by Joe Dever
Record the Nhang Doll on your Action Chart as a Backpack Item, and remember to subtract 10 Gold Crowns from your current total.
To leave the curio shop and continue, turn to 204.
22
‘Thanks … for nothing,’ you say, as you walk out of the warehouse and return to the square. As you are looking around and wondering where next to go, you suddenly notice that there is something happening at the end of a street that leads away from the quayside. You decide to investigate and you soon discover that the street leads to a large courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia at the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them is insisting that the whole city has been placed under a curse. You are about to turn back and ask her more about this city when suddenly you are approached by a tall woman who is swathed from head to toe in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone.
Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled, and when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her, and although you deny that you are a healer, you feel compelled to answer her desperate plea for help.
Turn to 119.
23
The tavern is a large establishment that boasts several counters and taprooms, each serving a different variety of food and ale. It is also a popular establishment and it is crowded with scribes and labourers who work at the warehouses in this district. You make your way to a counter where you are greeted by a strong aroma of spices and beer.
If you wish to buy some food and ale, turn to 201.
If you wish to ask the barman if he knows where you may find Lord Zinair, turn to 42.
24
You leave your cell and make your way silently along towards the guardroom. You are determined to retrieve your Kai Weapon and equipment, but you are also aware that you must avoid alerting the guards if you are to preserve your hopes of escaping from this gaol alive.
Peering around the door to the guardroom you discover that it is occupied by three gaolers. They are playing cards, and they are using the crate which contains your equipment as a makeshift table. In order to get at your equipment you must first lure the gaolers out of the room.
If you possess Assimilance and have attained the rank of Kai Grand Master Superior, turn to 234.
If you possess the Discipline of Grand Nexus and wish to use it, turn to 302.
If you do not possess these skills, have yet to attain the required level of Kai Mastery, or choose not to use your skills, turn instead to 130.
25
Gemulkin orders the crew to hoist the sails and secure the decks before the Vargas plunges into the heart of the raging storm. You brace yourself for the rough passage, yet you are stunned by the sheer, breathtaking violence of the storm. It pounds the decks and lifts the hull clear from the water. As the ship lurches wildly, you are thrown across the aft deck and slammed against the wheelhouse: lose 3 ENDURANCE points.
Through the blinding spray, you see the helmsman lose his footing and fall overboard. His cry alerts Gemulkin who battles his way bravely to the ship's wheel. To prevent himself from being swept overboard, he fixes his belt to the hub of the wheel and then he fights to turn his ship into a towering wave, to save her from capsizing. A mighty wave crashes against the prow and Gemulkin's courageous action saves the Vargas from being split it two. It rides the wave and emerges from the storm into calmer waters beyond. You thank Ishir that you have survived this ordeal, yet it soon becomes apparent that the storm is merely the prelude to an even greater threat to the ship's survival.
Turn to 230.
26
As you leap from the parapet of the harbour bridge, you utter the words of the Brotherhood Spell Invisible Shield to help protect yourself from the arrows that are now whistling past on all sides. It is a precaution that saves you from sustaining a serious wound. As you fall, you see an arrow deflected away from your chest by this invisible barrier.
Turn to 280.
27
Defiantly you face the onrushing villagers with your Kai Weapon raised in your hand. They continue to fire their bows as they close upon you and several arrows strike you simultaneously in the chest. You are consumed by a sudden wave of darkness that obliterates your senses and, although you struggle to overcome come it, this proves to be one battle that you cannot win.
Tragically, your life and your quest end here.
28
You roll aside in a desperate attempt to avoid being crushed by the falling section of mast. Your swift action saves your life as the shattered timber slams through the decking, but unfortunately you do not move swiftly enough to avoid being struck on the head by a mass of trailing ropes and debris: lose 6 ENDURANCE points.
Turn to 160.
29
You collect and pay for your food and eat it outside. After your meal, you continue along the trade road which soon enters a dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.
As the sun approaches the horizon, the road passes a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect to the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn. It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.
If you wish to find lodgings for the night, turn to 138.
If you decide to sleep in the open, turn to 203.
30
You push open the swing doors and enter a crowded taproom. Never have you seen so many different types of people and faces together in one place before, and it takes you a few moments to get over your initial surprise. Nobody pays you a second glance as you push your way through this exotic crowd of traders and travellers and make your way to the counter.
When you find the landlord you ask if he knows or has heard of Captain Radyard. The man laughs like a drain and nods his head enthusiastically.
