281-282 281 You watch with mounting anxiety as the soldier raises his rock and gets ready to hurl it down upon you. If by chance it should miss you directly, you feel certain that it will smash a hole clean through the bottom of the boat. If you possess Elementalism, turn to 28. If you possess Kai-surge, turn to 125. If you possess neither of these skills, or if you choose not to use them, turn to 37. 282 You utter the words of the Brotherhood spell HLightning Hand - and raise your right arm, pointting your outstretched hand towards the shadowy creature. A bolt of energy leaps from your fingerrtips and rips through Zorkaan, leaving a ragged hole at the centre of its dark form. This hole quickly seals, yet you sense that your attack has further weakened this entity. Guided purely by instinct, you draw back your Kai Weapon and charge headdlong at the faltering shadow. 'For Sommer/und and the Kail' you scream, as you cut and stab at Zorkaan's vaporQus form. Zorkaan the Soultaker: COMBAT SKILL 46 ENDURANC;E 35 This creature is temporarily vulnerable to all forms of psychic attack. If you possess the Discipline of Kai-screen, you may add 3 to your COMBAT SKILL for the duration of this fight. If you win the combat, turn to 240. 283-284 283 You push shut the door and hear the dog crash heavily against it. It yelps with pained frustration and then begins scratching frantically at the wood. Quickly you call upon your Magnakai Discipline of . Animal Control and command the dog to calm down. There is an abrupt silence, as if the dog has suddenly fallen unconscious, but you do not feel sure that this is the case. Cautiously you pull the door ajar and peer in through the gap. Pick a number from the Random Number Table. lf the number you have picked is 4 or lower, turn to 193. lf it is 5 or higher, turn to 101. . 284 Instinctively you dive away from the trees, yet the . shock of the lightning blast still hits you in mid-air and renders you immediately unconscious. When you regain your senses you find yourself lying some 20 feet from your campsite, entangled among twisted shards of smouldering pine. You have sufffered burns to your legs (lose 3 ENDURANCE points) and one of your Backpack Items has been destroyed. Erase any single Backpack Item from your Action Chart of your own choosing. To continue, turn to 324. 285 You press yourself to the wall of the staircase and draw upon your Kai camouflage skills to keep yourrself hidden. Then you call out to the guard, in a gruff Eldenoran accent, and command him to come at once to your assistance. At first the gaoler .looks confused for he believes the lowest level of Skull-Tor is empty, but when you repeat your commmand he suddenly comes running along the corriidor in response. In his haste he fails to see you, and as he scurries past, you strike him a blow to the back of the head which sends him tumbling all the way to the bottom of the stairs. When you are cerrtain that he is unconscious, you hurry along the torchlit corridor and race up the steps towards the next level.of this grim enemy fortress. Turn to 98. 286 Using your improved Grand Master Discipline, you are able to touch the rotten sign and obliterate the mould that has eaten into its surface. Slowly the painted words take shape and form until you are able to understand the Eldenoran script: DANGER - ABANDONED SHAFf - DO NOT ENTER You are about to turn away from the entrance when suddenly you notice fresh footprints in the dirt. Your Pathsmanship skills tell you that these were made within the last few hours by three pairs of booted feet. All three sets of tracks lead directly into the abandoned shaft. If you wish to enter the mine shaft and investiigate these tracks further, turn to 184. 287-287 If you decide to leave the shaft and continue along the ravine, turn to 204. 287 You enter the rear yard of the cooperage and climb the stairs to the parlour above the workshop. Delissa hears your approaching footsteps and she opens the door as you reach it. Having heard only one set of footfalls on the stairs, she already susspects that something is wrong. But as soon as she sees the sadness in your eyes, her worst fears are confirmed. You comfort Delissa as best you can and assure her that Hulsta's sacrifice was not in vain. 'The Vorka have been destroyed and the runes of Agarash have been shattered,' you tell her, 'yet without Hulsta, this vital mission could not have been accomplished.' Your thoughtful words ease her sorrow, but before she has had time to grieve the loss of her husband, she is suddenly confronted by a threat to her own survival. You can hear soldiers with dogs running along the alleyway behind the yard. You wait for them to dissappear, but to your shocked surprise, they sudddenly stop and bang on the rear gate and demand to be let in .. 'Quick! Go and change into some of Hulsta's clothes. You'll find them in there,' she says, and!" she points to a closet door. 'I'll go down to ihe yard ......•. and try to get rid of them.' .•... You do as she says and quickly you discard your . Eldenoran tunic and breeches. You bundle them together with your Kai journeyman clothes, and 288-288 then you dress quickly in a shirt, breeches, and jacket that you find in the closet. The clothes are a little too large but you do not mind. Only when you pull on a pair of Hulsta's boots do you thank lshir that they are a perfect fit. You are about to reach for one of Hulsta's caps when suddenly you hear soldiers and dogs entering the yard. If you wish to find somewhere in the parlour where you can hide, turn to 152. If you decide to stay where you are and wait for Delissa to return, turn to 59. If you choose to go to the door and observe what is going on outside, turn to 210. 288 The emporium is filled with exotic rUgs and unusually fine wall coverings. It strikes you that the quality of these goods is uncommonly high, far better than one would normally expect to find in a back-street shop such as this. It is not until you take a closer look at the tapestries that you realize that these goods have all been looted from rich estates and churches in Salony, Lyris and Delden. The owner approaches and asks what you have to sell. Clearly he assumes that you have come here to dispose of some war booty. 'I've nothing to sell, , you reply, 'but I would be grateful for some inforrmation. Can you tell me the way to Flank Street? I understand that it is somewhere in the North Quarter.' Pick a number from the Random Number Table (in this instance, 0 = 10). 289-290 If the number you have picked is 3 or lower, turn to 11. If it is 4 or higher, turn to 341. 289 You are swept by a white hot sheet of psychic fire that sears the fabric of your mind. Your Kai-screen buckles under the onslaught, but it does protect you from the potentially fatal effects of psychic shock. Zorkaan's massive psychic assault has damaged a part of your mind that controls your Kai abilities, and you must forfeit the use of one of your Grand Master Disciplines for the rest of this mission. (If you survive the mission successfully, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.) To continue, turn to 157. 290 You return to' the main highway and ride south towards T ekaro. It is a dry, windy day and you spend most of it in the saddle. As you draw closer to the city, so the number of Eldenorans you encounter steadily increases. Fortunately, they are too preoccupied with their marching and other duties to spare a lowly horse-scout more than a second glance. The sun has set and dusk is surrendering to darkkness by the time you reach Tekaro. The rolling fields around this old walled city are swarming with Vorka regiments, and the fetid smell of their scaly hides gusts towards you on the chill night breeze. 291-292 You can see the cathedral spire of the city silhouuetted against the starry sky, and a yellowy glow of torchlight radiates from a tower above its fortified North Gate. You magnify your vision and see that the gate itself is open and unguarded. If you wish to continue along the highway and enter the city of Tekaro by its North Gate, turn to 82. If you wish to circle around the city anu attempt to reach the River Storn before the night is over, turn instead to 143. 29.1 You draw an arrow to your Bow and take aim at Vandyan. Enemy missiles whistle past within inches but you do not flinch. Coolly you release . your shaft and it flies true, yet an unwitting guard runs in front of his master and it is he who perishes when your arrow pierces his heart. This close shave makes the cowardly Vandyan immediately take cover behind the hall door, from where he barks orders to his men to advance towards the platform. Fearful of being cut off, you shoulder your bow and hurry towards the open trapdoor. Turn to 145. 