by Joe Dever
If you possess some Oede herb and wish to give it to the poor vaxeler, turn to 321.
If you do not have any Oede herb, or if you do not wish to give it to this unfortunate wretch, flee the cave and turn to 270.
345
You glimpse the silhouette of Darklord Haakon in the hall below, his spiked fist raised. There is a deafening crack as a bolt of blue lightning streaks from a stone in the Darklord's hand and hurtles towards you. You dive for cover behind the body of the Drakkar as the bolt explodes. In a flash of light, the Drakkar is gone. Only cinders and the rotten odour of scorched flesh remain.
You scramble to your feet and sprint along the passage. Another bolt hurtles from the hall, tearing into the ceiling with shattering effect. Splinters of razor-sharp marble whistle down, slashing your cloak and tunic. You race down some stairs, through a silver archway and along a balcony that overlooks the lower palace. A peal of bells and the crunch of iron-shod boots echo in your ears — the Zakhan has sounded the alarm, his guards close in on every side.
At the end of the balcony are another arch and a staircase: both look deserted.
If you wish to escape through the arch, turn to 381.
If you wish to race up the stairs, turn to 317.
346
By the side of the street, an old man is selling assortment of rugs and carpets from the back of a wagon. Banedon approaches him and the two converse for several minutes. Finally, the wizard hands the old man a ring; his wrinkled face beams with joy. Banedon returns to you with good news.
‘The house with the blue door — at the end of the alley we passed a short while ago. Tipasa lives there.’
As you retrace your steps and enter the dingy passage, you hear the old man shriek with disappointment: the ring has just dissolved on his finger.
At the end of the alley you find the house with the blue door.
Turn to 206.
347
Wincing from the pain of your wound, you snatch the reins back and urge the Itikar to climb higher. The Drakkar is now over a hundred feet below, but he is bringing the shrieking Kraan around for another attack.
You wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders. Your sudden change of direction increases the distance between you and your pursuers, but your feathered mount is badly wounded and you are close to despair; the Itikar is losing so much blood that it could become unconscious at any moment, and drop you like a stone onto the distant surface of Lake Inrahim below.
Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.
Turn to 221.
348
Suddenly, you catch sight of Banedon. His arm is raised above the armoured parapet of the platform, and in his hand he holds a slender blue rod. A torrent of water gushes from the rod, arcing into the sky to meet the deluge of liquid flame. There is a tremendous explosion as the elements collide, and a massive whirlpool of flame and water spirals towards the Vordak.
The Vordak shrieks with terror but it is too late — its fate is sealed. The whirlpool consumes the Zlanbeast and its rider in a massive burst of sun-like brilliance.
Turn to 267.
349
The golden blade sings in your hand, a crackle of pure energy spreading along its razor-sharp edge. You strike a tremendous blow, splitting the Vordak's skull to the teeth. It releases an awful howl of unearthly evil, pain, terror, and death. As it falls, its skeletal body dissolves into a smoking green fluid, shrivelling the plants on the ground beneath.
The Drakkarim hesitate as the golden light of the sun-sword glints on their shiny black death-masks; you see your chance and run straight at them, slashing to left and right. A Drakkar raises his shield, but your blade slices clean through the iron-sheathed wood, severing his arm at the shoulder. Wheeling round, you catch another Drakkar in mid-attack, tearing open his black armour with the sword as if it were merely parchment. He screams in agony, but you disappear into the dense foliage before his body falls lifelessly to the soft earth.
Turn to 228.
350
As you break cover, another burst of energy leaps from the Darklord's fist. It explodes into the base of the pillar, severing it from the floor, and the roof above caves in with a tremendous roar. The shock wave throws you to the floor, flattening you against the cold marble flagstones. You lose 3 ENDURANCE points. Erase the Sommerswerd from your Action Chart.
Haakon's laugh can still be heard above the crash of falling stone. In rises in pitch until it fills your head with agonizing pain.
If you have the Kai Discipline of Mindshield, turn to 253.
If you do not possess this Kai Discipline, turn to 369.
351
As you approach the door, Banedon offers you a word of advice. ‘Take care to guard your gold, Lone Wolf. Nothing tempts the Ikareshi more than a full purse. You can trust their honour, but if you trust their honesty they will steal the hair from your head.’
Inside, the mood is one of celebration. Tables have been drawn together to form a large semicircle in front of which stands a small, broad-shouldered man dressed lavishly in an embroidered costume. A gold-mounted sword hangs by his side, its blue velvet scabbard as vivid in colour as the man's silk pantaloons. Affectionately, the man embraces his companions, kissing the friends and relatives who have travelled so many miles to celebrate his wedding. At his side sits his bride, her face concealed behind a veil of shimmering pearls. Suddenly, the tavern is filled with music as the guests take the floor for the wedding dance.
On the far side of the floor you see the owner of the tavern, a stout old lady dressed in sombre black. She watches the festivities with tears in her eyes.
If you wish to approach her and ask where Tipasa the Wanderer may be found, turn to 276.
