Fire on the Water

Table of Contents

You are Lone Wolf—Last of the Kai Lords. Bitter war rages through your homeland as the evil Darklords of the west lay siege to the capital. The King has sent you on a desperate journey to retrieve the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Ahead of you lie terrible dangers—ferocious sea-storms, the tunnel of Tarnalin, and the ghostly death-hulks of Vonotar the Traitor. But only you can save your land from the devastation of the Darklords.

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields—as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

While working in Los Angeles in 1977 he discovered a then little-known game called ‘Dungeons & Dragons’. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

Five years later, in 1982, Joe won the Advanced Dungeons & Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark—the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.

Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.

Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.

Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.


Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

Publication Date: 11 May 2007

Text copyright © 1984 Joe Dever.
Illustrations copyright © 1984 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Dedication

For Titus, Ben Ryan and Victoria

Acknowledgements

‘I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my “millennium gift” to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. …’ Joe Dever

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits

Transcription
Jason Gaerke
Illustration Transcription
Jonathan Blake
Paul Haskell
Simon Osborne
XML
Jonathan Blake
Jeff Dougan
Alternate Illustrations
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
Proofreading
Simon Osborne (Sections 1–210 and 246–350)
Tony Wrigley (Sections 211–245)
Editing
Mike Feldman
Ingo Klöcker
Mark Laird
LeRoy McSwain
Simon Osborne
Thomas Wolmer
Coordination
Jonathan Blake
Special Thanks
Tony Lenzo, Laurence O'Toole, and Keith Sheldon

The Story So Far …

In the northern land of Sommerlund, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of Kai. There they are taught the skills and disciplines of their noble fathers.

In olden times, during the Age of the Black Moon, the Darklords waged war on Sommerlund. The conflict was a long and bitter trial of strength that ended in victory for the Sommlending at the great battle of Maakengorge. King Ulnar and the allies of Durenor broke the Darklord armies at the pass of Moytura and forced them back into the bottomless abyss of Maakengorge. Vashna, mightiest of the Darklords, was slain upon the sword of King Ulnar, called ‘Sommerswerd’, the sword of the sun. Since that age, the Darklords have vowed vengeance upon Sommerlund and the House of Ulnar.

You are Lone Wolf, a young Kai initiate who was learning the secret skills of the Kai Lords. Two days ago, your peaceful country was plunged into war when a vast Darklord army suddenly invaded Sommerlund and completely destroyed the Kai Monastery. All the Kai Lords were in attendance for the feast of Fehmarn, and all were killed as the monastery was surrounded and destroyed, the walls collapsing in on the assembled company. You, the only Kai Lord to survive the massacre, vowed then to avenge their deaths. You knew your first task had to be to warn the King, for without the Kai Lords to lead her armies, your country, Sommerlund, would be unable to mobilize in time to drive the Darklords back.

Your journey to the capital was perilous indeed. The enemy had overrun much of the country and were marching upon Holmgard, the capital itself. But despite the many dangers, you fought your way through to the capital and delivered your warning to the King's court. There you were greatly praised for your skill and bravery but told your mission was not complete: with the Kai Lords dead, there remained only one power in all of Magnamund that could save your people from the Darklords—the Sommerswerd.

After the defeat of Vashna, the Sommerswerd had been bestowed upon the allies of Durenor as a mark of trust and allegiance that exists between the two kingdoms. In return, King Alin of Durenor gave Sommerlund a magnificent golden ring bearing the royal arms of Durenor. This ring is known as the Seal of Hammerdal. At that time, King Alin vowed that if ever the shadow of the west should rise again to threaten Sommerlund, Durenor would come to the aid of her ally.

The King has given you the Seal of Hammerdal. Your quest is to travel to Durenor to fetch the Sommerswerd back. But meanwhile the enemy have broken through the outer defences to the capital and are preparing to besiege the city wall. As Captain D'Val of the King's Guard leads you to the Royal Armoury to equip you for your mission, the King's words keep coming back to you:

‘Forty days, Lone Wolf. We have strength to stand against them for only forty days.’

The Game Rules

You keep a record of your adventure on the Action Chart.

During your training as a Kai Lord you have developed fighting prowess—COMBAT SKILL and physical stamina—ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on 4 in the Random Number Table you would write in a COMBAT SKILL Of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never go above the number with which you start your adventure.

If you have successfully completed Book 1 of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 2. You may also carry over any Weapons and Special Items that you held at the end of Book 1 and these should be entered on your new Action Chart (you are still limited to two weapons and eight Backpack Items).

Through your experiences in Book 1 you have learned new skills, and you may choose one extra Kai Discipline to add to your Action Chart. Now read the section on equipment for Book 2 carefully.

Kai Disciplines

Over the centuries, the Kai monks have mastered the skills of the warrior. These skills are known as the Kai Disciplines, and they are taught to all Kai Lords. You have learnt only five of the skills listed below. The choice of which five skills these are, is for you to make. As all of the Disciplines will be of use to you at some point on your perilous quest, pick your five with care. The correct use of a Discipline at the right time can save your life.

When you have chosen your five Disciplines, enter them in the Kai Disciplines section of your Action Chart.

Camouflage

This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

If you choose this skill, write ‘Camouflage’ on your Action Chart.

Hunting

This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. The skill also enables a Kai Lord to be able to move stealthily when stalking his prey.

If you choose this skill, write ‘Hunting: no need for a Meal when instructed to eat’ on your Action Chart.

Sixth Sense

This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

If you choose this skill, write ‘Sixth Sense’ on your Action Chart.

Tracking

This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

If you choose this skill, write ‘Tracking’ on your Action Chart.

Healing

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

If you choose this skill write ‘Healing: +1 ENDURANCE point for each section without combat’ on your Action Chart.

Weaponskill

Upon entering the Kai monastery, each initiate is taught to master one type of weapon. If Weaponskill is to be one of your Kai Disciplines, pick a number in the usual way from the Random Number Table, and then find the corresponding weapon from the list below. This is the weapon in which you have skill. When you enter combat carrying this weapon, you add 2 points to your COMBAT SKILL.

The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

If you choose this skill, write ‘Weaponskill in _______ +2 COMBAT SKILL points if this weapon carried’ on your Action Chart.

Mindshield

The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

If you choose this skill, write ‘Mindshield: no points lost when attacked by Mindblast’ on your Action Chart.

Mindblast

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

If you choose this skill, write ‘Mindblast: +2 COMBAT SKILL points’ on your Action Chart.

Animal Kinship

This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

If you choose this skill, write ‘Animal Kinship’ on your Action Chart.

Mind Over Matter

Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

If you choose this skill, write ‘Mind Over Matter’ on your Action Chart.

If you successfully complete the mission as set in Book 2 of Lone Wolf, you may add a further Kai Discipline of your choice to your Action Chart in Book 3. This additional skill, together with your five or six other skills and any Special Items that you have picked up in Books 1 and 2, may then be used in the next adventure of the Lone Wolf series which is called The Caverns of Kalte.

Equipment

Guard Captain D'Val leads you to the Royal Armoury where your green tunic and Kai cloak are taken from you to be repaired and cleaned. While you await their return, Captain D'Val hands you a pouch of Gold for your journey. To find out how much gold is in the pouch, pick a number from the Random Number Table. Now add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you may enter this number in the ‘Gold Crowns’ section of your Action Chart. (If you successfully completed Book 1, you may add this sum to the total of any Crowns you may already possess.)

On a large table in the centre of the armoury, a number of items have been laid out for your choice. You may take any two of the following:

If you are already carrying Weapons from Book 1, you can take this opportunity to exchange one or both of them.

List the two items you choose on your Action Chart, under the heading given in brackets, and make a note of any effect it may have on your ENDURANCE points or COMBAT SKILL.

How to Carry Equipment

Now that you have your equipment, the following list shows you how it is carried. You don't need to make notes but you can refer back to this list in the course of your adventure.

How Much Can You Carry?

