Castle Death

Table of Contents

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies the Darklords of Helgedad. You have given your solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come.

Diligent study of the tome called The Book of the Magnakai has enabled you to master only three of the ten Magnakai Disciplines. Now, you must fulfil your pledge by completing the quest first undertaken by Sun Eagle over one thousand years ago.

It is a quest that will take you deep into Castle Death—a dangerous journey not completed successfully since the time of Sun Eagle.

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: 25 January 2008

Text copyright © 1986 Joe Dever.
Illustrations copyright © 1986 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Dedication

To all the members of the Lone Wolf Club—
may their endurance never run out!

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 are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits

Transcription
Matthew Reynolds
Illustration Transcription
Jonathan Blake
Paul Haskell
Simon Osborne
XML
Jonathan Blake
Simon Osborne
Thomas Wolmer
Alternate Illustrations
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Michael Hahn (map)
Proofreading
Michael Norton (sections 176–210)
Simon Osborne (sections 71–105, 246–280 and 316–350)
Matthew Reynolds (sections 1–70, 141–175, 211–245 and 281–315)
Tony Wrigley (sections 106–140)
Editing
Mike Feldman
Ingo Klöcker
Mark Laird
LeRoy McSwain
Simon Osborne
Matthew Reynolds
Thomas Wolmer
Coordination
Jonathan Blake
Special Thanks
Alfred Hailey, Eric Rossing, Keith Sheldon, Wayne Stubbs, and Arthur Yin

The Story So Far…

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator. With their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome called The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over one thousand years ago. By doing so successfully, you too, will acquire the power and wisdom of the Magnakai that is held within the Lorestones' crystal forms.

Much of Sun Eagle's script had faded with the passing years and little remained to help you find the seven Lorestones of Nyxator. Guided by the few words that could still be deciphered, you set out upon a journey that took you to the war-torn city of Tekaro in the hostile land of Slovia. There, hidden deep in the crypt of the city's cathedral, you found the first Lorestone of Varetta. As you held the crystal triumphantly in your hand, its power was transfused into your being, and the location of the second stone formed slowly in your mind—Herdos.

The remote township of Herdos stands upon the shore of Lake Khor, high in the Xulun Mountains of Dessi. Here the Elder Magi, the magicians who rule the land, helped Sun Eagle on his quest long ago. Time has turned full circle, and once more their aid is sought by a warrior of the Kai.

‘Fate has brought you to us, Lone Wolf,’ intones Rimoah, speaker for the High Council of the Elder Magi, as you stand before them in the Tower of Truth at Elzian. ‘And our fate is bound to your quest.’

His clear voice fills the great cylindrical council chamber and the white-robed elders gathered around you respond with one voice, ‘It is so.’

Rimoah leads you to a circular dais, set like a deep well into the green marble floor. Carefully, he kneels and touches its liquid metal surface with his gloved hand. A current flows through the shimmering metal and, within its mirror-like depths, a strange vision slowly takes shape. You see a black-walled fortress set upon a rocky isle, its deep purple shadows reflecting in the dark waters of a moonlit lake.

‘You see before you Kazan-Oud. The Lorestone of Herdos rests in this castle, deep within its accursed halls. We will take you to this fortress, Lone Wolf, but you must enter alone, for our powers hold no sway over the forces that command this terrible place. In the years that have passed since Sun Eagle first came to this land, a great evil has consumed Kazan-Oud. We lack the means to destroy this evil but we have laboured to contain it, to prevent it from spreading beyond the Isle of Khor. Some of the bravest warriors of Magnamund have tried at our behest to defeat the power of Kazan-Oud, yet all have perished. But fate now brings us a Kai Master and our hearts rejoice, for the success of your quest will defeat the bane of Kazan-Oud and deliver us all from its evil shadow.’

A ripple of hopeful whispers arises from the circle of Elders when they hear you state that you will go to Kazan-Oud. As they accompany you from the council chamber to equip you for the dangerous mission that lies ahead, you ask the meaning of the words ‘Kazan-Oud’. An uneasy silence descends on the dignified company and all eyes turn to Rimoah.

‘In the language of the Sommlending,’ he says, his voice wavering, ‘Castle Death.’

The Game Rules

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

During your training as a Kai Master 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 the number 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 rise above the number you started with.

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 7. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 6–12).

Magnakai Disciplines

During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.

After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called ‘Lore-circles’. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section ‘Lore-circles of the Magnakai’ for details of these bonuses.)

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

Weaponmastery

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.

If you choose this skill, write ‘Weaponmastery: +3 COMBAT SKILL points’ on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

Animal Control

This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.

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

Curing

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.

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

Invisibility

This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.

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

Huntmastery

This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.

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

Pathsmanship

In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.

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

Psi-surge

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

If you choose this skill, write ‘Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round’ and ‘Mindblast: +2 COMBAT SKILL points’ on your Action Chart.

Psi-screen

Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.

If you choose this skill, write ‘Psi-screen: no points lost when attacked by Mindforce’ on your Action Chart.

Nexus

Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.

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

Divination

This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.

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

If you successfully complete the mission as set in Book 7 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 8. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called The Jungle of Horrors.

Equipment

Before leaving Elzian on your quest for the Lorestone of Herdos, the Elder Magi give you a map of their land and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart. If you have successfully completed books 1–6 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai Monastery.

The Elder Magi offer you a choice of equipment to aid you on your perilous mission. You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember that you can carry a maximum of two Weapons and eight Backpack Items.

List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they 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 do not need to make notes, but you should 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 keep a maximum of only 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 initial capitals (e.g. Gold Dagger, Magic Pendant) 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 Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 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 that you can only carry two Weapons at once.)

Bow and Arrows
During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is strongly recommended that you also equip yourself with a close combat weapon, like a Sword or Mace.

In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.

If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. If you enter combat armed only with a Bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

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

Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items.

Gold Crowns
The currency of Dessi is the Crown, which is a small gold coin. Whenever you kill an enemy and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch. (Remember the pouch can carry a maximum of fifty Gold Crowns.)

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 Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Potion of Laumspur
This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All 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 Magnakai Disciplines and Special Items 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 attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

    He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −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 the Nightstalker 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 (plus an additional 2 points for using Psi-surge)
    • Nightstalker 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 or below, at which point that combatant 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 possibly 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 Magnakai Training

The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior—Kai Grand Mastership.

  1. Kai Master
  2. Kai Master Senior
  3. Kai Master Superior—You begin the Lone Wolf Magnakai adventures with this level of training.
  4. Primate
  5. Tutelary
  6. Principalin
  7. Mentora
  8. Scion-kai
  9. Archmaster
  10. Kai Grand Master

Lore-circles of the Magnakai

In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called ‘Lore-circles’. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.

Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.

Circle of Fire
Weaponmastery & Huntmastery
Circle of Light
Animal Control & Curing
Circle of Solaris
Invisibility, Huntmastery & Pathsmanship
Circle of the Spirit
Psi-surge, Psi-screen, Nexus & Divination

By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.

Lore-circle Bonuses

Circle of Fire
+1 CS +2 EP
Circle of Light
0 CS +3 EP
Circle of Solaris
+1 CS +3 EP
Circle of the Spirit
+3 CS +3 EP

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

Improved Disciplines

As you rise through the higher levels of Magnakai training you will find that some of your skills will steadily improve. If you are a Kai Master that has reached the rank of Primate, you will now benefit from improvements to the following Magnakai Disciplines:

Primate

Animal Control
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
Curing
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
Huntmastery
Primates with this skill have a greatly increased agility and are able to climb without the use of climbing aids, such as ropes, etc.
Psi-surge
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
Nexus
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.

The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.

Magnakai Wisdom

Your quest for the Lorestone of Herdos will be fraught with danger for the fortress of Kazan-Oud has a dark and sinister reputation for being the ruin of many a brave adventurer. Make notes as you progress through the story—they will be of great help in this and future adventures.

Many things that you find will help you during your 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.

Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.

May the spirit of your ancestors guide you on the path of the Magnakai.

Good luck!

Numbered Sections

1

The hours leading up to your departure from Elzian are spent checking and double-checking your equipment and provisions. But, no matter how hard you try to concentrate on these preparations, your mind is constantly invaded by the shadowy image of Kazan-Oud, an image identical to the vision that appeared the previous evening in the well of the council chamber. You are filled with a deep dread, as you contemplate the probable site of your own grave. However, coupled to this terrible sense of foreboding is a far greater and irresistible desire to discover the Lorestone of Herdos.

Shortly before dawn, your thoughts are disturbed by a knock at the door of your chamber: it is Rimoah. The time has come for your mission to begin. You follow him through halls and galleries to a rooftop platform nestling among the crimson towers of the Temple of Truth. Here you are greeted by a young man. He is tall and dark-skinned, with plaited flaxen hair and sharp, cat-like eyes, and he wears the gold and scarlet tunic of a Vakeros—a warrior-magician of Dessi. ‘Hail, Paido!’ says Rimoah, bowing to this proud young man.

