Mydnight's Hero : Lone Wolf # 23
Author: Joe Dever
Date: 1995-01-02 05:00:00+00:00
Keywords: Fantasy; Gamebooks; Role Playing Games; Fiction; Lone Wolf; Magnamund
Description: The King of Siyen has been assassinated. Prince Karvas is the sole heir of this rich and powerful realm but he lives in exile in distant Sheasu - ‘the Isle of Lost Heroes’. In his absence, evil Baron Sadanzo and his army of robber knights have staked their claim to the vacant throne. In Mydnight’s Hero, your quest is to voyage to Sheasu and track down Price Karvas in the fabled city of Mydnight. Once found you must persuade him to return with you to Siyen without delay. You have only 50 days in which to complete this challenging quest or Siyen will be enslaved by the tyrannical Sadanzo and his
Publisher: Redfox
Rights: Distribution of this Edition is restricted under the terms of the Project Aon License.

Mydnight's Hero

The King of Siyen has been assassinated. Prince Karvas is the sole heir of this rich and powerful realm but he lives in exile in distant Sheasu — the Isle of Lost Heroes. In his absence, evil Baron Sadanzo and his army of robber knights have staked their claim to the vacant throne.

In Mydnight's Hero, your quest is to voyage to Sheasu and track down Prince Karvas in the fabled city of Mydnight. Once found you must persuade him to return with you to Siyen without delay. You have only 50 days in which to complete this challenging quest or Siyen will be enslaved by the tyrannical Sadanzo and his brutal followers.

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 millions of copies around the world.

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Gamebooks series by Jon Sutherland and Simon Farrell. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

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: 28 October 2012

Text copyright © 1995 Joe Dever.
Illustrations copyright © 1995 Brian Williams.
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

- Your Kai Name
- New Order Kai Grand Master Disciplines
- Equipment
- Rules for Combat
- Levels of New Order Kai Grand Mastership
- Improved Grand Master Disciplines

- New Order Wisdom
- Numbered Sections
- Central Southern Magnamund
- Action Chart
- Combat Rules Summary
- Combat Results Table
- Random Number Table
- Errata
- Footnotes
- Table of Illustrations
- Project Aon License

Dedication

For Liz and Dwight

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

Jeff Teo
Sean Donald

Illustration Transcription
Jonathan Blake
XML

Jonathan Blake
Simon Osborne

Action Charts

JC Alvarez
Jonathan Blake

Proofreading

Simon Osborne (Frontmatter, and Sections 1–150 and 276–350)
Robert Wellock (Sections 151–275)

Editing

Jan Charvát
Ingo Klöcker
LeRoy McSwain
Sean Donald
Simon Osborne
Robert Wellock

Coordination
Jonathan Blake
Special Thanks

James Durrant, Paul Gresty, Benjamin Krefetz, James Murray, Anders Österberg, Sam Seaver

The Story So Far …

You are a Grand Master of the New Order of the Kai — the warrior élite of Sommerlund.

It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order — Lone Wolf — was the sole survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of the new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.

In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf's absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it) the Dark God Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King's Army of Sommerlund.

The defeat of his minions enraged Naar and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf's Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness — Naar's stronghold — where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone's location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf's eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.

Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world while the force of the Gods of Good — Kai and Ishir — had been held at bay. Lone Wolf and the New Order Kai were all that stood against the onslaught of Naar's agents following the demise of the Darklords.

Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness to retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from an invasion by Naar's legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God's domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun — his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar's minions. Retrieval of the Moonstone had denied the Dark God's champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their foul master.

Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month beyond birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence the ‘Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone is a great force for Good, but it is also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply troubled by the changes wrought by the Moonstone and sought the counsel of his closest friend — Guildmaster Banedon — leader of Sommerlund's Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the imbalance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.

Lone Wolf agreed with Banedon — the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly desire to enact Naar's revenge upon the Kai. When one of Naar's agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that your leader would personally take responsibility for returning the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that Lone Wolf had secured the use of Guildmaster Banedon's famous flying ship — Cloud-dancer.

It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of returning the Moonstone. His elaborate preparations were simply a diversion, a bluff designed to draw attention away from the vital mission that he wished you — the most talented and courageous of his five Kai Grand Masters — to undertake. It was with great pride and apprehension that you accepted the quest.

Lone Wolf gave you the precious Moonstone in a seemingly ordinary satchel, yet the lining of this plain leather bag was woven from korlinium, a special mineral that would hide the Moonstone's powerful energies from the agents of Naar. In the guise of a Kai journeyman, you set sail from the Sommlending capital of Holmgard aboard a sailing ship that was to carry you south on the first leg of your journey, a voyage of 2,000 miles to Elzian, the capital of Dessi. This legendary city is home to Lord Rimoah and the Elder Magi. They are the last surviving members of Magnamund's oldest race of magicians and they had promised Lone Wolf that they would help you reach your final destination. You had hoped and expected the voyage to be swift and uneventful; however fate and ill fortune decreed otherwise. Your voyage was fraught with danger, yet you overcame the many perils ranged against you and eventually arrived at the Dessian capital, to the relief of Lord Rimoah and his anxious brother magicians who had feared the worst.

For three days you were treated to the hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you set out upon the final stage of your quest — the voyage to the Isle of Lorn. Passage had been arranged for you aboard a Suhnese trading ship called The Azan. The ship's master, Captain Jenkshi, had been paid handsomely to carry you to his home port of Suhn and you had been promised a swift and comfortable voyage. However, this was not to be. In the Shadakine city-port of Ghol-Tabras you fell foul of Sesketera, the city's ruthless ruler, and you were forced to abandon The Azan during your daring escape from his murderous bodyguards. After a perilous journey south by way of land and sea, you finally reached the Port of Suhn. There you made contact with Lord Zinair, the Dessian ambassador. He provided you with a small sailboat for your passage to the Isle of Lorn. This tiny island home of the Shianti lies no more than 200 miles east of the busy Port of Suhn, across the Sea of Dreams, yet no sailor has ever set eyes upon it for the Shianti have encircled their refuge with a web of enchantments, magical mists, and winds. Aided by the power of the Moonstone, you were able to navigate these mysterious waters and land upon the shores of Lorn.

The Shianti had sensed the approach of the Moonstone and were waiting to greet your arrival. In a formal ceremony in the sacred Temple of Amida you received the thanks and praise of Acarya, the leader of the Shianti exiles. Solemnly, he vowed to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again would its power disrupt Magnamund's delicate balance of nature, nor be misused by the forces of Evil.

After the ceremony, the Shianti revealed to you some of the magical wonders of their island that have never before been seen by Man. You marvelled at flowing rivers of jewels, fabulous flora, and species of exotic fauna. After your tour of this paradise isle you were allowed to rest before being escorted to your sailboat to begin your journey back to the Port of Suhn.

Your return voyage across the Sea of Dreams was swift and eerily smooth. You sensed that your direction and speed were being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appeared from out of the swirling sea mist. A stiff breeze caught your sail and propelled you towards the quayside where Lord Zinair was waiting to greet your valiant return.

Your journey from Suhn to the Isle of Lorn and back again seemed to have lasted no more than a few days. Yet, to your surprise, you discovered that two whole months had elapsed since the day you first sailed upon the Sea of Dreams. Lord Zinair praised you for the success of your quest. He also informed you that during the time you spent on Lorn a new and sinister threat to the fragile peace of Magnamund had arisen. The precise nature of this threat was revealed when you returned with Lord Zinair to his consulate.

In a secret chamber of the Dessian consulate, you were able to communicate the success of your mission to Supreme Master Lone Wolf by means of a magical seeing stone. Warmly he praised the skill and courage you had displayed, and he commended you for upholding the highest traditions of the Kai. He told you that he and the New Order were justly proud of your accomplishment and they welcomed the day when you would return to the monastery. Lone Wolf also had some grave news to impart, news that would delay a swift return home.

‘King Oridon of Siyen has been assassinated,’ he said, sadly. ‘His only son, Prince Karvas, is the sole heir to the throne of Siyen, but he has lived in exile on the Isle of Sheasu for the past decade. The Kingdom of Siyen is one of our oldest allies. Lord Xavial, the Siyenese High Chancellor, has journeyed here to the monastery to warn that, in the Prince's absence, the throne is to be claimed by Baron Sadanzo. The Baron is an evil man and he possesses a sorcerous power that has turned the minds of the Siyenese Court. He has won the favour of those who, until the King's murder, openly denounced him as a heartless warmonger. Lord Xavial fears that the Baron draws his newfound power from the Dark God himself, for never before has Sadanzo possessed such sinister influence. If Sadanzo becomes King, the consequence of his rule will be disastrous for us all. Siyen is one of the richest and most powerful realms in all the southern reaches of Magnamund. If it should fall into the hands of Naar, then war and widespread destruction will surely follow. This is grim news, but all is not yet lost … not if we act swiftly. The Constitution of Siyen decrees that Prince Karvas has, upon the death of his father, 60 days in which to lay claim to his rightful heritage. If he should fail to return in time then Sadanzo will be elected as the new ruler. I have vowed to Lord Xavial that the Kai will not stand idly by and let Siyen become enslaved by an agent of Naar. But time is against us — we must act immediately if we are to thwart Sadanzo's scheme. Ten days have already passed since King Oridon was murdered. Now only 50 days remain before Harvestmas Day — the day of royal ascendance.’

You asked Lone Wolf how you could assist in keeping his pledge to Lord Xavial. His reply sent a shiver tingling down your spine.

‘Prince Karvas must be found. He must also be persuaded to return to Seroa, his homeland capital, to claim his throne before time runs out. You, Grand Master, are closer to the Isle of Sheasu than any other Kai. I must command you to go there and seek him out. Lord Zinair has already made provision for your journey by ship. He will accompany you and assist your mission. The Magicians' Guild of Toran has also pledged its help. The Guildmaster has dispatched one of his brotherhood — Wizard Acraban — to Sheasu. He travels by skyship and should arrive there in twenty days' time. You are to rendezvous with Wizard Acraban at the city of Mydnight — the island's only port. Acraban will help you find the Prince and transport him aboard his flying craft directly to Seroa.’

With mixed feelings of pride and trepidation, you accepted the mission and vowed to Lone Wolf that you would do everything in your power to ensure its success. Your resolute promise met with his approval.

‘I have faith in you, Grand Master,’ he replied. ‘The quest you are to undertake upholds the noblest traditions of the Kai. I am confident you will prevail. May Kai and Ishir guide you swiftly to victory over Sadanzo — an agent of Naar.’

The Game Rules

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

During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 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 cannot rise above the number you have when you start an adventure.

If you have successfully completed either of the previous adventures in the Lone Wolf New Order series (Books 21–22), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to this adventure.1 You may also carry over any Special Items, Kai Weapon, normal Weapons, and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Action Chart.

Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.

[1] If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

Your Kai Name

It has long been the tradition of your élite warrior caste to bestow a new name upon each young novice when they complete their first year's training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.

You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.

Table A | | Table B
(Kai name prefix) | | (Kai name suffix)
0 = | Swift | | 0 = | Blade
1 = | Sun | | 1 = | Fire
2 = | True | | 2 = | Hawk
3 = | Bold | | 3 = | Heart
4 = | Moon | | 4 = | Friend
5 = | Sword | | 5 = | Star
6 = | Wise | | 6 = | Dancer
7 = | Storm | | 7 = | Helm
8 = | Rune | | 8 = | Strider
9 = | Brave | | 9 = | Shield

New Order Kai Grand Master Disciplines

Kai and Magnakai Disciplines

During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:

Weaponmastery

You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.

Animal Control

You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature's sense of taste and smell.

Curing

You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.

You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.

Invisibility

You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.

Huntmastery

You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.

Pathsmanship

You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.

Psi-surge

You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.

Psi-screen

You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.

Nexus

You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.

Divination

Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.

New Order Kai Grand Master Disciplines

After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor — Kai Supreme Master Lone Wolf — you have achieved the noble rank of Kai Grand Master Senior.

Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.

If this is the first New Order adventure you have undertaken, then your present rank is that of Kai Grand Master Senior. This means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery

This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section.2 For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.

If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.3

Animal Mastery

New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

Deliverance (Advanced Curing)

New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.

Assimilance (Advanced Invisibility)

New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.

Grand Huntmastery

New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Grand Pathsmanship

New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

Kai-surge

When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.

Grand Nexus

New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.

Telegnosis (Advanced Divination)

This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.

Magi-magic (Old Kingdom Magic)

Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai-alchemy (Brotherhood Magic)

Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund's Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.

Astrology

The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.

Herbmastery

Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance's medicinal and/or magical properties.

Elementalism

This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.

Bardsmanship

Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.

If you successfully complete the mission as set in Book 23 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 24. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, your Kai Weapon,4 and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called: Rune War.

[2] Given the rules for the previous Lone Wolf books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the Equipment section. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.

[3] The rules in the Collector's Editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] Details about the Kai Weapon appear in the next section of the game rules.

Equipment

Before you leave the Port of Suhn and begin your long voyage to the Isle of Sheasu, you take with you a map of central Southern Magnamund and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 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 either of the previous adventures in the Lone Wolf New Order series (Books 21–22), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.

- Quarterstaff (Weapons)

- Bow (Weapons)

- Quiver (Special Items) This contains six Arrows; record them on your Action Chart.

- Flute (Backpack Item)

- Dagger (Weapons)

- Sword (Weapons)

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

- Rope (Backpack Item)

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

- Axe (Weapons)

List the five items that you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have on your ENDURANCE points and/or COMBAT SKILL.

Kai Weapons

Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.

In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.5

Example

Say you choose the number 8 from the Random Number Table, your Kai Weapon will be the Broadsword ‘Illuminatus’.

When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.6

Example

If you were to use ‘Illuminatus’ in combat against an enemy in an underground cavern, cave, or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.

Kai Weapon Table
RN | Weapon Type | Weapon Name | CS | Unique Properties | CS
0 | Axe | ‘Spawnsmite’ | +5 | versus reptilian enemies | +6
1 | Axe | ‘Alema’ | +5 | versus undead enemies | +7
2 | Axe | ‘Magnara’ | +5 | versus rock or stone | +8
3 | Sword | ‘Sunstrike’ | +5 | when used in daylight | +6
4 | Sword | ‘Kaistar’ | +5 | when used at night | +7
5 | Sword | ‘Valiance’ | +5 | when used versus magicians^7 | +8
6 | Sword | ‘Ulnarias’ | +5 | when used underwater | +9
7 | Broadsword | ‘Raumas’ | +5 | versus winged enemies | +6
8 | Broadsword | ‘Illuminatus’ | +5 | when used underground | +7
9 | Broadsword | ‘Firefall’ | +5 | versus fire-emitting enemies | +8
RN = Random Number | CS = COMBAT SKILL

Equipment — How to use it

Weapons

The maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.

Bows 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 best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.

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.

Backpack Items

These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart, is given either initial capitals (e.g. Silver Mirror, Gold Key), or is clearly identified as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

Special Items

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

Kai Weapon

Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

Food

Food is carried in your Backpack. Each Meal counts as one item. 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. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

Potion of Laumspur

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

Gold Crowns

The currency of Siyen is the Lune. These are always carried in the Belt Pouch. It will hold a maximum of 200 Lune or 50 Gold Crowns. Gold Crowns are also readily accepted at a rate of 1 Gold Crown for 4 Lune. In the course of your journey you may also come across Ren. Ren is accepted at a rate of 10 Ren for 1 Gold Crown, and accordingly your Belt Pouch can hold a maximum of 500 Ren.

[5] If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

[6] These bonuses are not cumulative.

[7] ‘Valiance’ is also effective against magical creatures.

Rules for Combat

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

At the start of a combat, enter your own 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 Grand Master 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

You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon ‘Ulnarias’, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

You now subtract the Wild Dogs' COMBAT SKILL from your own, giving a Combat Ratio of +14 (45−31=+14). +14 is noted on your 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 yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself — Grand Master.)

Example

The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

- You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).

- Wild Dogs lose 9 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 your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your 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 you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.

Levels of New Order Kai Grand Mastership

The following table is a guide to the ranks and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the New Order series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection — to become a Kai Supreme Master.

5. Kai Grand Master Senior — You begin the New Order adventures at this level of Kai Grand Mastery^8

6. Kai Grand Master Superior
7. Kai Grand Sentinel
8. Kai Grand Defender
9. Kai Grand Guardian
10. Sun Knight
11. Sun Lord
12. Sun Thane
13. Grand Thane
14. Grand Crown
15. Sun Prince
16. Kai Supreme Master

[8] It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.

Improved Grand Master Disciplines

As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.

Kai Grand Master Superior

If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.

Assimilance

Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.

Astrology

Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.

Herbmastery

Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.

Elementalism

Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.

Bardsmanship

Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.

Kai Grand Sentinel

If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Kai Grand Master Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.

Grand Pathsmanship

Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area ten square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.

Astrology

Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.

Herbmastery

Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.

Elementalism

Kai Grand Master Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Master Sentinels are able to handle a charged object without discharging it.

Bardsmanship

Kai Grand Master Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.

The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.

New Order Wisdom

You are about to embark upon a vital mission to save the realm of Siyen from the clutches of the evil Baron Sadanzo and his robber knights. It is a noble quest and its success will bring great honour upon you and the Kai.

Some of the material items that you will encounter during your quest will be of use to you, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

Pick your four Grand Master Disciplines with care, for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 1–22) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

May the light of the Gods Kai and Ishir guide you during your important quest.

For Sommerlund and the Kai!

1

After a restless night spent contemplating the mission you have vowed to complete, you rise shortly before dawn and meet with Lord Zinair in the courtyard of the stables that adjoin the Dessian consulate. A horse-drawn carriage is waiting to take you both to the harbour where a sleek Suhnese clipper called The Azaktana is ready to set sail. This magnificent ship is one of the fastest vessels ever to have plied the southern seas, and Lord Zinair has commissioned it for your voyage to Sheasu. He and you will be the only passengers aboard.

The Azaktana is stocked with sufficient fresh water and provisions to enable her to complete the voyage without unnecessary delays. The weather is Zinair's main concern for the southern seas are notorious for the occurrence of sudden storms and squalls. Yet, despite his fears, the weather proves to be uncommonly mild. Aided by a strong easterly trade wind, the long voyage across the Mythenian and Vaduz seas is completed in record time.

Shortly after sunset on the twentieth day of your voyage, the twinkling harbour lights of Mydnight are sighted by the lookout. The captain shouts an order and hurriedly his crew lower the sails to allow The Azaktana to glide silently into the harbour of Sheasu's solitary port. As the crewmen secure the ship to the quayside, the scudding clouds part and the decks are bathed by the ashen light of a full moon.

‘In thirty days' time the moon will be full once more,’ says Lord Zinair, thoughtfully. ‘It will then be the moon of Harvestmas. I pray that you and Prince Karvas shall be in Seroa to see that.’

The parting clouds have also revealed a smaller globe of light in the night sky, above the port's eastern quarter. At first you assume it to be just a star, but when you magnify your vision you see it is the stern lantern of a flying ship which is hovering 100 feet above the rooftops.

‘See, there, my lord,’ you say, and point to the orb of light.

‘Ah, yes,’ replies Zinair, smiling. ‘It would appear that Wizard Acraban has arrived before us.’

Lord Zinair's pronouncement is proved to be correct when a young man, attired in the blue and silver robes of a Brotherhood magician, comes striding along the quayside towards your ship. He has a neatly trimmed beard and long, flowing ginger hair, and his chiselled features are distinctly Sommlending.

