Rune War

Evil Lord Vandyan of Eldenora has unearthed the lost secrets of rune magics used by Agarash the Damned during his ancient conquest of Magnamund. Empowered by his discoveries, Vandyan unleashes his armies upon the peaceful realms of the Free Alliance with swift and devastating effect. Lone Wolf, Supreme Master of the Kai, leads the crusade to defeat Vandyan before all Magnamund succumbs to his tyrannical rule.

In Rune War, your task is to infiltrate Skull-Tor, Lord Vandyan's stronghold, and destroy the ancient runes from which he draws his evil power. Can you succeed in your vital mission … or will you fall foul of the traps and terrors that guard the warlord's mighty fortress?

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 © 1995 Joe Dever.

Illustrations copyright © 1995 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

- The Stornlands

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Text copyright © 1995 Joe Dever. Illustrations copyright © 1995 Brian Williams.

Dedication

For Wayne

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

Spyros Nathanail

Illustration Transcription

Jonathan Blake

XML

Jonathan Blake

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Proofreading

Robert Wellock (Frontmatter)

Simon Osborne (Sections 1–350)

Editing

Jan Charvát

Ingo Klöcker

LeRoy McSwain

Simon Osborne

Anders Österberg

Robert Wellock

Coordination

Jonathan Blake

Special Thanks

Benjamin Krefetz, Sam Seaver

The Story So Far …

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

It is the year MS 5083, thirty-three years after 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. Lone Wolf, the leader of your illustrious fighting order, 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 Alliance 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 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), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King's Army of Sommerlund.

During the six years that have elapsed since the defeat of his minions, Naar has endeavoured to enact his vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait in the shadows for the day when they can serve their fell master. One such agent was Baron Sadanzo of Siyen. The Kingdom of Siyen is one of the richest countries in the continent of Southern Magnamund, and it is also one of Sommerlund's oldest allies. Sadanzo had its ruler, King Oridon, brutally assassinated so that he could lay claim to the throne in the absence of Prince Karvas, Oridon's only son, who lived in exile upon the remote Isle of Sheasu. The Baron was a disciple of Naar and he possessed a sorcerous power that had turned the minds of the Siyenese Court to his will. By use of sorcery he made them support his ascendance to the throne. It was a dangerous threat to Siyen, yet all was not lost. The constitution of Siyen decreed that Prince Karvas had, upon the death of his father, 60 days in which to lay claim to his rightful heritage. Only if he failed to return in time would Sadanzo be elected the new King.

Lone Wolf promised to prevent Baron Sadanzo from usurping the throne, but it was a pledge that only you could fulfil. At the time of King Oridon's assassination, you were engaged upon a mission in Southern Magnamund and were closer to the Isle of Sheasu than any other Kai. Upon successful completion of your mission, Lone Wolf ordered you to forgo your return to the Kai Monastery and journey instead to Sheasu to seek out the exiled Prince. Your new mission was to find Karvas and escort him safely home in time to claim his throne and thwart Sadanzo's plan. Despite great adversity you succeeded; Prince Karvas was duly elected King and the evil Baron Sadanzo and his followers were put to the sword. In recognition of your courage and your invaluable help in saving his realm from Sadanzo's tyranny, the newly-crowned King Karvas made you an honourable Knight of Siyen. He also placed Golden Star, his royal sailing ship, at your disposal to help speed your return home to Holmgard — the Sommlending capital.

Shortly after dawn on a cool mid-autumn morning, the sleek royal Siyenese clipper glided into Holmgard harbour. Despite the early hour, an escort of the King's Guard were standing by in readiness to convey you by carriage directly to the Kai Monastery where you were greeted and warmly congratulated by your fellow Grand Masters. You also received glowing praise from Supreme Master Lone Wolf for successfully completing your missions and for upholding the finest traditions of the Kai. It felt good to be home after so many months abroad and you were looking forward to settling back into the routine of the monastery. But your hopes were soon dashed when, later that day, you were summoned by Lone Wolf to a private audience with him in his chambers. The news he had to impart came as an unexpected shock.

‘We must prepare for a crusade, Grand Master,’ he said, as he unfurled a large vellum map of central Magnamund and spread it upon the granite floor of his vaulted chamber. ‘War rages anew in the Stornlands, and its ravenous flames threaten to devour our allies within the Freeland Alliance.’

Lone Wolf unsheathed his mighty sword — Sommerswerd — and, using the tip of its golden blade, he pointed to a landlocked realm west of the great River Storn. ‘This is Eldenora, the source of the problems we must face. Since the fall of its former ruler, Prince Lutha, a new lordling has arisen to snatch the reins of this lawless realm. He is not of noble birth, yet he has crushed all royal opposition and taken upon himself the title Lord Vandyan of Eldenora. Earlier this year he swelled the ranks of his army with regiments of Magadorian and Ogian mercenaries. After having falsely accused his peaceful neighbour — Delden — of violating Eldenoran territory, he stationed these mercenaries along his northern border. When Delden mustered its army to counter the threat, Vandyan accused them of aggression and promptly declared war. The campaign was swift and brutal; Delden's army was broken in battle and its people are now enslaved by this tyrant. Emboldened by his martial success, Vandyan carried the war further afield. Magador, its defences already weakened by the defection to Eldenora of its best mercenary regiments, was the next to crumble. By mid-summer Vandyan's army had crossed the River Storn and captured Salony. Word reached us from neighbouring Lyris that a steady stream of fresh troops were arriving from Eldenora to bolster the ranks of its occupying armies. Clearly Lyris, with its ancient city of Varetta, was the next jewel to be added to Vandyan's shameful crown of conquest.’

Lone Wolf interrupted the briefing to open a door to an adjoining antechamber, and through this doorway shuffled an old man clad in a hooded robe of dyed brown linen. ‘May I introduce you to Gwynian the Sage,’ said Lone Wolf, reverently. ‘He has travelled from Varetta to seek our aid.’

The name Gwynian was well known to you, for this wise sage had helped Lone Wolf on many occasions in the past and his name was revered by the Kai. But this was the first time you had met him in person and you felt greatly honoured. In turn, Gwynian praised you for the victories you had achieved since becoming a Kai Grand Master. Upon Lone Wolf's invitation, he approached the map and took over the briefing.

‘Since my arrival here, sadly I have learned that my beloved city of Varetta is besieged by Vandyan's horde,’ he said, with quiet solemnity. ‘Lone Wolf has already told you that the Eldenorans are receiving a constant supply of reinforcements. This fact alone would be of grave concern, but it is the nature of these troops that disturbs us more. They are neither human nor mercenaries. They are Vorka, a fighting breed of Agarashi that became extinct following the destruction of their master — Agarash the Damned — several millennia ago … or so we had believed. Now the Vorka have reappeared in great numbers. They are armed, trained, and utterly subservient to the commands of Lord Vandyan.’

As Gwynian continued the briefing, you learned that the war had escalated greatly since the arrival of the Vorka. To the south, Eldenoran armies had seized the city of Tekaro and were marching across the Slovarian Plain, driving the battle-weary Slovians before them. To the west, Vandyan's armies had invaded Palmyrion and were within reach of Vanamor, the capital. Lone Wolf informed you that Guildmaster Banedon had travelled to Palmyrion by skyship to assist its ruler, Elector Manatine, muster his country's defences. With his help the Palmyrions were holding the enemy at bay, but with hundreds of Vorka reinforcements arriving unchecked, it was simply a matter of time before Vanamor would be overrun.

‘The Vorka are the key to Vandyan's military successes,’ said Lone Wolf. ‘If we are to defeat him and save our allies, then we must cut off his reinforcements at the source.’

‘This is so,’ replied Gwynian, ‘and we do know from where the Vorka have sprung.’ The sage stooped and pointed with a gnarled finger at the middle of the vellum map. ‘Our agents have reported they come from here … Duadon. It is the Eldenoran capital. Thousands of Vorka have been observed marching out from this walled city to bolster Vandyan's armies in the field, yet no Vorka have ever been seen entering the city from elsewhere. This can mean but one thing: the Vorka horde is being created somewhere within Duadon itself.’

‘But how?’ you asked, incredulously. ‘Is Vandyan a great sorcerer?’

‘No, he is not a sorcerer, great or otherwise,’ replied Gwynian, knowingly. ‘But he has discovered an ancient force that was thought to be lost forever. There is only one power in Magnamund capable of creating the Vorka: the power of the runes. Vandyan has discovered the lost Runes of Agarash the Damned.’

Gwynian told of how, millennia ago, Agarash the Damned had battled with the Elder Magi in a war that had lasted for more than a thousand years. Nearing the end of this epic confrontation, as his vitality waned against the goodly magic of the Elder Magi, the evil Agarash encapsulated the essence of his remaining powers into tablets of obsidian and crystals of jet. Agarash knew that he was doomed, but if he were able to preserve some of his powers in this way, so that they could be used by future disciples of Naar upon Magnamund, then the legacy of his terrible rule would survive beyond him. Three obsidian tablets were engraved with marks, or runes, to distinguish their fell origin, while a further seven crystals were fashioned into likenesses of the Kai Lorestones and called Doomstones in mockery of those goodly gems of power.

‘Since the demise of Agarash, some of the Doomstones have surfaced to ensnare and empower Naar's lowly agents,’ said Gwynian. ‘But the Doomstones cannot create Vorka. Only the runes hold this power. It has long been believed that they perished with Agarash himself in the destruction of Naaros, his legendary stronghold. Now, it seems, they have finally surfaced once more … and have fallen into the hands of Lord Vandyan.’

Lone Wolf vowed that he would help Gwynian raise the siege of Varetta and secure for him the freedom of Lyris. The New Order Kai were told to prepare for a crusade against Eldenora, and valuable help was provided by High-Mayor Kordas of Casiorn. At his own expense, this rich merchant ruler raised an army of mercenaries in Anari, Firalond, and Kakush, and he sent them to the town of Quarlen to prevent the enemy from crossing the River Quarl. These mercenaries are skilled soldiers and have been paid handsomely, but they lack gifted leaders. It was agreed that the Kai would provide this leadership, with Kai Grand Masters and lesser ranks assuming command of mercenary regiments upon their arrival in Quarlen.

‘Three days hence, we begin the ride to Quarlen,’ said Lone Wolf. ‘Armed with our knowledge, our courage, and our Disciplines, I vow we Kai shall turn back the tide of evil that now threatens to consume our allies.’

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 previous adventures in the Lone Wolf New Order series (Books 21–23), 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 any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (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 24 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 25. 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: Trail of the Wolf.

[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 the Kai Monastery and commence the crusade upon Duadon, you take with you a map of the central Stornlands and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart.

If you have successfully completed previous New Order adventures (Books 21–23), 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.

- Axe (Weapons)

- Sword (Weapons)

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

- Lute (Backpack Item)

- Dagger (Weapons)

- Bow (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.

- Broadsword (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 1 from the Random Number Table, your Kai Weapon will be the Axe ‘Alema’.

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 ‘Alema’ in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then 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 of the Stornlands is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

[5] If you have completed any of the previous Lone Wolf New Order adventures (Books 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.

Kai Grand Sentinel

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

Grand Weaponmastery

Kai Grand Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.

Grand Pathsmanship

Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area 10 square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.

Astrology

Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.

Herbmastery

Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.

Elementalism

Kai Grand Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Sentinels are able to handle a charged object without discharging it.

Bardsmanship

Kai Grand Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.

Kai Grand Defender

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

Deliverance

Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.

Telegnosis

By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15-foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.

Astrology

Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.

Herbmastery

Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in ENDURANCE and/or COMBAT SKILL when the previously poisonous matter is swallowed.

Elementalism

By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal vision and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.

Bardsmanship

Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion into the mind of) an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood Spell Mind Charm (Kai-alchemy).

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 a crusade against Lord Vandyan of Eldenora, a cruel tyrant who draws his power from runes created long ago by Agarash the Damned — the first champion of the Dark God Naar. The evil power of these ancient stones must be destroyed, and quickly, if Vandyan is to be prevented from enslaving the free kingdoms of Northern Magnamund.

During your quest, some of the material items that you will encounter will be of use to you, yet others may be red herrings of no real value at all. If you discover items during your travels, be selective of what you choose to keep. Pick your four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 1–23) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

Grand Master — may the light of the Gods Kai and Ishir guide you safely during your mission.

For Sommerlund and the Kai!

1

Lone Wolf's announcement that the Kai must prepare for a crusade in the Stornlands galvanizes the monastery into a frenzy of activity. Eagerly the members of the New Order set about their duties, and the preparations for the march to Quarlen are completed within two days as planned. On the morning of the third day, the Kai assemble in the training park in full battle-dress. A deathly hush descends upon the gathering as every Kai Lord, from lowly initiate to Grand Master, listens with trepidation as Lone Wolf reads aloud a list of names. One in five of all those present must stay to defend the monastery, and Lone Wolf's list contains the names of the one hundred Kai he has chosen to remain behind. As each of these warriors is called, so they leave the assembled ranks to take up guard positions on the battlements and towers. Graciously they accept their lot, though none are glad to have been chosen.

The march begins shortly before noon. Lone Wolf rides at the head of the column, in the company of nine who comprise yourself, your four fellow Grand Masters, Gwynian the Sage, and a trio of Kai Mentoras who proudly hold aloft the battle-banners of the Kai, the Royal Arms of Sommerlund, and (in Gwynian's honour) a scarlet standard bearing the crossed swords of Varetta. The long ride south offers many Sommlending a rare opportunity to see the Kai travelling together in battle-order. Word of your coming spreads quickly through towns and villages that lie on your route, and hundreds turn out to wave and cheer as you pass.

Favoured by cool dry weather, the column makes swift progress as it crosses the Southlund Marches and enters the remote province of Ruanon. Within a week you have reached Casiorn, the City of Merchants, where fresh provisions and a comfortable billet are provided by High-Mayor Kordas. Lone Wolf learns from Kordas that Vandyan's armies have now seized control of Lyris and are grouping along the River Quarl in preparation to push east towards Casiorn itself. Kordas' mercenaries are holding a defensive line along the river's east bank, having destroyed all the bridges at Quarlen to hinder the enemy's advance. Their commander, Lord Nathuro of Anari, is keenly awaiting the arrival of the Kai. Less encouraging is the news from Varetta. The city has endured a cruel and relentless bombardment from Vandyan's hordes and has suffered many casualties, yet its ancient walls still stand and stoically its citizens are keeping the besieging enemy at bay. The news that Varetta has not fallen raises Gwynian's spirits, but few, including the sage himself, expect the city to survive unaided for much longer.

The column departs from Casiorn early the following day and rides due west towards Quarlen. For four days you follow the highway towards your destination and, with each passing day, so the number of refugees that you encounter steadily increases. Most are Lyrisian, but there are also Deldenian and Salonese among their numbers. Forced out of their homes by the war, they have salvaged what few possessions they can carry and have crossed the River Quarl. Now they are settled in tented encampments all along the fertile valley which separates the Slovarian and Quarlen mountains.

‘Regard these people well,’ commands Lone Wolf, as the column rides past their makeshift settlements, ‘and remember that their survival, and the survival of thousands like them, depends upon the swift success of our crusade.’

Turn to 207.

2

Your mastery of Telegnosis warns you that the sergeant is trying to trick you. There is no ‘Square of the Dragons’ in the centre of Luyen. You tell him this and suggest that he must be mistaking Luyen for some other city. He laughs: ‘Of course, of course. I meant Kron. My cousin Daliem lives in Kron, not Luyen.’

The rising gate reaches its full height and creaks to a halt. The sergeant bids you both a safe journey and his guardsmen move aside so that the way is clear for you to leave Duadon.

Turn to 325.

3

You let out a scream and leap up from your hiding place, clutching your wounded arm to your chest: lose 2 ENDURANCE points. The farmer's son yelps with shock when he sees you and, in his fright, he thrusts his pitchfork at you again as you run past him towards the open loft door.

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

If your total score is now 3 or lower, turn to 30.

If it is 4 or higher, turn to 218.

4

You summon and focus your psychic powers and then launch a powerful burst of mental energy at the serpent's mind. To your shocked surprise, you suddenly detect that this creature has no susceptibility to psychic attacks, and your burst of Kai-surge strikes its mind without effect (lose 1 ENDURANCE point).

Unaware of your mental attack, the giant snake lunges forward and attempts to stab you with its venomous fangs. You dodge aside to avoid being impaled upon them, and as the snake withdraws its head in readiness for a second strike, you land a might blow to its neck. The creature hisses angrily. You have opened a deep wound but it has not incapacitated the creature. Once more it opens its terrifying jaws and prepares to stab at your chest. You must fight it.

Duadon River Serpent: COMBAT SKILL 39   ENDURANCE 28

This enemy is immune to all forms of psychic attack. If you possess ‘Illuminatus’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 124.

5

The densely-packed pines of the Grochod Forest compete for sunlight and fresh air, and beneath the canopy of their thick foliage exists a separate world of shadows and cool gloom. Little undergrowth flourishes here and the soil is loose and rocky, hampering your progress further. You pick your way through this difficult timberland, keeping instinctively to a northerly bearing by the use of your innate Kai tracking skills. At noon you stop to rest and consult your map. You calculate your position and determine that it could take four days to traverse the forest before you reach the Demera Quilt, a cultivated region of vineyards and farmlands that stretches from the city walls of Duadon to the banks of the River Storn.

It is nearing dusk when you come to a shallow ravine and discover the remnants of a forest track. It passes beside the entrance to an old mine shaft that is partially overgrown with brambles. A rotten wooden sign is nailed to a beam but its painted words are no longer legible.

If you possess Deliverance and have attained the rank of Kai Grand Defender, turn to 286.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, you leave the old mine shaft and continue. Turn to 114.

6

You draw an Arrow to your Bow and take careful aim. As the Eldenoran thief is mounting his horse, you let fly your shaft and send it arcing towards his back. It thuds into the nape of his neck, spinning him from his horse with the force of its impact. Lifelessly, the looter crashes to the ground amidst a cloud of billowing dust.

Turn to 49.

7

Beyond the archway you discover a long ramp. It descends to the floor of a huge chamber, recently constructed, which is filled with oppressive heat and noise. More than a dozen passages lead away from this domed hall and most are illuminated by the fearsome orange glow of furnace fires. Your Kai senses tell you that these passages lead to Vandyan's armouries that are situated on the east side of Skull-Tor. As you are looking along these glowing tunnels, you notice that there is only one that is not illuminated by fire. It is cool and dark and, unlike all the others, it leads off towards the north.

If you wish to investigate this darkened passageway, turn to 66.

If you decide to leave this chamber and return to the entrance hall, turn to 303.

8

You gasp with pain as a solid lead ball clips your right thigh, an inch above the knee: lose 2 ENDURANCE points.

Using your Kai healing skills, you easily staunch the trickle of blood from your wounded leg and you are able to reach the welcoming darkness of the alleyway without slowing your pace. You have good reason to curse your ill fortune at having been hit at all by this shot, for Bor pistols are notoriously inaccurate, especially when fired from the saddle. However, you can draw some comfort from the fact that the other twelve pistol balls that were discharged at your back all missed you by a wide mark.

Turn to 77.

9

The night passes without incident and you awaken at dawn to the shrill sound of bird song. Through the thinning canopy of autumn leaves you can see a forest track which runs parallel to the river. A distant flicker of movement catches your eye and, when you magnify your vision, you see three riders approaching from the south. Two are armed and they wear the uniforms of Eldenoran cavalry scouts, but the third is clad in a tunic of scarlet and black — the colours of the Slovian army. His hands are tied and you suspect that he is a prisoner of war. The loss of your sailboat threatens to delay your journey downriver to Tekaro by several days. Mindful of this, you decide to set an ambush for the approaching Eldenoran riders to capture their horses.

From the cover of the trees that border upon the track, you wait until the riders are close and then you draw upon your Magnakai powers of Animal Control to command their horses to stop. They slow to a halt and, despite their riders' stinging blows, they refuse to take a step further. Silently you unsheathe your Kai Weapon. As soon as the Eldenorans dismount, you leap from your hiding place and take them by surprise.

Eldenoran Horse-scouts: COMBAT SKILL 34   ENDURANCE 34

Because of the surprise of your attack, you may ignore any ENDURANCE losses that you sustain in the first two rounds of this combat.

If you win the combat, turn to 156.

10

‘Vandyan is out for revenge,’ says Delissa, as she hurries to her bookcase. ‘He must have sent every guard in the city out hunting for you this night.’ She opens the secret compartment that contains the plans of Skull-Tor, and removes a clear crystal sphere that lies beneath them. You recognize that this sphere is a seeing stone, for Gwynian possesses one that is identical. It is through the use of these seeing stones that he has maintained contact with his agents in Duadon. Delissa places the stone on a table and she recites the arcane words which activate it. A milky mist swirls at its core and then rapidly it dissipates to reveal Gwynian's smiling face.

The wise sage congratulates you for the success of your mission. He tells you that the Vorka have been destroyed and the Eldenoran armies are retreating on every front. He is saddened to hear of Hulsta's death and he consoles Delissa with the promise that her husband will be remembered and revered as a hero in the years to come. She is heartened by his kind words and she reaffirms her vow to help keep you safe until you are able to return to your homeland.

Gwynian informs you both that a rendezvous has been arranged to take place at dusk in three days' time. You are to meet with Guildmaster Banedon aboard his flying ship Cloud-dancer at a place called ‘Xaitar's Rock’. It is a landmark located in the hills 10 miles to the north of Duadon, close to the Luyen road. Delissa says that she knows it well.

‘Banedon will take you to Varetta where we shall meet again soon at the Halls of Learning,’ says the sage. ‘But until that glorious day, you must remain vigilant. You have dealt Vandyan a mortal blow. Now that his days are numbered, he will do everything in his power to avenge the destruction of the runes. Be warned, Grand Master. A viper is most dangerous when it knows it is doomed.’

Turn to 226.

11

‘Bah!’ retorts the shop owner. ‘If you're not here to buy, and you've nothing to sell me, then you'd better go. I've not time to waste on the likes o' you!’

As you are leaving the emporium, the girl apologizes for her master's quick temper. She is about to give you directions to Flank Street herself when the shop owner suddenly intervenes and pulls her away. ‘I said go!’ he barks, and then he pushes you out of the door and slams it shut. With a shrug of your shoulders you walk away from the shop and continue along Knucklebone Lane.

Turn to 119.

12

Silently you advance along the dark mine shaft until you see the flicker of candlelight playing upon the rough-hewn walls. The light comes from a cave-like chamber excavated from the tunnel wall. You inch your way nearer, and when you peer around its corner, you see the three Eldenoran soldiers whom you overheard earlier. They sit on a sheet of canvas and are sharing a meal of cold cooked meat and ale. Behind them you see a small wire-haired dog asleep atop a pile of loot that glitters in the light of a solitary candle. The men are fantasizing about how they intend to spend the riches they have looted from Tekaro once the war is over. They are completely unaware of your presence in the tunnel outside until their dog awakens with a start and begins to yap excitedly.

Illustration I—Three Eldenoran soldiers share a meal of cold cooked meat and ale.

If you possess the Discipline of Animal Mastery, turn to 146.

If you do not possess this skill, turn to 47.

13

You crouch beside the body of the Vorka with your weapon held ready to strike. You are expecting to be attacked again at any moment, but something is drawing the creatures away to the river. Then you realize that your provisions have been discovered under the boat's canvas, and it is the scent of your food that is enticing them away.

The Vorka rush through the trees, but they arrive too late to share in the unexpected feast and they proceed to vent their frustrations on the boat itself. You are taken aback by the sheer speed and ferocity of their attack which reduces your sailboat to matchwood. Silently you watch as they go back to the bridge and cross once more to the other side of the river. The incident seems to have amused the Eldenoran guards, and you can hear them laughing and cursing wildly. You decide to wait until their excitement has cooled a little before you attempt to leave your hiding place. During your wait you must eat a Meal or lose 3 ENDURANCE points (you are unable to use Grand Huntmastery to forage for food in this instance).

To continue, turn to 211.

14

‘Halt!’ bellows a guard, and a knot of fear tightens in the pit of your stomach. You do as he commands and watch with trepidation as he levels his spear menacingly at your chest. ‘We don't often see field scouts up here. Your kind normally report to the duty sergeant at the west gate, so state your business and be quick about it.’

You raise the map that you took from the unwitting herald and say: ‘I've been ordered to deliver this map to an officer in the inner keep. It's urgent. I must deliver it at once, and in person.’

‘Is that so?’ replies the guard, sceptically. ‘And what, pray tell, is the name of this officer?’

If you wish to answer: ‘Captain Dvorkar’, turn to 243.

If you wish to answer: ‘Captain Dvedka’, turn to 90.

If you wish to answer: ‘Captain Dvadic’, turn to 46.

15

You are within 10 feet of the archway when an arrow clips your left arm and spins you to the ground: lose 2 ENDURANCE points.

You draw upon your Kai healing skills to staunch the flow of blood from your wounded arm, and then you crawl the few remaining feet to the cover of the archway. Once you are hidden from Vandyan's men, you scramble to your feet and press on.

Turn to 223.

16

You leap up from your hiding place and the farmer's son yelps with shock. In his fright, he stabs at you with his pitchfork as you race towards the open loft door.

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

If your total score is now 3 or lower, turn to 30.

If it is 4 or higher, turn to 218.

17

From an archway at the far end of this marble chamber, the murmur of distant voices is carried along by a cool breeze. Stealthily you explore this arch and the dark passageway that lies beyond. It leads to a shaft where you descend by slope and stair to what appears, at first, to be a dead end. However, your Kai Sixth Sense quickly determines that the seemingly blank walls at the base of the shaft conceal a secret door. You detect a lever near the floor, and when you push it down, a section of the wall slides open to reveal a curtained arch. The voices are louder now and you approach the arch with caution. You are about to reach out and grasp the velvet curtains, when an unexpected noise at your back makes you wince. The secret door has closed and locked behind you. Fearful of what may lie ahead, yet unable now to retrace your steps, you peek through a gap in the curtains and your pulse races when you catch your first glimpse of what lies beyond.

Turn to 93.

18

‘Drag him down!’ growls the sergeant, and two of his men discard their spears and rush forward to carry out his order. You snatch back on your horse's reins and he rears up, kicking hard, his forelegs connecting with the soldiers' chests to send them sprawling in the dirt. Their comrades are startled by your rearing horse and they back off in confusion, giving you space in which to turn him about and gallop away into a nearby alley. As you race along this deserted passageway, you glance over your shoulder and see that the reeves have recovered and they are now pursuing you. The alley turns to the right and comes to a dead end. Facing you is a three-storey townhouse with a balcony which overhangs a pair of stable doors. The lock is broken and so you pull open a door and urge your horse to enter the gloomy interior. Quickly you dismount in the darkness and wedge the doors shut with the shaft of a hammer you find discarded on the straw-covered ground. Moments later you hear the echoing footfalls of the reeves as they come running around the corner. Their sergeant orders them to check the entrance of every house bordering the cul-de-sac. Two soldiers approach and the stable doors rattle when they push against them with the butts of their spears. You wait with bated breath, fearing they will try to force them open, but they are satisfied that the doors must be bolted from the inside and they move on to check the next house. After a few minutes you hear the soldiers leaving the square. Then a yellowy light flares up behind you, and you spin around to see an old woman standing in a doorway at the top of a short flight of stone steps. She is holding a lantern in one hand and a bread knife in the other.

‘You've no right to be here,’ she says, her voice wavering with fear. ‘Please leave … leave my home at once.’

Turn to 328.

19

While you are waiting for Hulsta to return, Delissa offers you some food and a cup of freshly brewed jala. Gladly you accept the delicious beverage and sample some of her homemade pastries. There is sufficient food for 2 Meals, and Delissa encourages you to take some with you for the journey ahead.

After a few minutes, Hulsta reappears. He is now attired in clothing more suited for the exploration of underground tunnels, and he is also equipped with a rope and a lantern.

Turn to 320.

20

‘I think we'll have a look up there before we go,’ says a guardsman, and he beckons one of his comrades to follow as he runs up the stairs. You step back through the doorway, away from the whining dog, and the two Eldenorans push past you to begin a search of the parlour and its adjoining rooms.

Pick a number from the Random Number Table.

If the number you have picked is 3 or lower, turn to 167.

If it is 4 or higher, turn to 192.

21

Rouf bites back his anger as he watches the Eldenorans piling their loot into sacks. Stubbornly, Prizo and his wife refuse to answer their demands and eventually the Eldenorans tire of their obstinacy and leave the cabin. They fix their bulging sacks to their horses' saddles and mount up, but as they turn to ride away, one of the thieves takes a tinderbox and torch from his pack and sets the torch alight. As the riders gallop past the cabin, he hurls this burning torch through the open doorway.

You are outraged by this murderous act for the two elderly Slovians are tied up and helpless. As the riders disappear into the night, you rush to the doorway of the cabin and enter. Prizo and his wife scream when you appear, for you are wearing an Eldenoran uniform and they think you have come to finish them off. But their terror soon turns to joy when they see Rouf rush into the cabin behind you.

‘Don't fear!’ shouts Rouf. ‘Your ordeal's over. My companion's an ally not an enemy.’

Quickly you extinguish the burning torch, using your Magnakai skill of Nexus, and then you assist Rouf in untying his uncle and aunt.

To continue, turn to 110.

22

Your dogged perseverance finally pays off when you hear the heavy locking mechanism click open. However, the effort required to unlock the door by this method drains your mental energy: lose 2 ENDURANCE points.

You pull open the iron door and discover an unguarded antechamber which leads to an echoing hall. Along the left wall of this windswept hallway are tall arched windows that command a view of the parade ground surrounding the inner keep of Skull-Tor. You recall Hulsta speaking about this keep shortly before his untimely death and, when you focus your Kai senses upon its imposing walls, you detect that it harbours the evil power that you have come to destroy. From the cover of the antechamber, you observe the keep and determine that entry to it can only be gained via a drawbridge which gives access to an archway located 20 feet above the ground. To reach this bridge, you will have to ascend to the next level of Skull-Tor. This will not be an easy task, for the hallway and the parade ground are swarming with Eldenoran officers and Vorka slaves.

To continue, turn to 260.

23

When you do not meet his demand, the taller guard unsheathes his sword and levels it at your chest. ‘Get your hands up!’ he barks, and meekly you comply; resistance would be futile. He orders the confiscation of your horse and then commands the portcullis be lowered. A wail of protest goes up from those who are queueing to enter Duadon, but the guard is not swayed. He announces that they must wait while you are escorted to the guardhouse. The whistles and jeers of the impatient wagon drivers ring in your ears as you are marched away and taken before the Guard Captain. He is a snub-nosed officer with a brutal demeanour. He orders the two gate guards to wait outside his door while he questions you. When they have left, he takes note of the regimental number that is embroidered on the sleeve of your tunic and then checks it against lists of regiments that are pinned to his wall.

‘Your unit is posted for combat on the Slovarian Plain, trooper,’ he says, in a menacingly quiet way. ‘You had better give good reason for being here or, by Naar, I'll see you hanged for desertion.’

If you possess Bardsmanship and have attained the rank of Kai Grand Defender, turn to 86.

If you possess Kai-alchemy and wish to use it, turn to 76.

If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 127.

24

You speak the words of the Brotherhood Spell Net and point your right hand at the Vorka who are lying below in a smouldering heap. A gout of sticky fluid gushes from your palm and you direct this stream between the metal banister rails at the bottom of the steps, sealing off the stairs with several layers of sticky fibrous strands.

Your spell delays the Vorka, but it does not deter or prevent them from attacking you. Several hurl themselves face-down onto the gluey strands so that others can use their backs as springboards to vault over the net. The first three to do this successfully are armed with swords. As they come racing up the stairs, they rapidly blink their ghoulish eyes and clack their fanged jaws to unnerve you.

Frenzied Vorka: COMBAT SKILL 40   ENDURANCE 38

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 160.

25

The reeve-sergeant becomes angry when you do not answer him immediately, and he orders you to dismount at once and show him proof of your identity. With a flick of his left hand he signals to his men to unshoulder their spears and quickly they move to surround you.

If you possess Bardsmanship and wish to use it, turn to 74.

If you possess Kai-alchemy and wish to use it, turn to 179.

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

26

Reluctantly you leave the door and retrace your steps back down the stairs to the entrance hall. Upon your return, the scribe looks up from his work and he fixes you with a quizzical eye.

‘Who are you looking for, trooper?’ he snaps.

‘Captain Dvedka,’ is your hasty reply. You hold up the map that you took from the herald and add: ‘I've to deliver this to him, urgently.’

The scribe scoffs at the map. Then, with an arrogant voice, he says: ‘Dvedka's in the Council of War Chamber. Over there.’ With the feather of his quill pen, he points towards the portal to the left of the entrance arch. You thank him for his assistance and then you stride across the hall towards this open portal.

Turn to 314.

27

You pull yourself through the cell window and jump down into an alleyway that lies in the shadow of Duadon's southern wall, close to the gatehouse arch. From the cover of the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that is heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you are about to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads that lead off from the South Gate square to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

28

You draw upon your mastery to cause the torches that are illuminating the parapet on either side of the Eldenoran to flare up and burn fiercely. This startles the soldier and ruins his aim. He lets the rock slip from his hands and it splashes harmlessly into the river, a few yards to the right of your boat. As you glide beneath the bridge, you can hear his comrades laughing and cajoling him for missing such an easy target.

Turn to 88.

29

You utter the words of the Old Kingdom Spell Shield and draw a circle in the air with the palm of your hand. The giant snake lunges forward and attempts to stab you with its venomous fangs, but it slams against your invisible shield and recoils with a bloodied nose. The creature hisses angrily. You have thwarted its first attack but your shield is beginning to fade. As the remnants of the spell disappear, the creature opens its terrifying jaws and prepares to strike again.

Duadon River Serpent: COMBAT SKILL 39   ENDURANCE 27

This enemy is immune to all forms of psychic attack. If you possess ‘Illuminatus’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 124.

30

The prongs of the pitchfork gouge your back as you run across the hay-loft towards the open door: lose 3 ENDURANCE points.

The farmer's son, still shocked by your unexpected appearance, yells at you angrily. As you reach the ledge of the doorway and look down at the ground outside, 30 feet below, he lunges forward and attempts to stab you again.

If you possess Kai-alchemy, turn to 331.

If you do not, turn to 105.

31

You carry the tray of food to the guards on duty outside the Rune Hall. When they see you approaching, they prop their halberds against the wall and raise the visors of their steel helmets.

‘Where's Gragov?’ asks a guard, as you set the tray down on a small table beside the door.

‘He's gone sick,’ you reply.

‘I hope it wasn't something he ate!’ jokes his companion.

The moment the guards begin eating, you unsheathe your Kai Weapon and launch a surprise attack, slaying the nearest man with your first blow. As he drops to the floor, his comrade reacts with surprising speed. He ducks below your scything attack and quickly he retrieves his halberd. Swearing vengeance, he leaps at you and swings his bladed polearm at your head.

Élite Rune Hall Guard: COMBAT SKILL 38   ENDURANCE 32

If you win this combat, turn to 120.

32

You hold out your hand and proffer the coins, but when she peers at your palm and counts how few they are, she shakes her head dismissively. ‘Go!’ she snaps. ‘Go now, or I'll summon the reeves.’

If you wish to reveal that you are not an Eldenoran soldier in the hope that she will change her mind, turn to 318.

If you decide to leave her stable as she demands, turn to 252.

33

You summon the elemental powers of your Grand Master Discipline and cause a sudden gust of air to extinguish the candles, plunging the parlour into near-darkness. Now the room is lit only by the ghostly rays of the moon which filter through the doorway. The sudden loss of candlelight makes the guard curse, but it does not deter him from opening the closet door.

Pick a number from the Random Number Table.

If the number you have picked is 3 or lower, turn to 267.

If it is 4 or higher, turn to 122.

34

You leave the glassblower's workshop and turn the corner into North Watch Lane. Here you discover a dozen small shops that trade in weapons and armour. Most of the items they offer for sale are poorly crafted, but there is one shop which specializes in fine weapons imported from all over Magnamund. Your eye is caught by an impressive collection of Siyenese bows and Lourdenian swords on display in its front window.

Illustration II—An impressive collection of Siyenese bows and Lourdenian swords catches your eye.

If you wish to enter this armoury, turn to 237.

If you choose to continue along North Watch Lane, turn to 147.

35

The unarmed Vorka defend the bell-chamber with great tenacity. Before you are able to cut through their ranks, the first of the armoured Vorka regiment fall upon you from the side. You fight like a demon, slaying five of the enemy in as many blows, but in so doing you are drawn further away from the bell-chamber. The rune is now beyond arm's length and more of the armoured Vorka are moving to cut you off.

If you possess Kai-alchemy and wish to use it, turn to 69.

If you possess Elementalism and have attained the rank of Kai Grand Defender, turn to 316.

If you possess a Bow and wish to use it, turn to 238.

If you possess neither of these skills, nor a Bow, or if you have yet to attain the required level of Kai Mastery, or should you choose not to use any of them, turn instead to 73.

36

You intone the words of the Brotherhood Spell Sense Evil and at once your mind is flooded with terrible images. Beneath the soil of this clearing lie the bodies of a thousand Slovian prisoners of war. Captured when Tekaro fell, they were brought here by Eldenoran guards and murdered by the merciless Vorka. This clearing is the site of their mass grave and you can detect a strong psychic presence. Mostly it comprises a lingering residue formed by the souls of the innocent men who were murdered here, but there is also something else — something invisible yet wholly evil. Your heart pounds when you suddenly realize that an evil entity has come here to feed upon the psychic remains of the slain Slovian prisoners. You sense it poses a grave and immediate threat to your life, and hurriedly you turn and run through the trees in your haste to escape its clutches.

Turn to 339.

37

The soldier hurls his rock and it smashes into the planking near your feet. It tears a hole in the bottom of the boat and a spout of water gushes into the air to rain down upon your canvas cover. The Eldenorans cheer as your boat begins to founder, and as it disappears from view beneath the centre arch, you hear their echoing footfalls as they rush across to the opposite side of the bridge to wait for it to reappear.

When you emerge the Eldenorans give a cheer. The water is rushing in so fast now that you decide you must abandon the boat. You turn the rudder towards the left bank and aim your sinking craft at a place where willow trees overhang the river. As you pass beneath their branches, you clamber out and quickly take cover among the trees.

The Eldenorans soon arrive to inspect their handiwork. Silently you observe them as they drag the half-submerged boat out of the water and sift through its meagre contents. They soon tire of this and return to their duties. When the coast is clear, you leave the trees and hurry away from the bridge. Once you have put more than five miles between yourself and the Eldenorans, you stop to rest for a few hours in the bough of an oak.

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

To continue, turn to 9.

38

You kneel before the lockplate and examine the keyhole. The mechanism is a basic mortise lock but its component parts are large and heavy. Despite the simplicity of its design, you suspect that this lock could be a difficult one to pick. Drawing upon your Magnakai Discipline of Nexus, you visualize the mechanism in your mind's eye and will it to open. It is a slow and arduous process. Beads of perspiration stand out on your brow as you strain to make its hidden levers turn.

If you possess Grand Nexus, turn to 337.

If you do not possess this Discipline, turn to 22.

39

You unsheathe a hand weapon (neither a Bow, nor your Kai Weapon)[9] and begin chipping away at the mortar into which the bars of the cell window are embedded. It is a slow and laborious task but you persevere and, within the hour, you manage to dislodge three of the iron bars. This creates a gap large enough through which you can escape from the cell, but it also weakens your hand weapon to such a degree that it can no longer be used for combat (you must now erase this Weapon from your Weapons List).

To continue, turn to 27.

[9] You may not be carrying a normal hand weapon. It is left up to the reader's discretion as to how to resolve this potential inconsistency.

40

Aided by your Sixth Sense, you hear the third tumbler click into position.[10] There is a soft whirring sound, and then the door swings open to reveal a vaulted corridor which leads to a flight of iron steps. You enter, and the great door swings shut behind you. There is a junction halfway along the corridor where another passage crosses from left to right. You hurry across and climb the metal steps, but as you are approaching the top of the stairs, you catch a glimpse of two armoured guards beyond. They are standing to attention before a large door that is engraved with mystic symbols. You feel a strong concentration of evil here and, at once, you sense that the Runes of Agarash lie on the other side of this door. Instinctively you duck below the guards' line of sight, and then quietly you retreat to the junction.

Here you detect the sound of footsteps approaching, and when you spin around to face them, you see a young kitchen attendant walking along the passageway towards you. He is carrying a tray laden with food and he stops abruptly when he sees you suddenly appear. Fearful that he may raise the alarm, you stride towards him and say in an accusing tone: ‘Why are you late, boy? Lord Vandyan has been kept waiting more than an hour for his food!’

‘But … but this is not for his lordship,’ answers the young man, clearly confused by your rebuke. ‘It's for the guards at the door to the Rune Hall.’

‘What!’ you reply, feigning outrage. ‘You mean to say that you would put the feeding of two lowly guards before our master's needs! This is intolerable!’

‘No … no … I mean, I was told by the cook to take this tray to the guards. Lord Vandyan ate a meal in his chambers some three hours ago. I've had no order to take him food since.’

‘Well, our master is hungry,’ you reply, ‘and you'd better go back to the kitchen and find him something suitable to eat this instant … if you value your hide, that is!’

Forcefully you snatch the tray from the bemused assistant, saying: ‘Go tell cook to prepare him something substantial, understand? He's very hungry. I'll deliver these scraps to the guards myself.’ The confused young assistant scratches his head and then he hurries away to deliver your order to the cook. You watch him until he turns a distant corner, and then you look down at the tray of cold meat and vegetables and an idea takes shape, an idea that may help you gain entry to the Rune Hall.

If you possess a Potion of Gallowbrush and you wish to use it, turn to 87.

If you possess a Graveweed Concentrate and you wish to use it, turn to 195.

If you possess a Potion of Mokradon and you wish to use it, turn to 327.

