The Buccaneers of Shadaki

The legendary Moonstone was created by the god-like Shianti, whose presence upon Magnamund heralded the dawn of Humanity. It contains the might of all the Shianti's magic and wisdom — the sum of their divine knowledge. Lone Wolf, Supreme Master of the Kai, has successfully retrieved the Moonstone following its theft by the forces of darkness, and now this magical artefact must be returned quickly to its creators before its immense powers disrupt the delicate balance of nature. He has entrusted the precious Moonstone to you — the most promising warrior in the ranks of the New Order Kai.

In The Buccaneers of Shadaki, your quest is to deliver this stone of power to the Shianti who are exiled upon the mystical Isle of Lorn. Will your vital quest succeed, or will you fall foul of the pirates and perils that infest the southern seas of Magnamund?

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.

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Gamebooks series by Jon Sutherland and Simon Farrell. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

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 © Brian Williams.

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

- Shadaki & The Lands of the Free Alliance of Southern Magnamund

- 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 Brian Williams.

Dedication

For Chris and Sally plus one

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

Jon Shinault

with special thanks to Joe Dever

Illustration Transcription

Jonathan Blake

XML

Jonathan Blake

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Proofreading

Frank Reinart (Frontmatter)

Peter Witney (Sections 1–350)

Editing

Jan Charvát

Ingo Klöcker

Benjamin Krefetz

LeRoy McSwain

Simon Osborne

Coordination

Jonathan Blake

Special Thanks

Sean Donald, Anders Österberg, Thomas Wolmer

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 — Lone Wolf — was the sole survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all 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 established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened 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 Magnamund and the many ethereal domains which lie beyond it) the Dark God Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste of 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 Naar 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 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 force of the Gods of Good, Kai and Ishir, had been held at bay. Lone Wolf and the New Order Kai were all that stood against the onslaught of Naar's agents following 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 realised 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 an invasion by 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 beyond 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 is a great force for Good, but it is 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 imbalance 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 desire 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 your leader would personally take responsibility for returning the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that Lone Wolf 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 returning the Moonstone to the Shianti. His elaborate preparations were simply a diversion, a bluff designed to draw attention away from the vital mission that he wished you — the most talented and courageous of his five Kai Grand Masters — to undertake. It was with great pride and apprehension that you accepted the quest.

Lone Wolf gave you the precious Moonstone in a seemingly ordinary satchel, yet the lining of this plain leather bag was woven from korlinium, a special mineral that would hide the Moonstone's powerful energies from the agents of Naar. In the guise of a Kai journeyman, you set sail from the Sommlending capital of Holmgard aboard a caravel that was to carry you south on the first leg of your journey, a voyage of 2,000 miles to Elzian, the capital of Dessi. This legendary city is home to Lord Rimoah and the Elder Magi. They are the last surviving members of Magnamund's oldest race of magicians and they had promised Lone Wolf that they would help you reach your final destination. You had hoped and expected the voyage would be swift and uneventful; however fate and ill fortune decreed otherwise. Your ship was attacked by pirates off the coast of Vassagonia and badly damaged. It limped to the port of Cape Kabar where you were forced to continue the long journey by overland routes to Elzian. This trek was fraught with danger, yet you overcame the many perils ranged against you and eventually arrived at the Dessian capital, to the relief of Lord Rimoah and his anxious brother magicians who had feared the worst.

Now the final and most challenging part of your voyage to the Isle of Lorn lies ahead. And it is a journey that may prove more difficult than any you have undertaken so far, for it will lead you deep into the wild and lawless reaches of Southern Magnamund.

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.

If you have successfully completed the previous adventure in the Lone Wolf New Order series (Book 21), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure.[1] You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Action Chart.

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

[1] If you have completed the previous Lone Wolf New Order adventure, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE (cf. Grand Master Disciplines).

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.

If this is the first New Order adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This 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 22 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 23. 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(s), 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: Mydnight's Hero.

[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 Elzian and begin your long voyage south to the Isle of Lorn, you acquire a map of southeastern Magnamund and a pouch of gold. To find out how much money 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.

If you have successfully completed the previous New Order adventure (Book 21), you may add this sum to the number of Crowns you already possess. 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.[5]

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.[6]

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[7]

+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 southeastern Magnamund is the Noble. These are always carried in the Belt Pouch. It will hold a maximum of fifty Nobles. Gold Crowns are readily accepted at a rate of 1 Gold Crown for 1 Noble.

[5] If you have completed the previous Lone Wolf New Order adventure (Book 21), you already possess a Kai Weapon.

[6] These bonuses are not cumulative.

[7] ‘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[8]

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

[8] 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.

Kai Grand Master Superior

If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.

Assimilance

Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.

Astrology

Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.

Herbmastery

Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.

Elementalism

Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.

Bardsmanship

Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.

The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.

New Order Wisdom

You are about to embark upon the final stage of a vital 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 Grand Master 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. Completion of previous Lone Wolf adventures (Books 1–21) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

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

For Sommerlund and the Kai!

1

For three days you are treated to the lavish hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you meet with Lord Rimoah in the Tower of Truth to discuss the final stage of your quest — the voyage to the Isle of Lorn. He informs you that passage has been arranged for you aboard a Suhnese trading ship called The Azan which sails tomorrow at dawn. The ship's master, Captain Jenkshi, has been paid generously to carry you to his home port of Suhn, and you can expect to be well treated by him and his crew. It will be a long voyage, some 2,500 miles in all, but not all of it will be spent at sea. The Azan will put in at several ports along the way, both to trade and to take on fresh supplies of food and water. Rimoah reminds you of the need for secrecy — nobody must know the real purpose of your journey. Jenkshi and his men have been told that you are simply a courier who is carrying official papers for the attention of Lord Zinair, the Dessian ambassador to Suhn. On arriving at Suhn you are to contact Lord Zinair who will arrange for your passage across the Sea of Dreams to the Isle of Lorn. Before you leave the Tower of Truth and return to your chambers, Lord Rimoah examines the satchel in which you carry the Moonstone. Its special korlinium lining meets with his approval.

‘Lone Wolf has prepared you well for your mission,’ he says, as he secures the buckle. ‘I'm sure I have no need to remind you to keep this bag closed at all times. You are about to venture through dangerous territory, and there are many who would give anything to possess the contents of this satchel. You would be wise to trust only yourself, Grand Master.’ (If you have not already done so, record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.)

Rimoah escorts you to your room and tells you that he will call for you at an hour before dawn to take you to the quay. As he bids you goodnight, a doleful bell rings out in some distant part of the city. Rimoah's eyes fill with sadness.

‘What does the bell mean, my Lord?’ you ask.

‘It signifies the passing of Lord Casis. He, too, is about to begin a journey. Alas, it will be his last. I must go now — I am being summoned to witness his departure.’

As he leaves, Rimoah pauses for a moment and then glances back over his shoulder. ‘You are welcome to accompany me if you wish, Grand Master. The passing of an Elder is a rare and special occasion. You may learn much from what you see.’

If you wish to accept Lord Rimoah's invitation, turn to 225.

If you choose to decline his invitation, turn to 118.

2

When first you enter the mists, it seems as if you are no longer sailing upon a sea of water. It becomes a blended sea and sky of deep blue light, without horizon or boundary — a limitless space. Gradually you detect vague shadows passing quickly by, and then distant sounds, like muffled whispers, surging then pulsing away before you can catch the words. Then you see globes of darkness hovering to and fro, and your Kai senses scream a warning that these are invaders, evil intruders in this realm of ghostly mist. They grow in numbers and begin to spiral around your boat, whispering and laughing and babbling all the while. You can feel your boat gradually slowing until it ceases to move at all. Fear grips you when you realise that these mischievous black spheres have the power to hold you prisoner, to keep you from ever reaching the shores of Lorn. Suddenly the vague sounds and voices in your mind begin to crystallize into words that you can understand.

You have proved your physical courage, foolish follower of Kai. But now you must put your mental strength to the test if you wish to find the Isle of Lorn.

The eerie voice laughs and you steel yourself to meet its mental challenge.

How great in number are the Warriors of Nhang?

If you think you know the answer to this challenge, turn now to the section which is the same as your answer.[9]

If you do not know the answer to this challenge, turn to 303.

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

3

You concentrate on the wall of the hut, at a point directly opposite the guarded door, and then you summon forth the Old Kingdom power-word Gloar! The concussion of your spell-word hits the wall and punches a ragged hole through its bamboo timbers. You run at this hole and charge the weakened wall with your shoulder. It cracks and splits open, enabling you to force yourself through the gap and escape.

Turn to 308.

4

You fight your way to the surface of the churning sea and gulp a lungful of air. All about you are flailing lumps of debris, foaming bubbles, and treacherous strands of rope and canvas that threaten to entangle your limbs and drag you to your doom. Breathing hard, you fill your lungs and feed oxygen to your blood before diving deep below the flotsam of the dying ship. You surface beyond the debris and swim for the shore, now less than a mile distant.

The waves bring you ashore upon a rocky beach where you crawl for shelter among boulders at the base of a chalk cliff. From here you see the wreck of the Vargas come drifting towards the shoreline to be smashed to pieces on the rocks. Gangs of men are pacing the beach, salvaging cargo and slaying any crewman who is washed ashore alive. They are wreckers, and your Kai senses tell you that they are led by an evil magician who possesses great power. You can feel the aura of his presence nearby, high upon the cliffs, and you know that he has been responsible for the wicked destruction of the Vargas and its crew.

Using your Kai camouflage skills to keep yourself hidden from the wreckers, you hurry away along the rocky coast. During your escape, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 290.

5

You rejoin your companions and hurry with them through the flagstoned streets, retracing your route back to the harbour in the hope of reaching The Azan before the night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.

6

You follow Melchar through a maze of passages which lead all the way back to The Song of the Silver Star tavern, and the young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of the inn's crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He tells him that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated and the innkeeper frowns.

‘Wrok's not a man to cross,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’

Turn to 244.

7

As the last of the thugs exhales his final breath and crashes to the ground, you make a cursory search of their bodies and discover the following items:

- 6 Daggers

- 2 Swords

- 3 Gold Crowns

- 6 Nobles

You hurry along the alley and emerge into an open courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia of the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them insists that the whole city has been placed under a curse. You are about to turn back and ask them more about this city when suddenly you are approached by a tall woman who is swathed from head to foot in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone.

Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled and, when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her and, although you deny that you are a healer, you feel compelled to answer her desperate plea for help.

Turn to 119.

8

You take your seats and the croupier deals out five cards to each player. Gregor wins the first round, and the second, and the third. Very soon it becomes apparent that he is quite an expert at Lourdenian Draw. After little more than a dozen rounds of play he has collected over 50 Nobles. For your part, you make use of your Magnakai Disciplines to help you win a more modest sum.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), you win 4 Nobles. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) you win 6 Nobles (1 Noble = 1 Gold Crown).

The other players become disgruntled and one by one they leave the table. Soon there are not enough players to be able to continue, and when no new players come forward the croupier declares the game closed. Grinning like a well fed cat, Gregor pockets his winnings and together you leave the Lucky Horse Inn and continue your walk along the main street. Soon you arrive at the Lourdenian Consulate where a guard at the gate allows you both to enter and wait in its cool, tree-shaded courtyard. A few minutes later you are met by the consul's assistant, a rotund little official called Cheary. He is shocked to hear of the pirate attack, and he urges Gregor to accompany him inside the consulate to make a full written report. He says that it could take several hours, possibly even a day or two, and so you decide that now is a good time to say farewell to your companion. Before you go, Gregor offers you his heartfelt thanks for all you have done for him, and he hopes that one day soon your paths will cross again.

‘If you should ever visit Pforodon,’ he says, ‘stop by the Singing Lamb Tavern on Spike Street. If I'm not there, the landlord will know where you can find me.’

You wish Gregor a safe journey home, and then you leave the consulate and make your way back along the main street to the harbour. The heat and dust of the afternoon are making you thirsty and so you stop to drink from a freshwater fountain set into the wall of a crumbling old temple. The hustle and noise of the street crowd is becoming oppressive and you yearn to find somewhere quiet where you can rest before you return to the ship. Looking around, you notice two places which promise some respite. The first is a public park which stands upon a cliff that looms above the city to the east of the harbour wall. The second is a narrow, deserted alley that wends its way into the city's Old Quarter.

If you wish to visit the park, turn to 291.

If you choose to explore the city's Old Quarter, turn to 126.

9

You land a metre short of the grassy edge and fall headlong into the deep dark pit. The base of this trap does not contain sharpened stakes or any other such deadly contrivances, yet it proves to be just as fatal when you are knocked unconscious upon hitting its rocky base. Tragically, you never regain consciousness; the villagers close in and finish you off with their bows.

Your life and your quest end here.

10

You hear the spear come whistling towards you and instinctively you dive headlong through the doorway to avoid it hitting you in the back. Your lightning-fast reflexes save your life, but they do not save you from injury. As you dive, you lose your footing and fall heavily at the base of a spiral staircase: lose 2 ENDURANCE points.

Turn to 59.

11

As you leap, you draw your legs up high enough to avoid being slashed by the creature's talons. On landing you quickly retrieve your Kai Weapon and turn to attack the beast before it can fully recover its senses.

Zhürc: COMBAT SKILL 51   ENDURANCE 39

Due to the advantage of your initial attack, ignore any ENDURANCE point losses that you sustain in the first round of this fight. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you win the fight, turn to 50.

12

As you tumble over the side of the boat, the tip of the officer's half-pike misses you by inches. Upon hitting the water you sink like a stone, but your Magnakai Discipline of Nexus soon frees you from the cord that binds your wrists and you are able to strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera's flagship do you dare come up for air. As you break the surface, you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera's crew begin to laugh and jeer.

You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.

To continue, turn to 243.

13

You are awoken during the night by the sound of squeaking. You prise open your eyes and, using your infravision, you see a pair of rats are busily gnawing at your Backpack. You lash out with your fist and they run squealing for the safety of the darkness.

Any food (Meals) that you have in your Backpack has been spoiled by the rats (erase all Meals from your Action Chart).

After this disturbance, you find it difficult to return to sleep. Erase 1 ENDURANCE point due to a broken night's rest.

Turn to 66.

14

Quickly you take your musical instrument from your backpack and play the first few verses of the Eldenoran national anthem, entitled ‘Mighty Duadon’. The loutish Eldenorans begin to cheer and stamp on the taproom floor in time to the music when they recognize their banal battle song. Soon they are all singing along, including the captain who releases his grip and lets the gasping crewman drop in a heap to the taproom floor as he joins in with the chorus.

You motion to the others that now would be a good time to leave. Without a word they move towards the door, pausing only to pick up their injured comrade as they go. The Eldenorans are soon singing so loudly that they do not notice when you cease playing and hurry out of the tavern. You join the others outside and laugh with them at the incredible stupidity of the Eldenorans. It is hollow laughter, but at least it helps to relieve the frustration of having to return early to The Azan.

Turn to 268.

15

The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant's heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.

Through the blinding glare of the sun's rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your ENDURANCE points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.

Welcome, Grand Master, he says without speaking, his lyrical voice forming the words in your mind. We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.

Illustration I—Welcome, Grand Master, he says without speaking. We have prayed for your safe arrival.

Turn to 350.

16

You climb the stairs to the foredeck and scan the horizon for signs of a pirate raider. Less than a mile away you can see a huge vessel with a purple mainsail sailing towards the strait. Captain Radyard appears at your side and he views the approaching craft through his telescope.

‘Weigh anchor!’ he orders. ‘Unfurl all canvas. I want every ounce of speed she'll give us, lads.’ The captain's urgent orders stir the crew into a frenzy of activity. As they set about their duties, you ask Radyard what is wrong. Without taking his eye from his telescope he says:

‘That's Sesketera's flagship — The Triasus. I'd recognize her sails anywhere. That scoundrel must want you badly to have sent the pride of his battle fleet after the likes of us.’

With all canvas lowered, the Seasprite cuts a rapid course through the glassy blue waters of Kastrow's Door. Yet The Triasus has the advantage and relentlessly she closes the gap until no more than 30 yards of water separate her from the Seasprite's starboard beam. The Siyenese cajole and curse and wave their fists at their pursuers, but their bravado soon crumbles when they find themselves staring into the muzzles of a double row of wide-bored naval cannon. A warning shot from a swivel gun whistles through the Seasprite's rigging, and then you hear the voice of Sesketera himself.

‘Surrender the Northlander to me, captain,’ he shouts, through a loudhailer, ‘or I'll have my gunners blow your ship out of the water!’

Radyard glances at you with fear in his eyes. He knows that he cannot outrun The Triasus, and he also knows that Sesketera is not a man who is given to making idle threats.

If you wish to volunteer to surrender to Sesketera in order to save Captain Radyard and his ship, turn to 113.

If you decide instead to abandon the Seasprite and attempt to swim for the shore, turn to 92.

17

You recite the words of the Brotherhood Spell Levitation and rise rapidly into the air. Moments later a second bolt of energy leaps from the elder's hand, but this passes harmlessly below your feet. The old man emits a cry of shocked surprise at your sudden ascension, and then he runs towards the village, shrieking hysterically.

You speak the words which counter the spell and glide gently back to the ground. You hear the elder calling the men of the village to gather their weapons. He denounces you, and he orders that his men capture you and put you to the sword. Quickly you turn and run towards the ridge. You are determined to reach the trail that lies beyond it and make a speedy escape from this village and its evil leader.

Turn to 145.

18

You apologize to your companions and ask them to wait for you outside the hall's double doors. Meekly the Suhnese agree, and as they file out of the hall you assure them that they will not have to wait too long. You then accompany the guildsman to his chambers where he attempts to drive a hard bargain for the copper. He offers you 6 Nobles for each ingot and says that it is his best and final price. It is not a very good price and you tell him that you will have to speak with Jenkshi before you can agree to his offer.

‘Very well,’ he says. ‘I'm sure your captain is a reasonable man. I feel confident we'll do business.’

From an ornate cabinet he removes a decanter and two long-stemmed glasses. He then pours two glasses of liqueur and offers one of them to you.

If you possess Grand Pathsmanship, turn to 72.

If you do not possess this skill, turn to 324.

19

Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.

Tzoog: COMBAT SKILL 45   ENDURANCE 30

This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).

If you win this combat, turn to 149.

20

The natives are angry. They come running towards the river bank, screaming and slashing the air with their primitive weapons. Their leader shouts at you and, although his dialect is unfamiliar, you are able to understand enough to hear that the man you have saved from the river is a thief and a murderer. He escaped from the settlement last night during the rainstorm, and the leader is accusing you of being his accomplice and of helping him to escape. He says that the river gods have brought you back to their village to pay for your crimes. You attempt to protest your innocence but the leader refuses to listen. He confiscates all of your equipment, including your Kai Weapon, your Belt Pouch, your Backpack, and the satchel containing the Moonstone, and then he has his men march you away to their village where you are locked in a hut. Shouting through the closed door, he tells you that the village elders will meet tomorrow at noon to decide your fate.

A few hours later you overhear two guards outside the hut and you are shocked to learn that the man you saved from the river has since been executed. They say that the elders of the village decreed that he should be weighted with rocks and thrown back into the water. You have no wish to suffer a similar fate and so you quickly set about finding a way to escape from this hut.

If you possess Assimilance and wish to use it, turn to 328.

If you possess Kai-alchemy and wish to use it, turn to 151.

If you possess Magi-magic and wish to use it, turn to 3.

If you possess none of these Disciplines, or if you choose not to use any of them, turn to 226.

21

Carefully the old man wraps the doll in a square of linen while you count out 10 Gold Crowns from your Belt Pouch. With trembling hands he takes the coins and gives the package which you place into your Backpack.

Record the Nhang Doll on your Action Chart as a Backpack Item, and remember to subtract 10 Gold Crowns from your current total.

To leave the curio shop and continue, turn to 204.

22

‘Thanks … for nothing,’ you say, as you walk out of the warehouse and return to the square. As you are looking around and wondering where next to go, you suddenly notice that there is something happening at the end of a street that leads away from the quayside. You decide to investigate and you soon discover that the street leads to a large courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia at the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them is insisting that the whole city has been placed under a curse. You are about to turn back and ask her more about this city when suddenly you are approached by a tall woman who is swathed from head to toe in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone.

Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled, and when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her, and although you deny that you are a healer, you feel compelled to answer her desperate plea for help.

Turn to 119.

23

The tavern is a large establishment that boasts several counters and taprooms, each serving a different variety of food and ale. It is also a popular establishment and it is crowded with scribes and labourers who work at the warehouses in this district. You make your way to a counter where you are greeted by a strong aroma of spices and beer.

If you wish to buy some food and ale, turn to 201.

If you wish to ask the barman if he knows where you may find Lord Zinair, turn to 42.

24

You leave your cell and make your way silently along towards the guardroom. You are determined to retrieve your Kai Weapon and equipment, but you are also aware that you must avoid alerting the guards if you are to preserve your hopes of escaping from this gaol alive.

Peering around the door to the guardroom you discover that it is occupied by three gaolers. They are playing cards, and they are using the crate which contains your equipment as a makeshift table. In order to get at your equipment you must first lure the gaolers out of the room.

If you possess Assimilance and have attained the rank of Kai Grand Master Superior, turn to 234.

If you possess the Discipline of Grand Nexus and wish to use it, turn to 302.

If you do not possess these skills, have yet to attain the required level of Kai Mastery, or choose not to use your skills, turn instead to 130.

25

Gemulkin orders the crew to hoist the sails and secure the decks before the Vargas plunges into the heart of the raging storm. You brace yourself for the rough passage, yet you are stunned by the sheer, breathtaking violence of the storm. It pounds the decks and lifts the hull clear from the water. As the ship lurches wildly, you are thrown across the aft deck and slammed against the wheelhouse: lose 3 ENDURANCE points.

Through the blinding spray, you see the helmsman lose his footing and fall overboard. His cry alerts Gemulkin who battles his way bravely to the ship's wheel. To prevent himself from being swept overboard, he fixes his belt to the hub of the wheel and then he fights to turn his ship into a towering wave, to save her from capsizing. A mighty wave crashes against the prow and Gemulkin's courageous action saves the Vargas from being split it two. It rides the wave and emerges from the storm into calmer waters beyond. You thank Ishir that you have survived this ordeal, yet it soon becomes apparent that the storm is merely the prelude to an even greater threat to the ship's survival.

Turn to 230.

26

As you leap from the parapet of the harbour bridge, you utter the words of the Brotherhood Spell Invisible Shield to help protect yourself from the arrows that are now whistling past on all sides. It is a precaution that saves you from sustaining a serious wound. As you fall, you see an arrow deflected away from your chest by this invisible barrier.

Turn to 280.

27

Defiantly you face the onrushing villagers with your Kai Weapon raised in your hand. They continue to fire their bows as they close upon you and several arrows strike you simultaneously in the chest. You are consumed by a sudden wave of darkness that obliterates your senses and, although you struggle to overcome come it, this proves to be one battle that you cannot win.

Tragically, your life and your quest end here.

28

You roll aside in a desperate attempt to avoid being crushed by the falling section of mast. Your swift action saves your life as the shattered timber slams through the decking, but unfortunately you do not move swiftly enough to avoid being struck on the head by a mass of trailing ropes and debris: lose 6 ENDURANCE points.

Turn to 160.

29

You collect and pay for your food and eat it outside. After your meal, you continue along the trade road which soon enters a dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.

As the sun approaches the horizon, the road passes a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect to the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn. It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.

If you wish to find lodgings for the night, turn to 138.

If you decide to sleep in the open, turn to 203.

30

You push open the swing doors and enter a crowded taproom. Never have you seen so many different types of people and faces together in one place before, and it takes you a few moments to get over your initial surprise. Nobody pays you a second glance as you push your way through this exotic crowd of traders and travellers and make your way to the counter.

When you find the landlord you ask if he knows or has heard of Captain Radyard. The man laughs like a drain and nods his head enthusiastically.

‘Yes, yes, oh yes … Radyard. Him and his men stay here two nights ago. Fine men … good drinkers … fine fellows. They come here always when in Masama.’

The landlord goes on to say that he has not seen them since. He suggests that you ask at the Masama Warehouse. It is the place where they usually sell their cargo. You thank the landlord and turn to leave. As you reach the exit, you are tapped on the shoulder by a weasel-faced man who begs for a moment of your time.

‘Excuse me, sir,’ he says, ‘but I overheard you asking for Captain Radyard. I know the captain and I can take you to him. Only … well, I've a great thirst and I'm in sore need of some ale. Perhaps you would buy me an ale? Then I'd gladly take you to the captain.’

If you wish to buy the man an ale, turn to 264.

If you do not, turn to 83.

31

You grab the sides of the ladder and climb towards the hatch. The rungs are slippery and the slick leather of your soles does not make for a speedy ascent. Then you hear a loud hissing and you look down to see that the creature is directly below you. Suddenly the ladder lurches violently as the ship is struck by another wave. There is a loud roar, and then the hatch above your head collapses and you are hit by a deluge of seawater that sweeps you off the ladder. You crash down upon the creature's head, stunning it, and the force of your fall sends it reeling to the floor.

Frantically you scramble to your feet and reach for your Kai Weapon to finish the beast before it can recover. But to your horror you discover that your weapon is not at your side; it fell from your belt when you were swept off the ladder. You look around and catch sight of it sliding across the floor towards the bulkhead door.

If you wish to retrieve your Kai Weapon, turn to 227.

If you choose to attack the beast with a normal Weapon before it fully recovers, turn to 176.

32

The avenue leads to an enclosed courtyard that has two exits, both of which are sealed off by chained iron gates. Suddenly you hear the sounds of the city watch drawing closer; they are sure to enter the courtyard within a few minutes at most.

If you wish to evade the city watch by hiding in one of the houses that border upon this courtyard, turn to 210.

If you decide to stand and face them, turn to 52.

33

Two hours pass before the door to your cell is opened and an apologetic Hiojin appears. He is now convinced that you are not an assassin and, fearing a diplomatic row with the Dessian ambassador, he apologizes repeatedly for your arrest. He has your Weapons restored to you, and then he escorts you personally in a horse-drawn carriage to Lord Zinair's residence — the Dessian Consulate — in the city's North Quarter.

As the toadying officer and his carriage depart, you turn to face the entrance to the consulate building. With mounting anticipation, you climb the front steps and knock on its stout oak door.

Turn to 250.

34

You summon the energies of the Old Kingdom Spell Power Word and project them at a shelf of loose rock that overhangs the crevice. It shudders as the concussive energy of your spell slams into it. Moments later it collapses and comes crashing down, severing the rope like a guillotine as it tumbles past the crevice to disappear into the gorge below.

As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. You can hear angry voices echoing from the gorge as you spur him to the gallop and escape along the jungle trail that continues beyond the bridge.

Turn to 205.

35

You awake early the following morning, just as the pre-dawn light is brightening the night sky. Captain Jenkshi and his crew have also risen early to ensure that The Azan is the first ship to leave Zharloum this morning. Shortly before dawn they weigh anchor and turn the ship about, and by the time the sun crests the horizon, you are already more than a mile away from Zharloum harbour, riding the morning tide ahead of a bracing westerly wind. Jenkshi tells you that the next port of call will be the city-state of Ghol-Tabras where you will dock in four days' time to take on supplies of fresh water.

The first day out of Zharloum passes without incident. Then, around noon of the second day, the ship heads south as it leaves the Tentarium and enters the Gulf of Ralzuha. You are sitting on the foredeck, enjoying the sun and the splendid views of the rugged isles and coastline, when suddenly you notice something in the distance that makes your pulse race. You magnify your vision and see that it is a plume of smoke. It is rising from the hull of a burning ship located close to a cluster of rocky islets. As The Azan draws closer, you are able to see that a flag is hanging from a broken masthead which lies draped over the vessel's smouldering stern. It is a green flag with scarlet edging, surmounted by a large silver fish. The sight of this flag makes you swallow hard for it is identical to the flag that flies from the mast of The Azan. It is the flag of a Suhnese trader.

Illustration II—A flag hangs from a broken masthead … a green flag surmounted by a large silver fish.

When Captain Jenkshi and his men first see this flag for themselves, they become very anxious about what may have happened to the crew of this stricken vessel. Many of them have fathers, sons, and brothers who work Suhnese ships in these waters. They urge the captain to search for survivors and he grants his consent readily.

‘Steer towards the wreck, Tolshi,’ he says, ordering his helmsman to change course, ‘and I want all other hands on deck immediately. Everyone is on lookout duty.’

If you possess the Grand Master Discipline of Telegnosis, turn to 111.

If you do not possess this skill, turn to 195.

36

You leave the tavern door and walk back along the waterfront. Beyond the ferry station is a marine timber yard and a chandler's warehouse. The smell of freshly-sawn timber reminds you of the Fryelund Forest which surrounds your Kai Monastery. It is a memory that makes you feel a little homesick. The timber yard is deserted and so you decide that you will sleep this night among its fragrant stacks of pine and mountain oak.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 211.

If it is 5–9, turn to 13.

37

You muster your psychic power and launch a Mindblast at the officer. The man begins to shake. Then he drops his pistol and clutches his head with both hands. His sudden shriek of agony alarms the marines and, in the confusion, you are able to take a deep breath and throw yourself over the side.

Your Magnakai Discipline of Nexus soon frees you from the cord that binds your wrists and you strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera's flagship do you dare come up for air. As you break the surface, you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera's crew begin to laugh and jeer.

You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.

To continue, turn to 243.

38

You run through the darkening jungle forest and do not stop until you are sure that your pursuers have abandoned the chase. After a brief rest you press on through the dense moss-covered trees, relying solely upon your tracking skills to keep you moving in a southerly direction. At last you emerge from the jungle and rejoin the trail shortly after dawn the following day. In the distance you see a bridge across a steep-banked river. A glance at your map tells you that this is a tributary of the River Ito, and you decide to stop here to rest for an hour before continuing your hard trek to Caeno on foot.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 300.

39

Your heart misses a beat the instant you recognize the face of this unhappy young woman. It is Oriah, the highborn daughter of the Funtal of Fio Fadali, the runaway who travelled with you aboard The Pride of Sommerlund on its ill-fated voyage out of Barrakeesh. Ever since she was abducted in the mountain town of Kilij you thought it unlikely that you would ever see her again. Yet here she sits, alone and dejected in a hall that is overflowing with an abundance of riches.

‘Oriah?’ you whisper hesitantly, hardly daring to believe that it is really her. She raises her head and her eyes widen with shocked surprise when she sees you. Then a smile, filled with hope and joy, lights up her tear-streaked face. She leaps from her chair and comes running to you to throw herself into your arms.

‘Oh, Grand Master,’ she sobs, ‘I never thought that I'd see you again. How did you know that I was here?’

You tell Oriah of what has happened since you arrived in Ghol-Tabras, and that you had no idea that she was here at all. She explains that after she was abducted by slavers in Kilij, she was sold to Sesketera who brought her here to his citadel. She is to be kept imprisoned in this hall until their wedding day, one month from now.

‘Let us escape from this place together,’ you say, but she shakes her head.

‘No, it cannot be. Sesketera is holding my friends. They are his hostages. If I leave the citadel before our wedding day he will put them to the sword. I cannot leave. But I know how I may help you to escape. Come, Grand Master, follow me.’

Turn to 78.

40

You swallow a mouthful of the food and, to your surprise, it tastes remarkably good. Yet after a few moments you suddenly sense that something is seriously wrong. You begin to feel faint and light-headed, and you are having difficulty focusing clearly.

Automatically your Magnakai Discipline of Nexus works to counteract the powerful narcotic that has been added to the food. It induces you to vomit (lose 2 ENDURANCE points), and then it swiftly neutralizes the remaining toxins from your blood. The bald man realises from your reaction to his drugged food that you are a follower of the God Kai. He shrieks with rage and curses you in a vile language that you do not recognize. Even so, the mere sound of his curses sends a shiver of dread coursing down your spine, like a trickle of icy-cold water. He denounces you to the others as an agent of the City Council sent to spy on their meeting, and he orders them to attack and slay you. The men react slowly to his frantic commands. It is as if they are struggling to awaken from a deep sleep. You have no wish to fight these men and so you turn and run towards the park entrance to escape from them. As you reach the open gate, you glance over your shoulder to see that the bald man is preparing to hurl a dagger at your back.

Pick a number from the Random Number Table. If you possess the Disciplines of Grand Huntmastery and Grand Nexus, add 3 to the number you have picked.

If your total score is now 5 or less, turn to 241.

If it is 6 or higher, turn to 135.

41

The bolt hits you and slams you to the ground, yet the protection afforded by your Grand Mastery absorbs much of its deadly power: lose 4 ENDURANCE points.

Stunned and shaken, you struggle to your feet and shake your head in an effort to clear your blurred vision. Images swirl before your eyes, weaving and coalescing to create a fearful sight. The flickering night-creature has fixed itself to the neck of your horse, like some nightmarish vampire. Tethered by his reins, your mount is unable to escape from the leech-like maw of this supernatural creature.

If you possess Kai-alchemy and wish to use it, turn to 19.

If you possess Magi-magic and wish to use it, turn to 122.

If you possess Kai-surge and wish to use it, turn to 169.

If you possess none of these skills, or if you choose not to use any of them, turn to 349.

42

The barman is reluctant to talk. You suspect the reason for this is because you have not had the courtesy to purchase some of his food and ale. When you repeat your question he replies curtly:

‘Lord Zinair of Dessi, you say. Yeah, I think I've heard of him. Lives in the North Quarter some place. Don't know exactly. You'd be best asking the City Guards. They'll be sure to sort you right.’

You thank the man for his advice and then you leave the tavern and continue along the avenue. At length you arrive at a busy market square. On the far side of this square you see a City Guard patrol who are policing the market.

Remembering the barman's advice, you decide to approach them and ask for their assistance. You are confident that they will know where Lord Zinair can be found.

Turn to 172.

43

As he stalks closer, Sesketera suddenly realises that you are not a native Shadakine. Your fair skin and your Kai tunic reveal to him that you are from the Northern continent of Magnamund.

