by Joe Dever
In the darkness, you fail to notice a jagged hole in the planking of the bridge. You step straight into it and crash head-first to the ground, over a hundred feet below.
Your life and your mission end here.
100
An empty feeling grips your stomach as you stare upon the altar and inner sanctum of the subterranean temple. Your Kai senses burn as if every nerve in your body is screaming a warning to flee from this evil chamber. Huge braziers of molten metal encircle a black altar upon which lies fair Madelon, the daughter of Baron Vanalund. She seems to be entranced — her breathing is slow and shallow. Beyond the altar lie two massive doors, a gigantic skull engraved upon their black stone surface. Out of your view, another door opens, and a procession of red-cloaked priests enters the temple. Their heads are covered and they each carry strange amulets of black stone. They file past the altar, depositing the amulets in a circle around the young girl's body and then file out again in total silence. Then you hear the sound of a distant drumbeat; it grows louder and nearer. The measured steps of steel-shod boots resound in its wake. Barraka is approaching.
Illustration VI—A procession of red-cloaked priests enters the temple.
Turn to 215.
101
You follow the tunnel for over two hours before arriving in a huge cavern. The gloomy hall is divided by an underground river that disappears into a wide archway in the south wall. On its opposite bank, you can just make out the shape of another passage leading to the west. A small rowing boat is beached on this side of the river, and two pairs of oars are discovered behind the moss-covered boulder to which it is tied.
If you wish to row across to the other bank and take the west tunnel, turn to 343.
If you wish to take the boat and continue south via the river, turn to 115.
102
Your men draw their swords and advance on the strangers. The hooded men immediately raise their hands and emerge from beneath the stone canopy. One of the men drops a small earthenware flask full of clear fluid and it shatters on the hard marble floor. A search of their clothing reveals 12 Gold Crowns and enough food for 2 Meals. Make the necessary adjustments to your Action Chart. Around their necks they wear wooden amulets carved in the likeness of small fish.
If you possess the Kai Discipline of Healing, turn to 19.
If you do not have this skill, turn to 339.
103
You escape from the warrior but not before he has wounded you with his scimitar. You lose 4 ENDURANCE points.
Gasping from the pain of your wound, you manage to pull the trapdoor shut and draw the bolt before staggering down the stairs and out through the watchtower door.
Turn to 59.
104
Mustering all your reserves of speed and stamina, you sprint towards the far side of the bridge. The blood is pounding in your ears and you pray that the locking pins will hold just long enough for you to reach safety. You are barely ten feet from the far side when the floor shudders and falls.
If you want to try to dive for the far side, turn to 303.
If you wish to jump clear of the bridge and dive into the unknown depths of the mine shaft, turn to 342.
105
A group of armed guards suddenly appear at the top of the stairs and command you to halt. When you hesitate, they quickly unsling crossbows from their shoulders.
If you wish to attack the guards, turn to 285.
If you wish to raise your hands and surrender, turn to 267.
106
The horses are a small stocky breed known as kucheks. They are named after a town and province of Vassagonia, a country many hundreds of miles to the east. The bandits you encountered on the Ruanon Pike rode kucheks.
If you wish to leave Eshnar as quickly as possible, turn to 67.
If you decide to investigate the stables, turn to 236.
107
The bandit horseman pursues you, his lance speeding closer and closer behind you. You are running flat out, and it is too late to dodge the Sommlending soldier who now stands in your way, his bow drawn ready to fire.
‘Dive!’ he screams at you, and instinctively you obey his bold command. Almost simultaneously, he releases the bowstring. The bandit is barely feet away when the steel-tipped arrow penetrates his visor and erupts from the rear of his helmet like a skewer through an apple. The charging horse crashes to the ground throwing its dead rider at your side. You open your mouth to shout your thanks, but before you can speak the soldier turns and hurries away to the barricade.
If you wish to follow him, turn to 59.
If you wish to continue towards the watchtower, turn to 310.
108
The leader of the tunnel guards barks an order to his men and they immediately halt in their tracks. It is obvious that they have been told not to interfere in this combat, for it seems their leader wants you all to himself.
He is wearing a tall, plumed helmet and a brilliant red sash across his chest. With one quick movement, he levels his halberd at your head and attacks.
Tunnel Guard Officer: COMBAT SKILL 20 ENDURANCE 30
You may evade combat at any time by dashing across the bridge and turning to 271.
If you win the fight, turn to 28.
109
You roll the dead bandit over with the toe of your boot and make a quick search of his body. You discover the following items:
3 Gold Crowns
Dagger
Sword
You may take any of the above items. As you are leaving, you notice a trapdoor in the floor. Opening it, you see that it leads down to the cellar of the building.
