see any tracks that have been made here within the last hour. Suddenly the ghastly howl shreds the silence of the city once more. You focus your keen Kai senses and detect that it came from somewhere beyond the iron gate. Now you are sure that you have come the wrong way.

If you wish to retrace your steps back to the junction and enter the right alley, turn to 14.

If you decide instead to climb over the iron gate, turn to 233.

197

You summon your elemental Kai powers to deflect this terrifying meteor before it consumes you and burns you to a cinder. A superhuman effort will be required if you are to accomplish this desperate action successfully.

Pick a number from the Random Number Table. You may add 1 to the number you have picked for every 1 ENDURANCE point you are prepared to deduct from your current total.

If your total score is now 2 or lower, turn to 70.

If it is 3–6, turn to 246.

If it is 7 or higher, turn to 305.

198

You join Fernant and Raker at the bow and watch as Oriah makes several dives upon the sunken wreck. She is a strong and graceful swimmer, and you can tell by the effortless way she moves through the water that she is skilled and experienced at sea diving.

The galleon is broken at its centre and lies with its fore and aft sections separated by an expanse of debris-strewn sand. Oriah searches both sections and discovers a dagger and a handful of gold and silver coins. Having satisfied herself that there is little else of value to be found, she returns aboard and allows herself to dry off in the hot noon sun. Captain Raker gives the order to weigh anchor and soon The Pride of Sommerlund is forging a course once more through open seas.

Turn to 240.

199

Quickly you erect a psychic shield to protect your mind from this attack, and rapidly the terrible pain in your head subsides.

Turn to 109.

200

You sit up with a start and reach instinctively for your weapon. Your horse is neighing wildly. He rears up repeatedly on his hind legs and fights to break the reins which hold him fixed to a tree. He is clearly terrified of something from which he cannot escape. You wipe the sleep from your bleary eyes and scan the darkness. And then you see the object of his terror and your blood freezes in your veins.

Creeping slowly from the shadowy undergrowth is the Deathstalker, his amber eyes blazing like two evil gems. At first you cannot believe what you are seeing. The beast is dead. You saw the flames consume his carcass. Then the realization strikes you that this is not the beast you slew in Hikas. This is his mate. She has hunted you and now she comes for you in the dead of night … and she is ravenous for revenge.

Illustration XII—This is not the beast you slew. This is his mate who has hunted you, and is ravenous for revenge …

She howls and the jungle falls silent. Now her amber eyes blaze with evil fire as she bounds out of the undergrowth and launches her vengeful attack.

If you possess Kai-alchemy and wish to use it, turn to 3.

If you possess Elementalism and wish to use it, turn to 147.

If you possess a Bow and wish to use it, turn to 10.

If you possess neither of these skills, nor a Bow, or if you choose not to use them, turn instead to 260.

201

Rhous picks up the skull and weighs it in his hand before examining its pitted surface. You can tell by his sour expression that he is disappointed: he had hoped for something more exceptional than this. After a few moments he offers you 8 Gold Crowns. You haggle with him and finally you settle on a sum of 10 Gold Crowns.

(If, in addition to the Iron Skull, you also possess any of the other items, Rhous would be willing to pay you 20 Gold Crowns for the Siyen Crown, and 30 Gold Crowns for the Kutyan Emerald. Be sure to amend the details on your Action Chart before continuing your adventure.)

Turn to 349.

202

You draw upon your advanced mental defences and counter this unexpected psychic assault. As the pain in your head rapidly fades, you open your eyes to see that a sinister new threat has loomed into view.

Turn to 75.

203

You dive to avoid the meteor and the lightning speed of your Kai reactions enables you to save yourself from being hit. The fireball strikes the place where you were standing and bounces back into the sky. As it disappears into the angry black clouds it screeches like a banshee and leaves behind it a trail of hissing steam.

To continue, turn to 132.

204

You barely have time to raise your weapon before the creature is upon you. The vile stench of its breath fills your nostrils and you are slammed against the wall by the sheer momentum of its attack: lose 2 ENDURANCE points. You duck to evade its slashing claws and they rake deep grooves in the wall above your head. Then you twist your body sideways and manage to pull away, creating the vital space you need in order to wield your weapon against this terrible foe.

Deathstalker: COMBAT SKILL 40   ENDURANCE 40

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 41.

205

Through a combination of skilful helmsmanship and crewmanship, The Pride of Sommerlund enters the Bukimi Channel and picks up a prevailing wind that propels you away from the pirate raiders. Soon they have disappeared beyond the distant horizon and, when Raker is sure that they have abandoned their pursuit, he warmly praises his First Mate and crew for their seamanship.

As the ship navigates the narrow strait dividing these two Lakuri islands, you pass by the fire-blackened ruins of a beach settlement which nestles in a bay overshadowed by cliffs. This is Kita Cove, formerly a secret base from where Captain Khadro launched his pirate fleet. As you stare at the charred remnants of the pirate settlement, you try to imagine what it must have looked like before the encampment was consumed by the tremendous fireball that sealed its doom. Suddenly your daydreaming is interrupted when, to your shocked surprise, you see something moving among the ruins.

If you possess Kai-alchemy, turn to 158.

If you do not possess this Discipline, turn to 247.

206

You veer off the main road and lead the way along this narrow dirt track as it winds a tortuous route into the hills. For several minutes you climb this trail until it ends abruptly at a boulder-strewn plateau that commands a magnificent view of the coast and surrounding land. Far below you can see a cluster of tiny yellow lights moving through the darkness. They are the torches carried by your pursuers and you watch intently as these flickering specks of light draw closer to the place where the hill track meets the coast road. You are praying to Ishir that the riders will ignore the track and continue along the road, for this plateau is a dead end; the track is the only way to approach or leave here on horseback.

Suddenly Sligh taps you on the shoulder and points to a dark shape at the centre of the plateau. At first glance it looks like a pit, but when you magnify your night vision you see that it is a flight of rough-hewn steps which descend into the solid rock.

If you wish to investigate these steps, turn to 174.

If you choose to ignore them and remain where you are, turn to 114.

207

You wake shortly after daybreak to the appetizing smell of boiled eggs and cured meat. This shortly turns out to be your breakfast which the landlady delivers personally to your room on a tray. Before she goes, you take the opportunity to ask her if she knows of any means of transport departing for Elzian today. She says that there is no regular transport to the Dessian capital, but she says that there is a merchant's caravan leaving today for Hikas.

‘It takes paying passengers,’ she says, ‘but you'd better hurry if you want to catch it. It leaves from Zakhan's Mount in less than an hour.’

Quickly you finish your food and prepare to leave. Before you go, the landlady gives you directions to the Zakhan's Mount written on a scrap of parchment.

To continue, turn to 77.

208

In lieu of a Gold Crown, the stable girl agrees to accept one of your Backpack Items (you may erase any item of your choosing from your current list of Backpack Items. If you do not possess any Backpack Items, you must erase one Weapon instead.)

With little desire to stay at this extortionate inn a moment longer, you mount your horse and — with a flick of your heel — leave the stables and follow your companions as they turn south onto the mountain road.

Turn to 156.

209

Suddenly it seems that everyone in the tavern is gripped by an inexplicable madness. The rogue pulls his dagger free and attempts to stab you, but you turn his clumsy thrust aside with your forearm and knock him to the floor. Two of the others try to strike you simultaneously with their swords and you duck below their blades. They strike each other and fall back, screaming and clutching at their wounds. A thrown bottle catches you a glancing blow to the head as you run for the door (lose 2 ENDURANCE points), but you manage to pull it open and escape into the darkening street without further injury. However, to your dismay you discover that your horse Jhani has disappeared. Two men brandishing swords appear in the doorway behind you and swiftly you sprint along the street. You use your Kai camouflage skills to evade them and they quickly give up the chase.

Turn to 295.

210

Drawing upon your mastery of the elements, you summon a gust of wind to deflect the gout of sticky fluid. Your swift and timely action saves you from becoming entangled in the gluey strands of this creature's web, and you are able to climb the remaining few feet towards the creature's perch. Frantically it lashes out at you with its rubbery legs as you attempt to plunge your weapon into its vulnerable belly.

Otokh: COMBAT SKILL 40   ENDURANCE 40

This creature is immune to all forms of psychic attack except Kai-surge.

If you win the combat, turn to 315.

211

Yranai keeps an equal distance between the two mountains as his craft approaches the gap. But as it drifts nearer, you feel the air temperature beginning to fall rapidly as you get closer to the snowy peaks. Suddenly the basket is buffeted by rising air currents and you have to grip the handrail tightly with both hands to stay on your feet.

Your Magnakai tracking skills warn you that the balloon is in the grip of thermal air currents that are swirling between the peaks. These are being created by the coming together of dry air masses from the Bavari Hills and humid jungle air from the Dessian uplands. You warn Yranai but he seems unconcerned. ‘It may get a little rough,’ he says, as he struggles to keep his spectacles from being shaken off his nose, ‘but Simoom is built to take it. She'll see us through!’

As if in defiance of his words, the basket lurches violently as the balloon is hit by a strong crosswind. Yranai is unable to reach the engine valves to compensate for this sudden change of direction and, to your mounting horror, you see the basket drifting towards a jagged outcrop of rock.

If you possess Elementalism and wish to use it, turn to 157.

If you possess Grand Nexus and wish to use it, turn to 283.

If you possess neither of these skills, or if you choose not to use them, turn to 87.

212

Svolta screams as your killing blow pierces his chest. He drops his sword, staggers drunkenly backwards, and then falls off the edge of the slave platform to land in an undignified heap on the dusty ground. His master — the slaver — has disappeared into the crowd, but by using your Sixth Sense and tracking skills you discover that he has slipped away to hide in the adjoining bazaar.

You leap from the platform and set off across the square towards the market bazaar. The slaver's henchmen, fearing that you may escape, immediately move in from all sides to block your path. The crowd scream and scatter as you approach them for they are terrified at the prospect of being dragged into a bloody mêlée when the slaver's thugs catch up with you. Then suddenly, in the midst of this chaotic tangle of running and screaming people, appear Ernan, Sligh, and Oswin mounted upon their steeds, and yours and Oriah's horses in tow. News of what has happened here at the slave market has spread like wildfire through the rest of Kilij. On hearing these reports, the marines have rushed here as quickly as they could.

‘Come, Grand Master!’ shouts Oswin, and he throws you the rope that is now attached to your steed's head. ‘We must flee this town at once!’

You leap onto the blanket-saddle which is tied to your horse's back, take hold of the rope reins in both hands, and dig your heels into his flanks to urge him to the gallop. Two of the slaver's henchmen rush to block your escape but they are trampled into the dirt when your horse bolts away. You race towards a tree-lined avenue on the south side of the square with your three companions galloping close behind. As you enter this thoroughfare, you see one of the slaver's men come rushing out of a doorway. He is armed with a bow, and as you gallop past him, he draws an arrow to his lips and takes careful aim at your head.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If your current ENDURANCE score is 20 or lower, deduct 2 from the number you have picked.

If your total score is now 2 or lower, turn to 238.

If it is 3–6, turn to 84.

If it is 7 or higher, turn to 284.

213

You find and enter your room, and then you lock the door behind you. Exhausted after your ordeal at the gladiatorial arena, you unshoulder your Backpack and collapse on the bed without bothering to undress. Yet, despite your fatigue, you cannot seem to fall asleep. For more than an hour you lie staring at the cobwebbed beams of the ceiling as, in your mind's eye, you recall some of the dramatic events of your journey so far. You picture Oriah being carried away by the Itikar, the deaths of Fernant and Sergeant Dryan aboard The Pride of Sommerlund, and the faces of the three marines who travelled with you from Cape Kabar. The images and memories of these people help strengthen your resolve to reach Elzian and you decide that you will set out for Hikas first thing in the morning.

Before you fall asleep, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 328.

214

You leave the lodging house and stand outside in the busy market square. While you are watching the city's lamplighters going about their evening duties, you contemplate your situation. You know that you are going to need to raise some money if you are to reach Elzian without incurring great delays. In fact, the success of your mission could hinge upon it. With this thought foremost in your mind, you hurry across the square and enter a rough-looking hostelry opposite. It is home to several rogues and rascals who spend most of their nights drinking and gambling. You join in one of their dice games and, using your Magnakai skill of Nexus, you manage to win 10 Gold Crowns from them before they suspect something is wrong and they demand you leave.

You go back to the lodging house where the Chai landlady is disappointed to see you return. She is about to tell you to go away when you place 3 Gold Crowns into her hand, payment for one night's board and breakfast (you may add a total of 7 Gold Crowns to your Action Chart: your winnings less your lodging fee).

Turn to 19.

215

As a precaution you recite the words of the Brotherhood Spell Counterspell before setting foot in the musty chamber. It proves to be a wise precaution for your spell successfully eradicates the curse that has been placed upon the idol and its precious emerald.

If you now wish to take and keep this Kutyan Emerald, record it on your Action Chart as a Special Item which you keep in the pocket of your tunic.

To continue, turn to 344.

216

The hostel-keeper pockets your Crowns (erase these from your Action Chart) and leads you up a flight of rickety bamboo stairs to a corridor which is hung with gaudy tapestries. He points to the first door on the left and then bids you goodnight.

‘What about my key?’ you say. He looks at you and shrugs. ‘No key,’ he says, and then he turns away and shuffles back down the stairs. You push open the door to find a small clean room with a bed and bamboo table.

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 194.

217

On returning to the ship, you and your party clamber aboard and the longboat is quickly hoisted back onto the main deck. Captain Raker is keen to get the ship underway and he commands his crew to unfurl every square inch of canvas to catch the prevailing winds. Within minutes of your return, The Pride of Sommerlund is once again back on course, forging a swift passage south through the Bukimi Channel.

Turn to 287.

218

The balloon lurches away from the mountainside, yet the effect of your heroic effort is dramatically short-lived. The crosswind proves to be stronger than your Kai Mastery. Cursing your ill fortune, you brace yourself against the inside of the basket as the outcrop looms nearer. Moments later, there is the sound of ripping cloth and you are jolted off your feet. Yranai falls on top of you and you lie entangled together at the bottom of the basket. Then the balloon is suddenly whisked away from the outcrop by a second crosswind.

You disentangle yourself from the old man and struggle to your feet. You can feel the balloon is rapidly losing altitude and, when you peer over the rim of the basket, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai pulls himself up beside you, but when he sees shreds of cloth trailing from the punctured canopy above, he faints and collapses. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the top of the mountain pines come clearly into view.

If you possess Kai-alchemy, turn to 107.

If you do not possess this Grand Master Discipline, turn to 115.

219

You take a single Gold Crown from your money pouch and toss it to the old man who catches it with surprising dexterity (erase 1 Gold Crown from your Action Chart). He tests its worth by biting down on its edge with his blackened teeth before tucking it safely away in the folds of his tattered mhaktis.

‘There's a mutiny taking place in the city of Bir Rabalou,’ he says, his creaky old voice barely audible above the crash of the surf. ‘The Funtal of the city has imposed heavy taxes on the city's merchants, and we've heard from travellers that the Trader's Guild have paid foreign assassins to come and do away with 'im.’ Suddenly the old man's face drops and his myopic eyes narrow with suspicion when he notices that you and your companions are not natives of this land.

‘Don't be alarmed,’ says Oswin, ‘we're not assassins. We're … traders.’

He smiles uneasily. Clearly he is not convinced and, without saying another word, he turns around and hobbles away across the beach.

‘Silly old fool!’ says Sligh. ‘We're wastin' our time 'ere, Grand Master. Let's be getting on.’

You nod in agreement and signal to the others to follow as you turn your horse back towards the coast road. It is a clear night and the brilliant moon is nearly full. With luck you could be in Bir Rabalou well before midnight.

Turn to 232.

220

Circling above a column of rocks are six large, black-winged birds. You magnify your vision and instantly you recognize them to be Itikars — giant Vassagonian eagles. The leader of this predatory group has golden markings on his wing tips that glint in the sun, giving them a metallic appearance, and when he sees the balloon approaching he veers away from the column. The others follow his lead and all six come flying towards you in a wedge-shaped formation.

They fly past overhead and stare down at the balloon with their cold black eyes. Then the leader turns about and you sense that he intends to attack you on his next pass. His companions form up behind him in a line and he leads them in a steep dive.

As he comes to within a hundred feet, he spreads his razor-sharp talons and fixes his cruel eyes on the balloon's vulnerable canopy.

If you possess Kai-alchemy and wish to use it, turn to 141.

If you possess Animal Mastery and wish to use it, turn to 168.

If you possess a Bow and wish to use it, turn to 326.

If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn to 53.

221

You slip your purchase inside your Backpack and then bid farewell to the smiling herbalist before returning to the middle of the square. Here you stop for a few minutes to watch a juggler. As you watch him perform with clubs and daggers, you are continually jostled and bumped by the crowd. You are about to move off when suddenly you feel something tugging at your back. Glancing over your shoulder, you see a suspicious young man running away through the milling crowd. He is clutching something to his chest that you feel sure he has just filched from your Backpack.

If you wish to chase after this man, turn to 83.

If you decide to let him go, turn to 56.

222

Your Arrow narrowly misses its intended mark. It passes below the creature's belly as it leaps into the air, and sinks into the throat of a warrior who is standing atop the forecastle.

You are about to reload your Bow and fire again at the giant spider when suddenly there is a tremendous crash. The Pride of Sommerlund lurches violently and you are thrown backwards across the deck.

Turn to 274.

223

The moment you turn around you find yourself staring into the face of a tall and powerfully built Vassagonian warrior. His eyes glow with a maniacal anger and, without warning, he closes his hands around your throat and crushes your windpipe in a vice-tight grip. Blood pounds at your temples and your vision blurs as he lifts you bodily from the floor. To break his grip you slam your boot into his stomach and he doubles up, releasing you as he falls gasping to his knees.

You stagger backwards and grab the fountain for support as gingerly you clasp your bruised throat. With croaking voice you demand the warrior explain the reason for his unprovoked attack. He answers you with a growl; then he draws his sword and strikes out at your legs. You leap over his scything blade and kick out in mid-air to catch him squarely between the eyes with the hardened toe of your boot. The warrior is flung backwards and you hear a loud Crack! as his head strikes the tiled floor.

Turn to 175.

224

The owner is sorry to see you and your companions leave the inn, but you simply refuse to accept his proposal and he will not lower his price. You collect your horses and walk them down to the beach where you find a place to pitch camp among some sand dunes overlooking the picturesque bay. Oswin settles the horses while you help Sligh and Ernan to build a fire from driftwood. While you are foraging for wood, you stumble upon some strange pink-leaved plants growing along the edge of the beach.

If you possess Herbmastery, turn to 317.

If you do not possess this Grand Master Discipline, turn to 228.

225

You focus your Magnakai skills of Nexus and Curing upon your bitten leg in an attempt to neutralize the spider's poison and reduce the swelling. Eventually this treatment works, but only after you have suffered a great deal of discomfort and fatigue: lose 6 ENDURANCE points.

You return to your bed and, as you sit down, you see that the spider is still alive: it is clinging to the far wall. You hurl your boot at it and it scurries down to disappear through a crack in the uneven bamboo floor. Your close encounter with this potentially deadly spider plays on your mind and you find it impossible to go back to sleep. At first light you gather together your equipment and go down to the paddock to collect your horse. The hostel-keeper calls you from the kitchen window and you wave the man farewell before you mount your horse and ride away across the courtyard.

Turn to 314.

226

Your Kai Sixth Sense informs you that the whirlpool is being created by a powerful entity, a creature that is hiding somewhere amongst the foliage which blankets the overhanging cliff. From its high vantage point it is pouring its evil energy down into the channel below, causing the vortex which now threatens to drag The Pride of Sommerlund to a deep, watery grave.

Drawing upon your New Order mastery, you summon a wind to assail the cliff-top. Instantly a gale arises which whips through the undergrowth, sending clouds of dirt and torn foliage whirling high into the air. Soon you sense that the unseen creature is being forced to retreat in the face of this barrage and, as it abandons its attack, so the whirlpool ahead ceases to spin violently.

As the waters of the channel return to normal, Raker commands his crew to unfurl every remaining square inch of canvas. They catch the prevailing winds and carry you swiftly away from this sinister place.

Turn to 287.

227

‘That's wrong, that's wrong!’ shouts the rogue, his eyes widening with fear.

‘He does not know the name of his own capital!’ gasps one of his companions, and his mouth drops open as he fumbles to unsheathe his sword. Suddenly it seems that everyone in the tavern is gripped by an inexplicable madness. The rogue pulls a dagger from his belt and attempts to stab you, but you turn his clumsy thrust aside with your forearm and knock him to the floor as you leap out of your seat. Two of the others try to strike you simultaneously with their swords and you duck below their blades. They strike each other and fall back, screaming and clutching at their wounds. A thrown bottle catches you a glancing blow to the head as you run for the door (lose 2 ENDURANCE points), but you manage to pull it open and escape into the darkening street without further injury. However, to your dismay you discover that your horse Jhani has disappeared. Two men brandishing swords appear in the doorway behind you and swiftly you sprint along the street. You use your Kai camouflage skills to evade them and they quickly give up the chase.

Turn to 295.

228

You have never seen anything quite like these plants before and you are naturally suspicious of any properties they may possess. Erring on the side of caution, you decide to ignore them and continue with your chore of gathering driftwood for the campfire.

Turn to 99.

229

Your Kai Mastery reveals the faint presence of magic somewhere outside in the corridor. You sense that it is neither evil nor hostile, yet the fact that it exists there at all makes you feel uneasy. You reach for your weapon belt and put it on before you move cautiously to open the door.

Turn to 116.

230

You watch with fearful anticipation as the second wave of enemy raiders come leaping aboard The Pride of Sommerlund. The ship's crew and the marines have suffered many casualties and they are now too weak and exhausted to be able to repel this renewed assault. You know that you must act quickly if you are to avert a disaster.

