The Jungle of Horrors

You are Lone Wolf — the last Kai Master of Sommerlund — sworn avenger of your forefathers, the Kai Lords. To achieve your vow you must find the Lorestone of Ohrido, known to be hidden in the jungle-swamps of the Danarg. Guided by Lord Paido, warrior-magician of Dessi, you set off across the war-torn lands of Talestria on your vital secret mission. But your quest is soon endangered when your identity is discovered by agents of your mortal enemies — the Darklords of Helgedad. Can you survive the assassins of Gnaag, the armies of Warlord Zegron, and the Chaos-creatures of Agarash the Damned? Will you fall foul of their evil schemes, or will you defeat them and fulfil your destiny?

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

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

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

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

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

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold over 11 million copies around the world.

Beginning in 1996, Joe worked in the games industry as script writer and games design consultant.

In late 1999, Joe gave his readers his millennium gift by sharing his works freely through what became Project Aon. Other creators added their own gifts to his: Gary Chalk, Brian Williams, Ian Page, Rob Adams, Paul Bonner, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, and Graham Round.

After a brave and private ten-year battle with illness, Joe Dever passed away in November 2016 leaving behind a legacy of goodness and honour that has earned him a loyal, enduring following among the readers who continue to find adventure in the worlds he created.

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

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

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

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

When asked, Gary generously and unhesitantly allowed Project Aon to include his illustrations so that readers the world over could enjoy his iconic contribution to the first eight Lone Wolf gamebooks.

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

Publication Date: 15 February 2018

Text © 1987 Joe Dever. Illustrations © 1987 Gary Chalk.

Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Table of Contents

- Title Page

- Dedication

- Acknowledgements

- The Story So Far …

- The Game Rules

- Magnakai Disciplines

- Equipment

- Rules for Combat

- Levels of Magnakai Training

- Lore-circles of the Magnakai

- Improved Disciplines

- Magnakai Wisdom

- Numbered Sections

- The Danarg Swamp

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Dedication

To Ros

Acknowledgements

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

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits

Transcription

Matthew Reynolds

Illustration Transcription

Jonathan Blake

Paul Haskell

Simon Osborne

Daniel Strong

XML

Jonathan Blake

Simon Osborne

Alternate Illustrations

JC Alvarez (Action Charts)

Jonathan Blake (Extramatter Charts and Tables)

Michael Hahn (Map)

Proofreading

Simon Osborne (Frontmatter and Sections 1–70 and 106–140)

Matthew Reynolds (Frontmatter and Sections 71–105 and 141–280)

Vito Trifilo (Sections 281–350)

Editing

Mike Feldman

Alex Hambly

Ingo Klöcker

Mark Laird

LeRoy McSwain

Simon Osborne

Timothy Pederick

Matthew Reynolds

Thomas Wolmer

Coordination

Jonathan Blake

Special Thanks

Boris Basic, Jan Charvát, Erik Forsell, Javier Fernández-Sanguino Peña, Matt Johnston, Benjamin Krefetz, Dewi Morgan, Laurence O'Toole, Sam Seaver

The Story So Far …

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

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

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep within the island stronghold known as Kazan-Oud — Castle Death. In the years since Sun Eagle first came to Dessi, the fortress of Kazan-Oud had become the abode of a great but evil sorcerer called Zahda. The Elder Magi, realizing the danger of Zahda's increasing power, attempted to destroy Kazan-Oud, but they failed. In desperation they constructed a prison of energy around the fortress to prevent Zahda from ever escaping. Steadily, however, his power grew and the people of Dessi lived in fear of the day when he would break free and wreak his vengeance upon them. When you resolved to enter Kazan-Oud to retrieve the Lorestone, the Elder Magi rejoiced, for the success of your quest would bring about the destruction of Zahda and put an end to the bane that had haunted Dessi for hundreds of years.

You survived the perils of Castle Death and emerged triumphant, achieving that which the Elder Magi had believed to be impossible. During the victory celebrations held in your honour you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai — ‘sons of the sun’. One was named Ikar, which means ‘eagle’; the other was called Skarn, which means ‘wolf’. A prophecy foretold that the koura-tas-kai would come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose, and one destiny — to triumph over the champions of darkness in an age of great peril.

At the Temple of Truth in Elzian, the magnificent capital city of Dessi, the Elder Magi prepared you for the next stage of the Magnakai quest. Lord Rimoah, the speaker of the High Council, tutored you in the ancient histories of Magnamund, and you received lessons in lore that you would have learned from the Kai Masters if only they had survived the attack by the murderous Darklords of Helgedad.

The Lorestone you must find now lies hidden in a temple in the centre of a jungle-swamp known as the Danarg. In ancient times this huge area, once the crater of a massive volcano, was controlled by a powerful lord of evil called Agarash the Damned. The Elder Magi defeated him in a war that lasted one thousand years and, in the wake of his destruction, they turned the Danarg crater into a rich and fertile paradise, the perfect setting for their most sacred place of worship — the Temple of Ohrido. The Danarg flourished until a great plague befell the Elder Magi and decimated their race. They were forced to abandon the Danarg and seek refuge in Dessi. Slowly the Danarg was consumed by a creeping mire, which swallowed or poisoned all healthy forms of life. The crater became a sanctuary for a host of evil creatures who thrived in the fetid waters and fought for control of the treacherous shifting mud flats. Many came from the barren hills of Ogia, but many more awoke from lairs deep beneath the crater where they had lain dormant since the defeat of their master, Agarash the Damned, eight thousand years ago.

Now the time for study has passed and the time for swift action has arrived. Grim news from the west prompts the Elder Magi to cease their counselling and arrange for your immediate passage to the Danarg. In the Darklord city of Helgedad a civil war has raged for five years following your defeat of Haakon, Archlord of the Black City. Now, a new lord sits upon the throne of Helgedad — Darklord Gnaag of Mozgôar.

‘The Darklords are united behind their new leader,’ reports Lord Rimoah solemnly to his fellow elders of the High Council. ‘And they are hungry for conquest and revenge. Their strength grows with each passing day. We dare delay no longer.’

Silently the members of the High Council rise from their seats and turn to face you. No sounds reach your ears, yet the words of their blessing fill your mind.

‘May the Gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn,’ they intone.

The Game Rules

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

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

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

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

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

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 8. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

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

Magnakai Disciplines

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

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

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

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

Weaponmastery

This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.

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

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

Animal Control

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

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

Curing

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

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

Invisibility

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

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

Huntmastery

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

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

Pathsmanship

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

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

Psi-surge

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

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

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

Psi-screen

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

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

Nexus

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

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

Divination

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

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

If you successfully complete the mission as set in Book 8 of the Lone Wolf Magnakai series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 9. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures, may then be used in the next adventure, which is called The Cauldron of Fear.

Equipment

Before leaving Dessi on your journey to the Danarg, the Elder Magi give you a map of the jungle-swamp and its surrounding lands, and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart. If you have successfully completed books 1–7 of the Lone Wolf adventures, you may add this sum to the total sum of Crowns you already possess. You can carry a maximum of only fifty Crowns, but additional Crowns can be left in safekeeping at your Kai Monastery.

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

- Sword (Weapons)

- Bow (Weapons)

- Quiver (Special Items) This contains six Arrows. Tick them off as they are used.

- Rope (Backpack Items)

- Potion of Laumspur (Backpack Items) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

- Lantern (Backpack Items)1

- Mace (Weapons)

- 3 Meals (Meals) Each Meal takes up one space in your Backpack.

- Dagger (Weapons)

- 3 Fireseeds (Special Items) When thrown against a hard surface, these Fireseeds explode and burn fiercely.

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

How to Carry Equipment

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

- Sword — carried in the hand.

- Bow — carried in the hand.

- Quiver — slung over your shoulder.

- Rope — carried in the Backpack.

- Potion of Laumspur — carried in the Backpack.

- Lantern — carried in the Backpack.

- Mace — carried in the hand.

- Meals — carried in the Backpack.

- Dagger — carried in the hand.

- Fireseeds — carried in your pocket.

How Much Can You Carry?

Weapons

The maximum number of weapons that you may carry is two.

Backpack Items

These must be stored in your Backpack. Because space is limited, you may keep a maximum of only eight articles, including Meals, in your Backpack at any one time.

Special Items

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.

The maximum number of Special Items that can be carried on any adventure is twelve. Any additional Special Items may be left for safekeeping at the Kai Monastery.

Gold Crowns

These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.

Food

Food is carried in your Backpack. Each Meal counts as one item.

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given initial capitals (e.g. Gold Dagger, Magic Pendant) in the text. Unless you are told it is a Special Item, carry it in your Backpack.

How to Use Your Equipment

Weapons

Weapons aid you in combat. If you have the Magnakai Discipline of Weaponmastery and a correct weapon, it adds 3 points to your COMBAT SKILL. If you enter a combat with no weapons, deduct 4 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two Weapons at once.) You may only use one Weapon at a time in combat.

Bow and Arrows

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

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

If you enter combat armed only with a Bow, you must deduct 4 points from your COMBAT SKILL and fight with your bare hands.

Backpack Items

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

Special Items

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

The maximum number of Special Items that a Kai Master can carry during an adventure is twelve. Any additional items may be left for safekeeping at the Kai Monastery.

Gold Crowns

No form of currency is used in the Danarg. However, you will be able to use Gold Crowns during your journey through the land of Talestria. There the unit of currency is the Lune, but Gold Crowns are readily accepted at an exchange rate of four Lune for every one Gold Crown.

Food

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

Potion of Laumspur

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. It cannot be used to increase ENDURANCE points immediately prior to a combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

[1] The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.

Rules for Combat

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

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

The sequence for combat is as follows:

1. Add any extra points gained through your Magnakai Disciplines and Special Items to your current COMBAT SKILL total.

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

Example

Lone Wolf (COMBAT SKILL 15) is attacked by a Nightstalker (COMBAT SKILL 22). He is not given the opportunity to evade combat but must stand and fight as the creature leaps on him. Lone Wolf has the Magnakai Discipline of Psi-surge to which the Nightstalker is not immune, so Lone Wolf adds 4 points to his COMBAT SKILL, giving a total COMBAT SKILL of 19.

He subtracts the Nightstalker's COMBAT SKILL from his own, giving a Combat Ratio of −3. (19 − 22 = −3). −3 is noted on the Action Chart as the Combat Ratio.

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

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

Example

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

- Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)

- Nightstalker loses 6 ENDURANCE points

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

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

7. Repeat the sequence from Stage 3.

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

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

Evasion of Combat

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

Levels of Magnakai Training

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

1. Kai Master

2. Kai Master Senior

3. Kai Master Superior — You begin the Lone Wolf Magnakai adventures with this level of training.

4. Primate

5. Tutelary

6. Principalin

7. Mentora

8. Scion-kai

9. Archmaster

10. Kai Grand Master

Lore-circles of the Magnakai

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

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

Circle of Fire

Weaponmastery & Huntmastery

Circle of Light

Animal Control & Curing

Circle of Solaris

Invisibility, Huntmastery & Pathsmanship

Circle of the Spirit

Psi-surge, Psi-screen, Nexus & Divination

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

Lore-circle Bonuses

Circle of Fire

+1 CS+2 EP

Circle of Light

0 CS+3 EP

Circle of Solaris

+1 CS+3 EP

Circle of the Spirit

+3 CS+3 EP

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

Improved Disciplines

As you rise through the levels of Magnakai training you will find that some of your skills will improve. If you have reached the rank of Primate (four skills) or Tutelary (five skills) you will now benefit from improvements to the following Magnakai Disciplines:

Primate

Animal Control

Primates with this Magnakai Discipline will be able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.

Curing

Primates with this skill will have the ability to delay the effect of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not able to neutralize a poison, he will be able to slow its effect, giving him more time to find an antidote or cure.

Huntmastery

Primates with this skill have a greatly increased agility and are able to climb without the use of climbing aids, such as ropes, etc.

Psi-surge

Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.

Nexus

Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.

Tutelary

Weaponmastery

Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, you will lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.

Invisibility

Tutelaries are able to increase the effectiveness of their skill by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.

Pathsmanship

Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.

Psi-screen

Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.

Divination

Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities, although they may not be able to if the creature or object is shielded from detection.

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

Magnakai Wisdom

The quest for the Lorestone of Ohrido will be fraught with danger, for the temple in which it lies is situated deep within the Danarg. Make notes as you progress through the story — they will be of great help in this and future adventures.

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

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

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

Good luck!

1

You leave Elzian under cover of darkness on a trading ship bound for Garthen. It is a trim vessel, lean-prowed and simple in design — one of a thousand such ships that sail the chain of land-locked seas and lakes dividing the northern and southern continents of Magnamund. Its passage along this great waterway called the Tentarias is unlikely to invite undue attention, and it is for this reason that the Elder Magi have placed you aboard. The nature of your voyage is secret, but you are not alone, for a guide has been chosen to accompany you on your dangerous mission. His name is Paido, a tall, ebony-skinned Vakeros, who is a master of the art of battle-magic. Among his fellow warriors he is a high-ranking lord, respected and honoured for his bravery and skill on the field of battle. Now, for the mission that lies ahead, he has exchanged his gold and scarlet robes for the clothes of a commoner, a roving adventurer with a sword for hire. It is a disguise you too have adopted to veil your true identity on the long voyage to the land of Talestria, where a rendezvous with royalty awaits you.

You sail westwards, a benevolent wind filling the triangular sail and skimming the ship across the still, blue waters. The hull seems to slide over the surface of the water rather than cut its way through, and you cannot help but wonder if Paido has conjured some magic to speed your passage. Your first port of call is the city of Talon, where food stocks and fresh water are replenished. Then the voyage continues along the Tentarias to the port of Orello, the last stopping place before your ship-bound journey ends at Garthen — crown capital of Talestria.

It is an hour past midnight when you dock at Varnos Harbour in Garthen, a sprawling network of quays and cracked stone jetties that shelter great fleets of merchants, traders, and dhows. Silently like a shadow, you disembark and follow Paido through the twisting harbour streets, slowly climbing the steep stairs that connect one level of Garthen to the next. Rusty lanterns cast pools of yellow light beneath the timbered balconies, illuminating the stalls of merchants and vendors who will haggle, brag, and barter in the crowded streets till dawn. Paido halts at an iron-shod door and raps the grille with the hilt of his blue-steel sword. A man's face appears, stern and handsome, with smooth dark hair and keen, intelligent eyes. A smile of recognition softens his lordly features when he sees Paido. In an instant the door swings open and you are ushered inside.

The man's name is Adamas, Lord Constable of the Royal Citadel, protector and cousin of Queen Evaine of Talestria. For centuries a strong bond of friendship has existed between the royal household and the magicians of Dessi, and when called upon by the Elder Magi to help you in your quest, Queen Evaine pledged her support without hesitation. She has volunteered the services of Lord Adamas, who is to ensure your safe and unhindered passage through Talestria to the borders of the Danarg. At dawn, after snatching a few hours' sleep, you are taken by coach to the east city wharf, where an empty corn barge is waiting to ferry you up-river. Haulage is provided by eight large ghorkas — hairy, ox-like creatures from the plains of Slovia — which are harnessed to the barge by chains. They lumber along the cobbled towpath, continually kept in line by the stinging lash of the barge owner's zull-hide whip. The next day the barge arrives at a small river village called Lona, where a detachment of Lord Adamas' cavalry, resplendent in surcoats of scarlet and grey, provide you with horses for the cross-country journey to the fortified city of Phoena.

Ill news greets you in Phoena, the city of triple towers. Zegron, warlord of Xanar, ruler of the barren highlands of Ogia, has amassed an army of Drakkarim warriors. Three days ago they attacked the border town of Luukos to the north. The Talestrian garrison put up a brave and spirited defence, but they were hopelessly outnumbered by the bloodthirsty Ogian horde that drove through the perimeter walls with battering rams and engines of war. The Drakkarim razed Luukos to the ground, and only a handful of survivors escaped to tell of the dreadful battle.

‘The situation is grave,’ reports Lord Adamas, on returning from an emergency conclave of his fellow Talestrian knights. ‘For decades Zegron and his minions have raided our northern territories, but never before with such determination and strength. We must mobilize our army for war, for it is war that Ogia has invited by its unforgivable attack on Luukos. I must return to Garthen to muster my retainers in preparation for battle and inform the Queen of the evil that threatens her realm. I can no longer escort you to the Danarg, though your quest must proceed in spite of all that conspires against it.’

He sends for his scribe, who arrives with helpers laden with the paraphernalia of his craft. He dictates an order of safe conduct and sets the impression of his signet ring into the hot wax seal before passing the parchment to you.

‘Our northern people are a frontier breed, wary and suspicious of strangers. If challenged, show this Pass and your safe passage will be assured by all who are loyal to Queen Evaine.’ (Mark this Pass^2 on your Action Chart as a Special Item which you carry tucked inside your tunic.)

Early next morning Lord Adamas accompanies you and Paido to the main square of Phoena; it is from here that your quest begins. The first leg of your journey to the Danarg will take you north to the town of Tharro which nestles in the fertile uplands of Talestria. There are two ways of reaching the town: you can travel by road or you can take a barge along the River Phoen. Consult the map before deciding which route to take.

If you wish to travel to Tharro by barge, turn to 271.

If you prefer to ride to Tharro along the Great North Road, turn to 109.

[2] Many sections in this book assume that you possess the Pass, therefore you should not discard it during this adventure.

2

The water looks so fresh and clean that you are tempted to use it to wash away the swamp grime that clings to your face and hands.

If you have the Magnakai Discipline of Psi-screen, turn to 116.

If you decide to wash in the pool, turn to 315.

If you choose to ignore the pool and wait for Paido, turn to 177.

3

The villagers give a spontaneous cheer when they hear you answer the old man's riddle correctly.3

‘Well done,’ he says, ‘you are right. If the brick counterbalances three-quarters of a brick plus three-quarters of a pound, then a quarter of a brick must weigh three-quarters of a pound. The whole brick must weigh four times as much as this, which is, of course, three pounds.’

The villagers are as good as their word. They stand aside and wish you safe passage as you leave Stia and continue your ride north.

Turn to 135.

[3] This is the correct answer to the riddle from Section 112.

4

For little more than a second the space between you and your target clears. You release your Arrow and it hurtles towards the necromancer's head. His death looks imminent, but he has escaped far greater threats than this. With a sudden sweep of his arm he parries the Arrow with the hilt of his rapier, and the Arrow disintegrates in a cloud of dust.

If you wish to draw another Arrow and fire again, turn to 310.

If you wish to shoulder your Bow and draw a hand weapon, turn to 291.

5

The gigantic spider closes in for the kill, its fangs dripping with sticky black venom and its coal-black eyes glinting greedily as it savours your scent.

If you have a Bow and wish to use it, turn to 324.

If you do not have a Bow or do not wish to use it, turn to 52.

6

The Arrow misses its mark by several yards, streaking into the forest behind the creature. There is no time for a second shot. You shoulder your Bow and make ready to draw a hand weapon as the beast closes in to attack.

Turn to 333.

7

The Count looks flabbergasted when you call out the correct answer.4 Dejectedly he hands over the beautiful Silver Box and quietly leaves the hold, oblivious to the cheers of the passengers who have seen him meet his match at last. If you wish to keep the Silver Box, mark it on your Action Chart as a Backpack Item.

Turn to 181.

[4] This is the correct answer to the riddle from Section 338.

8

As you unsheathe the sun-sword, a shimmering pulse of golden flame engulfs the blade from hilt to tip. Your attackers hesitate as the pure light washes over their hellish faces. They shriek with malice and leap forward once more, their bony hands now clutching weapons of black steel previously hidden beneath their robes.

Illustration I—They shriek with malice and leap forward clutching weapons of black steel.

Vordaks: COMBAT SKILL 28   ENDURANCE 40

Unless you possess the Magnakai Discipline of Animal Control, deduct 3 points from your COMBAT SKILL for the duration of the fight. These undead are immune to Mindblast (but not Psi-surge). Remember to double all ENDURANCE point losses sustained by your enemy due to the power of the Sommerswerd.

If you win the combat, turn to 202.

9

The encampment is alive with the screams and howls of the bloodthirsty Ghagrim, eager to avenge the death of their kin. To stay and fight them would be suicidal.

If you have a Fireseed and wish to use it, turn to 207.

If you do not have a Fireseed or do not wish to use it, turn to 309.

10

A stronger pulse and the appearance of sweat on his brow are the first two outward signs of Paido's recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal, and when you tell him what has happened he shakes his head in disbelief. ‘A Helghast?’ he says, incredulous. ‘How can that be?’

‘The servants of Darklord Gnaag have infiltrated this monastery,’ you reply. ‘They have kept themselves hidden, but I fear the day fast approaches when they will rise up and wreak their havoc. Already they know our true identities, and I wager they know why we're here.’

‘This is bitter news, Lone Wolf,’ says Paido, his face etched with worry. ‘We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.’

It is a sobering thought, but you do not dwell on it. Quickly you help Paido to his feet and cast your eyes around the cellar in search of another exit.

Turn to 153.

11

Using your Kai skill, you find it easy to detect that the coin shows ‘heads’.

If you wish to call ‘heads’, turn to 274.

If you decide to call ‘tails’, turn to 66.

12

‘Reivers!’ screams the tavern crowd, as they stampede towards the main door, overturning benches and tables in their desperation to escape. Paido grabs his equipment and points to a door leading to the stables. ‘This way, Lone Wolf, before the storm dampens their fear and they return with weapons.’

Swiftly you retrieve your Kai cloak from before the fire and follow Paido as he runs towards the stable door.

If you have the Magnakai Discipline of Divination, turn to 341.

If you do not possess this skill, turn to 122.

13

The liquid fire tears into the Levitron's rail, twisting and melting the shiny alloy as it cuts into the hull. Two more of the Kraan swoop in and hover above the prow. Their riders leap onto the deck and begin attacking part of the superstructure. ‘Stop them,’ screams Paido, drawing his sword. ‘Stop them or we're doomed!’

You leap from the bow and run along the main deck, your weapon raised to strike.

Vordak 1: COMBAT SKILL 22   ENDURANCE 28

Vordak 2: COMBAT SKILL 21   ENDURANCE 26

You must fight these creatures one at a time. They are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat.

If you win the combat in six rounds or less, turn to 79.

If the combat lasts seven rounds or longer, do not continue with the combat but turn immediately to 158.

14

Two sour-faced soldiers stand guard at the watchtower door, grumbling about the foul weather. They view your arrival with displeasure, mumbling curses under their breath as you bring your horses to a halt.

‘What business have you here after sundown?’ growls one, the shorter and fatter of the two.

‘We would like to see your commanding officer,’ replies Paido, in a tone befitting his lordly rank. Unfortunately, neither his tone nor his travel-stained tunic impresses the surly soldiers. They refuse to grant his request out of hand.

If you wish to show them your Pass, turn to 180.

If you choose to leave the watchtower and return to the streets of Tharro, turn to 204.

15

You slam your hand down on the Fireseed. There is a loud crack as it explodes, spreading a sheet of flame across the ground. The creature shrivels and drops from your wrist, its body a charred pulp.

Hurriedly you pluck the needle-like spines from the palm of your hand, and gradually the feeling returns. Unfortunately, with the feeling comes a terrible pain (lose 2 ENDURANCE points).

If you wish to bathe your hand in the pool of clear water, turn to 315.

If you choose to nurse your hand while you wait for Paido to complete his readings, turn to 177.

16

You call out your answer, and at first, the man pretends not to hear.5 Hurriedly he begins to pose a second puzzle, but the crowd shout him down, insisting that he answer your call.

‘A lucky guess,’ he says, a little flustered at the thought of losing 20 Lune. ‘Perhaps our friend can explain how he arrived at his answer.’ You reply that the answer is simple: if one and a half geese lay one and a half eggs in one and a half days, it therefore follows that three geese would lay three eggs in one and a half days, or two eggs in one day. Thus, in eight days, three geese would lay sixteen eggs.

The crowd applaud your display of logic, much to the chagrin of Count Conundrum, who parts reluctantly with 20 Lune. (Record the Lune in the Belt Pouch section of your Action Chart — 20 Lune take up the same space as 5 Gold Crowns.)

Turn to 141.

[5] This is the correct answer to the riddle from Section 126.

17

Your horse is panic-stricken; the tree-bridge is too narrow for it to turn around, and Paido's mount is so close behind that you are unable to back up without risk of sending them both over the edge.

Pick a number from the Random Number Table. If you have completed the Lore-circles of Fire and Light, add 3 to the number you have picked.

If your total is now 0–7, turn to 6.

If it is 8 or higher, turn to 77.

18

You reach inside your tunic for your Pass, but the gate guard misinterprets your action. Thinking you are reaching for a hand weapon he becomes alarmed. ‘Accomplices!’ he shouts. ‘Stop them!’

The crowd of soldiers turn about and come running towards you, leaving their prisoner unguarded. (He immediately seizes the opportunity to make his escape.) ‘Lone Wolf, look out!’ shouts Paido, as the gate guard lunges at you with his spear. You dodge aside, but the tip gashes your hip (lose 2 ENDURANCE points).

The soldiers are unlikely to listen to reason. Your only hope is to evade them before you are both surrounded and speared to death.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control or Huntmastery, add 3 to the number you have picked. If you have reached the rank of Primate, add 2.

If your total is 0–3, turn to 57.

If it is 4 or more, turn to 234.

19

You concentrate all your skill on trying to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn before you know for sure if your skill has saved his life.

Turn to 103.

20

The old woman pockets your gold and leads you and Paido to a room at the top of the stairs. Books and charts are stacked high on shelves and scattered about the floor, and daylight streams in through a domed portal in the ceiling. A massive bronze telescope is fixed to the portal, and below it rests a circular table of carved bone set with gems. Seated at the table is a beautiful young woman. Her hair is silken gold, and around her high, pale forehead she wears a circlet of jet inlaid with runes and mystic symbols.

Turn to 42.

21

Painfully slowly you inch your way across the bog, covering less than a mile in three hours. As the sun sets, you find yourselves in the middle of a thickening fog and decide to halt for the night and continue at dawn. Unfortunately, the Danarg quicksands shift and settle like the ebb and flow of the tide, and during the night, you are drawn into its depths to remain forever a prisoner of the bog.

Your life and your quest end here.

22

Studying your map you discover that the watchtower at the top of the hill is called Shieldwarden Tower. Paido tells you that the commanding officer of the town garrison is known as the Shieldwarden of Tharro.

If you have the Magnakai Discipline of Pathsmanship, turn to 327.

If you wish to ride up to the watchtower, turn to 14.

If you choose to enter the temple, turn to 78.

23

A claw-like probe of mental energy rakes your mind. Instantly your Discipline repels it, protecting your thoughts and memory from its wilful intrusion, but the unexpectedness and power of the attack leaves you shivering.

‘Are you all right?’ asks Paido. ‘Perhaps we should go below and shelter from this storm.’ You answer with a nod and follow him down the stairs into the welcoming warmth of the tap-room. The soldier Trost greets you on your return, but you fail to notice him — you are too busy scanning the hold for the stranger. You see him, seated alone in a shadowy corner opposite your table, quietly reading his black book.

Turn to 166.

24

In the distance you see a pall of dense, black smoke rising into the sky. At its base a fortress wall and a cluster of cottages are feeding the greedy flames. Syada burns. To the north of the doomed town an army of black-clad troops covers the hills. The black wolf-head banners of Ogia sway on long poles, fluttering grimly above the ranks of the merciless horde.

Along the track a great procession of men, women, and children come towards you, some on horseback, some in carts, and some with bundles of possessions clutched to their soot-blackened chests. They stumble forward in silence, their eyes filled with terror and despair.

A soldier, bleeding from a wound to his head, rides past the crest shouting, ‘Turn back! Turn back! The armies of darkness are coming!’

Illustration II—A soldier bleeding from a wound to his head rides past shouting: ‘Turn back!’

It is impossible to continue along the track northwards. The dirt road is blocked with refugees from Syada, and the Ogian horde are poised to launch an attack from the hills. Only two courses of action are left open to you: you can turn back along the track, or you can ride west, across the hills towards the Mordril Forest. Consult the map before making your decision.

If you wish to ride west, turn to 311.

If you decide to turn back along the track, turn to 276.

25

Your psychic skill detects that each of the black crystal cubes is vibrating, and what is more, the vibrations are building up to an explosive intensity. Should even one tiny fragment of a crystal puncture the Levitron's pressure tank, the liquid gas stored inside will ignite and the skyship will be torn to pieces in the resulting explosion.

If you wish to gather up the crystal cubes and throw them overboard, turn to 50.

If first you wish to help Paido fight off his attackers, turn to 169.

26

The dwarf's face beams with pride as he prepares to talk on his favourite subject — himself. Nearly an hour later you have heard all there is to hear about the life and hopes of Lardin, son of Kardon of Bor.

‘What news have you of Luukos?’ asks Paido, as the dwarf takes a rare pause for breath.

‘News of a kind that's becomin' only too familiar round these parts,’ he replies in a disgruntled tone. ‘That Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city of Xanar, you mark my words.’

‘Don't be too sure o' that, Lardin,’ says a rosy-faced farmer, who has sidled along the bar to join in your conversation. ‘My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.’

‘That star-gazin' sister o' yours is full o' good news. When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that.’ Agreement rumbles from the tavern crowd, now openly listening to the discussion.

‘That's as maybe,’ retorts the farmer. ‘But when 'as she ever been wrong, eh?’ An uncomfortable silence fills the inn, and slowly the crowd return to their own business. None, least of all the innkeeper, chooses to pursue the matter further.

If you wish to ask the farmer where his sister lives, turn to 262.

If you decide to leave the tavern and continue your journey north to Tharro, turn to 318.

27

You hit the floor and roll behind the table, the only cover available on this side of the refectory. The fireball scorches your back as it speeds across the room and explodes against the wall with a deafening crack. You find yourself lying beside Paido, who is unconscious but still alive. His blue-steel sword rests across the back of his legs, and the hilt of a dagger protrudes from the top of his boot.

If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary, turn to 131.

If you wish to take his sword, turn to 47.

If you wish to take his dagger and throw it at the Helghast, turn to 211.

28

You draw an Arrow and take aim at the man-like creature close on your heels. Short-tufted fur covers his body and yellow tusks curl up from his boar-like snout. He wields an iron sword, old and rust-gnawed, and his eyes are black and cold.

Pick a number from the Random Number Table.

If the number you have picked is 4 or lower, turn to 38.

If it is 5 or higher, turn to 125.

29

Your horse becomes skittish when it sees the abbey loom into view: the painful memory of the Vordak attack is still fresh in its mind. Paido's horse behaves in exactly the same manner, and you are forced to ride cross-country, making a wide detour to avoid the abbey before rejoining the track and reaching the Great North Road.

Turn to 280.

30

Golden fire erupts along the blade of the sun-sword as you raise it above your head. The Helghast shrieks and steps back, its eyes glowing red with fear and loathing. It recognizes the power you wield, a power that is the bane of its Darklord masters, a power that can bring about their total destruction.

Gnaag Helghast: COMBAT SKILL 34   ENDURANCE 48

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen you must reduce your ENDURANCE by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of this combat. (Remember to double all ENDURANCE point losses sustained by the enemy due to the power of the Sommerswerd.)

If you win the combat, turn to 268.

31

For a few minutes you stare silently at the pool below. Nothing stirs in the seething waters to record the loss of your horses or the passing of the dreadful Anapheg. All three have disappeared without trace.

The distant thunder of battle pervades your thoughts, prompting you to leave the tree-bridge and move deeper into the Mordril Forest. The tall trees become denser, often forcing you to turn your body sideways in order to make any progress. Gradually dense undergrowth turns to a carpet of moss and blue-black lichen which clings to your boots like mud. A chill overwhelms you as a thick and pearly mist seeps from the cracks beneath the trees. The many sounds of the forest have disappeared to be replaced by a cold and eerie silence.

If you are in need of Tincture of Oxydine or of Oede herb, turn to 237.

If you need neither of these items, turn to 91.

32

Paido opens the tailboard and you pull yourself into the wagon. The driver jerks the reins and the rickety vehicle moves away, its wheels squealing as it clatters across the flagstoned quadrangle. In the narrow street ahead you see your horses hitched to a post outside a bakery. You call to the cloaked driver to stop and immediately he obeys your command, pulling his mules to a halt opposite the baker's shop. You bid farewell to your silent friend and retrieve your horses. He returns your wave with a smile and, as you mount your horse, you notice that around his neck he wears a wooden amulet shaped like a fish.