If you have ever visited the city of Caeno (in a previous Lone Wolf New Order adventure), turn to 165.

If you have never visited the city of Caeno, turn to 299.

2

You return to the jetty and show your tickets to the ticket seller. He grunts his approval and waves you aboard the riverboat. The number of your berth is written on your ticket, and you discover that you are both sharing cabin number 12 which is located at the stern. You are pleased to discover that it is one of the better cabins aboard. It has a cupboard stocked with food and wine, a washing bowl and a jug of water, and twin bunk beds with mattresses and feather pillows.

After a short while you hear the clang of the riverboat's bell. It is a signal that the boat is about to set off for Seroa in five minutes' time and a last call for passengers who are still in Xaia. Through the porthole of your cabin you can see the jetty and a queue of people boarding the boat. Fortunately, you do not see any Cavalians among them.

Once everyone is aboard, the gangplank is raised and the riverboat's waterwheel begins to turn. As the boat gets underway, you lock the cabin door and settle down to a good night's sleep.

To continue, turn to 46.

3

You are shaken by the sudden impact of hitting the water, but you swiftly muster your senses and fight to stay astride your horse. Prince Karvas and his mount come crashing down nearby and, in a tangle of flailing limbs, you are all swept away by the river's irresistible current.

You are sped along by the rushing water for more than three miles before you reach a stretch of shallows at a bend in the river. Here you are able to regain control of your frightened horses and coax them towards the bank. Bruised and bedraggled, you stagger out of the water and collapse on the muddy shore, gasping for breath.

When you fully recover, you find that you have lost 1 Weapon and 1 Backpack Item during your ordeal in the river. (Make the necessary adjustments to your Action Chart — you may choose which Weapon and Backpack Item to erase.)

To leave the river and return to the trail, turn to 80.

4

Your skill and persistence finally pay off when the lock clicks open. You twist the iron door handle and push it open to reveal a circular stone staircase which leads all the way to the bell chamber at the top of the tower. On reaching the top you are treated to a spectacular view of the city. As you scan the rooftops and towers using your night vision, you are able to locate stables less than a mile away, to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs to the antechamber below.

As you close the tower door, your Kai senses alert you to a concealed panel in the wall opposite. You press this panel and it slides aside to reveal a secret cache of valuable items:

- 100 Ren (equivalent to 10 Gold Crowns)
- Jewelled Knife
- Silver Signet Ring

If you wish to keep any of the above, record them on your Action Chart as Backpack Items. (Ren is local currency which you may carry in your Belt Pouch.)

On your return to the warehouse, Prince Karvas is delighted to hear that there are stables in Bakhasa and he insists that you set off for them at once. He is leading the way out of the ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.

Turn to 100.

5

Bravely your horse obeys your command and he makes a tremendous leap through the fire to land surefootedly on the trail beyond. You sustain no injury from the fire and your horse, too, has escaped with little more than a singed belly. You pat him enthusiastically on the flanks in praise for his courageous action.

To continue, turn to 285.

6

Your swift action saves the Prince from being struck by a crossbow bolt. It also saves you from being hit when one of these deadly iron missiles ricochets off the paddock gate and whistles by your head.

Turn to 159.

7

The searing flash of the lightning strike singes the skin on your face and hands (lose 3 ENDURANCE points), and leaves you blinded for a few moments. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-racking miles the fissures eventually taper off and then disappear completely. As the Starstrider emerges from the gauntlet of deadly white fire, the crew gives a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you keep a grip on the helm for your Kai senses are screaming a warning that the danger is not yet over.

You are five miles clear of the fissures when the steering becomes dangerously erratic. The Starstrider is losing altitude and her deck is beginning to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright. Acraban appears from below and struggles valiantly across the sloping deck to join you at the helm. The young sorcerer looks gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies.

‘We have lost one stabilizer and the other is badly damaged,’ he says, grimly. ‘I have done all I can to repair it but I fear it will fail at any moment. Without stabilizers we cannot stay airborne.’

Acraban takes the helm and orders his crew to prepare for a crash landing. Some of the young men tie themselves to the ship's mast, while others brace themselves against the rails and put their fate in the hands of the Goddess Ishir. Prince Karvas has found refuge in a rope locker which is bolted to the main deck. He lifts the lid and calls for you to join him. There is sufficient space for two inside.

If you wish to climb into the rope locker alongside Prince Karvas, turn to 79.

If you choose to stay with Acraban at the ship's helm, turn to 199.

8

The rock grazes your scalp (lose 1 ENDURANCE point) and you almost fall from the saddle, but you manage to keep a tight hold of the reins and pull yourself upright.

The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm's way. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to an inner hall and you enter to take shelter from the torrential rain.

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at the north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.

9

You call upon your Magnakai Discipline of Psi-screen to protect your mind from this psychic attack. The pain in your head lessens, yet your protection does not extend to Prince Karvas who is now on the verge of unconsciousness. You bring your horse around and ride to his aid. As you draw alongside, you pull him upright in the saddle and then, using your Magnakai Curing skills, you are able to revive him to full consciousness (use of this skill costs you 2 ENDURANCE points).

The terrible sound of the hunter's horn ceases abruptly and you hear them galloping towards you. Their leader is a broad-shouldered man with a ginger beard and long wavy hair. His hair fans out from around the edges of a conical helm that is topped by a pair of polished antlers. He brings his horse to a halt before you and Prince Karvas and he regards your mounts with an appraising eye.

‘I see you ride Cavalian colts,’ he says, and he points to the eagle brands that mark your horses' hindquarters. You nod in acknowledgement but you do not offer any explanation. The man narrows his blue eyes and strokes his beard thoughtfully.

‘You do not know who I am, do you?’ You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting.

‘I am Halx — the Inquisitor-major of Cavalia. Among my many duties is the regulation and taxation of horses, mules, and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?’

You sense that your continued silence is beginning to irritate the Inquisitor-major. His followers are also growing impatient.

If you wish to say that you are special emissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 116.

If you wish to say that you are new recruits to the Cavalian Citadel Guard, turn to 123.

10

Karvas grabs your hand and pulls you to your feet. The drooling horror utters a chilling cackle and suddenly gathers speed. It has caught the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and hurriedly move forward to block its approach to the narrow gully. You must now fight the creature.

Illustration I—The drooling horror utters a chilling cackle and quickly moves towards the narrow gulley.

Bavazanur (Winged Agarashi — wounded): COMBAT SKILL 38   ENDURANCE 30

This enemy is immune to Mindblast (but not Kai-surge). You may add 5 points to your COMBAT SKILL for the duration of this fight, for Prince Karvas is assisting your battle against this foul creature. If the Kai Weapon you wield is ‘Raumas’, you may apply the bonus gained due to its unique properties.

If you win the combat, turn to 129.

11

You draw upon your Grand Mastery of Elementalism to extinguish the deadly flames by removing the air in the immediate vicinity of the fire. As the flames rapidly recede, Prince Karvas rushes forward and smothers the smouldering remains with his journeyman's cloak.

Turn to 121.

12

You follow Karvas through the teeming streets of the capital towards Palace Square, the grand plaza where the crowning ceremony is set to take place in less than an hour. A wide avenue of marbled stone leads towards the square, and as you hurry along it, you marvel at the aristocratic mansions and embassies that march past on either side. The sound of a fanfare echoes in the distance and you increase your pace when Karvas tells you that it signifies the arrival of Baron Sadanzo. The approach to the square itself is blocked by the crowd, but the Prince knows of another way by which you may reach it. You leave the avenue and he takes you along a narrow lane that winds through a maze of buildings in the Merchants' Quarter. This area has been closed for the Ascendance and Harvestmas ceremonies, but you are able to climb over the barricades that have been erected to prevent entry by the crowd, and you reach the square unchallenged.

On a raised platform in the centre of Palace Square, Baron Sadanzo is preparing to kneel before Phedros, the Marshal of the Realm, the highest ranking officer in the kingdom of Siyen. He is flanked by the High Chancellor, the High Chamberlain, the Mayor of Seroa, and other Siyenese noblemen. Under the Constitution of Siyen, following the death of Oridon and the absence of Karvas, the Marshal of the Realm is empowered to bestow kingship upon the Baron.

Frantically, you and the Prince struggle through the crowd that encircles the platform. Phedros is about to place the State Crown of Siyen upon Sadanzo's head when you leap onto the platform and bring the ceremony to an abrupt halt.

‘I am Karvas, Crown Prince of Siyen, and I demand my birthright!’ shouts the Prince to the assembled nobles. The crowd gives a gasp of astonishment which is followed by a deathly hush.

‘You are an impostor,’ screams Sadanzo. ‘The real Prince Karvas is exiled in Sheasu. I demand this man be executed for his insolence!’

Marshal Phedros approaches Karvas and takes hold of his right arm. He pulls back the sleeve of his tunic and examines the birthmark on his wrist. Phedros has known Karvas since he was a baby, and you sense that he is convinced that the mark is genuine. He raises the Prince's arm so that the other Siyenese nobles gathered on the platform can see the crescent-shaped mark. Murmurs of dissent can be heard among the crowd, and whispers that Karvas has returned filter back to Sadanzo's ears. The evil Baron narrows his coal-black eyes and slips a glowing green gem from the pocket of his ermine robes. Your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen who are gathered here on the platform. If you are to break the Baron's mental hold over them, you must destroy the evil gem that is clenched in his bony fist.

If you possess Kai-alchemy and wish to use it, turn to 97.

If you possess Magi-magic and wish to use it, turn to 205.

If you possess a Bow and wish to use it, turn to 135.

If you possess neither of these Disciplines, nor a Bow, or if you choose not to use any of them, turn to 314.

13

You pull your rope out of your pack and cast one end down to the helpless Prince. The instant he grabs this trailing end securely with his free hand, you pull with all your strength and haul him out of the cavity. As you are helping him to his feet, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.

Between gasps of breath, Karvas thanks you earnestly for your timely help. Had you not acted when you did he feels certain that he would have slipped and fallen into the raging river.

Turn to 200.

14

You hold the blacksmith with a piercing stare and quietly recite the words of the Brotherhood Spell Mind Charm. As the spell takes hold, you command him mentally to signal to his son that all is well between you. Your magical charm instils a sense of calm well-being into the man and he begins to relax and smile. He complies with your command and his son returns to his furnace.

You ask the blacksmith if he knows the whereabouts of Prince Karvas of Siyen. He tells you that the Prince does not reside in the city. It is said that he lives somewhere on the remote northern coast of Sheasu. He also tells you that Karvas is not alone. Shortly after he came here, almost a decade ago, he was joined by a young woman. They were married by a sea captain in Mydnight harbour, on board the deck of his trading ship, and ever since their wedding day they have rarely been seen again.

You thank the blacksmith for his help and leave the smithy before the effects of the spell wear off. On returning to the quayside you set out to explore the tangle of alleyways that make up the city's eastern quarter in the hope of discovering more about the Prince and his wife. Unfortunately, your efforts garner no new information. As the sun begins to settle on the horizon, you abandon your search and hurry back through the darkening passageways towards the market square.

Turn to 308.

15

An arrow, fired from the battlements, grazes your skull: lose 1 ENDURANCE point.

Make the necessary adjustment to your current ENDURANCE score and then continue by turning to 342.

16

You gag and tie the unconscious guard with his belt and tunic, and then you hide him in some long grass at the base of the perimeter wall. Hurrying across the field, you soon reach a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms, and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.

You lead the horses across the courtyard and as you approach the stables' main doors, you mount one of them and fix the reins of the other to your stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.

The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The Prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.

If you possess Kai-surge, turn to 172.

If you do not possess this Discipline, turn to 313.

17

You descend the stairs and make your way through the taproom crowd to the two Cavalian lordlings who are sipping wine at the counter.

‘Good evening, my lords,’ says Karvas, politely. ‘My friend and I were wondering if you two gentlemen are bound for Seroa this night.’

The Cavalians regard you with disdain as they sip their perfumed wine from long-stemmed glasses.

‘And what business would it be of yours, pray tell?’ retorts the taller of the two.

‘We wish to buy two tickets for the riverboat to Seroa,’ you reply, truthfully.

‘My, my,’ tuts the shorter, plumper man. ‘I do believe they want us to sell our tickets, Foluge. Would you credit their nerve?’

The taller dandy utters a terse laugh and he flicks his fingers at you dismissively. ‘We've waited many years for Baron Sadanzo to come to power, and we would not miss his crowning for all the Orla in Siyen.’

‘Yea, 'tis so,’ fawns his stout companion. ‘When Baron Sadanzo becomes King we shall both become rich men. Now leave us. We have no tickets to sell and we tire of your company.’

If you possess Kai-alchemy and wish to use it, turn to 309.

If you do not possess this skill, or if you choose not to use it, turn to 78.

18

One of your pursuers suddenly emerges from the alleyway behind you, his steam-spear raised in readiness to launch another projectile. Instinctively, you dive at him and bring him crashing to the ground before he can release the deadly missile. In the ensuing struggle you knock him unconscious with a blow to his jaw; then you grab the hollow spear and turn it towards the Bakhasians gathered at the end of the street. A trigger lever on the side of the spear fires a projectile and you see it soar through the air to strike the nearest shrine-bearer squarely in the chest. As the man is hurled backwards by the force of its impact, his grip is torn from the platform. It tilts over and the tiger-head idol tumbles from its wooden base to hit the ground with a mighty crash. It shatters in two, releasing a whirling cone of red flame from its hollow core that swiftly engulfs the remaining bearers. In the blink of an eye these men are transformed into smouldering heaps of ash.

Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can muster themselves and give chase, you cast aside the steam-spear and call for Karvas to follow as you rush across the street and make a hasty escape into the dark alleyway beyond.

Turn to 180.

19

The Knight Bachelor regards your handful of coins with ill-disguised contempt. He averts his eyes from your hand and begins to take a closer interest in your horse. Your Sixth Sense warns you that he secretly wants your fine Bhanarian steed for himself.

‘Well, my lord, will you accept my donation?’ you ask.

If you possess Kai-alchemy and wish to use it, turn to 262.

If you do not possess this skill, or if you choose not to use it, turn to 95.

20

Acraban is deaf to your pleas. He has never experienced anything like this storm before and he seems unable to decide the best course of action to take. When at last he decides to order Kuo to change course it is already too late. There is a second deafening Crack! as the skyship is struck forcefully beneath the stern.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 268.

If it is 4–8, turn to 149.

If it is 9, turn to 341.

21

For several minutes you struggle to unlock the door but without success. When you hear the sound of footsteps approaching from the temple hall, you are forced to abandon your efforts and return to the street. Once outside, you glance up at the open second-storey window and you resolve to gain entry that way.

If you possess Kai-alchemy, turn to 228.

If you do not possess this skill, turn to 175.

22

You call upon your mastery of the elements to summon up a whirling cloud of dust to blind the guards. As it engulfs them, they fall to their knees and cover their faces to protect their eyes from the stinging grit, leaving you and Karvas free to gallop through the open gate and escape across the plain that surrounds Jaroc.

Turn to 303.

23

You close the safe and call upon your advanced Kai Mastery to electrically charge the surface layer of air that is in contact with its steel door. Karvas watches you preparing this booby trap with a mix of curiosity and fascination. You tell him that in future, if any person or object should touch the door, then the power will discharge itself with an explosive force sufficient to destroy the safe and ignite the surrounding books. Your explanation makes Karvas smile. Clearly he relishes the thought of Sadanzo falling foul of this trap at some later date.

Your work done, you turn away from the safe and hurry to leave this evil library. But, as you approach the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you stop dead in your tracks.

Turn to 86.

24

You are halfway through the portal when the missile strikes you between the shoulder blades. The impact numbs your senses and sends you somersaulting across an alleyway outside the warehouse: lose 5 ENDURANCE points.

Although you have been hit squarely by the projectile, your Backpack has prevented it from penetrating your body. The impact has, however, punched a hole in your pack and destroyed four of the items you are carrying. (Erase from your Action Chart any four items you have recorded on your list of Backpack Items.)

Your landing on the ground is cushioned by a carpet of rotting refuse and canvas sacking. Stunned by the force of the missile's impact, you are only dimly aware of Prince Karvas as he grabs the front of your tunic and lifts you to your feet. With his help you make a hurried escape along the dark passageway towards an adjoining torchlit street.

Turn to 88.

25

In desperation to save the Prince's life, you unsheathe your Kai Weapon and strike the horn clean out of the Inquisitor-major's hands. Your blow cleaves his accursed horn in two and sends its sundered halves spinning through the air. The Inquisitor-major bellows with rage and orders his men to attack you. Frantically they level their lances and make a haphazard attack.

Hunting party: COMBAT SKILL 47   ENDURANCE 40

You may not evade this combat. You may, however, add 5 points to your COMBAT SKILL after three rounds of combat, for this is when Prince Karvas is able to join in and fight against the hunting party.

If you win the combat, turn to 186.

26

The trader pockets your bribe and bids you follow him to a smaller room at the rear of the warehouse. In the quiet privacy of this adjoining room he tells you all he knows about Prince Karvas of Siyen.

‘This man Karvas does not live here in the city,’ he says. ‘He did for a while, when he first came to Sheasu ten years ago, but then a young woman arrived and they got married. They live on the north coast of the island somewhere. I've not seen them since the day they left Mydnight.’

You thank the trader for his information and leave the warehouse. Outside, on the quay, you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone else who is willing to tell or sell what they know about the Prince. Unfortunately, your efforts garner no further information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.

Turn to 308.

27

When you and Karvas are unable to produce a ticket, the guard gets angry. You say that you must have lost your tickets during the voyage, but this excuse does not impress him. He beckons to a group of his fellow guardsmen who are standing beside a stone hut at the entrance to the docking area. ‘You'll have to see the Wharfmaster,’ he says, brusquely. ‘Tell him your tale.’

The group of guardsmen come and escort you and Karvas to the hut where an officious man in a scarlet tunic is sitting at a desk, writing with a quill pen. ‘They've no tickets, Wharfmaster,’ states one of the guardsmen, before they turn away and close the door. The man puts down his pen and takes a crystal sphere from his pocket which he fixes into a holder at the centre of his desk. Then he tells you both to sit before him at the table and explain why you have no tickets to travel aboard the riverboat. Karvas becomes impatient with the man and he demands that you be allowed to leave.

‘I don't think you realize the trouble you're in,’ replies the Wharfmaster, testily. ‘Travelling by riverboat without paying the fare is a custodial offence. The punishment is one day in gaol for every day travelled.’ The man opens his desk drawer and takes out a slim rod of opaque crystal. ‘Now,’ he says, staring you straight in the eye, ‘kindly tell me why you have no ticket.’

You repeat the excuse you gave when you disembarked, that you must have lost your ticket during the voyage. The clear crystal sphere resting on his desk becomes milky white, and then its hue changes to crimson.

‘You're lying,’ says the Wharfmaster, and he touches you lightly on the hand with the tip of his slim rod. Suddenly a blinding white light flashes before your eyes and you feel yourself rapidly falling into unconsciousness.

Turn to 332.

28

You call upon your mastery of Old Kingdom magic and utter the ancient power-word Gloar! at the creature's torso. The concussive power of your word batters against its chest, making it shriek with pain, yet it does not deter it from continuing its hungry advance towards your horses. As it stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its rib cage expands and suddenly there is a sharp popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is 4 or less, turn to 96.

If it is 5 or more, turn to 269.

29

You hurry past the gate guards and through the open archway into a flagstoned concourse.

You are about to enter a seemingly empty avenue which bisects the city's west quarter, when an armed soldier suddenly appears from out of a darkened doorway. He raises his spear and commands you to halt.

