by Joe Dever
If you choose to leave the inn by the front door, turn to 56.
216
The Demoness laughs with disdain at your inability to answer her riddle. She denounces you as unworthy of her presence and says that, although she will derive little pleasure from it, she is now going to have to kill you.
Demoness Shamath (in the guise of Gnekasha the Worm-thrall): COMBAT SKILL 55 ENDURANCE 42
If you win this combat, turn to 148.
217
You sheathe your weapon and hold out your open palms to show that you have no intention of harming them. They seem to respond to this gesture and they allow you to approach and examine their sickly child. You tell them that you can help their son and, using your innate healing skills, you place your hands upon the boy's chest and let your Kai power flow through into his fever-wracked body. Within a few moments he stirs to consciousness and gives a healthy cry; you have saved his life.
Turn to 277.
218
Beyond the perimeter of the settlement the path steadily gets steeper as it ascends into the hills. The torch-bearing line of acolytes illuminates the rocky landscape with flickering shadows as slowly they zigzag their way eastwards. Another storm is brewing; the eastern sky is alive with electrical activity and thunder booms beyond the horizon. Your ears pop as the air pressure fluctuates wildly and the howl of the wind seems to be growing ever louder. Then you notice something strange. Your torch does not seem to be affected by the storm; it is burning as smoothly as if you were in an enclosed room. You glance over your shoulder and see that the same is true of every other torch. It is as if the procession is being protected from the outside elements by an invisible tunnel.
Two miles from the settlement you pass a group of acolyte youths, all in their early teens, who are calling encouragement, chanting, and waving the line onwards. Then the path bends and you see a wayside altar and a large marble trough filled with stagnant green water. As they file past, every acolyte dips his right hand into the trough and touches it to his heart.
If you possess a Black Token, turn to 349.
If you do not possess this Special Item, turn to 121.
219
You shuffle along the bench, hoping that this will appease the Elder, but it merely serves to anger him. He shouts at you and, thinking that you are being deliberately insubordinate, he grabs your robe in both hands and pulls you roughly to your feet.
If you possess a Runic Disc, turn to 255.
If you do not possess this Special Item, turn to 196.
220
Immediately you recognize the man: he is Gwynian, the Sage of Varetta.
‘Welcome, Grand Master. It has been a long time since we last met. Come, step into my humble abode. The time has come once more for us to discuss the future.’
Turn to 178.
221
Your Kai Mastery informs you that this creature is telling the truth. You also sense that she is not human; she is a supernatural creature, not of your world or this. You scan her mind but it is impossible for you to penetrate her psychic defences. She seems to possess contradictory qualities; she is both good and evil.
Turn to 286.
222
You leap into the saddle and steer your terrified horse away from the frenzied Jackals. Bloodied in combat, they stand off just long enough for you to urge your horse to a gallop and get away along the shore. With the help of your Kai Mastery, he crosses the difficult terrain with agility, despite his fatigue, and soon reaches firmer ground where he is able to increase his pace and escape from the howling pack.
The Jackals command the shore and you are forced to retrace your steps all the way back to the fork in the trail and take the other path that leads into the foothills. By the time you arrive here, you are tired and very hungry. Unless you possess Grand Huntmastery, you must eat 1 Meal or lose 3 ENDURANCE points.
To continue, turn to 61.
223
Your keen Kai senses detect the warm scent of horse flesh on the air, mingling with the sharp tang of the surrounding pine trees. Hopeful that it is Bracer, escaped from the brigands and come to find you, you push through the densely-packed trees until you stumble upon a clearing. Here you discover that it is not Bracer after all; you have found the brigands' horses.
They are unguarded and you cannot sense their owners close by, but even so you take every care not to startle them. Silently you untether one of the stallions and lead him away from the rest of the horses, along a trail which is covered with fresh tracks, and soon you come to a wider trail which winds away to the north. Here you mount the horse and set off along this rocky trail, but you have gone little more than half a mile when you smell something that makes you rein your new horse to a halt. From a wooded gully away to your right you detect the scent of death being carried on the afternoon breeze.
If you wish to investigate the wooded gully, turn to 342.
If you choose to avoid it and ride on, turn to 156.
224
You intensify your vision and focus upon the figure who commands the crystal dais. Shock freezes your spine when you recognize at once the face and flowing platinum hair of Arch Druid Cadak, ruler of Mogaruith, the usurper lord of Kaag. He has grown strong since your last fateful encounter, and now it seems that he is poised to fulfil the Dark God Naar's lust for vengeance by releasing Vashna and his hordes from the depths of the Maakengorge.
You take your place among the throng kneeling before the dais, and hear Cadak's voice ring out above the howling storm.
‘I summon forth from the Vortex of the Planes the Deliverer of Vashna, Mighty Lord of Darkness, Prince of the Legions of the Restless Dead. Come to us. Come to us now and fulfil our destiny. We, the worthy, now prove our faith in the undying power of Vashna.’
