by Joe Dever
If you possess a Bow and wish to use it, turn to 120.
If you do not, turn to 274.
57
You utter the words of the Brotherhood Spell Net and point your right hand at the snarling Demoness. A fluid gush of sticky strands shoots from your fingers and ensnare her legs, buying you the few precious seconds you need in order to reach the dais.
You wrench the Deathstaff from the lower tier and sag beneath its unnatural weight. In the same moment, the Demoness bursts free of the sticky net and screams with unholy anger, the noise lifting you bodily and sending you skidding across the floor.7
Desperately, you fight to maintain your grip on the Deathstaff as the furious Shamath comes striding towards you. The deafening shriek of her voice rings once more in your ears as you clutch the staff to your chest and take a running leap into the dark oblivion of the Shadow Gate.
Turn to 270.
[7] If you already carry the maximum number of Special Items permissible, you must discard one in favour of the Deathstaff. If you possess Helshezag, the sword of Darklord Kraagenskûl, it is now destroyed, obliterated by the power of the Deathstaff, and you must erase it from your Special Items list. Section 94 also implies a loss of 5 ENDURANCE points in this incident.
58
You unsheathe the Sommerswerd and a halo of golden light engulfs its god-crafted blade. The dim, shadowy cavern is flooded with its goodly glow and the attendants of the Demoness Shamath waver before it. The hilt is warm in your hands and a strange feeling of miraculous ecstasy floods up your arms and courses through your body. You no longer feel as if you are wielding the sword; you are acting in concert with it. Restore 5 ENDURANCE points.
To continue, turn to 85.
59
Bloodied and breathless from the exertion of combat, you break off the fight and take to your heels. The remaining brigands give chase, but they soon lose you among the boulders and undergrowth and are forced to call off their pursuit. The area is alive with bandits, and you have to flee northwards, away from the copse where you left Bracer tethered. You are anxious for his safety and mindful that there are still many miles to be covered before you reach Lake Vorndarol, but you dare not turn back for him. Then you hear something that makes you halt in your tracks: it is the sound of a horse whinnying.
Turn to 223.
60
For countless minutes you hurtle into a whirling abyss of darkness and howling gales, torn by freezing winds that cut to the marrow despite your Magnakai protections. Then, as if waking from a dream, the sensation of falling abruptly ceases and you find yourself standing on a plateau of black volcanic rock, cratered and split by rivers of blazing lava. You take a tentative step forwards and feel the ground sag beneath your feet. The thin crust of cooled lava wrinkles and tears, and a jet of flickering yellow flame shoots upwards to engulf your legs.8
Your Nexus skills are sufficiently developed to protect you from the flames and hellish temperature, but you are amazed that your boots and clothing have not ignited. Then you sense that your entirety is being protected by a field of energy radiating from the Platinum Amulet given you by Gwynian the Sage. Silently you thank him for his gift, for you suspect now that even your Kai skills would be hard-pressed to keep you safe in this alien domain.
Illustration IV—Suddenly, a trio of horny-skinned creatures emerge from the dark hollow.
With difficulty you cross the semi-molten terrain and reach an island of blue-grey basalt rock, strewn with cubes of obsidian and jet. At the island's centre you discover a huge, untidy pile of cubes which make a crude temple. There is a yawning hollow at its base and, as you draw closer, you sense something is lurking there. Suddenly, a trio of horny-skinned creatures emerge from the dark hollow and take to the air on wings that glimmer like burnished gold. You watch them ascend, but you have difficulty following their flight when their bodies begin to flicker in and out of existence.
If you possess Grand Huntmastery and have reached the rank of Sun Lord, turn to 158.
If you do not possess this Discipline, or if you have yet to attain this level of Kai rank, turn to 52.
[8] You are now on the Plane of Darkness (cf. Section 72). If you possess the Sommerswerd, Section 98 of Dawn of the Dragons suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).
61
Your ascent into the foothills is slowed by the difficult terrain. Thousands of huge granite boulders litter the hillside, forcing the trail to zigzag constantly on its way towards a wooded peak, less than five miles distant. The weather turns bitterly cold as you make the climb and, although you are protected by your innate ability of Nexus, your horse is not so fortunate. It takes you over two hours to reach the wooded peak, but you are rewarded with a spectacular view of Lake Vorndarol.
The descent from the peak is far easier. The trail is wide and less tortuous, and the peak itself protects you and your horse from the icy winds that are blowing in off the lake. You have gone a little over a mile when suddenly your Pathsmanship skills alert you to danger; you sense that there is an ambush ahead. You turn off the trail and dismount, leaving your horse tied to a boulder, while you scout the way ahead on foot. You draw your weapon and keep it to hand in case you should happen once more upon some skulking brigands.
Soon you arrive at a granite outcrop which overlooks a small clearing among the boulders below. In the centre of this clearing lies the carcass of a wild boar.
If you wish to descend to the clearing and examine the carcass more closely, turn to 17.
If you would rather wait here and observe the clearing from a distance, turn to 88.