Suddenly the sound of angry voices echoes along the street as the monks emerge from the baker's shop. You and Paido spur your horses to a gallop, and not until you reach the town's north gate do you bring them to a halt.

Turn to 347.

33

You take the grape-sized seed from your pocket and toss it over the counter. Seconds later there is a blinding flash as the Fireseed erupts into flame. The innkeeper leaps into the air, screaming like a madman as he fights to smother the flames which are eating a large hole in the seat of his trousers. He scrambles through the overturned tables and chairs and disappears through the main door. An instant later you hear a loud splash and the hiss of steam as the unfortunate dwarf leaps feet-first into the village stream.

Turn to 70.

34

As you run you pull some food from your pack and drop it behind you in the mud. The temptation proves too much for the ravenous spider and it stops to gobble up the scraps. You escape into the mist.

Turn to 129.

35

The paved street leads to a large stone building, its walls blank and featureless except for the stains of time. A group of fletchers sits outside beneath a row of bright lanterns, gluing feathers to thin shafts of wood. They work with speed and skill, transforming the rods into arrows of fine quality.

If you wish to stop and investigate the building, turn to 168.

If you wish to continue along the street, turn to 264.

36

The withered trees are grouped more densely around the northern edge of the pool. A ceiling of vines criss-crosses above your head, and creatures slither against your ankles as you wade through the foul-smelling mud. Progress is very slow.

Suddenly fearful screams, like the baying of rabid dogs, sound from the mist-enshrouded trees ahead. A host of creeping creatures, each an arm's length taller than a man, rise from their hiding places. Black water drips from their corpse-green hides, and their toad-like faces betray their evil intent as they slither and shuffle towards you.

If you have a Bow and wish to use it, turn to 182.

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

If you wish to draw a hand weapon and prepare for combat, turn to 265.

37

‘The next barge north stops 'ere in an hour's time, though it's like to be a might late 'cause o' the storm,’ he says. ‘The fare is 40 Lune. If you wait at the jetty you'll see it when it comes up the valley.’

If you want to ask the old woman about her daughter, Tadia the Prophetess, turn to 244.

If you wish to thank her and leave the Ferry House, turn to 299.

38

The Arrow slices a wedge out of its shoulder and disappears into the dark, striking another of the beasts lurking in the undergrowth. The boar-faced Ghagrim ignores his bleeding shoulder and continues to advance, licking the blade of his rusty sword as he closes to attack.

Ghagrim: COMBAT SKILL 23   ENDURANCE 38

You can evade combat after three rounds; turn to 309.

If you win the combat, turn to 9.

39

You manage to release the Arrow a split second before the fireball hits you in the chest and flings you backwards to the ground! Lose 8 ENDURANCE points. Your shaft sinks into the Helghast's stomach but the creature is unshaken. With a gloating laugh it plucks the Arrow from its body and hurls it aside with contempt. This fiend is unaffected by ordinary weapons; it can only be harmed by magic.

If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary, turn to 131.

If you wish to take cover behind the refectory table, turn to 289.

40

Your instinct saves you. The speeding shaft punctures your sleeve, drawing an angry red weal across your forearm before shattering against the wall behind — lose 2 ENDURANCE points.

The bowyery owner utters a thin cry of disbelief and hurls the bow at your head, distracting you as he unsheathes his sword.

Bourn the Bowyer: COMBAT SKILL 19   ENDURANCE 24

If you win the combat, turn to 87.

41

The wagon pulls away as the monks turn the corner into the alley. As soon as they set eyes on you and Paido they raise the alarm. ‘Murderers!’ they scream, their voices echoing across the town. One of them turns and disappears into the quadrangle to summon more help. The remaining four unsheathe their swords and spread out in a line. Their eyes blaze with hatred as they prepare to attack.

Monks of the Sword: COMBAT SKILL 22   ENDURANCE 31

You may add 5 points to your COMBAT SKILL for the duration of the fight as Paido is fighting alongside you.

If you win the combat, turn to 106.

42

‘I am Tadia the Prophetess,’ she says, her voice soft and lilting, ‘and you are Lone Wolf, Lord of the Sun-realm, Skarn, of legend.’ Paido reaches for his sword but you stay his hand, for you sense that this woman wishes to help, not harm you.

‘We live in an age of great peril. Your enemies of old are our enemies; they stand poised to conquer our land and I fear we are too weak to resist them. Your purpose is known to me, and I will aid you all I can in the hope that you will fulfil your destiny and destroy the champions of darkness.’

Tadia raises her arms and points towards the sky. Floating in the air between her parted hands appears a spinning globe of white fire. She tilts back her head and stares into this ball of flame, her eyes unblinking despite the fearful intensity of the light. ‘Your safest passage to the Danarg is through the Mordril Forest,’ she says solemnly. ‘The road to Syada is fraught with danger — only battle and death await you there.’

The globe flickers and fades and Tadia returns her gaze to you. ‘Let nothing delay your quest, Lone Wolf. The future of both our lands depends on your success.’

Before you leave the prophetess offers you a choice of potions and weapons. You may take whatever you wish but remember to amend your Action Chart accordingly. Choose from the following:

- Potion of Alether — increases COMBAT SKILL by 2 points for the duration of a single combat.

- Potion of Laumspur — restores 4 ENDURANCE points (enough for one dose).

- Broadsword

- Quarterstaff

- Rendalim's Elixir — restores 6 ENDURANCE points (enough for one dose).

- Tincture of Oxydine — restores 2 ENDURANCE points (enough for one dose).

All potions are Backpack Items. If you are infected with the korovax bacillus, you may use the Tincture of Oxydine to cure yourself.

Once you have made your choice you leave the Ferry House and continue.

Turn to 89.

43

You leap from the saddle, narrowly avoiding being pulled off the tree-bridge. Your horse and the hideous creature both disappear from view, quickly swallowed up by the spray from the waterfall. As you land on the slippery wet wood, Paido's horse rears up on its hind legs, its forelegs kicking the air and its eyes rolling madly. He fights to control the animal but it is wild with fear and, with a crack of splintering wood, its hind hoof shears through a rotten branch; it totters on the brink. Paido swings his legs clear and abandons his doomed horse barely seconds before it falls into the watery abyss.

Turn to 31.

44

Unfortunately, she lost all her maps and equipment while escaping from the Danarg. However, she clearly recalls seeing the Temple of Ohrido from the peak of a hill she calls ‘The Scarlet Tor’, which is situated on an island of firm ground, thirty miles beyond the Syada track. You thank her for her help and wish her good fortune before leaving the shop and continuing on your way.

Turn to 204.

45

You draw on your skill to repel the awesome snake, but it is very hungry and the smell of Paido's warm flesh draws it closer despite your success at masking your own scent.

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

If your total is now 0–6 turn to 155.

If your total is now 7 or more, turn to 167.

46

Kezoor lies dead, but Paido warns you not to approach the body. ‘I've heard tell that these priests of evil can awaken after death to avenge themselves. Stand back and I'll make sure this one never returns to haunt us.’

Paido raises his sword and severs Kezoor's head with one swift stroke. Both eyelids spring open revealing eyes burning red with hatred, but the fire quickly dies and the eyes turn a misty grey.

‘There, it is done,’ says Paido, wiping his sword on the sleeve of his tunic. He steps back and looks around. ‘Where is Trost?’

You cast your eyes to the place where he fell and see a fire-blackened body covered with the remains of incinerated spiders. ‘There he is,’ you say sadly. Paido takes a blanket from his Backpack and drapes it over the corpse before reciting the words of the Knurla — a Vakeros prayer for those who have fallen in battle.

Turn to 80.

47

This blue-steel blade was forged in the furnaces of Elzian, crafted by the Elder Magi as an instrument of good. The Helghast senses its latent power and hurriedly casts another sparking fireball, but it is poorly aimed. You strike the missile as you vault over the table, sending it hurtling back to its sender. It glances off the creature's shoulder and jars the staff from its shrunken hand. You seize the advantage and attack before it can retrieve the deadly weapon.

Gnaag Helghast: COMBAT SKILL 28   ENDURANCE 40

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, you must reduce your ENDURANCE by 2 points at the beginning of every round that you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of the fight.

If you win the combat, turn to 195.

48

You pull away from the snickering Rahgu and grab Paido by the arm, dragging him along as best you can as you beat a hasty retreat. The creatures pursue you to the edge of the gas cloud but no further. You stop at the junction gasping in lungfuls of clearer air and then press on along the west spur.

Turn to 105.

49

‘Boran! Boran!’ shouts the dwarf, as he fights to get a grip of your tunic. Suddenly a door beside the bar slams open and another dwarf, younger and far more muscular than the innkeeper, strides into the room holding a massive, nail-studded club in his hairy fists. The innkeeper jumps aside as his son raises the club to strike.

If you have reached the rank of Primate and possess the Magnakai Discipline of Psi-surge, turn to 84.

If you have yet to reach the rank of Primate, or if you do not possess the skill of Psi-surge, turn to 257.

50

Frantically you scramble across the deck, collecting and hurling away the cubes as you go. Each cube is vibrating with an energy that is set to rip it apart, and as you cast the last one over the side, you see the others, many of them exploding with dull booms in the swamp far below.

Turn to 267.

51

You plummet through the mist and crash head-first into the rocks and boulders that lie just beneath the surface of the pool, 100 feet below. Death is instantaneous.

Your life and your quest end here.

52

You are in combat with a venomous Taan-spider and must fight it to the death.

Taan-spider: COMBAT SKILL 18   ENDURANCE 52

Owing to its venomous bite, you must double all ENDURANCE point losses sustained during the combat. This creature is especially susceptible to Mindblast and Psi-surge: triple all bonuses you would normally receive if you choose to attack with mind power.

If you win the combat, turn to 129.

53

Many years ago, this craft sailed the Tentarias, carrying cargoes of corn and linen to markets in the east. Now, old and leaky, it serves in retirement as a ferry for the farmers and settlers in the north.

The cabin was once luxurious, but it is now a cluttered mess of decaying junk. The sweet smell of pitch and damp timber hangs in the air, and patches of mould colour the walls.

Lying on a solitary bunk amongst a tangle of leather straps, rope, and torn clothing is a cork-stoppered flask of purple liquid.

If you wish to pull the cork and sniff the contents, turn to 228.

If you prefer to leave the flask untouched, turn to 98.

54

The stable is full of fine horses, all of them as sound and sturdy as the mounts given to you by Lord Adamas. Paido acts as lookout while you saddle up two black stallions. You are making the final adjustments to their bridles when Paido hisses a warning. ‘Four monks coming this way!’

You mount your fresh steeds and gallop out of the stables, scattering the startled monks, who had just reached the door. In an act of desperation, one of the monks unsheathes his sword and hurls it at your back. The deadly blade spins through the air with alarming accuracy.

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

If your total is now 0–2, turn to 134.

If it is 3 or more, turn to 219.

55

Shafts of sunlight break through the slate-grey cloud, and the rain eases off and finally stops. You ride across the rolling valley floor towards the River Phoen until the track stops at a ramshackle house perched precariously on the river bank. An old wooden jetty juts out from the side of the house, its platform almost submerged in the rain-swollen river. A notice board standing in front of the house reads:

Ferry House Landing

Passenger barges to Tharro — embark from this jetty.

Barges to Phoena — embark from opposite bank.

No cattle, wagons, caravans, or herd animals unless by special arrangement.

If you wish to wait here for a barge to Tharro, turn to 299.

If you wish to investigate the Ferry House, turn to 130.

56

You arrive at a mound where a tree bearing blood-red fruit overhangs a pool of crystal-clear water. You stop to rest and to dislodge the tiny leeches that are feasting on your legs.

Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations given off by korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of the signals, it is hoped that you will be able to find the lost temple.

Whilst Paido is busy adjusting the starguider, you decide to investigate your surroundings.

If you wish to examine the red fruit, turn to 301.

If you wish to examine the pool of water, turn to 2.

If you decide to sit back and wait for Paido to finish his readings, turn to 177.

57

A breathtaking agony engulfs you as three sharpened spearheads penetrate your rib cage. You turn to Paido, your hands outstretched, your eyes wide with pain. He lunges forward in a desperate bid to catch you as you fall but he too is struck down by thrusting spears. Amid the sounds of chaos and confusion, you slip unwillingly into the waiting arms of death.

Your life and your quest end here.

58

Long streamers of moss-covered vines hang down the red rock wall in huge numbers, inviting you to climb onto the plateau above. After the uncertain ground of the swamp, the hard, jagged rock is a welcome relief. You make good progress, reaching the top just as the sun is sinking into a sea of scarlet mist that shrouds the eastern Danarg. In the failing light, you discover a trail that winds northwards through the knee-high foliage.

If you have the Magnakai Discipline of Pathsmanship, turn to 108.

If you do not possess this skill, turn to 335.

59

What little colour there is in the Count's already pallid face drains away.6 The crowd hoots with delight as he nods his head slowly to affirm that your answer is correct. As the ice-lilies double in number each day, the lake is half-covered on the day before it is fully covered.

Begrudgingly the Count hands over your prize — 40 Lune. Record the Lune in the Belt Pouch section of your Action Chart (40 Lune occupy the same space as 10 Gold Crowns).

Turn to 338.

[6] This is the correct answer to the riddle from Section 141.

60

A ghastly transformation is taking place before your eyes. The monk's face is writhing and contorting as the skin tightens and grows darker. Tattered flesh drops from his sunken cheeks to hang in festoons beneath the exposed jawbone. A sickening dread fills your heart as you recognize the creature standing before you. It is a Helghast, a nightmarish agent of the Darklords. Its demonic eyes glow like red-hot coals as it shrieks and raises its long black staff.

If you possess the Sommerswerd,7 turn to 308.

If you do not possess this Special Item, turn to 248.

[7] You cannot use the Dagger of Vashna, the Jewelled Mace, or the Magic Spear in lieu of the Sommerswerd to fight this Helghast because those weapons are not capable of protecting you from its impending attacks (cf. Sections 47 and 308).

61

Paido dismounts and peers through a cracked window set into the rough stone base of the mill. ‘Looks deserted,’ he comments, his sharp eyes probing the gloomy interior.

‘How about up there,’ you suggest, pointing to a platform that juts out from the side. Paido climbs a rickety wooden staircase that clings precariously to the mouldering stonework. Just as he reaches the top, he halts in mid-step. Slowly he raises his hands above his head: he must be in danger.

If you have the Magnakai Discipline of Invisibility, turn to 95.

If you do not possess this skill, turn to 210.

62

The arrival of the swamp python frightened away the crawling denizens of the mire, but now they are returning to satisfy their curiosity. Hordes of slithering lizard-beasts gather at the edge of the floating morass, inching their way nearer as they assess your strengths and weaknesses. Relentlessly you push your way through the soggy vegetation until you reach the jagged rock wall of the island, urged on all the way by a hissing chorus of swamp creatures.

Turn to 58.

63

The dingy alley soon opens on to a tiny square where three wider streets converge. Dusk is turning to darkness, and the faded street signs are now all but impossible to read.

If you wish to take the street to your left, turn to 282.

If you wish to take the street to your right, turn to 332.

If you wish to take the street ahead, turn to 264.

64

Seconds later you hear the crash of broken furniture as a fight breaks out inside the cabin. Paido has surprised your would-be assailant, and the two of them are now locked in hand-to-hand combat. Abruptly the noise ceases, and Paido appears at the front door, sweating and dishevelled, his sword bloodied in his hand.

‘Where have you been?’ he asks, stepping aside to allow you to enter. A scar-faced man lies dead on the floor, a wooden stave lying across his chest. ‘Come and see what I've found in the back room,’ says Paido, leading the way.

Small sacks, each filled with nuggets of silver, are stacked in a huge mound that reaches almost to the ceiling. ‘No wonder he fought so desperately,’ you say, staring at this treasure hoard. ‘There's enough silver here to pay a king's ransom.’

You may take some treasure before you leave — each Sack of Silver counts as one Backpack Item.

If you wish to continue along the valley, turn to 152.

If you wish to investigate the mine, turn to 120.

65

Quietly you agree upon a plan of action. Paido and Trost will approach the necromancer while you guard the stairs. If he should evade your companions, he'll have you to contend with before he can escape from the hold.

Unhurriedly, you leave your seat and walk to the tap-room stairs. When you are in position your companions rise and advance towards the stranger who remains motionless, seemingly engrossed in his black book. Trost draws his sword and challenges the man, demanding that he state his name and the purpose of his journey. It is a fatal mistake. The man looks up from his book, his grey eyes suddenly aglow with a terrible red fire. Trost screams. His face has become a mass of horrible, erupting boils. As he falls to the floor, Paido strikes, his sword a shimmering lance of blue steel forged by the Elder Magi. His attack is lightning fast, but the necromancer counters his blow on the edge of his blade. Sparks explode, showering the tap-room with glowing fragments. The crowd begins to cheer, but their cheers turn to screams of terror when the necromancer summons a new defence.

Illustration III—Trost's face has become a mass of horrible erupting boils.

Turn to 206.

66

Paido opens his palm to reveal the small gold coin: it shows heads. ‘Bad luck!’ he exclaims with a grin. ‘You take the first watch.’ He settles himself down on the mound of spongy earth and is soon asleep, snoring softly. You sit beside him, your eyes scouring the black spaces between the ghostly grey trees.

The first half of the night passes uneventfully. In need of rest, you are about to awaken Paido when you sense something moving in the shadows off to your right. Two tiny pinpoints of yellow light blink in the darkness. You draw your weapon, expecting an attack, but you can no longer see the eyes of the shadow creature. Paido wakes and takes over the watch, but the lingering feeling that you are being observed makes you uneasy and disturbs your rest (lose 2 ENDURANCE points). Four hours later, you wake to the gloomy grey of dawn and prepare to set off once more.

Turn to 138.

67

You take cover behind the pulpit and focus your skill on a corner at the far end of the hall. Two hunting dogs run through the curtained archway and stop in the middle of the aisle, as if waiting for their handlers to catch up. Seconds later a group of monks appear, each armed with a sword. They approach the far corner and search it thoroughly, certain that the pews harbour you and your companion. When they discover them empty, they quickly leave the hall and descend the stairs, their baying hounds in tow.

Turn to 328.

68

Upon seeing Lord Adamas' seal, the guard returns your Pass, salutes, and commands that the gate be opened without delay. You pass through the gatehouse arch and enter an open courtyard. Two avenues lead from the courtyard: Copperpiece Lane and Hog-Foot Run.

If you wish to go east into Copperpiece Lane, turn to 35.

If you wish to go north into Hog-Foot Run, turn to 282.

69

Suddenly you are hit in the back and propelled into the yawning chasm. Paido, who was following closely on your heels, has rammed into you and sent you tumbling over the edge. As you plummet to your doom, you hear his scream of anguish, echoing in the void.

Your life and your quest end here.

70

Paido kicks open the side door and rushes out into the storm with you close on his heels. A grimy-faced farmer blocks the passage beyond, a pitchfork wobbling in his clumsy hands. Paido emits a shout far louder than you ever imagined could be made by a human voice. The force of the shout hits the man in the chest and slams him to the muddy ground like a limp rag doll.

‘Vakeros power-word,’ explains Paido, in answer to your unspoken question. ‘Someday I'll teach you the technique, Kai Lord.’

A handful of plains folk, clutching rakes and hoes, are waiting for you at the stable door. But, after seeing the fate that befell their leader, they throw down their improvised weapons and melt into the storm.

Swiftly you saddle your mounts and gallop away from the tavern at full speed.

Turn to 318.

71

Your body has shielded Paido from the blast, and he has escaped serious injury. He tends your raw, blistered face and bandages your hands with strips of cloth torn from his undershirt. Your injuries are severe: they reduce your COMBAT SKILL by 5 points for the duration of this adventure and permanently reduce your score by 3 points in future adventures.

If you wish to continue along the causeway, turn to 216.

If you decide to turn back and take the west spur, turn to 105.

72

Beyond the archway is a narrow alley that leads to the quadrangle. You reach the end of the alley and peer around the corner to check that all is clear. You see a group of monks walking towards you, all armed with swords.

Waiting on the other corner is a small wagon. Its canvas cover is threadbare and patched in a score of places. It is harnessed to a pair of moth-eaten old mules and a driver sits holding their reins, his features hidden by a hooded black robe. As the monks draw closer he raises a hand and beckons to you; he wants you to hide in his wagon. It is now or never — the monks are about to turn the corner.

If you have the Magnakai Discipline of Divination or have reached the rank of Tutelary, turn to 270.

If you wish to hide in the wagon, turn to 32.

If you choose to stand and confront the monks, turn to 41.

73

The hamlet of Honey Lodge is small — two cottages, a barn, and a stone watchtower cluster in a circle at the river's edge. A gang of excited young boys wait on the rain-swept jetty to welcome home their fathers, each hoping for a present, perhaps a fishing rod or a hunting bow, from the marketplace in Phoena.

Eight men, including the Count, disembark at Honey Lodge, but only one new passenger embarks for the journey to Tharro — a thin individual with hard grey eyes that gleam coldly from beneath his wide-brimmed hat. Slung at his side is a narrow-bladed sword, and in his hand he clutches a leather-bound book, its cover as plain and as black as his clothing. He pays his fare and descends to the tap-room, pausing briefly at the top of the stairs to return your stare.

If you have the Magnakai Discipline of Psi-screen and have reached the rank of Tutelary, turn to 23.

If you do not possess this skill or have yet to reach the Kai rank of Tutelary, turn to 325.

74

You are unable to unsheathe a weapon. Your only hope is to attack this creature using your mind power alone.

Korkuna: COMBAT SKILL 20   ENDURANCE 36

For this psychic combat reduce your current COMBAT SKILL score to 15 and conduct the combat in the normal way. You are unable to make use of any Special Items, Weapons, or Backpack Items.

If you survive the psychic combat, turn to 254.

75

The chilling sound of the Helghast's laughter rings in your ears as you launch yourself against this fell creature. It offers no resistance to your attack and you smite a crushing blow, tearing it from shoulder to stomach. But the Helghast does not cease laughing and no blood pours from its wound, for it cannot be harmed by sharpened steel or hardened wood — its bane is magic.

The last sound you hear is the roar of fire as a searing burst of flame penetrates your chest.

Your life and your quest end here.

76

The monks are communicating telepathically. Although you do not recognize the language they are using in their mind-speech, you sense that they are anxious and uneasy in your presence. The monks of Talestria are infamous for their gluttony. Tales of their thirty-course meals and week-long banquets are well known throughout Magnamund. However, despite their voluminous robes, you cannot help but notice how emaciated these monks appear to be.

If you wish to stop to pay your respects to the deceased, turn to 275.

If you wish to continue on your way without stopping at the abbey, turn to 55.

77

Your Arrow enters the creature's mouth, transfixing its tongue to the back of its throat. It gurgles and chomps on the feathered shaft, its clawed fingers scrabbling to pull it free. In its frenzy it loses its footing and slips, throwing open its arms instinctively to steady itself. Its claws ensnare your horse's bridle and, as it topples from the tree-bridge, it pulls your horse and you over the edge.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

If your total is now 0–1, turn to 51.

If it is 2 or more, turn to 43.

78

You dismount and climb the steps leading to the temple doors. An old man in brown robes answers your knock and invites you and Paido inside; a novice attends to your horses.

Stepping through the door is like stepping into another world. The air is sweet with incense and the flickering light, cast by a long row of squat red candles, does little to illuminate the interior. You follow the old man along a vaulted corridor, down several flights of stairs, and finally into a torchlit refectory. A delicious smell of cooking wafts from an open hatch in the wall together with the sounds of people in the kitchen beyond.

‘Be seated,’ says the old man, pointing to a stout oak table laid for supper, ‘and enjoy our humble food. May it revive you after your travels and fortify you for the road ahead.’

Another monk enters the chamber, carrying two steaming plates of meat stew. He sets them down before you and blesses the food with the words, ‘Gaj kog zutag’. You are hungry after your day's journey and must now eat a Meal or lose 3 ENDURANCE points.

If you wish to eat the appetizing stew, turn to 336.

If you choose to eat a Meal from your Backpack instead, turn to 217.

If you decide to go without food, deduct 3 ENDURANCE points and turn to 174.

79

Suddenly more shrieking Vordaks crash down on the deck. Paido is immediately engulfed by the red-robed figures. He is outnumbered but he fights with a tiger-like tenacity, his blue-bladed sword tearing deep into their loathsome bodies. You are running back across the main deck when a new danger confronts you. A Kraan sweeps low across the skyship, dropping a cluster of black crystal cubes that scatter across the deck.

If you have the Magnakai Discipline of Divination, turn to 319.

If you have the Magnakai Discipline of Psi-surge and have reached the Kai rank of Primate, turn to 25.

If you possess neither of these skills, turn to 243.

80

‘In the name of the gods, what's happened here?’ thunders the captain as he hurries down the tap-room stairs. A crowd of passengers huddle in his wake, frightened but curious to discover the outcome of the fight that has devastated the hold. ‘I'll see you pay for this,’ he blusters. ‘It'll cost hundreds of Lune to fix this damage. Pay up now or I'll take it out of your hides!’

Paido snatches the cloth from a nearby table and scoops up the head of Kezoor, wrapping and tying it tightly with cord. He tosses this gruesome package to the captain, together with the notice of death that lies beside Trost's scorched body. ‘That'll pay for the damage, captain,’ says Paido, ‘and be sure that the balance goes to the family of this brave soldier or we'll take it out of your hide!’

As the captain reads the scroll a wry grin spreads slowly across his weather-worn face. ‘So, Kezoor met his doom aboard my barge,’ he says, thoughtfully. ‘Maybe I'll leave the hold just as it is. There's plenty o' folk who'd pay to see the place where this rogue ended his days.’

The captain orders his crew to prepare the corpses for burial, and as the bargees carry away Kezoor's remains, you notice his black book lying on the floor.

If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary, turn to 179.

If you wish to examine the book, turn to 312.

If you wish to leave it untouched, turn to 255.

81

You hurl the Fireseed and it strikes the jagged rock directly in front of the hissing swamp-dwellers. In the next instant the swamp, the creatures, and the causeway itself are transformed into a searing ball of flame as the exploding Fireseed ignites the inflammable cloud of gas. The blast badly burns your face and hands and scorches your tunic — lose 12 ENDURANCE points.

If you are still alive after this catastrophe, turn to 71.

82

You follow the foot-worn cobbles of Globe Walk, past the premises of coopers, cobblers, and carpenters, to an open square where you see a sign pointing to an alley that disappears among the shadows. Ahead the street continues, flanked by shops and the town's perimeter wall.

If you wish to continue along the street, turn to 204.

If you wish to ride along the alley, turn to 332.

83

The blows drive the needles deeper into your hand, but the anaesthetic prevents you from feeling any pain.

The creature is soon crushed to a pulp and drops from your hand in tattered lumps. You nurse your nerveless fingers, pulling the needles from your palm that have been driven so deep that their points protrude from the back of your hand. Gradually feeling returns, and with it comes pain as intense as if you had held a red-hot coal — lose 5 ENDURANCE points.

If you wish to bathe your burning hand in the pool of clear water, turn to 315.

If you choose not to bathe your hand, turn to 177.

84

You focus your mental energy on your opponent's weapon and launch a pulse of psi-power. There is a loud crack as the studded club splits in two above the dwarf's head, showering him with splinters of wood. He screams and falls flat on his back.

‘Sorcerers!’ exclaims the startled crowd, as they stampede towards the main door, overturning benches and tables in their desperation to escape. The dwarf follows suit, mustering his senses and scurrying away through the side door on all fours like a frightened boar. The innkeeper is nowhere to be seen.

If you have the Magnakai Discipline of Divination, turn to 341.

If you do not possess this skill, turn to 122.

85

You peer through the tiny circular window where you saw the face, but the gloomy interior looks deserted. The stone cabin consists of two rooms: one at the front and one at the rear. ‘Anyone at home?’ you call in a friendly voice, but you receive no reply.

Silently you motion to Paido to investigate the rear of the hut while you enter at the front door.

If you have the Magnakai Discipline of Divination, turn to 94.

If you do not possess this skill, turn to 298.

86

From behind come screams of outrage as the monks stumble upon the smouldering remains of the Helghast. ‘Stop the murderers!’ they cry. ‘Stop them!’

Suddenly a sharp pain shoots up your leg as a monk slashes you viciously with a short sword. Pick a number from the Random Number Table (in this instance, 0 = 10). The number you pick is equal to the number of ENDURANCE points you lose as you scramble through the hatch.

If you survive the escape, turn to 191.

87

Paido appears in the doorway as the bowyer falls dead at your feet. ‘He tried to kill me,’ you say, as you scour the floor for your Silver Bow.

‘Foolish fellow,’ answers Paido, sardonically. ‘He'll not try that again.’ You discover the Silver Bow, but it is damaged beyond repair (delete this Special Item from your Action Chart).

‘Bourn, Bourn!’ Someone in the bowyery is calling the dead owner's name. Paido suggests leaving quickly and quietly by the rear door and leads the way.

If you wish to follow him, turn to 273.

If you wish to stop and search the bowyer's body, turn to 124.

88

The blood pounds in your ears as you gallop towards the onrushing warriors. There is a mighty crash, and suddenly you are in the thick of the battle. Steel bites steel and the curses and cries of the enemy ring loudly in your ears as you fight desperately to survive. You swing in the saddle and fell a warrior with a crushing blow to his chest, ducking an instant later as a spiked mace whistles past your head. Paido dispatches its wielder, running him through with his blue-steel blade. Their leader bellows an order and they pull away, standing off a dozen paces to regroup and recover. Paido reins his horse to your side as the bronze-helmed warrior lord yells his battle-cry: ‘Shaag Drakkarim!’

Illustration IV—The bronze-helmeted warrior lord yells his battle-cry: ‘Shaag Drakkarim!’

Drakkarim Horselords: COMBAT SKILL 24   ENDURANCE 30

If you have the Magnakai Discipline of Animal Control, add 2 points to your COMBAT SKILL for the duration of the combat.

If you win the combat, turn to 144.

89

As you descend the steps of the Ferry House, Paido catches sight of something glinting in the distance.

‘It's the barge,’ he says, shielding his eyes from the sun which is shining at last. A team of bedraggled ghorkas are hauling the vessel upstream, seemingly unaffected by the storm-strengthened flow. Eventually the barge arrives at the jetty and stops to allow a motley assortment of peasants and travellers to disembark.

‘You two goin' to Tharro?’ asks the captain. ‘The fare's 40 Lune apiece, an' that includes y'horses.’

If you want to board the barge, pay the captain the 40 Lune (or 10 Gold Crowns) and turn to 266.

If you do not want to board, or if you cannot afford the fare, turn to 348.

90

Your shaft penetrates deep into the creature's rib cage but he seems unmoved. He breaks the flights and hurls them at you as he closes in for combat.

If you wish to engage this creature in close combat, turn to 205.

If you wish to evade its attack, turn to 309.

91

Twilight is approaching. As the sky above darkens, a black bird flies among the upper branches, emitting a shrill cry, which sounds unnaturally loud in the silent forest. It settles, stares at you for a few minutes, and then flaps away. A little later you stumble upon a clearing. Shafts of ghostly moonlight pour through a gap in the black canopy of leaves, revealing a mound of earth, rising out of the forest mist. You are both exhausted after the day's events and agree to stop here to rest. Paido takes a Gold Crown from his pocket and tosses it in the air to decide who should take the first watch. ‘Heads or tails?’ he asks, the Crown clenched in his fist.

If you possess the Magnakai Discipline of Divination, turn to 11.

If you wish to call ‘heads’, turn to 274.

If you wish to call ‘tails’, turn to 66.

92

You sense that the guard has taken a dislike to you. The attack on Luukos has made the Tharro garrison more suspicious than usual and, rather than risk allowing two possible spies into the stronghold, he turns you away. ‘Go back to Phoena, if that's where you've come from,’ he shouts. ‘We've no welcome here for strangers.’

It will soon be dark. You, Paido, and the horses need food and rest, but there is scant hope of finding either on the darkening plain that surrounds Tharro.