‘Yes, yes, oh yes … Radyard. Him and his men stay here two nights ago. Fine men … good drinkers … fine fellows. They come here always when in Masama.’
The landlord goes on to say that he has not seen them since. He suggests that you ask at the Masama Warehouse. It is the place where they usually sell their cargo. You thank the landlord and turn to leave. As you reach the exit, you are tapped on the shoulder by a weasel-faced man who begs for a moment of your time.
‘Excuse me, sir,’ he says, ‘but I overheard you asking for Captain Radyard. I know the captain and I can take you to him. Only … well, I've a great thirst and I'm in sore need of some ale. Perhaps you would buy me an ale? Then I'd gladly take you to the captain.’
If you wish to buy the man an ale, turn to 264.
If you do not, turn to 83.
31
You grab the sides of the ladder and climb towards the hatch. The rungs are slippery and the slick leather of your soles does not make for a speedy ascent. Then you hear a loud hissing and you look down to see that the creature is directly below you. Suddenly the ladder lurches violently as the ship is struck by another wave. There is a loud roar, and then the hatch above your head collapses and you
are hit by a deluge of seawater that sweeps you off the ladder. You crash down upon the creature's head, stunning it, and the force of your fall sends it reeling to the floor.
Frantically you scramble to your feet and reach for your Kai Weapon to finish the beast before it can recover. But to your horror you discover that your weapon is not at your side; it fell from your belt when you were swept off the ladder. You look around and catch sight of it sliding across the floor towards the bulkhead door.
If you wish to retrieve your Kai Weapon, turn to 227.
If you choose to attack the beast with a normal Weapon before it fully recovers, turn to 176.
32
The avenue leads to an enclosed courtyard that has two exits, both of which are sealed off by chained iron gates. Suddenly you hear the sounds of the city watch drawing closer; they are sure to enter the courtyard within a few minutes at most.
If you wish to evade the city watch by hiding in one of the houses that border upon this courtyard, turn to 210.
If you decide to stand and face them, turn to 52.
33
Two hours pass before the door to your cell is opened and an apologetic Hiojin appears. He is now convinced that you are not an assassin and, fearing a diplomatic row with the Dessian ambassador, he apologizes repeatedly for your arrest. He has your Weapons restored to you, and then he escorts you personally in a horse-drawn carriage to Lord Zinair's residence — the Dessian Consulate — in the city's North Quarter.
As the toadying officer and his carriage depart, you turn to face the entrance to the consulate building. With mounting anticipation, you climb the front steps and knock on its stout oak door.
Turn to 250.
34
You summon the energies of the Old Kingdom Spell Power Word and project them at a shelf of loose rock that overhangs the crevice. It shudders as the concussive energy of your spell slams into it. Moments later it collapses and comes crashing down, severing the rope like a guillotine as it tumbles past the crevice to disappear into the gorge below.
As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. You can hear angry voices echoing from the gorge as you spur him to the gallop and escape along the jungle trail that continues beyond the bridge.
Turn to 205.
35
You awake early the following morning, just as the pre-dawn light is brightening the night sky. Captain Jenkshi and his crew have also risen early to ensure that The Azan is the first ship to leave Zharloum this morning. Shortly before dawn they weigh anchor and turn the ship about, and by the time the sun crests the horizon, you are already more than a mile away from Zharloum harbour, riding the morning tide ahead of a bracing westerly wind. Jenkshi tells you that the next port of call will be the city-state of Ghol-Tabras where you will dock in four days' time to take on supplies of fresh water.
The first day out of Zharloum passes without incident. Then, around noon of the second day, the ship heads south as it leaves the Tentarium and enters the Gulf of Ralzuha. You are sitting on the foredeck, enjoying the sun and the splendid views of the rugged isles and coastline, when suddenly you notice something in the distance that makes your pulse race. You magnify your vision and see that it is a plume of smoke. It is rising from the hull of a burning ship located close to a cluster of rocky islets. As The Azan draws closer, you are able to see that a flag is hanging from a broken masthead which lies draped over the vessel's smouldering stern. It is a green flag with scarlet edging, surmounted by a large silver fish. The sight of this flag makes you swallow hard for it is identical to the flag that flies from the mast of The Azan. It is the flag of a Suhnese trader.
Illustration II—A flag hangs from a broken masthead … a green flag surmounted by a large silver fish.
