1

You must make haste for you sense it is not safe to linger by the smoking remains of the ruined monastery. The black-winged beasts could return at any moment. You must set out for the Sommlending capital of Holmgard and tell the King the terrible news of the massacre: that the whole lite of Kai warriors, save yourself, have been slaughtered. Without the Kai Lords to lead her armies, Sommerlund will be at the mercy of their ancient enemy, the Darklords.

Fighting back tears, you bid farewell to your dead kinsmen. Silently, you promise that their deaths will be avenged. You turn away from the ruins and carefully descend the steep track.

At the foot of the hill, the path splits into two directions, both leading into a large wood.

If you wish to use your Kai Discipline of Sixth Sense, turn to 141. If you wish to take the right path into the wood, turn to 85. If you wish to follow the left track, turn to 275.
2

As you dash through the thickening trees, the shouts of the Giaks begin to fade behind you. You have nearly outdistanced them completely, when you crash headlong into a tangle of low branches.

Pick a number from the Random Number Table.

If you have picked a number 04, turn to 343. If you have picked a number 59, turn to 276.
3

Staying close to the officer, you follow him through an arched portal and up a short flight of stairs to a long hall. Soldiers run back and forth bearing orders on ornate scrolls to officers stationed around the city wall.

A haggard and scar-faced man dressed in the white and purple robes of the Kings court approaches you and bids you follow him to the citadel.

If you wish to follow this man, turn to 196. If you wish to decline his offer and return to the crowded streets, turn to 144.
4

It is a small one-man canoe in very poor condition. The wood has split and warped, and the craft appears to be leaking in several places. You quickly patch up the worst of the holes with some clay and bail out the water. This seems to stop the leaking for the moment. Stowing your equipment at the bow, you set off downstream, using a piece of driftwood as a paddle.

After a short while, you hear the sound of horses galloping towards you along the left bank.

If you wish to use the Kai Discipline of Sixth Sense, turn to 218. If you wish to hide in the bottom of the canoe, turn to 75. If you wish to try to attract their attention, turn to 175.
5

After about an hour of walking, the track slowly bears round to the east. You reach a shallow ford where a fast-flowing brook runs on a steep rocky course towards the south. Just beyond the ford is a junction where the track meets a wider path running north to south. Realizing that the north path will take you away from the capital, you turn right at the junction and head south.

Turn to 111.
6

In the distance you can hear the sound of horses galloping nearer. You crouch behind a tree and wait as the riders come closer. They are the cavalry of the Kings Guard wearing the white uniforms of His Majestys army.

JC Alvarez Gary Chalk If you wish to call them, turn to 183. If you wish to let them pass and then continue on your way through the forest, turn to 200.
7

For what seems an eternity, the rush of the crowd carries you along like a leaf on a fast-flowing stream. You desperately fight to stay on your feet, but you feel weak and dizzy from your ordeal, and your legs are as heavy as lead. Suddenly, you catch a glimpse of a long, narrow stone stairway that leads up to the roof of an inn.

Gathering the last reserves of your strength, you dive for the stairs and climb slowly up to the top. From here you can see the magnificent view of the rooftops and spires of Holmgard, with the high stone walls of the citadel gleaming in the sun.

Gary Chalk From here you can see the magnificent view of the rooftops and spires of Holmgard.

The houses and buildings of the capital are built very close to each other, and it is possible to jump from one roof to the next. In fact many of the citizens of Holmgard used to use the Roofways (as they are known) when the heavy autumn rains made the unpaved parts of the streets too muddy for walking. But after many accidents, a royal decree forbade their use.

After careful thought, you decide to use the Roofways, as they are your only chance of reaching the King. You have hopped, skipped, and jumped across several streets and you are only one street away from the citadel when you come to the end of a row of rooftops.

The jump to the next row is much further than anything you have tried before, and your stomach begins to feel as if it were full of butterflies. Determined to reach the citadel, you turn and take a long run-up to the jump. With blood pounding in your ears, you sprint to the edge of the roof and leap into space, your eyes fixed on the opposite rooftop.

Pick a number from the Random Number Table.

If you have picked a number that is 02, turn to 108. If the number is 39, turn to 25.
8

Your Kai Sixth Sense warns there is a fierce battle raging in the south. Your common sense tells you that the south is also the quickest route to the capital.

Turn to 70 and choose your route.
9

You cannot move: you are being held rigid by some powerful force. Your eyes are drawn towards the mouth of the skeleton. From deep in the earth you hear a low humming, like the sound of millions of angry bees. A dull red glow appears in the empty eye sockets of the dead King and the humming increases until your ears are filled with the deafening roar. You are in the presence of an ancient evil, far older and stronger than the Darklords themselves.

If you possess a Vordak Gem, turn to 236. If you do not, turn to 292.
10

You are sweating and your legs ache. In the middle distance you can see a group of cottages.