Weapons
The maximum number of weapons that you may carry is two.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
Gold Crowns
These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.
Food
Food is carried in your Backpack. Each Meal counts as one item.

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

How to Use Your Equipment

Weapons
Weapons aid you in combat. If you have the Kai Discipline of Weaponskill and the correct weapon, it adds 2 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember you can only carry two weapons at once.)

Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry eight items in your Backpack at once.) You may exchange or discard them at any point when you are not involved in combat.

Special Items
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.

Enter on your Action Chart a map that you found in the ashes of the Monastery.

You begin this section with the Seal of Hammerdal, a ring that you wear on your right hand. Enter it on your Action Chart under Special Items.

Gold Crowns
The local currency is the Crown, which is a small gold coin. Gold Crowns can be used on your adventure to pay for transport, food or even as a bribe! Many of the creatures that you will encounter possess Gold Crowns, or have them hidden in their lairs. Whenever you kill a creature, you may take any Gold Crowns that it has and put them in your Belt Pouch.

Food
You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Kai Discipline of Hunting as one of your five skills, you will not need to tick off a Meal when instructed to eat.

Healing Potion
This can restore 4 ENDURANCE points to your total when swallowed after combat. There is only enough for one dose. If you discover any other potions during the adventure, you will be told then of their effect. All Healing Potions are Backpack Items.

Rules for Combat

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

The sequence for combat is as follows.

  1. Add any extra points gained through your Kai Disciplines to your current COMBAT SKILL total.

  2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    Example

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL Of 17.

    He subtracts the Winged Devil's COMBAT SKILL from his own, giving a Combat Ratio of −3. (17 − 20 = −3). −3 is noted on the Action Chart as the Combat Ratio.

  3. When you have your Combat Ratio, pick a number from the Random Number Table.

  4. Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    Example

    The Combat Ratio between Lone Wolf and Winged Devil has been established as −3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    • Lone Wolf loses 3 ENDURANCE points
    • Winged Devil loses 6 ENDURANCE points


  5. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

  6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  7. Repeat the sequence from Stage 3.

This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points reduced.

A summary of Combat Rules appears in the back of this book.

Evasion of Combat

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

Levels of Kai Training

The following table is a guide to the rank and titles that are bestowed upon Kai Lords at each stage of their training. As you successfully complete each adventure in the Lone Wolf series, you will gain an additional Kai Discipline and gradually progress towards mastery of the ten basic Kai Disciplines.

  1. Novice
  2. Intuite
  3. Doan
  4. Acolyte
  5. Initiate—You begin the Lone Wolf adventures with this level of Kai training
  6. Aspirant
  7. Guardian
  8. Warmarn or Journeyman
  9. Savant
  10. Master

Beyond the ten basic skills of the Kai Master await the secrets of the higher Kai Disciplines or ‘Magnakai’. By acquiring the wisdom of the Magnakai, a Kai Lord can progress towards the ultimate achievement and become a Kai Grand Master.

Kai Wisdom

Your mission will be one of great danger, for the Darklords and their servants are a cruel and fierce enemy who give and expect no mercy. Use the map to help you steer a correct course for the capital. Make notes as you progress through the story, for they will be of great help in future adventures.

Many things that you find will aid you during the adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.

There are many routes to the Hammerdal, but only one will enable you to retrieve the Sommerswerd and return to Sommerlund with the minimum of danger. A wise choice of Kai Disciplines and a great deal of courage, will enable any player to complete the mission, no matter how weak their initial COMBAT SKILL or ENDURANCE points score.

The fate of your country hangs on the success of your perilous quest.

Good luck!

Numbered Sections

1

Captain D'Val and his guards escort you to the citadel gate where a small covered wagon awaits you. As soon as you clamber in, the gates are thrown open and you are hurried away through the crowded streets of Holmgard. After a short but uncomfortable journey, the wagon stops and the driver pulls open the canvas flap.

‘This is the quay, my lord. There is your ship, the Green Sceptre.’ As he speaks the driver points across the quay to a sleek trade caravel anchored near to the harbour wall.

‘The first mate's name is Ronan. You will find him waiting for you across the square at the Good Cheer Inn.’ Then the driver bids you farewell and quickly disappears into the teeming crowds.

You reach the inn to find the front doors locked and the window shutters barred. You are trying to decide what to do next when a hand grabs your arm and you are pulled into the darkness.

If you wish to draw your weapon and attack your unknown assailant, turn to 273.

If you wish to try and pull free of his grasp, turn to 160.

2

You are travelling along a narrow section of coast road which follows a dizzy course beneath high, overhanging cliffs. A rockfall has blocked the road ahead and you must stop to clear it. You are helping the driver to lever a large rock from the path of the carriage, when you hear the sound of falling rocks. A boulder crashes down from the overhanging cliff, killing the driver before you can make any attempt to save him. He was standing less than six feet away from you at the time of his death.

If you have the Kai Discipline of Sixth Sense, turn to 42.

If you do not have this skill, turn to 168.

3

You enter a small alleyway behind the shop, at the end of which you can see a horse tethered to a post.

If you wish to take this animal and flee the village, turn to 150.

If you do not want to take the horse, leave the alleyway by turning to 19.

4

The tavern is full of brigands and drunks, the good-for-nothing crews of trading ships moored at the jetty, all singing and drinking while some try their strength at arm-wrestling. All are so engrossed that nobody notices you enter. In a far corner, you see the fishermen that robbed you. They are seated at a round table covered with empty ale tankards. You know that if you are to reach Durenor in time, you must retrieve the Seal of Hammerdal and your gold.

If you wish to confront the fishermen, turn to 104.

If you wish to talk to the innkeeper at the bar, turn to 342.

If you wish to try and win some Gold Crowns at arm-wrestling, turn to 276.

5

The door bursts open and in rushes a Helghast, its black sword raised. You strike the creature as it enters the hold and open a terrible gash in its chest. It lets out a hideous cry but although badly wounded, it leaps forward to attack you. You must fight this creature to the death.

Wounded Helghast: COMBAT SKILL 22   ENDURANCE 20

It is an undead creature. Double all ENDURANCE points that it loses, due to the power of the Sommerswerd. It is immune to Mindblast. If you kill the creature, you may leave via the open hold door.

Turn to 166.

6

The boy has spotted you following him. Once outside, he turns and runs south. You give chase but he has soon disappeared into the maze of alleyways and warehouses lining the waterfront.

You turn east into Oxyoke Way and walk past another entrance to the trading post A little further on, you notice a sign above the door of a small shop:

Meki Majenor—Armourer and Weaponsmith

If you wish to enter the weaponsmithy, turn to 266.

If you wish to continue walking east, turn to 310.

7

Dorier jumps away from the table and draws his sword. In an instant, his brother Ganon is by his side. You must fight them both as one enemy.

Dorier + Ganon: COMBAT SKILL 28   ENDURANCE 30

Due to the surprise of your attack, add 2 points to your COMBAT SKILL for the first round of this combat only. Because of their combined strength of will, a skill developed during their training as knights, they are immune to Mindblast.

If you win this fight, turn to 33.

8

Your sleep is deep indeed—and it is a sleep from which you will never awaken. During the night you are bitten by a sandsnake. Its deadly venom takes only seconds to work.

Your mission and your life end here.

9

It is early morning on the fifteenth day of your quest when you open your eyes to the breathtaking spectacle of Hammerdal, the mountain city. The capital of Durenor, unlike other cities in the Lastlands, does not need man-made fortifications. The encircling peaks of the Hammerdal range offer a far more secure protection to the people within.

[[Illustration I]]

The carriage speeds through the lush farmlands surrounding the city with its many towers and wide streets. On a hill in the very centre of Hammerdal stands the King's Tower, a magnificent structure of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.

Turn to 196.

10

You pocket the ticket (mark this as a Special Item on your Action Chart) and the man takes you to a coach that is waiting near the east gate of the seaport. It is empty and you take a seat near one of its circular windows. You are relieved to find that the seat is quite comfortable, for the journey to Port Bax will take seven days.