292 There is little that is stored here that has escaped the ravages of time, vermin or damp. After a lengthy search you discover only four items that are intact and serviceable: Bowl 293-293 Mirror Pitcher Flute All of the above are Backpack Items. (If you decide to keep any of these items, alter your Action Chart accordingly. ) Satisfied that you have not overlooked anything of great value, you abandon your search and turn your attention i~stead to the door of this vault. Turn to 109. 293 The arrow strikes the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your shaft cleaves the evil stone in two. Moments later, the bell-chamber is swallowed up by sheets of orange flame and instinctively you cover your head with your left arm as shards of broken stone cascade around you, like a rain of deadly daggers. When this deluge ceases, you look with fearful expectation upon the devasstated remains of the bell-chamber. Pools of fire burn among the shards that litter the floor of the pit, and the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight.of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber .. The noise of the destruction and the hellish dying 294-294 shrieks of the Vorka horde alerts Vandyan to your presence in the hall below. You look up and see his face twisted with rage. He raises a glowing silver disc, clasped tightly in the palm of his right hand, and he spits out a vile curse that chills your blood. Turn to 175. II ~i II r I ,;, J I )1 ':1' '* \; 294 You retreat from the edge of the gorge and set up a camp for the night in a mossy hollow surrounded by five tall pines. The spongy moss provides a commfortable bed and you are soon asleep, but within the hour you are awoken by a rolling boom of thunnder. A storm has swept in from the west and it is now raining heavily, yet the canopy of pine branches above have kept you from getting wet. Unfortunately, the tall pines also act as efficient lightning conductors. You are struggling to your feet when suddenly a bolt of forked lightning strikes the top of the trees. There is a blinding explosion of blue-white light and you are hurled into the air by the force of the electrical blast as it streaks to earth. Pick a number from the Random Number Table. lf you possess Grand Nexus, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If your total score is now 4 or lower, turn to 67. If it is 5-8, turn to 284. If it is 9 or higher, turn to 171. ·1 II I , 295-296 295 You call upon your Magnakai Discipline of Nexus and use it to extinguish the candles, an action that plunges the parlour into near-darkness. Now the room is lit only by the ghostly rays of the moon which filter in through the doorway. The sudden loss of candlelight makes the guard curse, but it does not deter him from opening the closet door. Pick a number from the Random Number Table. If the number you have picked is 4 or lower, turn to 267. If it is 5 or higher, turn to 122. 296 You take off your Backpack and pull aside its flap to expose part of the bejewelled Chalice. The guards' eyes fill with naked avarice when they glimpse its gem-encrusted gold, and they can barely contain their excitement. Quickly they wave the wagon through into the city and then order the following traffic to wait while they escort you to the gatehouse. You are beginning to think that they are going to confiscate the Chalice and throw you in a cell, but the taller guard soon eases your fears. Quietly he says to you: 'Don't worry, friend. We'll jus' go somewhere private. We don't want all 0' Duadon witnessing our business.' You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. You hand over the Tekaro Chalice (erase this Special Item from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the 296-296 1 I '1"·"'1 : I I ','j I ," ~ I i J~: n; ';' city's south wall. 'Off y'go, trooper,' says the tall guard, and he ushers you through the arched doorrway. The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the alleyway towards the gatehouse arch. From the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city. You recall Gwynian's briefing that the agents you must contact can be found in Flank Street, in the city's Northern Quarter. You gre presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that is headding towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you are about to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened builddings, you see two other roads that lead off from the South Gate square to the east and west. The east road is called Knucklebone Lane and the west road is called Kettle Street. If you wish to enter Knucklebone Lane, turn to 257. 297-298 If you choose to enter Kettle Street, turn to 301. 297 By the use of your Grand Mastery of Nexus, you are able to cause two of the door's three tumblers to rotate to their opening positions. The third dial, however, is much harder to manipulate this way. Drawing upon your sixth sense, you concentrate hard and try to visualize the numerical position on the third dial that will release the lock. Slowly the dial takes form in your mind's eye, but the numbers engraved around its perimeter remain hazy and indistinct. At length you determine that the correct position of the third dial is the same as the answer to this following puzzle: The number of New Order Kai who hold the rank of Grand Master (including yourself) multiplied by The number of Grand Master Disciplines that are achieved upon reaching the rank of Kai Grand Guardian. Once you think you have calculated the correct answer, turn to the section of this book which is the same as that answer. If you calculate incorrectly, or if you cannot answer the puzzle, turn instead to 248. 298 Soon the tunnel arrives at a junction where a wider passageway crosses it, running ~ast to west. The sound of rushing water is louder here and you 299-299 detect that it comes from a series of rusty iron grattings that are set into the floor at regular intervals, 50 feet apart. You peer through one of these grattings and see the surface of an underground river rushing away towards the east. A smiling Hulsta beckons you to follow as he sets off along the passage. He is confident that you are on the right course and he says that you will reach the lower level of Skull-Tor in a matter of minutes. But you have taken barely a hundred paces when suddenly his hopes are dashed by the unwelcome sight of what lies ahead. Turn to 137. 299 Slowly the Vorka advances towards you with its nostrils flared wide as it struggles to detect your faint, enticing scent. When it comes to within an arm's length, you leap up from your hiding place and draw your Kai Weapon with one swift and fluid motion. You strike fast and hard, wounding the Vorka in the throat to prevent it from shrieking out in alarm. The wound is deep, yet the creature is remarkably resilient. It quickly recovers from the shock of your attack and it leaps at you with its clawed hands outstretched. You must fight the creature. Vorka (wounded): COMBAT SKILL 36 ENDURANCE 34 This creature is immune to Mindblast (but not Kaiisurge). If you win this combat in four rounds or less, turn to 13. XVII. The Vorka advances towards you with its nostrils flared wide. 300-301 If you win this combat in five rounds or more, turn to 174. 300 Your blow is poorly timed and it glances harmlessly off the rider's heavy black armour. As you gallop past, he lashes out at you with a spiked ball and chain and it clips the back of your head. A flash of white light engulfs your vision, and in the next instant, you feel yourself tumbling forwards into a yawning dark abyss. The blow from your enemy's weapon renders you unconscious and sends you spinning out of the sadddle. You never regain consciousness. The Sinistrari bear down on you and ruthlessly they trample your helpless body beneath the hooves of their warhorses. Death is painless and instantaneous. You may take some comfort in the fact that you fullfilled your vital mission. By destroying the runes of Agarash you have saved Magnamund from the tyrannical rule of Vandyan and his monstrous horde. It is a a great victory, but one that you have paid for with your life. 301 This cobblestoned street leads to a square watchhtower at the place where Duadon's south and east city walls meet. As you approach the tower, you notice a wheelwright's workshop located on the corner. A grubby-faced youth stands in the doorrway and he bids you good day as you approach. 