If you wish to enter a cottage and rest for a while, turn to 115. If you wish to press on, turn to 83.
11

You quickly dodge into the doorway of a stable and hide your surgeons cloak in the straw, for it would be better to be seen as a Kai Lord than as a charlatan.

Without wasting a second, you set off towards the Great Hall on the other side of the courtyard.

Turn to 139.
12

The bodyguard looks at you with great suspicion and then slams the door shut. You can hear the sound of voices inside the caravan. Suddenly the door swings open and the face of a wealthy merchant appears.

He demands 10 Gold Crowns as payment for the ride.

If you have 10 Gold Crowns and wish to pay him, turn to 262. If you do not have enough Gold Crowns or do not wish to pay him, turn to 247.
13

The path soon ends at a large clearing. In the centre of the clearing is a tree much taller and wider than any others you have seen in the forest.

Gary Chalk

Looking up through the massive branches you can see a large treehouse some twenty-five to thirty feet above the ground. There is no ladder, but the gnarled bark of the tree offers many footholds.

If you wish to climb the tree and search the treehouse, turn to 307. If you would rather press on, turn to 213.
14

You reach the top of a small wooded hill on which several large boulders form a rough circle. Suddenly you hear a loud growl from behind a rock to your left.

If you wish to draw your weapon and prepare to fight, turn to 43. If you would rather take evasive action by running as fast as you can over the hill, turn to 106.
15

You pass through a long, dark tunnel of overhanging branches that eventually opens out into a large clearing. On a stone plinth in the centre of the clearing is a Sword, sheathed in a black leather scabbard. A handwritten note has been tied to the hilt, but it is in a language which is foreign to you.

You may take the Sword if you wish, and note it on your Action Chart.

There are three exits from the clearing.

If you decide to go east, turn to 207. If you decide to go west, turn to 201. If you decide to go south, turn to 35.
16

You manage to free a horse from the straps securing it to the caravan. It is frightened by the scent of the approaching Doomwolves, and the cries of their evil ridersthe Giaks.

Preparing your weapon, you spur your skittish horse towards the oncoming beasts. They are less than fifty yards away and they are lowering their lances at you as they get nearer and nearer.

You are charging head-on towards each other. Turn to 192.
17

You raise your weapon to strike at the beast as its razor-fanged mouth snaps shut just inches from your head. Buffeted by the beating of its wings you find it difficult to stand.

JC Alvarez

Deduct 1 point from your COMBAT SKILL and fight the Kraan.

Kraan1624

If you kill the creature, you quickly descend the far side of the hill to avoid the Giaks.

Pick a number from the Random Number Table.

If you pick 0, turn to 53. If you pick 12, turn to 274. If you pick 39, turn to 316.
18

You are awoken by the sound of troops in the distance. Across the lake you see the black-cloaked figures of Drakkarim and a pack of Doomwolves and their riders. A Kraan appears from above the trees and lands on the roof of the small wooden shack.

It is ridden by a creature dressed in red. The Kraan takes off and begins to fly across the lake to where you are hidden.

If you wish to use the Kai Discipline of Camouflage, turn to 114. If you wish to ride deeper in the forest, turn to 239. If you wish to fight the creature, turn to 29.
19

Just ahead through the tall trees you can see clumps of dark-red gallowbrush, a thorny briar with sharp crimson barbs. The common name for this forest weed is Sleeptooth, for the thorns are very sharp and can make you feel weak and sleepy if they scratch your skin.

If you have the Kai Discipline of Tracking, turn to 69. You can avoid the Sleeptooth by returning to the track. Turn to 272. Or you can push on through the briars, deeper into the forest, by turning to 119.
20

It seems that whoever lived here left in a great hurryand they must have left quite recently. A half-eaten meal still remains on the table, and a mug of dark jala is still warm to the touch.

Searching a chest and small wardrobe, you find a Backpack, food (enough for two Meals), and a Dagger.

If you wish to take these items, remember to mark them on your Action Chart. You continue your mission.

Turn to 273.
21

You have ridden about two miles into the tangle of trees when the ground becomes very marshy.

Pick a number from the Random Number Table.

If it is below 5, your horse has suddenly plunged into thick mud up to its belly. If the number is 5 or above, you manage to steer clear of the morass and may now turn to 189. If you are stuck, pick another number from the Random Number Table. If this time the number is 7 or less, the mud engulfs you up to your armpits. Your horse gives one last despairing scream as its muzzle disappears into the bubbling mud. If you scored above 7, you drag yourself onto firm ground and turn to 189. If not, then this is your last chance! If you pick any number except a 9, the foul-smelling bog sucks you under and claims another victim. Your life and your mission end here. But if you have picked a 9, turn to 312.
22

Knocking aside the leader, you sprint off along the highway. Then behind you the ominous click of a crossbow being cocked sends a shiver down your spine.