If you wish to skirt the perimeter of Fortress Hill and look for another entrance to the town, turn to 107.

If you decide to camp out on the plain, turn to 226.

93

Your skin prickles with fearful premonition, for you are in the presence of a powerful evil. With pounding heart you rise from your seat in readiness for combat.

If you have a Bow and wish to use it, turn to 161.

If you do not have a Bow or do not wish to use it, turn to 171.

94

You sense that someone is hiding behind the door. He or she is armed and intends to attack you as you enter the hut.

If you wish to unsheathe a hand weapon before you open the door, turn to 233.

If you decide not to enter the hut, turn to 64.

95

Silently you slip from your saddle and pad noiselessly through the mud, hiding in the shadows cast by the timber staircase. You reach the far side of the platform and look up to see the silhouette of a man clutching a spear, its tip held low at Paido's midriff.

If you have a Bow and wish to use it, turn to 196.

If you wish to call to the man to put down his spear, turn to 137.

If you choose to stay quietly hidden in the shadows of the platform, turn to 240.

96

You climb the steps to the pulpit as swiftly as you are able and rest Paido in the recess behind its sword-shaped facia. By chance his tunic snags on a hidden lever and, as his body slumps over, the lever is pulled to one side. Suddenly the floor of the pulpit shudders and begins to descend into a secret passage beneath the hall.

Carefully you pull Paido off the platform and raise him into a sitting position, his back against the passage wall. Slowly the platform rises back into the pulpit. In the silence of this secret passage all you can hear is the shallow breathing of your unconscious companion. You lift one of his eyelids and note that the almond-shaped iris is fully dilated. Your basic Kai skill of healing informs you that he is in a coma.

If you have the Magnakai Discipline of Curing, turn to 19.

If you do not possess this skill, turn to 317.

97

Carefully you slip the tip of your dagger beneath the creature's body and wrench the blade back, cutting it clean in half. The tentacles release their grip, and the two halves drop from your nerveless hand. Hurriedly you pluck the needle-like spines from your palm and the feeling gradually returns — lose 1 ENDURANCE point.

If you wish to bathe your stinging hand in the pool of clear water, turn to 315.

If you decide not to bathe it, turn to 177.

98

The cloying smell in the cabin is unbearable and soon forces you to return to the deck to clear your lungs. From there you see the captain walking along the river bank inspecting his team of long-haired ghorkas. Stoically they haul the barge upstream, rarely faltering as they tread the rutted and pot-holed towpath. Beyond the bank lies an incredible array of colourful wild flowers — scarlet lankpetal, yellow podlumes, and violet mellowroots of towering proportions. Their perfume soon dispels the lingering odour in the cabin.

The colourful fields suddenly give way to rolling acres of grassy plain, and gradually the sky grows darker until just a slender streak of light fringes the horizon. It is not long before a roll of thunder echoes across the plain.

‘Storm brewing,’ shouts the captain, as the first drops of rain splash the deck. ‘You two best take shelter below.’ You baulk at the thought of returning to the dank and dismal cabin. Paido suggests a visit to the tap-room and offers to buy you ale. It is an offer that sounds too good to refuse.

Turn to 151.

99

The monk utters a thin but chilling laugh in reply to your demand.

‘What do you want with us?’ shouts Paido, his voice sharp and threatening. But the monk offers no reply. Instead he stands motionless and silent, his eyes fixed firmly on you. Paido repeats his demand, but his voice is weaker. The sword is now trembling in his hand. With a groan he collapses scattering plates and cutlery as he hits the table and crashes to the floor.

Turn to 238.

100

The great doors close with a whisper. You follow Paido along a corridor of gleaming silvery metal that dazzles your eyes to a hall carved from solid crystal. Icicles of diamond hang from its ceiling and reflect in a floor set with mosaics of a thousand shimmering squares.

‘Approach the crystal dais, Lone Wolf,’ instructs Paido, pointing to a radiant circular plateau of pure quartz.

But even as his words leave his lips you are already walking towards the plinth, drawn by a strange compulsion. You mount the dais and a flood of golden light pours down from above, bathing you in its warm, cleansing rays. You raise your cupped hands, as if offering up an invisible gift, and a tingling sensation runs the length of your arms and spreads through your body, giving you an incredible sense of well-being. A ball of sparkling light is taking shape in your hands. It condenses into a radiant crystal filled with golden fire: it is the Lorestone of Ohrido.

Illustration V—It is the Lorestone of Ohrido.

Restore your current ENDURANCE score to its original level and turn to 239.

101

The attackers shriek with murderous glee as they form a circle around Paido and yourself. They pull maces from inside their robes and leap forward, brandishing the black steel weapons in their bony fists.

Vordaks: COMBAT SKILL 23   ENDURANCE 30

Unless you possess the Magnakai Discipline of Animal Control, deduct 3 points from your COMBAT SKILL for the duration of the combat. These creatures are undead. They are immune to Mindblast (but not Psi-surge).

If you win the combat, turn to 202.

102

Day breaks and the view it brings fills you with awe. Perched on this rocky peak, you can see the sheer vastness of the swamp in all its frightening glory for the first time. Paido activates the starguider and scans the horizon, but even before its tell-tale clicks are heard, your eagle eyes have spotted the glint of the temple's korlinium spire. To the west, beyond a sea of sickly green-black vegetation, stands the Temple of Ohrido, imprisoned but unaffected by the swamp.

The howl of the Ghagrim echoes across the island as you make your descent, by rope and vine, to the wetlands below. You reach the rocky base and set off across the mud flats, following the starguider's signal now that the spire is hidden by swamp mist.

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 278.

If it is 6–9, turn to 150.

103

A bead of sweat on Paido's forehead is the first sign of his recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal, and when you tell him what has happened he shakes his head in disbelief. ‘A Helghast?’ he says, incredulously. ‘How can it be?’

‘The servants of Darklord Gnaag have infiltrated this monastery,’ you reply. ‘They have kept themselves hidden, but I fear the day is fast approaching when they will rise up and wreak their havoc. Already they know our true identities, and I wager they know why we're here.’

‘This is bitter news, Lone Wolf,’ replies Paido, his face etched with worry. ‘We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.’ You nod in agreement, and as you cast your eyes along the gloomy passageway, you cannot help but wonder if the quest is already lost. With a shake of your head you dismiss the thought and help Paido to his feet.

The passage follows a tortuous path that leads eventually to a panelled door. A raised button activates the lock, and the door slides into the wall to reveal a strange room. Domed and hexagonal, its walls are hung with tapestries depicting strange and grotesque creatures. Numerous plinths stand upon the richly carpeted floor, each supporting a large bowl filled to the brim with a silvery liquid. Cautiously you step through the secret portal and into this sumptuous chamber.

Turn to 201.

104

The sudden chill of cold water on your brow makes you open your eyes with a start. Blinking away the droplets, you shake your head and a terrible pain shoots through your skull, making you curse and grit your teeth: lose 2 ENDURANCE points. Strong hands lift you off the floor and steer you towards a quiet corner of the tap-room where Paido sits, grinning broadly. ‘That Bor Brew packs a vicious punch,’ he says, blithely, barely able to conceal his amusement at the effect the ale has had on you.

‘It's got a taste like nectar but the kick of an angry mule!’ replies the man in red, who has helped you across the floor. As your vision and the pain in your head begin to clear, you notice that he is a soldier. He wears the scarlet tunic of the Tharro garrison, emblazoned with their insignia of a castle and an open hand. You apologize for the trouble you have caused and offer to buy him a drink to make amends. He accepts but on one condition — that you do not have another Bor Brew!

Turn to 126.

105

Eventually the volcanic spur slopes back into the stinking mire, and once more you find yourselves ankle-deep in cold, black ooze. A chilling howl drifts across the swamp from the north, and for a few fleeting seconds, you can hear no scuttling, slithering, or any other small noise.

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

Turn to 56.

106

You race to the end of the alley, turn the corner, and run across the quadrangle. Suddenly two monks on horseback trot out of the street ahead. You recognize them at once: they are the two monks you saw earlier — the two that took your horses. They shout a curse and draw their swords, riding straight towards you.

Monks (on horseback): COMBAT SKILL 22   ENDURANCE 29

If you have the Magnakai Discipline of Animal Control, you may add 2 points to your COMBAT SKILL for the duration of the combat.

If you win the combat, turn to 247.

107

You return along the road to the stone bridge and follow the canal eastwards to the River Phoen. A waterway has been constructed to allow river barges to enter the perimeter wall of Tharro. Here, a queue of passengers, who have just disembarked, are shuffling into the town through a narrow arch. Paido points to a group of horse traders who are herding their charges into the town. If you can tag along with them, perhaps you can gain entry to Tharro unchallenged.

If you wish to join the group of horse traders, turn to 297.

If you choose not to risk entering Tharro this way, you will have to spend the night on the open plain; turn to 226.

108

Even in the failing light, you can see that this trail is frequently used: the spongy vegetation is crushed flat, and a profusion of tracks are imprinted on the loamy soil. The tracks were made by man-sized creatures, bare-footed and web-toed. Close to the main trail winds another, less obvious, track. For some reason someone or something has gone to great lengths to keep this trail secret.

If you wish to follow the well-trodden trail, turn to 335.

If you wish to follow the secret trail, turn to 330.

109

The morning sky is filled with a sullen grey haze, and around you the tall plains grass undulates like a green sea, stirred to motion by a chill westerly breeze. The Great North Road cuts a straight line to the horizon with tracks that lead to cottages and farmsteads branching off at regular intervals. Sheep and cattle graze by the roadside, and the air is rich with the scents of the farmyard, flowers, and damp grass.

‘We should reach Tharro by sundown,’ you comment, checking your position on the map.

‘Maybe,’ replies Paido, cautiously, and points to a menacing streak of blue-black cloud rolling across the skyline from the west. ‘Just so long as we stay ahead of the storm.’

By noon you have put thirty miles behind you but still have thirty more to ride before you reach the town of Tharro. Steadily the sky is darkening, and what began as fine drizzle has now developed into sheets of heavy rain. Both of you are drenched, and your horses are beginning to steam as they splash through the ankle-deep puddles that punctuate the muddy highway.

Through the pall of rain, you see an inn on the banks of a stream, whose waters are greatly swollen by the storm. A wide stone bridge spans the rushing torrent, and a mill with a thatched roof stands close by.

If you wish to stop at the inn, turn to 188.

If you wish to cross the bridge and seek shelter at the mill, turn to 61.

If you choose to ignore your discomfort and ride on through the storm, turn to 318.

110

The monks stare in horror at the smouldering remains of the Helghast. ‘What manner of demon are you?’ asks one, with terror in his voice. ‘He's a black sorcerer,’ says the monk at his side. ‘A creature of darkness!’ shouts another.

You sense that the monks were unaware of their leader's true identity. They believe you came here tonight to murder him, and his smoking remains convince them that you have accomplished your mission. Before you can utter a word, they draw short swords and rush at you like men possessed.

Monks of the Sword: COMBAT SKILL 25   ENDURANCE 45

Owing to their state of frenzy, the monks are immune to Mindblast (but not Psi-surge).

You may evade combat after three rounds by pulling yourself through the hatch; turn to 191.

If you win the combat, turn to 293.

111

The hysterical howls of the Ghagrim fill the night as you scramble through the foliage. By chance, you stumble onto a track that skirts around the edge of the encampment and disappears to the north. It seems to be deserted.

If you wish to follow this track, turn to 229.

If you decide to avoid it and rush into the undergrowth ahead, turn to 296.

112

‘Good, good!’ he exclaims gleefully, twisting his droopy moustache as he paces the muddy road. ‘Answer me this riddle. If a brick counterbalances three quarters of a pound plus three quarters of a brick, how many pounds does the whole brick weigh?’

If you can answer the old man's riddle,8 write down the solution and then turn to the entry with the same number as your answer.

If you cannot answer the riddle, turn to 269.

[8] If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

113

‘Gaj aki-amaz!’ hisses the monk, pulling back the hood of his black robe. You gasp in shock as you stare upon a ghastly transformation. The monk's face is writhing and contorting as his skin tightens and grows darker. Tattered flesh drops from his sunken cheeks to hang in festoons beneath the exposed lower jaw. A snake-like tongue, black and narrow, flickers between curved fangs that have risen from the lower jaw.

A sickening dread fills your heart as you recognize the creature standing before you. It is a Helghast, a nightmarish agent of the Darklords. Its demonic eyes glow like red-hot coals as it shrieks and raises its claw-tipped hands.

If you possess the Sommerswerd, turn to 30.

If you do not possess this Special Item, turn to 183.

114

A strong aura of good emanates from the room above, and you suspect that it is a place of worship. However, this aura masks your ability to detect if the room is occupied or empty. The door ahead gives off no special aura.

If you wish to climb the stairs, turn to 157.

If you wish to open the door and enter, turn to 340.

115

The hiss of the crossbow bolt is followed, almost instantaneously, by a terrible pain that paralyses your left arm. You are knocked over by the force of the missile and crack your head heavily on the sawdust-strewn floor: lose 8 ENDURANCE points.

Through a reddish haze, you see Paido draw a dagger and hurl it at the dwarf; it sinks into his black beard and sends him tumbling backwards. He reappears for an instant, desperately trying to dislodge the blade buried deep in his throat with his fingers, but he has suffered a fatal wound. He gurgles a death-cry and drops to the floor, his flailing arms bringing down a shelf full of bottles.

Carefully Paido raises you to your feet, supporting your weight as you stagger to the stables. Your wounded arm is streaming blood, and with every passing second, you drift towards unconsciousness.

Turn to 288.

116

Your psychic skill reveals that the pool is nothing but an illusion. What you can see is a gossamer-thin membrane, which reflects the light so convincingly that it appears like water. It is virtually impossible to detect that there is a creature lurking in the hole beneath.

If you wish to prod the ‘water’ with a weapon, turn to 214.

If you choose not to disturb the creature, turn to 177.

117

The archery range is a long and narrow room lit by torches set into the walls at regular intervals. At the far end are three targets bound with wire to bales of hay. Each target is the same size as the one you saw earlier, hanging behind the counter, but instead of rings, they each display the silhouette of a different creature: the left target shows a man; the centre one shows a wolf; and the right target shows a bear. You hand the owner your Silver Bow and he chooses three arrows from a rack on the wall. He praises the balance and fine workmanship of the bow as he draws the bowstring and takes aim at the centre target.

‘Head!’ he says, and releases the shaft. The arrow whistles to the target and sinks into the head of the wolf silhouette. ‘Rump!’ he calls on the second shot, shooting the arrow exactly in the target's hind quarters. ‘And now for the last,’ he says, taking care to load the bow correctly; ‘the heart of the wolf.’

Suddenly he turns and fires. The arrow comes screaming towards your chest.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked. If you have the Magnakai Discipline of Divination and have reached the rank of Primate, add 1 to the number you have picked.

If your total score is now 0–4, turn to 154.

If it is 5–8, turn to 40.

If it is 9 or more, turn to 251.

118

You have taken less than ten steps when your Sixth Sense warns you that to go any further would be fatal. You whisper your suspicions to Paido, and he suggests that you leave the mine and continue your journey north. Wisdom conquers curiosity: you return to the entrance and press on.

Turn to 152.

119

All is deathly quiet as you set your empty tankard on the table. A few minutes pass and you notice that the passengers are no longer regarding you with suspicion. Instead, their stares seem complimentary, as if they were admiring you for being able to drink an ale as strong as Bor Brew.

Paido raises his tankard and takes a great mouthful of the ale of his choice — Ferina Nog. Immediately he spits it out, wiping away its insipid taste on the back of his hand. ‘Bilge juice!’ he splutters, slamming down his mug.

‘You should be a sight more careful where you empty your mouth stranger,’ growls a man seated to your right. He bends down and picks up his pointed steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

If you wish to take action to stop a fight breaking out, turn to 314.

If you choose to do nothing, turn to 253.

120

An old wooden board, nailed across the entrance to the shaft, warns you to stay away. This silver mine was closed down shortly after the main tunnel collapsed. Twenty miners were buried alive and their names are carved into the pit props that surround the entrance to the shaft as a memorial. As you scan the list of names you hear the tap of a hammer breaking stone in the depths of the shaft.

If you wish to enter the mine, turn to 194.

If you wish to leave the mine and continue your journey north, turn to 152.

121

Paido's coma deepens. Shortly after midnight, his heart and brain cease to function and he slips painlessly into death. Grief fills your senses and you mourn the loss of your brave companion, but your grief soon turns to anger as you remember the foul trickery that ended his life and so nearly put an end to yours.

A rage grows within you. You take Paido's sword and vow to avenge his death by washing it in the blood of his murderers. Heedless of caution and the warning cry of your senses, you throw open the cellar door and go in search of vengeance.

You have taken only a few paces along the corridor when a terrific explosion lifts you off your feet. The monks followed your trail to the cellar and prepared a surprise for you. You have tripped a wire and activated an explosive charge set into the floor. When the monks come to inspect their handiwork, they will discover your remains lying in the rubble.

Your life and your quest end here.

122

The sudden thud of metal on wood makes you spin round on your heel. Nestling between two kegs of ale on the tavern counter you glimpse the face of the innkeeper, the stock of a heavy crossbow pressed close to his bearded cheek. He growls a curse and tightens his finger around the trigger.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.

If the total is 0–5, turn to 115.

If it is 6 or more, turn to 334.

123

Less than a hundred yards along this jetty of volcanic rock, you encounter a cloud of choking marsh gas. A pair of green, spindly-limbed creatures sits on the causeway, dangling their legs over the side and sniffing the stinking cloud with apparent delight. When they see you approaching they hiss and bare their fangs menacingly.

Illustration VI—A pair of green, spindly-limbed creatures sit on the causeway, sniffing the stinking cloud with delight.

If you wish to approach these creatures, turn to 339.

If you wish to return to the junction and take the west spur, turn to 105.

If you have a Fireseed and wish to scare them with it, turn to 81.

124

Hanging around the dead man's neck on a silver chain is a medallion, cast in the shape of a flaming broadsword. The sound of footsteps in the next room prompts you to leave it untouched and hurry after Paido.

Turn to 273.

125

Your Arrow sinks deep into the Ghagrim's thick neck, bringing it crashing to the ground. It tries to lift itself but is trodden underfoot by another of its kin, who snatches up the iron sword and licks the blade before yelling its battle-cry.

If you have another Arrow and wish to use it, turn to 90.

If you wish to engage the Ghagrim with a hand weapon, turn to 205.

If you wish to evade its attack, turn to 309.

126

The bargee brings a round of Chai-cheer to your table and you drink to the health of Queen Evaine of Talestria. The mood soon becomes much friendlier and you learn that the soldier, whose name is Trost, is on his way back to his post at the Tharro garrison after enjoying a week's leave with his family in Phoena.

As you drink your ale, the sound of applause rises above the hubbub of conversation. An elderly man, tall and distinguished-looking, walks slowly to the centre of the floor and bows to his audience. His pale face and silver-grey hair are a stark contrast to his richly embroidered robes of crimson and gold. He smiles warmly and introduces himself as Count Conundrum, the prince of puzzles. For your amusement, he will pose some brain-twisting conundrums. So confident is he that none will be able to answer his riddles correctly that he is offering 20 Lune to anyone who can prove him wrong. A hush descends as the passengers await his first puzzle.

‘If one-and-a-half geese lay one-and-a-half eggs in one-and-a-half days, how many eggs will three geese lay in eight days?’

If you can answer the Count's riddle, turn to the entry with the same number as your answer.9

If you cannot answer the riddle, turn to 141.

[9] If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

127

As you near the stream, a dozen mounted warriors appear, the pounding hooves of their jet-black horses churning the water as they race along the gully to your left. Their leader, clad in a fearsome bronze helm, draws his axe — it is the signal to charge. With a blood-curdling yell, they sweep up the rocky bank and come thundering towards the track.

If you have a Bow and wish to use it, turn to 209.

If you wish to draw a weapon and meet them head-on, turn to 88.

If you wish to evade them, turn to 185.

128

‘Leave us,’ commands the black-robed figure, ‘and summon the brothers.’

The refectory door slams shut, and you hear the sound of a metal bar being drawn. There is a hiss of steel against leather as Paido unsheathes his sword. He levels the blue blade at the sinister monk and narrows his cat-like eyes. ‘What do you want with us?’ he says, his voice sharp and threatening. But the monk offers no reply. He stands motionless, his eyes fixed firmly on you. Paido repeats his demand, but his voice sounds weaker. The sword trembles in his hand and, with a groan, he collapses, scattering plates and cutlery as he hits the table and rolls to the floor.

Turn to 238.

129

After your encounter with the Taan-spider, you are both in need of a rest. You stop to recover your strength; you must eat a Meal or lose 3 ENDURANCE points. Paido is optimistic that you will reach the temple by sundown if you can avoid encountering any more of the Danarg's hostile inhabitants.

Turn to 220.

130

You climb the creaky stairs that lead to the front door and rap the wrought-iron knocker. The door squeaks open slowly and you are greeted by what appears to be a bundle of rags and hair. After staring at it for a few moments, you realize with disbelief that the ill-smelling mound before you is alive. The hair parts and a face appears, crevassed with dirt-encased wrinkles. ‘What do you want?’ croaks the old woman, grinning a yellow, mirthless grin.

If you have met Jako, turn to 329.

If you have not, turn to 193.

131

Your senses reveal that Paido's sword is magical — it has the power to kill the enemy you now face.

To retrieve this weapon and use it against the Helghast, turn to 47.

132

The numbness in your arm spreads rapidly across your chest and up your throat. Your vocal chords are frozen, making it impossible to shout for Paido's help. You must act swiftly before your lungs and heart are affected by the powerful anaesthetic.

If you wish to plunge your hand into the pool of water, turn to 263.

If you wish to slam your palm against the tree, turn to 83.

If you have a Fireseed and wish to crush it with the palm of your hand, turn to 15.

133

Once more the Count repeats his conundrum. He allows his audience to ponder on it for a few more minutes, but still no answer is offered. Finally he pockets the silver box and declares his puzzling at an end. At first the crowd groan in disappointment, but they are quick to show their appreciation by applauding loudly when the Count leaves the hold. ‘Honey Lodge!’ shouts the bargee. ‘Five minutes to Honey Lodge.’ A group of farmers gather up their belongings, say farewell to their travelling companions and begin to climb the tap-room stairs as the barge slows to a halt.

If you wish to go up on deck and watch them disembark, turn to 73.

If you prefer to stay in the tap-room, turn to 236.

134

The sword strikes you squarely between the shoulder blades, sending you tumbling from the saddle. You fall awkwardly, driving the blade deeper into your back. For countless seconds you lie staring at the sky, unable to move, feeling nothing. Before the anaesthesia of shock wears off you are surrounded by enemies who show no mercy.

Your life and your quest end here.

135

The sun is setting as you catch your first glimpse of Tharro on the road ahead. Mud-coloured walls, tall and fortified, surround the houses which sit atop a broad grassy rise known as Fortress Hill. Soldiers in tunics of scarlet and grey patrol the walls and stand guard at the huge wooden doors that grant access to the town's south quarter.

You ride along the straight dirt road towards a stone bridge, which arches across a man-made canal encircling the hill. Once over the bridge, you pass up a ramp leading to the gatehouse. At the gate, a square-jawed soldier in silver chainmail demands to know your business before he will allow you entry to the town.

If you wish to show him your Pass, turn to 68.

If you do not wish to show him your Pass, or no longer have it, turn to 92.

136

You follow the stream until it enters a long corridor of towering trees that descend towards the bank of a swift-flowing brook, a tributary of the River Syad. You stop here briefly to bathe your faces in the icy water and to stare at the mass of blue-green giant trees that fill the western horizon.

‘The Mordril Forest,’ says Paido, a note of trepidation in his voice. ‘It was once a wondrous forest, a place of light and goodness. The trees grew strong and the birds and beasts were the fairest of any forest breed. But the Mordril has grown dark and dismal of late. The Danarg encroaches, feeding its sickness to the soil and poisoning the saplings and the creatures that dwell there still. It is a doomed forest, doomed to become part of the Danarg swamp.’

You remount your horse and cross the brook. As you climb the opposite bank you notice a set of freshly made tracks in the soft earth.

If you have the Magnakai Discipline of Pathsmanship, turn to 256.

If you do not have this skill, turn to 342.

137

The man spins around in shocked alarm at the sound of your voice. An instant later Paido appears at his back and hits him at the base of the skull with the edge of his open hand. The man grunts and drops heavily to his knees before keeling over the edge of the platform. With a dull splash, he lands face down atop a mound of manure and rotting vegetation.

If you wish to search the mill, turn to 306.

If you choose to leave the mill and continue your ride north before the man regains consciousness, turn to 318.

138

Your sense of time slips away as you trek through the seemingly endless expanse of bleak grey trees. Slowly you become aware that you are on an incline, and as your passage becomes steeper, you notice large outcrops of pitted volcanic rock.

‘We're approaching the Danarg crater,’ says Paido, his quietly spoken words echoing loudly through the eerie forest. Suddenly you recall the words of Lord Rimoah during your period of preparation in Elzian: ‘The Danarg occupies the crater of an ancient and massive volcano. Once it was a lush jungle of fertile vegetation, but now it is a cancerous wound that poisons all who dwell there … ’

By noon you have climbed to the lip of the crater and begun your descent. Gradually the tall, straight trees of the Mordril Forest thin out giving way to twisted trunks and stunted saplings as the land sinks deeper and deeper. Imperceptibly the forest ends and the swamp begins. The ground is softer, and tall, black rushes appear in clumps around misty pools of stagnant water. From tortured husks of trees hang thorny vines, as tough and as cruel as sharpened steel wire. So thickly are they entwined around some trees that they have strangled them, leaving empty coils where the trunks have rotted away. The stench of decay fills your nostrils in the humid yet cold air.

You wade through ankle-deep slime for nearly an hour before reaching the edge of a huge, murky pool. Whirls and eddies disturb its surface, warning of the creatures that lurk below.

If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary, turn to 203.

If you wish to skirt around this pool to the north, turn to 36.

If you wish to skirt around it to the south, turn to 300.

139

The merchant grins delightedly as he pockets your gold. You take the Grey Crystal Ring from the display case and slip it onto the index finger of your right hand. It fits perfectly.

Mark this Grey Crystal Ring as a Special Item on your Action Chart. If you wish to dispose of any Special Items (with the exception of the Ring you have just purchased) the merchant will pay you 8 Gold Crowns for each item you sell.

To leave the shop and continue, turn to 204.

140

You reel back from the edge, blocking Paido, who is following close on your heels. Your swift reaction has saved you both from falling to certain doom in the chasm. Shaken, you turn away from the edge and follow the track instead.

Turn to 229.

141

‘Very well,’ says Count Conundrum. ‘Just to make our journey to Tharro a little more interesting, if there is anyone here who can answer my next puzzle correctly they will receive from me forty Lune.’ A chorus of delighted whisperings emanates from the crowd.

‘In winter,’ he begins, ‘the ice-lilies of Lake Adon double in area every twenty-four hours. It takes sixty days from the time the first ice-lily appears until the lake is completely covered with them. On what day is the lake half covered with lilies?’

If you can answer the ice-lily riddle, turn to the entry with the same number as your answer.10

If you cannot answer the riddle, turn to 338.

[10] If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

142

You sense that it will be impossible to cross the quicksands before nightfall. Even if you were to find the sanctuary of firm ground and camp there overnight, there is no knowing what horrors lurk on the desolate plain. The quicksands themselves are as treacherous as the creatures they harbour. What may be firm ground at night can be transformed into a fathomless bog by morning.

If you wish to heed your senses and avoid this bog, you can return to the junction and take the west spur by turning to 175.

If you choose to risk crossing this wasteland, turn to 21.

143

‘What do you want 'ere?’ growls a guard, suddenly appearing from the shadows of the archway to challenge you with his spear.

If you have a Pass and wish to show it to the guard, turn to 18.

If you wish to ask him the way to the garrison commander's quarters, turn to 286.

If you choose to evade confrontation by galloping away along the street, turn to 204.

144

Your killing blow beheads the evil warlord, sending the great bronze helm spinning skywards. The sight of him slain in such a way shakes the morale of his men, and they break off their attack abruptly, wheeling their horses about and galloping away in disorder. ‘Let's fly,’ shouts Paido, waving his sword darkened by the blood of the Drakkarim, ‘before they regroup and attack again.’

You sheathe your weapon and follow Paido as he leaves the track and rides along the stream to the west. Turn to 136.

145

The dwarf draws two flagons of ale and a brace of wheat cakes from the counter. ‘That'll be fifteen Lune, all told,’ he says, pushing two carved wooden platters with their mouthwatering cargoes a little closer. You flick open your Belt Pouch and take out four Crowns.

‘This should cover it,’ you say, sliding the gold coins across the bar. He tests them between his teeth before nodding his approval.

‘No offence t'you two gentlemen, y'understand, but I've been caught with snide coinage afore an' it's made me a might careful like. These be Dessi mint, if I'm not mistaken?’ he enquires, his eye twinkling at the thought of hearing tales of that distant magical land.

‘Could be,’ says Paido, guardedly. ‘The coins of Magnamund mix freely in Garthen's markets — there's no telling when those four last saw their birthplace.’

‘How about you, innkeeper?’ you interrupt, steering conversation away from Dessi. ‘You're no native Talestrian. When did you last see your homeland?’ The dwarf's face beams as he prepares to talk on his favourite subject — himself. By the time you have finished your food and ale you have heard the life story of Lardin, son of Kardon of Bor.

‘What news have you of Luukos?’ asks Paido, as the dwarf takes a rare pause for breath.

‘News of a kind that's becomin' only too familiar round these parts,’ he replies in a disgruntled tone. ‘But that Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city o' Xanar, mark my words.’

‘Don't be too sure o' that, Lardin,’ says a rosy-faced farmer, who has sidled along the bar to within earshot of your conversation. ‘My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.’

‘That star-gazin' sister o' yours is full o' good news,’ retorts the dwarf. ‘When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that!’ Agreement rumbles from the tavern crowd, now openly listening to the discussion.

‘That's as maybe,’ says the farmer. ‘But when 'as she ever been wrong, eh?’ An uncomfortable silence fills the inn, and slowly the crowd return to their own business. No one, least of all the innkeeper, chooses to dwell on the matter any further.

If you wish to ask the farmer where his sister lives, turn to 262.

If you decide to leave the tavern and continue your journey to Tharro, turn to 318.

146

You muster all your strength to fight the deadly poison which has infiltrated your blood. Your improved power of Curing suppresses the pain and slows the progress of the insidious toxin, enabling you to face your would-be assassin. A flicker of surprise registers in the cold, black eyes of your opponent as you stagger to your feet and unsheathe your weapon.

Lose 5 ENDURANCE points and turn to 113.

147

You are welcomed by an attractive young woman with long, jet-black hair, woven into a single plait that reaches almost to her waist. She is dressed in a green suede-cloth tunic, similar to your own, and wears soft, calf-skin gloves. In addition to the maps, which she researches and draws herself, she also sells all manner of hunting and scouting equipment. She takes an obvious delight in her work and shows you samples of her maps, which are excellent for their accuracy and attention to detail. You ask her if she has ever prepared a map of the Danarg and she turns strangely silent. Tears begin to fill her dark eyes as she recalls how she and her father once explored beyond the fringes of that fearsome domain. They had planned to map its internal waterways and, if luck was with them, discover the lost temple of the Elder Magi. With sadness she tells of her father's death in the jaws of a monster that had stalked them from the moment they had entered the jungle-swamp. She escaped but not unscathed. As she fought to free her father from the mouth of the beast she was badly burned by its caustic saliva. Carefully she removes one of her calf-skin gloves and reveals an injured hand. The sight of the angry red scar tissue fills you with compassion for this brave young woman.

Illustration VII—The young woman shows you her maps and with sadness tells of her father's death.

If you wish to question her further about the Danarg, turn to 44.

If you wish to bid her good evening and leave the shop, turn to 204.

148

Your Magnakai Discipline reveals to your experienced eye that these fruits are not what they appear. The tree is dead and incapable of producing fruit. They are carnivorous animals that have taken on the outward appearance of juicy ripe fruits in order to snare the unwary.