'Your regiment be in need of our services, sire?' he asks keenly. You shake your head and go to walk on, but the young man tugs at your sleeve. He begs you to enter his father's workshop and examine for yourself the quality of his craftsmanship. If you wish to enter the wheelwright's workshop, turn to 222. If you choose not to enter, you may continue along Kettle Street by turning to 81. 302, The sergeant narrows his bloodshot eyes and for a few moments he regards you with suspicion, but then he shakes his head and bids you farewell. Your command of the Eldenoran accent is so connvincing that he does not suspect for a moment that you are a Northlander, even though your story does not ring true; there are no reinforcements expected at the river for at least two days. You canter away from the campfire and head towards a distant ribbon of silver that is the Storn, glimmering in the starlight. Shortly you come to a highway that runs parallel with the river, and you cross over this road and descend a brackenncovered slope towards the east bank. As you approach the bank, you happen upon a derelict hut in the middle of a copse of apple trees that have been picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Mealor lose 3 ENDURANCE points. 303-304 To continue, turn to 272. 303 Upon your return to the ,entrance hall, the scribe looks up from his work and he fixes you with a quizzical stare. 'Who are you looking for, trooper?' he barks. 'Er ... Captain Dvedka,' is your hasty reply. You hold up the map that you took from the herald and add: 'I've to deliver this to him, urgently.' The scribe scoffs at the map. Then, with an arroogant tone of voice, he says: 'Dvedka's in the Council of War Chamber. It's over there.' With the feather of his quill pen, he points towards the portal to the left of the entrance arch. You thank him for his assistance and then you stride across the hall towards the open door. Turn to 314. 304 The first wave of armed Vorka come racing across the floor of the pit and they hurl themselves up the stairs. You draw your Kai Weapon and steel yourrself to meet their advance, confident that you can beat back these slavering reptilians. - As they come scurrying towards you, they rapidly blink their ghoulish eyes and clack their fanged jaws in an attempt to unnerve you in the vital seconds before combat is joined. Frenzied Vorka: COMBAT SKILL 46 ENDURANCE 46 If you win this combat, turn to 52. 305-306 305 You wait until a gap appears and then you rush forrward and dash between the trundling supply waggons. But in your haste you catch your toe upon a raised paving stone and you are brought stumbling to your .knees. The driver of an onrushing wagon makes no attempt to avoid you. Only the swiftness of your· reactions save you from being run down and crushed to death. However, as you dive out of the path of the wagon, your legs are grazed by its front wheel: lose 2 ENDURANCE points. The driver curses and threatens to report you to the reeves. Rather than run the risk of being arrested, you stagger to your feet and melt away as quickly as you are able into the crowded street beyond. Turn to 276. 306 Your diversion works. The unexpected sound of thunder diverts their attention and none of their arrows finds its mark. When you emerge from beneath the bridge, your boat is carried swiftly out of range by the river's powerful current. The 307-308 Eldenorans do not pursue you and within the hour you arrive at a point where the river meanders into a hilly, timbered region. It is difficult to navigate this section of the river in the dark and so you decide to stop and rest until daybreak. You beach your boat on the left bank and settle down to sleep under the bough of an oak tree. Before you go to sleep, unless you possess the Discipline of Grand "Huntmastery, you must now eat a Mealor lose 3 ENDURANCE points. To continue, turn to 138. 307 Your tumbling descent. comes to an abrupt end when you splash feet-first into a muddy, 'rock-filled pool which runs along the base of this wooded gully (lose 3 ENDURANCE points). If you have survived this accidental fall, you may continue by turning to 239. 308 You focus on the raging storm and commit to memory the configuration of the stars that you glimpse between the blinding flashes of lightning . . Your knowledge of Astrology warns you that a powerful convergence is taking place above SkulllTor, an unnatural occurrence which heralds the arrival of the Vaag - the legendary flying spawn of Agarash the Damned. Unless you take action to stop their arrival, they will emerge from the storm within the hour. Turn to 231. 309-310 309 The giant serpent emits a loud hiss as your killing blow penetrates its brain. Racked with convulsions, it thrashes the water and whips the surface to a crimson froth until, finally, it surrenders to death and its body is carried away by th~ swift current. You sheathe .your bloodied Weapon and grab Hulsta's strong hand, allowing him to haul you through the opening in the ceiling. As your feet return to dry and solid ground, you are pleased to see that your dangerous detour along the underrground river was not in vain, for you now find yourrself standing in a section of the tunnel which lies beyond the blocking wall. To continue, turn to 155. 310 Aided by your tracking skills and your night vision, you creep into the chamber and tiptoe around the snoring Eldenorans. Silently you crouch down and sift through the pile of loot, taking care not to dissturb the sleeping dog. Among bulging bags of silver Siovian lune, ornate candlesticks, polished silver plates and gemstones, you discover one item of greater value than all of the others put together. It is a golden Chalice set with rubies and emeralds. You examine it closely and venture a guess that it was stolen from T ekaro Cathedral. (If you wish to take the T ekaro Chalice, record it on your Action Chart as a Special Item which you carry in your Backpack. You must discard one Backpack Item in its favour if you currently have the maximum number of items permissible.) To continue, turn to 58. 311-313 311 You call upon your Animal Mastery and implant into the dog's mind the desire to return to the yard. The canine begins to whine incessantly and tug at its handler's leash. The two soldiers make only a cursory search of the parlour before they open the door and allow their dog to run off down the stairs. 'There's nothing up here,' calls out the handler to his comrades who are searching the yard. Then he and his companion leave the parlour and you see them pull the door shut as they go. Turn to 139. 'I ~; l' II 312 Your weapon is barely out of the scabbard when the dog leaps through the doorway and hits you full in the chest. The shock of the impact knocks you backwards and jolts your weapon from your hand. Guard Dog: COMBAT SKILL 25 ENDURANCE 18 Due to the suddenness of its attack, do not deduct any ENDURANCE points from your enemy during the first two rounds of this combat. Also, you must fight this combat unarmed. If you win the combat, turn to 241. 313 You crouch down at the rear of the boat and cover yourself with a ragged sheet of canvas. Through a rent in the fabric you can see the bridge getting closer and carefully you trim the rudder to steer your craft towards its central stone arch. Once again there is a shrill whistle and the Vorka begin to screech with excitement. You hear them running along the 314-315 muddy bank, and then there is a loud splash when one of them dives headlong,into the river. As you come to within 20 yards of the bridge, the Eldenoran archers let loose their first volley of arrows. Pick a number from the Random Number Table. If the number you have chosen is 3 or lower, turn to 55. If it is 4 or higher, turn to 268. 314 Beyond the open portal you descend by ramp and stair to the floor of a large hall. It is ringed with marble pillars and its walls are draped with Eldenoran battle flags. The centre of the hall is dominated by a large refectory table around which are huddled groups of Eldenoran officers. They are poring over charts and battle maps which show the positions of their Vorka hordes and the defensive lines of the Freeland armies. Messengers come and go, delivering and collecting .orders, and nobody seems to pay you special attention as you quietly pass among these high-ranking officers. You are eavesdropping a conversation between two cavalry captains when suddenly there is a fanfare of trumpets. Immediately the officers and their aides cease all discussion and the hall comes stiffly to attention in anticipation of Lord Vandyan's arrival. Turn to 330. 315 " You hold your breath and remain deathly quiet. Yet XVIII. Eldenoran officers are poring over battle maps around a large table. 