by Joe Dever
‘This is no pirate sword, Lone Wolf. This weapon was forged in the furnaces of Helgedad. It is a Darklord blade.’
It is daunting news. If the Darklords have allied the Lakuri pirates to their cause, the voyage to Durenor will be a perilous one. You fling the black sword into the sea and return to the Green Sceptre. As you set sail for the east, you watch as the Durenor merchantman slips beneath the waves.
Turn to 240.
75
You enter a musty office where two men sit hunched over desks bowed beneath the weight of books and papers.
‘Good evening, sir,’ says one of the men, his long waxed moustache twitching as he speaks. ‘Sir requires a merchant's pass?’
Before you can reply, the man passes to you a fistful of complicated forms. ‘If sir would care to sign these, I can issue sir's pass immediately. The fee is 10 Gold Crowns.’
If you wish to sign the forms and purchase a White Pass, mark it on your Action Chart and turn to 142.
If you do not have enough money or do not wish to purchase the pass, leave this office and return to the hall by turning to 318.
76
Tearing open his bloodied robes, you are shocked to discover there is no evidence that he was your would-be assassin. All that you find are 2 Gold Crowns and a Dagger. You may take these items if you wish.
Turn to 33.
77
During the period of your Kai training, your masters taught you many of the languages and dialects of northern Magnamund, one of which was Szall. The creatures in this clearing are Szalls and they are screaming at you that the wounded man is not a man at all. They say he is a Helghast, a powerful shape-changing servant of the Darklords.
If you believe that they are telling the truth, check what the man has in his pack by turning to 320.
If you suspect that the Szalls are lying to stop you interfering with their spiteful game, fend them off with your weapon by turning to 28.
78
You dive backwards, but only just in time to avoid the falling mast as it smashes straight through the deck. You stagger upright and peer into the mass of shattered timbers. Pinned beneath the broken mast is the lifeless body of Captain Kelman.
As you stare in horror, a loud crack fills the air as the storm breaks open the already damaged hull of the Green Sceptre. As the ship breaks up you are hurled over the side and into the raging sea.
Gasping for air, you claw your way up to the surface but strike your head on a hatch cover. Lose 1 ENDURANCE point and pull yourself onto this makeshift raft. If you are wearing a Chainmail Waistcoat, you must discard this now or you will surely drown. In the grey light of the storm, you watch as the broken ship sinks beneath the heaving sea. You are feeling dizzy and very sick. Hanging on to the cover with all your strength, you gradually slip into unconsciousness.
When you eventually awake, the storm has passed. The only trace of the Green Sceptre is the hatch cover on which you lie. By the position of the sun you suppose it to be late afternoon. In the distance, you can see a small fishing boat and beyond it, the coastline stretches out along the horizon.
If you wish to use your cloak to try to signal to the fishing boat, turn to 278.
If you want to ignore the boat and paddle towards the shore instead, turn to 337.
79
The power coursing through your body so overwhelms your senses that you become oblivious to your surroundings. You instinctively raise the blade above your head where a shaft of sunlight suddenly catches upon its very tip and floods the chamber with a blinding white glow. At that moment the true power of the Sommerswerd is revealed to you.
This weapon was forged long before the Sommlending, the Durenese, or the Darklords dwelt in the Lastlands. Its makers were of a race that men would now call gods. To release the power that it contains, only a Kai Lord may wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever.
When used in combat, the Sommerswerd will add 8 points to your COMBAT SKILL (10 points if you possess the Kai Discipline of Weaponskill with swords). It has the ability to absorb any magic that is used against its bearer, and it doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) in combat. It is the only weapon in all of Magnamund that can kill a Darklord, and for this reason the Darklords are bent on thwarting your quest.
You now realize you hold the only power in Magnamund that can save your people. Slowly the light starts to fade and you become aware of Lord Axim's hand upon your shoulder.
‘Come, Lone Wolf, there is much to prepare for your return to Sommerlund.’
You sheathe the Sommerswerd in its jewelled scabbard and follow Lord Axim as he leaves the King's chamber.
Make the necessary adjustments to your COMBAT SKILL total now that you possess the Sommerswerd.3 Note the powers of the sword under the Special Items section of your Action Chart.
Illustration V—At that moment the true power of the Sommerswerd is revealed to you.
Turn to 40.
[3] The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemy's ENDURANCE point loss if it is undead.
80
The knight sheathes his broadsword and ushers you inside the tower. You follow him to a large room at the top of a flight of stone steps, where a log fire blazes warmly.
‘If you are who you claim to be, you must be in possession of the Seal of Hammerdal. Show it to me,’ he orders.
If you wish to show him the Seal, turn to 15.