If you wish to obey the soldier's command, turn to 325.

If you choose to ignore his order, you can attempt to escape by running away. Turn to 82.

30

You rush into the small bakery and your sudden appearance startles the baker's wife. She gasps when she sees your soaked and slime-smeared features, and nervously she snatches up a knife and threatens to use it if either of you come a step closer. You can understand her reaction; after your dip in the citadel moat, you and Karvas look more reptilian than human.

‘Calm yourself, good lady,’ you say, in as soothing a tone as you are able to muster. ‘My companion and I may appear a little wretched but we mean you no harm.’ The woman is not convinced. She raises the knife in her trembling hand and begins shouting hysterically for her husband. Moments later, a portly man in a white smock and cloth hat emerges from an open doorway at the rear of the shop. He is brandishing an iron skillet and comes at you like a charging bull.

‘Hold there, Barwick!’ shouts Karvas, and to your astonishment the baker skids to a halt and drops his iron pot to the floor.

‘Prince Karvas … is it you?’ he stammers. Karvas uses his sleeve to wipe some of the slime from his face, and then he gives the baker a broad smile.

‘Yes, Barwick, it is I.’

‘Thank Ishir,’ gasps the baker, and he falls to his knees. ‘We have prayed that you would return home and save us from Sadanzo. We of Cavalia have suffered his tyranny for too long. He is an evil man and we fear that he will bring ruin to Siyen when he is crowned king. But now our Prince has returned to stop him. Ishir be praised!’

The sound of horses galloping to a halt outside the bakery alerts you to the fact that you and the Prince are still in great danger. The baker bolts the door and then urges you and Karvas to follow him as he hurries out of the shop, past his baking ovens, and through a rear door that leads to a walled yard scattered with chickens. He pulls open the door of an outbuilding and he offers you and Karvas the two young horses that are stabled inside. They are his most valuable animals and Karvas is impressed by the man's generosity.

‘I'll not forget this, Barwick,’ says Karvas, as you and he quickly saddle the two colts. The baker pulls open one of a pair of gates at the rear of his yard. Proudly he salutes you as you steer your horses through the gap and gallop away along a passageway that leads to one of Cavalia's city streets.

Turn to 67.

31

‘We don't welcome spies here,’ growls the blacksmith. He nods to his son and the brawny young man snatches an iron from the furnace. Menacingly he levels this glowing rod at your face and very slowly he moves towards you. Hurriedly you apologize to the blacksmith and leave the smithy.

On returning to the quayside you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone who is more willing to talk about the Prince. Unfortunately, your efforts garner no useful information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.

Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair's efforts have been more fruitful.

‘Prince Karvas is not here,’ he says. ‘He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.’

Turning to Acraban, Zinair says: ‘I propose we travel north at first light and commence a search of the northern shoreline. I suspect it will be easier to espy their retreat from the air than to attempt any search by land.’

Acraban nods in agreement. Then he passes word to his young crew to prepare the Starstrider for a voyage north at first light.

Turn to 187.

32

The farmer seems bemused by your refusal. His fee is very reasonable, especially when compared to the charge you would be expected to pay for crossing the river at the Voshno Bridge. When he tells you that there are no other river crossings for 30 miles in either direction, you ask if he would accept something other than cash in return for the use of his raft. After a few moments' thought, he says that he would accept either 1 Weapon or 1 Backpack Item.

If you possess sufficient cash, you can still pay the farmer a fee of 8 Lune, or 2 Gold Crowns. If you do not have enough money, you must give him either 1 Weapon or 1 Backpack Item of your choice. (Make the appropriate changes to your Action Chart.)

The farmer ferries you and your horse across the river, and then he goes back to collect Karvas and his mount. Once the Prince is safely across, you bid the cheerful man farewell and ride away from the river, heading east. You notice that Prince Karvas is smiling as he rides across this lush river valley and you ask him why he is so happy. He explains that the Ioma is the political boundary between the realms of Lunarlia and Siyen, and having crossed the river you are now on Siyenese soil. After ten years in exile he has, at last, returned to his homeland.

Dusk is turning to darkness when you come to a road that traverses the plain to the east of Voshno. Your horses are tired and so you decide to camp for the night in a small wood that borders this road. Before you rest, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 125.

33

You tug on the reins and swivel in the saddle to avoid the onrushing shaft. Your speedy reactions save you from being struck in the body, yet the arrow tears a strip of skin and muscle from your shoulder before it shatters into the ground: lose 3 ENDURANCE points.

Karvas leaps onto his horse and you toss him the reins. With a cry of elation, you wheel your stallion about and spur him towards an avenue on the west side of the square. You and the Prince gallop side by side along this broad thoroughfare as fast as your horses will carry you, trampling any Bakhasian who is foolish enough to stand in your way. The road leads directly to the city's east gate where a bell is tolling loudly. A crowd of militiamen have gathered at the gate, summoned from their beds by the alarm, but they are without their officer and in the chaos and confusion they have forgotten to close the gate. They scatter in all directions as you thunder along the avenue towards them and you are able to escape through the open archway without challenge.

Whooping with excitement, you race away from Bakhasa along a dusty trail that heads towards the foothills of the Dammerdon Mountains. You glance to your side and see Prince Karvas punch the air victoriously. Clearly he is as excited by this daring escape as you are, for there is a grin fixed to his sweat-streaked face that stretches from ear to ear.

Your strong Bhanarian stallions carry you swiftly into the foothills and never once do they falter in their stride nor slacken their impressive pace. Only when you can no longer see the lights of Bakhasa do you let them slow to a canter. For more than an hour you travel the trail as it meanders through pine-covered hills and shallow valleys. The night sky is clear and the way ahead is illuminated by bright starlight. When you come to a shallow ford across a fast-flowing stream, you stop here awhile to let your horses drink their fill.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 323.

34

You break the bad news to Karvas and he explodes with rage. Immediately he kicks back his chair and unsheathes his sword. ‘You, there, skulking in the shadows,’ he bellows, pointing with his sword at the Cavalians on the far side of the taproom. ‘You're the cowards who murdered Baron Jayde. Step out of the shadows and face your accuser, if you dare!’

The Cavalians laugh and sneer at Prince Karvas' accusation. ‘Watch your tongue, journeyman,’ retorts their leader, a scar-faced sergeant with a shaved head. ‘We Siyenese don't take kindly to Northland troublemakers.’ Another of the group calls out to the tavern-keeper, demanding that he come and throw you out. Sheepishly the tavern-keeper approaches and he asks that you both leave. You sense that he has no liking for the Cavalians, but Karvas' outburst has unsettled his other guests, some of whom are already hurrying out of the door.

You take hold of the Prince's arm and pull him along as you move towards the tavern door. The Cavalians fix you with murderous stares as you leave, but they do not attempt to follow you. Once you are outside, you hurry across to the stables to fetch your horses.

You are about to enter when suddenly you notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who have been lying in wait for you and Karvas to appear.

Illustration II—As soon as you pass through the stable door, you are attacked by six Cavalian bandits.

Cavalian Bandits: COMBAT SKILL 40   ENDURANCE 36

You may add 5 points to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.

If you win the combat in three rounds or less, turn to 215.

If it takes you four rounds or more to win this combat, turn to 103.

35

The rolling plain to the west of Bakhasa is a bleak and barren steppe, devoid of flora yet studded with countless thousands of sawn-off tree stumps. Once this region was part of the Great Forest of Kelderwood, but in recent times the ruler of Bhanar, Autarch Sejanoz, has commanded the Bakhasians to harvest the forest's valuable hardwood and dispatch it downstream to feed the insatiable needs of the imperial shipyards of Otavai. Travelling on foot, the stumps do not obstruct your progress and you are able to press on until late in the afternoon. As you are cresting a ridge of high ground, you spot a troop of horsemen escorting a line of wagons laden with timber. They are less than a mile distant and they appear to be heading towards a settlement on the banks of the River Tehda. You wait and watch them until they are dots on the horizon before continuing your trek towards the city of Bakhasa.

You are within 20 miles of Bakhasa when dusk begins to darken the gloomy sky. Karvas requests that you stop to rest awhile before making a final push for the city. You are feeling hungry after your long day's march and you agree readily. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.) You are about to resume your trek when your Kai Sixth Sense alerts you to the sound of approaching horses and wagons. You are scanning the surrounding hills when suddenly a dozen riders appear from behind a ridge to the north. They are escorting two wagons filled with sleepy timber workers returning to their settlement after a day's labour. You signal to Karvas to hide himself as they approach along a cleared trail which passes within 20 yards of your position. The horsemen canter past ahead of the wagons, but one of the riders who is following behind suddenly leaves the track and steers his horse through the stumps towards your position. Fearing that you may have been spotted, you signal to Prince Karvas to split up and find a new hiding place. Silently you watch as the horseman is slowed to a halt by a dense cluster of tree stumps. He dismounts and abandons his mare in order to continue his search on foot. He draws his sword as he passes close to where you are hiding, but he does not see you. As he moves away, you see that his horse does not follow. She stays to crop some sickly weeds at the base of a tree stump barely 10 yards from where you are lying. Hanging from her saddle are a bulging leather satchel, an axe, and a coil of rope.

If you wish to attempt to look inside the horse's saddlebag, turn to 145.

If you decide to remain hidden among the tree stumps, turn to 287.

36

The Marshal of the Guard orders his men to confiscate all of your Weapons and equipment. Then he marches you and Karvas under close escort to the cells below the main hall, where you are shackled to the wall in irons. Karvas is shocked by this brutal treatment and he cannot fathom a reason why Lodamos would treat you both this way.

An hour passes before the door to the cell is thrown open and in strides Baron Lodamos, escorted by a bodyguard of his toughest men-at-arms. Prince Karvas pleads for your immediate release, but his pleas fall on deaf ears.

‘Do you not recognize me, my lord?’ he asks. ‘Do you not remember the days we spent hunting wild boar in the Ioma Forest?’

‘The resemblance is uncanny, I grant you that,’ replies Lodamos, ‘but you are another impostor, another of Sadanzo's sorcerous creations sent here to assassinate me.’

The Baron holds up the Stone Dagger that was found in your Backpack. ‘You have a persuasive tongue,’ he says, ‘but here I hold proof that you are assassins. This evil blade is the instrument with which you intended to slay me. See, it is already stained with the blood of those you have slain before. No goodly men would carry such a weapon for their own defence.’

Desperately you try to explain how the Stone Dagger came into your possession, how you discovered it in the hut in the Dammerdon Mountains. Unfortunately your hurried explanation does little to help. Baron Lodamos has already made up his mind that you are assassins in the pay of Baron Sadanzo, sent here to murder him, and he will not be convinced otherwise.

The Baron turns to the sergeant of his bodyguard and orders him to have his men prepare their weapons. A cold shiver runs down your spine when you see that these men-at-arms are equipped with crossbows that are cocked and loaded, ready to fire. The sergeant gives the order. The guards raise their bows and take aim. Prince Karvas begs the Baron to reconsider but it is now too late. Lodamos hurls the Stone Dagger to the floor, smashing it to pieces, and then he spins on his heel and strides out of the cell without looking back. With a grunt, his sergeant gives the order to fire and his men release their volley of deadly missiles. Death is mercifully swift.

Tragically, your life and your mission end here in the dungeons of the Varedo Citadel.

37

The tavern-keeper looks at the 2 Gold Crowns and smiles. ‘Ah, Northland coinage,’ he says, as he examines them with an appraising eye, ‘and cast from pure gold, unlike some that pass across this counter. Rarely do I see coinage of this quality.’

The tavern-keeper is so impressed by the quality of your Crowns that he offers you 5 Lune for every 1 Gold Crown you are willing to give him. If you wish to exchange some of your Gold Crowns for Lune on these favourable terms, make the appropriate adjustments to your Action Chart.

To continue, turn to 272.

38

The lightning bolt strikes the skyship's hull directly below the helm, rendering you unconscious as the concussive force of the blast was transmitted through the deck (lose 5 ENDURANCE points).

On regaining consciousness you discover that the Starstrider is now more than 5 miles clear of the fissures. As your vision slowly clears you see that Acraban has taken control of the wheel. He smiles when he sees that you are still alive. You notice that he looks gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies. As you stagger to the helm you sense that the steering has become more erratic. The Starstrider has lost altitude and her deck is starting to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright.

‘We have lost one stabilizer and the other is badly damaged,’ says Acraban, grimly. ‘I have done all I can to repair it but I fear it will fail us at any moment. Without stabilizers we cannot stay airborne.’

Acraban orders his crew to prepare for a crash landing. Some of the young men tie themselves to the ship's mainmast, while others brace themselves against the rails and place their fate in the hands of the Goddess Ishir. Prince Karvas has found refuge in a rope locker which is bolted to the main deck. He lifts the lid and calls out to you to join him for there is sufficient space for two inside.

If you wish to climb into the rope locker alongside Prince Karvas, turn to 79.

If you choose to stay with Acraban at the ship's helm, turn to 199.

39

You and Karvas step across the lifeless bodies of the knight and his escort, and then hurry out into the corridor beyond. You slam the cell door shut behind you and, with a powerful kick of your heel, you cleave away the dial of the lock to prevent the door from being opened easily.

Across the corridor you see the door to the cell that contains your Weapons and equipment, and you pause for a few moments to work on its tumbler lock. Your efforts are quickly rewarded and you discover all of your confiscated equipment lying here on the floor. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)

In addition to your equipment you also discover Prince Karvas' sword and belt, together with the following:

- Bow
- 6 Arrows
- Enough food for 1 Meal
- Spear
- Axe

Karvas buckles on his sword belt and, before you leave, he unhooks a coil of rope from the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to memory when you were dragged to the cell more than an hour ago.

Turn to 169.

40

The tip of your enemy's lance glances your shoulder and spins you out of the saddle to crash heavily on the rocky trail (lose 2 ENDURANCE points). The Bakhasians cheer their leader as he brings his horse around, and they urge him to trample you into the ground with his next pass. Hurriedly you retrieve your Kai Weapon and steel yourself to face him as he levels his lance and comes thundering down the trail.

Pick a number from the Random Number Table. If you possess Grand Weaponmastery, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Assimilance, add 1.

If your total score is now 3 or less, turn to 343.

If it is 4–7, turn to 117.

If it is 8 or higher, turn to 263.

41

You bid goodnight to the tavern-keeper and wearily you climb the stairs to a first-floor corridor that leads to your rooms. You are standing in this corridor, arranging with Karvas to meet in the stables at dawn, when you happen to glance out of a window that overlooks the tavern's courtyard. Six shadowy figures are creeping towards the stables and, when you magnify your vision to get a better look at their faces, your blood runs cold. They are wearing the armour and emblems of Cavalia, and your Kai Sixth Sense tells you that they are part of the band of mounted crossbowmen who ambushed you at Baron Jayde's chateau.

You tell Karvas what you have seen and he unsheathes his sword. ‘Quick, Grand Master,’ he says, as he turns to run back towards the stairs. ‘We must protect our horses or all is lost!’

Turn to 128.

42

It is a difficult struggle to keep the Starstrider on a straight and level course for she veers continually towards starboard. To counter this persistent drift you pull the wheel hard to port, yet the effects of her damaged stabilizer are unpredictable, making it almost impossible for you to maintain any sure control of the helm. In desperation, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you keep your nerve and let your Kai skills take full control of the wheel. After several nerve-racking miles the fissures eventually taper off and then disappear completely.

As the Starstrider emerges from the gauntlet of deadly white fire, the crew gives a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you maintain your grip of the helm for your Kai senses are screaming a warning that the danger has not yet passed.

Turn to 302.

43

Your silence angers the Knight Bachelor.

‘Perhaps you are spies?’ he exclaims. ‘I command you to throw down your weapons. By the power vested in my rank, and for the security of Cavalia, I arrest you both.’

If you wish to offer an apology to the Knight Bachelor in the hope that he will accept it and let you go on your way, turn to 318.

If you wish to attempt to escape from this arrogant young knight and his troop of cavalry, turn to 62.

44

The Inquisitor-major snatches up a hunting horn that hangs from a cord strung around his neck, and he blows into it with great force. The discordant note rises in pitch until it passes beyond the normal range of the human ear. Moments later, a terrific pain shoots through your head that makes you grasp your skull with both hands.

If you possess Sadanzo's Seal, turn to 252.

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

45

Beyond the arch is a narrow brick walkway which borders the river. You hurry along this unlit footpath until you come to a flight of steps that leads to a flagstoned loading area crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this busy concourse undetected.

Soon you come to a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the city's east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a bustling place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

46

It is early morning when you awaken. Your sleep has revived your strength (restore 3 ENDURANCE points) and left you feeling in good spirits. You wake Karvas and then you both go up on deck to enjoy the warm sunshine and watch the passing countryside. To the west, the left bank is backed by farmsteads and orchards; to the east, the ground gently rises to low, rolling, vine-clad hills. The Sero is deep, and its fast-flowing current helps propel the boat downstream at a quicker rate than could be maintained by a horse. On reflection, you are glad that you decided to travel to Seroa by this route.

The riverboat is crowded with passengers bound for the capital. From snatches of conversations that you overhear on deck, you learn that most of them are going there to see the crowning of Sadanzo. Many of your fellow travellers stand to gain in some way from his ascendance, and when you discover this fact, you and Karvas take care to avoid them as much as possible.

As darkness falls, the passengers congregate on a lower deck of the boat which serves as a gambling hall. You and Karvas remain at the rail and enjoy the sight of a waxing moon that dominates the clear night sky. ‘Tomorrow will be Harvestmas Day and the moon will be at its fullest,’ says Karvas, wistfully.

‘Yes,’ you reply, ‘and you, my lord, shall by then be rightful king of this realm.’

You leave the rail and retire to sleep, waking early the following morning with mixed feelings of excitement and apprehension. The riverboat comes within sight of Seroa by mid-morning and docks at the city's wharf one hour before noon. You and Karvas are jostled by the other passengers as you wait on deck, for everyone is eager to disembark and hurry to Palace Square in time to see the crowning ceremony. When your turn comes to leave the riverboat, you see that the passengers ahead of you are being stopped at the end of the gangplank by two Seroan City Guardsmen. They are collecting their riverboat tickets.

Illustration III—Two Seroan City Guardsmen stop passengers at the end of the gangplank to collect their riverboat tickets.

If you possess a Riverboat Ticket, turn to 153.

If you do not possess this Special Item, turn to 27.

47

The town of Jaroc has little to entice you to stay here any longer. The weather has steadily improved since you left the Dammerdon Mountains and so you resolve to try to make up for the time that was lost to the storm.

You leave the town and for the next two days you ride in a northeasterly direction, across a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills through a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of Siyen — Prince Karvas' homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.

It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.

Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.

If you wish to visit the tavern, turn to 266.

If you prefer to visit the trading post, turn to 120.

48

Having decided the places where each of you will search for the whereabouts of Price Karvas, you follow Acraban to the rear deck and enter the skyship's boarding cage. Swiftly it is winched down to the market square where you are met unexpectedly by a pressing crowd of grimy-faced street urchins. They have been gathering here since dawn to stare in wonderment at the Starstrider hovering motionless in the cloudless sky above. Acraban scatters a handful of copper coins across the cobblestones and the children scramble to retrieve them. This creates enough space to allow Zinair to open the cage door and the three of you to step out. After agreeing to return to the skyship no later than sunset, you split up and go in search of your chosen destinations.