If you possess a Potion of Volzoc and you wish to use it, turn to 169.

If you possess some Ghilev and you wish to use it, turn to 271.

If you possess none of these, or if you should choose not to use any of them, turn to 31.

[10] This is the correct answer to the combination lock in Section 297.

41

In your hurry to get across the square, you trip and stumble into the path of an ore wagon. The driver makes no attempt to avoid you, and it is only the swiftness of your reactions that saves you from being crushed to death. However, as you roll away from the wheels, the hub of an axle gouges the back of your legs: lose 4 ENDURANCE points.

The driver curses and threatens to report you to the reeves. Rather than run the risk of being arrested, you stagger to your feet and melt away as quickly as you are able into the crowded street beyond.

Turn to 276.

42

You watch and wait with growing trepidation as the guards search the parlour and its adjoining rooms. Then suddenly the closet door is pulled open and you find yourself staring into the self-satisfied face of an Eldenoran sergeant.

‘I've found him!’ he bellows, and six guardsmen who are searching the yard come racing up the stairs with their swords drawn. You fight bravely and slay them all, but the word of your whereabouts quickly spreads and within minutes you are cornered in the cooperage by more than a hundred of Vandyan's troops. Their leader has placed a bounty of 10,000 Gold Crowns upon your head, payable upon delivery of your body to Skull-Tor, dead or alive. Spurred on by the promise of this huge reward, his troops attack you repeatedly until you are finally overwhelmed by the sheer weight of numbers.

You may take some comfort in the fact that you fulfilled your vital mission. By destroying the Runes of Agarash you have saved Magnamund from the tyrannical rule of Vandyan. It is a great victory, but one that you have paid for with your life.

43

Despite the darkness, several of the arrows find their mark. They puncture the boat's timbers and one shaft pierces your calf, forcing you to bite on your fist to stop yourself from crying out in pain: lose 3 ENDURANCE points. Quickly you draw upon your healing skills to staunch the flow of blood from your wounded leg as the boat passes below the stone bridge.

You emerge unseen on the far side, but water is now rushing in so fast through the punctured hull that you decide you will soon have to abandon the boat. You turn the rudder towards the left bank and aim your foundering craft at a place where a copse of willow trees overhangs the river. As you pass beneath their branches, you clamber out and quickly take cover among the trees.

When the Eldenorans relight the torches, they notice your boat beached on the river bank and they come to investigate it. Silently you observe them as they drag the partially-submerged boat out of the water and sift through its meagre contents. They soon tire of this fruitless exercise and return to their duties at the bridge. Only when the coast is clear do you dare leave the copse and hurry away. When you have put more than five miles between yourself and the Eldenorans, you stop to rest for a few hours in the bough of an oak tree by the river.

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

To continue, turn to 9.

44

You strike the rune a mighty blow that explodes it into a thousand fiery shards. At once there is a screeching cacophony of noise and the platform bucks like a wild stallion as the evil power of the rune is sucked out of the hall and into the heart of the raging storm. Desperately you cling to the floor as seething rays of electrical fire dance around the edges of the aperture and arc back and forth between the ceiling and the hall below. Then a ghastly shriek echoes above the deafening noise as the approaching Vaag are consumed by fire and lightning. As their dying cries fade, so the storm abates, and you are able to stagger to your feet and take hold of the parapet rail with both hands.

Illustration III—You look down and see a patrol of Eldenoran guardsmen rushing through the door.

Gasping for breath in the dust-choked air, you look down and see a patrol of Eldenoran guardsmen come rushing through the door. Vandyan is with them, bellowing orders and threatening them with death if they should allow you to escape. The guards are armed with bows, and when they see you standing at the edge of the platform, they immediately take aim and open fire.

If you possess a Bow and wish to return fire at the Eldenoran guardsmen, turn to 291.

If you wish to try to evade Vandyan and his men, turn instead to 145.

45

‘Very well, I'll pay what you ask,’ you reply. Quickly the guards wave the wagon through into the city and then they lower the portcullis and order the following traffic to wait while they escort you to the gatehouse. You are beginning to think that they are going to renege on their deal and throw you in a cell regardless, but the taller guard soon eases your fears. Quietly he says to you: ‘Don't worry, friend. We'll jus' go somewhere private. We don't want all o' Duadon to know our business.’

You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. You hand over the 10 Gold Crowns (erase these from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the city's south wall. ‘Off y'go, trooper,’ says the tall guard, as he pushes you through the arched doorway.

The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the alleyway towards the gatehouse arch. From the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that is heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you are about to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads that lead off from the South Gate square to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

46

The guard is angered by your reply and you sense at once that you have given him the wrong answer.

‘Don't move a muscle!’ he growls, and he presses the tip of his spear to your throat. His comrade reaches to the parapet bell and he rings it once. Moments later, a troop of guards emerges from the doorway opposite the bridge. They are the same soldiers who, only a few minutes earlier, escorted away the unfortunate herald whose map and wristband you stole.

‘Lock 'im up!’ bellows the bridge guard, and he removes his spear from your throat as the soldiers come running towards you with their swords drawn.

If you wish to surrender to these approaching guardsmen, turn to 229.

If you wish to unsheathe your Kai Weapon and attempt to resist their arrest, turn to 116.

If you decide to try to evade the guards by dashing across the drawbridge towards the archway of the inner keep, turn instead to 134.

47

‘Quit yappin', y'mangy mutt!’ bellows a greasy-haired looter, but to no avail. You fear the feisty mongrel has detected your presence and quickly you draw upon your innate Magnakai skill of Animal Control to command him to be silent. The dog ceases to bark loudly and begins instead to whine with frustration.

‘He's caught wind o' something,’ growls a second looter. ‘I'm goin' to take a look-see.’

You hear the man rise to his feet and then unsheathe a sword from its scabbard.

If you wish to attempt to escape from the mine shaft, turn to 129.

If you decide to try to hide somewhere in the tunnel, turn to 258.

48

You raise your hand and point it at the lever. Then you recite the words of the Old Kingdom Spell Invisible Fist and you feel a surge of power run the length of your right arm. A concussive burst of energy leaps from your hand to slam against the lever, forcing it down. With a resounding crack, it breaks through the grime which has accumulated over the centuries and clogged its locking mechanism. Clouds of grit and dust billow out from its slot and, when you raise and pull the lever a second time, you discover that your use of Old Kingdom magic has served its purpose well.

Turn to 250.

49

Rouf praises your deadly skill. You acknowledge him with a nod of your head and then you turn and enter the cabin. Prizo and his wife scream when you appear, for you are wearing an Eldenoran uniform and they think you have come to finish them off. But their terror soon turns to joy when they see Rouf following behind you. ‘Don't fear!’ says Rouf. ‘Your ordeal's over. My companion's an ally, not an enemy.’

Quickly you untie them and tearfully they hug Rouf. His uncle and aunt are overcome with emotion to see their favourite nephew once more. Quickly he explains that, despite your uniform, you are not an Eldenoran. When he then reveals that you are a Kai Lord on a secret mission, their eyes widen with awe. Prizo warns you that there are many Eldenorans in this area and that it is no longer a safe place. He invites you both to stay here this night but he says you must remain watchful. Reluctantly Prizo and his wife have decided to leave their home. They plan to cross the Quarl and seek shelter in Salony. Many Slovian refugees, including other members of Rouf's family, have found sanctuary there in the Great Forest and they plan to join them.

You and Rouf take turns to keep watch during the night, and shortly before dawn you awaken his uncle and aunt. Fie prepares a delicious breakfast and while you are eating they discuss their plans. Rouf has decided to join his aunt and uncle and go with them to Salony. You tell them that you must continue with your mission and try to cross the River Storn near Tekaro. Prizo repeats Rouf's warning that the city is occupied by the Eldenorans and encircled by Vorka regiments, but he also has some extra information that might be useful. He says that the Eldenorans have set up a military ferry on the Storn, five miles south of the confluence where the two rivers, the Quarl and the Storn, meet. In your disguise as an Eldenoran scout, you may find it is the easiest way to cross the river.

After breakfast, you thank Rouf and his kin for their help and you wish them luck on their journey to Salony. In return they thank you for freeing them and Fie offers you some food for the road ahead (enough for 2 Meals). Then they bid you farewell and wave goodbye from the doorway as you leave the cabin and go to retrieve your horse.

Turn to 290.

50

‘My loyal commanders,’ says Vandyan, spreading his arms wide as if to embrace the entire hall, ‘we stand upon the threshold of total power. Already I have harnessed the might of the first rune and used it to create and control the Vorka horde. With the power of the second stone I summoned Zorkaan the Soultaker and bound him to our cause. And this night, we shall witness the release of the force contained within the third Rune of Agarash. The approaching storms from the north herald the rebirth of the Vaag, the flying spawn of Agarash the Damned!’

Illustration IV—‘My loyal commanders,’ says Vandyan, spreading his arms wide.

Vandyan's announcement draws a loud gasp of astonishment from his officers. Legend has it that the Vaag were the most ruthless and deadly of all the Agarashi — the creatures of darkness created by Agarash the Damned. He used the Vaag to spearhead assaults upon ancient Magnamund that led to his domination of the entire planet during the Age of Eternal Night. Unhindered by mountains, rivers, and city walls, a flying horde of Vaag could indeed be a force capable of conquering Magnamund anew.

‘Go now!’ says Vandyan, to his stunned officers. ‘Return to your armies in the field and be ready to march. You have your orders — do not fail me. I must now return to my laboratory and attend to the final preparations. Be assured, my loyal countrymen. Soon all Magnamund shall cower at our feet!’

Vandyan's final words are met with a thunderous roar of approval. The door in the north wall opens and he leaves the dais and hurries through it. As the door closes behind him with a dull boom, the Eldenoran officers gather up their maps and papers and file out of the hall, through a pair of double doors which have opened in the south wall.

If you wish to leave this hall with the Eldenoran officers by way of the south doors, turn to 104.

If you wish to hide in this hall and await your chance to follow Vandyan through the north door, turn to 319.

51

Your advanced Discipline warns you that a violent lightning storm is fast approaching from the west. You can smell the fresh scent of rain on the rising wind and you can feel electrical changes taking place in the humid air. Wary of the need for a safe haven from the coming storm, you scan the surrounding area in search of some place to shelter.

If you wish to investigate the rocky knoll, turn to 266.

If you decide to seek shelter in the trees, turn to 135.

52

You have successfully beaten back the first Vorka wave, but a larger group is now emerging from the distant archway. Each of these warriors wields a sword and is clad in chainmail armour. Fear grips your stomach when you realize that they are the advance guard of a whole Vorka regiment. Once more you turn your attention to the bell-chamber, for only by destroying the rune can you hope to defeat the entire horde.

You descend halfway down the stairs, and then leap over the banister and drop to the floor of the pit below. On landing, those unarmed Vorka who are defending the rune hiss at you vehemently. Their sibilant cry warns their armoured brothers of your intentions and you see them quicken their pace. Your pulse pounds loudly in your ears as you determine that the first of the armoured regiment can reach you in less than a minute. There is no time to hesitate — you must act at once. With your battle-cry upon your lips, you rush forward and attack the Vorka who are standing in a protective wall before the rune.

Vorka Rune Defenders: COMBAT SKILL 40   ENDURANCE 35

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat in five rounds or less, turn to 187.

If you win this fight in six rounds or longer, turn to 35.

53

In your rush to escape from the barn, you misjudge your jump and sprain your left ankle upon hitting the paved ground: lose 2 ENDURANCE points. You are unable to get back on your feet immediately, and you lose precious time when you are forced to use your innate Kai curing skills to repair your injured foot.

You are testing your weight on your ankle when suddenly you see the farmer's son come rushing out of the barn. He has discarded his pitchfork and has taken up a sword which he waves menacingly above his head. You draw your Kai Weapon and warn him to stay back. He is young, untrained in combat, and he is certainly no match for a Kai Grand Master. The young man laughs when he hears your order to halt. He continues to advance. You warn him once more but he ignores you. Then, with a scream of anger, he rushes forward in a clumsy attempt to land a blow upon the side of your head.

Farmer's Son: COMBAT SKILL 19   ENDURANCE 24

You have no wish to kill this young man and so you deliver all of your blows with the flat of your weapon's blade in order to subdue, rather than wound, your adversary. Fight this combat in the normal way, but halve all ENDURANCE point losses sustained by your enemy.

If you win the fight, turn to 177.

54

You intone the words of the Brotherhood Spell Mind Charm and implant the suggestion into the gaoler's mind that he is feeling very tired. He yawns and then he sits down on the steps and cradles his head in his folded arms. You wait for a few minutes and then you move silently along the corridor towards him. Your mental suggestion has proved very effective for when you reach the gaoler you discover that he is soundly asleep. As you start up the stairs towards the next level, you notice a bunch of keys that are hanging from a hook on his leather belt. (If you wish to take these Dungeon Keys, record them on your Action Chart as a Special Item which you keep in the pocket of your tunic.)

To continue, turn to 98.

55

One of the arrows rips through your canvas cover and splinters the gunwale within inches of your head, yet all of the others fail to strike the boat. As you glide under the bridge's central span, you hear a gruff Eldenoran sergeant cursing his men for their poor marksmanship and for wasting arrows on a derelict sailboat.

You are directly beneath the centre of the bridge when suddenly you feel the craft being pulled towards the starboard. The head of a Vorka suddenly appears at the side of the boat, and moments later it comes clambering over the gunwale. The creature has not seen you, but it can only be a matter of seconds before it senses where you are hiding.

If you have a Bow and wish to use it, turn to 242.

If you do not possess a Bow, or if you choose not to use it, turn to 161.

56

You unshoulder your Bow and draw an Arrow from your Quiver. As you fix the notch to the string, you look around the hall and consider which of the three runes is to be your first target. Vandyan obscures the rune that rests within the crystal saucer, high above you in the domed roof of the hall; therefore you must choose one of the remaining two.

If you wish to fire your arrow at the rune which is fixed into the top of the crystal bell-chamber, turn to 262.

If you decide to target the rune that is embedded into the bell-chamber from where the Vorka horde is emerging, turn to 293.

57

In less than a minute the tunnel is sealed off by a solid wall of earth and broken rock. The air is thick with dust and you have difficulty seeing and breathing. Your legs have been pinned to the floor by the rockfall and, as you drag yourself free, you suddenly feel a sharp pain below your left knee where it has been gashed by a chunk of granite: lose 2 ENDURANCE points.

Carefully you extricate yourself from the debris and, using your infravision, you attempt to locate Hulsta. It is difficult to see through the dirt-choked air and so you rely on your heat-vision in order to detect your guide. Quickly you discover his left hand protruding from beneath the mound of fallen debris, but when you touch it you sense at once that your brave companion has not survived this disastrous avalanche.

Turn to 144.

58

Quietly you leave the chamber, retrace your steps back to the tunnel entrance, and then continue your trek along the ravine. Night is fast approaching and you have barely covered a mile when the ravine comes to an abrupt end at the edge of a deep gorge. Less than a hundred yards away to the west you can see the outline of a rocky knoll with a slate base that juts out over the rim of this steep, wooded valley. To the east, the gorge cuts a deep furrow through the forest for many miles. There appears to be no easy way of avoiding the gorge, but you are unwilling to attempt a descent in the dark. Instead, you decide to find somewhere safe nearby where you can make camp and await the dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

59

You hide your bundle of uniforms, your Weapons, and your equipment in the closet, and then you sit down at a table that is lit by a solitary candle. As you listen to the movements going on in the yard outside, you browse through one of several books that you find lying on the table.

Suddenly the parlour door is thrown open and in come two Eldenoran guards and a hunting dog. The dog sniffs the air and growls menacingly.

If you possess Animal Mastery, turn to 259.

If you do not possess this Discipline, turn to 180.

60

Without raising his eyes from his work, the scribe curtly answers your query: ‘Council of War Chamber!’ he snaps. Then, with the feather of his quill pen, he points towards the portal to your left. You thank the discourteous scribe for his directions, and then you turn on your heel and stride across the hall towards this open archway.

Turn to 314.

61

You draw upon your Magnakai Discipline of Psi-screen to protect your mind from this unexpected attack, but before your mental defences knit together properly, you suffer damage to the core of your mind (lose 4 ENDURANCE points).

Due to the mental damage caused by this powerful psychic attack, you must forfeit the use of one of your Grand Master Disciplines for the rest of this mission. If you survive this mission, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.

The blinding pain fades to a dull ache, but your Kai senses continue to scream out a warning. This evil entity poses a continuing threat to your body and your mind. You can barely see the creature yet its close proximity is filling you with overwhelming fear and loathing. Then you catch a second glimpse of its shadowy outline and your nerve breaks. Hurriedly you turn and run into the trees in a desperate attempt to escape from this formless creature of evil.

To continue, turn to 339.

62

You grab Hulsta's strong hand and he hauls you towards the opening. As your legs emerge from the water, the giant snake breaks through the surface and it gouges your calves with its venomous fangs.

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

Hulsta drags you through the opening and lays you down on the floor of the tunnel. Then he pushes the heavy iron grill back into position. Moments later, the head of the giant snake slams against this grill and you hear the murderous clack of its fanged jaw before it dives back into the river.

Fortunately, your Magnakai Discipline of Nexus quickly neutralizes the small amount of venom that has entered your bloodstream. You sit up and Hulsta uses strips of cloth torn from the hem of his shirt to bandage your wounded calves. As he helps you to your feet, you are pleased to see that your dangerous detour along the underground river was not in vain, for you now find yourself standing in a section of the tunnel which lies beyond the blocking wall.

To continue, turn to 155.

63

Drawing upon your advanced Kai skills, you focus on the Vorka and exude a powerful scent from the palms of your hands. This scent is abhorrent to the lizard-like creature and it causes it to shy away in disgust. It shrieks, and then it retreats towards the river where it joins with its brothers who are making short work of your provisions which they have just found hidden under the canvas.

The remaining Vorka suddenly detect the smell of the food and instantly they abandon their search and scurry down to the river. They arrive too late to share in the unexpected feast, and in frustration they vent their anger on the boat itself. You are taken aback by the sheer speed and ferocity of their attack which reduces your sailboat to matchwood.

Silently you watch the Vorka as they return to the bridge and cross once more to the other side. The incident seems to have excited the Eldenoran guards, and you can hear them laughing and cursing wildly. You decide to wait until their excitement has died down a little before you attempt to leave your hiding place. During your wait you must eat a Meal or lose 3 ENDURANCE points (you are unable to use Grand Huntmastery to forage for food in this instance).

To continue, turn to 211.

64

Your blow sends the Sinistrari captain tumbling out of his saddle. He crashes to the ground and rolls away into a drainage ditch running alongside the highway. The shock of impact upon hitting the ground renders him unconscious, and when you see that he is no longer a threat, you wheel your horse about and gallop towards the spire of Xaitar's Rock.

Turn to 350.

65

‘Would you overlook my lost papers if I were to donate a few Gold Crowns to the gatehouse?’ you say, choosing your words with care.

‘Well, that would depend on just how many Gold Crowns you'd want to donate,’ replies the shorter of the two guards, mimicking your appeasing tone. His taller comrade is more direct in his manner and he comes straight to the point.

‘Look, trooper,’ he growls, ‘we want 10 Gold Crowns, and your horse, or we'll throw you in the cells to rot. Pay up … or we'll lock you up!’

If you possess 10 Gold Crowns and wish to pay the guard, turn to 203.

If you do not have sufficient Gold Crowns, or if you choose not to pay the bribe, turn instead to 23.

66

The corridor ends at a vast, low-ceilinged hall that is filled with racks of freshly forged weapons and armour. You estimate that there are tens of thousands of bladed weapons, helmets, shields, and chainmail vests held in storage here. As you walk among the rows of weaponry, you come to one rack that is filled with bundles of arrows (if you wish to replenish your supply of Arrows you may do so now).

On the far side of this weapons repository you discover an archway where a flight of stone steps ascends into darkness.

If you wish to investigate where these stairs lead, turn to 140.

If you choose instead to retrace your steps all the way back to the entrance hall, turn to 183.

67

The shock of the lightning blast leaves you unconscious. When you regain your senses you find yourself lying some 20 feet from your campsite, entangled among smouldering branches and twisted shards of pine. You have suffered burns to your legs and body (lose 6 ENDURANCE points) and two of your Backpack Items have been destroyed.

Erase any two Backpack Items from your Action Chart (excluding your Kai Clothes) of your own choosing.

To continue, turn to 324.

68

The second serpent rears out of the water and lunges forward in an attempt to stab you with its venomous fangs. You dodge aside to avoid being gouged and then strike a mighty blow to its neck, just as the creature withdraws its head in readiness for a second attack. The great snake hisses angrily. You have opened a deep wound, but it has not incapacitated the creature. Once more it stretches its terrifying jaws and prepares to lunge at your chest.

Duadon River Serpent: COMBAT SKILL 40   ENDURANCE 32

This enemy is immune to all forms of psychic attack. If you possess ‘Illuminatus’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 309.

69

You utter the words of the Brotherhood Spell Net and point your right hand at the armoured Vorka. A gush of gluey liquid surges from your palm and covers them in sticky fibrous strands.

Your spell holds them just long enough for you to be able to reach the rune and strike it with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your blade cleaves the evil stone in two. Then the bell-chamber is swallowed up by sheets of orange flame and you are hurled backwards to the floor. Shards of broken stone whistle around you. When the rain of debris ceases, you pull yourself to your feet and look upon the devastated remains of the bell-chamber. Pools of fire burn among the splinters that litter the floor of the pit, and all the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

Turn to 202.

70

Silently you watch as the Vorka come rushing through the trees. The group splits in two with one half descending to the river to investigate your boat, while the remainder spread out and begin a search of the trees. One Vorka is within 10 feet of where you are hiding when it stops dead in its tracks and begins to sniff hungrily at the air.

If you possess the Discipline of Animal Mastery and have attained the rank of Kai Grand Master Superior, turn to 63.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 299.

71

You cross the corridor and approach the door. Your Kai Sixth Sense tells you that the chamber beyond it is empty, and so you twist the handle and push against the heavy portal. Silently it swings open on well-oiled hinges to reveal an empty circular room. A large iron-rimmed chute is set into its stone wall, and when you examine this opening, your stomach churns. Its surfaces are smeared with traces of human blood. You can hear the distant sound of rushing water and suddenly you realize that this chute leads directly to the river which flows beneath Duadon. From its condition and location you conclude that this chute has a single, sinister purpose: it is used by the gaolers of Skull-Tor for the swift disposal of prisoners who die in their charge.

As you turn to leave this grim chamber, you notice a Mace and a Small Shovel standing propped against the wall, close to the door. If you wish to take either of these items, record them on your Action Chart. Upon leaving, you close the door behind you before continuing along the corridor.

Turn to 173.

72

You descend from the ridge and trek across a fallow field towards the derelict remains of Castle Demera, an ancient Eldenoran fortress that was besieged and destroyed by the Salonese in the year MS 4417. Its curtain walls and central keep have long since disappeared, and what little remains of its outer walls is now barely recognizable beneath a blanket of thick moss which covers every surface.

You enter the base of the outer walls and discover a flight of slime-smeared steps leading down into a stone chamber which offers some protection from the heavy rain. The mouldering walls of this chamber are buried beneath a profusion of plants and creepers. You take a closer look at the plants and, to your surprise, you discover a clump of laumspur hidden among the vegetation. (There is sufficient Laumspur here for 2 potions. Each Potion of Laumspur will restore 4 ENDURANCE points to your total when swallowed after combat.) Heartened by this unexpected discovery, you settle yourself in the driest corner of the chamber and drift off to sleep.

The trundling sound of heavy wagons awakens you shortly after dawn. The rain has ceased during the night and the ruins are now bathed in warm autumn sunlight that is filtering through gaps in the clouds. On reaching the surface, you look out across the surrounding fields and catch sight of a sunken road less than a mile away to the north. Columns of Eldenoran army wagons are moving along this highway in both directions. You magnify your vision and see that the wagons heading southeast, towards the River Storn, are heavily laden with supplies. The wagons that travel in the opposite direction, towards Duadon, are mostly empty.

If you wish to go to the highway and attempt to hitch a ride to Duadon aboard one of the returning wagons, turn to 247.

If you choose instead to wait until the highway is empty and then follow it towards Duadon on foot, turn to 196.

73

The armoured Vorka pour in from all sides and force you back to the wall of the pit. Unable now to escape them, you are forced to fight desperately for your life.

Armoured Vorka: COMBAT SKILL 48   ENDURANCE 46

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 251.

74

Hastily you apologize to the sergeant and tell him that you are a balladeer, sent from Duadon by Lord Vandyan to entertain his troops garrisoned in Tekaro. On hearing this incredible tale, the sour-faced reeve and his men burst with laughter.

‘So you're a songbird, eh?’ he coughs, incredulously. ‘Well, Master Songbird, why don't you trill us a song to lift our weary hearts!’

Using your Grand Master skills, you give voice to a ballad extolling the virtues of the Eldenoran military police. The sergeant and his men are so mesmerized by your melodic voice that they relax and forget completely why it is they have stopped you. When your ballad is over, they cheer you and pat your horse's flanks affectionately.

‘You've a fine voice, Master Songbird,’ says the sergeant, ‘and a honeyed way with words. You've cheered us, and that takes some doin', I can tell ye. We'll be looking forward to hearing you sing again before long. For now, you best be on your way.’ And with these words of praise the sergeant and his men step aside and allow you to ride on into the square.

Turn to 121.

75

With breathtaking speed, the shadowy form of Zorkaan comes speeding across the hall towards you. You raise your Kai Weapon and pray to Ishir for protection as this nightmarish entity swoops in for the kill.

Zorkaan the Soultaker: COMBAT SKILL 58   ENDURANCE 46

This creature is immune to your level of psychic attack. If your Kai Weapon is ‘Alema’ or ‘Kaistar’, you may add the appropriate bonus gained through their unique properties. Unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.

Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 209.

76

Silently you intone the words of the Brotherhood Spell Mind Charm and order the Guard Captain to set you free. You also command him mentally to forget that he has ever set eyes on you upon the instant that you leave his chamber. The captain obeys without question. He calls his guards and tells them to set you free in Duadon immediately. They are shocked and surprised to hear this, but they dare not contradict their superior officer.

Reluctantly the guards march you away. They escort you along a corridor which leads to an empty room where a small door is set into a stone wall. It opens on to a quiet alleyway that is overshadowed by the city's south battlements.

‘Be off with you!’ growls the tall guard, as he pushes you roughly through the arched doorway. The door shuts behind you with a dull thud and you hear a key turning in the lock. Quickly you leave this door and walk briskly along the alleyway towards the gatehouse arch. From the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you attempt to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads which lead off from the South Gate square, to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

77

You follow the alleyway to the rear of the saddle-maker's shop where six passages converge from different directions. Here you rely upon your Magnakai Pathsmanship skills to find the one that leads back to Flank Street. The cavalry troopers are dismounting, and you can also hear foot soldiers marching at the double along Cillan Square; they have been sent by Vandyan to assist in hunting you down. They rush into the alleyway in hot pursuit but they quickly lose your trail upon entering the maze of passages that lie beyond.

You retrace your route through the passages and, as you turn the final corner, you are relieved to see that the alleyway behind Hulsta and Delissa's shop is empty of troops.

Turn to 287.

78

None of the arrows find their mark, but a piece of rock smashes into the planking near your feet. It tears a hole in the bottom of the boat and a spout of water gushes into the air to rain down upon your head. The Eldenorans cheer as your boat begins to founder. As it disappears from view beneath the centre arch, you hear their echoing footfalls as they rush across to the opposite side of the bridge to wait for you to reappear. When you emerge they laugh and jeer. The water is rushing in so fast now that you decide you must abandon the boat. You turn the rudder towards the left bank and aim your sinking craft at a place where a copse of willow trees overhangs the river. As you pass beneath the branches, you clamber out and quickly take cover among the trees.

The Eldenorans soon arrive to search the boat and the surrounding area. They fail to discover you and silently you observe them from the undergrowth as they drag your half-submerged craft out of the water and sift through its meagre contents. When they tire of this, they return to their duties at the bridge. Once the coast is clear, you leave the copse and hurry away. Only when you have put more than five miles between yourself and the Eldenorans do you dare stop to rest for a few hours in the bough of an oak tree.

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

To continue, turn to 9.

79

Delissa takes you down to the workshop below the parlour, and she invites you to take your choice of the following tools that are hanging from hooks on the wall:

- Hammer

- Pliers

- Pincers

- Axe (Weapon)

- Rope

- Spike

- Plane

- Saw

All of the above, with the exception of the Axe, are Backpack Items. If you wish to take and keep any of them, adjust your Action Chart accordingly.

When you have made your selection, you may return upstairs to the parlour with Delissa, by turning to 19.

80

Your blow catches the enemy rider in the throat, at a weak point in his armour where the base of his helmet joins the top of his breastplate. Mortally wounded, he fights desperately to hang on to his reins as he falls from the saddle, but in so doing, he unbalances his warhorse and brings the creature crashing down on top of him. You press on through the resulting gap, and glance back to see Delissa following closely on your heels. She is an expert horsewoman and you are greatly impressed by her courage and skill. As you break free from the converging horsemen, you hear a crash of metal and the anguished cry of men and horses: the two units of Sinistrari have collided with calamitous effect. Most of the riders have been unseated, and several have perished beneath the crushing weight of their armoured horses. Only one rider appears to have survived the collision unscathed and he immediately gives chase. As you gallop towards the plateau, you glance back repeatedly at your solitary pursuer and you notice that he is stripping off pieces of his armour to lighten his horse's burden. In so doing he is able to keep pace with your lighter mounts.

On reaching the plateau, you see a range of hills in the distance and Delissa points towards a pinnacle of rock that is shaped like a church spire.

‘Xaitar's Rock!’ she cries, identifying the place for your rendezvous with Guildmaster Banedon. You look back once more and this time you are shocked to see that the Sinistrari rider is fast closing the gap. You realize that he will reach you before you are able to arrive at Xaitar's Rock, and so you signal to Delissa to ride on ahead.

‘Go on!’ you shout. ‘I'll join you there!’ As she gallops past, you bring your horse around to face your pursuer, and you raise your Kai Weapon in readiness to attack. Then you urge your horse forwards and race headlong towards your enemy. As you close to within 20 yards, you see him whirling his spiked ball and chain around his head as he gets ready to strike you down.

Illustration V—Whirling his spiked ball and chain around his head, the Sinistrari rider gets ready to strike you down.

Sinistrari Captain (unarmoured): COMBAT SKILL 48   ENDURANCE 30

Fight this combat in the normal way, but for one round only.

If you inflict a higher or equal ENDURANCE points loss upon your enemy in this single round of combat, turn to 64.

If you suffer a higher ENDURANCE points loss than your enemy in this single round of combat, turn to 111.

81

You come to the end of Kettle Street and turn left into a thoroughfare known as Flank Avenue. A signpost bearing its name is topped by a copper badge shaped in the likeness of a galleon with billowing sails, indicating that you are now entering Duadon's East Quarter.

You walk along Flank Avenue, past the establishments of moneylenders, wagoneers, and rope-makers, until you come to a flagstoned square before the city's East Gate. A column of scaly-skinned Vorka are marching across the square and out through the gate, accompanied by young fresh-faced Eldenoran officers on horseback. You stop to watch the Vorka and, when you look back along their ranks, you see a busy street which leads to the centre of the city. Lurking behind a hazy curtain of acrid grey smoke is the fortress of Skull-Tor, less than half a mile distant. It is from here that the Vorka are emerging. Like some foul discharge, they flow forth in green streams from the newly-constructed armouries that adjoin Vandyan's grim stronghold.

You resolve to avoid Skull-Tor and continue along Flank Wall in the hope that it will lead directly to Flank Street. When a gap appears between the marching ranks, you hurry across the square and press on towards the north of the city. Soon you come to a watchtower in the northeast corner of Duadon. Your spirits rise when you see a signpost surmounted by a silver star, for it indicates that you are about to enter the Northern Quarter. But when you read the name engraved below the star you are disappointed to find that it says: North Watch Lane.

Here on the corner of North Watch Lane there is a glassblower's workshop. Its doors are open and you can see several craftsmen at work. They are shaping and trimming ribbons of molten glass.

If you wish to enter the glassblower's shop and ask for directions to Flank Street, turn to 186.

If you do not wish to enter the shop, you can explore North Watch Lane by turning to 123.

82

Warily you ride through the north gate of Tekaro, taking care to avoid the watchful gaze of the grim-faced Eldenorans who are manning its fortified tower. Beyond the gate you enter a broad street lit by hanging lanterns. Drunken soldiers reel and sprawl along the alleyways that feed into this main avenue, and patrols of military reeves attempt in vain to maintain some semblance of order. Houses stand barred and barricaded, and the frightened eyes of native Tekaroans squint through their shuttered windows at the raucous enemy soldiers.

The street curves in a gentle arc towards the east and ends at a flagstoned square which is dominated by a large bronze fountain. You are about to enter the square when suddenly a patrol of military reeves comes marching around a corner, forcing you to halt to avoid colliding with them. At first their sharp-eyed sergeant simply glowers at you, but then he proceeds to scrutinize your uniform and your horse. Gruffly he demands to know what you are doing in this part of the city. Your Kai Sixth Sense tells you that he has noticed that the regimental number on the sleeve of your tunic does not tally with any of the regiments billeted in Tekaro, and you suspect he is thinking that you are deserter.

If you possess Elementalism and have attained the rank of Kai Grand Defender, turn to 199.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 25.

83

Hulsta urges you to hurry as the trail of bubbles speeds closer and closer to your vulnerable legs.

If you possess Kai-alchemy, turn to 219.

If you do not, turn to 62.

84

You speak the words of the Brotherhood Spell Net and point your right hand at the bottom of the steps. A gout of sticky fluid gushes from your palm and you direct this stream between the metal banister rails, sealing off the stairs with several layers of sticky fibrous strands.

Your spell delays the Vorka, but it does not deter or prevent them from attacking you. Several hurl themselves face-down onto the gluey strands so that others can use their backs as springboards to vault over the net. The first three to do this successfully are armed with swords. As they come racing up the stairs, they rapidly blink their ghoulish eyes and clack their fanged jaws to unnerve you.

Frenzied Vorka: COMBAT SKILL 44   ENDURANCE 44

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 52.

85

You retrace your steps back to the mine entrance and then hurry away along the base of the ravine. Dusk is fast becoming darkness and you have barely covered a mile when the ravine ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west you can see a rocky knoll with a slate base that juts out over the rim of this steep, wooded valley. To the east, the gorge cuts a deep furrow through the forest for several miles. There appears to be no easy way of avoiding the gorge, but you are far from keen to attempt any descent in the dark. Instead, you decide to find somewhere safe where you can set up camp and await the dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

86

You tell the Guard Captain that you were separated from your regiment during battle on the Slovarian Plain but, as you recount your fictitious story, you subtly change the tone of your voice until it becomes a soft, melodic undertone. Within minutes, the captain has become so entranced by the hypnotic sound of your voice that he becomes completely susceptible to your commands and suggestions. You tell him to let you go free and, once you have gone, to forget that he has ever set eyes on you. The captain obeys without question. He calls his guards and tells them to set you free in Duadon immediately. They are shocked to hear this, but they dare not contradict their superior officer.

Reluctantly the guards march you away along a corridor which leads to an empty chamber, where a small door is set into the wall. It opens on to a quiet alleyway that is overshadowed by the city's south wall.

‘Be off with you!’ growls the tall guard, as he pushes you roughly through the arched doorway. The door shuts behind you with a dull thud and you hear a key turning in the lock. Quickly you leave this door and walk briskly along the alleyway towards the gatehouse arch. From the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you attempt to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads which lead off from the South Gate square, to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

87

You retrieve the Potion of Gallowbrush from your pack and pour it carefully over the slices of cold meat. Then you cover the meat with vegetables and carry the tray to the guards on duty at the Rune Hall. They prop their halberds against the wall and raise the visors of their helmets as you approach.

‘Where's Gragov?’ asks a guard, as you set the tray of food down on a small table beside the door.

‘He's gone sick,’ you reply.

‘I hope it wasn't something he ate!’ jokes the other guard.

You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear a metallic crash, and when you peer over the top step you see that the potion has done its work. Both guards are now lying unconscious in front of the door.

Turn to 120.

88

You emerge from beneath the bridge and your boat is carried swiftly away in the grip of the river's powerful current. Within the hour you arrive at a point where the river meanders into a hilly, timbered region. It is difficult to navigate this section of the river in the dark and so you decide to stop and rest until daybreak. You beach your boat on the left bank and settle down to sleep under the bough of an oak tree.

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

To continue, turn to 138.

89

It takes you less than ten seconds to open this simple lock. As you quietly tug open the door, your Kai senses detect the faint sound of snoring. You tell Hulsta and he says that it must be the owner, but your senses tell you otherwise. This sound is being made by a sleeping dog.

Cautiously you enter the shop to find yourself in a kitchen. Curled up and asleep in a corner is a large hunting dog. You call upon your Magnakai Discipline of Animal Control and command the animal to remain asleep before you beckon Hulsta to enter and close the rear door behind him.

Once inside, your guide moves quickly to another door and pulls it open. Beyond it you see a flight of steps leading down to the cellar below. Before he descends the steps, Hulsta pauses to light his lantern and then he leads the way.

Turn to 344.

90

‘Very well,’ grunts the guard, ‘you can pass.’

Reluctantly, they uncross their spears and allow you to march out across the drawbridge, towards the open archway of the inner keep. As you reach the middle of the bridge, you look to your right and see plumes of black smoke rising up into the night sky. They originate from the chimneys of armouries located on the east side of Skull-Tor. Even at this late hour they are in full production, manufacturing an unending supply of weapons and armour for Vandyan's Vorka hordes.

Upon entering the archway of the inner keep, you find yourself standing in a circular hall that is hung with tapestries and framed portraits. At a desk positioned in the middle of this hall sits an Eldenoran scribe who is busily writing in a ledger with a quill pen. He is so engrossed with his work that he does not acknowledge your presence in any way. Behind him you see a flight of stairs spiralling up to the floor above, and on either side of the entrance arch there are open portals which lead off to the left and right.

If you wish to approach the scribe and ask where you may find Captain Dvedka, turn to 60.

If you choose not to approach the scribe, turn to 236.

91

As the last of the Eldenorans falls victim to your deadly blows, the mongrel dog yelps with fright and bounds away along the tunnel. You wipe and sheathe your weapon and then enter the chamber to investigate the Eldenoran's hoard of loot.

Among bulging bags of silver Slovian Lune, ornate candlesticks, polished silver plates, and gemstones, you uncover one item of greater value than all of the others put together. It is a golden chalice set with rubies and emeralds. You examine it closely and conclude that it was stolen from Tekaro Cathedral. (If you wish to take the Tekaro Chalice, record it on your Action Chart as a Backpack Item.)

Having satisfied yourself that you have not overlooked anything else of special value, you leave the mine and continue your trek along the ravine. Night is fast approaching and you have barely covered a mile when the ravine comes to an abrupt end at the edge of a deep gorge. Less than a hundred yards away to the west you can see the outline of a rocky knoll with a slate base that juts out over the rim of this steep, wooded valley. To the east, the gorge cuts a deep furrow through the forest for many miles. There appears to be no easy way of avoiding the gorge, but you are unwilling to attempt a descent in the dark. Instead, you decide to find somewhere safe nearby where you can make camp and await the dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

92

Guided purely by instinct, you draw back your Kai Weapon and charge headlong at the retreating shadow. ‘For Sommerlund and the Kai!’ you scream, as you cut and stab at the creature's vaporous form.

Zorkaan the Soultaker: COMBAT SKILL 48   ENDURANCE 38

This entity is temporarily vulnerable to all forms of psychic attack. If you possess the Discipline of Kai-screen, you may add 3 to your COMBAT SKILL for the duration of this fight. If you wield the Kai Weapon ‘Alema’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 240.

93

Through the gap in the velvet curtains you can see a large hall. It is ringed with marble pillars and its walls are draped with Eldenoran battle-flags. The centre of the hall is dominated by a large refectory table around which are huddled groups of Eldenoran officers. They are poring over charts and battle-maps which detail the positions of their Vorka hordes and the defensive lines of the Freeland armies.

You await your chance and then you slip out from behind the curtain when nobody is looking in your direction. There are several messengers travelling between the groups of officers, delivering and collecting orders, and nobody seems to pay you special attention as you move discreetly from one group to another and eavesdrop on their briefings.

You are listening to a conversation between two cavalry captains recently returned from the siege of Varetta, when suddenly there is a fanfare of trumpets. Immediately the officers and their aides cease all discussion and the hall comes stiffly to attention in anticipation of Lord Vandyan's arrival.

Turn to 330.

94

You let out a scream and leap up from your hiding place, clutching your wounded arm to your chest: lose 4 ENDURANCE points. The farmer's son yelps with shock when he sees you and, in his fright, he thrusts his pitchfork at you again as you run past him towards the open loft door.

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

If your total score is now 3 or lower, turn to 30.

If it is 4 or higher, turn to 218.

95

Your quick thinking saves you from the enemy's arrows. Blinded by the sudden darkness, the Eldenorans are unable to hit their target and you pass under the stone bridge unscathed. When you emerge on the far side, your boat is carried swiftly away by the river's powerful current. The Eldenorans do not pursue you and within the hour you arrive at a point where the river meanders into a hilly, timbered region. It is difficult to navigate this section of the river in the dark and so you decide to stop and rest until daybreak. You beach your boat on the left bank and settle down to sleep under the bough of an oak tree.

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

To continue, turn to 138.

96

Drawing upon your Grand Master skill, you command the angry serpent to ignore you and your companion and swim off along the waterway. The creature withdraws its head and slowly it blinks its green eyes. It hesitates, and you sense that its rudimentary mind is confused by your command. Although it does not obey your mental suggestion, you detect that it has momentarily lost its desire to attack.