Steeling yourself, you tighten your grip on your weapon and leap from the rigging as the enemy leader passes below the mainmast. You hit the armoured warrior feet-first and slam him to the deck, but he quickly recovers from this surprise attack and, in the ensuing struggle, he manages to kick the weapon from your hand.

‘Leave this one to me!’ he screams, warning off his henchmen who are poised to rush forward and cut you down. He unsheathes his scimitar and, with a sneer fixed to his cruel lips, he raises the blade in readiness to strike at your head.

Dar-Isun: COMBAT SKILL 39   ENDURANCE 38

You must fight the first round of this combat empty-handed. If you possess a close-combat weapon, you may use it from the beginning of the second round.

If you win this fight, turn to 340.

231

Your lightning-fast blow strikes the spider and sends it hurtling across the room. It hits the far wall and clings there for a few moments, and then it scurries down to disappear through a crack in the uneven bamboo floor. Your close encounter with this potentially deadly spider plays on your mind and you find it impossible to go back to sleep (lose 2 ENDURANCE points due to fatigue).

At first light you gather together your equipment and go down to the paddock to collect your horse. The hostel-keeper calls you from the kitchen window and you wave the man farewell before you mount your horse and ride away across the courtyard.

Turn to 314.

232

You ride the moonlit coast road, covering the remaining 25 miles to Bir Rabalou in little more than three hours. Your first glimpse of the great trading port comes when the road crests a ridge of hills within a mile of its perimeter wall. From here you can see that the city is built in a semicircle between two great jutting spurs of land which protrude into the ocean like the horns of a huge bull. Within the city wall are hundreds of lavish buildings, yet the grandest of all is a castle which stands upon a steep hill at its centre. This one towering stronghold dominates all the other splendid structures of this rich metropolis.

Your arrival at the north gate at such a late hour is greeted with suspicion from a pair of surly guards. Eventually you are allowed to enter, but only after Oswin bribes them with the horse that Oriah once rode. Beyond the gate you ride along a torchlit avenue which leads down to the harbour; this is filled with trading ships of all nationalities. The quayside and its taverns are alive with activity as the captains and crews of these vessels drink themselves senseless with the money their cargoes have earned.

You select one of the quieter taverns and stable your horses at the rear before making your entrance. The tavern's taproom is crowded with sailors and traders, most of whom are listening to an uncommonly fine musical performance being given by three Cloeasian minstrels. Your companions are hungry and tired and so you make your way to the counter and ask the tavern-keeper his price for food and a night's lodging. He tells you that 10 Gold Crowns will fill all your bellies and buy you each the use of a comfortable room. You agree to his price (deduct 10 Gold Crowns from your Action Chart) and he hands each of you a numbered key. The marines are not impressed with the minstrels' classical recital and they decide to eat their meals in their rooms. Before they retire for the night you arrange to meet with them here in the taproom, first thing in the morning.

You seat yourself at the counter and listen to the recital as you enjoy a meal of grilled meat and sugared desert fruits. As you wipe your mouth and push away your empty plate, your eye is caught by a rotund little man who is seated alone in an alcove. ‘Ho, journeyman!’ he calls, beckoning you with a plump hand that is laden with gold and ruby rings. ‘Please, will you join me at my table?’

If you possess the Grand Master Discipline of Telegnosis, turn to 329.

If you do not, turn to 301.

233

You leap onto the iron gate and climb with cat-like speed and grace. Unfortunately, as you leap over, you snag your Backpack on a spike. You pull free, but in doing so you destroy one item in your pack (erase from your Action Chart the item which you have recorded last on your list of Backpack Items).

You drop to the street beyond and follow it to a tree-lined plaza which is bordered by shops that sell rare artefacts and expensive works of art. Their windows and doors are securely barred and shuttered and show no signs of a forced entry. Then your eye is drawn to a grand building on the far side of the plaza: it is a temple. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.

Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently you move up the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.

If you possess Kai-alchemy, turn to 85.

If you do not possess this Grand Master Discipline, turn to 98.

234

You leave the queue and walk down to the edge of the oasis to bathe your face and drink the warm, fresh water. The yellow flames of the campfire are glimmering on its surface and you pause to consider joining the travellers who are seated around it, enjoying the show.

If you decide to go to the campfire, turn to 40.

If you choose to retire to the empty carriage and get some sleep, turn instead to 290.

235

Dressed in the plain green tunic, breeches, and cloak of a Kai journeyman, you return to the Vault of the Sun at midnight as ordered. Lone Wolf approves of your appearance and commends you for your determination to succeed. He is confident he has chosen the right Grand Master to fulfil this vital mission. He opens a concealed portal in the wall of the chamber and he motions you to follow him as he steps through into a torchlit tunnel. This secret passage passes under the walls of the monastery and emerges at a clearing in the surrounding Fryelund Forest. Here awaits a party of men and horses — élite troopers from King Ulnar's Court Cavalry Regiment. Lone Wolf bids you good luck and godspeed as you climb into the saddle of a chestnut mare and, with a proud salute, you bid farewell to your leader before galloping away with the horsemen along a moonlit forest track.

Your bodyguard of King's troopers have orders to ensure that you reach Holmgard harbour swiftly and safely; they know nothing about your mission. You ride all night and enter the capital shortly after dawn, whereupon you are escorted through the awakening streets to the harbour where The Pride of Sommerlund, an armed caravel, is moored alongside the stone quay. From its mainmast flies a red flag emblazoned with a golden galleon and a five-pointed crown. It is the Holmgard ensign, the flag of this city's trading fleet. As you rein your mare to a halt, you cast your eyes along the ship's deck and note that it is equipped with several light swivel cannon mounted upon the gunwales. It is uncommon for traders to be armed, even those that venture regularly into the Kuri Sea which is notorious for its brigands and pirate raiders. Your voyage is destined to traverse these perilous waters and so the unexpected sight of the ship's guns comes as a welcome surprise.

Illustration XIII—An armed caravel, The Pride of Sommerlund, awaits your arrival at the quay.

A bristle-bearded First Mate called Paoll is on dawn watch and he beckons you to come aboard. Your cavalry escort, having delivered you safely to the quay, now bid you a safe voyage and depart from the harbour with your horse in tow. Paoll welcomes you and offers to show you to your cabin. He says that the ship's master, Captain Raker, is still ashore after having spent last night celebrating at the Good Cheer Inn. He says he was due back at dawn, yet he does not appear to be particularly concerned by his absence. It is not uncommon for Captain Raker to be late back from shore leave, especially when he and his crew are to embark on a long voyage. Paoll tells you not to worry and says that Raker should be back within the hour.

If you wish to wait on board for Captain Raker to return, turn to 311.

If you decide to go and look for him at the Good Cheer Inn, turn to 88.

236

As you stand in the market square, you are continually jostled and bumped by the passing crowd which is flowing around you. You are about to move off when suddenly you feel something tugging at your Backpack. Glancing over your shoulder, you see a suspicious young man running off through the crowd. He is clutching something to his chest that you feel sure he has just filched from your pack.

If you wish to chase after this man, turn to 83.

If you decide to let him go, turn to 56.

237

The Vakeros elder points his black staff at your tunic pocket and demands that you give him the object that you have in your possession. He says that it is evil.

If you wish to give the elder the Iron Skull, turn to 264.

If you decide to refuse him, turn to 48.

238

You press yourself flat against your horse's neck and listen with dread as the archer's arrow buzzes towards you like an angry hornet. Then you feel an agonizing pain in your side as its razor-sharp tip penetrates your rib cage: lose 5 ENDURANCE points.

A wave of nausea and dizziness washes over you, making you relinquish your grip on the rope reins. You fight against the mounting pain to stay conscious but this is one battle you do not win. Darkness engulfs your vision and, as you lose consciousness, you slip and fall from your horse to crash upon the dusty avenue.

You regain consciousness almost immediately and manage to drag yourself into a kneeling position. The marines race past on their horses, but they have seen you fall and they rein their steeds to a halt just as quickly as they are able. Gritting your teeth against the expected pain, you jerk the arrow from your side and hurl it away. Your natural Kai curing skills help to deaden the agony of your wound and slow the bleeding, but they cannot prevent the archer who fired the arrow from placing a second shaft to his bow. Your Sixth Sense screams a warning and you look up to see him standing less than twenty yards away. Coolly he raises his bow and smiles as he gets ready to finish you off once and for all.

If you possess a Bow and wish to use it, turn to 136.

If you do not, turn to 187.

239

You draw on your Magnakai skills to erect a defensive shield around your mind, but before it locks into place and deflects this agonizing mental probe you sustain damage to the fabric of your psyche: lose 3 ENDURANCE points.

To continue, turn to 109.

240

With all sails unfurled, The Pride of Sommerlund cuts a swift course through the foam-flecked ocean. During the afternoon your southerly passage is joined by a school of dolphins who entertain you by leaping and plunging into the azure waves. The wind is strong and the ship sails without incident until, early the following morning, the isles off Cape Kabar appear in a line upon the southern horizon.

You meet with Fernant and Oriah on the rear deck and share a breakfast together of bread and grilled Trarta. As you eat, you trade tales of past visits to distant lands. You are enjoying the company of your travelling companions when suddenly the relaxed and easy mood is shattered by the lookout's frantic shout: ‘Pirate raider off the starboard bow!’

Turn to 165.

241

When no one has answered correctly within the time allowed, the troupe leader gives a triumphant laugh and pockets his ten shiny gold coins. Then he claps his hands and the show continues with dancing, acrobatics, and fire-breathers. You are feeling a little tired and so you leave the campfire and return to the empty passenger wagon. Before you pull your cloak around yourself and settle down to sleep, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 290.

242

You are woken at daybreak by the cawing of seagulls and the sound of the pounding waves. The owner of the inn provides you and the marines with a hearty breakfast, after which you say your farewells and take your leave of this sleepy little village by the bay.

You wile away the hours that you spend riding the coast road by recounting some of the many legends of the Kai. The marines are particularly enthralled by your account of the quest for the Lorestones of Nyxator, when Sun Eagle — the first Kai Lord — sought out the legendary seven stones of power so that he could acquire the secrets of the Magnakai Disciplines. At noon you stop to rest your horses and catch some local game called flomi. These rabbit-like creatures are so plentiful in these parts that you have enough food left over for 2 Meals. (If you decide to keep this food, amend your Action Chart accordingly.)

The afternoon ride passes pleasantly without incident or delay, and shortly before sunset you come within sight of the town gates of Khor. It is only now that you see something in the distance which gives you cause for concern.

Turn to 160.

243

You roll off the bed and drag yourself across the floor to where your Backpack lies. Hurriedly you pull open the flap, retrieve the Cowana herb, and rub it vigorously into your thigh. The pain eases and, in a matter of minutes, you sense that the deadly venom has been neutralized by the powerful healing properties of this herb. (Erase the Cowana from your Action Chart.)

You return to your bed and, as you sit down, you see that the spider is still alive: it is clinging to the far wall. You hurl your boot at it and it scurries down to disappear through a crack in the uneven bamboo floor. Your close encounter with this potentially deadly spider plays on your mind and you find it impossible to go back to sleep (lose 3 ENDURANCE points due to nausea and fatigue).

At first light you gather together your equipment and go down to the paddock to collect your horse. The hostel-keeper calls you from the kitchen window and you wave the man farewell before you mount your horse and ride away across the courtyard.

Turn to 314.

244

You draw an Arrow to your Bow and take aim at the leader's chest as he leaps aboard The Pride of Sommerlund. The moment his feet touch the deck, you release your bowstring and send your arrow speeding towards his heart.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.

If your total score is now 5 or lower, turn to 71.

If it is 6 or higher, turn to 49.

245

As you take your seat, you hear the low conversation begin once more among the men who are standing at the counter. Your keen ear quickly discerns from the grumbling tone of their voices that they are a suspicious and distrusting group. After a few minutes they leave the counter and gather around your table. A bilious rogue, with close-set eyes and cleft chin, thumps on your table with his fist. He demands to know where you have come from, and what business you have here.

If you wish to tell him that you are from Sommerlund and that you are travelling to Elzian, turn to 309.

If you decide to tell him nothing, turn to 258.

246

The meteor is deflected by a plume of water that you are able to summon from the towering waves of the sea. The power of this plume is strong enough for you to escape being hit directly by the fireball, yet you do not escape completely unscathed. It glances your left arm and shoulder before it strikes the deck and bounces back into the sky: lose 4 ENDURANCE points.

To continue, turn to 132.

247

You observe a number of shadowy creatures lurking among the ruins of Kita Cove, near to the charred wreckage of a wooden jetty. At once you inform Captain Raker and your discovery excites his curiosity. After observing the ruins for himself using his telescope, he toys with the idea of sending ashore a landing party to investigate these creatures.

If you wish to try to dissuade Captain Raker from sending a landing party to the ruins of Kita Cove, turn to 254.

If you wish to persuade the captain to send ashore a landing party and you would like to volunteer to lead it yourself, turn to 108.

248

The creature leaps upon you as you are falling backwards and together you tumble down the circular stairs, locked in a deadly embrace. You hit the floor of the landing below with a numbing jolt which leaves you momentarily stunned (lose 2 ENDURANCE points), but still you manage to roll aside to evade the creature's slashing claws which rake deep grooves in the stone floor. With a corkscrew twist of your body, you are able to free yourself and spring to your feet. This creates the vital space you need in order to unsheathe your weapon and use it against this determined and terrible foe.

Deathstalker: COMBAT SKILL 40   ENDURANCE 40

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 41.

249

You are woken at first light by the cawing of seagulls and the sound of the waves pounding the shore. You strike camp after a breakfast of fresh shrimp and crab, which Oswin caught in a tidal pool during his pre-dawn watch, and then you bid farewell to this beautiful little bay.

You wile away the hours that you spend riding the coast road by recounting some of the many legends of the Kai. The marines are particularly enthralled by your account of the quest for the Lorestones of Nyxator, when Sun Eagle — the first Kai Lord — sought out the legendary seven stones of power so that he could acquire the secrets of the Magnakai Disciplines. At noon you stop to rest your horses and catch some local game called flomi. These rabbit-like creatures are so plentiful in these parts that you have enough food left over for 2 Meals. (If you decide to keep this food, amend your Action Chart accordingly.)

The afternoon ride passes pleasantly without incident or delay and, shortly before sunset, you come within sight of the town gates of Khor. It is only now that you see something in the distance which gives you cause for concern.

Turn to 160.

250

You follow a broad avenue which is teeming with commercial travellers, people who have come here from the four corners of Magnamund to trade their wares. Merchants, farmers, jewellers, and slaves are just a few of the people you observe as you ride towards the heart of this great city. Everywhere is bustle and hurry, even at this late hour.

At a fountain of fresh water you stop to allow your horse to drink. As you sit and wait, you observe a struggle taking place on a flight of stone steps close by. Two greasy young louts are attacking a woman who is attired in a long black dress and black head scarf, indicating that she has been recently widowed. Incensed by the sight of this cowardly attack, you leap from your horse and rush towards the steps with your weapon drawn. As you begin to climb the stairs, to your surprise you see the two louts and the woman cease their struggle. Together they run to the top of the steps and disappear through a door which they slam shut behind them. On reaching it you discover it has been bolted shut from the inside. You are trying to make sense of the situation when suddenly you realize what has happened. From the top of the steps you look down at the fountain below to see that your horse has now disappeared; he has been stolen. Cursing your own naïveté, you descend the steps and continue on foot along the busy avenue until you arrive at a place called Dhanamet Square where a busy evening bazaar is taking place. You are mindful of your need to find lodging for the night, and also some new means by which you will be able to continue your journey to Elzian. As you stop to look at the market and the façades of the shops and taverns which encircle it, your eye is caught by the gaily decorated merchants' stalls and the exotic wares they display.

Illustration XIV—From your seat by the fountain, you observe a struggle taking place nearby.

If you wish to take a closer look at the market stalls, turn to 7.

If you choose instead to try to find a place to stay for the night, turn to 236.

251

You tie your horse's reins to a post driven into the ground at the edge of the beach, and then you walk across the fine white sand and pass among the throng of dancing, singing people. A pulsating rhythm of native drums provides the music to which they move and play. You are caught up in a procession of gaily-dressed Vakeros who are each carrying baskets piled high with exotic fruits, works of art, and intricate wood carvings inlaid with semi-precious stones. To the rhythm of the drums they carry you with them towards a wooden platform constructed near the middle of the beach. There they place their offerings to the Goddess Ishir. When you find yourself standing at this platform, at the head of the procession, suddenly the drumming stops. Everyone who has approached the platform before you has made an offering and yet your hands are empty. Suddenly it is as if the eyes of the entire town are watching you in expectation, and you feel compelled to make an offering.[19]

If you wish to make an offering of Gold Crowns, turn to 182.

If you wish to make an offering of a Backpack Item, turn to 277.

If you wish to make an offering of a Special Item, turn to 103.

[19] If you have nothing to offer, you should leave the festival by turning to 321.

252

You are less than fifty yards from the gatehouse when suddenly the dull clang of an iron bell shatters the evening calm of Cape Kabar. The owners of the Barczak Stables have discovered that some of their expensive horses are missing and they have raised the alarm. Through the open gate you glimpse the flicker of torches and your keen ears detect the sound of beating hooves. It is an armed search party and they are following your tracks while they are still fresh.

You call to your companions to stay close as you urge your horse to the gallop. For ten miles you race together along the flat coast road and are able to maintain a safe distance from your pursuers, but when the trail begins to ascend into the hills, the lack of saddles and stirrups begins to exact its toll. Those following behind have no such disadvantage and they close the gap rapidly.

You are ascending a steep slope towards the crest of a moonlit ridge when ahead you see the beginning of a hill track. It forks away from the main road and disappears into the hills to your right.

If you wish to steer your horse along this hill track, turn to 206.

If you decide to stay on the coast road, turn to 189.

253

You hand over 7 Gold Crowns (erase these from your Action Chart) to a young ticket seller and she paints a dot of indelible crimson ink upon the back of your right hand to indicate that you have paid your fare. Displayed upon adjoining tables are dried foodstuffs and other provisions for the journey. You may buy some of this food if you wish, at a cost of 2 Gold Crowns per Meal.

A few minutes later an outrider comes cantering down the line of parked wagons announcing to everyone that the caravan will depart in five minutes' time. With mixed feelings of trepidation and excitement, you take a seat aboard one of the spacious passenger wagons and make yourself as comfortable as you can for the long journey ahead.

Turn to 180.

254

Captain Raker listens to your argument and agrees that to send a party ashore to investigate the ruins of Kita Cove would place his ship and crew at unnecessary risk.

Rather than delay a moment longer, he commands his crew to unfurl every square inch of canvas to catch the prevailing winds. The task is accomplished quickly and soon The Pride of Sommerlund is forging a swift passage south through the narrow waters of the Bukimi Channel.

Turn to 287.

255

‘The Funtal's a madman!’ splutters Kol. ‘All those poor fools who got took away last night are goin' to lose their cargoes, or their gold, or their ships. You mark my words. I'd not be surprised if some o' them lose their lives into the bargain. It's not safe here no more. Not like the old days.’

Kol then proceeds to wash down his hearty breakfast with a tankard of ale. He pauses to emit a long loud belch, and then he repeats his offer of a place aboard his ship which sails for Bisutan at noon. The marines do not object to you leaving them if you so wish. Should you decide to continue your journey to Elzian without them, they will attempt to sell your horse and use the money to buy passage aboard the next ship heading north.

If you now choose to accept Kol's offer, turn to 119.

If you decide to stay with your travelling companions and continue your journey south with them by road, turn to 73.

256

You enter the right alley and the militia, who are following closely, split into two groups. Roughly half their number searches the other alley whilst the remainder stays with you.

As you are running along this narrow thoroughfare, suddenly you hear the sound of splintering timbers somewhere in the distance. A hundred yards later the alley opens out into a tree-lined plaza which is bordered by shops selling rare artefacts of the Old Kingdom, and expensive works of art. Their windows and doors are securely barred and shuttered and show no signs of a forced entry. Then your eye is drawn to a grand building on the far side of the plaza: it is a temple. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.

Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently ascending the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.

Illustration XV—From out of the darkness, you see a great marble statue come crashing down the narrow staircase towards you.

If you possess Kai-alchemy, turn to 85.

If you do not possess this Grand Master Discipline, turn to 98.

257

Swiftly you recite the words of the Brotherhood Spell Invisible Shield and immediately a transparent disc of magical protection forms in front of your eyes. Seconds later, Svolta's arrow strikes this sorcerous shield and shatters to pieces. The slaver and his archer cannot believe what they have seen and for a few vital seconds they stand frozen in stunned disbelief. You seize this advantage and rush towards the platform with the hope of catching them before they regain their senses yet, as you make your leap, you see the archer drop his bow and reach for his sword. His blade clears its scabbard barely a second before you make your attack, yet he is able to turn aside your first blow. The skill with which he handles his blade leaves you in no doubt that you are facing an expert swordsman. Frightened slaves throw themselves off the platform as you and Svolta begin a desperate fight to the death.

Svolta: COMBAT SKILL 37   ENDURANCE 36

You may add 2 to your COMBAT SKILL in the first round of this fight, due to the momentum of your attack.

If you win the combat, turn to 212.

258

The rogue whips a dagger from his belt and stabs it into the table. He is gripping the handle so firmly that his knuckles show white. Then he flicks a glance at his companions and instantly they reach for their swords.

‘Hold your blades!’ yells the innkeeper, as he comes striding towards the table. You are half-expecting him to throw these thugs out of the tavern, but instead he comes straight at you and kicks the leg of your chair with the heel of his boot. ‘You!’ he shouts. ‘Get out!’ He cocks his thumb towards the door.