62
The fat drunkard can hardly believe his luck when you reach to your Belt Pouch and count out ten Gold Crowns into his grubby hand.
‘May the gods bless y' boots, sir!’ he cackles, as he stuffs the gleaming crowns into his pocket. ‘If it's the Crooked Sage you be a'wantin' to visit, you be needin' Tavern Lane, o'er there,’ he says, enthusiastically pointing to the street which leads off to the east.
With the drunkard's gleeful laughter echoing in your ears, you spur Bracer to a canter and enter this foul-smelling street. Clamped against the walls of the surrounding buildings are oil-soaked torches which serve to illuminate the signs of wine shops and taverns. They are crudely painted with emblems — a bloodied battle-axe, a winged horse, a watery sun rising from a broken skull. There is not one which resembles a crooked sage and you are beginning to suspect you have been duped, when suddenly you hear the sound of drunken revelry coming from a two-storey building at the end of the street. Its oaken doors hang open and the vivid orange glare of its roaring hearth spills invitingly into the dank night gloom. Although it has no painted emblem, you sense at once that you have come to the Crooked Sage Inn.
At your approach, a sallow-faced stable boy limps from a wooden hut which is leaning precariously against the side of the tavern wall. For a Gold Crown (erase this from your Action Chart), he takes charge of your horse and shows you to the taproom door.
Turn to 21.
63
You look towards the dais and see a staff of twisted black metal. Its six-foot length looks insignificant lying beside the huge, booted foot of the Demoness.
‘The time has nearly come for the transference,’ says the young woman. ‘Shamath must be stopped, and only you can stop her.’
‘But how?’ you reply, bemused.
‘Simple! You must steal the Deathstaff and enter the Shadow Gate before her. Use the staff to destroy Cadak's crystal dais — this will close the gate and prevent the Demoness from entering Magnamund. But I warn you, Lone Wolf. You will have precious little time to accomplish this, so do not delay once you return to your world. You must destroy Cadak's dais as quickly as possible or Shamath will get through. She has great strength and power here, but on Magnamund her powers would make her invincible.’
The you
ng woman looks over her shoulder, as if she is being pursued by some invisible hunter. ‘I wish I could help you more, Lone Wolf,’ she says, anxiously, ‘but I have my own battle to fight. Be brave, Grand Master, but most of all — be swift!’
And with these words she begins to fade before your eyes. The moment she vanishes completely, the cavern echoes to a deafening roar. It is the angry cry of Shamath. She has seen you!
Turn to 50.
64
You strike camp and set off shortly after dawn. Come mid-morning, you arrive at a high pass from where you see Lake Vorndarol for the first time. You call on your Magnakai skill of Huntmastery to intensify your vision and, as your view of the lake grows sharper and clearer, you make out the ruins of Vorn on the southern shore. The hamlet is blackened and desolate, but it is not without signs of life. There are men moving around in the streets, and a square-rigged boat is moored at the quay.
Bayan is anxious for his family's safety and keen to return to them now that he has guided you to within sight of Vorn. You thank him for his help and offer him some money which he gratefully accepts. Pick a number from the Random Number Table (0=10). The number you have chosen is equal to the number of Gold Crowns you give to Bayan. If you have insufficient money, you must give him all the Gold Crowns you have, plus an item from your Backpack.
To continue, turn to 8.
65
The howling phantoms come swirling out of the storm. They encircle the great shimmering arch in a long, unbroken chain, and then, one by one, they peel away to dive at the place where you are standing.
Your Kai instincts inform you that the Deathstaff possesses the power to repel these psychic phantoms, if you have the courage to use it. You also sense that there will inevitably be a price to pay if you use a weapon forged by the King of all Darkness.
If you wish to use the Deathstaff, turn to 263.
If you decide not to use this weapon, turn to 83.
66
You awake shortly after dawn to the smell of freshly-brewed jala. Fyrad has already risen and is busy preparing breakfast. He hands you a steaming mug and you look out over the damp hillside, contemplating the quest whilst sipping this delicious beverage.
After breakfast, Fyrad tells you of a pass which leads directly to the east shore; then he gathers his equipment and furs and loads them onto his mule. He is tired of dodging brigands and storms and has decided to strike camp and abandon his hunt in the mountains. You bid each other good luck before saying your final farewells. On leaving the cave, you turn to the east and Fyrad to the south.
The hunter's directions are accurate and useful. You find the pass and by noon you have reached a chalky plateau on the far side, which is covered with dense scrub. Small groups of ragged-looking birds are perched on this foliage, feeding on its brightly coloured blooms. As you pass by, you reach out and grab a handful of these yellow flowers which smell sickly-sweet.
If you wish to taste these blooms, turn to 293.
If you decide to discard them and continue your ride, turn to 18.