Stowing your equipment beneath the seat, you settle back in comfort and doze off.

When you awake, there are five other passengers and the journey to Durenor has already begun.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 51.

If the number you have picked is 4–6, turn to 195.

If the number you have picked is 7–9, turn to 339.

11

Covering yourself with your Kai cloak, you hide inside a large wooden barrel. But it is to no avail, for in less than a minute the trapdoor is thrown open and four angry villagers drop to the stone floor, torches and swords held high in their hands. As you are dragged kicking from the cellar, the screams of the crowd drown your pleas for mercy.

Your life and your quest end here.

12

Captain Kelman unlocks a display case and removes a Samor board. The beautifully carved playing pieces are already in position when he carefully sets it down upon the table.

After somewhat reluctantly agreeing to a wager of 10 Gold Crowns, you begin the game.

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to this number.

If your total score is now 0–3, turn to 58.

If your total score is now 4–6, turn to 167.

If your total score is now 7–11, turn to 329.

13

Your Kai sense reveals that the left path is the quickest route to Port Bax. You adjust the load of your equipment on your back and set off once more.

Turn to 155.

14

As the contest begins, you use your Kai Discipline to weaken your opponent's concentration. Beads of sweat stand out on his forehead and his eyes gradually close as he withers under your relentless Mindblast. In less than a minute he has collapsed to the floor completely unconscious.

Turn to 305.

15

His look of suspicion changes to one of surprise. ‘I believed you to be a trickster, Kai Lord. I must confess that I had planned to teach you a lesson you would not have forgotten in a lifetime. Please forgive my doubts but your story sounded so grave that I refused to believe it for fear it be true. I am sworn to the defence of the border and I cannot leave this tower, but I offer you any of my possessions if they may aid you on your quest.’

He places the following items on a large oak table and invites you to take your choice:

As you are about to leave the tower, he points out the direction you should take.

‘When you reach the Rymerift, take the track northwards. You will come to a bridge guarded by the King's men. When they ask for the password, answer them with the word “sunset”. The road beyond the Rymerift leads to Port Bax. Godspeed Lone Wolf.’

You thank the brave warrior and leave. You must abandon your horse at the watchtower, for it would be impossible to pass through the dense trees on horseback.

Turn to 244.

16

You pick up an ale glass and smash it across the edge of the table. The jagged glass is razor-sharp. As you draw it across the back of your left hand, a long cut appears trickling blood. Covering this wound with your right hand, you concentrate and feel the warmth of your power as the wound heals. When you remove your right hand, no trace of the cut or any scar remains. The sailor stares at you in amazement.

Turn to 268.

17

You have pulled yourself halfway through the deck when the door to the hold below bursts open. A Helghast runs shrieking towards you. You cannot escape in time and it badly wounds you in the legs with its black sword. You lose 5 ENDURANCE points and drop to the hold. You must fight this creature to the death.

Helghast: COMBAT SKILL 22   ENDURANCE 30

It is an undead creature, so remember to double all ENDURANCE points that it loses in this combat as a result of the power of the Sommerswerd. This creature is immune to Mindblast.

If you kill the Helghast, you may leave the hold by the open door. Turn to 166.

18

The street ahead is completely blocked by wagons which are being unloaded onto a merchant ship. You follow the street as it turns east into Oxyoke Way. To your left is another entrance to the Ragadorn Trading Post. Beyond that you notice a smaller shop with a sign above the door.

Meki Majenor—Armourer and Weaponsmith

If you wish to enter the trading post, turn to 173.

If you would rather investigate the weaponsmithy, turn to 266.

If you wish to continue walking east, turn to 310.

19

Less than twenty yards away, a small search party is marching along the wet cobblestones. You run towards the darkened doorway of a small shop and quickly enter to avoid the mob. With your heart pounding in your chest, you pray that you have not been spotted.

Turn to 71.

20

You follow this rat-infested street as it drops steeply to the wharfs and jetties of the River Dorn. From the edge of the waterfront, you see the Ragadorn bridge. It is the only crossing between the east and west sides of this sleazy port. Pushing your way through the crowds of people on the bridge, you enter a rubbish-strewn thoroughfare known as East Trade Lane.

Turn to 186.

21

The trickster lies dead at your feet. Rolling him over with your foot, you remove several cards from the sleeves of his jacket and throw them on the table. The crowd soon disperses and the tavern is a bustle of noise and activity once more. The other card players retrieve their gold from the table and leave the remainder for you.

To find out how much has been left on the table, pick a number from the Random Number Table. (In this instance, 0 = 10 instead of zero.) Now multiply this number by 3. The total is the number of Gold Crowns that are on the table. You may also take the Card Sharp's Dagger if you wish. Remember to mark all the items on your Action Chart.

As the body is being dragged outside, you walk to the bar and call for the innkeeper. You press a Gold Crown into his hand and ask for a room for the night.

Turn to 314.

22

In the morning you are awoken by the cry of the deck watchman: ‘Wreckage off the starboard bow!’

Quickly dressing, you climb up on deck and join the captain at the rail.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 119.

If the number is 5–9, turn to 341.

23

You chase the furry creature as it hurries along a narrow, twisting passage for nearly ten minutes and are about to give up the chase when the passage opens out into a huge torchlit cavern. A stunning sight greets your eyes. The cavern houses an entire colony of these strange creatures, all busy sorting through and examining a vast pile of strange objects littering the centre of the hall.

If you have the Kai Discipline of Animal Kinship, turn to 144.

If you do not have this skill, turn to 295.

24

It is the crypt of Killean the Overlord. He had been ruler of Ragadorn, but he and many others in Ragadorn died during an outbreak of Red Death plague three years ago.

You suddenly recall a journeyman of your monastery called Swift Fox. He told you tales of his many travels to Ragadorn. The Red Death killed over half the population here. It also killed Swift Fox.

If you wish to return to the tavern, turn to 177.

If you wish to head west along Tomb Street, turn to 253.

If you wish to head east along Watchtower Street, turn to 319.

25

Casting your eye around the crowded tavern, you notice that many of the local villagers are playing various gambling games. Near to the main door, a young rogue has three upturned wooden cups on the table in front of him. He spins them around and challenges anyone to point out the cup that contains a small glass marble. If they guess correctly, he will pay them double the money they have gambled.

If you have the Kai Discipline of Sixth Sense or Mind Over Matter, turn to 116.

If you do not have either of these skills, turn to 153.

26

You are staring into the hollow eye sockets of a walking corpse. Twisted and disfigured though he is, you recognize Captain Kelman. You are in fact standing upon the deck of the Green Sceptre which sank during the storm twenty-eight days ago, and which has been raised from its murky grave this very morning to join the death-hulk fleet.

[[Illustration II]]

The dead captain extends a broken hand towards you and a ghastly voice begs you to lay down the Sommerswerd: ‘Put down your sword and my soul will be spared this torment.’

If you wish to place the Sommerswerd upon the deck, turn to 248.

If you wish to attack the zombie captain, turn to 66.

27

You walk for over three hours along the lonely coast road before night begins to fall. You are very tired and you decide to get some sleep and continue at dawn. You remember the tales told by your Kai masters of the Wildlands between Sommerlund and Durenor, where packs of wild dogs roam the wastelands at night.

With these stories in mind, you decide to spend the night in the safety of a large leafy tree at the edge of the road.

Your rest is very refreshing. Restore 2 ENDURANCE points (if any have been lost on your adventure so far), and turn to 312.

28

The cowardly Szalls squeal in terror and run in all directions to avoid your blows. They have soon fled from the clearing and you turn to help the dying man. He is barely alive and far too weak to talk.

If you wish carefully to remove the spear from his chest turn to 106.

If you would rather search his pack for useful Items turn to 320.