315-317 you are unable to maintain your corpse-like commposure when the farmer's son stabs his pitchfork into the hay and it skewers your left forearm. Pick a number from the Random Number table. If the number you have picked is Oc4, turn to 94. If it is 5-9, turn to 3. - 316 Quickly you draw upon your advanced Kai Discipline to conjure up a mist that engulfs you and your immediate enemies. This disorientates the Vorka just long enough for you to be able to reach the rune and strike it with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your blade cleaves the evil stone in two. Then the bell-chamber is swallowed up by sheets of orange flame and you are hurled II backwards to the floor. Shards of broken stone • ';, :" whistle around you. When the rain of debris il ceases, you pull yourself to your feet and look upon] the devastated remains of the bell-chamber. Pools "1'1 of fire burn among the splinters that litter the floor ' ..... of the pit, and all the Vorka that were;spawned in •.• its core now lie twisted and lifeless among the flam-f! ing ruins. The sight of this burning devastation is ' shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber. Turn to 202. 317 The giant snake lunges forward and attempts to 317-318 II ~I j' .. ~ II I II ~ i~jl stab you with its venomous fangs. You dodge aside to avoid being impaled upon them, and as the snake withdraws its head in readiness for a second attack, you land a mighty blow to its neck. The creature hisses angrily. You have opened a deep wound but it does not incapacitate the creature. Once more it opens its terrifying jaws and prepares to strike at your chest. Duadon River Serpent: COMBAT SKILL 39 ENDURANCE 28 This enemy is immune to all forms of psychic attack. If you win the combat, turn to 124. il I il 318 The old woman tells you to approach the stairs. Slowly she descends to the bottom step and, as the light from her lantern washes over you, she scrutiinizes your clothing and your features. 'You have the face of a Northlander yet you wear the uniform of Vandyan's army. What are you ... a mercenary in his pay?' 'No, ma'am,' you reply, politely. 'I'm no merceenary. I'm Sommlending, and though I wear this uniform I do not fight for Vandyan. I fight against him. If you will grant me shelter this night, you will be hastening the day when T ekaro is freed from Vandyan's grasp.' The truth. and sincerity of your words touch her heart and readily she agrees to let you stay. She also gives you a meal of bread and meat and she proovides some feed for your tired horse. You sleep well and leave her house before dawn to avoid bein~ 318-318 seen. The alleyways and streets of this quarter are empty at this early' hour and you do not see any Eldenorans until you reach a tree-lined avenue that leads to the plaza of T ekaro Cathedral. The enemy have turned this magnificent building into a dormiitory for their troops and, as you pass by its open doors, you glimpse hundreds of soldiers asleep on the floor of its central nave. Guards posted on the steps regard you with suspicion as your horse plods his way across the plaza. Gently you urge him on lest they should stop and challenge you. At the end of a street flanked by warehouses and guildhalls you come to the city's west gatehouse. A guard casts a cursory glance at your horse and uniiform and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. . The gate creaks open and quickly you ride through '1'] it and out on to a highway beyond. This broad road I runs parallel with the River Storn and you follow it'll for five miles before you tome to a wide cinder . track, newly laid by Eldenoran engineers to service their military ferry across the great river. You recall RouI's uncle telling you about the ferry and you decide to take a closer 100kY ou steer your horse on to the cinder track and descend towards a large raft which is moored at the river. There are six Eldenoran guards on duty here, but none pay you': too much attention. They all appear to be nursing hangovers this morning and none feel inclined to speak. You ride on to the raft and remain in the saddle as the flat-bottomed ferry is winched by rope and pulley across the Storn. As soon as it comes to a halt, you ride your horse up a wooden ramp and on to a road that has been cleared and levelled by the Eldenoran army through this part of the 318-320 Grochod Forest. Once you are clear and beyond sight of the ferry, you leave this military road and enter the trees. The forest is too dense for you to continue on horseback, so you abandon your mount and continue on foot. Pick a number from the Random Number Table. If the number you have picked is 4 or less, turn to 5. If it is 5 or higher, turn to 166. 319 Using your Kai camouflage skills, you slip away from the departing crowd unseen and hide behind a pillar where you wait until the hall is empty. You then emerge and hurry across to the north door through which Vandyan made his exit. This door is locked and you quickly determine that it is held secure by a· combination lock, whose dials are on the other side. You place your ear to the smooth surface and concentrate on moving the lock's deliicate tumblers by the use of. your Magnakai Discipline of Nexus. If you possess Grand Nexus, turn to 297. If you do not possess this Discipline, turn to 148. J 'j '\ II j 1, 320 Hulsta bids his wife a fond farewell and she, in turn, wishes you good luck and godspeed. During your absence she will make arrangements for your escape from Duadon to a place of safety. 'May Ishir protect you both,' she says, as she watches you descend the steps and walk across the yard to the rear gate. ill I,. ",I 320-321 Running along the back wall of Hulsta's yard is an alleyway, one of a thousand such passages that weave around the main streets of Duadon like cappillaries around veins. It is dark now, and the alleys are unlit, yet Hulsta leads you expertly through the maze of narrow passageways. Soon you arrive at the rear of a three-storeyed shop where Hulsta stops to peer over the rear wall. 'This is the place I showed you on the plans,' he whispers. 'I came here three months ago to make sure that it's still possible to get into the old tunnel from here. It is, although since then a problem has arisen. The shop has a new owner, a saddlemaker, and he is fiercely loyal to Vandyan. We must get into the cellar without his knowledge.' Hulsta checks that the coast is clear, then he climbs over the wall and unbolts the rear door to let you into the yard. You discover that the shop is closed; there are no lights and its solitary rear door is locked. Hulsta suspects that the owner has retired early to bed. You examine the door and detect that it is not bolted. It is secured by a simple mortice lock. Pick a number from the Random Number Table. If you possess a Dagger or a Spike, add 1 to the number you have picked. If you possess the Discipline of Grand Nexus, add 2. If your total. score is now 3 or lower, turn to 265. If it is 4-7, turn to 170. If it is 8 or higher, turn to 89. 321 In an attempt to distract the Eldenoran archers, 321-323 you call upon your advanced Kai Discipline to create the sound of thunder which you project towards the end of the bridge, on the Salonese side of the river. Pick a number from the Random Number Table. You may add 1 to this number for every level of Kai rank you have attained above the rank of Grand Master Senior. If your total score is now 6 or lower, turn to 275. If it is 7 or higher, turn to 306. 322 You are within 5 feet of the archway when an arrow grazes your scalp and makes you stumble to the ground: lose 1 ENDURANCE point. Immediately you scramble forwards on your hands and knees to the cover of the archway and, once you are hidden from Vandyan's men, you leap up and make good your escape. Turn to 223. 323 As you approach the door, your Kai sixth sense tells you that the chamber beyond is empty. Confident in your natural ability, you twistthe iron handle and push against the heavy portal. Silently it swings open on well-oiled hinges to reveal an empty circular chamber. A large iron-rimmed chute is set into its stone wall, and when you exammine this opening, your stomach turns. Its surfaces are smeared with traces of human blood. You can hear the distant sound of rushing water and sud- 323-324 denly you realize that this chute leads directly to the river which flows beneath Duadon. From its condiition and location you conclude that this chute has a single, sinister purpose: it is used by the gaolers of Skull-Tor for the swift disposal of prisoners who die in their charge. As you turn to leave this grim chamber, you notice a Mace and a Small Shovel standing propped against the wall, close to the door. If you wish to take either of these items, record them on your Action Chart. Upon leaving this chamber, you can examine the door which stands directly opposite by turning to 274. Or you can go right and continue· along the corrridor by turning to 1 73. 