‘By the ghost of Agarash,’ he hisses, through his gritted teeth, ‘you're an infidel. You defile the House of Sesketera with your presence here. By the gods, I'll make you pay for this insult with your life!’

Sesketera lifts the spear in his right hand and spins it by the haft. It is an impressive display of control which leaves you in no doubt that he is a formidable fighter.

‘Vengeance will be mine!’ he screams.

Illustration III—‘Vengeance will be mine!’ screams Sesketera.

If you possess a Bow and wish to use it, turn to 274.

If you do not possess a Bow, or if you choose not to use it, turn to 245.

44

Before you reach the top of the pit wall, the villagers close in and finish you off with arrows.

Sadly, your life and your quest end here.

45

As the last gaoler drops his club and falls lifelessly to the grimy floor, you stagger back against the wall and gasp for air. When you have recovered from the exertion of this deadly unarmed combat, you immediately set about dragging the bodies away into the corners of the cell, beyond the field of vision of anyone who should look through the peep hole in the door.

While you are going about this grisly task, you notice an Iron Key hanging from a gaoler's belt. (Mark this on your Action Chart as a Special Item. You need not discard another item in its favour if you are already carrying the maximum number of Special Items.) You leave the cell and lock the door using the bolt, and then you hurry along the corridor to the guardroom to retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).

As you are sheathing your Kai Weapon into your belt, you hear the sound of footsteps descending a flight of stone steps at the far end of the corridor. More gaolers are approaching; they have been drawn to investigate this lower level by the dying cries of their brother guards.

Desperately you scan the walls of the guardroom for some means of escape and suddenly you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron. You rush to this door and twist its handle to discover it is locked. With the sound of the approaching footsteps growing ever louder in your ears, you take the Iron Key from your pocket and offer up a prayer to Ishir that it will open this door.

Turn to 125.

46

Your advanced Kai healing skills rapidly overcome the powerful toxins contained in the poison, yet this internal battle leaves you feeling weakened: lose 3 ENDURANCE points.

You stare defiantly at the man in the tree and his eyes widen with shock when he sees that you are still alive and standing.

If you possess a Bow and wish to use it to return fire at the sniper in the tree, turn to 343.

If you do not possess a Bow, or if you choose not to use it, turn to 255.

47

You utter the words of the Old Kingdom Spell Invisible Fist and project your hand at the creature's head. The force of your spell makes the beast stumble, but it quickly recovers its footing.

Angered by the pain you have dealt it, the creature turns its ghastly stare on you and hisses vehemently. Quickly you reach to your Kai Weapon in readiness to defend yourself from its attack. Yet it does not attack you; it continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and raise your weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound in its chest, making it shriek loudly. But it recovers and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 307.

If it is 5–9, turn to 266.

48

You direct your Kai powers at the river in an attempt to divert its current and send the drowning man towards the safety of the bank. However, the current proves too strong to be altered using your Discipline of Elementalism alone, and you are physically and mentally weakened by the exertion of your attempt: lose 3 ENDURANCE points.

Having discovered that you cannot help the drowning man using your Grand Mastery alone, you are forced to resort to more direct and conventional methods. As he goes under for the last time, you dive into the muddy water and swim across the surging current. Guided by your Sixth Sense, you locate his body and then pull him to the surface. You fight to maintain your grip as the powerful current sweeps you downstream, and you are propelled along for more than a mile before it finally deposits you on the opposite bank. As you drag the man from the water, you notice a group of huts in the distance. You are about to haul the unconscious man over your shoulder and set off towards them, when suddenly you detect that he has no pulse. Using your Magnakai Discipline of Curing you are able to restart his heart and empty the water from his lungs, yet you are unable to restore him to full consciousness. The sudden sound of voices makes you look towards the huts where you see a group of natives pointing excitedly in your direction. They are all wearing jerkins and loincloths made from animal hide, clothing that is identical to that worn by the man you have saved from the river. You call to them and wave your arms to attract their attention and they quickly respond. You are expecting them to be pleased that you have saved one of their kinfolk, but as they come closer you are shocked by their unexpected response.

Turn to 20.

49

You leave the Tower of Truth and pass along a wide stone ramp that gently descends to the great canal that encircles the city of Elzian. Few of the city's Vakeros natives are abroad at this early hour and the streets and avenues are empty and quiet. A warm mist wreathes the barges and ships that are moored along the canal bank and, in the pre-dawn twilight, these vessels take on a ghostly appearance.

By the time you find The Azan, the sun has broken through the mist and the city is beginning to stir. Captain Jenkshi and the crew of the Suhnese trader are busily preparing their ship to sail, yet they immediately stop their work to welcome you and Lord Rimoah aboard. Jenkshi is a lean, yellow-skinned man with wide almond eyes and a small blunt nose. His slick black hair is tied in a knot atop his head in the Suhnese style, a fashion that is also favoured by all his crewmen. He orders one of his men to show you to your cabin at the prow, but before you go you bid Lord Rimoah farewell and thank him for all that he and the Elder Magi have done to aid your quest.

By the time The Azan is ready to sail, the mist has vanished. Having inspected your cabin you return to the foredeck where you settle yourself in the sun and enjoy the ever-changing views of the lush farmlands and Vakeros settlements which border upon the canal. For 90 miles this waterway cuts a wide furrow through the southern jungle of Dessi. To the east the horizon is dominated by a solitary mountain, and you marvel at its snowy peak which is the steepest you have ever seen.

‘That's Kas-kalahmout,’ says one of the friendly Suhnese crewmen. ‘In your language, I think it has the meaning: Chair of the Heavens.’

By midday you come to the estuary of the canal and The Azan heads out into the open waters of the Gulf of Tentarium. Captain Jenkshi joins you on deck and offers to share some of his food. While you eat you learn from him that the voyage will take little more than three weeks to complete, including visits to ports of call along the way. You ask him about the notorious Shadakine pirates who plague these waters and he answers you with a shrug of his muscular shoulders.

‘Relax and enjoy the journey as best you can, my friend,’ he says, jovially, as he finishes his food and wipes his mouth on his silken shirt sleeve. ‘You're in safe hands. I and my crew have sailed these waters all our lives and we've yet to meet a buccaneer we can't outwit or outrun. Breathe easy. You've nothing to fear from those mangy curs.’

Turn to 277.

50

The moment you strike the killing blow, the creature's body transforms into a hissing mass of fiery green sparks. Rapidly these sparks dissolve leaving no trace, except for a lingering odour of decay. Your Kai senses detect that the creature was a magical creation, an evil summonation sent here to find the Moonstone. You are pondering who could be responsible for the creature's creation and presence here when suddenly your thoughts are forced to turn to more immediate matters. The hull of the Vargas is starting to crack under the relentless pounding of the waves. The hold is rapidly filling with water and you must act swiftly to escape from here before it becomes your watery tomb.

If you possess Kai-alchemy, turn to 127.

If you do not, turn to 248.

51

As you draw closer to the sound, you detect that it is a strange vocal chant, a low ululation that sends shivers coursing down your back. You feel that you are very close to the source when suddenly, through the trees ahead, you see a clearing where a large crowd of tribal natives are gathered.

From the cover of the bordering undergrowth you watch a crow-faced man in tattered black robes standing at the centre of this crowd. He is uttering the chilling chant. Before him, on a stone altar, there lies the decaying remains of a body encased in rotting swathings. Your Kai senses reveal to you that the robed man is a Kitaezi Shaman, an evil necromancer who has enslaved these natives with his power. You sense also that it is the same power that was used to create the creature that attacked and slew your horse last night.

Suddenly the terrible sound of the chant ceases and the Shaman shrieks with rage. He points to where you are hiding and your heart sinks. He has detected your presence. He pounds the altar with his fist and to your horror, you see the decaying remains begin to shift and stir into life. The Shaman intones a dark spell and the grisly corpse leaves the altar and comes stalking towards you, its fleshless arms outstretched. Waves of psychic energy buffet your mind. They paralyse you and keep you from escaping. You summon your psychic Kai defences and break this powerful spell, yet it is now too late to turn and run from the Shaman's horror — it is almost upon you. Instinctively you reach to your satchel for you sense that the Moonstone is all that can save you from this creature's ghastly embrace. You pull open the flap to reveal the magical stone and the effect is devastating.

Illustration IV—A crow-faced man in tattered black robes utters a chilling chant.

Turn to 167.

52

You call the Suhnese together and try to rally them to fight the city watch, but they are unarmed and they have little or no battle training. Quickly it becomes clear to you that if you force them to resist the city watch, you will be condemning them to needless injury or death. Wary of this, you attempt to lure the Shadakine soldiers away into one of the houses. Unfortunately, your brave effort is short-lived. The City Guard see you, pursue you, and quickly overpower you by their sheer weight of numbers: lose 3 ENDURANCE points.

Once you have been effectively subdued, the city watch round up the Suhnese and guard you all at spear-point until two horse-drawn wagons arrive to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver's seat. (On your Action Chart mark each of these items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)

At the officer's command the wagons move off at a speedy pace. After a few bruising minutes your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known either for his kindness or for his mercy.

Turn to 265.

53

On reaching the far side of the square, you see a narrow street flanked on either side by slums and hovels. You reason it unlikely that you would find Lord Zinair living in such a poor district, and so you stop for a few moments to consider where best to look for him. You decide that you should find someone who knows the city well, someone who is sure to have heard of the Dessian ambassador. Looking around the square you can see only two likely sources of this information: a Soothsayer's Shop, and a City Guard patrol.

If you wish to enquire at the Soothsayer's Shop, turn to 71.

If you wish to ask the City Guards, turn to 172.

54

While the longboat continues its futile search, you repair your broken satchel strap and then check the condition of your Backpack and Weapons. Whilst doing this you discover that you lost one Backpack Item and one Weapon during your underwater battle.

Erase from your Action Chart the first item which you have recorded on your list of Backpack Items, and any Weapon of your choice.

To continue, turn to 171.

55

Fear gnaws at your insides as you hear the villagers approaching through the long grass. The pit is deep, yet its walls are threaded with tree roots that make for easy climbing. Quickly you take hold of them and attempt to pull yourself out of this trap before your pursuers arrive.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess a Rope, add 2. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total score is 5 or lower, turn to 44.

If it is 6 or higher, turn to 246.

56

You swallow your pride and politely you ask the captain to release the crewman. Your request is met by a torrent of shouts and coarse laughter from the drunken Eldenorans, yet the captain does as you ask; he releases his grip and lets the gasping crewman drop in a heap to the taproom floor. You motion to the others that the time has come to leave. Without a word they abandon their tables and move towards the door, pausing only to pick up their injured comrade as they go. With the threats and crude curses of the Eldenorans ringing in your ears, you walk away from the Three Capstans Inn and return to the harbour. The crew feel angry and frustrated by what has happened, yet they also know that your cool-headed intervention probably saved them from far worse treatment at the hands of the brutish Eldenorans, and for that they are grateful.

Turn to 268.

57

The youth takes a list from his apron pocket and reels off the prices of the items as you point to them on the shelves:

Hammer

1 Noble

Rope

2 Nobles

Silver Mirror

2 Nobles

Blanket

1 Noble

Steel Flask

1 Noble

Pewter Goblet

1 Noble

All items must be paid for in Nobles (Gold Crowns are not accepted here). If you wish to purchase any of the above, do so and adjust your Action Chart accordingly.

The youth thanks you for your custom and as you turn to leave he suggests that you ask after Captain Radyard at the Warehouse. You thank him and you take his advice.

Turn to 97.

58

You leave the shop and depart from the city of Nhang through its West Gate, following the main trade road that leads to the city of Jazer, 40 miles to the west. There are many fellow travellers on this road. Some, like you, travel alone and on foot. Others journey in convoys of ox-drawn wagons heavily laden with wares. You try to hitch a ride aboard these convoys but without success, and so you resign yourself to the fact that you have a long day's walk ahead.

At noon you come to a village where the road enters some hilly timberland. A sprawling taverna dominates the village, providing meals for travellers. There are more than a dozen wagons parked outside its doors and many sullen-faced natives are sitting on nearby benches eating their midday meals.

If you wish to stop and enter the taverna, turn to 114.

If you decide to continue on your way without stopping, turn to 323.

59

You stagger to your feet and climb the spiral steps until you come to a landing where several corridors converge. Some of these corridors are occupied by gaolers and other officials of Sesketera's citadel who are going about their duties. Then you hear the sound of footsteps ascending the stairs behind you, and this sound reminds you of the pressing need to keep moving. You draw upon your Magnakai Disciplines of Huntmastery and Pathsmanship to help you choose the best route of escape and, to your surprise, in doing so you discover a secret panel in the wall at the head of the stairwell. You reach out and press a raised stud and the concealed panel slides open to reveal a narrow passageway beyond. Quickly you enter this passage before your pursuers appear, and the panel automatically clicks shut behind you.

Turn to 170.

60

Your Kai Sixth Sense tells you that, despite his threats, the bandit has no intention of chopping through the rope which anchors the bridge. To do so would lose him your horse, and horses are worth a great many Nobles in this region of Shadaki.

However, you decide to play along with their game. You raise your hands to give the impression that you are surrendering, and when they order you to return across the bridge, you pretend you do not understand. The axeman shouts to his accomplice who is hidden in the crevice. He tells him to stop pulling on the rope and he dutifully obeys. As the bridge ceases to sway, the axeman and one other walk across the bridge towards you. They stop just beyond sword reach and motion to you to lay down your Weapons and equipment. Slowly you lift the satchel off your shoulder. As the strap clears your head, you grip it tightly and take a swing at the axeman. The satchel catches him on the jaw and the weight of the Moonstone knocks him unconscious. His companion screams with anger and lunges at you with his sword, but you swiftly sidestep him and he loses his balance. With a fearful cry on his lips he falls over the side of the bridge and tumbles to his doom.

Quickly you remount your horse and coax him across to the far side. Angry voices echo from the gorge behind you as you spur him to the gallop and escape along the jungle trail beyond the bridge.

Turn to 205.

61

You enter this imposing herbalist's shop and stare in awe at the thousands of stoppered jars that line its wooden shelves and counters. They contain all manner of rare liquids, powders, roots, and tinctures, most with foreign names that are unfamiliar. You scour the jars and find only two that contain herbs from Sommerlund with which you are very familiar.

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

- Potion of Alether: increases COMBAT SKILL by 2 when swallowed before combat.

Each of these potions costs 3 Nobles (1 Noble = 1 Gold Crown). If you wish to purchase one or both of them, adjust your Action Chart accordingly.

To leave the emporium and continue along the main street, turn to 168.

62

The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide. You muster your Kai powers and cause a strong gust of wind to strike the creature's belly as it soars directly overhead. It makes the beast shudder, but it fails to deflect it from its chosen course.

The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.

Turn to 85.

63

As you leap from the parapet of the harbour bridge, you are caught in a terrifying crossfire of arrows.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Assimilance, add 2.

If your total score is now 0–1, turn to 162.

If it is 2–6, turn to 297.

If it is 7 or higher, turn to 256.

64

The woman is disappointed that you will not pay her charge and she asks you to leave her shop. As you are walking to the door she calls out:

‘Zinair is well-known. Perhaps you should ask the City Guards. They won't charge you for information.’

You thank her for the free advice and return to the square. The City Guards seem to be the only option left, and despite your feelings of unease, reluctantly you approach them and ask for their assistance.

Turn to 172.

65

Using your Grand Master Discipline, you focus upon the heads of the rivets which fix the bolt to the cell door, and you cause them to vibrate. Within a few minutes these rivets have become red hot. They expand and then split. Once the strength of their iron has been sufficiently undermined, you are able to wrench open the door of your cell.

Turn to 24.

66

You wake with the rising sun and take time to fix your damaged Backpack before leaving the timber yard to walk to the neighbouring ferry station. You can see the ferry approaching across the strait. It is loaded with carts and horses and more than a hundred people. A queue has formed at the station gate where a ferryman is waiting to collect the crossing fare. A board slung around his chest informs you that the price of the crossing is 2 Nobles.

If you can afford the price of the crossing, turn to 188.

If you do not have 2 Nobles, turn to 287.

67

You steel yourself to attack the creature as it spreads its massive jaws and gets ready to devour you whole.

Nigumu-sa: COMBAT SKILL 40   ENDURANCE 50

This creature is immune to all forms of psychic attack. Unless you possess Grand Nexus, reduce your COMBAT SKILL by 4 due to your desperate lack of oxygen. You are unable to consume any potions prior to the combat. If the Kai Weapon you wield is ‘Ulnarias’ or ‘Spawnsmite’, you will benefit from the bonus gained due to its unique properties.

If you win the combat, turn to 260.

68

A tingle rushes down your arm and a bolt of blue-white energy leaps from your hand to shatter the chain in two. The gate is blown open by the force of the blast and you and Melchar seize the opportunity to make a speedy escape.

You emerge into the busy street outside the racetrack and Melchar shouts for you to follow him. He pushes his way through the crowd and enters a narrow alley separating two shops.

Turn to 6.

69

While Jenkshi and the crew are busy repairing the ship's hull, you are approached by Grooja, the town elder. He is able to speak a little Sommlending and he asks if you would care to stay the night as a guest in his humble home. He says that he would be greatly honoured if you accepted his invitation and, rather than risk hurting his feelings, you agree to go.

Grooja lives in the best hut in all of Dlash-da Ralzuha. It is the best hut because it possesses a door and a roof which does not leak when it rains. Grooja's family prepare for you a meal of roasted vulture meat and boiled snakes. After this unusual feast, his wife invites their twenty grandchildren to come and entertain you with an ancient tribal dance in which they each spin around and around for as long as they can before they are violently sick. Whenever this happens the other members of Grooja's noisome clan scream and cheer them excitedly. When at last this display of quaint tribal culture comes to a natural end, Grooja's toothless wife sidles up to you and suggests that you should pay a visit to the ‘Shrine of the Oracle’. She assures you that this wondrous shrine is famous throughout this region for it dispenses infallible words of wisdom to all those who would seek its counsel.

If you wish to visit the shrine, turn to 299.

If you do not, turn to 178.

70

You utter the words of the Old Kingdom Spell Invisible Fist and project your open palm at the sniper. The force of your spell hits him in the chest and sends him tumbling backwards from his perch to land heavily upon the exposed roots of the tree. You hurry to his body and discover that his neck has snapped. To your disappointment, you also discover his blowpipe and horn are both useless, having been damaged by the fall.

Quickly you hide his body in the undergrowth and then you move deeper into the jungle, guided and drawn by the strange incessant noise.

Turn to 51.

71

On entering the shop you are greeted by a tall woman with pale skin and long black hair. She wears plain robes of brown cloth and a miniature crystal ball that dangles from a chain around her neck.

‘Welcome, stranger,’ she says, ‘I am Giolaer the Soothsayer. How may I help you?’

You ask if she can tell you where you will find Lord Zinair, the Dessian ambassador.

She looks into the miniature crystal ball for a few moments and then she replies: ‘I have that knowledge, and all it will cost you is 5 Nobles.’

If you wish to pay the Soothsayer 5 Nobles (or 5 Gold Crowns), turn to 283.

If you do not have enough money, or if you choose not to pay the sum she requests, turn to 64.

72

You suddenly recall that it is the custom of the guildsmen of Shadaki to offer a glass of liqueur to their prospective business clients. To refuse this offer is considered a grave insult. You do not wish to upset the guildsman, yet also you do not wish to leave the Suhnese waiting too long for you in the street outside the hall. There is a curfew in force and night is fast approaching.

If you choose to accept the guildsman's glass of liqueur, turn to 271.

If you choose to decline his offer and make an excuse in order to leave, turn to 95.

73

You spring forward and take a running leap at the gate. The momentum of your run carries you high enough to grab the crossbar and pull yourself astride it. You offer Melchar your hand and as soon as he grips it firmly you haul him up. As he struggles to pull himself over the top, one of Wrok's men grabs him by the legs. A desperate tug-of-war ensues between you and the henchmen, with the unlucky Melchar in the role of the rope. Suddenly the henchmen release his legs and you and your companion tumble over the gate to land with a thud on the street outside the racetrack.

You are getting to your feet when you hear the crowd around you are laughing, but it is not until you look at Melchar that you understand why. In the struggle with the henchmen the young journeyman has lost his breeches. Red-faced with embarrassment, Melchar shouts for you to follow him as he pushes his way through the giggling citizens and enters a narrow alleyway between two shops.

Turn to 174.

74

You raise your Bow and quickly fire an Arrow at the side of the creature's shimmering head. Yet it seems to sense the approaching shaft and the beast destroys it with a bolt of energy that emerges from the centre of its being. Desperate now to save your stricken mount, you rush forward and attack the creature with your Kai Weapon.

Illustration V—A bolt of energy emerges from the centre of the creature's being.

Tzoog: COMBAT SKILL 48   ENDURANCE 32

This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).

If you win this combat, turn to 149.

75

As you leap over the parapet, you utter the words of the Brotherhood Spell Levitation. By using this spell you are able to control the speed of your fall. Immediately your feet touch down on the floor of the hall below, you are able to rush to the main doors and escape from the citadel at a run.

Turn to 155.

76

You urge Gemulkin to turn his ship about for the fury of the electrical storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind.

Turn to 100.

77

Clutching at your wound, you hurry out of the park and descend the steep path which leads down to the harbour below. When you are sure that you have not been followed, you pause to use your Magnakai skills to heal your injury and check any poison that may have tainted the blade of the cursed dagger. Dusk is approaching by the time you reach The Azan, and when you go aboard you discover that the cargo has been fully loaded.

Captain Jenkshi is pleased with his crew and feels they deserve some reward for all their hard work. Half of his men would like to spend the night ashore at the Three Capstans Inn, one of their favourite taverns. The tavern-keeper delivered some fresh food to the ship during the afternoon, and he promised a free flagon of ale to any crew member who paid him a visit this evening. The captain gives his permission, but on one condition — all those who wish to go ashore this evening must be back on board before dawn breaks tomorrow.

‘We sail on the dawn tide,’ he bellows, ‘so don't expect to find us still here if y'roll up late.’

If you wish to go ashore and visit the Three Capstans Inn, turn to 144.

If you decide to stay aboard with the captain and the remaining crew members, turn to 288.

78

Oriah takes you to another antechamber where she opens a door concealed behind a hanging tapestry. A narrow torchlit passage lies beyond this door and together you follow it until you arrive at a domed alcove. Here Oriah touches the head of a marble statue and the alcove swivels open to reveal a balcony encircling a large hall. Peering over the parapet you see that it is the main entrance hall to Sesketera's citadel. Its polished stone floor lies some twenty feet below the balcony, and its doors are guarded by two impressive warriors. They are attired in gold armour which glimmers in the weak rays of sunlight that are now filtering into the hall through its stained glass roof.

‘Wait a few moments,’ whispers Oriah. ‘They are the night guards. Dawn is breaking and soon their watch will be over. There is always a lapse before the morning guards come on duty. The doors will then be unmanned and you will be able to escape from the citadel without being seen.’

Minutes later, just as she predicted, the warriors march away and leave the doors to the citadel unguarded. Oriah wishes you good luck, but as she leans forward to kiss you fondly on the cheek, a stern voice suddenly shatters the silence of the hall.

‘Oriah! What deceit is this!’

You spin around and see a tall, broad-shouldered man clad in a high-necked robe of purple silk. He has emerged from an archway and he is standing near the parapet rail at the far side of the balcony.

‘Sesketera … ’ gasps Oriah. She snatches her hands to her mouth and then she swoons and faints. You catch her as she falls and you lay her carefully down upon the floor. Sesketera shouts for his guards until he notices that the hall below is empty. He curses their absence, and then he begins to move around the balcony towards you. He is unarmed — but not for long. He grabs a ceremonial weapon from a stand of armour and quickens his pace. As he levels this deadly spear at your chest you see that his eyes are filled with a blind, jealous rage.

If you have ever visited the city of Bisutan in a previous Lone Wolf New Order adventure, turn to 322.

If you have not, turn to 43.

79

The bolt glances your shoulder and spins you to the ground: lose 3 ENDURANCE points. The old man emits a cry of shocked surprise when he sees you scramble to your feet and unsheathe your Kai Weapon. He turns tail and runs towards the village, shrieking hysterically.

You hear him calling the men of the village to gather their weapons. He denounces you, saying that you attacked him without provocation, and he orders that his men put you swiftly to the sword. Quickly you turn and run towards the ridge. You know that it would be useless to attempt to reason with these people and so you resolve to reach the trail and make a hasty escape.

Turn to 145.

80

The moment you voice the answer to the challenge,[10] the black globes disappear and the mist fades to reveal a lush, green, volcanic island that is crowned by a halo of silvery cloud. Your pulse races with anticipation as you feel the sea return beneath the keel of your craft, and a wind to propel you towards this wondrous isle. You have met the challenge and you have triumphed. Now you shall reap your reward by landing upon the shores of Lorn — the mystical realm of the exiled Shianti.

To continue, turn to 15.

[10] This is the correct answer to the question posed in Section 2.

81

Your Kai camouflage skills keep you hidden despite the glare of the gaolers' torches. As soon as they have passed by, you slip inside the guardroom and retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).

As you are sheathing your Kai Weapon into your belt, you hear the guards returning along the corridor. Looking around, you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron.

Turn to 314.

82

You raise your Kai Weapon and launch a swipe at the creature's neck. With stunning speed, the beast grabs your forearm with its free claw and stops you landing your blow. Its talons bite into your flesh and its crushing strength makes it hard for you to keep hold of your weapon: lose 3 ENDURANCE points.

The deck lurches as the ship is hit by a wave and the sudden movement throws the creature off-balance. As its grip slackens momentarily, you are able to twist yourself free from its claws and escape into an adjacent cargo hold.

Turn to 344.

83

The man curses you quietly under his breath and then he melts away into the taproom crowd. You leave the tavern and approach the Masama Warehouse. On entering this vast building you discover that it is filled with huge quantities of raw and basic commodities such as metals, grain, cloth, timber, and leather. As you inspect these basic materials you come across several crates of linen that are branded with a crown and star, the mark of Siyen. Your Kai senses tell you that it could be part of Radyard's cargo.

The owner of the warehouse approaches and asks the nature of your business. He has an oily smile that you could find easy to dislike. You ask if he knows Captain Radyard and his slippery smile turns into a scowl.

‘I charge for information,’ he snaps. ‘Hand over 3 Nobles or be on your way.’

If you wish to pay the man 3 Nobles (1 Noble = 1 Gold Crown), turn to 315.

If you refuse to pay him, turn to 217.

84

The captain complies with your powerful psychic suggestions and, without really knowing why, he orders his helmsman to steer towards the distant speck in the sea. As you draw closer, you see that the man is lying unconscious upon a raft made of coiled ropes and smashed timbers. A crewman brings him aboard and together you carry him to your cabin where you wrap him in a blanket and use your Kai healing skills to bring him back to consciousness.

As slowly the man recovers his senses, you learn that his name is Gregor Luggs. He is a Lourdenian sailor and sole survivor of a pirate attack which destroyed his ship and killed all of his fellow crewmen three days ago.

‘It was the Shadakine who done it,’ he says, trembling with anger. ‘They came upon us at night. Out o'the dark with not a deck light showin'. After they'd took all o'the cargo, they turned their cannons on us. We didn't stand a chance.’

Gregor thanks you repeatedly for saving his life. Another few hours and he would have died of exposure. As a mark of his gratitude he gives you an ornate Silver Clasp (record this on your Action Chart as a Special Item which you keep in your tunic pocket) and he insists that he pay you for allowing him to share your cabin and food. He takes 10 Gold Crowns from his belt pouch and offers them to you (if you decide to accept them, remember to adjust your Action Chart accordingly).

To continue, turn to 339.

85

You magnify your vision and focus on the tangle of burnt timber and ash that lies heaped inside the ruined hut. You are unable to see anything clearly, but you sense that there is something lying buried there. You tell the elder of your discovery and you see a flicker of fear in his old eyes. He says that there is nothing in the hut that could be of interest to the dragon, but your senses tell you otherwise. They also tell you that he is lying.

A group of villagers armed with long spears rush to the hut and attempt to stab the dragon. The creature roars at them and then flaps its leathery wings and begins to circle around the settlement once more. You slip away from your hiding place and hurry down to the ruins for you are determined to discover what it is that the dragon is seeking. Guided by your Sixth Sense, you uncover a bronze statuette from beneath the ashes. Then the dragon returns. It lashes out at the villagers with its clawed forelimbs and smashes their spears to matchwood. The men retreat in confusion and the dragon lands and settles itself beside the hut. You move to unsheathe your weapon but you freeze when suddenly the dragon speaks to you. The creature has the voice of a man.

The dragon pleads with you for the return of the statuette, for he says that it will remove the curse that has changed his shape. Your Kai senses detect that the creature speaks the truth, and that he is not the evil bane that the elder and the villagers have led you to believe. You notice that the elder and his men have left their hiding places and are now running towards the hut. You focus on the elder and see that a strange transformation has taken place. He is no longer the frail old man that he was; his face has become younger and it is contorted with a savage rage. Your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman and you sense that he, too, is a necromancer. He orders his men to take aim at you with their bows and blindly they obey his command. The dragon urges you to escape with him while you are able, and hurriedly you rush forward to climb upon his back as the first volley of arrows comes whistling through the hut.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 4 or lower, turn to 311.

If it is 5 or higher, turn to 134.

86

Suddenly the growling stops and you sense that the creatures are preparing to attack. Hurriedly you draw a weapon as two wolf-like animals come bounding towards you from the rear of the cave.

Kholo: COMBAT SKILL 40   ENDURANCE 28

These creatures are especially susceptible to all forms of psychic attack: double all bonuses if you possess Kai-surge and elect to use it.[11]

If you win this combat, turn to 101.

[11] As the Kholo is ‘especially susceptible to all forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.

87

Instinct and years of Kai training make you throw yourself to the ground. The blowpipe dart passes within inches of your scalp and then embeds itself in the stem of a broad-leaved plant. Black fluid oozes from the puncture hole made by its tip and you watch aghast as the plant rapidly shrivels and dies.

If you possess a Bow and wish to use it to return fire at the sniper in the tree, turn to 343.

If you do not possess a Bow, or if you choose not to use it, turn to 255.

88

You hear the spear come whistling towards you and instinctively you dive headlong through the doorway to avoid being struck in the back. Your swift reactions save your life but they do not save you from injury. The tip of the spear gouges your back and the force of impact knocks you to the ground: lose 4 ENDURANCE points.

Turn to 59.

89

The two henchmen draw their swords and the people pressed around them begin to panic. As a clear space forms, you see Melchar stoop to pick up a bottle dropped by the crowd. He hurls it at one of Wrok's men and it strikes him squarely on the forehead, leaving him sprawled unconscious on the ground.

His confederate whirls his shiny blade around his head and attacks you like a charging bull.

Wrok's Gate Guard: COMBAT SKILL 30   ENDURANCE 30

If you win this combat, turn to 331.

90

The bolt hits you and a brilliant flash of white light obliterates your senses: lose 8 ENDURANCE points. For a few moments you lose consciousness; then your senses return and you struggle to your feet. Stunned and disoriented, you shake your head in an effort to clear your blurred vision. Images swirl before your eyes, weaving and coalescing to create a fearful sight. The flickering night-creature has fixed itself to the neck of your horse like some nightmarish vampire. Tethered by his reins, your mount is unable to escape from the leech-like maw of this supernatural creature.

If you possess Kai-alchemy and wish to use it, turn to 19.

If you possess Magi-magic and wish to use it, turn to 122.

If you possess Kai-surge and wish to use it, turn to 169.

If you possess none of these skills, or if you choose not to use any of them, turn to 349.

91

You throw yourself to the decking and take cover behind the wooden parapet of the prow as the enemy's shot rips into the sails and rigging. Suddenly you hear a tremendous crack directly overhead that makes you glance up at the topsails. To your horror you see a section of the foremast has been shot through and it is now falling towards the deck, directly at the place where you are taking cover.

Pick a number from the Random Number Table. If you have Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 0–3, turn to 28.

If it is now 4–6, turn to 348.

If it is 7 or higher, turn to 231.

92

You estimate that you are less than a mile from the mainland coast — a comfortable distance for a good swimmer, especially for one who possesses the strength and stamina of a Kai Grand Master.

You say farewell to Captain Radyard and he thanks you for your selflessness. He orders his crew to hoist the sails, and he tells his bo'sun to wave a white flag from the stern deck to signal to Sesketera that he is complying with his commands. A longboat is launched from The Triasus to collect you. It is carrying an officer and six marines, each armed with a half-pike and a Bor pistol. Radyard suggests that you go to the head of the boarding ladder so that you can surrender to the longboat's officer when he comes aboard.

‘Who said anything about surrender?’ you retort.

‘But … I thought … ,’ stutters the captain.

‘I've no intention of surrendering to Sesketera!’ you say, and before Radyard can utter another word, you vault over the gunwale and plunge feet-first into the clear blue sea.

Turn to 128.

93

You leave the taverna and follow the road into dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy. During your trek to Jazer, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose a further 3 ENDURANCE points.

As the sun approaches the horizon, the road passes across a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect with the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn.

It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.

If you wish to find lodging for the night, turn to 138.

If you decide to sleep in the open, turn to 203.

94

You dismount from your mule and hurry into the village. The fiercest fire is raging through the roof of the largest hut which dominates the centre of the settlement, and it is here that you concentrate your efforts. Using your Magnakai Discipline of Nexus, you are able to limit the spread of the flames and allow the villagers time to collect water with which they put out the blaze. Your Kai skill protects you from the scorching heat of the fire, but your Backpack is damaged and you lose two pieces of equipment. (Erase any two Backpack Items from your Action Chart.)

When all of the smaller fires in the surrounding huts have also been extinguished, the elder of the village thanks you for your timely help. He tells you that the fire was started deliberately by a dragon that dwells in the Hulhuk Mountains.