29

You release the lock and slide back the hatch cover. The sudden draught of air causes flames to billow out of the hold. You stumble backwards, clutching your burnt face. Lose 2 ENDURANCE points.

‘Fire! Fire!’ the cry goes up.

In panic the crew fight to put out the flames. It takes over an hour to control the blaze. The damage is considerable—the entire store of food and fresh water was in that hold, and the fire has completely ruined both, as well as weakened the structure of the ship.

As you stand surveying the wreckage, the captain approaches you, his face blackened by the smoke. 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 below to his cabin.

Turn to 222.

30

You land on the rotting timbers and crash straight through to the deck below. You are unharmed by the fall, but the stench of decay that fills your nostrils is overwhelming. You clamber up and unsheathe the Sommerswerd. Four ghastly zombies stagger out of the gloom, their twisted hands extended towards your throat. You must fight them as one enemy.

Zombie Crew: COMBAT SKILL 13   ENDURANCE 16

They are undead creatures, so remember to double all ENDURANCE points that they lose due to the power of the Sommerswerd. They are immune to Mindblast.

If you win the fight, turn to 258.

31

Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your King's court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.

Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.

Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.1

Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 176.

If it is 5–9, turn to 254.

32

You awake at dawn to the sound of a shrill cockcrow. You can see the crooked streets of Ragadorn through a veil of heavy rain beating down on the cobblestones outside. It has been six days since you left Holmgard and you are still 200 miles from Port Bax.

You are in the loft of a very large coach station. A group of green-clad men have arrived and have started to clean out one of the coaches. You overhear one of them say that the coach leaves for Port Bax at one o'clock this afternoon and that the journey will take seven days.

You are hungry and must eat a Meal here or lose 3 ENDURANCE points.

After the Meal, if you decide to approach the coachmen and ask to buy a ticket for the journey to Port Bax, turn to 136.

If you would rather descend the ladder to the street outside, turn to 238.

33

The other travellers stare with horror and disbelief at what you have done. Before you can explain yourself, there is a loud crash as the front door is thrown open. In rush six armoured soldiers led by the innkeeper. They are the town guard, and the one-eyed innkeeper is screaming at them to arrest you.

If you wish to fight them, turn to 296.

If you wish to escape by the rear door, turn to 88.

34

As you close the door of your cabin, you hear the frantic shouts of the crew as they prepare to fight off the attackers. Suddenly you hear the dull thud of something hitting the rear deck followed by the shrieks of creatures you know only too well—Giaks! The Zlanbeast are dropping nets of Giaks onto the ship. The door of your cabin bursts open and you are faced by three of the hideous grey-skinned creatures. Their jagged swords are covered in blood. You cannot evade and you must fight them as one enemy.

Giaks: COMBAT SKILL 16   ENDURANCE 14

If you win the combat, turn to 345.

35

Stepping over the unconscious soldier, you quickly dash past the tower into the forest. If more guards appear they are likely to attack first and ask questions later.

You have been walking for over two hours when you come to a fork in the road by a stunted oak tree.

If you have the Kai Discipline of Tracking, turn to 13.

If you wish to take the left fork, turn to 155.

If you wish to take the right fork, turn to 293.

36

The food tastes delicious and it is only a matter of minutes before you empty your plate. You decide to take a short nap before meeting the others in the bar room. But as you are about to lie down, a terrible pain grips your stomach. Your legs buckle and you fall trembling to the floor. You feel as if your whole body is on fire. One word repeats itself over and over again in your mind—poison …poison …poison …

If you have some Laumspur, turn to 145.

If you have the Kai Discipline of Healing, turn to 210.

If you have neither of the above, turn to 275.

37

Inside the coach it is warm and dry. Shaking the rain from your Kai cloak, you notice three other passengers on board: two women and a man who is snoring loudly. One of the women looks up and smiles.

[[Illustration III]]

‘We should reach Ragadorn in six hours, she says, placing her basket on the floor so that you can sit beside her. You learn that she lives in Ragadorn and she tells you a little about the port.’

‘Since Killean the Overlord died three years ago, Ragadorn has been ruled by Lachlan, his evil son. He and his mercenaries are nothing but pirates. They bleed the people dry with their heavy taxes, and if anyone complains, they are quietly disposed of. It's a sorry state of affairs. If you take my advice you'll leave Ragadorn as soon as possible.’

During the journey you must eat a Meal or lose 3 ENDURANCE Points.

Then in the distance you hear a bell tolling. You look out of the window to see the city wall of Ragadorn. The coach passes through the west gate and pulls to a halt. As you jump to the ground, you are greeted by the awful smell of this dingy seaport. A rusty sign nailed to a wall says ‘Welcome to Ragadorn’.

The woman tells you that you can board a coach to Port Bax at the coach station near the east gate of the city.

If you wish to walk north into Westgate Lane, turn to 122.

If you wish to head south along East Bank Walk turn to 323.

If you want to walk east into Axe Lane, turn to 257.

38

You grab the shaft of the spear and thrust it upwards into the rib cage of the Helghast. It screams in agony and rage, and releases its grip on your throat. You roll away in time to see the hideous creature fall writhing on the ground, desperately trying to pull the spear from its body.

If you wish to grab the shaft of the spear and drive it deeper into the Helghast, turn to 269.

If you wish to run away as quickly as possible, turn to 313.

39

At dusk the coach stops at an inn on the coast road to Port Bax. The cost of a room for the night is 1 Gold Crown for coach passengers and 3 Gold Crowns for anyone else. As you are about to enter, the coach driver demands to see your ticket.

If you have a ticket for the journey to Port Bax, turn to 346.

If you do not have a ticket, turn to 156.

40

The muster of the army and the preparation of the Durenese fleet takes fourteen days to complete, during which time you remain as a guest of the king in Hammerdal. As each day passes, you despair for your besieged countrymen of Holmgard and pray that they have enough strength to resist the Darklords until you return.

Every day of your reluctant exile you devote long periods to exercise and meditation. You are also visited by a Durenese herbwarden called Madin Rendalim, who is famous throughout the Lastlands for his knowledge and skill in the healing arts. He restores all the ENDURANCE points you may have lost so far on your adventure, and he gives you a potent Laumspur potion that will restore 5 ENDURANCE points if swallowed after combat. (Mark this under Backpack Items on your Action Chart.)

He is also the bearer of some sad news. The body of Lord-lieutenant Rhygar was found in the forest near to the entrance to Tarnalin. He was killed by Helghast.

If you have the Kai Discipline of Sixth Sense, turn to 97.

If you do not possess this skill, turn to 242.

41

You are in luck, for the boat has seen your distress signal and is heading towards you. It is a small fishing boat from the port of Ragadorn. The fishermen are a rough-looking bunch, but they wrap you in a warm blanket and offer you some food. The captain suggests that you sleep, as it will be two or three hours before they arrive back in Ragadorn.

If you wish to take his advice, restore 1 ENDURANCE point and turn to 194.

If you prefer to stay awake and keep watch for any other survivors of the storm, turn to 251.

42

You sense that someone is on the cliff above and that you were the intended victim of their attack. Someone is trying to kill you!

Turn to 168.

43

You swing the Sommerswerd in a wide arc and hit four of the zombies in one sweep, but no sooner do their corpses drop to the deck than others press forward to take their place. You will never kill them all before they overwhelm you. As they start to tear at your cloak, you are forced to dive overboard into the sea to avoid certain death.

Turn to 286.

44

The venom is in your bloodstream. Your arm feels numb and you are beginning to sweat. The last sound you hear is the gentle lap of the surf and the cries of vultures high above.

Your life and your quest end here.

45

You are galloping along the forest road towards the cloaked riders when you see one of them raise a black staff high above his head. A knot of twisted black steel crowns the tip and it is starting to flow with a vivid blue flame. You are just ready to strike when a searing bolt of energy hurtles from the evil staff and explodes beside you. Thrown sideways by the force of the blast, you tumble into the undergrowth.

Pick a number from the Random Number Table.