324 Quickly you gather your equipment and hurry back to the edge of the gorge in search of safer shelter from this ferocious storm. Through the sheeting rain you can see the rocky knoll. It is devoid of trees and underrgrowth and offers no protection from the lashing rain, but when you magnify your vision you notice that beneath its jutting slate base there is a dry hollow. You struggle through the mud and eventually you reach the hollow. Shivering and exhausted, you settle yourself down and attempt to sleep here while the storm rages unabated. Unless you posssess the Discipline of Grand Huntmastery, you must now eat a Mealor lose 3 ENDURANCE points. Throughout the long night you are awoken several times by concussive booms of thunder that roll and reverberate along the gorge. For a while you sit up 324-325 and watch the wild and terrible beauty of this feroocious storm, but the fatigue of your long day's march cannot be suppressed for too long and you find yourself drifting off into fits of restless sleep. It is an hour after dawn when you finally decide to leave the hollow and press on with your long trek north. The worst of the storm has now passed but the rains persist and they hamper your progress. During the morning of the third day you catch sight of a trail that bisects the forest, running north to south. The heavy rain has transformed this dirt trail into a quagmire and several Eldenoran army waggons, laden with weapons and supplies, have become bogged down in the gluey mud. The troops attached to these wagons have set up tents among the trees and, to avoid the risk of running into them, you make a short detour to the east before continuing northwards once more. During the afternoon of the fourth day you stumble upon a clearing close to the northern perimeter of the Grochod Forest. The ground here is studded with sawn stumps and the soft soil is freshly turned, indicating that this area has only recently been cleared of trees. As you look across the clearing you feel a prickling sensation \ at the nape of .your neck. It is your Kai sixth sense and it is warning you that this place harbours a sinister secret. If you possess Kai-alchemy, turn to 36. If you do not possess this Discipline, turn to 191. 325 As you ride along the highway that heads north from Duadon, you see in the distance a pair of 325-326 grassy hillocks. The highway passes between them before rising to a cultivated plateau which is crissscrossed with irrigation channels. You are drawing closer to the hillocks when you notice two units of armoured riders are stationed here, one unit on either side of the road. These horsemen are clad in fearsome suits of_black armour, embellished with skulls and scarlet dragons, and their mounts are similarly protected by plates of burnished steel that shimmer like liquid fire in the light of the setting sun. 'Sinistrari!' whispers Delissa. 'Ishir protect us!' Coolly you steer your horse along the highway at a steady pace and pass beneath the watchful gaze of Vandyan's elite troopers. The mounting tension draws beads of cold perspiration from your brow, but these enemy riders offer you no challenge and you are able to continue unhindered. As you emerge from the hillocks, you whisper to Delissa out of the side of your mouth. 'Just keep riding .. . and don't look back!' It is not until you reach the safety of the plateau that you dare glance back over your· shoulder at Vandyan's horsemen, now five miles distant. Beyond them, silhouetted black against the darkenning sky, you see the walls of Duadon and the domed peak of Skull-Tor. Now that you are safely beyond reach, you raise your fist and give voice to a defiant cry of victory. 'For Sommerlund and the Kai!' Turn to 350. 326 You leave the ridge and trek across a ploughed field to get to a large barn, the closest of three 326-327 outbuildings surrounding the remote farmhouse. You enter this barn through a rear door and disc cover that it shelters 12 milk cows, housed in stalls, and a few dozen chickens which are penned into a corner. You climb a ladder to a hay loft where you discover a small store of milk, cheese and eggs (enough for 2 Meals). You feel tired after your earlier ordeal in the Grochod Forest, and so you make a comfortable nest in the hay and settle yourself down for some much- . needed sleep. You are awoken shortly before dawn by the sound of whistling. It is the farmer's eldest son and he has risen early to milk the cows. Carefully you crawl to the ladder and look down to see the young man standing directly below. He is holding a pitchfork in his right hand and he is about to climb up the ladder. You pull away to avoid being seen and hurriedly you look around for another way out. The only other exit is ~ small loading door through which bales of hay are hoisted by line and pulley into the loft. If you wish to leave the barn by way of the loadding door, turn to 133. If you decide to hide in the hay and wait for the farmer's son to go, turn to 181. 327 You retrieve the Mokradqn potion from your pack and pour it carefully over the slices of cold meat. Then you cover the meat with vegetables and carry the tray to the guards on duty outside the Rune Hall. They prop their halberds against the wall and 327-328 raise the visors of their helmets when they see you approaching. 'Where's Gragov?' asks a guard, as you set the tray of food down on a small table beside the door. 'He's gone sick,' you reply. '} hope it wasn't something he ate!' jokes his commrade. You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear the guards' anxious cries as their eyesight fails them. Then there is a loud metallic crash, and when you hurry to the top of the steps, you see them both writhing helplessly on the floor. You rush forward and deal each guard a heavy blow to the back of the head, rendering them unconscious. Turn to 120. XIX. The farmer's eldest son climbs the ladder up to the hay loft. 328 'Calm yourself, ma'am,' you reply, soothingly, 'I mean you no harm. I'd be most grateful if you'd let me sleep here in your stable this night.' 'No ... you can't stay here;' she stammers, 'you're not welcome. Go back to your regiment where you belong.' 'Pleasema'am,' you reply, 'I'd be willing to pay for my lodging with Gold Crowns.' Her tense face softens a little when she hears you . mention the word 'gold'. You sense that she may agree to let you and your horse use her stable if you 328-330 were to. affer her sufficient payment. First, decide haw many Gald Crowns yau are willling to. pay her far anight's ladging. Then pick a number fram the Randam Number Table and add this to. the sum af Gald Crowns. If yaur tatal is naw 8 ar less, turn to. 32. If it is 9 ar mare, turn to. 234. 329 Yau beckan Hulsta to. fallaw as yau wade through the icy waters tawards a grill that is fixed into. the ceiling. Using yaur Magnakai Discipline af Nexus, yau are able to laasen the dirt which halds this grill in place. Then yau farce it aut af its seating and help yaur companian to. climb through the apening. Yau are abaut to. take hald af Hulsta's autstretched hand and climb up after him when suddenly yau natice a trail af bubbles rising to. the surface of the subbterranean river. Yaur Kai senses scream a warning that a secand serpent is fast approaching yaur legs. If you wish to. leap up and scramble through the apening to. avaid this creature's imminent attack, turn to. 83. If yau chaase to. unsheathe yaur Kai Weapan and prepare to. defend yaurself, turn to. 68. 330 A great daar in the narth wall af the hall swings apen and through it strides a lean and elegant man, clad in a flambayant tunic af emerald and gald. He maves with the canfident grace af an athlete, yet his true age is revealed by his sagging jawls and the 330-331 laase falds af skin that hang dawn belaw his dark, malevalent eyes. The gathering af afficers salute their leader, Lard Vandyan, and they applaud when he climbs the steps af a marble dais in readiiness to. deliver his address. 'Varetta will be aurs by midnight tamarrow!' he annaunces, to. a roar af approval. 