If you wish to attack one of these ‘fruits’, turn to 245.

If you choose not to disturb them, turn to 177.

149

The old man steps aside, nursing his injured pride. ‘Teach these upstarts a lesson they'll never forget!’ he shouts, his command ringing in your ears. Without saying a word you and Paido spur your horses to a trot and move rapidly towards the villagers. They had not expected this. Several of them lower their forks and staves and shift nervously in the line.

‘Go!’ shouts Paido and, in a matter of seconds, you have broken through to the clear road beyond. For all their arrogance, the villagers and their vain old mayor are no match for two combat-hardened fighters. You leave the village of Stia without loss or injury and continue your journey north to Tharro.

Turn to 135.

150

You stop at noon to rest and review your progress. The starguider's homing signal has strengthened steadily, and Paido is optimistic that you will reach the temple before sundown if you can keep up your present pace. So far you have avoided the Danarg's more hostile inhabitants, but invisible dangers still lurk all around, waiting for you to lower your guard. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 220.

151

The hold is crowded with travellers on their way north. For most it is a regular journey home after selling their wares in Phoena. Their purses are full and their mood is friendly as they pass the time drinking and playing games of chance.

One of the crew glances up from serving and, wiping his hands on his apron, hurries over to welcome you to the floating tavern. He points to a plank table at the far end of the hold that is bowed beneath the weight of several kegs of ale and platters of food. He asks if you would care for some refreshment.

‘Two jugs of ale,’ replies Paido, reaching for his pouch of crowns.

‘Certainly, sir,’ replies the bargee, in a servile tone. ‘I have three fine ales to delight your palates — Ferina Nog, Chai-cheer, and Bor Brew.’

Paido chooses a jug of Ferina Nog. Which ale will you choose?

If you choose Ferina Nog, turn to 173.

If you choose Chai-cheer, turn to 218.

If you choose Bor Brew, turn to 284.

152

The track continues along the rock-strewn valley floor through a thicket of stunted trees and climbs slowly towards a ridge of hills, their peaks worn smooth by countless years of wind and harsh weather. You stop briefly at a babbling stream to allow your horses to drink, and your rumbling stomach reminds you that you are hungry and in need of food. You must now eat a Meal or lose 3 ENDURANCE points.

When the horses have quenched their thirst, you continue your climb to the ridge. You soon reach the crest and stare down on a sight that sends a shiver down your spine.

Turn to 24.

153

As you look all around, your eyes come to rest on a large cask, one of many that line the opposite wall. However, whereas all the others have small puddles of ale on the ground beneath their wooden taps, the large cask in the middle is perfectly clean, as if it had never been used. You twist the wooden tap, but instead of a stream of ale pouring out, there is a dull click, and the entire circular front of the cask swings open to reveal a secret portal and a stairway descending into darkness.

You exchange glances with Paido and then follow him as he makes his descent into the unknown.

Turn to 259.

154

A blinding pain rips through your chest, making you scream out. The room spins before your eyes as you gasp for air, and the pain drags you to the floor. Suddenly you feel no more — the pain has gone and with it the last beat of your punctured heart.

Your life and your quest end here.

155

The great snake flicks its tongue and lunges forward, intent on consuming you both in its massive jaws.

Silver Swamp Python: COMBAT SKILL 20   ENDURANCE 60

Owing to the swiftness of its attack, you do not have time to use a bow. Unless you possess the Magnakai Discipline of Curing and have reached the rank of Primate, double all ENDURANCE point losses you sustain during the combat, due to the snake's venomous bite.

If you win the combat, turn to 62.

156

You sense that your wound has become infected with korovax bacillus, which infest the soil of northern Talestria. Talestrian korovax is a virulent disease — only your Kai skill is delaying its swift and terrible effect. Unless you treat the wound within two days with Tincture of Oxydine or Oede herb, the muscles of your chest wall will suffer uncontrollable spasms. Then the inability to control your breathing will kill you within minutes. (If you possess either the Tincture or the herb, you may use it immediately to cure the korovax infection.)

Owing to loss of blood you must now reduce your ENDURANCE by a further 6 points before continuing your ride to Tharro.

Turn to 318.

157

At the top of the stairs you pass through a curtained archway and step into a large prayer hall. A central aisle separates the pews of white wood, which face a golden pulpit with a facia shaped to resemble a flaming sword. Carefully you rest Paido on a pew and examine the glass vial you found in the kitchen. Your fears and suspicions are soon confirmed — it contains poison. The clear, sticky fluid is sap from the gnadurn tree, a substance used frequently by assassins because of its lack of flavour or scent. The monks must have put some of this poison in the food that Paido unwittingly consumed. The sap is deadly, and you must act quickly if you are to save your companion's life.

You hear the sound of running feet and the growl of dogs off the leash at the bottom of the stairs. Once more you shoulder your burden, carrying Paido towards the far end of the hall in search of an exit. Behind a drawn curtain you discover a door, but it is locked and bolted from the other side. The noise of your pursuers grows louder as they climb the stairs to the hall.

If you have the Magnakai Discipline of Invisibility and have reached the rank of Tutelary, turn to 67.

If you do not possess this skill or have yet to reach the rank of Tutelary, you can hide in the pulpit by turning to 96.

Or you can hide among the pews by turning to 198.

Or you can stand in the central aisle and await your pursuers by turning to 305.

158

As you fight, the Vordak succeeds in driving its black steel sword through the side of the ship's pressure tank. A blast of liquid gas hisses from the hole, freezing the Vordak in its petrifying spray. From above comes a stream of blue fire that ignites the escaping gas. There is a flash, and in a fraction of a second, the Levitron is transformed into a colossal ball of flame.

Your life and your quest end here.

159

The numbing cold robs you of the speed and strength needed to fight this evil enemy: lose 5 ENDURANCE points.

Suddenly a wave of heat awakens your senses. Paido has summoned fire to his aid, wafting a sheet of flame down upon the spiders that are closing in for the kill. They flare brightly, their legs withering in the flames, their crackling black bodies dropping to the floor and crumbling to dust. Kezoor shrieks in frustration. He draws his sword before his face and mouths a silent spell of protection before lowering his blade and pointing it towards your chest.

Kezoor: COMBAT SKILL 28   ENDURANCE 45

He is immune to Mindblast and Psi-surge. You may reduce by half any ENDURANCE point losses you sustain during the combat as Paido fights by your side, receiving half Kezoor's blows.

If you win the combat, turn to 46.

160

The Xlorg gurgles its last breath and falls dead, writhing briefly in the mud before becoming still with an uncanny abruptness. You turn to Paido and drag him away from the pool's edge, where his bleeding arm is attracting a crawling horde of hungry leeches.

You leave the pool and press on along the muddy trail, glancing back once. No sign remains of the dead Xlorg; their bodies have already been claimed by the creatures of the pool.

Turn to 192.

161

‘Summon the brothers!’ commands the menacing figure in black. You draw an Arrow and fire, felling one of the brown-robed monks as they rush to the door. The other escapes, slamming shut the door as he hurries to obey his master's order.

If you wish to fire your Bow at the remaining black-robed monk, turn to 208.

If you wish to shoulder your Bow and attack him with a hand weapon, turn to 277.

If you wish to demand that he lets you leave the temple, turn to 99.

162

Your Arrow glances off the leader's bronze helmet and arcs harmlessly into the sky. He screams a madman's yell of delight, his evil eyes twinkling through the slits in his visor, as he steers his horse straight towards you.

Drakkarim Horselord: COMBAT SKILL 22   ENDURANCE 28

If you have the Magnakai Discipline of Animal Control, add 2 points to your COMBAT SKILL for the duration of the combat.

If you win the combat, turn to 144.

163

Paido leaps to your side, his hands weaving a strange pattern in the air. ‘Anun-kadrusa!’ he cries, and a wave of shimmering heat courses from his open palms. The club explodes, and the dwarf reels back in shock as slivers of glowing wood set his hair alight.

‘Agh! I'm on fire!’ he screams, and scurries on all fours through the door like a frightened boar.

‘Sorcerers!’ exclaims the startled tavern crowd as they stampede towards the main door, overturning benches and tables in their desperation to escape. In the ensuing turmoil, the innkeeper is nowhere to be seen.

If you have the Magnakai Discipline of Divination, turn to 341.

If you do not possess this skill, turn to 122.

164

Your speed and accuracy with a bow puts paid to the hunting dogs in a matter of seconds. They fall and tumble dead at your feet, your deadly Arrows sunk deep in their chests. Then through the archway come their masters, a dozen angry monks each clutching a sword. You have not enough Arrows to dispatch them all as they charge headlong down the central aisle.

Monks of the Sword: COMBAT SKILL 22   ENDURANCE 36

If you win the combat, turn to 328.

165

The dwarf stops hammering. ‘Is that you, Filcher?’ he asks, squinting along the tunnel. When he realizes you are not Filcher, he curses and hurls his mattock at your head. You duck aside, but the pick-like weapon spins past and catches Paido full in the chest. He screams and falls, dying, at your feet. Desperately you try to save him, but the wound is fatal. Anger wells up inside, and you turn to confront his killer, only to find yourself staring into the muzzle of a Bor musket. The dwarf pulls the trigger, and you are decapitated by the blast.

It may be some consolation to learn that your killer did not escape unpunished. The shock wave of the blast brought down the tunnel ceiling and buried him alive.

Your life and your quest end here.

166

Trost swallows the last drop of ale and turns his head to see what is attracting your attention. He catches sight of the new passenger and begins to choke.

‘By the stars!’ he hisses. ‘It's him … it's Kezoor the Necromancer!’ He pulls a crumpled scroll from within his tunic and unfurls it on the table. On it is a picture of a man's face — the cruel features bear an uncanny resemblance to those of the stranger. Beneath the picture you read:

Notice of Death

Kezoor the Necromancer

Renegade Shaman of Mogaruith.

Leader of the forbidden sect of Dazudskul.

It is hereby proclaimed by lawful authority that in just retribution for vile acts of black sorcery perpetrated throughout the Freelands of Talestria, a bounty of Ten Thousand Lune is offered for the head of Kezoor the Necromancer.

By order of Queen Evaine of Talestria

MS 5060

‘This could be our chance to make a fortune,’ whispers Trost. ‘Help me take him and we'll split the reward. Agreed?’

If you wish to help Trost attack the necromancer, turn to 65.

If you refuse to help him, turn to 224.

167

Reluctantly the great snake accepts defeat and slips silently back to its murky lair beneath the vines and floating vegetation.

Turn to 62.

168

The building turns out to be a bowyery, stocked with some of the finest archery equipment you have ever seen. Myriad types of arrows, quivers, bracers, wrist and finger guards, bowstrings, and bow cases fill the racks from floor to ceiling. A colourful ringed target hangs on the wall behind the counter, and on it are painted the prices of the goods for sale. You read:

- Arrow — 2 Lune

- Bows — 32 Lune

- Quivers (empty) — 12 Lune

- Wrist and Finger Guards — 8 Lune

- Bow cases (wood) — 20 Lune

- Bow Cases (leather) — 12 Lune

- Bowstrings — 4 Lune

You may purchase any of the above equipment, using Gold Crowns to pay for the items if you wish (1 Gold Crown = 4 Lune). A Quiver holds a maximum of six arrows, and to carry more than six arrows you will need to purchase an extra Quiver. Bow cases, wrist and finger guards, and bowstrings are all Backpack Items.

If you possess the Silver Bow of Duadon, turn to 304.

If you do not possess this Special Item, you may leave the bowyery and continue; turn to 264.

169

As you climb the steps to the prow, a Vordak lunges at your head with its black staff. You duck, and a splash of blue sparks showers your tunic as the tip of the staff shears through the metal hand-rail. You strike, driving your weapon into the creature's chest and sending it toppling backwards over the side. At the same time a sudden blow strikes your shoulder, knocking you flat on your back. You are stunned and lose a grip of your weapon. You look up to see your attacker leaping from the top of the stairs, his clawed, skeletal fingers hooked to rend your flesh.

Vordak: COMBAT SKILL 18   ENDURANCE 26

You are now unarmed. Unless you possess the Magnakai Discipline of Psi-screen you must reduce your COMBAT SKILL by a further 2 points for the duration of the combat. The creature is immune to Mindblast (but not Psi-surge). If you win the combat against the Vordak you are able to retrieve the Weapon and keep it noted on your Action Chart.

If you win the combat, turn to 337.

170

You retrace your route through Topham, past the abbey and water-mill, and follow the track westwards to the Great North Road. The hours spent in the saddle have made you tired and hungry — you must now eat a Meal or lose 3 ENDURANCE points.

To continue your ride to Tharro, turn to 280.

171

In an instant Paido is by your side, his sword unsheathed and levelled at the monks. ‘Summon the brothers!’ commands the one in black. The others leave through the open door, slamming it shut behind them as they run to obey their master's order.

If you wish to attack the remaining monk, turn to 277.

If you wish to demand that he lets you leave the temple unharmed, turn to 99.

172

Stealthily you approach the huts, using your Kai hunting skills to muffle the sound of your passage through the foliage. Unfortunately Paido is unused to such woodcraft. He fails to see a clutch of dried twigs on the ground before him, and they crack loudly under his foot. You freeze in your tracks, your eyes fixed on the huts ahead.

Turn to 272.

173

The ale is weak and watery but serves to quench your thirst. Paido takes a great mouthful and immediately spits it out in disgust, wiping away its insipid taste on the sleeve of his tunic. ‘Bilge juice!’ he splutters, slamming down his mug.

‘You should be a sight more careful where you empty your mouth, stranger,’ growls a man seated to your right. He bends down and picks up his polished steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

If you wish to take action to stop a fight breaking out, turn to 314.

If you choose to do nothing, turn to 253.

174

The monks appear upset by your refusal to eat. They whisper to each other and cast anxious glances at your untouched plate. Paido is busy eating his stew, smiling delightedly as he fills his empty stomach. The monks hurry out of the refectory and return minutes later in the company of an elderly man dressed in a hooded black robe. He carries a staff of plain black iron.

‘Has the Vakeros eaten?’ he asks, his voice strangely cold and monotonal.

‘Yes, master,’ the monks reply, ‘but the Kai Lord refused.’

If you possess the Magnakai Discipline of Divination, turn to 93.

If you do not possess this skill, turn to 128.

175

Gradually the causeway descends into the stinking mire, delivering you back to the ankle-deep ooze. A chilling howl drifts across the swamp from the north, and for a few fleeting seconds, all the scuttling, slithering, and other small noises cannot be heard.

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

Turn to 56.

176

Paido heeds your shout and dives to the floor. The dwarf appears, the crossbow pressed to his cheek as he readies himself to fire. His finger tightens around the trigger, and the straining metal drawstring propels its deadly charge.

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

If your total is now 0–5, turn to 115.

If it is 6 or more, turn to 334.

177

When Paido finally climbs down from the tree, his face betrays his anxiety. ‘What is wrong?’ you ask impatiently.

‘There is no signal,’ he replies. ‘I have scanned every direction with the starguider, but it can detect no korlinium signal. It isn't damaged, of that I'm sure. It's simply as if the temple has disappeared.’

You take the device from Paido's hand and climb the twisted tree trunk. He shouts instructions and you set the starguider into operation, scanning the distant horizon and waiting for the tell-tale click that will reveal the direction of the lost temple of the Elder Magi. But Paido is right — there is no signal; and without a signal there is no hope of finding the Lorestone of Ohrido.

You are about to abandon the search and jump down from the tree when you see something on the northern horizon that you hadn't noticed before. An island of red volcanic rock rises out of the mire, one of four flat-topped islands grouped in a diamond close to the eastern edge of the crater. Perhaps the temple is on the other side of that island. Perhaps that is why the starguider will emit no signal?

You climb down and ask Paido what he thinks. He stares to the north and ponders the problem. ‘Yes, it is possible,’ he says thoughtfully, ‘it is just possible.’

Turn to 292.

178

Your force yourself to swallow the potion and to stay conscious long enough for it to take effect. Gradually you feel your strength returning. The pain and nausea disappear and your limbs stop their uncontrollable shivering as the potion and your latent Kai skill neutralize the toxin in your blood.

Now you use your skill to try to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn of the following day before you know for sure if your skill has saved his life.

Turn to 285.

179

You sense that the book contains details of acts and rituals that are wholly evil. It is an unholy book, but one which is not protected by a curse or trap.

If you wish to examine it now that you are sure it is safe to do so, turn to 312.

If you choose not to look at this evil book, turn to 255.

180

One of the soldiers snatches your Pass and gives it a cursory glance. Even the presence of Lord Adamas' seal does little to impress him. ‘Shieldwarden Nehdra is visiting Syada,’ he says. ‘He's not due back till tomorrow. You'll have to wait till then t'see him.’

He hands back your Pass and returns to his post. ‘Come,’ says Paido, ‘let's find ourselves a roof for the night. We can come back tomorrow if need be.’

You nod your agreement and follow Paido as he descends the hill track leading back into the town. At the quadrangle you decide to stop at the Temple of the Sword and enquire about a room for the night.

Turn to 78.

181

‘Honey Lodge!’ shouts the bargee. ‘Five minutes to Honey Lodge!’ A group of farmers near you gather up their belongings, say farewell to their travelling companions and begin climbing the tap-room stairs as the barge slows to a halt.

If you wish to go up on the deck and watch them disembark, turn to 73.

If you prefer to stay in the tap-room, turn to 236.

182

You load, aim, and fire in a split second, sending your Arrow whistling into the mottled underbelly of a swamp creature to your left. Croaking in pain, it twists and falls backwards, churning the pool to a bubbling brown froth as it frantically tries to grip the shaft between its webbed claws. A green-eyed serpent breaks through the surface and embraces the creature in its coils. The struggle is brief and the swamp water stifles all cries as the serpent and its victim sink swiftly from view.

The sight of the serpent distracts you, and you do not see the lizard-beast that is creeping up on you from the side until it is leaping through the air towards your chest.

Turn to 252.

183

This deadly, shape-changing servant of the Darklords cannot be killed with a normal weapon. Your only hope of defeating it is to fight it using Paido's sword, a blade forged by the Elder Magi in the furnaces of Elzian.

Gnaag Helghast: COMBAT SKILL 34   ENDURANCE 48

Ignore any ENDURANCE point losses sustained by your enemy in the first round of combat, as you are stooping to unsheathe Paido's sword from its scabbard when combat begins. This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, you must reduce your ENDURANCE by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of the combat.

If you win the combat, turn to 268.

184

The sight of Paido being forced back into a corner by the loathsome spiders makes you fire as soon as you glimpse your target. The Arrow flies true, but a hapless passenger runs across its path. He screams as the Arrow clips his shoulder. It is only a flesh wound, but your shot has been deflected; it sinks harmlessly into the tap-room wall. You curse your bad luck and shoulder your Bow in favour of a hand weapon. The necromancer senses the threat you pose and turns to face you, his hands weaving a pattern in the air. Suddenly you are literally frozen in your tracks. Frost sparkles on your hair and clothing, and ice sheens your eyes. Your breath comes in misty clouds as you labour to stay conscious.

If you have the Magnakai Discipline of Nexus, turn to 345.

If you do not possess this skill, turn to 159.

185

You steer your horse away from the track and gallop through a tangle of briars and bracken bordering the stream. Your ambushers follow in pursuit, the thunder of their horses' hooves and the clank of their armour echoing in your ears. It is a desperate chase, but the rough terrain works in your favour. After a while your pursuers pull back and cease the chase; they have decided to go in search of easier pickings — to harass the refugees fleeing from Syada.

Turn to 136.

186

You close your eyes, and summon the power of your Discipline. Drawing on your psychic reserve, you project a mental barrier to deflect the attack. Instantly the pressure in your head decreases and the pain subsides, releasing your senses from the icy paralysis of psychic shock.

Suddenly the attack breaks off, the abruptness of its passing leaving you reeling. As you open your eyes, you see at once the reason why the attack has ceased.

Turn to 60.

187

The membrane and the tendril hold your weapon in a vice-like grip, and you are forced to abandon it for fear of the tendril coiling around your arm. You watch in anger and frustration as a good weapon is crushed to useless splinters. (Delete this weapon from your Action Chart.)

Turn to 177.

188

You stable both horses and investigate the mouth-watering smell of freshly baked wheat cakes that wafts from the doorway of the inn. ‘Welcome,’ hails a friendly voice as you cross the threshold. ‘Come in and dry yourselves by the fire.’

Illustration VIII—A black-bearded dwarf, with an equally black patch covering his right eye, stands behind the counter.

A black-bearded dwarf, with an equally black patch covering his right eye, stands behind the counter, his barrel-like body obscured from the chest down. ‘Perhaps you two gentlemen would care for some fare?’ With an open sweep of his hands he draws your attention to the plates of cakes and kegs of ale that are spread along the bar.

If you wish to buy some food and ale, turn to 145.

If you choose to dry yourself before the fire, turn to 232.

If you wish to engage the dwarf in conversation, turn to 26.

189

You look up to see a squadron of black-winged Kraan swooping down on the Levitron. On the backs of these leathery creatures ride red-robed Vordaks, hideous servants of the Darklords of Helgedad. In their skeletal hands they wield staves of black iron which crackle with blue fire. As a Kraan screams past, a stream of liquid blue flame pours from its rider's staff.

If you possess the Sommerswerd, turn to 287.

If you do not possess this Special Item, turn to 13.

190

‘Your futile quest is over, mortal,’ says the hooded man, his emotionless voice like a spike stabbing at your mind. Instinctively you reach to your weapon, but your hand begins to shake — you cannot control your fingers. You glance at Paido to see that he, too, is shivering uncontrollably. Suddenly a wave of pain tears at your stomach and your legs buckle. You groan in agony and drop to your knees, clutching at your burning stomach. Paido lets out a scream of anguish and falls unconscious at your side. You cannot but envy his oblivion as the terrible pain courses through your body.

If you have the Magnakai Discipline of Curing and have reached the rank of Primate, turn to 146.

If you do not have this skill, or if you have yet to reach this level of Magnakai training, turn to 222.

191

You jump to your feet and scan the room, your weapon poised to strike down any would-be attacker. Fortunately the place is empty, the cooks having been summoned to the refectory. You sheathe your weapon, lift Paido across your shoulder, and run towards an open door at the far end of the kitchen. As you pass a steaming cauldron of stew you catch sight of a stoppered Vial of Clear Liquid. You stop to pocket the Vial (remember to mark it on your Action Chart as a Special Item) before running through the door and into the corridor beyond. At the end of the corridor are a wooden door and a staircase that ascends to the floor above.

If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 114.

If you wish to open the door and enter, turn to 340.

If you wish to climb the stairs, turn to 157.

192

You tend to Paido's wound, using your basic Kai knowledge of healing to prevent an infection from taking hold, before continuing deeper into the swamp. The ankle-deep ooze that borders the pool gives way to firmer ground, and you arrive shortly at a place where a tree bearing blood-red fruit overhangs a pool of clear water. You stop here to rest and dislodge the tiny leeches that are feasting on your legs.

Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations of korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of these vibrations, you should find the lost temple.

While Paido is busy adjusting the starguider, you decide to take a closer look at your surroundings.

If you wish to examine the red fruit, turn to 301.

If you wish to examine the clear pool, turn to 2.

If you decide to sit and wait for Paido to finish taking his readings, turn to 177.

193

‘You be wantin' to go to Tharro?’ asks the old woman impatiently. ‘Or perhaps you be wantin' your fortune told by m'daughter, Tadia the Prophetess?’

If you wish to enquire about the barge to Tharro, turn to 37.

If you wish to ask the old woman about her daughter, turn to 244.

194

You duck under the board and step into the gloom, taking care to tread lightly around the mounds of rubble and pools of water that obscure the tunnel floor. Soon the light from the entrance fades into total darkness. Ahead, the sound of hammering continues.

If you have a Lantern, a Torch and Tinderbox, or a Kalte Firesphere, turn to 283.

If you have none of these items, you can advance in the dark by turning to 118.

Or if you prefer to turn around and retrace your steps to leave the mine, turn to 152.

195

The Helghast vents a cry of rage and despair as you strike the blow that seals its doom. It crumples and falls, its flesh transforming into a vile green gas. All that remains is the torn and shredded robe that once concealed its identity.

Your mind reels at what has just occurred, but you dare not dwell on the fearful implications, for you can make out the sound of feet running down the stairs beyond the locked refectory door. You rush to Paido's side and shake him, trying desperately to revive him. He groans, his head lolling from side to side as you drag him to his feet. There is now only one escape route from the refectory — the hatch in the wall that leads to the kitchens. You lift Paido across your shoulder and bundle him through the narrow opening. But, before you can pull yourself through, the door slams open and a rush of monks pour into the refectory.

If you have a Bow and wish to use it, turn to 323.

If you wish to stand and fight the monks, turn to 110.

If you choose to ignore them and clamber through the hatch, turn to 86.

196

Without a sound you draw an Arrow from your Quiver, take aim, and fire. It strikes the target, splitting the spear haft clean in two and causing the man to leap with fright. Before his feet have returned to the platform, Paido moves forward and slams his open palm into the man's stomach, sending him tumbling over the rail. He lands with a dull splash, spread-eagled atop a mound of manure and rotting vegetation.

If you wish to search the mill, turn to 306.

If you choose to leave the mill and continue your ride north before the man regains consciousness, turn to 318.

197

The foul creature howls its death-cry and topples over the edge. Before it is out of sight you turn and run along the tree-bridge, your hand outstretched to grab Paido's arm. Just in time you save him; a moment later and he would have joined the Anapheg and plummeted into the spray-filled pool.

Turn to 31.

198

A brace of hunting dogs bursts through the curtained archway. They lope along the centre aisle, their claws scrabbling on the flagstones as they slide to a halt. Seconds later a group of monks appears, each armed with a sword. Systematically they search the pews, slowly advancing towards your hiding place. The dogs howl as they pick up your scent.

If you have the Magnakai Discipline of Animal Control, turn to 279.

If you do not possess this skill, turn to 241.

199

Kezoor shrieks in frustration. He renews his attack on Paido by creating more of the hideous creatures, but your companion uses his battle-magic to summon fire to his aid. From the tip of his sword a sheet of flame wafts down upon the spiders now closing in for the kill. They flare brightly, their legs withering in the flames, their crackling black bodies dropping to the floor and crumbling away to dust. ‘Attack!’ shouts Paido, and together you advance against your foe. Kezoor draws his sword and mouths a silent spell of protection as he prepares to engage you both in a fight to the death.

Kezoor: COMBAT SKILL 26   ENDURANCE 43

He is immune to Mindblast and Psi-surge. You may halve any ENDURANCE point losses you sustain during the combat as Paido fights by your side, receiving half the blows struck by Kezoor.

If you win the combat, turn to 46.

200

There is a terrific bang as another cube explodes. It is followed, almost instantaneously, by a massive explosion that transforms the Levitron into a colossal ball of flame, as the liquid gas stored inside the pressure tank ignites.

Your life and your quest end here.

201

One of the bowls begins to emit a faint humming sound. The surface of its silvery liquid swirls and glows brighter, casting a phosphorescent light onto the domed ceiling. The sparkling mist slowly clears and a strange image takes shape, condensing and forming into something wholly alien, something that resembles the head of a monstrous fly. Its great multi-faceted eyes stare down at you, gleaming darkly with black fire, like two huge clusters of evil jewels.

Illustration IX—A strange image takes shape resembling the head of a monstrous fly.

‘Tan-ash-okja Nadoknar Gnaag!’ booms a ghastly, rasping voice. Then, with a stifled cry of rage and recognition, the image clouds over and the light fades to a dull glow. The terrible visage of Darklord Gnaag has disappeared.

‘By the gods!’ gasps Paido, shocked to the core by what he has seen. ‘What manner of beast was that?’ But you do not reply, for you sense that he already knows the dreadful answer.

Swiftly you search the chamber. Behind a throne-like chair of chiselled stone you discover several useful items: a Sword, a Bow, 3 Arrows and enough food for 2 Meals. Also, set into the back of the chair, is a lever. It activates a portal in the opposite wall. The tapestry that conceals it is drawn aside, and you can see a stairway, flanked by torches, descending to a passage far below.

‘Come,’ says Paido. ‘This room chills my blood.’ You move to follow him as he descends the stairs, stopping briefly to kick over the bowl of glowing, silvery liquid that projected the image of Darklord Gnaag.

Turn to 259.

202

Your ears are filled with a loathsome hissing as the bodies of your slain enemies dissolve into the mud. You stare at their smouldering remains, and a cold chill grips your heart as you speculate on why these foul servants of the Darklords came to this sleepy Talestrian hamlet.

Inside the abbey you discover the grisly answer. Scattered throughout the chambers and corridors are the bodies of dead monks, their lifeless faces frozen in masks of horror. Several have been stripped of their robes, presumably to provide a disguise for their killers.

‘Why would the Darklords want to take control of this abbey?’ asks Paido, horrified at the sight of such slaughter.

‘I fear it is part of their plan to conquer Talestria,’ you reply. ‘It is always their strategy to infiltrate a land with agents before invading. When invasion is launched, these agents rise up and attack from within.’

‘So you think that the Darklords plan to invade Talestria,’ says Paido, aghast at the possibility of such an event.

‘I suspect that their plan is already under way,’ you say thoughtfully. ‘Perhaps the destruction of Luukos was masterminded not in Xanar, but in Helgedad.’

Paido helps you to bury the monks in the graves already dug by their killers. As you cover the last of the bodies with soil you notice a small, pear-shaped stone lying on the pathway. Its speckled blue surface is mirror-smooth and, despite its size, it feels remarkably heavy. You suspect it is very valuable and decide to keep it. (Mark this Lodestone^11 on your Action Chart as a Special Item that you carry in your Belt Pouch. If you already carry your maximum number of Special Items, you must discard one in favour of this new item.)

Turn to 55.

[11] Many sections in this book assume that you possess the Lodestone, therefore you should not discard it during this adventure unless you are forced to do so or given an explicit opportunity.

203

Your improved Kai skill warns you that to the north a tribe of hungry swamp creatures are lurking at the edge of the pool in search of prey. You and Paido would provide an excellent meal for these beasts. To the south the track takes you away from the heart of the swamp, and consequently further away from your goal.

If you wish to go north and brave the swamp creatures, turn to 36.

If you decide to go south, turn to 300.

204

You arrive at a flagstoned quadrangle. It is well lit by street lanterns, which hang from the first-floor balcony of a large and unusual building constructed of blue stone, with silver and scarlet veins running through it. The bricks have been polished to give a mirror-like shine. A huge wooden door banded with copper dominates the entrance, above which a bronze cast depicts a flaming broadsword with the words ‘Temple of the Sword’ engraved along the blade.

Beyond the temple, a street ascends to a stone watchtower. It is built on the peak of a hill and dominates the town.

If you have a Map of Tharro, you may consult it before choosing any of the following options: turn to 22.

If you have the Magnakai Discipline of Pathsmanship, turn to 327.

If you wish to enter the temple, turn to 78.

If you wish to ride up to the watchtower, turn to 14.

205

You are in combat with a man-beast of the Danarg.

Ghagrim: COMBAT SKILL 23   ENDURANCE 38

You can evade combat after three rounds; turn to 309.

If you win the combat, turn to 9.

206

A horde of huge black spiders carpets the floor, their bulbous bellies crouched on hairy, angular legs. In a sudden rush they scuttle towards Paido, their eyes glinting and their mandibles gaping wide.

If you have a Bow and wish to use it, turn to 246.

If you do not have a Bow, or if you do not wish to use it, turn to 291.

207

The Fireseed bursts into flames, blinding your pursuers with its sudden glare. You seize the opportunity to dive into the thick undergrowth that borders the track. Paido follows as you crawl towards the cover of the trees.

Turn to 111.

208

You draw and fire an Arrow at the monk's head. At the same time he spins his black staff with incredible speed and dexterity, creating a whirl of darkness. There is a brief flash as your Arrow enters this spinning vortex and is smashed to fragments. Before the fragments have settled on the floor, you shoulder your Bow, draw a hand weapon, and leap forward to catch your enemy off his guard.

Turn to 277.

209

You draw an Arrow, gripping your horse with your knees as you take aim at the leader.

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

If the total is now 0–6, turn to 162.

If it is 7 or more, turn to 303.