If the number you have picked is 0–7, turn to 311.

If it is 8–9, turn to 159.

46

You try hard to remember the significance of the orange door, but without success.

If you wish to enter this shop, turn to 214.

If you wish to continue on your way, turn to 230.

47

The soldiers quickly descend from the roof of the hut and grab their spears. They advance towards you and one of them shouts, ‘Password, stranger!’2

If you know the correct password for this bridge, turn to 111.

If you do not, turn to 307.

48

Pointing at a jug of ale on the bar, you tell the sailor to watch very closely. Closing your eyes, you concentrate on the jug until you can picture it in your mind's eye. As you will the jug to rise in the air, you hear the sailor gasp in amazement.

Turn to 268.

49

For three days and nights, the fleet of Durenor spread canvas and sail swiftly towards the Holmgulf. But although the voyage is fast, each ship in the fleet is cursed by misfortune. Sails tear, ropes mysteriously untie themselves and timbers warp and leak. The men become short-tempered in the cramped quarters and fighting, often to the death, is commonplace. By the third night of the voyage, Lord Axim is close to despair.

‘Never have I suffered such a wretched journey. No enemy has been sighted nor battle fought, yet half my men are either ill or wounded, and we have lost two of our finest ships. We have been jinxed by an evil moon. How I pray that it would wane, for even if we were to arrive in Holmgard this very night I fear we are too weak to break the siege.’

As he speaks, you can see the dawn of the next day breaking. You think it may bring promise of relief, but the calm waters that now surround the fleet contain a far deadlier threat.

Turn to 100.

50

A priest suddenly leans forward and donates another Crown to the plate and the coach is allowed to continue on its way. ‘Perhaps you can return the favour sometime in the future, my son,’ he says and returns to his seat before you can reply. But you notice how strange it is that the hood of his robe keeps his face in constant shadow.

You are soon across the swollen river and the journey continues.

Turn to 249.

51

After nearly an hour, the coach stops at the shrine of Kalanane. It is said that this shrine is built upon the grave of King Alin, the first ruler of Durenor, and all around the shrine grow clumps of Laumspur.

If you wish to pick some of this herb, turn to 103.

If you do not, return to the coach by turning to 249.

52

Suddenly from out of the darkness above, there is a blood-chilling cry. You look up to see the glowing red eyes of a Helghast as it charges down the steps straight at you. You scream in terror and frantically search for a weapon.

If you have a Magic Spear, turn to 338.

If you do not, turn to 234.

53

You hear whispering among the crew and catch the words ‘ghost-ships’ and ‘cursed voyage’, but the whispering stops when the captain's voice calls for all hands on deck. A silence descends on the Green Sceptre as Captain Kelman addresses the crew in a loud voice.

‘Men, we are three days' sail from Port Bax, but with a strong wind and a stout heart we'll drop anchor and feast there in two. The fire has claimed many of our provisions and rations are hereby cut to one meal a day. A guard shall be placed upon the freshwater cask. But we are strong. We shall endure. Any man found thieving will receive a hundred lashes. That is all.’ The crew seem unhappy at the captain's decision, but none of them dares to challenge his authority.

Later that afternoon, you are invited by both the crew and by the captain to take your evening meal with them.

If you wish to eat with the captain, turn to 321.

If you wish to eat with the crew, turn to 154.

54

As you race through the door, you are knocked off your feet by the force of a spear thrust into your chest. As the moonlight fades, the last thing you see of this world is a circle of screaming villagers as they stab and hack you to death.

Your life and your quest end here.

55

A large man dressed in a leather apron is busily sharpening a fine Broadsword. He is seated at a grindstone that sends a shower of sparks high into the air every time he touches the blade to it. He bids you good evening and offers you the Broadsword.

‘'Tis a fine blade, wrought of Durenese steel. It can be yours for only 12 Gold Crowns.’

If you wish to purchase this Broadsword, mark it on your Action Chart.

If you leave this shop by the front door, turn to 347.

If you leave by the rear door, turn to 3.

56

The innkeeper hands you a key. ‘Room 4, second left at the top of the stairs. I expect you out an hour after dawn.’

Your room contains nothing more than a bed, a chair and a small table. You lock the door and prop the chair against it for good measure, before settling down to sleep. You resolve to find some other route to Durenor in the morning.

Turn to 127.

57

With the back of his gloved hand, the guard knocks the gold from your grasp and it drops into the dark waters of the Rymerift. Pick a number from the Random Number Table to determine how much gold you have lost (0 = 10 Gold Crowns).

‘We would not sell the security of our land so cheaply,’ he says. ‘Only a bandit or a fool would try to bribe a soldier of Durenor, and I fancy that you are both.’

Unfortunately, you have insulted their honour and they intend to teach you a harsh lesson.

Turn to 282.

58

‘Bad luck, Lone Wolf. Your strategy is daring, but I think I have you now.’

The captain moves his ornate keystone across the board and you realize that the game is lost. You congratulate him on his mastery of Samor and hand over 10 Gold Crowns.

‘Perhaps another game tomorrow evening? Never let it be said that I am not a fair man,’ the captain says. ‘Perhaps,’ you answer cautiously. You bid the smiling captain goodnight before returning to your cabin.

Turn to 197.

59

You spur your horse towards a cloaked Helghast that is about to strike a helpless soldier. This creature is immune to Mindblast and can only be wounded by a magical weapon.

If you have a Magic Spear, turn to 332.

If you do not, you must evade the combat and dive into the cover of the forest. Turn to 311.

60

Halvorc stares in shocked disbelief.

Halvorc: COMBAT SKILL 8   ENDURANCE 11

He is unable to fight back for the first two rounds due to the surprise of your attack. Do not deduct any ENDURANCE points you may lose during these first two rounds. If he is still alive for the third round of combat, he comes at you with a dagger.

If you win this fight, turn to 76.

61

Through the pouring rain, you can just make out the dark shape of a city patrol marching towards you. If they should stop you and ask your business in Ragadorn, you could end up in the dungeons of Lachlan the Overlord. Rather than risk being arrested, you retreat along Black Knight Street and quickly turn into Sage Street as the soldiers march past.

Turn to 181.

62

You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, ‘You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer's authorization.’

If you have collected the necessary documents on your quest, turn to 126.3

If you do not have the documents he requires, or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal. Turn to 263.

If you do not have either the Seal or the documents, leave the room and return to the outer hall by turning to 318.

63

You are awoken during the night by the weight of something on your chest. You slowly open your cloak and are horrified to see a sandsnake nestling beneath.

If you have the Kai Discipline of Animal Kinship, turn to 264.

If you want to try to grab this deadly snake behind its head and throw it into the road, turn to 188.

If you wish to jump up and brush the snake away, turn to 201.

64

Ahead you can see a passenger wagon similar in design to those that use the coast roads of Ragadorn. The horses have been cut free and it appears to be deserted. You notice the bodies of three soldiers lying beneath it. Their uniforms are heavily bloodstained.

If you have the Kai Discipline of Sixth Sense, turn to 229.

If you wish to search the wagon for food and equipment turn to 134.

If you would rather ignore the wagon and continue on your way, turn to 208.

65

As you run along Watchtower Street, you hear the curses of the guard fading behind you. You reach Tomb Square, and spot four soldiers marching up Tomb Street towards you. Quickly you head south to avoid them. You have been running along the cobbled street for nearly ten minutes when you spot a large stable and coach station in the gloom ahead. Under cover of the darkness, you enter and spend the night safely hidden in the hay-loft.

Turn to 32.

66

As you raise the glowing blade, the zombie captain pulls an evil-looking dagger from inside his tattered jacket. You must fight him to the death.

Zombie Captain: COMBAT SKILL 15   ENDURANCE 15

Be sure to remember to double all ENDURANCE points your enemy loses due to the power of the Sommerswerd. The zombie captain is immune to Mindblast.

If you win the combat, turn to 218.