‘Hail, my Lord Rimoah,’ he replies, respectfully. ‘We are ready to sail.’

The first rays of the dawn light shimmer along the golden hull of a magnificent sky-ship that hovers above the rooftop platform. As the hum of its powerful engine rises, you thank Rimoah and bid him farewell before following Lord Paido to the boarding ladder at the edge of the platform. Once safely on board, the sky-ship rises into the chill dawn air, and Lord Rimoah and the Tower of Truth shrink swiftly beneath its golden keel. You look down with growing fascination as the sleek, bat-winged craft passes over the circling waters of the Elzian Canal and speeds northwards above the jungle of central Dessi. As the grey Chasm of Gorgoron looms into view, splitting the emerald-green land like a deep and terrible wound, Lord Paido joins you at the rail. Time passes in conversation, and you learn much about the people of this untamed land and their history. You learn that the Elder Magi are all that remain of a race of great magicians who ruled central Magnamund many thousands of years ago. They were wise and powerful, and their leadership was great until their numbers were decimated by a plague that swept across the world. Those who survived sought refuge in Dessi and have lived here, in the mountains and the jungle, ever since. The Vakeros are native soldiers of Dessi who have been taught the art of battle-magic by the Elder Magi to help them defend the northern border against invasion by the war-like Vassagonians.

When you tell Lord Paido of your own past battles with the desert warriors, you sense a sadness within him. ‘How I wish my brother Kasin were here with us now,’ he says, staring thoughtfully towards the distant horizon. ‘He could tell many a brave tale of the great desert wars.’ You ask what has become of his brother. There is a long pause before he replies solemnly: ‘Kazan-Oud.’

The land of Dessi is now spread out beneath you like a gigantic map. To the northwest you can see the foothills of the Carcos Range and a faint ribbon-like glimmer that is the River Doi; to the east, a bank of grey storm clouds advances unchecked across a sea of jungle vegetation. Shortly before noon you sight your destination. The low-domed buildings of Herdos appear on the horizon, followed by the waters of Lake Khor and a blackened finger of rock upon which sits Kazan-Oud. Even at this great distance, the awesome sight of the terrible fortress sends a chill along your spine.

Lord Paido orders his crew to prepare for landing, and within the hour, the great sky-ship is casting its shadow upon the flagstones of the Plaza of Herdos. You are welcomed by Lord Ardan, Elder of Herdos, and a detachment of his Vakeros guards. They escort you through the streets of the ancient town, past the tiny stone-walled dwellings of fishermen and miners, to a quay where a glass-domed tower several storeys high commands access to the busy harbour. As you enter the tower, you notice that the glass dome radiates a greenish light that, in spite of the blinding glare of the midday sun, can be seen quite clearly.

Later, as the sun sinks slowly behind the peaks of the mountains, the light emanating from the tower becomes more visible, covering Lake Khor with an umbrella of ghostly luminescence. Lord Ardan explains: ‘This tower, together with five others that encircle the lake, generates a shield of magical energy that imprisons the evil of Kazan-Oud. No creature, living or dead, can enter or leave the Isle of Khor so long as our shield remains intact. We dare not lower our guard, and, to allow you to land on the island, we have devised a means by which you may pass through the shield unharmed.’ He takes a gem the size of a small apple from the pocket of his silken robe and places it in your hand. It is a dull translucent red, but within its core a swirling mist of glittering sparks flickers with gold and silver fire.

‘It is a Power-key. Guard it well, for so long as you possess it you may fulfil your quest; lose it and you will never escape from the Isle of Khor.’ (Mark the Power-key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.) ‘At midnight, my Vakeros will take you by boat to the edge of the shield. On board is a small coracle in which you can pass through the shield and make your way to the Isle of Khor. We shall pray for you, Lone Wolf.’

Midnight finds you standing on the deck of a square-rigged fishing boat. The sighing night wind and the creak of rope and timber are the only sounds that accompany you across the black waters of Lake Khor. You arrive at a wall of shimmering, green light: the power-shield. The Vakeros whisper their goodbyes, and you paddle through the wall, drawing closer with every stroke to the sinister island fortress.

Two hundred yards from the glistening black shoreline, you note two places where you can make a landing.

If you wish to land at a stone jetty to the west of Kazan-Oud, turn to 135.

If you wish to land at a sheltered bay to the east of Kazan-Oud, turn to 288.

2

Your eye is drawn to a panel on the hexagonal wall. The central part of the stonework is much newer than the surrounding edges, a detail which your Magnakai Discipline enabled you to recognize at a glance. After closer examination, you are sure that there was once a door in this wall. The stone does not sound as if it is solid when you tap it, and you suspect it would not withstand several well-placed blows.

If you wish to try to break through the wall, turn to 228.

If you do not wish to break through the wall, you can still enter the ruby corridor turn to 349.

Or, you can enter the jadin corridor; turn to 163.

3

The rumble of a massive counterweight descending behind the wall sends a shudder through the flagstones. The portcullis rises and you hear the lever click back to its original position as you duck under the pointed bars.

Turn to 277.

4

Your lungs are close to the bursting point when your persistence finally pays off. The lock clicks and the door is forced wide open by the sheer weight of the water pressing upon it.

Turn to 172.

5

The shadow flares red before dissolving into a dense grey mist that is carried away swiftly on the stormy air. A sudden chill makes you shiver. You pull your cloak around you, taking comfort from its warmth, but it is as if the cold comes not from the damp wind but from somewhere deep inside you.

You feel hungry and you must now eat a Meal or lose 3 ENDURANCE points. When you have finished, you make a quick check of your equipment before taking your first cautious steps inside the Great Hall.

Turn to 293.

6

‘Good!’ booms the voice of Zahda, as you land on the opposite side of the pit. ‘You are brave! But have you brains as well as battle-brawn, I wonder? Ha! Soon we shall see.’

The voice conjures an image of Lord Zahda in your mind. He is seated on a golden throne with the object of your quest, the Lorestone of Herdos, suspended in the air above him. You resolve to survive this accursed maze and escape. If you can then only find your way back to Zahda's throne hall, the success of your quest will be within your grasp.

You walk along the passage that leads away from the pit, your mind filled with dismay as you contemplate the problems and perils that lie before you. One such problem looms into view as the passage takes a sharp turn.

Turn to 100.

7

To your horror, you discover that the quiver is completely empty. Your Arrows have fallen out and lie buried in the nest of vegetation upon which you awoke (erase these Arrows from your Action Chart).

With a cry of frustration, you shoulder your Bow and unsheathe a hand weapon as the snake draws itself back in preparation to strike.

Turn to 301.

8

As it springs out of the gloom, you hack at the beast, carving a slice from its great hairy shoulder. But the shock of its attack sends you reeling to the floor, and you scream out in pained surprise. Claws rake your arm; burning saliva stings your face. Desperately, you stab at the snarling beast as it dips its head and closes its massive jaws around your legs. The creature is immune to Mindblast but not Psi-surge.

Hound of Death: COMBAT SKILL 22   ENDURANCE 40

If you win the combat, turn to 194.

9

A faint rumble grows louder. There is a clatter of chains and the squeal of metal on metal as the portcullis rises jerkily into the roof. Wasting no time, you duck under the spiked bars and hurry into the tunnel beyond.

Turn to 277.

10

Grabbing a Fireseed from the pocket of your tunic, you hurl it at the monster's gaping mouth. It disappears from view, and for a brief moment, you feel the tendril tremble and slacken its crushing grip. Erase one Fireseed from your Action Chart.

Turn to 170.

11

Descending the narrow staircase, you arrive at a tunnel-like corridor, sandwiched between two walls of mouldering masonry. Foul, oily water gurgles along a channel in the slippery floor towards a distant archway, which is blocked by a black iron portcullis. Bolted to the criss-crossed bars is a plaque which bears a curious design:1

On the wall to your left is a large, rusty dial with a brass pointer. Set around it, like the numerals of a clock, are the numbers 1 to 40, and below the dial is a lever. Your basic Kai instincts tell you that by selecting the correct number, or numbers, and pulling the lever, you will open the portcullis.

If you have the Magnakai Discipline of Divination, turn to 167.

If you have the Magnakai Discipline of Pathsmanship, turn to 306.

If you have neither of these skills, turn to 329.

12

‘We're as good as dead if we stay here,’ says the warrior in a broad Stornlands accent. ‘Come, we best find ourselves a safe tunnel before they release a Trakka. We'll have a horde of Zahda's pets snappin' at our heels if it picks up our scent.’

You follow the man through a labyrinth of tunnels and chambers; descending by slope and staircase to deeper levels of this subterranean world. Not a word is spoken until, finally, you stop to rest in a small, musty chamber, its entrance partially hidden behind a rockfall of scarlet stone. ‘How long have you been tunnel-running?’ your companion asks. When you reply that you've been in Kazan-Oud no more than a few hours, his face registers a look of surprise followed by disappointment. ‘I'd have stood and fought the Dhax had I known I was so near to the surface,’ he says, shaking his head and staring dejectedly at the floor.

