by Joe Dever
To continue, turn to 15.
[10] This is the correct answer to the question posed in Section 2.
81
Your Kai camouflage skills keep you hidden despite the glare of the gaolers' torches. As soon as they have passed by, you slip inside the guardroom and retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).
As you are sheathing your Kai Weapon into your belt, you hear the guards returning along the corridor. Looking around, you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron.
Turn to 314.
82
You raise your Kai Weapon and launch a swipe at the creature's neck. With stunning speed, the beast grabs your forearm with its free claw and stops you landing your blow. Its talons bite into your flesh and its crushing strength makes it hard for you to keep hold of your weapon: lose 3 ENDURANCE points.
The deck lurches as the ship is hit by a wave and the sudden movement throws the creature off-balance. As its grip slackens momentarily, you are able to twist yourself free from its claws and escape into an adjacent cargo hold.
Turn to 344.
83
The man curses you quietly under his breath and then he melts away into the taproom crowd. You leave the tavern and approach the Masama Warehouse. On entering this vast building you discover that it is filled with huge quantities of raw and basic commodities such as metals, grain, cloth, timber, and leather. As you inspect these basic materials you come across several crates of linen that are branded with a crown and star, the mark of Siyen. Your Kai senses tell you that it could be part of Radyard's cargo.
The owner of the warehouse approaches and asks the nature of your business. He has an oily smile that you could find easy to dislike. You ask if he knows Captain Radyard and his slippery smile turns into a scowl.
‘I charge for information,’ he snaps. ‘Hand over 3 Nobles or be on your way.’
If you wish to pay the man 3 Nobles (1 Noble = 1 Gold Crown), turn to 315.
If you refuse to pay him, turn to 217.
84
The captain complies with your powerful psychic suggestions and, without really knowing why, he orders his helmsman to steer towards the distant speck in the sea. As you draw closer, you see that the man is lying unconscious upon a raft made of coiled ropes and smashed timbers. A crewman brings him aboard and together you carry him to your cabin where you wrap him in a blanket and use your Kai healing skills to bring him back to consciousness.
As slowly the man recovers his senses, you learn that his name is Gregor Luggs. He is a Lourdenian sailor and sole survivor of a pirate attack which destroyed his ship and killed all of his fellow crewmen three days ago.
‘It was the Shadakine who done it,’ he says, trembling with anger. ‘They came upon us at night. Out o'the dark with not a deck light showin'. After they'd took all o'the cargo, they turned their cannons on us. We didn't stand a chance.’
Gregor thanks you repeatedly for saving his life. Another few hours and he would have died of exposure. As a mark of his gratitude he gives you an ornate Silver Clasp (record this on your Action Chart as a Special Item which you keep in your tunic pocket) and he insists that he pay you for allowing him to share your cabin and food. He takes 10 Gold Crowns from his belt pouch and offers them to you (if you decide to accept them, remember to adjust your Action Chart accordingly).
To continue, turn to 339.
85
You magnify your vision and focus on the tangle of burnt timber and ash that lies heaped inside the ruined hut. You are unable to see anything clearly, but you sense that there is something lying buried there. You tell the elder of your discovery and you see a flicker of fear in his old eyes. He says that there is nothing in the hut that could be of interest to the dragon, but your senses tell you otherwise. They also tell you that he is lying.
A group of villagers armed with long spears rush to the hut and attempt to stab the dragon. The creature roars at them and then flaps its leathery wings and begins to circle around the settlement once more. You slip away from your hiding place and hurry down to the ruins for you are determined to discover what it is that the dragon is seeking. Guided by your Sixth Sense, you uncover a bronze statuette from beneath the ashes. Then the dragon returns. It lashes out at the villagers with its clawed forelimbs and smashes their spears to matchwood. The men retreat in confusion and the dragon lands and settles itself beside the hut. You move to unsheathe your weapon but you freeze when suddenly the dragon speaks to you. The creature has the voice of a man.
The dragon pleads with you for the return of the statuette, for he says that it will remove the curse that has changed his shape. Your Kai senses detect that the creature speaks the truth, and that he is not the evil bane that the elder and the villagers have led you to believe. You notice that the elder and his men have left their hiding places and are now running towards the hut. You focus on the elder and see that a strange transformation has taken place. He is no longer the frail old man that he was; his face has become younger and it is contorted with a savage rage. Your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman and you sense that he, too, is a necromancer. He orders his men to take aim at you with their bows and blindly they obey his command. The dragon urges you to escape with him while you are able, and hurriedly you rush forward to climb upon his back as the first volley of arrows comes whistling through the hut.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.
