by Joe Dever
Bhanarian Guards: COMBAT SKILL 37 ENDURANCE 40
If you win this combat, turn to 144.
34
As the fearsome Xanon charges towards the ruins, you suddenly realize that the sticky brown-black oil that coats its hide is highly inflammable.
If you possess Kai-alchemy and wish to use it, turn to 221.
If you do not possess this skill, or if you choose not to use it, turn to 253.
35
You tug the Claw from your pack and toss it onto the floor.
‘No! He'll not have it!’ screams Gildas, and he leaps forward to kick the artefact away. It skitters across the floor, and its clawed tip embeds itself in the base of the log fire. The captain's actions have angered the Autarch. He storms forward and deals him a crushing blow with his armoured forearm, sending him crashing against a bookcase on the far side of the chamber. His head drops limply to his chest and he slithers to the floor.
Turn to 344.
36
Your killing blow severs the creature's head from its body. For a few moments its dismembered torso stands erect; then slowly it keels over backwards and tumbles into the mountain pass.
To continue, turn to 18.
37
The moment you step outside the tavern, you and your companions are set upon by the one-eyed man and his brutish cohorts. They are armed with knives and clubs, and they are determined to show you no mercy. You must fight them.
Bhanarian Roughriders: COMBAT SKILL 38 ENDURANCE 41
You may add +2 to your COMBAT SKILL for the duration of this fight, for Gildas and his men are helping you to fight off these enemies.
If you win the combat in five rounds or less, turn to 256.
If you win the combat and it takes six rounds or more, turn to 105.
38
You call out to the rangers to follow your lead, and then you urge your horse to the gallop and race him towards the barrier. The guards scatter as you bear down on them, but their corporal is made of sterner stuff and he refuses to move. He snatches up his spear and gets ready to lunge as you come thundering towards him.
Pick a number from the Random Number Table. If you possess Animal Control, add 2 to the number you have picked.
If your total score is now 0–1, turn to 142.
If it is 2–4, turn to 198.
If it is 6 or higher, turn to 44.
39
The Autarch's men react swiftly to their squad leader's call, and soon they are following closely on your heels as you race through the copse. When you break from the cover of the trees, the nearest enemy warrior hurls his dagger at your fleeing back. Your Kai Sixth Sense alerts you to the flying missile and you dodge aside, but the tip of the knife grazes your side and makes you stumble and fall into the long grass: lose 1 ENDURANCE point.
To continue, turn to 85.
40
You catch up with the fleeing rangers at a clearing in the forest. The swiftness of your flight has outpaced the fearsome shape-changer, yet no sooner have you recovered your composure and rallied your companions, than you find yourself confronted by a new threat.
At the far side of the clearing is a large mound of packed earth, with a cave-like entrance that is adorned with bones and skulls. From out of the mouth of this cave there emerges a hulking form. Its body resembles a great grey egg supported by a cluster of pale, spindly legs. Two bloodshot eyeballs wobble atop stalks that protrude from its swollen head, and a vile-smelling green bile drips unceasingly from its gap-toothed maw.
Illustration III—A strange, hulking form emerges from the mouth of the cave.
Gildas raises his bow and draws an arrow in readiness to fire at the advancing beast. You raise your Kai Weapon, but suddenly you sense that this abomination is surrounded by a benign, magical aura. Your Kai Sixth Sense tells you that, despite its fulsome appearance, this creature poses no real threat to you and your companions, and hurriedly you command Gildas to hold his fire. Pick a number from the Random Number Table.
If the number you have picked is 3 or lower, turn to 213.
If it is 4 or higher, turn to 176.
41
You hurry away from the trees and enter the busy stables. Dozens of troopers are grooming their mounts in stalls which are set facing each other. They form a long corridor that runs all the way to a pair of open green doors at the far end of the building. Through this open doorway you glimpse the enticing sight of a city street, and you and your companions have to struggle to overcome an almost overwhelming urge to run headlong towards it.
Most of the horses that are standing in the stalls are saddled-up in preparation for tomorrow's ceremony. The troopers are part of the mounted guard detailed to escort the Autarch through the city. You whisper to the others to look for some unattended horses, but as you approach the stalls, you are challenged by a suspicious trooper. Roughly you barge him aside and leap into the saddle of a chestnut mare. The rangers are all close behind you when you dig in your heels and urge your mount to gallop along the central corridor that leads to the exit. The troopers wave their fists as you speed past them, and hurriedly two of them attempt to shut the green doors before you can make good your escape into the street.
If you possess Kai-alchemy and wish to use it, turn to 319.
If you possess Magi-magic and wish to use it, turn to 214.
If you possess Elementalism and wish to use it, turn to 180.
If you possess none of these skills, or if you choose not to use any of them, turn to 71.
