106

Eventually you come to the edge of a fast-flowing icy stream. The white water cascades over the mossy rocks and disappears towards the east.

If you wish to follow the stream to the east, turn to 263. If you would rather explore upstream, turn to 334.
107

Running across the room, you lash out at the skulls, smashing them to fragments. You notice that inside each skull is a bubbling grey jelly that seems to writhe and change its shape, sprouting bat-like wings and suckers from its glistening form. In horror and loathing, you race for the exit corridor and escape just as a heavy portcullis falls with a crash, completely sealing off the chamber.

Turn to 23.
108

You fly in an arc through the air towards the opposite roof. Everything seems to be happening in slow motion. You see the teeming crowds below in the street, and a nest of callysparrows in the eaves of a roof to your right. You hear their startled cries as you land with a crash on the other side. But it is the last sound that you will ever hear. The tiles splinter and collapse and you fall through the four floors of the Green Slipper Inn breaking your back in several places.

Your mission and your life end here.
109

The only thing under the carpet is dirt!

You may take a closer look at the bottles by turning to 164. Or you can leave the room and investigate the stable by turning to 308.
110

You quickly take aim and hurl the rock at the Giaks head as hard as you can, but to your horror the creature ducks and the rock arcs harmlessly over its back. You must act immediately to save the wizard.

Turn to 55.
111

Only a few minutes after leaving the junction, you see in the distance a small log cabin and stable. On arrival you check the interior through a side window. The cabin looks deserted.

If you wish to enter the cabin, turn to 57. If you wish to search the stable, turn to 308.
112

Suddenly, the large rock you are hiding behind is rolled aside and you are faced by two snarling Giaks intent on your death. The cave mouth is a narrow entrance and you can only fight the Giaks one at a time.

Gary Chalk Giak 11310 Giak 21210 If you win, you may explore the cave further by turning to 33. Or you may leave and descend the hill. Turn to 248.
113

Each Meal of Laumspur may be consumed when prompted for a Meal, in which case it fulfils the Meal requirement in addition to restoring 3 ENDURANCE points. Laumspur may also be consumed at any other time to restore ENDURANCE without having any significance as a Meal.

You have been walking for over half an hour when your eye is caught by some bright red flowers growing near to a mossy bank. You recognize the plants to be Laumspur, a rare and beautiful herb much prized for its healing properties.

JC Alvarez

Kneeling down, you pick a handful of Laumspur and place it in your Backpack. You may eat this herb to regain lost ENDURANCE points. Each Meal of Laumspur will restore 3 ENDURANCE points, and you have gathered enough for two such Meals. Closing your pack, you continue your mission.

If you wish to head northeast, turn to 347. If you wish to head east, turn to 295.
114

You coax the horse to lie down and begin to cover him and yourself with branches and dead leaves. You hear the wings of the Kraan as it passes over the trees. It returns and circles above you, but soon retreats back across the lake.

You decide to leave now, in case it returns with some of its friends.

Turn to 239.
115

You stumble into the first building and fall to the floor exhausted. You can smell cooked meat. You notice a small cauldron hanging over the embers of a dying fire, and a large oak table that has been set for a meal. Whoever lived here must have left in a great hurry this very morning. There is water in a jug and a loaf of fresh bread on the table.

Gary Chalk If you decide to take a quick Meal, turn to 150. If you decide to search the building, turn to 177. If you would rather leave now and continue your run, turn to 83.
116

As you climb out of the muddy water, black arrows fall all around you. Quickly, you dash for the cover of the trees and wait for the Giaks to leave the opposite bank, before continuing on foot towards the capital.

Turn to 321.
117

The man is badly injured and near to death. If you have the Kai Discipline of Healing, you may ease the pain of his wounds but he has been so seriously hurt he is beyond repair by your skills alone. He soon lapses into unconsciousness. You try to make him as comfortable as possible beneath a large forest oak, before leaving and pressing on through the thick woodland towards the northeast.

Turn to 330.
118

You spur your horse to a gallop and race down the long straight path. In the far distance you can just make out the silhouette of Holmgard on the horizon, its high walls and tall spires glinting in the morning sun. Your path joins a highway running from north to south. It is the main turnpike road between the northern port of Toran and the capital. You set off towards Holmgard, your eyes peeled for Kraan in the clear morning sky.

Turn to 224.
119

The gallowbrush tears your cloak and scratches deep into your arms and legs as you slowly force your way through. Fifteen minutes later you emerge from the briars and stagger onwards between the trees.

Deduct 2 ENDURANCE points from your current score for the wounds you have sustained.