If you wish to leave the tavern and continue along the street, turn to 202.
352
Beyond the portal lies a vaulted corridor leading to a grand stairway. You narrowly avoid confrontation with a dozen Drakkarim, saved by your lightning reactions. As the enemy rush from an archway on the second floor landing, you dive behind a statue of the recently deceased Zakhan Moudalla. They are so intent on their chase that they fail to notice your hiding place and hurry down the stairs, grunting in their heavy armour as they run. Silently, you give thanks that Zakhan Moudalla was a very stout man and that his statue casts a very large shadow in which to hide.
At the top of the stairway you discover a hatch, which gives access to the roof. You climb through it and follow a path of sun-bleached tiles that wind in and out of the domes and turrets, eventually leading to a bell-tower.
You are exhausted and need to rest, your mind still full of the shock of your encounter with Darklord Haakon. The sound of his terrible voice repeating the words ‘Book of the Magnakai’ echoes again and again in your mind.
With desperation sapping your will, you peer out through a grille in the bell-tower. The sight before you renews your flagging hope, for it inspires a daring escape plan.
Turn to 313.
353
As you slay the last of the Crypt Spawn, Haakon reels back as if weakened by the death of his creatures. You raise the Sommerswerd, willing the blade to discharge a bolt of power that will burn the evil Darklord from the face of Magnamund forever. The blade shimmers with golden fire, but no searing blast issues from its tip. Suddenly, you realize what has happened; you are beneath the earth, and there is no sun from which the sword can draw its power.
Illustration XXI—You raise the Sommerswerd, willing the blade to discharge a bolt of power at Haakon.
Haakon utters a terrible laugh that shakes the floor. A beam of blue flame is growing from the stone in his hand, forming a fiery blade that crackles and spits as it cuts through the dust-choked air. The stench of death and decay fills your nostrils as the Darklord prepares to attack.
Darklord Haakon: COMBAT SKILL 28 ENDURANCE 45
Unless you have the K
ai Discipline of Mindshield, reduce your COMBAT SKILL by 2 for the duration of this combat.
If you win the combat, turn to 400.
354
You throw yourself to the deck, but the axe blade strikes your thigh, drawing a crimson line across the skin. You lose 2 ENDURANCE points. Suddenly, a deafening bang rings out and the Drakkar is flung backwards, his breastplate torn open by dwarf shot. He gives a long, agonizing death-cry as he disappears from sight, tumbling into the darkness that surrounds the speeding ship.
From Barrakeesh, a roll of thunder rumbles across the darkening plain. It is full of brooding menace, as if the city itself were cursing your escape. Banedon appears at your side, his face line with concern for your condition. As he offers a shaky hand to help you to stand, you notice that the makeshift bandage that binds his wound is soaked with blood. He is pale and weak, and close to collapse.
If you have the Kai Discipline of Healing, turn to 377.
If you do not possess the skill, turn to 339.
355
You roll away a split second before the mace smashes down, crushing the dark soil where your head once lay. Unless you have the Kai Discipline of Mindshield, deduct 2 points from your COMBAT SKILL for the duration of the combat, for the Vordak is attacking you with the power of its Mindforce. This creature is immune to Mindblast.
Vordak: COMBAT SKILL 17 ENDURANCE 26
If you win and the fight lasts 4 rounds or less, turn to 249.
If you win and the fight lasts longer than 4 rounds, turn to 304.
356
‘I knew Tipasa once, when my body was young and strong like yours. We fought the Lakuri pirates at Samiz and voyaged to a distant land where ice and snow lay thick on the ground, and the sun had not the power to melt them. Yes, I knew Tipasa the Wanderer … once. All I know now is that he dwells in Ikaresh. Find the widow Soushilla — she will know. She knows all that passes in Ikaresh.’
Turn to 281.
357
The gangplank springs up and down as you stride across the gap, and you are forced to slow your pace for fear of falling over the edge. The sentry wheels round, alerted by the noise of creaking planks. He runs to intercept your attack, his spear levelled to thrust at your waist. You cannot avoid combat and must fight the sentry to the death. Deduct 2 from your COMBAT SKILL for the duration of this fight, for the plank on which you are standing is very unstable.
Platform Sentry: COMBAT SKILL 15 ENDURANCE 23
If at any time during this combat you pick a 1 from the Random Number Table, you lose your balance and fall. Turn to 293.
If you win the combat and decide to search the sentry's body, turn to 207.
If you win but decide to ignore the body and hurry into the Itikar's pen, turn to 224.
358
You sense that the old woman is lying. She is not Soushilla the widow — she is a fraud, attempting to fleece you of your gold. When you confront her, she turns tail and disappears into the alley like a bolt of lightning.
‘Let her go,’ says Banedon. ‘Our time is worth more than the gold she took.’
If you wish to continue along the Avenue of Eagles, turn to 388.
If you decide to retrace your steps to the Eagle Square, you can either go north towards the Dougga Market, by turning to 376.
Or west towards the Main Square, by turning to 216.