67

You quickly deduce that the impostor must have escaped by the main entrance to the tavern, and if he is still in the harbour area he must be in or around the main square.

You search the buildings and alleyways round the square but there is no sign of him at all. Rather than waste more time in a fruitless search, you return to the quayside and untie a small coracle from its mooring. As you row towards the Green Sceptre you begin to feel uneasy that so early in your mission your enemies seem already to have found you.

Turn to 300.

68

The guard's expression changes to a sneer of contempt. ‘I am a soldier of Durenor. Your gold will not help you here.’

Unfortunately you have insulted his honour and he intends to teach you a harsh lesson.

Turn to 306.

69

One of the cloaked strangers removes a black staff from beneath his robes and holds it aloft. A blue flame ignites at the twisted iron tip and a searing blast of energy leaps towards you. There is a deafening crack as the bolt is turned away by Rhygar's shield.

[[Illustration IV]]

‘Give no quarter,’ cries the Lord-lieutenant as he attacks the cloaked staff-bearer. His sword slices clean through the robed stranger but he remains unharmed. You suddenly realize why he does not bleed. He and his sinister companions are Helghast, fell captains of the Darklords. They have the ability to adopt human form but are invulnerable to normal weapons. The Helghast lets out a hideous scream that tears at your mind. Blinded by the sudden pain, you trip and fall into the dense undergrowth of the wooded hillside. Unless you have the Kai Discipline of Mindshield, lose 2 ENDURANCE points from this attack by the Helghast's Mindforce.

Turn to 311.

70

You gasp with pain as the serpent's fangs sink deeply into your arm. Grabbing the snake behind its ugly head, you rip away the thrashing creature and hurl it into the long grass. But your wound is deep and inflamed by venom.

If you have a Crystal Star Pendant, turn to 219.

If you do not, turn to 44.

71

You slam the door shut and draw the bolt. The shop is dark but you can still make out a staircase to your right, a trapdoor in the centre of the floor and another door in the opposite wall. Suddenly there is a crash as an axe splinters a panel of the door behind you. You have been spotted entering the shop and the mob are breaking down the door.

If you decide to open the trapdoor and hide in the cellar, turn to 11.

If you leave the room by the other door, turn to 54.

If you decide to run up the stairs, turn to 235.

72

The innkeeper takes your Gold Crown and places a foaming tankard of ale on the bar. The ale is strong and fortifying. Restore 1 ENDURANCE point to your current total.

If you wish to talk to the innkeeper, turn to 226.

If you want a room for the night, pay the innkeeper 2 Gold Crowns and turn to 56.

If you wish to enter an arm-wrestling competition, turn to 276.

73

The climb is very difficult, for you have only one free hand—the other holds the glowing hilt of the Sommerswerd.

You eventually reach the rim of the tower and quickly hook a leg over the narrow ledge. You are about to jump into the tower and attack when a thin voice makes you freeze.

‘How I shall delight in the irony of your death, Lone Wolf.’

The sorcerer is standing in the far corner of the tower, his left hand pointing at your head. ‘Your quest has failed Lone Wolf. Now you must die!’

A blinding flash of orange flame shoots from his hand towards your face.

Turn to 336.

74

Placing your hands upon his chest, you try to seal the open wound. He has lost a lot of blood and although he is sweating heavily, his skin is cold to the touch. His eyes suddenly roll open and he shouts a garbled warning.

‘Pirates …Lakuri pirates …beware the red sails …repel boarders!’

The captain is soon unconscious once more. You wrap him in blankets and place a cushion beneath his head, but he has drifted off into a sleep from which he will not awake. Back on deck, the bodies of the dead crew have been gathered together. Captain Kelman approaches you and hands you a vicious-looking black scimitar.

‘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 risk drowning.4 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 preparation 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.5 Note the powers of the sword under the Special Items section of your Action Chart.

[[Illustration V]]

Turn to 40.

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 have 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.

Gunio's Weaponsmithy

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 Westbank 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:6

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.

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]]

‘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 black 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.8 (Remember to add this to your Action Chart.) You wrap the herb up, and return to the coach with the other passengers.

Turn to 249.

104

The fishermen stare at you with open mouths as if they have just seen a corpse return from the dead. Suddenly one of them kicks over the table and they make their escape through the back door of the tavern. In one bound, you leap over the table and pursue them out of the tavern, into the darkness beyond.

If you wish to continue your chase, turn to 231.

If you decide to let them go, turn to 177.

105

Unfortunately for you, the rope has been nearly cut in two by a sword blow, and it is likely to snap under your weight.

Pick a number from the Random Number Table to see if the rope and your luck holds.

If the number you have picked is 0–4, turn to 286.

If the number you have picked is 5–9, turn to 120.

106

The carved spear is made of metal, yet it feels as light as if it were made of wood. You notice the shaft is covered in runes and magic emblems. As you carefully pull it from the man's chest, he gives a long sigh of relief. You are about to examine his wound, when you feel a searing pain shoot through your head. It is so strong and painful that you collapse to the ground. You lose 2 ENDURANCE points.

You are amazed to see the man jump to his feet, and then horrified to see the dreadful change that comes over him. The skin of his face appears to writhe and change colour, growing darker and shrinking as it decays on his skull. His eyes burn with a bright red glow and long fangs protrude from his bottom jaw. You choke with fear as you realize it is a Helghast, a nightmarish agent of the Darklords. It is attacking you with its powerful Mindforce. If you do not have the Kai Discipline of Mindshield, you will lose 2 ENDURANCE points for every round of combat that you fight with this creature. Normal weapons cannot harm it and it is immune to Mindblast. You can only wound it in combat with the Magical Spear.9

Helghast: COMBAT SKILL 22   ENDURANCE 30

You cannot evade this creature and you must fight it to the death.

If you win the combat, you can keep the Spear. Mark it on your Action Chart under the Special Items section as a ‘Magic Spear.’

Continue your adventure by turning to 320.

107

The captain orders his crew to go alongside. As they board the trader, you are shocked by the sight that awaits you. Dead sailors cover the deck, many pierced by arrows. It seems they must have put up a desperate fight to defend their cargo, but not a trace of it remains in any of the ship's holds. Below deck, you discover the captain in his cabin. He is very badly wounded and near to death.

If you have the Kai Discipline of Healing, turn to 74.

If you do not possess this skill, turn to 294.

108

One of the wheels jams in a deep rut and three of the large wooden spokes are shattered. You are forced to stop and replace the wheel before you can continue to Port Bax. You volunteer to help the driver by levering the coach axle with a small tree trunk, so that the spare wheel can be slid into position.

You are pushing down on the stout branch with all your strength, when the horses suddenly rear up and race forward. The trunk springs back and catches you square in the face, knocking you backwards to the ground. You are stunned and you lose 2 ENDURANCE points. The driver is not so lucky. The coach has run over him. As the poor man dies in your arms, his last words are: ‘No accident … I saw —’

If you have the Kai Discipline of Sixth Sense, turn to 343.

If you do not possess this skill, turn to 168.

109

Blinking the foul water from your eyes, you can see that the flagship of the death-hulk fleet is now ablaze. Black smoke is pouring from the decks, and tongues of orange and yellow flame flicker from its rotten black hull.

Suddenly, you are aware of the beating of wings directly above you. You are shocked to see a Kraan hovering above, trying to grab at you with its sharp claws. Its hooked talons catch your cloak and suddenly you are snatched up into the air. But it is to be a short flight. You draw the Sommerswerd and sink it into the soft belly of the creature. With a shriek of agony, it releases its grip and you fall. You pray that luck will be on your side and that you will land safely.

Turn to 120.

110

The guard does not believe you, and he attacks you with his sword.

Watchtower Guard: COMBAT SKILL 15   ENDURANCE 22

If you do not have a weapon, deduct 4 points from your COMBAT SKILL for the duration of this combat.

You may evade the fight at any time by turning to 65.

If you win the combat, turn to 331.