67
The muddy track climbs to the peak of a ridge and then makes a twisting descent to a copse of sickly-looking trees clustered at the base of a gully. You have noticed that the night wind has gradually been getting warmer and, as you reach the copse, a few drops of rain begin to spatter the shoulders of your cloak. Within minutes this gentle shower is transformed into a torrential downpour. Suddenly, thunder booms overhead and forks of white lightning streak down to explode among the surrounding trees, setting them on fire. Fearful of the danger, you peer through the wall of rain in search of safer shelter.
Aided by your Kai senses, you detect two possible refuges from the storm: an overhanging ledge of rock, and the entrance to an old mine shaft.
If you wish to take shelter under the ledge, turn to 209.
If you decide to seek shelter in the old mine shaft turn to 128.
68
The unexpected sight of your dead brother's face leaves you dry-mouthed and shaking, but fortunately your Kai Mastery of psychic defence protects your mind from the full effects of this psychic shock: lose 2 ENDURANCE points.
Turn to 195.
69
Instinctively, you dodge your head to one side to avoid being hit in the face by this deadly missile.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
If your total score is now 3 or less, turn to 271.
If it is 4 or more, turn to 165.
70
You make the jump look effortless as you glide through the air and make a perfect landing on the opposite roof. For a moment the black-clad archer halts beside a tall chimney stack and turns around to look at you. He is clearly worried by how efficiently you are pursuing him. Then, three other shadowy figures emerge from behind the stack and stand at his shoulder. Silently they stare at you for a few moments before one of their number raises his hand and hurls a glassy sphere in your direction.
The sphere shatters at your feet and, in an instant, your legs are engulfed by a writhing mass of magical vines. By the time you have freed yourself, you discover that the assassin and his confederates are nowhere to be seen. Cautiously, you approach the chimney stack where you find, lying at its base, a palm-sized coin of black metal engraved with runes. You pick up this disc and slip it into the pocket of your tunic. (Record this Runic Disc on your Action Chart as a Special Item. You must discard an item in its favour if you already carry the maximum number permissible.)
Having lost sight of the four shadowy figures, you decide now to call off the chase. Wearily you make your way down from the roof and retrace your steps back to the stables of the Crooked Sage in order to collect your horse.
Turn to 341.
71
Hurriedly, you recite the words that trigger the Brotherhood Spell Counterspell. To your sudden horror you discover that the spell is ineffective against this energy bolt and, with a blinding eruption of white light, it explodes among the charred timbers. The blast and concussion send you reeling backwards to slam against a soot-blackened wall: lose 12 ENDURANCE points.
If you are still alive, turn to 200.
72
The umbrella of light quickly fades to leave you standing in a torrential rain-storm, close to the base of the crystal dais. Through the downpour, you can see that the acolytes are slowly returning. They are anxious for the safety of their leader and hungry for the successful summoning of their banished lord.
Despite the chill, you tighten your grip on the icy cold Deathstaff and climb the tiers to the top of the dais. You sense that the crystal dais commands the opening and closing of the Shadow Gate, and you know you must try to close the gate before Shamath appears. In frustration, you raise the Deathstaff and bring it crashing down upon the floor of the upper tier, but it does little damage. It could take forever to destroy the dais this way.
Then a wave of electrical energy crackles around the rim of the great arch and your blood runs cold, for you know that in a dim and distant cavern upon the Plane of Darkness, the Demoness Shamath has just stepped into a Shadow Gate. Her journey to Magnamund has begun!
Turn to 164.
73
You dig your heels into Bracer's flanks to make him gallop along the track, away from the rocky ledge and the onrushing wall of water which threatens to drown you both. Unfortunately, you have covered no further than a few dozen yards when you are caught and overrun by the raging flood.
For countless minutes you hurtle along the gully, propelled by the torrential flood waters. Your terrifying experience comes to an end when you are deposited on a tiny island of rock in the centre of the raging flow. A few minutes later you catch sight of Bracer; he is standing on a ridge of high ground near the edge of the gully. He is clearly frightened but he looks to be physically unharmed by his ordeal. You spend a long and miserable night on this rock, waiting for the flood waters to subside. Due to injuri
es sustained in the flood, you lose 5 ENDURANCE points.
Turn to 12.
74
You draw on your Magnakai Discipline of Psi-screen to keep safe your identity from the Elder's mind probe. You sense that his psychic power is strong, and you fear that your defences may not be sufficient to repel him.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. Also, if you possess Grand Nexus, add 3; and if you possess Kai-alchemy, add 2.
If your total score is now 9 or less, turn to 43.
If it is 10 or more, turn to 258.
75
You hold the brigand in a vice-tight armlock and demand to know who sent him here to ambush you.
‘No one sent me,’ he pleads, ‘no one … no one at all. I was plannin' on robbin' me a few acolytes, that's all. Some of 'em has gold and trinkets that's worth cash in Vakovar. This trail's been good to me. It's netted me some rich pickin's in the past month or so. We weren't after you in partic'lar … No, you jus' happened to come ridin' past, that's all.’
Your Kai senses inform you that he is speaking the truth. He and his band of robbers have been waylaying Acolytes of Vashna who have travelled this route over the past few weeks. Without slackening your grip, you ask him what he knows about them.