'The legians af Varka that I have dispatched to. Lyris will ensure this victary. The Kai have been sighted at Quarlen but we will entrap them. Our victariaus armies will march narth fram Suentina and crass the Siovian Range through the Narth Pass. We shall cut aff their supply route to. Casiarn and attack their defences at Quarlen from the rear. The Kai will have but two. chaices: to. die in Quarlen ar be forced narth into. the abyss af the Maakengarge.' Upan hearing this, the Eldenarans cheer their arroogant leader and praise his martial skill. Hawever, his ambitiaus strategy to. defeat the Kai fails to impress you for you know that Lone Wolf will be prepared far such an eventuality . You think it more likely that Vandyan's army will perish when it attempts to traverse the treacherous North Pass. Vandyan raises his hand and motions for silence. As the cheering dies away, he continues his address. His plans for the defeat of the Kai have failed to impress you, but when he reveals his strategy for the conquest of all Magnamund, it is then that you feel an icy chill of fear run down your spine. Turn to 50. 331 You whisper the wards of the Brotherhood spell PLevitation - and feel yourself rising from the ledge 331-333 of the loft door. As soon as you are clear of the doorway, you negate the effects of the spell to bring about a smooth descent to the ground. The instant your feet touch down on the pathway, you take off at a run towards the farm's main gate. ' Turn to 164. 332 You intone the words of the Brotherhood spell _ Mind Charm - as the guard pulls open the closet door, Quickly he finds your clothes and weapons, but you complete the spell just in time to prevent him from raising the alarm. Silently you command the guard to put down the items he has found and step away from the closet. He obeys your order, and as he closes the closet door, you tell him to erase from his memory all trace of what he has seen. 'There's nothing here,' he calls out to his comrade, 'let's be on our way. We've other places to check before dawn,' The two guards call off their search and leave, dragging their yelping dog behind them. Delissa stays in the yard and waits until they have all left, then she quickly returns to the parlour and locks the door behind her. Turn to 10. 333 The tip of the sergeant's spear gouges your thigh as your horse brushes past him (lose 3 ENDURANCE points), and another spear skewers your Backpack and damages one of the contents (erase the item you have recorded at the top of your Backpack 333-334 Items list). You suffer the pain of your wound in silence and urge your horse to the gallop, Eldenoran curses echo across the fields as you race away from their campfire and head towards a disstant ribbon of silver that is the River Storn, glimmmering in the starlight. Shortly you come to a highway that runs parallel with the Storn. You cross over this road and descend a bracken-covered slope towards the river's east bank. As you approach the rushing waters, you happen upon a derelict hut in the middle of a copse of apple trees picked bare by the invading army. The hut is empty but there is some straw on the ground that will feed your horse, and so you decide to rest here for the few hours that remain before dawn. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Mealor lose 3 ENDURANCE points. To continue, turn to 272. 334 You are engulfed by a white hot sheet of fire that singes every fibre of your body and mind: lose 8 ENDURANCE points. The devastating effect of Zorkaan's psychic assault has damaged a part of your mind that controls your Kai abilities. In addition to the physical damage susstained, you must also forfeit the use of one of your Grand Master Disciplines for the rest of this misssion. (If you survive the mission successfully, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.) 334-335 335-335 If you have survived this powerful attack, you may continue by turning to 157. Gwynian's briefing that the agents you must conntact can be found in Flank Street, in the city's Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that are headding towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately you soon disscover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen conntrol access to the avenue and they turn you away as you attempt to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the sootened buildings, you see two other roads that lead off from the South Gate square, to the east and west. The east road is called Knucklebone Lane and the west road is called Kettle Street. If you wish to enter Knucklebone Lane, turn to 257. If you choose to enter Kettle Street, turn to 301. 335 You take off your Backpack and pull aside its flap to expose part of the bejewelled Chalice. The guards' eyes fill with naked avarice when they glimpse its gem-encrusted gold, and they can ,barely contain their excitement. They order the folllowing riders and wagons to wait while they escort you away to the gatehouse. You are beginning to think that they intend to confiscate the Chalice and throw you in a cell, but the taller guard soon eases your fears. Quietly he says to you: 'Don't worry, friend. We'll jus' go somewhere private. We don't want all 0' Duadon witnessing our business.' You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. You hand over the T ekaro Chalice (erase this Special Item from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the city's south wall. 'Off y'go, trooper,' says the tall guard, and he ushers you through the arched doorway. The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the narrow alleyway towards the gatehouse arch. From the shadows, you observe the flagstoned square at the approach to the South Gate and note that the portcullis is raised and the flow of traffic has resumed. Wagons trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan's stronghold of Skull-Tor at the centre of the city. You recall 336 Mentally you recite the words of the Brotherhood spell- Mind Charm - and command the grinning 336-338 338-338 soldier to hurl his rock away from the boat. Obediently he complies with your psychic commmand and his missile splashes harmlessly into the river, several yards behind. As you glide beneath the bridge, you· hear his comrades laughing and cajoling him for missing such an easy target. Turn to 88. and her husband carefully unfurls the yellowed parchment upon it. 'One of my ancestors was an engineer who worked on the construction of Skull-Tor,' says Hulsta. 'These are his original plans - the only ones that remain in existence today.' The parchment has faded with the passing of cennturies, yet it still contains a wealth of information. Hulsta indicates the perimeter of the fortress's inner keep, its great arch, and the location of several subterranean chambers. Of particular `interest is the course of an· underground river, which passes directly below the fortress, and a series of tunnels which connect Skull-Tor to remote parts of the city. 'These passageways were constructed as escape routes for Prince Jiokara, the ruler who commisssioned the building of Skull-Tor. Many have since been sealed off or have collapsed into the river, but there is one that still exists.' Hulsta indicates its location on the map and you notice that it passes beneath the city's Northern Quarter. 'We can gain entry to this tunnel from the cellar of a building located on the corner of Cillan Square. I propose we go there tonight. I shall act as your guide and I will take you into Skull-Tor by this route. Once we have gained entry, you must complete your mission alone. I will stay in the tunnel and await your return. Then I shall bring you out of the tunnel and escort you to a safe place where we can await the arrival of the victorious Freeland armies.' You voice your approval of Hulsta's plan and he smiles. He is glad to have been given the chance 337 You bring your Mastery of Grand Nexus into. play and the lock readily clicks open. Pulling open the heavy iron door, you discover an unguarded antechamber which leads to an echoing hall. Along the left wall of this windswept hallway are tall arched windows that command a view of the parade ground surrounding the inner keep of Skull-Tor. You recall Hulsta speaking about this keep shortly before his untimely death and, when you focus your Kai senses upon its imposing walls, you detect that it harbours the evil power that you have come to destroy. From the cover of the antechamber, you observe the keep and determine that entry to it can only be gained via a drawbridge which gives access to an archway located some 20 feet above the ground. To reach this bridge, you will have to ascend to the next level of Skull-Tor. This will not be an easy task, for the hallway and the parade ground are swarming with Eldenoran officers and Vorka slaves. To continue, turn to 260. 