‘Quick, Hulsta, follow me,’ you whisper. ‘Let us get away before it recovers its senses!’ You press your back against the rough wall of this underground conduit and edge your way around the menacing creature.

Turn to 329.

97

Delissa makes the final preparations before your departure from the cooperage. She dismisses the apprentices and closes the shop, and then she helps you to apply your disguise. When she is satisfied that you will pass for her cousin Jac, you leave the parlour and collect two saddled horses from a small stable at the rear of the workshop. You mount up and Delissa leads the way along an alley that gives access to Flank Street. At the end of the street you arrive at a plaza located before the city's North Gate. It is late afternoon, a time when this square is normally crowded with people, yet as you ride towards the north gatehouse you can count the number of citizens that you see on the fingers of one hand.

On reaching the gate you are challenged by the spear-wielding guardsmen and told to dismount. Delissa protests, and she demands to see the Sergeant of the Guard. The sergeant arrives and greets Delissa with a wide smile. They are old friends. The sergeant listens sympathetically to her story that you are her cousin and together you are bound for Luyen to nurse her sick sister. When she has finished her tale, the sergeant nods his approval to a face that is peering out from a window of the gatehouse. Moments later you hear the rattle of heavy chains and the grinding noise of moving gears.

As you are waiting for the heavy gate to rise, the sergeant turns to you and asks: ‘Are you from Luyen?’ You nod your reply. ‘Ah, 'tis a fine place. I have a cousin there, myself. He's an armourer by the name of Daliem. He has a shop in the centre of the city, at the Square of the Dragons. Perhaps you know him?’

If you possess Telegnosis, turn to 2.

If you do not possess this Grand Master Discipline, turn to 246.

98

Upon reaching the top of the steps, you see another torchlit corridor stretching away towards a flight of stone stairs. The corridor appears to be empty and unguarded, but you can hear several noises that tell you that this level of Skull-Tor is occupied. Among the noises you detect are the anguished screams of men, the rattling of chains, the clang of iron striking iron, and a curious bubbling sound.

Cautiously you advance along the corridor until you come to an iron door recessed into a section of the left wall. A similar door stands opposite; it is set into the right wall and is flanked by guttering torches.

If you wish to examine the left door, turn to 128.

If you wish to examine the right door, turn to 323.

If you choose to ignore these doors, you may continue along the corridor by turning to 173.

99

As your horse tramples the angry reeves, desperately they thrust at you with their spears and wound you deeply in the legs and side: lose 8 ENDURANCE points.

Tenaciously you fight to remain in the saddle despite the agony of your injuries, and your horse carries you away from the yelling reeves and back to the main street. You draw upon your healing skills to mend your wounds as you escape along the street and ride across the square that lies at its end. There are several exits from this square, but you choose the least-busy one to make your escape. This tree-lined avenue bears west towards Tekaro Cathedral. The Eldenorans have turned the city's magnificent building into a dormitory for their troops and, as you pass by its grand doors, you glimpse hundreds of soldiers sleeping on the floor of its central nave. Guards posted on the steps regard your bloodstained clothing with suspicion as your horse plods its way forward. Gently you urge him to increase his pace for fear that they may stop and challenge you.

At the end of a street flanked by warehouses and guildhalls, you come to the city's south gatehouse. A guard casts a cursory glance at you and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. As the gate creaks open you ride through it and out onto the highway beyond. This broad road runs parallel to the shimmering waters of the River Storn and you follow it for a few miles before turning your horse away towards the river. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

100

You pull yourself onto the platform and run at Vandyan with your weapon held poised to strike. Wild-eyed with manic excitement, he stares intently at the crystal saucer and seems not to notice that you are about to cut him down. But as you make your attack, he snatches up an iron staff that protrudes from a hole in the platform, and expertly he fends off your blow. The blade of your weapon trails a line of sparks as it scrapes along the length of his staff and clatters against the rail which encircles the platform. He stabs at you with its clawed tip and you dodge this vicious blow, but then you strike again and send the staff spinning from his hands. He emits a strangled cry of fear and frustration and backs away to the edge of the platform. Glancing to the crystal saucer, and then to the glinting weapon that you hold in your hands, suddenly his nerve breaks. He kicks a lever at the edge of the platform and a trapdoor springs open to reveal a dangling rope. Cursing you and vowing eternal revenge, he scrambles through the trapdoor and slides rapidly down the rope to the hall below. As he runs towards the door your first instinct is to pursue him, to prevent him from getting away. But your Kai senses warn you that the storm is peaking. Unless you smash the last remaining rune, the Vaag will materialize and Vandyan will have won.

You draw back your weapon and take aim at the rune which lies in its crystal saucer, surrounded by a glowing halo of dark energies. Crackling arcs of power leap across the storm-swept aperture, and in the hollow of the whirling clouds above, you glimpse a legion of bat-winged horrors spiralling down towards the hall. It is the Vaag: they have been summoned.

Turn to 44.

101

Your Magnakai skill has silenced the dog, but it is still very angry and it is simply awaiting its chance to attack. As soon as the door opens more than a few inches, it leaps at the narrow gap and slams it back, catching you full in the chest. The shock of the impact knocks you backwards to the ground.

Guard Dog: COMBAT SKILL 25   ENDURANCE 18

Due to the suddenness of its attack, do not deduct any ENDURANCE points from your enemy during the first two rounds of this combat. Also, you must fight this combat unarmed.

If you win the combat, turn to 241.

102

Having finished your briefing, Gwynian and Lone Wolf show you to a room at the rear of the tavern where some items of clothing have been laid out for your inspection. Lone Wolf tells you to take off your helmet and Kai battle-armour and exchange them for the plain green tunic, breeches, and cloak of a Kai journeyman that lie draped across a table.

‘These clothes will serve you well,’ he says, as he buckles the clasp of your cloak. ‘They are far less likely to attract unwelcome attentions during your journey to Duadon.’

Having exchanged your clothes, you are provided with a meal and told to stay here in this room until midnight — the time when your mission is set to begin. Lone Wolf and Gwynian bid you good luck and leave the room to allow you to rest. You manage to get a few hours' uneasy sleep before Gwynian returns shortly before midnight. The sage escorts you from the tavern and leads you down to the waterfront, to a wharf where a battered little sailboat lies tethered alongside a river barge. At first glance this sailboat looks completely unseaworthy, but upon closer inspection you see that it has been carefully camouflaged with broken timbers and ripped canvas to give the impression that it is a wreck. Stowed on board are a pair of oars and enough food and water for the voyage downstream to Tekaro. You board the boat and Gwynian casts off the mooring rope, bidding you good luck and godspeed as gently the current carries you away.

The waters of the Quarl are fast-flowing and you have no need of sail nor oar to propel you. By means of the rudder, you are able to steer the boat and let the current carry you swiftly downstream towards your destination. When dawn breaks you are able to take stock of your surroundings. You are making good progress and you calculate that it should take you no more than three days to reach Tekaro. The first day passes uneventfully and you are able to relax and enjoy the views of the fertile countryside that fringes the Quarl. But as darkness begins to fall at the end of the second day, you catch sight of something in the distance that sets your pulse racing. As you round a bend, you see a stone bridge spanning the river little more than a mile downstream. A line of burning torches is fixed along its parapeted walls, and armed guards are positioned on either side of its span. A look at your map tells you that this bridge carries the road that connects the towns of Woeld and Tido, and when you magnify your vision, you see that the guards are enemy soldiers. They wear studded leather jerkins and have the circle-and-star emblem of Eldenora engraved upon their conical steel helmets. To your dismay, an eagle-eyed lookout posted at the centre of the bridge sees your boat approaching. He alerts his fellow guards and quickly they line up along the parapet of the bridge and unshoulder their bows. One of their number blows a shrill whistle which attracts the attention of a second group who are moving through the trees which border the right bank. Your stomach churns when you catch your first sight of these troops for they are not human — they are Vorka. These lizard-like creatures move with a sinister grace which betrays their ancient origins. A cold fire glows in the depths of their sharp, blinking eyes, and their scaly bodies are bedecked with fragments of armour, mostly rotting leather and chainmail looted from the bodies of their slain foes.

As your boat drifts inexorably towards the bridge, you see the Eldenorans are getting ready to fire their first volley. The tips of some of their arrows are wound round with strips of oily cloth and they have been set alight. Hurriedly you look for some means of avoiding these archers and their Vorka cohorts, but only the river's wooded left bank seems devoid of the enemy.

If you wish to steer your boat towards the left bank and take cover there among the trees, turn to 149.

If you choose to defy the Eldenoran archers, you can let your boat continue downstream towards the bridge by turning to 313.

103

Swift use of your Kai skills saves you from sustaining a serious injury as you somersault and slide to the bottom of this rock-filled gully.

To continue, turn to 239.

104

As you are filing out with the others through the south doors, you are challenged by an Eldenoran cavalry captain who grabs your shoulder and spins you around to face him.

‘By whose authority are you here, trooper?’ he demands. You show him your wristband, but this does little to allay his suspicions. Suddenly he grabs the hilt of your Kai Weapon and he tugs it from its scabbard. ‘This is not an Eldenoran sabre,’ he says, inspecting the blade. ‘Why is it in your possession? Did you loot it?’ Other commanders, drawn by the accusing tone of his voice, begin to take an unwelcome interest in you and quickly you find yourself surrounded on all sides by stern-faced officers. One of them steps forward and he points at your weapon. ‘By Naar!’ he exclaims. ‘That's a Kai blade!’

Suddenly you are grabbed from behind and dragged to the ground. You struggle to break free, but you are quickly overwhelmed by the weight of numbers ranged against you. Guards are summoned and you are held securely until they arrive.

Turn to 229.

105

You leap to the ground and roll over as soon as your feet strike the path, to lessen the shock of impact.

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

If your total score is now 4 or lower, turn to 53.

If it is 5 or higher, turn to 112.

106

Anxious that the hunting dog may detect your hiding place, your draw upon your Magnakai Discipline of Animal Control and use it to block the creature's sense of smell. The dog becomes confused and he refuses to move from the parlour door, despite his handler's rough attempts to drag him into the premises. Cursing the dog's stubbornness, the handler drops his leash and the two Eldenorans set about searching the parlour unassisted.

Pick a number from the Random Number Table.

If the number you have picked is 2 or lower, turn to 42.

If it is 3 or higher, turn to 273.

107

The sergeant narrows his eyes and his knuckles whiten as he tightens his grip on his spear. You sense that he does not believe your story and he is suspicious of your true purpose here.

‘There're no reinforcements due for two days,’ he growls. ‘You'd better show me your orders, trooper, or I'll take you for a deserter.’

The sergeant glances over his shoulder to his two companions seated at the fire. They have been listening to your conversation and immediately they get to their feet and come running towards you with their spears at the ready. Calmly you reach into the pocket of your tunic, as if you are obeying the sergeant's request, but then you kick your horse's flanks and flick his reins. As he surges away, the sergeant and his men lunge at you with their steel-tipped spears.

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

If your total score is now 4 or lower, turn to 333.

If it is 5 or higher, turn to 220.

108

You recite the words of the spell and launch a bolt of energy that strikes the rune with devastating effect. There is a loud Crack! and a splash of fiery green sparks erupts as the evil stone is sundered in two. Seconds later, the bell-chamber is swallowed up by sheets of orange flame and instinctively you cover your head with your left arm as shards of broken stone cascade around you, like a rain of deadly daggers. When this deluge ceases, you look with fearful expectation upon the devastated remains of the bell-chamber.

Pools of fire burn among the shards that litter the floor of the pit, and the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

The noise of the destruction and the hellish dying shrieks of the Vorka horde alert Vandyan to your presence in the hall below. You look up and see his face twisted with hate and rage. He raises a glowing silver disc, clasped tightly in the palm of his right hand, and he spits out a vile curse that chills your blood.

Turn to 175.

109

You discover that the door to the vault is unlocked, and so you pull it open and enter a dark corridor which ends at a stone staircase. Torchlight pours down the steps from the level above and, as you move closer, you hear the echoing sound of footsteps. Carefully you ascend the stairs until you are able to peer over the top step. Ahead you can see another corridor, but this one is illuminated by a line of burning torches set into brackets on either side of a dozen prison cell doors. At the far end there is another flight of ascending steps, and at its base there stands an Eldenoran gaoler armed with a sword. You watch this gaoler and consider the best way you can lure him away from the stairs, for he is blocking your only known route to the surface.

If you possess Kai-alchemy and wish to use it, turn to 54.

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

If you possess neither of these skills, or if you choose not to use them, turn to 285.

110

Rouf is hugged by his uncle and aunt who are overcome with emotion to see their favourite nephew once more. They thank you both for freeing them and they curse the Eldenorans who invaded their home. When Rouf tells his kin that you are a Kai Lord on a secret mission, their eyes widen with awe. Prizo warns you that there are many Eldenorans in this area and that it is no longer a safe place. He invites you both to stay here this night but he says you must remain watchful. Reluctantly Prizo and his wife have decided to leave their home. They plan to cross the Quarl and seek shelter in Salony. Many Slovian refugees, including other members of Rouf's family, have found sanctuary there in the Great Forest.

You and Rouf take turns to keep watch during the night, and shortly before dawn you awaken his uncle and aunt. Fie prepares a delicious breakfast and while you are eating they discuss their plans. Rouf has decided to join his aunt and uncle and go with them to Salony. You tell them that you must continue with your mission and try to cross the River Storn near Tekaro. Prizo repeats Rouf's warning that the city is occupied by the Eldenorans, but he also has some information that could be useful. He says that the Eldenorans have set up a military ferry on the Storn, five miles south of the confluence where the two rivers, the Quarl and the Storn, meet. In your disguise as an Eldenoran scout, you may find it the easiest way to cross the river.

After breakfast, you thank Rouf and his kin for their help and you wish them luck on their journey to Salony. In return they thank you for freeing them and Fie offers you some food for the road ahead (enough for 2 Meals). Then they bid you farewell and wave goodbye from the doorway as you leave the cabin and go to retrieve your horse.

Turn to 290.

111

Your enemy's weapon clips your head and a flash of white light engulfs your vision. Then, in the next instant, you feel yourself tumbling backwards into a yawning dark abyss.

The blow from your enemy's spiked ball and chain renders you unconscious and sends you spinning out of the saddle. You are spared the pain of impact when you crash head-first to the highway, but sadly you never regain consciousness. The Sinistrari captain brings his horse about and ruthlessly he tramples your helpless body beneath his hooves. Death is painless and instantaneous.

You may take some comfort from the fact that you fulfilled your vital mission. By destroying the Runes of Agarash you have saved Magnamund from the tyrannical rule of Vandyan and his monstrous horde. It is a great victory, but one that you have paid for with your life.

112

Your skilful landing technique saves you from sustaining injuries to your legs or spine. Also, you are able to use the momentum of your roll to get back on your feet. As you regain your balance, you take off at a run towards the farm's main gate.

Turn to 164.

113

Before you recite the words of the Brotherhood Spell Lightning Hand you look around the hall and consider which of the three runes is to be your first target. The suspended platform on which Vandyan is standing obscures the rune in the domed roof of the hall; therefore you must choose one of the remaining two.

If you wish to launch your spell at the rune which is fixed into the top of the crystal bell-chamber, turn to 215.

If you decide to target the rune that is embedded into the bell-chamber from where the Vorka horde is emerging, turn to 108.

114

A strong wind arises and the ominous sound of thunder rolls across the forest, causing the ground to tremble beneath your feet. You look to the darkening sky and see distant flashes of lightning illuminating a bank of thick cloud that is sweeping in from the west. A violent storm is approaching and droplets of rain are already beginning to spatter your head and shoulders.

You hurry along the ravine in search of shelter from the coming storm. Lightning is striking closer, forking down into the forest with spectacular effect. You have barely covered a mile of the shallow ravine when it ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west, you can see a rocky knoll with a slate base that juts out over the rim of this steep valley. To the east, the gorge cuts a deep furrow through the timberland for several miles. There is no easy way to avoid the gorge, but equally you have no wish to descend it during a storm. The rain is getting heavier and the lightning strikes are increasing, and so you decide to seek safe shelter at the rocky knoll.

Turn to 266.

115

You follow Hulsta to the rear of his shop and out through an open door that gives access to a walled yard. At the end of this yard stands a large, timber-framed, two-storey building. The lower floor is a workshop and the upper level is where Hulsta and his wife live. You climb a flight of iron steps to the door of their living quarters, and Delissa greets her husband with a broad smile the moment he appears. Her smile quickly fades, however, when she sees you following behind.

‘Why'd you bring him up to the parlour? Can't y'keep shop business downstairs where it belongs?’ complains Delissa.

‘Now, don't go taking offence, my dear,’ replies Hulsta, soothingly. ‘He's not what he seems. He's the one we've been waiting for. He's Gwynian's man — a Kai — all the way from Sommerlund.’

‘My lord, please forgive me,’ says Delissa. ‘Pay no heed to what I said. I'm greatly honoured to meet you.’

Illustration VI—Hulsta and Delissa are honoured to meet you.

‘And so too am I,’ echoes Hulsta, enthusiastically, ‘for you have arrived not a moment too soon.’ He asks why it is that you are dressed as an Eldenoran scout, and you take time to recount the events of your difficult journey to Duadon. When you have finished your account, Hulsta informs you of recent developments.

‘The numbers of Vorka leaving Skull-Tor have greatly increased during the last seven days. Vandyan's power grows stronger by the hour,’ he warns. ‘My lord, you must enter Skull-Tor and destroy the runes tonight … else Varetta is doomed. The time is ripe for action. Vandyan and the Runes of Agarash are all together in one place. They are vulnerable now. We cannot be sure of a chance like this again.’

‘Very well, I shall do what must be done. But how can I gain entry to Skull-Tor?’ you ask. ‘I have seen Vandyan's stronghold and it is truly formidable.’

‘Have no fear, my lord,’ replies Hulsta with confidence. ‘There is a secret way by which you can enter Skull-Tor unseen. It is an ancient way. Let me show you.’

Turn to 338.

116

You tug your Kai Weapon from its scabbard and the approaching guardsmen skid to a halt when they see you crouching in readiness to meet their advance. The bridge guards press themselves to the parapet, beyond the reach of your weapon, and the one who rang the bell screams at you: ‘Are you mad? Put down your weapon and surrender, or you'll regret it when we tell Guard Captain Maukar that you resisted arrest.’

If you wish to do as the bridge guard says, you can sheathe your Kai Weapon and surrender by turning to 229.

Or you can attempt to evade the guards by dashing across the drawbridge towards the archway of the inner keep. Turn to 134.

117

As you gather speed and draw closer to the bridge, the Eldenorans fire their arrows and hurl chunks of rock.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 235.

If it is 5 or higher, turn to 78.

118

You are within 15 feet of the archway when an arrow gouges your thigh and brings you crashing down upon the bodies of the lifeless Vorka: lose 3 ENDURANCE points.

You use your Kai healing skills to staunch the flow of blood from your wounded leg, and then you crawl the few remaining yards to the cover of the archway. Once you are hidden from Vandyan's men, you scramble to your feet and press on.

Turn to 223.

119

You reach the end of Knucklebone Lane and turn right into a street called Flank Wall. The signpost bearing its name is topped by a brass badge shaped in the likeness of a setting sun, indicating that you are now entering Duadon's West Quarter.

You walk along Flank Wall, past the workshops of hatters, lamp-makers, and potters, until you come to a flagstoned square in the shadow of the city's West Gate. An unending stream of wagons, each piled high with timber and iron ore, pours into the city through this gateway. They trundle across the square and along a wide thoroughfare called Corvayl Avenue which leads directly to Skull-Tor. You stop to look along this busy street and, through a hazy curtain of acrid smoke, you catch your first glimpse of the imposing arched entrance to Vandyan's stronghold. It resembles the toothed and fleshless jaw of a huge shark.

You resolve to avoid Skull-Tor and continue along Flank Wall, yet in order to do so you must negotiate the heavy traffic that is trundling across the West Gate square.

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 41.

If it is 4–6, turn to 305.

If it is 7 or higher, turn to 254.

120

You step over the guards' bodies and press your shoulder to the door, letting the heavy portal swing open just a few inches. Cold air rushes out, chilling your face, and your Kai senses tingle when you feel the evil power of the runes bleeding from the hall beyond. Steeling yourself for what may lie ahead, you push against the door again and slip in through the widening gap.

Before you lies a magnificent chamber hewn from polished obsidian. Colossal columns rise along its curved walls, and iron cradles filled with glowing stones illuminate the jet-black surfaces. Away to your right you can see a metal staircase leading down to the bottom of a vast pit. At its centre there stands a great black bell-like object that is sheathed with crackling energies, sparking and fusing noisily. You take a step forward and gasp when you first see the line of Vorka that are emerging from the side of this belled chamber. Like scaly automatons, they march forth in an endless stream that disappears into an archway on the far side of the pit. You sense the presence of a rune and, when you scour the bell-chamber using your magnified vision, you glimpse the oblong of black stone embedded into its surface.

Illustration VII—Before you lies a magnificent chamber hewn from polished obsidian.

To your left, facing the stairs to the pit, there is another bell-chamber. It is identical in shape and size to the one below, yet this one is constructed from a clear, glass-like mineral. Within its core there stands a frozen column of black mist, and set into a hollow in its flared top you can see a second rune.

Your Sixth Sense tells you that there are three runes present in this great hall, yet it is not until you look up at the domed ceiling that you locate the third. On a wide circular platform suspended below an aperture at the top of the dome, you see Lord Vandyan. He is fixing the third rune into a saucer of crystal and he is so engrossed in this task that he fails to see that you are standing in the hall below. Through the aperture in the dome you can see the night sky. Cold winds howl and bolts of lightning flash and sizzle, ripping apart the clouds as the power of a supernatural storm builds to a frightening crescendo above Skull-Tor.

If you possess the Discipline of Astrology, turn to 308.

If you do not, turn to 231.

121

You ride across the square and enter a tree-lined avenue that bears west towards Tekaro Cathedral. The Eldenorans have turned this magnificent building into a dormitory for their troops and, as you pass by its grand doors, you glimpse hundreds of soldiers sleeping on the floor of its central nave. Guards posted on the steps regard you with suspicion as your horse plods its way forward, and so you urge him on a little faster in case they are thinking of stopping and challenging you.

At the end of a street flanked by warehouses and guildhalls, you come to the city's south gatehouse. A guard casts a cursory glance at your uniform and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. As the gate creaks open, you ride through it and out onto the highway beyond. This broad road runs parallel to the shimmering waters of the River Storn and you follow it for a few miles before turning your horse away towards the river. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

122

The guard checks that there is nobody hiding in the closet and then he shuts the door. It is too dark for him to see anything more than this. His comrade enters the parlour from an adjoining room and he takes a tinderbox from his pocket with which he relights the candles.

‘There's nothing here,’ he says to his comrade. ‘Let's be on our way. We've other places to check before dawn.’

The two guards call off their search and leave, dragging their yelping dog behind them. Delissa stays in the yard and waits until they have all gone; then she quickly returns to the parlour and locks the door behind her.

Turn to 10.

123

A few hundred yards along North Watch Lane, you come to a line of dusty shops that sell weapons and armour. Most of the items for sale here are poorly crafted, but one shop specializes in fine weapons imported from all over Magnamund. Your eye is caught by an impressive display of Siyenese bows and Lourdenian swords in its front window.

If you wish to enter this armoury, turn to 237.

If you choose to continue along North Watch Lane, turn to 147.

124

Your killing blow severs the serpent's head. For several moments its powerful body continues to thrash the water, whipping the surface to a crimson froth, but then it falls still and is carried away by the swift current.

You beckon Hulsta to follow as you wade through the icy water towards a grill that is fixed into the ceiling. Using your Magnakai Discipline of Nexus, you are able to loosen the dirt which holds this grill in place. Then you force it out of its seating and pull yourself through the opening which leads into the tunnel above. Hulsta passes you his lantern and, as you rest it on the tunnel floor, you are pleased to see that you have emerged at a point beyond the wall. Hurriedly you help pull your companion out of the freezing water. He is shivering uncontrollably and he cannot move his legs. Using your innate Kai healing powers, you are able to transmit warmth into his frozen muscles and restore the blood circulation. (Use of your Discipline in this way costs you 2 ENDURANCE points.)

When Hulsta has recovered the full use of his legs, you continue your exploration of the tunnel towards the east. You have covered several hundred yards before he calls you to a halt. He holds his lantern up to the wall and you notice that the stonework is changing. A ragged seam encircles the tunnel where brown brickwork meets rough grey rock.

‘This is good,’ says Hulsta, approvingly. ‘We're passing through the granite foundations of Skull-Tor. According to the plans, this tunnel runs to a dungeon store room. It is located three levels below the surface. We have not far to go now — perhaps two hundred paces at most.’

You are about to lead the way when suddenly you hear a rumbling sound and feel a tremor run through the floor.

‘What was that?’ you ask, anxiously.

‘Ore wagons, most likely,’ replies Hulsta. ‘We must be directly below the West Gate of Skull-Tor.’

Hulsta stops to replace the candle in his lantern, and as he does so, you ask him what you can expect to find when you reach the tunnel's end.

‘The plans indicated a secret panel which can be opened from both sides,’ he replies. ‘When we reach the panel, I shall stay in the tunnel and await your return. I'll only be a burden if I accompany you, and I have no wish to endanger your vital mission. You must enter Skull-Tor alone and make your way up to the surface. Vandyan's chambers are located in the inner keep, and from what I've been able to gather, the runes are there also. They are being kept in a hall on the — ’

Hulsta's words are suddenly drowned by a deafening noise. The floor shifts violently and you are hurled onto your back as the passageway heaves and shakes. A wide crack appears in the ceiling and you hear Hulsta scream in terror as tons of stone and earth cascade into the tunnel. Helplessly you watch as your companion is buried beneath this deluge of dirt and broken rock.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 57.

If it is 5 or higher, turn to 244.

125

You focus your mental powers upon the Eldenoran and release a pulse of psychic energy. The soldier cries out in pain and recoils, letting the rock slip from his hands as he pulls away from the parapet. The rock splashes harmlessly into the river a few feet to the left of your boat, and as you glide beneath the bridge, above you hear the soldier's comrades laughing and cajoling him for missing such an easy target.

Turn to 88.

126

The first wave of armed Vorka come racing across the floor of the pit and they hurl themselves over the tangled heap of bodies that lie at the foot of the steps. You draw your Kai Weapon and steel yourself to meet their advance, confident that you can beat back these slavering reptilians. As they come scurrying up the stairs, they rapidly blink their ghoulish eyes and clack their fanged jaws in an attempt to unnerve you in the vital seconds before combat is joined.

Frenzied Vorka: COMBAT SKILL 44   ENDURANCE 41

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 160.

127

You tell the Guard Captain that you are on a secret mission for Lord Vandyan, and that you cannot divulge any detail for you have been sworn to secrecy.

‘I am answerable only to our leader and I demand to be released at once,’ you say, with great bravado.

The Guard Captain utters a terse laugh, but you can tell by the look in his eyes that he suspects you might just be telling the truth.

‘I shall check your tale with the reeves of Skull-Tor. Until they confirm it is so, you will remain here in the guardhouse … as our guest.’

He summons the two gate guards and orders them to place you in a holding cell until your story is confirmed. They are to lock the door, but they are not to confiscate any of your Weapons or equipment. As ordered, the guards escort you away and put you in a cell which is illuminated by daylight. It streams in through a solitary barred window. As soon as they leave, you drag a chair over to the window and stand on it in order to get a better view of what lies outside. You can see the blackened rooftops of Duadon and a narrow alleyway which runs parallel to the southern battlements. Mindful of the pressing need to escape before your story is discovered to be false, you set about the task of finding a way out of this guardhouse cell.

If you possess Elementalism and wish to use it, turn to 347.

If you possess Grand Nexus and wish to use it, turn to 279.

If you possess Magi-magic and wish to use it, turn to 151.

If you possess none of these skills, or if you choose not to use any of them, turn to 39.

128

You place your ear against the cold iron door and hear a bubbling sound. You can detect no other noises and your Kai senses inform you that there are no persons present in the chamber beyond, so you carefully push open the door and slip inside.

The room beyond appears to be an alchemist's workshop. Its many benches are crowded with flasks, and strange glass containers which are interconnected by a tangled mass of glass piping. Beakers of coloured fluids bubble over naked flames and the air is soured by a harsh, chemical stench.

Your eye is drawn to a rack of shelves that stretch along one wall. They are filled with hundreds of bottles and stoppered flasks, each one labelled and filled with powders, granules, fluids, or crystals. A cursory inspection of these containers reveals four potions with which you are familiar:

- Potion of Gallowbrush (induces sleep for 1–2 hours per dose)

- Graveweed Concentrate (fatal when swallowed)

- Potion of Mokradon (causes irreversible blindness in humans)

- Potion of Volzoc (causes violent hallucinations)

If you wish to take and keep any of these potions, record them on your Action Chart as Backpack Items.

Upon leaving this laboratory, you can examine the door which stands directly opposite by turning to 71.

Or you can go left and continue along the corridor by turning to 173.

129

As you run along the tunnel, you suddenly hear a voice shout out in alarm: ‘It's an army scout … stop him!’

Thinking that you are an army scout sent to track them down, the Eldenorans draw their weapons and come racing along the mine shaft in hot pursuit. They are determined to prevent you from getting away. As you reach the entrance to the shaft, you pause to draw your Kai Weapon and land a blow at the base of a ceiling prop. The rotten timber rips in two and several tons of rock cascade into the tunnel. When the dust settles you see that the mine shaft is now sealed off. You allow yourself a wry smile; it will take the Eldenorans more than a day to dig themselves out from their hiding place.

You leave the collapsed mine entrance and hurry away along the base of the ravine. Night is fast approaching and you have barely covered a mile when the ravine ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west you can see the outline of a rocky knoll with a slate base that juts out over the rim of this steep, wooded valley. To the east, the gorge cuts a deep furrow through the forest for several miles. There appears to be no easy way of avoiding the gorge, but you are unwilling to attempt a descent in the dark. Instead, you decide to find somewhere safe nearby where you can make camp and await the dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

130

Quickly you switch your weapon to your left hand and point at the serpent's head with your right. You speak the words of the Brotherhood Spell Net and a gout of sticky fluid jets from your outstretched fingers to engulf the giant snake as it launches its attack. The gluey fluid fills its mouth and flows around its neck to splash against the ceiling and wall. It solidifies instantly and holds the creature back, preventing it from sinking its deadly fangs into your chest.

If you now wish to attack the serpent, turn to 206.

If you decide to evade the serpent while it is held secure by your sticky net, turn to 329.

131

You utter the words of the Brotherhood Spell Lightning Hand and you feel a surge of tingling power flow from your right shoulder to your wrist. You stretch out your arm and aim your index finger at the Eldenoran thief as he is mounting his horse. There is a loud Crack! and a bolt of blue fire leaps from your finger and arcs towards his back. It strikes him in the neck and spins him from his saddle with the searing force of its impact. Limply, the looter crashes to the ground, his thieving days over for good.

Turn to 49.

132

Your killing blow sends the Ogron tumbling down the ramp towards the onrushing guardsmen. They sidestep his body, and two of them let loose a parting arrow at your back as you disappear through the open gate which leads to Cillan Square, the paved thoroughfare surrounding the stronghold of Skull-Tor.

The worst of the storm has abated and the night sky is cloudless and clear, yet this does little to assist your escape from Vandyan's dreaded fortress. The moon is full and the surrounding streets and houses are illuminated by its ashen rays. On reaching the square, you immediately turn to the north in the hope of finding a way to get back to the cooperage in Flank Street. The square is littered with the bodies of Vorka, and many Eldenoran citizens have left their beds to examine this disturbing spectacle. They huddle in groups on street corners and speculate in hushed tones about the likely demise of their leader.

You are hurrying along the northern flank of Cillan Square when suddenly you hear a sound that puts ice in your veins.

Turn to 197.

133

You crawl to the open door and look down to see a wide, stone-paved pathway which leads from the main farmhouse to the barn. There is no ladder, and a rope pulley that is fixed to a wooden gantry above the door is missing its rope. You hear the farmer's son climbing the ladder to the loft and you steel yourself in readiness to jump through the doorway to the ground, some 30 feet below.

If you possess Kai-alchemy, turn to 331.

If you do not, turn to 105.

134

You turn and sprint across the drawbridge towards the distant archway, but as you are nearing its centre, you hear the bridge bell ring out in alarm. Moments later, a score of guards appear at a parapet above the entrance to the inner keep, and an icy dagger of fear stabs your heart when you see that they are armed with loaded crossbows. The guard sergeant screams an order to these men to open fire and, in a terrible instant, you are cut down by a volley of deadly steel bolts.

Tragically, your life and your mission end here, on the drawbridge to the inner keep of Skull-Tor.

135

You retreat from the edge of the gorge and set up a camp for the night in a mossy hollow surrounded by five tall pines. The spongy moss provides a comfortable bed and you hope the canopy of interlocking branches will keep you from getting wet. Tired from your long trek you settle down and fall asleep within minutes, but within the hour you are awoken by a deafening boom of thunder.

You open your eyes and see that it is raining heavily. The pines have kept you dry, but your shelter is not a safe one. The tall trees are efficient lightning conductors and you now find yourself in the middle of a violent electrical storm. You are struggling to your feet when suddenly a bolt of forked lightning strikes the top of the trees. There is a blinding explosion of blue-white light and you are hurled into the air by the force of the blast when this powerful bolt streaks to earth.

Pick a number from the Random Number Table. If you possess Grand Nexus, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2.

If your total score is now 4 or lower, turn to 67.

If it is 5–8, turn to 284.

If it is 9 or higher, turn to 171.

136

Quickly you retrieve the Blue Vial from your tunic pocket and pull out the glass stopper. The jelly-like fluid tastes sickly sweet, but you sense that it has an immediate and beneficial effect upon your innate psychic powers.

Suddenly the shadowy form of Zorkaan comes speeding across the hall towards you. You raise your Kai Weapon and pray to Ishir for protection as this nightmarish entity swoops in for the kill.

Zorkaan the Soultaker: COMBAT SKILL 58   ENDURANCE 46

This creature is normally immune to your level of psychic attack. However, by swallowing the contents of the Blue Vial you have temporarily increased the strength of your psychic powers. If you possess Kai-surge, you may use it to full effect during this combat. If your Kai Weapon is ‘Alema’ or ‘Kaistar’, you may add the appropriate bonus gained from their unique properties. However, if you do not possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 (for the duration of this combat only).

Conduct this fight in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 209.

137

Hulsta groans when he sees that the passage ahead is blocked by a solid brick wall. He holds up his lantern and its yellow light washes over the uneven surface, illuminating mouldering mortar which is several centuries old. He taps the stonework with the hilt of his dagger and listens expertly to its dull note. ‘More than 3 feet thick,’ he mutters. ‘It'll take time to dig through this.’

Delayed but undeterred by the wall, you and Hulsta try hard to think of a way to reach the tunnel beyond and you determine two possibilities. The first is to dig a hole in the wall just large enough through which to crawl. The second is to retrace your steps to the last floor grating that you passed. If you are able to remove this grating and drop down into the underground river, the current would carry you along. You could pass under the brick wall and then return to the tunnel through the first grating that you find.

If you decide to attempt to make a hole in the wall, turn to 162.

If you wish to try to get past the wall by means of the underground river, turn to 214.

138

The night passes without incident and you wake at dawn to the shrill sound of bird song. As you are preparing to breakfast on some of the provisions that Gwynian has supplied for your voyage, you suddenly hear the sound of hoofbeats away to the south. The trees of this area are densely packed and so you climb an oak in the hope of getting a better view of your surroundings.

Through a thinning canopy of autumn leaves you catch sight of a forest track which runs parallel to the river. A distant flicker of movement catches your eye and, when you magnify your vision, you see three riders approaching from the south. Two are armed and they wear the uniforms of Eldenoran cavalry scouts, but the third is clad in a tunic of scarlet and black: the colours of the Slovian army. His hands are tied and you suspect he is a prisoner of war.

Less than a hundred yards away to the south, the track emerges from the trees and runs along the river bank for a short distance before turning again into the forest. When the riders reach this part of the track, they see your boat and they bring their horses to a halt. One of the Eldenorans stays with the Slovian prisoner while the other descends to the bank to investigate. Patiently you wait for them to go, but your patience breaks when you see the Eldenoran callously setting fire to your craft. Silently you unsheathe your Kai Weapon. As soon as the arsonist returns to his horse, you leap from your hiding place and take both of the Eldenorans by surprise.

Eldenoran Horse-scouts: COMBAT SKILL 34   ENDURANCE 34

Due to the surprise of your attack, you may ignore any ENDURANCE losses that you sustain in the first two rounds of this combat.

If you win the combat, turn to 348.

139

You step out from the closet and hear the soldiers bidding Delissa goodnight as they leave by the rear gate. When she is sure they have gone, she quickly returns to the parlour and then locks the door behind her.

Turn to 10.

140

You climb the stairs and follow a winding corridor which leads to a magnificent marble chamber, lit by a glowing orb which hangs suspended in mid-air. The walls are covered with battle scenes, freshly engraved, which depict the victories of Vandyan's Vorka hordes against the Freeland armies of the Stornlands. On a table at the far end of the chamber you discover a wooden rack which contains three stoppered vials. In each of these glass tubes there is a coloured, jelly-like liquid: one red, one yellow, and one blue.

If you possess Kai-surge or Kai-screen, turn to 349.

If you possess neither of these psychic Disciplines, turn to 256.

141

When you do not meet his demand, the taller guard unsheathes his sword and holds it to your chest. ‘Get your hands up!’ he barks, and meekly you comply; to resist would be dangerous and futile. The guard orders the portcullis to be lowered and then he instructs the queue of wagons that they must wait while they escort you to the gatehouse. The whistles and jeers of the impatient wagon drivers ring in your ears as you are marched away to the guardhouse and taken before the Guard Captain. He is a snub-nosed officer with a brutal demeanour. He orders the two gate guards to wait outside his door while he questions you. When they have left, he takes note of the regimental number that is embroidered on the sleeve of your tunic and then he checks it against lists of regiments that are pinned to the wall.

‘Your unit is posted for combat on the Slovarian Plain, trooper,’ he says, in a menacingly quiet way. ‘You had better give good reason for being here or, by Naar, I'll see you hanged for desertion.’

If you possess Bardsmanship and have attained the rank of Kai Grand Defender, turn to 86.

If you possess Kai-alchemy and wish to use it, turn to 76.

If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 127.

142

Your abrupt reply seems to satisfy the sergeant. He knows only too well that there is no ‘Square of the Dragons’ in the centre of Luyen, nor an armourer called Daliem. He is trying to trick you. You tell him that he must be mistaking Luyen for some other city, and he laughs: ‘Of course, of course. I meant Kron. My cousin Daliem lives in Kron, not Luyen.’

The rising gate reaches its full height and creaks to a halt. Delissa says farewell and the sergeant replies by bidding you both a safe journey. Then his guardsmen move aside so that the way is clear for you to leave Duadon.

Turn to 325.

143

You steer your horse away from the highway and set off across the fields, threading your way slowly through Vorka encampments and clusters of parked baggage wagons. The glowing eyes and the vile smell of the cold-blooded reptilians make your skin crawl. It also disturbs your horse, and it is only through the swift use of your Magnakai skill of Animal Control that you are able to prevent him from rearing up and bolting away.

Illustration VIII—An Eldenoran soldier calls out for you to come and join him and his two companions at their campfire.

The clear night brings with it a sharp frost that sparkles in the starlight, but only a few campfires have been lit. The Vorka have little need of heat, and these fires are solely for the benefit of the humans assigned to command them. You sense that the Eldenorans dislike being in the company of their Vorka troops, and those who are encamped with them harbour a bitter envy of their luckier comrades who are billeted in Tekaro.

As you are riding past one of the campfires, a disgruntled Eldenoran sergeant looks up from the burning embers and calls out for you to come and join him and his two companions.

If you wish to ignore the sergeant's request and continue your ride through the Vorka encampment, turn to 188.

If you decide to do as he requests, you may join him and his men at the campfire by turning to 249.

144

The bitter shock of Hulsta's sudden demise hits you like a warhammer in the chest. For several minutes you kneel and stare at his lifeless hand as you struggle to overcome your feelings of grief and remorse. When at last you feel able to continue, you stand up and salute your fallen companion. Then you say a short prayer to the Goddess Ishir to watch over his soul, and you vow to complete your mission in his honour. The swift and successful destruction of the runes will be the best way to ensure that his ultimate sacrifice will never be forgotten.

With grim resolve you leave the rockfall and follow the tunnel away to the east, but you have covered little more than 100 yards when you come to a dead end. You recall what Hulsta had said earlier, and when you examine the wall closely you discover a secret panel. At waist level a raised lever protrudes from the left wall, but when you attempt to pull it down you find that its ancient mechanism has jammed.

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

If you possess Grand Nexus and wish to use it, turn to 176.

If you possess Magi-magic and wish to use it, turn to 48.

If you possess none of these skills, or if you choose not to use any of them, turn to 189.

145

You scramble through the trapdoor and slide down the rope to the hall below. You have barely touched the floor when a snarling guardsman rushes forwards and swings his battle-axe at your legs. Instinctively you leap high and avoid his clumsy blow and, at the height of your jump, you lash out with your foot and catch the Eldenoran squarely under the chin. The force of your kick lifts him off his feet and leaves him sprawled unconscious on the floor.

Arrows zip past and one rips the cuff of your tunic. Before the archers can reload and fire again, you rush to the edge of the pit and leap over the rail. Your fall is broken by the body of a Vorka and you are able to rise quickly to your feet. As you race across the debris-strewn pit towards the archway in the far wall, you hear Vandyan screaming maniacally at his guards. Arrows whistle down and some pass dangerously close as you duck and weave your way towards the distant arch.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2.

If your total score is now 3 or lower, turn to 118.

If it is 4–6, turn to 15.

