by Joe Dever
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
If your total score is 4 or lower, turn to 8.
If it is 5 or higher, turn to 211.
290
Before the guard can reload his musket and fire again, you reach the end of the roof and climb down the trunk of the tree. Gildas and his men follow your lead, and when all of you are safely on the ground, you pause for a few moments to assess the situation. From beneath the leafy boughs of the young oak, you look out across the parade ground and scan the buildings that border upon it. Bhanarian soldiers are running everywhere, seemingly in confusion. Then you realize that they all have a purpose: they are rushing to secure every entrance and exit from the barracks.
Gildas points to a building on the west side of the parade ground. Its doors are open and unguarded. You magnify your vision and see that it is part of the barracks stables. Its well-lit interior is busy with troopers who are preparing their mounts for tomorrow's ceremonial parade through the city. Beyond its rows of stalls is an archway that opens on to one of the city's streets. You inform the rangers of what you have seen and you decide that the stables offer you your best hope for an escape from the barracks. Using the perimeter trees for cover, you skirt around the parade ground and make your approach to the stables. You are less than 6 yards from its open doors when you are suddenly called upon to halt. Three Bhanarian guards come weaving through the line of trees towards you, their spears held at the ready. ‘Stay where you are,’ barks the tallest of these soldiers, ‘and all of you — raise your hands!’
If you possess Herbmastery and have attained the rank of Sun Lord, turn to 229.
If you possess Kai-surge and have attained the rank of Kai Grand Guardian or higher, turn to 111.
If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 274.
291
You leave Sunderer Pass and follow the trail through the foothills to the edge of the Bhanarian Plain. Shortly before midnight, you stop and make camp for the night. Sergeant Paviz volunteers to sit watch, and before you settle down to sleep alongside the others, you resolve to set off after the Imperial Guards at first light.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 179.
292
A sliver of masonry hits you in the shoulder and knocks you sideways to the ground: lose 2 ENDURANCE points.
To continue, turn to 104.
293
For three hours you ride across the rolling grasslands, guided on your way by your infallible Kai tracking skills and the light of a waxing moon. It is not until you see the outline of a broken stone watchtower silhouetted on the southern horizon that you slow your pace and point your tired mount towards it. Upon reaching the derelict tower you discover that it stands beside a pond of fresh water. You let the horses drink their fill and, as they recover their strength, you and your companions explore the lower levels of the ruin.
The tower is empty and overgrown with weeds. All that it contains are several blocks of stone engraved with ancient designs, which are illuminated by streams of moonlight filtering down through the holes in the shattered roof. You take the opportunity to examine the Claw, and as you unfold its covering blanket on one of the blocks, you find yourself both fascinated and repulsed by the intricacies of its evil design. The head of the Claw resembles a petrified vulture's foot, cast in a black metal that is flecked with shimmering scarlet specks. Its shaft is twisted, like a length of gnarled root, and it is perforated along its length with pea-sized hollows.
A palpable evil radiates from this dread artefact and you feel an overwhelming compulsion to destroy it. You tell the rangers to stand clear, and then you unsheathe your Kai Weapon and deal the shaft of the Claw a mighty blow.
Pick a number from the Random Number Table.
If the number you have picked is even (i.e. 2, 4, 6, 8, or 0), turn to 46.
If it is odd (i.e. 1, 3, 5, 7, or 9), turn to 122.
294
By twisting the dial of the wall safe to an incorrect setting you unwittingly set off an alarm in a distant barracks guardroom. Suddenly the door to the antechamber is forced open and in burst a dozen soldiers, armed with spears and axes.
You draw your Kai Weapon and fight bravely, slaying most who dare come within a sword's length, but the chamber is soon awash with reinforcements and ultimately you are forced to drop your weapons and surrender. During the mêlée, the rangers are also captured, and together you are taken before the Sergeant of the Guard. Upon learning of the death of the squad leader, he denounces you as assassins and he orders your immediate execution.
Under heavy guard, you are led out into the centre of the barracks parade ground and tied to wooden stakes. A troop of crossbowmen arrive and form up in a line before you. Then the sergeant marches to the head of their line, and promptly he gives the order to fire. The crossbowmen release their volley of deadly missiles and your deaths are mercifully swift.
Tragically, your life and your mission end here, upon the parade ground of the Yua Tzhan barracks.
295
With your mind set upon the task of finding and retrieving the Claw of Naar before Autarch Sejanoz arrives, you hurry out of the inn and stride across the main square. In the light of a street lantern you consult your Siyenese Compass once more before setting off in the direction that it indicates. It leads you towards the Military Quarter located on the east side of the square. You follow a broad avenue lined with closed shop doorways and soon arrive at a busy barracks. The Siyenese Compass and your Kai Sixth Sense both tell you that the Claw of Naar is located somewhere inside this troop-infested building.