210

You watch with bated breath as the point of a spear moves slowly into view, its wet tip glinting dangerously. A man's voice, gruff and demanding, challenges Paido to state good reason for trespassing on his property or to suffer the consequences. Paido answers with a sound far louder than you ever imagined could be made by a human voice. The force of the shout hits the man like a clenched fist, slamming him backwards through the timber parapet. He lands with a dull splash, spread-eagled atop a mound of manure and rotting vegetation.

‘Vakeros power-word,’ explains Paido, in answer to your unspoken question. ‘Someday I'll teach you the technique, Kai Lord.’

If you wish to search the mill, turn to 306.

If you choose to leave the mill and continue your ride north to Tharro, turn to 318.

211

You snatch the dagger and hurl it at your foe. It strikes the creature in the midriff, sinking in up to the hilt. Such a wound would have felled any mortal being, but this enemy stands unmoved. It plucks the dagger from its side and drops it to the floor with disdain. Another ball of blue flame is forming at the tip of its black staff — you must act quickly.

If you wish to attack the Helghast with a hand weapon, turn to 75.

If you wish to use Paido's sword, turn to 47.

212

The creature gives a strange snickering cry as slowly it edges nearer and nearer. It is a huge, pear-shaped beast with a hunched back and a white lizard-like head. Awkwardly it shuffles upright, on two large hairy paws. At first glance it looks as if two totally separate creatures have been joined together at the waist: the lower half is covered with a coarse, spiky fur, and the upper body is pale and hairless, heavily veined, with long sinewy forearms. It raises its snout to savour the smell of your frightened horse and opens its fanged jaws.

Illustration X—The creature gives a strange snickering cry as it edges nearer.

If you have a Bow and wish to use it, turn to 17.

If you do not have a Bow or do not wish to use it, turn to 333.

213

You fire and your Arrow hits the necromancer, twisting him around and pitching him over as the shaft passes right through his arm. Although wounded, he quickly scrambles to his feet.

Turn to 199.

214

The edges of the pool roll inwards and smother the tip of your weapon, revealing an egg-like creature lurking in the hollow. A snaky tendril lashes up from a hole in its shell and tries to grip your wrist.

If your weapon is an edged weapon (i.e. a Sword, Dagger, Axe, Spear, Short Sword, or Broadsword), turn to 235.

If your weapon is a non-edged weapon (i.e. a Mace, Warhammer, Quarterstaff, or Bow), turn to 187.

215

Expertly you draw an Arrow and take aim at the counter. Seconds later the dwarf appears, his crossbow levelled ready to fire. You loose your bowstring and the Arrow cuts the air, slamming into the leather stirrup at the front of the crossbow and splitting it wide open. It runs the length of the wooden stock and halts barely an inch from the dwarf's face, its steel tip quivering beneath his nose. His eye regards the deadly point with a look of shocked surprise before rolling up into his head. Seconds later there is a crash of broken glass. The dwarf has keeled over backwards and fallen, unconscious with shock, through the shelves of bottles that line the rear of the bar.

Turn to 70.

216

The causeway comes to an abrupt halt, its jagged edge overhanging a sprawling tangle of reeds, marsh thistles, and black moss. The pools of dark water are few, but the hazards are much greater than before.

‘Those patches,’ says Paido, pointing across the wild landscape, ‘are quicksands.’ You stare at myriad tan-coloured patches where the weeds do not grow.

If you have the Magnakai Discipline of Divination, turn to 142.

If you wish to cross this quicksand bog, turn to 21.

If you decide to return to the junction and take the west spur, turn to 175.

217

Despite the tempting aroma, you push the meat stew away and settle for the dry provisions you carry in your pack. The monks appear upset by your refusal to eat their food. They whisper to each other and cast anxious glances at your untouched plate. Paido eats his stew, smiling delightedly as he fills his empty stomach. The monks hurry out of the refectory and return minutes later in the company of an elderly man, dressed in a hooded black robe. He carries a long black staff.

‘Has the Vakeros eaten?’ he asks, his voice strangely cold and monotonal.

‘Yes, master,’ reply the monks, ‘but the Kai Lord refused.’

If you have the Magnakai Discipline of Divination, turn to 93.

If you do not possess this skill, turn to 128.

218

The bargee hands you a tankard filled to the brim with Chai-cheer. Its greenish hue does little to inspire your confidence, but your doubts soon dissolve when you taste the beverage — it is delicious. Paido raises his tankard and takes a great mouthful of the ale of his choice — Ferina Nog. Immediately he spits it out, wiping away its insipid taste on the back of his hand. ‘Bilge juice!’ he splutters, slamming down his mug.

‘You should be a sight more careful where you empty your mouth, stranger,’ growls a man to your right. He bends down and picks up his polished steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

If you wish to take action to stop a fight breaking out, turn to 314.

If you choose to do nothing, turn to 253.

219

The sword whistles past your head and gouges a chunk of stone from the courtyard arch. You hear the monks shouting and you dig in your heels, steering your horse through the archway and along a narrow street that leads to the quadrangle. At this early hour there are few obstacles to slow your escape as you gallop headlong through the twisting streets of Tharro. It is not until you reach the town's north gate that you finally rein in your horse to a halt.

Turn to 347.

220

It is late afternoon when you see the Temple of Ohrido, rising majestically out of the swamp mists and tangled vegetation. The sight of this towering ziggurat is so breathtaking that you are both stunned into silence as you feast your eyes on its untarnished splendour. Tier upon tier of gleaming white stone, shaped and formed into perfect symmetry, confront you. Huge foundation slabs support a level carved of golden rock, inlaid and decorated with gemstones. Above that sit strata of precious metals and then levels made up of crystal slabs, whose facets refract the colours of the rainbow. Upward climb tiers of ruby, sapphire, and emerald, that offer up a wedge-shaped spire of pure korlinium crystal to the sky.

At its base the swamp has shrunk back as if repelled by the radiant goodness of the temple. A perimeter of lush grass leads to a staircase of solid amber. You follow Paido as he ascends towards a pair of huge triangular doors set into the second level. Everywhere the glitter of gemstones and the gleam of precious metals radiate a purity unspoiled by the Danarg. Paido completes the complex procedures that open the great doors, taught to him by the Elder Magi in preparation for this mission. They part and you enter, stepping on a floor of glistening gold, a floor that has lain undisturbed for seven thousand years.

Turn to 100.

221

The monks of Talestria are infamous for their gluttony. Stories of their thirty-course meals and week-long banquets are well known throughout Magnamund. However, despite their voluminous robes, you cannot help but notice how slight these monks appear.

If you wish to stop and pay your respects to the deceased, turn to 275.

If you choose to continue on your way without stopping, turn to 55.

222

The pain gradually subsides, but a fearful numbness spreads through your body, paralysing your limbs and leaving you totally at the mercy of your enemy. He utters a cruel laugh and turns to leave the chamber. Swiftly you sink into a coma induced by the poison in your blood: it is a sleep from which you will never awaken.

Your life and your quest end here.

223

A powerful nerve toxin is injected into your throat, paralysing you from the neck down. Your vocal chords are frozen and you are incapable of shouting for Paido's help. A blind horror fills your senses as, helplessly, you watch the creature gorge on your blood, its shell-like body pulsating and swelling.

Your life and your quest end here.

224

‘What!’ exclaims Trost, incredulous. ‘Are you afraid of a snivelling grave poacher? If you'll not help me then I'll do the job alone.’

Before you have a chance to respond he leaves the table and advances towards the stranger. The man remains motionless, seemingly engrossed in his black book. Trost draws his sword and holds aloft the notice of death with his free hand. ‘You are Kezoor the Necromancer, an outlaw in this land.’ The man remains as still as a stone statue. ‘By the authority of Queen Evaine, I … ’

Trost stops in mid-sentence, his commanding voice little more than a stifled groan as Kezoor looks up from his book. His hard grey eyes glow with an unnatural intensity. Trost screams. His face becomes a mass of swelling and erupting boils. He collapses to his knees as the pain grows more intense.

‘I'll finish this worm!’ snarls Paido, incensed by Trost's agony and the cruel gloating laugh of his tormentor. He draws his sword and strides across the hold, but before he can strike a blow, the necromancer conjures forth a new, more horrific summonation.

Turn to 206.

225

Snatching the seed from your pocket, you throw it with all your strength at a crawling lizard-beast that is slithering towards you on its belly. You watch with dismay as the Fireseed bounces off its soft, fibroid skull and plops harmlessly into the mire. (Remember to tick this lost Fireseed off your Action Chart.)

Cursing your luck you unsheathe your weapon as the creature rears up to attack.

Turn to 265.

226

You spend a cold, wet, and thoroughly miserable night on the plain south of Tharro. A fresh storm rolls in from the west making it impossible to light a fire or dry your already damp clothing. It is dawn when the rain finally eases off, but the storm gives way to a biting wind that chills you to the bone (lose 3 ENDURANCE points). You must now eat a Meal or lose an additional 3 ENDURANCE points.

The garrison of Tharro still refuses to allow you into the town, so you are forced to set off towards a line of distant hills that fill the northern horizon. Grey-brown grasses brush your shins as you cross this wild, uncultivated plain, encroaching on the deserted track that leads to the frontier town of Syada. An eerie, unnatural silence accompanies your ride, broken only by the rare cawing of ravens, circling high overhead.

By midday you are deep among the hills. The terrain becomes increasingly rocky, undulating like a storm-tossed ocean. The tall plains grass has given way to sad little plants, scraggy and deformed, stunted by the winds that sweep down from the barren wastes of Ogia. The track passes through a narrow valley, where a small stone cabin stands beside the entrance to a disused mine. As you approach you see a face at the cabin window.

If you wish to stop at the cabin, turn to 85.

If you wish to investigate the mine, turn to 120.

If you choose to continue along the valley, turn to 152.

227

Your heightened Kai sense warns you of approaching danger. Riders from Warlord Zegron's advance guard have broken away from the main army groups and infiltrated the hills to the east. Having followed the stream, and looted several hamlets along the way, they are now poised to ambush refugees as they try to escape along the track to Tharro.

Forewarned by your improved Magnakai Discipline, you tell Paido of what lies ahead. ‘If we continue along this path, we may be riding to our deaths,’ he answers grimly. Rather than running the risk of ambush, you leave the track and take to the hills.

Turn to 311.

228

You recognize the delicious aroma: this purple liquid is a liqueur made from the fruit of the Larnuma tree. It is very nutritious and each draught will restore 3 ENDURANCE points when consumed. There is enough for two draughts. If you wish to keep the flask, record it on your Action Chart as a Backpack Item.

Turn to 98.

229

An hour passes and you breathe a sigh of relief, glad to have left the Ghagrim settlement far behind. You forego a rest and press on along the track until you reach a promontory of rock on the northwestern tip of the island. There you stop and snatch a few hours' sleep while you wait for the dawn.

Turn to 102.

230

You fight to erect a Mindshield to counter the searing pain of this psychic attack, but your defence is too weak to withstand the onslaught. You scream in agony as the assault cuts deep into the fabric of your mind: lose 8 ENDURANCE points.

If you are still alive, turn to 60.

231

No sooner have you dispatched the two dogs than you are faced by their angry masters. ‘There they are!’ screams the leader. ‘Destroy them!’

The monks raise their swords and charge along the central aisle, screaming and howling like men possessed.

Monks of the Sword: COMBAT SKILL 22   ENDURANCE 36

If you win the combat, turn to 328.

232

You hang your dripping Kai cloak over the back of an empty chair and draw it close to the blazing log fire. Your entrance has drawn curious glances from the tavern crowd and you can hear them speculating, in hushed voices, on the purpose of your visit. Paido removes his Backpack and hooded cape before joining you at a table. The whisperings increase as the plains folk catch sight of his dark skin and plaited, flaxen hair.

‘Pay no attention to them,’ advises the dwarf. ‘They're a might suspicious folk an' news of late's done nought to better their nature.’ You nod benignly and assure the dwarf that they have nothing to fear from two travel-weary adventurers on their way north in search of work. Paido reaches for his pack and removes half a loaf of black bread and a slab of salted pork. He is about to offer you a share when a loud voice, full of indignation, rings in your ear. ‘And what do you think you're up to?’

It is the voice of the cheerful dwarf, although the sight of you preparing to eat your own food in his tavern has greatly soured his mood. He strides across the floor and scatters Paido's food with the back of his hand. ‘Get out!’ he bellows, his face growing redder by the second. ‘Get out before I throw you out!’

If you wish to gather your belongings and leave the tavern, turn to 294.

If you choose to resist the innkeeper's attempt at throwing you out into the storm, turn to 49.

233

You push open the door and step inside, your weapon poised to counter any sudden attack. The door slams shut and a scar-faced rogue leaps out of the shadows and attacks you with a pick-axe handle.

Illustration XI—A scar-faced rogue leaps out of the shadows and attacks you with a pick-axe handle.

Rogue Miner: COMBAT SKILL 17   ENDURANCE 25

If you win the combat, turn to 321.

234

Speed, dexterity, and courage save you from being impaled by the advancing spears. You pull the reins, wheeling your horse around on his hind legs so that his flailing front legs force the soldiers to pull away for fear of being kicked senseless. Before they have a chance to recover, you and Paido have galloped out of the courtyard and disappeared like shadows into the darkness.

Turn to 204.

235

Your weapon cuts through the membrane and penetrates the creature's shell. It emits a shrill noise and the shell implodes, drawing a swirl of dust and air into its rotten core. You step back as a foul stench rises from the hole, and wipe away the ichor which stains the tip of your blade.

Turn to 177.

236

‘And to what do we owe the honour of your visit to Tharro?’ asks Trost the soldier, in a polite but inquisitive tone.

‘It's on the way to Syada,’ replies Paido. ‘We're going there in search of some work. We heard about the attack on Luukos, and we reckon there'll be a few rich farmers there who'll pay handsomely for us to protect their interests.’

Trost chuckles and rubs his stubbly chin. ‘I mean no offence, but if Zegron and his rabble attack the farms near Syada it'll take more than two free-lances to turn their tails. If I were you I'd stay in Tharro — there's plenty of work there for the likes of you. Take my advice and leave Zegron to the army. We'll blunt his nose, don't you worry.’

A shudder runs through the floor as the barge gets underway. A new passenger has boarded at Honey Lodge, a thin individual with hard grey eyes. He descends the tap-room stairs, pausing to shake rain from his cloak and wide-brimmed hat. Slung at his side is a narrow-bladed sword and clutched in his hand is a leather-bound book, its cover as plain and as black as his sombre clothing. Without saying a word he takes a seat in the shadows of the opposite corner and opens his book to read.

Turn to 166.

237

The deadly korovax has multiplied in your bloodstream unchecked. Suddenly your thigh muscles contract, causing you to stagger and fall. Paido rushes to your side, lifting you out of the choking airless mist that covers the forest floor. You are shaking from head to toe as opposing muscles pull against each other uncontrollably. Cramp grips your chest like an iron vice, preventing you from breathing and, in the course of three short minutes, you slip into unconsciousness, and from there into a sleep from which there is no awakening.

Your life and your quest end here.

238

A distant echoing whistle issues from the monk's open mouth. Steadily it rises in pitch until it passes beyond the range of your hearing. At that moment a terrible pain courses through your head. The pain and pressure grows until your skull feels ready to explode.

If you have the Magnakai Discipline of Psi-screen, turn to 186.

If you do not possess this skill, turn to 230.

239

The light fades and you step down from the dais, your senses aglow with a newfound wisdom and strength. Having witnessed the fulfilment of your quest, Paido beams with joy as you return to his side. He congratulates you and bids you follow as he turns towards an archway of silver set into the crystal walls of the chamber. ‘Come, Lone Wolf. We have a long journey ahead of us. We must leave without delay.’

The thought of returning to the dangers of the Danarg fills you with dread. Paido senses your anxiety. ‘Don't look so dismayed,’ he says, still smiling. ‘This temple will provide the means for our safe return, you will see.’ Intrigued by his answer, you follow in silence as he leads you through the archway and up a long flight of marble stairs to another chamber, also constructed of crystal but veined with a marble that glistens like liquid fire. It is solid korlinium. At the centre of the chamber, its hull resting on a cradle of steel, is a Levitron — an ancient skyship. Like everything else that you have seen in this wondrous temple, the craft is untarnished by time. Paido ushers you aboard and prepares to power the craft. A shudder runs through the hull as the engines rise in pitch and slowly it lifts from its bed of steel. The chamber is built in the spire of the temple and the roof now slides open to allow the Levitron to rise into the darkening sky above the Danarg.

Paido sets the controls and sets the ship's starguider on a course for Elzian. Then he joins you at the bow-rail for one last look at the Temple of Ohrido. It glows red in the light of the setting sun, but the shimmering glow is blemished by shadows that swoop back and forth across its tiers. You assume it is just a trick of the twilight, until your ears are filled by a sudden and terrifying shriek.

Turn to 189.

240

The man's voice, gruff and gravelly, demands that Paido state good reason for the intrusion or suffer the consequences of trespassing on private land. Paido answers with a sound far louder than you ever imagined could be made by a human voice. The force of the shout hits the man in the chest like a clenched fist, slamming him backwards through the timber parapet rail of the platform. He lands with a dull splash, spread-eagled atop a mound of manure and rotting vegetation.

‘Vakeros power-word,’ explains Paido, in answer to your unspoken question. ‘Someday I'll teach you the technique, Kai Lord.’

If you wish to search the mill, turn to 306.

If you wish to leave the mill and continue your ride north to Tharro, turn to 318.

241

The hounds growl fiercely as they lope towards your hiding place. It is now impossible to avoid detection — you must stand and fight.

Hunting Dogs: COMBAT SKILL 15   ENDURANCE 25

If you win the combat, turn to 231.

242

The merchant is quick to note your fascination with the Grey Crystal Ring. He offers to exchange it for any Special Item you may have that is of equal interest to him. He would exchange a Lodestone, a Jewelled Mace, or a Silver Helm for the Grey Crystal Ring.

If you possess any of these Special Items and wish to swap one of them, do so, remembering to make the necessary adjustments to your Action Chart.

To leave the shop and continue, turn to 204.

243

Paido shouts for help. The Vordaks have forced him back to the rail, and he is in danger of falling overboard.

If you wish to go to his aid, turn to 169.

If first you wish to gather up the black crystal cubes and throw them overboard, turn to 50.

244

‘She's the best fortune-teller in the whole o' Talestria,’ beams the old woman, full of pride. ‘She's never wrong 'bout what she sees, though there's some folk who'd rather not know what's in store for 'em. If you be wantin' your fortune read it'll cost you 80 Lune — in advance, if you please.’

If you want to pay the old woman 80 Lune (or 20 Gold Crowns), do so and turn to 20.

If you prefer to ask her about the barge to Tharro, turn to 37.

If you wish to leave the Ferry House, turn to 89.

245

Your first blow smashes the soft fruit to a pulp. At this the other fruits drop from the tree, springing open as they hit the ground. Long, thin, fleshy legs emerge from their squat bodies and they scuttle away into the surrounding marsh at an alarming speed.

Turn to 177.

246

You draw an Arrow to your cheek and take aim at the necromancer, but passengers run wildly across your field of fire and you dare not release your Arrow for fear of hitting one of them. Precious seconds elapse as you await a chance to fire.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

If your total is now 0–4, turn to 184.

If it is 5–7, turn to 4.

If it is 8 or more, turn to 213.

247

Paido dispatches his enemy as quickly as you put paid to yours. You retrieve your horses and gallop away from the quadrangle. At this early hour there are few obstacles to hamper your escape as you ride headlong through the twisting streets of Tharro.

It is not until you reach the town's north gate that you rein in your horse to a halt.

Turn to 347.

248

A blue flame burns at the tip of the creature's staff. It flares and forms into a ball of pulsating energy. The Helghast shrieks with malicious glee as it whirls the staff once around its head, sending the screaming ball of blue fire towards your chest.

If you choose to dive to the floor to avoid the flaming missile, turn to 27.

If you have a Bow and wish to use it, turn to 39.

If you wish to attempt to deflect the fireball by striking it with your weapon, turn to 258.

249

The track winds through the centre of the valley, following the course of a stream that meanders towards the River Phoen. It flows alongside a white-brick house, turning its waterwheel with a comforting, regular sound. As you ride past the house and over a tiny, hump-backed bridge, a cluster of cottages and an abbey come into view. In the grounds of the abbey a burial is taking place. A circle of monks dressed in hooded brown robes are lowering a coffin into one of several freshly dug graves.

Illustration XII—Monks in hooded brown robes are lowering a coffin into one of several freshly dug graves.

If you have the Magnakai Discipline of Divination, turn to 76.

If you do not possess this skill, turn to 221.

250

This creature is especially susceptible to psychic attack. Your mental energies pierce its sensitive nerve centre, causing it to crash to the ground in agony. Blinded by the pain, it cannot pursue as you turn and make your escape.

Turn to 129.

251

The deadly danger spurs you to a super-human response. Instinctively you pull yourself away from the arrow, your eyes following its flight as if it were travelling at a fraction of its true speed. As the shaft whistles past and disintegrates against the wall, you have already unsheathed your weapon and begun to advance on the bowyer. He stands frozen, his eyes wide with fright and disbelief. You strike him. He parries the blow with your Silver Bow but it spins from his trembling fingers. Hurriedly he draws a sword.

Bourn the Bowyer: COMBAT SKILL 19   ENDURANCE 24

Due to the swiftness of your attack, ignore any ENDURANCE point losses you sustain during the first round of combat only.

If you win the combat, turn to 87.

252

The creature's sucker-like hands seal themselves around your waist as you fight to unsheathe a weapon.

Xlorg: COMBAT SKILL 22   ENDURANCE 30

Owing to the surprise of its attack you must fight unarmed for the first two rounds of combat.

If you win the combat, turn to 313.

253

The man springs to his feet and unhooks an axe from his belt in readiness for combat. He wears a knee-length surcoat of scarlet cloth over a suit of heavy chainmail, and upon his chest is emblazoned a crest depicting a castle and an open hand. Paido hesitates, not from fear of his opponent, but because he has suddenly recognized the uniform of a soldier of the Tharro garrison.

‘There'll be no fightin' on board my barge!’ booms the angry voice of the captain. ‘Sheathe y'weapons or I'll shine some daylight through yer gizzards!’

The captain stands at the foot of the tap-room stairs, a hollow tube of steel clutched in his hoary hands. Most of the passengers now have their fingers jammed in their ears in case he should fire his primitive-but-deadly Bor musket. Paido lowers his sword and apologizes for his rashness. He offers the soldier an ale and the man accepts — but on one condition — that it is not a mug of Ferina Nog!

Turn to 126.

254

The creature emits a shrill noise as its shell implodes with tremendous force, drawing a swirl of dust and air into its rotten core. At once the tendril falls limp and all feeling returns to your body. Dazed and shaken by the ordeal you stagger away from the hole as the foul stench of the creature's ichor taints the air.

Turn to 177.

255

The stench of scorched fur hangs heavily in the tap-room, a reminder of the ghastly spiders. The smell turns your stomach, and you motion to Paido to follow as you go up on deck to watch the bargees dispose of the bodies. Contemptuously they weight Kezoor's corpse with bricks and hurl it over the side, but Trost they lay in an oaken chest and the captain leads your fellow passengers in prayer as it is lowered respectfully into the Phoen.

The heavy rain and the burial have delayed the journey. The bargees try to make up lost time by whipping the ghorkas, but to no avail. The muddy towpath and their waterlogged fur prevent them from pulling any faster. It is mid-afternoon by the time the barge arrives at the next stopping place — Ferry House. A ramshackle building is perched precariously on the edge of the river bank, and an old wooden jetty juts out from the side, its empty platform almost submerged by the swollen river. Two plains farmers disembark here. You hear them talking excitedly about the events they have witnessed, their voices gradually fading as the barge moves forward again.

Turn to 266.

256

At first you think that the tracks are those of a black bear, the paw prints being of a similar size and depth. But a closer examination changes your mind. These prints were left by a biped, a two-footed animal that walks upright. You have never before come across tracks like these, and judging from the size of the prints, you would be happier to avoid the creature that made them.

Turn to 342.

257

You leap away from the table and draw a hand weapon as the innkeeper's son makes his attack.

Boran: COMBAT SKILL 20   ENDURANCE 29

The dwarf is immune to Mindblast (but not Psi-surge).

If both you and your enemy are still alive after two rounds of combat, turn to 163.

If you kill your opponent within two rounds, turn to 12.

258

You strike the glowing ball of flame, and an explosion flings you against the wall of the refectory. Your weapon has disintegrated and you have suffered severe burns to your arms and body: lose 8 ENDURANCE points and delete the weapon from your Weapons List.

Sore and bloodied, you drag yourself to your feet in time to see the Helghast preparing to launch another fireball. This time the target is your head.

If you wish to try to avoid the missile by diving aside at the last possible moment, turn to 27.

If you have another hand weapon and wish to use it to attack the Helghast, turn to 75.

259

The stairs lead down to a vast network of catacombs that stretch in every direction. It would be easy to lose yourself in this maze of tunnels, but your Kai tracking skills, heightened by the pressing need to escape from the monastery, help you avoid the hazards and dead ends of these sprawling burial vaults. Following the sound of dripping water, you discover a circular stone trapdoor in the ceiling. Paido cups his hands around your foot and lifts you nearer the tunnel roof, enabling you to open the trapdoor. Early morning daylight streams into the passage as you lift the slab of wet stone and slide it aside.

You have emerged at the courtyard on the north side of the monastery. Two monks stand guard at the double doors of a low, timber-framed building on the other side of the paved enclosure. Fortunately a line of bushy fruit trees that encircles the courtyard provide all the cover you need to avoid their watchful eyes. You crouch in the shadows and watch as the monks leave their posts to enter the building. Minutes later the doors swing open and they reappear, both on horseback, and ride off through an archway to the right. The courtyard is now empty but you curse their departure, for the horses they are riding belong to you and Paido.

If you wish to enter the stables, turn to 54.

If you wish to escape on foot through the archway, turn to 72.

260

You turn and run through cloying, ankle-deep mud that saps the strength in your legs. The gigantic spider scuttles closer, lowering its yellow head ready to scoop you into its maw. If you are to escape this creature you must do something to distract or delay it.

If you have a Meal in your Backpack, turn to 34.

If you have the Magnakai Discipline of Psi-surge, turn to 250.

If you have neither a Meal nor the Magnakai Discipline of Psi-surge, you must stand and fight the creature; turn to 5.

261

You raise Paido into a sitting position, leaning his back against the cellar wall, and lift one of his eyelids. The almond-shaped iris is fully dilated, his breathing is shallow, and his heartbeat is weak and irregular. Your basic Kai skill of healing warns you that he has slipped into a coma.

If you possess any Laumspur, Rendalim's Elixir, or Oede herb, turn to 349.

If you do not possess any of these healing potions, turn to 121.

262

‘Tadia still lives with her mother at Ferry House,’ replies the farmer. ‘Five miles north of here there's a junction where a track heads east. The signpost there says: “To Topham”. A mile past Topham you come to Ferry House on the banks of the River Phoen. If it's her counsel you're after you'd better take plenty o' gold. She's wont to charge a high price for her crystal gazin'.’

You thank the farmer for his advice and suggest to Paido that the time has come to continue your journey north. As you are about to leave, the farmer calls out, ‘By the way, you'd best tell her Jako sent you — she don't take kindly to folks who drop by uninvited.’

Turn to 318.

263

You have leapt out of the frying pan and into the fire! The pool of water is an illusion. Its surface is a gossamer-thin membrane, and it hides the egg-like Korkuna which has burrowed beneath it. As you touch the surface, the edges of the membrane roll inwards and smother your hand, holding you fast in a steel grip. A snaky tendril lashes out from a hole in the shell and wraps itself around your throat, its sharp tip piercing your neck. You are paralysed; you cannot move. Horror fills your senses as you watch helplessly as the creature gorges on your blood, its shell pulsating and swelling.

Your life and your quest end here.

264

The street twists and turns northwards, passing the entrance to a wooden-fronted barracks. As you watch, a group of soldiers armed with spears emerges in a column, escorting a prisoner with his hands tied behind his back. At the junction with another street they turn into the courtyard of a whitewashed brick building. Above the courtyard gate flutters the Talestrian flag.

If you wish to follow the soldiers into the courtyard, turn to 143.

If you wish to continue along the street, turn to 204.

265

You are faced by a monstrous reptile. Its webbed, claw-tipped hands are poised to rend you in two.

Illustration XIII—You are faced by a monstrous reptile.

Xlorg: COMBAT SKILL 22   ENDURANCE 30

You cannot evade combat and must fight the creature to the death.

If you win the combat, turn to 313.

266

You stare across the lush open plains that border the river, contemplating the quest that lies ahead. A flock of long-necked okrils fly overhead, their melodic call echoing across the grasslands as they return to their nests at the river's edge. Paido sits silently beside you at the prow, his thoughts, like yours, on the perils of the Danarg that have yet to be faced.

The sun is low in the sky when you catch sight of Tharro, its mud-coloured walls — thick, high, and crenellated — dominating the hill on which it was built centuries ago. The barge passes beneath a stout wooden bridge, supported by rough-hewn pillars of stone, along a canal running parallel to the river, and draws to a halt before two massive metal-bound doors which span the waterway. You collect your horses and disembark with the other mounted passengers, riding in line towards the fortified town gate. At first you are turned away by the guards, but when you show your pass, signed and sealed by Lord Adamas, you are both ushered to the front of the queue and saluted like lords as you ride through the archway and into the square beyond. Three streets converge at the river gate square: Copperpiece Lane, Globe Walk, and Flagon Alley.

If you wish to go west into Copperpiece Lane, turn to 35.

If you wish to go north into Globe Walk, turn to 82.

If you wish to go northwest into Flagon Alley, turn to 332.

267

Paido screams for your help. A swooping Kraan-rider has cast a large net, smothering his body. The net is sewn with hundreds of tiny barbed hooks which have worked their way into his skin and clothes, and he cannot free himself without the hooks inflicting fearful wounds. Only one Vordak remains to confront him, all the others having perished on his blade, but he is now unable to defend himself against this creature. He is at the mercy of a merciless foe.

You scramble to your feet and rush to save him as the Vordak creeps closer. Suddenly the Kraan-rider reappears, gliding low across the deck before hovering over the bow. A length of thin black rope dangles from its saddle and hurriedly the Vordak threads it through the corners of the net. You race up the steps, shouting ‘For Sommerlund’ and launch your attack. The Vordak turns to face you, its skeletal features frozen in a mask of terror. An instant later your weapon shears its bony neck and sends its skull-like head spinning down into the Danarg. A ghastly cry pierces your ears, but it is not a shriek of pain or despair: it is a malicious caw of triumph. The Kraan beats its massive wings, and the down-draught forces you to your knees as the creature climbs higher into the darkening sky. You stare aghast as the rope closes the net around Paido and lifts him off the deck. Instinctively you leap upwards, your hands outstretched to grab the barbed net, but it is too late. The Kraan turns in mid-air and flies off to the north with Paido, wounded and helpless, swinging like a netted fish below its leathery black belly.

Turn to 350.

268

A wretched cry of pain and despair fills the chamber as you strike the killing blow. The Helghast falls, its flesh transforming into a putrid green gas that seeps from the vents in its tattered robe.

Your mind reels at what has just occurred but you dare not dwell on the fearful implications, for the poison in your system is beginning to overwhelm your healing power. You must act quickly if you are to save both yourself and Paido from the fatal toxin that is flowing through your veins.

If you have any Laumspur, Rendalim's Elixir, or Oede herb, turn to 178.

If you do not possess any of these healing potions, turn to 281.

269

‘Do not feel downhearted. Even the scholars of Garthen, when last they travelled this road, were confounded by my riddle,’ boasts the old man. ‘Now we must settle our agreement.’

From Paido he demands a large woollen blanket he carries in his Backpack, but of you he demands a Special Item. Delete from your Action Chart the Special Item that is fourth on your list. If you have less than four Special Items you must delete the last one on your list. If you have no Special Items at all, delete the first of your Backpack Items.

To continue your journey north, turn to 135.

270

Your senses and your experience reveal that the hooded stranger wants only to help you.

If you choose to accept his help and hide in his wagon, turn to 32.