‘It is the bane of our humble village,’ he says, shaking his head sadly, ‘and we fear that it will return this night to finish us.’ Seeing the Kai Weapon sheathed at your side, the elder looks at you with renewed hope in his eyes. He begs you to stay here tonight and help rid the village of its bane.

If you wish to stay and help the villagers, turn to 267.

If you decide not to help them, turn to 213.

95

The guildsman takes great offence when you decline to drink with him. He slams the decanter and glasses onto his desk, and then he orders you to leave his chambers and never set foot in Coppersmiths' Hall ever again.

Outside the Hall you rejoin the Suhnese crewmen and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.

96

You know that it is only a matter of time before the creature finds your hiding place. Rather than wait to be found, you decide to launch a surprise attack. Using your advanced mastery, you create a noise in the opposite corner of the hold, behind a pair of water barrels. The creature immediately pounces on top of the barrels and slashes at the void behind them. You seize this moment to leave your hiding place and attack the creature from behind.

Zhürc: COMBAT SKILL 52   ENDURANCE 40

Ignore any ENDURANCE point losses sustained in the first two rounds of this fight, due to the effectiveness of your surprise attack. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you win the fight, turn to 50.

97

Inside you discover that the building is filled with vast quantities of raw and basic commodities such as metals, grain, cloth, timber, and leather. As you inspect these basic materials you come across several crates of linen that are branded with a crown and star, the mark of Siyen. Your Kai senses tell you that it could be part of Radyard's cargo.

The owner of the warehouse approaches and asks the nature of your business. He has an oily smile that you could find easy to dislike. You ask if he knows Captain Radyard and his slippery smile turns into a scowl:

‘I charge for information,’ he snaps. ‘Hand over 3 Nobles or be on your way.’

If you wish to pay the man 3 Nobles (1 Noble = 1 Gold Crown), turn to 315.

If you refuse to pay him, turn to 217.

98

At length the avenue arrives at a busy market square. On entering, you are assailed from all sides by merchants eager to sell their wares. All manner of goods are offered but most are of little or no use to you. As you push your way through the merchants, you notice a market stall that sells healing concoctions. One of these is Laumspur for which the vendor is asking 2 Nobles per potion. (Each Potion of Laumspur restores 4 ENDURANCE points when consumed after combat.)

If you wish to ask the vendor if he knows the whereabouts of Lord Zinair, turn to 238.

If you choose to leave the stall and cross over to the far side of the square, turn to 53.

99

At first the old man is reluctant to lower his price, but when you shake your head and step towards the door as if to leave, he changes his mind and agrees to sell the doll for 7 Gold Crowns. You nod in agreement and carefully the old man wraps the doll in a square of linen while you count out 7 Gold Crowns from your Belt Pouch. With trembling hands he takes the coins and gives you the package which you place into your Backpack.

Record the Nhang Doll on your Action Chart as a Backpack Item, and remember to subtract 7 Gold Crowns from your current total.

To leave the curio shop and continue, turn to 204.

100

Sailing towards you across the Sea of Winds come three pirate ships. They are long and low and rakish, with sleek black hulls and armoured decking. Their scarlet sails are filled by a gusting wind and they move through the water with a silent, ominous speed.

Trapped between storm and buccaneers, Gemulkin faces a difficult decision. He can either confront the approaching raiders or brave the dangers of the storm. He chooses the latter, and as the Vargas swings back once more towards Shuri Point, the buccaneers hold off and wait expectantly for the storm to lay claim to your vulnerable ship.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 25.

If it is 5–9, turn to 147.

101

You wipe your weapon on the scraggy bodies of the slain kholo and then you drag them out of the cave by their tails. Your encounter with these wild animals leaves you feeling anxious for your safety, and you spend a restless night in the cave listening to the rain and the sounds of the surrounding jungle.

During your lonely vigil, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.

Turn to 146.

102

The dragon lands at his lair in the mountains and folds his wings to allow you to climb down easily from his scaly back. Carefully you place the bronze statuette into his clawed hand and witness a wondrous transformation take place. Slowly the dragon shrinks and its body changes into that of a tall man with a proud and noble countenance. He introduces himself to you as Cresosa, the leader of the Rivorzha tribe who dwell on the eastern slopes of the Hulhuk Mountains. Unlike the villagers, Cresosa's people have resisted Ulonga's evil rule, even though their resistance has forced them out of their coastal villages to seek refuge in the mountains. The statuette has broken a curse placed upon Cresosa by Ulonga the Shaman, and now he is able to return to his people and lead them back to their abandoned homes.

Before you say farewell, Cresosa offers you two Potions of Laumspur (each of these Backpack Items will restore 4 ENDURANCE points when swallowed after combat). He then gives you directions which take you back to the trail, to a place where a bridge crosses a steep-banked river. Your map tells you that this is a tributary of the River Ito, and you decide to stop here to rest until dawn before continuing your trek to Caeno on foot.

Illustration VI—The dragon becomes Cresosa, leader of the Rivorzha tribe from the Hulhuk Mountains.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 300.

103

Your polite request is met by a torrent of shouts and coarse laughter from the drunken Eldenorans. Yet the captain does as you ask; he releases his grip and lets the gasping crewman drop in a heap to the taproom floor. You motion to the others that it is time to leave. Without a word they leave their tables and move towards the door, pausing only to pick up their injured comrade as they go. With the threats and crude curses of the Eldenorans ringing in your ears, you walk away from the Three Capstans Inn and return to the harbour. The crew feel angry and frustrated by what has happened, yet they know that your cool-headed intervention has saved them from far worse treatment at the hands of the brutish Eldenorans, and for that they are grateful.

Turn to 268.

104

Your Grand Mastery skill warns you that these seemingly innocuous plants are Liera. Their petals contain a powerful narcotic which can be ground down to a fine powder and used in potions to make a person susceptible to mental suggestion (mind control).

There are sufficient plants here to produce two Potions of Liera. If you wish to keep one or both of these potions, record each one on your Action Chart as a Backpack Item.

To continue, turn to 205.

105

You unsheathe your Kai Weapon and take hold of its blade. As the looter raises his knife, you hurl it at him and it sinks deeply into his chest, spinning him backwards to the ground with the force of its impact. The other men roughly push Chinn aside and come rushing at you with weapons drawn. You can see by the look in their eyes that they are determined to avenge their fallen comrade.

Looters: COMBAT SKILL 34   ENDURANCE 29

You must fight the first round of this combat unarmed (you receive no weapon bonuses). If you possess a normal weapon, you may use it at the start of the second round.

If you win this combat, you may retrieve your Kai Weapon. You may then continue by turning to 257.

106

Sesketera succeeds in fending off your Arrow and, with breathtaking speed, he lunges forwards and cleaves your Bow in two with the blade of his spear (delete this weapon from your Action Chart).

You drop the sundered halves of your shattered Bow and leap back to avoid a sudden whirlwind flurry of thrusts and sweeps that threaten to decapitate you. Hurriedly you unsheathe your Kai Weapon and the clang of striking metal echoes throughout the hall as you parry Sesketera's relentless rain of blows. Then the sharp report of your colliding weapons is answered by the dull ringing of a bell in a distant part of the citadel. It is an alarm bell, and it is announcing your escape from the dungeons of the gaol.

Sesketera (with Medallion of Weaponskill): COMBAT SKILL 53   ENDURANCE 42

Conduct this combat in the normal way for 2 rounds only. If you are still alive after two rounds, do not continue the fight. Turn instead to Section 215.

107

When first you enter the mists, it seems as if you are no longer sailing upon a sea of water. It becomes a blended sea and sky of deep blue light, without horizon or boundary — a limitless space. Gradually you detect vague shadows passing quickly by, and then distant sounds, like muffled whispers, surging then pulsing away before you can catch the words. Then you see globes of darkness hovering to and fro, and your Kai senses scream a warning that these are invaders, evil intruders in this realm of ghostly mist. They grow in numbers and begin to spiral around your boat, whispering and laughing and babbling all the while. You feel your boat gradually slowing until it ceases to move at all. Fear grips you when you realise that these mischievous black spheres have the power to hold you prisoner, to keep you from ever reaching the shores of Lorn. Suddenly the vague sounds and voices in your mind begin to crystallize into words that you can understand.

You have proved your physical courage, foolish follower of Kai. But now you must put your mental strength to the test if you wish to find the Isle of Lorn.

The eerie voice laughs and you steel yourself to meet its mental challenge.

How many heads are fixed upon the harbour gate of Suhn?

If you think you know the answer to this challenge, turn now to the section which is the same as your answer.[12]

If you do not know the answer to this challenge, turn to 158.

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

108

You pat your Belt Pouch to make the coins inside jingle, and then you tell the innkeeper that you want to buy your companions a drink.

‘What's wrong wiv' you? Ya hard o'hearin'? I said get out and I meant get out!’ And with these harsh words the innkeeper flashes a glance at a group of mean-faced men who are standing along the counter. They put down their ales and then move slowly towards you, their hands hovering menacingly around the hilts of their swords and daggers. For a few anxious moments it looks as if a fight is about to break out, but then a gruff voice arises from the corner of the taproom and the men halt in their tracks.

‘Hold y'horses,’ says the commanding voice. ‘Let me speak with the Northlander.’

You peer across the smoky room and see that the voice belongs to a stout, bearded man who is sitting alone in an alcove. He beckons you to join him, but when you approach his table in the company of the Suhnese crewmen he suddenly snaps at you: ‘I said I wanted to speak to you, not these raggin' crows. If you want to do business with me, they'll have to wait for you in the street outside.’

If you decide to agree to his terms, turn to 164.

If you refuse to part company with the Suhnese, turn to 121.

109

The two-day voyage to Nhang passes swiftly and without incident and you arrive at the port early on the morning of the third day. The entrance to Nhang harbour is noted for its eighty fearsome stone statues, known as ‘The Warriors of Nhang’, which stand in two lines and form a double colonnade out into the sea. Their ferocious granite faces glare down at you unmercifully as the Embassage sails between them and docks at the quay.

Before you disembark, Captain Leonghi warns you to be on your guard while you are in the city. The natives still harbour loyalties to the memory of Shasarak, and recent uprisings have led to the imposition of a dusk-to-dawn curfew. He advises you to go directly to the city of Tiklu and seek out his cousin Gemulkin. He, too, is a merchant captain and he regularly plies a trader between Tiklu and the Port of Suhn. Leonghi gives you a scroll (record this Special Item on your Action Chart as Leonghi's Scroll; you keep it in a pocket of your tunic). It is a letter of introduction which bears his seal, and in it he asks his cousin to take you to Suhn.

You thank the captain for all his help and then disembark onto Nhang quay. You leave the port area and follow The Street of the Full Moon — the main thoroughfare which bisects the city and ends at its West Gate. Your first impressions of Nhang are mixed. The striking design and construction of its buildings amaze you, but the dismal mood of its natives and the large number of street beggars leave you with the feeling that the city could erupt at any time.

You pass many hundreds of shops and they all appear dingy and uninteresting until you happen upon a triangular building, created by a fork in the road. It has no sign stating its business, but by the nature of the various goods displayed in its window you judge it to be an emporium.

If you wish to enter this shop, turn to 156.

If you wish to continue walking along the street, turn to 281.

110

You meet with Melchar as planned, and after a meagre breakfast at the inn, you follow the crowds who are making their way through the streets to the Caeno racetrack. This magnificent establishment dominates the city's eastern quarter and it has provided the venue for this spectacular derby for more than a century. Unlike the famous horse races held in Slovia and Lourden, the Caeno Derby is run by guanza — large bipedal lizards that are bred and trained throughout the Southlands. Huge sums are bet on the big race and the owner of the winning guanza stands to collect a purse of 100,000 Nobles.

On entering the racetrack you and your companion make your way through the crowds to the parade enclosures. Melchar is keen to bet on the favourite — Forlu-zhan — but he wants to view the other runners before placing his wager with Wrok the Bookmaker. Having satisfied himself that the favourite will win, he goes off to the betting ring while you stay at the enclosure and watch the guanza lope past. As Forlu-zhan passes by, your Magnakai Discipline of Animal Control tells you that something is wrong. You sense that the favourite has been drugged with a mild tincture of graveweed and that he will be incapable of winning the race. Quickly you hurry to the betting ring to stop Melchar placing his wager. He is about to hand over his money when you catch up with him and tell him what you know. Melchar cancels his bet and Wrok the Bookmaker glares at you with undisguised hatred. He signals to a group of his henchmen and swiftly they surround you both. The moment the race begins you and Melchar are grabbed from behind and manhandled out of the betting ring. Wrok's henchmen bundle you into a tack room below the public stands, but before they can lock the door, you draw your weapon and attack them.

Wrok's Henchmen (6): COMBAT SKILL 38   ENDURANCE 36

If you win this combat, turn to 206.

111

Your Kai senses alert you to danger as you draw closer to the burning wreck. You warn the captain and at first he is sceptical. Then he, too, senses that something is greatly amiss and he orders the crew to hoist the mainsail in order to reduce speed. His caution is soon rewarded when suddenly a Shadakine man o'war breaks cover from between two rocky islets and comes surging towards The Azan. Jenkshi orders the crew to lower the mainsail once more and begin evasive action, but the wind is starting to change and this greatly hampers his escape plan.

You magnify your vision and scour the prow and foredecks of the approaching ship. It is dressed with the scarlet sails of a Shadaki buccaneer vessel and it is sitting very low in the water. You hazard a guess that it must be fully laden with booty stolen from the hold of the burning trader. With the wind going against him, Jenkshi takes a calculated gamble. He orders his helmsman to steer towards a narrow channel between two nearby islets. He is hoping that his lighter craft will be able to pass through the shallows here and gain precious time while the heavier enemy ship will be forced to go around the isles to avoid running aground. It is a bold manoeuvre, and one that is made all the more dangerous when the enemy captain suddenly turns his vessel and runs it parallel to The Azan. To your horror you see that the Shadakine man o'war is armed with deck cannons. As it gains on your ship you see clouds of white smoke and flame erupt all along its hull. Then seconds later you hear the rumbling roar of its cannons, followed closely by the terrifying shriek of its deadly ball and chain shot as it comes hurtling through the air towards your vulnerable ship.

Illustration VII—You hear the rumbling roar of the ship's cannons as the deadly ball and chain shot hurtles towards you.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 218.

If it is 7–9, turn to 91.

112

You prise open the trapdoor and discover a secret compartment, built for the smuggling of contraband. The compartment is empty but it is of no use — it is too small a space in which to hide. You glance at the doorway and see the creature rushing towards the hold. You cannot hope to hide from it now. Your Sixth Sense tells you that it wants the Moonstone and that it will stop at nothing to take it from you.

If you wish to stand and fight the creature, turn to 270.

If you choose to try to evade it by climbing the ladder to the foredeck hatch, turn to 242.

113

Radyard is clearly impressed by your act of selflessness and he thanks you. He orders his crew to hoist the sails, and he tells his bo'sun to wave a white flag from the stern deck to signal to Sesketera that he is complying with his command. A longboat is launched from The Triasus to collect you. It is carrying an officer and six marines, each armed with a half-pike and a Bor pistol. You present yourself to the officer and he ties your hands with cord before placing you aboard the boat. Radyard and his crew watch grim-faced as the longboat pushes off and begins its return run. Four of the marines are rowing whilst the officer and the other two watch you closely, the tips of their shortened naval pikes never wandering far from the vicinity of your heart. You turn to look to the jungle shore, less than half a mile distant, and suddenly a bold plan springs into your mind.

If you possess the Discipline of Kai-surge, turn to 37.

If you do not, turn to 312.

114

The inside of the taverna is crowded with travellers eating their meals, and serving girls rushing to and fro clutching trays piled high with food and ale. All of the tables are occupied and there are no spare places.

‘We're full up — can't you see that!’ bellows a surly waitress. She slams her tray down on a nearby table, startling the meek-faced group of pilgrims who are seated there.

‘If you want food it'll cost you 4 Nobles … and you'll have to eat it outside!’

The meals here are very expensive, but your rumbling stomach reminds you that you are very hungry and the city of Jazer is still half a day's walk away.

If you wish to buy a Meal here, turn to 29.

If you decide not to, turn to 93.

115

Using your advanced psychic skill, you focus upon the heads of the rivets which fix the bolt to the cell door, and you cause them to vibrate. It is a slow and demanding task (lose 3 ENDURANCE points) but eventually these rivets heat up, expand, and then split. When the strength of their iron has been sufficiently undermined, you are then able to wrench open the cell door.

Turn to 24.

116

As soon as you walk into the busy market square you are assailed from all sides by merchants eager to sell their wares. All manner of goods are offered but most are of little or no use to you. As you push your way through the merchants, you notice a market stall that sells healing concoctions. One of these is Laumspur for which the vendor is asking 2 Nobles per potion. (Each Potion of Laumspur restores 4 ENDURANCE points when consumed after combat.)

If you wish to ask the vendor if he knows the whereabouts of Lord Zinair, turn to 238.

If you choose to leave the stall and continue across the square, turn to 53.

117

You dismount from your mule and hurry into the village. The fiercest fire is raging through the roof of the largest hut which dominates the centre of the settlement, and it is here that you use your Kai skill to best effect. You suppress the flames, shrinking them and containing them so that the villagers are able to approach with buckets of water and put out the blaze.

When all of the smaller fires in the surrounding huts have also been extinguished, the elder of the village thanks you for your timely help. He tells you that the fire was started deliberately by a dragon that dwells in the Hulhuk Mountains.

‘It is the bane of our humble village,’ he says, shaking his head sadly. ‘We fear that it will return this night to finish us.’ Seeing the Kai Weapon sheathed at your side, the elder looks at you with hope in his eyes. He begs you to stay here tonight and help rid the village of its bane.

If you wish to stay and help the villagers, turn to 267.

If you decide not to help them, turn to 213.

118

Lord Rimoah bids you goodnight and reminds you that he shall call for you at an hour before dawn. You retire to bed and stare at the ceiling as you think about the quest that lies ahead. No sooner have you fallen asleep, or so it seems, than you are awoken by Rimoah's knock on the door. You gather your Weapons and belongings and then walk with him through a procession of torchlit corridors that lead to the entrance to the tower. As you approach the main doors, Rimoah indicates a chamber off to your right.

‘That is the Tower Armoury, Grand Master,’ he says. ‘You are welcome to inspect it and take whatever you wish before you embark upon your voyage.’

If you wish to accept Rimoah's offer, you may enter the armoury and examine its contents by turning to 152.

If you decide to decline his offer, turn to 49.

119

The woman leads you through the shabby streets of Masama to her house on the boundary of the town's wealthy quarter. It is a two-storey dwelling, modest in comparison to others nearby yet richly appointed, with servants, a stable, and a fragrant orchard of guyan trees. You are ushered upstairs to where a young girl lies in a darkened room. She has a fever and a sickly grey pallor that makes her look more than twice her age. You recognize at once that she is suffering from Mysua. It is a disease that is spread by swamp flies and is not uncommon among the jungle-dwellers of Shadaki.

Using your Magnakai Curing skills, and aided by the presence of the Moonstone, you are able to neutralise the infection that has ravaged this young girl's body. Within a few hours her fever has disappeared and a healthy colour returns to her face. She shows every sign they she will make a complete recovery. Her mother is overjoyed and she thanks you repeatedly. She insists that you stay here as her guest and she provides you with your own room overlooking the river.

Over a delicious evening meal prepared by her servants, you learn that her name is Tiosanna. She is the widow of a wealthy trader who was killed at sea when his ship was attacked and plundered by buccaneers. When her only daughter recently fell ill with fever, she feared she was going to lose her as well. She rarely goes to the market, yet a strange compulsion made her go today. She cannot explain, but the moment she saw you she knew that it was within your power to save her daughter's life.

You retire early to bed and sleep soundly (you may restore 6 ENDURANCE points). When you rise at dawn, you are feeling fresh and eager to continue your journey to the Isle of Lorn. In appreciation for saving her daughter's life, Tiosanna gives you a horse. Gladly you accept her generous gift and you bid them both a fond farewell before you set off along ‘The Dragon's Tail’ — the name given by the natives of this region to the overland route from Masama to the city of Kitaezi.

After consulting your map you estimate that it should take you no more than two days to reach Kitaezi. The weather has settled and the overland trail proves far smoother than its given name implies. By mid-afternoon you have covered more than 50 miles and you are pleased with your progress.

You are passing through a range of forested hills and gullies when you come to an unexpected fork in the trail. A signpost says that both branches of this fork lead to Kitaezi, yet it does not give any indication which is the shorter or the safer route to take.

If you wish to take the left fork in the road, turn to 196.

If you decide to take the right fork, turn to 289.

120

The moment you voice the answer to the challenge,[13] the black globes disappear and the mist fades to reveal a lush, green, volcanic island that is crowned by a halo of silvery cloud. Your pulse races with anticipation as you feel the sea return beneath the keel of your craft, and a wind to propel you towards this wondrous isle. You have met the challenge and you have triumphed. Now you shall reap your reward by landing upon the shores of Lorn — mystical realm of the exiled Shianti.

To continue, turn to 15.

[13] This is the correct answer to the question posed in Section 107.

121

‘Ha! I've no time for fools!’ retorts the bearded man. ‘Do as the innkeeper says — be on your way.’

The drunken louts in this taproom start to jeer and throw food and ale at your companions. In the face of this mindless abuse you lead them out of the tavern and begin retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.

122

You focus on the creature and utter the Old Kingdom word of power Gloar! The supernatural beast shudders as the force of your spell-word strikes, but it quickly recovers and continues its terrible attack upon your horse. Desperate now to save your weakening mount, you rush forward to strike the beast with your Kai Weapon.

Tzoog: COMBAT SKILL 48   ENDURANCE 32

This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).

If you win this combat, turn to 149.

123

You take a handful of coins from your Belt Pouch and offer them to Radyard as payment for your passage to Masama, but the jovial captain declines to accept them. There is plenty of room on his ship and he is happy to allow you to stay aboard for free. He refills your glass with ale and then he proposes a toast. It is one that you readily applaud:

‘To the long and continuing friendship of our peoples — to Sommerlund and Siyen!’

Turn to 239.

124

You push open the tavern's creaky door and step into a low-ceilinged room that is poorly lit and furnished. The air is thick with the smell of burning tallow, and customers sit hunched and unspeaking over their glasses of warm rice wine. The one-armed tavern keeper flashes a toothless grin. ‘Wanna room?’ he mutters. You nod and place two coins on the counter and he tosses you a key engraved with the numeral ‘1’.

Your room is located at the rear of the tavern, next to the communal lavatory. You draw upon your Kai skills to suppress your sense of smell and prop a solitary chair beneath the door handle to keep it shut. Apart from the chair, a bare mattress of straw is the only other item of furniture. It is a warm night and you have no need of a blanket and so you lie on the mattress and use your satchel and Backpack for pillows. Soon you have fallen into a deep sleep.

Pick a number from the Random Number Table.

If the number you have picked is 0 — 4, turn to 341.

If it is 5 — 9, turn to 223.

125

You insert the key in the door and twist it. To your relief, you hear and feel the lock disengage and then the door creaks open to reveal a flight of spiral stairs which ascend into darkness above.

Hurriedly you climb these stone steps and come to a landing where several corridors converge. Some are occupied by gaolers and other officials of Sesketera's citadel who are going about their duties. Then you hear the sound of footsteps ascending the stairs behind you, and it reminds you of the pressing need to keep moving. You draw upon your Magnakai Disciplines of Huntmastery and Pathsmanship to help in choosing the best route and, to your surprise, in so doing you discover a secret panel in the wall at the head of the staircase. You reach out and press a raised stud and the concealed panel slides open to reveal a narrow passageway beyond. Quickly you enter this passage and the panel automatically clicks shut behind you.

Turn to 170.

126

You follow the shadowy alleyway until you arrive at a small square which is flanked on all sides by dingy hovels and derelict shops. Only one of these shops is open for business. A sign nailed above its worm-eaten door says: DULGH'S CURIOS.

A bell tinkles as you push open the creaking door and a gust of stale, musty air makes you cough as you step into the gloomy interior. Despite its decrepit appearance, you quickly discover that this shop is full of strange and fascinating artefacts. One in particular catches your eye. It is a porcelain figurine of a small child which has uncannily lifelike eyes.

‘Ah, you're a Sommlending, and you're a connoisseur too I see,’ says a reedy voice. From behind a stand of rusty armour there suddenly appears a little old man. He squints at you through his thick spectacles and wrinkles his face into the semblance of a smile.

‘It is a genuine Nhang Doll, one of the original one hundred that were made for Emperor Hyunstai. Very rare indeed. I'm loath to sell but, well, times are hard. It can be yours for a mere 10 Gold Crowns.’

Illustration VIII—‘It is a genuine Nhang Doll, one of the original 100 that were made for Emperor Hyunstai. Very rare indeed.’

If you are willing to buy this doll for 10 Gold Crowns, turn to 21.

If you wish to buy the doll but would first like to barter with the old man to see if he will lower his price, turn to 99.

If you do not wish to purchase the doll, you can leave the curio shop by turning to 204.

127

You go to the foot of the hatch ladder and recite the words of the Brotherhood Spell Levitation. As you rise, you guide yourself through the hatch and emerge on the foredeck. Quickly you cancel the spell for fear of becoming entangled in the rigging and ruined sails that lie strewn across the decks of this doomed trader. Every mast has fallen and the stern is slowly submerging beneath the relentless waves. You scour the shattered main deck but you can see no sign of survivors. Then you glimpse a hand protruding from beneath a mass of debris, and you stagger across the shifting deck towards it. Suddenly the prow is struck by a cresting wave and you are catapulted off the deck and into the angry sea.

Turn to 4.

128

The sea is warm and its clarity makes it easy for you to locate the massive hull of The Triasus. Having filled your lungs before you hit the water, you stay submerged and strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera's flagship do you come up for air. As you break the surface you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera's crew begin to laugh and jeer.

You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.

To continue, turn to 243.

129

As you come racing to the edge, you leap into the air and hurl yourself towards a wall of jungle trees that rise up on the far side of the pit.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or less, turn to 9.

If it is 4 or more, turn to 183.

130

You take a torch from its bracket in the wall and hurl it down the corridor. Then, using your Kai camouflage skills, you press yourself into a shadowy recess in the wall and remain completely still. The guards hear something clatter along the floor outside their room and they react immediately. They grab fresh torches and rush to investigate both the noise and the sudden dimness that has enveloped the corridor. The moment they step through the doorway, your hiding place is illuminated by the glare of their torches.

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

If your total score is now 4 or lower, turn to 222.

If it is 5 or higher, turn to 81.

131

You whisper the words of the Brotherhood Spell Lightning Hand and wait for the familiar tingle of power to occur in your arm before you leap up and point at the creature in the doorway. There is a flash of bluish light, and then a bolt of energy arcs from your finger to hit the beast in the neck. The impact of your magical missile slams the creature against the wall of the hold, but it does not incapacitate it. Before it can fully recover, you unsheathe your Kai Weapon and rush forward to strike the first blow.

Zhürc: COMBAT SKILL 50   ENDURANCE 38

Ignore any ENDURANCE point losses sustained in the first round of this fight, due to the effectiveness of your Brotherhood Spell. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you win the fight, turn to 50.

132

Despite the actions you employ to lessen the risk of injury, your leap from the balcony leaves you with bruises to your legs and shoulders, and a painfully wrenched ankle: lose 3 ENDURANCE points.

You call upon your Magnakai Curing skills to help suppress the pain as you drag yourself to your feet. Then you stagger to the main doors, throw them open, and escape from the citadel as fast as you are able.

Turn to 155.

133

You try to dive out of the path of the speeding dart but your reactions are too slow to avoid it hitting you in the arm. Quickly you pluck it from your flesh and inspect its tip for poison. Your stomach churns when you see that it is smeared with a noisome black fluid. Then a sudden wave of nausea washes over you, confirming your worst fears.

If you possess the Grand Master Discipline of Deliverance, turn to 46.

If you do not, turn to 236.

134

Your speed and Kai reflexes keep you safe from the deadly hail of arrows that follow in your wake as you escape from the village astride the back of the winged dragon.

Turn to 102.

135

You hurl yourself to one side to avoid being hit, but the blade has been cursed by evil magic. It swerves in mid-air and strikes you just above the left elbow. It rips your tunic and grazes your flesh: lose 1 ENDURANCE point.

To continue, turn to 77.

136

Fearing that Hiojin will carry out his threat, in desperation you make one last attempt to reason with the man.

‘If I were an assassin, do you really think that I would ask the City Guard for directions to my victim's house?’

Hiojin frowns. He is beginning to have doubts about his assumption that you are a hired killer. Rather than admit that he could be wrong he begins to bluster:

‘Er, I'll have to look into this further. In the meantime you will be held here pending … er, further investigations.’

Hiojin quickly summons his men and has you taken away and placed in a solitary cell.

Turn to 33.

137

Three miles from the village you discover a jungle trail. You keep to this trail and stay on the move all night, foregoing rest in order to distance yourself from the hostile natives. Shortly before dawn, you crest a wooded ridge and see the port of Masama in the distance. It lies astride a wide river that is dotted with many trading ships and fishing boats.

As you approach the port, your muddy and dishevelled appearance attracts jibes from the children of Masama. Stung by their rude remarks, you decide that you are in desperate need of a bath and so you go down to the river bank to wash away the worst of the grime. While you are here you notice that the two halves of the town are connected by a series of wooden bridges. The opposite side of the river is home to the business district. Here are wharves and warehouses and a quay that is filled to overflowing with trading ships and barges. The Seasprite was bound for this port, and although you cannot see her moored among the scores of ships at the quay, you decide to go there and check if Radyard and his crew are still in port.

You cross the river by bridge and enter a market square bordered by warehouses, taverns, and busy trade emporia that are crowded with foreign crews. As your keen eye wanders around this bustling scene, you try to decide where first to look for Radyard and his men.

If you wish enquire at Ljama's Emporium, turn to 180.

If you choose to enter the Great Masama Warehouse & Trading Post, turn to 97.

If you decide to try at the Freetrader's Tavern, turn to 30.

138

Following the city's signposts, you make your way to the ferry station. Nearby you find an inexpensive tavern which overlooks the waterfront. A rusting sign bolted to its door states that a room and meal here cost 2 Nobles a night.

If you can afford the price and you wish to enter the tavern, turn to 124.

If you cannot afford the price, or if you choose not to enter the tavern, turn to 36.

139

On returning to Grooja's hut, you find Tolshi waiting there for you. He asks you to accompany him to the ship at once for the captain needs you to help with the repairs. It is as if your silent prayers for rescue have been answered. You thank the elder for the visit to the oracle, and his wife for her hospitality, and then you leave quickly with the helmsman.

‘The captain doesn't really need your help,’ confides a grinning Tolshi, as you make your way hurriedly through the hovels of Dlash-da Ralzuha towards its torchlit harbour. ‘He just thought you'd welcome an excuse for not having to stay all night at Grooja's flea-ridden shack!’

On your return to the ship you thank the captain for sending Tolshi to rescue you, and to show your appreciation, you help the crew to patch the damaged hull. By first light the repairs have been completed and the cargo is then reloaded into the hold. Jenkshi gives Grooja and the natives some copper ingots as payment for their help, and then the crew cast off and catch the morning tide.

For two days The Azan hugs the coastline as it sails a southerly course to Ghol-Tabras. The weather is kind and the ship makes good progress, enabling you to enter port shortly before dusk.

Turn to 200.

140

The bridge continues to sway and you find it increasingly difficult to keep your horse from rearing up in panic. Suddenly a group of native bandits emerge from the jungle behind you and they gather around the entrance to the bridge. The tallest man is carrying an axe. He grasps one of the heavy ropes which anchor the bridge, and he raises his axe threateningly. Again you hear the voice echoing from the crevice, repeating its demand that you cast all of your possessions into the gorge.

If you possess a Bow and wish to use it, turn to 247.

If you do not, or if you choose not to use it, turn to 60.

141

Your advanced healing skills tell you that the owner of the shop is a very sick man. You sense that his illness is caused by his constant exposure to the vapours from dyes and potions that he keeps in stock. You offer to help cure him of his ailment and at first he is sceptical. In the past he has wasted hundreds of Nobles on physicians and their quack remedies, and all to no avail. It is not until you offer to treat him without charge that he has a sudden change of heart.

You place one hand on his chest and the other on his forehead. Then you concentrate on projecting your healing power into his body and you sense that toxins in his blood are beginning to disappear. Gradually his damaged internal organs rejuvenate and his skin takes on a healthy glow.

Astonished and delighted by the miraculous recovery you have brought about, the shopkeeper takes from around his neck a valuable emerald medallion and he insists that you accept it as a token of his thanks.

If you wish to accept this Emerald Medallion, record it on your Action Chart as a Special Item which you keep in your pocket.

To continue, turn to 58.

142

You roll as you hit the hard stone floor of the entrance hall below, in order to lessen the breathtaking shock of impact.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 4 or lower, turn to 132.

If it is 5 or higher, turn to 198.

143

You hurry across the hold and run through an open bulkhead door into an adjacent cargo area which is stacked with crates of food and barrels of water. On the far side of this hold you see a wooden ladder that ascends to a hatch in the foredeck. Your Kai senses detect that there is also a concealed trapdoor in the floor of the hold, close to the base of the ladder.

Suddenly you hear the cracking of timbers and you sense that the creature has freed its claws from the wall of the cargo hold behind you. You hear the snake-like hiss of its breath and you know that you have but a few seconds before it will come rushing through the open bulkhead door.

If you wish to hide among the crates and barrels, turn to 254.

If you wish to climb the ladder to the foredeck hatch, turn to 31.

If you wish to open the concealed trapdoor in the floor, turn to 112.

144

The crew are in good spirits by the time you arrive at the Three Capstans Inn. The owner, a pot-bellied man with an oddly childlike face, welcomes the Suhnese with open arms and he orders his son to be generous with the ale. The tavern has three taprooms which are all busy, but not overcrowded, and in each area there is a minstrel and a juggler to entertain the patrons. During the course of the evening you learn that these raucous performers are all members of the owner's family.