If you wish to try to find a way to enter the barracks undetected, turn to 81.
If you decide to observe this building from the cover of an unlit doorway, turn to 242.
296
As the host of flying creatures emerges from the pass, the leading beast veers away to the east and draws its foul brethren towards the ravine where Cloud-dancer is hidden. They swarm above the steep gully and emit a hellish chorus of cackling shrieks as they prepare to attack the skyship.
You cast a glance down into the pass and see that the squad of Imperial Guards has now halted on the narrow mountain trail. You sense that they are waiting for their winged escorts to return before they dare to venture a step further.
If you wish to hurry back to Cloud-dancer and help Lord Rimoah repel the aerial assault, turn to 345.
If you choose to stay with Captain Gildas and the rangers, turn to 302.
297
The corporal orders you and your companions to turn back. When you do not obey his command immediately, one of the bridge guards steps out of the line and jabs Captain Gildas in the ribs with the haft of his spear. The captain retaliates by kicking the guard in the shoulder, sending him spinning to the ground. A brawl ensues, and despite your best efforts to stop it, it quickly deteriorates into an all-out fight.
Illustration XVIII—The guards at the bridge are quick to anger.
Bhanarian Bridge Guards: COMBAT SKILL 32 ENDURANCE 30
You may add +2 to your COMBAT SKILL for the duration of this combat, for the rangers are supporting you during this fight.
If you win the combat, turn to 84.
298
Beyond the door you discover a narrow passage that leads to a flight of stone steps. You check your Siyenese Compass and then you lead the rangers up the stairs to a wider corridor on the floor above.
You instruct Gildas and his men to wait at the top of the stairs while you make sure the way ahead is clear. Tall arched windows march past on either side as you approach a door at the end of the passageway. You detect the aroma of roasting meat and hear the sounds of feasting, and when you peep through the door's keyhole, you see a soldiers' mess hall beyond.
&nbs
p; Carefully you twist its spherical handle and push open the heavy oak door just a few inches. Peering around the door, you see a dozen Bhanarian soldiers sitting at a large table set before a blazing log fire. A side of beef is roasting on a spit above this fire, and the soldier's plates are heaped high with meat and vegetables. Stands of antique armour are positioned around the walls of the hall, and its panelled ceiling is decorated with the portraits of famous Bhanarian generals of old.
Some of the soldiers dining here are Imperial Guards from the squad that you encountered in Sunderer Pass. You scrutinise their faces, yet you cannot see their leader among them. Your Siyenese Compass indicates that the Claw of Naar is nearby; its needle is pointing to a door on the far side of the mess hall. You sense that the Claw is in the room beyond this door, and you resolve to find a way of reaching it without being seen.
If you possess Grand Nexus and wish to use it, turn to 222.
If you possess Assimilance and wish to use it, turn to 98.
If you possess Elementalism and wish to use it, turn to 178.
If you possess none of these skills, or if you choose not to use any of them, turn to 289.
299
You gallop along the trail after the fleeing rangers, shouting desperately for them to stop, but they are deaf to your pleas as they speed for the cover of the ruins. As you enter the ancient site, you glance over your shoulder to see that the fearsome Xanon are gaining on you at a terrific pace.
To continue, turn to 245.
300
One of the steam-gun projectiles gouges your shoulder: lose 3 ENDURANCE points.
If you survive this wounding, turn to 68.
301
Using the shadows to conceal your approach, you climb over the tailgate of a canvas-covered wagon that is standing in the line, and hide yourselves among its load. Patiently you settle down and wait for it to enter the barracks. Several minutes pass before the wagon begins to move. You tear a hole in its canvas cover through which you are able to see the inner buildings of the barracks complex. The wagon trundles along a narrow passage towards a parade square, beyond which lies its final destination — the kitchen store rooms. You clamber to the rear of the wagon and crouch beside the tailgate. Then, at the moment the wagon emerges from the passage, you signal to your companions to leave. One after the other you leap from the back of the wagon.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
If your total score is now 4 or lower, turn to 165.
If it is 5 or higher, turn to 66.
302
You watch with mounting fear as the horde of winged creatures circle and dive repeatedly into the ravine. They are met by intermittent flashes of magical energy which illuminate the gloom; Lord Rimoah and his young crewmen are putting up a spirited defence of their grounded skyship.
Then you see an unexpected sight: Cloud-dancer rises out of the gully and ascends rapidly into the darkening sky. You magnify your vision and witness a bloody battle raging along her decks as the winged beasts attempt to wrest control of the helm. You watch helplessly as the beleaguered skyship powers away towards the east, pursued by the flying swarm of ravening beasts.