Unlike the urchins, the adult population of Mydnight appears less than fascinated by the imposing sight of the Starstrider hovering above their city. Few give it a second glance. This seeming lack of interest does not surprise you. For centuries this port has been a refuge for exiles from the many nations of Magnamund who, for their own individual reasons, have chosen to forsake their native lands. They are, by nature, a secretive community. Any overt interest in the affairs of another is often viewed with suspicion and distrust. You retrace the route you took last night and soon find yourself at the harbour. The Azaktana is still moored at the quayside and you give the crew a friendly wave as you stride along the harbour wall towards the city's south quarter.

You have no difficulty finding Grosta's Warehouse; this weather-beaten emporium occupies most of the waterfront. Its main entrance is guarded by two muscular, sallow-faced Mythenians who wear long, silky black moustaches. Reluctantly they move aside to allow you into the warehouse. Inside you are greeted by a bald, pot-bellied man with a thin smile. He wipes his hands on his striped apron and enquires how he may be of service. When you ask if he knows where you can find Prince Karvas of Siyen his smile quickly transforms into a scowl of suspicion and he takes a few shuffling steps backwards. Your Kai Sixth Sense tells you that he suspects you to be an assassin who has come here to Mydnight to find and murder the Prince. Nervously he glances at the two Mythenians guarding the door. You realize you must act quickly if you wish to allay his fears and avoid a confrontation with his men.

If you possess the Grand Master Discipline of Kai-alchemy, turn to 192.

If you do not possess this skill, or if you choose not to use it, turn to 243.

49

The instant you touch the lever, there is a tremendous flash of yellow light and a searing pain runs along your arm and through your body: lose 10 ENDURANCE points.

If you have survived this grievous wounding, turn to 69.

50

Sadanzo gasps as your killing blow pierces his heart. He drops to his knees and the gem in his hand suddenly crumbles and disintegrates to dust. With his last ounce of strength he lunges at you with his sword, but you sidestep his last, desperate thrust, and he crashes lifelessly to the floor.

The destruction of Sadanzo's gem frees the Siyenese nobles from its evil influence, an influence that had robbed them of their free will. Marshal Phedros immediately orders that the city gates be sealed, and then he commands the Royal Guardsmen and the Court Cavalry to hunt down Sadanzo's robber knights in every quarter of Seroa and bring them to justice. As these noble troopers eagerly set about their task, Phedros turns to Prince Karvas and hugs him to his chest. ‘Welcome home at last, my boy,’ he says, his voice wavering with emotion. ‘Welcome home … King Karvas.’

Turn to 148.

51

Acraban repeats his order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then another deafening Crack! explodes from somewhere below the stern, and you are thrown onto your hands and knees when a violent shock wave ripples along the decking. Acraban calls for a damage report and each crewman shouts his response in turn. The Starstrider has sustained a glancing blow from an energy bolt. It has torn away part of the hull plating and damaged one of the ship's two internal stabilizers, upon which it relies for level flight. The craft ceases to gain height and begins drifting to starboard. This change of course is accompanied by a jarring vibration that runs through the deck and superstructure.

The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel to each other, and a little over 100 feet apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.

Pick a number from the Random Number Table. If you possess Grand Huntmastery or Elementalism, add 2 to the number you have picked.

If you total score is now 0–2, turn to 201.

If it is 3–7, turn to 179.

If it is 8 or higher, turn to 42.

52

You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses. You come to a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as they go about their evening chores. To the east of the square you can see a paved avenue called Shaney Street that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past.

You recall the advice given you freely by the man called Daventi when you visited the Oridon Stone. He said that the bridge at Voshno has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use it. You tell Karvas this and he says that you should avoid the bridge and continue north along the trail.

Three miles out of Voshno you see a small farmstead at the river's edge. It has a water-mill and its wheel is turning slowly, grinding the farmer's corn. Beside the mill you notice a raft moored to a wooden jetty. The farmer is in an adjoining field and he waves as you ride nearer. You stop to ask if he would kindly ferry you and your horses across to the other side of the river.

‘I'd be glad to, my lords,’ he replies, with a broad smile. ‘If'n you'd be willing to pay me 8 Lune.’

If you wish to pay the farmer 8 Lune (or the equivalent — 2 Gold Crowns), turn to 193.

If you do not have sufficient money to pay him, or if you choose not to accept his offer, turn to 32.

53

Upon reaching the shelter of the ledge, you dismount and prepare a makeshift camp in the narrow gully. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. Your watch passes uneventfully and, when Karvas takes over, you pull your warm cloak close around your shoulders and settle down to sleep.

It seems as if you have only just closed your eyes when you are woken by a fearful screeching. Karvas is standing nearby, braced for combat, his sword in his hand. As you scramble to your feet, he points to the sky and you glimpse the dark outline of a flying creature circling above the ledge. Its cries have startled the horses and hurriedly you attempt to calm them for fear that they will bolt and run. Twice the creature circles around the ledge before it swoops down to land on the trail. It folds its wings behind its pallid body and you see that its torso is lean and sinewy and studded with hundreds of horny spikes. Bubbling drool runs from its dangled jaw and its eye-slits emit a cold, yellowy light. Slowly it creeps towards your shelter and suddenly you sense its purpose. This ghastly being is diseased and starving; it is desperate for food and its sole desire is to feast upon the flesh of your horses.

If you possess a Bow and wish to use it, turn to 102.

If you possess Kai-alchemy and wish to use it, turn to 210.

If you possess Magi-magic and wish to use it, turn to 28.

If you possess none of these skills, nor a Bow, or if you choose not to use them, turn to 301.

54

Karvas rises from among the tree stumps and hurries back to join you. Together you watch the departing wagons and horsemen until they are no more than dots on the horizon before you continue your trek towards the city of Bakhasa.

Night falls within an hour of you resuming your trek, yet the distant lights of Bakhasa and its surrounding settlements enable you to stay on course and maintain an impressive pace. The city is lit by hundreds of fiery beacons which mark the outline of its ancient perimeter wall and angular watchtowers. These fires also illuminate the surface of the River Tehda which passes through the centre of Bakhasa. To the south of the city, lines of tethered barges stacked high with logs lie moored along both of its paved banks. Under cover of the night, you are able to move through the outlying settlements without being seen. When at last you hear a bell in the city tolling the midnight hour, you find yourself upon a knoll overlooking a rutted road which approaches Bakhasa's west gate. Using your night vision, you scan the high perimeter wall and note the positions of guards posted around its tiled parapet. They are greatest in number above a wide stone archway where the glimmering river flows out of the city. Prince Karvas is eager to enter the city before dawn and he asks you to choose the way. Aware that it may prove easier to find and take some horses while most of Bakhasa's inhabitants are still asleep, you scan the perimeter wall once more and consider how best you can pass beyond it.

If you wish to attempt to enter Bakhasa by way of its west gate, turn to 311.

If you decide to attempt entry to the city by way of the river arch, turn to 94.

55

It has been dark for more than two hours and your horses are close to exhaustion when finally you glimpse the city of Varedo, standing like a beacon of hope upon the northern edge of the Lucien Plain. Its towers and turrets and strong perimeter wall are constructed of a bleached white stone that glimmers eerily in the moonlight. Prince Karvas is glad to have left the province of Cavalia behind and he is hopeful that your reception in Varedo will be a more cordial one. The city, and its surrounding region, have always been loyal to the House of Oridon. Its ruler, Baron Lodamos, was a friend and martial advisor to his father, King Oridon. Karvas cannot imagine that Lodamos would ever join forces with Sadanzo whom he has always openly despised.

As you approach the city gate, you see that the blue flags of Varedo are flying at half-mast. This sight reassures Karvas, for it tells him that the city is still mourning the passing of his father. If Lodamos had joined with Sadanzo there would be no such display of respect for the memory of the king. At first the guards refuse you entry for the gates of Varedo are kept secure during the hours of nightfall. But when Karvas demands to see Guard Captain Dunwayne, the matter is quickly resolved. Karvas and Dunwayne both attended the military academy of Seroa, where they spent seven years together learning the art of soldiering. During this time they became the best of friends. Only when Karvas was forced into exile in distant Sheasu did their friendship lapse. The Prince is delighted to hear that Dunwayne still commands the city guard of Varedo and he awaits his arrival with keen anticipation. When eventually Dunwayne arrives at the gatehouse, theirs is a heart-warming reunion. Karvas quickly tells the guard captain of your need to reach Seroa as swiftly as you are able, and Dunwayne pledges to do all he can to help you. He provides you with fresh horses and escorts you personally through the lamplit streets of the city of the citadel where Baron Lodamos resides. Using his rank and influence, Dunwayne is able to rouse Chamberlain Gant, the Baron's aide. Gant can scarcely believe his eyes when he comes to meet Karvas. He has his guards escort you to the main hall of the citadel while he goes to wake the Baron and tell him the news. Karvas bids Dunwayne goodnight, for the guard captain must now return to his duties at the perimeter wall, but they agree to meet again soon, once Karvas has been crowned King.

The Chamberlain's guards leave you to wait for Baron Lodamos in the main hall. You spend the passing minutes admiring the many regal portraits which hang around its marble walls. They depict the kings of Siyen, and Karvas muses aloud that one day his own portrait will hang there. Then you hear the tramp of marching feet approaching the closed doors of the hall, and you and Karvas stand to attention in readiness to meet Baron Lodamos. But when the great doors swing open, it is not Lodamos who stands before you. It is a unit of armoured soldiers led by a grim-faced Marshal of the Guard.

‘Drop your weapons!’ he commands, as he and his men rush into the hall and quickly surround you. Shocked by this unexpectedly hostile reception, you comply with the Marshal's order and lay your Weapons on the floor.

If you possess a Stone Dagger, turn to 36.

If you do not possess this Special Item, turn to 247.

56

Gingerly you push the door with the toe of your boot and it swings open to reveal a sumptuous chamber. Tapestries adorn the walls and golden ornaments gleam on lacquered shelves and sculptured wooden cabinets. You cross the carpeted floor and look out of a tall window to see a panoramic view of Cavalia, its roofs and spires gleaming in the afternoon sun. Below you can see a troop of citadel cavalry, their white pennants trailing from their lances as they ride across the drawbridge and canter away from the citadel along a broad, shop-lined avenue.

The evil that you detected from outside the iron door is stronger now, but it does not originate from this chamber. You sense that it comes from an adjoining room which is separated from this chamber by velvet draperies.

If you wish to pull the draperies aside and investigate the source of this evil, turn to 178.

If you choose to search the chamber that you are in more thoroughly, turn to 288.

57

Your warning brings Acraban to an immediate halt, yet it comes just seconds too late for he has already stepped upon the edge of the covered pit. There is a loud crack of splintering wood and the young magician yelps with alarm as he drops feet-first through the branches which camouflage this trap.

Fearing the worst, you rush forward to help him. Suddenly he rises out of the pit before you, lifted up by a hastily-cast Levitation spell. His magical skill and swift reactions have saved him from being impaled upon the sharpened stakes which line the walls and base of this deadly trap. But he has not escaped the stakes unscathed: he has suffered deep gashes to his legs and feet.

Using your Kai healing skills, you tend to the magician's wounds and restore him to health. The effort required to do this costs you 3 ENDURANCE points. When he has fully recovered, you skirt carefully around the edge of this second trap before continuing on towards the clearing.

Turn to 282.

58

Having finished your transactions, you and Karvas bid the trader farewell and return to your horses. Mindful that you still have far to travel, you mount your steeds and ride along Pikestaff Way, the town's main street, which leads to its fortified east gate.

Turn to 230.

59

Early next morning, shortly before dawn, you meet with Karvas and Sainus and go to collect your horses from the stable. As you mount them, the old man bids you good luck and he gives the Prince a pouch containing 50 Orla, a sum that could prove useful during the journey to Seroa.

Dawn breaks as you leave Sainus' house, and you hear a bell which signifies that the night curfew has now come to an end. You ride along the waking streets of the north quarter and enter a broad avenue that leads directly to the east gatehouse. The guards posted here are opening the great east gate as you approach, and you gallop through the widening gap and out onto the plain beyond.

The sun shines brightly all day and you make good progress along the trail that heads due east towards the River Sero. By nightfall you have covered more than 75 miles and have reached the tiny village of Xaia. Moored at its wooden jetty is a large riverboat. This grand vessel is brightly illuminated by hundreds of coloured lanterns that are fixed to its masts and deck rails. You tether your horses to a post and then hurry along the jetty to where a thin man in a long black coat is seated at a table. He is counting out Orla and stacking them neatly in piles of twenty. Karvas asks if he may purchase two tickets to Seroa, but the man shakes his head and tells you that all the tickets have been sold. The riverboat sails within the hour and every place aboard has been purchased.

‘If you're lucky, you may be able persuade a couple o' passengers to sell you their tickets,’ he says, cheerlessly. ‘Them that's not already aboard are over there, drinking their fill at the Crown & Bugle Inn.’ He scratches his stubby chin and then points a bony finger towards a ramshackle tavern perched on the riverfront.

If you wish to go to the Crown & Bugle Inn, turn to 256.

If you wish to try to bribe the ticket seller to let you go aboard the riverboat, turn to 202.

60

You wheel your horse about and tug your Kai Weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 100 feet back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle-cry — ‘For Sommerlund and the Kai!’ — as you spur your horse towards your cackling foe.

Illustration IV—The armour-clad leader bellows a challenge, demanding that you face him in personal combat.

Zhakka (warrior-mage): COMBAT SKILL 42   ENDURANCE 36

You will only be able to fight one round of combat before the momentum of your charge carries you past your enemy. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you sustain a higher ENDURANCE loss than your enemy in this single round of combat, turn to 40.

If your enemy sustains a higher ENDURANCE points loss than you, turn to 297.

If you should both sustain identical ENDURANCE point losses, turn to 143.

61

Prince Karvas denounces Sadanzo as a murderer and a traitor, and you show the scroll that you discovered in the Baron's safe to Phedros as proof of his treachery. The Marshal gasps when he reads the damning contract and he orders the Royal Guard to arrest Sadanzo immediately. ‘Take the traitor to the palace dungeons,’ he commands. Upon hearing this, a vast section of the stunned crowd roar their approval, and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down Sadanzo's robber knights in every quarter of Seroa, and bring them to justice. As these noble troopers eagerly set about their task, Phedros turns to Prince Karvas and hugs him to his chest. ‘Welcome home at last,’ he says, his voice wavering with emotion. ‘Welcome home … King Karvas.’

Turn to 270.

62

You glance at Karvas and give a slight, almost imperceptible nod of your head. The Prince narrows his eyes in recognition that he understands you are going to attempt to break free from these Cavalian horsemen.

You dig your heel into your horse's flank and he suddenly rears up and scrabbles at the air with his forelegs. The Knight Bachelor pulls back on his reins and turns his steed aside to avoid being struck by the flailing hooves. At this moment, you press yourself flat against your horse's neck and urge him forwards. The knight's men bring their mounts together to block your escape, but your horse is quick to the gallop. He surges forwards and forces himself between two troopers, barging them from the saddle as he pushes through their stationary ranks. As you break out of the circle, you hear a cry and it sends a shiver down your spine. You recognize the Prince's voice. When you glance back you see that he has been unsaddled and he is now lying on the ground, helpless before the stamping steel-shod hooves of the Knight Bachelor's warhorse.

‘Surrender yourself, Northlander!’ commands the arrogant Cavalian knight. ‘Or your journeyman companion dies!’

Reluctantly you rein in your horse and raise your hands. Better to surrender and live to fight another day than allow Prince Karvas to be crushed by the hooves of this arrogant knight's horse.

Turn to 130.

63

The voyage to Siyen begins early the next day, an hour after first light. After saying a final farewell at Amarelda's graveside, Karvas gathers together a few of his meagre belongings, frees his livestock, and then allows himself to be winched aboard the deck of the waiting Starstrider. There are now twenty-five days remaining before Harvestmas Day and the crowning ceremony in Seroa. Acraban calculates that the voyage by air should take no longer than twelve days to complete. This news fosters a cheerful mood of optimism for it means that the Prince should arrive in good time to be able to thwart Baron Sadanzo's plan.

As the waters of the Sheasu Channel speed past the hull, and the crew of ten young Brotherhood initiates go about their airborne duties, you accompany Karvas to Acraban's quarters where the Prince is given new clothing to replace his goatskin hides. Acraban offers him the pick of several fine costumes that befit his highborn status, but the Prince chooses instead to dress in the simple, functional grey tunic, cloak, and breeches of a Sommlending journeyman.

‘I vowed to Amarelda that I would one day return to Siyen,’ says Karvas, fixing the clasp of his cloak. ‘Yet never would I have expected to arrive thus — dressed as a Northlander aboard a flying ship!’

For three days and nights the Starstrider sails eastwards across the vast uncharted forests of the Kelderwastes, a region where few men have ever set foot. Your natural curiosity fills you with a desire to learn more about this strange unexplored territory, yet you are prevented from observing its passing by an unending blanket of raincloud which keeps the timberland hidden from view. It is not until the afternoon of the fourth day that you observe gaps in the cloud cover through which you see swathes of dense forest and tracts of dark, volcanic rock. In the far distance you can hear a sound like thunder, and your keen Kai senses detect that the pressure of the surrounding air is beginning to rise and fall erratically.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel, turn to 156.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235.

64

The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm's reach. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to the inner hall and you enter to take shelter from the torrential rain.

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.

65

Quietly you recite the words of the Brotherhood Spell Mind Charm and focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental commands. You ask them to hand their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep it the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having obtained what you require, you mentally command the two fops to forget about their plans to visit Seroa for the crowning ceremony. You order them to return to the tavern and spend the rest of the night sampling its cellar of fine wines.

Turn to 2.

66

You make good use of your advanced Kai skills as you attempt to open the lock. Pick a number from the Random Number Table. If you possess a Dagger, you may add 2 to the number you have picked.

If your total score is 3 or lower, turn to 233.

If it is 4 or higher, turn to 279.

67

It has been a long time since Prince Karvas last visited Cavalia, but he is still able to remember the swiftest route from the citadel to the east gate. You ride fast and you are able to avoid the patrols of Citadel Guards that have been dispatched to hunt you down. You are anxious that your escape will be short-lived if the east gate is closed, yet fortune swings in your favour, for upon your arrival you discover a wagon has shed a wheel. Its broken axle is jammed in the threshold of the gate and a dozen guards are struggling to move it so that the portcullis can be lowered fully.

With an exuberant shout to the incredulous guards, Prince Karvas presses his head to his horse's neck and gallops under the spikes of the portcullis. You copy the Prince's actions and follow closely in his wake as he rides out of Cavalia along the straight road that heads due east to Varedo.

For more than an hour you ride without stopping until your horses refuse to take another step. They are young and lack the muscle and stamina of your Bhanarian steeds, yet they are healthy colts and will serve you better than most. After they have recovered, you press on across the plain until dusk. With darkness closing, you leave the road and take shelter for the night in a small wood. During your overnight stop, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 171.

68

You somersault helplessly across the decking until you are brought to a sudden and painful halt when you collide with a steel vent pipe: lose 5 ENDURANCE points.

If you have survived this injury, you may continue by turning to 295.

69

Carefully Prince Karvas takes hold of you under the arms and helps you to stand on your feet. As soon as the pain of your wounding has receded, you approach the door once more. Your senses detect that the spell protecting this door has now discharged, and the portal is open and unguarded.

Gingerly you push the door with the toe of your boot and silently it swings open to reveal a sumptuous chamber. Tapestries adorn the walls and golden ornaments gleam in lacquered shelves and sculptured wooded cabinets. You cross the carpeted floor and look out of a tall window to see a panoramic view of Cavalia, its roofs and spires gleaming in the afternoon sun. Below you can see a troop of citadel cavalry, their white pennants trailing from their lances as they ride across the drawbridge and canter away from the citadel along a broad, shop-lined avenue.

