by Joe Dever
Sadanzo draws his sword with his left hand and, with his right, he pulls a glowing green gem from the pocket of his ermine robes. Your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen. The gem flares in his hand and the noblemen, including Prince Karvas, cease all movement. They have become rigid, like a group of stone statues.
Illustration V—Sadanzo draws his sword and pulls a glowing green gem from the pocket of his robes.
Your Sixth Sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem. You also sense that if you are to break the Baron's mental hold over Karvas and the others, you must destroy the gem that is clenched in his bony fist.
You unsheathe your Kai Weapon and advance upon Sadanzo. He laughs at your approach and raises his sword in readiness for a fight to the death.
Baron Sadanzo (with Gem of Naar): COMBAT SKILL 54 ENDURANCE 36
Sadanzo is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 50.
84
You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours' sleep before daybreak. You are laying your cloak down on the ground when you discover an iron ring set into one of the flagstones. Closer inspection reveals the stone to be a hinged trapdoor and, when you pull it open, you discover a flight of steps leading down to a subterranean chamber. Positioned in the centre of this sunken chamber is a solid block of marble. A symbol has been carved in its surface, one that you recognize immediately: it is the tiger's-head emblem of Sejanoz — the Autarch of Bhanar.
Cautiously you descend the steps and approach the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
If you wish to attempt to open the concealed panel, turn to 185.
If you would prefer to leave this chamber, turn to 329.
85
You land among the rocks, gashing your hands and knees as you scramble for the cover of a large boulder (lose 2 ENDURANCE points). The blond man fires his crossbow and the bolt comes whistling up the track towards Acraban. Hurriedly the magician makes a circular movement with his right hand and the iron projectile shatters when it collides with the invisible shield he has created.
Shocked by this display of sorcery, the man discards his weapon and runs away along the beach. You pull yourself to your feet and call him to come back.
‘Please stop, Prince Karvas,’ you plead, striving hard to make your voice sound as unthreatening as you can. On hearing his name the man halts and turns to face you.
‘You have no need to fear us — we come as friends,’ calls out Acraban. ‘We have journeyed far to find you and we bring important news from Siyen. Please, sire, let us talk.’
You are now able to see the man's face clearly and you note his long flaxen hair, his tanned skin, and his bold blue eyes. Your Kai senses assure you that this man truly is Prince Karvas.
‘Who are you?’ retorts the Prince. ‘And what do you want from me?’
Turn to 170.
86
You can hear the sound of metal scraping on stone above your head. When you look up at the ceiling, you see a pair of crossed swords cocooned by pale amber tongues of flame. These flames give off no heat and you recognize at once that they are magical. The swords are slowly rotating, their shiny steel blades skimming the ceiling stones as they gather speed. Sparks fly, and then the blades separate and come whirling towards you with frightening speed. Swiftly you raise your Kai Weapon and fend off a stunning blow as one of the magical blades flashes past your head in a scything arc. Karvas unsheathes his sword and parries the other blade as it sweeps around the room and strikes at him from behind. Having failed to draw blood with their initial attack, the blades return to the ceiling where they hover menacingly above your heads. But you sense the threat has not passed. Their magical power is recharging itself, increasing its intensity in readiness for a second, swifter attack.
If you possess Kai-alchemy and wish to use it, turn to 217.
If you do not possess this Discipline, or if you choose not to use it, turn to 244.
87
You speak the words of the Brotherhood Spell Lightning Hand and release a bolt of energy at the palisade gate. It rips through its timbers and leaves a jagged hole smouldering in its wake. Your display of Brotherhood magic clearly terrifies the guards for they drop their spears and scatter. Without looking back, the two of you gallop out of Jaroc and escape across the open plain that lies beyond.
Turn to 303.
88
When you reach the end of the passageway, you stop for a few moments to recover and take stock of your perilous situation. Your pursuers have entered the alleyway behind you and you can hear them running towards the street. You see another alley, sandwiched between two tall buildings on the opposite side, and you tell Karvas to follow as you hurry towards it. You are halfway across the street when suddenly a second group of Bakhasians appears. They have circled around the warehouse in an attempt to cut off your escape. Moments later, the four shrine-bearers arrive with their tiger-head idol still hoisted upon their shoulders. Your Sixth Sense tells you that this idol is helping them to follow your trail. If you are to make a successful escape from these ghoulish soldiers, you must do something to disrupt the idol's power.
If you possess a Bow and wish to use it, turn to 345.
If you possess Kai-alchemy and wish to use it, turn to 242.
If you possess Magi-magic and wish to use it, turn to 138.
If you possess Elementalism and wish to use it, turn to 291.