The entertainments continue for most of the evening until the joyful mood is unexpectedly soured by the arrival of an Eldenoran crew, led by their boorish captain. These coarse, loud-mouthed thugs seem to delight in hurling cheap insults at the Suhnese. Stoically the crew ignore the abuse, quietly hoping that the Eldenorans will soon tire of goading them and leave, but then one of Jenkshi's men rails against a racial slur and in a moment of anger he yells at them to shut their foul mouths. For a few moments the tavern is filled with a deathly hush; then the Eldenoran captain lunges at him, grabs him by the neck, and lifts him one-handedly off his feet.

‘I've a better idea, y'bilge rat. Why don't I shut your mouth up instead, eh?’ he growls, as slowly he tightens his vice-like grip on the helpless crewman's throat.

If you wish to make the Eldenoran release his grip, turn to 173.

If you choose instead to apologize to the captain and ask him politely to release the crewman, turn to 103.

145

As you sprint towards the trail, you glance over your shoulder and see the first of the villagers come swarming over the ridge. They are armed with bows which they load and fire as they run. The trail ahead offers no protection from their arrows and so you continue running and head for the cover of the jungle beyond.

If you possess Grand Pathsmanship, turn to 292.

If you do not possess this Discipline, turn to 285.

146

By dawn the heavy rain has ceased and you get ready to continue your trek. As you leave the cave you notice that the bodies of the kholo have disappeared. Tracks in the mud show that they have been claimed during the night by larger nocturnal predators that thrive in this untamed jungle.

The rains have transformed the hill track into a muddy ditch which makes the going difficult. Yet it is still the quickest way through this territory and you stay with the track until it comes to the bank of the swollen River Ocka. There was once a bridge at this point, but your Kai tracking skills inform you that it has been washed away during the night. You are about to set off along the bank in search of somewhere to cross when suddenly you hear a desperate cry for help. You turn and see a man being swept downstream by the river. His head is barely above the surface and you can see at once that he is near to drowning.

If you possess Elementalism and wish to use it, turn to 48.

If you do not possess this Grand Master Discipline, or if you choose not to use it, turn to 284.

147

Gemulkin orders the crew to hoist the sails and secure the decks before the Vargas plunges into the heart of the raging storm. You brace yourself for the rough passage, yet you are stunned by the sheer, breathtaking violence of the storm. It pounds the decks and lifts the hull clear from the water. As the ship lurches wildly, you are thrown across the aft deck to crash painfully against a splintered hatch cover: lose 6 ENDURANCE points.

Through the blinding spray, you see the helmsman lose his footing and fall overboard. His cry alerts Gemulkin who battles his way bravely to the ship's wheel. To prevent himself from being swept overboard, he fixes his belt to the hub of the wheel and then he fights to turn his ship into a towering wave, to save her from capsizing. A mighty wave crashes against the prow and Gemulkin's courageous action saves the Vargas from being split it two. It rides the wave and emerges from the storm into calmer waters beyond. You thank Ishir that you have survived this ordeal, yet it soon becomes apparent that the storm is merely the prelude to an even greater threat to the ship's survival.

Turn to 230.

148

You attempt to rally the Suhnese to fight, but they are unarmed and have no battle training. Quickly it becomes clear to you that, if you force them to resist the city watch, you will be condemning them to needless injury or death. Wary of this, you attempt to lure the Shadakine soldiers away into one of the houses. Unfortunately, your brave effort is short-lived. The City Guard pursue you and quickly overpower you by their sheer weight of numbers: lose 3 ENDURANCE points.

Once you have been effectively subdued, the city watch round up the Suhnese and guard you all at spear-point until two horse-drawn wagons arrive to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver's seat. (On your Action Chart mark each of these items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)

At the officer's command the wagons move off at a speedy pace. After a few bruising minutes your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known for his kindness or for his mercy.

Turn to 265.

149

As you deal the creature the killing blow, its body crackles and disintegrates into a million motes of light that dissolve into the darkness like a swarm of fleeing fireflies. You rush to aid your horse who is lying motionless among the boulders, but sadly you discover that it is already too late to save him.

Fear and uncertainty haunt you as patiently you await the dawn. The being that attacked and slew your mount was not of this world; it was a creature born wholly of evil magic. With a gnawing sense of dread, you leave at first light and follow the jungle trail to the west. The forest and vegetation are teeming with life, yet as you go deeper into the jungle so the sounds become fewer and more distant. By midday you have covered 20 miles and arrived at a place where there are no sounds at all. The eerie silence surrounds you for several miles further until your Kai hunting skills detect a faint noise. It drifts towards you from among the towering trees to the right of the jungle path. Cautiously you leave the trail and make your way towards the source of this solitary sound.

If you possess Assimilance, turn to 335.

If you do not possess this Grand Master Discipline, turn to 296.

150

Tzai's house is located in the centre of the city, opposite the main market square and its municipal buildings. It is a large dwelling and much of it is a warehouse given over to the storage of his goods. You are greeted by his family and he takes great delight in introducing them to you. You meet his brother Chinn, his wife Tuvei, his two teenage daughters Leadu and Leiga, and his young son Undai. His wife and children seem very pleased to have you staying as a guest, but his brother Chinn views you with suspicion. You can tell from his cold reaction that he does not think very highly of foreigners.

Later you share supper with the family and you tell Tzai that tomorrow you will look for Captain Leonghi's cousin, Gemulkin. You hand him the scroll that the captain gave you and he passes it to his brother. He says that Chinn has many friends at the dock and he asks his brother if he recognizes the name. Chinn shakes his head tersely and barely glances at the scroll before handing it back. He then leaves the table and goes to his room. As you watch him leave, your Sixth Sense tells you that he knows Gemulkin very well.

After supper, Tzai invites you on a tour of his warehouse. While you are looking at the hundreds of fascinating items that he sells, you suddenly hear shouting coming from outside in the main market square. A noisy mob has gathered to denounce Dhanchai, the city's mayor. They are demanding that Koogha, a former Shadakine warlord, be returned to power. The city militia arrive to disperse this unruly crowd, but a struggle breaks out and soon the two sides are fighting openly in the square. Suddenly the warehouse door bursts open and a dozen men armed with knives and clubs begin to loot the shelves. Then Chinn comes running through from the house, alerted by the noise. He is armed with a stave with which he attacks the looters. One of them knocks it from his hand and another grabs him from behind and pins his arms to his side. Tzai screams as a third looter advances towards his helpless brother with a knife in his hand.

If you have a Bow and wish to use it, turn to 233.

If you do not, turn to 105.

151

You utter the words of the Brotherhood Spell Lightning Hand and point at the wall of the hut, at a place directly opposite the guarded door. A tingle runs down your arm and a bolt of blue-white fire arcs from your outstretched hand to blow a ragged hole through the bamboo timbers. You run at this hole and charge the weakened wall with your shoulder. It splinters and splits open, enabling you to force yourself through the gap and escape.

Turn to 308.

152

The walls of the armoury are lined with oaken racks containing many skilfully-crafted weapons. They are all of ancient design and many centuries old. Their gleaming blades have been kept in pristine condition, yet it strikes you that this chamber is more like a museum than an armoury. Clearly the Elder Magi have little need for conventional weapons.

Among the racks you note the following weapons that are of exceptional quality:

- Spear

- Short Sword

- Mace

- Warhammer

- Bow

- Broadsword

If you wish to take any of these Weapons, make the appropriate adjustment to your Action Chart. (The maximum number of normal Weapons that you can carry is two.)

To leave the armoury, turn to 49.

153

The celebrations go on throughout the night, but you are able to find a quiet place to sleep for a few hours before dawn breaks over this happy city. When you tell the people that you must leave and continue your journey south, they are saddened by the news. They want you to stay as their new chieftain, but you persuade them that they must choose a new leader from among their own tribe. Before you leave they provide you with a mule and some food (enough for up to 3 Meals).

By mule you expect the overland journey from Kitaezi to Caeno to take no more than three days. It is a rough, potholed trail and yet your mule never once misses his footing or causes you to fall. During the afternoon of the second day you enter the foothills of the Hulhuk Mountains and see a plume of black smoke rising into the sky. It comes from behind a treeless ridge, less than half a mile from the trail. The sound of anguished voices can be heard on the wind and these cries prompt you to leave the trail and investigate. As you crest the ridge you see a small native village. Several of the huts are on fire and its people are trying desperately to save their livestock and quell the raging flames.

If you possess Elementalism, turn to 117.

If you do not possess this Grand Master Discipline, turn to 94.

154

The creature tears aside barrels and up-ends crates until it discovers the place where you are hiding. You draw your weapon and retreat until your back is pressed against the wall of the hold. With chilling slowness it flexes its talons and bares its ghastly teeth. Then, in a blur of movement, it comes lunging towards you with claws outstretched.

Illustration IX—In a blur of movement, the Zhürc comes lunging towards you.

Zhürc: COMBAT SKILL 52   ENDURANCE 40

If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you win the combat, turn to 50.

155

Once outside the main doors, you hurry across a wide stone bridge that spans the dry moat encircling Sesketera's citadel. Ahead you can see a cobblestoned plaza which is flanked on three sides by municipal buildings and shops, and on its fourth side by barracks and stables. The sound of the alarm bell is beginning to awaken interest in the plaza. Faces peer from windows and you can see men running to and fro inside the barracks compound. Then the gate to the stables swings open and suddenly there appears a man on horseback. He is one of Sesketera's guards and he comes galloping towards you with a lance levelled at your chest.

You skid to a halt and quickly focus on the rider's horse. Using your Magnakai Discipline of Animal Control, you command the horse to jump in the air. This has the effect of startling the horse and, in its confusion, it begins to buck and twist. The rider is thrown from his saddle and left sprawled unconscious on the ground. Now you use your Kai skills to calm the startled horse. As he settles down, you leap into his saddle and escape from the plaza at a gallop.

The incessant sound of the alarm bell follows you through the early-morning streets of Ghol-Tabras. Even as you reach the entrance to the harbour, more than a mile from the citadel, you can still hear it echoing over the rooftops. You look back over your shoulder and see that you are being followed by a dozen riders. They are citadel guards and they have been ordered to stop you at all costs. As you gallop along the harbour wall, your heart sinks when you see that The Azan is surrounded by soldiers. You race past them before they have a chance to load and fire their bows, but you soon come to the end of the harbour wall where you are forced to a halt. The bridge which spans the harbour entrance is too narrow to cross on horseback and so you abandon your mount and hurry across it on foot. You are nearing its centre when you see a trading ship passing directly below. It is leaving the harbour. Suddenly an arrow pierces your cloak and makes you freeze in your tracks. The soldiers are firing at you and, to your dismay, you see that they have sealed off both exits from the bridge. As they begin to move towards you from each side, firing as they advance, you climb onto the parapet of the bridge and attempt to leap onto the deck of the passing trader.

If you possess the Discipline of Magi-magic and wish to use it, turn to 193.

If you possess the Discipline of Kai-alchemy and wish to use it, turn to 26.

If you possess neither of these skills, or if you choose not to use them, turn to 63.

156

As you enter you are greeted by the shop's owner. He is a bony man, with a streaked grey beard and moustache which he habitually tugs as he speaks. His skin is pale and wrinkled, and he appears to be older than his years.

Among the items that he has on display are the following which catch your eye:

- Sword — 2 Nobles

- Whip — 2 Nobles

- Axe — 2 Nobles

- Bow — 3 Nobles

- 6 Arrows — 2 Nobles

- Spyglass — 3 Nobles

- Quill Pen — 1 Noble

- Pot of Ink — 2 Nobles

The owner asks if you have anything you wish to sell. He says that he is particularly interested in Kitaezi artefacts and he will pay the following prices for these items:

Pouch of Seota Dust

10 Nobles

Talisman of Defiance

15 Nobles

Eye of Lhaz

20 Nobles

(If you wish to purchase or sell any of the above items, make the appropriate adjustments to your Action Chart.)

If you possess the Grand Master Discipline of Deliverance, turn to 141.

If you do not possess this skill, turn to 58.

157

You and your companions hurry through the flagstoned streets, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.

158

The globes dance around your boat and their chilling laughter echoes through the mist. Suddenly the Moonstone and the satchel disappear, and an icy coldness invades your heart when you sense that you have now fallen into the thrall of these supernatural beings. Tragically, you are doomed to spend the rest of eternity a prisoner of this timeless void.

Your life and your quest end here in the Sea of Mists.

159

Your Kai senses reveal that this man is not trying to help you at all. He is a charlatan, a sly and gifted liar who is trying to lure you into a trap.

Rather than follow him away from the quay, you tell him that you have changed your mind and that you no longer wish to find Captain Radyard. The man curses you under his breath and then he hurries off into an adjoining alleyway. You watch him disappear before you walk across the market square and enquire after Radyard at the Masama Warehouse.

Turn to 97.

160

As you stagger to your feet from beneath the debris, you look along the main deck and see that brave Captain Jenkshi has taken over the helm. With grim determination he steers his battered ship relentlessly towards the channel. You see him cursing the enemy captain and shaking his fist defiantly at the villainous Shadakine gunners as their cannonballs whistle across the decks of The Azan; then a gust of wind fills the torn mainsail and the ship begins to pull away from the lumbering man o'war. A second broadside falls wide of its mark, and Jenkshi's bold plan finally pays off when the enemy ship is forced to veer away for fear of beaching her hull in the shallows. The crew cheer loudly when they see her red sails falling away to the stern and The Azan is left alone to make a swift passage through the islet channel. You make your way along the debris-strewn deck to congratulate Jenkshi on his masterful display of seamanship. He accepts your praise and the cheers of his crew with a rueful smile, even though his skill and his coolness under enemy fire have undoubtedly saved the ship and the lives of all aboard. However, as the ship emerges on the far side of the islets, you soon discover that more than just Jenkshi's bravery will be needed if everyone aboard The Azan is to live to tell the tale of their deadly encounter with the buccaneers of Shadaki.

Turn to 262.

161

A tingle rushes down your arm and a bolt of blue-white energy leaps from your hand to strike the chain. Unfortunately it glances off the hardened iron links, leaving them scorched but not severed.

Turn to 73.

162

You see the deck of the trading ship come rushing towards you, and then, in the very next instant, your vision is obliterated by a vivid white flash and you are plunged into a dark and fathomless void. You have been struck in the head by an arrow and your death is mercifully swift.

Tragically, your life and your quest end here beneath the harbour bridge of Ghol-Tabras.

163

The officer becomes angry when you quietly refuse to show him what is in your satchel. He bangs his desk with his fist and threatens that he will order his guards to confiscate it by force unless you begin to cooperate with him.

If you wish to offer him a bribe in return for your release, turn to 316.

If you do not wish to offer him a bribe, turn to 136.

164

You apologize to your companions and ask them to wait for you outside the tavern. Meekly they agree, and as they file out of the door, you assure them that you will not keep them waiting too long. You then sit opposite the bearded man and soon discover that he is a merchant captain from Lunarlia. He is interested in buying copper but he will only offer you 4 Nobles for an ingot. It is a poor price and you tell him that you will have to speak with Captain Jenkshi before you can agree to his bid.

As you rise from your seat he tells you to wait a moment. Copper is not the only thing that he buys. He offers to pay you 8 Nobles for any Special Item you possess (excluding the Moonstone which is not for sale), 2 Nobles for any Weapon, and 1 Noble for any Backpack Item. If you wish to raise some money for yourself by selling items of equipment to this man, do so now and adjust your Action Chart accordingly.

You bid the merchant goodnight and he acknowledges the pleasantry with a snake-like blink of his eyes. As you go he calls out to remind you that he can be found here in the morning should Jenkshi decide to sell his copper ingots for 4 Nobles each.

Turn to 5.

165

You brace yourself against the gunwale and draw an Arrow to your Bow. Taking careful aim, you let it fly towards the creature's head. The beast senses its approach and lashes out at the onrushing missile with its clawed hand in an attempt to slap it away. The Arrow's steel tip skewers its hand and the beast shrieks with pain as green ichor drips freely from the wound. Then, to your shocked surprise, it bites the shaft in two and spits the pieces back at you.

Turn to 219.

166

Moments after you break the surface and gulp a lungful of air, the creature surges past you and snags your cloak in its deadly jaws. To the raucous delight of Sesketera's crewmen, you are dragged around the hull of their ship at tremendous speed before finally the creature dives below the surface and pulls you down in its wake. Desperate to escape from its terrible grip, you stab at its back and sides with your Kai Weapon.

Nigumu-sa: COMBAT SKILL 40   ENDURANCE 50

This creature is immune to all forms of psychic attack. If the Kai Weapon you wield is ‘Ulnarias’ or ‘Spawnsmite’, you will benefit from the bonus gained due to its unique properties.

If you win the combat, turn to 260.

167

The corpse-creature implodes the very instant that it is struck by the radiant light of the Moonstone. Air and loose earth rush past you to be sucked into the vacuum formed by its sudden destruction, and you are forced to cling to the ground for fear of being dragged into this crushing vortex. Then, with stunning abruptness, the swirling vacuum shoots skywards and vanishes among the clouds.

The Shaman howls with mortal terror and flees into the jungle, his power destroyed. The natives stagger drunkenly, as if suddenly they have awoken from a trance. They fall to their knees and begin to worship you, for they recognize that you have broken the Shaman's spell and they are in awe of your power.

You allow the natives to escort you to Kitaezi, their coastal city, where you are treated like a hero by the impoverished populace. You learn that Kitaezi was once a thriving port before the arrival of Ulonga the Shaman. He used his power to overthrow the tribal chieftain, enslave the people, and drive away the traders. For a year he has been the bane of this port and its poor citizens, but now he is gone and the people are eager to celebrate his demise. They smash the many statues and likenesses of Ulonga that stand in every public square and they sing and dance through the streets.

At a ceremony held in the city's main square, you are bedecked with garlands of flowers and presented with three special items:

- Pouch of Seota Dust (Restores 10 ENDURANCE points. One use only.)

- Talisman of Defiance (Adds +2 to COMBAT SKILL.)

- Eye of Lhaz (Enables user to exert control over poisonous snakes.)

All of the above are Special Items which you keep in the pockets of your tunic. Record them on your Action Chart and note their special properties.

To continue, turn to 153.

168

At length you arrive at the Lourdenian Consulate where a guard at the gate allows you both to enter and wait in its cool, tree-shaded courtyard. A few minutes later you are met by the consul's assistant, a rotund little official called Cheary. He is shocked to hear of the pirate attack, and he urges Gregor to accompany him inside the consulate to make a full written report. He says that it could take several hours, possibly even a day or two, and so you decide that now is a good time to say farewell to your companion. Before you go, Gregor offers you his heartfelt thanks for all you have done for him, and he hopes that one day soon your paths will cross again.

‘If you should ever visit Pforodon,’ he says, ‘stop by the Singing Lamb Tavern on Spike Street. If I'm not there, the landlord will know where you can find me.’

You wish Gregor a safe journey home, and then you leave the consulate and make your way back along the main street to the harbour. The heat and dust of the afternoon are making you thirsty and so you stop to drink from a freshwater fountain set into the wall of a crumbling old temple. The hustle and noise of the street crowd is becoming oppressive and you yearn to find somewhere quiet where you can rest before you return to the ship. Looking around, you notice two places which promise some respite. The first is a public park which stands upon a cliff that looms above the city to the east of the harbour wall. The second is a narrow, deserted alley that wends its way into the city's Old Quarter.

If you wish to visit the park, turn to 291.

If you choose to explore the city's Old Quarter, turn to 126.

169

You focus on the creature and launch a Mindblast in an attempt to force it to release your horse from its terrible clutches. You sense that your attack has had no effect upon this supernatural beast, and that it possesses an innate resistance to psychic energy.

Desperate now to save your stricken mount, you rush forward and attack the creature with your Kai Weapon.

Tzoog: COMBAT SKILL 48   ENDURANCE 32

This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).

If you win this combat, turn to 149.

170

The secret passage is festooned with cobwebs and shows little sign of having been used for many decades. It twists and turns for several hundred yards before ending at a blank wall of crumbling plaster. Closer inspection reveals another panel, one that is controlled by a lever set into the web-strewn ceiling.

You pull this lever and the panel squeaks open to reveal a sumptuous chamber hung with rich and colourful tapestries. Incense smoulders in silver bowls and the perfumed air is filled with the chirping sounds of exotic caged birds.

Cautiously you enter this luxurious room and see that it is one of several antechambers which adjoin a larger hall. Seated upon a padded chair in the middle of this hall is a young dark-haired woman who is dressed in flowing white silks. Her head is bowed and she appears to be upset. She is sobbing quietly.

If you have ever visited the city of Barrakeesh in a previous Lone Wolf New Order adventure, turn to 39.

If you have not, turn to 253.

171

Soon the longboat abandons its search and returns to The Triasus. You watch as both ships unfurl their sails and depart from the coast, The Triasus heading north and the Seasprite sailing south. Sesketera must be satisfied that you perished during your encounter with the terrible Nigumu-sa. Your only regret is that Captain Radyard and his crew probably believe this to be true as well.

When you can no longer see the two ships, you take out your map and unfold it on the sand. Aided by your Kai tracking skills, you determine that you have come ashore at the tip of a mainland peninsula, at a point close to the Isle of Kobra. The nearest city is Masama. It lies over 300 miles away to the southwest, beyond a wide expanse of dense jungle and hills. The thought of traversing this uncharted territory, alone and on foot, is one that fills you with dread. But you take comfort in the knowledge that you survived your battle in the sea and that you still possess the Moonstone.

You are tired and hungry after your ordeal. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

Turn to 209.

172

Your request for assistance is greeted with suspicion by the hard-faced guardsmen. Your northern features and travel-stained clothes clearly do not impress them, for they ignore your requests and begin asking some questions of their own. They ask you to show them what you are carrying in your satchel, and they ask why you are carrying weapons in a public marketplace contrary to the law of Suhn. When you hesitate to answer, they immediately place you under arrest. For a moment you consider making a run for it, but then you notice that each guard is armed with a crossbow and you decide that it would be suicidal to try to escape.

Turn to 221.

173

You rise from your seat and take a step towards the Eldenoran captain, but his crew are quick to react to your move. They reach to the hilts of their swords and several hurry to block your path to their leader. You sense that this ugly incident could easily get out of hand and lead to a murderously uneven combat between the heavily armed Eldenorans and Jenkshi's crewmen, none of whom are carrying weapons. A brawl between the two crews would jeopardize the success of your quest and it could also cost many innocent men their lives. Mindful of these facts, you know you must try to avoid a fight breaking out at all costs.

If you possess the Grand Master Discipline of Kai-surge and wish to use it, turn to 327.

If you possess Bardsmanship and wish to use it, turn to 14.

If you possess neither of these skills, or if you choose not to use them, turn to 56.

174

Melchar's nakedness draws cries of laughter and outrage as you scurry through the maze of passages that lead away from the racetrack. The young journeyman needs some new breeches and he needs them soon, for you are sorely aware that the cries are making it very easy for Wrok's henchmen to follow your trail.

Illustration X—Melchar's nakedness draws cries of laughter and outrage as you scurry through the maze of passages.

If you possess a Blanket, turn to 216.

If you do not, turn to 298.

175

After nearly an hour your efforts are rewarded and you are able to pull open the door to your cell. You enter the corridor beyond and make your way silently towards the guardroom. You are determined to retrieve your Kai Weapon and equipment, but you are also aware that you must avoid alerting the guards if you are to preserve your hopes of escaping from this gaol alive.

Peering around the door to the guardroom you discover that it is occupied by three gaolers. They are playing cards, and they are using the crate which contains your equipment as a makeshift table. In order to get at your equipment you must first lure the gaolers out of the room.

If you possess Assimilance and have attained the rank of Kai Grand Master Superior, turn to 234.

If you possess the Discipline of Grand Nexus and wish to use it, turn to 302.

If you do not possess these skills, have yet to attain the required level of Kai Mastery, or choose not to use your skills, turn instead to 130.

176

You unsheathe your weapon and aim your first blow at the creature's head.

Zhürc: COMBAT SKILL 51   ENDURANCE 39

Due to the advantage of your first strike, ignore any ENDURANCE point losses you sustain in the first round of this fight.

If you win the fight, turn to 338.

177

You are awoken in the middle of the night by a hideous cry. Your horse is startled and terrified by this gruesome sound and he tugs frantically against his reins. Seconds later you are up on your feet, your keen eyes scouring your surroundings for some sign of the threat. Your Kai skills are alerting you to an imminent and deadly danger, a hidden enemy who possesses a strong magical aura.

You unsheathe your Kai Weapon and crouch behind a boulder. Suddenly the air before you shimmers and takes form, causing you to gasp in disbelief. Something is growing out of the very darkness itself! You glimpse its misshapen head and hunched body; then its outline seems to waver. It flickers and sparkles, as if it is caught between two planes of existence. Suddenly there is a brilliant flash and a sparkling arc of energy leaps from the shimmering mirage to come speeding towards your face.

If you possess the Discipline of Grand Nexus, turn to 41.

If you do not, turn to 90.

178

Tolshi arrives unexpectedly at Grooja's hut. He asks you to return to the ship at once for the captain needs you to help with the repairs. It is as if your silent prayers for rescue have been answered. You thank the elder and his wife for their hospitality, and then you leave quickly with the helmsman.

‘The captain doesn't really need your help,’ says a grinning Tolshi, as you make your way hurriedly through the hovels of Dlash-da Ralzuha towards its torchlit harbour. ‘He just thought you'd welcome an excuse for not having to stay all night at Grooja's flea-ridden shack!’

On your return to the ship you thank the captain for sending Tolshi to rescue you and, to show your appreciation, you help him and the crew to patch the damaged hull. By first light the repairs have been completed and the cargo is reloaded into the hold. Jenkshi gives Grooja and the natives some copper ingots as payment for their help, and then the crew weigh anchor and prepare to catch the morning tide.

For two days The Azan hugs the coastline as it sails a southerly course to Ghol-Tabras. The weather is kind and the ship makes good progress, enabling you to enter port shortly before dusk.

Turn to 200.

179

The crowd gets denser as you approach the main exit and the increased numbers slow down the speed of your escape. Wrok communicates by means of hand signals with two of his henchmen who occupy a platform beside the main gate. As you pass below this platform they leap into the crowd and attempt to block your escape.

If you possess Elementalism, turn to 318.

If you do not possess this Grand Master Discipline, turn to 89.

180

You enter the crowded emporium and marvel at the sheer variety of goods that are for sale — Lencian silverware, spices from Mhytan, animal hides from southern Karnali, to name but a few. There is even pottery and ironware from your homeland, all stacked side by side upon the shelves and counters that fill this busy store.

You make your way to a counter and ask a moon-faced youth in a leather apron if he knows the whereabouts of Radyard, the master of the Seasprite. He has never heard of the captain, but he is eager to help and he does not want to lose your custom. He invites you to look around the emporium while he goes and asks his employer.

You browse along the shelves and, although you find many of the items fascinating, there are only six that you would consider purchasing: a hammer, a coil of rope, a silver-backed mirror, a blanket, a steel flask, and a pewter goblet.

The youth returns shortly and you see him shaking his head. He is unable to help you find Radyard and his crew.

If you wish to enquire about the prices of the items you have noticed, turn to 57.

If you do not wish to purchase anything here, turn to 278.

181

The creature stalks its chosen target. Gemulkin frees himself from the wheel but, before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and unsheathe your Kai Weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound across its chest, making it shriek loudly. But it recovers in an instant and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 307.

If it is 5–9, turn to 266.

182

Calling upon your Grand Mastery, you focus upon the section of stone door jamb into which the bolt is secured, and you cause it to vibrate. It is a slow and tiring process (lose 3 ENDURANCE points) but eventually the stonework cracks under this persistent pressure. When the strength of the stone has been sufficiently undermined, you are then able to wrench open the cell door.

Turn to 24.

183

You clear the pit with a single bound and land safely on the far side. Arrows thud into the ground and whistle past your head as you hurriedly dive for the cover of the jungle trees.

Turn to 38.

184

Fair weather returns and The Azan makes good speed as it crosses the jade-green waters of the Gulf of Tentarium. It is shortly before noon of the following day when the first glimpse of Zharloum is sighted by the lookout, and less than an hour later you find yourself sailing into the harbour of this grand city. Emerald pennants flutter from the towers and roofs of its sun-bleached houses, and crowds of industrious citizens throng its paved avenues and alleyways. This old Shadakine port has a long history of free and fair trading. It is many miles from the cities of Shadakine political power which lie to the south and, due to this fortunate fact, it has been spared much of the damage wrought upon this troubled land by a succession of ruthless and tyrannical rulers.

The ship enters and docks at the harbour wall, close to the jetty of a warehouse which contains the iron and copper ingots that it will carry to Suhn. As the crew begin the task of loading the cargo aboard, you decide to go and explore this thriving city. But after little more than an hour the heat, hustle, and noise of the crowded streets becomes oppressive and you find yourself yearning for somewhere quiet to rest before you return to the ship. Looking around, you notice two places which offer the promise of some respite from the teeming crowds. The first is a public park which stands upon a cliff that looms above the city to the east of the harbour wall. The second is a narrow, deserted alley that wends its way into the city's Old Quarter.

If you wish to visit the park, turn to 291.

If you choose to explore the city's Old Quarter, turn to 126.

185

You summon a Mindblast and project it into the depths of the cave. The creatures lurking there are susceptible to your powerful psychic charge and it makes them howl in pain and frustration. In a state of blind panic, two wolf-like animals suddenly rush past you to disappear into the rain-swept jungle. Confident that they will not return, you settle yourself down upon a bed of soft mosses and drift off to sleep.

Turn to 220.

186

Zinair has made preparations for your journey by boat to the Isle of Lorn. This fabled home of the Shianti lies 120 miles from the Port of Suhn, and has been protected for thousands of years from the attentions of man by enchantments, magical mists, and mage winds.

‘Only by virtue of your possession of the Moonstone can this voyage be undertaken with any hope of success,’ he says. ‘I have been in mind-contact with the Shianti, and they are ready to receive you.’

You sense that Zinair is proud of your successes and achievements during the quest so far, but you also sense that he is ill at ease and you ask him what is wrong.

‘The Moonstone will facilitate your passage through the Sea of Dreams to the Isle of Lorn, Grand Master. But you should know that this journey could still prove perilous. The Shianti no longer have control over the forces that exist within this enchanted region. Until you reach the shores of Lorn, your fate will be entirely in your own hands.’

It is a daunting message but you do not allow it to weaken your resolve. You stare Lord Zinair confidently in the eye as you reply: ‘It need be no other way, my Lord. I am ready.’

Zinair smiles. ‘So be it, Grand Master. But now you must sleep, for you sail at dawn.’

Turn to 214.

187

You leap swiftly over the bodies of the slain gaolers and rush into the guardroom to retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).

As you are sheathing your Kai Weapon into your belt, you hear the sound of footsteps descending a flight of stone steps at the far end of the corridor. More gaolers are approaching; they have been drawn to investigate by the dying cries of their brother guards.

Desperately you scan the walls of the guardroom for some means of escape and suddenly you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron.

Turn to 314.

188

You hand over your money to the ferryman and take a place at the bow. As you wait for the vessel to cast off, you look around at your fellow travellers and notice that most are merchants with wagons and handcarts loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. When the ferry approaches the landing jetty, your fellow passengers get ready to leave. As they disembark, one merchant's small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.

Turn to 197.

189

Suddenly your Kai Sixth Sense alerts you to danger located somewhere above. You look to the canopy of branches and see the outline of a man lying in the boughs of a nearby tree. His limbs and torso are daubed with forest colours that keep him hidden. You hear a faint noise, and then you freeze with fear when you recognize it to be the sound of a blowpipe.

Illustration XI—You hear a faint noise, and freeze with fear when you recognize it to be the sound of a blowpipe.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total is now 4 or less, turn to 133.

If it is 5 or higher, turn to 87.

190

‘Very well,’ says the guildsman, abruptly. ‘If that is how you wish to proceed, so be it. You may return here in the morning and we'll discuss a deal then. Goodnight.’

Hurriedly the warden ushers you and your companions out of the hall and you hear a great bolt reverberate as it slams shut behind you. Night is fast approaching and, being mindful of the city's curfew, you are anxious to be off the streets as soon as you can.

If you wish to return to The Azan, turn to 157.

If you decide instead to go to the Flying Fish Tavern, turn to 319.

191

Using the Brotherhood Spell Sense Evil you are able to detect that this is no ordinary storm — it is the result of an evil elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind.

Turn to 100.

192

You intone the words of the Brotherhood Spell Silence and direct its energies at the sniper. He blows his horn but no sound emerges. Thinking that it is blocked he tries instead to shout a warning, but again without effect. Suddenly he panics when he sees you approaching. He loses his footing and tumbles backwards from his perch to land heavily upon the exposed roots of the tree. You hurry to his body and discover that his neck has snapped. To your disappointment, you also discover his blowpipe and horn are both useless, having been damaged in the fall.

Quickly you hide his body in the undergrowth, and then you move deeper into the jungle, guided and drawn by the strange noise.

Turn to 51.

193

As you leap from the parapet of the harbour bridge, you utter the words of the Old Kingdom Spell Shield to help protect yourself from the arrows that are whistling past on all sides. It is a precaution that undoubtedly saves your life, for one of the arrows shatters against this invisible barrier as it comes speeding towards the side of your head.

Turn to 280.

194

You walk along the busy avenue, past an endless procession of warehouses and storage shacks, until you come to a tavern called The Inn of the Laughing Moon. Here the avenue turns sharply to the right and meanders away into a noisy slum district.

If you wish to enter the tavern, turn to 23.

If you choose to continue along the avenue, turn to 98.

195

Your Kai senses scream a warning that you are in great danger as you draw steadily closer to the burning wreck. You tell Jenkshi, but he is greatly sceptical of your seamanship and he ignores your advice. He is more concerned about finding survivors than listening to your vague warnings of danger. Unfortunately, he soon has cause to regret his decision when suddenly a Shadakine man o'war breaks cover from between two rocky islets and comes surging towards The Azan. Jenkshi immediately orders his crew to unfurl every last inch of canvas and take evasive action, but the wind is now beginning to change and this greatly hampers them as they struggle to carry out his orders.