If you wish to search the cellar, turn to 347.
If you wish to leave the hut, turn to 258.
110
You kick open the door and rush in. Unfortunately it is not the actor who stands before you now, but a young woman in the middle of taking her bath. After a few seconds of stunned silence, the woman begins to scream at the top of her voice, pausing only to throw at you anything that comes to hand. In a shower of hairbrushes, mirrors, combs, and curses, you are driven from the coach, and the door is slammed firmly in your face. Outside you find a small crowd of people who have been attracted by the noise, none of whom can speak or understand Sommlending. You find it impossible to explain your innocent mistake and, confronted by their stony stares, you are forced to abandon your search for the runaway actor.
Turn to 165.
111
You steel yourself, mustering all your concentration for the exact moment to strike. Your warrior senses are razor-sharp; your attack is lightning-fast. You lunge forward beneath the bandit's sweeping longsword and sever the belly strap of his saddle. The saddle jerks to one side, and he slips from his horse, crashing to the ground in a cloud of dirt and ash. You advance to finish him, but he is quick to recover from the fall. Leaping to his feet, he turns to face you.
If you wish to fight him, turn to 90.
If you wish to evade combat, turn to 163.
112
The bridge slams into the rock wall with a bone-jarring crunch.
Pick a number from the Random Number Table. If your current ENDURANCE points total is less than 10, deduct 3 from the number that you have picked.
If your current ENDURANCE points total is more than 20, add 3 to the number you have picked.
If your total score is now -3–4, turn to 42.
If it is 5–12, turn to 303.
113
You enter the forest and descend the wooded hillside towards the River Xane. You have gone only a few yards when the trees become far too dense for you to be able to continue on horseback. Reluctantly, you signal to your men to dismount and continue on foot.
You soon reach the river and follow the foam-flecked water upstream. The climb takes you through a maze of wide rock terraces worn smooth by the force of the river. Then, at a point where the torrent is fed by many smaller streams, you catch sight of six bandits, stabbing at the water wit
h their spears as it thunders along the smooth-hewn channels. On the far bank, you can see a pile of grey fish standing next to a horse-drawn wagon, which you recognize as a Sommlending cavalry wagon.
If you have reached the Kai rank of Warmarn, turn to 166.
If you have yet to reach this level of Kai training, you can launch a surprise attack on the bandits and turn to 14.
If you would rather try to sneak across the river under the cover of the many large boulders that divert the watercourse, turn to 316.
If you would rather avoid crossing here and head back the way you have just come, turn to 232.
114
You order your men to prepare for combat and signal to one of the tavern-keeper's sons to open the doors. No sooner has he slid back the great iron bolt than the doors burst inwards. A dozen rain-drenched bandits charge into the tavern, their shields linked before them rim to rim. Your men press forward to halt their advance, hacking and stabbing whenever a head or arm presents a target, but they are forced to turn back when more bandits flood into the tavern.
A tall warrior in bright scarlet armour suddenly breaks clear of the shield-wall and runs at you. His sword is raised to stab.
Bandit Warrior: COMBAT SKILL 16 ENDURANCE 25
You cannot evade combat and must fight the warrior to the death.
If you win the fight, turn to 295.
115
As you drift beneath the arch of the southern tunnel, you pull your Kai cloak around your body and raise the hood. The ceiling is leaking and huge drops of ore-stained water rain down on your crowded boat, streaking the hair and tunics of your men a rusty brown.
You row for over a mile before eventually emerging in a small grotto. A flight of stone steps rises out of the river and ascends to an archway in the rock wall.
If you wish to land at the steps and investigate the tunnel, turn to 8.
If you wish to continue south by the river, turn to 240.
116
‘I was hoping the King would send a large search party,’ says Captain D'Val wryly, now having fully recovered from his exhaustion. ‘I was beginning to tire of this town.’
You rise from your straw bed and offer your thanks to the captain. His brave and timely action saved you from certain death. ‘'Tis nothing to compare with you, Lone Wolf. Your bravery is legend. Your presence here is worth a hundred men.’
He asks you about your mission, and you recount the events that have led you to this meeting; the ride south, the loss of your company, your passage through the Maaken Mines and the bandits.
‘Yes, the bandits — Barraka's men,’ retorts D'Val, his gruff voice conveying his contempt for them and their leader. ‘It seems we have both suffered at his hand. A month ago, he and his Vassagonian renegades ambushed my troop on the Ruanon Pike. We were sorely outnumbered and the fight was indeed bitter. But we broke free from them and escaped here to Ruanon. We have been beleaguered ever since and praying for help to arrive. We have enough weapons to resist them, but we have barely enough food and water to survive.’