338 Hulsta walks over to a bookcase and, from a secret compartment in its base, he takes out an ancient scroll. Delissa clears some space on a dining table 338-339 ''''lLl! to contribute to the downfall of the tyrant Lord Vandyan whom he despises. Before you set off, he excuses himself for a few minutes so that he may change out of his working clothes. While he is getting dressed, Delissa suggests that you may wish to visit their workshop. 'We have many tools,' she says." 'There may be some that would be useful during your mission. You're welcome to take whatever you wish.' If you wish to accept Delissa's offer to visit their workshop, turn to 79. If you choose to decline her offer, turn to 19. \,\\\\l\' 1(1;, 1\11\\'\\ ~ 339 You run headlong through the pines, desperate to put distance between yourself and the nameless horror that feasts upon the souls of the slain. Yet your swift escape is greatly hampered by thorny undergrowth and muddy ground, ·and by the exposed roots of trees that are wound round with claw-toothed briar. You are forcing your way through a tangle of dense foliage when you catch your foot on an exposed root. Suddenly the ground seems to disappear beneath your feet, and you lurch forwards to tumble head over heels to the bottom of a steep gully. Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 3 to the number you have picked. If you possess Grand Hunttmastery, add 2. If you possess Grand Nexus, add 1. If your total score is now 4 or lower, turn to 224. If it is 5-9, turn to 307., XX. Hulsta carefully unfurls the yellowed parchm~nt of an ancient scroll. 339-341 342-343 If it is 10 or higher, turn to 103. 342 You intone the words of the Old Kingdom spell Invisible Fist - and hold out the palm of your right hand, directing it towards the Eldenoran thief as he climbs on to his horse. You feel a surge of tingling power leap from your palm and shoot towards his back. This invisible ball of concussive energy strikes him hard, spinning him out of his saddle with the force of its impact. He hits the ground head-first and you hear a bony Crack! echo in the darkness as his neck snaps beneath the weight of his loot-laden body. Limply, the Eldenoran rolls over and lies still, his robbing days are over for good. Turn to 49. 340 As Vandyan's vile curse echoes around the hall, the procession of Vorka that are streaming from the bell-chamber suddenly slows to a halt. As if awakkening from a walking sleep, they rub their eyes and take stock of their surroundings, then they come swarming towards the iron steps. They are quickly joined by others of their kind who pour back into the pit from the archway on the far side. These Vorka are armed with bladed weapons, and beyond the archway you glimpse the armoury whence they have returned. As the first sWarm of unarmed Vorka come lurchhing and scurrying up the steps, you realize that you must act quickly to stop them if you are to save yourself from being crushed by this reptilian horde. If you possess a Phosphor Bomb, turn to 163. If you do not possess this Special Item, turn to 190. 341 The owner is plainly disappointed that you have not entered his shop on business. Impatiently he replies: 'I don't know. You're looking for a street that's way over on the other side of Duadon. The only "Flank" I know is Flank Wall. That's at the end of the lane. You go right when you get to the watchtower and you're in Flank Wall. Maybe, if you follow it far enough, it'll lead to Flank Street. I can't say for sure.' To continue, turn to 228. 343 You spin around and reach instinctively to your Weapon, but you stay your hand when you realize that you have collided accidentally with a young Eldenoran herald. The bumbling messenger stuttters an apology. Then he drops down on to his hands and knees and attempts to retrieve the maps and scrolls that he was carrying, which are now scattered across the floor. As he gathers up his papers, you notice that he has a leather band attached to his right wrist. 'Oh dear,' he whines, 'I'll be late, and Captain Dvedka hates to be kept waiting. He'll throw me in the d ... doodungeons. He promised he w ... would the last time I was 1. . .late.' You help the herald gather his documents and, by the use of your Magnakai Discipline of Nexus, you remove his wristband and pocket one of his maps 343-344 344-345 without his knowledge. (Record the Skull-Tor Wristband and Battle Map on your Action Chart as Special Items. You need not discard any other items in their favour if you already possess the maximum number permissible.) The hapless young herald thanks you for your assistance and then he hurries away towards the drawbridge. You watch him approach the guards and, after a brief altercation, you see one of them reach to a bell that is fixed to the parapet of the drawbridge. He rings it once and, within a matter of seconds, a troop of six guardsmen comes runnning out of a doorway that stands across from the entrance to the bridge. You hear the herald protesting his innocence as they escort him away to the guardroom. As soon as they have disapppeared from view, you fix the leather band to your wrist and take the map from your pocket. Then you approach the drawbridge with a purposeful stride, and raise your right hand to show your Wristband as you come to within a few feet of the arm'oured guards. Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked. If your total score is 7 or lower, turn to 14. If it is 8 or higher, turn to 212. line the walls. Hulsta hurries past them to the south-east corner of the cellar where he drops to his knees. Carefully he places the lantern down on the floor and then he runs his hands lightly across the surface. 'Ah, here it is!' he says, locating something hidden beneath the dirt. He unsheathes a dagger and scrapes at the encrusted grime to reveal the outline of an old trapdoor. With your help, he prises open this hinged iron cover to reveal a dark shaft. You can hear the distant sound of water, and when Hulsta lowers his lantern into the opening, you see the floor of a passage less than eight feet below. This is the tunnel,' he says, excitedly. 'It's exactly as shown on the plans.' Hulsta drops through the opening and you pass him the lantern., Then you enter the shaft and pull the trapdoor down behind you. It slams shut with a resounding clang. This gloomy tunnel echoes to the far-off sound of rushing water and the occasional squeak of rats. Hulsta leads the way and you follow in his foottsteps, taking care not to scrape your head against the ·low, mould-encrusted ceiling. If you possess Herbmastery, turn to 225. If you do not possess this Discipline, turn to 298. 344 The cellar is filled with the overpowering stench of tannic acid, a fluid used by the saddlemaker to connvert his raw animal hides into leather. Hundreds of gallons are stored here in stout wooden casks that 345 You are awoken several times during the night by explosive booms of thunder that roll and reverberrate along the gorge. For a while you sit up and watch the wild and terrible beauty of this ferocious 345-346 346-348 storm, but the fatigue of your long day's march cannot be suppressed for too long and you find yourself drifting off into fits of restless sleep. It is an hour after dawn when you finally decide' to leave the dry hollow and press on with your long trek north. The worst of the storm has passed but the rains persist to hamper swift progress. During the morning of the third day you catch sight of a trail that bisects the forest, running north to south. The heavy rain has transformed this dirt trail into a quagmire and several Eldenoran army wagons, laden with weapons and supplies, have become bogged down in the gluey mud. The troops attached to these wagons have sought shelter among the trees and, 'to avoid running into them, you make a short detour to the east before continnuing northwards once more. During the afternoon of the fourth day you stumble upon a clearing close to the northern perimeter of the forest. The ground is studded with sawn stumps and the soft soil is freshly turned, indicating that this area has only recently been cleared of trees. As you look across the clearing you feel a prickling sensation at the nape of your neck. It is your Kai sixth sense and it is warning you that this place harbours a sinister secret. If you possess Kai-alchemy, turn to 36. If you do not possess this Discipline, turn to 191. saddlemaker's shop. You sprint the last few yards and, as you enter the welcoming darkness of the alleyway, you look back over your shoulder and give thanks to Ishir that the riders were not armed with more cavalry crossbows. Bor pistols are notooriously inaccurate, especially when fired from the saddle, and you are not greatly surprised to have survived all 13 of the pistol balls that were just disscharged at your back. Turn to 77. 