You feel a little dizzy as you push on, and your eyelids seem very heavy. You suddenly find yourself at the edge of a steep wooded slope.

If you wish to slide down the slope as carefully as you can, turn to 226. If you do not feel that you are up to the risk of this tricky descent in your present sleepy state, walk around the edge of the ridge by turning to 38.
120

Behind you can hear the blood-crazy Giaks killing the caravan horses. You risk a quick glance over your shoulder and see a Kraan start to climb high into the air. Will it attack you or is it interested in something else? The dark shadow that is gradually getting larger all around you tells you that you are its intended victim. The Kraan is diving full speed at you!

If you wait until it is about to strike and then jump from the saddle, turn to 84. If you head as fast as you can for the trees, turn to 171. If you put your head down, pray to the heavens for good luck and gallop on regardless, turn to 54.
121

After a few minutes walking you see a stranger, clad in red, standing in the centre of the track ahead. He has his back towards you, and his head is covered by the hood of his robes. Perched on his outstretched arm is the black raven that you saw earlier.

JC Alvarez Gary Chalk Perched on his outstretched arm is the black raven that you saw earlier. If you wish to call the stranger, turn to 342. If you wish to approach the stranger cautiously, turn to 309. If you would rather draw your weapon and attack, turn to 283.
122

Immediately the horse senses your communication. He calms down. You walk towards the beautiful animal and stroke his head reassuringly. You sense that he is frightened and confused. Mounting him, you lead him off to the path and head south once again.

Turn to 206.
123

As the creature dies, its body slowly dissolves into a vile green liquid. You notice that all of the grass and the plants beneath the smoking fluid are beginning to shrivel and die. A large valuable looking Gem lies on the ground near to the decaying body.

Further along the track you can see a large war party of Giaks running towards you.

If you wish to take the Gem, turn to 304. If you would rather leave it and run, turn to 2.
124

Inside the box you find 15 Gold Crowns and a Silver Key. If you wish to keep the key, remember to mark it on your Action Chart.

You can continue to investigate the tunnel by turning to 211. Or you may leave and descend the hill by turning to 106.
125

The path opens out into a large clearing. You notice strange claw prints in the earth. Kraan have landed here. By the number of prints and by the size of the area disturbed, you judge that at least five of the foul creatures landed here in the last twelve hours.

You see two exits on the far side of the clearing. One leads west, the other south.

If you have the Kai Discipline of Tracking, turn to 301. If you wish to take the south path, turn to 27. If you wish to take the west path, turn to 214.
126

You ride deeper and deeper into the forest. Silently you thank the Prince for such a fine horse, for although the ground is a tangle of briars and roots, he never once falters. The Doomwolves are soon left far behind and you bring your horse to a halt. The light has faded fast and it is almost night.

If you wish to press on ahead, turn to 46. If you wish to bear left (the same direction as the path you left far behind) then turn to 143.
127

After an hour of marching, the Drakkarim suddenly halt as a large, grey scaly creature approaches along the track. As the beast draws closer, you can smell its fetid breath on your face. It lets out a roar and grabs your head in its powerful webbed hands. The last thing you hear is the sharp crack of your spine snapping.

Your quest ends here.
128

Carefully parting the dense foliage, you are horrified by the sight that meets you. In a small clearing ahead, three Giaks have tied a man to a wooden stake and are setting fire to a mass of brushwood bundled at his feet. You recognize his tunic as that of a Border Ranger, one of the Kings men who police the kingdom near the Durncrag Mountains of the west. He has been badly beaten and is nearly unconscious.

If you have the Kai Discipline of Hunting, turn to 297. If you do not, you must attack the Giaks now in order to save the rangers life. Turn to 336.
129

You reach the main gates of the capital, and stare in awe at the height of the citys walls. Two hundred feet high, the walls of Holmgard have withstood the ravages of both time and the Darklords. You and the officer race through the tunnel of the inner gatehouse, one hundred yards in length, and finally halt outside the doorway of the main watchtower. Great crowds of soldiers and civilians are running to and fro.

If you wish to continue following the officer, turn to 3. If you feel that you stand a better chance of making your way to the Kings citadel on your own, turn to 144.
130

You soon reach a small clearing in the woods. A bench, carved from a fallen tree is set in the centre of the clearing. You are hungry and must now eat a Meal here.

Gary Chalk When you have finished, if you decide to leave the clearing by the south way, turn to 28. Or if you prefer the smaller track that leads eastwards into the forest, turn to 201.
131

You have covered about a quarter of a mile when you hear shouting and a noise like thunderclaps ahead. Edging nearer, you soon make out a clearing that you recognize to be the site of the ruins of Raumas, an ancient forest temple.