If it is 7 or higher, turn to 322.

146

You draw upon your Grand Master skill and silently command the little dog to cease its incessant barking. At once the hound obeys your order; it settles itself down again upon its bed of riches and closes its eyes. The Eldenorans seem amused by their dog's erratic behaviour and they jabber about it as they finish off their meal. Then they decide to follow his example. They extinguish their candle and you wait patiently for all three of them to fall asleep.

If you decide to enter the chamber and examine the pile of loot while the Eldenorans and their dog are sleeping, turn to 310.

If you wish to leave the mine, you can retrace your steps back to the surface by turning to 213.

147

The lane comes to an end at a tree-lined plaza located beside the city's northern gatehouse. An iron post stands at the centre, affixed with arrowed signs which show the names of the surrounding streets. They all lead away from the plaza like spokes from the hub of a wheel. Your hopes rise when you see the name ‘Flank Street’ among them, and hurriedly you set off towards it.

Immediately upon entering Flank Street you notice a large green sign hanging above a nearby shop. It is shaped in the likeness of a barrel and reads: THE DUADON COOPERAGE. At last you have found the place you have been searching for, and confidently you push open its double doors and enter.

Turn to 200.

148

The three unseen dials prove very difficult to manipulate by the use of your Magnakai skill of Nexus alone. Drawing upon your Sixth Sense, you concentrate hard and try to visualize the correct numerical positions of the dials that will cause the lock to disengage. Slowly the dials take form in your mind's eye, but the numbers engraved around their edges remain hazy and indistinct.

At length you determine that the correct position of the three dials is equivalent to the answers to the following three questions:

1. How many gate guards did you encounter when you first arrived at Duadon?

2. How many Grand Master Disciplines are achieved upon reaching the rank of Kai Grand Guardian?

3. How many bridges still remained intact at Quarlen when the New Order Kai entered the town?

When you have found the answers to the above questions, write them down in the correct order and then turn to the section of this book which is the same as that three-digit answer.[11]

If you calculate incorrectly, or if you cannot answer the puzzle, turn instead to 248.

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

149

You steer the boat towards the left bank and feel the keel shudder when it runs aground upon the muddy shore. Another shrill whistle signals to the Vorka and you see them go scurrying back towards the bridge. Using your Kai camouflage skills you are able to slip away from the boat and take cover in the trees unseen. As you lie in the undergrowth, you watch the Vorka cross the bridge and come loping along the river bank towards your boat. Their eyes glow eerily in the moonlit darkness, and the sight of their glinting fangs sends a chill shiver down your spine. Your Kai senses warn you that these ancient predators are excellent hunters and they possess a keen sense of smell.

If you possess Assimilance, turn to 194.

If you do not possess this Discipline, turn to 70.

150

Automatically your advanced psychic defences block this unexpected mental assault and protect the core of your mind from any lasting injury: lose 1 ENDURANCE point.

The pain quickly fades but your Kai senses continue to scream out a warning. This evil entity poses a grave threat to your body as well as your mind. You can barely see the creature yet its close presence is filling your heart with fear. Then, when you catch a second glimpse of its shadowy outline, your nerve breaks and hurriedly you turn and run into the trees in a desperate attempt to escape from this formless creature of evil.

To continue, turn to 339.

151

You recite the words of the Old Kingdom Spell Invisible Fist and hold up the palm of your right hand so that it is facing the mortar into which the bars of the cell window are embedded. You feel a surge of power well up in your hand, and then it shoots forth to slam against the mortar with spectacular effect.

The concussive blast of the spell cracks the mortar and surrounding brickwork. It also dislodges three of the bars, creating a gap large enough through which you can escape from the cell.

To continue, turn to 27.

152

You carry your bundle of clothes into the closet and set them down, and then you pull the door shut behind you. There is a keyhole through which you can view the parlour door, and as you are keeping watch, you see two Eldenoran guards with a hunting dog push it open and enter.

If you possess Animal Mastery, turn to 311.

If you do not possess this Discipline, turn to 106.

153

As your horse tramples the angry reeves, desperately they thrust at you with their spears and wound you in the leg: lose 3 ENDURANCE points.

Tenaciously you fight to remain in the saddle despite the pain of your injury, and your horse carries you away from the yelling reeves and back to the main street. You draw upon your healing skills to mend your gashed leg as you escape along the street and ride across the square that lies at its end. There are several exits from this square, but you choose the least-busy one to make your escape. This tree-lined avenue bears west towards Tekaro Cathedral. The Eldenorans have turned the city's magnificent building into a dormitory for their troops and, as you pass by its grand doors, you glimpse hundreds of soldiers sleeping on the floor of its central nave. Guards posted on the steps regard your blood-spattered breeches with suspicion as your horse plods its way forward. Gently you urge him to increase his pace for fear that they may stop and challenge you.

At the end of a street flanked by warehouses and guildhalls, you come to the city's south gatehouse. A guard casts a cursory glance at you and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. As the gate creaks open you ride through it and out onto the highway beyond. This broad road runs parallel to the shimmering waters of the River Storn and you follow it for a few miles before turning your horse away towards the river. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

154

Hurriedly you retrieve the Yellow Vial from your tunic pocket and pull out the glass stopper. The jelly-like fluid tastes salty and, to your horror, you sense that it has had an immediate and detrimental effect upon your innate psychic powers.

Suddenly the shadowy form of Zorkaan comes speeding across the hall towards you. You raise your Kai Weapon and pray to Ishir for protection as this nightmarish entity swoops in for the kill.

Zorkaan the Soultaker: COMBAT SKILL 58   ENDURANCE 46

This creature is immune to your level of psychic attack. By swallowing the contents of the Yellow Vial you have temporarily removed all of your innate psychic powers and you must reduce your COMBAT SKILL by 7 for the duration of this fight. If your Kai Weapon is ‘Alema’ or ‘Kaistar’, you may add the appropriate bonus gained from their unique properties.

Conduct this fight in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 209.

155

You continue along the tunnel for several hundred yards until Hulsta calls you to a halt. He holds his lantern up to the wall and you notice that the stonework is changing. A ragged seam encircles the tunnel where brown brickwork meets rough grey rock.

‘This is good,’ says Hulsta, approvingly. ‘We're passing through the granite foundations of Skull-Tor. According to the plans, this tunnel runs to a dungeon store room, three levels below the surface. We have not far to go now — perhaps two hundred paces at most.’

You are about to lead the way when suddenly you hear a rumbling sound and feel a tremor run through the floor.

‘What was that?’ you ask, anxiously.

‘Ore wagons, most likely,’ replies Hulsta. ‘We must be directly below the West Gate of Skull-Tor.’

Hulsta stops to replace the candle in his lantern, and as he does so, you ask him what you can expect to find when you reach the tunnel's end.

‘The plans indicate a secret panel which can be opened from both sides,’ he replies. ‘When we reach the panel, I shall stay in the tunnel and await your return. I'll only be a burden if I accompany you, and I have no wish to endanger your vital mission. You must enter Skull-Tor alone and make your way up to the surface. Vandyan's chambers are located in the inner keep, and from what I've been able to gather, the runes are there also. They are being kept in a hall on the — ’

Hulsta's words are suddenly drowned by a deafening noise. The floor shifts violently and you are hurled onto your back as the passageway heaves and shakes. A wide crack appears in the ceiling and you hear Hulsta scream in terror as tons of stone and earth cascade into the tunnel. Helplessly you watch as your companion is buried beneath this deluge of dirt and broken rock.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 57.

If it is 5 or higher, turn to 244.

156

‘Ishir be praised! My prayers have been heard!’ yells the Slovian prisoner gleefully when his captors are felled by your deadly blows. As you step over their bodies and approach him, he leans forward in his saddle and holds out his hands, inviting you to cut through the rope that is wound tightly around his wrists.

‘My eternal thanks, sire,’ he says, as you sever his bonds. He then jumps down from his horse and offers his hand in friendship. ‘My name's Rouf,’ he says, and a wide smile cracks his dark, travel-grimy features. ‘Those Eldenoran curs captured me on the plain east o' Tekaro two days past. I was left behind to spy on their movements when my regiment pulled back to Suentina. Seems we may have somethin' in common, you and I. We're both operatin' behind enemy lines, eh?’

Illustration IX—The Slovian prisoner invites you to cut through the rope wound around his wrists.

The jovial Slovian helps you to hide the dead Eldenorans in the dense undergrowth. During this task he asks if you are a mercenary from Casiorn. When you tell him that you are a Kai, his jaw drops open with amazement. ‘A Kai Lord … here in Slovia! Ishir be praised. Perhaps we shall win this war after all.’ You confide in Rouf that you are on a secret mission and that you must reach the River Storn near Tekaro as soon as you can. He offers to help but he warns you that the city of Tekaro has fallen to the Eldenorans. They occupy the city and have thousands of their Vorka encamped outside its walls. From Tekaro they have been sending reinforcements to their armies fighting across the Slovarian Plain and along the River Suen. This whole region is alive with enemy patrols and it will be difficult for you to avoid them on your way to the Storn. Rouf suggests that you wear one of the dead Eldenoran's uniforms, and that he accompany you on the road to Tekaro, posing as your prisoner. His uncle lives in the forest near the River Quarl, a day's ride from here, and that is where he wants to go now that he is free.

You agree to his plan and swap your Kai journeyman clothes for the uniform of a dead Eldenoran scout. (You stow your own kit in your Backpack, which requires space equal to two normal items. If your Backpack is full, you must discard two items to create sufficient space for your Kai Clothes.) Having changed uniform, you mount one of the Eldenoran horses and ride with Rouf back along the forest track heading south towards Tekaro.

Turn to 261.

157

Courageously you rail against the pain that lingers in your body and mind following the creature's mental attack, and you raise your Kai Weapon defiantly. You sense that the assault upon you has temporarily depleted Zorkaan's psychic powers, and the shadowy creature is now retreating towards the rune in order to replenish its energy.

If you possess Kai-alchemy and wish to use it, turn to 282.

If you possess Magi-magic and wish to use it, turn to 264.

If you possess neither of these skills, or if you choose not to use them, turn to 92.

158

You walk past the scribe's table and ascend the staircase to the floor above where you discover a corridor lined with marble statues. A black door with a shiny lacquered surface stands at the far end of the corridor, held secure by a combination lock. The three copper dials that protrude from its lock are arranged in the shape of a triangle. You place your ear to the door at the centre of this triangle and, by the use of your Magnakai skills, you are able to hear the delicate sound of the tumbler mechanisms as you turn each dial. By turning each of the dials to its correct setting you will cause the lock to disengage and the door will open.

You determine that the setting for the first dial is identical to the number given to the Kai name prefix True. The second dial setting is identical to the number given to the Kai name suffix Hawk. And the third dial setting is identical to the number of Kai Weapons that you are permitted to carry and use.

Study the above details carefully. When you think you know the solution to all three settings, write the answers in order and then turn to the section that is the same as your answer.[12]

If you should guess incorrectly, or if you cannot determine the correct solution, turn instead to 26.

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

159

‘Would you overlook my mistakes if I were to donate a few Gold Crowns to the gatehouse?’ you say, picking your words with care.

‘That would depend on just how many Gold Crowns you'd want to donate,’ replies the shorter of the two guards. His taller comrade is more direct in his manner and he comes straight to the point.

‘Look, trooper,’ he growls, ‘we want 10 Gold Crowns or we'll throw you in the cells. Pay up or be locked up!’

If you possess 10 Gold Crowns and wish to pay the guard, turn to 45.

If you do not have sufficient Gold Crowns, or if you choose not to pay the bribe, turn instead to 141.

160

You have successfully fought off the first Vorka wave, but a larger group is now emerging from the distant archway. Each of these warriors wields a sword and is clad in chainmail armour. Fear grips your stomach when you realize that they are the advance guard of a whole Vorka regiment. Once more you turn your attention to the bell-chamber, for only by destroying the rune can you hope to defeat the entire horde.

You descend halfway down the stairs, and then leap over the banister and drop to the floor of the pit below. On landing, those unarmed Vorka who are defending the rune hiss at you vehemently. Their sibilant cry warns their armoured brothers of your intentions and you see them quicken their pace. Your pulse pounds loudly in your ears as you determine that the first of the armoured regiment can reach you in less than a minute. There is no time to hesitate — you must act at once. With your battle-cry upon your lips, you rush forward and attack the Vorka who are standing in a protective wall before the rune.

Vorka Rune Defenders: COMBAT SKILL 40   ENDURANCE 35

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat in five rounds or less, turn to 187.

If you win this fight in six rounds or longer, turn to 35.

161

You kick aside your canvas cover and unsheathe your Kai Weapon as the Vorka clambers into the boat. The creature lets out a gurgling cry when it sees you rising up before its disbelieving eyes, but before it can shriek out in alarm, you strike out at its scaly throat.

Vorka: COMBAT SKILL 38   ENDURANCE 36

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

If you win the combat, turn to 255.

162

Digging a hole in this ancient wall proves to be a long and arduous task. It takes you over three hours to remove sufficient bricks and mortar to create a gap large enough through which you are able to crawl into the tunnel beyond.

During this time, you must eat a Meal to restore your stamina or lose 3 ENDURANCE points. In this instance you are unable to use the Discipline of Grand Huntmastery to forage for food.

To continue, turn to 155.

163

You pull the Phosphor Bomb from your Backpack and hurl it at the Vorka who are swarming up the stairs. It smashes and explodes at their feet, showering the leading half-dozen with hissing white fragments of burning metal and flaming oil. The creatures hit by the blast are thrown back onto those behind them, and they all tumble down the steps in a tangled burning heap. Your deadly weapon has delayed their advance, but it will not stop the waves of armed Vorka that continue to emerge from the distant archway.

You rush to the head of the stairs and focus your gaze at the rune that is embedded into the side of the bell-chamber. Only by destroying this rune can you stem the Vorka tide. Vandyan is also aware of this and he screams an order to those creatures that are closest to the chamber. In response, they close ranks and use their bodies to form a protective wall in front of the rune.

If you possess Kai-alchemy and wish to use it, turn to 24.

If you possess Magi-magic and wish to use it, turn to 277.

If you possess neither of these skills, or if you choose not to use them, turn to 126.

164

You hurry away from the farm and head due north, a course that takes you across open fields and through an old abandoned vineyard. The rain has ceased during the night and the land is now bathed with rays of warm autumn sunlight that filter down through gaps in the clouds. A mile beyond the vineyard you catch sight of a sunken highway, partially hidden by hedgerows. Columns of Eldenoran army wagons are moving along this paved highway in both directions. You magnify your vision and you see that the wagons heading southeast, towards the River Storn, are heavily laden with supplies. The wagons that travel in the opposite direction, towards Duadon, are mostly empty.

If you wish to go to the highway and attempt to hitch a ride to Duadon aboard one of the returning wagons, turn to 247.

If you choose instead to wait until the highway is empty and then follow it towards Duadon on foot, turn to 196.

165

You give voice to a low, dull, repetitive chant which you project along the corridor towards the gaoler. At first he does not seem to react to your soporific dirge, but then you notice that he is starting to yawn repeatedly. After a few minutes, he sits down on the steps and cradles his head in his folded arms. You continue your hypnotic chant for a few minutes longer and then, when you are sure that it has had the desired effect, you leave your hiding place and move silently along the corridor. The gaoler is snoring softly when you reach him and you sense that he has fallen into a deep sleep. As you start up the stairs towards the next level, you notice a bunch of keys hanging from a hook attached to his leather belt. (If you wish to take these Dungeon Keys, record them on your Action Chart as a Special Item which you keep in the pocket of your tunic.)

To continue, turn to 98.

166

The closely-packed pines of the Grochod Forest compete for sunlight and fresh air, and beneath their canopy of thick foliage exists a separate world of shadows and cool gloom. Little undergrowth flourishes here and the soil is loose and rocky, hindering swift progress. You pick your way through this difficult timberland, keeping instinctively to a northerly bearing by the use of your innate Kai tracking skills. At noon you stop to rest and consult your map. You calculate your position and determine that you could be four days in this forest before you reach the Demera Quilt, a cultivated region of vineyards and farmlands that stretches from the city walls of Duadon to the banks of the River Storn.

It is nearly dark when you come to the edge of a gorge. Less than a hundred yards to the west you see a rocky knoll with a slate base that juts into the deep ravine, and to the east the tree-line follows the rim for many miles. You are not keen to try to descend into this gorge at night and so you resolve to find somewhere safe to camp until dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

167

Your pulse quickens when one of the guards approaches the closet door and reaches for the handle. You fear that if he opens the door and looks inside, he will discover your clothing, weapons, and equipment.

If you possess Elementalism and wish to use it, turn to 33.

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

If you possess neither of these skills, or if you choose not to use them, turn to 295.

168

‘Very well,’ you reply, in a hushed tone, ‘let's get them. But follow my lead, understand?’

Rouf nods his head and draws his weapon, a cavalry sabre taken from one of his Eldenoran captors. Then he follows you around to the front of the cabin where you take up positions on either side of the main door. Using your Magnakai Pathsmanship skills, you mimic a rough Eldenoran accent and bellow: ‘Come out o' there, you good-for-nothing saddle-crabs!’

Fearing that one of their officers has caught them looting, the Eldenorans drop their plunder and scramble for the door. Two come running through the doorway and they are cut down by your waiting blades, but the third looter leaves by a side door. He is attempting to reach his horse and make a speedy escape. You are anxious to prevent the surviving Eldenoran from escaping. If he gets away he could alert others to your presence here.

If you possess a Bow and wish to use it, turn to 6.

If you possess Kai-alchemy and wish to use it, turn to 131.

If you possess Magi-magic and wish to use it, turn to 342.

If you possess neither a Bow nor any of these skills, or if you decide not to use any of them, turn to 230.

169

You retrieve the Potion of Volzoc from your pack and pour it carefully over the slices of cold meat. Then you cover the meat with vegetables and carry the tray to the guards on duty outside the Rune Hall. They prop their halberds against the wall and raise the visors of their steel helmets when they see you approaching.

‘Where's Gragov?’ asks a guard, as you set the tray of food down on a small table beside the door.

‘He's gone sick,’ you reply.

‘I hope it wasn't something he ate!’ jokes his comrade.

You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear the guards' anxious cries as their minds are filled with horrific images. You hear the ringing clang of metal striking metal, followed by screams of pain and terror. Then there is a loud crash followed by a lengthy silence. You hurry to the top of the steps and see the lifeless bodies of the guards lying heaped before the Rune Hall door. Convinced by the effects of the potion that their comrade was transforming into a monstrous enemy, they have both stabbed each other to death in a frenzy.

Turn to 120.

170

It takes you nearly a minute to open this simple lock. When you hear it click, you are so relieved that it has finally surrendered to your lock-picking skills that you immediately pull open the door. Suddenly your Sixth Sense detects the presence of a big dog, and when you peer into the gloom, you catch a glint of its fangs as it comes bounding towards you.

If you wish to quickly close the door, turn to 283.

If instead you choose to leave the door open and unsheathe a Weapon, turn to 312.

171

Instinctively you dive away from the trees and your swift reactions save you from sustaining serious injuries. You are wholly in mid-air when the lightning blast penetrates the ground at the base of the trees, and so avoid being hit by a huge electrical charge that leaves the pines charred and smouldering in its wake.

To continue, turn to 324.

172

You cry out in pain and stagger to your knees when a solid lead ball strikes the fleshy underside of your left forearm and lodges against the bone: lose 4 ENDURANCE points.

Using your Kai healing skills, quickly you staunch the flow of blood from your wounded arm and then you half-stagger, half-crawl the few remaining yards to the welcoming darkness of the alleyway. You curse your ill fortune at having stopped this shot, for Bor pistols are notoriously inaccurate, especially when fired from the saddle. You can draw some comfort, however, from the fact that the other twelve pistol balls that were discharged at your back all missed you by a wide mark.

Turn to 77.

173

Further along the corridor you come to an open door recessed into the left wall. The pitiful screams of a dying man make you freeze in your tracks, and when you peer through the opening, your worst fears are confirmed. Beyond the door lies a torture chamber. Two gaolers are interrogating a prisoner who hangs from the wall in chains. His emaciated body is lit by the lurid glow of a brazier filled with burning coals. The gaolers apply their cruel skills to the helpless prisoner and he screams for the last time. Cursing his unexpected demise, they unchain his body from the wall and carry it towards the door. Quickly you run along the corridor and take cover in a doorway at the bottom of the staircase. From here you observe the gaolers leaving the chamber with their dead charge. As they go about the task of disposing of the prisoner's body, you leave the doorway and hurry up the deserted staircase towards the next level of this grim fortress.

Turn to 198.

174

The sound of your struggle alerts the other Vorka and they come rushing through the trees to investigate. Hastily you retreat into the woodland. You use your Magnakai Pathsmanship skills to cover your tracks as you circle around the Vorka and return to the river bank. The creatures have searched your sailboat and taken your provisions, but they have not damaged the craft nor left any guards. You slip into the boat and use an oar to push yourself away from the muddy bank. As the boat glides out towards the middle of the river where the current is strongest, suddenly you hear a cry go up from the stone bridge. The Eldenorans have seen you and they are hurriedly reloading their bows as your boat drifts nearer.

If you possess Assimilance and have attained the rank of Kai Grand Master Superior or higher, turn to 321.[13]

If you possess Elementalism and wish to use it, turn to 201.

If you possess neither of these skills, or if you have yet to attain the necessary level of Kai Mastery, you can either fix both of your boat's oars and row with the current to increase your speed as you approach the bridge (turn to 117) …

or you can abandon your boat and attempt to swim past the bridge while remaining under the surface (turn to 185).

[13] Since you can only reach this section by not possessing Assimilance (cf. Section 149), the option to use that Discipline here is redundant.

175

As Vandyan's curse echoes around the hall, the transparent surface of the remaining bell-chamber glazes over. Then there is a loud cracking sound and suddenly the crystal chamber collapses in an untidy heap. The rune located above it remains in position. It now hangs suspended in mid-air, but the column of dark mist that inhabited the core of the chamber swirls around the shattered remains like a small tornado. From its centre there comes a hideous shriek and a lance of fear stabs at your heart when suddenly you recall having heard this terrible sound once before. This dark shadow is Zorkaan the Soultaker, the entity that you encountered at the clearing in the Grochod Forest, the evil presence that you disturbed as it fed upon the psychic remains of the innocent Slovian prisoners slain and buried there.

The whirling shadow of Zorkaan gathers speed at a frightening pace. You sense with dread that it is leeching energy from the rune so that it may attack you with the full might of its devastating psychic powers.

If you possess a Red Vial and wish to use it, turn to 182.

If you possess a Blue Vial and wish to use it, turn to 136.

If you possess a Yellow Vial and wish to use it, turn to 154.

If you do not possess any of these vials, or if you should decide not to make use of them, turn to 75.

176

You call upon your Discipline of Grand Nexus and use its power to dislodge the dirt and grime of centuries which clogs the panel's locking mechanism. Clouds of dust billow out from its slot and, when you pull the lever a second time, you discover that your effort has been rewarded.

Turn to 250.

177

Your final blow knocks the farmer's son unconscious. As he falls limply to the ground, you sheathe your Kai Weapon and take off at a run towards the farm's main gate.

Turn to 164.

178

‘You do?’ replies the sergeant, excitedly. ‘Well, that's quite remarkable, especially as my cousin Daliem lives in Kron. Doubly remarkable, in fact, for there is no “Square of the Dragons” in Luyen either!’

With a growl of anger, the sergeant unsheathes his sword and points with it to a window of the gatehouse. ‘Lower the gate!’ he bellows. ‘And arrest them both, at once!’

You react instantly by slapping the rump of Delissa's horse. This sudden shock sends it bolting towards the gate which has risen to little more than half its full height. Delissa presses herself flat against her horse's neck and she clears the bottom of the gate with barely an inch to spare. You spur your horse forward and follow in her wake. Just as you and your horse clear the gate, it begins to fall. It crashes down behind you with a thunderous boom, and in so doing it prevents the sergeant and his men from giving chase.

As you gallop along the highway that heads north from Duadon, you hear the gatehouse alarm bell ringing out across the surrounding fields and copses. Ahead the highway passes between a pair of grassy hillocks, and as you draw closer to them, two units of armoured riders suddenly appear from behind these mounds. They are clad in fearsome suits of black armour embellished with skulls and scarlet dragons, and their mounts are similarly protected by plates of burnished steel. They ripple like liquid fire in the light of the setting sun. Alerted by the alarm bell, these riders descend from the hillocks to converge upon the highway and block your path.

Illustration X—Two units of armoured riders descend from the hillocks to block your path.

‘Sinistrari!’ shouts Delissa, as you bring your galloping steed alongside hers.

‘Stay close and follow my lead!’ you reply. Then you dig in your heels and urge your horse to gallop as fast as he can. As you race towards the closing gap between the two units of enemy horsemen, you reach down and unsheathe your Kai Weapon from among the folds of your disguise. ‘For Sommerlund and the Kai!’ you scream. As the Sinistrari close in, you launch a sweeping blow at the nearest armoured rider.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Grand Weaponmastery with the type of Kai Weapon that you are wielding, add 2. If you possess Animal Mastery, add 1.

If your total score is now 3 or lower, turn to 300.

If it is 4 or higher, turn to 80.

179

Mentally you recite the words of the Brotherhood Spell Mind Charm and direct its energies at the reeve-sergeant. You will him to give the order to his men to stand back and let you go, and mechanically he complies with your command. At first the soldiers are confused by their sergeant's sudden passiveness, but they lower their spears and, as they move aside, you urge your horse forward and canter away into the square.

Turn to 121.

180

Worried that the hunting dog may detect the uniforms and equipment that you have hidden in the closet, you draw upon your Magnakai Discipline of Animal Control and use it to block this canine's sense of smell. The dog becomes confused and he refuses to move away from the parlour door, despite his handler's rough attempts to drag him into the room. Cursing the dog's stubbornness, the handler drops the leash in disgust and then he and his companion set about searching the parlour and its adjoining rooms.

Pick a number from the Random Number Table.

If the number you have picked is 3 or lower, turn to 167.

If it is 4 or higher, turn to 192.

181

You burrow beneath the hay and wait with bated breath as the farmer's son climbs slowly to the top of the ladder. You hear him pull himself into the loft and take a few paces towards your hiding place. He then proceeds to skewer forkfuls of hay which he pitches down to the floor of the barn below. He is working hard and you sense that he is unaware of your presence here. Within a matter of minutes he has cleared half of the hay from the loft, and soon his pitchfork is stabbing at the remainder, some of which lies dangerously close to your head.

If you wish to remain hidden where you are, turn to 315.

If you decide it is too dangerous to stay where you are, you can still attempt to escape by way of the loft door by turning to 16.

182

Hurriedly you retrieve the Red Vial from your tunic pocket and pull out the glass stopper. The jelly-like fluid tastes bitter, but you sense that it has an immediate and beneficial effect upon your innate psychic powers.

Without warning, the shadowy form of Zorkaan comes speeding across the hall towards you. You raise your Kai Weapon and pray to Ishir for protection as this nightmarish entity swoops in for the kill.

Zorkaan the Soultaker: COMBAT SKILL 58   ENDURANCE 46

This creature is immune to all forms of psychic attack. If your Kai Weapon is ‘Alema’ or ‘Kaistar’, you may add the appropriate bonus gained from their unique properties. By swallowing the contents of the Red Vial you have increased the strength of your psychic defences. If you possess the Discipline of Kai-screen, you may add 3 to your COMBAT SKILL (for the duration of this combat only).

Conduct this fight in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 209.

183

You leave the repository and retrace your steps back along the darkened passageway to the fiery heat of the armoury hall. Quickly you ascend the ramp and, upon your return to the entrance of the inner keep, you are questioned by the scribe.

‘Who are you looking for, trooper?’ he barks.

‘Er … Captain Dvedka,’ is your hasty reply. You hold up the map that you took from the herald and add: ‘I've to deliver this to him, urgently.’

The scribe scoffs at the map. Then, with an arrogant tone, he says: ‘Dvedka's in the Council of War Chamber. It's over there.’

With the feather of his quill pen, he points towards the portal to the left of the entrance archway. You thank him for his assistance and then you stride across the hall towards this open door.

Turn to 314.

184

Cautiously you enter the mine shaft and follow the footprints in the dirt of the tunnel floor. You have descended a few hundred yards along the shaft when suddenly you hear the sound of distant voices. When you stop to listen, you quickly determine that they are the voices of three Eldenoran soldiers. From snatches of their furtive conversation you learn that these men are renegades from Vandyan's army encamped at Tekaro.

If you wish to abandon further exploration of this mine shaft and return at once to the surface, go to 85.

If you choose to continue walking along the shaft towards the sound of the voices, turn instead to 12.

185

You take a deep breath before slipping over the side into the cold dark waters of the Quarl. The current helps to speed you along as you swim submerged towards the bridge, and when you are directly beneath its central span, you surface briefly to fill your lungs with air before continuing underwater.

When you are a few hundred yards beyond the bridge, you surface again and strike out towards the left bank. Your boat has collided with a pillar and the Eldenorans are so preoccupied with recovering it that they fail to see you climb out of the river and escape into the bordering trees. Once you have put more than five miles between yourself and the bridge, you stop to rest for a few hours in the comfortable bough of an oak tree. The night passes without incident and you awaken at dawn to the shrill sound of bird song. Through the thinning canopy of autumn leaves you can see a forest track which runs parallel to the river. A distant flicker of movement catches your eye and, when you magnify your vision, you see three riders approaching from the south. Two are armed and they wear the uniforms of Eldenoran cavalry scouts, but the third is clad in a tunic of scarlet and black — the colours of the Slovian army. His hands are tied and you suspect that he is a prisoner of war. The loss of your sailboat threatens to delay your journey downriver to Tekaro by several days. Mindful of this, you decide to ambush the approaching Eldenoran riders and capture their horses.

From the cover of the trees that border upon the track, you wait until the riders are close and then you draw upon your Magnakai powers of Animal Control to command their mounts to stop. The horses slow to a halt and, despite their riders' stinging blows, they refuse to take a step further. Silently you unsheathe your Kai Weapon. As soon as the Eldenorans dismount, you leap from your hiding place and take them by surprise.

Eldenoran Horse-scouts: COMBAT SKILL 34   ENDURANCE 34

Because of the surprise of your attack, you may ignore any ENDURANCE losses that you sustain in the first two rounds of this combat.

If you win the combat, turn to 156.

186

The stifling furnace-heat of the workshop hits you like a hammer the moment you walk in. One of the craftsmen motions to you to wait a moment while he puts the finishing touches to a small glass bulb. The shelves are filled with hundreds of similar bulbs, and when you pick one up and examine it, you are shocked to discover it contains a volatile mixture of naphtha and phosphorus. The glassblowers are manufacturing phosphorus bombs for Vandyan's army, and stacked upon their shelves are enough of these deadly incendiaries to raze a small town. (If you wish to take a Phosphor Bomb, record it on your Action Chart as a Backpack Item.)

Unsettled by what you have discovered here, you decide not to wait for the glassblower to finish his work. Instead, you hurry out of the workshop and return to the street.

Turn to 34.

187

You cut through the wall of Vorka and strike the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your blade cleaves the evil stone in two. Then the bell-chamber is swallowed up by sheets of orange flame and you are thrown backwards to the floor as shards of broken stone whistle around you. When the rain of debris ceases, you pull yourself to your feet and look upon the devastated remains of the bell-chamber. Pools of fire burn among the shards that litter the floor of the pit, and all the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

Turn to 202.

188

You pretend that you have not heard the sergeant's request and you continue on your way. You hear the Eldenoran curse you and then a burning stub of firewood comes whooshing through the air. It narrowly misses you as it arcs over your head and hits the frosty ground, exploding with a splash of crackling sparks. The sergeant's curses echo across the fields as you canter away from his campfire and head towards a distant ribbon of silver that is the River Storn, glimmering in the starlight.

Shortly you come to a highway that runs parallel to the Storn. You cross over this road and descend a bracken-covered slope towards the river's east bank. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

189

You examine the lever and quickly discover why it will not open the secret panel. The locking mechanism that it operates is clogged by dust and grime that has accumulated with centuries of neglect. You set about clearing out this debris, but it proves to be a long and difficult task. Unless you possess the Discipline of Grand Huntmastery, while you are working on the lock you must eat a Meal or lose 3 ENDURANCE points.

At length your perseverance is rewarded when you clear away the last of the grit and pull the lever for a second time.

Turn to 250.

190

You rush to the head of the stairs and focus your gaze at the rune which is embedded into the side of the bell-chamber. Only by destroying this rune can you stem the onrushing tide of Vorka. Vandyan is also aware of this and he screams an order to those creatures that are closest to the chamber. In response, they close ranks and use their bodies to form a protective wall in front of the rune.

If you possess Kai-alchemy and wish to use it, turn to 84.

If you possess Magi-magic and wish to use it, turn to 217.

If you possess neither of these skills, or if you choose not to use them, turn to 304.

191

As you enter the clearing, your Magnakai Discipline of Divination makes you aware that this place was recently the site of a terrible crime. You close your eyes and force yourself to concentrate, and slowly a host of terrible images takes shape in your mind's eye. Beneath the soil of this clearing lie the bodies of a thousand Slovian prisoners of war. Captured when Tekaro fell, they were brought here by Eldenoran guards and murdered by the merciless Vorka. This clearing is the site of their mass grave and you can detect a strong psychic presence. Mostly it comprises a lingering residue formed by the souls of the innocent men who were murdered here, but there is also something else — something invisible yet wholly evil.

Your pulse races when you suddenly realize that this evil entity has come here to feed upon the psychic remains of the slain Slovian prisoners. You are now in its presence and your life is in grave danger.

Immediately you open your eyes and catch a fleeting glimpse of a dark shadow that is sweeping through the surrounding trees. You try to focus upon it but suddenly your head is filled with the blinding pain of a powerful psychic assault.

If you possess the Grand Master Discipline of Kai-screen, turn to 150.

If you do not possess this skill, turn to 61.

192

The guardsmen make a brief search of the parlour and its adjoining rooms. Fortunately, neither of them thinks to look in the closet where your clothing and equipment is hidden. When they are satisfied that they have not missed anything they call off their search and leave, dragging their yelping dog behind them. Delissa stays in the yard and waits until they have all left; then she quickly returns to the parlour and locks the door behind her.

Turn to 10.

193

The sight of the dog lying unconscious beside the back door soon confirms the effectiveness of your Magnakai skill. Hulsta is shocked that the shop should be guarded by a dog and he apologizes to you for not having scouted it beforehand. ‘Forget it,’ you say, ‘I just hope there're no more nasty surprises in store for us when we get to the tunnel.’

Cautiously you step over the guard dog and find yourself in a kitchen. You make sure that it is empty before you beckon Hulsta to enter and close the rear door behind him. Once inside, your guide moves quickly to another door and pulls it open to reveal a flight of steps leading down to the cellar below. Before he descends, he pauses to light his lantern and then he leads the way.

Turn to 344.

194

You draw upon your advanced Kai skills to mask your body scent as the first of the Vorka come rushing through the trees. Hungrily they descend upon your boat and they make short work of the provisions that they find hidden under its canvas. The few Vorka who arrive too late to share in this unexpected feast vent their anger on the boat itself. You are taken aback by the sheer speed and ferocity of their attack which reduces your sailboat to matchwood in less than a minute.

Silently you watch the Vorka as they return to the bridge and cross once more to the other side. The incident seems to have excited the Eldenoran guards, and you can hear them laughing and cursing wildly. You decide to wait until their excitement has died down a little before you attempt to leave your hiding place. During your wait you must eat a Meal or lose 3 ENDURANCE points (you are unable to use Grand Huntmastery to forage for food in this instance).

To continue, turn to 211.

195

You retrieve the Graveweed Concentrate from your pack and pour it carefully over the slices of cold meat. Then you cover the meat with vegetables, to help mask its bitter taste, and carry the tray to the guards on duty at the Rune Hall. They prop their halberds against the wall and raise the visors of their helmets as you approach.

‘Where's Gragov?’ asks a guard, as you set the tray of food down on a small table beside the door.

‘He's gone sick,’ you reply.

‘I hope it wasn't something he ate!’ jokes his comrade.

You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear a metallic crash, and when you peer over the top step, you see that the graveweed has done its work. The lifeless bodies of the guards lie heaped before the Rune Hall door.

Turn to 120.

196

Over the course of the next hour, the traffic gradually decreases until the highway is empty of enemy wagons. At this time you approach the road and follow it towards the northwest. By noon, having covered more than 10 miles, you stop to gather a meal of wild berries that are growing along the banks of a stream. While you are eating, two riders approach you from the north. You magnify your vision and see that they are Eldenoran scouts; they are clad in uniforms similar to the one you are wearing. Immediately you look around for a place to hide until they have passed, but when you notice that they are now galloping directly towards you, clearly it is too late to hide: you have already been seen. You leave the stream and step out into the middle of the highway to wave a greeting as the riders approach. You trust this bold action, backed by your Kai Disciplines, will be enough to see you through.

The scouts rein in their mounts and regard you with suspicion. ‘Where's your horse, trooper?’ asks the older scout.

‘He shed a shoe and went lame,’ you reply. ‘I've left him at a farmhouse, 10 miles yonder. I'm trying to get back to Duadon to report the loss.’

The younger scout casts a nervous glance at his older companion and you notice his right hand creeping towards his sword.

‘You're a long way from your regiment,’ he says, accusingly. ‘Too far to be anything but a deserter … or a spy!’ And with this accusation ringing in your ears, the scouts unsheathe their swords and attempt to cut you down. You must fight them.

Eldenoran Horse-scouts: COMBAT SKILL 38   ENDURANCE 36

If you win this combat, turn to 263.

197

From the battlements of Skull-Tor there arises a shrieking wail. At first this terrible sound reminds you of the ghastly howl emitted by the Vaag when they were consumed by the raging storm, but then you look to the fortress and quickly you determine that this is no supernatural sound: it is an alarm siren. Shortly after the shriek of this alarm is heard, you see the portcullis rise at Skull-Tor's North Gate. A troop of cavalry gallops forth, and you note that each trooper is carrying a burning torch in one hand and a Bor pistol in the other. Fear returns to chill your blood when you sense that you have been spotted from the battlements, and this troop of cavalry has been dispatched to ride you down.

You break into a run and race along the paved avenue towards the western flank of Cillan Square. As you near the corner you see the saddle-maker's shop where you and Hulsta first gained entry to the tunnel below Skull-Tor. You are sprinting across the avenue towards an alleyway that runs alongside the shop when the cavalry comes bearing down on you from behind. The captain screams an order to his men to open fire and the thunderous report of their pistols explodes in your ears.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2.

If your total score is now 2 or lower, turn to 172.

If it is 3–7, turn to 8.

If it is 8 or higher, turn to 346.

198

At the top of the stairs you arrive at a narrow torchlit landing where you are faced by a solid iron door. A twist of its skull-shaped handle reveals that this portal is firmly locked.

If you possess Dungeon Keys, turn to 208.

If you do not possess this Special Item, turn to 38.

199

Hurriedly you draw upon your advanced Kai Discipline to conjure up a mist that engulfs both you and your mount. The Eldenorans are startled by the billowing vapours and they back away in confusion, giving you space in which to turn your horse about and gallop away into a nearby alley. As you race along this deserted passageway, you glance over your shoulder and see that the mist has now dissipated and the reeves are pursuing you. The alley turns to the right and comes to a dead end. Facing you is a three-storey townhouse with a balcony which overhangs a pair of stable doors. The lock is broken and so you pull open a door and urge your horse to enter the gloomy interior. Quickly you dismount in the darkness and wedge the doors shut with the shaft of a hammer you find discarded upon the straw-covered ground. Moments later you hear the echoing footfalls of the reeves as they come running around the corner. Their sergeant orders them to check the entrance of every house bordering the cul-de-sac. Two soldiers approach and the stable doors rattle when they push against them with the butts of their spears. You wait with bated breath, fearing they will try to force them open, but they are satisfied that the doors must be bolted from the inside and they move on to check the next house. After a few minutes you hear the soldiers leaving the square. Then a yellowy light flares up behind you, and you spin around to see an old woman standing in a doorway at the top of a short flight of stone steps. She is holding a lantern in one hand and a carving knife in the other.

‘You've no right to be here,’ she says, her voice wavering with fear. ‘Please leave … leave my home at once.’

Illustration XI—You see an old woman holding a lantern in one hand and a carving knife in the other.

Turn to 328.

200

The cooperage is stacked to the ceiling with barrels, kegs, vats, and casks. They form a wall around a broad-shouldered man with thinning grey hair who is busily fitting a hoop of metal to a new water butt. You approach him and ask if his name is Hulsta.

‘Aye, I'm Hulsta,’ he replies, wearily, ‘and you can go back to Captain Zharm and tell him that his barrels will be ready tomorrow at noon, like we agreed.’

‘But I'm not from Captain Zharm,’ you reply.

Hulsta laughs and then apologizes for his mistake. ‘Well, trooper,’ he says, ‘how can I help you?’

‘I'm looking for a barrel of a special kind. A very special kind. It must be a barrel made from Sommlending oak.’

Upon hearing the password, Hulsta smiles and nods his head. ‘Well I'm sure I can help you there,’ he says, and he turns to summon one of his apprentices from the rear of the shop.

‘Here, Jyke,’ he calls, ‘you can finish this one. I'm taking this customer through to the workshop. You be sure to look after things while I'm gone. We may be gone a while.’

Turn to 115.

201

By using your Grand Mastery of Elementalism in conjunction with your innate Magnakai Discipline of Nexus, you are able to extinguish all of the burning torches which illuminate the stone bridge. The Eldenorans curse and scream as the bridge is suddenly plunged into darkness, and some loose off their arrows into the dark in the hope of hitting you by chance.

Pick a number from the Random Number Table.

If the number you have picked is 3 or less, turn to 43.

If it is 4 or higher, turn to 95.