If you do not have the Seal or do not wish to show it, turn to 189.
81
You awake the following morning to the cries of the lookout from high in the crow's nest above.
‘Longboat adrift off the port stern!’
You climb up on the deck and meet the captain, bracing yourself against the fresh breeze. Less than fifty yards off the port stern, a damaged longboat bobs up and down in the heavy sea. On board are three men huddled together against the wind.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 260.
If it is 5–9, turn to 281.
82
When you are certain that the angry mob has passed, you jump from the hay-wain and run stealthily along the street, dodging from one shadow to the next. To your left there is a shop with a sign above the door.
There is a light in the window and the door is open.
If you wish to enter this shop, turn to 55.
If you would rather continue your escape, turn to 347.
83
At the end of Barnacle Street there is a junction. It is now very dark and you will have to find shelter soon.
If you wish to turn left into Cooper Way, turn to 227.
If you wish to turn right into Unicorn Street, turn to 297.
84
Just inside the main door sits a kindly old man with a long beard. He is studying a huge leather-bound book that rests on a lectern before him. He has not noticed you enter the city hall.
If you wish to ask him the way to the consulate of Sommerlund, turn to 211.
If you wish to leave and try to find your own way there, turn to 191.
85
Viveka kicks over the table. Her reactions are lightning-fast and you have not gained the advantage of surprise over her. She draws her short sword and attacks you.
Viveka: COMBAT SKILL 24 ENDURANCE 27
If you win the fight, turn to 124.
86
There are many ships of all sizes and nationalities moored on this side of the harbour. The River Dorn, which
divides the city of Ragadorn, is always busy.
You are about to give up your search, when you spot the thieves' fishing boat. There is nobody aboard, but a thorough search of the cabin reveals a Mace and 3 Gold Crowns hidden inside a folded hammock. The hammock bears a label that reads:
North Star Tavern — Barnacle Street
You take the Mace and Crowns and return to Stonepost Square.
If you choose to go east along Barnacle Street turn to 215.
If you choose to go south along Eastbank Wharf, turn to 303.
If you choose to head north along Booty Walk, turn to 129.
87
As you raise your weapon and strike at the knight, you realize too late that you have made a dreadful mistake, for he is a champion swordsman and the soldiers are from the élite regiment of King Alin IV's bodyguard. Thinking you are a Helghast, they quickly surround you and cut you to pieces.
Your mission and your life come to a tragic end here in Tarnalin.
88
Although night has fallen, a full moon casts a bright light upon the village. Behind the tavern, you see a small wheelwright's shop with two horses hitched to a hay-cart.
If you have the Kai Discipline of Camouflage, turn to 179.
If you wish to take a horse and escape, turn to 150.
If you wish to hide in the wheelwright's shop, turn to 71.
89
As you jump, you are spotted by the driver. He quickly stops the coach and turns to confront you, a sword already in his hand.
If you wish to stop and pay him for the ride, turn to 233.
If you wish to attack him, turn to 212.
90
Two Szalls and three angry villagers are running up the stairs to attack you. You must fight them one at a time.
Villager 1: COMBAT SKILL 10 ENDURANCE 16
Szall 1: COMBAT SKILL 6 ENDURANCE 9
Villager 2: COMBAT SKILL 11 ENDURANCE 14
Szall 2: COMBAT SKILL 5 ENDURANCE 8
Villager 3: COMBAT SKILL 11 ENDURANCE 17
You may evade the fight at any time by jumping through a window. To do so, turn to 132.
If you win the fight, turn to 274.
91
The boy is thrown out of the trading post by two black-clad guards. The merchant thanks you and offers you the choice of any two items of his cargo. (Remember that you must take the Backpack in order to carry any of the Backpack Items.)
Quarterstaff
Blanket
Enough food for 2 Meals4
Backpack
Dagger
30 Feet of Rope
Choose any two of the above items and record them on your Action Chart. After thanking the merchant, you leave by a side door.
Turn to 245.
[4] It is probably best to consider each Meal as one item of the merchant's cargo.
92
The hideous creature lets out one last cry as it collapses at your feet. As you step back to avoid the putrid smell of its rotting corpse, you see three more Helghast advancing towards you. To remain here would be suicide. You shout a warning to Rhygar as you turn and flee for the safety of the woods.
Turn to 183.
93
Deduct however many Crowns you wish to give to the beggars from your Action Chart. They thank you, but many other beggars have appeared and demand that you give them money as well. You eventually push through the crowd and continue on your way.
Turn to 137.
94
You urge the captain to investigate the vessel, but he ignores your plea and orders the crew to continue with their duties. As the trading ship disappears from view, you stare at it and wonder why the captain was so reluctant to do anything.