You magnify your vision and scour the prow and foredecks of the approaching ship. It is dressed with the scarlet sails of a Shadaki buccaneer vessel and it is sitting very low in the water. You hazard a guess that it must be fully laden with booty stolen from the hold of the burning trader. With the wind going against him, Jenkshi takes a calculated gamble. He orders his helmsman to steer towards a narrow channel between two nearby islets. He is hoping that his lighter craft will be able to pass through the shallows here and gain precious time while the heavier enemy ship will be forced to go around the isles to avoid running aground. It is a bold manoeuvre, and one that is made all the more dangerous when the enemy captain suddenly turns his vessel and runs it parallel to The Azan. To your horror you see that the Shadakine man o'war is armed with deck cannons. As it gains on your ship you see clouds of white smoke and flame erupt all along its hull. Then, seconds later, you hear the rumbling roar of its cannons, followed closely by the terrifying shriek of its deadly ball and chain shot as it comes hurtling through the air towards your vulnerable ship.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 218.

If it is 4–9, turn to 91.

196

A little way past the fork, the trail passes around a rocky escarpment and ascends through dense jungle to a forested ridge. Beyond the ridge lies a deep gorge, spanned by a sturdy rope bridge. The floor of the bridge is laid with shorn timbers that are wide enough to allow a wagon to pass. You ride onto the bridge and you are halfway across when its timber floor begins to sway violently. Quickly you dismount and use your Kai Discipline of Animal Control to calm your startled horse. There seems to be no reason for the bridge to be pitching back and forth, but when you look over the side you catch sight of a rope that is attached to its underside. This line descends to a crevice in the wall of the gorge and it is being repeatedly pulled taut and then released. From out of the crevice there issues a commanding voice: ‘Throw your money and possessions into the gorge!’ When you hesitate to obey, the voice says: ‘Do it now, or you'll never get off the bridge alive!’

If you possess Kai-alchemy and wish to use it, turn to 332.

If you possess Elementalism and wish to use it, turn to 251.

If you possess Magi-magic and wish to use it, turn to 34.

If you possess none of these skills, or if you choose not to use any of them, turn to 140.

197

During the journey to Tiklu you learn much from Tzai — your talkative companion. He tells you tales about the local history of this region, its ancient legends and heroes, and about the dark days not so long ago when it was ruled by Shasarak, the infamous Wytch-king of Shadaki.

The journey passes swiftly in his good company and you arrive at Tiklu during the afternoon. It is a bustling port which stands at the edge of the Sea of Winds, and is second only in size and importance to the City of Shadaki itself. Tzai is welcomed by the guards on watch at the gate who wave as you pass beneath its mighty arch. It is clear from their reaction that your companion is a popular man. As you travel along a paved avenue towards the heart of Tiklu, Tzai asks where you are going to stay during your visit. When you cannot readily answer his question, he invites you to stay at his house tonight. Gratefully you accept his generous invitation.

Turn to 150.

198

The actions you employ to lessen the risk of injury prove successful. With nothing more than a bruised shoulder to show for your daring leap, you are able to spring to your feet and escape through the main doors at a run.

Turn to 155.

199

You dodge the bolt successfully and the old man emits a cry of shocked surprise when he sees you unsheathe your Kai Weapon. He turns tail and runs towards the village, shrieking hysterically.

You hear him calling the men of the village to gather their weapons. He denounces you, saying that you have attacked him without provocation, and he orders that his men put you swiftly to the sword. Quickly you turn and run towards the ridge. You know that it would be useless to attempt to reason with these people and so you resolve to reach the trail and make a hasty escape.

Turn to 145.

200

A sinister quiet enshrouds the great city of Ghol-Tabras as The Azan sails beneath the arch of its harbour bridge and docks alongside its grand stone quay. The only citizens to be seen abroad are the guards of the Harbour Watch who quickly approach once the ship is safely moored. A sly-faced sergeant informs Captain Jenkshi that a night curfew is in force, and that a mooring fee of 100 Nobles a day must be paid by all ships arriving after sunset. This is a huge charge and Jenkshi complains bitterly, but the sergeant merely laughs as his protests. ‘Pay the fee or forfeit your ship, captain,’ he sneers. Jenkshi asks that he be allowed to pay tomorrow, so that he may sell some of his cargo to offset the exorbitant fee, but the sergeant shakes his head and refuses his request out of hand. ‘The fee must be paid now,’ he growls, ‘and in coinage — not cargo.’

Reluctantly the captain pays the sergeant using every last Noble that he possesses, leaving him with no money to pay his crew or purchase fresh supplies of food and water in the morning. He tells the crew that he must sell some of the cargo to raise the money he needs. A sale must be arranged quickly for he cannot afford to stay in this harbour for more than a day. Jenkshi picks a handful of his best crew members and tells them to accompany him ashore to help him find someone who will be willing to buy his copper ingots. You offer to help him and he suggests that you take half his men and meet back at the ship at dawn. He tells you to accept no less than 8 Nobles per ingot. He also tells you of two places he knows where a buyer for copper may be found: the Flying Fish Tavern and Coppersmiths' Hall.

If you wish to go to the Flying Fish Tavern, turn to 319.

If you would prefer to go to Coppersmiths' Hall, turn to 282.

201

You ask a barman standing behind the counter for a plate of food and a tankard of his finest ale. Cheerfully he fulfils your order and you pay him 2 Nobles. While you are enjoying his delicious fare you ask him if he knows the whereabouts of Lord Zinair of Dessi.

‘Lord Zinair of Dessi? Mmm … he's the ambassador of Dessi, unless I'm mistaken. I think he lives in the North Quarter. You'd be best to ask at the Soothsayer's Shop in the market square. They'd know … they know pretty much everything. They even know things that haven't happened yet!’

You thank the barman for his advice. When you have finished your meal, you leave the tavern and continue along the avenue. At length you arrive at a busy market square. On the far side of this square you see the Soothsayer's Shop. Heeding the barman's advice, you decide to enter and ask for their assistance.

Turn to 71.

202

As you tumble over the side of the boat, the tip of the officer's half-pike scrapes along your ribs and gouges your arm: lose 4 ENDURANCE points.

You sink like a stone, but your Magnakai Discipline of Nexus soon frees you from the cord that binds your wrists and you are able to strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera's flagship do you dare come up for air. As you break the surface, you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera's crew begin to laugh and jeer.

You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.

If you have survived your wounding, turn to 243.

203

Following the city's signposts, you make your way down to the ferry station. Adjacent to this station is a marine timber yard and a chandler's warehouse. The smell of freshly-sawn timbers reminds you of the Fryelund Forest which surrounds your Kai Monastery. It is a memory that makes you feel a little homesick. The timber yard is deserted and so you decide to sleep this night among its stacks of pine and oak.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 211.

If it is 5–9, turn to 13.

204

You retrace your steps along the winding alleyways of the Old Quarter and make your way back through the crowds to the harbour. Dusk is drawing its grey cloak across the cloudless sky by the time you reach The Azan, and when you go aboard you discover that the cargo has been fully loaded.

Captain Jenkshi is pleased with his crew and feels they deserve a reward for all their hard work. Half of his men would like to spend the night ashore at the Three Capstans Inn, one of their favourite taverns. The tavern-keeper delivered some fresh food to the ship during the afternoon, and he promised a free flagon of ale to any crew member who paid him a visit this evening. The captain gives his permission, but on one condition — all those who wish to go ashore this evening must be back on board before dawn breaks tomorrow.

‘We sail on the dawn tide,’ he bellows, ‘so don't expect to find us still here if y'roll up late.’

If you wish to go ashore and visit the Three Capstans Inn, turn to 144.

If you decide to stay aboard with the captain and the remaining crew members, turn to 288.

205

You ride the trail for more than an hour before you come to a shallow ford across a fast-flowing stream. After resting here to let your horse drink his fill, you press on and enter a region of jungle highlands. Night draws in and you halt to make camp among a cluster of wind-worn boulders, close to the trail. The area is carpeted with thick grasses that make ideal fodder for your horse. After making sure that his reins are securely fixed to a rock, you settle yourself down to rest.

Unless you possess the Discipline of Grand Huntmastery, before you go to sleep you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 177.

206

You make a quick search of the dead henchmen and discover the following items:

- 3 Swords

- 3 Daggers

- 8 Nobles

Melchar helps you to hide their bodies before you leave the tackroom. Outside, you discover that the race has ended and that the favourite, Forlu-zhan, came in last. The crowds are bitterly disappointed with the result, but Wrok the Bookmaker is beaming with joy, for he and his conspirators have made a fortune by sabotaging the favourite guanza. He begins to wonder why his henchmen have not returned and, when he looks to the tackroom door, he catches sight of you and Melchar leaving. Frantically he signals to his conspirators to stop you getting away. You see them closing in and you grab Melchar by the arm for fear of losing him among the crowds that are heading for the exit gates.

If you wish to attempt to leave the racetrack by the main exit, turn to 179.

If you wish to try to leave by a side gate, turn to 347.

207

Unfortunately your attempt to open the cell door attracts the unwanted attention of the three gaolers who occupy the guardroom at the end of the corridor. Armed with studded clubs, they come to your cell with the intention of punishing you severely. As soon as the bolt is pulled back, they storm through the doorway and lash out at you with their cruel staves. To save yourself from this beating you are forced to fight them barehanded.

Citadel Gaolers: COMBAT SKILL 36   ENDURANCE 36

(You are unarmed: ignore all weapon bonuses.)

If you win this combat, turn to 45.

208

Your legs are raked by the creature's talons, causing you to stumble and fall: lose 4 ENDURANCE points.

You drag yourself painfully to your feet and retrieve your Kai Weapon but, as you turn to face your enemy, you see that it has recovered its senses and is standing. It is steeling itself to receive your attack.

Zhürc: COMBAT SKILL 52   ENDURANCE 40

If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you win the fight, turn to 50.

209

You set off along the shore, keeping the waters of the Gulf of Serpents in sight to help you gauge your progress. The jungle bordering this coast is teeming with wildlife yet you detect no sign of tribal inhabitants. After your encounter with the natives of Dlash-da Ralzuha, you decide that perhaps this is a blessing. You spend the first night encamped on the beach, and then you begin your trek early the following day.

Fine weather, wild game, and an abundance of freshwater streams make your trek far easier than expected. On the fourth day you happen upon an ancient track that climbs into the hills and joins a newer trail. Your tracking skills reveal human footprints but your excitement wanes when you determine that they are more than six months old. Steadily the trail climbs higher into the hills until you lose sight of the gulf waters. As darkness approaches it begins to rain. Within an hour it has become a torrential downpour that turns the trail into a fast-flowing stream. It becomes impossible to continue and so you search for somewhere dry to spend the night. Your tracking skills lead you to a cave, but when you enter you realize at once that you are not the only creature seeking shelter here tonight. You see the glint of amber eyes at the rear of the cave and you detect growling, loud enough to be heard above the noise of the pounding rain. Your instincts tell you that there are two creatures lurking here in the recesses of the cave, and that they are both hungry, scared, and potentially dangerous.

If you possess Animal Mastery and wish to use it, turn to 346.

If you possess Kai-surge and wish to use it, turn to 185.

If you possess Bardsmanship and wish to use it, turn to 269.

If you possess none of these skills, or if you choose not to use any of them, turn to 86.

210

You force open the door to one of the houses and lead the crewmen inside, but sadly your attempt at evasion is short-lived. One of the owners of a neighbouring house informs the City Guard officer of where you are hiding and within minutes his men have forced their way in and overpowered you and your companions: lose 2 ENDURANCE points.

You are dragged into the courtyard and guarded at spear-point until two horse-drawn wagons arrive to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver's seat. (On your Action Chart mark each of these items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)

At the officer's command the wagons move off at a speedy pace. After a few bruising minutes your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known either for his kindness or for his mercy.

Turn to 265.

211

You wake with the rising sun and check your equipment before leaving the timber yard to walk along the waterfront to the neighbouring ferry station. You can see the ferry approaching across the strait. It is loaded with carts and horses and more than a hundred people. A queue has formed at the station gate where a ferryman is waiting to collect the crossing fare. A board slung around his chest informs you that the price of the crossing is 2 Nobles.

If you can afford the price of the crossing, turn to 188.

If you do not have 2 Nobles, turn to 287.

212

Your Herbmastery skills and Kai senses warn you that the food in the wooden bowl is drugged. You are also able to detect an aura of intense evil which surrounds the bald man. It is an evil that makes your flesh creep!

If you wish to knock the bowl of drugged food out of the bald man's hands, turn to 305.

If you choose to avoid a confrontation by leaving the park at once, turn to 342.

213

You tell the elder that you are on an important journey. You say that you are sorry you cannot help his village any further but you must leave at once. He follows as you return to your mule and he pleads with you to change your mind. When you refuse, you sense a strange transformation taking place. His face contorts with rage and your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman. Suddenly he snatches an amulet from a chain hanging around his neck and thrusts it at your mule. The air around it crackles and a bolt of energy leaps from his hand to strike the creature's head, rendering it unconscious. The elder gives an evil laugh as he raises his hand and points the amulet at your face.

If you possess Kai-alchemy, turn to 17.

If you do not possess this Grand Master Discipline, turn to 229.

214

You are awoken shortly before dawn by Lord Zinair who helps you prepare your Weapons and equipment before leaving the consulate. He accompanies you on horseback to the harbour where you go aboard a fishing boat crewed by consulate staff. On setting off from Suhn you head south, as if you are bound for the rich fishing grounds off the Azanam Peninsula. But shortly after Suhn disappears over the horizon, Zinair brings the boat to a stop and you are lowered over the side in a single-sailed wooden dinghy.

Lord Zinair tells you to take the Moonstone from your satchel and you obey his command. You cup the precious stone in both hands and a wind arises to fill your sail and propel you swiftly towards the mists of the Sea of Dreams.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 107.

If it is 5–9, turn to 2.

215

Your second blow has gashed Sesketera's face. It is a minor wound but it is enough to make him break off the combat. He staggers backwards, clutching at his injured cheek with his left hand, and you see blood begin to trickle through his fingers. Then there is a noise over on the far side of the balcony and moments later three citadel guards come rushing through the open archway.

‘Kill him!’ shouts Sesketera, and he presses himself flat to the wall so that they are able to get to you. Looking down into the hall you can see that the main doors are still unguarded despite the incessant ringing of the alarm bell. Fearing that your only route of escape may soon be sealed off, you sheathe your weapon and leap over the parapet.

If you possess Kai-alchemy, turn to 75.

If you do not possess this Grand Master Discipline, turn to 142.

216

You give Melchar your Blanket to cover his embarrassment and then you follow him through the alleyways of the east quarter which lead all the way back to The Song of the Silver Star tavern. The young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of the inn's crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He replies that, thanks to your advice, he did not bet. The only thing he lost was his breeches and he proceeds to tell the innkeeper how that came about. The innkeeper frowns.

‘Wrok's not a man to cross, y'know,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’

Turn to 244.

217

‘If you won't pay for help, you won't get no help,’ says the owner. Then he points to the door and says, ‘Trade, or leave!’

You decide to leave. On returning to the square you notice that there is something happening at the end of a street that leads away from the quay. You decide to investigate and you soon discover that the street leads to a large courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia at the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them is insisting that the whole city has been placed under a curse. You are about to turn back and ask her more about this city when suddenly you are approached by a tall woman who is swathed from head to toe in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone.

Illustration XII—Her piercing grey eyes dart to your satchel as if she knows you are carrying the Moonstone.

Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled, and when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her and, although you deny that you are a healer, you feel compelled to answer her desperate plea for help.

Turn to 119.

218

You throw yourself to the deck and take cover behind the wooden parapet of the prow as the enemy's shot rips into the sails and rigging. Shredded canvas and splintered timbers fall about your ears, yet you survive this ferocious bombardment without sustaining the slightest injury. Bravely Captain Jenkshi takes over the helm and steers his battered ship relentlessly towards the channel. You see him cursing the enemy captain and shaking his fist defiantly at the villainous Shadakine gunners as their cannonballs whistle across the decks of The Azan. Then a gust of wind fills the torn mainsail and the ship begins to pull away from the lumbering man o'war. A second broadside falls wide of its mark, and Jenkshi's bold plan finally pays off when the enemy ship is forced to veer away for fear of beaching her hull in the shallows. The crew cheer loudly when they see her red sails falling away to the stern, and The Azan is left alone to make a swift passage through the islet channel.

You pull yourself unsteadily to your feet and make your way along the debris-strewn deck to congratulate Jenkshi for his masterful display of seamanship. He accepts your praise and the cheers of his crew with a rueful smile, even though his skill and his coolness under enemy fire have undoubtedly saved the ship and the lives of all aboard. However, as the ship emerges on the far side of the islets, you soon discover that more than just Jenkshi's bravery will be needed if everyone aboard The Azan is to live to tell the tale of their deadly encounter with the buccaneers of Shadaki.

Turn to 262.

219

Angered by the pain of its wound, the creature turns it ghastly stare on you and hisses vehemently. Quickly you shoulder your Bow and reach for your Kai Weapon in readiness to defend yourself from its attack. Yet it does not attack you; it continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and raise your weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound in its chest, making it shriek loudly. But it recovers and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 307.

If it is 5–9, turn to 266.

220

You wake the following morning to find that the torrential rain has ceased. Lying in the mud at the mouth of the cave are several orange-shaped fruits which have been dislodged from the surrounding trees by the deluge. You soon discover they are edible and you enjoy some for breakfast before continuing your trek. (There are sufficient fruits for another 3 Meals.)

The heavy overnight rains have transformed the hill track into a muddy ditch which makes the going difficult. Yet it is still the quickest way through this jungle territory and you stay with the track until it comes to the bank of the swollen River Ocka. There was once a bridge at this point, but your tracking skills tell you that it has been washed away during the night. You are about to set off along the bank in search of somewhere to cross when suddenly you hear a desperate cry for help. You turn and see a man being swept downstream by the river. His head is barely above the surface and you can see at once that he is near to drowning.

If you possess Elementalism and wish to use it, turn to 48.

If you do not possess this Grand Master Discipline, or if you choose not to use it, turn to 284.

221

The City Guard patrol confiscates your Weapons (including your Kai Weapon) and marches you out of the square under close escort. You are taken to a black-stoned citadel called the Hall of Correction, a dour building that was constructed by order of Mother Magri — the former Steward of Suhn — during the reign of the hated Wytch-king Shasarak.

You are brought before a pompous Guard Officer called Hiojin who refuses to believe that you are a messenger from Elzian here to meet with Lord Zinair. He believes you are a hired assassin.

‘These are troubled times. There are men abroad who would seek to harm Lord Zinair. I cannot allow this. It is my duty to protect the ambassadors to our great city.’

When you steadfastly refuse to change your story, the officer scratches his pock-marked chin and narrows his beady eyes.

‘Perhaps you have some proof that what you say is true?’ he says, as he stares at your satchel.

If you possess Kai-alchemy, turn to 279.

If you do not possess this Grand Master Discipline, turn to 163.

222

The gaolers see you crouching against the corridor wall and instantly they attack you with the torches and the clubs they are holding.

To save yourself from a severe beating you are forced to fight them barehanded.

Citadel Gaolers: COMBAT SKILL 36   ENDURANCE 36

(You are unarmed: ignore all weapon bonuses.)

If you win this combat, turn to 187.

223

You awake to the sight of brilliant sunshine pouring through the window of your room. Your head throbs painfully and there is a strange smell in the air that does not come from the communal lavatory next door. You recognize it to be the aroma of gallowbrush — a powerful soporific potion. The chair that you placed against the door is no longer there. Its absence makes you immediately check your equipment. As you fear, you discover that you have been drugged and robbed during the night. Your Belt Pouch is empty (erase all Gold Crowns and Nobles from your Action Chart) and you have lost one Special Item (erase one item of your choice, excluding the Moonstone).

You suspect the tavern-keeper to be the thief and you decide to confront him but, when you look out of the window, you see that the ferry is getting ready to depart. Quickly you grab your belongings, leap through the open window, and race along the waterfront.

Turn to 295.

224

You take up your Kai Weapon and raise it above your head as you rush forward to deal the creature a mighty blow.

Tzoog: COMBAT SKILL 48   ENDURANCE 32

This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).

If you win this combat, turn to 149.

225

You hurry with Lord Rimoah through the corridors of the Tower of Truth towards the sound of the tolling bell, until at last you arrive at a chamber located below its vaulted presidium. Gathered here are the members of the High Council. They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals. A cocoon of light encases his frail form, its pale luminescence shedding an uncanny glow upon the faces of the surrounding elders. Rimoah joins them and, as you observe this eerie scene, you recall Lone Wolf's teachings at the Kai Monastery.

Illustration XIII—They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals.

The Elder Magi are all that remain of the race of beings from whom all goodly magic stems. They were sent to Magnamund almost 10,000 years ago by the Gods Kai and Ishir to defeat Agarash the Damned, Naar's first champion, and they triumphed in their task. Yet, in a later age their numbers were decimated by a plague and the few thousands who survived this tragedy sought refuge here in Dessi. The Elder Magi have always aided Sommerlund and have been loyal and invaluable allies to the Kai. But now their ancient power is waning, and the few thousands who survived the Great Plague now number less than a hundred.

Suddenly the bell ceases to toll and you watch in awe as the fragile remains of Lord Casis gradually fade from sight. He has ended his time here upon Magnamund and has passed over into the Plane of Light, the ethereal domain of the Gods Kai and Ishir. Silently the remaining elders file out of the chamber. As Lord Rimoah passes, he beckons you to follow him.

‘You are the first Kai who has ever witnessed the ascension of an Elder,’ he says, as he takes you back to your room. ‘Alas, our power ebbs with each passing year, for this is the twilight of our existence here on Magnamund. Yet, we embrace our fate, for even as we weaken and fade so the power of the New Order Kai grows stronger. This is the dawning of your Age, Grand Master. You and your brothers shall carry forward the fight against Naar, and you shall be victorious.’

Turn to 310.

226

Using your bare hands, you dig a hole in the soft loamy floor of the hut and burrow your way under the bamboo wall. It is a long and tiring method of escape (lose 2 ENDURANCE points), but one that you accomplish successfully.

Turn to 308.

227

You leap over the stunned creature to get to your Kai Weapon, but it senses your presence and blindly it lashes out at your legs with a sweep of its razor-sharp claws.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your ENDURANCE score is 14 or lower, deduct 1. If your ENDURANCE score is 15 or higher, add 1.

If your total score is now 4 or less, turn to 208.

If it is 5 or more, turn to 11.

228

The city watch round you up and guard you at spear-point until two horse-drawn wagons arrive to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver's seat. (On your Action Chart mark each of these items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)

At the officer's command the wagons move off at a speedy pace. After a few bruising minutes your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known for either his kindness or for his mercy.

Turn to 265.

229

You dodge to your left as a second bolt of energy leaps from the amulet clutched in the elder's hand.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or lower, turn to 79.

If it is 4 or higher, turn to 199.

230

From out of the dark clouds there descends a winged horror that freezes the blood of all who gaze upon it. Heavily muscled and sheathed in a glistening green skin, this nightmarish creature lands upon the main deck and glares at the terrified crewmen through slitted eyes. Its wings shrink and melt into its shoulders and from its fang-filled mouth there issues a chilling hiss. In the next instant, it springs among the stunned crew to wreak carnage with its razor-tipped claws. In their terror, many men throw themselves into the sea to avoid the beast's deadly talons. Relentlessly it forges its way towards the stern and climbs the steps to the rear deck where it stares at Gemulkin hungrily. The captain fumbles to release himself from the wheel as the creature looms closer. Clearly it intends to slay him and you know you must act quickly if you are to save Gemulkin from a terrible fate.

If you possess a Bow and wish to use it, turn to 165.

If you possess Magi-magic and wish to use it, turn to 47.

If you possess Kai-alchemy and wish to use it, turn to 313.

If you possess neither a Bow, nor any of these skills, or if you choose not to use them, turn to 181.

231

You push yourself away from the parapet and roll across the deck in a desperate attempt to avoid being crushed beneath the falling section of mast. Your swift reactions save your life, for the shattered timber slams through the prow decking where moments before you had lain curled up in a ball. However, you do not move quickly enough to avoid being struck on the legs by the mass of trailing ropes and debris that falls in the wake of the broken masthead: lose 2 ENDURANCE points.

Turn to 160.

232

You place the Nobles into your Belt Pouch and the youth thanks you for your custom. As you turn to leave, he suggests that you ask after Captain Radyard at the tavern. You bid him goodbye and you heed his advice. As soon as you leave the emporium you make your way directly to the Freetrader's Tavern.

You push open the swing doors and enter a crowded taproom. Never have you seen so many different types of people and faces together in one place before, and it takes you a few moments to get over your initial surprise. Nobody pays you a second glance as you push your way through this exotic crowd of traders and travellers and make your way to the counter.

When you find the landlord you ask if he knows or has heard of Captain Radyard. The man laughs like a drain and nods his head enthusiastically.

‘Yes, yes, oh yes … Radyard. Him and his men stay here two nights ago. Fine men … good drinkers … fine fellows. They come here always when in Masama.’

The landlord goes on to say that he has not seen them since. He suggests that you ask at the Masama Warehouse. It is the place where they usually sell their cargo. You thank the landlord and turn to leave. As you reach the exit, you are tapped on the shoulder by a weasel-faced man who begs for a moment of your time.

‘Excuse me, sir,’ he says, ‘but I overheard you asking for Captain Radyard. I know the captain and I can take you to him. Only … well, I've a great thirst and I'm in sore need of some ale. Perhaps you would buy me an ale? Then I'd gladly take you to the captain.’

If you wish to buy the man an ale, turn to 264.

If you do not, turn to 83.

233

You aim and fire your Arrow at the looter as he raises his knife, and your shaft buries itself in his chest. As he spins to the ground, the other men push Chinn aside and come rushing at you to avenge their fallen comrade. You shoulder your Bow and draw your Kai Weapon in readiness to meet their attack.

Looters: COMBAT SKILL 34   ENDURANCE 29

If you win this combat, turn to 257.

234

Using your Kai camouflage skills, you step away from the door and press yourself into a shadowy recess in the corridor wall. Then, using your improved Discipline of Assimilance, you cause a noise to occur at the far end of the corridor. The guards react immediately; they grab their weapons and rush out of the guardroom to investigate the strange rumbling sound. As soon as they pass by, you slip inside the room and retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).

As you are sheathing your Kai Weapon into your belt, you hear the guards returning along the corridor. Looking around, you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron.

Turn to 314.

235

Melchar excuses himself and then goes to another table where he talks with a bearded man wearing a three-cornered hat. When he returns he is smiling.

‘Old Captain Leonghi owes me a favour or two,’ he says, cocking his thumb towards the man. ‘He can't take you to Suhn but he'll take you as far as Nhang, and he's agreed to free passage. It's a good offer. You'd be mad to try to go south from here on foot — the Koltains are full of bandits. You'd never make it there alive, or at least not completely in one piece.’

You thank Melchar for his help and accept the captain's offer. He tells you that Leonghi will sail for Nhang in two days' time. As you have a day free in the city, Melchar invites you to go with him to the Caeno Derby tomorrow. He won two tickets in a dice game last night and he would be pleased to give one of them to you. You accept and agree to meet him here in the taproom for breakfast before leaving for the racetrack.

Turn to 110.

236

You take a few faltering steps and then fall headlong to the ground. The canopy of branches swirls above your head and then grows dimmer. You fight the sensation but you feel yourself rapidly slipping away into a deep sleep. Sadly, it is a sleep from which you will never awaken, for the blowpipe dart was tainted with a deadly poison.

Your life and your quest end here in the jungle of Shadaki.

237

When you decline his offer of food, the bald man shrieks with rage and begins to curse you in a language that you do not recognize. Even so, the mere sound of his vile curses is enough to send a shiver of dread coursing down your spine, like a trickle of icy-cold water. He denounces you to the others as an agent of the City Council sent to spy on their meeting, and he orders them to attack and slay you. The men react slowly to his frantic commands. It is as if they are struggling to awaken from a deep sleep. You have no wish to fight these men and so you turn and run towards the park entrance to escape from them. As you reach the open gate, you glance over your shoulder to see that the bald man is preparing to hurl a dagger at your back.

Pick a number from the Random Number Table. If you possess the Disciplines of Grand Huntmastery and Grand Nexus, add 3 to the number you have picked.

If your total score is now 5 or less, turn to 241.

If it is 6 or higher, turn to 135.

238

The vendor has never heard of Lord Zinair, but he suggests that you visit the Soothsayer's Shop near the exit from the square. You thank the man and as you leave you decide to follow his advice.

Turn to 71.

239

When you and the captain return to the main deck of the Seasprite, Ghol-Tabras is little more than a tiny speck shimmering on the far horizon. Your daring leap from the harbour bridge is still the talk of the crew and they are eager to shake your hand when Radyard proudly shows you around his ship. The Siyenese are a friendly crew with a keen sense of humour that they readily share. You enjoy being in their company and the next three days at sea pass effortlessly. On the evening of the fourth day, Radyard drops anchor off the coast at a place called Kastrow's Door. It is a narrow strait that runs between the jungle mainland and the Isle of Kobra. The night is calm and clear, and the stirrings of a warm southerly breeze promise fine sailing for the following day. Yet despite these good omens you awaken next morning feeling ill at ease. As you are leaving your cabin to go on deck, suddenly you hear the lookout in the crow's nest shout a warning that chills your blood: ‘Man o'war off the starboard bow!’

Turn to 16.

240

The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide. You utter the words of the Brotherhood Spell Lightning Hand and direct your bolt of energy at the creature's belly as it soars directly overhead. It hits the creature and makes it shudder, but it does not deflect it from its chosen course.

The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.

Turn to 85.

241

You see the shimmering glint of sun on steel and in the very next instant the dagger comes speeding towards you. You throw yourself to the ground to avoid being hit, but the blade is cursed. It dips in mid-air and strikes you above the right knee, cutting a furrow across the back of your thigh: lose 3 ENDURANCE points.

To continue, turn to 77.

242

You grab the sides of the ladder and climb towards the hatch. The rungs are slippery and the slick leather of your soles does not make for a speedy ascent. Then you hear a loud hissing and you look down to see that the creature is directly below you. Suddenly the ladder lurches violently as the ship is struck by another wave. There is a loud roar, and then the hatch above your head collapses and you are hit by a deluge of seawater that sweeps you off the ladder. You crash down upon the creature's head, stunning it, and the force of your fall sends it reeling to the floor.

Frantically you scramble to your feet and reach for your Kai Weapon to finish off the beast before it can recover. But to your horror you discover that your weapon is not at your side; it fell from your belt when you were swept off the ladder. You look around and catch sight of it sliding across the floor towards the bulkhead door.

If you wish to retrieve your Kai Weapon, turn to 227.

If you choose to attack the beast with a normal Weapon before it fully recovers, turn to 176.

243

The shock of the unexpected blow knocks the air from your lungs and somersaults you down into the water. You draw upon your Kai skills to numb your pain and gather your senses and, as your vision clears, you discover that you are still in one piece. However, the satchel containing the Moonstone is no longer slung around your shoulder. The strap has broken and you glimpse the bag sinking towards a coral reef, five fathoms below. Suddenly you sense movement in the water and you twist around. Speeding towards you comes a marine monster; it is returning after having rammed you in the back. It resembles a gigantic crocodile, but one with a blunt-muzzled head and scales of dull grey horn. As it closes for the kill its great jaw swings open revealing a ghastly red maw lined with dozens of dagger-like fangs.

Illustration XIV—Its great jaw swings open, revealing a ghastly red maw lined with dozens of dagger-like fangs.

If you wish to try to reach the surface and fill your empty lungs with fresh air, turn to 166.

If you decide to unsheathe your Kai Weapon and prepare to defend yourself from this creature's attack, turn to 67.

244

You find your way to the docks and discover Captain Leonghi's ship moored at the end of the quay. It is a battered old trader that is in desperate need of a lick of paint, but it looks seaworthy enough. The crewman on watch is expecting you and he invites you aboard. The captain greets you with a wry smile. He has heard stories about the incident at the Caeno Derby yesterday and he insists that you remain in your cabin until the Embassage is safely out at sea. You agree to his request and descend the prow-deck ladder to your cabin below.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 109.

245

Sesketera rushes at you and launches a whirlwind flurry of thrusts and sweeps that force you away from Oriah's unconscious body. You unsheathe your Kai Weapon and the clang of striking metal echoes throughout the hall as you parry his relentless rain of blows. Suddenly the sharp report of your colliding weapons is answered by the dull ringing of a bell in a distant part of the citadel. It is an alarm bell, and it is announcing your escape from the dungeons of the gaol.

Sesketera (with Medallion of Weaponskill): COMBAT SKILL 53   ENDURANCE 42

Conduct this combat in the normal way for two rounds only. If you are still alive after two rounds, do not continue the fight. Turn instead to Section 215.

246

You climb to the top of the pit and drag yourself over its lip. Arrows thud into the ground and whistle past your head as hurriedly you stumble forwards and dive for the cover of the jungle trees.

Turn to 38.

247

You steady yourself by wedging your foot firmly between the guide ropes of the bridge, and then you draw an Arrow to your Bow and let it fly at the bandit axeman. It strikes his axe below the blade and splits the wooden haft in two. The bandit shrieks with alarm, drops his shattered weapon, and then flees into the jungle as fast as his skinny legs will carry him. His confederates quickly lose their nerve when they see you reaching for a second Arrow and they, too, turn tail and disappear into the trees.

Suddenly you glimpse a face peering out from the crevice in the gorge. You spin around and release your second Arrow, sending it whistling towards the startled eyes of the bandit who is pulling the rope attached to the underside of the bridge. He dodges back into the darkness and your shaft shatters harmlessly against the rocks, but in his panic to avoid your Arrow he accidentally lets the rope slip from his hands.