If you wish to obey the innkeeper's command without question, turn to 145.

If you wish to protest, turn to 209.

259

You roll across the decking, but your natural Kai agility helps you to avoid crashing painfully into the opposite rail. With perfect timing you kick against the deck and the momentum of this action lifts you effortlessly onto your feet.

Turn to 139.

260

You grab your weapon and struggle to your feet just as the creature hurls herself through the air towards you.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If your present ENDURANCE score is 20 or higher, add 1. If your ENDURANCE score is 15 or lower, deduct 1.

If your total score is now 3 or less, turn to 120.

If it is 4–6, turn to 43.

If it is 7 or higher, turn to 60.

261

Your action to avoid being struck by the arrow is a success. The slaver and his archer cannot believe what they have seen and for a few vital seconds they stand frozen in stunned disbelief. You seize this advantage and rush towards the platform with the hope of catching them before they regain their senses, yet as you make your leap you see the archer drop his bow and reach for his sword. His blade clears its scabbard barely a second before you make your attack, yet he is able to turn aside your first blow. The skill with which he handles his blade leaves you in no doubt that you are facing an expert swordsman. Frightened slaves throw themselves off the platform as you and Svolta begin a desperate fight to the death.

Svolta: COMBAT SKILL 37   ENDURANCE 36

You may add 2 to your COMBAT SKILL in the first round of this fight, due to the momentum of your attack.

If you win the combat, turn to 212.

262

Politely you decline his offer and bid him goodnight. The old magician apologizes once more for having disturbed you and, as you close and lock your door, you hear his footfalls fading as he walks away along the corridor.

Before you settle down to sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 207.

263

You watch as Captain Raker takes over the helm from his First Mate and attempts to manoeuvre the ship out of the path of the oncoming vessels. The leading pirate ship has now closed to within fifty yards and its murderous crew are crowded shoulder-to-shoulder upon its forward deck. Clearly they intend to leap aboard as soon as their ship draws alongside. From your position beside the deck rail you can see Sergeant Dryan directing his men at the bow. Dryan's marines are busily loading the three swivel cannon which are fixed to the port gunwale. Once loaded, each marine gunner raises his hand to signal that his piece is primed to fire. Dryan is waiting for the third gunner to signal. He is ready to give the order to fire when suddenly there is a thunderous roar and a puff of grey smoke erupts unexpectedly from the prow of the attacking ship.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 335.

If it is 4–6, turn to 27.

If it is 7–9, turn to 190.

264

You retrieve the Iron Skull from your pocket and offer it to the elder. He refuses to touch it and he indicates that you should toss it to the ground. You comply and it thuds into the soft earth near his feet. With one startlingly swift blow he strikes the Iron Skull with his staff and instantly it is transformed into an evil-smelling grey gas that rapidly dissipates in the warm, damp air.

The natives on the palisade take up their bows and train them on you. Quickly you protest your innocence to the elder, saying that you had no idea the skull was an evil artefact. For a few seconds he stares unnervingly into your eyes; then he turns to his kinsmen and says one word: ‘Truth!’

The Vakeros lower their bows and the elder indicates that you are now free to enter their village.

Turn to 347.

265

You think back to the months that you spent studying the Discipline of Deliverance at the Kai Monastery, and you try to recall what you can about the illness known as Bita Fever.

It is a highly contagious airborne disease that originated in the Bita Swamp of Dessi. In humans it is usually only fatal in the very young or the old; healthy adults rarely die from it, although the symptoms in those affected are uncomfortable and unsightly. Victims suffer from a corpse-like pallor and can sometimes develop a vivid scarlet rash that particularly affects the face, feet, and hands. Gradually a normally healthy person who contracts the disease will develop an immunity to it after fifteen to twenty days, and outbreaks of Bita Fever in towns and cities have rarely been known to last longer than a month.

When you look at the faces of the mourners you notice that many of them exhibit the symptoms of Bita Fever. The marines have never before encountered this tropical disease, and when you inform them of what you know, they insist on leaving the town at once, before the quarantine is put into force.

Turn to 148.

266

Your Arrow hits the creature's chest but it does not penetrate deeply beyond its thick fur. Hurriedly you drop your Bow and reach for your Weapon. It has barely cleared its scabbard when the creature is suddenly upon you, its vile breath hot in your face. You are slammed against the wall by the impact of the attack (lose 2 ENDURANCE points) and momentarily stunned, but still you manage to duck its slashing claws which rake deep grooves in the wall above your head. With a swift twist of your body you unpin yourself and create the vital space you need in order to wield your Weapon against this determined and terrible foe.

Deathstalker (grazed): COMBAT SKILL 39   ENDURANCE 38

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 41.

267

Oriah and the marines wait for you outside the stables as you approach the paddock alone. The horses become skittish as you get closer, yet you are able to subdue them by using your Animal Mastery. Silently you pull open the paddock gate and command the nearest five horses to leave the enclosure. Obediently they obey your commands, following meekly as you lead them away in single file to your waiting companions.

You mount your borrowed steeds and Ernan leads the way along a broad avenue that ends at the town's southern gatehouse. Two sleepy-eyed guards watch with indifference as you pass through the open gate and depart from Cape Kabar along its dusty coast road.

Turn to 146.

268

The crowd roars with excitement the moment you strike your killing blow. Dromodon staggers back, blood trickling freely from his mouth, and he spits a curse with his dying breath before crashing to the sand. The crowd erupts with wild elation and the guardsmen are hard pressed to keep them from rushing headlong into the arena. Dromodon's corpse is dragged unceremoniously away and, amidst the screams and cheers, you are ushered before Torvax. He praises you for your fighting skill and bravery and he offers you the post of principal of his gladiator school in Ferufezan. Politely you decline. It is customary for the winner of the final combat of the circus to be granted one request, and you ask that you may be allowed to go free. Torvax nods in agreement. He is grieved by the loss of his warrior-slave Malduz, but he does not hold you responsible for his death.

Before he instructs his men to escort you to the gates of the arena and let you go free, he hands you a silk pouch containing 20 Gold Crowns. (If you had a Bow confiscated before the combat with Dromodon, this is returned to you on your way out of the arena.)

To continue, turn to 128.

269

Gradually the temperature drops and the gentle undulation of the waves grows fiercer. The wind becomes a gale and the azure sky grows darker and darker until the sun is lost from view and the ship is shrouded by a deep grey twilight. Now Kol realizes that he should have heeded your advice and he commands his anxious crew to run for the coast in the hope of finding a safe haven. Soon lightning is the only source of illumination. It tears the roiling clouds and transforms the sea into an angry beast that lashes and batters the ship with a supernatural fury. Then the darkness is obliterated by a great curtain of white fire. Tongues of flame lance down; they boil the sea where they strike the surface and send up great clouds of steam in their wake. Miraculously these terrifying bolts of power miss the ship, but soon they are rivalled in their ferocity by another terrifying force that is battling to escape from the hellish skies.

A hundred balls of dancing fire fall from the clouds like a shower of blazing meteors. One such meteor strikes the helmsman who is struggling with the ship's wheel, and it engulfs him. For a few dreadful moments his head and chest are contained within a roaring yellow orb; then the burning ball is caught by the wind and it spins away into the darkness. The crew scream with terror when they look upon their comrade, for his upper body has been transformed into a blackened and fleshless skull that perches precariously upon his hollow, smoking rib cage.

Panic grips the Vassagonian sailors. They abandon their posts and rush to seek shelter below deck in the crowded cargo hold. You are trying to rally them when suddenly a ball of flame drops from the raging skies and comes hurtling down towards your head.

If you possess the Grand Master Discipline of Elementalism, turn to 197.

If you do not possess this skill, turn to 51.

270

As you stoop to help a wounded crewman who has fallen by your side, you see the spider-creature leap from the prow of the attacking ship to land in the rigging, several feet above. You are about to shout a warning to Captain Raker when there is a tremendous crash. The ship lurches violently and you are thrown across the deck.

Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 0–3, turn to 112.

If it is 4–7, turn to 9.

If it is 8 or higher, turn to 259.

271

The old man places his hand over the torn cloth, mumbles a few words, and when he removes it you see that the fibres have knitted together and your cloak is now as good as new. At once your Magnakai senses tell you that he has used the Brotherhood Spell Mend to repair your garment.

‘Just a little trick I learned in Toran,’ he says jocularly. Then he raises his box-like contraption and sighs: ‘Alas, 'tis a pity I can't use the same trick to fix this convexor. I was never much good with machines.’

He looks at the box and then at you and a flicker of recognition passes across his wizened face. ‘You're Sommlending, aren't you?’ he says, and then he moves a little closer and inspects your tunic and cloak. ‘By the bells of Teph! You're a Kai! Well, well, bless my soul!’ And with this the old man begins to reminisce about the part he played in the Darklands War, how the peoples of Northern Magnamund owe their lives to your illustrious leader — Lone Wolf — and how appreciative he is of the Kai's tireless fight against the forces of Naar. It is clear by his enthusiasm that he is honoured to have made your acquaintance. When finally he finishes his gushing eulogy he offers to buy you an evening meal.

If you wish to accept his offer, turn to 159.

If you choose to decline his offer, you may bid him goodnight and go to your room by turning to 213.

272

The marines go to their rooms and you are about to retire to yours when the innkeeper notices that you have a musical instrument, part of which is protruding from beneath the flap of your Backpack. He asks if you would be kind enough to play for his customers, but after having paid his son so much for such poor food and lodging at this inn you do not feel inclined to agree to his request. When you refuse he offers you 5 Gold Crowns to change your mind.

‘Very well,’ you say, pocketing the five gold coins. ‘I'll play them five songs, but no more.’

The villagers listen rapturously to your recital of five popular Sommlending ballads. When you finish they show their appreciation by giving you an additional 2 Gold Crowns. (Unless you already possess the maximum permissible, you may add a total of 7 Gold Crowns to your Action Chart.)

To continue, turn to 8.

273

You approach the gates of Hikas just as the last rays of sunlight are dipping below the western horizon. Bathed in the sun's afterglow this ancient city-port looks warmly inviting, and you cast your eye appraisingly across the stone geometry of its protective wall, its conical towers, and its pyramidal dwellings. Every surface is embellished with runic symbols, yet few remain legible, for thousands of years have elapsed since they were carved.

The Vakeros at the east gate recognize your Kai tunic and offer you a guarded welcome. They warn you that a curfew is in force and tell you to be off the streets by dark. You pass through the gate and follow a long shadowy street that descends towards the wharves and taverns that line the banks of the Carcos River — a murky, silt-rich channel which divides the city in two. Mindful of the imminent curfew, you tether your horse to a rail and enter the nearest tavern in search of a room for the night. Inside the air is hot and stale. A small number of men and women of mixed nationality stand at the counter and sit at small tables. Their low-voiced conversations break off as you let the tavern door shut behind you with a bang.

If you wish to take a seat at a table, turn to 245.

If you wish to approach the counter, turn to 161.

274

You scramble to your feet and pause to unsheathe a hand weapon before you struggle across the heaving deck and regain your position at the ship's rail. The enemy vessel has rammed The Pride of Sommerlund and now a host of screaming warriors is swarming aboard your stricken ship. A shadow passes overhead and when you look up you see the giant spider scurrying towards the crow's nest. The Sommlending lookout shrieks hysterically and, in blind panic, throws himself into the sea to avoid being consumed by this hideous monster. Through the smoke which shrouds the deck below you can see Sergeant Dryan and his men fighting bravely to repel the raiders. Those of Raker's crew who have survived the collision hurriedly arm themselves and rush to support the outnumbered marines, but they are not trained fighters and they are clearly no match for this ruthless enemy.

If you wish to descend to the deck below and fight alongside Sergeant Dryan's marines, turn to 331.

If you choose instead to climb the rigging and attack the giant spider that is now perched upon the crow's nest, turn to 299.

275

You prepare your horses and leave the stables shortly after dawn. The streets of Bir Rabalou are quiet this morning and you reach the city's south gate without incident. Here you gallop straight through the open gates to avoid any risk of being detained by the surly guards. They shout and curse you and loose off a few arrows in your wake, but these are poorly aimed and you escape from the city unharmed.

It is approaching noon when you arrive at a junction where the coast road splits in two. Ahead of you are the gentle foothills of the Koneshi Mountains, and beyond them you glimpse the snowy peaks of that great range rising majestically into the cloudless sky. Away to the east you can see the rugged coastline of southern Vassagonia where the cresting ocean waves break their backs upon wild and rocky beaches.

A signpost at the junction points to the east and to the south. To the east it reads, ‘Khor — 100 miles / Bisutan — 225 miles’. To the south it reads, ‘Koneshi Pass to Bisutan — 125 miles’.

Consult the map before you decide which road you wish to travel in order to reach the city of Bisutan.

If you choose the coastal road (east), turn to 167.

If you choose the mountain road (south), turn to 152.

276

You fight to stay on his back but you lose grip of the rope reins and he throws you off. The moment you hit the dirt, he bolts forward and gallops over the crest of the rockfall. Shaken but otherwise unharmed, you scramble to your feet and chase after him. The first boulders are beginning to smash down around you as you scurry to the top of the mound and leap feet-first over the far side. Half-blinded by dust, you slide and roll until you feel something heavy hit the back of your head and you are plunged into a dark oblivion.

When you regain consciousness, your head is aching viciously (lose 5 ENDURANCE points) and your legs are buried beneath a mound of dust and loose shale. You are bruised all over your body but fortunately you have sustained no broken bones. Slowly and painfully you dig yourself free with your bare hands. When you are able to pull yourself to your feet, to your surprise you see your horse is standing, unharmed, less than twenty yards away along the mountain trail. You hobble towards him and pull yourself onto his back.

Turn to 11.

277

As you place your offering upon the platform, you are refreshed by a surge of vitality and filled with an unexpected sense of well-being.

You may restore 3 lost ENDURANCE points for each Backpack Item that you place upon the offerings platform.

When you have made the appropriate adjustments to your Action Chart, you can continue by turning to 34.

278

The deck of The Pride of Sommerlund becomes a hive of activity as the crew sets about getting the ship ready to sail. When the last spread of canvas has been unfurled and the cables are cast off from the quayside, you feel the deck rock gently as Paoll steers the cargo-heavy vessel towards the entrance to Holmgard harbour. At first she responds sluggishly and the First Mate curses her as he struggles with the ship's wheel. Yet, once you pass beyond the harbour's protective walls, a sea wind fills the sails and the ship is swiftly transformed. Within minutes of leaving harbour, The Pride of Sommerlund is speeding swiftly eastwards through the foam-flecked waters of the Holmgulf.

For six uneventful days you sail across the Gulf of Durenor, the passage made easy by fair weather and a strong following wind. After a night's anchorage at Port Bax, the voyage continues along the Rymerift and into the warm, turquoise waters of the Kuri Sea. Shortly after dawn of the thirteenth day, an island looms into view on the horizon. Its white sandy beaches and rich vegetation appear innocuous, but Captain Raker informs you that it is one of the notorious Lakuri Isles. For centuries the bays and hidden coves of the Lakuris have provided a safe haven for pirates, the most infamous of whom was Captain Khadro. Six years ago this murderous buccaneer was slain by your master, Lone Wolf, yet despite his demise the Lakuri Islands still harbour renegades and pirates who have set up camp here during the past year. Captain Raker scours the horizon with his telescope, seeking a tell-tale glimpse of sail among the inlets and coves which pepper the shoreline. During his last voyage he came close to losing his ship in these waters and he is understandably wary.

If you possess the Discipline of Grand Huntmastery, turn to 42.

If you do not possess this skill, turn to 306.

279

Your Arrow sinks into the creature's chest and makes it howl with pain, yet it does not deflect the beast. The sheer momentum of its attack is propelling it towards you. Hurriedly you drop your Bow and reach for your Weapon, but it has barely cleared its scabbard when the creature is suddenly upon you, its vile breath hot in your face. You are slammed against the wall by the impact of the collision (lose 2 ENDURANCE points) and momentarily stunned, but still you manage to duck its slashing claws which rake deep grooves in the wall above your head. With a swift twist of your body you unpin yourself from the wall and create the vital space you need in order to wield your Weapon against this determined and terrible foe.

Deathstalker (wounded): COMBAT SKILL 38   ENDURANCE 36

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 41.

280

With bated breath you slowly raise your left hand until it is hovering just above your left thigh. Then you sweep it across the top of your leg with the speed of a striking cobra.

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 231.

If it is 6–9, turn to 80.

281

You accompany Captain Raker as he conducts a hasty tour of his ravaged ship to assess the extent of the battle damage, and you are both shocked when you discover that half his complement of crew have been killed or badly wounded. The few who can still stand count themselves lucky to have survived. Raker sets Paoll and some of the survivors to work repairing the gaping hole in the ship's port beam that was made by the enemy's ram, while the remainder tend to their wounded companions and clear away the debris that lies smouldering in heaps upon the bloodstained deck. Among the enemy dead you are saddened to discover the bodies of young Sergeant Dryan and nine of his men. Only three marines have survived the battle and stoically they set about wrapping the bodies of their fallen comrades in canvas and consigning them to the waves.

Having done what you can to help on deck, you decide to go below and make sure that Fernant and Oriah are safe. At the foot of the steps you discover a dead raider lying sprawled across the body of another man. You turn the corpse over with the toe of your boot and gasp when you see that the man lying beneath is Lord-lieutenant Fernant. The hilt of a Shadakine dagger protrudes from his chest and a smear of blood stains his lips. He is dead. Fearing the worst, you rush along the narrow corridor and throw open the door to Oriah's cabin. You find her huddled below her bunk, sobbing quietly. You comfort her as best you can but she is overcome with grief; Fernant died whilst protecting her and she blames herself for his death and for the calamity which has befallen The Pride of Sommerlund. She tells you that the raiders came from Ghol-Tabras, the city ruled by her evil suitor. She is convinced that the reason they attacked the ship was to capture her.

At length you persuade Oriah to accompany you onto the rear deck for some fresh air. Here you are met by Captain Raker who informs you that the ship is listing and taking in water. The voyage to Bisutan cannot proceed until proper repairs have been carried out, and so he has set a course for the nearby port of Cape Kabar where he knows a trustworthy shipwright who can fix the damaged hull. While you talk with the captain, Oriah watches the surviving crewmen disposing of the enemy dead. You hear her gasp, and when you hurry to her side you see that she is pointing at the body of the warrior leader.

‘Did you know this man? Have you seen him somewhere before?’ you ask.

‘Yes,’ she replies tearfully. ‘He's Dar-Isun. He was the brother of Sesketera, the man my father wishes me to marry.’

Turn to 104.

282

From the reverent way the passengers spoke about Temujun during the journey, you are expecting him to be either a very wise old cleric or a gifted charlatan. You take your place in line with the others who are queueing to enter his tent and idly you listen to their excited chatter. While you wait, a young boy clad in a mhaktis of striped silk walks along the line collecting Temujun's fee. For five minutes' consultation with the learned sage, the charge is 2 Gold Crowns.

If you wish to pay the fee, turn to 140.

If you cannot afford the charge, or if you choose not to pay it, turn instead to 234.

283

Desperately you draw on your Kai skill to cause the balloon to veer away from the jagged outcrop.

Pick a number from the Random Number Table. If your present ENDURANCE points score is 25 or higher, add 2 to the number you have picked. If your ENDURANCE is 10 or lower, deduct 1.

If your total score is now 4 or less, turn to 218.

If it is 5 or higher, turn to 307.

284

You throw yourself flat against your horse's neck and you hear the archer's arrow as it whistles across your shoulder-blades. Its tip grazes the back of your tunic and narrowly misses penetrating your spine by less than an inch. For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you sit up unharmed. You acknowledge their shout with a wave of your hand and lead them at a gallop out of this unfriendly mountain town.

Turn to 52.

285

The militia have orders to impose the curfew and arrest anyone caught on the streets after dark. As you march alongside the young lieutenant on your way to the city's guardhouse, you ask him why such stern measures have been imposed, especially in Hikas which is considered to be one of the most peaceful and civilized cities of Magnamund.

‘The people of Hikas are living in fear of their lives,’ says the lieutenant. ‘For the past month there's been a creature stalking our streets at night. It's killed more than fifty poor souls, and in terrible fashion. Ripped 'em to pieces. There isn't anyone who's lived to tell what it looks like but everyone's got their own ideas. Some say it's a shape-changer that goes about at day in the guise of a man and changes into a beast at night. Others say it's come from Gorgoron, seeking revenge on the Old Kingdom for the death of its master — Agarash the Damned. I don't know what to think. All I know is that it walks these streets, and every night someone dies a ghastly death by its hand.’

Suddenly a terrible shriek echoes through the empty streets. A woman standing on the balcony of a tall building nearby leans over the parapet and calls out to the lieutenant. ‘Down by the river,’ she shouts, and she points over the rooftops to where the shriek was heard. ‘The fiend … it's struck again!’

‘Quick, men!’ yells the lieutenant. ‘Follow me! If we're swift we may catch the beast this night.’

Turn to 337.

286

You take hold of the thief roughly by the throat and, using your Kai Mastery to mimic his nasal accent, you say: ‘Accuse your own brother of theft, would you? I'll teach you to go filching m'things when m'back is turned.’ And with this, you slap him across the top of the head with the back of your hand and snatch back the item he has stolen from you.

The crowd immediately loses interest in what they now believe is just an everyday squabble between two brothers, and they continue about their own business.

The thief is struck dumb by the sheer audacity of your ploy. When you release your grip of his throat, he scurries away into the crowd like a frightened rat.

Turn to 96.