Illustration XIX—The skyship is swathed in a blanket of attacking beasts.
When the squad of Imperial Guards catch sight of Cloud-dancer fleeing eastwards, their leader raises his hand and signals his men to advance. Using your enhanced vision, you focus on the leader and your Kai senses reel at the aura of evil surrounding him. You sense that this power does not emanate from him directly; it flows around a mace-like weapon which he carries sheathed in his belt. It is the Claw of Naar, and even at a distance its malignant power fills you with unease and foreboding.
With bated breath, you watch the Autarch's men come marching along the narrow trail. Captain Gildas gives the signal to Durasso to spring the ambush, and the ranger tugs hard on the rope in his hands. There is a moment of silence; then a thunderous rumble reverberates through the mountains. A billowing cloud of thick dust engulfs the trail and you lose sight of the squad as a thousand tons of rock and rubble cascade towards them.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
If your total score is now 5 or lower, turn to 238.
If it is 6 or higher, turn to 30.
303
You take the opportunity to get some sleep while the storm continues unabated. Gildas wakes you shortly after dawn and you peer out of the cottage window to see that the rain is now no more than a fine drizzle. You mount up and return to the road, but soon you discover that the way south is impassable. The road has been blocked during the night by the debris of a torrential mudslide.
Reluctantly, you are forced to abandon your horses and set off across the hills on foot. During your trek, you discard your plains-herder robes for they offer no protection from the rain. 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. Once you are across the border, you will make your way to the city of Pensei, and try to make contact with the Dessian envoy — Lord Ghadra.
Despite difficult terrain you make 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.
304
Gildas raises his arm and signals to his men to follow as he jumps his horse across the stone wall of an ancient hall. You follow his lead and, once you are inside, you dismount and corral your horse with the others in a corner of this site. Then you draw your Weapon in readiness to confront the approaching Xanon. The rangers prepare their bows and take up positions along the north and east-facing walls. You choose a place close to Gildas and watch with mounting fear as the Xanon come charging out of the surrounding grassland. As you watch their approach, your Sixth Sense detects that these fearsome creatures have been spawned by an evil sorcery.
If you possess a Bow and wish to use it, turn to 317.
If you do not possess a Bow, or if you choose not to use it, turn to 187.
305
You examine the strange, fern-like shrub and your Grand Master Discipline enables you to recognize its pale blue berries.
‘This is Omaldro,’ you say, confidently. ‘These berries contain a powerful stimulant that can sharpen a man's reflexes, especially in combat.’
There are sufficient berries on this small Omaldro shrub for 1 dose. If you wish to pick and keep them, record the Omaldro on your Action Chart as a Backpack Item. When swallowed, Omaldro will boost your COMBAT SKILL by 2 points for the duration of one combat.
To continue, turn to 240.
306
You turn on your heel and walk speedily towards the end of the street, ignoring the officer's repeated commands to halt. You tell Gildas and his men to get ready to run the moment you reach the corner, but before you arrive there, you hear a shrill whistle and the sound of iron-shod hooves clattering on stone. A glance over your shoulder confirms your fears: the patrol is chasing after you. Gildas points to a narrow alleyway on the opposite side of the street, and upon your command, you sprint towards it.
Turn to 146.
307
You dodge to the left, and immediately there is a flash and a deafening bang. You feel the lead ball from the squad leader's pistol strike your right forearm with numbing force, but you sustain only a flesh wound and you are able to keep a grip upon your Kai Weapon: lose 2 ENDURANCE points.
To continue, turn to 204.
308
As you hit the ground, you glimpse the black funnel of flam
e come rushing towards you. Then, in the blink of an eye, your vision is obliterated by a vivid scarlet flash. Instantly you are plunged into a dark and fathomless void as the power of the Claw leeches your life-force.
Tragically, your life and your mission end here in Sunderer Pass.
309
As you gallop over the crest of the ridge, you see the first rays of dawn sunlight brightening the eastern horizon. You continue to ride at a swift pace for you are anxious to put as much distance as possible between yourselves and your pursuers, but as the sun illuminates the way ahead, you catch sight of a dense forest stretching across the southern horizon like a long dark wall.
‘That's the Vanchou,’ calls out Gildas. ‘I've heard tell it's haunted.’
The trail continues due south towards the centre of this forbidding timberland and, as you draw steadily closer, you feel an unnatural chill radiating from its tangle of sickly-coloured pines. You are inclined to disbelieve that it is haunted, yet you do not relish the thought of riding through it. Then a sudden sense of unease makes you glance over your shoulder, and your heart skips a beat when you see that the Imperial Guards are gaining fast; they are now less than 3 miles distant.