If you decide not to accept his help you must confront the approaching monks; turn to 41.

271

You and Paido bid farewell to Lord Adamas and spur your horses along the wide paved street towards the city's gatehouse. The wagon-worn highway leads to the village of Sharr, a small, wood-walled enclave of fishermen and bargees, built around a great stone bridge which spans the River Phoen. You leave the highway and follow a twisting path down to the river's edge. There a barge is ready to leave for Tharro; its team of ghorkas are harnessed and the crew are preparing to cast off the thick rope hawsers securing the barge to the quay.

The captain sees you approach and calls to his men, ‘Hold fast, lads! Looks like we've two more for Tharro.’

A gangplank is lowered and the crew guide your horses aboard. As you dismount the captain strides along the bleached wood deck and greets you like an old friend, shaking both of you warmly by the hand. ‘Lord Adamas sent word to expect two riders for this trip, though I'd almost given up waiting for you to show. He's paid your fares and he said you may be wantin' some privacy, so I've set aside a cabin at the stern. My lads will see to your horses.’

The captain points to the rear of the barge where two sets of stairs descend below the deck. ‘Take the stairs on your left; your cabin is the door at the end of the gangway. If you be wantin' some food or ale, there's a tap-room in the hold — just take the stairs on the right.’

If you wish to inspect your cabin, turn to 53.

If you wish to investigate the tap-room, turn to 151.

272

Swiftly and silently they leave their huts, creeping like cats stalking their prey. They move on two legs, although they appear better suited to loping on all fours. You turn and run for all you are worth, but this is their territory and they know every fold in the ground. Swiftly they gain on you, forcing you to stand and fight.

If you have a Bow and wish to use it, turn to 28.

If you have a Fireseed and wish to throw it, turn to 207.

If you wish to draw a hand weapon, turn to 346.

273

Stealthily you creep along an alley running beside the bowyery and return to the post where your horses are hitched. Muffled cries of alarm can be heard coming from inside the building: the body of the dead owner must have been discovered.

Without undue haste you remount your horses and head along an alley running north.

Turn to 63.

274

Paido reveals the coin; you have chosen correctly. You decide to take the second watch and settle yourself down for some much needed rest. The grey earth is soft and spongy and provides an excellent mattress. You pull your warm Kai cloak around your shoulders and slip into a deep, dreamless sleep (restore 3 ENDURANCE points).

Four hours later you take over the watch. Your vigil passes uneventfully, and as the darkness of night gives way to the gloomy grey of dawn, you wake your companion and prepare to set off once more.

Turn to 138.

275

At your approach the monks step back from the grave and draw themselves into a line. Their hooded heads stay bowed and their hands remain hidden inside the generous folds of their robes. You ask the name of the unfortunate deceased, but the echo of your voice and the constant drip of the steady rain is your only answer.

All at once, as if in response to a silent signal, the monks throw back their hoods to reveal ghastly, fleshless faces. ‘By the gods!’ gasps Paido. They emit a hideous shriek, panicking the horses. As you fight to control your frightened animal, the skeletal monks spring forward to attack.

If you possess the Sommerswerd, turn to 8.

If you do not have this Special Item, turn to 101.

276

Even at this great distance you can feel the ground shaking as the Ogian army thunders onto the plateau that surrounds the burning town of Syada. You urge your horses down the track, away from the crested ridge, and make for the stream where you stopped briefly to rest.

If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary, turn to 227.

If you do not possess this skill or have not yet reached this level of Magnakai training, turn to 127.

277

The sinister monk is shocked by the speed and ferocity of your attack, but he recovers his senses in time to parry your first blow with his black staff. A splash of hissing sparks lights the room as your weapon scrapes along the jet-black pole and glances off its twisted tip. You raise your arm to strike again, but you are distracted by Paido's scream of alarm. His face is deathly pale and his hands and arms are trembling uncontrollably. With a groan he collapses, scattering plates and cutlery as he hits the table and rolls unconscious to the floor.

Turn to 238.

278

Around a pool of slimy water are gathered a group of vine coils, hollow and funnel-shaped like gigantic rusty springs. They support a huge spider's web. There is no sign of the web's maker, although, judging by the size of the rope-like strands, it must be a creature of enormous size.

You give the pool a wide berth before finding your way back to where the starguider's signal is strongest. A creeping bank of mist rolls across your path and the maker of the web looms out of it. Paido stifles a cry as this hairy abomination scuttles towards you, its venomous maw poised to bite.

Illustration XIV—The hairy abomination scuttles towards you, its venomous maw poised to bite.

If you wish to stand and fight this creature, turn to 5.

If you wish to try to evade it, turn to 260.

279

You exert your control over the approaching dogs, commanding them to ignore the trail of scent that leads to your hiding place. They stop and sniff the air, whining like hungry pups, frustrated and confused by their conflicting senses. You change your command and will them to attack their masters. Instantly their whining becomes an angry growl as they turn ferociously on their handlers. The leading monks throw up their hands in horror and fall against those behind as the dogs leap on them, biting and clawing at their throats. This unexpected attack throws the monks into a panic. They turn and flee the hall, desperate to escape the sharp, rending teeth of their own hunting dogs.

Turn to 328.

280

It is late afternoon when you ride into Stia, a village comprising a score of cottages and a dilapidated hut which sits astride the Great North Road. As you approach the tiny thatched hut its stable door swings open and an old man steps out of the shadows. He is wearing an odd assortment of antique armour and regalia that clanks and rattles like a cart-load of rusty metal as he shuffles across your path.

Illustration XV—An old man wearing an odd assortment of antique armour shuffles across your path.

‘Hold there, strangers!’ he blusters, his croaky voice full of self-importance. ‘Proceed no further till you pay the toll.’ You draw your horse to a halt and stare down at the ridiculous-looking figure.

‘By what authority do you levy a toll on the Queen's highway?’ asks Paido, irritated by the delay. ‘By the authority of the Queen herself,’ retorts the old man, indignantly, pointing with crooked finger to a placard on the wall of his hut. It bears the faded seal of Queen Evaine, but the board is so weathered that the words above it are illegible.

‘We travel to Tharro on royal business,’ you say, showing the Pass given to you by Lord Adamas. ‘Stand aside and let us proceed.’ The old man snatches the Pass from your hand and scrutinizes it, though it is obvious that his eyesight is so poor that he cannot read the contents.

‘Bah!’ he snorts, thrusting the Pass back into your hand. ‘It's a forgery! You'll not fool me with that worthless scrap o' vellum!’

‘And we'll not be taken in by a greedy old fool whose wits are as rusty as the armour he wears!’ shouts Paido angrily. As his words echo along the street a dozen villagers, armed with an assortment of farming tools, come to investigate the commotion. They form up in a line behind the old man, ready to enforce his demand.

‘What is the toll?’ you ask.

‘Only a trinket you may have that takes our fancy; that is all. One item apiece and you can continue on your way,’ replies the old man, smugly. ‘But let it not be said that we are without wit,’ he snaps, glaring at Paido. ‘We Stians pride ourselves on our sense of fair play and our love of riddles, therefore I shall make you an offer that satisfies us both. Answer me one riddle correctly and you can pass through our village without paying the toll. Answer wrongly, or give no answer at all, and you must pay the toll without question. Is it agreed?’

If you wish to agree to the old man's terms, turn to 112.

If you refuse to agree, turn to 149.

281

Nausea and giddiness are beginning to impair your senses. Desperately you muster all your reserves of strength to combat the poison, but you are greatly fatigued after your fight with the Helghast. Gradually the pain subsides to be replaced by a fearful numbness that paralyses your limbs. Swiftly you sink into a coma induced by the poison in your blood. It is a sleep from which you will never awaken.

Your life and your quest end here.

282

You follow the narrow, winding street, passing rows of dusty houses and shops. The noisy clack of window shutters signifies an end to another day's business as the shopkeepers close for the night. The street turns eastwards and begins to climb Fortress Hill.

Halfway up the rise you approach a squat building of green-glazed stone. A fat merchant stands in the doorway, waiting impatiently for customers despite the late hour. ‘Good evening, gentlemen,’ he says, in a thin and wheedling voice. ‘Welcome to the emporium of Rath Radis, the storehouse of miracles.’ Through the open doorway you can see that the shop is brim-full of curious magical paraphernalia.

If you wish to enter the shop, turn to 316.

If you choose to ignore the merchant and continue along the street, turn to 204.

283

In the flickering light you see that a large section of the tunnel floor ahead has collapsed. Gingerly you edge around the deep hole and continue along the passage. Steadily the hammering grows louder until you arrive at a new tunnel branching off to the left. Recent excavation has exposed a rich vein of silver ore that glitters brightly. As you peer down the new shaft, you see a dwarf in a miner's hat, hammering at the ore with a mattock.

If you wish to call to him, turn to 165.

If you wish to leave him to his work and return to the surface to continue your journey, turn to 152.

284

As the bargee draws a tankard of Bor Brew from its keg, you notice that several of the passengers are whispering to each other and casting curious glances in your direction. You catch the words ‘madman’ and ‘fool’ in the undertone of mutterings that pass between them. The bargee returns, sets the tankard down on the table before you, and steps back nervously. Silence fills the tap-room as you swallow the thick, creamy ale.

Pick a number from the Random Number Table. If you have reached the rank of Primate or higher, add 3 to this number.

If your total is now 5 or less, turn to 302.

If it is now 6 or more, turn to 119.

285

The flicker of an eyelid and a bead of sweat are the first signs of Paido's recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal and, when you tell him all that has happened, he shakes his head in disbelief. ‘A Helghast?’ he says, incredulous. ‘How can it be?’

‘The servants of Darklord Gnaag have infiltrated this monastery,’ you reply. ‘They have kept themselves hidden, but I fear the day is fast approaching when they will rise up and wreak havoc in this town. Already they know our true identities, and I wager they know why we're here.’

‘This is bitter news, Lone Wolf,’ says Paido, his face etched with worry. ‘We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.’

It is a sobering thought but you do not dwell on it. You help Paido to his feet and cast your eyes around the chamber in search of an exit.

Turn to 201.

286

‘Shieldwarden Nehdra ain't here; this is the town gaol,’ retorts the guard, narrowing his eyes suspiciously as he inspects first you and then Paido, as if you were both escaped felons.

‘At the end o' Copperpiece Lane, next to the Temple o' the Sword, there's a tower. That's where you'll find the Shieldwarden, only you 'ad better 'ave good reason for wantin' 'im at this hour or you'll both end up spendin' the night 'ere.’ He cocks his thumb over his shoulder at the gaol and a sneer spreads across his ugly face.

You follow Paido out of the courtyard and continue your ride along Copperpiece Lane.

Turn to 204.

287

You deflect the stream of liquid fire with the edge of your golden blade, sending it raining down into the Danarg. Two more Kraan swoop in and hover above the prow. Their riders leap onto the deck and begin attacking part of the superstructure.

‘Stop them!’ screams Paido, drawing his sword. ‘Stop them or we're doomed!’ You leap from the bow and run across the main deck, your sun-sword raised to strike.

Vordak 1: COMBAT SKILL 22   ENDURANCE 28

Vordak 2: COMBAT SKILL 21   ENDURANCE 26

You must fight these creatures one at a time. They are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat. These creatures are undead: remember to double all ENDURANCE point losses they sustain due to the power of the Sommerswerd.

If you win the combat, turn to 79.

288

A mile from the tavern you slip from the saddle and crash onto the highway. Paido wheels his horse around and comes to your aid, his face etched deep with anxiety. From his pocket he takes a healing pad of Laumspur and presses it on your shattered arm, holding it in place with a strap from his saddlebag. The strap acts as a tourniquet and stems the flow of blood that has discoloured the muddy soil so much that it resembles a red blanket.

‘This is cursed luck, Lone Wolf,’ says Paido, as he lifts you carefully back onto your horse. ‘Your quest has hardly begun and already you have fallen foul of a poisoned bolt, and by no fault of your own.’

If you possess the Magnakai Discipline of Curing and have reached the rank of Primate, turn to 156.

If you do not possess this skill, or if you have yet to reach the Kai rank of Primate, turn to 322.

289

You scramble behind the table, the only cover offered on this side of the refectory, to find yourself crouched beside Paido. He is still breathing, although unconscious. His blue-steel sword rests across the back of his legs, and the hilt of a dagger protrudes from the top of his boot.

If you wish to take his sword, turn to 47.

If you wish to take the dagger and throw it at the Helghast, turn to 211.

290

As soon as your hand closes around the fruit, it splits wide open, its red skin forming a star-shaped cluster of tentacles that wrap themselves around your wrist to prevent you from casting it away. Needle-like spines shoot from its core into your palm, injecting a powerful anaesthetic that paralyses your arm.

If you have a dagger, turn to 97.

If you do not possess this weapon, turn to 132.

291

The tap-room becomes a scene of total chaos as hysterical passengers stampede towards the stairs. Paido is forced into a corner by the loathsome spiders; Trost is nowhere to be seen. The necromancer turns to face you. He screams a curse, his hands weaving shapes in the air. You draw a weapon and press forward, but you are literally frozen in your tracks. Frost sparkles on your hair and clothing; ice sheens your eyes. Your breath comes in misty clouds as you labour to stay conscious.

If you have the Magnakai Discipline of Nexus, turn to 345.

If you do not possess this skill, turn to 159.

292

Hope returns and your spirits rise with the expectation of finding the lost temple beyond the isle of red rock. You set off without delay, anxious to cover the ten-mile trek before the sun sets and darkness engulfs the Danarg.

For the most part the swamp mire is firm underfoot and the inhabitants pose no problems that cannot be solved by a few shouts or well-placed weapon blows. But, as the sky darkens and you draw nearer to the plateau, the going becomes more difficult. A carpet of vines, thick with mould, covers a surface of muddy holes and hollows. Often a seeming puddle proves to be a bottomless fissure. Progress becomes so slow that you fear you will never reach the island before dark.

Turn to 307.

293

You hear approaching footfalls and the yap of hounds in the distance. Without further delay, you pull yourself through the hatch and tumble into the kitchen.

Turn to 191.

294

With a crash, the tavern door slams shut and once more you find yourself outside in the teeming rain. ‘A warm-hearted bunch, these plains folk,’ jokes Paido, as you trudge through the mud to the stables. ‘Do you think they'd object if I asked for my food back?’

You smile at his jauntiness, but you know that all his provisions now lie scattered on the tavern floor. You can rely on your basic Kai Discipline of Hunting to provide you with nourishment, but Paido also needs food to sustain him. If you have a Meal in your Backpack you must give it to Paido (remember to delete it from your Action Chart) before continuing your journey northwards.

Turn to 318.

295

Paido's condition deteriorates rapidly. His coma deepens until finally his heart and brain simply cease to function and he dies. Sadness fills your senses, and in the lonely confines of the passage, you mourn the loss of your brave companion. But grief soon turns to anger as you remember the base trickery which ended his life, and so nearly put an end to yours.

A rage grows within you, fuelled by a need for revenge. You take Paido's sword and vow to avenge his death by washing it in the blood of his murderers. Heedless of caution and the warning cry of your senses, you pull a lever which activates the secret pedestal lift and return to the hall above in search of vengeance.

As you reach the recess beneath the pulpit, you are transfixed by a blinding flash. A searing pain rips through your chest and a deafening bang rings in your ears. Three monks, armed with Bor muskets, have lain in wait in case you reappeared. It seems that their wait was not in vain.

Your life and your quest end here.

296

The undergrowth stops abruptly at the edge of a gorge. A gust of chill air wafts up from the yawning blackness as you totter on the brink.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery and have reached the rank of Primate, add 3 to the number you have picked.

If your total is now 0–4, turn to 69.

If it is 5–12, turn to 140.

297

Paido's plan works perfectly. The guards are too busy checking the passengers to notice that there are two extra herdsmen with the consignment of horses. You slip into Tharro unnoticed and find yourselves in River Gate Square. Three streets lead away from the square: Copperpiece Lane, Flagon Alley, and Globe Walk.

If you wish to go west into Copperpiece Lane, turn to 35.

If you wish to go northwest into Flagon Alley, turn to 332.

If you wish to go north into Globe Walk, turn to 82.

298

As soon as you step into the cabin you are attacked by a man wielding a pick-axe handle. He is a lean, hollow-eyed rogue with a vivid scar, which runs in a ragged line from his forehead to his chin. He shouts a curse and makes a swing for your head.

Rogue Miner: COMBAT SKILL 17   ENDURANCE 25

Unless you have the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first two rounds of combat due to the surprise of the attack.

If you win the combat, turn to 321.

299

An hour passes before Paido's sharp eyes catch sight of a river barge in the distance. A team of bedraggled ghorkas are hauling the vessel upstream, seemingly unaffected by the storm-strengthened flow. Eventually it arrives at the jetty and stops to allow a motley assortment of peasants and travellers to disembark.

‘You two goin' to Tharro?’ shouts the barge captain. ‘The fare's 40 Lune apiece, an' that includes y'horses.’

If you wish to board the barge, pay the captain 40 Lune (or 10 Gold Crowns) and turn to 266.

If you do not want to board the barge, or if you cannot afford the fare, turn to 348.

300

A froth of green scum marks the edge of the pool, and you use it as a guide to avoid stepping too close to the water. On your left, the pools become more numerous until you find yourselves walking a narrow strip of mossy mounds flanked by dark water.

‘By the gods!’ grumbles Paido, slapping insects from his face. ‘How I wish for some good solid ground rather than this spongy muck!’

As if in answer to his request you see a spur of volcanic rock looming out of the mud ahead, forming a causeway above the pools of greasy water. You follow it and soon it splits in two: one spur disappears to the west, the other continues to the south.

If you have the Magnakai Discipline of Nexus and have reached the rank of Primate, turn to 326.

If you wish to take the west spur, turn to 105.

If you wish to continue along the south spur, turn to 123.

301

The red-skinned fruit is the size of an orange and its peel is similar in texture to orange peel.

If you have the Magnakai Discipline of Huntmastery, turn to 148.

If you wish to pick one of these juicy-looking fruits, turn to 290.

If you decide not to touch the fruits, turn to 177.

302

You empty the tankard in one go and wipe the froth from your lips. Seconds later the floor of the hold begins to rock from side to side, gently at first, but gathering momentum until you are forced to cling to the table to prevent yourself from falling over. The other passengers seem unaffected by the violent pitching and rolling, as if their feet were nailed to the deck. You shout a warning that the barge is about to sink, that they should try to save themselves before it is too late. They cackle and sneer at your concern for their safety, their faces growing larger and more grotesque and the sound of their laughter building to a deafening crescendo. A man in a red coat looms before you, his face twisted and deformed. He grabs your shoulders and you feel his fingers sink painlessly into your flesh. Recoiling in horror, you draw a hand weapon to defend yourself from this frightening apparition. As you step forward to strike a blow, a wave of giddiness robs you of all balance and you crash headlong to the floor.

Illustration XVI—The other passengers cackle and sneer, their faces growing larger and more grotesque.

Turn to 104.

303

The whistle of your Arrow can be heard above the rumbling hoofbeats of the approaching cavalry. It flies straight and true, tearing through the chainmail links that protect the leader's throat. The sudden pain makes him snatch at his reins, and his horse falters, stumbles, and then falls. The wounded leader is flung forward over the horse's head, and he crashes into the ground with a sickening crunch. With their leader slain, the morale of the other men is badly shaken. They break off their ambush, wheeling their horses about and galloping away in disorder.

‘Let us fly,’ shouts Paido, ‘before they regroup and strike again.’ You shoulder your Bow and follow Paido as he leaves the track and rides along the stream to the west.

Turn to 136.

304

The bowyery owner, a bony man with a ratty beard and moustache, which he habitually tugs whilst talking, takes a special interest in your Silver Bow. He asks if he may have the pleasure of firing a flight of arrows using your bow. There is an indoor archery range at the rear of his bowyery, and he invites you to come and make use of it.

If you wish to follow him into the archery range and let him use your Bow, turn to 117.

If you refuse his request, you can leave the bowyery and continue; turn to 264.

305

First through the archway comes a brace of hunting dogs. They lope along the central aisle with unnerving speed, their jaws agape and their eyes open wide with the excitement of the hunt. As they see you they increase their speed and get ready to pounce.

If you have a Bow and two Arrows, and wish to use them, turn to 164.

If you do not have a Bow, you must prepare yourself for combat, for the dogs are almost upon you.

Hunting Dogs: COMBAT SKILL 15   ENDURANCE 25

If you win the combat, turn to 231.

306

Inside the mill two great granite stones grind corn at a terrific speed, powered by the flow of the swollen stream water. A ladder ascends through a hole in the ceiling to a tiny room above the milling chamber. It is sparsely furnished — only a bed, a chair, and a wooden chest occupy the dusty garret.

The chest contains a Map of Tharro, enough food for 1 Meal and an Axe. You may take any of these items but remember to record them on your Action Chart.

To leave the mill and continue your ride north, turn to 318.

307

Paido is leading the way across a tangled mat of barbed vines when a wave disturbs the muddy ooze below. Suddenly the great head of a silver swamp python bursts through the rotting creepers and raises its tree-thick coils high in the air. Awesome jaws set with double-tiered fangs tower above you, glistening in the fading light. A drop of venom falls from the fangs and sets the quagmire boiling.

Illustration XVII—Suddenly the great head of a silver swamp python bursts through the rotting creepers.

If you have the Magnakai Discipline of Animal Control and have reached the rank of Primate, turn to 45.

If you do not have this skill or have yet to reach this level of Magnakai training, turn to 155.

308

A cold blue fire burns at the tip of the Helghast's staff, but the chill of its icy flame is thawed by the golden fire of the sun-sword. Sword and staff collide with a deafening boom and a crackling web of energy surrounds you both, scorching the refectory walls with its blistering intensity.

Gnaag Helghast: COMBAT SKILL 38   ENDURANCE 48

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen you must reduce your ENDURANCE by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit you may increase your COMBAT SKILL by 2 points for the duration of the fight. Remember to double all ENDURANCE point losses sustained by the enemy due to the power of the Sommerswerd.

If you win the combat, turn to 195.

309

Paido covers your escape with his battle-magic, wafting a blinding sheet of flame towards your pursuer. You seize the opportunity to dive into the thick undergrowth bordering the track. Paido notes your escape and together you crawl towards the cover of the trees.

Turn to 111.

310

The necromancer sidesteps into the shadows as you prepare for your second shot. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have picked.

If your total is now 0–8, turn to 184.

If it is 9 or more, turn to 213.

311

You and Paido wheel your horses around and follow the crest of the ridge. Expertly, you manage to steer them down a steep bank of loose shale, and then on at a brisk pace along a dried-out gully. Soon the gully becomes a stream of sparkling water, fed by an underground spring. A rumble, like the sound of a distant storm, warns you that the vast army of Zegron, Warchief of Ogia, is now less than twenty miles away.

Turn to 136.

312

Cautiously you open the black book. The pages are made of metal, as thin and flexible as silk-weave parchment. Complex words and symbols are etched into its shiny surface with an ink that shimmers like sunlight on the sea. The strange designs are unlike any you have ever seen before, but you sense that they are wholly evil.

You are about to discard the book when you notice something tucked into the spine: it is a tiny scroll of parchment. You unfurl it and your pulse quickens, for it contains a message written in Giak, the language used by servants of the Darklords.

If you wish to keep this scroll, mark it on your Action Chart as a Special Item that you keep in your pocket.

Turn to 255.

313

You leap over the twitching body of the Xlorg and help Paido, who is being forced perilously close to the pool's edge by three more of the growling swamp creatures. You strike from behind, breaking the back of one with your downstroke and opening the side of another as you swing your weapon clear.

Paido falls, clutching an arm deeply torn by needle-sharp talons. His attacker turns on you, darting its head towards your throat with lightning speed. Its jaws gape wide as it lashes out with a sticky tongue, spraying your eyes with stinging saliva. Instinctively you bend forward, your hands wiping the spittle from your face, a reflex action which saves you from the creature's grip as it leaps forward to strangle you. Suddenly it lets out a gurgling croak and falls forward with a thick splash. You stagger back and open your bloodshot eyes to see it lying face down in the mire with Paido's dagger embedded in its back. ‘Look out!’ screams your companion, as the last of the Xlorg attacks you from behind.

Xlorg: COMBAT SKILL 23   ENDURANCE 32

Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 4 points for the duration of the combat.

If you win the fight, turn to 160.

314

You grab hold of Paido's sword arm and tell him to cool his temper. The man is wearing a red surcoat embroidered with a crest depicting a castle and an open hand: it is the uniform of the Tharro garrison. Quietly you advise Paido that to brawl with this man could endanger your quest. Paido relaxes and apologizes to the soldier, offering to buy him an ale to make amends. The man accepts the offer but on one condition — that the ale is not Ferina Nog!

Illustration XVIII—The man is wearing the uniform of the Tharro garrison.

Turn to 126.

315

You scoop up the water with your hands, eager to feel the cool, fresh liquid against your skin. But instead of the expected refreshing sensation, you feel a revolting, jelly-like stickiness. The edges of the pool roll inwards, revealing an egg-like creature lurking in the hollow below. Suddenly a snaky tendril lashes upwards from a hole in its shell and wraps itself around your throat.

If you have the Magnakai Discipline of Psi-surge, turn to 74.

If you do not possess this skill, turn to 223.

316

Row upon row of glass-fronted cases fill the shop. They house many thousands of curios, each one bearing a tag neatly displaying the price of the item. There is scroll parchment for spells, cubes of rare metal, amulets, talismans, ritual candles, potions and powders, rings and rods, and relics of long-dead heroes.

The display is fascinating but your attention is drawn to one item in particular — a ring of translucent grey crystal. Your basic Kai senses reveal that nearly all the mystical items for sale in the shop are simply clever fakes designed to fool the gullible, but the Grey Crystal Ring radiates an energy that is genuinely magical. The price of the Grey Crystal Ring is 120 Lune.

If you wish to purchase the Ring, pay the merchant 120 Lune (or 30 Gold Crowns) and turn to 139.

If you wish to purchase the Ring but cannot afford 120 Lune, turn to 242.

If you do not wish to purchase the Ring, you may leave the shop and continue along the street by turning to 204.

317

His weakening pulse warns you that unless he receives an antidote or a healing potion, he will be dead within the hour.

If you have any Laumspur, Rendalim's Elixir, or Oede herb, turn to 331.

If you do not have any of these healing potions, turn to 295.

318

The rain beats down relentlessly as you ride the featureless highway to Tharro. Thunder rumbles over the western hills like the growl of Doomwolves stalking their prey. Gradually the muddy road descends into a wide valley and a track joins it from the east. A battered signpost at the junction points along the track. It says:

TOPHAM — 9 MILES

If you wish to change direction and ride east, turn to 249.

If you choose to continue your ride north to Tharro, turn to 280.

319

You sense that these cubes are set to explode. Should one of them cause a tear in the Levitron's pressure tank, the liquid gas stored inside will ignite and the resulting explosion will tear the skyship to pieces.

If you wish to gather up the black cubes and throw them overboard, turn to 50.

If you wish to help Paido fight off his attackers first, turn to 169.

320

You use all your skill and ability to try to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn of the following day before you know for sure if your skill has saved his life.

Turn to 10.

321

The rogue slumps dead at your feet. Seconds later the door to the back room splinters and breaks as Paido hacks through it with his sword.

‘What kept you so long?’ you ask cheekily, when finally the door gives way and he staggers, sweating and exhausted, into the room. He smiles ruefully and, after pausing to get his breath back, he invites you to come and see what he has found in the back room. Small sacks, each filled with nuggets of silver, are stacked in a huge mound that reaches almost to the ceiling.

‘No wonder he fought so desperately,’ you say, staring at this hoard of treasure. ‘There's enough silver here to pay a king's ransom.’

You may take some treasure before you leave — each Sack of Silver counts as one Backpack Item.

If you wish to leave the cabin and continue up the valley, turn to 152.

If you wish to investigate the mine, turn to 120.

322

You sense that something is seriously wrong. The wound is deep but you have survived worse than this. Suddenly you realize the dreadful truth, as you recall an element of your early Kai training. Your arm has become infected with korovax, a virulent disease that thrives in the soil of northern Talestria. Its effect is swift and fatal.

Your muscles start to contract uncontrollably and coordinated movement becomes increasingly difficult. Fear holds you in its icy grip as your chest muscles tighten, squeezing the air from your lungs. You fight for breath but within minutes you have slipped beyond unconsciousness into the timeless embrace of death.

Your life and your quest end here.

323

Your Arrow fells the leading monk, pinning his forearm to his chest. The others falter, stepping back to stare at their slain brother and the smouldering remains of the Helghast. ‘What manner of demon are you?’ asks one, incredulously.

‘A murdering sorcerer!’ says the monk at his side.

‘A soulless butcher!’ accuses another.

For all their bitterness you sense that these monks were unaware of their leader's true identity. They believe you came here tonight to murder their master, and his smoking remains convince them that you have accomplished your goal. Before you can utter a word, they draw short swords and attack you, raving like men possessed.

Monks of the Sword: COMBAT SKILL 24   ENDURANCE 42

Owing to the swiftness of their attack, you must fight the first two rounds of combat unarmed before you are able to draw a hand weapon. Because of their state of frenzy, they are immune to Mindblast (but not Psi-surge).

You may evade after three rounds of combat by pulling yourself through the hatch; turn to 191.

If you win the combat, turn to 293.

324

Waiting until the last possible moment, you release your Arrow, sending it burrowing deep into the creature's eye. It roars with pain, its legs scrabbling the mud as it sways and then crashes down with a mighty splash. You do not wait to see if your shot proved fatal but shoulder your Bow immediately and follow Paido as he picks up the signal from the temple's spire.

Turn to 129.

325

A sudden chill makes you shiver (lose 3 ENDURANCE points). ‘Are you all right?’ asks Paido. ‘Perhaps we should go below and shelter from this filthy storm.’ You answer with a nod and follow him down the taproom stairs to the welcoming warmth of the hold. The soldier Trost greets you on your return but you fail to notice him — you are too busy scanning the hold for the stranger. You see him, seated alone in a shadowy corner opposite your table, quietly reading his black book.

Turn to 166.

326

Your Kai sense detects a pocket of marsh gas further along the south spur. Your Magnakai Discipline would protect you from it, but Paido would be vulnerable to its harmful effects.

If you choose to continue along the south spur, turn to 123.

If you decide to take the west spur, turn to 105.

327

To the left of the main door you notice three symbols engraved in the speckled blue stone: a bed, a horse, and a loaf of bread. You recognize their significance, for you have seen similar markings on hostels and monasteries during your travels in the east. By displaying these symbols the monks of this temple offer travellers a meal, stabling for their horses, and a bed for the night.

If you wish to take advantage of this offer, turn to 78.

If you choose not to stay here overnight, you can investigate the watchtower by turning to 14.

328

You lift Paido across your shoulders once more and return to the rear of the hall to investigate the locked door. As you pass the pulpit your Sixth Sense is aroused by the feeling that this podium is not all that it seems. Curiosity conquers caution and you stop to examine it more closely.

Turn to 96.

329

‘I wish to see Tadia,’ you say, bowing politely so as not to appear threatening to the frail old crone. ‘Are you the fair lady I seek?’

A smile crumples her face and a blush, like an angry bruise, discolours her leathery cheeks. ‘I am her mother,’ she says coyly. ‘What is it you wish to see her about?’

Before you can answer, a young woman's voice calls from inside the house, ‘Show them in, mother. I've been expecting them.’

The old woman leads you and Paido to a room at the top of the stairs. Books and charts, stacked high on shelves and scattered about the floor, fill the room which is illuminated by daylight streaming through a domed portal in the ceiling. A massive bronze telescope is fixed to the portal and below it rests a circular table of carved bone set with gems. Seated at the table is a beautiful young woman. Her hair is silken gold, and around her high, pale forehead she wears a circlet of jet inlaid with runes and mystic symbols.

Illustration XIX—Tadia wears a circlet of jet inlaid with runes and mystic symbols.

Turn to 42.

330

A full moon and a cloudless sky make your passage along this secret path much easier. It follows a tortuous route through the tall plants, around mossy mounds full of crawling insects, past the dark entrances to underground warrens, and skirts the fringe of a thicket of trees. Paido halts and crouches down, ignoring the bloated spiders that scuttle around his knees, and points through a gap in the trees to a settlement of crudely made huts. Dark shapes move between them, human once, but far from human now. ‘Ghagrim,’ whispers Paido, with fear in his voice. ‘The man-beasts of the Danarg.’