287

Upon emerging from the Bukimi Channel, The Pride of Sommerlund is caught by a strong northeasterly wind which propels her swiftly towards the Vassagonian coast. For two days and nights she rides the scudding waves, her speedy passage more than making up for any time lost in the Lakuri Isles. Then, late on the third day, the lookout catches his first glimpse of Barrakeesh. Excitedly the crew gather on deck to stare at the golden domes and towers of the city which glimmer like orbs of burnished gold in the glow of the setting sun. In fading light, Paoll brings the ship silently into the great curve of Barrakeesh harbour and moors her at the end of a vacant quay. Few eyes notice another trade ship, but one pair takes a special interest. They belong to Lord-lieutenant Fernant, the Sommlending envoy to this rich, desert realm. When finally the ship is docked and the gangplank is lowered to the quayside, he is waiting there to greet your arrival.

Fernant is a tall man in his mid-forties, clean-shaven, and of slim and athletic build. His face has characteristics which are unmistakably Sommlending, yet his skin is richly tanned from the many years he has spent in this sun-drenched land. After a brief talk with Captain Raker to confirm that the ship will be ready to sail tomorrow at noon, he offers you the hospitality of his house in the city. After nearly a month at sea, you gladly welcome the chance to bathe in a proper bath and sleep in a proper bed.

Fernant's house is only a short distance from the harbour. It is a large, two-storey dwelling with a flat roof and a walled garden that smells sweetly of picanda and larnuma fruit. After a luxurious bath and a feast fit for a king, Fernant tells you something about the changes which have occurred in Vassagonia since the demise of its hated ruler — Zakhan Kimah — who, during the Darklands War, allied himself and his reluctant nation to the Darklords of Helgedad.

‘Shoualli is the new Zakhan now,’ says Fernant, as he peels the skin from a ripe larnuma and slices it neatly in two with a pearl-handled dagger. ‘He is an honourable and intelligent man. He has brought peace back to this land through trade. Its enemies, who once swore to destroy Vassagonia, now come and barter their wares in the rich markets of Barrakeesh and Bisutan.’ Later during the evening, talk turns to the details of your mission. Fernant is unaware of its true purpose; all he knows is that he is to offer you every assistance to ensure your swift and safe passage to Elzian. When you tell him that you are not at liberty to discuss your mission fully, he nods sympathetically and vows he will refrain from ever mentioning the subject again.

Shortly before midnight there is a knock at the front door of Fernant's house. He signals to one of his servants to go and answer it and you comment that it is an uncommonly late hour for someone to be paying him a visit. ‘Quite so,’ he says, ‘but this is a visitor I've been expecting. It's someone I'd especially like you to meet.’

Turn to 150.

288

You stare across the ocean at the banks of angry clouds which are growing larger and darker with every passing minute. You sense that within them are tremendous natural forces that are building up at a dangerous rate. You feel certain that the presence of the Moonstone is partially responsible for this, although these waters are notorious for sudden and violent sea-storms.

You warn Kol of the distant storm and the disastrous effect that it could have if it were to break upon his cargo-heavy ship. You urge him to turn back to Bir Rabalou but he dismisses your request out of hand. He says that the storm is many miles away, and even if it were to move nearer he is confident that the Desert Jewel is still swift enough to outrun it. You believe that he is wrong and you are angered by his complacency, but there is nothing you can say that will make him, or his crew, turn this ship about. He is the master of this vessel and his loyal crew will only obey his command.

If you possess Kai-alchemy and wish to use the Brotherhood Spell Mind Charm to make Kol turn back to Bir Rabalou, turn to 46.

If you do not possess this skill, or if you choose not to use it, you must accept Kol's decision to continue with the voyage to Bisutan. Turn to 269.

289

The crowd scream with excitement the moment you overcome the last of the evil slaver's henchmen. At first you think they are expressing their appreciation of your superb Kai fighting skills, but then you notice a large shadow is moving across the market square and when you look up you discover the real cause of the crowd's excitation.

Swooping down out of the cloudless sky come two gigantic birds with razor-sharp beaks and talons that glint like mirrored steel. They are Itikars and seated astride their feathered backs are warriors armed with spears and shields. Frantically the slaver signals to the riders and one of them responds by hurling his weapon at your head. You dive to avoid being skewered to the ground by this deadly missile and it thuds harmlessly into the beaten earth, but as you are pulling yourself to your feet, you see the second Itikar come swooping down towards Oriah. You scream a warning yet she is frozen with fear and does not respond. The great bird sweeps past her and its rider casts a lasso which falls over her head. As the bird soars into the sky the rope tightens about her waist and she is hoisted screaming into the air. You spring to your feet and race after her as she is carried away over the rooftops of Kilij, and as you sprint across the square you see a dozen armed men emerge from the crowd to block your path. The Itikar and its precious cargo are rapidly disappearing towards the northern hills and you know in your heart that it is now too late to save Oriah. Then you hear the sound of cruel laughter echoing across the square and it brings you skidding to a halt. It is the laugh of the slaver: he can barely contain his delight at having captured such a beautiful young woman, and he is relishing the thought of watching as the remainder of his henchmen make you pay for the deaths of their comrades.

Illustration XVI—As the bird soars into the sky, the rope tightens about her waist and she is hoisted screaming into the air.

Swiftly you assess your perilous situation and determine two ways in which you may save yourself from the slaver's gang of bloodthirsty thugs.

If you wish to run back across the square and attack the slaver, turn to 78.

If you wish to attempt to reach the town's bazaar and find the marines, turn to 126.

290

You are woken early the following morning by the motion of the carriage. As you rub your eyes and stretch your aching limbs, your fellow passengers tell you that the caravan has been on the move for more than an hour. They are eating a breakfast of bread and fruit which they generously offer to share with you.

It is almost noon when the stone town of Bavari looms into view. Most of its sun-bleached shops and houses are contained within a wall of uncemented stone blocks which rise to twice the height of a horse. The road approaches a heavy wooden gate, banded and studded with iron, which is flanked by circular guard towers. Perforating the walls are slits for archers and openings for larger machines of war.

The procession of wagons passes through the gate and comes to a halt in the middle of Bavari. As you disembark you sense an air of excitement pervading this town. You overhear the other passengers talking and you learn that today is the third day of the Bavarian gladiatorial circus — an annual event which attracts the finest warriors of Vassagonia to come here and compete with each other in armed combat. Great wealth and status are the rewards for those who triumph; disgrace and sometimes death await those who fail.

You are curious to see this great event and so you follow a group of passengers to Bavari's arena where the gladiatorial circus is being staged. Entrance to the arena is free and you take a seat on one of the many stone tiers that encircle its oval-shaped fighting area. Throughout the afternoon several combats are staged between warriors on foot and on horseback. The heat of the desert sun is unrelenting, and by late afternoon you are feeling parched. During a lull in the contests, you hear the tinkling sound of running water and you decide to seek out its source. You descend to the edge of the fighting area and enter a tunnel which passes beneath the tiers of seats. Halfway along this cool tunnel is an open door set into the whitewashed wall. Through the doorway you see a bronze fountain standing in the middle of an empty room. It is richly embellished with engravings which depict ancient gladiatorial contests, and a stream of sparkling water issues upwards from a nozzle at its centre, inviting you to drink.

You are desperate to slake your thirst and so you enter the room and stoop over the fountain. You are swallowing the deliciously cool water when suddenly you sense someone rushing at you from behind.

If you wish to turn around quickly and face the person who is rushing towards you, turn to 223.

If you choose to draw your weapon before you turn around, in case you should have to defend yourself from a surprise attack, turn to 45.

291

The landlady's frowning face softens when you hand her 3 Gold Crowns (erase these from your Action Chart). She slips the money into the pocket of her apron and from this same pocket she removes a key which is stamped with the number 4. She hands it to you, and then she points to a corridor on the ground floor which leads to a room at the rear of the building.

As you are about to insert the key into the lock, you hear a suspicious noise coming from inside. Silently you unsheathe your weapon, unlock the door, and then fling it wide open.

Turn to 66.

292

You focus on the tip of the arrow that is now speeding towards your chest. Drawing upon your natural Kai agility, you twist aside at the last moment in an attempt to avoid being hit by this deadly missile.

Pick a number from the Random Number Table. If your current ENDURANCE total is 20 or lower, deduct 2 from the number you have picked.

If your total score is now 4 or lower, turn to 44.

If it is 5 or higher, turn to 261.

293

You enjoy a restful sleep at the hostel and you wake at daybreak to the sound of voices and the crashing of iron pots and pans. Your room is located above the kitchens and through the cracks in the bamboo floor you can see the owner and his wife preparing food for breakfast. You put on your cloak and gather up your equipment before going down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and canter away across the courtyard.

Turn to 314.

294

The marines load and fire three volleys at the cliff-top. You watch the target area and your Sixth Sense tells you that their shots, although they do not hit the creature directly, pass close enough to scare it. With relief, you sense the unseen creature is retreating in the face of this barrage and, as it abandons its sorcerous attack, so the whirlpool ahead ceases to spin violently.

As the waters of the channel return to normal, Raker commends the marines for their gunnery skills. Then he commands his crew to unfurl every remaining square inch of canvas. The sails catch the prevailing winds and carry the ship swiftly through the narrow channel and away from the menacing shadow of the cliffs.

Turn to 287.

295

The incident at the tavern and the loss of your horse leave you feeling angry and confused. For more than an hour you walk the dark, deserted streets of Hikas as you struggle to make sense of what has happened. You are passing a junction where the cobblestoned street joins with a larger avenue, when suddenly you hear the approaching tramp of booted feet. A stern but anxious voice calls out, commanding you to halt, and when you peer into the darkness you see a dozen Vakeros militiamen. They are armed with spears and throwing nets, and they are standing in a line abreast to seal off the avenue.

If you wish to obey the militiamen and remain standing where you are, turn to 105.

If you wish to attempt to evade them, turn to 36.

296

As you duck to avoid the onrushing missile, you glimpse your Arrow strike the archer in the chest and knock him backwards to the ground. His arrow grazes your cheek (lose 1 ENDURANCE point) as it whistles past your head and then embeds itself in the dried mud wall of a nearby building.

For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you get to your feet and come running towards them. Sligh helps you to retrieve your horse and quickly you remount him and gallop along the avenue which leads out of this unfriendly town.

Turn to 52.

297

You move nearer to the trembling man and try to calm him with soothing words and a promise that you will protect him. You look to the bell and use your Sixth Sense in an attempt to locate the creature, but you can detect nothing unusual. Then you hear a faint gurgling growl and a knot of fear tightens in your throat. Now you can detect a powerful aura of evil. You glance at the cowering cleric and your fear becomes an icy terror when you realize that he is the source of this evil. He continues to plead with you to save him, but then he sees the shock register on your face and he abandons his pretence.

The pupils of his eyes shimmer and become spheres that glow darkly amber and, in a terrifying instant, his body transforms. One moment he is a bearded holy man and, in a split-second blur, he becomes a snarling hulk of black-furred death. With breathtaking speed he leaps at you and slashes at your throat with his razor-sharp talons. Instinct makes you propel yourself backwards to avoid these deadly claws and, as you spring away, you slip and tumble headlong down the spiral stairs.

Illustration XVII—In a split-second, he becomes a snarling hulk of black-furred death.

Pick a number from the Random Number Table.

If the number you have chosen is 0–4, turn to 248.

If it is 5–9, turn to 94.

298

Rhous picks up the Kutyan Emerald and holds it to the light. You can tell by his expression that he is impressed by its flawless cut, yet still you sense he is a little disappointed: he had hoped for something more exceptional than this fine gem. After assessing its worth he offers you 25 Gold Crowns. You haggle with him and finally you settle on a sum of 30 Gold Crowns.

(If, in addition to the Kutyan Emerald, you also possess any of the other items, Rhous would be willing to pay you 10 Gold Crowns for the Iron Skull, and 20 Gold Crowns for the Siyen Crown. Be sure to amend the details on your Action Chart before continuing your adventure.)

Turn to 349.

299

Skilfully you ascend the rigging and approach the giant spider from behind and below. It is busily tearing at the mast and topsail with its fanged maw, and at first it fails to notice you. When you pause for a few moments to unsheathe your weapon, suddenly the creature swivels its head and fixes you with a pair of ghastly green eyes. Chittering excitedly, it rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the rigging just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift reflexes save you, but as the momentum of your swing carries you back towards the rigging, you see that the creature is preparing a new form of attack.

It waits until you come to rest upon the criss-cross of ropes and then it ejects a stream of sickly grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and is transformed into several long and sticky strands which threaten to engulf you.

If you possess Magi-magic and wish to use this Discipline now, turn to 303.

If you possess Elementalism and wish to use it, turn to 210.

If you possess neither of these Grand Master Disciplines, or if you choose not to use either of them, turn instead to 162.

300

Snarling and spitting, the savage beast comes hurtling through the darkness to rake you with her terrible claws. Bravely you stand your ground and prepare to strike your first blow in this desperate fight to the death.

Deathstalker (mate): COMBAT SKILL 42   ENDURANCE 40

This creature is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 76.

301

By using your basic Kai skills you are able to determine that this man is a rich trader from Casiorn — the city of merchants. He seems harmless enough, his only fault perhaps is that he has consumed too much ale. Yet you are suspicious of the fact that he has identified you as a journeyman, which leads you to suspect that perhaps he has met other Kai in the past. You are about to ignore him and retire to your room when he repeats his request that you join him at his table. Out of curiosity you decide to find out what he wants.

Turn to 61.

302

The elder moves his staff so that its tip scans back and forth across your body, and abruptly he stops when it is pointing at your Kai Weapon. At first his face registers puzzlement, and then slowly this expression changes into a solemn frown.

If you possess Temujun's Ring, turn to 118.

If you do not possess this Special Item, turn to 143.

303

You utter the words of the Old Kingdom Spell Shield and you see the air shimmer as the magical power of your incantation takes effect. The gout of sticky fluid strikes your sorcerous shield and is deflected away from your body. You move away from this protective umbrella and climb hurriedly the remaining few feet towards the creature's perch. Frantically it lashes out at you with its rubbery legs as you attempt to plunge your weapon into its vulnerable belly.

Otokh: COMBAT SKILL 40   ENDURANCE 40

This creature is immune to all forms of psychic attack except Kai-surge.

If you win the combat, turn to 315.

304

Torvax commands the guardsmen to halt. Then he swaggers over to where you lie and he looks down on your fatigue-racked body with a sneer of disdain.

‘Insolent dog!’ he hisses. ‘You are not worthy even of a public execution.’ And with this chilling remark he signals to the surrounding guardsmen. As he walks away, they raise their Bor muskets and take aim. Suddenly an explosion of noise and colour obliterates your senses as you are hit by a volley of musket balls. Death is mercifully swift.

Tragically, your life and your quest end here in the gladiatorial arena of Bavari.

305

The meteor is deflected by a plume of water that you are able to summon from the towering waves of the sea. The power of this plume is sufficient to repel the fireball and send it hurtling back into the raging sky with a tail of steam hissing in its wake.

To continue, turn to 132.

306

Using your innate Magnakai skills, you magnify your vision and scan the island. The shoreline appears deserted, but when you cast your eyes towards the east you notice two tiny specks on the horizon. You alert Captain Raker to the threat but he dismisses your warning, saying it is merely heat haze.

Several minutes later the ship's lookout confirms that there are two ships on the eastern horizon. Raker brings his telescope to bear and after a few moments' observation he says: ‘You were right, my lord. I should have known better than to doubt the eyes of a Kai.’

Lowering his telescope, he turns and shouts an order to Paoll: ‘South by southwest, if you please, First Mate. Looks like we've got comp'ny!’

The timbers creak as the ship turns about and forges a new passage through deep water. Following the change of bearing the wind is now no longer in your favour and Paoll is forced to tack against it to make headway. The lighter ships have the advantage and they quickly draw closer. Soon you can see that they are Vassagonian men-o'-war, although they fly no flags of allegiance or origin. Judging by their poor general condition it is clear that they are pirate raiders. Raker orders his men to their battle positions and Sergeant Dryan issues an order to his marines to stand ready at the cannons as the pirate raiders bear down upon the port bow.

If you wish to stay with Captain Raker on the rear deck, turn to 263.

If you choose to stand with Sergeant Dryan at the port bow, turn to 144.

307

The basket lurches as the effects of your Kai Discipline cause the balloon to veer away from the mountainside. It misses the outcrop with but a few feet to spare. Yranai manages to regain control of the engine and he steers the craft back towards the middle of the pass, to where the thermal currents are less volatile.

As you emerge from the high mountain pass, you enter denser and more stable air that cushions your flight and soon all trace of turbulence is left behind.

‘Well, that was exciting, wasn't it!’ says Yranai, ruefully. It takes a great deal of self-control not to throttle the old man for his incompetence, but you keep your hands firmly on the rail and you force a smile. Silently you vow never to fly with him again.

You are looking forward to setting your feet down safely on firm ground when you see something in the distance that fills you with unease.

Turn to 220.

308

Hastily you use your mastery of the elements to summon a gust of air to deflect the arrow that is now speeding towards your chest.

Pick a number from the Random Number Table. If your current ENDURANCE total is 20 or lower, deduct 2 from the number you have picked.

If your total score is now 4 or lower, turn to 44.

If it is 5 or higher, turn to 261.

309

The rogue draws himself back from the table and casts a nervous glance at his shadowy companions before looking you straight in the eye.

‘Very well, Northlander,’ he sneers, ‘if you're from Sommerlund as y'say you is, you'll be sure to know the name of its capital city. Tell us, what is it?’

If you wish to tell the man that the capital of Sommerlund is Holmstar, turn to 122.

If you wish to say that it is Holmgard, turn to 64.

If you wish to say that it is Stargard, turn to 227.

310

You decline to answer his question directly for you do not wish to give him the impression that you are familiar with the ways of magic. Rather than reveal your true identity, or the reasons why you now find yourself in Bisutan, you simply say that you are a traveller who is on his way south.

‘Mmmm … ’ mutters the old man, clearly bemused, ‘perhaps, you have acquired something … magical … whilst on your travels? I am a collector of magical artefacts. In fact that is why I've come to Bisutan. If you have anything of an arcane nature I would be most keen to make you an offer of purchase.’

If you possess an Iron Skull, a Kutyan Emerald, or a Siyen Crown, and you wish to sell one or more of these Special Items to the old magician, turn to 54.

If you do not possess any of these items, or if you do not want to sell any of them, turn to 262.

311

Paoll shows you to your cabin which is situated at the stern, next to the captain's quarters. He suggests you rest here and offers to call you when the captain returns, but you are keen to familiarize yourself with the layout of the ship and you decide instead to accompany him as he goes about the task of rousing the sleeping crew.

The forward hold of this sailing ship has been converted into a dormitory for the ship's complement of eighteen men. Yet as Paoll's bellowing voice stirs them reluctantly from their hammocks, you count thirty-one men berthed here.

‘Welcome aboard,’ says a fair-haired young man whose blue surcoat is emblazoned with the scarlet anchor of the Kirlundin Isles. ‘My name's Dryan — Sergeant Dryan of the 1st Kirlundin Marines. My men and I have been assigned a tour of duty aboard The Pride of Sommerlund for the duration of the voyage.’

Illustration XVIII—‘Welcome aboard,’ says Sergeant Dryan as you enter the cabin.

You speak with Sergeant Dryan for a few minutes and learn that he and his marines have been ordered aboard the ship by King Ulnar. Dryan's instructions are to protect the ship's cargo from the threat of pirate attack for, in addition to yourself, The Pride of Sommerlund is carrying a valuable consignment of wheat and timber bound for Bisutan. At first you are suspicious; in his briefing Lone Wolf said nothing about an escort of marines. To determine whether Dryan is telling the truth, you probe the sergeant's mind using your psychic skills and discover at once that he is genuine. He does not know or suspect the true purpose of your journey.

‘Well I'm glad to be sharing this voyage with you and your men,’ you say. ‘It makes me feel much safer knowing we have marines on board.’

You salute the sergeant and allow him to attend to his men. As you turn to leave, Paoll appears at the exit to the hold.

‘Capt'n Raker's comin' aboard, sir!’ he shouts.

You return on deck in time to see a broad-shouldered man with a golden beard and sharp blue eyes come striding up the gangplank.

‘I'm Raker,’ he says gruffly, ‘and you must be the Kai journeyman we've been expecting. Good, now we can be getting on our way.’ He turns to the First Mate and bellows: ‘Alright, Paoll. Set your crew to work. I want us to catch the ebb tide in one hour.’

Turn to 278.

312

You wait until the last moment before you leap over the falling statue. It shears the surface from the steps on which, just seconds ago, you were standing but you escape unscathed. You see the statue finally reach the bottom of the stairwell where it smashes into several large segments which block the narrow doorway and fill the base of the stairwell with thick dust. Steeling yourself for what may lie ahead, you hurry up the stairs in pursuit of your prey — the scourge of Hikas.

Turn to 177.

313

The old man frowns and curses you under his breath. Then he turns around and hobbles away across the beach.

‘Silly old scrounger!’ says Sligh, as he watches him go.

‘We're wastin' our time here, Grand Master,’ comments Oswin. ‘Shouldn't we be getting on?’

You nod in agreement and motion the others to follow as you turn your horse back towards the coast road. It is a clear night and the brilliant moon is nearly full. With luck you could be in Bir Rabalou well before midnight.

Turn to 232.

314

The early morning streets of Gologo are empty as you ride towards its southern gate. Most of the inhabitants are sleeping off last night's celebrations and nobody sees you leave the town and set off along the jungle trail to Elzian.

For most of the morning your view of the surrounding land is restricted by the dense walls of verdant foliage that border upon this ancient trail. It is not until noon, when you crest a ridge of high ground, that you catch sight of what lies beyond the seemingly endless jungle. Less than a mile to the north is the titanic chasm of Gorgoron. It is a dark and forbidding sight, like a deep festering wound in the land that time has been unable to heal. Its sheer walls and immeasurable depth call to mind images of the Maakengorge, a dread chasm which lies to the south of your homeland province of Ruanon. Legend says that these vast canyons are scars inflicted upon the flesh of Magnamund by the vengeful hand of Naar.