A war party of Giaks, some twenty-five to thirty strong, are attacking the ruins from all sides. Many more of the Giaks are dead or dying among the broken pillars of marble, but still they assault whatever is hidden inside. Suddenly, a bolt of blue lightning rips through the front rank of Giaks sending the armour-clad creatures tumbling in all directions. A Giak, taller than the others and dressed from head to foot in black chainmail, curses at his troops as he whips them forward with a barbed flail.

With weapon ready, you move to the edge of the clearing, under cover of the thick foliage, and try to catch a glimpse of the defenders. To your amazement, the ruins are being defended by a young man no older than yourself. You recognize his sky-blue robes, embroidered with stars. He is a young theurgist of the Magicians Guild of Toran: an apprentice in magic.

JC Alvarez Gary Chalk A young theurgist of the Magicians Guild of Toran.

Five Giaks charge forward, their spears raised to stab the apprentice as he hurriedly retreats deeper into the ruins. You see him turn and raise his left hand just before a bolt of blue flame shoots from his fingertips into the snarling Giak soldiers. Close to where you are hidden, you see a Giak scuttle past and climb one of the pillars of the temple. He has a long curved dagger in his mouth and he is about to jump on the young wizard standing below.

If you wish to shout a warning to the wizard, turn to 241. If you wish to run forward and attack the Giak when he jumps, turn to 55. If you wish to pick up a chunk of temple marble and throw it at the Giaks head, turn to 302. Or if you would rather turn and leave the battle area and run back into the woods, turn to 101.
132

The bodyguard looks at you with great suspicion and slams the door. You can hear voices chattering inside the caravan. Suddenly the door swings open and the face of a wealthy merchant appears. He recognizes your Kai cloak and apologizes for his servants behaviour.

He says that they have been attacked several times since they left Toran: by Kraan, by bandits, and by robbers. They thought you may have been a bandit. Inside, the caravan is full of silks and spices. The merchant offers you food which you gratefully accept. After your sumptuous meal, the fatigue of your ordeal finally overcomes you and you slip into a deep sleep.

Turn to 64.
133

As you approach the statue, several cracks appear in its stone surface. It suddenly explodes before you as a real Winged Serpent breaks free of its stone mantle and attacks you.

You must fight the creature.

Winged Serpent1618

(This creature is immune to Mindblast.)

If you win the fight, turn to 266.
134

Using your skills, you detect Giak tracks around the perimeter of the clearing. The prints are fresh and you can tell that these cruel minions of the Darklords were in this area less than two hours ago.

Forewarned by this knowledge, if you decide to investigate the huts, turn to 305. If you would rather avoid the clearing, turn to 40.
135

Peering over the steep undercut of the river bank, you can see a tangle of driftwood along the waters edge. A large tree trunk has grounded on the clay bank next to a small canoe.

Gary Chalk If you wish to use the log to float down the river, turn to 223. If you wish to use the canoe, turn to 4.
136

The Giaks get nearer and then crouch down as if preparing themselves to pounce. You can see the sharp serrated points of their spears and hear their low guttural speech. The larger of the two creatures screams, Orgadak taag! Nogjat aga ok! and attacks you.

You must fight each of the Giaks in turn. Add 1 point to your COMBAT SKILL during this fight, as you have the advantage of the higher ground in your favour.

Giak 11310 Giak 21210 If you win, turn to 313.
137

As the last of the foul creatures die, so the greenish light starts to fade. You notice that in each of the broken skulls lies a Gem. You take these 20 Tomb Guardian Gems before darkness engulfs the chamber. Remember to mark these on your Action Chart as a single Backpack Item.

You quickly leave the dead Crypt spawn and press on.

Turn to 23.
138

You prepare your weapon and advance to meet the enemy. There are two Mountain Giaks and you must fight them one at a time.

Giak 11310 Giak 21210 If you win, turn to 291.
139

The inner courtyard is a bustle of activity. Cavalry scouts are waiting beside their nervous horses for messages from their unit commanders inside the Great Hall. They take orders with great speed to the defenders of the outer fieldworks. No sooner do they gallop off, than other scouts return, many of them breathless and wounded.

You have taken less than a dozen steps across the courtyard when you hear a deep voice boom out. Stop that man!

Turn to 66.
140

You are in a clearing where several trees have been cut down to make a rickety watchtower. Below the tower are three paths leading off in different directions.

JC Alvarez If you take the south path, turn to 14. If you take the east path, turn to 252. If you take the southwest path, turn to 215. If you decide to climb the watchtower, turn to 36.