202

Vandyan is shocked to witness the defeat of Zorkaan and the destruction of his Vorka horde. But the storm is reaching its peak above Skull-Tor, and soon he will summon the Vaag to enact his revenge upon you. He cackles with mad glee as he raises into position the crystal saucer which contains the last remaining rune. Bolts of lightning are striking at the very edge of the aperture now; it is only a matter of minutes before the Vaag will be released.

Desperate to prevent this calamity, you rush up the stairs and across the hall to an iron ladder that is bolted to the obsidian wall. It ascends to the edge of Vandyan's raised platform. As you climb towards this storm-lit platform, you pray to Kai to give you strength enough to defeat your wicked foe.

Turn to 100.

203

‘Very well, I'll pay what you ask,’ you reply. The guards order the following riders and wagons to wait while they lower the portcullis and escort you away to the gatehouse. You are beginning to think that they intend to renege on the deal and throw you into a cell regardless, but the taller guard soon eases your fears. Quietly he says to you: ‘Don't worry, trooper. We'll jus' go somewhere private. We don't want all o' Duadon witnessing our business.’

You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. Here you hand over the 10 Gold Crowns (erase these from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the city's south wall. ‘Off y'go, trooper,’ says the tall guard, and he pushes you through the arched doorway.

The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the narrow alleyway towards the gatehouse arch. From the shadows, you observe the flagstoned square at the approach to the South Gate and note that the portcullis is raised and the flow of traffic has resumed. Wagons trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that is heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately you soon discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you attempt to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads that lead off from the South Gate square, to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

204

Dusk is fast becoming darkness. You have barely covered a mile of the shallow ravine when it ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west, you can see a rocky knoll with a slate base that juts out over the rim of this steep valley. To the east, the gorge cuts a deep furrow through the forest for several miles. There appears to be no easy way of avoiding the gorge, but you are far from keen to attempt a descent in the dark. Instead, you decide to find somewhere safe nearby where you can set up camp and wait for the dawn.

If you possess Grand Pathsmanship and you have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

205

The sergeant furrows his brow and scratches his stubbly chin. ‘You must have heard o' him. He's famous in Luyen for the quality of his swords. They're the sharpest blades west of the Storn. Well, I take it that you know the “Square of the Dragons”? It's right in the middle of the city!’

If you wish to answer the sergeant's persistent questions by saying ‘Yes’, turn to 178.

If you wish to answer by saying forcefully that you have neither heard of his cousin nor the place where his shop is located, turn to 142.

206

You raise your Kai Weapon and land a mighty blow to the serpent's neck. The creature hisses angrily and lashes the water with its tail as it wriggles to free itself from your sticky net. Your blow has opened a deep wound but it has not incapacitated this powerful creature. You must now fight it.

Duadon River Serpent: COMBAT SKILL 39   ENDURANCE 28

This enemy is immune to all forms of psychic attack. Because its head is held securely in the net, you may ignore any ENDURANCE point losses that you sustain during the first four rounds of this fight. If you possess ‘Illuminatus’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 124.

207

You are four days out of Casiorn when, shortly after noon, the column reaches the outskirts of Quarlen. Many of the mercenary regiments of Anari, Firalond, and Kakush are encamped around its fortified wall and they give a rousing cheer when your banner is first sighted by their lookouts. Proudly Lone Wolf acknowledges their salutes as he leads the Kai through the town's East Gate and along a wide street which descends towards the River Quarl. The column is signalled to halt when it comes to a large square, and quietly you await Lone Wolf's order to dismount. This square is located close to the eastern approach to a wide stone bridge that no longer crosses the river, its central span having been destroyed to prevent the enemy from using it. Three Anarian officers arrive on foot and request that Lone Wolf and Gwynian accompany them to a nearby tavern where the mercenary commander, Lord Nathuro, has set up his headquarters. Lone Wolf agrees to their request, but before he goes he orders that you and your fellow Grand Masters secure good stabling and billets for the Kai in the buildings which border upon this square.

Within the hour, you have carried out Lone Wolf's orders in full. Your own billet consists of a room above a tailor's shop that you share with Bright Star, a friend and fellow Grand Master. You are preparing a meal when a messenger arrives with an order from Lone Wolf for all Grand Masters to join him at once at the Barrel Bridge Tavern — Lord Nathuro's headquarters.

Upon entering the tavern's spacious taproom, Lone Wolf immediately introduces you and your comrades to Lord Nathuro and his captains. A Council of War has already taken place and Lone Wolf has settled with Nathuro which of his regiments the Kai are to command. He hands lists of these units to Bright Star and the other Grand Masters, and then he orders them to go and inform the Kai of their command postings. You are wondering why you have not been handed one of these lists as you get ready to leave the tavern, but as you turn to go, Lone Wolf orders you to remain. Soon you discover why it is that you have not been allocated a regimental command.

Turn to 227.

208

You retrieve the keys from your tunic pocket and immediately your Sixth Sense identifies the one that will open this door. You twist the key in the lock and pull open the heavy portal to discover an unguarded antechamber which leads to an echoing hall. Along the left wall of this windswept hallway are tall arched windows that command a view of the parade ground surrounding the inner keep of Skull-Tor.

You recall Hulsta speaking about this keep shortly before his untimely death and, when you focus your Kai senses upon its imposing walls, you detect that it harbours the evil power that you have come to destroy. From the cover of the antechamber, you observe the keep and determine that entry to it can only be gained via a drawbridge which gives access to an archway located some 20 feet above the ground. To reach this bridge, you will have to ascend to the next level of Skull-Tor. This will not be an easy task, for the hallway and the parade ground are swarming with Eldenoran officers and Vorka slaves.

To continue, turn to 260.

209

There is a flash of white light and Zorkaan abruptly disappears from your field of vision. Your Kai Sixth Sense screams a warning that the creature has teleported itself behind you, and rapidly you spin on your heel to face it. But, as you turn, your mind is suddenly assailed by a massive psychic blast.

If you possess Kai-screen, turn to 289.

If you do not possess this Discipline, turn to 334.

210

You pull open the parlour door and observe half a dozen Eldenoran guards, and a hunting dog, searching among the barrels that are stacked in the yard.

‘What's going on?’ you call out, much to Delissa's surprise.

‘We're looking for an enemy spy,’ retorts one of the soldiers.

‘He's dressed as a cavalry scout,’ says another. ‘Have you seen or heard anything unusual tonight?’

‘No,’ you reply. ‘The storm has kept us awake. We've heard nothing o'er that.’

The guards appear satisfied with your account and they call off their search of the yard. They are moving towards the rear gate to continue their search elsewhere, when suddenly their dog comes bounding up the steps towards the parlour. It sits on the top step and begins to whine loudly.

If you possess Animal Mastery, turn to 233.

If you do not possess this Discipline, turn to 20.

211

Using the cover of the trees, you skirt around the stone bridge and then follow the river southwards. Once you have put more than five miles between yourself and the Eldenorans, you stop to sleep for a few hours in the comfortable bough of an oak tree. The night passes without incident and you awaken at dawn to the shrill sound of bird song. Through the thinning canopy of autumn leaves you can see a forest track which runs parallel to the river. A distant flicker of movement catches your eye and, when you magnify your vision, you see three riders approaching from the south. Two are armed and they wear the uniforms of Eldenoran cavalry scouts, but the third is clad in a tunic of scarlet and black — the colours of the Slovian army. His hands are tied and you suspect that he is a prisoner of war. The loss of your sailboat threatens to delay your journey downriver to Tekaro by several days. Mindful of this, you decide to set an ambush for the approaching Eldenoran riders to capture their horses.

From the cover of the trees that border upon the track, you wait until the riders are close and then you draw upon your Magnakai powers of Animal Control to command their horses to stop. They slow to a halt and, despite their riders' stinging blows, they refuse to take a step further. Silently you unsheathe your Kai Weapon. As soon as the Eldenorans dismount, you leap from your hiding place and take them by surprise.

Eldenoran Horse-scouts: COMBAT SKILL 34   ENDURANCE 34

Because of the surprise of your attack, you may ignore any ENDURANCE losses that you sustain in the first two rounds of this combat.

If you win the combat, turn to 156.

212

The guards glance at your wristband and nod their approval. They part their crossed spears and allow you to march out across the drawbridge, towards the open archway of the inner keep. As you reach the middle of the bridge, you look to your right and see plumes of black smoke rising up into the night sky. They originate from the chimneys of armouries located on the east side of Skull-Tor. Even at this late hour they are in full production, manufacturing an unending supply of weapons and armour for Vandyan's Vorka hordes.

Upon entering the archway, you find yourself standing in a circular hall that is hung with tapestries and framed portraits. At a desk positioned in the middle of this hall sits an Eldenoran scribe who is busily writing in a ledger with a quill pen. He is so engrossed with his work that he does not acknowledge your presence in any way. Behind him you see a flight of stairs spiralling up to the floor above, and on either side of the entrance archway there are open portals which lead off to the left and right.

If you wish to approach the scribe and ask where you may find Captain Dvedka, turn to 60.

If you choose not to approach the scribe, turn to 236.

213

You make your way back to the mine entrance and then hurry away along the base of the ravine. Night is fast approaching and you have barely covered a mile when the ravine ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west you can see the outline of a rocky knoll with a slate base that juts out over the rim of this steep, wooded valley. To the east, the gorge cuts a deep furrow through the forest for several miles. There appears to be no easy way of avoiding the gorge, but you are unwilling to attempt a descent in the dark. Instead, you decide to find somewhere safe nearby where you can set up camp and await the dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

214

Quickly you locate the grating and Hulsta uses his dagger to dig out the grime that cements it in place. Once it is cleared, together you lift the grating away and peer down at the river flowing below. Hulsta is anxious about the depth of the water and so he ties a chunk of brick to the end of his rope and lowers it into the flow. When he withdraws it you are both relieved to see that the water here is little more than waist-deep. You are the first to enter the river, and then you take hold of the lantern to allow Hulsta to drop down behind you. Your Magnakai Discipline of Nexus protects you from the water's icy chill, but Hulsta is not so fortunate. He gasps with shock when he enters the water and you realize that he will not be able to tolerate its freezing temperature for more than a few minutes at most.

Mindful of your companion's discomfort, you hand him back the lantern and then lead the way along this circular channel. You are peering at the rough-hewn ceiling, seeking out the next grating, when suddenly you feel something brush against your thigh. You glimpse a trail of bubbles and instinctively you pull away, tugging your weapon from its scabbard as you recoil. Moments later, the scaly head of a large black serpent breaks through the surface and rears up before your face. Its venomous fangs glint in the lantern-light and its forked crimson tongue flickers wildly, sensing prey. Hulsta cries out in alarm as the great black snake jerks back its head and narrows its ghoulish green eyes. It is getting ready to strike.

Illustration XII—The scaly head of a large black serpent rears up before your face.

If you possess Kai-alchemy and wish to use it, turn to 130.

If you possess Magi-magic and wish to use it, turn to 29.

If you possess Kai-surge and wish to use it, turn to 4.

If you possess Animal Mastery and wish to use it, turn to 96.

If you possess none of these Disciplines, or if you choose not to use any of them, turn to 317.

215

You recite the words of the spell and launch a bolt of energy that strikes the rune with devastating effect. There is a loud Crack! and a splash of fiery green sparks erupts as the evil stone is sundered in two. Moments later, the crystal chamber is torn apart and a terrible shriek assails your ears as the air is filled with hissing bolts of fire. Instinctively you turn away from the explosion and cover your head with your left arm as shards of broken crystal cascade around you, like a rain of deadly daggers. When this deluge ceases, you turn back and look with fearful expectation upon the devastated remains of the chamber. Flickering trails of green fire sputter and die among the scattered crystal shards, and the column of dark mist that inhabited its core now swirls around the debris like a small tornado. From its core there comes a hideous shriek and a lance of cold fear stabs at your heart when suddenly you recall having heard this terrible sound once before. This dark shadow is Zorkaan the Soultaker, the entity that you encountered at the clearing in the Grochod Forest, the evil presence that you disturbed as it fed upon the psychic remains of the innocent Slovian prisoners slain and buried there. The whirling shadow of Zorkaan gathers speed and, with a parting wail, it shoots upwards and disappears through the aperture in the hall's domed ceiling, into the very eye of the raging storm.

The noise of the exploding bell-chamber and the hellish shriek of Zorkaan alerts Vandyan to your presence in the hall below. You see his face twisted with rage. He raises a glowing silver disc that is clasped tightly in the palm of his right hand, and then he spits out a vile curse that chills your blood.

Turn to 340.

216

As your horse tramples the angry reeves, desperately they thrust at you with their spears and wound you in the side: lose 5 ENDURANCE points.

Tenaciously you fight to remain in the saddle despite the pain of your injury, and your horse carries you away from the yelling reeves and back to the main street. You draw upon your healing skills to mend your wound as you escape along the street and ride across the square that lies at its end. There are several exits from this square, but you choose the least-busy one to make your escape. This tree-lined avenue bears west towards Tekaro Cathedral. The Eldenorans have turned the city's magnificent building into a dormitory for their troops, and as you pass by its grand doors, you glimpse hundreds of soldiers sleeping on the floor of its central nave. Guards posted on the steps regard your blood-spattered clothing with suspicion as your horse plods its way forward. Gently you urge him to increase his pace for fear that they may stop and challenge you.

At the end of a street flanked by warehouses and guildhalls, you come to the city's south gatehouse. A guard casts a cursory glance at you and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. As the gate creaks open you ride through it and out onto the highway beyond. This broad road runs parallel to the shimmering waters of the River Storn and you follow it for a few miles before turning your horse away towards the river. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

217

You recite the words of the Old Kingdom Spell Invisible Fist and raise your hand with your open palm facing towards the onrushing horde. A powerful pulse of concussive energy leaps from your hand and slams into the leading wave of Vorka, felling them like skittles. Your magic delays their attack, but it does not deter them nor delay them for very long.

You draw your Kai Weapon and steel yourself to meet their renewed advance, confident that you can beat back these slavering reptilians. As they come scurrying up the stairs, they rapidly blink their ghoulish eyes and clack their fanged jaws in an attempt to unnerve you in the vital seconds before combat is joined.

Frenzied Vorka: COMBAT SKILL 44   ENDURANCE 44

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 52.

218

The pitchfork misses you by inches as you scramble across the hay-loft towards the open door. The shock of your unexpected appearance turns to anger and the farmer's son lunges after you; he is determined to prevent you from getting away. You skid to a halt at the ledge of the doorway and glance down at the ground outside, 30 feet below.

If you possess Kai-alchemy, turn to 331.

If you do not, turn to 105.

219

Quickly you recite the words of the Brotherhood Spell Levitation and, to Hulsta's amazement, you leave the river and rise effortlessly through the opening. The head of the giant snake breaks through the surface and it lunges after your feet, but its great jaws snap shut on empty air and it bloodies its nose when it scrapes the rough stone ceiling. Hulsta pushes the heavy iron grill back into position to seal off the opening, and you counter your spell in order to avoid hitting the roof of the tunnel into which you have emerged. As your feet return to dry and solid ground, you are pleased to see that you have now reached a part of the tunnel that lies beyond the blocking wall.

To continue, turn to 155.

220

The tip of the sergeant's spear grazes your knee as your horse brushes past him (lose 1 ENDURANCE point), but you block the stinging pain of your wound from your mind and urge your horse to the gallop. Eldenoran curses echo across the fields as you race away from their campfire and head towards a distant ribbon of silver that is the River Storn, glimmering in the starlight.

Shortly you come to a highway that runs parallel to the Storn. You cross over this road and descend a bracken-covered slope towards the river's east bank. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

221

The moment you turn the third dial to its correct setting,[14] the great black door swings silently open to reveal a magnificent marble chamber, lit by a glowing orb which hangs suspended in mid-air. The walls are covered with battle scenes, recently engraved, which depict the victories of Vandyan's Vorka hordes against the Freeland armies of the Stornlands. On a table at the far end of the chamber you discover a wooden rack which contains three stoppered vials. In each of these glass tubes there is a coloured, jelly-like liquid: one red, one yellow, and one blue.

If you possess Kai-surge or Kai-screen, turn to 349.

If you possess neither of these psychic Disciplines, turn to 256.

[14] This is the correct answer to the combination lock in Section 158.

222

The floor of the workshop is piled high with wooden wheels of all sizes. Several men are working at lathes and benches, and some women are busily soaking and shaping strips of fresh timber in vats of steaming water. The owner approaches and asks what it is that you require.

‘I'm not looking to buy any of your wheels, sir,’ you reply, ‘but I would be grateful for some information. Can you tell me the way to Flank Street? I understand it is in the Northern Quarter.’

Pick a number from the Random Number Table (in this instance, 0 = 10).

If the number you have picked is 3 or lower, turn to 232.

If it is 4 or higher, the wheelwright refuses to answer your question and he asks you to leave his workshop at once. You may continue by turning to 81.

223

You run along a wide, low-ceilinged tunnel that is strewn with the corpses of Vorka, all of whom perished the moment you destroyed the rune which empowered their existence. The tunnel enters an armoury where furnaces now blaze unattended, and ends at a ramp that ascends to an open gate. Through this gate you glimpse the starry night sky and the rooftops of Duadon's East Quarter. This is a welcome sight for it holds the promise of escape from Skull-Tor. As you reach the ramp you increase your pace and run swiftly towards the gate but, as you are nearing the top, your path is blocked by a hulking, blue-skinned giant. At once you recognize this creature to be an Ogron, a notoriously dull-witted breed but one much suited to hard labour. The Ogron who faces you now is an armourer and he is carrying a heavy double-handed warhammer. You order him to let you pass, but your command is angrily countermanded by Vandyan's guards who have entered the tunnel behind you. They order the Ogron to attack you, and readily he raises his great warhammer and takes a swipe at your head.

Illustration XIII—The Ogron raises his great warhammer and takes a swipe at your head.

Ogron (with Warhammer): COMBAT SKILL 42   ENDURANCE 42

If you win this combat, turn to 132.

224

Your fall is brought to an abrupt halt when you collide heavily with a moss-covered boulder at the base of the gully: lose 5 ENDURANCE points.

If you have survived this painful fall, turn to 239.

225

You are able to identify the purplish mould that stains the ceiling of this tunnel. It is Ghilev, a fungus that can induce sleep in humans and animals when swallowed. If you wish to scrape some of this Ghilev from the ceiling, you may gather enough for one dose and keep it in your Backpack.

To continue, turn to 298.

226

Delissa has already prepared the route by which you can escape from Duadon. One of the ancient tunnels of Skull-Tor passes directly below the city's North Gate and it emerges in the middle of a coppice less than a mile from the city wall. She and Hulsta found a way to enter this tunnel through the cellar of a warehouse located less than half a mile from the cooperage. Hulsta scouted the tunnel before you arrived in the city, but Delissa is anxious to ensure that the way is still clear now that Vandyan's troops are out hunting for you.

Shortly after dawn, she leaves the cooperage to scout the surrounding streets. When she returns an hour later, you sense that she is anxious and disappointed.

‘Vandyan's men have discovered the tunnel,’ she says, despondently. ‘They have sealed it off and posted guards around the building. The watch on the battlements and at the city gates has been trebled, and a reward has been placed on your head.’ She takes a scroll from her pocket and gives it to you. When you unfurl it you see your own face depicted upon the parchment. Below is printed the sum of 10,000 Gold Crowns, and the words: ‘For delivery of this man's body to Skull-Tor. Dead or Alive’.

‘They are posted on every street corner,’ she says, shaking her head. ‘It is not safe for you to leave the cooperage — everyone is looking for you. Duadon is awash with rumour. The Vorka have perished and the Eldenoran army is in retreat. The citizens fear retribution at the hands of those who were overrun by Vandyan's horde, and as for Vandyan himself, they say he has gone mad with rage. He has ordered his most feared troops — the Sinistrari — to return to Duadon at once to lead the hunt for you. They are riding from Luyen and will arrive tomorrow.’

Delissa insists that you remain hidden in the parlour over the next two days. She hopes that Vandyan may begin to believe that you fled Duadon immediately after your escape from Skull-Tor, and that you are no longer to be found in the city. Her reasoning seems to be borne out by a reduction in the number of guards she sees patrolling the streets at the end of the second day. But when the third day arrives, you can no longer afford to lie low and wait for Vandyan to release his iron grip upon this city. You must reach Xaitar's Rock before nightfall in order to rendezvous with Guildmaster Banedon.

Now that the tunnel can no longer be used, you formulate a new plan to escape from Duadon by way of the city's North Gate. Delissa prepares a disguise for you, using theatrical make-up and a wig, and she also creates a convincing story to explain your departure from the city. You are to play the role of her cousin, and the two of you will be leaving Duadon bound for Luyen in order to tend to Delissa's sister who has suddenly been taken ill. It is a bold plan, and as the hour of your departure draws closer, you offer up a prayer to Goddess Ishir in the hope that she will grant it her blessing. (Having rested for three days, you may now restore 9 ENDURANCE points to your current total.)

To continue, turn to 97.

227

When the other Grand Masters have left the taproom, Lone Wolf tells you of an important mission that he and Gwynian want you to undertake. Agents in the Eldenoran capital of Duadon have confirmed that the Runes of Agarash are being kept in the city's stronghold, a daunting fortress called Skull-Tor. Lone Wolf wants you to travel alone to Duadon and make contact with Gwynian's agents. They know a secret route into the fortress and they will help you to gain entry. Once inside, you must find and destroy the runes as quickly as you are able. Upon completion of this task, the agents will assist you to escape from Duadon and will take you to a place of safety.

‘This is a very dangerous mission, Grand Master,’ says Lone Wolf gravely, ‘yet it must be undertaken and it must be completed successfully if we are to rid the Stornlands of Vandyan and his foul Vorka hordes. It is the only key we have to a lasting victory. You have proved yourself to be brave and resourceful these past few months and I would not think ill of you if you were to decline this mission. But of all the Kai, I know that only you possess the inner strength and resolve to fulfil this vital task. Grand Master, will you accept the mission?’

The thought of venturing hundreds of miles behind enemy lines to undertake such a dangerous quest fills you with a sense of dread. Yet you feel greatly honoured to have been chosen for this mission and you do not flinch from your duty. ‘I accept, my lord,’ you reply firmly.

Gwynian, Nathuro, and the assembled mercenary captains all breathe a collective sigh of relief upon hearing your response. Lone Wolf smiles and nods his head. ‘So be it, Grand Master. The road ahead is sure to be a difficult one, but I am confident you shall prevail.’

Lord Nathuro and his officers salute you and bid you good luck, and then they leave the tavern and assist with the transfer of their regiments to Kai command. Lone Wolf and Gwynian bid you accompany them to an adjoining chamber where you are given further information about the mission. With the help of a map of the Stornlands, Gwynian shows you that the quickest route to Duadon is by way of the River Quarl. You are to travel downriver by boat to a place beyond the city of Tekaro where the Quarl flows into the great River Storn. Here, preferably at night, you must cross to the west bank of the Storn, abandon your boat, and then enter the Grochod Forest on foot. This is Eldenoran territory and Lone Wolf warns you that any persons or creatures that you encounter in Grochod Forest will most likely be hostile. Under cover of the trees, you are to trek north through the timberlands until you reach the southern approaches to Duadon itself. The city gate is likely to be guarded well, but you must enter without being seen.

‘Once inside Duadon,’ says Gwynian, ‘make your way to Flank Street. It is in the Northern Quarter. There you will find a cooperage, a barrel-maker's shop, which is run by a man called Hulsta and his wife, Delissa. They are my agents and they are loyal to our cause. They are awaiting the arrival of a Kai and you may make yourself known to them by using the words: “A barrel made from Sommlending oak”. Be sure to use these exact words for they will respond to no others. Hulsta will show you how to enter Skull-Tor where you must locate and destroy the runes and escape as quickly as you are able. If you are successful, we shall know of it immediately. By breaking the runes you will extinguish the source of the power by which the Vorka are permitted to exist. When Vandyan's fell army dissolves, we shall be able to raise the siege of Varetta and defeat any Eldenoran who dares remain upon Lyrisian soil.’

Turn to 102.

228

You thank the owner for his time, and then you hurry out of the emporium and continue on your way. When you reach the end of Knucklebone Lane, you turn right into Flank Wall. The signpost bearing its name is topped by a brass badge shaped in the likeness of a setting sun, indicating that you are now entering Duadon's West Quarter. You walk along Flank Wall, past the workshops of hatters, lamp-makers, and potters, until you come to a flagstoned square in the shadow of the city's West Gate. An unending stream of wagons, each piled high with timber and iron ore, is pouring into the city through this gateway. They trundle across the square and along a wide thoroughfare called Corvayl Avenue which leads directly to Skull-Tor. You stop to look along this busy street and, through a hazy curtain of acrid smoke, you catch your first glimpse of the imposing arched entrance to Vandyan's stronghold. It resembles the toothed and fleshless jaw of a huge shark.

Mindful of the emporium owner's words, you resolve to avoid Skull-Tor and continue along Flank Wall. Yet in order to do so you must negotiate the heavy traffic that is trundling across the West Gate square.

Illustration XIV—Wagons piled high with timber and iron ore pour through the city's West Gate.

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 41.

If it is 4–6, turn to 305.

If it is 7 or higher, turn to 254.

229

You surrender to the guardsmen and their leader, a thin-lipped man with jet-black eyes, orders his men to take you away. You offer no resistance as the guards march you off under close escort to their fortified guardroom.

As soon as you enter this daunting military prison, all of your Weapons and equipment are confiscated. Then you are thrown unceremoniously into an empty cell and its iron door is bolted shut. Immediately you set about searching for a way to escape from the cell, but it is only a matter of minutes before the door is thrown open and in rush a dozen guards clad in full battle-armour. They grab you before you can resist them and they pin you to the wall. Seconds later, a Guard Captain strides into the cell carrying your Kai Weapon. Raising it above his head, he steps forward and accuses you of being an enemy spy. You protest that you are innocent, that there has been a terrible mistake, but your desperate pleas fall upon deaf ears. With swift and deadly precision, the Guard Captain strikes you a mighty blow to the head, slaying you instantly with your own blade.

Tragically, your life and your mission end here in the guardroom of Skull-Tor.

230

You chase after the Eldenoran but you are unable to prevent him from getting away. As he gallops off into the darkness, you hope that he is too scared to return this night. When you return to the cabin you find Rouf being hugged by his uncle and aunt who are overcome with emotion to see their favourite nephew once more. Quickly Rouf explains that, despite your uniform, you are not an Eldenoran. When he then goes on to reveal that you are a Kai Lord on a secret mission, their eyes widen with awe. Prizo warns you that there are many Eldenorans in this area and that it is no longer a safe place. He invites you both to stay here this night but he says you must remain watchful. Reluctantly Prizo and his wife have decided to leave their home. They plan to cross the Quarl and seek shelter in Salony. Many Slovian refugees, including other members of Rouf's family, have found sanctuary there in the Great Forest and they plan to join them.

You and Rouf take turns to keep watch during the night, and shortly before dawn you awaken his uncle and aunt. Fie prepares a delicious breakfast and while you are eating they discuss their plans. Rouf has decided to join his aunt and uncle and go with them to Salony. You tell them that you must continue with your mission and try to cross the River Storn near Tekaro. Prizo repeats Rouf's warning that the city is occupied by the Eldenorans and encircled by Vorka regiments, but he also has some extra information that might be useful. He says that the Eldenorans have set up a military ferry on the Storn, five miles south of the confluence where the two rivers, the Quarl and the Storn, meet. In your disguise as an Eldenoran scout, you may find it is the easiest way to cross the river.

After breakfast, you thank Rouf and his kin for their help and you wish them luck on their journey to Salony. In return they thank you for freeing them and Fie offers you some food for the road ahead (enough for 2 Meals). Then they bid you farewell and wave goodbye from the doorway as you leave the cabin and go to retrieve your horse.

Turn to 290.

231

You magnify your vision and look carefully at the three runes. They are made from oblong slivers of black stone and are no larger than your hand. Your senses tell you that within each of these runes is held immense power, yet each stone is remarkably fragile and vulnerable. If you were to smash the runes you would destroy the powers they contain.

If you possess a Bow and wish to use it, turn to 56.

If you possess Kai-alchemy and wish to use it, turn to 113.

If you possess neither a Bow nor Kai-alchemy, or if you choose to use neither, turn to 253.

232

The wheelwright is disappointed that you have not visited his shop on business. Impatiently he replies: ‘I don't know. You're looking for a street that's way over on the north side of Duadon. Go left when you get to the watchtower and you're in Flank Avenue. Maybe, if you follow it far enough, it'll lead to Flank Street. I don't know for sure.’

You thank the wheelwright and leave his shop. When you come to the watchtower at the end of Kettle Street, you turn left and enter Flank Avenue. A signpost bearing its name is topped by a copper badge shaped in the likeness of a galleon with billowing sails, indicating that you are now entering Duadon's East Quarter.

You walk up Flank Avenue, past the establishments of moneylenders, wagoneers, and rope-makers until you come to a flagstoned square before the city's East Gate. A column of scaly-skinned Vorka are marching across the square and out through the gate, accompanied by young fresh-faced Eldenoran officers on horseback. You stop to watch the Vorka and, when you look back along their ranks, you see a busy street which leads to the centre of the city. Lurking behind a hazy curtain of acrid grey smoke is the fortress of Skull-Tor, less than half a mile distant. It is from here that the Vorka are emerging. Like some foul discharge, they flow forth in green streams from the newly-constructed armouries that adjoin Vandyan's grim stronghold.

You resolve to avoid Skull-Tor and continue along Flank Avenue in the hope that it may lead directly to Flank Street. When a gap appears between the marching ranks, you hurry across the square and press on towards the north of the city. Soon you come to a watchtower in the northeast corner of Duadon. Your spirits rise when you see a signpost surmounted by a silver star, for it indicates that you are about to enter the Northern Quarter. But when you read the name engraved below the star you are disappointed to find that it says: North Watch Lane.

Here, on the corner of North Watch Lane, is a glassblower's workshop. Its doors are open and you can see several craftsmen at work inside. They are shaping and trimming ribbons of molten glass.

If you wish to enter the glassblower's shop and ask for directions to Flank Street, turn to 186.

If you do not wish to enter the shop, you can explore North Watch Lane by turning to 123.

233

You draw upon your Discipline of Animal Mastery to calm the dog, and the effect is immediate and irresistible. He stops whining and starts licking your hand affectionately.

‘Well, I'll be!’ exclaims one of the guardsmen.

‘You certainly must 'ave a way with dogs. Ol' Bloodfang don't normally take to strangers.’

The Eldenorans look at their suddenly playful hound and they shake their heads incredulously.

‘I've never seen him like this before,’ says one guard. ‘I've seen 'im bite a few hands off in his time, but I ain't ever seen him lick one!’

Your control over this normally vicious hunting dog greatly impresses the guardsmen. One of them climbs the steps and he has to put a leash on the dog in order to drag him away from you. Delissa bids them goodnight as they file out of the rear gate, and when she is sure they have gone, she quickly returns to the parlour and locks the door behind her.

Turn to 10.

234

The old woman descends to the bottom step and snatches the coins from your palm (remember to erase the relevant number of Gold Crowns from the Belt Pouch section of your Action Chart).

‘Very well, you can stay here,’ she grumbles, ‘but be sure you're gone before daybreak, y'hear?’ Without waiting for you to reply, she scurries up the stairs with an impressive bout of speed and slams the door shut behind her.

It is a frosty night, but you sleep warm and well and leave the stable before dawn, just as the old woman requested. The alleyways and streets of this quarter are empty at this early hour, and you do not see any Eldenorans until you reach a tree-lined avenue that leads to the plaza of Tekaro Cathedral. Vandyan has turned this magnificent building into a dormitory for his troops and, as you pass by its open doors, you glimpse hundreds of soldiers asleep on the floor of its central nave. Guards posted on the steps regard you with suspicion as your horse plods his way slowly across the frosty plaza. Gently you urge him to increase his pace for fear that they may stop and challenge you.

At the end of a street flanked by warehouses and guildhalls you come to the city's south gatehouse. A guard casts a cursory glance at your horse and uniform and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. The gate creaks open and quickly you ride through it and out onto a highway beyond. This broad road runs parallel to the River Storn and you follow it for five miles before you come to a wide cinder track, newly-laid by Eldenoran engineers to service their military ferry across the great river. You recall Rouf's uncle telling you about the ferry and you decide to take a closer look. You steer your horse onto the cinder track and descend towards a large raft which is moored at the river. There are six Eldenoran guards on duty here, but none pay you too much attention. They all appear to be nursing hangovers this morning and none feel inclined to talk. You ride onto the raft and remain in the saddle as the flat-bottomed ferry is winched by rope and pulley across the Storn. As soon as it comes to a halt, you ride your horse up a wooden ramp and onto a road that has been cleared and levelled by the Eldenoran army through this part of the Grochod Forest. Once clear and beyond sight of the ferry, you leave this military road and enter the trees. The forest is too dense for you to traverse it on horseback and so you abandon your mount and continue on foot.

Pick a number from the Random Number Table.

If the number you have picked is 4 or less, turn to 5.

If it is 5 or higher, turn to 166.

235

A piece of rock smashes into the planking near your feet. It tears a hole in the bottom of the boat and a spout of water gushes into the air to rain down upon your head. You are attempting to plug this leak with a knot of canvas when an arrow clips your shoulder and knocks you down: lose 2 ENDURANCE points.

The Eldenorans cheer as your boat begins to founder. As it disappears from view beneath the centre arch, you hear their echoing footfalls as they rush across to the opposite side of the bridge to wait for it to reappear. When you emerge, the Eldenorans laugh and jeer. The water is rushing in so fast now that you decide you must abandon the boat. You turn the rudder towards the left bank and aim your sinking craft at a place where a copse of willow trees overhangs the river. As you pass beneath the branches, you clamber out and quickly take cover among the trees.

The Eldenorans soon arrive to search the boat and the surrounding area. They fail to discover you and silently you observe them from the undergrowth as they drag your half-submerged boat out of the water and sift through its meagre contents. When they tire of this, they return to their duties at the bridge. Once the coast is clear, you leave the copse and hurry away. Only when you have put more than five miles between yourself and the Eldenorans do you dare stop to rest for a few hours in the bough of an oak tree.

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

To continue, turn to 9.

236

You draw upon your Kai Sixth Sense in the hope it will reveal to you the whereabouts of the runes. You sense that they are present here in the inner keep, but you are unable to pinpoint their precise location. Undeterred by this, you resolve to explore the keep and track them down. As you scan the three exits from this entrance hall, you pray to the Goddess Ishir to help you choose a route which will lead swiftly to the accursed runes.

If you wish to enter the portal to your left, turn to 314.

If you choose to enter the portal to your right, turn to 7.

If you decide to climb the stairs to the floor above, turn to 158.

237

The pungent aroma of metal polish and toa oil assails your nostrils the moment you step through the door of this little back-street armoury. The owner is seated on a stool beside the counter, and he nods benignly as you browse through his racks of weapons. Fixed to the wall behind him is a sign which displays the price of his wares:

- Arrows 1 Gold Crown (per arrow)

- Daggers 3 Gold Crowns

- Quarterstaves 3 Gold Crowns

- Spears 5 Gold Crowns

- Short Swords 6 Gold Crowns

- Axes 6 Gold Crowns

- Maces 6 Gold Crowns

- Swords 7 Gold Crowns

- Warhammers 7 Gold Crowns

- Broadswords 9 Gold Crowns

- Bows 10 Gold Crowns

If you wish to purchase any of the above Weapons, remember to make the appropriate adjustment to your Action Chart.

Before you leave his shop, you ask the owner if he knows the way to Flank Street. He cannot reply for he is mute, but he points at his shop door and then to the left to indicate the direction. You thank the man and turn left as you leave his armoury, continuing on your way along North Watch Lane.

Turn to 147.

238

You pull away from the Vorka and retreat towards the stairs. As you move, you unshoulder your Bow and draw an Arrow to your lips. For a few fleeting seconds you see the rune clearly, and this is all you need in order to be able to let loose your shaft with accuracy. The Arrow strikes the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as it cleaves the evil stone in two. Instantly the bell-chamber is swallowed up by sheets of orange flame and you are blown back against the wall of the pit. Shards of broken stone whistle around you. When the rain of debris ceases, you pull yourself to your feet and look upon the devastated remains of the bell-chamber. Pools of fire burn among the splinters that litter the floor, and all the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

Turn to 202.

239

You stagger to your feet and use the sleeve of your tunic to wipe away the mud from your stinging eyes. Then, cursing your misfortune, you claw your way out of this gully and escape into the timberlands beyond.

You are nearing the northern perimeter of the forest when you stop for a few minutes to catch your breath. You look back towards the clearing, now more than a mile distant, and for a few fleeting moments your head is filled with screams of pain and the plaintive cries of innocent men begging for their lives to be spared. These terrible sounds drive cold spikes of despair deep into your heart, but your Kai senses swiftly override these feelings of hopelessness and suddenly you realize that the sounds are not real. They are a cruel illusion, an aural hallucination planted in your mind by the evil shadow-creature.

Fearful of its sinister powers, you hurry away through the trees. Soon you emerge from the Grochod Forest upon a grassy ridge and see before you a patchwork of ploughed and fallow fields stretching to the far horizon. You recognize this land to be the Demera Quilt, the cultivated farmlands and vineries south of Duadon. The cloudy sky is darkening as night approaches yet, when you magnify your vision, you are still able to catch a glimpse of Duadon itself. This grim city lies 30 miles away, towards the northwest.

As night draws closer, a cold wind arises and the heavy rains of the past few days return once more. Chilled by the weather and by your encounter at the clearing, you scan the landscape in search of somewhere dry to spend this night. You note two places within a mile of the ridge which offer the possibility of shelter. They are a farmhouse and the overgrown ruins of an ancient castle.

If you wish to seek shelter at the farmhouse, turn to 326.

If you choose to seek shelter at the castle ruins, turn to 72.

240

As you strike the telling blow, Zorkaan emits a hideous shriek. The shadowy creature begins to shimmer and whirl like a raging cyclone, rising and fading in intensity. Then, with a last mournful wail, it shoots upwards and disappears through the aperture in the hall's domed ceiling, into the very eye of the storm that rages overhead. You raise your Kai Weapon once more and run towards the rune that hangs suspended in the air, above the shattered remains of the crystal bell-chamber. With cat-like grace you spring into the air and strike the black stone a single devastating blow. There is a loud explosion and a splash of fiery green sparks erupts when your blade cleaves the evil stone in two.

Vandyan is shocked to witness the defeat of Zorkaan and the destruction of his Vorka horde. But the storm is reaching its peak above Skull-Tor, and soon he will summon the Vaag to enact his revenge upon you. He cackles with mad glee as he raises into position the crystal saucer which contains the last remaining rune. Bolts of lightning are striking at the very edge of the aperture now; it is only a matter of minutes before the Vaag will be released. Desperate to prevent this calamity, you rush across the hall to an iron ladder that is bolted to the obsidian wall. It ascends to the edge of Vandyan's raised platform. As you climb towards the storm-lit platform, you pray to Kai to give you strength enough to defeat this wicked foe.

Turn to 100.

241

Hulsta is shocked by the short yet vicious fight between you and the guard dog. He had no idea that the shop was guarded and he apologizes to you for not having checked beforehand. ‘Forget it,’ you say. ‘I just hope there're no more nasty surprises in store for us when we get inside.’

Cautiously you step into the shop to find yourself in a kitchen. You make sure that it is empty before you beckon Hulsta to enter and close the rear door behind him. Once inside, your guide moves quickly to another door and pulls it open to reveal a flight of steps leading down to the cellar below. Before he descends, Hulsta pauses to light his lantern and then he leads the way.

Turn to 344.

242

You cast aside the canvas and swiftly unshoulder your Bow. The Vorka lets out a gurgling cry when it sees you rising up before its disbelieving eyes, but before it can shriek out in alarm, you draw and fire an Arrow deep into its scaly throat.

With a muffled yelp, the creature releases its grip and falls backwards into the river. For an instant you glimpse the curve of its back, and then its body is caught by the current and dragged below the surface.

Turn to 88.

243

The guard becomes agitated and you sense at once that you have given him the wrong answer. ‘Don't move a muscle!’ he growls, and he presses the tip of his spear to your throat. His comrade reaches to the parapet bell and he rings it once. Moments later, a troop of guards emerges from the doorway opposite the bridge. They are the same soldiers who, only a few minutes earlier, escorted away the unfortunate herald whose map and wristband you stole.

‘Lock 'im up!’ bellows the bridge guard, and he removes his spear from your throat as the soldiers come running towards you with their swords drawn.

If you wish to surrender to these approaching guardsmen, turn to 229.

If you wish to unsheathe your Kai Weapon and attempt to resist their arrest, turn to 116.

If you decide to try to evade the guards by dashing across the drawbridge towards the archway of the inner keep, turn instead to 134.

244

In a matter of seconds the tunnel is sealed off by a solid wall of earth and broken rock. The air becomes clogged with dust and you have difficulty seeing and breathing, but miraculously you have survived the rockfall unscathed.

Carefully you struggle to your feet and, using your infravision, you attempt to locate Hulsta. It is difficult to see through the dirt-choked air and so you are forced to rely on your heat-vision in order to detect your guide. Quickly you discover his left hand protruding from beneath the mound of fallen debris and you rush over to it, but when you touch his cooling fingers you sense at once that your brave companion has not survived this disastrous cave-in.

Turn to 144.

245

A sudden gust of wind sweeps along the tunnel. It stirs the dust and catches the hem of your tunic jacket, making it waver slightly. Unfortunately, this tiny movement is noticed by the dog. It looks up and yelps with surprise when it sees you hiding in the fissure, and then it backs away and emits a frantic howl of alarm. The Eldenorans react swiftly to their dog's warning cry. The two who remained in the chamber grab their swords and rush out to confront you, and their confederate comes running back along the tunnel.