The evil that you detected from outside the iron door is stronger now, but it does not originate from this chamber. You sense that it comes from an adjoining room which is separated from this chamber by velvet draperies.

If you wish to pull the draperies aside and investigate the source of this evil, turn to 178.

If you choose to search the chamber that you are in more thoroughly, turn to 288.

70

Lodamos sends an urgent order to the commander of the cavalry, Guard Captain Sneida, to muster a troop of his best men and horses and have them ready to ride within the hour.

‘Sneida is a most accomplished horseman, and he knows the road to Seroa better than any man in this city or province,’ says Lodamos. ‘He and his troop will act as your escort to ensure that nothing delays your journey to the capital.’

The sleeping citadel of Varedo comes alive as preparations are made for your speedy departure. Lodamos takes you and Karvas to the stables where you are given the pick of his personal steeds. Karvas chooses a young black stallion and you settle for a dark bay mare. Lodamos approves of your choice: these horses possess speed and stamina, qualities that may prove essential if you are to reach Seroa in time. As your mounts are being saddled, you meet with Guard Captain Sneida and the men of your escort. You are impressed by their eager readiness to carry out this unexpected duty, and by the quiet professionalism with which they go about their preparations.

Baron Lodamos wishes you godspeed and bids you farewell as you climb into the saddle and get ready to set off from the citadel. It is still dark when you and your escort ride out of Varedo and head east across the plain, along a wagon-worn road that leads to Oberra. When darkness gives way to the golden light of the rising sun, the troop unfurls Lodamos' personal banner which they carry proudly at the head of their column. It is a pale blue flag, trimmed with gold braids, and it depicts an owl clutching the blade of a sword. Karvas tell you that these symbols represent Lodamos' motto — Wisdom and Strength. His flag serves you well, for as the day unfolds, all the fellow travellers you encounter on the road hurriedly move aside to allow you to pass unhindered when they see Lodamos' banner approaching.

You ride all day and put more than a hundred miles behind you. It is dusk when Sneida brings the troop to the fortified chateau of Lord Jopas, Baron Lodamos' younger brother. You stay there overnight, and in the morning the troop are furnished with fresh mounts for the coming day's ride across the Lucien Hills. This region of Siyen is one of great natural beauty and you enjoy the panoply of castles, chateaux, and richly wooded valleys which unfolds as you traverse the hill trail to Oberra. When night falls you find yourselves still within the boundaries of this hilly timberland. Captain Sneida is loath to make camp in the forest for it harbours packs of wild wolves that may be tempted to attack by the scent of the horses. He urges the troop to continue for several moonlit miles further until you reach the chateau of Baron Jayde. He is commander of the Lucien Province and a trusted friend of Baron Lodamos.

The troop ride through a pair of open, torchlit gates and come to a halt inside a walled courtyard at the front of Baron Jayde's grand estate. Adjacent to the gates are a stables block and a paddock. Captain Sneida orders his men to put the horses in the paddock while he goes to inform Baron Jayde of your arrival. You are leading your horses into the paddock by the reins when your Kai Sixth Sense warns you of hidden danger. You look around the courtyard and suddenly you realize that something is amiss. Ever since you arrived at the chateau you have seen no sign of Baron Jayde's staff or guards. The estate is seemingly deserted. Then you hear Captain Sneida call out a welcome, and when you look to the chateau, you see the figure of a stout man standing in a doorway at the head of a grand flight of stone steps. ‘Well met, Baron Jayde,’ calls Sneida, but his friendly greeting elicits no response. The man in the doorway is utterly immobile; not a flicker of emotion stirs his pale round face. Sneida approaches and quickens his pace. He is halfway up the steps when suddenly the rotund figure of Baron Jayde topples stiffly forwards and falls, face down, upon the flagstones. Fear chills your blood when you see the polished handle of a stiletto dagger protruding from between his shoulder blades.

In that instant the trap is sprung. Suddenly the top of the courtyard is ringed by grim-faced soldiers armed with crossbows. ‘Ambush!’ shouts Captain Sneida. It is the last word he will ever utter. In response to his shout of warning, the soldiers let loose a deadly volley of bolts that claim his life, and the lives of four of his men. As the dead and wounded scream and fall, you drag Prince Karvas to the ground in a desperate effort to save him from being hit.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 4 or less, turn to 261.

If it is 5 or higher, turn to 6.

71

You look to the nearby barge, with its cargo of logs strapped to its deck, and a bold plan forms in your mind. Drawing upon the power of Old Kingdom magic, you clench the fingers of your right hand and breathe the words of the spell Invisible Fist. Then you thrust your clenched fist towards a wooden peg that secures one of the barge's cargo straps. The peg splinters when the force of your spell slams into it and, with a loud crack, the canvas strap snaps in two. There is a thunderous roar as five heavy logs roll off the deck of the barge and splash into the river. Sped along by the swift current, they ram into other barges moored downstream and punch holes through their hulls. When the guards on the parapet see one of the barges sinking, they raise the alarm and muster a rescue party to go to save its valuable cargo.

Under cover of the sudden commotion, you and Karvas creep towards the river arch and pass beneath it without being seen.

Turn to 304.

72

Your worst fears are realized when suddenly you hear a mighty roar. You look up to your right and gasp when you see a solid wall of water and loose rock comes rushing down the mountainside towards the trail. Terrified by the thought of being washed away in this avalanche of water and shale, you and Karvas hurriedly leave the trail and gallop your horses towards the sanctuary of the ruined fortress.

Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Animal Mastery, add 3 to the number you have picked.

If your total score is now 3 or lower, turn to 289.

If it is 4 or higher, turn to 64.

73

The Inquisitor-major snatches up a hunting horn that hangs by a cord strung around his neck, and he blows into it with great force. The discordant note rises in pitch until it passes beyond the normal range of the human ear. Moments later, a terrific pain shoots through your head that makes you grasp your skull with both hands. You call upon your Magnakai Discipline of Psi-screen to counter the attack and it does so, successfully. But Karvas has no such protections and you sense that a psychic assault this powerful, and at such close quarters, could leave him either paralysed or dead within a matter of seconds.

If you possess Bardsmanship and have attained the rank of Kai Grand Sentinel, turn to 81.

If you possess Kai-surge and wish to use it, turn to 344.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 25.

74

The rate of exchange offered by the clerk is 4 Sheasu Torqs for every 1 Gold Crown. You may exchange as many Gold Crowns as you wish, but remember to amend the Belt Pouch section of you Action Chart accordingly.

When you have completed your transaction, you may join the queue for the reeve-sergeant's table by turning to 127.

75

The second tumbler clicks into position and the door of the safe swings open^9 to reveal a single scroll of vellum, embossed with a ribbon and a wax imprint of Sadanzo's seal. You unfurl the scroll and you are shocked to the core when you read its contents.

The scroll is a contract between Baron Sadanzo and the Assassins' Guild of Avalar. It states that the Guild will undertake the murder of King Oridon in return for 20,000 Orla. Half of this sum is to be paid in advance, with the balance due for payment upon successful completion of the assassination. The seal of the Assassins' Guild is attached beside Sadanzo's mark to show that the full sum has since been received.

You show the scroll to Karvas and he is outraged; here is proof beyond doubt that Sadanzo was responsible for the murder of his father, and clearly his act of foul treachery was part of his plan to seize the throne of Siyen. This shocking revelation fills Karvas with a renewed loathing for the Baron. He reaffirms his pledge to thwart Sadanzo's scheme and he vows, in memory of his father, that he will bring the traitor to justice.

You take Sadanzo's Scroll and place it inside your tunic. Record this on your Action Chart as a Special Item — you need not discard another item in its favour if you already possess the maximum number permissible.

To continue, turn to 198.

[9] This is the correct answer to the cylinder lock puzzle in Section 178.

76

The wall is no more than 12 feet high, but its brick surface is in a poor state of repair. It crumbles at your touch, making it difficult for you to climb the wall without making a sound.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess a Rope, add 1.

If your total score is now 5 or less, turn to 163.

If it is 6 or more, turn to 231.

77

You strike a killing blow and the last of the robber knights tumbles backwards over the parapet of the bridge to splash into the rushing river. There is a moment of deathly hush, and then the silence is shattered by an eruption of whooping and cheering. The citizens of Voshno have gathered to watch your fight and now they are applauding your brave victory. For more than a month this band of murdering knights have been abusing the people of this hamlet, and any traveller who has sought to cross their bridge. Now, at last, their reign of terror has ended.

The grateful villagers insist that you and Karvas spend the night as their guests at the Fuller's Inn, the best tavern and hostelry on the east bank of Voshno. Your horses are groomed and you are treated to a delicious feast at the owner's expense, after which you are given the finest rooms in the hostelry (you may restore 6 ENDURANCE points). As you are retiring to bed, you notice that Prince Karvas is smiling delightedly. At first you think it is just the food and fine ale that have cheered him so, but he tells you it is more than this. He explains that the east side of Voshno is Siyenese territory, part of his native country, and after ten years in exile he could not have wished for a more appreciative homecoming.

To continue, turn to 283.

78

‘Come, my friend,’ you say to Karvas, ‘let us leave these good gentlemen in peace.’ The Prince can hardly believe his ears, but he allows you to take him by the arm and lead him away to the tavern door.

‘Have you lost your mind, Grand Master?’ he hisses. ‘We must have their tickets!’

‘And we shall, my lord, we shall,’ you reply, wryly. ‘Just be patient a little longer, that's all I ask.’

You leave the tavern and wait in the shadows of a nearby alleyway for the two Cavalians to depart. Soon you hear the clang of the riverboat's bell echoing through the village. The captain is calling all passengers aboard; his boat is due to set off for Seroa in fifteen minutes' time. You watch a steady stream of people leaving the tavern and walking to the jetty to board the boat, but you do not see the Cavalians. You are beginning to fear that you have missed them in the crowd when suddenly they emerge from the tavern. They are the last ones to leave.

Turn to 320.

79

You climb into the locker and wedge yourself among the thick coils of rope. As Karvas pulls shut the heavy metal lid, you pray to Ishir to protect everyone aboard the Starstrider in this desperate hour. In the dark confines of the locker your senses become super-sensitive to every movement and noise outside. Your stomach churns when the ship heaves from side to side, and you feel a chill run down your spine when you hear the cries of the terrified crewmen echoing across the decks. Then there is a sudden jolt and a fearful sound of screeching metal. The Starstrider has been losing height for several minutes, but now its angle of descent has become far steeper. You brace yourself and count aloud the seconds as you await the dreadful moment of impact. You hear the scrape and splintering crack of sundered treetops when the skyship ploughs into the timberland. Then there is a terrific jolt as the craft's bow slams into the rocky soil and comes to an abrupt halt.

The impact of the crash landing leaves you breathless and bruised (lose 1 ENDURANCE point), but you thank the fact that you chose to take shelter here in this locker, for its metal sides and the cushioning coils of rope have undoubtedly spared you serious injury.

Turn to 101.

80

As dusk approaches you find a secluded hollow beside the trail, close to a bend in the river, where you set up camp for the night. Your Magnakai Huntmastery skills are put to good use at the river's edge and you are able to enjoy a pair of fat fish for your supper this evening. The night passes peacefully and you leave the camp at dawn to continue northwards along the trail, following the flow of the river.

It is nearing the end of the day when you see a hamlet on the road ahead. Its half-timbered buildings are clustered on either side of the river and connected by a sturdy stone bridge. A signpost at the side of the road tells you that you are approaching the hamlet of Voshno.

If you visited the Oridon Stone, turn to 52.

If you did not, turn to 155.

81

Quickly you retrieve your Flute from your Backpack and play a sequence of ultrasonic notes to counter the psychic assault that is battering you and Karvas. The effect is immediate and dramatic. The Prince revives and is able to pull himself upright on his horse. The Inquisitor-major and his fellow hunters, however, do not fare so well. They are immune to the sound of their own horn, but you use your Kai skill to turn the tables on them. Your notes occur at a higher frequency, one to which they are not immune. You watch with grim satisfaction as they wheel their horses about and gallop away in a desperate effort to put distance between themselves and the piercing sound of your Flute, which is filling their heads with an agonizing clamour.

Turn to 144.

82

You grab the soldier's spear, barge him aside, and then take off along the avenue at a run with Prince Karvas close on your heels. The soldier staggers to his feet and attempts to give chase, but he soon loses you both in the darkness and is forced to give up his pursuit.

You hurry through the city, past grimy two-storey houses of hardwood that are silent behind their bolts and shutters. The wide thoroughfare leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards which is marching towards the river, and you are forced to take cover in a timber yard to avoid being seen. You observe the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. All are almond-eyed and they have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the bridge, yet as they do so, another patrol comes tramping along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place even at this late hour. Rather than risk being seen and captured, you decide to remain hidden in the timber yard and attempt to catch a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

83

You show the scroll that you discovered in Baron Sadanzo's safe to Marshal Phedros, and he gasps when he reads the words of this damning contract. ‘By Ishir!’ he exclaims. ‘The murdering cur! I'll have his treacherous Cavalian head for this!’

The Marshal sends messengers to the high-ranking noblemen of Siyen, all of whom have travelled to Seroa for the crowning. He musters them at the barracks and reads to them the contents of the scroll. They are outraged by what they hear, and they resolve to go immediately to the palace to confront Sadanzo. Escorted by a loyal regiment of Royal Guardsmen, the noblemen burst into the palace and meet with little resistance from Sadanzo's drunken knights. The Baron is cornered in a banqueting hall and confronted with the scroll, which he immediately denounces as a forgery. ‘This is no fake,’ growls Marshal Phedros. ‘I know your lowly seal when I see it.’

Sadanzo draws his sword with his left hand and, with his right, he pulls a glowing green gem from the pocket of his ermine robes. Your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen. The gem flares in his hand and the noblemen, including Prince Karvas, cease all movement. They have become rigid, like a group of stone statues.

Illustration V—Sadanzo draws his sword and pulls a glowing green gem from the pocket of his robes.

Your Sixth Sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem. You also sense that if you are to break the Baron's mental hold over Karvas and the others, you must destroy the gem that is clenched in his bony fist.

You unsheathe your Kai Weapon and advance upon Sadanzo. He laughs at your approach and raises his sword in readiness for a fight to the death.

Baron Sadanzo (with Gem of Naar): COMBAT SKILL 54   ENDURANCE 36

Sadanzo is immune to Mindblast (but not Kai-surge).

If you win the combat, turn to 50.

84

You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours' sleep before daybreak. You are laying your cloak down on the ground when you discover an iron ring set into one of the flagstones. Closer inspection reveals the stone to be a hinged trapdoor and, when you pull it open, you discover a flight of steps leading down to a subterranean chamber. Positioned in the centre of this sunken chamber is a solid block of marble. A symbol has been carved in its surface, one that you recognize immediately: it is the tiger's-head emblem of Sejanoz — the Autarch of Bhanar.

Cautiously you descend the steps and approach the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.

If you wish to attempt to open the concealed panel, turn to 185.

If you would prefer to leave this chamber, turn to 329.

85

You land among the rocks, gashing your hands and knees as you scramble for the cover of a large boulder (lose 2 ENDURANCE points). The blond man fires his crossbow and the bolt comes whistling up the track towards Acraban. Hurriedly the magician makes a circular movement with his right hand and the iron projectile shatters when it collides with the invisible shield he has created.

Shocked by this display of sorcery, the man discards his weapon and runs away along the beach. You pull yourself to your feet and call him to come back.

‘Please stop, Prince Karvas,’ you plead, striving hard to make your voice sound as unthreatening as you can. On hearing his name the man halts and turns to face you.

‘You have no need to fear us — we come as friends,’ calls out Acraban. ‘We have journeyed far to find you and we bring important news from Siyen. Please, sire, let us talk.’

You are now able to see the man's face clearly and you note his long flaxen hair, his tanned skin, and his bold blue eyes. Your Kai senses assure you that this man truly is Prince Karvas.

‘Who are you?’ retorts the Prince. ‘And what do you want from me?’

Turn to 170.

86

You can hear the sound of metal scraping on stone above your head. When you look up at the ceiling, you see a pair of crossed swords cocooned by pale amber tongues of flame. These flames give off no heat and you recognize at once that they are magical. The swords are slowly rotating, their shiny steel blades skimming the ceiling stones as they gather speed. Sparks fly, and then the blades separate and come whirling towards you with frightening speed. Swiftly you raise your Kai Weapon and fend off a stunning blow as one of the magical blades flashes past your head in a scything arc. Karvas unsheathes his sword and parries the other blade as it sweeps around the room and strikes at him from behind. Having failed to draw blood with their initial attack, the blades return to the ceiling where they hover menacingly above your heads. But you sense the threat has not passed. Their magical power is recharging itself, increasing its intensity in readiness for a second, swifter attack.

If you possess Kai-alchemy and wish to use it, turn to 217.

If you do not possess this Discipline, or if you choose not to use it, turn to 244.

87

You speak the words of the Brotherhood Spell Lightning Hand and release a bolt of energy at the palisade gate. It rips through its timbers and leaves a jagged hole smouldering in its wake. Your display of Brotherhood magic clearly terrifies the guards for they drop their spears and scatter. Without looking back, the two of you gallop out of Jaroc and escape across the open plain that lies beyond.

Turn to 303.

88

When you reach the end of the passageway, you stop for a few moments to recover and take stock of your perilous situation. Your pursuers have entered the alleyway behind you and you can hear them running towards the street. You see another alley, sandwiched between two tall buildings on the opposite side, and you tell Karvas to follow as you hurry towards it. You are halfway across the street when suddenly a second group of Bakhasians appears. They have circled around the warehouse in an attempt to cut off your escape. Moments later, the four shrine-bearers arrive with their tiger-head idol still hoisted upon their shoulders. Your Sixth Sense tells you that this idol is helping them to follow your trail. If you are to make a successful escape from these ghoulish soldiers, you must do something to disrupt the idol's power.

If you possess a Bow and wish to use it, turn to 345.

If you possess Kai-alchemy and wish to use it, turn to 242.

If you possess Magi-magic and wish to use it, turn to 138.

If you possess Elementalism and wish to use it, turn to 291.

If you possess neither a Bow, nor any of these Grand Master Disciplines (or if you choose not to use any of them), turn to 18.

89

You reach to your Belt Pouch and unbuckle the flap. The ticket seller's eyes fill with unabashed greed when he sees the number of coins that it contains. He agrees to let you both go aboard the riverboat, but only if you give him all of your money. This extortionate demand is in addition to the cash and horses already offered by Prince Karvas.

If you wish to agree to his greedy request, turn to 346.

If you refuse to give him all of your money, turn to 167.

90

Lord Zinair tells the captain of The Azaktana to await his return. Then he accompanies you and Acraban along an avenue that leads away from the quayside and climbs steeply into the heart of the eastern quarter. Your first impressions of the port of Mydnight are less than favourable. In the stark glare of the full moon it seems to be little more than a brooding shamble of slate-roofed houses and reeking tenements built around a haphazard maze of narrow, rat-infested alleyways. At this late hour, few of the port's inhabitants are abroad. The only people you see are the few who dare to peek at your passing through the mullioned glass of their wretched hovels.