111

The guards reluctantly lower their weapons and allow you to cross the bridge. As you slip past, they stare at you and whisper to each other. Once you are safely across the Rymerift, you quickly hurry on your way in case they change their minds and arrest you. After nearly an hour of walking along the forest road, you arrive at a junction where a signpost points to the east.

Port Bax—3 Miles

You smile and set off eastwards. You should be there in just under an hour.

Turn to 265.

112

You suddenly remember what he said about the shop with the orange door. It is the headquarters of the Silent Brotherhood, Lachlan's notorious secret police. To enter here would be more perilous than entering a roomful of Drakkarim!

You quickly turn away from the orange door and hurry northwards.

Turn to 230.

113

He is Vonotar the Traitor, renegade wizard from the Magicians' Guild of Toran. He is a master of the black arts and now possesses great power which the Darklords themselves have given him. It was his agents who tried to assassinate you during your quest, and it is he who commands the death-hulk fleet. Destroy Vonotar and you will destroy the evil force that gives power to the death-hulks and their crews.10

You may climb the tower and attack Vonotar by turning to 73.

If you do not wish to risk your life against this powerful magician, escape from this ship by jumping overboard, and turning to 267.

114

You have walked for over three hours along this lonely coast road when night starts to fall. The land is flat and barren, and you have seen no sign of life here at all. You finally decide to rest beneath the branches of a large tree standing close to the highway. Making a pillow of your backpack, you pull your warm Kai cloak around yourself and drift off into a deep sleep.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 206.

If the number is 4–7, turn to 63.

If the number is 8–9, turn to 8.

115

The area around the watchtower door has been cleared of foliage, and the ground is well-trodden. You are looking for a lock or keyhole in the iron-clad door when it suddenly opens. Standing before you is a Knight of the White Mountain, a broadsword held in front of his face.

‘State your purpose and mark your words well. My steel will be my answer if you lie!’

If you wish to tell this knight the true purpose of your mission to Durenor, turn to 80.

If you want to lie about why you are here, turn to 324.

If you want to draw your weapon and attack the knight, turn to 162.

116

Using your Kai Discipline, you can tell which cup hides the marble, for to you, the clay is as transparent as glass itself.11

Pick a number from the Random Number Table and add 5 to it. This equals the number of Gold Crowns that you win before the rogue suspects something is wrong and ends the game.

With gold in your purse once more, you return to the bar and hand over 1 Gold Crown for a room.

Turn to 314.

117

It is a large passenger wagon similar to those used by highway travellers of Sommerlund. The driver pulls the horses to a halt and stares at you from under the wide brim of his hat. You ask where he's bound for.

‘We're bound for Ragadorn—due there by noon today. A seat will cost you 3 Gold Crowns, but you can ride on the roof for only one.’

If you wish to ride inside, pay the driver 3 Gold Crowns and turn to 37.

If you would prefer to ride on the roof, pay him 1 Gold Crown and turn to 148.

If you cannot pay the fare, you must let the coach continue and begin your journey on foot. Turn to 292.

118

You bid Rhygar farewell and enter Tarnalin. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal range, and is lit by torches for its entire length. The highway through the mountain is usually alive with the traffic of merchants to and from Port Bax, yet now the entrance and interior are deserted except for an overturned fruit wagon. As you walk deeper into Tarnalin, a doubt nags at you. Have the Helghast arrived here first?

[[Illustration VII]]

You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.

If you have the Kai Discipline of Animal Kinship, turn to 279.

If you wish to follow this creature, turn to 23.

If you wish to ignore it and continue on your way, turn to 340.

119

Shattered beams, pieces of planking and torn sails litter the white-flecked waves. It is all that remains of a merchant ship. But then suddenly you notice a body clinging to a broken hatch cover. A rope ladder is quickly lowered and the poor man is brought aboard.

‘Pirates!’ is all he says before collapsing to the deck. The man is wrapped in a large blanket and taken below. He has suffered many wounds and is close to death.

‘This crime bears the mark of the Lakuri pirates,’ the captain confides in you, ‘but it is unusual to run across them in these waters. They must be in search of a rich cargo to sail so far from their tropical islands.’

As the ship resumes its course for Durenor, you cannot help but wonder if that ‘rich cargo’ is you.

Turn to 240.

120

Luck is with you, for you land safely on the deck of the Kalkarm, a Durenese warship. The soldiers here have been involved in a desperate battle but have fought off the enemy and are cutting the grappling ropes that hold the ship to a death-hulk. From out of the smoke strides Lord Axim, his face bloodied and his shield badly scarred.

‘Thank the gods you are alive, Lone Wolf. The fight has been bitter and our losses are high, but I am heartened indeed to see you standing before me now,’ he says and leads you to the ship's rail. ‘Look yonder, their flagship is ablaze.’

Through the fog of war you can see that the huge death-hulk is slowly sinking beneath a plume of dense black smoke. The Kalkarm is eventually freed and slowly it manoeuvres out of the tangle of wreckage. A wind begins to stir, filling its tattered sails and carrying away the smoke of battle. Lord Axim orders the Royal Arms of Durenor to be hoist aloft so that other ships can rally to the Kalkarm. For the first time since the battle began, you can now see the other Durenese ships. It is an amazing sight for as the enemy flagship sinks beneath the waves, so every death-hulk on the horizon returns to its watery grave.

‘Their sorcery is broken. We have won this battle,’ says Lord Axim. And within a few minutes, not one of the death-hulks remains afloat.

Turn to 225.

121

As you run along Lookout Street, you quickly reach the waterfront where the River Dorn separates the east and west sides of the city. To your left is the Ragadorn Bridge, an ugly construction of rusted iron that provides the only connection between the two halves of Ragadorn. With the shouts of the street thieves echoing in your ears, you push your way through the people crowding the bridge. By the time you have got across, the street thieves have given up the chase, and you enter a rubbish-strewn thoroughfare known as East Trade Lane.

Turn to 186.

122

This street follows the city wall northwards. On your right you notice a shop with a bright orange door. Unlike all of the other shops in this street, it bears no sign above it. You suddenly remember the tales of a Kai Lord who returned from a visit to Ragadorn about a year ago. He mentioned this orange door in one of his many stories.

If you have the Kai Discipline of Sixth Sense, turn to 96.

If not, pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 46.

If the number is 5–9, turn to 112.

123

A strange power is coursing through your body. Instinctively you raise the blade above your head and a shaft of sunlight suddenly catches the edge of the sword and floods the King's chamber with a blinding white glow.

But almost immediately the light starts to fade and you are 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 turns and leaves the King's chamber.

Turn to 40.

124

You quickly search her body but find no evidence that she was your would-be assassin. You discover 42 Gold Crowns, a Short Sword and a Dagger. Take any of these items if you wish, and mark them on your Action Chart.

Turn to 33.

125

You quickly dash through the side door of the tavern and run the length of the alleyway towards the main square. Through the crowds of people you can see many boats and coracles tied up to the quayside. The thugs are close behind and you must act quickly.

Untying one of the small boats, you jump from the harbour wall and land with a crash, splintering the wooden seat. It has one paddle which you use to make your way towards the Green Sceptre, anchored three hundred yards across the water.

Turn to 300.

126

The man pulls a hidden bell-rope, and suddenly four armed guards burst into the room.

‘These documents are forgeries. No doubt you are a spy, or worse perhaps? No matter, you'll soon find out how we deal with criminals in Port Bax. Take him away.’

Before you can explain, you are seized by both arms and marched away to the city gaol. All your equipment is confiscated, including all Special Items and Weapons, and you are thrown into a cell full of evil-looking villains. You notice that several of these ruffians bear the strange tattoo of a serpent on their left wrist: the sign of Vonotar the Traitor. By the time the guards have examined your possessions and realized your true identity, you have been strangled to death by the wizard's evil agents.

Your life and your quest come to a tragic end here in Port Bax.