You descend below deck and take care to lock the door of your cabin behind you.
Turn to 240.
95
You spur your horse through the tangle of trees until you enter a small clearing. Six Szalls are jumping excitedly around the writhing body of a man on the ground. A strangely carved spear is stuck in his chest, and lying dead beside him is the body of a Knight of the White Mountain. The creatures are shrieking at each other and appear to be unconcerned with the man's obvious agony.
If you have the Kai Discipline of Healing, a healing potion, or some Laumspur and you want to try to save the man's life, turn to 239.
If you wish to attack the Szalls, turn to 28.
96
Your Kai sense warns you that this place harbours evil. You are standing directly outside the orange door when something strikes you.
Turn to 112.
97
You have noticed during your rigorous training exercises with the Sommerswerd that your Kai Discipline of Sixth Sense has become more sensitive than ever before: you knew exactly what Madin Rendalim's sad news was long before he actually told you. You may find that your improved Sixth Sense will be an important advantage upon your return to Holmgard.
Turn to 152.
98
Your Kai sense reveals that there are no tracks in this part of the Durenor Forest, but it does tell you the correct direction to Port Bax. However, the forest that lies before you is so dense that you will have to abandon your horse at the watchtower before you can continue.
If you wish to press on towards Port Bax, turn to 244.
If you want to investigate the watchtower, turn to 115.
99
The following morning you are woken by the cry of the ship's lookout from high up in the crow's nest.
‘Ship ahoy off the port bow!’
You clamber up a narrow ladder and join the captain at the stern. ‘Your eyes are younger than mine, see what you can make of her, my lord,’ he says, and hands you an ornate telescope.
You can make out the red sails and black flag of a Lakuri pirate warship on the horizon.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 326.
If the number is 5–9, turn to 163.
100
A veil of sea fog has rolled across the still ocean from the broken spine of land known as the Kirlundin Isles. Strange dark shapes hide within this mist. They are growing larger, and slowly the distinct outlines of ships become plain.
‘Prepare for battle!’ The admiral's cry is repeated along the many decks of the Durenese fleet.
‘All hands on deck!’
As the black ships approach through the fog, a horrific sight befalls you. They are death-hulks, sunken ships crewed by the living corpses of drowned sailors. They have been summoned to the surface by great wizardry, and they are closing for battle. Suddenly the fog vanishes, and you can now see that the death-hulks bar the entrance to the Holmgulf. In the centre of the line is their sinister flagship. Swiftly it sails towards you, a huge ram protruding from its black prow. As it rips its way through the hull of the Durenor, you hear the admiral's last desperate order.
Illustration VI—Their sinister flagship swiftly sails towards you, a huge ram protruding from its black prow.
‘Abandon ship!’
You are now in the thick of the enemy fleet and the Durenor is sinking fast.
If you wish to jump onto the deck of the death-hulk flagship, turn to 30.
If you wish to dive into the sea and try to swim to another Durenese ship, turn to 267.
101
As you burst into his cabin, the captain looks up in surprise from his chart table. ‘Fire in the hold,’ you gasp, breathless from your run.
In an instant, the captain is through the door and ordering the crew to fill buckets with water and gather blankets to smother the fire. By the time you reach the forward hold, the smoke is dense. Suddenly the ship is thrown into a frenzy as flames erupt from the hatch cover. It takes over an hour to contain the blaze and the damage is great. The entire store of food and fresh water was in that hold, and the hull has been badly weakened.
The captain climbs out of the smoking hold and approaches you, his face bla
ck with soot. He is carrying something in a bundle under his arm. ‘We must talk in private, my lord,’ he says quietly. Without replying, you turn and follow him to his cabin.
Turn to 222.
102
Tarnalin is a wonder to behold. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal Range. Usually it is alive with the traffic of wagons and people to and from Port Bax. But as you enter, you find it deserted except for an overturned fruit cart. The road that disappears into the torchlit tunnel is empty and quiet.
As you walk along the paved road, you get an uneasy feeling that perhaps the Helghast have arrived at Tarnalin before you. You have been walking for nearly an hour when the tunnel splits in two.
If you have the Kai Discipline of Tracking, turn to 325.
If you wish to take the left tunnel, turn to 64.
If you wish to take the right tunnel, turn to 164.
103
Laumspur is a delicious herb, much sought after in the Lastlands for its healing properties. You have picked enough for one Meal. Eating this meal will restore 3 ENDURANCE points to your total.5 (Remember to add this to your Action Chart if you possess a Backpack. Otherwise you must consume it now or abandon it.) You wrap the herb up, and return to the coach with the other passengers.