The avenue leads eventually to a deserted market square which commands a view over the harbour below. Here you see a large iron cage with a thick cable attached to a ring at the centre of its roof. The cable is held taut by a winch fixed to the stern of the Starstrider which hovers 100 feet overhead. The faint hum of its magical engine can be heard wavering on the warm sea breeze. Acraban ushers you into the cage and clicks shut its iron door. He tugs a cord and immediately the cage is lifted off the ground and hoisted up to the rear deck of the skyship. Here you are welcomed aboard by the skyship's crew, all of whom are young acolytes of the Magicians' Guild of Toran. Acraban takes you to his quarters located below the forward deck where he offers you and Lord Zinair some food and wine. After many months away from home it is good to taste Sommlending fare once more.

Illustration VI—A large iron cage is attached to the stern of the Starstrider which hovers 100 feet overhead.

Since his arrival in Mydnight earlier in the day, Acraban has learned that Prince Karvas does not reside here in the city. To search for him now would be futile and so you resolve to get some sleep and commence your hunt for the Prince at first light. Shortly after dawn, the three of you meet again on the main deck. Acraban suggests that you each spend the day scouting the city for information that may lead you to Karvas. He tells of three places where this information is most likely to be found. The first is a large trading post, known as Grosta's Warehouse, located on the south side of the harbour. The second is the Hall of the Judicars, a base for the officers who are elected by the citizens of Mydnight to maintain law and order in their city. And the third is The Smitheries, the artisans' and tradesmen's district of Mydnight that is situated west of the quayside.

If you wish to visit Grosta's Warehouse, turn to 48.

If you choose to visit the Hall of the Judicars, turn to 321.

If you decide to explore The Smitheries, turn to 226.

91

Your Kai Sixth Sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.

Calling upon your mastery of Brotherhood magic, you utter the words of the spell Counterspell and direct its energies against the door. You sense that your spell is working, but you are surprised when you detect that it has cancelled only one layer of magic. There remains in place a second layer of sorcery which contains powerful explosive energies. Your senses warn you that to touch the lever with your bare hands could prove fatal.

If you wish to attempt to discharge the spell by throwing something at the door, turn to 330.

If you wish to try to open the door by striking the lever down with the tip of your Kai Weapon, turn to 146.

92

Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.

93

Prince Karvas does not relish the prospect of having to face these riders, yet he goes along with your decision and patiently you sit and wait as they draw closer. Their leader is a broad-shouldered man with a ginger beard and long wavy hair. His hair fans out from around the edges of a conical helm that is topped by a pair of polished antlers. He brings his horse to a halt before you and regards your mounts with an appraising eye.

‘I see you ride Cavalian colts,’ he says, and he points to the eagle brands that mark your horses' hindquarters. You nod in acknowledgement but you do not offer any explanation. The man narrows his blue eyes and strokes his beard thoughtfully. ‘You do not know who I am, do you?’

You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting. ‘I am Halx — the Inquisitor-major of Cavalia. Among my many duties is the regulation and taxation of horses, mules, and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?’

You sense that your continued silence is beginning to irritate the Inquisitor-major. His followers are also growing impatient.

If you wish to say that you are special emissaries on your way to Seroa to witness the crowning of Baron Sadanzo, turn to 116.

If you wish to say that you are new recruits to the Cavalian Citadel Guard, turn to 123.

If you decide not to say anything at all, turn to 44.

94

You make your approach to within 40 yards of the gate by means of a road that runs parallel to the fast-flowing river. At this point you leave the road and scurry to take cover behind a pile of logs that are stacked at the river's edge, ready to be loaded aboard a barge which is moored close by. You can see a dozen soldiers patrolling the parapet above the river gate, and each one is clad in a suit of shiny armour made from lacquered steel scales and hardened leather. They are armed with bows, spears, and maces, and their shields display the head of a tiger-like creature baring ferocious fangs. Karvas whispers that it is the emblem of Autarch Sejanoz — the ruler of Bhanar.

For several minutes you observe the guards as they march back and forth with their spears couched on their shoulders. During your watch you discover that the guardsmen are not the only ones who occupy this span. On a tiled ledge running beneath the parapet is a long line of roosting crows. They are resting shoulder-to-shoulder and are almost invisible against the jet-black stonework of the arch. Your careful observations tell you that the guards are alert and observant. It will be difficult to get past these men without being seen. If you are to gain entry to the city by this river route, first you will have to create a diversion to draw away the watchful guards.

If you possess the Grand Master Discipline of Elementalism and wish to use it, turn to 213.

If you possess Magi-magic and wish to use it, turn to 71.

If you possess neither of these skills, or if you choose not to use them, turn to 109.

95

The Knight Bachelor glares at you. He attempts to say something but he cannot seem to muster his words. Red-faced, he unsheathes his sword and levels it at you in his trembling hand. ‘You … you are spies!’ he exclaims. ‘Throw down your weapons. By the power of my rank and … and for the security of Cavalia, I am arresting you both.’

The surrounding troopers draw their sabres and begin to edge their horses towards you, closing the circle. You see Karvas inching his hand towards his sword but you dissuade him from drawing it with a terse shake of your head. Better to surrender and live to fight another day than be slaughtered by such an overwhelming number of trained and disciplined soldiers.

Turn to 130.

96

Instinctively you shield your face with your forearm as the cloud of spikes comes whistling towards you. Your swift reactions save your eyes, but you are hit by several of these painful darts and knocked backwards to the ground: lose 3 ENDURANCE points.

To continue, turn to 10.

97

You speak the words of the Brotherhood Spell Lightning Hand and point your right arm towards the gem that Sadanzo is holding. You feel a tingling sensation run the length of your outstretched arm, and then a crackling burst of energy leaps from your index finger to connect with the evil gem. Sadanzo screams with fear as this gem crumbles and disintegrates to dust.

Turn to 250.

98

‘With respect, Grand Master, I've more experience of sky-sailing than you,’ retorts Acraban, ‘and my experience tells me that it is better to avoid rogue storm clouds, such as this one, by cutting below them rather than — ’

Acraban's words are suddenly drowned out by a crackling explosion that stuns you with its raw ferocity. From his nest atop the mainmast, the lookout shouts out a warning and frantically he points towards the ground. You rush to the rail and peer over the side, your stomach churning with fearful anticipation of what you will see. Deep within the fathomless reaches of the fissures and chasms passing below, you glimpse flashes of blue-white energy. These bolts are growing brighter and louder as they streak towards the surface. One bolt escapes from a vent in the middle distance and rips open the sky. It skewers a cluster of steam clouds and blows them apart in a spectacular explosion of gas and flame. Once again you urge Acraban to order his helmsman to ascend, this time to avoid the new and deadly danger that is striking from below.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 119.

If it is 4–9, turn to 20.

99

The Holtor lunges at you as you speed past him and the tip of his spear gouges your thigh: lose 2 ENDURANCE points. You grit your teeth against the stinging pain and gallop out of Jaroc to escape across the open plain which lies beyond.

Turn to 303.

100

The Bakhasian soldiers have undergone a dramatic transformation. Before they entered the temple their skin had the yellowy hue of tallow and their hair was silky black. Now their faces and hands are ghostly white, their hair has turned steely grey, and the pupils of their red-rimmed eyes have changed to a pale translucent amber. The sight of their gaunt faces chills your heart; they look more like animated corpses than living men.

The procession leaves the temple at a funereal pace. At the rear of the column you can see four Bakhasians carrying a platform on their shoulders on which rests an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger's head. Two huge ivory fangs protrude from its jaw and its jewelled eyes glow with a flickering scarlet fire. You notice that the tiger-like shrine resembles the emblem of Sejanoz which is embroidered upon the sleeves of the soldiers' padded black tunics. As the platform-bearers draw level with the warehouse doorway, the head of the tiger shrine slowly rotates in your direction and two pencil-thin beams of red light shoot from its eyes. You duck back behind the doorway but you know that it is too late — the shrine has detected your presence and it is alerting the cadaverous soldiers to your hiding place. Your Sixth Sense informs you that it is the goodly aura of your Kai Weapon that has activated the shrine and betrayed your position.

Illustration VII—Four Bakhasians carry a platform on which rests an elaborate shrine crafted into the likeness of a tiger's head.

When you hear one of the platform-bearers shouting an order, you tell Karvas to get ready to run. You chance a glance around the doorway and your worst fears are confirmed when you see three Bakhasians advancing swiftly towards the warehouse. They are carrying what appear to be hollow, stubby spears that are connected by metallic piping to cylindrical backpacks. One of the advancing soldiers sees you and a puff of bubbling steam gushes from the tip of his spear. In the next instant, a solid projectile smashes through the warehouse wall, leaving a ragged hole in the brickwork less than a hand's breadth from your head.

You and Karvas scramble across the rubble-strewn floor towards an open portal on the far side of the derelict warehouse. As you reach this exit, you hear the hiss and thump of another projectile being launched at your fleeing backs.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Assimilance, add 2. If your current ENDURANCE score is 20 or higher, add 1.

If your total score is now 0–4, turn to 24.

If it is 5–7, turn to 223.

If it is 8 or higher, turn to 307.

101

For several minutes you remain crouched in the darkness as the crashed Starstrider shifts and settles into the ground. When all movement ceases, Karvas tentatively shoulders open the buckled lid of the locker and you heave yourselves out onto a smoke-wreathed deck. Through the pall you hear the groans of wounded crewmen and the crackling buzz of electrical arcing. Steam rises from a gaping hole in the stern deck and a fire rages around the base of the mainmast. Fear chills your heart when you see that the fire is licking at the sides of a barrel of lantern oil which is lashed to the deck.

If you possess the Discipline of Grand Nexus, turn to 265.

If you possess the Discipline of Elementalism, turn to 11.

If you possess neither of these skills, or if you choose not to use them, turn to 239.

102

You draw an Arrow to your Bow and send it speeding towards the creature's torso. The shaft buries itself in its rib cage and the beast shrieks with pain, yet it does not deter it from continuing its hungry advance towards your horses. As it stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its rib cage expands and suddenly there is a sharp popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is 4 or less, turn to 96.

If it is 5 or more, turn to 269.

103

The last Cavalian shudders as you land your killing blow. He shrieks his death-cry and twists away from your blade to fall limply across the heaped bodies of his confederates. As the echo of his plaintive cry fades, you hear another sound that makes you spin on your heel and face the stables door; it is the sound of running footsteps, and they are getting louder by the second. The sound of combat has alerted another group of Cavalians who were waiting inside the tavern. Now they are rushing across the courtyard towards the stables.

Karvas hides himself beside the door and he fells the first Cavalian to enter with a scything swipe to the midriff. As he doubles over and falls, another four come bursting through the doorway and throw themselves upon you, hacking and slicing with swords and axes. You make short work of these clumsy warriors. You dispatch three of their number while Karvas skilfully defeats the fourth. You are about to mount your horses and leave when another Cavalian suddenly appears, silhouetted in the doorway. He is attired from head to toe in crafted leather armour, and in his right hand he clasps a sword that radiates a sickly evil. Its razor-sharp blade is wreathed with green flame and a fiery red jewel pulsates at its hilt. With a cry of vengeance upon his lips, this fearsome warrior-mage launches a ferocious attack.

Peutrimax (with magical sword): COMBAT SKILL 53   ENDURANCE 38

This enemy is immune to Mindblast (but not Kai-surge). You may add 5 points to your COMBAT SKILL for the duration of this fight for Prince Karvas is helping you to defend yourself against this foe. (If the Kai Weapon you possess is either ‘Kaistar’ or ‘Valiance’, you will benefit from its additional COMBAT SKILL bonus.)

If you win this combat, turn to 176.

104

As you approach the Oridon Stone you see a dozen men standing in a circle around its base, and a horse-drawn wagon parked close by. They salute you in a friendly manner as you rein in your horses and come to a halt beside their wagon. One of them, a bearded man with ruddy cheeks, leaves the circle and walks over to introduce himself and his companions. You learn that they, like Prince Karvas, are from Siyen. They are the great-great-grandchildren of warriors who fell here in battle exactly one hundred years ago to the day. They have come here all the way from Seroa on a pilgrimage to honour the memory of their fallen ancestors.

After a few minutes, Prince Karvas dismounts and joins the circle of men at the Oridon Stone. He bows his head in reverence and offers up a silent prayer to Ishir to watch over the souls of the brave Siyenese who sacrificed their lives on this field of battle. While Karvas is praying, you talk quietly with the bearded man and learn that his name is Daventi. When you tell him that you and your companion are bound for Siyen, he offers you some words of advice. He tells you to be wary should you wish to cross the River Ioma at Voshno, the next town on the trail. The bridge has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use the bridge. Rather than cross the river at Voshno, the man suggests that you should continue north along the trail. Three miles north of Voshno is a small farmstead at the river's edge. For a moderate charge the farmer will ferry you and your horses across the river by raft.

Having paid his respects, Karvas walks away from the monolith and remounts his horse. As you turn your horses to leave, the friendly Siyenese salute you and bid you both good luck and godspeed on the road ahead. You return their kind gesture with a Kai salute before you and Karvas gallop off across the plain to resume your ride along the dusty trail.

Turn to 139.

105

The trader becomes angry when you refuse to offer him more of your gold, and he signals to his henchmen to throw you out of his emporium. They move towards you in eager readiness to obey their master's command. Rather than resist and risk slaying them in a fight, you allow yourself to be roughly manhandled out of the warehouse: lose 2 ENDURANCE points.

Back on the quayside you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone who is more willing to talk about the Prince. Unfortunately, your efforts garner no useful information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.

Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair's efforts have been more fruitful.

‘Prince Karvas is not here,’ he says. ‘He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.’

Turning to Acraban, Zinair says: ‘I propose we travel north at first light and commence a search of the northern shoreline. I suspect it will be easier to espy their retreat from the air than to attempt any search by land.’

Acraban nods in agreement. Then he passes word to his young crew to prepare the Starstrider for a voyage north at first light.

Turn to 187.

106

As your final blow shatters the second blade and breaks the spell that brought it to life, you hear the sound of a bell tolling in a lower level of the citadel. Your Sixth Sense warns you that it is an alarm bell; your escape from the dungeons has been detected.

You leave the library and hurry across the sumptuous chamber to the shiny steel door by which you first entered this apartment. Soldiers are ascending the stairs towards it. You catch a glimpse of them and quickly you retreat into the chamber, slamming the door shut behind you. An attempt to secure the door is unsuccessful for the lock is jammed and the dial refuses to turn. Hastily you and Karvas barricade the door with furniture and then you look about for another way to escape. You see only one — through the window. The soldiers are pounding on the door and the barricade is shifting and collapsing as you and Karvas climb out onto a stone ledge. The barricade gives way and you hear the soldiers shouting as they force their way into the chamber. Then an arrow shatters against the surface of the ledge, only a few inches from your left boot. You look up and see Citadel Guardsmen with loaded bows leaning over the battlements above. Alerted by the tolling bell, they have spotted you on the ledge outside Sadanzo's chamber. When a second arrow pierces Karvas' cloak, you take hold of the Prince's forearm and pull him with you as you step off the ledge and plummet towards the moat, 30 feet below.

You hit the stagnant water with a mighty splash and immediately strike out for the surface. You break through the scummy film that floats on top of the water and, seconds later, you see Karvas emerge from the depths to gasp a lungful of clean air. Arrows are falling all about you. They drop from the battlements above, and they streak past your head, fired by archers who are running across the drawbridge.

Pick a number from the Random Number Table.

If the number you have picked is 0–1, turn to 312.

If it is 2–6, turn to 15.

If it is 7–9, turn to 224.

107

Hastily you leap aside to avoid the dagger but it wounds your thigh as you fall to the ground: lose 3 ENDURANCE points.

The guard runs forward and tries to land a kick to your chin but you turn his foot aside with your forearm and it brushes harmlessly past your head. As he struggles to regain his balance, you spring to your feet and attack him.

Tehda Stables Guard: COMBAT SKILL 24   ENDURANCE 24

Reduce your COMBAT SKILL by 5 for the first round of this fight.

If you win the combat, turn to 316.

108

As the last of Sadanzo's knights crashes dead at your feet, you leap over his crumpled body and rush towards the rear of the stables where the slain knights' horses are tethered to a rail. You and Karvas cut free the two sturdiest mounts and pull yourselves into their saddles. Prince Karvas wheels his horse about and rides him out into the courtyard. When you emerge from the stables, you are following close behind the Prince and struggling hard to keep your jittery horse from losing its footing on the smooth flagstones. Strewn around the walled yard and paddock are the bodies of slain and wounded troopers. Your heart goes out to these brave men, but you dare not stop to help them. To do so would be suicidal. Karvas gallops his horse towards the open gates and you hear shouts of alarm from the Cavalians positioned around the courtyard wall. They have recognized you and they are bringing their loaded crossbows to bear on your fleeing backs.

If you possess Kai-alchemy and wish to use it, turn to 234.

If you possess Magi-magic and wish to use it, turn to 337.

If you possess neither of these skills, or if you choose not to use either of them, turn to 273.

109

Calling upon your Magnakai Discipline of Animal Control, you focus your special powers at the line of sleeping crows and command them to awaken. Suddenly the birds erupt into life and begin cawing and flapping their wings excitedly. You will the startled crows to attack the guardsmen on the parapet and instantly they obey. While the soldiers are fighting vainly to fend off the birds, you motion Karvas to follow your lead as you break cover and hurry along the river bank towards the arch.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total score is now 4 or less, turn to 257.

If it is 5 or more, turn to 45.

110

You utter the words of the Brotherhood Spell Net and point the index finger of your right hand towards Karvas. You feel your arm tingle and a gush of sticky strands shoot from your fingertip to engulf the helpless Prince. You counter the spell to stop the flow, and then you take hold of the net with both hands and pull Karvas out of this cavity. As you are cutting him free from the gluey fibres, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.

Once free of the net, Karvas thanks you earnestly for your timely help. Had you not acted when you did, he feels sure that he would have slipped and fallen into the raging river.

Turn to 200.

111

You walk from the tavern and wait in the shadows of a nearby alleyway for the two Cavalians to leave. Soon you hear the clang of the riverboat's bell echoing through the village. The captain is calling all passengers aboard; his boat is due to set off for Seroa in fifteen minutes' time. You watch a steady stream of people leaving the tavern and walking to the jetty to board the boat, but you do not see the Cavalians. You are beginning to fear that you have missed them in the crowd when suddenly they emerge from the tavern. They are the last ones to leave.

If you wish to approach them and offer to buy their riverboat tickets to Seroa, turn to 222.

If you choose to approach them and simply demand that they hand you their tickets, turn to 320.

112

The trader is mesmerized by the sight of the Gold Crowns. You offer him two of your coins and a trickle of nervous sweat runs down his waxy face. He reaches out to take them but then he hesitates and withdraws his trembling hand. He is having second thoughts about selling you what he knows about Prince Karvas.

Pick a number from the Random Number Table (0 = zero). For every Gold Crown that you are willing to give the trader, in addition to the 2 you have already offered him, you may add 1 to the number you have picked.

If your total score is now 5 or lower, turn to 105.

If it is 6 or higher, turn to 26.

113

The instant the cell door crashes shut, you use your Magnakai Discipline of Nexus to loosen the cords that bind your wrists, and then you untie the Prince. The air in this dark prison is dank and stifling, and what little ventilation that there is seems to come from the narrow crack that runs around the iron cell door. You vow to Karvas that this foul dungeon will not hold him for long, and you set about examining its walls and floor in the hope of finding a way to escape.