He tells you that his name is Tavig and that he comes from Suentina, a city in the western land of Slovia. Over a year ago his sister was captured by Sadzar, the slaver of Gzor, when a ship on which she was a passenger was attacked by his pirate fleet off the island of Lio. One thousand Crowns was the ransom Sadzar placed on her head, and Tavig vowed he would raise the gold and save his sister or die in the attempt. Undaunted by the rumours he had heard, he travelled to Herdos to offer his services to the Elder Magi, to attempt the destruction of the evil that haunts Kazan-Oud, in return for his sister's ransom. They agreed to his price, as they had agreed to scores of others' before him, and sent him through the power-shield with their hopes and prayers for success. That was one year ago.

‘One man alone could never hope to destroy Zahda, he who commands this fortress, for his power has grown greater than the Elders imagine. I tried and I failed. Twice I've been captured and twice I've escaped from his maze, and now my only wish is to escape from this fortress of nightmares. I'm a tunnel-runner, a survivor, a fugitive from Zahda's law, but I fear my time has nearly run out.’

Drawing his sword, Tavig walks to the entrance and peers into the corridor outside. ‘Luck be on your side, stranger,’ he says, and hurries away. You call out for him to wait, to tell you more of what he has learnt of Kazan-Oud, but your pleas go unanswered as he disappears into the tunnel.

If you wish to follow him, turn to 119.

If you decide to continue alone, turn to 308.

13

The shriek of metal on metal reverberates along the tunnel as great iron cogs grind into action.2 Slowly, the portcullis rises into the roof. Wasting no time, you duck beneath the pointed bars and hurry into the passage beyond.

Rats flee, squeaking, as you stalk along the slippery flagstones. You wince as their claws rasp on the wet rock and their hairless tails furrow the stinking green slime that covers the surface of the tunnel floor. The passage widens as it approaches a staircase that leads down. Halfway down the stairs you disturb a colony of bats nesting in the ceiling. They squeal angrily and whirl around your head, battering you with their wings and nipping at your face with their sharp, needle-like teeth.

[[Illustration I]]

If you have the Magnakai Discipline of Animal Control or Psi-surge, turn to 180.

If you have neither of these skills, turn to 285.

14

The brick slides in and the secret door slides open. Before you stands an ugly, bearded dwarf, wearing a grimy black velvet jerkin. His pig-eyes twinkle malevolently as he raises a hollow brass tube and points it at your face.

‘Sweet dreams,’ he cackles, and a blast of icy cold vapour shoots from the tip, catching you squarely in the face. You reel back, coughing and choking as the bitter vapour fills your lungs. By the time you realize that you have inhaled a powerful sleep gas, your body is already succumbing to its irresistible power.

Turn to 165.

15

You spin a screw-like handle set in the centre of the door, releasing the lock. You open the door and enter: inside, you discover a room of steel. The walls, ceiling, and floor are all constructed of metal plate, which is polished to give a mirror-like shine. Low, iron tables are set out with the implements and accessories of magic: crucibles, retorts, aludels, flasks, and all manner of twisting glass tubes, which bubble and seethe with multi-coloured liquids. Vellum-bound tomes and crumbling parchments litter the shelves, competing for space with repulsive-looking pink organs floating in glass jars of vile-smelling preservative. Quickly you scan the shelves in search of useful items and, to your delight, rediscover all your confiscated Weapons. (Re-enter on your Action Chart everything that was taken from you before you were sent to the maze.)

In addition to your Weapons, you discover a large jar of concentrated Laumspur (restores 8 ENDURANCE points) and a Platinum Amulet. If you wish to take the Amulet, mark it on your Action Chart as a Special Item, which you wear on your wrist. It will protect you from injury due to exposure to high temperatures.

Elated by the rediscovery of your equipment, you leave the chamber and press on along the shiny steel tube.

Turn to 90.

16

It takes a few minutes for you to get your bearings in the gloom of the narrow corridor. Outside, strange sounds echo across the beach, making you forget your natural caution and move deeper into the darkness. The uneven floor is coated with mud, and the warm, moist air reeks with a repugnant odour that reminds you of gutted fish. You press on, taking great pains not to slip and fall, but the light soon fades completely and you slow to a halt.

If you possess a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 61.

If you do not possess any of these items, turn to 277.

17

A movement at the end of the corridor warns you that more guards are entering the sarcophagus, alerted no doubt by the noise of combat. Rather than be caught without cover in this narrow corridor, you decide to enter the chamber and attempt to escape along the opposite passage.

Turn to 69.

18

With the words of the skull reverberating in your mind, you pull out the cork with your teeth and shake the liquid into the pit, spreading it in a wide arc from left to right. You are certain that there is an invisible bridge across the pit; if only you could locate it.

The footsteps halt. You hear a piercing crack, like that of a whip, and, immediately afterwards, an angry red weal opens around your wrist (lose 2 ENDURANCE points). The container spins from your hand and seems to bounce in mid-air before dropping into the void. You have found the bridge! But now you have an invisible enemy to contend with.

If you wish to step onto the invisible bridge, turn to 166.

If you wish to fight your unseen enemy, turn to 257.

19

A shadow crosses your path and you release the bowstring, but your Arrow does not find its mark. A ghoulish howl is the only warning you receive before the creatures leap out of the billowing smoke, clawing and biting at your face and arms.

Dhax: COMBAT SKILL 25   ENDURANCE 32

Unless you have the Magnakai Discipline of Huntmastery, deduct 3 points from your COMBAT SKILL for the first two rounds of combat, due to the speed and surprise of your enemy's attack.

You may evade combat after three rounds by running into the archway opposite; turn to 241.

If you win combat, turn to 141.

20

The passage leads to an enormous compound of cells that holds the slaves of Kazan-Oud. They are, in the main, a pitiful herd of gangling, black-skinned creatures, with sorrowful eyes and backs bent crooked by years of hard labour. These prisoners press their sad faces against the tiny grates of their cells, curious to see the fair-skinned warrior who walks upright among them.

They hiss as you pass until the entire complex echoes to the sound of their sibilant scorn. At the end of the block, there is a cell that resembles a cage, denying its prisoner even the small degree of privacy provided by the others. You stare through the bars at a dark-skinned man sleeping on the straw-covered floor. His blond hair and red and gold tunic are stained with blood and grime. A key to his cell hangs by a cord on a peg driven into the nearby wall.

If you wish to take the key and release him, turn to 113.

If you prefer to leave him and continue, turn to 142.

21

A maniacal scream of anger echoes from behind the grating as the giant snake crashes lifelessly to the ground. Suddenly bolts of red fire are raining down all around you, splintering the stone floor and leaving nothing but molten cinders wherever they strike. You clamber across the snake and dive into the tunnel to avoid this rain of crimson death.

To your dismay, you discover the tunnel is no more than a shallow cave, a shelter for a clutch of eggs, each one no smaller than a barrel of ale. They rest upon a bed of packs and torn clothing, the last remains of adventurers who fell foul of the traps of Kazan-Oud.

If you wish to examine these items more closely, turn to 148.

If you wish to look for a way of escape from this tunnel, turn to 346.

22

The Rahkos lies motionless on the ground before you, but, in spite of the many blows you have dealt the creature, it bears no sign of having ever been involved in combat.

If you wish to turn your back on the hand and enter the passage ahead, turn to 77.

If you wish to take a closer look at the hand, turn to 215.

23

The stone blocks of a fallen tower lie scattered in an uneven line across the beach, like the vertebrae of a long-dead giant. Lightning flashes and you see in the battlements of Kazan-Oud a wide breach in the wall where the tower once stood. A stone staircase rises from the beach to the top of the ruined wall, but sections of it are missing, presumably torn away when the tower collapsed.

If you wish to attempt to climb the stairs to the fortress, turn to 150.

If you prefer to continue along the beach, turn to 348.

24

After what seems like an hour, but in reality is only a few minutes at the most, the scorching heat subsides and the tunnel air becomes painless to breathe. You press on and soon arrive at an archway, where the shiny steel tube enters a chamber gouged out of solid black iron. There a spiral staircase ascends to a portal. You climb the stairs and peer out through the portal. A sight greets you that sets your pulse racing. Before you stands a gleaming block of solid gold—the back of Lord Zahda's throne. Above it, hovering motionless in the air, are two perfect crystals: one glows darkly with black fire; the other radiates a pure golden light that sends a shiver down your spine. It is the object of your quest—the Lorestone of Herdos.

If you wish to reach up and take the Lorestone, turn to 42.

If you wish to attack the black crystal, turn to 138.

If you prefer to examine the throne, turn to 98.