Beyond the ridge the trail descends to the ruins of an ancient town. Here you stop to rest your horse and drink from a pool of clear water that bubbles freely from the loamy soil. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 113.

315

You strike your killing blow and the Otokh emits a loud and terrible shriek. Its great body convulses, and hissing sparks cascade from its limbs and maw as slowly it relinquishes its grip upon the masthead. You watch with awe as the creature plummets through the rigging and crashes down upon the deck rail with terrific force. Five enemy raiders are crushed to death and several more are consigned to a watery grave when they become entangled in the creature's legs. They are dragged screaming to their doom as the Otokh rolls through the shattered ship's rail and disappears beneath the foaming waves.

The death of the Otokh sends a wave of panic coursing through the enemy's ranks and soon they begin to falter and fall back to their own vessel. The enemy leader curses and screams as his men swarm aboard, and you hear him threaten personally to tear the throat from any warrior who refuses to fight on. This threat appears to work for the raiders cease their retreat and begin instead to regroup in preparation for another attack. You watch as the leader leaves the protection of his ship's forecastle and takes his place at the head of his troops, ready to lead this second assault.

If you possess a Bow and wish to use it, turn to 244.

If you do not, or if you choose not to use it, turn instead to 230.

316

You magnify your vision and detect that there are violent thermal air currents swirling between the mountain peaks. You detect that these are the result of the dry air currents from the Bavari Hills meeting with the humid jungle air of the southern reaches. You warn Yranai but he seems unconcerned.

‘It may get a little rough but Simoom is built to take it,’ he says with bravado, and he bangs his fist on the handrail that runs around the rim of the basket, as if to demonstrate his craft's sturdy workmanship. When a section of the handrail immediately falls away and is lost in the mountains below, it does not readily inspire your confidence in this craft or its pilot. Sheepishly, Yranai plays with the valves of the engine and the balloon drifts to the east, towards some more distant but lesser peaks where the air is calmer. He gives you a wry grin and you give thanks to Kai and Ishir that he has heeded your warning.

Turn to 68.

317

You examine the plants closely and are able to identify them as Cowana — a marine variety of Laumspur. These plants possess the same healing qualities as their land-based cousin, and there are enough growing here for three doses.

Each dose of Cowana will restore 4 ENDURANCE points to your total when swallowed after combat. If you wish to keep one or more doses, record them on your Action Chart as Backpack Items. Each dose will take up one space in your Backpack.

To continue, turn to 99.

318

The crowd is beginning to turn ugly. Judging by the way they are looking at you it is clear that they believe the thief's lies. Rather than risk a confrontation with them or the city militia, you decide that perhaps in this instance discretion is the better part of valour. You toss the stolen item back at the thief and grudgingly you tell him to keep it (erase the first item you have recorded on your Backpack Items list).

The crowd immediately loses interest in what they now believe is just another everyday street incident in Bisutan. The thief sneers as he pockets your property and then he turns and scurries away into the crowd, like a rat entering a sewer.

Turn to 96.

319

You are knocked backwards by the searing pain of this unexpected psychic attack. Your innate mental defences knit together to protect the fabric of your mind, but before this protective shell is fully erected, you experience the chilling effects of psychic shock: lose 4 ENDURANCE points.

As the pain in your head recedes, you open your eyes and see a sinister new threat loom into view.

Turn to 75.

320

The archer's arrow hurtles across the street towards you as if in slow motion. Your senses are alive to the imminent danger, but you feel rooted to the ground and incapable of moving out of its path. Then a starburst of pain erupts in your head and the salty taste of blood fills your mouth. The arrow has penetrated the front of your skull and death is instantaneous.

Tragically, your life and your quest end here in Kilij.

321

You steer your horse along a street running parallel to the beach, and enter the courtyard of a large two-storey hostel with stables. A young boy takes your horse's reins and leads him away to an enclosure at the side of this brightly-painted building, and you enter the hostel's front door to find it is empty. It seems that everyone has gone to the beach this evening. Then you hear a noise from beyond an open doorway and a balding man appears. He rubs his bloodshot eyes and yawns, revealing a mouthful of gold teeth. You ask if he has a room for the night and lazily he nods his head.

‘I've two types of room and service,’ he says. ‘There's Standard and there's Best. Standard costs 2 Gold Crowns a night and you don't get no food. Best costs 4 Gold Crowns and you get lots of food in the morning.’[20]

If you wish to buy a Standard room for the night, turn to 216.

If you decide to buy a Best room, turn to 138.

[20] If you do not have enough Gold Crowns, you may choose to barter a normal Weapon, Backpack Item, or Special Item at your discretion.

322

You take aim at the creature's ghastly mouth and release your bowstring, sending your Arrow arcing across the water towards its target. But before your missile finds its mark, the creature springs into the air and launches itself into the rigging of your ship.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.

If your total score is now 3 or lower, turn to 81.

If it is 4–6, turn to 154.

If it is 7 or higher, turn to 222.

323

The faces of your three companions are covered by an unsightly red rash. Each man is suffering a headache and they feel nauseous and dizzy, yet these discomforts fade after you attend to them using your Kai curing skills. However, try as you may, you cannot relieve them of the vivid rash that has erupted all over their faces, hands, and feet.

With dismay, the three men resign themselves to the fact that they have contracted Bita Fever. Although their lives are not at risk, the inflammation of their skin is causing them great discomfort. Their only hope of easing the persistent irritation is for them to reach Bisutan and find an apothecary who may be able to concoct a lotion to soothe their purulent skin.

You ride all day under a clear sky and a blazing sun and stoically the marines suffer their pain in silence. Their only relief is the protection afforded by their cool, flowing mhaktis. It is late in the afternoon when you catch your first sight of the great city of Bisutan, which is located upon an island in the estuary of the River Khorda. A titanic stone bridge carries the coastal road over the shimmering waters of the Khorda towards a towering gatehouse which is flanked by two massive stone dragons. It is not the custom of Bisutan's city guards to stop travellers without good reason, for here the merchants of all Magnamund meet to haggle and trade and barter their cargoes. They allow you to pass through their great gate, but one sharp-eyed young guardsman with promotion on his mind notes the strange pallor of your companions and he demands that they halt.

‘Bita Fever,’ proclaims a gruff old guard sergeant, and he demands that they dismount at once. He summons five spearmen from a nearby guardhouse and when they arrive he orders that your companions be taken to a gaol on the far side of the great bridge. You protest but the sergeant is adamant that they should spend a month there in isolation until the symptoms of the fever have disappeared. He assures you that they will be treated well, but they will not be permitted any visitors during their isolation. As they are escorted back across the bridge at spear's length, they wave you farewell and urge you to continue your journey without them. You wait until they have disappeared from view and then you wheel your horse about and enter Bisutan alone.

Turn to 250.

324

As you step into this dusty little shop you are hit by a cocktail of aromas that literally take your breath away. You cough to clear your throat of the sickly taste left by these pungent smells, and suddenly the owner of this shop appears in a doorway behind the back counter. He thinks that you are trying to attract his attention.

A quick scan of the shelves tells your experienced eye that there are no herbs of great value or interest here. Most of the potions on display are placebos and quack remedies. However, as you turn to leave, the herbalist produces a black box which he opens for your inspection. Inside are the following potions:

- Potion of Laumspur: restores 4 ENDURANCE points when consumed after combat.

- Potion of Gallowbrush: induces sleep for one to two hours.

- Potion of Alether: increases COMBAT SKILL by 2. One use only.

All of the above potions cost 3 Gold Crowns. If you wish to purchase one or more of them, adjust your Action Chart accordingly.

To leave the shop, turn to 17.

325

You tell the others to wait for you outside the stables and then you approach the paddock alone. The horses become restless as you draw closer, yet you are able to subdue them by using your natural Kai powers of Animal Control. Silently you open the paddock gate and command the nearest five horses to leave the enclosure. Obediently they obey your mental commands, following meekly as you lead them in single file to your waiting companions.

You mount your borrowed steeds and Ernan leads the way along a broad avenue that ends at the town's southern gatehouse. Two sleepy-eyed guards watch with indifference as you pass through the open gate and depart from Cape Kabar along its dusty coast road.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 146.

If it is 5–9, turn to 252.

326

You fire your Arrow at the leader and it strikes his wing and breaks the bone, causing the creature to spiral out of control. Yranai yells and cheers but his triumphant cries are premature. You watch aghast as the Itikar collides with the balloon and stabs its talons into the canopy. In its desperation to survive, it shreds the cloth to ribbons before it falls away and plummets to its doom in the timberlands below.

The impact of the bird hitting the canopy knocks you off your feet. Yranai falls on top of you and, for a few nerve-racking seconds, you lie entangled at the bottom of the basket as the balloon rapidly loses altitude. When you pull yourself up and peer over the rim, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai looks up to see shreds of cloth trailing from the punctured canopy above and the sight proves too much for him: he faints. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the tops of the mountain pines come into view.

If you possess Kai-alchemy, turn to 107.

If you do not possess this Discipline, turn to 115.

327

You are awoken shortly after dawn by the sound of a plaintive voice echoing across the rooftops of the city. It is the cry of a Vassa Elder and he is calling the faithful of Barrakeesh to early morning prayer. You gather together your equipment and Fernant's servant brings you a bowl and a pitcher of water so that you may refresh yourself before sharing breakfast with Oriah and the Lord-lieutenant.

After breakfast, Fernant oversees the loading of bags and other personal items aboard his mule-drawn carriage. Then an hour before noon the three of you leave for the quay and go aboard The Pride of Sommerlund. At first Captain Raker is unhappy about transporting Oriah, arguing that the presence of a beautiful young woman aboard his ship will distract his crew from their duties. However his objections quickly evaporate when Fernant offers to pay him 20 Gold Crowns for her passage to Bisutan.

The ship leaves Barrakeesh on the noon tide and makes swift progress ahead of a favourable southerly wind. But by dusk the wind has dropped, and Raker decides to spend the first night at anchor in a protected cove a few miles to the east of Chula. The night passes peacefully and you wake at dawn to a spectacular sight.

Turn to 35.

328

You wake before dawn and spend an hour cleaning your Weapons and equipment before going downstairs to the taproom of the tavern. Behind the counter the tavern-keeper's wife is busy preparing breakfast for herself and her family, and she bids you a hurried good morning. Mindful of your need for transport, you ask if there are any horses for sale at the adjoining stables.

‘Only one,’ she replies, wiping her hands on her ale-stained apron. ‘An old mare called Jhani. She's past her prime but she's strong and dependable. I can let you have her for 10 Gold Crowns, and I'll throw in a saddle. What do you say to that?’

You agree to her price and pay her (erase 10 Gold Crowns from your Action Chart)[21] and she calls for her husband to bring the horse around to the front door. The chestnut mare is old but she is in fine condition and you are satisfied that you have made a wise purchase. You mount up and bid the taverners farewell before riding out of Bavari by way of its east gate. Your new mount lives up to the woman's description of her and you cover the first ten miles of your journey along the coast road with ease. As you pass through a grove of toa trees, you see a track branching off the main road. It descends a slope to a cluster of huts that are perched on the edge of a cliff overlooking the sea.

If you wish to go and investigate this village, turn to 6.

If you decide to ignore the village, you can continue your ride along the coast road to Hikas by turning to 89.

[21] It is possible that you have fewer than 10 Gold Crowns. If so, you give all of your remaining Crowns to the tavern-keeper's wife.

329

Through the use of your advanced Kai skills you are able to determine that this man is a rich trader from Casiorn — the city of merchants. You detect no aura of evil about him and you sense that he does not intend to do you harm. The fact that he has identified you as a journeyman leads you to suspect that he has met other Kai in the past.

He repeats his request that you join him at his table and curiosity prompts you to accept his invitation.

Turn to 61.

330

You enjoy a peaceful night's sleep and you wake at daybreak to the sounds of seagulls and the early morning tide. On the floor beside your door is a tray piled high with all manner of cooked meats, fresh fruits, and grilled fish. You eat a hearty breakfast and find that there is still enough left over for another 2 Meals.

After breakfast you gather up your equipment and go down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and ride him away across the courtyard.

Turn to 314.

331

‘For Sommerlund and the Kai!’ you cry, as you leap fearlessly from the rear deck into the midst of the enemy horde. You fell three armoured warriors with the first sweep of your arm, and cleave the head from the shoulders of another on your backstroke. Noise, death, and confusion press in on all sides, yet you remain ice cool in the heat of this fierce deck battle. Bright steel flashes in your face and you duck to avoid its bite; then you spring forward like a charging lion, your weapon a deadly blur as you cut a devastating path through the raiders' packed ranks. You have fought to within a dozen paces of Sergeant Dryan when suddenly the raiders launch a desperate counterattack in an effort to halt your inexorable advance.

Shadakine Raiders: COMBAT SKILL 36   ENDURANCE 40

You may evade this combat after three rounds by turning to 13.

If you win the combat, turn to 97.

332

The elder points the tip of his black staff at the satchel containing the Moonstone which is slung over your shoulder. You feel the warmth of the stone rapidly increasing until the satchel becomes uncomfortably hot against your thigh (lose 2 ENDURANCE points). You are about to cry out in pain when suddenly the elder moves his staff and the heat of the stone swiftly cools.

Illustration XIX—The elder points the tip of his black staff at the satchel containing the Moonstone.

Although you have suffered physical discomfort induced by his magical staff, you sense that the elder is still unaware of what the satchel contains. The korlinium lining has kept your secret secure.

Turn to 302.

333

The owner places the items under his counter and then he ushers all four of you to a table. After a few minutes his wife appears carrying four plates, each stacked high with a mound of fresh vegetables and poached fish. While you enjoy this delicious meal, you listen to the marines talking about their homes and families back on Kirlu, their past tours of duty, and their fond memories of Sergeant Dryan. You sense that each man, in his own way, is grieving the loss of this brave young sergeant. Soon their jovial conversation has become tinged with melancholy and homesickness and you become a little worried by their mood of sadness. To raise their morale you ask the owner to bring them each a measure of his finest brew. Gladly he accepts your order and pours each man a flagon of strong dark ale. This proves most effective in curing their melancholy for it is so strong that it renders all three of them unconscious! With the owner's help you carry the marines to their beds and then return to enjoy a small glass of ale in his company.

A little while later an old woman enters the inn clutching a basket filled with bones, dice, and other fortune-telling paraphernalia. She offers to tell you the secrets of your future in return for 1 Gold Crown.

If you wish to accept the old woman's offer, turn to 69.

If you choose to decline her offer, you can retire for the night by turning to 242.

334

You leap over the bodies of the slain guardsmen and escape into the darkening streets beyond. You are unfamiliar with the passages and avenues of Bir Rabalou, yet, aided by your tracking skills, you manage to find your way back to the Tradewind Tavern. Here you are fortunate to discover the three marines who, despite their best efforts this day, have been unable to sell your horse to raise enough money to leave. They are surprised to see you come walking through the door, but very glad that you have returned. Oswin tells you that a curfew has been declared and that all foreigners have been forbidden to use the streets after dark. The tavern-keeper, who openly hates the Funtal, offers to hide you in the stables tonight in case the City Guard should pay another visit. Gratefully you accept his offer and spend a comfortable night hiding in his hay-loft.

Turn to 275.

335

To your surprise you see that the attacking ship is armed with a large cannon, mounted on the prow. Moments after the pirates fire their gun, you hear the whistle of a heavy cannonball as it hurtles across the deck of The Pride of Sommerlund. Fortunately the pirates are poor gunners and it passes within inches of the mainmast before splashing harmlessly into the ocean. Sergeant Dryan commands his men to return fire and a volley of shots from the three swivel guns slams into the bow of the pirate ship with devastating effect. Two shots penetrate below the waterline and the third severs the bowsprit. As it falls into the ocean, it rips away sail and rigging which drag more than a dozen pirates overboard. In disarray, the enemy vessel veers from its collision course and founders in the wake of The Pride of Sommerlund as it enters the Bukimi Channel. Here your ship picks up a prevailing wind which propels it away from the second pirate raider. Soon both ships have disappeared and, when Raker is sure that the danger has passed, he warmly praises both the marines and his crew for the skill and courage they have displayed.

Later, as the ship navigates the narrow strait dividing the two Lakuri islands, you pass within a few hundred yards of the fire-blackened ruins of a beach settlement which nestles in a bay, overshadowed on three sides by cliffs. This is Kita Cove, formerly a secret base from where Captain Khadro launched his pirate fleet. As you stare at the charred remnants of the pirate settlement, you try to imagine what it must have looked like before the encampment was consumed by a tremendous fireball that sealed its doom. Suddenly your daydreaming is interrupted when, to your shocked surprise, you see something moving among the ruins.

If you possess Kai-alchemy, turn to 158.

If you do not possess this Discipline, turn to 247.

336

You ride all night along the empty coast road and make good progress. Shortly after dawn you pass a stone signpost pointing to the south. Carved into its surface is the following message written in ancient Vassagonian script: ‘Bir Rabalou — 160 miles’.

Beyond this sign the coast road ascends into an expanse of arid hill country which is populated by herds of wild goats. To the east you occasionally glimpse the ocean beyond the barren hills, while to the west you can see a range of distant mountains, their snowy peaks glistening stark-white beneath the fierce desert sun. Shortly before noon you happen upon the town of Kilij which lies in a narrow pass between two steep hillsides. Oriah and the marines are tired and sore after the long night's ride and they urge you to stop here so that they may eat and rest awhile. Together you ride into the town's busy market square and dismount at a stone water trough where you allow your horses to drink their fill. Around you the mood of the townspeople is friendly as they barter and trade their wares. A young boy offers to look after your horses while you visit the market. Initially you are suspicious of his motives until your Sixth Sense confirms that he is an honest lad, and one worthy of your trust. Oriah gives him a Gold Crown and his face beams with joy — he'll be able to eat well this week!

The marines want to explore the market's bazaar in the hope of finding some blankets and rope with which they can improvise saddles and reins for the horses. Oriah is intrigued by the sheer number of people who fill Kilij's market square and she wants to find out what has drawn such a large crowd to this remote town. You too are curious and you agree to accompany her. After arranging to meet the marines at the horse trough in one hour's time, you follow Oriah as she pushes her way through the teeming crowd. When finally you reach the centre of the marketplace you are confronted by an unexpected and shocking sight.

Turn to 31.

337

You run with the militia along the narrow twisting streets towards the south quarter of Hikas, where the town houses of wealthy merchants command expensive views of the River Carcos. Again a shriek pierces the darkness, but this time it is echoed by a terrible inhuman howl. ‘The beast!’ gasps the lieutenant, and he turns to rally his men onwards. Soon the street ahead meets a towpath which runs along the river bank, and you slow your pace so you can turn the corner. As you do so, you see a man dressed in his nightclothes leaning from the open window of a house close by. He appears to be in shock for he is sobbing and clutching fitfully at his dishevelled hair. You stop and call to him and slowly he responds. He sees you through his tears and points frantically to several small bundles lying on the towpath beside the gangplank to a barge. The lieutenant rushes past you and hurries to the first bundle. You see him drop to his knees and shake his head in disbelief, and then he turns away and retches. You magnify your vision and see, to your horror, what the bundles really are. They are the shredded remains of two men, two traders who have been dragged from their beds aboard their barge and torn limb from limb by some nameless creature of the night.

Desperately you scan the towpath and the buildings which stand all along the river bank. Then you see something and your heart skips a beat. In the darkness of a narrow alleyway two amber eyes glint in the moonlight. You sharpen your focus and catch the faintest glimpse of a dark shape loping away.

‘There!’ you shout, and you give chase, with the city militiamen and the lieutenant following after. The passageway twists and turns like an angry snake before it ends abruptly at a junction where a wider alley crosses it from left to right. Quickly you drop to your knees and summon your tracking skills in an effort to determine which way the creature went.

Pick a number from the Random Number Table. If you possess the Discipline of Grand Pathsmanship, add 3 to the number you have picked. If you possess Telegnosis, add 1.

If your total score is now 2 or lower, turn to 32.

If it is 3 or 4, turn to 196.

If it is 5–7, turn to 256.

If it is 8 or higher, turn to 111.

338

Your refusal to pay infuriates the toll collector. He brandishes his sword at you and threatens to cut off your ears. The marines laugh at his bravado; they are in no doubt who would end up the loser if he was foolish enough to pick a fight with you. Their disparaging laughter wounds his pride and you sense that he is about to fly into a blind rage. Using your psychic Kai powers, you cool his anger and persuade him to put away his sword. He does so, and politely now he asks that you pay a toll of 4 Gold Crowns to cross the bridge. With a nod of your head you indicate to your companions that this is a fair price and you each hand him 1 Gold Crown apiece (deduct this 1 Gold Crown from your Action Chart; if you have no money you must erase one Backpack Item instead).

Illustration XX—Infuriated, the toll collector brandishes his sword and threatens to cut off your ears.

The reduced toll charge does not include a night's lodging at the inn and so you ride through the village and set up camp on a wooded slope a mile beyond. The night is bitterly cold and the close proximity of scavenging timber wolves frighten your horses and prevent you from getting much sleep (lose 3 ENDURANCE points). At first light you strike camp and continue your ride through the Koneshi Pass.

Turn to 156.

339

Your Kai Mastery reveals to you that there is only one person standing outside your room. You sense that this person is neither evil nor hostile, yet the fact that someone is there at all makes you feel a little uneasy. You reach for your weapon belt and put it on before you move cautiously to open the door.

Turn to 116.