You soon discover that you have been locked in the securest cell of the citadel, deep below the ground. Beyond its slimy walls there lies nothing but solid earth. Only the cell door offers a glimmer of hope, yet it has no handle, hinges, or keyhole visible on the inside. It is not secured by key but by a tumbler lock, similar to the lock of a safe, and it can be opened by means of a dial on the outside of the door. Placing your ear to its surface, you use your Magnakai Discipline of Nexus to will the lock tumblers to move. After a few moments you hear them begin to click over.

You discover that there are three tumblers. To open the door, each one has to be turned to the correct position in sequence. Using your Sixth Sense, you determine that the first number in the sequence is equal to the number of horses you took from the Tehda Stables. The second is equivalent to the number of Lune one can normally expect to receive in exchange for 1 Gold Crown. The third in the sequence is equivalent to the number of towns and cities there are, at present, in the Doomlands of Naaros.

When you think you know the three-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.10

If you are unable to determine the correct solution, turn instead to 203.

[10] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

114

You are desperate to keep ahead of the herd for fear of being trampled under their pounding hooves. But as you approach the River Ioma you are shocked to see that the bank ahead is steeply undercut. Hurriedly you tug on your horse's reins but to no avail; you are unable to stop him from carrying you headlong over the edge. With screams of terror on your lips, you and Karvas plummet 20 feet into the rushing river astride your terrified mounts.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is now 1 or less, turn to 339.

If it is 2–7, turn to 212.

If it is 8 or more, turn to 3.

115

You grab the soldier's spear and pull him off-balance. As he stumbles, Karvas moves forward and lands a powerful punch to the side of his head which sends the man tumbling into the river. He surfaces and attempts to shout out to attract his comrades on the parapet, but the strong current whisks him away before his bubbling cries can be heard.

Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the city's east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

116

The Inquisitor-major regards you with a sneering look that conveys his disbelief of your explanation.

‘Special emissaries, eh?’ he spits. ‘Pah! Deserters or horse-thieves, more like! What proof do you carry to show that you speak the truth?’

If you possess Sadanzo's Seal, turn to 264.

If you do not possess this item, turn to 73.

117

You dive to avoid your enemy's lance, but your reflexes have been dulled by the shock of your fall and you react too slowly to avoid being struck by this expert horseman. The razor-sharp tip of his lance gouges a deep furrow across your thigh.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, 9) deduct 2 ENDURANCE points. If the number is even (i.e. 0, 2, 4, 6, 8) deduct 4 ENDURANCE points.

As the Bakhasian leader thunders past, you stagger to your feet and use your Kai skills to command your horse to come to you. He obeys, and you are able to mount up and ride back towards Karvas before your adversary can make his third pass. In the distance you can see that the tree is now burning less fiercely. On approaching the Prince, you call for him to follow as you race along the trail towards this flaming pine. Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. The Bakhasians choose not to follow. They break off their pursuit and allow you to make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.

118

You follow the Prince through the noisy streets of Seroa to the barracks of the Royal Cavalry, where he seeks an urgent audience with Marshal Phedros. At first he is refused, but he persists until finally you are both granted a few minutes in which to state your business to the Marshal.

Phedros sits alone in the officer's mess with a glass of wine in his hand, his only consolation for the shame he feels at having been the one who crowned Baron Sadanzo King of Siyen earlier this day. As you enter, he raises his bloodshot eyes and snaps: ‘What do you want?’

If you possess Sadanzo's Scroll, turn to 83.

If you do not possess this Special Item, turn to 162.

119

This time Acraban does not argue. He bellows the order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then a deafening Crack! explodes from somewhere below the stern, and you are thrown onto your hands and knees when a violent shock wave ripples along the decking. Acraban calls for a damage report and each crewman shouts his response in turn. The Starstrider has sustained a glancing blow from an energy bolt. It has torn away part of the hull plating and damaged one of the ship's two internal stabilizers, upon which it relies for level flight. The craft ceases to gain height and begins drifting to starboard. This change of course is accompanied by a jarring vibration that runs through the deck and superstructure.

The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel to each other, and a little over 100 feet apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.

Pick a number from the Random Number Table. If you possess Grand Huntmastery or Elementalism, add 2 to the number you have picked.

If your total score is now 0–2, turn to 201.

If it is 3–7, turn to 179.

If it is 8 or higher, turn to 42.

120

You push open the limed-oak door of the trading post and step into its cool interior. The owner of the store is fletching an arrow, but he stops the moment he sees you enter. This oily-skinned trader is keen to do business and he is especially interested in purchasing items for his poorly-stocked shelves. He is prepared to offer you the following prices for these particular items:

Tinderbox | 6 Lune
Bottle of Rice Wine | 8 Lune
Ivory Comb | 10 Lune
Jewelled Knife | 20 Lune
Silver Signet Ring | 24 Lune

If you possess any of these items and you wish to sell them to the trader, make the appropriate adjustments to your Action Chart.

If you wish to examine the items stored on the shelves, turn to 166.

If you wish to leave this trading post, turn to 58.

121

Moments later, Acraban emerges from the smoke that wreathes the stern deck. His robes are torn and a trickle of blood runs from a gash above his right ear. You use your Magnakai Curing skills to heal the wizard's wound and then, with Karvas' help, you evacuate some injured crewmen from the crippled skyship. Acraban orders Bo'sun Gora to go and assess the condition of his crew. He returns shortly and reports that out of the ship's original complement of ten men, three are now missing, three are wounded, and one is dead. The remaining three crewmen, himself included, have survived the crash with only minor injuries.

Using your curing skills, you ease the pain of the badly-injured crewmen before helping Karvas and Gora to bury the dead man — Kuo the helmsman. The area surrounding the crashed skyship is thickly wooded and, with night fast approaching and a sky heavy with clouds, it is impossible for you to determine your exact location. Acraban proposes to contact Lord Zinair to inform him of the disaster by means of his seeing stone. But, to his dismay, he soon discovers that the magical artefact has been lost in the crash.

As the darkness of night envelops the smouldering wreck of the Starstrider, you find it hard to suppress a growing sense of despair. It is a mood shared by the other survivors, and few words are exchanged as you work together to erect a makeshift shelter for the wounded beside the ship's battered keel. When the shelter is finished, you each look for a place nearby where you can lie down and attempt to recover from the fatigue of your terrible ordeal.

Before you try to get some sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 331.

122

You tell Karvas what you have detected and he suggests that you use the rope he found in the dungeon cell below. Taking one end, you tie a slip knot and make it into a lasso. Then you cast the loop of rope at the lever in the hope of catching it and pulling it down. Your aim is true. Yet, upon the instant that the rope touches the lever there is a tremendous flash of yellow light, and a searing wave of energy hits you in the chest and knocks you backwards down the stairs.

Pick a number from the Random Number Table. If the number you have picked is even (i.e. 0, 2, 4, 6, 8), deduct 2 ENDURANCE points from your current total. If the number is odd (i.e. 1, 3, 5, 7, 9), deduct 4 ENDURANCE points.

To continue, turn to 69.

123

The Inquisitor-major regards your Sommlending tunics and cloaks with deep suspicion. He is about to order his men to hold and search you, when suddenly you hear the wavering tone of a distant hunting horn come rolling across the plain.

‘Zalnae's found the scent!’ shouts one of the men, excitedly.

‘We're back on the trail!’ says another.

‘Come, Halx. Forget about these fools,’ says a third man, who sits alongside the Inquisitor-major astride a chestnut mare. ‘Let us return to our hunting lest we lose the trail for a second time this day.’

The Inquisitor-major glares at you and he grunts his displeasure. Yet he heeds the words of his fellow hunters and he wheels his horse about.

‘50 Orla to the man who makes the kill!’ he cries, and his companions give a raucous cheer. As they gallop away across the plain towards the distant foothills, you and Karvas breathe a sigh of relief before you continue your ride east towards Varedo.

Turn to 55.

124

The Prince smiles when you refuse to let him attempt the long journey to Seroa alone.

‘Very well, Grand Master,’ he says. ‘So be it. In truth, I could not hope for a more worthy companion on the road ahead. Come, let us plan our way as best we can.’

Acraban has one of his men fetch his compass and charts from the skyship to help you to determine the swiftest route overland to Seroa. You quickly establish your present location and suddenly you realize how difficult the journey ahead will be. Seroa lies over 1,200 miles to the east, beyond mountains, plains, and uncharted wilderness. You calculate that in order to reach the city in time you must cover no less than 60 miles every day.

‘On foot, across such harsh terrain … it is impossible,’ says Acraban, shaking his head.

‘Perhaps so,’ replies Karvas, ‘but if we had horses then it could be done.’

You scan the surrounding forest and let your Kai senses wander afar. ‘There are no horses in this timberland, my lord,’ you say, certain in the knowledge that your judgement is correct. Karvas acknowledges your skill with a wry smile.

‘I take great pride in my magical powers,’ interjects Acraban, jovially, ‘but even I, my lord, cannot summon horses from out of the air. Where, pray tell, do you hope to find mounts with strength enough to carry you all the way home?’

Karvas turns his eyes to the east and says: ‘Why, in Bakhasa, of course. Mark you, the citizens of that foul city will not help us out of the goodness of their hearts, of that we can be sure. But they have horses — strong Bhanarian stallions. Perhaps, Grand Master, we shall be able to borrow a pair?’

You laugh with Prince Karvas at the audacity of his plan and you feel your spirits rise. A long and dangerous journey lies ahead, yet you are impressed by the Prince's courage and determination, and you feel confident once more that your mission can succeed. Acraban also approves. He and his men will stay and restore the Starstrider and then fly back to Toran as soon as they are able.

Mindful that time is not your ally, you gather your Weapons and equipment together in readiness to leave. After bidding farewell to Acraban and his crewmen, you set off with Prince Karvas into the Great Forest, heading east. The vast timberland is rich with game, roots, and berries, and you are able to hunt and gather food on the move (you gather enough for 2 Meals). By noon you have made good progress and have reached the eastern fringe of the forest. Beyond lies an undulating plain that gradually descends towards a wide river. To the northeast, sitting astride this river, you glimpse the dark outline of a city.

‘That's Bakhasa,’ says Karvas, confidently. You magnify your vision and estimate it to be no more than 30 miles distant. ‘With luck, we should make it there by midnight.’

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 35.

If it is 5–9, turn to 220.

125

You strike camp at dawn and set off along the plains road to the east. The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. But the Prince is a little less optimistic. He tells you that you are now in the western province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas advocates that you both remain vigilant until you are safely beyond the borders of his enemy's province.

It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several small villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle's head emblazoned upon their white surcoats and shields. A golden crown surmounts these eagles' heads and Karvas gasps when he sees them. He signals to you to rein in your horse and, as you come to a halt, he tells you that the approaching horsemen are wearing the livery of Baron Sadanzo. The black eagle's head is his mark, but it is the addition of a golden crown that has shocked Karvas. It is the sign of royal ascendance. Karvas is fearful that Baron Sadanzo has already been crowned King of Siyen.

As they ride nearer, the leader of the troop — a Knight Bachelor — motions his horsemen to leave the trail and encircle you and the Prince. As they obey his command, the Knight Bachelor brings his snorting steed to a halt alongside your horse.

‘Hail, fellow riders,’ he says, with forced politeness. He raises the visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.

‘You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?’

If you wish to answer that you are journeymen from Sommerlund who are travelling across Southern Magnamund to learn about its peoples and customs, turn to 140.

If you wish to answer that you are on your way to Seroa for the Harvestmas Day festival, turn to 173.

If you choose not to answer the Knight Bachelor's questions, turn to 43.

126

You show Lodamos the scroll that you found in Sadanzo's library, and his face turns red with rage when he reads its damning contents. ‘The murdering traitor!’ he exclaims. ‘By Ishir, he'll be made to pay for this treachery with his life, mark my words.’

Struggling hard to suppress his anger and sense of outrage, Lodamos hands back the scroll and then asks that you and Karvas accompany him to the citadel's main hall. ‘If you are to reach Seroa in time to foil Sadanzo, you must set off without delay. The ascendance ceremony will take place one week from today, and you still have far to travel. Time is against you, my lords, but I will do all I can to help your vital mission.’

Turn to 70.

127

After an interminable wait you arrive at the front of the slow-moving queue. Without looking up from the books and papers spread around him, the reeve-sergeant motions you to sit down on the bench before his table. With a tone of bored indifference he asks you to state the reason for your visit to the Judicars' Hall. You tell him that you are looking for Prince Karvas of Siyen, and that you have come here with urgent news of events in his homeland that you must impart to him. The officer rubs his stubbly chin and stares unblinkingly into your eyes. You sense that he doubts your word and is contemplating whether or not he should have you arrested. When you insist that it is vital that you find the Prince he gives a gruff laugh and shrugs his shoulders.

‘Karvas is not here,’ he grunts. ‘Lived here when he first came to Sheasu, maybe ten years ago now, but when his bride arrived he took her up north. They live up there on the coast someplace … not sure where. Rarely visits Mydnight nowadays. That's all I know.’

You thank the reeve-sergeant for his help and leave. On returning to the street outside the hall you notice that the sun is low on the western horizon. Having spent nearly all day queueing in the Hall of the Judicars for such scant information, you pray that your companions have fared better as you hurry back through the darkening streets towards the eastern quarter of the city.

Turn to 308.

128

You rush down the stairs and out through the tavern door. The courtyard appears to be deserted, but as you approach the stables, you suddenly notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who are lying in wait for you and Karvas to appear.

Cavalian Bandits: COMBAT SKILL 40   ENDURANCE 36

You may add 5 points to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.

If you win the combat in five rounds or less, turn to 215.

If it takes six rounds or more to win this combat, turn to 103.

129

You strike the killing blow and the creature collapses to the ground, foul ichor oozing from its wounds. The stench of its dark, unnatural blood disturbs the horses, so you and Karvas drag its tattered carcass away and roll it into a nearby ravine. By the time you return to the shelter of the ledge, Karvas is exhausted. He is having difficulty staying awake, and so you volunteer to sit out the rest of the night watch. You spend the early hours of the morning listening to rain beating on the ledge, and the desolate sound of the wind whistling through the mountains. The watch passes uneventfully and you wake Karvas shortly after daybreak. Before you strike camp and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 292.

130

The knight's men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time.)

They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. ‘By the gods!’ he exclaims. ‘He bears the mark of Crown Prince Karvas!’

Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the Prince's arm and pulls back the sleeve of his tunic to inspect the birthmark for himself.

‘So, our exiled Prince has returned from Sheasu,’ he says, with a haughty, mocking tone. ‘Perhaps you've grown tired of the city of Mydnight, eh? A little homesick? Or have you come back to try to claim the crown that you forfeited a decade ago?’

The knight utters a mocking laugh and then he steps away from Karvas to strut like a peacock before his men.

‘Mydnight's hero has come home to us at last!’ he bellows. ‘Well, let us take our hero Prince back to Cavalia and provide him with a royal chamber. We have many … in the dungeons of the citadel! When King Sadanzo returns, he will be greatly pleased with us. And he will be generous too. Most generous.’

To continue, turn to 184.

131

With care, Baron Lodamos' men lift and carry Prince Karvas out of the chapel. You follow in the company of the Baron and his Marshal as they bear him along the corridors of the citadel and up a grand staircase to Lodamos' personal chamber. Here they rest the Prince upon a divan and the Baron's physician comes to examine him.

Lodamos offers you his sincere apologies for the harsh treatment you have endured since your arrival at his citadel. He explains that Sadanzo has made several attempts to murder him during the past year and he dare not lower his guard. The Baron is impressed that you survived your encounter in the chapel with the ghost of his ancestor — the paladin knight Ranald. ‘No mortal creature born of evil has ever survived the judgement of Ranald,’ he says, ‘and no goodly mortals have ever maintained their consciousness in his presence. I judge you to be no ordinary man. Pray tell, sir, who are you?’ You confide in the Baron that you are a Kai Grand Master and you tell him of your purpose here in Siyen. When you recount the events that have led you to his citadel, the Baron praises your courage and determination. You learn that he is a great admirer of the Kai and it is his ambition, one day, to journey to the monastery and meet with your illustrious leader, Lone Wolf.

Lodamos orders his Marshal to return your confiscated Weapons and equipment (you may erase the asterisks from your Action Chart). He also sends to the kitchens for food and wine. While the physician is attending to the Prince, you enjoy a reviving meal (you may restore 3 ENDURANCE points).

To continue, turn to 293.

132

As the soldier approaches you suddenly realize that he is only aware of Prince Karvas. He has not seen you; the darkness and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shadows and unsheathe your Kai Weapon. Karvas stands immobile on the footpath and stares fixedly at the approaching guard so as not to betray your presence. Nervously the soldier reproaches the Prince and levels his spear at his chest. He commands Karvas to state the name of his commanding officer, and when he fails to reply, your Kai Sixth Sense suddenly warns you that this guard is about to raise the alarm.

With the speed and grace of a pouncing panther, you leap from the shadows and strike the guard on the side of the head with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious on the path. Quickly you and Karvas drag his body away and hide it beneath the steps. Before you go, you make a quick search of the soldier's pockets and backpack and discover the following items:

- 30 Ren (equivalent to 3 Gold Crowns)
- Spear
- Dagger
- 1 Meal

You also discover an iron key that bears an inscription on its shank. Your Magnakai Pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.

If you wish to keep this Tehda Key, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic. You need not discard another item in its favour if you are already carrying the maximum number of Special Items permissible.)

Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the city's east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

133

You tell Karvas that it is time to leave and he follows as you thread your way through the trees to the far side of the hillock. As soon as you are clear, you race away together as fast as your horses will carry you.

You are more than 2 miles from the hillock when you bring your panting steeds to a halt and look back. You see the fanji herd have been scattered by the hunters and they are running in all directions. The two hunters who came after you seem to have lost interest in pursuing you; their only concern appears to be the slaying of as many fanji as possible. The sight of this wanton slaughter raises your ire, but you quell your anger and ride on with Karvas through the tall grass, back towards the trail.

Turn to 80.

134

Your warning brings Acraban to an immediate halt at the edge of the concealed pit. Cautiously you approach this second trap and, using your Kai Weapon, you lift away some of the covering branches. Beneath you discover a deep hole lined with sharpened stakes. Acraban breathes a sigh of relief. Had he taken one more step he could well have ended his days impaled upon those deadly wooden spikes.

Carefully you both move away from the pit and skirt around it before continuing along the track towards the clearing.

Turn to 282.

135

You draw an Arrow and fire it at the gem in Sadanzo's hand. The speed of your bowshot is so swift that the Baron does not have time in which to dodge your Arrow. The steel tip of the shaft grazes his fingers and hits the centre of the gem, smashing it to dust.

Turn to 250.

136

You take the key from your tunic pocket and read the inscription on its shank: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.

‘With luck this scrap of iron will net us two horses,’ you say, clasping it tightly. Karvas smiles and gets ready to move from behind the cart, but you tell him to stay here and wait for your signal. ‘Better I should go alone, my lord,’ you say. ‘It will halve the risk of being seen by the guards at the main gate. Wait here for my signal and be ready to act quickly when you see it.’ The Prince nods his agreement and he wishes you good luck before you go.

Aided by your Magnakai Discipline of Invisibility, you leave the cart and scurry across the square to the unguarded stables' door. When you are sure that you have not been seen, you pull back the bolts and insert the key into the lock. With a prayer to Ishir on your lips that this is the correct key, you turn it in the keyhole. Your prayer is answered: the key unlocks the door. You push open the heavy portal and hurry through it into a courtyard beyond.

Turn to 190.