25

Your senses scream a warning that this object is evil. A powerful spell of shielding has been placed upon it to conceal its true purpose, but your mastery of the psychic disciplines helps you to overcome this barrier. It is a means by which its sorcerous creator may exert his control over any who touch it or gaze upon it.

A coldness probes your mind, like fingers of ice seeking to crush your will, but your Psi-screen melts the numbing grip of this psychic attack. You lash out with your foot and send the Sceptre spinning into the chasm. There is a silence, then a dull boom, like distant thunder, reverberates in the abyss far below.

If you now wish to enter the east tunnel, from which the Dhax appeared, turn to 185.

If you prefer to enter the west tunnel, turn to 308.

26

The inner surface of the bubble is lined with globules of transparent fat, which absorb the force of your blows.

Pick a number from the Random Number Table and add 3 to the number you have picked. If you have the Magnakai Discipline of Weaponmastery with sword, deduct 2 from this figure. The final number equals the number of ENDURANCE points you lose owing to lack of oxygen before you cut your way free from the transparent prison.

If you survive the ordeal, you can cut your way through the rest of the bubbles; turn to 151.

27

Stepping carefully through the slime-smeared rubble, you stop for a moment to catch your breath and survey the shattered keep of Kazan-Oud. It is a desolate sight. Only stone buildings remain intact, and everything is covered with creepers and mildew. A great fire must have ravaged the inner fortress to have resulted in such total devastation.

In the centre of the keep stands the Great Hall, still an imposing stronghold and made all the more frightening by the constant flash of green lightning. Beyond its burnt and fungus-covered wooden door, twisted tree forms, with sharp, barbed thorns, sprawl across the cracked flagstones like coils of steel wire. You are about to enter when a movement in the air around your head arrests you. A shape is taking form in the doorway, a shadowy figure with flaming red eyes. An icy chill grips your heart as it sweeps past you with a swirling rush of wind. You spin round to see it hovering in the sky, its shadowy hand now gripping a great spiked ball and chain. It shrieks an unearthly cry, and the ball whistles down towards your unprotected face.

[[Illustration II]]

If you have the Magnakai Discipline of Psi-screen, turn to 38.

If you do not possess this skill, you must prepare to defend yourself, for there is no time to evade this sudden attack. Owing to the speed of the attack, deduct 3 points from your COMBAT SKILL total for the first three rounds of combat (unless you have the Magnakai Discipline of Huntmastery).

Oudakon: COMBAT SKILL 20   ENDURANCE 29

If you win the combat, turn to 5.

28

Before you reach his body, a second crossbow bolt hits your head. The missile passes through your skull, and you are dead before your body hits the ground.

Your life and your quest end here.

29

The tunnel winds its way deeper and deeper into the solid rock until it emerges at a chamber illuminated by a shaft of shimmering red light that pours down from a square hole in the ceiling. A pair of huge iron doors fills the opposite wall and appears to offer the only exit from the room. In order to reach the doors, you will have to pass through the eerie red light.

If you wish to walk through the light and examine the iron doors, turn to 269.

If you prefer to retrace your steps and take the east tunnel, turn to 272.

30

The sand is unexpectedly warm, and as you make your way between the boulders that litter the shore, your boots soon become unbearably hot. Just a few feet ahead, a distinct line of stepping stones rises out of the sand and heads towards a fissure in the sheer rock wall.

If you wish to leap onto the nearest stone slab, turn to 177.

If you choose to avoid the stepping stones and press on through the scorching sand, turn to 104.

31

Your attack is swift and deadly. You dispatch all three of them in as many blows and cover their dead bodies with a tapestry torn from the wall. There is nothing of value in the pockets of their robes, but lying on the table, you find a Skeleton Key and a Parchment. Both items look as if they could be of use, and you decide to keep them. (Mark them as Special Items on your Action Chart, to be kept in the pocket of your tunic.)

You leave the chamber, but as soon as you set foot into the corridor beyond, you are confronted by an armoured guard. He screams a cry that is muffled by the visor of his helmet and turns to run towards a bell-rope hanging from a hole in the ceiling.

If you have a Bow and wish to use it, turn to 266.

If you do not have a Bow, or do not wish to use it, turn to 40.

32

As the tip of your weapon flicks the lever down, you feel a surge of water engulf your arm. The flow is reversed: the statue is sucking water from the chamber at a tremendous rate. Your weapon is torn from your hand (remember to erase it from your Action Chart), but you manage to wrench your arm clear and swim to the surface uninjured.

Within minutes, the water drops to the level of the statue's mouth and remains there. Suddenly, the door emits a click and is forced wide open by the weight of the remaining water pressing upon it.

Turn to 172.

33

At first there is silence. Then a faint squeak grows to a shuddering rumble as the cogs of a hidden counterweight grind into action. The squeal of tortured metal resounds in your ears as the portcullis rises jerkily into the soot-blackened ceiling.

Wasting no time you duck under the rising bars and hurry into the tunnel beyond.

Turn to 277.

34

In reply to your correct answer,3 the oval door emits a click and slowly swings open. You step through and descend a steep ramp to a long corridor whose walls are covered with what appear to be gigantic cocoons that stretch into the distance for as far as you can see. The oval door clicks shut but the clicking continues, like an echo, only growing steadily louder. In the gloomy corridor ahead you can see that something is moving. A huge worm-like creature with great black eyes and horny mandibles is slithering towards you, a purple froth bubbling from its mouth as it picks up your scent.

If you have the Magnakai Discipline of Invisibility, turn to 86.

If you have the Magnakai Discipline of Animal Control and have reached the Magnakai rank of Primate, turn to 130.

If you have a Silver Whistle, turn to 347.

If you have neither of these skills nor the Special Item, turn to 233.

35

By sheer force of will, you focus your skill through the pain that fills your head and try to command the sphere to stop its psychic attack.

Pick a number from the Random Number Table. If you have reached the Magnakai rank of Primate, you may add 1 to the number you have picked.

If your total is now 0–4, turn to 97.

If it is 5 or more, turn to 246.

36

An opening to your right reveals a spiral staircase, and you can distinctly hear the sound of approaching footsteps. Judging by the noise, you estimate that at least a dozen iron-shod warriors are descending the stairs to this level.

If you wish to stand and face the approaching enemy, turn to 273.

If you wish to descend the stairs as quickly as possible, turn to 55.

37

In a matter of seconds, the exit is sealed off completely. A loud hissing fills your ears, and a strangely bitter smell assails your nostrils. By the time you realize that the air is being flooded with a powerful sleep gas, pumped in through tiny vents near the door, you are already succumbing to its irresistible power.

Turn to 165.

38

Your psychic senses tell you that what you see before you is an illusion. The Oudakon is a spectral force, placed here by a powerful magician and activated by anyone or anything that dares to approach the door of the Great Hall.

Mustering your courage, you challenge the illusion by commanding it to disperse. The shadow, which, seconds before, looked all too real, dissolves like mist into the chill night air. All that remains is a fading cry of frustrated anger that echoes through the ruins of the keep.

Turn to 293.

39

You sense that a bridge, hidden by a powerful spell of invisibility, spans the pit. Kneeling at the edge, you sweep your hand back and forth in the hope of locating it, but a noise in the passage behind makes you stop and turn. The sound of heavy footsteps grows louder, but the passage looks deserted. Frantically, you continue your search for the invisible bridge.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 344.

If it is 5–9, turn to 58.

40

The guard tugs the rope and the corridor is filled with the harsh clangour of an alarm bell. More armoured guards appear, their weapons drawn and their visors closed for combat. They take one look at you and hurl themselves along the corridor in a frenzied attack. They strike simultaneously and you must fight all four of them as one enemy.

Zahda Beastmen: COMBAT SKILL 30   ENDURANCE 39

If you win and combat lasts three rounds or less, turn to 248.

If combat lasts more than three rounds, turn to 160.

41

A terrible growling follows you across the bleak shore as you race towards the high rock wall that is the base of Kazan-Oud. At first the sand felt comfortably warm, but now your boots have become unbearably hot.

A few yards ahead, a line of stepping stones rises out of the scorching black sand. The stones lead away towards a jagged fissure in the rock wall.

If you wish to leap onto the nearest stone slab, turn to 177.

If you choose to avoid the stepping stones and press on through the burning sand, turn to 104.

42

Your heart pounding, you reach for the Lorestone, your fingers trembling in anticipation of the moment when, by merely touching its crystal shell, you will absorb its vast wisdom. You feel giddy with excitement as your hand draws closer. Then suddenly a severe pain burns your fingers, jolting you to your senses: a gout of black fire has sprung from the dark crystal, stabbing you viciously with its spiky flame (lose 3 ENDURANCE points). Lightning dances around the crystal, fusing it to the Lorestone with a crackling fire. A cone of light bathes the throne and, in its shadowless glare, Lord Zahda appears, gaunt and wild-eyed; in his hand he holds a rod of inlaid platinum, which he now points directly at your head.