If you possess neither a Bow, nor any of these Grand Master Disciplines (or if you choose not to use any of them), turn to 18.
89
You reach to your Belt Pouch and unbuckle the flap. The ticket seller's eyes fill with unabashed greed when he sees the number of coins that it contains. He agrees to let you both go aboard the riverboat, but only if you give him all of your money. This extortionate demand is in addition to the cash and horses already offered by Prince Karvas.
If you wish to agree to his greedy request, turn to 346.
If you refuse to give him all of your money, turn to 167.
90
Lord Zinair tells the captain of The Azaktana to await his return. Then he accompanies you and Acraban along an avenue that leads away from the quayside and climbs steeply into the heart of the eastern quarter. Your first impressions of the port of Mydnight are less than favourable. In the stark glare of the full moon it seems to be little more than a brooding shamble of slate-roofed houses and reeking tenements built around a haphazard maze of narrow, rat-infested alleyways. At this late hour, few of the port's inhabitants are abroad. The only people you see are the few who dare to peek at your passing through the mullioned glass of their wretched hovels.
The avenue leads eventually to a deserted market square which commands a view over the harbour below. Here you see a large iron cage with a thick cable attached to a ring at the centre of its roof. The cable is held taut by a winch fixed to the stern of the Starstrider which hovers 100 feet overhead. The faint hum of its magical engine can be heard wavering on the warm sea breeze. Acraban ushers you into the cage and clicks shut its iron door. He tugs a cord and immediately the cage is lifted off the ground and hoisted up to the rear deck of the skyship. Here you are welcomed aboard by the skyship's crew, all of whom are young acolytes of the Magicians' Guild of Toran. Acraban takes you to his quarters
located below the forward deck where he offers you and Lord Zinair some food and wine. After many months away from home it is good to taste Sommlending fare once more.
Illustration VI—A large iron cage is attached to the stern of the Starstrider which hovers 100 feet overhead.
Since his arrival in Mydnight earlier in the day, Acraban has learned that Prince Karvas does not reside here in the city. To search for him now would be futile and so you resolve to get some sleep and commence your hunt for the Prince at first light. Shortly after dawn, the three of you meet again on the main deck. Acraban suggests that you each spend the day scouting the city for information that may lead you to Karvas. He tells of three places where this information is most likely to be found. The first is a large trading post, known as Grosta's Warehouse, located on the south side of the harbour. The second is the Hall of the Judicars, a base for the officers who are elected by the citizens of Mydnight to maintain law and order in their city. And the third is The Smitheries, the artisans' and tradesmen's district of Mydnight that is situated west of the quayside.
If you wish to visit Grosta's Warehouse, turn to 48.
If you choose to visit the Hall of the Judicars, turn to 321.
If you decide to explore The Smitheries, turn to 226.
91
Your Kai Sixth Sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.
Calling upon your mastery of Brotherhood magic, you utter the words of the spell Counterspell and direct its energies against the door. You sense that your spell is working, but you are surprised when you detect that it has cancelled only one layer of magic. There remains in place a second layer of sorcery which contains powerful explosive energies. Your senses warn you that to touch the lever with your bare hands could prove fatal.
If you wish to attempt to discharge the spell by throwing something at the door, turn to 330.
If you wish to try to open the door by striking the lever down with the tip of your Kai Weapon, turn to 146.
92
Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.
Turn to 251.
93
Prince Karvas does not relish the prospect of having to face these riders, yet he goes along with your decision and patiently you sit and wait as they draw closer. Their leader is a broad-shouldered man with a ginger beard and long wavy hair. His hair fans out from around the edges of a conical helm that is topped by a pair of polished antlers. He brings his horse to a halt before you and regards your mounts with an appraising eye.
‘I see you ride Cavalian colts,’ he says, and he points to the eagle brands that mark your horses' hindquarters. You nod in acknowledgement but you do not offer any explanation. The man narrows his blue eyes and strokes his beard thoughtfully. ‘You do not know who I am, do you?’
You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting. ‘I am Halx — the Inquisitor-major of Cavalia. Among my many duties is the regulation and taxation of horses, mules, and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?’
You sense that your continued silence is beginning to irritate the Inquisitor-major. His followers are also growing impatient.
If you wish to say that you are special emissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 116.
If you wish to say that you are new recruits to the Cavalian Citadel Guard, turn to 123.
If you decide not to say anything at all, turn to 44.