347 By use of your Kai Grand Mastery, you are able to weaken and loosen the mortar which secures the bars of the cell window. Within minutes, the morrtar has crumbled sufficiently for you to be able to dislodge three of the bars and create a gap big enough through which to escape. To continue, turn to 27. 346 The volley of lead shot whistles past you to smash the windows and tear stone from the walls of the 348 'Ishir be praised! My prayers have been heard!' yells the Slovian prisoner gleefully when his captors are felled by your deadly blows. As you step over their bodies and approach him, he leans forward in his saddle and holds out his hands, inviting you to cut through the rope that is wound tightly around his wrists. 'My eternal thanks, sire,' he says, as you sever his bonds. He then jumps down from his horse and offers his hand in friendship. 'My name's Rouf,' he beams, and a wide smile cracks his dark, travellgrimy features. Those Eldenoran curs captured me on the plain east o'T ekaro two days past. I was left 348-348 348-350 behind to spy on their movements when my regiiment pulled back to Suentina. Seems we may have somethin' in common, you and I. We're both operratin' behind enemy lines, eh?' The jovial Slovian helps you to hide the dead Eldenorans in the dense undergrowth. During this task he asks if you are a mercenary from Casiorn. When you tell him that you are a Kai, his jaw drops open with amazement. 'A Kai Lord . . . here in Slovia! Ishir be praised. Perhaps we shall win this war after all.' You confide in Rouf that you are on a secret mission and that you must reach the River Storn near T ekaro as soon as you can. Now that your sailboat has been destroyed by fire, you have little option but to conntinue by horse. Rouf offers to help but he warns you that the city of T ekaro has fallen to the Eldenorans. They occupy the city and have thousands of their Vorka encamped outside its walls. From Tekaro they have been sending reinforcements to their armies fighting across the Siovarian plain and along the River Suen. This whole region is alive with enemy patrols and it will be difficult for you to avoid them on your way to the Storn. Rouf suggests that you wear one of the dead Eldenorans' uniform, and that he accompany you upon the road to T ekaro, posing as your prisoner. His uncle lives in the forest hear the River Quarl, a day's ride from here, and that is where he wants to go now that he is free. You agree to his plan and swap your Kai journeyyman clothes for the uniform of a· dead Eldenoran scout. (Yau stow your own kit in your Backpack, which requires space equal to two normal items. If your Backpack is full, you must discard two items to create sufficient space for your Kai clothes.) Having changed uniform, you mount one of the Eldenoran horses and ride with Rouf back along the forest track heading south towards Tekaro. Turn to 261. 349 You inspect the vials closely and your advanced Kai skills help you to determine that the strange jellyylike substances contained within these glass tubes possess strong psychic properties. You cannot accurately gauge the strength of these psychic potions, but you are able to determine their effects. The contents of the Red Vial, when swalllowed before psychic combat, will increase your mental defences. The contents of the Blue Vial will boost your psychic attacks. The contents of the Yellow Vial, however, will reduce the effectiveness of your psychic defences and could render you especially vulnerable to mental assault. If you wish to keep either the Red Vial, the Blue Vial, or the Yellow Vial, record it on your Action Chart as a Special Item which 'you carry in your tunic pocket. To continue, turn to 17. 350 It is nearly dark when you enter the hills and ride with Delissa to your rendezvous at Xaitar's Rock. Within minutes of arriving at this spire of weathhered granite, you see a thin sliver of light in the darkening sky. You magnify your vision and your heart skips a beat when you see that this sliver is 350-350 the sleek metal hull of Cloud-dancer - Guildmaster Banedon's wondrous flying ship - fast approaching from the south-west. Banedon brings his vessel to a halt directly above the spire of rock. Then a landing cage is winched down and a young Toranese crewman beckons you and your companion to step inside. Your stomach flutters as the cage is hoisted up to the deck of the flying ship where the Guildmaster himmself is waiting to greet· you and congratulate you upon the success of your mission. Within minutes of your arrival aboard, a new route is charted and Cloud-dancer is set on course for the city of Varetta. The journey by air takes little more than two hours and, although darkness has fallen, Banedon has little difficulty locating the city. Its siege-damaged walls are ringed with beacons of fire that are visible from 50 miles. As you draw closer, you see the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the Freeland Alliance marching proudly towards the city gates. The beaacons guide Banedon's craft towards the centre of the city where it is made to hover above the Halls of Learning. Swiftly you are lowered by cage to the grounds of this magnificent building where the New Order Kai are encamped. You are greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It is a joyful and victorious reunion, one that will live for ever in your memory and in the legends of the New Order Kai. News of your arrival spreads quickly through 350-350 Varetta and you are feted by its grateful citizens. By your brave action, the cruel siege of their city was lifted. Following a night of celebration, Lone Wolf orders you to return in triumph to the Kai Monastery aboard Cloud-dancer the next day. He will ride home with the New Order and arrive with them in a week's time. Gladly you obey your leader's command, and shortly before noon you wave farewell to your proud brothers from the deck of Banedon's magnificent flying ship. Early the next day, you arrive at the Kai Monastery and deliver the glad news of your victory at SkulllTor. Warmly the defenders praise your achieveement and listen in awe when you recount the details of your perilous mission. You inform them that Lone Wolf and the Kai crusaders are returning from Varetta and will arrive at the monastery one week from today . You are now the highest ranking Kai present at the monastery and so you take charge and oversee preparations for their welcome home. Five days pass and the preparations are completed ahead of schedule. Everyone is looking forward with eager anticipation to their return. It is late in the afternoon when a Kai scout named Gold Rain arrives unexpectedly at the monastery. His face and clothes are badly travel-stained, and it is clear from his state of near-exhaustion that he has riddden hard without rest. You are hoping that he brings glad tidings, but you soon learn the contrary. Gold Rain has grave and shocking news to impart. You learn that Lone Wolf has disappeared. During an overnight encampment on the outskirts of Ruanon, your leader was abducted. Those who witnessed the abduction said the Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. 50 swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away. A cold chill runs down your spine when you listen to Gold Rain's report. His description of the whirling black shadow is identical to the form adopted by Zorkaan the 50ultaker. You are filled with a gnawing sense of doubt, a fear that the destruction of the rune used by Vandyan to summmon Zorkaan did not bring about the fell creature's demise. Instead, it has trapped Zorkaan on Magnamund. Immediately you suspect that Lone Wolf's abduction is an act of revenge. Your sixth sense tells 'you that Lone Wolf is still alive and preesent somewhere upon Magnamund, but you cannnot determine where that place is. You have achieved a great victory at Duadon, but the shocking news of Lone Wolf's disappearance casts a shadow of doubt over your triumph there. You fear that the loss of your illustrious leader is too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct is to do everything in your power to find Lone Wolf and release him from his shadowy abductor. But this will be a great and difficult task, one that is sure to test your bravery and skills to the limit. If you have the courage and resolve of a true Grand Master, the challenge of finding and freeing Lone Wolf awaits you in the next exciting adventure, entitled: TRAIL OF THE WOLF