‘A scout!’ he gasps. ‘Don't let him get away!’ His sneering companions fix you with murderous stares and slowly they advance with their swords held ready to strike. Clearly they believe you to be an army scout sent to track them down. ‘Take 'im, boys,’ shouts the running Eldenoran. ‘If he gets out o' here, he'll go tell the reeves where we are.’

Sandwiched between them in the confines of the mine shaft, you have no option but to unsheathe your Kai Weapon and get ready to defend yourself from their attack.

3 Eldenoran Deserters: COMBAT SKILL 37   ENDURANCE 32

If you possess either ‘Illuminatus’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to their unique properties.

If you win the combat, turn to 91.

246

You glance at Delissa in the hope that she will say something to help you answer the sergeant's question, but your Sixth Sense tells you that she is unable to do this. She does not know the sergeant's cousin, nor the place where he has his shop.

If you wish to answer the sergeant's question with a confident ‘Yes’, turn to 178.

If you wish to answer the sergeant's question with a polite ‘No’, turn to 205.

If you wish to answer by saying that you have neither heard of his cousin nor the place where his shop is located, turn to 142.

247

You stand by the side of the highway and call out to the driver of the first empty wagon that appears. You beg him to give you a ride and he acknowledges your plea with a wide, gap-toothed smile. Pulling hard on his reins, he slows his team of eight horses to a halt and then he beckons you over to his side.

‘Ho, scout, where's your horse?’ he asks.

‘He shed a shoe and went lame,’ you say. ‘I've left him at yonder farm. I must get back to Duadon and report it to my captain.’

‘Wouldn't want t'be in your boots, friend,’ says the driver's mate, a skinny man with closely cropped grey hair. ‘If you lose that horse o' yours, lame or no, the army'll dock you a year's pay. You jus' see if they don't.’

The two men enjoy a hearty laugh at your expense, but neither seems to doubt your story. ‘Aye, scout. We'll give you a ride. Go hop in the back o' the wagon and we'll be away.’

Turn to 270.

248

You hear the dial turning, but you sense at once that it has stopped at the wrong number. There is a faint buzzing sound, followed by a heavy click; then your pulse quickens when you realize that you have inadvertently set off an alarm.

Suddenly the south doors burst open and into the hall rushes a troop of a dozen guardsmen armed with crossbows. They catch you kneeling beside the north door and they quickly surround you before you have a chance to get away.

‘Surrender!’ shouts their leader. ‘Surrender at once or I shall order my men to fire.’

Turn to 229.

249

You steer your horse towards the campfire and bring him to a halt a dozen feet from where the Eldenorans are sitting. The sergeant uses the haft of his spear to assist himself to his feet, and then he ambles over to greet you.

‘Ho, scout,’ he coughs, ‘why are you abroad this night? Have they no warm beds in Tekaro? Why don't y'join us and thaw your bones by our fire?’

‘There's no bed in Tekaro for me, I fear,’ you reply, using your Kai skills to mimic his accent. ‘ 'Tis my luck I've been sent to the river to meet with reinforcements. I'd share your fire awhile, but my captain'll skin me alive if I tarry. Thank you, sergeant, but I must be on my way.’

Pick a number from the Random Number Table.

If the number you have picked is 6 or lower, turn to 107.

If it is 7 or higher, turn to 302.

250

The panel creaks open to reveal a darkened vault. Cautiously you enter this gloomy chamber and your keen hearing detects a myriad distant sounds. You can discern the tramp of booted feet, the exchange of terse commands, the jangle of keys, and the squeak and clang of iron doors. They are the unmistakable sounds of a prison.

As you delve deeper into the vault you discover that it is littered with pieces of old furniture and ancient artefacts which are strewn in great heaps upon the damp floor. When you look around for an exit from this unwholesome chamber, you see that there is only one door. It is set into the far wall, beyond a twin colonnade of granite pillars.

If you wish to take a closer look at the discarded artefacts which litter the floor, turn to 292.

If you choose instead to examine the door to this vault, turn to 109.

251

You stagger across the heaped bodies of the slain and then rush towards the bell-chamber to strike the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your blade cleaves the evil stone in two. Then the chamber itself is swallowed up by sheets of orange flame and you are thrown backwards to the floor. Shards of broken stone whistle around you. When the rain of debris ceases, you pull yourself to your feet and look upon the devastated remains of the bell-chamber. Pools of fire burn among the shards that litter the floor of the pit, and all the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

Turn to 202.

252

Reluctantly you comply with the old woman's demand to leave her property. Outside, the cul-de-sac is empty, but when you steer your horse into the alleyway you are immediately confronted by the Eldenoran reeves.

‘Stop him!’ bellows the sergeant, and his men rush forward with their spears raised to block your escape. Boldly you charge at them in the hope of breaking through their ranks and reaching the street beyond.

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

If you total score is now 3 or lower, turn to 99.

If it is 4–8, turn to 216.

If it is 9 or higher, turn to 153.

253

You unsheathe your Kai Weapon and stalk towards the nearest rune, the one that is fixed into the top of the crystal bell-chamber. Gradually you increase your pace as you draw closer and, with cat-like grace, you spring into the air and strike the black stone a single devastating blow. There is a loud explosion and a splash of fiery green sparks erupts when your blade cleaves the evil stone in two. As your feet return to the ground, you hear the thundering crash of fragmenting crystal. Suddenly the air is filled with crackling bolts of green fire and a terrible shriek assails your ears. Instinctively you roll away from the collapsing chamber and cover your head with your left arm as shards of broken crystal cascade around you, like a rain of deadly daggers. When the deluge ceases, you raise your head and look with fearful expectation at the devastated remains of the chamber. Flickering trails of green fire sputter and die among the heaped crystal shards, and the column of dark mist that inhabited its core now swirls around the remains like a small tornado. From its core there comes a hideous shriek and a lance of cold fear stabs at your heart when suddenly you recall having heard this terrible sound once before. This dark shadow is Zorkaan the Soultaker, the entity that you encountered at the clearing in the Grochod Forest, the evil presence that you disturbed as it fed upon the psychic remains of the innocent Slovian prisoners slain and buried there. The whirling shadow of Zorkaan gathers speed and, with a parting wail, it shoots upwards and disappears through the aperture in the hall's domed ceiling, into the very eye of the raging storm.

The noise of the exploding bell-chamber and the hellish shriek of Zorkaan alerts Vandyan to your presence in the hall below. You see him raise a glowing silver disc clasped tightly in the palm of his right hand, and then he spits out a vile curse that chills your blood.

Turn to 340.

254

You wait until a gap appears and then you rush forward and dash between the trundling supply wagons. The driver of an oncoming wagon lashes his horses with his whip in a deliberate attempt to run you down. But the swiftness of your reactions saves you from being trampled and you reach the far side unscathed.

The driver brandishes his whip and yells that he will report you to the reeves at Skull-Tor. Rather than run the risk of being arrested, you melt away quickly into the crowded street that lies beyond the West Gate square.

Turn to 276.

255

With a gurgling death-cry, the Vorka tumbles out of the boat and splashes into the dark waters. For an instant you glimpse the curve of its back, and then its body is caught by the current and dragged below the surface.

You sheathe your Weapon and cover yourself once more with the canvas to avoid being seen when your craft emerges from beneath the bridge. The sailboat is carried swiftly away in the grip of the river's powerful current, and soon the gruff sound of the Eldenorans can no longer be heard. Within the hour you arrive at a point where the river meanders into a hilly, timbered region. It is difficult to navigate this section of the river in the dark and so you decide to stop and rest until daybreak. You beach your boat on the left bank and settle down to sleep under the bough of an oak tree.

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

To continue, turn to 138.

256

You inspect the vials closely and your Kai Sixth Sense tells you that the strange jelly-like substances contained within these glass tubes possess strong psychic properties.

You cannot accurately gauge the strength of these psychic potions, nor determine their effects. However, if you should decide to keep the Red Vial, the Blue Vial, or the Yellow Vial, record them on your Action Chart as Special Items which you carry in your tunic pocket.

To continue, turn to 17.

257

This litter-strewn street leads to a circular watchtower located at the place where Duadon's south and west city walls meet. On your way towards the tower you pass several spice and condiment shops, an art gallery, and a boot-makers' warehouse. Outside the entrances to each of these establishments there stands a hawker who tries to entice you inside with the promise of incredible bargains. You resist their inducements until you come to a gaudily-painted emporium selling rugs and tapestries. A smooth-tongued girl begs you to enter and view the shop's wares, promising that you are under no obligation to buy. She says the owner will be willing to answer any questions that you may wish to ask of him.

If you decide to enter this emporium, turn to 288.

If you choose not to enter, you may continue along Knucklebone Lane by turning to 119.

258

You call upon your Magnakai skill of Invisibility to mask your body scent; then you find a narrow fissure in the tunnel wall and press yourself into it to avoid being seen. Unaware, the Eldenoran walks past your hiding place and goes to check the tunnel entrance. But the dog does not follow him. He halts close to where you are hiding and begins to sniff the dank tunnel air.

Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Assimilance, add 5 to the number you have picked. If you possess Grand Huntmastery, add 2.

If your total score is now 7 or less, turn to 245.

If it is 8 or higher, turn to 278.

259

You draw upon your Discipline of Animal Mastery to subdue the dog, and the effect of your suggestion is immediate and irresistible. The dog stops growling and comes bounding towards you like a carefree puppy. You pat and stroke him, and he licks your hand affectionately.

‘Well I'll be!’ exclaims one of the guardsmen. ‘You certainly 'ave a way with dogs. Ol' Bloodfang don't normally take to strangers.’

His companion looks at the playful hound and he shakes his head incredulously. ‘I've never seen him like this before,’ he says. ‘I've seen 'im bite a few hands off in his time, but I ain't ever seen him lick one!’

Your control over the dog greatly impresses the two soldiers and they choose to forget about searching the parlour and its adjoining rooms. After a few minutes they put their dog on a leash and then they return to the yard. You stand in the doorway and watch as they, and four other guardsmen, make a thorough search of the barrels stored along the rear wall.

‘What's all the fuss?’ you call out, much to Delissa's surprise.

‘We're looking for an enemy spy,’ retorts one of the soldiers.

‘He's wearing a cavalry scout uniform,’ says another. ‘Have you seen or heard anything unusual tonight?’

‘No,’ you reply. ‘The storm kept us awake. We've heard nothing o'er that.’

The guards appear satisfied with your account and they call off their search. They bid you both goodnight and leave by the rear gate. When she is sure they have gone, Delissa quickly returns to the parlour and locks the door behind her.

Turn to 10.

260

You wait until you can count no more than a dozen Eldenorans. Then you leave the antechamber and march boldly along the hallway towards a grand staircase which ascends to the next level of the fortress. Keeping your head bowed to avoid eye contact with passing enemy officers, you reach the stairs and hurry up them to a landing on the floor above. As you approach this landing you see the entrance to the drawbridge away to your right. It is lit by lanterns and is guarded by two Eldenoran warriors who are sheathed from head to toe in shiny black plate armour. They stand on either side of the approach to the drawbridge with the shafts of their spears crossed to prevent anyone passing without their approval. An Eldenoran captain approaches the guards. He raises his right hand to reveal a leather wristband and they nod their assent. Briskly they withdraw their spears to allow the officer to cross over the drawbridge and enter the inner keep.

Illustration XV—Two Eldenoran warriors stand at the approach to the drawbridge.

Upon reaching the top of the staircase, you turn to the left and walk away from the guarded drawbridge. You are looking back over your shoulder, your mind racing to think of a way to get across the drawbridge, when something hits you forcibly in the chest and brings you to an abrupt halt.

Turn to 343.

261

Within the hour you arrive at a junction where the track leaves the forest and joins the beaten road that runs from Tido to Tekaro. This highway borders upon the seemingly endless expanse of the Slovarian Plain, a verdant grassland that stretches away into the far distance. You scan the rolling horizon, wary of the enemy, yet you see little there save for a few wild stallions.

You turn your horses towards Tekaro and ride on at a comfortable pace. As the morning unfolds, Rouf tells you something of the battles fought across the plains during the past weeks. ‘This is cavalry country,’ he says. ‘Fighting here is like warring upon the high sea. Swift movement and striking power are the keys to victory. We Slovians are great horsemen and great soldiers and long have we been masters of this land. Our generals boasted that we would destroy the plodding Eldenoran infantry on the open plain, but we had never before encountered the Vorka. Those demons have been our undoing. They can run like ravening wolves and fight as hard as any knight in armour. Alas, if only we knew how to destroy them … ’

Rouf asks you about your mission but wisely you decline to give him any details. ‘It is not that I do not trust you,’ you say, sincerely, ‘but it is best you do not know. The Eldenorans are not above torturing their captives. If by chance you should be captured again, they will not make you tell what you do not know.’

During the afternoon you pass several Eldenoran riders bound for Tido. Some jeer at Rouf in passing, but none delay nor prevent you from continuing on your way. As night approaches, you reach a junction where a dirt track joins the road from the west. Rouf informs you that this trail leads to his uncle's cabin in the woods. You follow the track for three miles until you reach a mound of stones topped by a wooden flagpole fixed with a ragged Slovian flag. When Rouf sees the flag he immediately signals you to halt.

‘Something's wrong,’ he whispers. ‘That flag … it's upside down. It's a warning sign.’

Quietly you dismount and tether your horses among the trees before approaching the cabin on foot. It rests at the bottom of a shallow ravine and is surrounded by a number of smaller wooden outbuildings. Three saddled horses are tied to a rail beside the main cabin and, when you magnify your vision, you see that their saddles are identical to your own. They are Eldenoran army mounts. Cautiously you approach the cabin and peer in through a side window. Rouf gasps when he sees his Uncle Prizo and Aunt Fie, for they have been tied to chairs and placed back-to-back in the middle of the cabin. Three burly Eldenorans are looting their home and you can hear them threatening to kill them if they do not reveal where they have hidden their gold. The threats make Rouf's blood boil. He urges you to help him attack the Eldenorans and save his kinfolk, but you are wary of rushing headlong into the cabin. Clearly the Eldenorans are worthless thieves and to attack them may endanger Prizo and Fie's lives.

If you wish to wait and observe them for a few minutes longer, turn to 21.

If you decide it is best to do as Rouf insists and attack the Eldenorans quickly, turn instead to 168.

262

The Arrow strikes the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your shaft cleaves the evil stone in two. The crystal chamber is torn apart and a terrible shriek assails your ears as the air is filled with crackling bolts of green fire. Instinctively you turn away from the explosion and cover your head with your left arm as shards of broken crystal cascade around you, like a rain of deadly daggers.

When this deluge ceases, you turn back and look with fearful expectation upon the devastated remains of the chamber. Flickering trails of green fire sputter and die among the scattered crystal shards, and the column of dark mist that inhabited its core now swirls around the remains like a small tornado. From its core there comes a hideous shriek and a lance of cold fear stabs at your heart when suddenly you recall having heard this terrible sound once before. This dark shadow is Zorkaan the Soultaker, the entity that you encountered at the clearing in the Grochod Forest, the evil presence that you disturbed as it fed upon the psychic remains of the innocent Slovian prisoners slain and buried there. The whirling shadow of Zorkaan gathers speed and, with a parting wail, it shoots upwards and disappears through the aperture in the hall's domed ceiling, into the very eye of the raging storm.

The noise of the exploding bell-chamber and the hellish shriek of Zorkaan alerts Vandyan to your presence in the hall below. You see his face twisted with rage. He raises a glowing silver disc that is clasped tightly in the palm of his right hand, and then he spits out a vile curse that chills your blood.

Turn to 340.

263

You hide the bodies of the two scouts in some bushes that border upon the stream. Then you take one of their horses and release the other into a nearby field before setting off along the highway.

For two hours you ride past the farms, estates, vineyards, and hamlets of the Demera Quilt until you come within sight of Duadon. As you approach the city's South Gate, you join a queue of wagons and riders who are waiting their turn to enter. To your left, you note a distant column of supply wagons that is approaching the city's West Gate laden with ore and timber: raw materials for Duadon's armouries. To the right, a seemingly endless file of Vorka march out from the East Gate towards the River Storn. You watch them closely and your Sixth Sense tells you that they are on their way to bolster the Eldenoran army that is besieging Varetta.

As you inch your way closer to the gate, you cast your eye across the city's bleak perimeter walls and fortified watchtowers. Through the portcullised arch of the gatehouse, you catch fleeting glimpses of buildings swathed in clouds of soot-laden smoke. It is not a welcoming sight. Inside the perimeter defences, the city echoes to the perpetual clang of hammers and the roar of mighty furnaces. Under Vandyan's command, Duadon has now become little more than a vast machine, a grand and terrible factory of war dedicated to the efficient manufacture of his conquering Vorka army.

At length your turn comes to enter the South Gate. Two armoured guardsmen step forward and demand to see your regimental orders. When you say that you have lost them, they become suspicious and order you to dismount.

‘Losing your orders is very careless of you, trooper,’ says the taller of the two guards, his rasping voice full of sarcasm.

‘Now, if you were to make it worth our while,’ says the other, slyly, ‘well, we might jus' overlook your slipshod ways. What do you say?’

Clearly these two guardsmen are inviting you to bribe them. You stare into their greedy faces and sense that they are expecting something of high value from you in exchange for turning a blind eye to your missing papers.

If you possess the Tekaro Chalice, turn to 335.

If you do not possess this Backpack Item, turn to 65.

264

You intone the words of the Old Kingdom Spell Power Word and shape your mouth in readiness to utter it: Gloar!

The concussive energy of your spell-word slams into Zorkaan and you see his outline shimmer and weaken. Guided purely by instinct, you draw back your Kai Weapon and charge headlong at the faltering shadow.

‘For Sommerlund and the Kai!’ you scream, as you cut and stab at Zorkaan's vaporous form.

Zorkaan the Soultaker: COMBAT SKILL 46   ENDURANCE 36

This entity is temporarily vulnerable to all forms of psychic attack. If you possess the Discipline of Kai-screen, you may add 3 to your COMBAT SKILL for the duration of this fight. If you wield the Kai Weapon ‘Alema’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 240.

265

It takes much longer than expected to open this simple lock. Unfortunately, the sound of you picking at the keyhole alerts the saddle-maker's guard dog, and when you are able to release the lock and pull open the door, this vicious canine comes leaping through the doorway. It slams into your chest and knocks you backwards to the ground.

Guard Dog: COMBAT SKILL 25   ENDURANCE 18

Due to the suddenness of its attack, do not deduct any ENDURANCE points from your enemy during the first two rounds of this combat.

If you win the combat, turn to 241.

266

The rain has become torrential during the short while it takes you to reach the knoll. It hammers at the rocky ground and transforms the dust into rivulets of mud. The knoll is devoid of trees and undergrowth and offers no protection from the storm, but beneath its jutting slate base you discover a dry hollow that shelters you from the lashing wind.

You settle yourself in the hollow and attempt to sleep while the storm rages. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 345.

267

You hear the guard rummaging through the contents of the closet, and then you see some clothes and other items come flying out through the open doorway to land in the middle of the floor. The second guard enters the parlour from an adjoining room and he takes a tinderbox from his pocket with which he relights the candles. As they flare into life, the guard emerges from the closet with a self-satisfied grin fixed upon his cruel face. Your heart pounds when you see that he is holding your Kai Weapon.

‘I've found him!’ he bellows, and the six guardsmen who are searching the yard come racing up the stairs with their swords drawn. You fight bravely, and even though you are unarmed, you slay four of them before a heavy blow to your head knocks you out. Sadly, you never regain consciousness. Vandyan has placed a bounty of 10,000 Gold Crowns upon your head, payable upon delivery of your body to Skull-Tor, dead or alive. The surviving guardsmen decide to take no chances and callously they slay you while you are still unconscious.

You can take some comfort in the fact that you fulfilled your vital mission. By destroying the Runes of Agarash, you have saved Magnamund from the tyrannical rule of Vandyan. It is a great victory, but one that you have paid for with your life.

268

Only two of the arrows strike the boat. One rips through your canvas cover and thuds into the gunwale within a hand's breadth of your head, and the other, a fire arrow, buries itself in the planking near the prow. Fortunately, using your Magnakai Discipline of Nexus, you are able to quickly extinguish the flames without betraying your hiding place. The boat glides nearer to the bridge and you can hear the Eldenorans laughing and cursing. Through the torn canvas you look up to see a ruddy-faced soldier leaning over the parapet. He is holding a large chunk of rock which he is preparing to drop into your boat as it passes below.

If you possess Kai-alchemy, turn to 336.

If you do not possess this Discipline, turn to 281.

269

You draw upon your powers of Elementalism to loosen the dust and grime which clogs the panel's locking mechanism. Clouds of grit billow from its slot and, when you pull the lever a second time, you discover that your efforts have been successful.

Turn to 250.

270

For three hours you relax in the back of the empty wagon, watching the farms and vineyards of the Demera Quilt rolling past as you trundle along the highway to Duadon. But when you finally reach the city itself, you sit up and pay close attention to its traffic of enemy troops and supplies. Your wagon joins a queue of other horse-drawn vehicles that are waiting to enter the city by its South Gate. To your left, you note a distant column of supply wagons that is approaching the city's West Gate laden with ore and timber: raw materials for Duadon's armouries. To the right, a seemingly endless file of Vorka are marching out from the East Gate towards the River Storn. Your Sixth Sense tells you that they are on their way to bolster the Eldenoran army that is besieging Varetta.

As your wagon inches closer to the gate, you cast your eye across the city's bleak perimeter walls and fortified watchtowers. Through the portcullised arch of the gatehouse, you catch fleeting glimpses of buildings swathed in clouds of soot-laden smoke. It is not a welcoming sight. Inside the perimeter defences, the city echoes to the perpetual clang of hammers and the roar of mighty furnaces. Under Vandyan's command, Duadon has now become little more than a vast machine, a grand and terrible factory of war dedicated to the efficient manufacture of his conquering Vorka army.

At length your turn comes to enter the South Gate. Two armoured guardsmen step forward and speak briefly with the driver, and then they come around to the rear of the wagon and ask to see your regimental orders. When you say that you have lost them, they become suspicious and order you to climb down from the wagon.

‘Losing your horse and your orders is very careless of you, trooper,’ says the taller of the two guards, his rasping voice full of sarcasm.

‘Now, if you were to make it worth our while,’ says the other, slyly, ‘well, we might jus' overlook your slipshod ways. What do you say?’

Clearly these two guardsmen are inviting you to bribe them. You stare into their greedy faces and sense that they are expecting something of high value from you in exchange for turning a blind eye to your missing horse and papers.

If you possess the Tekaro Chalice, turn to 296.

If you do not possess this Backpack Item, turn to 159.

271

You retrieve the Ghilev mould from your pack and sprinkle it carefully over the slices of cold meat. Then you cover the meat with vegetables and carry the tray to the guards on duty at the Rune Hall. They prop their halberds against the wall and raise the visors of their helmets as you approach.

‘Where's Gragov?’ asks a guard, as you set the tray of food down on a small table beside the door.

‘He's gone sick,’ you reply.

‘I hope it wasn't something he ate!’ jokes the other guard.

You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear a metallic crash, and when you peer over the top step you see that the Ghilev has done its work. Both guards are now lying unconscious in front of the door.

Turn to 120.

272

You awaken shortly before daybreak to the bracing chill of a frosty morning. A pale half-light illuminates the river and surrounding landscape, and you cast your keen eye across it in search of enemy soldiers. Save for distant Tekaro and the Vorka horde encamped around its walls, you see no immediate threat and so you mount your horse and rejoin the highway heading south. After little more than two miles, you come to a wide cinder track that has been newly-laid by Eldenoran engineers to service a military ferry across the great river. You recall Rouf's uncle telling you about this ferry and you decide to take a closer look. You steer your horse onto the track and follow it to a large raft which is moored at the river's edge. There are six Eldenoran guards on duty here, but none pay you too much attention. They all seem to be nursing hangovers this morning and none feel inclined to speak. You ride onto the raft and remain in the saddle as the flat-bottomed ferry is winched by rope and pulley across the Storn. As soon as it comes to a halt, you ride your horse up a wooden ramp and onto a road that has been cleared and levelled by the Eldenoran army through this part of the Grochod Forest. When you are beyond sight of the ferry, you leave this military road and enter the trees. The timberland is too dense for you to make progress on horseback, so you abandon your mount and continue on foot.

Pick a number from the Random Number Table.

If the number you have picked is 4 or less, turn to 5.

If it is 5 or higher, turn to 166.

273

The Eldenorans make a brief search of the parlour and its adjoining rooms, and one of them tries to open the closet door. You tug on the handle to keep the door shut and the guard quickly abandons his attempt to pull it open, believing that the door is locked. With bated breath you peer through the keyhole and watch two men leaving, dragging their reluctant dog behind them.

Turn to 139.

274

You place your ear against the door and hear a bubbling sound. You can detect no other noises and your Kai senses inform you that there are no persons present in the chamber beyond, so you carefully push open the door and slip inside.

The room beyond appears to be an alchemist's workshop. Its many benches are crowded with flasks, and strange glass containers which are interconnected by a tangled mass of glass piping. Beakers of coloured fluids bubble over naked flames and the air is soured by a harsh, chemical stench.

Your eye is drawn to a rack of shelves that stretch along one wall. They are filled with hundreds of bottles and stoppered flasks, each one labelled and filled with powders, granules, fluids, or crystals. A cursory inspection of these containers reveals four potions with which you are familiar:

- Potion of Gallowbrush (induces sleep for 1–2 hours per dose)

- Graveweed Concentrate (fatal when swallowed)

- Potion of Mokradon (causes irreversible blindness in humans)

- Potion of Volzoc (causes violent hallucinations)

If you wish to take and keep any of these potions, record them on your Action Chart as Backpack Items.

Upon leaving this laboratory, you can go left and continue along the corridor, by turning to 173.

275

The rumble of thunder fails to divert the archers' attention.[15] As you draw closer, they let fly a deadly volley of arrows that puncture the boat's timbers in many places. One shaft pierces your calf and you have to bite your fist to stop yourself from crying out in pain: lose 3 ENDURANCE points.

Water gushes in where part of the bottom has been holed by arrows. The Eldenorans cheer as your craft begins to founder, and as it disappears from view beneath the central arch, you hear their echoing footfalls as they rush across to the opposite side of the bridge to wait for it to reappear. Quickly you draw upon your healing skills to staunch the flow of blood from your wounded leg and, as the boat emerges, the Eldenorans give another cheer. The water is rushing in so fast now that you decide you must soon abandon the boat. You turn the rudder towards the left bank and aim your sinking craft at a place where a copse of willow trees overhang the river. As you pass beneath their branches, you clamber out and quickly take cover among the trees.

The Eldenorans soon arrive to inspect their handiwork. Silently you observe them as they drag the half-submerged boat out of the water and sift through its meagre contents. They soon tire of this and return to their duties at the bridge. When the coast is clear, you leave the copse and hurry away. Once you have put more than five miles between yourself and the Eldenorans, you stop to rest for a few hours in the bough of an oak tree.

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

To continue, turn to 9.

[15] Due to game design issues, it is impossible to reach this section of the book (cf. Section 174). It is an oversight which is not easily correctable.

276

You follow the street until you come to a watchtower located at the northwest corner of the city wall. Here it curves sharply to the east and passes beneath a stone arch which denotes the boundary of the city's Northern Quarter. Beyond the arch, the street is lined with all manner of shops and premises, but not one of them is a cooperage.

At length, the street ends at a tree-lined plaza located near to the northern gatehouse. An iron post stands at its centre, affixed with arrowed signs which show the names of the surrounding streets. They all lead away from the plaza like spokes from the hub of a wheel. Your hopes rise when you see the name ‘Flank Street’ among them, and hurriedly you set off towards it.

Immediately upon entering Flank Street you notice a large green sign hanging above a nearby shop. It is shaped in the likeness of a barrel and reads: THE DUADON COOPERAGE. At last you have found the place you have been searching for, and confidently you push open its double doors and enter.

Turn to 200.

277

You intone the words of the Old Kingdom Spell Power Word and shape your mouth in readiness to utter it: Gloar!

The concussive energy of your spell-word slams into the Vorka who are attempting to climb over the tangled heap of bodies at the foot of the steps. Your spell scatters them, but it does not deter or prevent others from attacking you. Several hurl themselves across the smouldering pile and then scramble to their feet. The first three to do this successfully are all armed with swords. As they come racing up the stairs, they rapidly blink their ghoulish eyes and clack their fanged jaws in an attempt to unnerve you in the vital seconds before combat.

Illustration XVI—Three Vorka race up the stairs towards you clacking their fanged jaws.

Frenzied Vorka: COMBAT SKILL 40   ENDURANCE 38

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 160.

278

After a few moments the dog scurries off along the tunnel in pursuit of its master. You sense that it has not detected you and so you remain hidden in the fissure, awaiting their return. A few minutes later the Eldenoran and his dog walk back along the tunnel and re-enter the chamber. You hear the men talking in hushed tones as they gather up their loot and load it into their backpacks. They suspect that they have been discovered and they are about to abandon their hiding place.

Silently you slip out of the fissure and retrace your steps back to the tunnel entrance. You pause here to draw your Kai Weapon and land a blow at the base of a ceiling prop. The rotten timber rips in two and several tons of rock cascade into the tunnel. When the dust settles you see that the mine shaft is now sealed off.

You leave the collapsed mine entrance and hurry away along the base of the ravine. Night is fast approaching and you have barely covered a mile when the ravine ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west you can see the outline of a rocky knoll with a slate base that juts out over the rim of this steep, wooded valley. To the east, the gorge cuts a deep furrow through the forest for several miles. There appears to be no easy way of avoiding the gorge, but you are unwilling to attempt a descent in the dark. Instead, you decide to find somewhere safe nearby where you can make camp and await the dawn.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 51.

If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 294.

279

Through the use of your Mastery of Grand Nexus, you are able to enervate the mortar which secures the bars of the cell window. In less than a minute it has crumbled sufficiently for you to be able to dislodge three of the bars, creating a gap large enough through which you can escape.

To continue, turn to 27.

280

The third tumbler clicks into position and the door swings open to reveal a vaulted corridor leading to a flight of iron steps.[16] You enter, and the door closes silently behind you. There is a junction halfway along the corridor where another passage crosses from left to right. You hurry across and climb the metal steps but, as you are approaching the top of the stairs, you catch a glimpse of two armoured guards beyond. They are standing to attention before a large door that is engraved with mystic symbols. Your Sixth Sense detects that beyond this door lie the Runes of Agarash. Instinctively you duck below their line of sight, and then quietly you retreat to the junction. Here you detect the sound of footsteps approaching, and when you spin around to face them, you see a young kitchen attendant walking along the passageway towards you. He is carrying a tray laden with food and he stops abruptly when he sees you suddenly appear. Fearful that he may raise the alarm, you stride towards him and say in an accusing tone: ‘Why are you late, boy? Lord Vandyan has been kept waiting more than an hour for his food!’

‘But … but this is not for his lordship,’ answers the young man, clearly confused by your rebuke. ‘It's for the guards at the door to the Rune Hall.’

‘What!’ you reply, feigning outrage. ‘You mean to say that you would put the feeding of two lowly guards before our master's needs! This is intolerable!’

‘No … no … I mean, I was told by the cook to take this tray to the guards. Lord Vandyan ate a meal in his chambers some three hours ago. I've had no order to take him food since.’

‘Well, our master is hungry,’ you reply, ‘and you'd better go back to the kitchen and find him something suitable to eat this instant … if you value your hide, that is!’ Forcefully you snatch the tray from the bemused assistant, saying: ‘Go tell cook to prepare him something substantial, understand? He's very hungry. I'll deliver these scraps to the guards myself.’

The confused young assistant scratches his head and then he hurries away to deliver your order to the cook. You watch him until he turns a distant corner, and then you look down at the tray of cold meat and vegetables and an idea takes shape, an idea that may help you gain entry to the Rune Hall.

If you possess a Potion of Gallowbrush and you wish to use it, turn to 87.

If you possess a Graveweed Concentrate and you wish to use it, turn to 195.

If you possess a Potion of Mokradon and you wish to use it, turn to 327.

If you possess a Potion of Volzoc and you wish to use it, turn to 169.

If you possess some Ghilev and you wish to use it, turn to 271.

If you possess none of these, or if you should choose not to use any of them, turn to 31.

[16] This is the correct answer to the combination lock in Section 148.

281

You watch with mounting anxiety as the soldier raises his rock and gets ready to hurl it down upon you. If by chance it should miss you directly, you feel certain that it will smash a hole clean through the bottom of the boat.

If you possess Elementalism, turn to 28.

If you possess Kai-surge, turn to 125.

If you possess neither of these skills, or if you choose not to use them, turn to 37.

282

You utter the words of the Brotherhood Spell Lightning Hand and raise your right arm, pointing your outstretched hand towards the shadowy creature. A bolt of energy leaps from your fingertips and rips through Zorkaan, leaving a ragged hole at the centre of its dark form. This hole quickly seals, yet you sense that your attack has further weakened this entity. Guided purely by instinct, you draw back your Kai Weapon and charge headlong at the faltering shadow.

‘For Sommerlund and the Kai!’ you scream, as you cut and stab at Zorkaan's vaporous form.

Zorkaan the Soultaker: COMBAT SKILL 46   ENDURANCE 35

This creature is temporarily vulnerable to all forms of psychic attack. If you possess the Discipline of Kai-screen, you may add 3 to your COMBAT SKILL for the duration of this fight. If you wield the Kai Weapon ‘Alema’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 240.

283

You push shut the door and hear the dog crash heavily against it. It yelps with pained frustration and then begins scratching frantically at the wood. Quickly you call upon your Magnakai Discipline of Animal Control and command the dog to calm down. There is an abrupt silence, as if the dog has suddenly fallen unconscious, but you do not feel sure that this is the case.

Cautiously you pull the door ajar and peer in through the gap.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 193.

If it is 5 or higher, turn to 101.

284

Instinctively you dive away from the trees, yet the shock of the lightning blast still hits you in mid-air and renders you immediately unconscious. When you regain your senses you find yourself lying some 20 feet from your campsite, entangled among twisted shards of smouldering pine. You have suffered burns to your legs (lose 3 ENDURANCE points) and one of your Backpack Items has been destroyed.

Erase any single Backpack Item from your Action Chart of your own choosing.

To continue, turn to 324.

285

You press yourself to the wall of the staircase and draw upon your Kai camouflage skills to keep yourself hidden. Then you call out to the guard, in a gruff Eldenoran accent, and command him to come at once to your assistance. At first the gaoler looks confused for he believes the lowest level of Skull-Tor is empty, but when you repeat your command he suddenly comes running along the corridor in response. In his haste he fails to see you, and as he scurries past, you strike him a blow to the back of the head which sends him tumbling all the way to the bottom of the stairs. When you are certain that he is unconscious, you hurry along the torchlit corridor and race up the steps towards the next level of this grim enemy fortress.

Turn to 98.

286

Using your improved Grand Master Discipline, you are able to touch the rotten sign and obliterate the mould that has eaten into its surface. Slowly the painted words take shape and form until you are able to understand the Eldenoran script:

DANGER — ABANDONED SHAFT — DO NOT ENTER

You are about to turn away from the entrance when suddenly you notice fresh footprints in the dirt. Your Pathsmanship skills tell you that these were made within the last few hours by three pairs of booted feet. All three sets of tracks lead directly into the abandoned shaft.

If you wish to enter the mine shaft and investigate these tracks further, turn to 184.

If you decide to leave the shaft and continue along the ravine, turn to 204.

287

You enter the rear yard of the cooperage and climb the stairs to the parlour above the workshop. Delissa hears your approaching footsteps and she opens the door as you reach it. Having heard only one set of footfalls on the stairs, she already suspects that something is wrong. But as soon as she sees the sadness in your eyes, her worst fears are confirmed.

You comfort Delissa as best you can and assure her that Hulsta's sacrifice was not in vain. ‘The Vorka have been destroyed and the Runes of Agarash have been shattered,’ you tell her, ‘yet without Hulsta, this vital mission could not have been accomplished.’ Your thoughtful words ease her sorrow, but before she has had time to grieve the loss of her husband, she is suddenly confronted by a threat to her own survival.

You can hear soldiers with dogs running along the alleyway behind the yard. You wait for them to disappear, but to your shocked surprise, they suddenly stop and bang on the rear gate and demand to be let in.

‘Quick! Go and change into some of Hulsta's clothes. You'll find them in there,’ she says, and she points to a closet door. ‘I'll go down to the yard and try to get rid of them.’

You do as she says and quickly you discard your Eldenoran tunic and breeches. You bundle them together with your Kai journeyman clothes, and then you dress quickly in a shirt, breeches, and jacket that you find in the closet. The clothes are a little too large but you do not mind. Only when you pull on a pair of Hulsta's boots do you thank Ishir that they are a perfect fit. You are about to reach for one of Hulsta's caps when suddenly you hear soldiers and dogs entering the yard.

If you wish to find somewhere in the parlour where you can hide, turn to 152.

If you decide to stay where you are and wait for Delissa to return, turn to 59.

If you choose to go to the door and observe what is going on outside, turn to 210.

288

The emporium is filled with exotic rugs and unusually fine wall coverings. It strikes you that the quality of these goods is uncommonly high, far better than one would normally expect to find in a back-street shop such as this. It is not until you take a closer look at the tapestries that you realize that these goods have all been looted from rich estates and churches in Salony, Lyris, and Delden.

The owner approaches and asks what you have to sell. Clearly he assumes that you have come here to dispose of some war booty. ‘I've nothing to sell,’ you reply, ‘but I would be grateful for some information. Can you tell me the way to Flank Street? I understand that it is somewhere in the Northern Quarter.’

Pick a number from the Random Number Table (in this instance, 0 = 10).

If the number you have picked is 3 or lower, turn to 11.

If it is 4 or higher, turn to 341.

289

You are swept by a white-hot sheet of psychic fire that sears the fabric of your mind. Your Kai-screen buckles under the onslaught, but it does protect you from the potentially fatal effects of psychic shock.

Zorkaan's massive psychic assault has damaged a part of your mind that controls your Kai abilities, and you must forfeit the use of one of your Grand Master Disciplines for the rest of this mission. (If you survive this mission, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.)

To continue, turn to 157.

290

You return to the main highway and ride south towards Tekaro. It is a dry, windy day and you spend most of it in the saddle. As you draw closer to the city, so the number of Eldenorans you encounter steadily increases. Fortunately, they are too preoccupied with their marching and other duties to spare a lowly horse-scout more than a second glance.

The sun has set and dusk is surrendering to darkness by the time you reach Tekaro. The rolling fields around this old walled city are swarming with Vorka regiments, and the fetid smell of their scaly hides gusts towards you on the chill night breeze.

You can see the cathedral spire of the city silhouetted against the starry sky, and a yellowy glow of torchlight radiates from a tower above its fortified North Gate. You magnify your vision and see that the gate itself is open and unguarded.

If you wish to continue along the highway and enter the city of Tekaro by its North Gate, turn to 82.

If you wish to circle around the city in an attempt to reach the River Storn before the night is over, turn instead to 143.

291

You draw an Arrow to your Bow and take aim at Vandyan. Enemy missiles whistle past within inches but you do not flinch. Coolly you release your shaft and it flies true, yet an unwitting guard runs in front of his master and it is he who perishes when your arrow pierces his heart. This close shave makes the cowardly Vandyan immediately take cover behind the hall door, from where he barks orders to his men to advance towards the platform. Fearful of being cut off, you shoulder your Bow and hurry towards the open trapdoor.

Turn to 145.

292

There is little that is stored here that has escaped the ravages of time, vermin, or damp. After a lengthy search you discover only four items that are intact and serviceable:

- Bowl

- Mirror

- Pitcher

- Flute

All of the above are Backpack Items. (If you decide to keep any of these items, alter your Action Chart accordingly.)

Satisfied that you have not overlooked anything of great value, you abandon your search and turn your attention instead to the door of this vault.

Turn to 109.

293

The Arrow strikes the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your shaft cleaves the evil stone in two. Moments later, the bell-chamber is swallowed up by sheets of orange flame and instinctively you cover your head with your left arm as shards of broken stone cascade around you, like a rain of deadly daggers. When this deluge ceases, you look with fearful expectation upon the devastated remains of the bell-chamber.

Pools of fire burn among the shards that litter the floor of the pit, and the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

The noise of the destruction and the hellish dying shrieks of the Vorka horde alert Vandyan to your presence in the hall below. You look up and see his face twisted with rage. He raises a glowing silver disc, clasped tightly in the palm of his right hand, and he spits out a vile curse that chills your blood.

Turn to 175.

294

You retreat from the edge of the gorge and set up a camp for the night in a mossy hollow surrounded by five tall pines. The spongy moss provides a comfortable bed and you are soon asleep, but within the hour you are awoken by a rolling boom of thunder. A storm has swept in from the west and it is now raining heavily, yet the canopy of pine branches above has kept you from getting wet. Unfortunately, the tall pines also act as efficient lightning conductors. You are struggling to your feet when suddenly a bolt of forked lightning strikes the top of the trees. There is a blinding explosion of blue-white light and you are hurled into the air by the force of the electrical blast as it streaks to earth.

Pick a number from the Random Number Table. If you possess Grand Nexus, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2.

If your total score is now 4 or lower, turn to 67.

If it is 5–8, turn to 284.

If it is 9 or higher, turn to 171.

295

You call upon your Magnakai Discipline of Nexus and use it to extinguish the candles, an action that plunges the parlour into near-darkness. Now the room is lit only by the ghostly rays of the moon which filter in through the doorway. The sudden loss of candlelight makes the guard curse, but it does not deter him from opening the closet door.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 267.

If it is 5 or higher, turn to 122.