340

The pirate leader gasps his last breath and then crashes lifelessly to the deck. For a few moments his men stand transfixed with shock, as if they are unable to comprehend that he is truly dead. Then the reality of their loss crashes in upon them and they become overwhelmed by the worst of their fears. Leaderless and alone, they scream like frightened children and discard their weapons and armour in their haste to escape from your ship.

Captain Raker orders his surviving crew members to cut the grappling lines which hold the two vessels together. When the last rope is severed there is a great rending of iron and timber as the ram of the pirate ship wrenches itself free from The Pride of Sommerlund's port side. Then a cheer resounds from the mouths of those Sommlending who have survived this desperate battle when they see the enemy ship turn about and flee for the safety of the isles off Cape Kabar. (You may now retrieve any Weapon lost during the course of the battle.)

To continue, turn to 281.

341

Consciousness returns through a kaleidoscopic swirl of colour and pain (lose 4 ENDURANCE points). Bruised and aching, you pull yourself into a sitting position and see the wreckage of the balloon hanging among the trees and scattered across the rocks nearby. A few feet away lies Yranai; he is still unconscious and you see at once that his left leg is badly broken. Gingerly you pull yourself over to his side and you are about to examine his injured leg when you hear voices calling you from among the trees. Three Vakeros natives appear from out of the pines and come hurrying over the rocks towards you. You examine the old magician and discover that he has stopped breathing: he is near to death. It is only through the use of your Kai curing skills that you are able to make him breathe again and bring him back from the edge of the abyss. You set his fractured leg but, despite your best efforts, you cannot return him to consciousness.

The three Vakeros tell you that they know Yranai and they offer to take care of him. They construct a makeshift stretcher from their coats and carry him to their settlement which is less than a mile distant. You stay here this night and use your healing skills to save the old man's leg before you eventually settle down to a few hours' sleep. At dawn you awake to find him still unconscious. You are anxious to continue your journey, and yet you feel compelled to help Yranai regain his health. You talk with the Vakeros and tell them that you must leave and they assure you that Yranai is safe with them. They promise to take good care of him. They also offer to give you one of their sturdy mountain horses, an old mare called Jhani, to help speed your journey southwards. Gratefully you accept their generous offer and then you bid them farewell before you leave their settlement by way of a mountain track.

It is around noon of the following day when the track finally emerges from the foothills of the Great Masourn Mountains and joins the coast road some thirty miles from Hikas. In the distance you see a village and you ride towards it. At first the villagers seem as friendly and as peaceable as the mountain dwellers who gave you your horse, but the moment they see you approaching they immediately freeze in their tracks. Some drop the items they are carrying and others begin to tremble with fear.

If you wish to stop and talk to these anxious natives, turn to 171.

If you decide to ignore them, you can continue riding the road to Hikas by turning to 273.

342

You dive to avoid the meteor but your reactions are too slow to prevent it from hitting your legs. A searing wave of agony engulfs your senses as the fireball slams into your lower body: lose 15 ENDURANCE points.

If you have survived this terrible injury, you may continue by turning to 132.

343

After having stripped to your undergarments and locked your tunic and equipment safely away in your cabin, you join Oriah at the bow of the ship where you prepare to enter the sea together. Fernant and Raker watch from the forward deck as the two of you leap into the warm waters of the cove and make your first dive upon the wreck. Oriah is a strong swimmer, and you can tell by the effortless way she descends through the water that she is a skilled diver.

The galleon is broken at its centre and lies with its fore and aft sections separated by an expanse of debris-strewn sand. As you view the halves of the wreck, two areas of particular interest catch your eye: a gaping hole in the hull of the forward section, and a cabin located on the rear poop deck.

If you wish to investigate the hole in the hull, turn to 117.

If you wish to investigate the cabin on the rear deck, turn to 184.

344

You and Oriah climb the stone steps and return to the marines who are now hiding among the boulders at the edge of the plateau. Ernan tells you that during your absence he watched the riders pass by the entrance to the hill track and continue along the coast road for several miles. Just a few minutes before you arrived, these same riders came galloping back along the road towards Cape Kabar. He is convinced that they have called off the chase and have decided to return to their town.

Now that the threat has passed, you and your companions remount your horses and leave the plateau. You ride all night along the empty coast road and cover many miles. Shortly after dawn you pass a stone signpost pointing to the south. Carved into its surface is the following message written in ancient Vassagonian script: ‘Bir Rabalou — 160 miles’.

Beyond this sign the coast road ascends into an expanse of arid hill country which is populated by herds of wild goats. To the east you occasionally glimpse the ocean beyond the barren hills, while to the west you can see a range of distant mountains, their snowy peaks glistening stark-white beneath the fierce desert sun. Shortly before noon you happen upon the town of Kilij which lies in a narrow pass between two steep hillsides. Oriah and the marines are tired and sore after the long night's ride and they urge you to stop here so that they might eat and rest awhile. Together you ride into the town's busy market square and dismount at a stone water trough where you allow your horses to drink their fill. Around you the mood of the townspeople is friendly as they barter and trade their wares. A young boy offers to look after your horses while you visit the market. Initially you are suspicious of his motives until your Sixth Sense confirms that he is an honest lad, and one worthy of your trust. Oriah gives him a Gold Crown and his face beams with joy — he'll be able to eat well this week!

The marines want to explore the market's bazaar in the hope of finding some blankets and rope with which they can improvise saddles and reins for the horses. Oriah is intrigued by the sheer number of people who fill Kilij's market square and she wants to find out what has drawn such a large crowd to this remote town. You too are curious and you agree to accompany her. After arranging to meet the marines at the horse trough in one hour's time, you follow Oriah as she pushes her way through the teeming crowd. When finally you reach the centre of the marketplace you are confronted by an unexpected and shocking sight.

Turn to 31.

345

With consummate speed and coolness of nerve you unshoulder your Bow and loose off an Arrow as the creature comes streaking towards you.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked. If your current ENDURANCE score is 10 or less, deduct 2.

If your total score is now 4 or lower, turn to 266.

If it is 5 or higher, turn to 279.

346

Only when you have given her the Gold Crown and she has tested it between her teeth to ensure that it is not counterfeit does she hand you the reins of your horse (remember to deduct this 1 Gold Crown from your Action Chart).

You have no desire to stay at this extortionate inn a moment longer, and so you mount your horse and — with a flick of your heel — leave the stables and turn south onto the mountain road.

Turn to 156.

347

The Vakeros villagers greet you warmly as you ride into their village. These tribal people have few material possessions yet everywhere you look you see smiling, happy, contented faces. Without asking or expecting any payment or reward, they give you food and a place to sleep this night. Your horse is watered and fed and you are treated like an honoured guest.

You sleep well and awake at dawn feeling relaxed and refreshed: restore 3 ENDURANCE points. When the time comes for you to leave and continue your journey, the young unmarried women of the village give you garlands of flowers and they offer you fresh fruits which they have picked from the village's fertile fields (there is enough for 1 Meal).

To continue, turn to 186.

348

Your Arrow narrowly misses its intended mark. It passes within inches of the warrior's helmet and sinks into the throat of another standing behind him in the forecastle.

You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The Pride of Sommerlund lurches violently and you are thrown backwards across the deck.

Turn to 274.

349

Having concluded your business, Rhous gets ready to leave your room. But when he reaches the door he suddenly turns around and glances down at the mattress. The strap of your satchel can just be seen.

‘Are you sure you have nothing else you wish to sell me?’ he asks ruefully.

Firmly but politely you say no and bid him goodnight. The old magician leaves and, as you close and lock your door, you hear his footfalls gradually fading as he walks off along the corridor.

Before you settle down to sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 207.

350

It is dusk when at last you reach the wondrous city of Elzian. It is a magical metropolis that sparkles like a fiery crimson jewel in the last rays of the setting sun. You pass through its broad outer wall and cross the canal which encircles its tallest edifice — the Tower of Truth. As you approach a vast gatehouse, the portcullis rises and a troop of Vakeros guards rush forward to greet you. They have been keeping watch for your arrival for many days and had all but given up hope that you would appear. They escort you swiftly into the tower's vaulted council chamber where you are received by Lord Rimoah and the illustrious members of the High Council of the Elder Magi. The grand chamber is cleared of all but the most senior council members and a gasp of reverence fills its echoing reaches when, at Lord Rimoah's request, you open your satchel and reveal the Moonstone to their learned eyes. Rimoah requests that you recount the details of your journey here and, when you have finished, he and his kinsmen praise you warmly for the greatness of your achievement.

Congratulations, Grand Master. You have proved your courage and resourcefulness. Lone Wolf was right to entrust the task of returning the Moonstone to you. You are a credit to your homeland and your noble order. You have completed the task set by your Supreme Master and you have triumphed in the face of great adversity.

However, your mission is not yet fully completed. The second and most challenging part of your journey awaits, a journey that will take you deep into the wild and lawless reaches of Southern Magnamund where no Kai has ever ventured before. If you truly possess the courage to return the Moonstone to the Isle of Lorn, then your quest continues in the next exciting Lone Wolf New Order adventure entitled:

The Buccaneers of Shadaki

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10

11-20: 11 12 13 14 15 16 17 18 19 20

21-30: 21 22 23 24 25 26 27 28 29 30

31-40: 31 32 33 34 35 36 37 38 39 40

41-50: 41 42 43 44 45 46 47 48 49 50

51-60: 51 52 53 54 55 56 57 58 59 60

61-70: 61 62 63 64 65 66 67 68 69 70

71-80: 71 72 73 74 75 76 77 78 79 80

81-90: 81 82 83 84 85 86 87 88 89 90

91-100: 91 92 93 94 95 96 97 98 99 100

101-110: 101 102 103 104 105 106 107 108 109 110

111-120: 111 112 113 114 115 116 117 118 119 120

121-130: 121 122 123 124 125 126 127 128 129 130

131-140: 131 132 133 134 135 136 137 138 139 140

141-150: 141 142 143 144 145 146 147 148 149 150

151-160: 151 152 153 154 155 156 157 158 159 160

161-170: 161 162 163 164 165 166 167 168 169 170

171-180: 171 172 173 174 175 176 177 178 179 180

181-190: 181 182 183 184 185 186 187 188 189 190

191-200: 191 192 193 194 195 196 197 198 199 200

201-210: 201 202 203 204 205 206 207 208 209 210

211-220: 211 212 213 214 215 216 217 218 219 220

221-230: 221 222 223 224 225 226 227 228 229 230

231-240: 231 232 233 234 235 236 237 238 239 240

241-250: 241 242 243 244 245 246 247 248 249 250

251-260: 251 252 253 254 255 256 257 258 259 260

261-270: 261 262 263 264 265 266 267 268 269 270

271-280: 271 272 273 274 275 276 277 278 279 280

281-290: 281 282 283 284 285 286 287 288 289 290

291-300: 291 292 293 294 295 296 297 298 299 300

301-310: 301 302 303 304 305 306 307 308 309 310

311-320: 311 312 313 314 315 316 317 318 319 320

321-330: 321 322 323 324 325 326 327 328 329 330

331-340: 331 332 333 334 335 336 337 338 339 340

341-350: 341 342 343 344 345 346 347 348 349 350

The Coastal Route Between Sommerlund and Dessi

Action Chart

Combat Rules Summary

1. Add your COMBAT SKILL to any bonus points given to you by your Kai Weapon, Special Items, or Grand Master Disciplines.

2. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.

3. Pick a number from the Random Number Table.

4. Turn to the Combat Results Table.

5. Find your Combat Ratio along the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GM indicates loss of ENDURANCE points to yourself.)

6. Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls to 0 or below.

To Evade Combat

1. You may only do this when the text of the adventure offers you the opportunity.

2. You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only you lose the ENDURANCE points.

3. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first or any subsequent round (unless specifically stated otherwise).

Combat Results Table

Random Number Table

Errata

Introduction

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

Errata

(Title) Replaced ‘southern Magnamund’ with ‘Southern Magnamund’. Replaced ‘warrior, among’ with ‘warrior among’. Replaced ‘life and death’ with ‘life-and-death’. Replaced ‘en route’ with ‘en route’. Replaced ‘godlike’ with ‘god-like’.

(The Story so Far … ) Replaced ‘MS 5075’ with ‘MS 5070’. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced ‘freestate’ with ‘Freeland’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘imposter’ with ‘impostor’. Replaced each occurrence of ‘artifact’ with ‘artefact’. Replaced ‘gods of Good’ with ‘Gods of Good’. Replaced ‘southern-most’ with ‘southernmost’. Replaced ‘Cloud Dancer’ with ‘Cloud-dancer’. Replaced ‘re-established’ with ‘reestablished’. Replaced ‘Darklord armies’ with ‘Darkland armies’. Replaced ‘King's army’ with ‘King's Army’. Replaced ‘the First Order of the Kai were almost’ with ‘the First Order of the Kai was almost’.

(The Game Rules) Removed ‘that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages’. Removed ‘on the last page of this book’. Replaced each occurrence of ‘ie’ with ‘i.e.’. Replaced ‘fall to zero’ with ‘fall to zero or below’. Replaced ‘on to’ with ‘onto’. Replaced ‘can not’ with ‘cannot’. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(Your Kai Name) Replaced ‘elite’ with ‘élite’. Deleted ‘You can record your personal Kai name on the book plate which appears on the inside front cover of this book.’.

(New Order Disciplines) Replaced ‘Animal control’ with ‘Animal Control’. Replaced ‘venoms and’ with ‘venoms, and’. Replaced ‘symbols and’ with ‘symbols, and’. Replaced ‘gases and’ with ‘gases, and’. Replaced ‘1 to 3’ with ‘one to three’. Replaced ‘Kai-surge, Psi-surge, and Mindblast’ with ‘Kai-surge and Mindblast’. Replaced ‘Old Kingdom battle magic’ with ‘Old Kingdom battle-magic’. Replaced ‘magi-magic spells’ with ‘Old Kingdom Spells’. Replaced ‘individual (or combinations of) elements that are available,’ with ‘individual elements that are available, or combinations thereof,’. Replaced ‘guild of magicians’ with ‘Guild of Magicians’. Replaced ‘remove or’ with ‘remove, or’. Replaced ‘eg’ with ‘e.g.’. Replaced ‘multitalented’ with ‘multi-talented’. Replaced ‘dialect and’ with ‘dialect, and’. Replaced ‘Weapon and’ with ‘Weapon, and’. Replaced ‘COMBAT SKILL is reduced’ with ‘ENDURANCE is reduced’. Replaced ‘further Discipline’ with ‘further Grand Master Discipline’. Replaced ‘extra Discipline’ with ‘extra Grand Master Discipline’. Replaced ‘four Disciplines’ with ‘four Grand Master Disciplines’. Replaced ‘four of the New Order Disciplines’ with ‘four of the New Order Grand Master Disciplines’. Replaced ‘all of the New Order Disciplines’ with ‘all of the New Order Grand Master Disciplines’. Replaced ‘four of the New Order Disciplines’ with ‘four of the New Order Grand Master Disciplines’. Replaced ‘New Order Disciplines section’ with ‘Grand Master Disciplines section’. Replaced ‘EQUIPMENT’ with ‘Equipment’. Replaced ‘Mindblast’ with ‘Mindblast’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.’ with ‘For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.’. Replaced ‘battle wounds’ with ‘battle-wounds’. Added ‘ If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.’ to the section on Grand Huntmastery. Replaced ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘Duration of the spirit-walk, and the protection afforded to his inanimate body, increases’ with ‘Duration of the spirit-walk and the protection afforded to his in animate body increase’. Replaced ‘predictions increases’ with ‘predictions increase’. Used Brian Williams' Grand Master Disciplines illustrations from subsequent books. Replaced ‘Grand Master Senior’ with ‘Kai Grand Master Senior’. Replaced ‘will be of use’ with ‘may be of use’. Added ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘Lone Wolf (New Order) series’ with ‘Lone Wolf New Order series’. Replaced each occurrence of ‘New Order series’ with ‘New Order series’. Replaced each occurrence of ‘New Order adventure’ with ‘New Order adventure’. Replaced ‘any other Special Items that’ with ‘any other Special Items and Backpack Items that’.

(Equipment) Deleted ‘(see the inside front cover of this book)’. Set the items on the list of equipment in Initial Capitals. Replaced ‘Special item’ with ‘Special Item’. Replaced ‘eg,’ with ‘e.g.’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced each occurrence of ‘quiver’ with ‘Quiver’. Replaced each occurrence of ‘arrows’ with ‘Arrows’. Added a paragraph about Gold Crowns to the section ‘Equipment — How to use it’. Replaced ‘have to your’ with ‘have on your’. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘you take with you’ with ‘you acquire’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘weapon’ with ‘Weapon’. Deleted ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 points to any number you pick from the Random Number Table, when using the Bow.’. Replaced ‘record these on your Weapons List’ with ‘record these on your Action Chart’ for clarity. Replaced ‘Disciplines then’ with ‘Disciplines, then’. Replaced each occurrence of ‘weapon’ with ‘Weapon’ in the ‘Equipment — How to Use It’ section. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the recent Mongoose Publishing edition.

(Kai Weapons) Replaced ‘elite’ with ‘élite’. Replaced ‘new-found’ with ‘newfound’. Deleted ‘at the front of the book’. Replaced ‘cave or’ with ‘cave, or’. Replaced each occurrence of ‘vs.’ with ‘versus’ on the table. Replaced ‘the Monastery’ with ‘the Kai Monastery’. Replaced ‘magical Axe, Sword or Broadsword’ with ‘magical Axe, Sword, or Broadsword’. Replaced ‘broadsword “Illuminatus”’ with ‘Broadsword “Illuminatus”’.

(Rules for Combat) Removed ‘on the inside back cover of this book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘to zero’ with ‘to zero or below’. Replaced ‘at which point the one with the zero score is declared dead’ with ‘at which point that combatant is declared dead’. Replaced ‘sumary’ with ‘summary’. Replaced ‘Only you’ with ‘Only you’.

(Levels of New Order Grand Mastership) Replaced ‘Senior (You begin the New Order adventures at this level of Kai Grand Mastery)’ with ‘Senior — (You begin the New Order adventures at this level of Kai Grand Mastery)’. Replaced ‘rank and titles’ with ‘ranks and titles’. Replaced each occurrence of ‘Grand Master’ with ‘Kai Grand Master’ in harmony with subsequent books in the series. Replaced ‘New Order adventures’ with ‘New Order adventures’.

(Improved Grand Master Disciplines) Removed the quote marks from around ‘Improved Grand Master Disciplines’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’.

(New Order Wisdom) Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘(Books 1–20) may be advantageous, but it is’ with ‘(Books 1–20) is’ since you may not bring any items or skills over from those books into the New Order series. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(1) Added a paragraph break between ‘power.‘ ’ and ‘He’. Replaced ‘Lord-Lieutenant’ with ‘Lord-lieutenant’. Replaced ‘Cloud Dancer’ with ‘Cloud-dancer’. Replaced ‘far to the west’ with ‘in the far west’.

(2) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘on to’ with ‘onto’. Replaced ‘Funtal's Castle’ with ‘Funtal's castle’.

(3) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ — Lightning Hand — ’ with ‘Lightning Hand’.

(4) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘hay loft’ with ‘hay-loft’.

(5) Replaced ‘bow’ with ‘Bow’.

(6) Replaced ‘a giggling swarm of young children come’ with ‘a giggling swarm of young children comes’. Replaced ‘surround’ with ‘surrounds’.

(7) Replaced ‘philtres and’ with ‘philtres, and’. Replaced ‘Potion of Laumspur’ with ‘Potion of Laumspur’. Replaced ‘Potion of Alether’ with ‘Potion of Alether’. Replaced ‘Potion of Mustow’ with ‘Potion of Mustow’. Replaced ‘Potion of Sebaris’ with ‘Potion of Sebaris’. Replaced each occurrence of ‘use only once’ with ‘one use only’.

(8) Replaced ‘If you have no money’ with ‘If you have no money, or if you do not wish to pay’.

(9) Replaced ‘on to’ with ‘onto’.

(10) Replaced each occurrence of ‘bow’ with ‘Bow’.

(11) Replaced ‘divination’ with ‘Divination’. Replaced ‘drawing your’ with ‘drawing upon your’.

(13) Replaced ‘rigging, then’ with ‘rigging, and then’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(14) Replaced ‘belltower’ with ‘bell-tower’. Replaced ‘above, then’ with ‘above, and then’. Replaced ‘emporiums’ with ‘emporia’.

(16) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘clifftop’ with ‘cliff-top’.

(17) Replaced ‘tavern keeper's’ with ‘tavern-keeper's’.

(20) Replaced ‘heard, ‘the’ with ‘heard. ‘The’. Replaced ‘Quick men!’ with ‘Quick, men!’ Replaced ‘lieutenant, ‘follow me.’ with ‘lieutenant. ‘Follow me!’.

(21) Replaced ‘turbanned’ with ‘turbaned’. Replaced ‘ice-cool’ with ‘ice cool’. Replaced ‘counter-attack’ with ‘counterattack’. Replaced ‘battle-cry: ‘For Sommerlund and the Kai!’ as’ with ‘battle-cry — ‘For Sommerlund and the Kai!’ — as’.

(24) Replaced ‘sirs?’ he asks, ‘ 'cause’ with ‘sirs?’ he asks. ‘ 'Cause’.

(26) Replaced ‘agonising’ with ‘agonizing’.

(27) Replaced ‘Suddenly your’ with ‘Suddenly, your’. Replaced ‘Kai Alchemy’ with ‘Kai-alchemy’.

(28) Replaced ‘weather-beaten’ with ‘weatherbeaten’.

(30) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ — Silence — ’ with ‘Silence’. Replaced ‘dumb-struck’ with ‘dumbstruck’. Replaced ‘The Gods have struck’ with ‘The gods have struck’.

(31) Replaced ‘market-place’ with ‘marketplace’. Replaced ‘rounds, or less’ with ‘rounds or less’. Replaced ‘ rounds (or more)’ with ‘rounds or more’.