42
As you make the jump, your horse strikes his forelegs on the barrier and you are jolted out of the saddle. You twist as you fall and strike the back of your skull when you hit the ground: lose 5 ENDURANCE points.
If you survive this heavy fall, turn to 108.
43
The squad leader advances along the trench with the Claw of Naar poised to fire a second blast, yet a timely volley of arrows from the rangers forces him to abandon his attack and dive for cover. When he scrambles to his feet, he commands his scattered squad to rally to his cry. They come running forward and he scrambles out of the trench to meet them. Then an arrow skewers the sleeve of his tunic, and he spins around and looses off the second flame-bolt in reply. It explodes among the rocks above and you hear Sergeant Paviz cry out in pain. The crackling hum of the Claw rises to an almost deafening pitch when the leader allows the supernatural weapon to recharge to maximum power. Turning towards the rocks that block the mountain pass, he points the Claw at the base and lets loose a third blast of dark flame which blows a big hole in the heaped debris. With a wild cheer, the Bhanarians race through the smouldering gap and make good their escape along the trail beyond.
Turn to 220.
44
As you make the jump, the corporal's nerve breaks and he throws himself to the ground. Your horse sails across the barrier, and the rangers follow with consummate ease. The angry cries of the corporal quickly fade into the distance as you leave the bridge and follow the road into the hills beyond.
Turn to 272.
45
The old man frowns. He does not want to lose a sale, at any price. After some thought, he says that he will accept 1 Weapon, 3 Gold Crowns, and 1 Backpack Item in exchange for the robes.13
You agree to the man's offer and you hand over the items he requests (remember to adjust your Action Chart accordingly). Then you and your companions each take one of the loose-fitting robes and slip them on over your tunics. The thin, hooded garments are large enough to conceal your backpacks and weapons, and you are pleased to discover that they do not hamper your movement.
Having concluded your business, you thank the old man and bid him farewell. Then you leave his tent and go to collect your horses.
Turn to 118.
[13] If you lack one or more of these items, substitute other items of equal value.
46
There is a blinding flash of scarlet light upon the instant that your blade strikes the shaft
of the Claw, and a searing wave of energy sends you crashing backwards to the ground: lose 2 ENDURANCE points.
Dazed and gasping for breath, you drag yourself to your feet and approach the stone block which is now wreathed with trails of grey smoke. To your dismay, you discover that the Claw is still intact. Despite the huge burst of energy that your blow released, you discover no mark or blemish upon its gnarled shaft.
The blade of your Kai Weapon, however, is notched and discoloured at the point where it struck the shaft of the Claw. (The damage to your Kai Weapon has caused a permanent reduction of 2 points to its COMBAT SKILL bonus. You should now adjust the bonus on your list of Special Items.)
To continue, turn to 228.
47
You pull open the door to the antechamber and sprint across the body-strewn hall towards the distant archway. Your Magnakai Discipline of Huntmastery enables you to see through the dissipating clouds of steam, but your ranger allies are not so gifted. As you pass through the archway and rush into the corridor, they mistake you for a Bhanarian attacker and they let loose a volley of arrows at your fleeing form.
Pick a number from the Random Number Table.
If the number you have picked is 9, turn to 163.
If it is 4–8, turn to 209.
If it is 0–3, turn to 77.
48
The Autarch curses your resourcefulness. He is frustrated by your continued resistance and finally his patience snaps. With a wild cry he comes stalking forwards, slashing and scything at you with his needle-claws like an angry tiger. As you duck below one sweeping attack, he catches you in the back with a lightning-fast following strike. His needle-claws become embedded in your Backpack, and it is wrenched from your back when he sends you crashing headlong against the chamber wall: lose 2 ENDURANCE points. (You must now erase everything in your Backpack.)
To continue, turn to 94.
49
You draw upon your improved Discipline of Grand Huntmastery and focus your vision upon the advancing squad, but you cannot detect anything unusual there. It is not until you cast your eyes to the blanket of cloud above that you discover the cause of your disquiet. Hidden from plain sight, yet clear to your improved infravision, you see a host of flying creatures soaring overhead. The sight makes you swallow hard. They have lean and sinewy bodies that are studded with hundreds of spikes, and their slitted eyes emit a cold, bilious light.
You warn the rangers of their presence and swiftly they take cover among the boulders, hiding themselves from above. Your swift action saves you from being detected by the winged beasts, but as the last of their number passes overhead, you witness something that makes your heart skip a beat.
Turn to 296.
50
A blinding white light obliterates your vision. Then a terrifying numbness spreads rapidly from your neck to the soles of your feet, and you feel yourself tumbling forwards into a fathomless abyss.
One of the steam-gun projectiles has pierced the back of your skull and penetrated your brain. Mercifully, your death is swift and painless.