If your total score is now 4 or lower, turn to 311.
If it is 5 or higher, turn to 134.
86
Suddenly the growling stops and you sense that the creatures are preparing to attack. Hurriedly you draw a weapon as two wolf-like animals come bounding towards you from the rear of the cave.
Kholo: COMBAT SKILL 40 ENDURANCE 28
These creatures are especially susceptible to all forms of psychic attack: double all bonuses if you possess Kai-surge and elect to use it.11
If you win this combat, turn to 101.
[11] As the Kholo is ‘especially susceptible to all forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.
87
Instinct and years of Kai training make you throw yourself to the ground. The blowpipe dart passes within inches of your scalp and then embeds itself in the stem of a broad-leaved plant. Black fluid oozes from the puncture hole made by its tip and you watch aghast as the plant rapidly shrivels and dies.
If you possess a Bow and wish to use it to return fire at the sniper in the tree, turn to 343.
If you do not possess a Bow, or if you choose not to use it, turn to 255.
88
You hear the spear come whistling towards you and instinctively you dive headlong through the doorway to avoid being struck in the back. Your swift reactions save your life but they do not save you from injury. The tip of the spear gouges your back and the force of impact knocks you to the ground: lose 4 ENDURANCE points.
Turn to 59.
89
The two henchmen draw their swords and the people pressed around them begin to panic. As a clear space forms, you see Melchar stoop to pick up a bottle dropped by the crowd. He hurls it at one of Wrok's men and it strikes him squarely on the forehead, leaving him sprawled unconscious on the ground.
His confederate whirls his shiny blade around his head and attacks you like a charging bull.
Wrok's Gate Guard: COMBAT SKILL 30 ENDURANCE 30
If you win this combat, turn to 331.
90
The bolt hits you and a brilliant flash of white light obliterates your senses: lose 8 ENDURANCE points. For a few moments you lose consciousness; then your senses return and you struggle to your feet. Stunned and disorie
nted, you shake your head in an effort to clear your blurred vision. Images swirl before your eyes, weaving and coalescing to create a fearful sight. The flickering night-creature has fixed itself to the neck of your horse like some nightmarish vampire. Tethered by his reins, your mount is unable to escape from the leech-like maw of this supernatural creature.
If you possess Kai-alchemy and wish to use it, turn to 19.
If you possess Magi-magic and wish to use it, turn to 122.
If you possess Kai-surge and wish to use it, turn to 169.
If you possess none of these skills, or if you choose not to use any of them, turn to 349.
91
You throw yourself to the decking and take cover behind the wooden parapet of the prow as the enemy's shot rips into the sails and rigging. Suddenly you hear a tremendous crack directly overhead that makes you glance up at the topsails. To your horror you see a section of the foremast has been shot through and it is now falling towards the deck, directly at the place where you are taking cover.
Pick a number from the Random Number Table. If you have Grand Huntmastery, add 2 to the number you have picked.
If your total score is now 0–3, turn to 28.
If it is now 4–6, turn to 348.
If it is 7 or higher, turn to 231.
92
You estimate that you are less than a mile from the mainland coast — a comfortable distance for a good swimmer, especially for one who possesses the strength and stamina of a Kai Grand Master.
You say farewell to Captain Radyard and he thanks you for your selflessness. He orders his crew to hoist the sails, and he tells his bo'sun to wave a white flag from the stern deck to signal to Sesketera that he is complying with his commands. A longboat is launched from The Triasus to collect you. It is carrying an officer and six marines, each armed with a half-pike and a Bor pistol. Radyard suggests that you go to the head of the boarding ladder so that you can surrender to the longboat's officer when he comes aboard.
‘Who said anything about surrender?’ you retort.
‘But … I thought … ,’ stutters the captain.
‘I've no intention of surrendering to Sesketera!’ you say, and before Radyard can utter another word, you vault over the gunwale and plunge feet-first into the clear blue sea.
Turn to 128.
93
You leave the taverna and follow the road into 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. During your trek to Jazer, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose a further 3 ENDURANCE points.
As the sun approaches the horizon, the road passes across 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 with 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 lodging for the night, turn to 138.
If you decide to sleep in the open, turn to 203.