If you possess the Sommerswerd, turn to 174.

If you do not have this Special Item, turn to 202.

43

The Blue Pills are made from the dried and crushed roots of the Sabito plant, commonly found in the Boari Jungle, but rare in any other part of Magnamund. They enable the human body to extract oxygen from water by absorbing it through the skin, thereby allowing anyone who swallows Sabito root to ‘breathe’ underwater.

There are enough pills for one full dose.

Turn to 323.

44

Your bleeding hand strikes something close to the edge of the pit that feels like a narrow plank. You thank your good fortune, but before you can scramble across it, a blow catches you in the ribs and leaves you gasping for air (lose 3 ENDURANCE points). You have been dealt a vicious kick that leaves you sprawled over the edge of the pit.

If you wish to get to your feet and try to retaliate, turn to 257.

If you wish to pull yourself onto the invisible beam and try to struggle across to the other side, turn to 166.

If you wish to risk diving into the pit, turn to 275.

45

Unsheathing your weapon, you dig your heels into the wet sand and face the seething tide of rats. The damp air is now filled with the choking stench of their bodies, and your stomach knots as they scuttle nearer and nearer.

[[Illustration III]]

If you have completed the Magnakai Lore-circle of Light (i.e., you possess the Disciplines of Animal Control and Curing), you may add an additional 2 points to your COMBAT SKILL for the duration of this fight.

Flood of Giant Rats: COMBAT SKILL 15   ENDURANCE 80

You can evade after three rounds of combat by climbing over the reef of jagged rocks; turn to 336.

If you win the combat, turn to 283.

46

The passage opens out into a hexagonal chamber. There are two exits, both leading away beneath horseshoe arches of gleaming crystal. The arch to your left is carved from solid red ruby; the arch to your right, from solid green jadin.

If you have the Magnakai Disciplines of Invisibility, Pathsmanship or Divination, turn to 2.

If you wish to pass under the red ruby arch, turn to 349.

If you wish to pass under the green jadin arch, turn to 163.

47

You are ten feet from the archway when a ghastly scream freezes you in your tracks and forces you to glance over your shoulder at a terrible scene. Three creatures, no taller than men but with shiny skin as black as night, claw at the warrior in a grisly tug-of-war. The snapping of bone and tearing of flesh makes you shudder, and the sight of the dead man's limbs being swallowed whole makes your stomach churn uncontrollably. The ghoulish creatures gurgle their delight, their jaws dislocating to accommodate their feast. As their fiery eyes fix themselves on you, a cold dagger of fear stabs into your mind. Blinded by panic, you turn and flee into the darkness of the archway.

Turn to 277.

48

You have barely covered a hundred yards when a blood-curdling howl echoes along the passage behind. Spinning round, you see the outline of a gigantic black wolf loping towards you at a frightening pace. Its evil eyes flash in the dim light, and its great fanged jaws hang open in eager readiness to bite.

If you wish to stand and fight this ravenous monster, turn to 78.

If you wish to run from the monster as fast as you can, turn to 287.

49

As the glow of your light fills the cave, you notice that the uneven floor is covered with chunks of mouldering rubble, spattered with blotches of dried blood. You are about to investigate a narrow tunnel that winds deeper into the solid black rock when your Kai instincts alert you to a shallow step that crosses from one side of the cave to the other. A closer look reveals the step to be a perfect square of marble that covers the first ten feet of the tunnel floor.

If you wish to prod the marble slab with a weapon to test for a trap, turn to 183.

If you wish to jump across the slab into the tunnel beyond, turn to 127.

If you decide to enter the tunnel by walking across the slab, turn to 277.

50

Your Arrow strikes its mark, burying itself deep in the chest of the leader. He screams like an animal and falls forward, impaling himself on his sword as he crashes to the ground. Shouldering your Bow, you draw a hand weapon as the other guards press on with their attack, undaunted by the death of their leader.

Zahda Beastmen: COMBAT SKILL 28   ENDURANCE 35

If you win the combat in three rounds or less, turn to 248.

If combat lasts longer than three rounds, turn to 160.

51

After several attempts, you finally manage to ignite a flame. It flares brightly but soon goes out as it quickly consumes what little oxygen remains in the bubble. Clawing at your throat and chest, you drop slowly to your knees as you suffocate in this transparent, airless tomb.

Your life and your quest end here.

52

Mustering your reserves of psychic strength, you focus your skill at the tumbling trunk. You manage to slow its fall and lock one end into a hollow in the last stair. For a moment it stands upright, wavering from side to side like a gigantic metronome, before falling across the gap with a tremendous crash. When the dust clears, you find yourself staring at a perfect bridge. You waste no time traversing the gap and quickly make your way up the stairs to the breached fortress wall.

Turn to 27.

53

The pain quickly becomes unbearable (lose 5 ENDURANCE points). As you reel back in agony, the drumming increases speed: unless you act quickly it will destroy your mind.

If you wish to attack the hand, turn to 136.

If you have a Fireseed and wish to throw it at the plinth, turn to 157.

If you wish to run between the two green pillars and escape into the passage beyond, turn to 103.

54

Your basic Kai skills tell you that the lock that secures the door is magical, not mechanical, in nature. All attempts to discover its secret are blocked by the spell that shields the lock. Reluctantly, you abandon the door and leave the chamber by the stairs.

Turn to 193.

55

At the bottom of the stairs is a deserted hallway that leads to two great doors of gleaming bronze. Sumptuous tapestries and statuettes of gold line the walls on either side, and an ornate fountain of silvered marble fills the hall with a melodious bubbling sound.

You have covered only a few yards when an armoured guard steps into view from behind the fountain. He is armed with a crossbow and is taking aim at your chest.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery or Divination, add 3 to the number you have picked.

If your total is now 0–2, turn to 189.

If it is 3 or more, turn to 62.

56

Swiftly you search the bodies of the slain Beastmen, looking for anything that could shed some light on the mysteries of the fortress. After emptying their packs and pockets, you sift through the following items:

If you have the Magnakai Discipline of Curing and wish to identify the herbs, turn to 129.

If you wish to examine the sarcophagus, turn to 83.

If you wish to leave the hall by the tunnel to your left, turn to 201.

If you prefer to enter the tunnel from which the Beastmen appeared, turn to 323.

57

You sense that neither the rope nor the rocks are quite what they seem: a terrible aura of wickedness hangs over them both. Your try to delve deeper, but your concentration is broken when your boat lurches violently towards the jetty. A collision is only seconds away.

If you wish to dive overboard to avoid being dashed against the stone wall, turn to 325.

If you wish to grab one of the hanging ropes, turn to 203.

If you prefer to close your eyes and pray, turn to 239.

58

You sweep the yawning void but with no success. Suddenly the footsteps halt. You hear a piercing crack like that of a whip, and an angry red weal opens across the back of your hand (lose 2 ENDURANCE points). You feel his presence, but you cannot see the enemy who dealt you this wound.

If you wish to continue to search for a crossing, turn to 44.

If you wish to stand and fight your unseen enemy, turn to 257.

59

The passage becomes hotter and noisier the deeper you explore it. Unless you have the Magnakai Discipline of Nexus and have reached the rank of Primate, you must now deduct 3 ENDURANCE points from your total due to the suffocating heat and choking, sulphurous fumes. Another tunnel looms out of the yellowish mist to your right. With watery eyes, you peer down it; a red glow fills a crack in the distance. The ground vibrates to an incessant screeching of metallic objects scraping against stone and steel, and this noise, together with the stinking atmosphere, conspires to numb your senses.

If you wish to investigate the red glow, turn to 144.

If you decide to ignore it and press on along the tunnel, turn to 71.

60

As soon as your hand touches the mist, a terrific bolt of blue lightning arcs towards it from one corner of the ceiling. Pain shoots up your arm, and you are catapulted into the water by the shock (lose 4 ENDURANCE points).

If you have a Vial of Blue Pills, turn to 230.

If you do not possess this Item, turn to 263.

61

Your light flares brightly in the moist gloom of the passage. A cavern lies immediately ahead, its high-arched roof a mass of dripping stalactites, hanging like thick spears of pearly white stone. Cautiously, you step across the cavern floor, your skin prickling, as peculiar sounds emanate from the shadows.

You wind your way through the labyrinth of tunnels, slipping on moss-covered rocks, grazing your head on low ceilings, and scrambling up and down steep ridges and rockfalls until you arrive at a smooth-walled chamber carved with precision from the hard black rock. A staircase ascends through an archway to your left, and directly ahead stands a massive stone door.

If you wish to examine the stone door, turn to 274.

If you wish to ascend the stairs, turn to 193.

62

The guard fires as you run at him, the sneer on his face boasting his confidence that you will soon be a dead man. You twist aside to avoid the lethal bolt, escaping with nothing more serious than a torn sleeve, and shattering his confidence. You attack and he attempts to parry your first blow with his empty crossbow; you knock it from his trembling fingers, leaving him without a weapon to hand.