Gary Chalk

Pick a number from the Random Number Table.

If you have picked a number 04, turn to 181. If you have picked a number 59, turn to 145.
23

The corridor soon widens into a large hall. At the far end, a stone staircase leads up to a huge door. Two black candles on either side of the stone steps dimly illuminate the chamber. You notice that no wax has melted, and as you get nearer you can feel that they give off no heat. Ancient engravings cover the stone surfaces of the walls.

Gary Chalk An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.

Anxious to leave this evil tomb, you examine the door for a latch. An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.

If you have a Golden Key and wish to use it, turn to 326. If you have the Kai Discipline of Mind Over Matter, turn to 151. If you wish to remove the pin, turn to 337.
24

The merchant shouts to the driver of the caravan to jump. Were under attack! he cries, disappearing through a circular window.

If you decide to jump after him, turn to 234. If you decide to run through the caravan and grab the reins of the horse team, turn to 184.
25

You land with such a crash on the opposite roof, that the wind is knocked out of you and you lie flat on your back with your head in a spin.

It takes a minute or so for you to realize that youve made it and are perfectly safe. When you are sure you are all right, you jump up and let out a shout for joy at your skill and daring.

Quickly you find a way across the roof and climb down a long drainpipe to the street below. You see the large iron doors of the citadel open, and a wagon drawn by two large horses tries to leave. The horses are frightened by the noisy crowd and they both rear up, causing the wagon to smash a front wheel against the door. In the confusion, you see a chance to enter and quickly slip inside just as the guards slam the doors shut.

Turn to 139.
26

Cautiously, you move along the corridor until you come to a sharp eastward turn. A strange greenish light can be seen in the distance.

If you wish to continue, turn to 249. If you wish to go back and try the southern route, turn to 100.
27

You walk along this path for over an hour, carefully watching the sky above you in case the Kraan attack again. Up ahead, a large tree has fallen across the path. As you approach, you can hear voices coming from the other side of the massive trunk.

If you choose to attack, turn to 250. If you choose to listen to what the voices say, turn to 52.
28

After a few hundred yards, the path joins another one running north to south.

If you wish to go northwards, turn to 130. If you wish to head south, turn to 147.
29

You stride out to the waters edge and prepare yourself for combat. The Kraan and its rider spot you and begin to speed across the lake barely inches above the surface.

The rider lets out a scream that freezes your blood. He is a Vordak, a fierce lieutenant of the Darklords.

He is upon you and you must fight him. Deduct 2 points from your COMBAT SKILL unless you have the Kai Discipline of Mindshield, for the creature is attacking you with its Mindforce as well as with a huge black mace.

Vordak1725 If you win the fight, turn to 270.
30

The people look tired and hungry. They have come many miles from their burning city. Suddenly, you hear the beat of huge wings coming from the north.

Kraan, Kraan! Hide yourselves! the cry goes up all along the road.

Just in front of you, a wagon carrying small children breaks down, its right wheel jammed in a furrow. The children scream in panic.

JC Alvarez Gary Chalk If you wish to help the children, turn to 194. If youd rather run for the cover of the trees, turn to 261.
31

You try to comfort the injured man as best you can, but his wounds are serious and he is soon unconscious again. Covering him with his cape, you turn and press deeper into the forest.

Turn to 264.
32

You have ridden about three miles when, in the distance, you spot the unmistakable silhouette of five large Doomwolves. Riding on their backs are Giaks. They seem to be going on ahead to where the path leads down into an open meadow. Suddenly, one of the Giaks leaves the others and begins to ride back along the path towards you.

If you wish to hide in the undergrowth and let him pass, turn to 176. If you wish to fight him, turn to 340.
33

The floor of the cave is quite dry and dusty. As you explore deeper in the half-light, you detect the stale odour of rotting flesh. Littering a crevice are the bones, fur, and teeth of several small animals. You notice a small cloth bag among these remains which you open to discover 3 Gold Crowns. Pocketing these coins, you leave what appears to be the lair of a mountain cat and carefully descend the hill.

Turn to 248.
34

Without warning, a terrible apparition in red robes swoops down from the sky on the back of a Kraan. Its cry freezes your blood. The beast is a Vordak, a fierce lieutenant of the Darklords.

He is above you and you must fight him.

Gary Chalk A terrible apparition in red robes swoops down from the sky on the back of a Kraan.

Deduct 2 points from your COMBAT SKILL unless you have the Kai Discipline of Mindshield, for the creature is attacking you with the power of its Mindforce as well as with a huge black mace.

Vordak1725 If you win, turn to 328.
35

The forest is becoming denser, and the path more tangled with thorny briars. Almost completely hidden by the undergrowth, you notice another path branching off towards the east. Your current route seems to be coming to a prickly end, so you decide to follow the new path eastwards.

Turn to 207.