Sadly, your life and your mission end here, at the Crimson Tower of Zuda.
51
You draw upon your mastery of Elementalism to cause a sudden gust of air to strike the falling rock.
Pick a number from the Random Number Table. For every level of Kai rank you have achieved, above the rank of Kai Grand Master Superior, add an additional 1.
If your total score is now 0–5, turn to 259.
If it is 6 or higher, turn to 216.
52
The tavern-keeper's blast of buckshot peppers your shoulder (lose 2 ENDURANCE points) and damages one of the items in your Backpack. You must now erase the second item that you have recorded on your list of Backpack Items.
To continue, turn to 287.
53
You intone the words of the Old Kingdom Spell Invisible Fist and hold out the palm of your right hand, directing it towards the body of the sinister young woman. You feel a surge of tingling power leap from your palm and shoot towards her, but this power is deflected away when suddenly a translucent wall of energy appears before her.
Fearing that you may be facing a powerful sorceress, you abandon your attack and try to think of a more effective weapon to use against her.
If you possess Kai-alchemy and wish to use it, turn to 151.
If you possess Kai-surge and wish to use it, turn to 281.
If you possess neither of these skills, or if you choose not to use them, turn instead to 164.
54
For a few anxious moments your target is obscured by the Bhanarian gunners, and you bite your lip as you wait for them to move out of the line of fire. The instant they do, you release your straining bowstring and send your Arrow arcing across the mess hall towards its mark.
Pick a number from the Random Number Table.
If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.
If your total score is now 4 or lower, turn to 326.
If it is 5 or higher, turn to 29.
55
You tell the sergeant that you have lost your pass, and suddenly his face turns bright red with anger. You sense that you must act quickly if you are to prevent him from raising the alarm.
If you possess Kai-alchemy and wish to use it, turn to 182.
If you possess Kai-surge and wish to use it, turn to 235.
If you possess neither of these skills, or if you choose not to use them, turn to 141.
56
You call upon your Magnakai Discipline of Animal Control to command the deadly conda not to attack Gildas, and instantly it obeys your silent order.
Unfortunately, you neglect to instruct the snake not to attack you instead. As it pulls away from the captain's face, it turns its head and fixes you with its red eyes. Moments later, it launches itself at your throat like a speeding arrow!
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. For every level of Kai rank that you have attained above Kai Grand Sentinel, add 1. If your current ENDURANCE score is lower than 16, deduct 2.
If your total score is now 5 or less, turn to 161.
If it is 6 or higher, turn to 210.
57
Through one of the tall windows that line this corridor, you see the flat tarred roof of the barracks kitchens and the upper boughs of a line of trees that encircle the parade ground beyond. Shielding your face with your free arm, you strike the leaded glass repeatedly with your Kai Weapon and then command the rangers to follow as you leap through the shattered pane and jump down onto the tarred roof, just a few feet below the window's ledge.
You are running across the roof towards a tree that stands near to the kitchens, when you suddenly hear the loud pealing of an alarm bell echoing from a tower on the northern side of the barracks.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 22.
If it is 5–9 turn to 196.
58
The old man is disappointed by your refusal to trade and he shakes his head wearily. When you ask if any Bhanarian soldiers and Xanon have passed this way, he looks at you quizzically.
‘Why yes!’ he says. ‘They rode by during the night. They didn't want to trade either.’
You thank the old man and bid him good health, but before you can continue your ride, he steps in front of your horse and insists that you and your companions rest for a short while. He offers to share some bread and wine with you.
If you wish to accept the old man's hospitality, turn to 258.
If you choose to decline his offer of refreshments, turn to 343.
59
You manage to sleep for a few hours while the rains continue unabated. Gildas wakes you shortly after dawn, and you are relieved to discover that the rain has stopped.
You set off across the hills and, during your trek, you discard your plains
-herder robes for they offer you little protection. At noon you halt to prepare a meal of roots and wild vegetables. While you are eating, you resolve to attempt to cross the River Heng and enter the friendly realm of Chai. You will then make your way to the city of Pensei, and try to contact the Dessian envoy — Lord Ghadra.
Despite difficult terrain you make very good progress. You leave the Honah Hills and enter the dark pines of the Angfeng Forest, covering 30 miles by sunset. As darkness casts its black shroud upon this untamed land, you stop to set up camp for the night on the fringe of a cold marsh. The night sky is clear, and before you settle down to sleep, you take time to observe the stars.
If you possess Astrology, turn to 257.
If you do not, turn to 155.
60
14Quickly you pull the bolt and, as you move away from the door, you hear the squad leader calling out in response to the knock: ‘Enter!’
The door shudders and the handle turns as an attempt is made to enter the antechamber.
If you possess Kai-alchemy, turn to 247.
If you do not, turn to 28.