Throne-hall Guard: COMBAT SKILL 14   ENDURANCE 22

If you win the combat, turn to 282.

63

You crouch in total silence, every nerve and muscle tensed in readiness for combat. A new sound reaches your ears. It does not come from the chamber but from the tunnel in which you are hiding; it is the sound of a cracking shell.

[[Illustration IV]]

You turn to see a mass of slimy, twisting serpents, each as long and as thick as your arm, hatching from one of the eggs. Instinctively, they slither towards you, attracted by your body heat and driven on by an insatiable desire for food.

If you have the Magnakai Discipline of Invisibility, turn to 281.

If you have the Magnakai Discipline of Animal Control, turn to 210.

If you have neither of these skills, turn to 178.

64

You have walked less than ten feet along the corridor when you are knocked off your feet by a terrible numbing blow to your chest. The ghostly outline of a skeletal warrior shimmers in the air above you, a bloodied spear gripped in its fleshless hands. The wound is fatally deep, and the image soon fades into darkness as your life's blood ebbs away.

Your life and your quest end here.

65

You have a strong feeling that the entrance is guarded by a trap. The sickening odour reminds you of your first hunting trip as a Kai Initiate to the foothills of the Durncrag Mountains of Sommerlund. By chance you discovered an old bear pit that housed a colony of marsh vipers. The awful smell that arose from that pit is identical to the stench seeping from the cave mouth.

If you wish to enter the cave, turn to 258.

If you decide to return to the beach below, turn to 30.

66

You study the plate that blocks the locking mechanism. If you could just turn it aside, you might be able to release the lock.

If you have a sword, turn to 252.

If you do not have a sword, turn to 263.

67

Your Arrow sings through the smoky air and pierces the dog-like skull of the leading creature. It halts, as if frozen to the spot, and a sizzling sound emanates from its open jaws. Then, with a flash, it bursts into flames. The fire consumes the creature completely in a matter of seconds and its body disintegrates, dropping to the floor in glowing, sticky lumps like molten lava. The other creatures appear undaunted by this and quicken their unnatural gait. With a rasping click, curved talons shoot from their webbed fingers in preparation for attack.

If you wish to fire another Arrow, turn to 175.

If you decide to shoulder your Bow and escape into the archway opposite, turn to 241.

68

The sword itself appears plain and unremarkable, but the block on which it rests gives off a strong aura of magic. Your Kai Mastery makes you wary of stepping any closer.

If you have the Magnakai Discipline of Nexus, turn to 124.

If you have a Rope and wish to try to lasso the sword, turn to 182.

If you decide to ignore the sword and leave the vault by the left tunnel, turn to 298.

If you prefer to leave by the right tunnel, turn to 322.

69

The purple-robed creatures rise, shrieking, from their table, their long fingers pointing accusingly at you. In an instant, the corridor beyond is filled with the harsh clang of an alarm bell. Black-clad armoured guards, like those you encountered earlier, appear at the archway, their weapons drawn and their visors closed for combat. They take one look at you and hurl themselves forward in a frenzied attack.

If you have a Bow and wish to use it, turn to 50.

If you decide to defend yourself with a hand weapon, turn to 316.

70

The Zagothal is totally blind and completely deaf. By using your Kai Mastery to mask the scent and heat of your body, you manage to avoid the creature's attack and make your escape towards the distant rock wall. Here, you discover a fissure running vertically through the jet-black stone and are about to enter when the rustle and slither of unseen things echoing in the darkness makes you hesitate.

If you wish to enter the fissure, turn to 16.

If you prefer to continue your escape along the beach, turn to 173.

71

Half-blinded by the fumes, you fail to see a trip wire strung knee-high across the corridor, but, as soon as you feel it touch your leg, your lightning-fast survival instincts alert you to a trap. There is a rumble in the ceiling, and two walls of stone begin to fall simultaneously, threatening to seal off the tunnel on either side.

If you wish to try to dive through the shrinking gap ahead, turn to 337.

If you decide to dive under the descending wall behind you, turn to 169.

If you chose to stay where you are, turn to 37.

72

The creature's flaming fists scorch your tunic, but your Kai Mastery enables you to survive the worst of the searing heat. The attack is wild and haphazard and you have no difficulty avoiding the blows. Ducking beneath the creature's arm, you sprint away towards the jets of flame in the hope of evading the attack, but the sight of the inferno ahead makes you hesitate.

If you wish to enter the flame-jets, turn to 204.

If you choose to stand and fight the Flame-man, turn to 126.

73

Taking hold of a crate, you pull open the lid as easily as if you were tearing the peel from an overripe orange. The damp timber crumbles in your hands, falling on the tarnished pewter plates lying within. Your boot staves in the side of another crate, and you hear the dull crunch of shattered porcelain. This one is full of old Kakush vases, part of a cargo from a trading barge that sank on the reef over a decade ago.

You are about to leave when something unusual catches your eye: the tip of a cylindrical map case is jutting out from behind an empty cask. Unlike everything else in this foul room, it is both dry and quite new. Flipping the brass catch, you tip the contents into your palm: a small piece of parchment and a Diamond (you may keep this Special Item in your pocket). A snake with one large eye is drawn in red ink on the parchment. It is coiled around the number 123. Make a note of this number in the margin of your Action Chart—it may be of use to you later in your adventure.

Satisfied that there is nothing else of use or interest in the room, you leave and press on towards the stairs.

Turn to 11.

74

The tapestries are similar to others you have seen in the lower levels of Kazan-Oud; they are extremely beautiful and exceedingly valuable. However, it is what you discover behind them that is of greater interest, for they conceal a secret door. Your basic Kai senses alert you to a tiny button set into the wall. You press it and the door slides open to reveal a circular tunnel of gleaming steel. Quickly you enter and the door slides shut, moments before the hall is filled with Zahda's guards.

Fifty feet along the gleaming steel tube, you arrive at a circular door in the wall to your left.

If you wish to open the door and enter, turn to 15.

If you wish to continue along the tube, turn to 90.

75

Your Arrow grazes his shoulder but does not stop him from reaching the rope. In an instant, the harsh clangour of an alarm bell fills the corridor. More armoured guards appear, their weapons drawn and their visors closed for combat. They take one look at their wounded comrade and hurl themselves along the corridor in a frenzied attack. They strike as one and you are forced to engage them as a single enemy.

Zahda Beastmen: COMBAT SKILL 30   ENDURANCE 39

If you win the combat in three rounds or less, turn to 248.

If combat lasts longer than three rounds, turn to 160.

76

The Lekhor twists and writhes in frustrated fury, for it cannot shake you free from its trunk. The head rears up and a droplet of venom splashes the back of your hand. It burns like a red-hot dagger and you cannot stifle a cry of pain. The serpent snickers, its red forked tongue lashing the air just a few inches in front of your face.

Lekhor: COMBAT SKILL 16   ENDURANCE 30

Due to your precarious position, you cannot make use of a shield during the combat,4 and, due to the corrosive venom of the Lekhor, you must treble any ENDURANCE point losses you sustain during the combat.

If you win the combat, turn to 296.

77

A searing pain explodes behind your eyes as the hand clamps itself to your head. As the decaying fingers pierce your scalp, forcing their way through your skull, your vision turns red and your body shakes uncontrollably. The hideous claw burrows deeper, feeding on the only source of nourishment than can sustain its existence: living human brain.

Your life and your quest end here.

78

The great wolf slams into your chest, ramming you to the ground with the weight of its massive body. Fangs rake your arm and burning saliva splashes your face. Desperately you stab and slice at its throat, fighting with all the strength and skill you can muster to free yourself from this merciless beast. The creature is immune to Mindblast (but not Psi-surge).

[[Illustration V]]

Hound of Death: COMBAT SKILL 22   ENDURANCE 40

If you win the combat, turn to 341.

79

Horror twists the warrior's face as your Arrow whistles through the air. He opens his mouth to scream, but the cry dies in his throat as your shaft buries itself deep in his chest. He staggers, his arms outstretched as if to grab at a rail, and tumbles from the walkway into the smoky chasm.

A hungry shriek resounds from the arch. You draw another Arrow and take aim at the darkness as a murmur of low mutterings becomes audible. The sounds chill you. Gurgling and hissing through clenched teeth, three creatures, their skins as black as night, creep from the shadows and fix you with terrible fiery eyes. They cackle repulsively and slink forward with long loping strides.

If you wish to try to kill all three with your Bow, turn to 328.

If you decide to shoulder your Bow and evade them by escaping into the archway opposite, turn to 241.

80

Despite the alarm bell and the sound of running feet, you make a quick search of the bodies before descending the stairs. Your search uncovers the following items:

If you choose to keep any of these items, remember to make the necessary adjustments to your Action Chart.

Turn to 55.