94
You make your approach to within 40 yards of the gate by means of a road that runs parallel to the fast-flowing river. At this point you leave the road and scurry to take cover behind a pile of logs that are stacked at the river's edge, ready to be loaded aboard a barge which is moored close by. You can see a dozen soldiers patrolling the parapet above the river gate, and each one is clad in a suit of shiny armour made from lacquered steel scales and hardened leather. They are armed with bows, spears, and maces, and their shields display the head of a tiger-like creature baring ferocious fangs. Karvas whispers that it is the emblem of Autarch Sejanoz — the ruler of Bhanar.
For several minutes you observe the guards as they march back and forth with their spears couched on their shoulders. During your watch you discover that the guardsmen are not the only ones who occupy this span. On a tiled ledge running beneath the parapet is a long line of roosting crows. They are resting shoulder-to-shoulder and are almost invisible against the jet-black stonework of the arch. Your careful observations tell you that the guards are alert and observant. It will be difficult to get past these men without being seen. If you are to gain entry to the city by this river route, first you will have to create a diversion to draw away the watchful guards.
If you possess the Grand Master Discipline of Elementalism and wish to use it, turn to 213.
If you possess Magi-magic and wish to use it, turn to 71.
If you possess neither of these skills, or if you choose not to use them, turn to 109.
95
The Knight Bachelor glares at you. He attempts to say something but he cannot seem to muster his words. Red-faced, he unsheathes his sword and levels it at you in his trembling hand. ‘You … you are spies!’ he exclaims. ‘Throw down your weapons. By the power of my rank and … and for the security of Cavalia, I am arresting you both.’
The surrounding troopers draw their sabres and begin to edge their horses towards you, closing the circle. You see Karvas inching his hand towards his sword but you dissuade him from drawing it with a terse shake of your head. Better to surrender and live to fight another day than be slaughtered by such an overwhelming number of trained and disciplined soldiers.
Turn to 130.
96
Instinctively you shield your face with your forearm as the cloud of spikes comes whistling towards you. Your swift reactions save your eyes, but you are hit by several of these painful darts and knocked backwards to the ground: lose 3 ENDURANCE points.
To continue, turn to 10.
97
You speak the words of the Brotherhood Spell Lightning Hand and point your right arm towards the gem that Sadanzo is holding. You feel a tingling sensation run the length of your outstretched arm, and then a crackling burst of energy leaps from your index finger to connect with the evil gem. Sadanzo screams with fear as this gem crumbles and disintegrates to dust.
Turn to 250.
98
‘With respect, Grand Master, I've more experience of sky-sailing than you,’ retorts Acraban, ‘and my experience tells me that it is better to avoid rogue storm clouds, such as this one, by cutting below them rather than — ’
Acraban's words are suddenly drowned out by a crackling explosion that stuns you with its raw ferocity. From his nest atop the mainmast, the lookout shouts out a warning and frantically he points towards the ground. You rush to the rail and peer over the side, your stomach churning with fearful anticipation of what you will see. Deep within the fathomless reaches of the fissures and chasms passing below, you glimpse flashes of blue-white energy. These bolts are growing brighter and louder as they streak towards the surface. One bolt escapes from a vent in the middle distance
and rips open the sky. It skewers a cluster of steam clouds and blows them apart in a spectacular explosion of gas and flame. Once again you urge Acraban to order his helmsman to ascend, this time to avoid the new and deadly danger that is striking from below.
Pick a number from the Random Number Table.
If the number you have picked is 0–3, turn to 119.
If it is 4–9, turn to 20.
99
The Holtor lunges at you as you speed past him and the tip of his spear gouges your thigh: lose 2 ENDURANCE points. You grit your teeth against the stinging pain and gallop out of Jaroc to escape across the open plain which lies beyond.
Turn to 303.
100
The Bakhasian soldiers have undergone a dramatic transformation. Before they entered the temple their skin had the yellowy hue of tallow and their hair was silky black. Now their faces and hands are ghostly white, their hair has turned steely grey, and the pupils of their red-rimmed eyes have changed to a pale translucent amber. The sight of their gaunt faces chills your heart; they look more like animated corpses than living men.
The procession leaves the temple at a funereal pace. At the rear of the column you can see four Bakhasians carrying a platform on their shoulders on which rests an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger's head. Two huge ivory fangs protrude from its jaw and its jewelled eyes glow with a flickering scarlet fire. You notice that the tiger-like shrine resembles the emblem of Sejanoz which is embroidered upon the sleeves of the soldiers' padded black tunics. As the platform-bearers draw level with the warehouse doorway, the head of the tiger shrine slowly rotates in your direction and two pencil-thin beams of red light shoot from its eyes. You duck back behind the doorway but you know that it is too late — the shrine has detected your presence and it is alerting the cadaverous soldiers to your hiding place. Your Sixth Sense informs you that it is the goodly aura of your Kai Weapon that has activated the shrine and betrayed your position.