As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. The bandit's angry voice echoes through the gorge as you make good your escape along the jungle trail that continues beyond the bridge.

Turn to 205.

248

You struggle to climb the ladder out of the hold but you are hampered by torrents of debris-laden water that come pouring into the hold through the open hatch.

Pick a number from the Random Number Table. If your ENDURANCE score is now 8 or less, deduct 1 from the number you have picked.

If your total score is now 2 or less, turn to 321.

If it is 3 or more, turn to 261.

249

You resign yourself to the fact that you are unlikely to find a buyer for copper in this unfriendly inn and so you turn to leave. Seeing this, the drunken louts in the taproom start to jeer at you and throw food and ale at your companions. In the face of this mindless abuse you lead them out of the tavern and begin retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.

250

Slowly the door opens to reveal a grey-haired man clad in the robes of a High Council Elder of Dessi. At first his sea-blue eyes and lordly countenance are fixed in seriousness, but then he recognizes the insignia of your Kai tunic and his stern face breaks into a warm and welcoming smile.

‘Praise the gods! You have arrived, Grand Master. I feared that you and your precious cargo had been lost at Ghol-Tabras. I am Zinair. Please, please, come inside.’

Lord Zinair ushers you into the consulate and asks you to wait in his private chambers. After he has taken the precaution of dismissing his staff, he joins you there. He had expected your arrival weeks ago and had almost abandoned hope that he would ever see you alive, fearing that you had fallen foul of Sesketera. When you recount all the perils of your journey from Elzian, Zinair is doubly amazed that you are with him now. You reassure him that you still have the Moonstone and you offer to show him the precious artefact, but he declines your offer saying that it would be safer for you both if it were to remain within its korlinium satchel.

Zinair suggests that you bathe and eat and avail yourself of the many luxuries that the consulate has to offer. He suggests that after you are rested you meet again later so that you may discuss the final and most vital part of your mission.

Turn to 186.

251

You focus your powers at some loose rocks that overhang the crevice, and you see them shudder under the force of your will. Suddenly they collapse and come crashing down, severing the rope as they tumble past the crevice to disappear into the gorge below. As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. You can hear angry voices echoing from the gorge as you spur him to the gallop and escape along the jungle trail that continues beyond the bridge.

Turn to 205.

252

The Lucky Horse Inn is famous for its gaming tables which attract some of Magnamund's most notorious gamblers. Even at this early hour of the afternoon its tables are busy as fortunes are wagered, won, and lost on the turn of a card or the roll of a die. Gregor buys you a tankard of ale and together you stand and watch an interesting game of 5-card Lourdenian Draw unfold at a nearby table.

After surviving the attack upon his ship, Gregor is feeling lucky. When two players drop out of the game he suggests the idea that you and he should take their places.

If you agree to his suggestion, you can join in the game by turning to 8.

If you do not wish to gamble, you can leave the inn and continue along the main street by turning to 168.

253

Suddenly the caged birds stop their chirping and the young woman senses something is wrong. She raises her tear-streaked face and catches sight of you standing near the entrance to the antechamber.

‘Who are you?’ she demands, hurriedly wiping away her tears. ‘Are you one of Sesketera's lackeys come to taunt me?’

You tell the young woman not to be alarmed — you have no wish to harm her. The unexpected shock of seeing you gradually fades and she becomes curious. ‘How did you enter this hall?’ she asks. ‘And why are you here?’

Sensing that she, too, is being held against her will, you decide to confide in this young woman and tell her everything that has befallen you since you first arrived in Ghol-Tabras. When you have finished your sorry tale, she smiles sympathetically. She then tells you of her own sad predicament.

You learn that her name is Oriah. She is the daughter of Khazullo, a Vassagonian Funtal who rules the city of Fio Fadali. Her father is a rich and ruthless man and it is his wish that his only daughter should marry Sesketera, the ruler of Ghol-Tabras. Oriah has no desire to become the bride of a cruel overlord, but this is of no interest to her father. He lusts after the political power that her marriage will afford him. He has no thought or concern for his daughter's happiness.

With the help of her friends, Oriah attempted to flee her native city in order to avoid the marriage. But she was hunted down by Sesketera's men and brought here, to his citadel, against her will. She is to be kept imprisoned in this hall until her wedding day, one month from now.

‘Let us escape from this place together,’ you say, but Oriah merely shakes her head.

‘No … no, it cannot be. Sesketera is holding my friends. They are his hostages. If I leave the citadel before our wedding he will put them to the sword. I cannot leave here. But I will help you to escape. Come, follow me.’

Turn to 78.

254

You crouch down behind a crate and listen to the chilling sound of the creature's horned feet scratching the floor as it comes running towards the door of the hold. It pauses at the threshold and sniffs the air. Your Kai senses tell you that it is searching for the Moonstone and only the korlinium lining of your satchel is preventing the beast from locating it … and you!

If you possess Assimilance and have attained the rank of Kai Grand Master Superior, turn to 96.

If you possess Kai-alchemy and wish to use it, turn to 131.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 154.

255

You see the sniper place his blowpipe through the cord of his loincloth, and then he grabs a hollowed-out horn from around his chest and raises it to his lips. Your pulse quickens when suddenly you realize that he is about to sound a warning call.

If you possess Kai-alchemy and wish to use it, turn to 192.

If you possess Magi-magic and wish to use it, turn to 70.

If you possess neither of these skills, or if you choose not to use them, turn to 301.

256

You see the deck of the trading ship come rushing towards you and then, in the very next instant, you feel a stinging pain cut across your lower right arm. An arrow has grazed your wrist: lose 2 ENDURANCE points.

To continue, turn to 280.

257

The remaining looters flee from Tzai's warehouse, pausing only to pick up and carry with them the bodies of their confederates who fell to your deadly blows. You help Tzai and his brother to secure the warehouse doors by barricading them with crates and barrels. Once this has been achieved, the three of you return to the house to check that Tuvei and the children are safe.

Soon the militia gain control of the main square and the mob disperses. Chinn thanks you for saving his life, and he apologizes for the way he has behaved since your arrival. He tells you that Gemulkin is an old friend of his and he offers to take you to see him first thing in the morning.

Turn to 275.

258

The avenue twists like a snake through a maze of old houses and boarded-up shops until it finishes abruptly at a dead end. You search for a way through to the harbour that is nearby, but there are none to be found.

Suddenly you hear the sound of the city watch training closer, and you realize that all you can do now is fight or surrender to them.

If you wish to fight the city watch, turn to 148.

If you choose to surrender to them, turn to 345.

259

Begrudgingly you pay the innkeeper 6 Nobles and then you ask that he bring you some of the food you have paid for. He points to a table and tells you to go and wait. The food will be brought to you shortly.

As you take your seat, you are approached by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tells you that he is a member of a guild from your homeland. He is holding a plate of steaming vegetables.

Illustration XV—As you take your seat, you are approached by a smiling, fair-haired young man.

‘Well met, Master Kai,’ he says, wiping and offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths' Guild of Toran. I'm honoured to make with your acquaintance. May I join you? The food here is indescribable … but it fills an empty belly.’ You welcome the young man to sit down and the innkeeper appears with your food. As you share your meal, you learn more about him and this region of Shadaki.

Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star — the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak's rule.

Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.

Turn to 235.

260

The monster writhes in its death throes, spreading its blood like a huge crimson cloud through the warm tropical sea. For a fleeting moment you surface to take a breath; then you dive through the cloud of blood and retrieve your lost satchel from the coral reef. Having regained your precious charge, you stay submerged and swim towards the shore.

Aching and close to exhaustion, you crawl from the sea and work your way slowly up the beach to the cover of a fallen toa tree. Here you lie upon the wet sand and look out at the two ships standing half a mile off the coast. The longboat from The Triasus is circling the bloodstained water and its crew appear to be searching for your remains.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 304.

If it is 5–9, turn to 54.

261

You force yourself up the ladder and emerge on the foredeck amidst a tangle of rigging and ruined sails. As you pull yourself onto the deck, you see that the trader has lost every one of her masts and the stern is slowly submerging beneath the relentless waves. You scour the shattered main deck but you can see no sign of survivors. Then you glimpse a hand protruding from beneath a mass of debris, and you stagger across the shifting deck towards it. Suddenly the prow is struck by a cresting wave and you are catapulted off the deck and into the angry sea.

Turn to 4.

262

Tolshi the helmsman climbs out of the hatchway to the stern hold and he hurries over to the captain's side. He reports that the ship is holed below the waterline, close to the rudder, and that she is fast taking in water. Jenkshi inspects the damage for himself and immediately sets his crew to work at patching up the damage. They do their best with the materials available but still The Azan continues to take on water. Jenkshi estimates that the ship will stay afloat no more than three hours unless proper repairs are carried out, and he orders Tolshi to set a course for Dlash-da Ralzuha — the nearest port.

You voice your fear that Shadakine pirates may already occupy this port, but Jenkshi laughs when he hears this.

‘If you knew Dlash-da Ralzuha like I do, you'd know we have no cause to worry about running foul of any buccaneers there. It's a slum port. A rubbish dump. Its name means “Junkyard of the Ralzuha” and it certainly lives up to its name.’

Your first glimpse of Dlash-da Ralzuha confirms everything Jenkshi has said about it. Its rust-red hovels and stinking shacks are grouped haphazardly around the rim of a natural stone harbour formed by a semicircle of black volcanic rocks. Flocks of vultures hover in the skies, swooping to feed occasionally on rafts of rotting debris which litter the shoreline.

It is late in the afternoon and The Azan is listing alarmingly to starboard when at last she enters the stench-filled harbour of Dlash-da Ralzuha. It seems that the whole population of this derelict little port turns out to greet your arrival. For the natives it is something of a special occasion, for so rarely do ships ever visit their squalid harbour.

Despite their wretched living conditions, the poverty-stricken tribal natives of Dlash-da Ralzuha give The Azan a warm welcome, and they seem genuinely eager to help Jenkshi and his crew with the repair of the ship's hull. Grooja, the port's oldest man and tribal leader, provides Jenkshi with fifty native men to help with the unloading of the cargo in order that the damaged section of the hull can be raised above the waterline. The captain sets them to work and he estimates that adequate repairs could be made overnight to enable the ship to sail on the first high tide tomorrow. The crew are pleased to hear this news. None of them want to stay in Dlash-da Ralzuha a minute longer than is absolutely necessary.

Turn to 69.

263

You say the words of the Brotherhood Spell Lightning Hand and point your outstretched arm at the chains which secure the side gate.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 68.

If it is 5–9, turn to 161.

264

You return to the counter and order the man an ale (erase either 1 Gold Crown or 1 Noble). He downs the frothing beer in one go and then wipes his mouth with a grubby handkerchief.

‘Ah, that's done the job,’ he says. ‘Right, sir. Just you follow me. We'll go see the captain now.’

Outside the tavern, the man turns to the right and then stops to look along the line of ships that are moored at the quayside. After a few moments he scratches his head and begins to look perplexed.

‘That's odd. She must o' moved. Never you mind; she's sure to be anchored upstream.’

Slowly he spins on his heel and he beckons you to follow him as he walks off in the opposite direction, away from the quay.

If you possess Telegnosis and wish to use it, turn to 159.

If you possess Kai-alchemy and wish to use it, turn to 326.

If you possess neither of these skills, or if you choose not to use them, turn to 340.

265

The gaol of Ghol-Tabras was once the southern wing of a grand citadel built by Jublazh Khyr, the first emperor of Shadaki. Its cells are reputed to be among the most escape-proof of any in Southern Magnamund, especially those which are located below ground level in the dungeons of the old citadel. Upon arriving at the gaol, you and your companions are thrown into a communal cell on the second floor. However, as soon as the gaolers examine the Kai Weapon and equipment that they confiscated from you, they begin to think that perhaps you are something more than just a hapless curfew-breaker.

An hour after you arrive, the door of the communal cell bangs open and six armed citadel guards burst in. They have come to take you away from the Suhnese and transfer you to a separate cell below ground level. Your destination turns out to be a damp, windowless chamber. It opens onto a torchlit corridor that is lined with rusting stands of armour. At the end of the corridor is a guardroom and, when you pass by this room on your way to the cell, you catch a glimpse of the wooden crate which contains your Weapons and equipment. It is being stored here. You are pushed into your dingy cell, and then the iron door is slammed shut and bolted. As you listen to the footsteps of the guards receding down the corridor, you vow that you will escape from this gaol before the night is over.

If you possess Elementalism and wish to use it, turn to 182.

If you possess Kai-surge and wish to use it, turn to 115.

If you possess Grand Nexus and wish to use it, turn to 65.

If you possess none of these skills, or if you choose not to use them, turn to 294.

266

You land on your back with a severe jolt that leaves you gasping for breath: lose 3 ENDURANCE points. You have crashed down upon the floor of a cargo hold that is stacked with bales of silk. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll away as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes at the floor where, only moments before, you were lying.

Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.

If you wish to attack the creature while its talons are stuck firmly in the hull, turn to 82.

If you choose to use this opportunity to try to evade the creature, turn to 143.

267

The elder spreads the news to his people that you have agreed to help them and they cheer you loudly. The women of the village bring you food and wine (restore 3 ENDURANCE points), and the children make it their duty to see that your mule is watered and fed.

At sunset, you follow the elder and a dozen of the village men to a rocky outcrop which overlooks the settlement. They have prepared several hiding places among the rocks where they can lie in wait for the dragon. They are armed with spears and bows, and you note that they have a plentiful supply of arrows. You take cover with the elder and wait patiently for the dragon to arrive. You do not have to wait very long. In the fading light of dusk you see the creature come gliding down from the mountains. The elder tells his men to ready their bows and, as they carry out his order, you see him smile. He seems to be relishing the thought of avenging the damage this creature has caused. The dragon circles above the village and then comes swooping over the outcrop. It is now within arrow range.

If you possess a Bow and wish to use it, turn to 306.

If you possess Kai-alchemy and wish to use it, turn to 240.

If you possess Elementalism and wish to use it, turn to 62.

If you have neither a Bow, nor any of these skills, or if you decide not to use them, turn to 276.

268

Once everyone is safely back aboard The Azan, you inform Captain Jenkshi of what happened at the Three Capstans Inn. With a resigned expression on his weather-beaten face, he listens to your report and then thanks you for the part you played in saving his crew from further injury or death. He tells you that similar incidents have happened many times before, in ports all over Magnamund, and he is resigned to the fact that they will happen again sometime in the future. Eldenorans are infamous for their bigotry and intolerance; Jenkshi is just glad that this time his crew had the good fortune to have you looking after their interests.

Before you and the crew retire to your cabins to sleep, the captain takes the precaution of posting extra watchmen on deck, just in case the Eldenorans should come looking for trouble during the night.

Turn to 35.

269

You take up your instrument and begin a soothing ballad that you hope will calm these hungry creatures. Unfortunately, the sound of your playing has an adverse effect upon them; they react in anger and immediately attack. Hurriedly you drop your instrument and draw a weapon as two wolf-like animals come bounding towards you from the rear of the cave.

Kholo: COMBAT SKILL 40   ENDURANCE 28

These creatures are especially susceptible to all forms of psychic attack: double all bonuses if you possess Kai-surge and elect to use it.[14]

If you win this combat, turn to 101.

[14] As the Kholo is ‘especially susceptible to all forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.

270

The creature stalks towards you like a hungry cat with a cornered mouse. Slowly it flexes its talons and bares its ghastly teeth — playful preliminaries to be indulged in before it moves in for the kill. It emits a deafening hiss and comes lunging towards you with shocking swiftness.

Zhürc: COMBAT SKILL 52   ENDURANCE 40

If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you win the combat, turn to 50.

271

You take the glass and sip the cherry-coloured liqueur. It has a delicious flavour and you commend the guildsman for his good taste. The man is greatly flattered, so much so that he offers you a bottle of this fine Scava liqueur. (If you wish to accept his offer, record this Bottle of Scava on your Action Chart as a Backpack Item.)

You then bid the guildsman good evening and promise that you will return tomorrow morning to conclude your business. On leaving the hall you rejoin the Suhnese and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.

272

Melchar leads you back through the streets of Caeno to The Song of the Silver Star tavern, and the young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of its crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He says that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated, and the innkeeper frowns.

‘Wrok's not a man to cross,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’

Turn to 244.

273

You have cause to be thankful for your Grand Mastery when you detect the outline of a man's body high in the boughs of a nearby tree. His limbs and torso are painted with forest colours that help keep him hidden, and you hazard a guess that he is a lookout for a remote jungle tribe.

You sense that he has failed to detect your presence. Rather than run the risk of being seen, you make a wide detour around his tree before continuing deeper into the jungle.

Turn to 51.

274

You draw an Arrow to your Bow and take aim at Sesketera's head. His dark eyes widen with shock when he sees you release the bowstring, but as the Arrow comes speeding towards his face, he recovers his composure and attempts to bat the missile aside with the blade of his spear.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

If your total score is now 0–8, turn to 106.

If it is 9 or higher, turn to 317.

275

Next morning you bid farewell to Tzai and his family before accompanying Chinn to the docks. Moored at a jetty by the old harbour wall is a sleek-prowed merchant trader called the Vargas that flies a Suhnese flag. Chinn takes you aboard this vessel and you meet with Gemulkin in his cabin at the stern. He is a wiry man with a hooked nose and close-set eyes that gives him an expression of sly cunning. Yet his voice is deep and resonant and you can tell that he is someone who is used to commanding respect. By way of introduction you present him with the scroll that his cousin gave you, and he smiles as he reads it.

‘If I had a Noble for every favour I've done him over the years, I'd be a rich man,’ he says, jokingly. Then he furls the scroll and places it in the drawer of his chart table (erase this item from your Action Chart).

‘Welcome aboard, Journeyman. Pay no attention to my jest. I owe my cousin more favours than I care to remember. You're welcome to sail with us to Suhn on the noon tide. All I ask is that you work your passage.’

You agree to Gemulkin's terms and shake his hand to seal the deal. He calls for one of his crew to come and show you to your bunk, but before you go with him you bid farewell to Chinn. He thanks you again, not only for saving his life but also for curing him of his distrust of foreigners.

The Vargas sets sail on the noon tide. It is carrying a valuable cargo of silk, and Gemulkin is anxious that it should arrive safely in Suhn. He expects the voyage to last four days. During your first day aboard you help the crew with their duties and listen to their tales about the Sea of Winds. Gemulkin has ordered the crew to be especially vigilant on this voyage, for pirate raiders from northern waters have become more daring of late. The ships of the Freedom Guild patrol the Sea of Winds to deter buccaneers, yet they cannot guarantee safe passage to any ship once it passes beyond Shuri Point.

On the morning of the third day the lookout sights Shuri Point in the distance. As the Vargas swings around this rocky cape, you see a storm brewing on the horizon. A cluster of black clouds hovers menacingly over the sea, discharging bolts of lightning that arc back and forth between the shore and the surface of the ocean.

If you possess Elementalism and wish to use it, turn to 329.

If you possess Kai-alchemy and wish to use it, turn to 191.

If you possess neither of these skills, or if you choose not to use them, turn to 76.

276

The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide nor deflect it from its chosen course. The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.

Turn to 85.

277

Jenkshi tells you that it will take three days to cross the Gulf of Tentarium to the Shadakine city of Zharloum. There The Azan will dock overnight and collect its cargo of metal ingots, which are to be traded when the ship reaches its home port of Suhn.

Your first day in the Gulf passes pleasantly, yet on the second day the weather closes in and a squall keeps you confined to your cabin for most of the morning. By mid-afternoon the rain abates and you go up on deck to take some exercise. You are looking out across the ocean towards the east when suddenly you notice something bobbing in the water. You magnify your vision and see that it is a man clinging to a piece of wreckage. Quickly you inform Captain Jenkshi, yet, to your surprise, he is very reluctant to change course in order to rescue this man.

If you wish to use your psychic Kai skills to persuade Jenkshi to pick up this man, turn to 84.

If you choose not to influence the captain's decision in this way, turn to 184.

278

‘Sir, before you go, maybe you have something you'd like to sell?’ pipes the youth. ‘We're always interested in exotic items of special value.’

The young trader will pay the prices that are indicated for the following items:

Nhang Doll

12 Nobles

Crystal Prism

8 Nobles

Scava Liqueur

4 Nobles

If you possess and wish to sell any of the above items, make the appropriate adjustments to your Action Chart and then turn to 232.

If you do not possess any of the above items, or if you wish to keep them, turn to 320.

279

Using the Brotherhood Spell Mind Charm you convince the sceptical officer that you really are telling the truth. Fearing a diplomatic row with the Dessian ambassador, he apologizes repeatedly for your arrest and he orders that your Weapons be restored to you at once. He then escorts you personally in a horse-drawn carriage to Lord Zinair's residence — the Dessian Consulate — in the city's North Quarter.

As the toadying officer and his carriage depart, you turn to face the entrance to the consulate building. With mounting anticipation, you climb the front steps and knock on its stout oak door.

Turn to 250.

280

You hit the moving deck and your legs crumple beneath you. Badly winded by the fall, you have difficulty in standing and are barely able to rise to your knees. Instinctively, you reach for your weapon. You are feeling vulnerable and are fearful that the crew of this trader may attempt to throw you overboard before you fully recover your senses. Yet to your surprise you hear that they are cheering. Your daring escape from Sesketera's guards has impressed them immensely.

A tall man with wavy grey hair takes you by the arm and helps you to your feet. He hands you some coins that fell from your Belt Pouch when you hit the deck, and you thank him for his kind assistance. You notice that he is wearing the five stripes of a merchant captain of Siyen on the sleeve of his blue jacket.

‘You must o' ruffled Sesketera's feathers good and proper for him to 'ave turned 'is guards on you like that,’ he says, with a wry grin. Then he faces his crew and says: ‘Anyone who can achieve that can't be all bad, eh, lads!’

The crew cheer again. It is plain by their reactions that they are glad to be leaving Ghol-Tabras and its tyrannical ruler. The captain hands over the running of his ship to his bo'sun and then he helps you to his cabin where he pours you a reviving draught of Siyenese ale. This brew has a peculiar grey-green colour but it tastes delicious. You soon learn that you have jumped aboard the Seasprite, a Siyenese merchantman under the able command of Captain Radyard. It is carrying a cargo of fine wool and linen and is bound for the port of Masama on a voyage that should take eight days. Radyard had expected to sell half of his cargo in the Ghol-Tabras market, but the heavy mooring charges and the unfriendly mood of the natives there had prompted him to make an early departure. His native homeland — Siyen — has traded with Sommerlund for centuries. Radyard much admires your land and its people and he is happy to allow you to stay on board his ship. You are thankful for his hospitality, but you feel you should offer him some form of payment for your passage to Masama.

If you possess the Siyen Crown, turn to 333.

If you do not possess this Special Item, turn to 123.

281

You leave Nhang by its West Gate and follow the main trade road that leads to the city of Jazer, 40 miles to the west. There are many fellow travellers on this road. Some, like you, travel alone and on foot. Others journey in convoys of ox-drawn wagons heavily laden with wares. You try to hitch a ride aboard these convoys but without success, and so you resign yourself to the fact that you have a long day's walk ahead.

At noon you come to a village where the road enters some hilly timberland. A sprawling taverna dominates the village, providing meals for travellers. There are more than a dozen wagons parked outside its doors and many sullen-faced natives are sitting on nearby benches eating their midday meals.

If you wish to stop and enter the taverna, turn to 114.

If you decide to continue on your way without stopping, turn to 323.

282

Following directions given by the men in your charge, you make your way through the quiet streets of Ghol-Tabras until you arrive at the grand double doors of its Coppersmiths' Hall. You push open one of these mighty portals and enter an imposing chamber that is decorated with the portraits of wealthy Shadakine merchants and past coppermasters. The warden of the hall comes hurrying towards you from the door to an antechamber. He is grumbling and waving his hands frantically as if he is trying to shoo away a cloud of invisible insects. It is clear from his sour expression that he has an intense dislike of the Suhnese.

‘Out! Out! Leave here at once!’ he blusters. You are about to be ejected from the hall when suddenly a guildsman intervenes. He orders the warden to stop shouting and calm himself down before his blood boils over. Seething with fury, the warden bites his lower lip as he tries with difficulty to obey this man's command.

Illustration XVI—‘Out! Out! Leave here at once!’ he blusters.

‘My name is Noliq,’ says the guildsman. ‘How may I be of service?’

You tell the man that you wish to sell some copper ingots. He smiles and says that he may be able to help you. The warden warns him that to do so after sunset is illegal, but the guildsman dismisses his comment with a disparaging flick of his hand.

‘Come to my chambers and we'll discuss this matter further,’ he says, smiling. You motion to the crew to follow you but the man raises his hand once more, this time in protest. ‘I will discuss the matter only with you,’ he says. And then with a disdainful tone in his voice he adds, ‘These men will have to leave the hall and wait for you outside in the street.’

If you wish to agree to his conditions, turn to 18.

If you choose not to part company with the crew, turn instead to 190.

283

You count out five coins into her hand and in return she tells you that Lord Zinair resides in the city's North Quarter, at the Dessian Consulate. She writes the directions to the consulate on a scrap of parchment and gives this to you. Upon leaving her shop, you follow her written directions and arrive there within the hour. With mounting anticipation, you climb the front steps of the consulate building and knock on its stout oak door.

Turn to 250.

284

As the man's head dips under the water for the last time, you dive into the muddy river and swim across its surging current. Guided by your Sixth Sense, you locate his body and then pull him to the surface. You fight to maintain your grip as the powerful current sweeps you downstream, and you are propelled along for more than a mile before it finally deposits you on the opposite bank. As you drag the man from the water, you notice a group of huts in the distance. You are about to haul the unconscious man over your shoulder and set off towards them, when suddenly you detect that he has no pulse. Using your Magnakai Discipline of Curing you are able to restart his heart and empty the water from his lungs, yet you are unable to restore him to full consciousness. The sudden sound of voices makes you look towards the huts where you see a group of natives pointing excitedly in your direction. They are all wearing jerkins and loincloths made from animal hide, clothing that is identical to that worn by the man you have saved from the river. You call to them and wave your arms to attract their attention and they quickly respond. You are expecting them to be pleased that you have saved one of their kinfolk, but as they come closer you are shocked by their unexpected response.

Turn to 20.

285

You are within a dozen yards of a wall of jungle trees when suddenly the ground gives way beneath your feet and you fall headlong into a deep pit. Fortunately, the base of this pit trap does not contain sharpened stakes or any other such deadly contrivances, yet you do sustain several cuts and bruises when you land heavily upon its rocky base: lose 3 ENDURANCE points.

If you possess Kai-alchemy, turn to 336.

If you do not, turn to 55.

286

After only a few seconds of manipulation the lock clicks open. You discard the nail and then reach for the handle and twist it. To your relief, the heavy door creaks open to reveal a flight of spiral stairs which ascend into darkness above.

Hurriedly you climb these stone steps and come to a landing where several corridors converge. Some are occupied by gaolers and other officials of Sesketera's citadel who are going about their duties. Then you hear the sound of footsteps ascending the spiral stairs behind you, and this sound reminds you of the pressing need to keep moving. You draw upon your Magnakai Disciplines of Huntmastery and Pathsmanship to help you choose the best route and, to your surprise, in so doing you discover a secret panel in the wall at the head of the spiral staircase. You reach out and press a raised stud and the concealed panel slides open to reveal a narrow passageway beyond. Quickly you enter this passage and the panel automatically clicks shut behind you.

Turn to 170.

287

The ferryman becomes impatient when you arrive at the gate and are unable to pay the fare. After some arguing he finally agrees to accept one Backpack Item in lieu of cash. (Delete from your Action Chart one Backpack Item of your own choosing.)

You step onto the ferry and take a place at the bow rail. As you wait for the vessel to cast off, you look around at your fellow travellers and notice that most are merchants with wagons and handcarts loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. When the ferry approaches the landing jetty, your fellow passengers get ready to leave. As they disembark, one merchant's small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.

Turn to 197.

288

Captain Jenkshi posts some crew members to guard the gangplank and cargo hold, and then he adjourns to the mess room where he shares his evening meal and a bottle of Bautarian brandy with yourself and the remainder of his men. After supper, you enjoy a game of Samor before you retire to your cabin to sleep.

Turn to 35.

289

Two miles beyond the fork in the road you come to an area of low underbrush that is spotted with tiny blue flowers. Swarms of white butterflies hover in the air above them, attracted by the perfume of these delicate little plants.

If you possess Herbmastery, turn to 104.

If you do not possess this Grand Master Discipline, turn to 293.

290

For two days you follow this shoreline which borders upon the Sea of Dreams. You feed upon the plentiful supply of marine life that you find at low tide in rockpools and caves, and you avoid the natives of the coastal villages through which you take care to pass only at night.

During the morning of the third day you catch your first sighting of the Port of Suhn and your spirits rise. It sits upon an islet at the mouth of the River Azan, and it is a most welcoming sight. There have been many times during your long voyage south that you feared you might not live to ever see this city.

You continue your trek and enter Suhn by means of a grand wooden bridge. It spans the Azan and leads directly to the harbour. You stop to admire the great harbour gate of Suhn. It is a magnificent arch that is decorated with likenesses of the heads of every ruler this city has known. You count 120 heads in all, the last in the line being that of the city's present ruler — Grey Star. The harbour is filled with low, wide boats, many with makeshift shelters, that rock gently on the tide. Native families crowd these vessels, their menfolk working long hours at the busy quayside and trading wharves nearby. Passing through the harbour you see several patrols of City Guardsmen who are heavily armed and quick to stop anyone they consider to be suspicious. There is an underlying sense of unease about the place, a tension that reminds you of Nhang. You decide it would be wise to avoid the City Guards and so you leave the harbour and go in search of Lord Zinair, the Dessian ambassador. Beyond the harbour gate you see that there are only two thoroughfares. One leads directly to Suhn's Market Square and the other, the Avenue of the Southern Seas, wends its way into the city's trade quarter.

If you wish to follow the street that leads to the Market Square, turn to 116.

If you choose to enter the Avenue of the Southern Seas, turn to 194.

291

You climb a steep path which ascends to the cliff-top park, and when you arrive there you are rewarded by a spectacular view of the Gulf of Tentarium and the city streets below. The park is empty of people, except for a small group of men who are gathered around the remains of a stone statue which lies broken and overgrown with weeds. A plaque attached to the shattered base declares that it was once a likeness of Shasarak, the Wytch-king of Shadaki. He was an infamous necromancer who inflicted a reign of terror upon this land until finally he was defeated and his empire destroyed in the year MS 5057.

As you move nearer you see that the group is listening to the rantings of a bald man who is attired in grimy, tattered grey robes. His wild eyes roll in his cadaverous face as he tries to persuade his listeners to join with him in the overthrow of the city's ruling council. Between rantings, he offers them food from a large wooden bowl.

Illustration XVII—The group is listening to the rantings of a bald man with wild, rolling eyes.

If you possess the Grand Master Discipline of Herbmastery, turn to 212.

If you do not possess this skill, turn to 334.

292

As you race through the knee-high foliage you sense danger ahead. Your mastery of Pathsmanship is warning you that the undergrowth conceals a pit trap. As you draw closer, you are able to detect the outline of a trench that is over fifteen feet wide.

If you wish to attempt to leap across this concealed pit, turn to 129.

If you decide to halt and turn to face your pursuers, go to 27.

293

Your Magnakai skills detect that these plants have no healing properties, and their perfume is a little too sickly for your liking. Rather than delay your journey unnecessarily, you decide to ignore them and continue your ride along the trail to Kitaezi.

Turn to 205.

294

Using your Magnakai Discipline of Nexus, and the edge of the brass clasp which pins your Kai cloak, you set about the difficult task of slowly working open the bolt which secures the cell door.

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 3 or lower, turn to 207.

If it is 4 or higher, turn to 175.

295

You reach the ferry station as the vessel is leaving and you are forced to leap from the jetty and cling to its tailgate. The ferryman on the deck of the vessel grabs your hands and helps you to climb aboard. He then asks you to pay the fare of 2 Nobles and your heart sinks when you remember that all your money was stolen during the night. The ferryman becomes impatient; he threatens to have you thrown overboard if you do not stump up the fare. After some arguing he finally agrees to accept one Backpack Item in lieu of cash. (Delete from your Action Chart one Backpack Item of your own choosing.)

You settle yourself at the bow rail and look around at your fellow travellers. Most appear to be merchants with wagons and handcarts that are loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. As the ferry approaches the landing jetty, your fellow passengers get ready to leave. During the disembarkation, one merchant's small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.

Turn to 197.

296

Using your camouflage skills and the natural cover afforded by the jungle ferns, you stalk ever closer to the source of the strange sound. You sense that the source is evil, yet still you feel compelled to discover what it is that lurks at the heart of this eerie forest.

If you possess Grand Pathsmanship, turn to 273.

If you do not possess this Grand Master Discipline, turn to 189.

297

You see the deck of the trading ship come rushing towards you and, in the very next instant, you feel an agonizing pain tear through your left leg. You have been struck in the thigh by an arrow: lose 5 ENDURANCE points.

If you have survived this wounding, make the necessary adjustment to your Action Chart and continue by turning to 280.

298

You explain the problem to Melchar and he solves it by swiping a pair of lady's pink pantaloons from a washing line that is strung across the alley. Their furious owner sees him stealing her gaudy garment from her bedroom window, and she hurls a chamber pot at him in a desperate attempt to stop him getting away. Unfortunately, the pot hits you on the back of the head (lose 1 ENDURANCE point). As you escape along the winding alleyway, you rub the bruise that is rising on your head and curse your luck. But you are grateful of one thing: at least the chamber pot was empty!

You follow Melchar through the alleyways of the east quarter which take you all the way back to The Song of the Silver Star tavern. The young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of the inn's crowded taproom. The innkeeper asks Melchar if he bought his pantaloons with the proceeds of his winnings at the racetrack. He replies that, thanks to your advice, he did not bet. The only thing he lost was his breeches and he proceeds to tell the innkeeper how that came about. The man frowns.