81

The speed of your attack catches your enemy completely off-guard. He attempts to parry your first blow with his empty crossbow, but you knock it from his trembling fingers, leaving him without a weapon to hand.

Throne-hall Guard: COMBAT SKILL 14   ENDURANCE 22

If you win the combat, turn to 105.

82

As you mount the slippery stone steps, a roll of distant thunder rumbles across the lake, and a few drops of rain spatter the hood of your Kai cloak. A great storm is brewing. By the time you have climbed all the way to the cave mouth, a fierce wind lashes the rock wall, and the ground vibrates with every clap of thunder that follows flashes of awful green lightning. Foul air greets your arrival. You are anxious to be out of the storm, but the sweet stench of decay that assails your nostrils makes you hesitate at the entrance of the cave.

If you have the Magnakai Discipline of Pathsmanship, turn to 65.

If you wish to enter the cave, turn to 277.

If you decide not to enter, you have no other option but to descend the stairs to the beach below; turn to 30.

83

The sarcophagus is covered with intricate carvings depicting a procession of strange creatures: some are part human, part animal; others are wholly alien to anything you have ever encountered before. One carving in particular holds your attention: that of a snake coiled around a row of three stone buttons. It reminds you of a lock designed by the locksmiths of Holmgard, the capital city of your homeland.

Your keen eyes are drawn to a faint crack that runs vertically through the stone. You follow the line of the crack and discover that it marks the outline of a concealed door.

If you wish to try to open the concealed door, turn to 115.

If you prefer to leave the hall by the tunnel to your right, turn to 323.

If you wish to leave the hall via the tunnel to your left, turn to 201.

84

You meet with no resistance: your hand pushes through the bubble's skin as if you were dipping it in water. However, when you try to withdraw it, the transparent membrane closes around your wrist in a vice-like grip. As the wolf's jaws snap shut around your legs, the bubble envelops the upper half of your body.

In the space of one grisly minute, you are simultaneously suffocated and torn to shreds.

Your life and your quest end here.

85

The climb proves to be one of the most difficult you have ever attempted. There are precious few places for you to put your feet, and for much of the climb, your arms have to support all your weight. Progress is slow and painful, and your efforts are further hampered by gusts of wind and rain.

Pick a number from the Random Number Table and add 2. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate you may deduct 2 from this total figure. Your final figure equals the number of ENDURANCE points lost due to wounds and fatigue before you reach the opposite side.

Aching and exhausted, you climb to the top of the stairs and approach the breached fortress wall.

Turn to 27.

86

You press yourself between two of the silky cocoons hanging from the wall and use your Magnakai skill to mask the heat and scent of your body. The hideous worm-like creature halts, its clicking mandibles snapping the air in frustration. You turn your head away and look straight into one of the cocoons. A chill runs down your spine, for the decaying remains of a female warrior's face stare back at you from inside the web-like strands of the cocoon.

The sudden shock makes you draw breath sharply. Immediately, the worm-like thing slithers forward, propelled by its short, rubbery legs. You can only pray that it has not detected your hiding place.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 109.

If it is 5–9, turn to 278.

87

‘Stick with me,’ shouts the warrior over his shoulder as you race along the walkway, the creatures hot on your heels. Events are happening too quickly for you to rationalize your actions; instinct is now your only guide. At the arch he suddenly stops, throwing his arms out wide to hold you back. You run headlong into him with a jolt that leaves you breathless, but his strong hands grab your Backpack and keep you on your feet.

‘Snake-trap!’ he shouts, pointing to a stone slab set into the floor. ‘Curse this infernal place; is nowhere safe from Zahda's devilry?’ A shriek of malicious glee makes you turn your head; the creatures are closer than you feared. ‘Jump!’ cries the warrior. ‘For pity's sake, jump!’

If you wish to jump across the slab, turn to 268.

If you decide to stand and fight the onrushing enemy, turn to 299.

88

Jets of fire spurt from the floor and walls momentarily blinding you. A wave of searing heat buffets your face, singeing your hair and eyelashes (lose 2 ENDURANCE points), and forcing you to retreat for fear of being burned alive.

Suddenly there is a ghastly scream. Something is approaching you through the flames. In the next instant, a blazing human form staggers into view; it shrieks in agony and lurches out of the fire-jets, its arms flailing wildly as it launches an attack.

If you have the Magnakai Discipline of Nexus, turn to 72.

If you wish to prepare to defend yourself, turn to 126.

If you wish to run past the fiery attacker and into the blazing inferno, turn to 204.

If you wish to evade both by running back along the tunnel, turn to 320.

89

You sense that the bridge is strong enough to support your weight, so long as it is not subjected to any sudden or violent shock. Such a shock could easily open up one of the many cracks that riddle its core.

Forewarned by your Kai Mastery, you step onto the bridge and advance carefully.

Turn to 243.

90

As you walk the temperature steadily rises until you are bathed in sweat. The steel plates of the tunnel become too hot to touch, and wisps of smoke rise from the soles of your boots, where the leather is close to igniting.

If you have the Magnakai Discipline of Nexus or a Platinum Amulet, turn to 24.

If you have neither the skill nor the Special Item, turn to 324.

91

To your dismay, you discover that the tunnel is no more than a shallow cave that shelters a clutch of eggs, each one as large as a barrel of ale. They lie upon a bed of packs and torn clothing, all that remains of previous adventurers who fell foul of the giant snake. An angry snickering and a stabbing forked tongue force you to the back of the tunnel, warning you that a similar fate may lie in store for you.

If you wish to examine the eggs more closely, turn to 148.

If you wish to search for a way to escape from the tunnel, turn to 346.

92

You advance along the passage, confident of your ability to deal with the sudden appearance of any guard who should be unfortunate enough to cross your path. Dark openings loom on either side, and you scrutinize the floor ahead for any signs of a trap or pit.

The passage becomes dank and dark. Whip cracks, screams, and sounds of weeping echo in the distance: the pitiful sounds of torture.

If you wish to continue along the passage, turn to 36.

If you wish to retrace your steps and take the other passage, turn to 20.

93

Cleaving a path through the thick cobwebs proves more difficult that you anticipated. Sticky, rope-like strands soon cover you from head to foot and, to your horror, they begin to shrink. It is too late to evade this attack—you must fight for your life. The enemy is immune to Mindblast and Psi-surge. Owing to your restricted ability to move, reduce your COMBAT SKILL by 4 points for the duration of the combat.

Trap-webs: COMBAT SKILL 14   ENDURANCE 34

If you win the fight, turn to 131.

94

You glance back over your shoulder just as the wolf reaches the corner. The sight of its gleaming fangs makes your skin crawl with fear, but, to your surprise, it does not continue the chase. It stops and rests on its haunches, its horrible face lined with fear and frustration as it watches you disappear into the gloom.

Turn to 240.

95

The warrior is halfway across the walkway when a hungry shriek resounds from the arch. He spins on his heel and crouches in readiness for combat. A murmur of low mutterings follows; the sound chills you. Then, gurgling and hissing through clenched teeth, three creatures, their shiny skins as black as night, creep from the shadows and fix you both with fiery stares. The warrior beings to shake, his sword wavering in his gloved hand. As the creatures stalk forward, his nerve breaks and he turns and flees towards you.

‘Save yourself, stranger. They'll eat you alive!’

If you wish to run with the warrior and evade the creatures by escaping into the archway opposite, turn to 87.

If you wish to attack the warrior as soon as he is close, turn to 345.

If you decide to let him pass and face the creatures alone, turn to 249.

96

As the blade leaves the block there is a tremendous howl, like that of a mountain wolf baying at a full moon. Your heart leaps into your mouth, and you back away hurriedly, half-expecting it to change into a ravening monster at any second. It takes several minutes for your fears to subside.

Cursing your predicament, you sheathe your newfound weapon and ponder which exit to take from the vault.

If you wish to take the left tunnel, turn to 48.

If you wish to take the right tunnel, turn to 176.

97

The creature seems immune to your attack. Swiftly the tendril writhes past you, coiling itself twice before tightening around your neck. With a merciless jolt, it wrenches you away from the fissure and drags you towards its ghastly mouth.

Terror and pain give way to blind desperation as its fetid breath washes over your trembling face.

If you have any Fireseeds, turn to 10.

If you possess the Sommerswerd, turn to 317.

If you have neither of these Special Items, turn to 331.

98

Cautiously you walk around the throne, your weapon held out in readiness to strike. As you draw level, your heart leaps into your mouth—you are staring into the cold, unblinking eyes of Lord Zahda. He sneers evilly and points a rod of inlaid platinum at your head.

If you possess the Sommerswerd, turn to 174.

If you do not have this Special Item, turn to 202.

99

You sense that the air in the north tunnel is far hotter than that of the west. Judging by the smell of sulphur that pervades the cavern you guess that some form of volcanic activity is taking place to the north.

If you wish to investigate this activity, turn to 59.