With these words, the acolytes utter a chilling cry of affirmation and rise to their feet. By rank they follow the Elders in single file towards a smaller, shimmering metallic arch which stands to one side of the crystal dais, almost obscured by the glare of the larger one. One by one they file through this archway, under the watchful gaze of Cadak, and then return to their places where they kneel and pray.
As you approach the smaller arch, you sense a curtain of power drawn across it. Anxiously you pray to the Gods Kai and Ishir to protect you as you prepare to pass through this invisible barrier.
If you possess the Sommerswerd, turn to 166.
If you do not possess this Special Item, turn to 204.
225
You wrench the Deathstaff from the dais and sag beneath its unnatural weight. The moment you raise it into the air, the Demoness spins around to stare at you, sending her attendants flying in all directions. She screams with unholy anger and the noise of her wrath lifts you bodily and sends you skidding across the floor.
Desperately you fight to maintain your grip on the Deathstaff as the furious Shamath gets to her feet. She comes striding towards you, bolts of energy darting from her fingertips to rip open the ground as you stumble away towards the yawning black tunnel. The deafening shriek of Shamath's voice rings in your ears as you clutch the Deathstaff to your chest and leap head-first into the oblivion of the Shadow Gate.
Turn to 270.
226
You tether your horse's reins to a peg beside the door and step into the welcoming warmth of the furriers' shop. Immediately you are assailed by the greasy stench of the furs which fill this emporium. They hang in rows from ornate brass hooks driven into the wooden walls and ceiling rafters, sorted by size and type. Three young men, all strikingly similar in looks, are busy trimming wolf pelts at a work bench. Behind the counter stands a grey-haired old woman with a straight back and clear, milky-white skin. She smiles and asks if you wish to buy or sell furs.
‘Neither, madam,’ you reply, politely, ‘I'm trying to find my way to an inn called the Crooked Sage.’
‘Oh, you are, are you?’ she mumbles, disappointedly, her welcoming smile fading as she abandons hopes of striking up
a deal with you. Then her smile returns and she says, ‘Well, sir, I'll be glad to tell you … but only if you buy something first. If you won't buy any of my furs, then I'll sell you the information you want for five Gold Crowns. What do you say?’
Illustration XIII—She smiles and asks if you wish to buy or sell furs.
Without replying, you step away from the counter and look up. On a square of black slate hanging above the old woman's head are chalked the following items and prices:
ItemPrice
Coney-skin Mitts 5 Gold Crowns a pair
Wolfskin Cloaks 12 Gold Crowns each
Wildcat Pelts 12 Gold Crowns each
Bearskin Cloaks 16 Gold Crowns each
White Wolf Pelts 18 Gold Crowns each
Kalkoth Hides 20 Gold Crowns each
Black Corvayl Cloaks 35 Gold Crowns each
All of the above furs are Backpack Items. If you wish to purchase any (or should you decide to pay 5 Gold Crowns for directions to the Crooked Sage), deduct the appropriate amount of Gold Crowns and adjust your Action Chart accordingly. Then, turn to 174.
If you decide not to buy any furs or pay for the information, turn instead to 77.
227
The Arrow streaks into the bushes and you hear it shatter against the rocks behind. Then you hear the faint scrape of leather on stone, above and to the side. You turn to look and a man's voice growls, ‘Don't move!’
Standing between two boulders away to your left is a grey-bearded man clad in furs and clutching a loaded crossbow. The weapon is pointing directly at your heart.
If you possess the Discipline of Telegnosis and wish to use it, turn to 201.
If you do not possess this skill or choose not to use it, turn to 280.
228
‘Ha! I know you, intruder,’ yells Cadak, maniacally. ‘You are Lone Wolf, the doomed hero of a doomed realm. You are a fool to come here, Kai Lord. Your powers are no match for those of Naar, the King of the Darkness.’
With this he turns to the acolytes and throws up his hands triumphantly.
‘This night we shall celebrate a double victory, my brethren. The resurrection of Lord Vashna and the destruction of Grand Master Lone Wolf!’
The acolytes scream their approval, but their cheer is drowned by the ever-increasing noise of the storm. Then you see that the storm itself is changing. A huge vortex of whirling cloud is descending from the heavens, a tornado whose deadly funnel is reaching down towards you. Then the tip of the roaring plume touches the ground at your feet and, with a terrifying suddenness, you are torn from the energy curtain and sent hurtling through the air towards the dark centre of the towering arch.
Turn to 60.
229
You open the depths of your mind and summon forth a glowing ball of Kai energy which you project at the leading phantom. This fiery ball of psychic power rips into the creature's ghostly form and causes it to shriek with agony. Your devastating blast has wounded this entity, but it has not stopped its attack. It gathers itself and swoops down upon you, like a hungry vulture descending on a corpse.
Vortexi (weakened by psychic attack): COMBAT SKILL 40 ENDURANCE 22
For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add 2 to your COMBAT SKILL for the duration of this fight. If you possess the Sommerswerd, restore 5 points to your ENDURANCE score.
If you win the combat, turn to 159.