94
You dismount from your mule and hurry into the village. The fiercest fire is raging through the roof of the largest hut which dominates the centre of the settlement, and it is here that you concentrate your efforts. Using your Magnakai Discipline of Nexus, you are able to limit the spread of the flames and allow the villagers time to collect water with which they put out the blaze. Your Kai skill protects you from the scorching heat of the fire, but your Backpack is damaged and you lose two pieces of equipment. (Erase any two Backpack Items from your Action Chart.)
When all of the smaller fires in the surrounding huts have also been extinguished, the elder of the village thanks you for your timely help. He tells you that the fire was started deliberately by a dragon that dwells in the Hulhuk Mountains.
‘It is the bane of our humble village,’ he says, shaking his head sadly, ‘and we fear that it will return this night to finish us.’ Seeing the Kai Weapon sheathed at your side, the elder looks at you with renewed hope in his eyes. He begs you to stay here tonight and help rid the village of its bane.
If you wish to stay and help the villagers, turn to 267.
If you decide not to help them, turn to 213.
95
The guildsman takes great offence when you decline to drink with him. He slams the decanter and glasses onto his desk, and then he orders you to leave his chambers and never set foot in Coppersmiths' Hall ever again.
Outside the Hall you rejoin the Suhnese crewmen and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.
If you wish to do as the officer has ordered, turn to 228.
If you decide to make a dash for the harbour, turn to 330.
96
You know that it is only a matter of time before the creature finds your hiding place. Rather than wait to be found, you decide to launch a surprise attack. Using your advanced mastery, you create a noise in the opposite corner of the hold, behind a pair of water barrels. The creature immediately pounces on top of the barrels and slashes at the void behind them. You seize this moment to leave your hiding place and attack the creature from behind.
Zhürc: COMBAT SKILL 52 ENDURANCE 40
Ignore any ENDURANCE point losses sustained in the first two rounds of this fight, due to the effectiveness of your surprise attack. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.
If you win the fight, turn to 50.
97
Inside you discover that the building is filled with vast quantities of raw and basic commodities such as metals, grain, cloth, timber, and leather. As you inspect these basic materials you come across several crates of linen that are branded with a crown and star, the mark of Siyen. Your Kai senses tell you that it could be part of Radyard's cargo.
The owner of the warehouse approaches and asks the nature of your business. He has an oily smile that you could find easy to dislike. You ask if he knows Captain Radyard and his slippery smile turns into a scowl:
‘I charge for information,’ he snaps. ‘Hand over 3 Nobles or be on your way.’
If you wish to pay the man 3 Nobles (1 Noble = 1 Gold Crown), turn to 315.
If you refuse to pay him, turn to 217.
98
At length the avenue arrives at a busy market square. On entering, you are assailed from all sides by merchants eager to sell their wares. All manner of goods are offered but most are of little or no use to you. As you push your way through the merchants, you notice a market stall that sells healing concoctions. One of these is Laumspur for which the vendor is asking 2 Nobles per potion. (Each Potion of Laumspur restores 4 ENDURANCE points when consumed after combat.)
If you wish to ask the vendor if he knows the whereabouts of Lord Zinair, turn to 238.
If you choose to leave the stall and cross over to the far side of the square, turn to 53.
99
At first the old man is reluctant to lower his price, but when you shake your head and step towards the door as if to leave, he changes his mind and agrees to sell the doll for 7 Gold Crowns. You nod in agreement and carefull
y the old man wraps the doll in a square of linen while you count out 7 Gold Crowns from your Belt Pouch. With trembling hands he takes the coins and gives you the package which you place into your Backpack.
Record the Nhang Doll on your Action Chart as a Backpack Item, and remember to subtract 7 Gold Crowns from your current total.
To leave the curio shop and continue, turn to 204.
100
Sailing towards you across the Sea of Winds come three pirate ships. They are long and low and rakish, with sleek black hulls and armoured decking. Their scarlet sails are filled by a gusting wind and they move through the water with a silent, ominous speed.
Trapped between storm and buccaneers, Gemulkin faces a difficult decision. He can either confront the approaching raiders or brave the dangers of the storm. He chooses the latter, and as the Vargas swings back once more towards Shuri Point, the buccaneers hold off and wait expectantly for the storm to lay claim to your vulnerable ship.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 25.
If it is 5–9, turn to 147.
101
You wipe your weapon on the scraggy bodies of the slain kholo and then you drag them out of the cave by their tails. Your encounter with these wild animals leaves you feeling anxious for your safety, and you spend a restless night in the cave listening to the rain and the sounds of the surrounding jungle.