In the distant past the Ghagrim were a gentle, primitive folk, who lived as one with the animals and the birds, cared for by the Elder Magi in their jungle paradise. But the Danarg has changed and so too have the Ghagrim, poisoned by the evil that conquered the land.

If you wish to approach the huts, turn to 172.

If you choose to avoid the Ghagrim and continue along the secret track, turn to 229.

331

You unhook a flask of water attached to Paido's belt, tip your healing potion into it, and shake it vigorously. Carefully you tilt back Paido's head and pour the mixture into his mouth, a drop at a time: in his comatose state he is unable to cough and it would be easy to fill his lungs by accident. It is a slow and painstaking process, which takes hours to complete.

It is dawn of the following day before you know for sure if you have saved his life.

Turn to 103.

332

Night is closing in and the shops that line the narrow street are shutting their doors. Lanterns flare into life, their yellow glow warming the chill west wind as the townsfolk return to their homes at the end of another day's trading. But there is one shop where the doors remain open. The sign hanging from its balcony reads:

RHOLA RHADA — MAPMAKER

If you wish to enter the shop, turn to 147.

If you prefer to continue along the street, turn to 204.

333

The slimy stench of the creature drives your horse wild with fear, forcing you to dismount and advance along the tree-bridge to meet it. Suddenly there is a fearful cry as your panic-stricken horse careers backwards into Paido's mount. He fights to keep control of his own frightened horse but the panic is infectious and, with a crack of splintering wood, their stamping hooves split the edge of the tree-bridge. You watch with horror as both horses fall headlong into the watery abyss. Paido leaps from his mount as it falls, grabbing hold of the edge of the splintered wood, but it is wet and you can see his fingers slipping. Instinctively you move to save him, but the stinging lash of a clawed paw reminds you of the creature you must face first.

Anapheg: COMBAT SKILL 18   ENDURANCE 50

This creature is immune to Mindblast (but not Psi-surge). Unless you have the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat, for the creature is also attacking you with the power of its mind.

If you win the combat, turn to 197.

334

The hiss of the crossbow bolt surges in your ear as it passes within inches of your skull. Paido leaps to his feet, his jaw agape at the speed with which you reacted to the deadly missile. He shakes his head in disbelief and draws a dagger from his sleeve, hurling it at the dwarf in one fluid movement. It sinks into his black beard and sends him tumbling backwards. He reappears for an instant, trying desperately to dislodge the blade buried deep in his throat with his fingers, but he has suffered a fatal wound. He gurgles his death-cry and drops to the floor, his flailing arms bringing down a shelf full of bottles.

Turn to 70.

335

A full moon bathes the island in its ashen rays, maintaining perpetual twilight. The trail enters a dense thicket of trees, and you can see that it leads to a settlement of crudely made huts. Dark shapes move between them, human once, but far from human now.

‘Ghagrim,’ says Paido softly but with fear in his voice, ‘the man-beasts of the Danarg. Come, let's get away from here while we still can.’

Turn to 272.

336

The stew tastes as good as it smells, and you both make short work of your meal. The monks smile and nod their heads approvingly. ‘Come, the dean wishes to see you before you retire,’ says one, motioning you to follow as they leave the refectory.

The dean's chamber is a domed, hexagonal room hung with tapestries depicting strange and grotesque creatures. Numerous plinths stand upon the richly carpeted floor, each supporting large bowls filled to the brim with a silvery liquid. A gust of air disturbs the tapestry on the far wall. Seconds later it is moved aside to reveal an elderly man in a hooded black robe.

‘Have they eaten?’ he asks, his voice strangely cold and monotonal.

‘Yes, master,’ the monks reply with one voice.

‘Good,’ he says, stepping closer. ‘Leave us.’ The monks depart, clicking the door shut behind them. Gradually the light in the chamber grows dimmer.

If you have the Magnakai Discipline of Divination, turn to 343.

If you do not possess this skill, turn to 190.

337

One of the black crystal cubes lying on the deck suddenly explodes, sending a cloud of crystal shards screaming through the air. You are hit in the leg by this shrapnel — lose 3 ENDURANCE points.

With horror you realize that if one of these deadly cubes should puncture the Levitron's pressure tank, the skyship will be torn to pieces in the resulting explosion.

If you wish to gather up all the remaining crystals and throw them overboard, turn to 50.

If you wish to help Paido fight off his Vordak attackers first, turn to 200.

338

‘And finally, for my last puzzle, I offer this beautiful treasure,’ he says, as he draws a small silver box inlaid with pearls from the pocket of his robes. ‘This priceless artefact was stolen from the treasure hoard of Valborg the Enchanter,’ he exclaims.

On hearing this wondrous revelation the tap-room comes alive with excited chatter. You are inclined to disbelieve the tale of the box's origin but, nevertheless, it is a beautiful object and is undoubtedly worth at least 100 Lune, perhaps more.

Silence descends on the hold as all await the Count's final puzzle. ‘When I was last in the market of Garthen,’ the Count begins, ‘I asked an egg trader how many eggs he had sold that day. He replied: “My first customer said that he would buy half my eggs and half an egg more. My second and third customers said exactly the same thing. When I had filled all three orders I was completely sold out of eggs and yet I hadn't broken a single egg all day.” How many eggs had the egg trader sold in all?’

If you can answer the egg riddle, turn to the entry number that is the same number as the answer.12

If you cannot answer the riddle, turn to 133.

[12] If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

339

They snicker with malice as you approach slowly, your weapon held in readiness in case they attack. The smell of the marsh gas ties a knot in your stomach as you move deeper into the cloud. Paido halts; he can go no further. He drops to his knees and is violently sick. The creatures make a sound like laughter and slink forward to meet you in combat.

Rahgu: COMBAT SKILL 23   ENDURANCE 33

These creatures are immune to Mindblast and Psi-surge. Unless you possess the Magnakai Discipline of Nexus and have reached the rank of Primate, deduct 8 points from your COMBAT SKILL for the duration of the fight, due to the insidious effect of the marsh gas.

You may evade after three rounds of combat; turn to 48.

If you win the combat, turn to 344.

340

The door is unlocked. You flick the latch with the toe of your boot and enter a gloomy passage that descends to a cellar. Casks of ale and dusty bottles of vintage wine fill the cubby-holed walls as far as your eye can see. Thick, vaulted columns support the ceiling, and the air is sweet with the smell of burning tallow.

You kneel and rest Paido against the cellar wall while you examine the glass vial you found in the kitchen. Your fears and suspicions are immediately confirmed — it contains poison. The clear, sticky fluid is sap from the gnadurn tree, a substance frequently used by assassins because of its lack of flavour or scent. The monks must have put some of this poison in the stew that Paido unwittingly consumed. The sap is deadly and you must act swiftly if you are to save his life.

If you have the Magnakai Discipline of Curing, turn to 320.

If you do not possess this skill, turn to 261.

341

You sense that the innkeeper is hiding behind the bar with a loaded crossbow in his hands, just waiting for the chance to fire.

If you have a Bow and wish to use it, turn to 215.

If you wish to hurl a Fireseed over the counter, turn to 33.

If you wish to shout a warning to Paido, turn to 176.

342

You urge your horse up the steep bank and across the fallen branches that litter the trail beyond. Less than a mile from the brook you hear the sound of rushing water. The track bears north and you see a roaring waterfall cascading into a rocky pool, its surface lost in a cloud of fine spray. A huge tree has fallen across the pool, creating a bridge, and the track leads straight to it. You are halfway across the tree-bridge, looking down at the swirling spray and foaming water below, when a ghastly howl rings out above the thunder of the waterfall. You look up and stare slack-jawed at the creature that is advancing towards you across the tree-bridge.

Turn to 212.

343

You are in the presence of great evil. Your skin prickles and your blood runs cold as you recoil at this sudden realization. But alarm soon turns to fear as a new threat begins to manifest itself.

Turn to 190.

344

You pull Paido to his feet and help him along the causeway, leaving behind the dead Rahgu and the stinking cloud of gas. The volcanic spur soon comes to an abrupt halt, its jagged edge overhanging a sprawling tangle of reeds, marsh thistles, and black moss. The pools of dark water are few, but the hazards are more than ever before.

‘The brown patches,’ says Paido, his voice hoarse from the effects of the gas, ‘are quicksands.’ He points to where the marsh weeds are sparse and the ground pale and sandy. You stand and count the little tan-coloured patches but give up when you reach fifty.

If you wish to try to cross this quicksand bog, turn to 21.

If you decide to return to the junction and take the west spur, turn to 175.

If you have the Magnakai Discipline of Divination, turn to 142.

345

Using your Magnakai skill you increase your metabolism, burning your reserves of body fat to counter the effect of the necromancer's freezing spell. In seconds the frost and ice have gone, thawed by the heat that emanates from your body.

Turn to 199.

346

A Ghagrim lopes towards you, fixing you with a ghastly stare. It slavers and drools through thick grey lips as it licks the blade of its rusty iron sword. With a chilling howl it issues its battle-cry and closes to attack.

Illustration XX—A Ghagrim lopes towards you fixing you with a ghastly stare.

Ghagrim: COMBAT SKILL 23   ENDURANCE 38

You can evade combat after three rounds; turn to 309.

If you win the combat, turn to 9.

347

The north gate guards, tired after the long night's watch, grumble wearily at your demand for the gate to be opened. ‘What's the hurry?’ growls one guardsman.

‘Matter o' life and death is it?’ sneers the other.

The portcullis finally clanks open and you leave the town, riding the broken dirt track towards the distant hills and the frontier town of Syada. Grey-brown grasses brush your shins as you cross this wild, uncultivated plain. Accompanying your ride is an unnatural silence which is broken only occasionally by the cawing of ravens circling like vultures overhead.

By midday you are among the hills. The terrain becomes increasingly rocky, undulating like a storm-tossed ocean. The tall plains grass has given way to sad little plants, scraggy and deformed, stunted by the winds that sweep down from the barren wastes of Ogia. The track passes through a narrow valley where a small stone cabin stands beside the entrance to a disused mine shaft. As you approach the cabin you see a face at the window.

If you wish to stop at the cabin, turn to 85.

If you wish to investigate the mine, turn to 120.

If you wish to continue along the valley, turn to 152.

348

‘We had best delay no longer, Lone Wolf,’ says Paido, looking anxiously at the afternoon sky. ‘The highway's no place to be after dark and we're still a long ride from Tharro.’ You nod your agreement and spur your horse along the track towards the village of Topham.

If you possess a Lodestone, turn to 29.

If you do not possess this Special Item, turn to 170.

349

You take a bottle from the rack, crack it open against the wall, and tip the potion into the remaining wine. Carefully you tilt back Paido's head and pour the mixture into his open mouth, a drop at a time: in his comatose state he is unable to cough and it would be easy to fill his lungs by accident. It is a slow and painstaking process, which takes you hours to complete.

It is dawn of the following day before you know for sure if you have saved his life.

Turn to 10.

350

Anger and frustration well up inside you as helplessly you watch the Kraan and your captured companion disappear beyond the horizon. Gradually your anger gives way to sadness as you ponder his fate and wonder if he will ever survive this cruel abduction. You pray for his safety, calling on the spirits of your ancestors to watch over and protect him and, as if in answer to your prayer, you feel a sudden calm engulf your senses. The power of the Lorestone, transfused into your being the instant it appeared in your hands, has greatly increased your intellect and awareness. With confidence you know that Paido will survive his ordeal and that one day you will meet and fight again, side by side.

The return voyage to Dessi is a swift but lonely journey. The starguider ensures that the Levitron stays on course for Elzian and as you cross the canal which encircles the city, a pilot skyship arrives to escort you down. During the voyage you have discovered how to control the Levitron, and now, as slowly you approach the landing platform of the Tower of Truth, you disengage the starguider and make a faultless landing. Lord Rimoah and the High Council have gathered to greet your return, and upon hearing of your successful quest their hopes for the future are renewed in spite of the sad news of Lord Paido's capture by agents of the Darklords.

The High Council listens avidly as you recall your treacherous journey through Talestria, the perilous trek across the Danarg, and the wondrous discovery of their lost temple. When finally you have completed your account they applaud and pay tribute to your courage and daring, their faces beaming with pride. But, despite their joyous greeting, you sense that something is wrong; they seem distant, as if their minds were preoccupied with the solving of a difficult and perplexing problem.

You ask Lord Rimoah if all is well, and he replies: ‘You have grown in perception, Lone Wolf. Many things have occurred since last we spoke, and although your quest for the Lorestone of Ohrido has succeeded, the peril of our age has grown ever more deadly. The Darklords now wage open war throughout Magnamund, and many lands have fallen before their Giak legions. Talestria has been overrun. So too have the Stornland nations. Sommerlund stands firm against the armies of Darklord Gnaag, but she has lost her southern province of Ruanon.’

This shocking news fills you with an urge to return to your homeland, yet to do so would defeat the Magnakai quest.

Lord Rimoah bids you follow him to the chamber of the High Council. Set into the floor is a circular well, brimming with a silvery liquid metal. Rimoah kneels and touches the surface and slowly a vision takes form within the shimmering depths of the pool: it is a fortified city surrounded by rolling hills. ‘You look upon the city of Tahou in the land of Anari,’ says Rimoah, his voice now solemn and composed. ‘The Lorestone you must find next lies deep below its streets, in an ancient city that was built during the dawn of Magnamund.’

The vision of Tahou heralds the start of a new and perilous episode in your quest for the Magnakai. If you possess the bravery and courage of a true Kai Master, the challenge of Tahou awaits you in Book 9 of the Lone Wolf series entitled:

The Cauldron of Fear

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10

11-20: 11 12 13 14 15 16 17 18 19 20

21-30: 21 22 23 24 25 26 27 28 29 30

31-40: 31 32 33 34 35 36 37 38 39 40

41-50: 41 42 43 44 45 46 47 48 49 50

51-60: 51 52 53 54 55 56 57 58 59 60

61-70: 61 62 63 64 65 66 67 68 69 70

71-80: 71 72 73 74 75 76 77 78 79 80

81-90: 81 82 83 84 85 86 87 88 89 90

91-100: 91 92 93 94 95 96 97 98 99 100

101-110: 101 102 103 104 105 106 107 108 109 110

111-120: 111 112 113 114 115 116 117 118 119 120

121-130: 121 122 123 124 125 126 127 128 129 130

131-140: 131 132 133 134 135 136 137 138 139 140

141-150: 141 142 143 144 145 146 147 148 149 150

151-160: 151 152 153 154 155 156 157 158 159 160

161-170: 161 162 163 164 165 166 167 168 169 170

171-180: 171 172 173 174 175 176 177 178 179 180

181-190: 181 182 183 184 185 186 187 188 189 190

191-200: 191 192 193 194 195 196 197 198 199 200

201-210: 201 202 203 204 205 206 207 208 209 210

211-220: 211 212 213 214 215 216 217 218 219 220

221-230: 221 222 223 224 225 226 227 228 229 230

231-240: 231 232 233 234 235 236 237 238 239 240

241-250: 241 242 243 244 245 246 247 248 249 250

251-260: 251 252 253 254 255 256 257 258 259 260

261-270: 261 262 263 264 265 266 267 268 269 270

271-280: 271 272 273 274 275 276 277 278 279 280

281-290: 281 282 283 284 285 286 287 288 289 290

291-300: 291 292 293 294 295 296 297 298 299 300

301-310: 301 302 303 304 305 306 307 308 309 310

311-320: 311 312 313 314 315 316 317 318 319 320

321-330: 321 322 323 324 325 326 327 328 329 330

331-340: 331 332 333 334 335 336 337 338 339 340

341-350: 341 342 343 344 345 346 347 348 349 350

The Danarg Swamp

Action Chart

Combat Rules Summary

1. Add your COMBAT SKILL to any extra points given to you by your Magnakai Disciplines.

2. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.

3. Pick a number from the Random Number Table.

4. Turn to the Combat Results Table.

5. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)

6. Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls to 0 or below.

To Evade Combat

1. You may only do this when the text of the adventure offers you the opportunity.

2. You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only Lone Wolf loses the ENDURANCE points.

3. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.

Combat Results Table

Random Number Table

Errata

Introduction

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

Errata List

(Title Page) Replaced ‘jungle swamps’ with ‘jungle-swamps’. Replaced ‘chaos-creatures’ with ‘Chaos-creatures’.

(The Story So Far … ) Replaced ‘swamp-jungle’ with ‘jungle-swamp’. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn). Replaced ‘gods’ with ‘Gods’. Replaced ‘purpose and’ with ‘purpose, and’.

(The Game Rules) Removed ‘that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied’. Removed ‘ on the last page of this book’. Replaced all occurrences of ‘Ie,’ with ‘i.e.’ and corrected the surrounding punctuation. Replaced ‘(eg’ with ‘(e.g.’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced all occurrences of ‘Kai monastery’ with ‘Kai Monastery’. Replaced ‘Chart (you’ with ‘Chart. (You’. Replaced ‘Items).’ with ‘Items.)’. Replaced ‘on to’ with ‘onto’. Replaced ‘Lone Wolf Magnakai’ with ‘Lone Wolf Magnakai’.

(Magnakai Disciplines) Replaced ‘with combat’ with ‘without combat’. Replaced ‘as listed overleaf’ with ‘in the list below’. Replaced ‘page 9’ with ‘your Action Chart’. Replaced ‘weapons list’ with ‘Weapons List’. Removed ‘that appears on your Action Chart’. Replaced ‘two weapons’ with ‘two Weapons’. Replaced ‘blindness and’ with ‘blindness, and’. Replaced ‘roots and’ with ‘roots, and’. Replaced ‘will be of use’ with ‘may be of use’. Added ‘If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘Lone Wolf Magnakai’ with ‘Lone Wolf Magnakai’.

(Equipment) Removed ‘ (see the inside front cover of this book)’. Replaced ‘swamp-jungle’ with ‘jungle-swamp’. Replaced both occurrences of ‘safe-keeping’ with ‘safekeeping’. Replaced ‘two weapons’ with ‘two Weapons’. Replaced all occurrences of ‘bow’ with ‘Bow’. Replaced all occurrences of ‘arrow’ with ‘Arrow’. Replaced all occurrences of ‘arrows’ with ‘Arrows’. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘Weaponmastery with a bow’ with ‘Weaponmastery with Bow’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced ‘additional Items’ with ‘additional items’. Replaced ‘your list’ with ‘your Weaponmastery Checklist’. Removed ‘If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.’. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the Collector's Edition. Added ‘It cannot be used to increase ENDURANCE points immediately prior to a combat.’ in harmony with the Collector's Edition.

(Rules for Combat) Removed ‘ on the inside back cover of the book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘reduced to zero’ with ‘reduced to zero or below’. Replaced ‘points reduced’ with ‘points possibly reduced’. Removed ‘on the inside back cover of this book’. Replaced ‘at which point the one with the zero score is declared dead.’ with ‘at which point that combatant is declared dead.’.

(Levels of Magnakai Training) Replaced ‘rank and titles’ with ‘ranks and titles’. Replaced ‘Lone Wolf Magnakai’ with ‘Lone Wolf Magnakai’.

(Lore-circles of the Magnakai) Replaced ‘Psi-shield’ with ‘Psi-screen’. Capitalized ‘bonuses’ in the title ‘Lore-circle Bonuses’.

(Improved Disciplines) Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘will not be able’ with ‘is not able’. Replaced ‘skill will have’ with ‘skill have’. Replaced ‘skill will have a greatly increased agility and be’ with ‘skill have a greatly increased agility and are’.

(Magnakai Wisdom) Replaced ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series.

(1) Replaced ‘you to Danarg’ with ‘you to the Danarg’. Replaced ‘attention and’ with ‘attention, and’. Replaced ‘secret but’ with ‘secret, but’. Replaced ‘still blue’ with ‘still, blue’. Replaced ‘Dessi and, when’ with ‘Dessi, and when’. Replaced ‘Ghorkas, hairy,’ with ‘ghorkas — hairy,’. Replaced ‘Slovia, which’ with ‘Slovia — which’. Replaced ‘defence but’ with ‘defence, but’. Replaced ‘ground and’ with ‘ground, and’. Removed ‘ at the front of the book’. Replaced ‘Varnos harbour’ with ‘Varnos Harbour’. Replaced ‘traders and’ with ‘traders, and’. Replaced ‘brag and’ with ‘brag, and’.

(2) Moved the Psi-screen choice into the first position.

(3) Replaced ‘counter-balances’ with ‘counterbalances’.

(4) Replaced ‘imminent but’ with ‘imminent, but’. Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(5) Replaced ‘bow and’ with ‘Bow and’. Replaced ‘bow, or’ with ‘Bow or’.

(6) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(8) Added a period to the end of the illustration's caption.

(10) Replaced ‘ordeal and’ with ‘ordeal, and’. Replaced ‘hidden but’ with ‘hidden, but’. Replaced ‘identities and’ with ‘identities, and’. Replaced ‘thought but’ with ‘thought, but’.

(11) Replaced ‘skill you’ with ‘skill, you’.

(13) Replaced ‘Psi-shield’ with ‘Psi-screen’. Replaced ‘258’ with ‘158’. Replaced ‘on to’ with ‘onto’. Replaced ‘If you win the combat in four rounds’ with ‘If you win the combat in six rounds’. Replaced ‘If combat lasts longer than five rounds, turn to 158.’ with ‘If the combat lasts seven rounds or longer, do not continue with the combat but turn immediately to 158.’ in harmony with the Collector's Edition.

(14) Replaced ‘watch-tower, and’ with ‘watchtower and’.

(15) Replaced ‘hand and’ with ‘hand, and’. Replaced ‘Unfortunately with’ with ‘Unfortunately, with’.

(16) Replaced ‘answer and, at’ with ‘answer, and at’.

(17) Replaced ‘around and’ with ‘around, and’.

(18) Replaced ‘Pass but’ with ‘Pass, but’.

(19) Replaced ‘chest you’ with ‘chest, you’. Replaced ‘laborious and’ with ‘laborious, and’.

(20) Replaced ‘floor and’ with ‘floor, and’. Replaced ‘portal and’ with ‘portal, and’.

(21) Replaced ‘sets you’ with ‘sets, you’. Replaced ‘tide and, during’ with ‘tide, and during’.

(22) Moved the Pathsmanship choice into the first position. Replaced both occurrences of ‘watch-tower’ with ‘watchtower’.

(23) Replaced ‘return but’ with ‘return, but’. Replaced ‘discipline’ with ‘Discipline’.

(24) Replaced ‘eastwards’ with ‘northwards’ since Syada is roughly northwest of Tharro. Replaced ‘Syada and’ with ‘Syada, and’. Replaced ‘men, women and children’ with ‘men, women, and children’. Removed ‘at the front of the book’. Replaced ‘shouting’ with ‘shouting:’ in the illustration's caption.

(25) Replaced ‘vibrating and, what’ with ‘vibrating, and what’. Replaced ‘are vibrating’ with ‘is vibrating’.

(26) Replaced ‘inn and slowly’ with ‘inn, and slowly’.

(27) Replaced ‘legs and’ with ‘legs, and’. Moved the Divination choice into the first position.

(28) Replaced ‘arrow’ with ‘Arrow’. Switched the sections to which the choices lead to make them work correctly with Special Item and Discipline bonuses. Replaced ‘0–4’ with ‘4 or lower’. Replaced ‘5–9’ with ‘5 or higher’ in harmony with the Collector's Edition.

(30) Replaced ‘Psi-shield’ with ‘Psi-screen’. Replaced ‘Sommerswerd.’ with ‘Sommerswerd.)’. Replaced ‘COMBAT SKILL’ with ‘ENDURANCE’ in harmony with the Collector's Edition.

(31) Replaced ‘Oxydine, or Oede’ with ‘Oxydine or of Oede’.

(32) Replaced ‘gallop and’ with ‘gallop, and’. Replaced ‘and, not’ with ‘and not’. Replaced ‘gate, do’ with ‘gate do’.

(33) Replaced ‘feet first’ with ‘feet-first’.

(35) Replaced ‘glueing’ with ‘gluing’.

(36) Replaced ‘head and’ with ‘head, and’. Replaced ‘hides and’ with ‘hides, and’. Replaced ‘bow, and’ with ‘Bow and’.

(39) Switched the order of the choices for clarity. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(42) Replaced ‘me and’ with ‘me, and’. Set the items in initial capital letters. Replaced ‘lord of the sun-realm’ with ‘Lord of the Sun-realm’. Replaced ‘skarn’ with ‘Skarn,’. Added ‘If you are infected with the korovax bacillus, you may use the Tincture of Oxydine to cure yourself.’ in harmony with the Collector's Edition.

(44) Replaced ‘Unfortunately she’ with ‘Unfortunately, she’.

(46) Replaced ‘dead but’ with ‘dead, but’.

(47) Replaced ‘Psi-shield you’ with ‘Psi-screen, you’. Replaced ‘Spirit you’ with ‘Spirit, you’. Replaced ‘COMBAT SKILL’ with ‘ENDURANCE’ in harmony with the Collector's Edition.

(48) Replaced ‘air, and’ with ‘air and’.

(49) Replaced ‘or you’ with ‘or if you’.

(50) Replaced ‘others many’ with ‘others, many’. Replaced ‘apart and, as’ with ‘apart, and as’.

(51) Replaced ‘head first’ with ‘head-first’.

(53) Replaced ‘ago this’ with ‘ago, this’. Replaced ‘luxurious but’ with ‘luxurious, but’ and ‘air and’ with ‘air, and’. Replaced ‘rope and’ with ‘rope, and’.

(54) Replaced ‘desperation one’ with ‘desperation, one’. Replaced ‘Discipline’ with ‘Disciplines’.

(55) Replaced ‘cloud and’ with ‘cloud, and’. Replaced ‘river-bank’ with ‘river bank’. Replaced ‘noticeboard’ with ‘notice board’. Replaced ‘FERRY HOUSE LANDING’ with ‘Ferry House Landing’. Replaced ‘NO CATTLE, WAGONS, CARAVANS, OR HERD ANIMALS UNLESS BY SPECIAL ARRANGEMENT’ with ‘No cattle, wagons, caravans, or herd animals unless by special arrangement.’.

(56) Replaced ‘korlinium and’ with ‘korlinium, and’. Replaced ‘signals it’ with ‘signals, it’.

(57) Replaced ‘confusion you’ with ‘confusion, you’. Replaced ‘ribcage’ with ‘rib cage’.

(58) Replaced ‘light you’ with ‘light, you’. Replaced ‘on to’ with ‘onto’.

(61) Replaced ‘top he’ with ‘top, he’.

(62) Replaced ‘mire but’ with ‘mire, but’.

(63) Replaced ‘darkness and’ with ‘darkness, and’.

(64) Replaced ‘assailant and’ with ‘assailant, and’. Replaced ‘ceases and’ with ‘ceases, and’.

(65) Replaced ‘fast but’ with ‘fast, but’. Replaced ‘cheer but’ with ‘cheer, but’. Replaced ‘companions he'll’ with ‘companions, he'll’. Replaced ‘agree a plan’ with ‘agree upon a plan’. Added a period to the end of the illustration's caption.

(66) Replaced ‘pin-points’ with ‘pinpoints’. Replaced ‘watch but’ with ‘watch, but’. Replaced ‘later you’ with ‘later, you’.

(67) Replaced ‘empty they’ with ‘empty, they’.

(69) Replaced ‘doom you’ with ‘doom, you’.

(70) Replaced ‘storm.'’ with ‘storm.’. Replaced ‘Kai lord’ with ‘Kai Lord’.

(71) Replaced ‘blast and’ with ‘blast, and’.

(72) Replaced ‘Divination, or’ with ‘Divination or’. Moved the Divination/Tutelary choice into the first position.

(73) Replaced ‘market place’ with ‘marketplace’. Replaced ‘Lodge but’ with ‘Lodge, but’. Replaced ‘watch-tower’ with ‘watchtower’. Replaced ‘sword and’ with ‘sword, and’. Replaced ‘barn and’ with ‘barn, and’. Replaced ‘Magnakai rank’ with ‘Kai rank’ for consistency with the rest of the series. Replaced ‘skill, or’ with ‘skill or’.

(74) Replaced ‘weapons or’ with ‘Weapons, or’.

(76) Added ‘ The monks of Talestria are infamous for their gluttony. Tales of their thirty-course meals and week-long banquets are well known throughout Magnamund. However, despite their voluminous robes, you cannot help but notice how emaciated these monks appear to be.’ in harmony with the Collector's Edition.

(77) Replaced ‘arrow’ with ‘Arrow’.

(78) Replaced ‘gaj’ with ‘Gaj’.

(79) Replaced ‘out-numbered’ with ‘outnumbered’.

(80) Replaced ‘burial and’ with ‘burial, and’. Moved the Divination choice into the first position.

(82) Replaced ‘cobblers and’ with ‘cobblers, and’.

(83) Replaced ‘hand but’ with ‘hand, but’. Replaced ‘returns and’ with ‘returns, and’. Replaced ‘pain, as’ with ‘pain as’.

(84) Replaced ‘Psi-power’ with ‘psi-power’.

(85) Replaced ‘face but’ with ‘face, but’.

(86) Added ‘(in this instance, 0 = 10)’ in harmony with the Collector's Edition.

(87) Replaced ‘bow but’ with ‘Bow, but’. Replaced ‘silver bow’ with ‘Silver Bow’. Replaced ‘bow’ with ‘Silver Bow’.

(88) Replaced ‘crash and’ with ‘crash, and’. Replaced ‘battle cry’ with ‘battle-cry’. Replaced ‘battle cry’ with ‘battle-cry:’. Replaced ‘bronze-helmeted’ with ‘bronze-helmed’ in the illustration's caption. Replaced ‘Drakkar Horselord’ with ‘Drakkarim Horselord’ to reflect standard usage.

(89) Replaced ‘Ghorkas’ with ‘ghorkas’. Replaced ‘a-piece’ with ‘apiece’.

(91) Moved the Divination choice into the first position. Replaced ‘minutes, then’ with ‘minutes, and then’.

(92) Replaced ‘rest but’ with ‘rest, but’. Replaced ‘Both you,’ with ‘You,’. Replaced ‘Paido and’ with ‘Paido, and’.

(93) Replaced ‘Bow and’ with ‘Bow and’. Replaced ‘bow, or’ with ‘Bow or’.

(95) Replaced ‘bow and’ with ‘Bow and’.

(97) Replaced ‘grip and’ with ‘grip, and’.

(98) Replaced ‘Ghorkas’ with ‘ghorkas’. Replaced ‘plain and’ with ‘plain, and’. Replaced ‘podlumes and’ with ‘podlumes, and’.

(99) Replaced ‘demand but’ with ‘demand, but’.

(100) Added a period to the end of the illustration's caption. Replaced ‘well being’ with ‘well-being’.

(103) Replaced ‘ordeal and’ with ‘ordeal, and’. Replaced ‘hidden but’ with ‘hidden, but’. Replaced ‘agreement and, as’ with ‘agreement, and as’. Replaced ‘lock and’ with ‘lock, and’.

(105) Replaced ‘mire and’ with ‘mire, and’. Replaced ‘north and, for’ with ‘north, and for’.

(106) Replaced ‘(on horseback)’ with ‘(on horseback):’. Replaced ‘Control you’ with ‘Control, you’.

(108) Replaced ‘flat and’ with ‘flat, and’. Replaced ‘light you’ with ‘light, you’.

(109) Replaced ‘haze and’ with ‘haze, and’. Replaced ‘roadside and’ with ‘roadside, and’. Replaced ‘darkening and’ with ‘darkening, and’. Replaced ‘drenched and’ with ‘drenched, and’. Replaced ‘torrent and’ with ‘torrent, and’. Replaced ‘rain you’ with ‘rain, you’. Replaced ‘flowers and’ with ‘flowers, and’.

(110) Replaced ‘him and’ with ‘him, and’. Replaced ‘frenzy the’ with ‘frenzy, the’.

(111) Replaced ‘chance you tumble’ with ‘chance, you stumble’. Replaced ‘on to’ with ‘onto’.