296

You take off your Backpack and pull aside its flap to expose part of the bejewelled Chalice. The guards' eyes fill with naked avarice when they glimpse its gem-encrusted gold, and they can barely contain their excitement. Quickly they wave the wagon through into the city and then order the following traffic to wait while they escort you to the gatehouse. You are beginning to think that they are going to confiscate the Chalice and throw you in a cell, but the taller guard soon eases your fears. Quietly he says to you: ‘Don't worry, friend. We'll jus' go somewhere private. We don't want all o' Duadon witnessing our business.’

You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. You hand over the Tekaro Chalice (erase this Backpack Item from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the city's south wall. ‘Off y'go, trooper,’ says the tall guard, and he ushers you through the arched doorway.

The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the alleyway towards the gatehouse arch. From the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that is heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you are about to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads that lead off from the South Gate square to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

297

By the use of your Grand Mastery of Nexus, you are able to cause two of the door's three tumblers to rotate to their opening positions. The third dial, however, is much harder to manipulate this way. Drawing upon your Sixth Sense, you concentrate hard and try to visualize the numerical position on the third dial that will release the lock. Slowly the dial takes form in your mind's eye, but the numbers engraved around its perimeter remain hazy and indistinct.

At length you determine that the correct position of the third dial is the same as the answer to this following puzzle:

The number of New Order Kai who hold the rank of Grand Master (including yourself) multiplied by the number of Grand Master Disciplines that are achieved upon reaching the rank of Kai Grand Guardian.

Once you think you have calculated the correct answer, turn to the section of this book which is the same as that answer.[17]

If you calculate incorrectly, or if you cannot answer the puzzle, turn instead to 248.

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

298

Soon the tunnel arrives at a junction where a wider passageway crosses it, running east to west. The sound of rushing water is louder here and you detect that it comes from a series of rusty iron gratings that are set into the floor at regular intervals, 50 feet apart. You peer through one of these gratings and see the surface of an underground river rushing away towards the east.

A smiling Hulsta beckons you to follow as he sets off along the passage. He is confident that you are on the right course and he says that you will reach the lower level of Skull-Tor in a matter of minutes. But you have taken barely a hundred paces when suddenly his hopes are dashed by the unwelcome sight of what lies ahead.

Turn to 137.

299

Slowly the Vorka advances towards you with its nostrils flared wide as it struggles to detect your faint, enticing scent. When it comes to within an arm's length, you leap up from your hiding place and draw your Kai Weapon with one swift and fluid motion. You strike fast and hard, wounding the Vorka in the throat to prevent it from shrieking out in alarm. The wound is deep, yet the creature is remarkably resilient. It quickly recovers from the shock of your attack and it leaps at you with its clawed hands outstretched. You must fight the creature.

Illustration XVII—The Vorka advances towards you with its nostrils flared wide.

Vorka (wounded): COMBAT SKILL 36   ENDURANCE 34

This creature is immune to Mindblast (but not Kai-surge). If you wield the Kai Weapon ‘Spawnsmite’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat in four rounds or less, turn to 13.

If you win this combat in five rounds or more, turn to 174.

300

Your blow is poorly timed and it glances harmlessly off the rider's heavy black armour. As you gallop past, he lashes out at you with a spiked ball and chain and it clips the back of your head. A flash of white light engulfs your vision, and in the next instant, you feel yourself tumbling forwards into a yawning dark abyss.

The blow from your enemy's weapon renders you unconscious and sends you spinning out of the saddle. You never regain consciousness. The Sinistrari bear down on you and ruthlessly they trample your helpless body beneath the hooves of their warhorses. Death is painless and instantaneous.

You may take some comfort in the fact that you fulfilled your vital mission. By destroying the Runes of Agarash you have saved Magnamund from the tyrannical rule of Vandyan and his monstrous horde. It is a great victory, but one that you have paid for with your life.

301

This cobblestoned street leads to a square watchtower at the place where Duadon's south and east city walls meet. As you approach the tower, you notice a wheelwright's workshop located on the corner. A grubby-faced youth stands in the doorway and he bids you good day as you approach.

‘Your regiment be in need of our services, sire?’ he asks keenly. You shake your head and go to walk on, but the young man tugs at your sleeve. He begs you to enter his father's workshop and examine for yourself the quality of his craftsmanship.

If you wish to enter the wheelwright's workshop, turn to 222.

If you choose not to enter, you may continue along Kettle Street by turning to 81.

302

The sergeant narrows his bloodshot eyes and for a few moments he regards you with suspicion, but then he shakes his head and bids you farewell. Your command of the Eldenoran accent is so convincing that he does not suspect for a moment that you are a Northlander, even though your story does not ring true; there are no reinforcements expected at the river for at least two days.

You canter away from the campfire and head towards a distant ribbon of silver that is the Storn, glimmering in the starlight. Shortly you come to a highway that runs parallel to the river, and you cross over this road and descend a bracken-covered slope towards the east bank. As you approach the bank, you happen upon a derelict hut in the middle of a copse of apple trees that have been picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

303

Upon your return to the entrance hall, the scribe looks up from his work and he fixes you with a quizzical stare.

‘Who are you looking for, trooper?’ he barks.

‘Er … Captain Dvedka,’ is your hasty reply. You hold up the map that you took from the herald and add: ‘I've to deliver this to him, urgently.’

The scribe scoffs at the map. Then, with an arrogant tone of voice, he says: ‘Dvedka's in the Council of War Chamber. It's over there.’

With the feather of his quill pen, he points towards the portal to the left of the entrance arch. You thank him for his assistance and then you stride across the hall towards the open door.

Turn to 314.

304

The first wave of armed Vorka come racing across the floor of the pit and they hurl themselves up the stairs. You draw your Kai Weapon and steel yourself to meet their advance, confident that you can beat back these slavering reptilians. As they come scurrying towards you, they rapidly blink their ghoulish eyes and clack their fanged jaws in an attempt to unnerve you in the vital seconds before combat is joined.

Frenzied Vorka: COMBAT SKILL 46   ENDURANCE 46

If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win this combat, turn to 52.

305

You wait until a gap appears and then you rush forward and dash between the trundling supply wagons. But in your haste you catch your toe upon a raised paving stone and you are brought stumbling to your knees. The driver of an onrushing wagon makes no attempt to avoid you. Only the swiftness of your reactions save you from being run down and crushed to death. However, as you dive out of the path of the wagon, your legs are grazed by its front wheel: lose 2 ENDURANCE points.

The driver curses and threatens to report you to the reeves. Rather than run the risk of being arrested, you stagger to your feet and melt away as quickly as you are able into the crowded street beyond.

Turn to 276.

306

Your diversion works.[18] The unexpected sound of thunder diverts their attention and none of their arrows finds its mark. When you emerge from beneath the bridge, your boat is carried swiftly out of range by the river's powerful current. The Eldenorans do not pursue you and within the hour you arrive at a point where the river meanders into a hilly, timbered region. It is difficult to navigate this section of the river in the dark and so you decide to stop and rest until daybreak. You beach your boat on the left bank and settle down to sleep under the bough of an oak tree.

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

To continue, turn to 138.

[18] Due to game design issues, it is impossible to reach this section of the book (cf. Section 174). It is an oversight which is not easily correctable.

307

Your tumbling descent comes to an abrupt end when you splash feet-first into a muddy, rock-filled pool which runs along the base of this wooded gully (lose 3 ENDURANCE points).

If you have survived this accidental fall, you may continue by turning to 239.

308

You focus on the raging storm and commit to memory the configuration of the stars that you glimpse between the blinding flashes of lightning. Your knowledge of Astrology warns you that a powerful convergence is taking place above Skull-Tor, an unnatural occurrence which heralds the arrival of the Vaag — the legendary flying spawn of Agarash the Damned. Unless you take action to stop their arrival, they will emerge from the storm within the hour.

Turn to 231.

309

The giant serpent emits a loud hiss as your killing blow penetrates its brain. Racked with convulsions, it thrashes the water and whips the surface to a crimson froth until, finally, it surrenders to death and its body is carried away by the swift current.

You sheathe your bloodied Weapon and grab Hulsta's strong hand, allowing him to haul you through the opening in the ceiling. As your feet return to dry and solid ground, you are pleased to see that your dangerous detour along the underground river was not in vain, for you now find yourself standing in a section of the tunnel which lies beyond the blocking wall.

To continue, turn to 155.

310

Aided by your tracking skills and your night vision, you creep into the chamber and tiptoe around the snoring Eldenorans. Silently you crouch down and sift through the pile of loot, taking care not to disturb the sleeping dog. Among bulging bags of silver Slovian Lune, ornate candlesticks, polished silver plates, and gemstones, you discover one item of greater value than all of the others put together. It is a golden Chalice set with rubies and emeralds. You examine it closely and venture a guess that it was stolen from Tekaro Cathedral. (If you wish to take the Tekaro Chalice, record it on your Action Chart as a Backpack Item.)

To continue, turn to 58.

311

You call upon your Animal Mastery and implant into the dog's mind the desire to return to the yard. The canine begins to whine incessantly and tug at its handler's leash. The two soldiers make only a cursory search of the parlour before they open the door and allow their dog to run off down the stairs.

‘There's nothing up here,’ calls out the handler to his comrades who are searching the yard. Then he and his companion leave the parlour and you see them pull the door shut as they go.

Turn to 139.

312

Your weapon is barely out of the scabbard when the dog leaps through the doorway and hits you full in the chest. The shock of the impact knocks you backwards and jolts your weapon from your hand.

Guard Dog: COMBAT SKILL 25   ENDURANCE 18

Due to the suddenness of its attack, do not deduct any ENDURANCE points from your enemy during the first two rounds of this combat. Also, you must fight this combat unarmed.

If you win the combat, turn to 241.

313

You crouch down at the rear of the boat and cover yourself with a ragged sheet of canvas. Through a rent in the fabric you can see the bridge getting closer and carefully you trim the rudder to steer your craft towards its central stone arch. Once again there is a shrill whistle and the Vorka begin to screech with excitement. You hear them running along the muddy bank, and then there is a loud splash when one of them dives headlong into the river.

As you come to within 20 yards of the bridge, the Eldenoran archers let loose their first volley of arrows.

Pick a number from the Random Number Table.

If the number you have chosen is 3 or lower, turn to 55.

If it is 4 or higher, turn to 268.

314

Beyond the open portal you descend by ramp and stair to the floor of a large hall. It is ringed with marble pillars and its walls are draped with Eldenoran battle-flags. The centre of the hall is dominated by a large refectory table around which are huddled groups of Eldenoran officers. They are poring over charts and battle-maps which show the positions of their Vorka hordes and the defensive lines of the Freeland armies. Messengers come and go, delivering and collecting orders, and nobody seems to pay you special attention as you quietly pass among these high-ranking officers.

Illustration XVIII—Eldenoran officers are poring over battle-maps around a large table.

You are eavesdropping upon a conversation between two cavalry captains when suddenly there is a fanfare of trumpets. Immediately the officers and their aides cease all discussion and the hall comes stiffly to attention in anticipation of Lord Vandyan's arrival.

Turn to 330.

315

You hold your breath and remain deathly quiet. Yet you are unable to maintain your corpse-like composure when the farmer's son stabs his pitchfork into the hay and it skewers your left forearm.

Pick a number from the Random Number table.

If the number you have picked is 0–4, turn to 94.

If it is 5–9, turn to 3.

316

Quickly you draw upon your advanced Kai Discipline to conjure up a mist that engulfs you and your immediate enemies. This disorients the Vorka just long enough for you to be able to reach the rune and strike it with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your blade cleaves the evil stone in two. Then the bell-chamber is swallowed up by sheets of orange flame and you are hurled backwards to the floor. Shards of broken stone whistle around you. When the rain of debris ceases, you pull yourself to your feet and look upon the devastated remains of the bell-chamber. Pools of fire burn among the splinters that litter the floor of the pit, and all the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.

Turn to 202.

317

The giant snake lunges forward and attempts to stab you with its venomous fangs. You dodge aside to avoid being impaled upon them, and as the snake withdraws its head in readiness for a second attack, you land a mighty blow to its neck. The creature hisses angrily. You have opened a deep wound but it does not incapacitate the creature. Once more it opens its terrifying jaws and prepares to strike at your chest.

Duadon River Serpent: COMBAT SKILL 39   ENDURANCE 28

This enemy is immune to all forms of psychic attack. If you possess ‘Illuminatus’, you will benefit from the additional combat bonus applicable to its unique properties.

If you win the combat, turn to 124.

318

The old woman tells you to approach the stairs. Slowly she descends to the bottom step and, as the light from her lantern washes over you, she scrutinizes your clothing and your features.

‘You have the face of a Northlander yet you wear the uniform of Vandyan's army. What are you … a mercenary in his pay?’

‘No, ma'am,’ you reply, politely. ‘I'm no mercenary. I'm Sommlending, and though I wear this uniform I do not fight for Vandyan. I fight against him. If you will grant me shelter this night, you will be hastening the day when Tekaro is freed from Vandyan's grasp.’

The truth and sincerity of your words touch her heart and readily she agrees to let you stay. She also gives you a meal of bread and meat and she provides some feed for your tired horse. You sleep well and leave her house before dawn to avoid being seen. The alleyways and streets of this quarter are empty at this early hour and you do not see any Eldenorans until you reach a tree-lined avenue that leads to the plaza of Tekaro Cathedral. The enemy have turned this magnificent building into a dormitory for their troops and, as you pass by its open doors, you glimpse hundreds of soldiers asleep on the floor of its central nave. Guards posted on the steps regard you with suspicion as your horse plods his way across the plaza. Gently you urge him on lest they should stop and challenge you.

At the end of a street flanked by warehouses and guildhalls you come to the city's south gatehouse. A guard casts a cursory glance at your horse and uniform and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. The gate creaks open and quickly you ride through it and out onto a highway beyond. This broad road runs parallel to the River Storn and you follow it for five miles before you come to a wide cinder track, newly-laid by Eldenoran engineers to service their military ferry across the great river. You recall Rouf's uncle telling you about the ferry and you decide to take a closer look. You steer your horse onto the cinder track and descend towards a large raft which is moored at the river. There are six Eldenoran guards on duty here, but none pay you too much attention. They all appear to be nursing hangovers this morning and none feel inclined to speak. You ride onto the raft and remain in the saddle as the flat-bottomed ferry is winched by rope and pulley across the Storn. As soon as it comes to a halt, you ride your horse up a wooden ramp and onto a road that has been cleared and levelled by the Eldenoran army through this part of the Grochod Forest. Once you are clear and beyond sight of the ferry, you leave this military road and enter the trees. The forest is too dense for you to continue on horseback, so you abandon your mount and continue on foot.

Pick a number from the Random Number Table.

If the number you have picked is 4 or less, turn to 5.

If it is 5 or higher, turn to 166.

319

Using your Kai camouflage skills, you slip away from the departing crowd unseen and hide behind a pillar where you wait until the hall is empty. You then emerge and hurry across to the north door through which Vandyan made his exit. This door is locked and you quickly determine that it is held secure by a combination lock, whose dials are on the other side. You place your ear to the smooth surface and concentrate on moving the lock's delicate tumblers by the use of your Magnakai Discipline of Nexus.

If you possess Grand Nexus, turn to 297.

If you do not possess this Discipline, turn to 148.

320

Hulsta bids his wife a fond farewell and she, in turn, wishes you good luck and godspeed. During your absence she will make arrangements for your escape from Duadon to a place of safety. ‘May Ishir protect you both,’ she says, as she watches you descend the steps and walk across the yard to the rear gate.

Running along the back wall of Hulsta's yard is an alleyway, one of a thousand such passages that weave around the main streets of Duadon like capillaries around veins. It is dark now, and the alleys are unlit, yet Hulsta leads you expertly through the maze of narrow passageways. Soon you arrive at the rear of a three-storey shop where Hulsta stops to peer over the rear wall.

‘This is the place I showed you on the plans,’ he whispers. ‘I came here three months ago to make sure that it's still possible to get into the old tunnel from here. It is, although since then a problem has arisen. The shop has a new owner, a saddle-maker, and he is fiercely loyal to Vandyan. We must get into the cellar without his knowledge.’

Hulsta checks that the coast is clear, and then he climbs over the wall and unbolts the rear door to let you into the yard. You discover that the shop is closed; there are no lights and its solitary rear door is locked. Hulsta suspects that the owner has retired early to bed. You examine the door and detect that it is not bolted. It is secured by a simple mortise lock.

Pick a number from the Random Number Table. If you possess a Dagger or a Spike, add 1 to the number you have picked. If you possess the Discipline of Grand Nexus, add 2.

If your total score is now 3 or lower, turn to 265.

If it is 4–7, turn to 170.

If it is 8 or higher, turn to 89.

321

In an attempt to distract the Eldenoran archers, you call upon your advanced Kai Discipline to create the sound of thunder which you project towards the end of the bridge, on the Salonese side of the river.[19]

Pick a number from the Random Number Table. You may add 1 to this number for every level of Kai rank you have attained above the rank of Kai Grand Master Senior.

If your total score is now 6 or lower, turn to 275.

If it is 7 or higher, turn to 306.

[19] Due to game design issues, it is impossible to reach this section of the book (cf. Section 174). It is an oversight which is not easily correctable.

322

You are within 5 feet of the archway when an arrow grazes your scalp and makes you stumble to the ground: lose 1 ENDURANCE point.

Immediately you scramble forwards on your hands and knees to the cover of the archway and, once you are hidden from Vandyan's men, you leap up and make good your escape.

Turn to 223.

323

As you approach the door, your Kai Sixth Sense tells you that the chamber beyond is empty. Confident in your natural ability, you twist the iron handle and push against the heavy portal. Silently it swings open on well-oiled hinges to reveal an empty circular chamber. A large iron-rimmed chute is set into its stone wall, and when you examine this opening, your stomach turns. Its surfaces are smeared with traces of human blood. You can hear the distant sound of rushing water and suddenly you realize that this chute leads directly to the river which flows beneath Duadon. From its condition and location you conclude that this chute has a single, sinister purpose: it is used by the gaolers of Skull-Tor for the swift disposal of prisoners who die in their charge.

As you turn to leave this grim chamber, you notice a Mace and a Small Shovel standing propped against the wall, close to the door. If you wish to take either of these items, record them on your Action Chart.

Upon leaving this chamber, you can examine the door which stands directly opposite by turning to 274.

Or you can go right and continue along the corridor by turning to 173.

324

Quickly you gather your equipment and hurry back to the edge of the gorge in search of safer shelter from this ferocious storm. Through the sheeting rain you can see the rocky knoll. It is devoid of trees and undergrowth and offers no protection from the lashing rain, but when you magnify your vision you notice that beneath its jutting slate base there is a dry hollow.

You struggle through the mud and eventually you reach the hollow. Shivering and exhausted, you settle yourself down and attempt to sleep here while the storm rages unabated. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

Throughout the long night you are awoken several times by concussive booms of thunder that roll and reverberate along the gorge. For a while you sit up and watch the wild and terrible beauty of this ferocious storm, but the fatigue of your long day's march cannot be suppressed for too long and you find yourself drifting off into fits of restless sleep.

It is an hour after dawn when you finally decide to leave the hollow and press on with your long trek north. The worst of the storm has now passed but the rains persist and they hamper your progress. During the morning of the third day you catch sight of a trail that bisects the forest, running north to south. The heavy rain has transformed this dirt trail into a quagmire and several Eldenoran army wagons, laden with weapons and supplies, have become bogged down in the gluey mud. The troops attached to these wagons have set up tents among the trees and, to avoid the risk of running into them, you make a short detour to the east before continuing northwards once more.

During the afternoon of the fourth day you stumble upon a clearing close to the northern perimeter of the Grochod Forest. The ground here is studded with sawn stumps and the soft soil is freshly turned, indicating that this area has only recently been cleared of trees. As you look across the clearing you feel a prickling sensation at the nape of your neck. It is your Kai Sixth Sense and it is warning you that this place harbours a sinister secret.

If you possess Kai-alchemy, turn to 36.

If you do not possess this Discipline, turn to 191.

325

As you ride along the highway that heads north from Duadon, you see in the distance a pair of grassy hillocks. The highway passes between them before rising to a cultivated plateau which is crisscrossed with irrigation channels. You are drawing closer to the hillocks when you notice two units of armoured riders are stationed here, one unit on either side of the road. These horsemen are clad in fearsome suits of black armour, embellished with skulls and scarlet dragons, and their mounts are similarly protected by plates of burnished steel that shimmer like liquid fire in the light of the setting sun.

‘Sinistrari!’ whispers Delissa. ‘Ishir protect us!’

Coolly you steer your horse along the highway at a steady pace and pass beneath the watchful gaze of Vandyan's élite troopers. The mounting tension draws beads of cold perspiration from your brow, but these enemy riders offer you no challenge and you are able to continue unhindered. As you emerge from the hillocks, you whisper to Delissa out of the side of your mouth. ‘Just keep riding … and don't look back!’

It is not until you reach the safety of the plateau that you dare glance back over your shoulder at Vandyan's horsemen, now five miles distant. Beyond them, silhouetted black against the darkening sky, you see the walls of Duadon and the domed peak of Skull-Tor. Now that you are safely beyond reach, you raise your fist and give voice to a defiant cry of victory.

‘For Sommerlund and the Kai!’

Turn to 350.

326

You leave the ridge and trek across a ploughed field to get to a large barn, the closest of three outbuildings surrounding the remote farmhouse. You enter this barn through a rear door and discover that it shelters twelve milk cows, housed in stalls, and a few dozen chickens which are penned into a corner. You climb a ladder to a hay-loft where you discover a small store of milk, cheese, and eggs (enough for 2 Meals). You feel tired after your earlier ordeal in the Grochod Forest, and so you make a comfortable nest in the hay and settle yourself down for some much needed sleep.

You are awoken shortly before dawn by the sound of whistling. It is the farmer's eldest son and he has risen early to milk the cows. Carefully you crawl to the ladder and look down to see the young man standing directly below. He is holding a pitchfork in his right hand and he is about to climb up the ladder. You pull away to avoid being seen and hurriedly you look around for another way out. The only other exit is a small loading door through which bales of hay are hoisted by line and pulley into the loft.

Illustration XIX—The farmer's eldest son climbs the ladder up to the hay-loft.

If you wish to leave the barn by way of the loading door, turn to 133.

If you decide to hide in the hay and wait for the farmer's son to go, turn to 181.

327

You retrieve the Potion of Mokradon from your pack and pour it carefully over the slices of cold meat. Then you cover the meat with vegetables and carry the tray to the guards on duty outside the Rune Hall. They prop their halberds against the wall and raise the visors of their helmets when they see you approaching.

‘Where's Gragov?’ asks a guard, as you set the tray of food down on a small table beside the door.

‘He's gone sick,’ you reply.

‘I hope it wasn't something he ate!’ jokes his comrade.

You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear the guards' anxious cries as their eyesight fails them. Then there is a loud metallic crash, and when you hurry to the top of the steps, you see them both writhing helplessly on the floor. You rush forward and deal each guard a heavy blow to the back of the head, rendering them unconscious.

Turn to 120.

328

‘Calm yourself, ma'am,’ you reply, soothingly. ‘I mean you no harm. I'd be most grateful if you'd let me sleep here in your stable this night.’

‘No … you can't stay here,’ she stammers. ‘You're not welcome. Go back to your regiment where you belong.’

‘Please, ma'am,’ you reply, ‘I'd be willing to pay for my lodging with Gold Crowns.’

Her tense face softens a little when she hears you mention the word ‘gold’. You sense that she may agree to let you and your horse use her stable if you were to offer her sufficient payment.

First, decide how many Gold Crowns you are willing to pay her for a night's lodging. Then pick a number from the Random Number Table and add this to the sum of Gold Crowns.

If your total is now 8 or less, turn to 32.

If it is 9 or more, turn to 234.

329

You beckon Hulsta to follow as you wade through the icy waters towards a grill that is fixed into the ceiling. Using your Magnakai Discipline of Nexus, you are able to loosen the dirt which holds this grill in place. Then you force it out of its seating and help your companion to climb through the opening.

You are about to take hold of Hulsta's outstretched hand and climb up after him when suddenly you notice a trail of bubbles rising to the surface of the subterranean river. Your Kai senses scream a warning that a second serpent is fast approaching your legs.

If you wish to leap up and scramble through the opening to avoid this creature's imminent attack, turn to 83.

If you choose to unsheathe your Kai Weapon and prepare to defend yourself, turn to 68.

330

A great door in the north wall of the hall swings open and through it strides a lean and elegant man, clad in a flamboyant tunic of emerald and gold. He moves with the confident grace of an athlete, yet his true age is revealed by his sagging jowls and the loose folds of skin that hang down below his dark, malevolent eyes. The gathering of officers salute their leader, Lord Vandyan, and they applaud when he climbs the steps of a marble dais in readiness to deliver his address.

‘Varetta will be ours by midnight tomorrow!’ he announces, to a roar of approval. ‘The legions of Vorka that I have dispatched to Lyris will ensure this victory. The Kai have been sighted at Quarlen but we will entrap them. Our victorious armies will march north from Suentina and cross the Slovarian Range through the North Pass. We shall cut off their supply route to Casiorn and attack their defences at Quarlen from the rear. The Kai will have but two choices: to die in Quarlen or be forced north into the abyss of the Maakengorge.’ Upon hearing this, the Eldenorans cheer their arrogant leader and praise his martial skill. However, his ambitious strategy to defeat the Kai fails to impress you for you know that Lone Wolf will be prepared for such an eventuality. You think it more likely that Vandyan's army will perish when it attempts to traverse the treacherous North Pass.

Vandyan raises his hand and motions for silence. As the cheering dies away, he continues his address. His plans for the defeat of the Kai have failed to impress you, but when he reveals his strategy for the conquest of all Magnamund, it is then that you feel an icy chill of fear run down your spine.

Turn to 50.

331

You whisper the words of the Brotherhood Spell Levitation and feel yourself rising from the ledge of the loft door. As soon as you are clear of the doorway, you negate the effects of the spell to bring about a smooth descent to the ground. The instant your feet touch down on the pathway, you take off at a run towards the farm's main gate.

Turn to 164.

332

You intone the words of the Brotherhood Spell Mind Charm as the guard pulls open the closet door. Quickly he finds your clothes and weapons, but you complete the spell just in time to prevent him from raising the alarm. Silently you command the guard to put down the items he has found and step away from the closet. He obeys your order, and as he closes the closet door, you tell him to erase from his memory all trace of what he has seen.

‘There's nothing here,’ he calls out to his comrade. ‘Let's be on our way. We've other places to check before dawn.’

The two guards call off their search and leave, dragging their yelping dog behind them. Delissa stays in the yard and waits until they have all left; then she quickly returns to the parlour and locks the door behind her.

Turn to 10.

333

The tip of the sergeant's spear gouges your thigh as your horse brushes past him (lose 3 ENDURANCE points), and another spear skewers your Backpack and damages one of the contents (erase the item you have recorded at the top of your list of Backpack Items). You suffer the pain of your wound in silence and urge your horse to the gallop. Eldenoran curses echo across the fields as you race away from their campfire and head towards a distant ribbon of silver that is the River Storn, glimmering in the starlight. Shortly you come to a highway that runs parallel to the Storn. You cross over this road and descend a bracken-covered slope towards the river's east bank. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn.

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

To continue, turn to 272.

334

You are engulfed by a white-hot sheet of fire that singes every fibre of your body and mind: lose 8 ENDURANCE points.

The devastating effect of Zorkaan's psychic assault has damaged a part of your mind that controls your Kai abilities. In addition to the physical damage sustained, you must also forfeit the use of one of your Grand Master Disciplines for the rest of this mission. (If you survive this mission, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.)

If you have survived this powerful attack, you may continue by turning to 157.

335

You take off your Backpack and pull aside its flap to expose part of the bejewelled Chalice. The guards' eyes fill with naked avarice when they glimpse its gem-encrusted gold, and they can barely contain their excitement. They order the following riders and wagons to wait while they escort you away to the gatehouse. You are beginning to think that they intend to confiscate the Chalice and throw you in a cell, but the taller guard soon eases your fears. Quietly he says to you: ‘Don't worry, friend. We'll jus' go somewhere private. We don't want all o' Duadon witnessing our business.’

You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. You hand over the Tekaro Chalice (erase this Backpack Item from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the city's south wall. ‘Off y'go, trooper,’ says the tall guard, and he ushers you through the arched doorway.

The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the narrow alleyway towards the gatehouse arch. From the shadows, you observe the flagstoned square at the approach to the South Gate and note that the portcullis is raised and the flow of traffic has resumed. Wagons trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city.

You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that are heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately you soon discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you attempt to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads that lead off from the South Gate square, to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.

If you wish to enter Knucklebone Lane, turn to 257.

If you choose to enter Kettle Street, turn to 301.

336

Mentally you recite the words of the Brotherhood Spell Mind Charm and command the grinning soldier to hurl his rock away from the boat. Obediently he complies with your psychic command and his missile splashes harmlessly into the river, several yards behind. As you glide beneath the bridge, you hear his comrades laughing and cajoling him for missing such an easy target.

Turn to 88.

337

You bring your Mastery of Grand Nexus into play and the lock readily clicks open. Pulling open the heavy iron door, you discover an unguarded antechamber which leads to an echoing hall. Along the left wall of this windswept hallway are tall arched windows that command a view of the parade ground surrounding the inner keep of Skull-Tor. You recall Hulsta speaking about this keep shortly before his untimely death and, when you focus your Kai senses upon its imposing walls, you detect that it harbours the evil power that you have come to destroy. From the cover of the antechamber, you observe the keep and determine that entry to it can only be gained via a drawbridge which gives access to an archway located some 20 feet above the ground. To reach this bridge, you will have to ascend to the next level of Skull-Tor. This will not be an easy task, for the hallway and the parade ground are swarming with Eldenoran officers and Vorka slaves.

To continue, turn to 260.

338

Hulsta walks over to a bookcase and, from a secret compartment in its base, he takes out an ancient scroll. Delissa clears some space on a dining table and her husband carefully unfurls the yellowed parchment upon it.

Illustration XX—Hulsta carefully unfurls the yellowed parchment of an ancient scroll.

‘One of my ancestors was an engineer who worked on the construction of Skull-Tor,’ says Hulsta. ‘These are his original plans — the only ones that remain in existence today.’

The parchment has faded with the passing of centuries, yet it still contains a wealth of information. Hulsta indicates the perimeter of the fortress's inner keep, its great arch, and the location of several subterranean chambers. Of particular interest is the course of an underground river, which passes directly below the fortress, and a series of tunnels which connect Skull-Tor to remote parts of the city.

‘These passageways were constructed as escape routes for Prince Jiokara, the ruler who commissioned the building of Skull-Tor. Many have since been sealed off or have collapsed into the river, but there is one that still exists.’ Hulsta indicates its location on the map and you notice that it passes beneath the city's Northern Quarter.

‘We can gain entry to this tunnel from the cellar of a building located on the corner of Cillan Square. I propose we go there tonight. I shall act as your guide and I will take you into Skull-Tor by this route. Once we have gained entry, you must complete your mission alone. I will stay in the tunnel and await your return. Then I shall bring you out of the tunnel and escort you to a safe place where we can await the arrival of the victorious Freeland armies.’

You voice your approval of Hulsta's plan and he smiles. He is glad to have been given the chance to contribute to the downfall of the tyrant Lord Vandyan whom he despises. Before you set off, he excuses himself for a few minutes so that he may change out of his working clothes. While he is getting dressed, Delissa suggests that you may wish to visit their workshop.

‘We have many tools,’ she says. ‘There may be some that would be useful during your mission. You're welcome to take whatever you wish.’

If you wish to accept Delissa's offer to visit their workshop, turn to 79.

If you choose to decline her offer, turn to 19.

339

You run headlong through the pines, desperate to put distance between yourself and the nameless horror that feasts upon the souls of the slain. Yet your swift escape is greatly hampered by thorny undergrowth and muddy ground, and by the exposed roots of trees that are wound round with claw-toothed briar. You are forcing your way through a tangle of dense foliage when you catch your foot on an exposed root. Suddenly the ground seems to disappear beneath your feet, and you lurch forwards to tumble head-over-heels to the bottom of a steep gully.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Grand Nexus, add 1.

If your total score is now 4 or lower, turn to 224.

If it is 5–9, turn to 307.

If it is 10 or higher, turn to 103.

340

As Vandyan's vile curse echoes around the hall, the procession of Vorka that are streaming from the bell-chamber suddenly slows to a halt. As if awakening from a walking sleep, they rub their eyes and take stock of their surroundings; then they come swarming towards the iron steps. They are quickly joined by others of their kind who pour back into the pit from the archway on the far side. These Vorka are armed with bladed weapons, and beyond the archway you glimpse the armoury whence they have returned.

As the first swarm of unarmed Vorka come lurching and scurrying up the steps, you realize that you must act quickly to stop them if you are to save yourself from being crushed by this reptilian horde.

If you possess a Phosphor Bomb, turn to 163.

If you do not possess this Backpack Item, turn to 190.

341

The owner is plainly disappointed that you have not entered his shop on business. Impatiently he replies: ‘I don't know. You're looking for a street that's way over on the other side of Duadon. The only “Flank” I know is Flank Wall. That's at the end of the lane. You go right when you get to the watchtower and you're in Flank Wall. Maybe, if you follow it far enough, it'll lead to Flank Street. I can't say for sure.’

To continue, turn to 228.

342

You intone the words of the Old Kingdom Spell Invisible Fist and hold out the palm of your right hand, directing it towards the Eldenoran thief as he climbs onto his horse. You feel a surge of tingling power leap from your palm and shoot towards his back. This invisible ball of concussive energy strikes him hard, spinning him out of his saddle with the force of its impact. He hits the ground head-first and you hear a bony Crack! echo in the darkness as his neck snaps beneath the weight of his loot-laden body. Limply, the Eldenoran rolls over and lies still, his robbing days are over for good.

Turn to 49.

343

You spin around and reach instinctively to your Weapon, but you stay your hand when you realize that you have collided accidentally with a young Eldenoran herald. The bumbling messenger stutters an apology. Then he drops down onto his hands and knees and attempts to retrieve the maps and scrolls that he was carrying, which are now scattered across the floor. As he gathers up his papers, you notice that he has a leather band attached to his right wrist.

‘Oh dear,’ he whines, ‘I'll be late, and Captain Dvedka hates to be kept waiting. He'll throw me in the d-d-dungeons. He promised he w-would the last time I was l-late.’

You help the herald gather his documents and, by the use of your Magnakai Discipline of Nexus, you remove his wristband and pocket one of his maps without his knowledge. (Record the Skull-Tor Wristband and Battle-map on your Action Chart as Special Items. You need not discard any other items in their favour if you already possess the maximum number permissible.)

The hapless young herald thanks you for your assistance and then he hurries away towards the drawbridge. You watch him approach the guards and, after a brief altercation, you see one of them reach to a bell that is fixed to the parapet of the drawbridge. He rings it once and, within a matter of seconds, a troop of six guardsmen comes running out of a doorway that stands across from the entrance to the bridge. You hear the herald protesting his innocence as they escort him away to the guardroom. As soon as they have disappeared from view, you fix the leather band to your wrist and take the map from your pocket. Then you approach the drawbridge with a purposeful stride, and raise your right hand to show your Wristband as you come to within a few feet of the armoured guards.

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

If your total score is 7 or lower, turn to 14.

If it is 8 or higher, turn to 212.

344

The cellar is filled with the overpowering stench of tannic acid, a fluid used by the saddle-maker to convert his raw animal hides into leather. Hundreds of gallons are stored here in stout wooden casks that line the walls. Hulsta hurries past them to the southeast corner of the cellar where he drops to his knees. Carefully he places the lantern down on the floor and then he runs his hands lightly across the surface.

‘Ah, here it is!’ he says, locating something hidden beneath the dirt. He unsheathes a dagger and scrapes at the encrusted grime to reveal the outline of an old trapdoor. With your help, he prises open this hinged iron cover to reveal a dark shaft. You can hear the distant sound of water, and when Hulsta lowers his lantern into the opening, you see the floor of a passage less than eight feet below. ‘This is the tunnel,’ he says, excitedly. ‘It's exactly as shown on the plans.’

Hulsta drops through the opening and you pass him the lantern. Then you enter the shaft and pull the trapdoor down behind you. It slams shut with a resounding clang.

This gloomy tunnel echoes to the far-off sound of rushing water and the occasional squeak of rats. Hulsta leads the way and you follow in his footsteps, taking care not to scrape your head against the low, mould-encrusted ceiling.

If you possess Herbmastery, turn to 225.

If you do not possess this Discipline, turn to 298.

345

You are awoken several times during the night by explosive booms of thunder that roll and reverberate along the gorge. For a while you sit up and watch the wild and terrible beauty of this ferocious storm, but the fatigue of your long day's march cannot be suppressed for too long and you find yourself drifting off into fits of restless sleep.

It is an hour after dawn when you finally decide to leave the dry hollow and press on with your long trek north. The worst of the storm has passed but the rains persist to hamper swift progress. During the morning of the third day you catch sight of a trail that bisects the forest, running north to south. The heavy rain has transformed this dirt trail into a quagmire and several Eldenoran army wagons, laden with weapons and supplies, have become bogged down in the gluey mud. The troops attached to these wagons have sought shelter among the trees and, to avoid running into them, you make a short detour to the east before continuing northwards once more.

During the afternoon of the fourth day you stumble upon a clearing close to the northern perimeter of the forest. The ground is studded with sawn stumps and the soft soil is freshly turned, indicating that this area has only recently been cleared of trees. As you look across the clearing you feel a prickling sensation at the nape of your neck. It is your Kai Sixth Sense and it is warning you that this place harbours a sinister secret.

If you possess Kai-alchemy, turn to 36.

If you do not possess this Discipline, turn to 191.

346

The volley of lead shot whistles past you to smash the windows and tear stone from the walls of the saddle-maker's shop. You sprint the last few yards and, as you enter the welcoming darkness of the alleyway, you look back over your shoulder and give thanks to Ishir that the riders were not armed with cavalry crossbows. Bor pistols are notoriously inaccurate, especially when fired from the saddle, and you are not greatly surprised to have survived all thirteen of the pistol balls that were just discharged at your back.

Turn to 77.

347

By use of your Kai Grand Mastery, you are able to weaken and loosen the mortar which secures the bars of the cell window. Within minutes, the mortar has crumbled sufficiently for you to be able to dislodge three of the bars and create a gap big enough through which to escape.

To continue, turn to 27.

348

‘Ishir be praised! My prayers have been heard!’ yells the Slovian prisoner gleefully when his captors are felled by your deadly blows. As you step over their bodies and approach him, he leans forward in his saddle and holds out his hands, inviting you to cut through the rope that is wound tightly around his wrists.

‘My eternal thanks, sire,’ he says, as you sever his bonds. He then jumps down from his horse and offers his hand in friendship. ‘My name's Rouf,’ he says, and a wide smile cracks his dark, travel-grimy features. ‘Those Eldenoran curs captured me on the plain east o' Tekaro two days past. I was left behind to spy on their movements when my regiment pulled back to Suentina. Seems we may have somethin' in common, you and I. We're both operatin' behind enemy lines, eh?’

The jovial Slovian helps you to hide the dead Eldenorans in the dense undergrowth. During this task he asks if you are a mercenary from Casiorn. When you tell him that you are a Kai, his jaw drops open with amazement. ‘A Kai Lord … here in Slovia! Ishir be praised. Perhaps we shall win this war after all.’

You confide in Rouf that you are on a secret mission and that you must reach the River Storn near Tekaro as soon as you can. Now that your sailboat has been destroyed by fire, you have little option but to continue by horse. Rouf offers to help but he warns you that the city of Tekaro has fallen to the Eldenorans. They occupy the city and have thousands of their Vorka encamped outside its walls. From Tekaro they have been sending reinforcements to their armies fighting across the Slovarian Plain and along the River Suen. This whole region is alive with enemy patrols and it will be difficult for you to avoid them on your way to the Storn. Rouf suggests that you wear one of the dead Eldenorans' uniform, and that he accompany you upon the road to Tekaro, posing as your prisoner. His uncle lives in the forest near the River Quarl, a day's ride from here, and that is where he wants to go now that he is free.

You agree to his plan and swap your Kai journeyman clothes for the uniform of a dead Eldenoran scout. (You stow your own kit in your Backpack, which requires space equal to two normal items. If your Backpack is full, you must discard two items to create sufficient space for your Kai Clothes.) Having changed uniform, you mount one of the Eldenoran horses and ride with Rouf back along the forest track heading south towards Tekaro.

Turn to 261.

349

You inspect the vials closely and your advanced Kai skills help you to determine that the strange jelly-like substances contained within these glass tubes possess strong psychic properties.

You cannot accurately gauge the strength of these psychic potions, but you are able to determine their effects. The contents of the Red Vial, when swallowed before psychic combat, will increase your mental defences. The contents of the Blue Vial will boost your psychic attacks. The contents of the Yellow Vial, however, will reduce the effectiveness of your psychic defences and could render you especially vulnerable to mental assault.

If you wish to keep the Red Vial, the Blue Vial, or the Yellow Vial, record them on your Action Chart as Special Items which you carry in your tunic pocket.

To continue, turn to 17.

350

It is nearly dark when you enter the hills and ride with Delissa to your rendezvous at Xaitar's Rock. Within minutes of arriving at this spire of weathered granite, you see a thin sliver of light in the darkening sky. You magnify your vision and your heart skips a beat when you see that this sliver is the sleek metal hull of Cloud-dancer — Guildmaster Banedon's wondrous flying ship — fast approaching from the southwest.

Banedon brings his vessel to a halt directly above the spire of rock. Then a landing cage is winched down and a young Toranese crewman beckons you and your companion to step inside. Your stomach flutters as the cage is hoisted up to the deck of the flying ship where the Guildmaster himself is waiting to greet you and congratulate you upon the success of your mission.