(33) Replaced each occurrence of ‘weapons’ with ‘Weapons’.

(35) Replaced ‘meat and biscuit’ with ‘meat and biscuits’. Replaced ‘The Captain’ with ‘The captain’.

(36) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘ — Power Word’ with ‘Power Word’. Replaced ‘sommersault’ with ‘somersault’. Replaced ‘master Kai’ with ‘Master Kai’. Removed the quotation marks around ‘Gloar!’.

(37) Replaced ‘20 crowns’ with ‘20 Crowns’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’.

(38) Replaced ‘quartz and’ with ‘quartz, and’.

(40) Replaced ‘camp fire’ with ‘campfire’. Replaced ‘A old one-legged’ with ‘An old, one-legged’.

(41) Replaced ‘belltower’ with ‘bell-tower’. Replaced ‘come and gather’ with ‘comes and gathers’.

(42) Replaced ‘South-by-south west’ with ‘South by southwest’. Replaced ‘please First Mate’ with ‘please, First Mate’. Replaced ‘the Captain’ with ‘the captain’.

(47) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘As the remnants of his missile fall to the ground you see your own Arrow strike your enemy in the chest and knock him down.’ with ‘The remnants of his missile fall to the ground.’, since you may only arrive at this section if you do not possess a Bow, or if you choose not to use it (cf. Section 238).

(49) Replaced ‘arrow’ with ‘Arrow’.

(53) Replaced ‘itikars’ with ‘Itikars’.

(55) Replaced ‘creature who’ with ‘creature that’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(56) Replaced ‘backpack’ with ‘Backpack’. Replaced ‘well-founded’ with ‘well founded’.

(58) Replaced ‘gold crowns’ with ‘Gold Crowns’.

(59) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘noseguard’ with ‘nose-guard’.

(61) Added a paragraph break between ‘Sommerlund, yes?‘ ’ and ‘You nod’. Replaced ‘master journeyman’ with ‘Master Journeyman’.

(62) Replaced ‘toa-wood’ with ‘toa wood’.

(63) Replaced ‘leader they’ with ‘leader, they’. Replaced ‘isles of Cape Kabar’ with ‘isles off Cape Kabar’ (cf. Section 93 and Section 240).

(64) Added a paragraph break between ‘table.’ and ‘ ‘He’.

(66) Replaced ‘artifact’ with ‘artefact’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’. Replaced ‘Huntmastery, and’ with ‘Huntmastery and’.

(67) Replaced ‘first mate’ with ‘First Mate’.

(68) Replaced ‘Great Masourn range’ with ‘Great Masourn Range’. Replaced ‘the eagles’ with ‘the Itikars’ in the illustration's caption. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Mastery, and’ with ‘Mastery and’. Replaced ‘Bow, and’ with ‘Bow and’.

(69) Replaced ‘gold crown’ with ‘Gold Crown’.

(71) Replaced ‘arrow’ with ‘Arrow’.

(72) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘black furred death’ with ‘black-furred death’.

(73) Deleted ‘at the front of this book’. Replaced ‘road to wish’ with ‘road you wish’. Replaced ‘To the east it reads: KHOR — 100 MILES/BISUTAN — 225 MILES. To the south it reads: KONESHI PASS TO BISUTAN — 125 MILES’ with ‘To the east it reads, ‘Khor — 100 miles / Bisutan — 225 miles’. To the south it reads, ‘Koneshi Pass to Bisutan — 125 miles’ ’. Replaced ‘the great range’ with ‘that great range’.

(74) Replaced ‘creature who’ with ‘creature that’. Replaced ‘march, then’ with ‘march, and then’. Replaced ‘That's him,’ with ‘That's him!’.

(75) Replaced ‘or choose’ with ‘or if you choose’. Replaced ‘tic, then’ with ‘tick; then’. Replaced ‘dead and unconscious’ with ‘dead or unconscious’.

(76) Replaced ‘razor claws’ with ‘razor-sharp claws’.

(77) Replaced ‘Bavari hills’ with ‘Bavari Hills’. Replaced ‘merchant's goods’ with ‘merchants' goods’. Replaced ‘Great Masourn mountains’ with ‘Great Masourn Mountains’.

(78) Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(81) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(82) Replaced ‘Minutes later the’ with ‘Minutes later, the’. Replaced ‘crowd erupt’ with ‘crowd erupts’. Replaced ‘your weapons’ with ‘your Weapons’.

(83) Replaced ‘backpack’ with ‘Backpack’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’.

(85) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ — Levitation — ’ with ‘Levitation’. Replaced ‘effects of spell’ with ‘effects of the spell’.

(88) Added a paragraph break between ‘cut.‘ ’ and ‘As’. Replaced ‘booms Raker, ‘I’ with ‘booms Raker. ‘I’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘the Captain's’ with ‘the captain's’.

(89) Replaced ‘battle sorcery’ with ‘battle-sorcery’. Replaced ‘sixth senses detect’ with ‘Sixth Sense detects’. Replaced ‘Great Masourn mountains’ with ‘Great Masourn Mountains’.

(92) Replaced ‘gold crown’ with ‘Gold Crown’. Replaced ‘bedsheet’ with ‘bed sheet’. Replaced ‘Zuath’ with ‘zuath’.

(95) Replaced ‘four of them’ with ‘three of them’. Replaced ‘in Kirlu’ with ‘on Kirlu’.

(96) Replaced ‘southern Magnamund’ with ‘Southern Magnamund’.

(97) Replaced each occurrence of ‘main mast’ with ‘mainmast’. Replaced ‘rigging, then’ with ‘rigging, and then’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(98) Replaced ‘Huntmastery you’ with ‘Huntmastery, you’.

(100) Replaced ‘try and’ with ‘try to’.

(101) Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘quiver’ with ‘Quiver’.

(102) Replaced each occurrence of ‘camp fire’ with ‘campfire’. Replaced ‘Magnakai healing’ with ‘Kai healing’.

(103) Replaced ‘every 1’ with ‘each’.

(104) Replaced ‘Sligh and’ with ‘Sligh, and’. Replaced ‘battle wounds’ with ‘battle-wounds’. Replaced ‘Huntmastery you’ with ‘Huntmastery, you’. Replaced ‘points).’ with ‘points.)’. Replaced ‘the Captain’ with ‘the captain’.

(105) Replaced ‘master Kai’ with ‘Master Kai’.

(106) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘tavernkeeper's’ with ‘tavern-keeper's’. Replaced ‘clomp’ with ‘clomp’.

(107) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ — Levitation — ’ with ‘Levitation’.

(109) Replaced each occurrence of ‘Jheni’ with ‘Jhani’. Replaced ‘on to’ with ‘onto’.

(110) Replaced ‘Koneshi mountains’ with ‘Koneshi Mountains’.

(111) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘belltower’ with ‘bell-tower’. Replaced ‘above, then’ with ‘above, and then’. Replaced ‘half their number search the other alley whilst the remainder stay’ with ‘half their number searches the other alley whilst the remainder stays’.

(113) Replaced ‘animal control’ with ‘Animal Control’.

(115) Replaced ‘Turn to 341’ with ‘Turn to 163’. Section 163 is functionally similar to Section 341, and this brings the formerly orphaned Section 163 back into the game.

(116) Replaced ‘Magician's Guild’ with ‘Magicians' Guild’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘grey haired’ with ‘grey-haired’.

(117) Replaced ‘bales and’ with ‘bales, and’. Replaced ‘no longer of use nor value’ with ‘no longer of any use or value’. Replaced ‘record it on your Action Chart as a Special Item which you carry in your backpack’ with ‘record it on your Action Chart as a Special Item.’ as Special Items are not carried in your Backpack (cf. the Equipment section).

(118) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(121) Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(122) Added a paragraph break between ‘fear.’ and ‘ ‘By’.

(123) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘ — Shield — ’ with ‘Shield’. Replaced ‘As the splintered wood of the missile falls to the ground, you see your own Arrow strike your would-be killer in the chest and knock him down.’ with ‘The splintered wood of the missile falls to the ground.’, since you may only arrive at this section if you do not possess a Bow, or if you choose not to use it (cf. Section 238).

(126) Replaced ‘Sligh and’ with ‘Sligh, and’. Replaced ‘Come Grand’ with ‘Come, Grand’. Replaced ‘on to’ with ‘onto’. Replaced ‘steeds, and with’ with ‘steeds, with’.

(127) Replaced ‘chicken and’ with ‘chicken, and’. Replaced ‘the Captain’ with ‘the captain’.

(128) Replaced ‘emporiums’ with ‘emporia’.

(129) Replaced ‘sea storms’ with ‘sea-storms’. Replaced ‘rib-cage’ with ‘rib cage’. Replaced ‘rolling clouds’ with ‘roiling clouds’. Replaced ‘orb, then’ with ‘orb; then’.

(131) Replaced ‘men, ‘there’ with ‘men. ‘There’. Replaced ‘rogue, ‘so’ with ‘rogue. ‘So’. Replaced ‘with this he’ with ‘with this, he’.

(133) Replaced ‘astrology’ with ‘Astrology’.

(134) Replaced ‘Skull and’ with ‘Skull, and’. Replaced ‘details of your’ with ‘details on your’.

(135) Replaced ‘northlander’ with ‘Northlander’.

(136) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘add 3’ with ‘remember to add 3’.

(137) Replaced ‘Huntmastery you’ with ‘Huntmastery, you’.

(138) Added a paragraph break between ‘you say.’ and ‘He looks’. Replaced ‘crowns’ with ‘Crowns’. Replaced ‘good-night’ with ‘goodnight’.

(139) Replaced ‘look-out’ with ‘lookout’. Replaced ‘a host of screaming warriors are’ with ‘a host of screaming warriors is’.

(140) Replaced ‘your weapons’ with ‘your Weapons’.

(141) Replaced each occurrence of ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ — Lightning Hand — ’ with ‘Lightning Hand’. Replaced ‘ — Levitation — ’ with ‘Levitation’. Replaced ‘itikar’ with ‘Itikar’.

(142) Replaced ‘Scented oil’ with ‘Scented Oil’. Replaced ‘Copper cup’ with ‘Copper Cup’. Replaced ‘Ball of chalk’ with ‘Ball of Chalk’. Replaced ‘horses, then’ with ‘horses, and then’. Replaced each occurrence of ‘mhaktis’ with ‘mhaktis’.

(143) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘accordingly and’ with ‘accordingly, and’.

(146) Replaced ‘market-place’ with ‘marketplace’. Replaced each occurrence of ‘market-square’ with ‘market square’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘script: Bir Rabalou — 160 miles’ with ‘script: ‘Bir Rabalou — 160 miles’ ’. Replaced ‘You, too, are’ with ‘You too are’.

(148) Replaced ‘sea-bass’ with ‘sea bass’.

(149) Replaced each occurrence of ‘camp fire’ with ‘campfire’. Replaced ‘and with’ with ‘And with’. Replaced ‘with this he’ with ‘with this, he’.

(150) Replaced ‘Welcome my’ with ‘Welcome, my’. Replaced ‘Sesketera, have’ with ‘Sesketera have’. Replaced ‘After having heard’ with ‘Having heard’.

(151) Replaced ‘weapons’ with ‘Weapons’. Replaced ‘Short sword’ with ‘Short Sword’. Added dashes to the list between the items and their cost (cf. Section 62).

(152) Replaced ‘Koneshi mountains’ with ‘Koneshi Mountains’. Replaced ‘an inn and’ with ‘an inn, and’. Replaced ‘accordingly and’ with ‘accordingly, and’. Replaced ‘mhaktis’ with ‘mhaktis’.

(153) Replaced ‘Zuath’ with ‘zuath’.

(154) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’.

(157) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(158) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘The Captain’ with ‘The captain’.

(159) Replaced ‘few miles to the north’ with ‘few miles to the south’ in line with Section 179. Replaced ‘Great Masourn mountain range’ with ‘Great Masourn Mountain Range’.

(160) Replaced ‘hoofs’ with ‘hooves’.

(161) Replaced ‘message: Rooms — 2 Gold Crowns nightly, and’ with ‘message ‘Rooms — 2 Gold Crowns nightly’, and’.

(163) Replaced ‘Great Masourn mountains’ with ‘Great Masourn Mountains’. Replaced ‘Jheni’ with ‘Jhani’.

(164) Replaced ‘weapons’ with ‘Weapons’.

(165) Replaced ‘falls, then’ with ‘falls, and then’. Replaced ‘crew attempt’ with ‘crew attempts’. Replaced ‘Fernant and’ with ‘Fernant, and’. Replaced ‘he says’ with ‘Fernant says’.

(166) Replaced ‘crowns’ with ‘Crowns’.

(168) Replaced ‘itikars’ with ‘Itikars’.

(170) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘add 3’ with ‘remember to add 3’.

(172) Replaced ‘driftwood and’ with ‘driftwood, and’. Replaced ‘six crowns’ with ‘six Crowns’.

(174) Replaced ‘script yet’ with ‘script, yet’.

(175) Added a paragraph break between ‘fighter.‘ ’ and ‘It’. Replaced ‘vassa’ with ‘Vassa’. Added a paragraph break between ‘Malduz.‘ ’ and ‘ ‘We'll’. Replaced ‘neck, then’ with ‘neck, and then’. Replaced ‘chamber of the font’ with ‘Chamber of the Font’.

(176) Replaced ‘first mate’ with ‘First Mate’. Replaced ‘say, ‘it’ with ‘say. ‘It’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘the Captain's’ with ‘the captain's’. Replaced ‘the Sergeant's’ with ‘the sergeant's’. Replaced ‘the Sergeant’ with ‘the sergeant’.

(177) Replaced ‘belltower’ with ‘bell-tower’. Replaced ‘Huntmastery, or’ with ‘Huntmastery or’.

(179) Replaced ‘Great Masourn mountains’ with ‘Great Masourn Mountains’. Replaced ‘engine sputters into life’ with ‘engine splutters into life’. Replaced ‘A tangle of metal pipes and brass cylinders hang’ with ‘A tangle of metal pipes and brass cylinders hangs’. Replaced ‘Grand Huntmastery and Telegnosis’ with ‘Grand Huntmastery and Telegnosis’. Replaced ‘your weapons’ with ‘your Weapons’.

(180) Replaced ‘Bavari hills’ with ‘Bavari Hills’. Replaced each occurrence of ‘camp fire’ with ‘campfire’. Replaced ‘en route’ with ‘en route’. Replaced ‘arrives there they’ with ‘arrives there, they’. Replaced ‘Temejun's’ with ‘Temujun's’. Replaced ‘camp fire’ with ‘campfire’ in the illustration's caption.

(181) Replaced ‘notice-board’ with ‘notice board’. Replaced ‘clay tiled’ with ‘clay-tiled’. Replaced ‘paddocks and’ with ‘paddocks, and’.

(182) Replaced ‘every 1’ with ‘each’.

(183) Replaced ‘erase 3’ with ‘deduct 3’.

(186) Replaced ‘north-eastern’ with ‘northeastern’. Replaced ‘Great Masourn mountains’ with ‘Great Masourn Mountains’.

(187) Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(189) Replaced ‘pursuer's torches’ with ‘pursuers' torches’.

(190) Replaced ‘backpack’ with ‘Backpack’.

(191) Replaced ‘men, ‘there’ with ‘men. ‘There’. Replaced ‘rogue, ‘so’ with ‘rogue. ‘So’. Replaced ‘with this he’ with ‘with this, he’.

(192) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘ — Shield — ’ with ‘Shield’.

(194) Replaced ‘gold crown’ with ‘Gold Crown’. Replaced ‘bedsheet’ with ‘bed sheet’. Replaced ‘Zuath’ with ‘zuath’.

(195) Replaced ‘slaver; he’ with ‘slaver: he’.

(200) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Bow, and’ with ‘Bow and’.

(201) Replaced ‘Crown and’ with ‘Crown, and’. Replaced ‘details of your’ with ‘details on your’.

(204) Replaced ‘Your weapon barely clears its scabbard before’ with ‘You barely have time to raise your weapon before’ as the previous section (Section 177) states: ‘ … you raise your weapon in readiness to strike out … ’.

(205) Replaced ‘first mate’ with ‘First Mate’.

(207) Replaced ‘Dessi capital’ with ‘Dessian capital’.

(208) Replaced ‘gold crown’ with ‘Gold Crown’. Replaced ‘one weapon instead’ with ‘one Weapon instead’. Replaced ‘on to’ with ‘onto’. Replaced ‘and, with a flick of your heel, you leave’ with ‘and — with a flick of your heel — leave’.

(211) Replaced ‘Dessi uplands’ with ‘Dessian uplands’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(212) Replaced ‘Sligh and’ with ‘Sligh, and’. Replaced ‘Come Grand’ with ‘Come, Grand’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘steeds, and with’ with ‘steeds, and’.

(213) Replaced ‘itikar’ with ‘Itikar’. Replaced ‘backpack’ with ‘Backpack’. Replaced ‘Huntmastery you’ with ‘Huntmastery, you’.

(214) Replaced ‘market-square’ with ‘market square’. Replaced ‘nightimes’ with ‘nights’.

(215) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ — Counterspell — ’ with ‘Counterspell’.

(216) Replaced ‘crowns’ with ‘Crowns’. Replaced ‘good-night’ with ‘goodnight’.

(217) Replaced ‘on to’ with ‘onto’. Replaced ‘under way’ with ‘underway’.

(218) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘mountainside yet’ with ‘mountainside, yet’.

(219) Replaced ‘crown piece’ with ‘Gold Crown’. Replaced ‘mhaktis’ with ‘mhaktis’.

(220) Replaced ‘itikars’ with ‘Itikars’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Mastery, and’ with ‘Mastery and’. Replaced ‘Bow, and’ with ‘Bow and’.

(221) Replaced each occurrence of ‘backpack’ with ‘Backpack’.

(222) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(223) Replaced ‘growl, then’ with ‘growl; then’.

(224) Replaced ‘pink-leafed’ with ‘pink-leaved’.

(225) Replaced ‘Kai skills’ with ‘Magnakai skills’. Replaced ‘Nexus and curing’ with ‘Nexus and Curing’.

(226) Replaced ‘clifftop’ with ‘cliff-top’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(228) Replaced ‘camp fire’ with ‘campfire’.

(229) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(231) Replaced ‘moments, then’ with ‘moments, and then’.

(232) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘agree his’ with ‘agree to his’.

(233) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘belltower’ with ‘bell-tower’. Replaced ‘above, then’ with ‘above, and then’. Replaced ‘on to’ with ‘onto’. Replaced ‘backpack’ with ‘Backpack’.

(234) Replaced each occurrence of ‘camp fire’ with ‘campfire’.

(235) Replaced ‘Fryelund forest’ with ‘Fryelund Forest’. Replaced ‘first mate’ with ‘First Mate’. Replaced ‘elite’ with ‘élite’. Replaced ‘Here await’ with ‘Here awaits’.

(236) Replaced ‘market-square’ with ‘market square’. Replaced ‘backpack’ with ‘Backpack’.

(238) Replaced ‘sixth senses scream’ with ‘Sixth Sense screams’. Replaced ‘Bow, and’ with ‘Bow and’.

(241) Replaced ‘camp fire’ with ‘campfire’. Replaced ‘acrobatics and’ with ‘acrobatics, and’.

(242) Replaced ‘while away’ with ‘wile away’. Replaced ‘Flomi’ with ‘flomi’.

(243) Replaced ‘Erase Cowana’ with ‘Erase the Cowana’. Replaced ‘backpack’ with ‘Backpack’.

(244) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘add 3’ with ‘remember to add 3’.

(247) Replaced ‘yourself, then turn to 108’ with ‘yourself, turn to 108’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘party, and’ with ‘party and’.

(249) Replaced ‘while away’ with ‘wile away’. Replaced ‘Flomi’ with ‘flomi’.

(250) Replaced ‘try and’ with ‘try to’. Replaced ‘merchant's stalls’ with ‘merchants' stalls’. Replaced ‘naivety’ with ‘naïveté’.

(251) Replaced ‘gaily dressed’ with ‘gaily-dressed’. Replaced ‘inlayed’ with ‘inlaid’.

(252) Replaced ‘Barczak stables’ with ‘Barczak Stables’. Replaced ‘hoofs’ with ‘hooves’. Replaced ‘dull clang’ with ‘dull clang’.

(255) Added a paragraph break between ‘old days.‘ ’ and ‘Kol then’.

(256) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘belltower’ with ‘bell-tower’. Replaced ‘above, then’ with ‘above, and then’. Replaced ‘half their number search the other alley whilst the remainder stay’ with ‘half their number searches the other alley whilst the remainder stays’.

(257) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(258) Replaced ‘out!’, and cocks’ with ‘out!’ He cocks’.

(259) Replaced ‘on to’ with ‘onto’.

(262) Replaced ‘Huntmastery you’ with ‘Huntmastery, you’. Replaced ‘good-night’ with ‘goodnight’.

(263) Added a paragraph break between ‘attacking ship.’ and ‘Pick a’. Replaced ‘first mate’ with ‘First Mate’.

(264) Replaced ‘artifact’ with ‘artefact’. Replaced ‘eyes, then’ with ‘eyes; then’.

(265) Replaced ‘feet and’ with ‘feet, and’.

(266) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘weapon’ with ‘Weapon’.

(267) Replaced ‘animal mastery’ with ‘Animal Mastery’.

(268) Replaced ‘crowd roar’ with ‘crowd roars’. Replaced ‘crowd erupt’ with ‘crowd erupts’.

(269) Replaced ‘rib-cage’ with ‘rib cage’. Replaced ‘orb, then’ with ‘orb; then’.