You ask what has become of the people of Ruanon. ‘Most are now slaves. Barraka has taken the mines and he uses the Ruanese as forced labour. Other than yourself, only one man has escaped from the mines and survived the Warhounds and the bandit snipers. That man is Baron Oren Vanalund. Come, I shall take you to him.’
D'Val leads you to the topmost chamber of the watchtower and pushes open an iron-shod door. The sight that greets you fills your heart with sorrow and pity.
Turn to 318.
117
You soon reach a section of tunnel that is under repair. Part of the floor has subsided, and a gaping hole is spanned by a rickety wooden bridge. You are tired and fail to notice that your torch has almost burnt out. You are at the centre of the bridge when the torch flickers and dies; you are plunged into darkness.
If you have another Torch5 in your Backpack, turn to 22.
If you have no other Torch, you must try to inch your way across the bridge in total darkness. Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense or Tracking, add 3 to the number you have picked.
If your total is now 0–6, turn to 99.
If it is 7–12, turn to 256.
[5] Remember that you may not use another Torch unless you have a Tinderbox as well. Also, you may use a Kalte Firesphere in place of a Torch and Tinderbox if you have one.
118
The iron door is locked, but there is a lockplate with a keyhole and a large handle upon which hangs a Whip. If you decide to take the Whip, remember to mark it on your Action Chart as a Backpack Item.
If you possess an Iron Key, you may open the door by turning to 308.
If you do not possess this key or if you do not want to open the door, you may leave the chamber via a spiral staircase.
If you wish to ascend the stairs, turn to 170.
If you wish to descend the stairs, turn to 228.
119
‘Hold your blade, Barraka. Her life is not yours for the taking!’ Your words ring out above the howling wind. The renegade noble turns to face you, his laugh as piercing as your command. He advances towards you, the flame-licked dagger held high in his mailed fist. You draw your weapon and enter the temple.
If you wish to enter into combat with this warrior lord, turn to 296.
If you wish to try to free Madelon, turn to 73.
120
After many hours of riding you reach a highway junction. (You have left the Wildlands and may once again use the Kai Discipline of Hunting to hunt for your food.) A large signpost indicates two destinations: south to Ruanon (60 miles) and east to Eshnar (40 miles).
If you wish to continue south, turn to 33.
If you decide to go east, turn to 92.
121
No sooner has he fallen at your feet than another line of the enemy surges forward. Your men are brave and stolid, but the enemy are greater in number. You cannot hold them forever.
‘Into the mine!’ you shout, as the enemy pull back to regroup for another charge. But only four of your company make it to the mine; the others lie dead beneath their shields.
Turn to 248.
122
As you raise your golden sword, the howling wind seems to rise in pitch and intensity. It claws at your mind, filling your head with terrible images of death and horror. Barraka sees you falter and strikes a cruel blow that opens a wound in your cheek. You lose 1 ENDURANCE point. But the sudden pain reawakens you to the presence of your enemy, and the combat begins.
Barraka: COMBAT SKILL 25 ENDURANCE 29
You are being attacked by a very powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, your COMBAT SKILL is reduced by 4 for the duration of this combat. However, Barraka himself is a warrior who possesses formidable strength of will: he is immune to Mindblast.
If you win the combat, turn to 350.
123
Onward and upward, you claw your way through the wooded hillside. Your throat is dry and your heart is pounding as though it is about to burst, but you dare not slacken your pace. Four hours pass before you feel certain that you have outrun the enemy.
It is nearly dusk when you chance upon a narrow steep-sided valley, carved from the hillside to afford access to a mine tunnel. For hundreds of years, the ore of the Maaken Range has been the blessing and the bane of many who have ventured here to seek their fortune: men have found wealth beyond their wildest dreams, but also men have perished without trace in its labyrinth of cold dark tunnels.
You examine the mine entrance. You know that if you can find a major passage, you could trace your way to Ruanon itself. At the entrance, you find a discarded wooden crate, containing six Torches and a Tinderbox. The mines are dark and you will need to use at least one torch to light your way. You can take as many additional Torches as you wish, but remember each one counts as a Backpack Item, so be sure to make the appropriate changes to your Action Chart.6
Enter the mines by turning to 315.
[6] Unless you already possess an alternative means of relighting the torch later (e.g. another Tinderbox or a Kalte Firesphere), record this Tinderbox on your Action Chart as a Backpack Item. It is not necessary to record the one lit torch on your Action Chart.
124
A mantlet, a large shield on wheels, is being pushed slowly across the body-strewn battleground towards the barricade. Arrow shafts soon bristle from its thick wooden planks as D'Val's men fire their bows time and time again in an attempt to hit the shielded foe.
Illustration VII—A mantlet is being pushed across the battleground towards the barricade.
Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attack — they give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.