When Captain Jenkshi and his men first see this flag for themselves, they become very anxious about what may have happened to the crew of this stricken vessel. Many of them have fathers, sons, and brothers who work Suhnese ships in these waters. They urge the captain to search for survivors and he grants his consent readily.
‘Steer towards the wreck, Tolshi,’ he says, ordering his helmsman to change course, ‘and I want all other hands on deck immediately. Everyone is on lookout duty.’
If you possess the Grand Master Discipline of Telegnosis, turn to 111.
If you do not possess this skill, turn to 195.
36
You leave the tavern door and walk back along the waterfront. Beyond the ferry station is a marine timber yard and a chandler's warehouse. The smell of freshly-sawn timber reminds you of the Fryelund Forest which surrounds your Kai Monastery. It is a memory that makes you feel a little homesick. The timber yard is deserted and so you decide that you will sleep this night among its fragrant stacks of pine and mountain oak.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 211.
If it is 5–9, turn to 13.
37
You muster your psychic power and launch a Mindblast at the officer. The man begins to shake. Then he drops his pistol and clutches his head with both hands. His sudden shriek of agony alarms the marines and, in the confusion, you are able to take a deep breath and throw yourself over the side.
Your Magnakai Discipline of Nexus soon frees you from the cord that binds your wrists and you strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera's flagship do you dare come up for air. As you break the surface, you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera's crew begin to laugh and jeer.
You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.
Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.
To continue, turn to 243.
38
You run through the darkening jungle forest and do not stop until you are sure that your pursuers have abandoned the chase. After a brief rest you press on through the dense moss-covered trees, relying solely upon your tracking skills to keep you moving in a southerly direction. At last you emerge from the jungle and rejoin the trail shortly after dawn the following day. In the distance you see a bridge across a steep-banked river. A glance at your map tells you that this is a tributary of the River Ito, and you decide to stop here to rest for an hour before continuing your hard trek to Caeno on foot.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 300.
39
Your heart misses a beat the instant you recognize the face of this unhappy young woman. It is Oriah, the highborn daughter of the Funtal of Fio Fadali, the runaway who travelled with you aboard The Pride of Sommerlund on its ill-fated voyage out of Barrakeesh. Ever since she was abducted in the mountain town of Kilij you thought it unlikely that you would ever see her again. Yet here she sits, alone and dejected in a hall that is overflowing with an abundance of riches.
‘Oriah?’ you whisper hesitantly, hardly daring to believe that it is really her. She raises her head and her eyes widen with shocked surprise when she sees you. Then a smile, filled with hope and joy, lights up her tear-streaked face. She leaps from her chair and comes running to you to throw herself into your arms.
‘Oh, Grand Master,’ she sobs, ‘I never thought that I'd see you again. How did you know that I was here?’
You tell Oriah of what has happened since you arrived in Ghol-Tabras, and that you had no idea that she was here at all. She explains that after she was abducted by slavers in Kilij, she was sold to Sesketera who brought her here to his citadel. She is to be kept imprisoned in thi
s hall until their wedding day, one month from now.
‘Let us escape from this place together,’ you say, but she shakes her head.
‘No, it cannot be. Sesketera is holding my friends. They are his hostages. If I leave the citadel before our wedding day he will put them to the sword. I cannot leave. But I know how I may help you to escape. Come, Grand Master, follow me.’
Turn to 78.
40
You swallow a mouthful of the food and, to your surprise, it tastes remarkably good. Yet after a few moments you suddenly sense that something is seriously wrong. You begin to feel faint and light-headed, and you are having difficulty focusing clearly.
Automatically your Magnakai Discipline of Nexus works to counteract the powerful narcotic that has been added to the food. It induces you to vomit (lose 2 ENDURANCE points), and then it swiftly neutralizes the remaining toxins from your blood. The bald man realises from your reaction to his drugged food that you are a follower of the God Kai. He shrieks with rage and curses you in a vile language that you do not recognize. Even so, the mere sound of his curses sends a shiver of dread coursing down your spine, like a trickle of icy-cold water. He denounces you to the others as an agent of the City Council sent to spy on their meeting, and he orders them to attack and slay you. The men react slowly to his frantic commands. It is as if they are struggling to awaken from a deep sleep. You have no wish to fight these men and so you turn and run towards the park entrance to escape from them. As you reach the open gate, you glance over your shoulder to see that the bald man is preparing to hurl a dagger at your back.