(271) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Added a paragraph break between ‘machines.‘ ’ and ‘He looks’. Replaced ‘Alas, t'is’ with ‘Alas, 'tis’. Replaced ‘Sommlending aren't’ with ‘Sommlending, aren't’. Replaced ‘good-night’ with ‘goodnight’.

(272) Replaced ‘coins, ‘I'll’ with ‘coins. ‘I'll’. Replaced ‘backpack’ with ‘Backpack’.

(273) Replaced ‘symbols yet’ with ‘symbols, yet’. Replaced ‘legible for’ with ‘legible, for’. Replaced ‘wharfs’ with ‘wharves’. Replaced ‘bang’ with ‘bang’.

(274) Replaced ‘look-out’ with ‘lookout’. Replaced ‘a host of screaming warriors are’ with ‘a host of screaming warriors is’.

(275) Deleted ‘at the front of this book’. Replaced ‘To the east is reads: KHOR — 100 MILES/BISUTAN — 225 MILES. To the south it reads: KONESHI PASS TO BISUTAN — 125 MILES.’ with ‘To the east it reads, ‘Khor — 100 miles / Bisutan — 225 miles’. To the south it reads, ‘Koneshi Pass to Bisutan — 125 miles’.’. Replaced ‘the great range’ with ‘that great range’.

(276) Replaced ‘on to’ with ‘onto’.

(277) Replaced ‘every 1’ with ‘each’.

(278) Replaced ‘first mate’ with ‘First Mate’.

(279) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘weapon’ with ‘Weapon’.

(281) Replaced ‘on to’ with ‘onto’. Replaced ‘the Captain’ with ‘the captain’.

(282) Replaced ‘queuing’ with ‘queueing’. Replaced ‘learned sage the’ with ‘learned sage, the’. Replaced ‘mhaktis’ with ‘mhaktis’.

(285) Replaced ‘Quick men!’ with ‘Quick, men!’ Replaced ‘lieutenant, ‘follow me.’ with ‘lieutenant. ‘Follow me!’.

(286) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘crowd immediately lose’ with ‘crowd immediately loses’.

(287) Replaced ‘south-easterly’ with ‘northeasterly’ as a southeasterly wind would be an unfavorable head wind from the Lakuri Isles to Barrakeesh, since wind direction is based on where the wind originates. Replaced ‘look-out’ with ‘lookout’. Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘one pair take’ with ‘one pair takes’.

(288) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘of Mind Charm’ with ‘Mind Charm’. Replaced ‘sea storms’ with ‘sea-storms’.

(289) Replaced ‘market-square’ with ‘market square’. Replaced ‘slaver; he’ with ‘slaver: he’.

(290) Replaced ‘sparkling waters’ with ‘sparkling water’. Replaced ‘disgrace and sometimes death awaits’ with ‘disgrace and sometimes death await’.

(291) Replaced ‘you and’ with ‘you, and’. Replaced ‘leads to this room’ with ‘leads to a room’.

(294) Replaced ‘clifftop’ with ‘cliff-top’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(295) Replaced ‘dark deserted’ with ‘dark, deserted’.

(296) Replaced ‘arrow’ with ‘Arrow’.

(297) Replaced ‘black furred death’ with ‘black-furred death’ in the section and in the illustration's caption. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(298) Replaced ‘Skull and’ with ‘Skull, and’. Replaced ‘details of your’ with ‘details on your’. Replaced ‘disappointed; he’ with ‘disappointed: he’.

(299) Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(302) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(303) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Replaced ‘ — Invisible Shield — ’ with ‘Shield’.

(304) Replaced ‘hisses, ‘you’ with ‘hisses. ‘You’.

(306) Replaced ‘look-out’ with ‘lookout’. Replaced ‘South-by-south west’ with ‘South by southwest’. Added a paragraph break between ‘a Kai.‘ ’ and ‘Lowering his’. Replaced ‘please First Mate’ with ‘please, First Mate’. Replaced ‘men o'war’ with ‘men-o'-war’.

(307) Replaced ‘effects of your Kai Discipline causes’ with ‘effects of your Kai Discipline cause’. Replaced ‘exciting wasn't it’ with ‘exciting, wasn't it’.

(310) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘one (or more)’ with ‘any’.

(311) Replaced ‘first mate’ with ‘First Mate’. Replaced ‘the Captain's’ with ‘the captain's’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘the Sergeant's’ with ‘the sergeant's’. Replaced ‘the Sergeant’ with ‘the sergeant’.

(314) Replaced ‘sight like’ with ‘sight, like’.

(315) Replaced ‘Bow, and’ with ‘Bow and’.

(317) Replaced ‘as a Backpack Item’ with ‘as Backpack Items’.

(318) Replaced ‘crowd are’ with ‘crowd is’. Replaced ‘crowd immediately lose’ with ‘crowd immediately loses’.

(321) Replaced ‘blood-shot’ with ‘bloodshot’.

(322) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘add 3’ with ‘remember to add 3’.

(323) Replaced ‘hands and’ with ‘hands, and’. Replaced ‘mhaktis’ with ‘mhaktis’.

(324) Replaced ‘Laumspur’ with ‘Potion of Laumspur’. Replaced ‘Gallowbrush’ with ‘Potion of Gallowbrush’. Replaced ‘Alether’ with ‘Potion of Alether’. Replaced ‘Use only once’ with ‘One use only’. Replaced ‘placeboes’ with ‘placebos’.

(325) Replaced ‘animal control’ with ‘Animal Control’.

(326) Replaced ‘arrow’ with ‘Arrow’.

(328) Replaced ‘Jheni’ with ‘Jhani’. Replaced ‘your weapons’ with ‘your Weapons’.

(330) Replaced ‘fruits and’ with ‘fruits, and’.

(331) Replaced ‘ice-cool’ with ‘ice cool’. Replaced ‘counter-attack’ with ‘counterattack’. Replaced ‘bite, then’ with ‘bite; then’.

(333) Replaced ‘four of them’ with ‘three of them’. Replaced ‘in Kirlu’ with ‘on Kirlu’.

(334) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘hay loft’ with ‘hay-loft’.

(335) Replaced ‘main mast’ with ‘mainmast’.

(336) Replaced ‘market-place’ with ‘marketplace’. Replaced each occurrence of ‘market-square’ with ‘market square’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘script: Bir Rabalou — 160 miles’ with ‘script: ‘Bir Rabalou — 160 miles’ ’. Replaced ‘You, too, are’ with ‘You too are’.

(337) Replaced each occurrence of ‘river-bank’ with ‘river bank’. Replaced ‘disbelief, then’ with ‘disbelief, and then’. Replaced ‘4 or lower’ to ‘2 or lower’. Replaced ‘5 or higher’ with ‘8 or higher’. Added ‘If it is 3 or 4, turn to 196.’ and ‘If it is 5–7, turn to 256.’. These changes bring the formerly orphaned Sections 196 and 256 back into the game.

(338) Replaced ‘Backpack item’ with ‘Backpack Item’.

(339) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(340) Replaced ‘isles of Cape Kabar’ with ‘isles off Cape Kabar’ (cf. Section 93 and Section 240). Replaced ‘weapon’ with ‘Weapon’.

(341) Replaced ‘Great Masourn mountains’ with ‘Great Masourn Mountains’. Replaced ‘Jheni’ with ‘Jhani’.

(344) Replaced ‘market-place’ with ‘marketplace’. Replaced each occurrence of ‘market-square’ with ‘market square’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘script: Bir Rabalou — 160 miles’ with ‘script: ‘Bir Rabalou — 160 miles’ ’. Replaced ‘You, too, are’ with ‘You too are’.

(345) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘add 3’ with ‘remember to add 3’.

(346) Replaced ‘crown coin’ with ‘Gold Crown’. Replaced ‘on to’ with ‘onto’. Replaced ‘and, with a flick of your heel, you leave’ with ‘and — with a flick of your heel — leave’.

(348) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(349) Replaced ‘Huntmastery you’ with ‘Huntmastery, you’. Replaced ‘good-night’ with ‘goodnight’.

(350) Replaced ‘Congratulations Grand’ with ‘Congratulations, Grand’. Italicised ‘Lone Wolf New Order’ when referring to the series.

(Combat Rules Summary) Replaced ‘Items or’ with ‘ Items, or’. Replaced ‘falls to 0’ with ‘falls to 0 or below’. Replaced ‘Pick number from’ with ‘Pick a number from the’. Replaced ‘Turn to Combat’ with ‘Turn to the Combat’. Replaced ‘to random number’ with ‘to the random number’. Replaced ‘when ENDURANCE’ with ‘when the ENDURANCE’.

Footnotes

[1] (Dedication) Aung San Suu Kyi is a renowned pro-democracy activist, advocate of non-violence, and prisoner of conscience in Burma.

[2] (New Order Kai Grand Master Disciplines) Given the rules for the previous Lone Wolf books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the Equipment section. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.

[3] (New Order Kai Grand Master Disciplines) The rules in the Mongoose Publishing editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] (New Order Kai Grand Master Disciplines) Details about the Kai Weapon appear in the next section of the game rules.

[5] (Equipment) These bonuses are not cumulative.

[6] (Equipment) ‘Valiance’ is also effective against magical creatures.

[7] (Levels of New Order Kai Grand Mastership) It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.

[8] (Section 17) It is possible that you have fewer than 3 Gold Crowns. If so, you give all of your remaining Crowns to the tavern-keeper's wife.

[9] (Section 23) This is the correct answer to the troupe leader's puzzle in Section 40.

[10] (Section 30) It appears that the thief gets away with your item, though that is not entirely clear from this passage.

[11] (Section 34) If you do not have enough Gold Crowns, you may choose to barter a normal Weapon, Backpack Item, or Special Item at your discretion.

[12] (Section 40) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[13] (Section 47) The original mentioned that you ‘see your own Arrow strike [the archer] in the chest and knock him down.’ To reach this Section, you must not have fired a Bow. Having removed this text, it is left to you to explain why the Grand Master escapes while the archer still lives.

[14] (Section 123) The original mentioned that you ‘see your own Arrow strike [the archer] in the chest and knock him down.’ To reach this Section, you must not have fired a Bow. Having removed this text, it is left to you to explain why the Grand Master escapes while the archer still lives.

[15] (Section 125) This is the correct answer to the sealed portal puzzle in Section 174.

[16] (Section 142) It is unclear whether the Candles and Arrows cost 1 Gold Crown each or 1 Gold Crown for a group of three. Considering that a Dagger is on sale for 1 Crown and that a Dagger would generally be worth more than a single Arrow (cf. Section 151), it may be reasonable to assume that you may buy 3 Candles for 1 Gold Crown and 3 Arrows likewise.

[17] (Section 143) If you have no normal Weapons or fewer than two Backpack Items, you may choose to substitute Special Items at your discretion.

[18] (Section 174) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[19] (Section 251) If you have nothing to offer, you should leave the festival by turning to 321.

[20] (Section 321) If you do not have enough Gold Crowns, you may choose to barter a normal Weapon, Backpack Item, or Special Item at your discretion.

[21] (Section 328) It is possible that you have fewer than 10 Gold Crowns. If so, you give all of your remaining Crowns to the tavern-keeper's wife.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 5)

- Illustration II (Section 31)

- Illustration III (Section 50)

- Illustration IV (Section 68)

- Illustration V (Section 75)

- Illustration VI (Section 91)

- Illustration VII (Section 124)

- Illustration VIII (Section 129)

- Illustration IX (Section 150)

- Illustration X (Section 160)

- Illustration XI (Section 180)

- Illustration XII (Section 200)

- Illustration XIII (Section 235)

- Illustration XIV (Section 250)

- Illustration XV (Section 256)

- Illustration XVI (Section 289)

- Illustration XVII (Section 297)

- Illustration XVIII (Section 311)

- Illustration XIX (Section 332)

- Illustration XX (Section 338)

- The Coastal Route Between Sommerlund and Dessi

- Action Chart

Secondary Illustrations

- Equipment

- Grand Master Disciplines

Project Aon License

21 August 2009

0. Preamble

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham Round, and Brian Williams are similarly offering the illustrations that they did for these books. This license is intended to protect the rights of the authors and the illustrators, grant rights to their readers, and preserve the quality of the books distributed in this way.

By viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

This section does not contain the legally binding terms of this license. Please read the precise terms and conditions of this license that follow.

The current version of this license can be found at the following URL:

http://www.projectaon.org/en/Main/License

1. Definitions

1.0

‘License’ shall hereafter refer to this document.

1.1

‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Gary Chalk, copyright holders for the literary works covered by this license. Where Joe Dever, Ian Page, or Gary Chalk is mentioned singly, they will be referred to by name.

1.2

‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of portions of The Magnamund Companion; Paul Bonner, holder of the copyrights for the illustrations of the World of Lone Wolf books; Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, holder of the copyrights of portions of The Magnamund Companion, and holder of the copyrights for The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; Richard Hook, copyright holder of portions of The Magnamund Companion; Peter Andrew Jones, copyright holder for the illustrations used in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder of portions of The Skull of Agarash; Peter Lyon, copyright holder of portions of The Magnamund Companion; Trevor Newton, copyright holder of the illustrations of Voyage of the Moonstone; Peter Parr, copyright holder of the illustrations of Black Baron and White Warlord, Emerald Enchanter and Scarlet Sorcerer; Graham Round, copyright holder of portions of The Magnamund Companion; and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone, holder of the copyrights of portions of The Skull of Agarash, and holder of the copyrights for the illustrations of books two through four, counted inclusively, of the Freeway Warrior series. Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr Graham Round, or Brian Williams is mentioned singly, they will be referred to by name.

1.3

‘Internet’ shall hereafter refer to any means of transferring information electronically between two or more ‘Licensees’. (The term ‘Licensee’ is defined in Section 1.5 of the License)

1.4

‘Internet Editions’ shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term ‘Internet Editions’ is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

The following are the works written by Joe Dever which are being offered in English and Spanish under the terms of this license:

- Flight from the Dark;

© 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

© 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

© 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

© 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

© 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

© 1985 Joe Dever and Gary Chalk.

- Castle Death;

© 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

© 1987 Joe Dever and Gary Chalk.

- The Cauldron of Fear;

© 1987 Joe Dever.

- The Dungeons of Torgar;

© 1987 Joe Dever.

- The Prisoners of Time;

© 1987 Joe Dever.

- The Masters of Darkness;

© 1988 Joe Dever.

- The Plague Lords of Ruel;

© 1990, 1992 Joe Dever.

- The Captives of Kaag;

© 1991 Joe Dever.

- The Darke Crusade;

© 1991, 1993 Joe Dever.

- The Legacy of Vashna;

© 1991, 1993 Joe Dever.

- The Deathlord of Ixia;

© 1992, 1994 Joe Dever.

- Dawn of the Dragons;

© 1992 Joe Dever.

- Wolf's Bane;

© 1993, 1995 Joe Dever.

- The Curse of Naar;

© 1993, 1996 Joe Dever.

- Voyage of the Moonstone;

© 1994 Joe Dever.

- The Buccaneers of Shadaki;

© 1994 Joe Dever.

- Mydnight's Hero;

© 1995 Joe Dever.

- Rune War;

© 1995 Joe Dever.

- Trail of the Wolf;

© 1997 Joe Dever.

- The Fall of Blood Mountain;

© 1997 Joe Dever.

- Vampirium;

© 1998 Joe Dever.

- The Hunger of Sejanoz;

© 1998 Joe Dever.

- The Magnamund Companion;

© 1986 Joe Dever.

- Freeway Warrior 1: Highway Holocaust;

© 1988 Joe Dever.

- Freeway Warrior 2: Slaughter Mountain Run;

© 1988 Joe Dever.

- Freeway Warrior 3: The Omega Zone;

© 1989 Joe Dever.

- Freeway Warrior 4: California Countdown;

© 1989 Joe Dever.

- Black Baron;

© 1986 Joe Dever.

- White Warlord;

© 1986 Joe Dever.

- Emerald Enchanter;

© 1986 Joe Dever.

- Scarlet Sorcerer;

© 1986 Joe Dever.

The following are the works written by Ian Page which are being offered in English under the terms of this license:

- Grey Star the Wizard;

© 1985 Ian Page.

- The Forbidden City;

© 1986 Ian Page.

- Beyond the Nightmare Gate;

© 1986 Ian Page.

- War of the Wizards;

© 1986 Ian Page.

The illustrations created by Rob Adams for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Rob Adams.

The illustrations created by Paul Bonner for the following books are part of the illustrations being offered under the terms of this License:

- Grey Star the Wizard;

Illustrations © 1985 Paul Bonner.

- The Forbidden City;

Illustrations © 1986 Paul Bonner.

- Beyond the Nightmare Gate;

Illustrations © 1986 Paul Bonner.

- War of the Wizards;

Illustrations © 1986 Paul Bonner.

The illustrations created by Gary Chalk for the following books are part of the illustrations being offered under the terms of this License:

- Flight from the Dark;

Illustrations © 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

Illustrations © 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Castle Death;

Illustrations © 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

Illustrations © 1987 Joe Dever and Gary Chalk.

- The Magnamund Companion;

Some illustrations © 1986 Gary Chalk.

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The text written by Gary Chalk for the following book is being offered in English under the terms of this License:

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The illustrations created by Melvyn Grant for the following book are part of the illustrations being offered under the terms of this License:

- Freeway Warrior 1: Highway Holocaust;

Illustrations © 1988 Melvyn Grant.

The illustrations created by Richard Hook for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Richard Hook.

The illustrations created by Peter Andrew Jones for the following book are part of the illustrations being offered under the terms of this License:

- Lone Wolf 10th Anniversary Calendar;

Illustrations © 1994 Peter Andrew Jones.

The illustrations created by Cyril Julien for the following book are part of the illustrations being offered under the terms of this License:

- The Skull of Agarash;

Some illustrations © 1994 Cyril Julien.

The illustrations created by Peter Lyon for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Peter Lyon.

The illustrations created by Trevor Newton for the following book are part of the illustrations being offered under the terms of this License:

- Voyage of the Moonstone;

Illustrations © 1994 Trevor Newton.

The illustrations created by Peter Parr for the following books are part of the illustrations being offered under the terms of this License:

- Black Baron;

Illustrations © 1986 Peter Parr.

- White Warlord;

Illustrations © 1986 Peter Parr.

- Emerald Enchanter;

Illustrations © 1986 Peter Parr.

- Scarlet Sorcerer;

Illustrations © 1986 Peter Parr.

The illustrations created by Graham Round for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Graham Round.

The illustrations created by Brian Williams for the following books are part of the illustrations being offered under the terms of this License:

- The Cauldron of Fear;

Illustrations © 1987 Brian Williams.

- The Dungeons of Torgar;

Illustrations © 1987 Brian Williams.

- The Prisoners of Time;

Illustrations © 1987 Brian Williams.

- The Masters of Darkness;

Illustrations © 1988 Brian Williams.

- The Plague Lords of Ruel;

Illustrations © 1990, 1992 Brian Williams.

- The Captives of Kaag;

Illustrations © 1990, 1992 Brian Williams.

- The Darke Crusade;

Illustrations © 1991, 1993 Brian Williams.

- The Legacy of Vashna;

Illustrations © 1991, 1993 Brian Williams.

- The Deathlord of Ixia;

Illustrations © 1992 Brian Williams.

- Dawn of the Dragons;

Illustrations © 1992 Brian Williams.

- Wolf's Bane;

Illustrations © 1993 Brian Williams.

- The Curse of Naar;

Illustrations © 1993 Brian Williams.

- The Buccaneers of Shadaki;

Illustrations © 1994 Brian Williams.

- Mydnight's Hero;

Illustrations © 1995 Brian Williams.

- Rune War;

Illustrations © 1995 Brian Williams.

- Trail of the Wolf;

Illustrations © 1997 Brian Williams.

- The Fall of Blood Mountain;

Illustrations © 1997 Brian Williams.

- Vampirium;

Illustrations © 1998 Brian Williams.

- The Hunger of Sejanoz;

Illustrations © 1998 Brian Williams.

- The Skull of Agarash;

Some illustrations © 1994 Brian Williams.

- Freeway Warrior: Slaughter Mountain Run;

Illustrations © 1988 Brian Williams.

- Freeway Warrior: The Omega Zone;

Illustrations © 1989 Brian Williams.

- Freeway Warrior: California Countdown;

Illustrations © 1989 Brian Williams.

The works distributed under the collective title Lone Wolf Club Newsletters — which are composed of, in part, portions of the above named works — will also be distributed under the terms of this License.

‘Internet Editions’ shall not refer to any other works by the Authors, nor any other illustrations by the Illustrators unless the Authors or Illustrators amend this License. ‘Internet Editions’ shall refer solely to the text and illustrations of the above works when made available through the Internet.

1.5

‘Licensee’ shall hereafter refer to any person or electronic agent who receives some portion or all of the Internet Editions. The ‘Licensee’ shall hereinafter be referred to as ‘Licensee’ or ‘you’.

1.6

‘Distribution Point’ shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions under the terms of the License.

1.7

‘Maintainer’ shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

2. Terms of Distribution

2.0

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

2.1

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

You agree to be bound by the terms and obligations of this License by the act of receiving or viewing a copy of any portion of the Internet Editions even though you have not signed a written document. Indeed, you have no right to receive or view a copy or copies without first accepting this License as legally valid and binding and agreeing to the terms and obligations of this License.

2.2

You agree to refrain from redistributing a significant portion of the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason by any means. You are granted the right to receive a copy or copies only for your own personal use.

This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to the use of HTML ‘frames’.

An exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

2.3

The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

2.4

If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person resides, they may have a parent or legal guardian agree to be bound by the terms and obligations of this License. On condition of agreeing to be bound by the terms of the License, that same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

3. Termination of the License

3.0

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

3.1

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

4. Jurisdiction

4.0

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

5. Revision of the License

5.0

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

6. NO WARRANTY

6.0

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

6.1

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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