If you decide that the west tunnel would be safer, turn to 323.

100

You enter a chamber where a tall bronze statue stands. You recognize its distinctive head-dress and robes immediately: it is a Zakhan, a ruler of the desert empire of Vassagonia. The statue looks most distressed: its arms are outstretched in a gesture of hopelessness, and the expression on its face is one of sorrow and despair. Beyond the statue, an oval-shaped door is set flush in the wall but you discover that it is locked.

[[Illustration VI]]

The mist grows brighter. Once more the skull appears and speaks, its voice as comforting as a raven's croak:

‘Listen to the Zakhan,
Ponder what you hear;
Give the correct answer,
For fear he sheds a tear.’

The skull disappears into the misty ceiling, and you watch amazed as the dull bronze lips of the statue begin to move. A harsh voice echoes from deep within its hollow metal body:

‘My daughter has many sisters, as many sisters as she has brothers, but each of her brothers has twice as many sisters as brothers. So answer me this, wise warrior, how many sons and daughters do I have?’

Consider your answer carefully and, when you have decided, write down first the number of sons the Zakhan has and then, immediately next to it, the number of daughters. Now turn to the entry which bears the same number as your answer.5

If you cannot answer the Zakhan's riddle, turn to 270.

101

Without any warning, a solid iron door slams down behind your back, sealing off the entrance to the chamber. The distant sound of rattling chains and sliding bolts makes your pulse quicken, and instinctively you reach for your weapon to defend yourself against a sudden attack. Several uneventful minutes pass before you relax your guard.

If you decide to find out where the tunnel leads, turn to 277.

If you wish to try to force open the iron door, turn to 214.

102

The panel slides shut of its own accord, and the buttons click back to their original positions.

If you wish to leave the hall by the tunnel to your left, turn to 201.

If you decide to leave by the tunnel to your right, the same tunnel by which the black-clad warriors entered the hall, turn to 323.

103

You run straight into an invisible barrier, a field of destructive energy that flows between the two green pillars. With a thunderous concussion, you are repelled from the shield and sent tumbling back into the chamber (lose 8 ENDURANCE points; lose only 6 ENDURANCE points if you have the Magnakai Discipline of Nexus).

If you are still alive, turn to 116.

104

Unless you possess the Magnakai Discipline of Nexus, by the time you reach the fissure you have lost 3 ENDURANCE points due to the effect of the scorching sand. Standing at the jagged opening, you hear the rustle and slither of unseen things echoing within the depths of the darkness. Suddenly something round and black breaks through the surface of the lake. A hideous gurgling cry splits the night as the thing hurtles across the beach towards you.

If you wish to take cover inside the fissure, turn to 16.

If you wish to draw a weapon and prepare for combat, turn to 342.

If you have a Bow and wish to use it, turn to 225.

105

You race over to your companion's side and discover that he is still conscious, although he has lost a lot of blood. Using your healing skill, you repair the wound as best you can, but it is deep and severe and you can only prolong his life for a few minutes at most. You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. As you recount your air voyage to Herdos aboard Lord Paido's skyship, you notice his eyes flicker in recognition of the name.

‘My name is Kasin,’ he says, painfully. ‘Lord Paido is my brother.’ You notice the resemblance in his cat-like eyes and square jaw. ‘I'm finished, Kai Lord,’ he says, his face bathed in sweat, ‘but I can and will help you in your quest. Listen carefully. Over there, behind the tapestry, is a secret passage. It leads to Zahda's throne. Above the throne is the Lorestone of Herdos, but beware, Zahda has coupled its power to a Doomstone from the realm of Naaros. He draws his power from that accursed gem. If you are to succeed, you must first destroy the Doomstone or you will surely perish. Sadly, I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you can get to the beach, make your way to the old stone jetty. I hid my boat beneath the steps there.’ His grip tightens around your hand as a wave of pain washes over his body. ‘When you return to Elzian,’ he gasps, ‘tell my brother that my death was not in vain… May the gods protect you… Lone Wolf.’

As his eyes close for the last time, you promise that his bravery will live forever in the hearts of the Vakeros—his brave warrior kin.

Turn to 282.

106

You are less than twenty yards from the west tunnel when an agonizing pain tears through your back and explodes from your chest in a gout of blood and flame. You stagger and fall, your body virtually torn in two by a powerful bolt of destructive energy, and you die within seconds of hitting the hard stone floor.

Slain by a Dhax power-staff, your life and your quest end here.

107

Your hand passes through the surface of the first bubble meeting little resistance; it is as if you are dipping your hand into a pool of water. But when you try to remove it, the rubbery skin closes in a vice-like grip. You fight to free your hand, but you only cause the bubble to work its way further up your arm. Soon it envelops your whole body, locking you within its airtight skin.

Your eyes bulge and your lungs burn viciously as you fight for air in this transparent prison (lose 6 ENDURANCE points).

If you have a sword and want to try to cut your way out of the bubble, turn to 26.

If you have a Torch and Tinderbox, or a Lantern, and want to try to burn your way free, turn to 51.

If you have a Kalte Firesphere, turn to 145.

If you have none of the above items, turn to 292.

108

The swift undercurrent of the stream is so powerful that you are swept along the gully and far out into the lake. The weight of your equipment, your fatigue, and the highly polluted stream water all conspire to sap your strength. You cannot keep your head above the water and lose 5 ENDURANCE points due to lack of oxygen.

Turn to 158.

109

You fight back your rising nausea as the worm slithers past, its slimy body wiping itself against your back. As soon as it has passed, you leave your hiding place and hurry along the corridor, anxious to put as much distance as possible between the horrible worm and yourself in case it should turn and pursue you.

Turn to 46.

110

Four warriors, dark and grim, march into the hall in single file. At once their black armour and skull-like helmets make you think they are Drakkarim—evil human warriors who serve the Darklords of Helgedad. But when they draw to a halt before the sarcophagus, you see that they cannot possibly be human. Their great sloping shoulders support unnaturally long arms, and the hands that grip their weapons are covered with bristling ginger hair. Yellowed talons curve from their fingers, and behind them hang long black tails, tufted at the end like the tails of lions.

[[Illustration VII]]

Their leader grunts a command and approaches the grey granite tomb. He raises his hairy fist and presses three buttons set into the stone. A secret panel slides open, and all four step into it and disappear from view. It closes behind them without a sound.

If you wish to examine the sarcophagus, turn to 83.

If you wish to leave the hall by the tunnel from which the warriors appeared, turn to 323.

If you decide to leave the hall by the tunnel to your left, turn to 201.

111

You are standing in a passage, the walls and floor of which are completely sheer and smooth. Overhead swirls a mist that gives off a dim, diffused light, just sufficient for you to be able to see your way ahead. Without your weapons you feel naked and vulnerable, but you take some comfort in the fact that you still have your Backpack, your Gold Crowns, and your Special Items.

Cautiously you walk along the passage, expecting the unexpected, until you arrive at a circular vault. There, upon a block of marble in the centre of the floor, lies a steel sword. As you step into the vault, slabs of stone sink into the floor to reveal two exits: one to your left, the other to your right.

If you have the Magnakai Discipline of Divination or Psi-screen, turn to 68.

If you wish to pick up the sword, turn to 224.

If you wish to enter the left tunnel, turn to 298.

If you wish to enter the right tunnel, turn to 322.

112

The Arrow pierces the centre of the sphere and disappears completely. Fearing that your missile has proved harmless, you shoulder your Bow and are about to draw a hand weapon when suddenly there is a flash of light and a tremendous explosion. The black sphere bursts into thousands of pieces and is consumed in a fireball of brilliant yellow flame. A wave of heat sears your face (lose 1 ENDURANCE point) and you are hurled backwards into the fissure by the blast.

Turn to 16.

113

The creaking door stirs the man from sleep, and he rolls over and cowers in the corner of his foul-smelling cage. His eyes are cloudy, like frosted glass, and his face and hands are pitted with disease.

If you have the Magnakai Discipline of Curing, turn to 192.

If you do not have this skill, turn to 247.

114

Your efforts have jammed up the door, creating enough space for you to squeeze underneath. You crawl into the chamber beyond and, aching with fatigue, stagger to your feet. You pause to catch your breath before entering the northern tunnel.

Turn to 187.

115

If the lock operates in the same way as those made by the Locksmiths' Guild of Holmgard, you need only press each button once to open the door. But in which order should you press them?

If you wish to press the first, then second, then third button, turn to 123.

If you wish to press the second, then third, then first button, turn to 231.

If you wish to press the second, then first, then third button, turn to 213.

If you wish to press the third, then first, then second button, turn to 312.

If you wish to press the third, then second, then first button, turn to 321.

If you wish to press the first, then third, then second button, turn to 132.

116

To your horrified amazement, the hand springs into the air and hovers above your head. Writhing fingers stretch open as the hand plummets towards your skull.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number yo