359
The fatigue of your ordeal finally catches up with you; you are finding it impossible to keep your eyes open. Nolrim shows you to a bunk in the hull of the Skyrider. Gratefully you climb into bed and pull the blankets over your aching limbs. Nolrim apologizes that the bunk is too short, but his words fall on deaf ears — you are already asleep. Restore 2 ENDURANCE points for this much needed rest.
Turn to 300.
360
Two black-clad guards suddenly appear on the stairs below. You are both surprised by the encounter and are slow to react.
Pick a number for the Random Number Table. If you have the Kai Discipline of Hunting, add 1 to the number you have picked. Now, pick another number from the Random Number Table.
If the second number is less than the first, turn to 226.
If it is more than the first number, turn to 297.
If it is exactly the same, turn to 334.
361
Ducking beneath the boom-sail, you clamber onto the platform in time to witness a desperate struggle. The blond-haired magician is pinned to the deck, his left arm skewered by a spear. With a staff in his right hand, he is trying to fend off the dismounted Kraan-rider. The Drakkar senses your presence; he whirls round and draws a twisted black scimitar from its scabbard.
Drakkar: COMBAT SKILL 18 ENDURANCE 25
If you win and the fight lasts 3 rounds of combat or less, turn to 288.
If the fight continues to a fourth round of combat, do not resolve it. Instead, turn immediately to 382.
362
The smoke is cool and fragrant. Unfortunately, the same cannot be said of your hosts. Their long coats of Dougga hide are perfumed with a musk that holds no appeal for Sommlending nostrils.
A young girl appears with a tray full of steaming jala cups. ‘1 Crown each,’ she says, as she places the tray upon the table.
If you wish to purchase a cup of the delicious beverage, turn to 237.
If you not wish to purchase a cup of jala or do not have any gold, you must bid farewell and leave the eating-house. Turn to 388.
363
You dive into the garden below, avoiding death by a fraction of a second. The crossbow bolts ricochet off the poison-tipped spikes and shoot into the air, the whine of their twisted metal shafts fading into the sky.
The enclosed garden is full of the fragrance of exotic plants and flowers, clustered around a sculptured pool of deep blue water. It is a beautiful sight but one that you dare not stop to enjoy. The palace guards are sure to give chase and you must keep moving.
Ahead, beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the shrubs and trees.
If you have the Kai Discipline of Tracking, turn to 220.
If you do not possess this skill, you can either climb the stairs to the small portal by turning to 352.
Or follow the winding path into the trees, by turning to 391.
364
The room is moving, at first only imperceptibly, but in the space of a few minutes, the dwarves and the cabin have become a blur of colour. You grasp the table, your knuckles whitening as you fight to control the feeling of dizziness that overcomes you. Sounds seem distant like echoes in a cave. Suddenly, the spinning stops and blackness engulfs your senses. You have collapsed unconscious to the floor.
Turn to 380.
365
You sense that the man's show of friendship is genuine. He may be able to help you find Tipasa the Wanderer if you accept his hospitality.
If you wish to enter his home, turn to 225.
If you decide to press on towards Ikaresh, turn to 272.
366
Nervously, you wait for the chance to leap up and open the door, but the crossbow bolts ricocheting from the wall and parapet are increasing in number. Suddenly, the sound of running footsteps sends a cold shiver down your spine; the Drakkarim are storming the stairs — it is now or never!
You spring to your feet and run to the door, grasping the iron bolt between trembling fingers. As you fight to open it, a pain tears through your back: you have been hit. Another bolt strikes home, sinking deep into your shoulder and throwing you flat against the door.
As darkness falls before your eyes, you are unaware of the Drakkarim leaping towards you, their black swords raised for the death-blow. Their blades bite deep but you feel nothing: you are already dead.
Your life and the hopes of Sommerlund end here.
367
Silently, you are beginning to despair. The street is becoming narrower and more disgusting the f
urther you go. A scraggy cat dashes across your path, closely pursued by an equally scraggy street urchin; the dagger that he carries in his hand suggests he is trying to catch his supper.
You are about to give up and suggest to Banedon that you should retrace your steps to the junction, when the street ends and turns abruptly left. A sign on the opposite wall points to the Dougga Market.
If you wish to follow the sign, turn to 376.
If you wish to go back to the fork and take the other street, turn to 216.
368
The axe bites deeply into your calf, making you cry out in pain and surprise. Lose 3 ENDURANCE points. However, before the guard can strike again, you lash out, sending the axe spinning from his hand. He howls, clutching broken fingers to his chest.
Gritting your teeth, you hobble away towards an open door. The air is alive with the sound of pounding feet, for the Grand Palace is now on full alert. Both the Drakkarim and the palace guard are bent on finding you; their lives will be forfeit if they fail.
Beyond the door, a bridge rises over an enclosed garden, joining the palace to a needle-like tower of white marble. At the entrance to the bridge, a narrow stair disappears into the garden below.
If you wish cross the bridge and enter the tower, turn to 396.