230
A mile beyond the cove the shoreline trail becomes littered with boulders and huge mounds of muddy earth. It is the debris of landslides from the surrounding hills, a consequence of the violent storms. It soon becomes impossible to continue on horseback and you are forced to dismount and make your way on foot, with your horse trailing behind you.
During this difficult trek an icy squall arises, driven by a gale-force wind which whips the shoreline mercilessly. Your innate skills of Nexus protect you from the cold, but your horse is not so lucky. You know that you must find shelter from this bitter wintry squall, and quickly, if he is to survive.
As you reach the top of a rocky mound, you see below you a cluster of huge boulders grouped in a horseshoe shape near the lake's edge; they promise good protection from the squall.
If you possess Grand Pathsmanship, turn to 302.
If you do not possess this Discipline, turn to 168.
231
The gamblers are enraged that their privacy has been invaded. They crowd in on you, demanding an explanation, but you push them aside and leave the room without uttering a word. At the bottom of the gallery stairs you are met by an excited throng of people, still shocked and angered by Smudd's murder. Some openly blame you and attempt to stop you from leaving. By the time you have forced your way across the taproom to the doors of the inn, your face is bleeding and your body is bruised from their kicks and punches.
You stumble out into the street and, as you turn towards the stables to go and retrieve your horse, your eagle-eyes catch a glimpse of movement on a second storey balcony. It is the archer you saw a few minutes ago, the man in black who fled from the gallery. With bated breath you watch as he climbs onto the balcony rail and leaps across the narrow street onto the roof of the building opposite.
Turn to 274.
232
Terror grips your heart as you feel yourself sinking into the cavern floor. Your feet have completely disappeared from sight when suddenly the sinking sensation stops … but the terror goes on. Suddenly you hear a hideous squeaking sound high above your head. You look up into the vaulted ceiling and gasp with dread as a writhing cloud of Crypt Spawn come plummeting down towards your face.
Crypt Spawn: COMBAT SKILL 43 ENDURANCE 35
Reduce your COMBAT SKILL by 4 for the duration of this fight due to your immobility.
If you win the combat, turn to 79.
233
Soon the temperature begins to drop and the great grey wall of fog condenses and falls as rain. This rain freezes and you quickly find yourself surrounded by a wall of glittering ice which stretches like a range of jagged glass mountains from horizon to horizon.
In the distance you see a dim light flickering and twinkling at the heart of these ice mountains. You strike out towards it, across the frost-encrusted ground, and find yourself covering the distance far quicker than would ever be possible on Magnamund. A mile slips by at a single step and the surrounding terrain becomes impossible to focus on.
Suspecting that you are the victim of some powerful illusion, you stride up to the flickering ice wall and thrust your hand against it. Effortlessly, your palm sinks into the glassy blue surface and you fall headlong into the icy mountainside.
Turn to 44.
234
You remove the Amulet from your pocket and hand it to the old sage.
‘President Kadharian gave me this. It was found on the shore of Lake Vorndarol, near the ruins of Vorn, by a rogue who went by the name of Smudd. I tracked him to a tavern in Helgor but he was assassinated before he could tell me anything more about it. Can you?’
Gwynian holds the Amulet close to his myopic eyes and examines the engravings with great care.
After a short while he says, ‘It is a seal. It's an amulet of fealty worn by the Acolytes of Vashna,’ he says sadly. ‘It would seem to confirm our fears. I have seen amulets such as this before, but none crafted from such a metal. This is a metal not of this world.’
Gwynian hands back the Amulet and you return it to your pocket.
Turn to 45.
235
Your first attempt at deciphering the secret of the crystal dais was not successful and a new sequence of numbers materializes upon the surface of the upper tier.
This time the sequence appears to be harder. Now you will need to bring to bear all your Kai skill and intelligence if you are to break the code and close the Shadow Gate in time. Or will you be defeated by your old enemy, Arch Druid Cadak, even after his death?
Study the following grid of numbers car
efully. When you think you know the missing number, turn to the entry which bears the same number as your answer.15
If you cannot solve the problem, turn to 141.
[15] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 141.
236
A ball of lightning comes hurtling towards your head. Desperately, you pull your horse away to avoid being hit, but the fiery meteor changes course in mid-flight as if guided by an unseen hand. Instinctively, you draw your Weapon and raise it to defend yourself from the onrushing ball of energy, suspecting it to be a spectral enemy in disguise. Then, with a blinding flash, it impacts upon your weapon and you are hurled from the saddle amidst a shower of glowing sparks.
If the weapon you are wielding is a Bow or a Quarterstaff, turn to 308.
If you are wielding any other type of weapon, turn to 131.
237
Using your advanced Kai Mastery you can tell that, along with the heat, the token is giving off intense ultraviolet radiation. It is a cursed relic which has been activated by its proximity to the pool of stagnant water. The closer you get to the pool, the hotter and more reactive the relic becomes. Another few steps and it will explode. Knowing this, you fumble to retrieve it from the smoking pocket of your tunic, and hurl it away.