‘Wrok's not a man to cross, y'know,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return home to Sommerlund.’

Turn to 244.

299

You follow Grooja out of his hut and along a vermin-infested path which wends a tortuous route through a maze of slum dwellings and festering rubbish dumps. After a mile or so, this rough track ascends into a wooded hillside and then ends upon a plateau which overlooks the harbour. From here you can see Jenkshi and his crew working on The Azan by the light of a hundred oily torches. With undisguised pride, Grooja points to the Shrine of the Oracle and invites you to avail yourself of its wisdom. The shrine consists of a man-sized statue constructed from rusting metal and chunks of driftwood held together with nails, strips of animal skin, and twisted steel wire. You decide to humour Grooja and so you ask the statue to tell you if there is anyone you should trust or distrust during your long journey to Suhn. As expected, you get no response. But then a wind arises and it makes a faint whistling sound as it passes through the holes in the statue. For a fleeting moment you think you hear the words: ‘Bad … dragon … is good,’ but then the wind dies and there is nothing but silence. Grooja smiles. He seems to think that the oracle has spoken a great truth.

Illustration XVIII—For a fleeting moment you think you hear the words: ‘Bad … dragon … is good.’

‘Come, we go now. The Oracle speaks but once a day. It has given you good wisdom. You are blessed.’

Turn to 139.

300

You reach Caeno in the early evening. For all its great size and former splendour, this city has the appearance of a half-deserted ruin. The famous grand mansions of its northern quarter are now little more than dilapidated shells, and its paved avenues are broken and overgrown with weeds. Yet despite its state of neglect and decay, Caeno is a crowded city, especially at this time of the year.

You discover why as you make your way through its twisting, soot-blackened streets. On every other wall there hangs a gaudy yellow poster announcing the Caeno Derby, an annual race that attracts visitors from all over Magnamund. The race is to be run tomorrow and the inns and boarding houses are overflowing with customers. After a long search, you finally discover a shabby inn called The Song of the Silver Star that has a vacant room. The fat innkeeper informs you with glee that bed and board will cost you 6 Nobles, an exorbitant sum for such a run-down establishment.

‘It's the derby,’ he says, without a hint of an apology. ‘Beds is at a premium with so many visitors around.’

If you wish to pay the innkeeper 6 Nobles, turn to 259.

If you do not, turn to 325.

301

Quickly you unsheathe your Kai Weapon and hurl it at the sniper. It spins through the air and thuds into his chest, sending him tumbling backwards from his perch to land heavily upon the exposed roots of the tree. You hurry to his body and retrieve your Weapon. To your disappointment, however, you discover that his blowpipe and horn are now useless, both of them having been smashed by his fall.

Quickly you hide his body in the undergrowth and then you move deeper into the jungle, guided and drawn by the strange incessant noise.

Turn to 51.

302

Using your Kai camouflage skills, you step away from the door and press yourself into a shadowy recess in the corridor wall. Then using your powers of Grand Nexus, you cause a torch at the far end of the corridor to topple out of its wall bracket. The guards react immediately; they grab their weapons and rush out of the guardroom to investigate the noise. As soon as they pass by, you slip inside the room and retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).

As you are sheathing your Kai Weapon into your belt, you hear the guards come walking back along the corridor. Looking around you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron.

Turn to 314.

303

The globes dance around your boat and their chilling laughter echoes through the mist. Suddenly the Moonstone and the satchel disappear and an icy coldness invades your heart when you sense that you have now fallen into the thrall of these supernatural beings. Tragically, you are doomed to spend the rest of eternity a prisoner of this timeless void.

Your life and your quest end here in the Sea of Mists.

304

While you are observing the longboat, you repair the broken satchel strap and check the condition of your Backpack and Weapons. Whilst doing this you discover that you lost one Backpack Item during your underwater battle.

Erase from your Action Chart the third item which you have recorded on your list of Backpack Items.

To continue, turn to 171.

305

The man shrieks with rage and curses you in a vile language that you do not recognize. Yet the sound of his words sends a shiver of dread coursing down your spine, like a trickle of icy-cold water. He denounces you as an agent of the City Council sent to spy on their meeting, and he orders the group to attack and slay you. The men react slowly to his frantic commands. It is as if they are struggling to awaken from a deep sleep. You have no wish to fight these men and so you turn and run towards the park entrance to escape from them. As you reach the open gate, you glance over your shoulder to see that the bald man is preparing to hurl a dagger at your back.

Pick a number from the Random Number Table. If you possess the Disciplines of Grand Huntmastery and Grand Nexus, add 3 to the number you have picked.

If your total score is now 4 or less, turn to 241.

If it is 5 or higher, turn to 135.

306

The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide. You hold your fire until you have a clear shot at the creature's eye, which appears to be the only part of its body that is vulnerable to a missile. Your shaft comes close to its mark: it glances off the dragon's eyelid. The creature seems not to even notice your hit. It circles the village once more and then hovers above the burnt-out remains of the central hut. You watch the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.

Illustration XIX—Every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide.

Turn to 85.

307

You land on your back with a jolt that leaves you gasping for breath, yet you sustain no injury from your fall. You have landed on a bale of silk, one of dozens stacked in this cargo hold. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll off the bale as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes the silk bale to ribbons.

Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.

If you wish to attack the creature while its talons are stuck firmly in the hull, turn to 82.

If you choose to use this opportunity to try to evade the creature, turn to 143.

308

Night has fallen since you were first imprisoned in the hut and you are able to use the cover of darkness to avoid being seen. You are anxious to escape from this place but you are not prepared to leave without first retrieving the Moonstone, your Weapons, and your confiscated equipment.

You allow your Kai Sixth Sense to guide you to where your Kai Weapon is being stored. It is a large wooden shack at the centre of the settlement, and it is occupied by the village elders. Soon the news of your disappearance prompts the leader to order a search. You stay hidden until the shack is empty and the coast is clear, and then you enter it by means of an open window. Inside you discover all of your confiscated equipment, as well as several other items which could prove useful during your quest:

- Bow

- 6 Arrows

- Spear

- Rope

- 3 Fish Hooks

- Bottle of Rice Wine

- Soap

- Short Sword

- Lantern

- Crystal Prism (Special Item)

Having restored your equipment, you leave the shack and make your way into the jungle. Your Kai skills enable you to avoid the villagers and make a swift escape westwards into the hills.

Turn to 137.

309

You hear the spear come whistling towards your back and you throw yourself through the doorway, but your reactions are not swift enough to avoid being struck by the gaoler's weapon. It pierces your shoulder and knocks you to the ground at the foot of a set of spiral stairs: lose 8 ENDURANCE points.

Biting back the agony of your wound, you wrench the spear from your shoulder and hurl it away.

Turn to 59.

310

Upon reaching your room, Lord Rimoah bids you goodnight and reminds you that he shall call for you an hour before dawn. You retire to bed but remain awake for more than an hour as you contemplate the quest that lies ahead. You are apprehensive of the dangers you may encounter, but you are also greatly inspired by what you have witnessed this night and by Rimoah's prophetic words of wisdom.

No sooner have you fallen asleep, it seems, than you are awoken by Rimoah's knock on the door. You gather your Weapons and belongings and walk with him through a procession of torchlit corridors that lead to the entrance to the Tower. As you approach the main doors, Rimoah points to a chamber close by.

‘That is the Tower Armoury, Grand Master,’ he says. ‘You are welcome to inspect it and take whatever you wish before you embark upon your voyage.’

If you wish to accept Rimoah's offer, you may enter the armoury and examine its contents by turning to 152.

If you choose to decline his offer, turn to 49.

311

As the dragon takes to the air, you are struck in the thigh by an arrow. Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), reduce your ENDURANCE score by 4 points. If it is even (i.e. 2, 4, 6, 8, or 0), reduce your score by 2 points.

To continue, turn to 102.

312

You coil yourself up tightly like a wound spring in preparation to leap from the longboat. The officer is nervous, and when he sees you shifting in your seat, he panics and overreacts. The instant you make your move to leap over the side, he lunges at you and attempts to plunge his half-pike into your chest.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 4 or lower, turn to 202.

If it is 5 or higher, turn to 12.

313

You speak the words of the Brotherhood Spell Net and point your right hand at the creature's head. A sticky gout of liquid emerges from your fingertips and shoots towards the creature, yet it reacts with incredible swiftness and leaps aside in time to avoid being caught up in the gluey fluid.

Having evaded your attack it now continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and unsheathe your Kai Weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound across its chest, making it shriek loudly. But it recovers in an instant and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 307.

If it is 5–9, turn to 266.

314

You run to the door, pausing only to pick up a nail that you see lying on the floor. Using this nail you attempt to pick the lock and open the door before the approaching gaolers reach the guardroom.

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

If your total score is now 4 or lower, turn to 337.

If it is 5 or higher, turn to 286.

315

The owner pockets the coins and then he gives you a sly smile.

‘Radyard upped anchor and sailed two days ago. He's gone back north to Siyen. It looks like you got here too late, friend.’

Turn to 22.

316

The officer is outraged by your offer. He summons his guards and he has you dragged away to the cells. All of your equipment is confiscated, including your satchel.

Fearing for your life and the safety of the Moonstone, later in the day you escape from your cell and go in search of your missing equipment. Your make it as far as the Hall of Correction's inner keep before the alarm is sounded and you are entrapped there. You offer to surrender but the officer refuses to listen. He orders his guards to encircle the battlements and then, without mercy, he orders them to open fire at you with their crossbows.

Tragically, your life and your quest end here in the Hall of Correction.

317

Your Arrow glances off the blade of Sesketera's spear and gashes his face. It is not a serious wound but it makes him drop his weapon and stagger backwards. He is clutching at his injured cheek with both hands and you can see blood is beginning to trickle freely through his fingers. Then you hear a noise over on the far side of the balcony and moments later three citadel guards come rushing through the open archway.

‘Kill him!’ shouts Sesketera, and he presses himself flat to the wall so that they are able to get to you. Looking down into the hall you note that the main doors are still unguarded despite the incessant ringing of the alarm bell. Fearing that your only route of escape may soon be sealed off, you shoulder your Bow and leap boldly over the parapet.

If you possess Kai-alchemy, turn to 75.

If you do not possess this Grand Master Discipline, turn to 142.

318

You use the power of your Grand Mastery to whip up a cloud of dust from the ground. The sudden whirlwind causes the crowd to panic and a clear space forms around you and your elemental summonation as they fight to get away. You direct the whirling dust cloud at Wrok's henchmen, and as they are engulfed and blinded by it, you and Melchar seize the chance to make good your escape from the racetrack.

Turn to 272.

319

Guided by your companions, you make your way through the darkening streets of Ghol-Tabras and arrive at the entrance to the Flying Fish Tavern. The inn is filled with the captains and crews of many of the vessels that are moored down in the harbour. They are a raucous crowd, yet their noise quietens to barely a whisper the moment you and your companions step through the door.

Slowly you approach the bar, trying your best to ignore the dark mutterings that are passing among the hard-faced sailors. The innkeeper glares at you. It is as if he is daring you to ask him for service. You swallow hard and ask if he knows of anyone who would be interested in buying some copper.

‘Hey, listen up,’ he shouts to the others. ‘This infidel wants to sell some copper!’

The crowded inn erupts with laughter. Now grinning inanely, the innkeeper fixes you with his piggy eyes and asks: ‘An' just what is it you've got to sell then, eh? Your father's old spit-pot maybe? Bah! Begone, y'scabs. We don't serve the likes o'you no more. I'm the new owner of this fine establishment and we don't want your kind here!’

If you wish to attempt to buy some ale in the hope that it will appease this boorish innkeeper, turn to 108.

If you decide that you are wasting precious time here, you can leave the inn by turning to 249.

320

The owner of the emporium calls out to the youth. He tells him to stop wasting his time on you and insists that he go and serve some paying customers. The young man shrugs his shoulders and slopes away, and you are left to return to the market square to consider where next to look for the elusive captain.

If you wish to visit the Masama Warehouse, turn to 97.

If you decide to go to the Freetrader's Tavern, turn to 30.

321

You are nearing the top of the ladder when you lose your grip and fall backwards into the hold. You struggle to stand but you are suddenly struck by a second deluge of water and debris that knocks you unconscious. Sadly, you never regain consciousness. Minutes later the Vargas sinks beneath the waves and she takes you down to the seabed, fifty fathoms below.

Tragically, your life and your quest end here at the bottom of the Sea of Dreams.

322

As he stalks closer, Sesketera suddenly realises that you are not a native Shadakine. Your fair skin and Kai clothing reveal to him that you are a Northlander.

‘By the ghost of Agarash,’ he hisses, through his gritted teeth, ‘you're the cur who slew my brother, Dar-Isun. And now you come here, to my citadel, to steal my bride! By the gods, you'll pay for this with your life!’

Sesketera lifts the spear in his right hand and spins it by the haft. It is an impressive display of control which leaves you in no doubt that he is a formidable fighter.

‘Vengeance will be mine!’ he screams.

If you possess a Bow and wish to use it, turn to 274.

If you do not possess a Bow, or if you choose not to use it, turn to 245.

323

Beyond the taverna the road enters a dense timberland and makes a gradual ascent into the hills beyond. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 1 ENDURANCE point). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.

As the sun approaches the horizon, the road passes across a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect with the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn.

It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.

If you wish to find lodging for the night, turn to 138.

If you decide to sleep in the open, turn to 203.

324

The cherry-red liqueur looks very appealing, but you are sorely aware that the Suhnese are waiting for you in the street outside the hall. There is a curfew in force in Ghol-Tabras and night is fast approaching.

If you wish to accept the guildsman's glass of liqueur, turn to 271.

If you decide to decline his offer and make an excuse in order to leave, turn to 95.

325

‘Put that on my bill!’ says a voice behind you. The words are spoken by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tell you that he is a member of a guild from your homeland.

‘Well met, Master Kai,’ he says, offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths' Guild of Toran. I'm honoured to make with your acquaintance. Come, join me for a meal. The food here is indescribable … but it fills an empty belly. You look in need of food. Come, join me.’ You thank the young journeyman for his generosity and, as you share a meal, you learn more about him and this region of Shadaki.

Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star — the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak's rule.

Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.

Turn to 235.

326

You whisper the words of the Brotherhood Spell Sense Evil and your suspicions are immediately confirmed. This man is not trying to help you at all. He is a charlatan, a sly and gifted liar who is trying to lure you into a trap.

Rather than follow him away from the quay, you tell him that you have changed your mind and that you no longer wish to find Captain Radyard. The man curses you under his breath and then he hurries off into an adjoining alleyway. You watch him disappear before you walk across the market square and enquire after Radyard at the Masama Warehouse.

Turn to 97.

327

You halt and very slowly lift your hands away from your sides to demonstrate to the Eldenorans that you are not reaching for a weapon. Then you focus on the Eldenoran captain and launch a sharp pulse of psychic Kai energy at his head. He gasps, and then he lets the crewman fall to the taproom floor as the power of your psychic probe burns through his mind like a red-hot dagger.

Fearing that their captain is having some kind of fit, the drunken Eldenorans begin to panic. Some throw their ale into his face to revive him, while others struggle to lift his heavy body onto a cluttered table. When one man slices open the captain's close-fitting leather jerkin with his dagger, so as to help him breathe, another thinks that he is attacking his master. He punches him unconscious and suddenly a fist-fight erupts. During the commotion, you indicate to the Suhnese that now would be a good time to leave. Without a word they rise from their tables and move towards the door, pausing only to pick up their injured comrade as they make a hasty exit from the tavern. Once outside, the Suhnese can afford to laugh at the incredible stupidity of the Eldenorans. It is hollow laughter, but at least it helps them to relieve the frustration of having to return early to The Azan.

Turn to 268.

328

Using your advanced camouflage skills, you draw your Kai cloak tightly around yourself and stand close to the wall of the hut. Then you scream long and loud, as if in great pain, and wait for the guards to come. The door opens and two natives armed with spears step through into the gloomy interior. They fail to see you where you are and immediately assume that you have escaped. As they leave the hut to raise the alarm, you are able to slip out through the open door.

Turn to 308.

329

Your Grand Mastery of Elementalism tells you that this is no ordinary storm — it is the result of powerful elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind.

Turn to 100.

330

You shout to your companions to make a run for the harbour and then you lead the way along the shadowy streets. The clumping sound of booted feet and the blare of a brass horn echo among the surrounding houses as the city watch raise the alarm and give chase. Swiftly you and the crew outrun these armoured guards but, to your dismay, when you reach the harbour gate you discover that it is closed and bolted.

Quickly you enter an adjoining street in the hope of finding another way through to the quay. At the end of this street you come to a junction where a smaller avenue crosses from east to west.

If you wish to turn east into this avenue, turn to 258.

If you decide to go west, turn to 32.

331

You leap over the bodies of the henchmen and follow Melchar as he leads you back through the streets of Caeno to The Song of the Silver Star tavern. When finally you enter the sanctuary of its crowded taproom, the young journeyman laughs with sheer relief at having escaped from the racetrack alive. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He says that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated, and the innkeeper frowns.

‘Wrok's not a man to cross,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’

Turn to 244.

332

You speak the words of the Brotherhood Spell Lightning Hand and extend your right arm towards the trailing rope. A crackling arc of energy leaps from your hand to strike this line, severing it cleanly in two. As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. You can hear angry voices echoing through the gorge as you spur him to the gallop and escape along the jungle trail that continues beyond the bridge.

Turn to 205.

333

‘Perhaps you can tell me what you make of this, captain,’ you say, as you retrieve the Siyen Crown from your Backpack. ‘It was found some weeks ago in a wreck off the coast of Vassagonia.’

Radyard takes the silver crown and he inspects it carefully. He smiles when he discovers a Siyenese inscription engraved along its inner rim.

‘It's the crown of a princess,’ he says. ‘Not a state crown, mark you, but one that she would have worn while carrying out her daily duties. The inscription shows that it comes from the royal household of Oridon. It's more than a century old and I'd say it's likely that it belonged to Princess Fahra. She was lost at sea. It's not worth a great fortune but it would have some historical value, especially in my homeland.’

‘In that case, captain,’ you say, ‘you are welcome to keep it … in return for my passage to Masama.’

Radyard readily agrees (erase this Special Item from your Action Chart) and he refills your glass with ale and proposes a toast:

‘To the long and prosperous friendship of our countries — to Sommerlund and Siyen!’

Turn to 239.

334

The bald man invites you to come and join the group and he offers you some food from his bowl. The food looks very appetising but your Kai senses warn you to be on your guard. You are suspicious of his true motives.

If you choose to accept his offer of food, turn to 40.

If you decide to reject his offer, turn to 237.

335

Using your advanced camouflage skills, you blend perfectly with the dense foliage as you stalk closer and closer to the source of the noise. You have cause to be thankful for your Grand Mastery when your Sixth Sense detects the outline of a man's body, high in the boughs of a nearby tree. His limbs and torso are painted with forest colours that help keep him hidden, and you hazard a guess that he is a lookout for a jungle tribe.

You sense that he has failed to detect your presence. Rather than run the risk of being seen, you make a wide detour around his tree before continuing deeper into the jungle.

Turn to 51.

336

Once more you summon your knowledge of Brotherhood magic to your aid. You speak the words of the spell Levitation and rise up from the floor of the pit.

As you draw level with its edge, you release yourself from the spell and step onto firm ground. Arrows whistle past on all sides as hurriedly you dive into the cover of the jungle trees.

Turn to 38.

337

The lock clicks open, but only after several minutes of nerve-racking effort. You discard the nail and reach to the handle of the door, but at this very moment a trio of gaolers suddenly appears in the doorway behind you. The leading man bellows with rage and he snatches up his spear in readiness to throw it. Desperately you pull on the handle and, as the heavy door creaks open, the gaoler hurls his spear at your unprotected back.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 1 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Assimilance, add 3.

If your total score is now 3 or lower, turn to 309.

If it is 4–7, turn to 88.

If it is 8 or higher, turn to 10.

338

The moment you strike the killing blow, the creature's body transforms into a hissing mass of fiery green sparks. Rapidly these sparks dissolve leaving no trace, except for a lingering odour of decay. Your Kai senses detect that the creature was a magical creation, an evil summonation sent here to find the Moonstone.

As you retrieve your Kai Weapon, you ponder who could be responsible for the creature's creation and presence here. Then suddenly your thoughts are forced to turn to more immediate matters. The hull of the Vargas is starting to crack under the relentless pounding of the waves. The hold is rapidly filling with water and you must act swiftly to escape from here before it becomes your watery tomb.

If you possess Kai-alchemy, turn to 127.

If you do not, turn to 248.

339

Fair weather returns and The Azan makes good speed as it crosses the jade-green waters of the Gulf of Tentarium. It is shortly before noon of the following day when the first glimpse of Zharloum is sighted by the lookout, and less than an hour later you find yourself sailing into the harbour of this grand city. Emerald pennants flutter from its towers and the roofs of its sun-bleached houses, and crowds of industrious citizens throng its paved avenues and alleyways. This old Shadakine port has a long history of free and fair trading. It is many miles from the cities of Shadakine political power which lie to the south, and due to this fortunate fact it has been spared much of the damage inflicted upon this troubled land by a succession of ruthless and tyrannical rulers.

The ship enters and docks at the harbour wall, close to the jetty of a warehouse which contains the iron and copper ingots that it will carry to Suhn. As the crew begin the task of loading the cargo aboard, you agree to help Gregor find the Lourdenian Consulate so that he may report the attack upon his ship, and seek their help in returning home.

Together you disembark from The Azan and follow a cobblestoned road which leads out of the harbour and into the heart of the city. When asked for directions, a helpful trader tells Gregor that the Lourdenian Consulate building lies at the far end of this busy main street. He gives the smiling man a Gold Crown and then you continue your way along this crowded thoroughfare. Gregor wishes to reach his Consulate but he is in no great hurry. He suggests that perhaps you and he could first pay a visit to one of the many colourful inns or famous emporia which line this teeming main street.

If you wish to visit the Zharloum Herb Emporium, turn to 61.

If you would like to visit the Lucky Horse Inn, turn to 252.

If you prefer not to visit either of these famous establishments, you can continue along the main street by turning to 168.

340

You follow the man as he requests, but when his path begins to veer away from the quayside you start to feel a little uneasy. You suspect that he is either lost, drunk, or not quite the helpful old beggar he makes himself out to be.

You ask where he is taking you and he says that he knows a short-cut through the town. He leads you into an alley and moments later your fears are confirmed when you find yourself surrounded by six knife-wielding thugs. Your weasel-faced guide disappears into the shadows and the thugs fall upon you from all sides.

Illustration XX—Your fears are confirmed when you find yourself surrounded by six knife-wielding thugs.

Masama Street-thugs (6): COMBAT SKILL 38   ENDURANCE 36

If you win this combat, turn to 7.

341

You wake within the hour and from then on you spend an uncomfortable night during which you are bitten constantly by the fleas which infest your mattress. Your Kai Curing skills protect you from contracting any illness or infection from the bites, but you lose 3 ENDURANCE points due to your lack of rest.

When the sun rises you decide to abandon your attempts at sleeping. You check your equipment and then you leave the tavern and walk to the nearby ferry station. You can see the ferry approaching across the strait. It is loaded with carts and horses and more than 100 people. A queue has formed at the station gate where a ferryman is waiting to collect the crossing fare. A board slung around his chest informs you that the price of the crossing is 2 Nobles.

If you can afford the price of the crossing, turn to 188.

If you do not have 2 Nobles, turn to 287.

342

You hurry out of the park and descend the steep path which leads down to the harbour below. Dusk is approaching by the time you return to The Azan, and when you go aboard you discover that the cargo has been fully loaded.

Captain Jenkshi is pleased with his crew and feels they deserve a reward for all their hard work. Half of his men would like to spend the night ashore at the Three Capstans Inn, one of their favourite taverns. The tavern-keeper delivered some fresh food to the ship during the afternoon, and he promised a free flagon of ale to any crew member who paid him a visit this evening. The captain gives his permission, but on one condition — all those who wish to go ashore this evening must be back on board before dawn breaks tomorrow.

‘We sail on the dawn tide,’ he bellows, ‘so don't expect to find us still here if y'roll up late.’

If you wish to go ashore and visit the Three Capstans Inn, turn to 144.

If you decide to stay aboard with the captain and the remaining crew members, turn to 288.

343

Speedily you draw and fire your Arrow, sending it thudding into the chest of the sniper before he can reload his deadly blowpipe. The man tumbles out of the branches to land heavily upon the exposed roots of the tree. You hurry to his lifeless body and discover, to your disappointment, that his blowpipe is broken and his poisoned darts are somewhere in among the boughs above. After you have hidden his body in the undergrowth, you move deeper into the jungle, guided and drawn by the strange noise.

Turn to 51.

344

You run through an open bulkhead door into an adjacent cargo area that is stacked with crates of food and barrels of water. On the far side of this hold you see a wooden ladder that ascends to a hatch in the foredeck. Your Kai senses detect that there is also a concealed trapdoor in the floor of the hold, close to the base of the ladder.

Suddenly you hear the cracking of timbers and you sense that the creature has freed its claws from the wall of the cargo hold behind you. You hear the snake-like hiss of its breath and you know that you have but a few seconds before it will come rushing through open bulkhead door.

If you wish to hide among the crates and barrels, turn to 254.

If you wish to climb the ladder to the foredeck hatch, turn to 31.

If you wish to open the concealed trapdoor in the floor, turn to 112.

345

The city watch surround you and guard you at spear-point until two horse-drawn wagons come to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver's seat. (On your Action Chart mark each of these items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)

At the officer's command the wagons move off at a speedy pace. After a few bruising minutes, your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known either for his kindness or for his mercy.

Turn to 265.

346

You draw upon your Animal Mastery in an attempt to calm these frightened and hungry creatures. They are susceptible to your powerful psychic commands, yet they produce an unexpected and adverse reaction. The sudden conflict of their instincts and feelings makes them howl with frustration. In a state of blind panic, the two wolf-like animals rush past you to disappear into the rain-swept jungle. Confident that they will not return, you settle yourself down upon a bed of soft mosses and drift off to sleep.

Turn to 220.

347

You force your way through the teeming crowd and reach the side gate, but only to discover that it is chained shut. Looking around you see Wrok's conspirators are beginning to close in from all sides.

If you possess Kai-alchemy, turn to 263.

If you do not possess this Grand Master Discipline, turn to 73.

348

You leap away from the parapet in a desperate attempt to avoid being crushed by the falling section of mast. Your swift reactions save your life as the shattered timber slams through the prow deck, but unfortunately you do not move quickly enough to avoid being struck on the back by a tangle of trailing ropes and debris that falls in its wake: lose 4 ENDURANCE points.

Turn to 160.

349

Spurred on by the pitiful sounds of your stricken horse, you fumble for a weapon with which to attack this creature.

If you possess a Bow and wish to use it, turn to 74.

If you do not, turn to 224.

350

The Shianti escort you from the beach to a wondrous edifice — the sacred Temple of Amida — which stands upon a high spur of rock commanding a spectacular view of the four corners of their magical isle. Here in a formal ceremony you receive the thanks and praise of Acarya — the leader of the Shianti exiles. Solemnly he vows to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again will its powers disrupt Magnamund's delicate balance of nature, nor be misused by the forces of Evil.

After the ceremony, the Shianti show you some of the magical wonders of their island that have never before been seen by Man. You marvel at flowing rivers of jewels, fabulous flora, and species of exotic fauna that defy description. After your tour of this paradise isle you are allowed to rest awhile before you are escorted to your boat to begin your journey back to the Port of Suhn.

Your return voyage across the Sea of Dreams is swift and eerily smooth. You sense that your direction and speed are being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appears from out of the swirling sea mist. A stiff breeze catches your sail and propels you towards the quayside where, to your astonishment, Lord Zinair is waiting to greet your valiant return.

Congratulations, Grand Master. Once more you have proved your courage and resourcefulness. You have completed the quest entrusted to you by Lone Wolf and you have triumphed magnificently. The safe return of the Moonstone to the Shianti is a major victory in the war against Evil, but it is a war that is still yet to be won. Upon your return to the Port of Suhn you learn from Lord Zinair of a new and sinister threat to the fragile peace of your world. If you wish to confront this deadly threat and prove that you are truly a champion of the New Order Kai, then the nature of the challenge can be found in the next exciting Lone Wolf New Order adventure, entitled:

Mydnight's Hero

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

Shadaki & The Lands of the Free Alliance of Southern Magnamund

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 ‘most-promising’ with ‘most promising’. Replaced ‘The Buccaneers of Shadaki’ with ‘The Buccaneers of Shadaki,’.

(The Story so Far … ) Replaced ‘MS 5075’ with ‘MS 5070’. Replaced ‘elite’ with ‘élite’. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced ‘world of Sommerlund’ with ‘world of Magnamund’. Replaced ‘freestate’ with ‘Freeland’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘gods of Good’ with ‘Gods of Good’. Replaced ‘Spring’ with ‘spring’. Replaced ‘Cloud Dancer’ with ‘Cloud-dancer’. Replaced ‘Dessi capital’ with ‘Dessian capital’. Replaced ‘Korlinium’ with ‘korlinium’. Replaced ‘sailing ship’ with ‘caravel’ since that is how Joe Dever originally termed it. 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 ‘fall to zero’ with ‘fall to zero or below’. Replaced ‘on to’ with ‘onto’. Replaced ‘weapons and’ with ‘weapons, and’. Replaced ‘Book 22’ with ‘Book 23’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. 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 ‘venoms and’ with ‘venoms, and’. Replaced ‘symbols and’ with ‘symbols, and’. Replaced ‘gases and’ with ‘gases, and’. Replaced ‘honour and’ with ‘honour, and’. Replaced ‘Four Disciplines’ with ‘four Disciplines’. Replaced ‘COMBAT SKILL is reduced’ with ‘ENDURANCE is reduced’. Replaced ‘Grand masters’ with ‘Grand Masters’. Replaced ‘Old Kingdom battle magic’ with ‘Old Kingdom battle-magic’. Replaced ‘magi-magic spells’ with ‘Old Kingdom Spells’. Replaced ‘Moon and’ with ‘Moon, and’. Replaced ‘individual (or combinations of) elements that are available,’ with ‘individual elements that are available, or combinations thereof,’. 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 ‘1 to 3’ with ‘one to three’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘guild of magicians’ with ‘Guild of Magicians’. 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 ‘Mindblast’ with ‘Mindblast’. Replaced ‘Fire and’ with ‘Fire, and’. 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’. 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 ‘EQUIPMENT’ with ‘Equipment’. Replaced ‘undertaken then’ with ‘undertaken, then’. 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) Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. 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’. Deleted ‘(see the inside front cover of this book)’. 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 ‘south-eastern’ with ‘southeastern’. Replaced ‘QUARTERSTAFF’ with ‘Quarterstaff’. Replaced ‘BOW’ with ‘Bow’. Replaced ‘QUIVER’ with ‘Quiver’. Replaced ‘FLUTE’ with ‘Flute’. Replaced ‘DAGGER’ with ‘Dagger’. Replaced ‘SWORD’ with ‘Sword’. Replaced ‘2 MEALS’ with ‘2 Meals’. Replaced ‘ROPE’ with ‘Rope’. Replaced ‘POTION OF LAUMSPUR’ with ‘Potion of Laumspur’. Replaced ‘AXE’ with ‘Axe’. 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 ‘the total sum of’ with ‘the number of’. Replaced ‘Disciplines then’ with ‘Disciplines, then’. Added the Section ‘Gold Crowns’ under the heading Equipment — How to Use It which reads: ‘The currency most readily accepted in southeastern Magnamund is the Noble. These are always carried in the Belt Pouch. It will hold a maximum of fifty Nobles. Gold Crowns are readily accepted at a rate of 1 Gold Crown for 1 Noble.’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘New Order adventure’ with ‘New Order adventure’. 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 ‘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 ‘only you’ with ‘only you’. Replaced ‘LW represents points lost by yourself — a disciple of Lone Wolf’ with ‘GM represents points lost by yourself — Grand Master’.

(Levels of New Order Grand Mastership) Replaced ‘rank and titles’ with ‘ranks and titles’. Replaced ‘New Order series’ with ‘New Order series’. Replaced ‘New Order adventures’ with ‘New Order adventures’.

(Improved Grand Master Disciplines) Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’. Replaced ‘Grand Master Superiors’ with ‘Kai Grand Master Superiors’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘Lone Wolf New Order books’ with ‘Lone Wolf New Order books’.

(New Order Wisdom) Replaced ‘gods’ with ‘Gods’. Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(1) Added a paragraph break between ‘you ask.’ and ‘ ‘It signifies’. Replaced ‘Korlinium’ with ‘korlinium’. Replaced ‘well-treated’ with ‘well treated’. Replaced ‘Record the Moonstone’ with ‘If you have not already done so, record the Moonstone’.

(2) Replaced ‘by, then’ with ‘by, and then’. Removed quotation marks from around the thought-speech.

(3) Removed the dash preceding ‘Gloar!’. Replaced ‘barge’ with ‘charge’. Replaced ‘power word’ with ‘power-word’.

(5) Replaced ‘metres’ with ‘yards’.

(6) Replaced ‘the Derby’ with ‘the derby’. Replaced ‘he warns, ‘he's ruthless’ with ‘he warns. ‘He's ruthless’.

(7) Replaced parenthetical numbers at the start of each respective line sans parentheses (e.g. replaced ‘Daggers (6)’ with ‘6 Daggers’). Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘gaily decorated’ with ‘gaily-decorated’. Replaced ‘emporiums’ with ‘emporia’. Replaced ‘Nobels’ with ‘Nobles’. Replaced ‘Unlike the’ with ‘Unlike at the’.

(8) Replaced ‘home, then’ with ‘home, and then’. Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘1,3,5,7,9’ with ‘1, 3, 5, 7, or 9’. Replaced ‘0,2,4,6,8’ with ‘2, 4, 6, 8, or 0’. Replaced each occurrence of ‘Lourdanian’ with ‘Lourdenian’. Replaced ‘well-fed’ with ‘well fed’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’. Replaced ‘Nobel’ with ‘Noble’.