(112) Replaced ‘counter-balances’ with ‘counterbalances’.

(114) Replaced ‘above and’ with ‘above, and’.

(115) Replaced ‘death cry’ with ‘death-cry’. Replaced ‘blood and, with’ with ‘blood, and with’. Replaced ‘haze you’ with ‘haze, you’.

(117) Replaced ‘silver bow’ with ‘Silver Bow’.

(118) Replaced ‘Paido and’ with ‘Paido, and’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(119) Replaced ‘Instead their’ with ‘Instead, their’.

(121) Replaced ‘midnight his’ with ‘midnight, his’. Replaced ‘handiwork they’ with ‘handiwork, they’.

(123) Replaced ‘creatures sit’ with ‘creatures sits’. Replaced ‘green spindly’ with ‘green, spindly’. Added a period to the end of the illustration's caption. Replaced ‘spindly limbed’ with ‘spindly-limbed’.

(125) Changed the first choice to read in part ‘If you have another Arrow and wish to use it, … ’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(126) Replaced ‘ale the’ with ‘ale, the’. Replaced ‘amusement he’ with ‘amusement, he’. Replaced ‘conundrum’ with ‘conundrums’.

(127) Replaced ‘yell they’ with ‘yell, they’. Replaced ‘bow and’ with ‘Bow and’.

(128) Replaced ‘shut and’ with ‘shut, and’. Replaced ‘demand but’ with ‘demand, but’.

(129) Replaced ‘Taan-spider you’ with ‘Taan-spider, you’.

(133) Replaced ‘minutes but’ with ‘minutes, but’.

(135) Replaced ‘bridge you’ with ‘bridge, you’. Replaced ‘gate a’ with ‘gate, a’.

(137) Replaced ‘splash he’ with ‘splash, he’.

(138) Replaced ‘incline and, as’ with ‘incline, and as’. Moved the Pathsmanship choice into the first position.

(139) Replaced ‘on to’ with ‘onto’.

(144) Replaced ‘men and’ with ‘men, and’.

(145) Replaced ‘inn and’ with ‘inn, and’. Replaced ‘wheatcakes’ with ‘wheat cakes’.

(146) Replaced ‘curing surpresses’ with ‘Curing suppresses’.

(147) Replaced ‘swamp-jungle’ with ‘jungle-swamp’. Added a period to the end of the illustration's caption.

(150) Replaced ‘steadily and’ with ‘steadily, and’. Replaced ‘inhabitants but’ with ‘inhabitants, but’.

(151) Replaced ‘choose.’ with ‘choose?’.

(153) Replaced ‘around your’ with ‘around, your’. Replaced ‘tap but, instead’ with ‘tap, but instead’. Replaced ‘click and’ with ‘click, and’.

(154) Replaced ‘air and’ with ‘air, and’.

(156) Replaced ‘herb the’ with ‘herb, the’. Replaced ‘Oxydene’ with ‘Oxydine’. Added ‘(If you possess either the Tincture or the herb, you may use it immediately to cure the korovax infection.)’ in harmony with the Collector's Edition.

(157) Replaced ‘deadly and’ with ‘deadly, and’.

We made extensive changes to the choices presented at the end of the section. The original reads as follows.

If you do not possess this skill, or have yet to reach the rank of Tutelary, you can:

hide in the Pulpit — turn to 96;

or

hide among the pews — turn to 198;

stand in the central aisle and await your pursuers — turn to 305.

We revised it to the following.

If you do not possess this skill or have yet to reach the rank of Tutelary, you can hide in the pulpit by turning to 96.

Or you can hide among the pews by turning to 198.

Or you can stand in the central aisle and await your pursuers by turning to 305.

(160) Replaced ‘dead writhing’ with ‘dead, writhing’.

(161) Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(162) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Drakkar Horselord’ with ‘Drakkarim Horselord’ to reflect standard usage.

(163) Replaced ‘explodes and’ with ‘explodes, and’.

(164) Replaced each occurrence of ‘arrows’ with ‘Arrows’.

(165) Replaced ‘aside but’ with ‘aside, but’. Replaced ‘him but’ with ‘him, but’. Replaced ‘inside and’ with ‘inside, and’. Replaced ‘Bor-musket’ with ‘Bor musket’. Replaced ‘trigger and’ with ‘trigger, and’.

(166) Replaced ‘Dazudskul’ with ‘Dazudskul.’. Replaced ‘fortune whispers’ with ‘fortune,’ whispers’. Replaced ‘TEN THOUSAND LUNE’ with ‘Ten Thousand Lune’.

(168) Replaced ‘counter and’ with ‘counter, and’. Put dashes between each item on the list and its price. Replaced ‘arrows and’ with ‘arrows, and’. Set the items in initial capital letters. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘bowstrings and’ with ‘bowstrings, and’. Replaced ‘finger and wrist’ with ‘wrist and finger’.

(169) Replaced ‘Psi-shield’ with ‘Psi-screen’. Replaced ‘duck and’ with ‘duck, and’. Replaced ‘clawed skeletal’ with ‘clawed, skeletal’. Added ‘If you win the combat against the Vordak you are able to retrieve the Weapon and keep it noted on your Action Chart.’ as clarified by the Lone Wolf Club Newsletter Summer Special 1987.

(172) Replaced ‘him and’ with ‘him, and’.

(174) Replaced ‘Kai lord’ with ‘Kai Lord’.

(175) Replaced ‘north and, for’ with ‘north, and for’. Replaced ‘scuttling and slithering and’ with ‘scuttling, slithering, and’.

(176) Replaced ‘trigger and’ with ‘trigger, and’.

(177) Replaced ‘starguider but’ with ‘starguider, but’. Replaced ‘192’ with ‘292’. Replaced ‘click’ with ‘click’.

(178) Replaced ‘chest you’ with ‘chest, you’.

(179) Replaced ‘book but’ with ‘book, but’.

(182) Replaced ‘pain it’ with ‘pain, it’. Replaced ‘you and’ with ‘you, and’. Replaced ‘aim and’ with ‘aim, and’. Replaced ‘arrow’ with ‘Arrow’.

(183) Replaced ‘Psi-screen you’ with ‘Psi-screen, you’. Replaced ‘Lore-Circle of the Spirit you’ with ‘Lore-circle of the Spirit, you’. Replaced ‘COMBAT SKILL’ with ‘ENDURANCE’ in harmony with the Collector's Edition.

(184) Replaced ‘true but’ with ‘true, but’. Replaced ‘wound but’ with ‘wound, but’. Replaced ‘clothing and’ with ‘clothing, and’. Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(185) Replaced ‘chase but’ with ‘chase, but’. Replaced ‘harrass’ with ‘harass’. Replaced ‘chase, they’ with ‘chase; they’.

(186) Replaced ‘discipline’ with ‘Discipline’. Replaced ‘eyes you’ with ‘eyes, you’.

(187) Replaced ‘grip and’ with ‘grip, and’.

(188) Replaced ‘wheatcakes’ with ‘wheat cakes’. Added a period to the end of the illustration's caption.

(189) Replaced ‘past a’ with ‘past, a’.

(190) Replaced ‘weapon but’ with ‘weapon, but’. Replaced ‘skill or have’ with ‘skill, or if you have’.

(191) Moved the Pathsmanship/Divination choice into the first position. Replaced ‘vial of clear liquid’ with ‘Vial of Clear Liquid’. Replaced ‘vial’ with ‘Vial’. Replaced ‘Action Chart’ with ‘Action Chart as a Special Item’. Replaced ‘is a wooden door and’ with ‘are a wooden door and’.

(192) Replaced ‘ground and’ with ‘ground, and’. Replaced ‘korlinium and’ with ‘korlinium, and’.

(194) Replaced ‘Or, if’ with ‘Or if’.

(195) Replaced ‘occurred, but’ with ‘occurred, but’. Replaced ‘bow and’ with ‘Bow and’.

(196) Replaced ‘spreadeagled’ with ‘spread-eagled’. Replaced ‘quiver’ with ‘Quiver’. Replaced ‘arrow’ with ‘Arrow’.

(197) Replaced ‘death cry’ with ‘death-cry’.

(200) Replaced ‘bang’ with ‘bang’.

(201) Replaced ‘aside and’ with ‘aside, and’. Replaced ‘glowing silvery’ with ‘glowing, silvery’. Replaced ‘Tan-ash-oka, Nadoknar Gnaag!’ with ‘Tan-ash-okja Nadoknar Gnaag!’. Added a period to the end of the illustration's caption. Replaced ‘on to’ with ‘onto’.

(202) Replaced ‘remains and’ with ‘remains, and’. Replaced ‘robes presumably’ with ‘robes, presumably’.

(204) Replaced both occurrences of ‘watch-tower’ with ‘watchtower’. Moved the map choice into the first position and the Pathsmanship choice into the second position. Replaced ‘options;’ with ‘options:’. Replaced ‘building. Constructed’ with ‘building constructed’. Replaced ‘TEMPLE OF THE SWORD’ with ‘Temple of the Sword’.

(206) Replaced ‘bow and’ with ‘Bow and’. Replaced ‘bow or do’ with ‘Bow, or if you do’.

(208) Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’.

(209) Replaced ‘arrow’ with ‘Arrow’.

(210) Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced ‘spreadeagled’ with ‘spread-eagled’.

(211) Replaced ‘being but’ with ‘being, but’.

(212) Added a period to the end of the illustration's caption. Replaced ‘bow, and’ with ‘Bow and’. Replaced ‘bow, or’ with ‘Bow or’.

(213) Replaced ‘arrow’ with ‘Arrow’.

(214) Replaced ‘(eg, a sword, dagger, axe, short sword or broadsword)’ with ‘(i.e. a Sword, Dagger, Axe, Spear, Short Sword, or Broadsword)’. Replaced ‘(eg, a mace, warhammer, quarterstaff or bow)’ with ‘(i.e. a Mace, Warhammer, Quarterstaff, or Bow)’.

(215) Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(216) Replaced ‘few but’ with ‘few, but’. Moved the Divination choice into the first position. Replaced ‘thistles and’ with ‘thistles, and’.

(217) Replaced ‘Kai lord’ with ‘Kai Lord’.

(218) Replaced ‘turn to 235’ with ‘turn to 253’.

(220) Replaced ‘symmetry confront’ with ‘symmetry, confront’. Replaced ‘stratas’ with ‘strata’. Replaced ‘sapphire and’ with ‘sapphire, and’.

(222) Replaced ‘subsides but’ with ‘subsides, but’.

(229) Replaced ‘north-western’ with ‘northwestern’.

(230) Replaced ‘mindshield’ with ‘Mindshield’.

(232) Replaced ‘dwarf. They're’ with ‘dwarf. ‘They're’.

(233) Added a period to the end of the illustration's caption.

(234) Replaced ‘dexterity and’ with ‘dexterity, and’.

(236) Replaced ‘Luukos and’ with ‘Luukos, and’. Replaced ‘they'll’ with ‘there'll’.

(239) Replaced ‘new-found’ with ‘newfound’.

(240) Replaced ‘Kai lord’ with ‘Kai Lord’. Replaced ‘spreadeagled’ with ‘spread-eagled’.

(242) Replaced ‘swop it’ with ‘swap one of them’.

(243) Replaced ‘rail and’ with ‘rail, and’.

(246) Replaced ‘wait’ with ‘await’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(248) Replaced ‘bow and’ with ‘Bow and’.

(249) Added a period to the end of the illustration's caption.

(251) Replaced ‘silver bow’ with ‘Silver Bow’.

(255) Replaced ‘stomach and’ with ‘stomach, and’. Replaced ‘Ghorkas’ with ‘ghorkas’. Replaced ‘bank and’ with ‘bank, and’. Replaced ‘lie’ with ‘lay’.

(256) Replaced ‘these and, judging’ with ‘these, and judging’.

(258) Replaced ‘flame and’ with ‘flame, and’. Replaced ‘Weapons list’ with ‘Weapons List’.

(259) Replaced ‘dead-ends’ with ‘dead ends’.

(261) Replaced ‘a potion of Laumspur’ with ‘any Laumspur, Rendalim's Elixir, or Oede herb,’. Replaced ‘this healing herb’ with ‘these healing potions’ (cf. Section 317).

(262) Replaced ‘says to Topham’ with ‘says: ‘To Topham’ ’.

(263) Replaced ‘membrane and’ with ‘membrane, and’.

(265) Added a period to the end of the illustration's caption.

(266) Replaced ‘north-west’ with ‘northwest’. Replaced ‘high and’ with ‘high, and’. Replaced ‘Walk and’ with ‘Walk, and’.

(267) Replaced ‘wings and’ with ‘wings, and’.

(271) Replaced ‘horses abroad’ with ‘horses aboard’. Replaced ‘Ghorkas’ with ‘ghorkas’.

(272) Replaced ‘worth but’ with ‘worth, but’. Replaced ‘bow and’ with ‘Bow and’.

(274) Replaced ‘uneventfully and, as’ with ‘uneventfully, and as’.

(275) Replaced ‘deceased but’ with ‘deceased, but’.

(276) Replaced ‘on to’ with ‘onto’. Replaced ‘skill, or’ with ‘skill or’. Replaced ‘Kai training’ with ‘Magnakai training’.

(277) Replaced ‘attack but’ with ‘attack, but’. Replaced ‘again but’ with ‘again, but’.

(278) Added a period to the end of the illustration's caption.

(279) Replaced ‘sharp rending’ with ‘sharp, rending’.

(280) Replaced ‘Evaine but’ with ‘Evaine, but’. Replaced ‘a-piece’ with ‘apiece’. Added a period to the end of the illustration's caption.

(281) Replaced ‘poison but’ with ‘poison, but’.

(282) Replaced ‘Half-way’ with ‘Halfway’.

(284) Replaced ‘Primate’ with ‘Primate or higher’.

(285) Replaced ‘hidden but’ with ‘hidden, but’. Replaced ‘identities and’ with ‘identities, and’.

(287) Replaced ‘Psi-shield’ with ‘Psi-screen’. Replaced ‘on to’ with ‘onto’.

(288) Replaced each occurrence of ‘on to’ with ‘onto’. Replaced ‘Magnakai rank’ with ‘Kai rank’ for consistency with the rest of the series. Replaced ‘skill or have’ with ‘skill, or if you have’.

(289) Replaced ‘legs and’ with ‘legs, and’ and removed the last choice which was essentially the same as that in Section 39 and therefore redundant.

(291) Replaced ‘forward but’ with ‘forward, but’.

(294) Replaced ‘jauntiness but’ with ‘jauntiness, but’. Replaced ‘discipline of hunting’ with ‘Discipline of Hunting’. Replaced ‘bunch these’ with ‘bunch, these’.

(295) Replaced ‘senses and, in’ with ‘senses, and in’. Replaced ‘bang’ with ‘bang’.

(296) Replaced ‘5–9’ with ‘5–12’.

(297) Replaced ‘north-west’ with ‘northwest’. Replaced ‘Alley and’ with ‘Alley, and’.

(299) Replaced ‘Ghorkas’ with ‘ghorkas’. Replaced ‘a-piece’ with ‘apiece’.

(300) Replaced ‘pool and’ with ‘pool, and’. Moved the Nexus choice into the first position.

(301) Moved the Huntmastery choice into the first position.

(302) Added a period to the end of the illustration's caption.

(303) Replaced ‘reins and’ with ‘reins, and’. Replaced ‘head and’ with ‘head, and’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘stumbles, then’ with ‘stumbles, and then’.

(304) Replaced ‘bowyery and’ with ‘bowyery, and’. Replaced ‘your bow’ with ‘your Bow’. Replaced ‘silver bow’ with ‘Silver Bow’.

(305) Changed the first choice to read in part ‘If you have a bow and two Arrows, and wish to use them, … ’. Replaced each occurrence of ‘bow’ with ‘Bow’.

(306) Replaced ‘chair and’ with ‘chair, and’.

(307) Added a period to the end of the illustration's caption. Replaced ‘skill, or’ with ‘skill or’. Replaced ‘Kai training’ with ‘Magnakai training’.

(308) Replaced ‘staff but’ with ‘staff, but’. Replaced ‘Psi-shield’ with ‘Psi-screen’. Replaced ‘COMBAT SKILL’ with ‘ENDURANCE’ in harmony with the Collector's Edition.

(310) Replaced ‘side steps’ with ‘sidesteps’. Replaced ‘bow’ with ‘Bow’.

(314) Added a period to the end of the illustration's caption.

(315) Replaced ‘revolting jelly-like’ with ‘revolting, jelly-like’.

(316) Replaced ‘gullible but’ with ‘gullible, but’. Replaced ‘rods and’ with ‘rods, and’.

(318) Replaced ‘doomwolves’ with ‘Doomwolves’ and the second choice — ‘If first you wish to help Paido fight off his attackers, turn to 169’ — to ‘If you choose to continue your ride north to Tharro, turn to 280’. The second change was given in Lone Wolf Club Newsletter: 1987 New Year's Special p.9.

(323) Replaced ‘master and’ with ‘master, and’. Replaced ‘arrow’ with ‘Arrow’.

(324) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(326) Replaced ‘it but’ with ‘it, but’.

(327) Replaced ‘watch-tower’ with ‘watchtower’. Replaced ‘horse and’ with ‘horse, and’.

(328) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(329) Added a period to the end of the illustration's caption.

(331) Replaced ‘into it and shake’ with ‘into it, and shake’.

(333) Replaced ‘Psi-shield’ with ‘Psi-screen’.

(334) Replaced ‘death cry’ with ‘death-cry’. Replaced ‘crossbolt’ with ‘crossbow bolt’.

(335) Replaced ‘trees and’ with ‘trees, and’.

(336) Replaced ‘smells and’ with ‘smells, and’. Replaced ‘one motioning’ with ‘one, motioning’. Replaced ‘Have you eaten’ with ‘Have they eaten’.

(340) Replaced ‘ceiling and’ with ‘ceiling, and’.

(341) Replaced ‘bow and’ with ‘Bow and’.

(342) Replaced ‘half-way’ with ‘halfway’.

(346) Added a period to the end of the illustration's caption.

(344) Replaced ‘thistles and’ with ‘thistles, and’.

(349) Replaced ‘the Laumspur’ with ‘the potion’. Replaced ‘wall and tip’ with ‘wall, and tip’.

(350) Replaced ‘spoke and’ with ‘spoke, and’. Replaced ‘Magnamund and’ with ‘Magnamund, and’. Replaced ‘book 9’ with ‘Book 9’.

(Map) Replaced ‘Dwyin's Track’ with ‘Dwyvin's Track’.

(Combat Rules Summary) Replaced ‘cross reference’ with ‘cross-reference’. Replaced ‘top of chart’ with ‘top of the chart’. Replaced ‘fall to 0’ with ‘falls to 0 or below’. Replaced ‘Kai Disciplines’ with ‘Magnakai Disciplines’. Replaced ‘Pick number from’ with ‘Pick a number from the’. Replaced ‘Turn to Combat’ with ‘Turn to the Combat’. Replaced ‘to random number’ with ‘to the random number’. Replaced ‘when ENDURANCE’ with ‘when the ENDURANCE’. Replaced ‘ignored, only’ with ‘ignored; only’.

Note on Standard Usage

Quite a number of contributors to Project Aon have reported inconsistencies regarding the use of words such as Drakkar across the series. After much research into the usage of Drakkar/Drakkarim, Nadziran/Nadziranim, and Ligan/Liganim across the books, we have decided to standardise the usage of the words in the following ways, which represent majority usage:

- noun (s.): Drakkar

- noun (pl.): Drakkarim

- adj: Drakkarim

- noun (s.): Nadziran

- noun (pl.): Nadziranim

- adj: Nadziranim

- noun (s.): Ligan

- noun (pl.): Liganim

- adj: Liganim

All of the other words ending in -im either already conform to these rules (i.e. gazim, kuzim, lajakim, rekenarim, Sharnazim, and Tefarim) or cannot be conclusively tied to Darkland languages (e.g. Ghagrim).

Note on Adjusted Combat Statistics

Some enemies in this book have had their statistics altered in accordance with the Collector's Edition to balance the game. Here is a table to show which enemies have been altered.

Revised combat statistics

Section

Enemy

Original

Collector's Edition

183

Gnaag Helghast

CS 32 EP 46

CS 34 EP 48

308

Gnaag Helghast

CS 32 EP 46

CS 38 EP 48

Footnotes

[1] (Equipment) The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.

[2] (Section 1) Many sections in this book assume that you possess the Pass, therefore you should not discard it during this adventure.

[3] (Section 3) This is the correct answer to the riddle from Section 112.

[4] (Section 7) This is the correct answer to the riddle from Section 338.

[5] (Section 16) This is the correct answer to the riddle from Section 126.

[6] (Section 59) This is the correct answer to the riddle from Section 141.

[7] (Section 60) You cannot use the Dagger of Vashna, the Jewelled Mace, or the Magic Spear in lieu of the Sommerswerd to fight this Helghast because those weapons are not capable of protecting you from its impending attacks (cf. Sections 47 and 308).

[8] (Section 112) If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[9] (Section 126) If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[10] (Section 141) If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[11] (Section 202) Many sections in this book assume that you possess the Lodestone, therefore you should not discard it during this adventure unless you are forced to do so or given an explicit opportunity.

[12] (Section 338) If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 8)

- Illustration II (Section 24)

- Illustration III (Section 65)

- Illustration IV (Section 88)

- Illustration V (Section 100)

- Illustration VI (Section 123)

- Illustration VII (Section 147)

- Illustration VIII (Section 188)

- Illustration IX (Section 201)

- Illustration X (Section 212)

- Illustration XI (Section 233)

- Illustration XII (Section 249)

- Illustration XIII (Section 265)

- Illustration XIV (Section 278)

- Illustration XV (Section 280)

- Illustration XVI (Section 302)

- Illustration XVII (Section 307)

- Illustration XVIII (Section 314)

- Illustration XIX (Section 329)

- Illustration XX (Section 346)

- The Danarg Swamp

- Action Chart

Secondary Illustrations

- Magnakai Disciplines

- Equipment

- Section 1

- Section 29

- Section 36

- Section 43

- Section 73

- Section 102

- Section 127

- Section 136

- Section 138

- Section 197

- Section 264

- Section 311

- Section 312

Project Aon License

2 December 2019

0. Preamble

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham Round, and Brian Williams are similarly offering the illustrations that they did for these books. This license is intended to protect the rights of the authors and the illustrators, grant rights to their readers, and preserve the quality of the books distributed in this way.

By viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

This section does not contain the legally binding terms of this license. Please read the precise terms and conditions of this license that follow.

The current version of this license can be found at the following URL:

https://www.projectaon.org/en/Main/License

1. Definitions

1.0

‘License’ shall hereafter refer to this document.

1.1

‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Gary Chalk, copyright holders for the literary works covered by this license. Where Joe Dever, Ian Page, or Gary Chalk is mentioned singly, they will be referred to by name.

1.2

‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of portions of The Magnamund Companion; Paul Bonner, holder of the copyrights for the illustrations of the World of Lone Wolf books; Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, holder of the copyrights of portions of The Magnamund Companion, and holder of the copyrights for The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; Richard Hook, copyright holder of portions of The Magnamund Companion; Peter Andrew Jones, copyright holder for the illustrations used in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder of portions of The Skull of Agarash; Peter Lyon, copyright holder of portions of The Magnamund Companion; Trevor Newton, copyright holder of the illustrations of Voyage of the Moonstone; Peter Parr, copyright holder of the illustrations of Black Baron and White Warlord, Emerald Enchanter and Scarlet Sorcerer; Graham Round, copyright holder of portions of The Magnamund Companion; and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone, holder of the copyrights of portions of The Skull of Agarash, and holder of the copyrights for the illustrations of books two through four, counted inclusively, of the Freeway Warrior series. Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr Graham Round, or Brian Williams is mentioned singly, they will be referred to by name.

1.3

‘Internet’ shall hereafter refer to any means of transferring information electronically between two or more ‘Licensees’. (The term ‘Licensee’ is defined in Section 1.5 of the License)

1.4

‘Internet Editions’ shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term ‘Internet Editions’ is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

The following are the works written by Joe Dever which are being offered in English and Spanish under the terms of this license:

- Flight from the Dark;

© 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

© 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

© 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

© 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

© 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

© 1985 Joe Dever and Gary Chalk.

- Castle Death;

© 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

© 1987 Joe Dever and Gary Chalk.

- The Cauldron of Fear;

© 1987 Joe Dever.

- The Dungeons of Torgar;

© 1987 Joe Dever.

- The Prisoners of Time;

© 1987 Joe Dever.

- The Masters of Darkness;

© 1988 Joe Dever.

- The Plague Lords of Ruel;

© 1990, 1992 Joe Dever.

- The Captives of Kaag;

© 1991 Joe Dever.

- The Darke Crusade;

© 1991, 1993 Joe Dever.

- The Legacy of Vashna;

© 1991, 1993 Joe Dever.

- The Deathlord of Ixia;

© 1992, 1994 Joe Dever.

- Dawn of the Dragons;

© 1992 Joe Dever.

- Wolf's Bane;

© 1993, 1995 Joe Dever.

- The Curse of Naar;

© 1993, 1996 Joe Dever.

- Voyage of the Moonstone;

© 1994 Joe Dever.

- The Buccaneers of Shadaki;

© 1994 Joe Dever.

- Mydnight's Hero;

© 1995 Joe Dever.

- Rune War;

© 1995 Joe Dever.

- Trail of the Wolf;

© 1997 Joe Dever.

- The Fall of Blood Mountain;

© 1997 Joe Dever.

- Vampirium;

© 1998 Joe Dever.

- The Hunger of Sejanoz;

© 1998 Joe Dever.

- The Storms of Chai;

© 2016 Joe Dever.

- The Magnamund Companion;

© 1986 Joe Dever.

- Freeway Warrior 1: Highway Holocaust;

© 1988 Joe Dever.

- Freeway Warrior 2: Slaughter Mountain Run;

© 1988 Joe Dever.

- Freeway Warrior 3: The Omega Zone;

© 1989 Joe Dever.

- Freeway Warrior 4: California Countdown;

© 1989 Joe Dever.

- Black Baron;

© 1986 Joe Dever.

- White Warlord;

© 1986 Joe Dever.

- Emerald Enchanter;

© 1986 Joe Dever.

- Scarlet Sorcerer;

© 1986 Joe Dever.

The following are the works written by Ian Page which are being offered in English under the terms of this license:

- Grey Star the Wizard;

© 1985 Ian Page.

- The Forbidden City;

© 1986 Ian Page.

- Beyond the Nightmare Gate;

© 1986 Ian Page.

- War of the Wizards;

© 1986 Ian Page.

The illustrations created by Rob Adams for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Rob Adams.

The illustrations created by Paul Bonner for the following books are part of the illustrations being offered under the terms of this License:

- Grey Star the Wizard;

Illustrations © 1985 Paul Bonner.

- The Forbidden City;

Illustrations © 1986 Paul Bonner.

- Beyond the Nightmare Gate;

Illustrations © 1986 Paul Bonner.

- War of the Wizards;

Illustrations © 1986 Paul Bonner.

The illustrations created by Gary Chalk for the following books are part of the illustrations being offered under the terms of this License:

- Flight from the Dark;

Illustrations © 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

Illustrations © 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Castle Death;

Illustrations © 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

Illustrations © 1987 Joe Dever and Gary Chalk.

- The Magnamund Companion;

Some illustrations © 1986 Gary Chalk.

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The text written by Gary Chalk for the following book is being offered in English under the terms of this License:

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The illustrations created by Melvyn Grant for the following book are part of the illustrations being offered under the terms of this License:

- Freeway Warrior 1: Highway Holocaust;

Illustrations © 1988 Melvyn Grant.

The illustrations created by Richard Hook for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Richard Hook.

The illustrations created by Peter Andrew Jones for the following book are part of the illustrations being offered under the terms of this License:

- Lone Wolf 10th Anniversary Calendar;

Illustrations © 1994 Peter Andrew Jones.

The illustrations created by Cyril Julien for the following book are part of the illustrations being offered under the terms of this License:

- The Skull of Agarash;

Some illustrations © 1994 Cyril Julien.

The illustrations created by Peter Lyon for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Peter Lyon.

The illustrations created by Trevor Newton for the following book are part of the illustrations being offered under the terms of this License:

- Voyage of the Moonstone;

Illustrations © 1994 Trevor Newton.

The illustrations created by Peter Parr for the following books are part of the illustrations being offered under the terms of this License:

- Black Baron;

Illustrations © 1986 Peter Parr.

- White Warlord;

Illustrations © 1986 Peter Parr.

- Emerald Enchanter;

Illustrations © 1986 Peter Parr.

- Scarlet Sorcerer;

Illustrations © 1986 Peter Parr.

The illustrations created by Graham Round for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Graham Round.

The illustrations created by Brian Williams for the following books are part of the illustrations being offered under the terms of this License:

- The Cauldron of Fear;

Illustrations © 1987 Brian Williams.

- The Dungeons of Torgar;

Illustrations © 1987 Brian Williams.

- The Prisoners of Time;

Illustrations © 1987 Brian Williams.

- The Masters of Darkness;

Illustrations © 1988 Brian Williams.

- The Plague Lords of Ruel;

Illustrations © 1990, 1992 Brian Williams.

- The Captives of Kaag;

Illustrations © 1990, 1992 Brian Williams.

- The Darke Crusade;

Illustrations © 1991, 1993 Brian Williams.

- The Legacy of Vashna;

Illustrations © 1991, 1993 Brian Williams.

- The Deathlord of Ixia;

Illustrations © 1992 Brian Williams.

- Dawn of the Dragons;

Illustrations © 1992 Brian Williams.

- Wolf's Bane;

Illustrations © 1993 Brian Williams.

- The Curse of Naar;

Illustrations © 1993 Brian Williams.

- The Buccaneers of Shadaki;

Illustrations © 1994 Brian Williams.

- Mydnight's Hero;

Illustrations © 1995 Brian Williams.

- Rune War;

Illustrations © 1995 Brian Williams.

- Trail of the Wolf;

Illustrations © 1997 Brian Williams.

- The Fall of Blood Mountain;

Illustrations © 1997 Brian Williams.

- Vampirium;

Illustrations © 1998 Brian Williams.

- The Hunger of Sejanoz;

Illustrations © 1998 Brian Williams.

- The Storms of Chai;

Illustrations © 1998 Brian Williams.

- The Skull of Agarash;

Some illustrations © 1994 Brian Williams.

- Freeway Warrior: Slaughter Mountain Run;

Illustrations © 1988 Brian Williams.

- Freeway Warrior: The Omega Zone;

Illustrations © 1989 Brian Williams.

- Freeway Warrior: California Countdown;

Illustrations © 1989 Brian Williams.

The works distributed under the collective title Lone Wolf Club Newsletters — which are composed of, in part, portions of the above named works — will also be distributed under the terms of this License.

‘Internet Editions’ shall not refer to any other works by the Authors, nor any other illustrations by the Illustrators unless the Authors or Illustrators amend this License. ‘Internet Editions’ shall refer solely to the text and illustrations of the above works when made available through the Internet.

1.5

‘Licensee’ shall hereafter refer to any person or electronic agent who receives some portion or all of the Internet Editions. The ‘Licensee’ shall hereinafter be referred to as ‘Licensee’ or ‘you’.

1.6

‘Distribution Point’ shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions under the terms of the License.

1.7

‘Maintainer’ shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

2. Terms of Distribution

2.0

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

2.1

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

You agree to be bound by the terms and obligations of this License by the act of receiving or viewing a copy of any portion of the Internet Editions even though you have not signed a written document. Indeed, you have no right to receive or view a copy or copies without first accepting this License as legally valid and binding and agreeing to the terms and obligations of this License.

2.2

You agree to refrain from redistributing a significant portion of the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason by any means. You are granted the right to receive a copy or copies only for your own personal use.

This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to the use of HTML ‘frames’.

An exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

2.3

The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

2.4

If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person resides, they may have a parent or legal guardian agree to be bound by the terms and obligations of this License. On condition of agreeing to be bound by the terms of the License, that same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

3. Termination of the License

3.0

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

3.1

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

4. Jurisdiction

4.0

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

5. Revision of the License

5.0

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

6. NO WARRANTY

6.0

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

6.1

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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