Within minutes of your arrival aboard, a new route is charted and Cloud-dancer is set on course for the city of Varetta. The journey by air takes little more than two hours and, although darkness has fallen, Banedon has little difficulty locating the city. Its siege-damaged walls are ringed with beacons of fire that are visible from 50 miles. As you draw closer, you see the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the Freeland Alliance marching proudly towards the city gates. The beacons guide Banedon's craft towards the centre of the city where it is made to hover above the Halls of Learning. Swiftly you are lowered by cage to the grounds of this magnificent building where the New Order Kai are encamped. You are greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It is a joyful and victorious reunion, one that will live forever in your memory and in the legends of the New Order Kai.

News of your arrival spreads quickly through Varetta and you are fêted by its grateful citizens. By your brave action, the cruel siege of their city was lifted. Following a night of celebration, Lone Wolf orders you to return in triumph to the Kai Monastery aboard Cloud-dancer the next day. He will ride home with the New Order and arrive with them in a week's time. Gladly you obey your leader's command, and shortly before noon you wave farewell to your proud brothers from the deck of Banedon's magnificent flying ship.

Early the next day, you arrive at the Kai Monastery and deliver the glad news of your victory at Skull-Tor. Warmly the defenders praise your achievement and listen in awe when you recount the details of your perilous mission. You inform them that Lone Wolf and the Kai crusaders are returning from Varetta and will arrive at the monastery one week from today. You are now the highest ranking Kai present at the monastery and so you take charge and oversee preparations for their welcome home.

Five days pass and the preparations are completed ahead of schedule. Everyone is looking forward with eager anticipation to their return. It is late in the afternoon when a Kai scout named Gold Rain arrives unexpectedly at the monastery. His face and clothes are badly travel-stained, and it is clear from his state of near-exhaustion that he has ridden hard without rest. You are hoping that he brings glad tidings, but you soon learn the contrary. Gold Rain has grave and shocking news to impart.

You learn that Lone Wolf has disappeared. During an overnight encampment on the outskirts of Ruanon, your leader was abducted. Those who witnessed the abduction said that Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away.

A cold chill runs down your spine when you listen to Gold Rain's report. His description of the whirling black shadow is identical to the form adopted by Zorkaan the Soultaker. You are filled with a gnawing sense of doubt, a fear that the destruction of the rune used by Vandyan to summon Zorkaan did not bring about the fell creature's demise. Instead, it has trapped Zorkaan on Magnamund. Immediately you suspect that Lone Wolf's abduction is an act of revenge. Your Sixth Sense tells you that Lone Wolf is still alive and present somewhere upon Magnamund, but you cannot determine where that place is.

You have achieved a great victory at Duadon, but the shocking news of Lone Wolf's disappearance casts a shadow of doubt over your triumph there. You fear that the loss of your illustrious leader is too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct is to do everything in your power to find Lone Wolf and release him from his shadowy abductor. But this will be a great and difficult task, one that is sure to test your bravery and skills to the limit. If you have the courage and resolve of a true Grand Master, the challenge of finding and freeing Lone Wolf awaits you in the next exciting adventure, entitled:

Trail of the Wolf

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10

11-20: 11 12 13 14 15 16 17 18 19 20

21-30: 21 22 23 24 25 26 27 28 29 30

31-40: 31 32 33 34 35 36 37 38 39 40

41-50: 41 42 43 44 45 46 47 48 49 50

51-60: 51 52 53 54 55 56 57 58 59 60

61-70: 61 62 63 64 65 66 67 68 69 70

71-80: 71 72 73 74 75 76 77 78 79 80

81-90: 81 82 83 84 85 86 87 88 89 90

91-100: 91 92 93 94 95 96 97 98 99 100

101-110: 101 102 103 104 105 106 107 108 109 110

111-120: 111 112 113 114 115 116 117 118 119 120

121-130: 121 122 123 124 125 126 127 128 129 130

131-140: 131 132 133 134 135 136 137 138 139 140

141-150: 141 142 143 144 145 146 147 148 149 150

151-160: 151 152 153 154 155 156 157 158 159 160

161-170: 161 162 163 164 165 166 167 168 169 170

171-180: 171 172 173 174 175 176 177 178 179 180

181-190: 181 182 183 184 185 186 187 188 189 190

191-200: 191 192 193 194 195 196 197 198 199 200

201-210: 201 202 203 204 205 206 207 208 209 210

211-220: 211 212 213 214 215 216 217 218 219 220

221-230: 221 222 223 224 225 226 227 228 229 230

231-240: 231 232 233 234 235 236 237 238 239 240

241-250: 241 242 243 244 245 246 247 248 249 250

251-260: 251 252 253 254 255 256 257 258 259 260

261-270: 261 262 263 264 265 266 267 268 269 270

271-280: 271 272 273 274 275 276 277 278 279 280

281-290: 281 282 283 284 285 286 287 288 289 290

291-300: 291 292 293 294 295 296 297 298 299 300

301-310: 301 302 303 304 305 306 307 308 309 310

311-320: 311 312 313 314 315 316 317 318 319 320

321-330: 321 322 323 324 325 326 327 328 329 330

331-340: 331 332 333 334 335 336 337 338 339 340

341-350: 341 342 343 344 345 346 347 348 349 350

The Stornlands

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 ‘RUNE WAR’ with ‘Rune War,’.

(The Story so Far … ) Replaced ‘MS 5075’ with ‘MS 5070’. Replaced ‘elite’ with ‘élite’. Replaced ‘posed’ with ‘poised’. Replaced ‘world of Sommerlund’ with ‘world of Magnamund’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘the Monastery’ with ‘the monastery’. Replaced ‘kingdom of Siyen’ with ‘Kingdom of Siyen’. Replaced ‘knight of Siyen’ with ‘Knight of Siyen’. Replaced ‘Firalond and’ with ‘Firalond, and’. Replaced ‘land-locked’ with ‘landlocked’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘for ever’ with ‘forever’. Replaced ‘Guildmaster magicians’ with ‘Guildmaster Banedon’. Replaced ‘lorestones’ with ‘Lorestones’. Replaced ‘runes of Agarash’ with ‘Runes of Agarash’. Replaced ‘newly crowned’ with ‘newly-crowned’. Replaced each occurrence of ‘millenniums’ with ‘millennia’. Replaced ‘Darklord armies’ with ‘Darkland armies’. Replaced ‘King's army’ with ‘King's Army’. Replaced ‘was well-known to’ with ‘was well known to’. Replaced ‘exiled prince’ with ‘exiled Prince’. Replaced ‘the First Order of the Kai were almost’ with ‘the First Order of the Kai was almost’. Replaced ‘landlocked realm east of the great River Storn’ with ‘landlocked realm west of the great River Storn’.

(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 ‘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 ‘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 inanimate 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 ‘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.’. Added missing illustration of the Potion of Laumspur. 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’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘New Order adventures’ with ‘New Order adventures’. 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 ‘magical Axe, Sword or Broadsword’ with ‘magical Axe, Sword, or Broadsword’. Replaced ‘axe “Alema” ’ with ‘Axe “Alema” ’.

(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’. Altered all italicised and emboldened text to standard type.

(Levels of New Order Grand Mastership) Removed parentheses from around ‘You begin the New Order adventures at this level of Kai Grand Mastery’. Added a dash before ‘You’. 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 each occurrence of ‘Kai Grand Master Sentinels’ with ‘Kai Grand Sentinels’. Replaced ‘suggestion) into the mind of an’ with ‘suggestion into the mind of) an’. Replaced ‘normal and infra-vision’ with ‘normal vision and infravision’. Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. 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 ‘northern Magnamund’ with ‘Northern Magnamund’. Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(1) Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced each occurrence of ‘High Mayor’ with ‘High-Mayor’. Replaced ‘battle dress’ with ‘battle-dress’. Replaced ‘battle banners’ with ‘battle-banners’. Replaced ‘each of these warriors are’ with ‘each of these warriors is’. Replaced ‘battle order’ with ‘battle-order’. Replaced ‘Kai mentoras’ with ‘Kai Mentoras’. Replaced ‘Kordas's mercenaries’ with ‘Kordas' mercenaries’.

(4) Added ‘ If you possess “Illuminatus”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(5) Replaced ‘densely packed pines’ with ‘densely-packed pines’. Replaced ‘the Grochod’ with ‘the Grochod Forest’ as elsewhere in this book. Replaced ‘If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,’ with ‘If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, you leave the old mine shaft and continue.’. Replaced ‘turn to 114’ with ‘Turn to 114’.

(6) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(8) Replaced ‘12 pistol balls’ with ‘twelve pistol balls’. Replaced ‘Magnakai healing’ with ‘Kai healing’.

(9) Replaced ‘birdsong’ with ‘bird song’. Replaced ‘animal control’ with ‘Animal Control’.

(10) Replaced ‘ten miles’ with ‘10 miles’.

(11) Replaced ‘barks, then’ with ‘barks, and then’. Replaced ‘likes o'you’ with ‘likes o' you’.

(12) Replaced ‘Animal Control’ with ‘Animal Mastery’.

(13) Replaced ‘must now eat’ with ‘must eat’.

(14) Removed paragraph break from between ‘sceptically.’ and ‘ ‘And’.

(15) Replaced ‘Magnakai healing’ with ‘Kai healing’.

(17) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(18) Replaced ‘fear, ‘please’ with ‘fear. ‘Please’. Replaced ‘cul-de-sac’ with ‘cul-de-sac’.

(21) Replaced ‘assist Rouf to untie’ with ‘assist Rouf in untying’. Replaced ‘wearing Eldenoran uniform’ with ‘wearing an Eldenoran uniform’.

(23) Replaced ‘queuing’ with ‘queueing’. Replaced ‘Slovarian plain’ with ‘Slovarian Plain’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(24) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’. Replaced ‘deter nor’ with ‘deter or’. Replaced ‘on to’ with ‘onto’. Replaced ‘face down’ with ‘face-down’. Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(25) Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(27) Added a paragraph break between ‘the city.’ and ‘You recall’. Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon).

(29) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Shield’. Added ‘If you possess “Illuminatus”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(30) Replaced ‘hay loft’ with ‘hay-loft’.

(31) Replaced ‘Elite’ with ‘Élite’.

(35) Replaced ‘skills, or Bow, or’ with ‘skills, nor a Bow, or if you have yet to attain the required level of Kai Mastery, or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Bow, and’ with ‘Bow and’.

(36) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Sense Evil’.

(37) Replaced ‘must now eat’ with ‘must eat’.

(38) Replaced ‘mortice lock’ with ‘mortise lock’.

(39) Replaced ‘this weapon’ with ‘this Weapon’.

(40) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘sound, then’ with ‘sound, and then’. Replaced ‘sight, then’ with ‘sight, and then’. Replaced ‘corner, then’ with ‘corner, and then’. Replaced ‘potion of Gallowbrush, and’ with ‘Potion of Gallowbrush and’. Replaced ‘potion of Graveweed tincture, and’ with ‘Graveweed Concentrate and’. Replaced ‘potion of Mokradon, and’ with ‘Potion of Mokradon and’. Replaced ‘potion of Volzoc, and’ with ‘Potion of Volzoc and’. Replaced ‘a potion of Ghilev, and’ with ‘some Ghilev and’. Replaced ‘none of these potions’ with ‘none of these’ since Ghilev is not a potion. Replaced ‘runes of Agarash’ with ‘Runes of Agarash’.

(42) Replaced ‘runes of Agarash’ with ‘Runes of Agarash’.

(43) Replaced ‘riverbank’ with ‘river bank’. Replaced ‘partially submerged boat’ with ‘partially-submerged boat’. Replaced ‘must now eat’ with ‘must eat’.

(45 Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon).

(47) Replaced ‘wind o'something’ with ‘wind o' something’.

(48) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’. Replaced ‘resounding crack’ with ‘resounding crack’.

(49) Replaced ‘wearing Eldenoran uniform’ with ‘wearing an Eldenoran uniform’.

(50) Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘officers, ‘Return’ with ‘officers. ‘Return’. Replaced ‘assults’ with ‘assaults’. Replaced ‘rune of Agarash’ with ‘Rune of Agarash’. Replaced ‘officers, by’ with ‘officers by’.

(52) Replaced ‘battle cry’ with ‘battle-cry’. Replaced ‘fight over six rounds’ with ‘fight in six rounds’. Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(53) Replaced ‘Farmer's son’ with ‘Farmer's Son’.

(54) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’.

(56) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘hall, therefore’ with ‘hall; therefore’.

(58) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘where you make camp’ with ‘where you can make camp’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(59) Replaced ‘your weapons’ with ‘your Weapons’.

(61) Replaced ‘If you survive this mission successfully, you’ with ‘If you survive this mission, you’. Italicised ‘Lone Wolf New Order’ when referring to the series.

(62) Replaced each occurrence of ‘ie,’ with ‘i.e.’. Replaced ‘0, 2, 4, 6, or 8’ with ‘2, 4, 6, 8, or 0’.

(63) Replaced ‘must now eat’ with ‘must eat’.

(64) Replaced ‘Sinistrari Captain’ with ‘Sinistrari captain’.

(65) Added a paragraph break between ‘with care.’ and ‘ ‘Well’. Added a paragraph break between ‘the point.’ and ‘ ‘Look’.

(66) Replaced ‘shields and’ with ‘shields, and’. Replaced ‘arrows’ with ‘Arrows’.

(67) Replaced ‘Kai journeyman clothes’ with ‘Kai Clothes’ for consistency with Sections 156 and 348.

(68) Added ‘If you possess “Illuminatus”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(69) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’.

(70) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Mastery, and’ with ‘Mastery and’.

(71) Replaced ‘sixth sense’ with ‘Sixth Sense’. Deleted ‘as Backpack Items’ as the Mace is a Weapon.

(72) Replaced ‘clump of Laumspur’ with ‘clump of laumspur’. Replaced ‘Each potion’ with ‘Each Potion of Laumspur’. Replaced ‘are now barely recognizable’ with ‘is now barely recognizable’.

(73) Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(74) Removed paragraph break from between ‘incredulously.’ and ‘ ‘Well’. Replaced each occurrence of ‘master songbird’ with ‘Master Songbird’. Replaced ‘Mastery skills’ with ‘Grand Master skills’. Replaced ‘some doin' I’ with ‘some doin', I’.

(75) Replaced ‘Alema’ with ‘ ‘Alema’ ’. Replaced ‘Kaistar’ with ‘ ‘Kaistar’ ’.

(76) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’. Added a paragraph break between ‘the city.’ and ‘You recall’. Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon). Replaced ‘The Captain’ with ‘The captain’.

(77) Replaced ‘Kai Pathsmanship’ with ‘Magnakai Pathsmanship’.

(78) Replaced ‘must now eat’ with ‘must eat’.

(79) Replaced ‘your selection you’ with ‘your selection, you’.

(80) Added a paragraph break between ‘on ahead.’ and ‘ ‘Go on’.

(81) Replaced ‘newly constructed’ with ‘newly-constructed’. Replaced ‘north-east’ with ‘northeast’. Replaced ‘ropemakers’ with ‘rope-makers’. Replaced ‘North Quarter’ with ‘Northern Quarter’. Replaced ‘Flank Wall’ with ‘Flank Avenue’.

(82) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(84) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’. Replaced ‘deter nor’ with ‘deter or’. Replaced ‘on to’ with ‘onto’. Replaced ‘face down’ with ‘face-down’. Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(85) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(86) Added a paragraph break between ‘the city.’ and ‘You recall’. Replaced ‘Slovarian plain’ with ‘Slovarian Plain’. Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon). Replaced ‘the Captain’ with ‘the captain’. Replaced ‘The Captain’ with ‘The captain’.

(87) Replaced ‘the potion’ with ‘the Potion of Gallowbrush’.

(88) Replaced ‘must now eat’ with ‘must eat’.

(91) Replaced ‘lune’ with ‘Lune’. Replaced ‘record it on your Action Chart as a Special Item which you carry in your Backpack. You must discard one Backpack Item in its favour if you currently have the maximum number of items permissible’ with ‘record it on your Action Chart as a Backpack Item’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘plates and’ with ‘plates, and’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(92) Added ‘If you wield the Kai Weapon “Alema” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(93) Replaced ‘battle flags’ with ‘battle-flags’. Replaced ‘battle maps’ with ‘battle-maps’.

(95) Replaced ‘must now eat’ with ‘must eat’.

(96) Replaced ‘whisper, ‘let’ with ‘whisper. ‘Let’. Replaced ‘Grand Mastery skill’ with ‘Grand Master skill’.

(97) Replaced ‘shop, then’ with ‘shop, and then’. Replaced ‘Ah, t'is’ with ‘Ah, 'tis’.

(98) Replaced ‘clang’ with ‘clang’.

(99) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘blood-stained’ with ‘bloodstained’. Replaced ‘least busy’ with ‘least-busy’. Replaced ‘on to’ with ‘onto’. Replaced ‘west gatehouse’ with ‘south gatehouse’ since it looks like south on the map; also, according to Section 306 in The Kingdoms of Terror, the city of Tekaro lies directly next to the convergence of the Quarl and Storn rivers, so there wouldn't be room for the highway mentioned in Section 99 on the west side of the city.

(100) Replaced ‘on to’ with ‘onto’. Replaced ‘clouds above you glimpse’ with ‘clouds above, you glimpse’.

(102) Replaced ‘battle armour’ with ‘battle-armour’.

(107) Replaced ‘There's’ with ‘There're’.

(108) Replaced ‘Crack!,’ with ‘Crack!’. Replaced ‘Vorka horde alerts’ with ‘Vorka horde alert’.

(109) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’.

(111) Replaced ‘runes of Agarash’ with ‘Runes of Agarash’. Replaced ‘Sinistrari Captain’ with ‘Sinistrari captain’.

(113) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘hall, therefore’ with ‘hall; therefore’.

(114) Replaced ‘ominious’ with ‘ominous’.

(115) Replaced ‘fades however when’ with ‘fades, however, when’. Replaced ‘runes of Agarash’ with ‘Runes of Agarash’. Replaced ‘Now don't’ with ‘Now, don't’. Replaced ‘two-storeyed building’ with ‘two-storey building’.

(116) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(118) Replaced ‘Magnakai healing’ with ‘Kai healing’.

(119) Replaced ‘lampmakers and’ with ‘lamp-makers, and’. Replaced ‘Corvail’ with ‘Corvayl’.

(120) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(121) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘on to’ with ‘onto’. Replaced ‘west gatehouse’ with ‘south gatehouse’ since it looks like south on the map; also, according to Section 306 in The Kingdoms of Terror, the city of Tekaro lies directly next to the convergence of the Quarl and Storn rivers, so there wouldn't be room for the highway mentioned in Section 99 on the west side of the city.

(122) Replaced ‘gone, then’ with ‘gone; then’. Replaced ‘comrade, ‘let's’ with ‘comrade. ‘Let's’.

(124) Replaced ‘Hulsta, ‘we’ with ‘Hulsta. ‘We’. Replaced ‘on to’ with ‘onto’.

(126) Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(127) Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Nexus, and’ with ‘Nexus and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(128) Replaced ‘interconnnected’ with ‘interconnected’. Replaced ‘Gallowbrush’ with ‘Potion of Gallowbrush’. Replaced ‘Tincture of Graveweed’ with ‘Graveweed Concentrate’. Replaced ‘Mokradon’ with ‘Potion of Mokradon’. Replaced ‘Volzoc’ with ‘Potion of Volzoc’.

(129) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘where you make camp’ with ‘where you can make camp’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(130) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’.

(131) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘Crack!,’ with ‘Crack!’.

(134) Replaced ‘life and you mission ends’ with ‘life and your mission end’.

(136) Replaced each occurrence of ‘blue vial’ with ‘Blue Vial’. Replaced ‘Alema’ with ‘ ‘Alema’ ’. Replaced ‘Kaistar’ with ‘ ‘Kaistar’ ’.

(138) Replaced ‘riverbank’ with ‘river bank’. Replaced ‘birdsong’ with ‘bird song’.

(140) Replaced ‘yellow and’ with ‘yellow, and’.

(141) Replaced ‘Slovarian plain’ with ‘Slovarian Plain’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(143) Replaced ‘Kai skill of Animal Control’ with ‘Magnakai skill of Animal Control’.

(144) Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Nexus, and’ with ‘Nexus and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(145) Replaced ‘battle axe’ with ‘battle-axe’.

(147) Replaced ‘reads: THE DUADON COOPERAGE.’ with ‘reads: THE DUADON COOPERAGE.’.

(148) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(149) Replaced ‘riverbank’ with ‘river bank’.

(151) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’.

(152) Replaced ‘down, then’ with ‘down, and then’.

(153) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘least busy’ with ‘least-busy’. Replaced ‘on to’ with ‘onto’. Replaced ‘west gatehouse’ with ‘south gatehouse’ since it looks like south on the map; also, according to Section 306 in The Kingdoms of Terror, the city of Tekaro lies directly next to the convergence of the Quarl and Storn rivers, so there wouldn't be room for the highway mentioned in Section 99 on the west side of the city.

(154) Replaced each occurrence of ‘yellow vial’ with ‘Yellow Vial’. Replaced ‘Alema’ with ‘ ‘Alema’ ’. Replaced ‘Kaistar’ with ‘ ‘Kaistar’ ’.

(155) Replaced ‘Hulsta, ‘we’ with ‘Hulsta. ‘We’. Replaced ‘on to’ with ‘onto’.

(156) Replaced ‘Slovarian plain’ with ‘Slovarian Plain’. Replaced ‘he beams’ with ‘he says’. Replaced ‘Kai clothes’ with ‘Kai Clothes’. Replaced ‘o'Tekaro’ with ‘o' Tekaro’.

(157) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(159) Added a paragraph break between ‘with care.’ and ‘ ‘That’. Added a paragraph break between ‘the point.’ and ‘ ‘Look’.

(160) Replaced ‘battle cry’ with ‘battle-cry’. Replaced ‘fight over six rounds’ with ‘fight in six rounds’. Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(163) Replaced ‘phosphor bomb’ with ‘Phosphor Bomb’. Replaced ‘creatures who’ with ‘creatures that’. Replaced ‘on to’ with ‘onto’. Replaced ‘Only be’ with ‘Only by’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(164) Replaced ‘south-east’ with ‘southeast’.

(166) Replaced ‘closely packed’ with ‘closely-packed’. Replaced ‘treeline’ with ‘tree-line’. Replaced ‘the Grochod’ with ‘the Grochod Forest’ as elsewhere in this book. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(167) Replaced ‘weapons and’ with ‘weapons, and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(168) Replaced ‘Kai Pathsmanship’ with ‘Magnakai Pathsmanship’. Replaced ‘Rouf rushes into the cabin to untie his kin, but you’ with ‘You’ since no matter which option you follow in this section, you end up being the first to go into the cabin (cf. Section 49: ‘… they see Rouf following behind you’); also, if Rouf had gone in, untied them, and then come back out again, he would have warned his kin about your attire.

(169) Replaced ‘Volzoc potion’ with ‘Potion of Volzoc’. Replaced ‘clang’ with ‘clang’.

(170) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(172) Replaced ‘12 pistol balls’ with ‘twelve pistol balls’. Replaced ‘Magnakai healing’ with ‘Kai healing’.

(174) Replaced ‘riverbank’ with ‘river bank’. Replaced ‘Assimilance, and’ with ‘Assimilance and’. Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Kai Pathsmanship’ with ‘Magnakai Pathsmanship’. Replaced ‘(turn to 117),’ with ‘(turn to 117) … ’.

(175) Replaced ‘leaching’ with ‘leeching’. Replaced each occurrence of ‘Vial, and’ with ‘Vial and’.

(178) Replaced ‘bellows, ‘And’ with ‘bellows. ‘And’. Added a paragraph break between ‘alongside hers.’ and ‘ ‘Stay’.

(179) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’.

(182) Replaced ‘Alema’ with ‘ ‘Alema’ ’. Replaced ‘Kaistar’ with ‘ ‘Kaistar’ ’.

(183) Added a paragraph break between ‘urgently.’ and ‘The scribe’.

(185) Replaced ‘birdsong’ with ‘bird song’.

(186) Replaced ‘Item).’ with ‘Item.)’.

(188) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘narrowly misses as it’ with ‘narrowly misses you as it’.

(190) Replaced ‘creatures who’ with ‘creatures that’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(191) Replaced ‘Magnikai’ with ‘Magnakai’.

(192) Replaced ‘left, then’ with ‘left; then’.

(194) Replaced ‘must now eat’ with ‘must eat’.

(195) Replaced ‘Graveweed potion’ with ‘Graveweed Concentrate’.

(196) Replaced ‘wildberries’ with ‘wild berries’. Replaced ‘north-west’ with ‘northwest’.

(197) Replaced ‘saddlemaker's’ with ‘saddle-maker's’. Replaced ‘cavalry come’ with ‘cavalry comes’. Replaced ‘Grant Huntmastery’ with ‘Grand Huntmastery’. Replaced ‘A troop of cavalry gallop’ with ‘A troop of cavalry gallops’. Replaced ‘troop of cavalry have’ with ‘troop of cavalry has’.

(199) Replaced ‘cul-de-sac’ with ‘cul-de-sac’.

(200) Added a paragraph break between ‘you reply.’ and ‘Hulsta laughs’. Replaced ‘vats and’ with ‘vats, and’.

(203) Added a paragraph break between ‘the city.’ and ‘You recall’. Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon).

(204) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(206) Added ‘If you possess “Illuminatus”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(207) Replaced ‘He hand lists’ with ‘He hands lists’.

(208) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(209) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(210) Replaced ‘another, ‘have’ with ‘another. ‘Have’. Added a paragraph break between ‘soldiers.’ and ‘ ‘He's’.

(211) Replaced ‘birdsong’ with ‘bird song’.

(213) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(214) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Mastery, and’ with ‘Mastery and’.

(215) Replaced ‘doomed ceiling’ with ‘domed ceiling’. Replaced ‘Crack!,’ with ‘Crack!’. Replaced ‘trails of green fire splutter’ with ‘trails of green fire sputter’.

(216) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘least busy’ with ‘least-busy’. Replaced ‘on to’ with ‘onto’. Replaced ‘west gatehouse’ with ‘south gatehouse’ since it looks like south on the map; also, according to Section 306 in The Kingdoms of Terror, the city of Tekaro lies directly next to the convergence of the Quarl and Storn rivers, so there wouldn't be room for the highway mentioned in Section 99 on the west side of the city.

(217) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’. Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(218) Replaced ‘hay loft’ with ‘hay-loft’.

(219) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’.

(220) Replaced ‘parallel with’ with ‘parallel to’.

(222) Replaced ‘North Quarter’ with ‘Northern Quarter’.

(226) Replaced ‘horde and, as of Vandyan himself’ with ‘horde, and as for Vandyan himself’.

(227) Replaced ‘Grochod forest’ with ‘Grochod Forest’. Replaced ‘luck, then’ with ‘luck, and then’. Replaced ‘head, ‘so’ with ‘head. ‘So’. Added a paragraph break between ‘being seen.’ and ‘ ‘Once inside’. Replaced ‘runes of Agarash’ with ‘Runes of Agarash’. Replaced ‘creatures whom’ with ‘creatures that’. Replaced ‘Flank street’ with ‘Flank Street’. Replaced ‘ ‘A barrel made from Sommlending Oak’ ’ with ‘ “A barrel made from Sommlending oak” ’. Replaced ‘Lyrisian soil.’ with ‘Lyrisian soil.’ ’.

(228) Replaced ‘lampmakers and’ with ‘lamp-makers, and’. Replaced ‘time, then’ with ‘time, and then’. Replaced ‘Corvail’ with ‘Corvayl’.

(229) Replaced ‘jet black’ with ‘jet-black’. Replaced ‘battle armour’ with ‘battle-armour’. Replaced ‘match you off’ with ‘march you off’. Replaced ‘your weapons’ with ‘your Weapons’.

(231) Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(232) Replaced ‘newly constructed’ with ‘newly-constructed’. Replaced ‘north-east’ with ‘northeast’. Replaced ‘wagoneers and’ with ‘wagoneers, and’. Replaced ‘ropemakers’ with ‘rope-makers’. Replaced ‘North Quarter’ with ‘Northern Quarter’. Replaced ‘Flank Wall’ with ‘Flank Avenue’.

(233) Replaced ‘Well I'll’ with ‘Well, I'll’.

(234) Replaced ‘newly laid’ with ‘newly-laid’. Replaced ‘parallel with’ with ‘parallel to’. Replaced each occurrence of ‘on to’ with ‘onto’. Replaced ‘west gatehouse’ with ‘south gatehouse’ since it looks like south on the map; also, according to Section 306 in The Kingdoms of Terror, the city of Tekaro lies directly next to the convergence of the Quarl and Storn rivers, so there wouldn't be room for the highway mentioned in Section 99 on the west side of the city.

(235) Replaced ‘must now eat’ with ‘must eat’.

(236) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(237) Replaced ‘Quarterstaffs’ with ‘Quarterstaves’. Replaced ‘the above weapons’ with ‘the above Weapons’.

(238) Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(239) Replaced ‘north-west’ with ‘northwest’.

(241) Replaced ‘you say, ‘I just’ with ‘you say. ‘I just’.

(242) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘back, then’ with ‘back, and then’.

(243) Replaced ‘troop of guards emerge’ with ‘troop of guards emerges’.

(245) Replaced ‘Combat bonus’ with ‘combat bonus’. Replaced ‘Illuminatus’ with ‘ ‘Illuminatus’ ’. Replaced ‘Kaistar’ with ‘ ‘Kaistar’ ’.

(246) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘yes’ with ‘Yes’. Replaced ‘no’ with ‘No’.

(247) Replaced ‘neither seem’ with ‘neither seems’.

(248) Replaced ‘click, then’ with ‘click; then’. Replaced ‘rush a troop’ with ‘rushes a troop’.

(249) Replaced ‘this night.’ with ‘this night?’. Replaced ‘T'is’ with ‘ 'Tis’. Replaced ‘fire for awhile’ with ‘fire awhile’.

(250) Replaced ‘squeak and clang’ with ‘squeak and clang’.

(252) Replaced ‘cul-de-sac’ with ‘cul-de-sac’.

(253) Replaced ‘trails of green fire splutter’ with ‘trails of green fire sputter’.

(255) Replaced ‘back, then’ with ‘back, and then’. Replaced ‘must now eat’ with ‘must eat’.

(256) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘keep either the’ with ‘keep the’ since there are three Vials to choose between. Replaced ‘record it on your Action Chart as a Special Item’ with ‘record them on your Action Chart as Special Items’.

(257) Replaced ‘gaudily painted’ with ‘gaudily-painted’. Replaced ‘a bootmakers' warehouse’ with ‘a boot-makers' warehouse’.

(258) Replaced ‘scent, then’ with ‘scent; then’. Replaced ‘Random Number table’ with ‘Random Number Table’.

(259) Added a paragraph break between ‘soldiers.’ and ‘ ‘He's’.

(260) Replaced ‘Eldenoran Captain’ with ‘Eldenoran captain’.

(261) Replaced ‘he says, ‘fighting’ with ‘he says. ‘Fighting’. Replaced ‘Slovarian plain’ with ‘Slovarian Plain’.

(262) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘trails of green fire splutter’ with ‘trails of green fire sputter’.

(263) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘timber; raw’ with ‘timber: raw’. Replaced ‘clang’ with ‘clang’. Replaced ‘Special Item’ with ‘Backpack Item’.

(264) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Power Word’. Added ‘If you wield the Kai Weapon “Alema” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(265) Replaced ‘saddlemaker's’ with ‘saddle-maker's’.

(267) Replaced ‘runes of Agarash’ with ‘Runes of Agarash’.

(270) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘driver, then’ with ‘driver, and then’. Replaced ‘timber; raw’ with ‘timber: raw’. Replaced ‘clang’ with ‘clang’. Replaced ‘Special Item’ with ‘Backpack Item’.

(272) Replaced ‘newly laid’ with ‘newly-laid’. Replaced each occurrence of ‘on to’ with ‘onto’.

(274) Replaced ‘Gallowbrush’ with ‘Potion of Gallowbrush’. Replaced ‘Tincture of Graveweed’ with ‘Graveweed Concentrate’. Replaced ‘Mokradon’ with ‘Potion of Mokradon’. Replaced ‘Volzoc’ with ‘Potion of Volzoc’.

(275) Replaced ‘must now eat’ with ‘must eat’. Replaced ‘left fly’ with ‘let fly’.

(276) Replaced ‘north-west’ with ‘northwest’. Replaced ‘North Quarter’ with ‘Northern Quarter’. Replaced ‘reads: THE DUADON COOPERAGE.’ with ‘reads: THE DUADON COOPERAGE.’.

(277) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Power Word’. Replaced ‘deter nor’ with ‘deter or’. Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(278) Replaced ‘Kai rank of Grand’ with ‘rank of Kai Grand’. Replaced ‘where you make camp’ with ‘where you can make camp’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(280) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘sight, then’ with ‘sight, and then’. Replaced ‘corner, then’ with ‘corner, and then’. Replaced ‘rebuke, ‘it's’ with ‘rebuke. ‘It's’. Replaced ‘potion of Gallowbrush, and’ with ‘Potion of Gallowbrush and’. Replaced ‘potion of Graveweed tincture, and’ with ‘Graveweed Concentrate and’. Replaced ‘potion of Mokradon, and’ with ‘Potion of Mokradon and’. Replaced ‘potion of Volzoc, and’ with ‘Potion of Volzoc and’. Replaced ‘a potion of Ghilev, and’ with ‘some Ghilev and’. Replaced ‘none of these potions’ with ‘none of these’ since Ghilev is not a potion. Replaced ‘runes of Agarash’ with ‘Runes of Agarash’.

(282) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Added ‘If you wield the Kai Weapon “Alema” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(287) Replaced ‘runes of Agarash’ with ‘Runes of Agarash’.

(288) Replaced ‘Lyris and’ with ‘Lyris, and’. Replaced ‘North Quarter’ with ‘Northern Quarter’.

(289) Replaced ‘white hot’ with ‘white-hot’. Replaced ‘If you survive the mission successfully, you’ with ‘If you survive this mission, you’. Italicised ‘Lone Wolf New Order’ when referring to the series.

(291) Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(292) Replaced ‘vermin or’ with ‘vermin, or’.

(293) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Vorka horde alerts’ with ‘Vorka horde alert’.

(294) Replaced ‘the canopy of pine branches above have’ with ‘the canopy of pine branches above has’.

(296 Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon). Replaced ‘Special Item’ with ‘Backpack Item’.

(297) Replaced ‘sixth sense’ with ‘Sixth Sense’. Deleted paragraph breaks before and after ‘multiplied by’.

(299) Added ‘If you wield the Kai Weapon “Spawnsmite”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(300) Replaced ‘is a a great’ with ‘is a great’.

(302) Replaced ‘parallel with’ with ‘parallel to’.

(304) Added ‘If you wield the Kai Weapon “Spawnsmite” or “Kaistar”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(306) Replaced ‘must now eat’ with ‘must eat’.

(310) Replaced ‘lune’ with ‘Lune’. Replaced ‘plates and’ with ‘plates, and’. Replaced ‘record it on your Action Chart as a Special Item which you carry in your Backpack. You must discard one Backpack Item in its favour if you currently have the maximum number of items permissible’ with ‘record it on your Action Chart as a Backpack Item’.

(314) Replaced ‘battle flags’ with ‘battle-flags’. Replaced ‘battle maps’ with ‘battle-maps’ in both the section text and the illustration's caption.

(316) Replaced ‘disorientates’ with ‘disorients’.

(317) Added ‘If you possess “Illuminatus”, you will benefit from the additional combat bonus applicable to its unique properties.’.

(318) Replaced ‘newly laid’ with ‘newly-laid’. Replaced ‘parallel with’ with ‘parallel to’. Replaced each occurrence of ‘on to’ with ‘onto’. Replaced ‘west gatehouse’ with ‘south gatehouse’ since it looks like south on the map; also, according to Section 306 in The Kingdoms of Terror, the city of Tekaro lies directly next to the convergence of the Quarl and Storn rivers, so there wouldn't be room for the highway mentioned in Section 99 on the west side of the city.

(320) Replaced ‘clear, then’ with ‘clear, and then’. Replaced ‘saddlemaker’ with ‘saddle-maker’. Replaced ‘mortice lock’ with ‘mortise lock’. Replaced ‘three-storeyed shop’ with ‘three-storey shop’.

(321) Replaced ‘rank of Grand’ with ‘rank of Kai Grand’.

(323) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(324) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(325) Added a paragraph break between ‘protect us!’ ’ and ‘Coolly’. Added a paragraph break after ‘defiant cry of victory.’.

(326) Replaced ‘cheese and’ with ‘cheese, and’. Replaced ‘much-needed’ with ‘much needed’. Replaced ‘12 milk cows’ with ‘twelve milk cows’. Replaced ‘hay loft’ with ‘hay-loft’. Replaced ‘hay loft’ with ‘hay-loft’ in the illustration's caption.

(327) Replaced ‘Mokradon potion’ with ‘Potion of Mokradon’.

(328) Replaced ‘soothingly, ‘I’ with ‘soothingly. ‘I’. Replaced ‘stammers, ‘you're’ with ‘stammers. ‘You're’. Replaced ‘Please Ma'am’ with ‘Please, ma'am’.

(330) Replaced ‘Slovian Range’ with ‘Slovarian Range’.

(331) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Levitation’.

(332) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’. Replaced ‘left, then’ with ‘left; then’. Replaced ‘comrade, ‘let's’ with ‘comrade. ‘Let's’.

(333) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘Backpack Items list’ with ‘list of Backpack Items’.

(334) Replaced ‘white hot’ with ‘white-hot’. Replaced ‘If you survive the mission successfully, you’ with ‘If you survive this mission, you’. Italicised ‘Lone Wolf New Order’ when referring to the series.

(335) Added a paragraph break between ‘the city.’ and ‘You recall’. Replaced ‘The east road is called Knucklebone Lane and the west road is called Kettle Street.’ with ‘The west road is called Knucklebone Lane and the east road is called Kettle Street.’ (cf. Section 257, where following Knucklebone Lane leads to the west wall of Duadon). Replaced ‘Special Item’ with ‘Backpack Item’.

(336) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’.

(339) Replaced ‘head over heels’ with ‘head-over-heels’.

(340) Replaced ‘surroundings, then’ with ‘surroundings; then’. Replaced ‘Special Item’ with ‘Backpack Item’ (cf. Section 186).

(342) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’. Replaced ‘on to’ with ‘onto’.

(343) Replaced ‘Battle Map’ with ‘Battle-map’. Replaced ‘d … d..dungeons’ with ‘d-d-dungeons’. Replaced ‘w … would’ with ‘w-would’. Replaced ‘l … late’ with ‘l-late’.

(344) Replaced ‘south-east’ with ‘southeast’. Replaced ‘saddlemaker’ with ‘saddle-maker’. Replaced ‘clang’ with ‘clang’.

(345) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(346) Replaced ‘all 13 of’ with ‘all thirteen of’. Replaced ‘saddlemaker's’ with ‘saddle-maker's’. Replaced ‘with more cavalry crossbows’ with ‘with cavalry crossbows’.

(348) Replaced ‘Slovarian plain’ with ‘Slovarian Plain’. Replaced ‘he beams’ with ‘he says’. Replaced ‘Kai clothes’ with ‘Kai Clothes’. Replaced ‘the forest hear’ with ‘the forest near’. Replaced ‘o'Tekaro’ with ‘o' Tekaro’.

(349) Replaced ‘keep either the’ with ‘keep the’ since there are three Vials to choose between. Replaced ‘record it on your Action Chart as a Special Item’ with ‘record them on your Action Chart as Special Items’.

(350) Replaced ‘TRAIL OF THE WOLF’ with ‘Trail of the Wolf’. Replaced ‘south-west’ with ‘southwest’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘said the Lone Wolf’ with ‘said that Lone Wolf’. Replaced ‘for ever’ with ‘forever’.

(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 ‘COMBAT RULES SUMMARY’ with ‘Combat Rules Summary’. Replaced ‘Kai Disciplines’ with ‘Grand Master Disciplines’.

Footnotes

[1] (The Game Rules) If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (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 any of the previous Lone Wolf New Order adventures (Books 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 39) You may not be carrying a normal hand weapon. It is left up to the reader's discretion as to how to resolve this potential inconsistency.

[10] (Section 40) This is the correct answer to the combination lock in Section 297.

[11] (Section 148) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[12] (Section 158) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[13] (Section 174) Since you can only reach this section by not possessing Assimilance (cf. Section 149), the option to use that Discipline here is redundant.

[14] (Section 221) This is the correct answer to the combination lock in Section 158.

[15] (Section 275) Due to game design issues, it is impossible to reach this section of the book (cf. Section 174). It is an oversight which is not easily correctable.

[16] (Section 280) This is the correct answer to the combination lock in Section 148.

[17] (Section 297) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[18] (Section 306) Due to game design issues, it is impossible to reach this section of the book (cf. Section 174). It is an oversight which is not easily correctable.

[19] (Section 321) Due to game design issues, it is impossible to reach this section of the book (cf. Section 174). It is an oversight which is not easily correctable.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 12)

- Illustration II (Section 34)

- Illustration III (Section 44)

- Illustration IV (Section 50)

- Illustration V (Section 80)

- Illustration VI (Section 115)

- Illustration VII (Section 120)

- Illustration VIII (Section 143)

- Illustration IX (Section 156)

- Illustration X (Section 178)

- Illustration XI (Section 199)

- Illustration XII (Section 214)

- Illustration XIII (Section 223)

- Illustration XIV (Section 228)

- Illustration XV (Section 260)

- Illustration XVI (Section 277)

- Illustration XVII (Section 299)

- Illustration XVIII (Section 314)

- Illustration XIX (Section 326)

- Illustration XX (Section 338)

- The Stornlands

- Action Chart

Secondary Illustrations

- Equipment

- Grand Master Disciplines

- Section 1

- Section 27

- Section 40

- Section 42

- Section 102

- Section 140

- Section 197

- Section 200

- Section 340

- Section 350

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.

Table of Contents

Title Page

Table of Contents