(10) Replaced ‘of the spiral’ with ‘of a spiral’.

(11) Added ‘If the Kai Weapon you wield is “Valiance”, you may apply the bonus gained due to its unique properties.’.

(12) Replaced each occurrence of ‘you have chosen’ with ‘you have picked’. Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘1,3,5,7,9’ with ‘1, 3, 5, 7, or 9’. Replaced ‘0,2,4,6,8’ with ‘2, 4, 6, 8, or 0’.

(13) Replaced ‘infra-vision’ with ‘infravision’.

(14) Replaced ‘the Captain’ with ‘the captain’.

(15) Replaced ‘score).’ with ‘score.)’. Removed quotation marks from around the thought-speech in both the section and the illustration's caption.

(16) Replaced ‘he orders, ‘Unfurl’ with ‘he orders. ‘Unfurl’. Replaced ‘thirty yards’ with ‘30 yards’. Replaced ‘The Captain's’ with ‘The captain's’. Replaced ‘me, Captain’ with ‘me, captain’.

(17) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’.

(18) Replaced ‘the Grand Master Discipline of Pathsmanship’ with ‘Grand Pathsmanship’. Replaced ‘Nobels’ with ‘Nobles’.

(19) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘Valiance’ with ‘ ‘Valiance’ ’.

(20) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘Backpack and’ with ‘Backpack, and’. Replaced ‘rain storm’ with ‘rainstorm’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(21) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘erase’ with ‘subtract’. Replaced ‘Special Item’ with ‘Backpack Item’.

(22) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘gaily decorated’ with ‘gaily-decorated’. Replaced ‘emporiums’ with ‘emporia’. Replaced ‘Unlike the’ with ‘Unlike at the’.

(24) Replaced ‘jail’ with ‘gaol’. Replaced each occurrence of ‘jailers’ with ‘gaolers’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(25) Replaced ‘sheer breathtaking’ with ‘sheer, breathtaking’.

(26) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Invisible Shield’.

(30) Replaced each occurrence of ‘the Captain’ with ‘the captain’.

(31) Replaced ‘roar, then’ with ‘roar, and then’. Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘sea water’ with ‘seawater’. Replaced ‘weapon, before’ with ‘Weapon before’.

(32) Replaced ‘houses that borders’ with ‘houses that border’.

(33) Replaced ‘your weapons’ with ‘your Weapons’.

(34) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Power Word’.

(35) Replaced ‘sons and’ with ‘sons, and’. Replaced ‘the Captain’ with ‘the captain’.

(36) Replaced ‘Fryelund forest’ with ‘Fryelund Forest’. Replaced each occurrence of ‘timberyard’ with ‘timber yard’. Replaced ‘freshly sawn’ with ‘freshly-sawn’.

(37) Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘1,3,5,7,9’ with ‘1, 3, 5, 7, or 9’. Replaced ‘0,2,4,6,8’ with ‘2, 4, 6, 8, or 0’.

(39) Replaced ‘Oh Grand’ with ‘Oh, Grand’. Added a paragraph break between ‘her head.’ and ‘ ‘No, it’.

(40) Replaced ‘icy cold water’ with ‘icy-cold water’.

(41) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(42) Replaced ‘Dessi you say’ with ‘Dessi, you say’.

(43) Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘or choose’ with ‘or if you choose’.

(45) Replaced ‘jailer’ with ‘gaoler’. Replaced ‘jailer's belt’ with ‘gaoler's belt’. Replaced ‘jailers’ with ‘gaolers’. Replaced ‘drawbolt, then’ with ‘bolt, and then’. Replaced ‘(If you wish to keep this key, record it on your Action Chart as a Backpack Item.)’ with ‘(Mark this on your Action Chart as a Special Item. You need not discard another item in its favour if you are already carrying the maximum number of Special Items.)’.

(46) Replaced ‘Bow, and’ with ‘Bow and’.

(47) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’. Replaced ‘not attack’ with ‘not attack you’.

(48) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(49) Replaced ‘ninety miles’ with ‘90 miles’. Replaced ‘Kas-kalahmout’ with ‘Kas-kalahmout’.

(51) Replaced ‘slayed’ with ‘slew’.

(52) Replaced ‘your weapons’ with ‘your Weapons’. Replaced each occurrence of ‘jail’ with ‘gaol’. Replaced ‘city guard’ with ‘City Guard’.

(54) Replaced each occurrence of ‘weapon’ with ‘Weapon’. Replaced ‘Backpack Items list’ with ‘list of Backpack Items’. Replaced ‘Backpack and weapons’ with ‘Backpack and Weapons’.

(56) Replaced ‘and Coarse laughter’ with ‘and coarse laughter’. Replaced each occurrence of ‘the Captain’ with ‘the captain’.

(57) Removed quotation marks and the ellipses from the table. Replaced each occurrence of ‘Nobels’ with ‘Nobles’. Replaced each occurrence of ‘Nobel’ with ‘Noble’.

(58) Replaced ‘forty miles’ with ‘40 miles’. Replaced ‘come to village’ with ‘come to a village’.

(59) Replaced ‘jailers’ with ‘gaolers’.

(60) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Nobels’ with ‘Nobles’. Replaced ‘your weapons’ with ‘your Weapons’.

(61) Replaced ‘roots and’ with ‘roots, and’. Replaced ‘Nobels’ with ‘Nobles’. Replaced ‘Nobel’ with ‘Noble’. Replaced ‘potions cost’ with ‘potions costs’. Replaced ‘one or more’ with ‘one or both’.

(62) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(65) Replaced ‘drawbolt’ with ‘bolt’.

(66) Replaced ‘timberyard’ with ‘timber yard’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(67) Added ‘If the Kai Weapon you wield is “Ulnarias” or “Spawnsmite”, you will benefit from the bonus gained due to its unique properties.’

(70) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’.

(71) Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(74) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Valiance’ with ‘ ‘Valiance’ ’.

(75) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Levitation’.

(76) Replaced ‘the Captain’ with ‘the captain’.

(77) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘The Captain’ with ‘The captain’. Replaced ‘the Captain’ with ‘the captain’.

(78) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘absence, then’ with ‘absence, and then’.

(81) Replaced ‘jailers' torches’ with ‘gaolers' torches’. Altered the links to read ‘Turn to 314’ since it is impossible to arrive in this section carrying an Iron Key. They originally read:

If you possess an Iron Key, turn to 125.

If you do not possess this item, turn to 314.

(83) Replaced ‘timber and leather’ with ‘timber, and leather’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’. Replaced ‘Nobel’ with ‘Noble’.

(84) Replaced ‘Lourdanian’ with ‘Lourdenian’. Replaced ‘The Captain’ with ‘The captain’.

(85) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘first volley of arrows come’ with ‘first volley of arrows comes’.

(87) Replaced ‘broad-leafed’ with ‘broad-leaved’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘or choose’ with ‘or if you choose’.

(90) Replaced ‘consciousness, then’ with ‘consciousness; then’. Replaced ‘disorientated’ with ‘disoriented’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(92) Added a paragraph break between ‘you retort.’ and ‘ ‘But … ’. Added a paragraph break between ‘the Captain.’ and ‘ ‘I've no’. Replaced ‘kilometre’ with ‘mile’. Replaced ‘the Captain’ with ‘the captain’.

(95) Replaced ‘desk, then’ with ‘desk, and then’. Replaced ‘metres’ with ‘yards’. Replaced ‘on to’ with ‘onto’. Replaced ‘Coppersmith's Hall’ with ‘Coppersmiths' Hall’. Replaced ‘hall’ with ‘Hall’.

(96) Added ‘If the Kai Weapon you wield is “Valiance”, you may apply the bonus gained due to its unique properties.’.

(97) Replaced ‘timber and leather’ with ‘timber, and leather’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’. Replaced ‘Nobel’ with ‘Noble’.

(98) Replaced ‘potion of Laumspur’ with ‘Potion of Laumspur’. Replaced ‘Nobels’ with ‘Nobles’.

(99) Replaced ‘count out 10 Gold Crowns’ with ‘count out 7 Gold Crowns’. Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘erase’ with ‘subtract’. Replaced ‘Special Item’ with ‘Backpack Item’.

(101) Replaced ‘Kholo’ with ‘kholo’.

(102) Replaced ‘proud and nobel’ with ‘proud and noble’. Replaced ‘potions of Laumspur’ with ‘Potions of Laumspur’. Replaced ‘Hulhuk mountains’ with ‘Hulhuk Mountains’ in both the section and the illustration's caption.

(103) Replaced ‘the Captain’ with ‘the captain’.

(104) Replaced ‘potions of Liera’ with ‘Potions of Liera’.

(105) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(106) Replaced ‘jail’ with ‘gaol’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘clang’ with ‘clang’. Replaced ‘section 215’ with ‘Section 215’.

(107) Replaced ‘by, then’ with ‘by, and then’. Removed quotation marks from around the thought-speech.

(108) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘voice, ‘Let me’ with ‘voice. ‘Let me’.

(109) Replaced ‘on to’ with ‘onto’. Replaced ‘dismal mood of its natives and the large number of street beggars leaves’ with ‘dismal mood of its natives and the large number of street beggars leave’. Replaced ‘the Captain’ with ‘the captain’.

(110) Replaced ‘Nobels’ with ‘Nobles’.

(111) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘the Captain’ with ‘the captain’.

(112) Replaced ‘try and’ with ‘try to’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(114) Replaced ‘Nobels’ with ‘Nobles’.

(115) Replaced ‘drawbolt’ with ‘bolt’.

(116) Replaced ‘potion of Laumspur’ with ‘Potion of Laumspur’. Replaced ‘Nobels’ with ‘Nobles’.

(118) Replaced ‘your weapons’ with ‘your Weapons’.

(119) Replaced ‘Guyan trees’ with ‘guyan trees’. Replaced ‘gulleys’ with ‘gullies’. Replaced ‘fifty miles’ with ‘50 miles’.

(121) Replaced ‘metres’ with ‘yards’.

(122) Removed the dash preceding ‘Gloar!’. Replaced ‘Valiance’ with ‘ ‘Valiance’ ’.

(123) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘jovial Captain’ with ‘jovial captain’.

(124) Replaced ‘tallow and’ with ‘tallow, and’.

(125) Replaced ‘jailers’ with ‘gaolers’.

(127) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dash preceding ‘Levitation’.

(128) Replaced each occurrence of ‘you have chosen’ with ‘you have picked’. Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘1,3,5,7,9’ with ‘1, 3, 5, 7, or 9’. Replaced ‘0,2,4,6,8’ with ‘2, 4, 6, 8, or 0’.

(131) Replaced each occurrence of ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘light, then’ with ‘light, and then’. Added ‘If the Kai Weapon you wield is “Valiance”, you may apply the bonus gained due to its unique properties.’.

(132) Replaced ‘open and’ with ‘open, and’.

(137) Replaced ‘taverns and’ with ‘taverns, and’. Replaced ‘wharfs’ with ‘wharves’. Replaced ‘emporiums’ with ‘emporia’.

(138) Replaced ‘price or’ with ‘price, or’. Replaced ‘Nobels’ with ‘Nobles’. Replaced ‘here costs’ with ‘here cost’.

(139) Replaced ‘help, then’ with ‘help, and then’. Replaced each occurrence of ‘the Captain’ with ‘the captain’. Replaced ‘The Captain’ with ‘The captain’.

(140) Replaced ‘Bow, and’ with ‘Bow and’.

(141) Replaced ‘remedies and’ with ‘remedies, and’. Replaced ‘Nobels’ with ‘Nobles’.

(144) Replaced ‘hush, then’ with ‘hush; then’. Replaced ‘neck and’ with ‘neck, and’. Replaced ‘boorish Captain’ with ‘boorish captain’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘Eldenoran Captain’ with ‘Eldenoran captain’.

(146) Replaced ‘predators who’ with ‘predators that’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(147) Replaced ‘sheer breathtaking’ with ‘sheer, breathtaking’.

(148) Replaced ‘your weapons’ with ‘your Weapons’. Replaced each occurrence of ‘jail’ with ‘gaol’. Replaced ‘shortlived’ with ‘short-lived’. Replaced ‘city guard’ with ‘City Guard’.

(149) Replaced ‘slayed’ with ‘slew’.

(150) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘mob have’ with ‘mob has’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘Bow, and’ with ‘Bow and’.

(151) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘barge’ with ‘charge’.

(152) Replaced ‘skilfully crafted’ with ‘skilfully-crafted’. Replaced each occurrence of ‘weapons’ with ‘Weapons’.

(154) Added ‘If the Kai Weapon you wield is “Valiance”, you may apply the bonus gained due to its unique properties.’.

(155) Replaced each occurrence of ‘on to’ with ‘onto’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(156) Replaced ‘Arrows (6)’ with ‘6 Arrows’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(158) Replaced ‘disappear and’ with ‘disappear, and’. Replaced ‘thrawl’ with ‘thrall’.

(160) Replaced ‘The Azan, then’ with ‘The Azan; then’.

(162) Replaced ‘you, then’ with ‘you, and then’.

(163) Replaced ‘co-operate’ with ‘cooperate’.

(164) Replaced ‘Backpack item’ with ‘Backpack Item’. Replaced ‘for any weapon’ with ‘for any Weapon’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’. Replaced ‘Nobel’ with ‘Noble’. Replaced ‘the door you’ with ‘the door, you’.

(165) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘arrow's’ with ‘Arrow's’.

(166) Replaced ‘creatures surges’ with ‘creature surges’. Added ‘If the Kai Weapon you wield is “Ulnarias” or “Spawnsmite”, you will benefit from the bonus gained due to its unique properties.’

(167) Replaced ‘people and’ with ‘people, and’. Replaced ‘Use only once’ with ‘One use only’.

(168) Replaced ‘home, then’ with ‘home, and then’. Replaced ‘Lourdanian’ with ‘Lourdenian’.

(169) Replaced ‘Kaisurge’ with ‘Kai-surge’. Replaced ‘Valiance’ with ‘ ‘Valiance’ ’.

(170) Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘metres’ with ‘yards’.

(171) Replaced ‘Niguma-sa’ with ‘Nigumu-sa’.

(172) Replaced ‘market place’ with ‘marketplace’.

(173) Replaced ‘lives.Mindful’ with ‘lives. Mindful’. Replaced ‘Eldenoran Captain’ with ‘Eldenoran captain’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’.

(174) Replaced ‘solely aware’ with ‘sorely aware’.

(175) Replaced ‘jail’ with ‘gaol’. Replaced each occurrence of ‘jailers’ with ‘gaolers’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Kai mastery or’ with ‘Kai Mastery, or’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(177) Replaced ‘body, then’ with ‘body; then’. Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(178) Replaced ‘help, then’ with ‘help, and then’. Replaced ‘the Captain’ with ‘the captain’. Replaced each occurrence of ‘The Captain’ with ‘The captain’.

(180) Replaced ‘the southern Karnali’ with ‘southern Karnali’. Replaced ‘flask and’ with ‘flask, and’. Replaced ‘the Captain’ with ‘the captain’.

(182) Replaced ‘Grand Mastery skills’ with ‘Grand Mastery’. Replaced ‘drawbolt’ with ‘bolt’.

(184) Replaced ‘hustle and’ with ‘hustle, and’. Replaced ‘fact it’ with ‘fact, it’. Replaced ‘jade green’ with ‘jade-green’.

(185) Replaced ‘rainswept’ with ‘rain-swept’.

(186) Replaced ‘enchantments and magical mists and winds’ with ‘enchantments, magical mists, and mage winds’ as that is the phrase Joe originally wrote.

(187) Replaced each occurrence of ‘jailers’ with ‘gaolers’. Altered the links to read ‘Turn to 314’ since it is impossible to arrive in this section carrying an Iron Key. They originally read:

If you possess an Iron Key, turn to 125.

If you do not possess this item, turn to 314.

(188) Replaced ‘twenty miles’ with ‘20 miles’. Replaced ‘on to’ with ‘onto’.

(189) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(190) Replaced ‘drawbolt’ with ‘bolt’.

(191) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Sense Evil’. Replaced ‘the Captain’ with ‘the captain’.

(192) Removed the dashes around ‘Silence’.

(193) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Shield’.

(195) Replaced ‘parallel with’ with ‘parallel to’.

(196) Replaced ‘Kai Disciplines of Animal Control’ with ‘Kai Discipline of Animal Control’. Replaced ‘on to’ with ‘onto’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(200) Replaced each occurrence of ‘Nobels’ with ‘Nobles’. Replaced ‘Nobel’ with ‘Noble’. Replaced each occurrence of ‘Coppersmith's Hall’ with ‘Coppersmiths' Hall’. Replaced ‘ship, Captain’ with ‘ship, captain’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘the Sergeant’ with ‘the sergeant’.

(201) Replaced ‘if knows’ with ‘if he knows’. Replaced ‘Nobels’ with ‘Nobles’.

(202) Replaced each occurrence of ‘you have chosen’ with ‘you have picked’. Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘1,3,5,7,9’ with ‘1, 3, 5, 7, or 9’. Replaced ‘0,2,4,6,8’ with ‘2, 4, 6, 8, or 0’. Replaced ‘your wounds’ with ‘your wounding’.

(203) Replaced ‘Fryelund forest’ with ‘Fryelund Forest’. Replaced each occurrence of ‘timberyard’ with ‘timber yard’. Replaced ‘freshly sawn’ with ‘freshly-sawn’.

(204) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘The Captain’ with ‘The captain’. Replaced ‘the Captain’ with ‘the captain’.

(206) Replaced ‘favourite Forlu-zhan came’ with ‘favourite, Forlu-zhan, came’. Replaced parenthetical numbers at the start of each respective line sans parentheses (e.g. replaced ‘Swords (3)’ with ‘3 Swords’). Replaced ‘Nobels’ with ‘Nobles’.

(207) Replaced ‘jailers’ with ‘gaolers’. Replaced ‘Jailers’ with ‘Gaolers’. Replaced ‘drawbolt’ with ‘bolt’. Replaced ‘bonuses)’ with ‘bonuses.)’.

(208) Added ‘If the Kai Weapon you wield is “Valiance”, you may apply the bonus gained due to its unique properties.’.

(209) Replaced ‘creature who is seeking’ with ‘creature seeking’. Replaced ‘scared and’ with ‘scared, and’. Replaced ‘game and’ with ‘game, and’. Replaced ‘fresh water streams’ with ‘freshwater streams’. Replaced ‘Mastery, and’ with ‘Mastery and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’.

(210) Replaced ‘your weapons’ with ‘your Weapons’. Replaced each occurrence of ‘jail’ with ‘gaol’.

(211) Replaced ‘timberyard’ with ‘timber yard’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(213) Replaced ‘rendering him unconscious’ with ‘rendering it unconscious’.

(214) Replaced ‘your weapons’ with ‘your Weapons’.

(216) Replaced ‘the Derby’ with ‘the derby’. Replaced ‘he says, ‘he's ruthless’ with ‘he warns. ‘He's ruthless’. Replaced ‘innkeeper frowns:’ with ‘innkeeper frowns.’. Replaced ‘blanket’ with ‘Blanket’. Added the prices for the listed items that were missing from the original Red Fox edition of the book; the prices are taken from the French translation.

(217) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘emporiums’ with ‘emporia’. Replaced ‘Unlike the’ with ‘Unlike at the’.

(219) Replaced ‘not attack’ with ‘not attack you’.

(220) Replaced ‘trek (there’ with ‘trek. (There’. Replaced ‘Meals).’ with ‘Meals.)’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(221) Replaced ‘City Guard patrol confiscate’ with ‘City Guard patrol confiscates’. Replaced ‘march’ with ‘marches’. Replaced ‘your weapons’ with ‘your Weapons’.

(222) Replaced ‘jailers’ with ‘gaolers’. Replaced ‘bonuses)’ with ‘bonuses.)’. Replaced ‘Jailers’ with ‘Gaolers’.

(223) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘Gallowbrush’ with ‘gallowbrush’. Replaced ‘Nobels’ with ‘Nobles’.

(224) Replaced ‘Valiance’ with ‘ ‘Valiance’ ’.

(228) Replaced ‘your weapons’ with ‘your Weapons’. Replaced each occurrence of ‘jail’ with ‘gaol’. Replaced ‘Weapon and backpack items’ with ‘Weapon, and Backpack Items’.

(230) Replaced ‘Bow nor’ with ‘Bow, nor’. Replaced ‘The Captain’ with ‘The captain’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(232) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘Nobels’ with ‘Nobles’. Replaced each occurrence of ‘the Captain’ with ‘the captain’.

(233) Replaced ‘arrow’ with ‘Arrow’.

(234) Altered the links to read ‘Turn to 314’ since it is impossible to arrive in this section carrying an Iron Key. They originally read:

If you possess an Iron Key, turn to 125.

If you do not possess this item, turn to 314.

(235) Replaced ‘two days time’ with ‘two days' time’. Replaced ‘the Captain's’ with ‘the captain's’.

(236) Replaced ‘canopy of branches swirl’ with ‘canopy of branches swirls’. Replaced ‘and then grow’ with ‘and then grows’.

(237) Replaced ‘icy cold water’ with ‘icy-cold water’.

(239) Replaced ‘isle of Kobra’ with ‘Isle of Kobra’. Replaced ‘the Captain’ with ‘the captain’.

(240) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(242) Replaced ‘roar, then’ with ‘roar, and then’. Replaced ‘sea water’ with ‘seawater’. Replaced ‘weapon, before’ with ‘Weapon before’.

(244) Replaced ‘The Captain’ with ‘The captain’.

(245) Replaced ‘jail’ with ‘gaol’. Replaced ‘clang’ with ‘clang’. Replaced ‘section 215’ with ‘Section 215’. Replaced ‘Oriah's body’ with ‘Oriah's unconscious body’.

(247) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘bridge, then’ with ‘bridge, and then’.

(250) Replaced ‘Council elder’ with ‘Council Elder’. Replaced ‘Praise the Gods’ with ‘Praise the gods’.

(252) Replaced ‘won and’ with ‘won, and’. Replaced ‘Lourdanian’ with ‘Lourdenian’.

(253) Added a paragraph break between ‘her head.’ and ‘ ‘No … ’. Replaced ‘Vassagonian funtal’ with ‘Vassagonian Funtal’. Replaced ‘asks, ‘ … and’ with ‘asks. ‘And’.

(254) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘of Grand’ with ‘of Kai Grand’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(255) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(257) Replaced ‘mob disperse’ with ‘mob disperses’.

(259) Replaced ‘darkly patterned’ with ‘darkly-patterned’. Replaced ‘master Kai’ with ‘Master Kai’. Replaced ‘Silversmith' Guild’ with ‘Silversmiths' Guild’. Replaced ‘Sadi desert’ with ‘Sadi Desert’. Replaced ‘Western Magnamund’ with ‘western Magnamund’. Replaced ‘Nobels’ with ‘Nobles’.

(260) Replaced ‘the Sesketera’ with ‘The Triasus’. Replaced ‘breath, then’ with ‘breath; then’.

(261) Replaced ‘on to’ with ‘onto’.

(262) Replaced ‘It's name means’ with ‘Its name means’. Replaced ‘semi-circle’ with ‘semicircle’. Replaced ‘the Captain's’ with ‘the captain's’.

(263) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(264) Replaced ‘o'moved’ with ‘o' moved’. Replaced ‘Nobel’ with ‘Noble’. Replaced ‘mind, she's’ with ‘mind; she's’. Replaced ‘the Captain’ with ‘the captain’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(265) Replaced each occurrence of ‘jail’ with ‘gaol’. Replaced ‘jailers’ with ‘gaolers’. Replaced ‘and,when’ with ‘and, when’. Replaced ‘cell, then’ with ‘cell, and then’. Replaced ‘on to’ with ‘onto’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Nexus, and’ with ‘Nexus and’.

(266) Replaced ‘the creatures’ with ‘the creature’.

(267) Replaced ‘Bow nor’ with ‘Bow, nor’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(268) Replaced ‘the Captain’ with ‘the captain’.

(270) Replaced ‘to be indulged’ with ‘to be indulged in’. Added ‘If the Kai Weapon you wield is “Valiance”, you may apply the bonus gained due to its unique properties.’.

(271) Replaced ‘Item.’ with ‘Item.)’.

(272) Replaced ‘the Derby’ with ‘the derby’. Replaced ‘he warns, ‘he's ruthless’ with ‘he warns. ‘He's ruthless’.

(274) Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(275) Replaced ‘of sly and cunning’ with ‘of sly cunning’. Replaced ‘called Vargas’ with ‘called the Vargas’. Replaced ‘As Vargas’ with ‘As the Vargas’. Replaced ‘Nobel’ with ‘Noble’. Replaced ‘Grand Master’ with ‘Journeyman’ as the Captain is not aware of your true identity. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(276) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(277) Replaced ‘the Captain's’ with ‘the captain's’.

(278) Removed each  — from the table. Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(279) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’. Replaced ‘your weapons’ with ‘your Weapons’.

(280) Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘eh lads!’ with ‘eh, lads!’. Replaced ‘o'ruffled’ with ‘o' ruffled’. Replaced ‘in Ghol-Tabras market’ with ‘in the Ghol-Tabras market’. Replaced ‘The Seasprite’ with ‘the Seasprite’. Replaced ‘The Captain’ with ‘The captain’.

(281) Replaced ‘forty miles’ with ‘40 miles’.

(282) Replaced ‘Coppersmith's Hall’ with ‘Coppersmiths' Hall’.

(283) Replaced ‘Dessi Consulate’ with ‘Dessian Consulate’. Replaced ‘north quarter’ with ‘North Quarter’.

(284) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘to be be pleased’ with ‘to be pleased’.

(286) Replaced ‘jailers’ with ‘gaolers’.

(287) Replaced ‘twenty miles’ with ‘20 miles’. Replaced each occurrence of ‘on to’ with ‘onto’.

(288) Replaced ‘hold, then’ with ‘hold, and then’.

(290) Replaced ‘wharfs’ with ‘wharves’. Replaced ‘city guardsmen’ with ‘City Guardsmen’. Replaced ‘city guard’ with ‘City Guard’. Replaced ‘the head of’ with ‘the heads of’.

(291) Replaced ‘clifftop’ with ‘cliff-top’. Replaced ‘eyes rolling’ with ‘eyes roll’. Replaced ‘Wytch-King’ with ‘Wytch-king’. Replaced ‘group are’ with ‘group is’ in the illustration's caption. Replaced ‘ MS 5054’ with ‘MS 5057’ as, according to Section 1 of War of the Wizards, Grey Star was in the Daziarn for seven years.

(294) Replaced ‘drawbolt’ with ‘bolt’.

(295) Replaced each occurrence of ‘Tikulu’ with ‘Tiklu’. Replaced ‘twenty miles’ with ‘20 miles’. Replaced ‘on to’ with ‘onto’. Replaced ‘Nobels’ with ‘Nobles’.

(297) Replaced ‘agonising’ with ‘agonizing’.

(298) Replaced ‘man frowns:’ with ‘man frowns.’. Added a paragraph break between ‘man frowns[.]’ and ‘ ‘Wrok's’. Replaced ‘he says, ‘he's ruthless’ with ‘he warns. ‘He's ruthless’.

(299) Replaced ‘the words’ with ‘the words:’. Replaced ‘Bad … dragon … is good’,’ with ‘Bad … dragon … is good,’ ’. Replaced ‘the words’ with ‘the words:’ and italicised the speech in the illustration's caption.

(300) Replaced ‘the Derby’ with ‘the derby’. Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(301) Replaced ‘weapon’ with ‘Weapon’.

(302) Altered the links to read ‘Turn to 314’ since it is impossible to arrive in this section carrying an Iron Key. They originally read:

If you possess an Iron Key, turn to 125.

If you do not possess this item, turn to 314.

(303) Replaced ‘thrawl’ with ‘thrall’.

(304) Replaced ‘Backpack Items list’ with ‘list of Backpack Items’. Replaced ‘Backpack and weapons’ with ‘Backpack and Weapons’.

(305) Replaced ‘icy cold water’ with ‘icy-cold water’.

(306) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(308) Replaced ‘weapons and’ with ‘Weapons, and’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Bottle of rice wine’ with ‘Bottle of Rice Wine’. Removed italics from ‘Special Item’. Replaced ‘Fish Hooks (3)’ with ‘3 Fish Hooks’.

(309) Replaced ‘jailer's weapon’ with ‘gaoler's weapon’. Replaced ‘at the foot of the spiral stairs’ with ‘at the foot of a set of spiral stairs’.

(310) Replaced ‘asleep it’ with ‘asleep, it’. Replaced ‘your weapons’ with ‘your Weapons’.

(311) Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘1,3,5,7,9’ with ‘1, 3, 5, 7, or 9’. Replaced ‘0,2,4,6,8’ with ‘2, 4, 6, 8, or 0’.

(313) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’.

(314) Replaced ‘jailers’ with ‘gaolers’.

(317) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(319) Replaced ‘Begone y'scabs’ with ‘Begone, y'scabs’. Replaced ‘others, ‘this’ with ‘others. ‘This’.

(320) Replaced ‘elusive Captain’ with ‘elusive captain’.

(322) Replaced ‘slayed’ with ‘slew’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘or choose’ with ‘or if you choose’.

(325) Replaced ‘darkly patterned’ with ‘darkly-patterned’. Replaced ‘master Kai’ with ‘Master Kai’. Replaced ‘Silversmith' Guild’ with ‘Silversmiths' Guild’. Replaced ‘Sadi desert’ with ‘Sadi Desert’. Replaced ‘Western Magnamund’ with ‘western Magnamund’.

(326) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Sense Evil’.

(327) Replaced ‘on to’ with ‘onto’. Replaced ‘their Captain’ with ‘their captain’. Replaced ‘the Captain's’ with ‘the captain's’. Replaced ‘Eldenoran Captain’ with ‘Eldenoran captain’.

(329) Replaced ‘the Captain’ with ‘the captain’.

(330) Replaced ‘horn echoes’ with ‘horn echo’.

(331) Replaced ‘the Derby’ with ‘the derby’. Replaced ‘he warns, ‘he's ruthless’ with ‘he warns. ‘He's ruthless’.

(332) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(333) Replaced ‘he says, ‘not a’ with ‘he says. ‘Not a’. Replaced ‘this, Captain’ with ‘this, captain’. Replaced ‘case, Captain’ with ‘case, captain’.

(335) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(336) Replaced ‘on to’ with ‘onto’. Removed the dashes around ‘Levitation’.

(337) Replaced ‘jailers’ with ‘gaolers’. Replaced ‘jailer’ with ‘gaoler’. Replaced ‘suddenly appear’ with ‘suddenly appears’.

(339) Replaced ‘jade green’ with ‘jade-green’. Replaced each occurrence of ‘Lourdanian’ with ‘Lourdenian’. Replaced ‘emporiums’ with ‘emporia’.

(340) Replaced ‘drunk or’ with ‘drunk, or’.

(341) Replaced each occurrence of ‘Nobels’ with ‘Nobles’.

(342) Replaced ‘tavernkeeper’ with ‘tavern-keeper’. Replaced ‘The Captain’ with ‘The captain’. Replaced ‘the Captain’ with ‘the captain’.

(343) Replaced ‘arrow’ with ‘Arrow’.

(345) Replaced ‘your weapons’ with ‘your Weapons’. Replaced each occurrence of ‘jail’ with ‘gaol’.

(346) Replaced ‘Animal Mastery skills’ with ‘Animal Mastery’. Replaced ‘rainswept’ with ‘rain-swept’.

(349) Replaced ‘Bow, and’ with ‘Bow and’.

(350) Replaced ‘Congratulations Grand’ with ‘Congratulations, Grand’. Replaced ‘MYDNIGHT'S HERO’ with ‘Mydnight's Hero’. Replaced ‘flora and’ with ‘flora, and’. Replaced ‘Lone Wolf adventure’ with ‘Lone Wolf New Order adventure’.

(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’. Replaced ‘LW indicates loss of ENDURANCE points to Lone Wolf’ with ‘GM indicates loss of ENDURANCE points to yourself’. Replaced ‘Combat Results Tables’ with ‘Combat Results Table’.

(Combat Rules Summary) Replaced all occurrences of ‘LW’ with ‘GM’.

Footnotes

[1] (The Game Rules) If you have completed the previous Lone Wolf New Order adventure, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE (cf. Grand Master Disciplines).

[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) If you have completed the previous Lone Wolf New Order adventure (Book 21), you already possess a Kai Weapon.

[6] (Equipment) These bonuses are not cumulative.

[7] (Equipment) ‘Valiance’ is also effective against magical creatures.

[8] (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.

[9] (Section 2) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[10] (Section 80) This is the correct answer to the question posed in Section 2.

[11] (Section 86) As the Kholo is ‘especially susceptible to all forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.

[12] (Section 107) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[13] (Section 120) This is the correct answer to the question posed in Section 107.

[14] (Section 269) As the Kholo is ‘especially susceptible to all forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 15)

- Illustration II (Section 35)

- Illustration III (Section 43)

- Illustration IV (Section 51)

- Illustration V (Section 74)

- Illustration VI (Section 102)

- Illustration VII (Section 111)

- Illustration VIII (Section 126)

- Illustration IX (Section 154)

- Illustration X (Section 174)

- Illustration XI (Section 189)

- Illustration XII (Section 217)

- Illustration XIII (Section 225)

- Illustration XIV (Section 243)

- Illustration XV (Section 259)

- Illustration XVI (Section 282)

- Illustration XVII (Section 291)

- Illustration XVIII (Section 299)

- Illustration XIX (Section 306)

- Illustration XX (Section 340)

- Shadaki & The Lands of the Free Alliance of Southern Magnamund

- Action Chart

Secondary Illustrations

- Equipment

- Grand Master Disciplines

- Section 1

- Section 7

- Section 16

- Section 25

- Section 52

- Section 61

- Section 84

- Section 110

- Section 119

- Section 170

- Section 188

- Section 236

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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