127

You awake at dawn to the sound of heavy rain falling on the cobbled streets outside.

It has been six days since you left Holmgard, and you must eat a Meal here or lose 3 ENDURANCE points. You gather your equipment and leave the room. As you descend the rickety stairs, you see the innkeeper cleaning the floor with a mop and bucket.

If you wish to ask the innkeeper how you can get to Durenor, turn to 217.

If you wish to leave the inn without speaking to him, turn to 143.

128

A golden glow runs the length of the Sommerswerd as you raise it high above your head, ready to face your enemy. You are confronted by six grisly zombies and you must fight them as one enemy.

Zombie Crew: COMBAT SKILL 13   ENDURANCE 19

They are undead creatures, so remember to double all ENDURANCE points they lose as a result of the power of the Sommerswerd.

If you win, turn to 237.

129

You pass several narrow warehouses lining the waterfront, and reach the harbour wall. Here the road bears sharply to the right into Tomb Street.

Marching along the centre of this street are four heavily armed city guards. Rather than be stopped and possibly arrested by these soldiers, you dodge into an alleyway off to your right. The guards suddenly halt opposite the alley entrance. If one of them should turn his head, you will be spotted for sure. Behind you is a small window, leading into a crowded tavern.

Without a second's hesitation, you climb through the window as quickly as possible.

Turn to 4.

130

The priest approaches you and says, ‘You need to rest, as we all do. I understand your problem my friend. Please allow me to practice what I humbly preach,’ and with these words he leads you to the bar and places a Gold Crown into the hand of the innkeeper. ‘A room for my friend,’ he says and smiles.

Turn to 314.

131

You ask them what they want of you. In answer, they simultaneously produce long, curved daggers from inside their jackets. Their leader steps forward and demands your gold. As you hesitate, he shouts, ‘Take 'im!’ and all three attack you.

Deduct 4 points from your COMBAT SKILL and fight them bare handed. You must fight them one at a time.

Street Thief Leader: COMBAT SKILL 15   ENDURANCE 23

Street Thief 1: COMBAT SKILL 13   ENDURANCE 21

Street Thief 2: COMBAT SKILL 13   ENDURANCE 20

You may evade them during the combat by turning to 121.

If you kill all three thieves, turn to 301.

132

You crash to the muddy street in a shower of broken glass. You are winded by the fall, but otherwise unharmed. An angry villager armed with a cudgel tries to smash your skull, but you roll aside, jump to your feet and sprint away down the twisting street before he has struck his blow. Then an ugly Szall on horseback charges towards you with a raised spear. He is about to stab you when you sidestep and grab the weapon, pulling it and the Szall from the saddle.

If you wish to keep the Spear, remember to mark it on your Action Chart.

If you wish to stab the Szall with his own spear, turn to 317.

If you wish to mount his horse and escape, turn to 150.

133

Looking directly into the sailor's eyes, you concentrate your Mindblast at his open hand. Suddenly the man falls backwards from his chair, clutching his hand as if he had just picked up a red-hot coal. When you explain what has happened to him, he looks at you in amazement.

Turn to 268.

134

Suddenly from out of the darkness there is a blood-chilling cry. You find yourself staring into the glowing eyes of a Helghast. As it tries to close its fingers around your throat, you scream in terror and fall to the ground. The hideous creature tears at your tunic, rending the cloth with its black claws.

[[Illustration VIII]]

If you have a Magic Spear, turn to 38.

If you do not, turn to 304.

135

The knight points to the woods behind you and says in a gruff voice, ‘There is your shelter.’

Before you can reply, he has stepped back into the tower and bolted the heavy door. The forest here is very dense and the undergrowth is a tangle of weeds and briars. It will prove impossible to enter the wood on horseback, so you must abandon your mount before continuing on foot.

Turn to 244.

136

‘The fare to Port Bax is 20 Gold Crowns,’ says the coachman in a gruff Ragadornian accent.

If you have 20 Gold Crowns and wish to purchase a ticket, turn to 10.

If you do not have enough money for the fare, turn to 238.

137

You reach a junction where Beggar Lane turns south into Black Knight Street. A few yards along there is another lane called Anchor Street, which heads off towards the east. The rain has become much heavier now.

If you wish to head south along Black Knight Street, turn to 259.

If you wish to head east along Anchor Street turn to 20.

138

You have been walking for nearly two hours when you reach the peak of a hill and see the Durenor forest stretched out before you. The road bears eastwards and enters the trees at a point where a large wooden tower has been built. You can see the silhouette of a soldier on guard.

If you wish to continue on your journey towards the watchtower, turn to 232.

If you would rather avoid the guard, make a wide detour and enter the forest further south by turning to 244.

139

The training that you received in the art of Hunting has taught you to recognize most of the poisonous and non-poisonous fruits to be found in northern Magnamund. These purple fruits are Larnuma, a sweet and nutritious food. You quickly eat your fill and then store enough of them in your Backpack for 2 Meals.

Beyond the Larnuma trees, you notice a wide coast road that disappears towards the east and the west.

If you wish to head east, turn to 27.

If you wish to head west, turn to 114.

140

Both guards stare at the Seal in awe. The legend of the Seal of Hammerdal is well known to all the people of Durenor. It is said that of all the lost treasures of Durenor, the Seal of Hammerdal is the one they would not wish returned. The anxious faces of the two guards show they clearly realize its significance.

One of the guards escorts you across the Rymerift and along a forest road that eventually ends at a junction. A signpost points to the east.

PORT BAX—3 MILES

‘I must leave you now and return to the Rymerift. I fear that war will soon cast its black shadow upon this land and I shall be needed at the border. Godspeed to you Sommlending, godspeed.’

You watch for a few minutes as the soldier returns along the forest track before you set off eastwards. You should arrive in Port Bax within the hour.

Turn to 265.

141

As the mast smashes into the deck, a splintered beam hits your head and you are knocked overboard. Gasping for air, you fight your way to the surface and catch hold of a hatch cover. You are half-stunned. You lose 2 ENDURANCE points.

You pull yourself onto this makeshift raft and cling to it with all your strength. If you are wearing a Chainmail Waistcoat, you must discard it now or otherwise you will be drowned for sure.

You feel dizzy and sick. As the heaving sea buffets you relentlessly, you gradually slip into unconsciousness. When you awake many hours later, the storm has passed. By the position of the sun, you judge it to be late afternoon. In the distance you can see a small fishing boat and beyond it, on the horizon, land. The only trace of the Green Sceptre is the hatch cover on which you now sit.

If you wish to use your cloak to try to signal to the fishing boat, turn to 278.

If you wish to ignore the boat and paddle towards the shore, turn to 337.

142

The man takes your money and hands you a white pass that is valid for the next seven days. You thank him and leave the building. Outside you turn left and walk towards the guards at the end of the street.

Turn to 246.

143

You head south and follow the quayside until you come to a junction where the street heads off towards the east. Most of the shops in this street are still closed except for one to your right. There is a sign above the door.

Jinelda Koop—Alchemist: Magical Potions Bought and Sold

If you wish to enter the shop, turn to 289.

If you wish to continue on your way, turn to 186.

144

A large Noodnic, wearing a brightly coloured cloak of patchwork silks, orders several of his people to arm themselves and drive you out of the hall. When you speak to them in their own language, a hush of astonishment fills the cavern. Never before have they encountered a human being who could actually speak their tongue. For some of them it is too much to grasp, and they stare at you open-mouthed, their furry little arms hanging loosely by their sides.

Then the large Noodnic addresses you, saying he is the leader of this colony. His name is Gashgiss and he welcomes you and invites you to join him on top of a raised platform in the centre of the chamber.

[[Illustration IX]]

‘Yooze notta Dureneeze man-man, eh? Whereza yooze come za from, eh?’ questions Gashgiss, in his strange Noodnic accent.

You tell him that you are a Sommlending on your way to Hammerdal. He looks at you nervously, then asks, ‘Yooze