137

Using your Magnakai Discipline of Animal Control, you order the lancers' horses to slow their frantic pace. Instantly, the two young colts obey your mental commands and rapidly they slow from a gallop to a gentle canter, despite the kicks and slaps they receive from their angry riders. Suddenly the lancers are gripped by an overwhelming fear that you and Karvas are sorcerers. They glance at each other and then their nerve breaks. As their mounts slow their pace to a walk, they cast aside their lances and leap down from their saddles. Pale-faced with fear, they run off along the alleyway with the taunts and jibes of angry citizens ringing loudly in their ears.

Turn to 322.

138

You call upon your mastery of Old Kingdom magic and utter the ancient power-word Gloar! at the nearest shrine-bearer. The concessive force of the word strikes the man in the chest and knocks him to the ground. As his grip is torn from the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, shatters in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.

Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.

Turn to 180.

139

You follow the trail until the sun is no more than an orange glow across the western horizon; then you halt to make camp for the night beneath a solitary oak tree. A dull-witted rabbit provides you with an evening meal, after which you and Karvas take it in turns to sit watch as darkness enshrouds the plain.

The warm night passes peacefully and you strike camp shortly after dawn. With only twelve days remaining to Harvestmas, you keep your horses to a swift pace as you ride the trail northwards. During the afternoon you are treated to the majestic sight of a herd of migrating fanji. These wild, fleet-footed beasts are native to this region and are much prized for their horns and supple hides.

Illustration VIII—You see a herd of migrating fanji.

If you possess the Grand Master Discipline of Animal Mastery, turn to 208.

If you do not, turn to 298.

140

Coolly the Knight Bachelor stares into your eyes. When he gets no reaction from you, he turns his head and fixes the Prince with the same cold, unblinking gaze. The clothes you are wearing support your story but he appears not to be entirely convinced. Your horses are Bhanarian steeds and he recognizes them to be so by the distinctive embellishments that adorn their bridles and saddles.

Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. He is thinking of arresting you and Prince Karvas on the suspicion that you are spies. You know that you must act swiftly if you are to avoid this.

If you wish to offer the Knight Bachelor a bribe in the hope that he will allow you and Karvas to go on your way, turn to 161.

If you choose not to attempt to bribe him, turn instead to 95.

141

In a burst of sudden rage, the blacksmith slaps the Gold Crowns from out of your hand and scatters them across the floor. Before you can retrieve them he orders his son to chase you out of their workshop. Rather than resist and risk slaying them both in a fight, you turn and run towards the door. (Erase from your Belt Pouch the number of Gold Crowns that you have lost here in the blacksmith's shop.)

Hurriedly you return to the quayside where you stop to catch your breath. After a while you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone more willing to talk about the Prince. Unfortunately, your efforts garner no useful information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.

Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair's efforts have been more fruitful.

‘Prince Karvas is not here,’ he says. ‘He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.’

Turning to Acraban, Zinair says: ‘I propose we travel north at first light and commence a search of the northern shoreline. I suspect it will be easier to espy their retreat from the air than to attempt any search by land.’

Acraban nods in agreement. Then he passes word to his young crew to prepare the Starstrider for a voyage north at first light.

Turn to 187.

142

You take a seat at a taproom table and enjoy your ale and Karvas' company while you wait for your food. After a short while, the tavern-keeper's daughter arrives from the kitchens carrying two plates that are stacked with slices of roasted beef and green vegetables.

‘Are you two gentlemen bound for the crowning in Seroa?’ she enquires, as she places your food on the table. Karvas nods his head in answer to her question. ‘Then you be jus' like those other gentlemen over there,’ she replies, pointing to a group of men seated in an alcove on the far side of the room. You had not noticed them before, and when you magnify your vision to get a better look at their faces, your appetite rapidly dies. Your Kai Sixth Sense tells you that these six men are part of the band of Cavalian crossbowmen who ambushed you at Baron Jayde's chateau.

If you wish to leave the taproom immediately, turn to 284.

If you wish to confront these Cavalians here in the taproom, turn to 34.

143

You are both still seated in the saddle at the end of your first pass. Quickly you bring your horse around to face your enemy and you steel yourself as you spur him forward once more. On the second pass you are wounded in your left calf (lose 3 ENDURANCE points), but your enemy is unhorsed. Your blow sends him crashing into the trees that border the trail. With the angry cries of his men echoing in your ears, you gallop back towards Karvas. In the distance you can see that the tree is burning less fiercely now and, as you approach the Prince, you call for him to follow as you race towards the flaming pine.

Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.

144

As the hunters gallop off across the plain towards the distant horizon, you use your Magnakai Curing skills to revive Prince Karvas fully before you continue your ride east towards Varedo.

Turn to 55.

145

You call upon your Magnakai Discipline of Animal Control to calm the horse as you creep towards her. Taking care to keep the mare between yourself and her rider, in case he should happen to glance in your direction, you quickly unbuckle the saddlebag and peer inside. It contains mostly personal items — a Blanket, enough food for 2 Meals, a Dagger, and a Tinderbox.

You are about to return to your hiding place when you chance upon a concealed pocket at the base of the bag. It contains an iron key that bears an inscription on its shank, and your Magnakai Pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES. You slip the key into your pocket and rebuckle the saddlebag before you take cover.

(Remember to record this Tehda Key on your Action Chart. It is a Special Item which you carry in the pocket of your tunic. You need not discard another item in its favour if you are already carrying the maximum number of Special Items permissible.)

Once you are hidden from view, you watch as the horseman stops to stare out across endless rows of tree stumps. Slowly he shakes his head, and then he looks up at the darkening sky and you hear him curse the failing light. In the distance, one of his comrades shouts his name and beckons him to rejoin the wagons. Begrudgingly he acknowledges the call. He slams his sabre back into its steel scabbard and returns to his horse. Patiently you watch him climb into the saddle and ride away before you rise from your hiding place and call for Prince Karvas to show himself.

Turn to 54.

146

You strike the lever with the blade of your Kai Weapon and there is a tremendous flash of yellow light. A searing pain runs through your hand and along your arm, making you drop your weapon and cradle your aching arm close to your chest: lose 3 ENDURANCE points.

With a trembling hand you pick up your weapon and look at the blade. It is red hot and glowing, yet its keen edge is still intact. Your senses detect that you have now discharged the spell that was protecting this door; the portal is now open and unguarded.

To continue, turn to 56.

147

The rock knocks you unconscious and you fall from your saddle to crash head-first into the ground. Moments later, your horse and your limp body are washed away by millions of gallons of roaring water that flood down from surrounding slopes.

Tragically, your life and your mission end here in the Dammerdon Mountains.

148

At dawn, Marshal Phedros prepares a written proclamation denouncing Sadanzo as a traitor, a murderer, and an agent of Naar. Phedros revokes the Baron's kingship and he announces that Crown Prince Karvas shall accede as rightful heir to the throne of Siyen. The proclamation is signed by the nobles of Siyen, and then hundreds of palace scribes set about making copies that are affixed with the Marshal's seal and dispatched by messengers to every town, city, and province in the realm.

News of Karvas' return spreads like wildfire through the capital, aided by a legion of town criers who announce that the Prince's crowning will take place at noon in the Palace Square. Hundreds of cheering citizens fill the square when you and Karvas and the other dignitaries arrive by horse-drawn coach for the ceremony. The populace are weeping and shouting with joy that they are to be spared the tyranny of Sadanzo's rule. With the blessing of the gathered nobles, Marshal Phedros proclaims Karvas the true King of Siyen, and with due solemnity he places the State Crown upon his head. Gladly Karvas accepts his birthright and he rises to receive the adulation of the excited crowd. As the cheering gradually subsides, he turns to you and bids you kneel before him. You obey his command and Karvas unsheathes his sword. He dabs its blade lightly upon your head and smiles.

‘Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.’ The crowd cheers loudly, though not for their king. This time their cheers are for the Kai Grand Master of Sommerlund without whom their beloved Prince would never have claimed his throne.

Illustration IX—‘Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.’

You accompany King Karvas and his noble entourage to the Royal Palace where the celebration of his ascendance to the throne begins with a banquet, and concludes with a procession of royal coaches that visits every quarter of the city. The citizens of Seroa shower their new king with flowers, and they heap you with praise for ridding them of vile Baron Sadanzo.

Turn to 350.

149

The concussive shock wave hits you barely a second after you hear the noise of the explosion. It hurls you sideways across the deck and slams you painfully against the base of the mainmast: lose 3 ENDURANCE points. Stunned, although still conscious, you use the mast to help pull yourself back onto your feet.

Turn to 51.

150

As you step out of the prison cell and into the corridor, you notice the door to another cell directly opposite. Instantly your Kai Sixth Sense alerts you to the presence of your Weapons and equipment. They are being stored in this adjacent cell and you pause for a few moments to work on its tumbler lock. Your efforts are soon rewarded. Quickly you pull open the door and discover all of your confiscated equipment lying on the floor of this cell. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)

In addition to your equipment you also discover Prince Karvas' sword and belt, together with the following:

- Bow
- 6 Arrows
- Enough food for 1 Meal
- Spear
- Axe

Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in your hand, you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.

Turn to 169.

151

Plainly the nomad's meat is rotten to the bone. So, too, is most of the other food that is displayed on the trader's stall. You agree with the nomad that the meat is unfit to eat, and immediately the trader denounces you. Loudly he accuses you of being tricksters, conspiring together to cheat him out of his wares. He shouts for the Holtors — the market guardsmen — demanding they come and arrest you all.

Karvas suggests that now may be a good time to leave Jaroc. You nod in agreement. Together you turn your horses away from the trader's stall and canter back through the crowds towards the palisade. As you approach it, you see two portly armed guards hurrying to shut the gate.

If you possess Kai-alchemy and wish to use it, turn to 87.

If you possess Elementalism and wish to use it, turn to 22.

If you possess neither of these skills, or if you choose not to use them, turn to 189.

152

The lightning bolt hits the skyship's hull directly below the helm, rendering you unconscious as the concussive force of the blast is transmitted upwards through the deck (lose 6 ENDURANCE points).

On regaining consciousness you discover that the Starstrider is now more than three miles clear of the fissures. As your vision slowly clears you see that Acraban has taken control of the wheel. He smiles when he sees that you are still alive. You notice that he looks gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies. As you stagger to the helm you sense that the steering has become more erratic. The Starstrider has lost altitude and her deck is starting to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright.

‘We have lost one stabilizer and the other is badly damaged,’ says Acraban, grimly. ‘I have done all I can to repair it but I fear it will fail us at any moment. Without stabilizers we cannot stay airborne.’ Acraban orders his crew to prepare for a crash landing. Some of the young men tie themselves to the ship's mainmast, while others brace themselves against the rails and place their fate in the hands of the Goddess Ishir. Prince Karvas has found refuge in a rope locker which is bolted to the main deck. He lifts the lid and calls out to you to join him for there is sufficient space for two inside.

If you wish to climb into the rope locker alongside Prince Karvas, turn to 79.

If you choose to stay with Acraban at the ship's helm, turn to 199.

153

You and Karvas retrieve your tickets and present them to the guardsmen. As one guard takes them from you, the other tells you to leave the docking area as quickly as you can. ‘Keep this line moving,’ he bellows, and hurriedly you obey his command.

Turn to 12.

154

You are getting ready to cross the street to the building's side door when suddenly the tower bell starts to toll. A few minutes later you see a long line of black-clad figures, mostly soldiers, come walking in single file towards the building. Two great doors swing open to receive this procession and you catch sight of the building's cavernous interior. It is richly appointed with tapestries and golden ornaments, yet, despite its beautifully crafted opulence, you feel nothing but revulsion. Your Kai senses inform you that this place is a temple wholly devoted to the worship of an evil deity.

As soon as the procession has entered, the doors are slammed shut and the bell ceases to toll. Shaken but undeterred by what you have witnessed, you leave the warehouse and hurry across the street. The side door is unlocked and you open it and slip inside the small circular antechamber which lies beyond. Here you discover two further doors. You sense that one of them leads directly to the hall of the temple, for you can hear a dull chant arising from the congregation that has gathered there. The other door leads to the stairs of the bell-tower, but you quickly discover that this portal is securely locked.

If you possess Grand Nexus, turn to 66.

If you do not possess this skill, turn to 197.

155

You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses, until you reach a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as you ride across the square and enter Shaney Street, a paved avenue that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past. The centre of the bridge is blocked by a rickety cart parked deliberately to stop traffic from passing freely, and leaning against it is a man clad in chainmail armour. He sucks at an unlit pipe and narrows his bushy-browed eyes as you approach.

‘Bridge toll!’ he snaps, and thrusts out a calloused palm, inviting payment. ‘40 Lune … and no arguing.’

If you possess 40 Lune (or its equivalent, which is 10 Gold Crowns) and wish to pay this toll collector, turn to 221.

If you do not possess 40 Lune (10 Gold Crowns), or if you refuse to pay this excessive toll, turn to 254.

156

At first your senses lead you to believe that a tempest is brewing, that the fluctuating air pressure is merely the prelude to a violent electrical storm. You magnify your vision and scan the horizon in sure expectation, but, to your surprise, you see neither lightning bolts nor storm clouds in the far distance. Then your Kai senses detect the source of the shifting pressure: it is coming up from the ground.

Rapidly the blanket of cloud below the keel dissipates to reveal a stark landscape of black volcanic rock. It is scarred by deep chasms and fissures, some of which emit jets of steam that roar skywards to buffet the hub of the Starstrider as it passes by. These colossal jets condense to form strange green-grey clouds which slowly drift and tumble back to the ground. One such cloud forms in the air and begins to fall on a collision course with the ship. Acraban sees the threat and he orders Kuo, his helmsman, to descend 300 feet in order to evade the falling cloud mass. As he obeys the wizard's command, you sense suddenly that this manoeuvre could place the ship in greater danger, from the roaring jets of steam.

If you wish to tell Acraban to cancel his last command and order the helmsman to climb 300 feet instead, turn to 98.

If you decide it is best to leave the steering of the skyship to Acraban and his crewmen, turn to 290.

157

You rush across the road and run headlong into this crowded alleyway. It is packed with citizens who are hurrying towards the citadel to find out why the alarm bell is tolling. You push your way through them until you come to a junction where a wider passage crosses from left to right. A scream from the right draws your attention and you turn to see two lancers on horseback at the far end of the passage. They see you and they come riding along the narrow thoroughfare at an ever-increasing pace. Terrified Cavalians press themselves to the walls or scramble over gates to get out of their way as they charge along the passage with their lances levelled.

Karvas draws his sword and braces himself to meet their attack head-on. ‘I'll take the one on the left!’ he shouts, defiantly. You look around you for a way to evade the charging lancers but every exit is now blocked by crowds of frightened citizens.

If you possess Kai-alchemy and wish to use it, turn to 191.

If you possess Magi-magic and wish to use it, turn to 305.

If you possess a Bow and wish to use it, turn to 286.

If you possess none of these skills, nor a Bow, or if you choose not to use any of them, turn to 137.

158

Bravely your horse obeys your command and he leaps through the fire to land surefootedly on the trail beyond. The flames scorch your skin, yet your protective Magnakai skill of Nexus prevents you from sustaining any lasting injury. However, your horse is less fortunate. His flanks and belly are badly blistered by the fire. Mercifully, you ease his pain and heal his singed flesh through the swift use of your Magnakai Curing skills. (The speedy use of your innate skills to heal your mount costs you 2 ENDURANCE points.)

To continue, turn to 285.

159

The pitiful shrieks and groans of fallen men echo in your ears as you struggle to get back on your feet. ‘Stay with me, sire,’ you say to Karvas, as you scurry across the paddock and take cover behind a fence post. There is a lull in the carnage when your cowardly attackers pause to reload their crossbows, and you take full advantage of this momentary respite. You signal to Karvas to follow as you leap up and sprint from the paddock to the open doorway of the stables close by.

As you rush through the doorway you are brought skidding to a halt when you are confronted by seven armoured knights. Your stomach churns when you see that they wear the eagle's-head emblem of Sadanzo upon their surcoats. Their presence here makes you realize that they have been following your trail ever since your daring escape from Cavalia. The delay that you experienced at Varedo bought them the few hours they needed in order to get ahead of you and set up their deadly ambush.

‘Farewell, Prince Karvas!’ growls a knight, his guttural voice partially muffled by the iron strips that criss-cross the visor of his iron helm. He raises his gleaming axe and all seven warriors rush forward and attack you simultaneously.

Sadanzo's knights: COMBAT SKILL 45   ENDURANCE 38

You cannot evade this combat, but you may add 5 points to your COMBAT SKILL for the duration of this fight as Prince Karvas is fighting at your side. If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate COMBAT SKILL bonus for fighting at night.

If you win the combat, turn to 108.

160

You run past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the city's west quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters.

The avenue leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

161

You smile at the knight and pull open the flap of your Belt Pouch to reveal some of the coins inside.

‘Perhaps I may offer a donation, my lord?’ you say. ‘Call it a gesture of our gratitude for the fine work you and your men are doing to ensure that the highways of Cavalia are kept clear of cut-throats and robbers.’

You scoop some coins from your pouch and cup them in your hand.

If you possess any Torqs, turn to 236.

If you do not, turn to 19.

162

‘It is I, my lord Marshal,’ says Karvas. ‘Do you not recognize me?’

‘Prince Karvas! By the gods, how can this be?’ exclaims Marshal Phedros. ‘This wine must have addled my brain, for Karvas dwells in exile. You cannot be him. This is another of Sadanzo's foul tricks, I'll be bound.’

Karvas pulls up the sleeve of his tunic and advances towards Phedros to show him the crescent-shaped birthmark on his wrist. But Phedros, his senses wine-dulled, mistakes his advance for an attack. ‘Seize them!’ he bellows, and immediately four of the Marshal's bodyguards emerge from the shadows of the mess hall. Two of them wrestle Karvas to the ground, while the others come rushing at you with their swords drawn. Rather than risk the Prince's life by resisting these guards, you raise your hands in surrender. Karvas begs Phedros to believe that he truly is the Crown Prince of Siyen. He asks that he be allowed to explain how he returned to his homeland, but Phedros refuses to listen to his pleas. He calls for more guards and he commands them to confiscate your Weapons and equipment. Then you are both taken to the barracks' cells where you are placed in irons.

It is in the early hours of the morning when the cell door bangs open and in shuffles Marshal Phedros in the company of Baron Sadanzo and a dozen of his robber knights. The Baron cackles with glee when he sees Karvas chained to the wall. He takes a glowing green gem from the pocket of his ermine robes, and immediately your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over Phedros' mind.

‘So, Marshal Phedros,’ says Sadanzo, in a quiet, silky-smooth voice that is chillingly evil, ‘this is the impostor and his accomplice. Pray tell me, my lord, what is the punishment for impersonating a member of the Royal household?’

‘It … is … death,’ croaks Phedros. By the forced sound of his voice you can tell that the Marshal does not speak of his own free will.

Prince Karvas rails against his shackles and shouts out in protest, but the gem flares in Sadanzo's hand and instantly Karvas ceases to speak or move. Your Sixth Sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem, a power that has rendered Karvas incapable of speech or movement.

‘Well, my loyal knights,’ says Sadanzo, addressing his gloating henchmen, ‘did you not hear the Marshal? The punishment for their crime is death.’ The Baron looks at you and Karvas and a malicious smile spreads slowly across his taut, cadaverous face. ‘By the power invested in me as King of Siyen, I sentence you both to death. Sentence to be carried out … at once!’

And with these fateful words ringing in their ears, the robber knights unsheathe their swords and move forward to carry out the Baron's order of execution. Mercifully, death is swift for you both.

Tragically, your life and your quest end here in the cells of the Royal Cavalry Barracks of Siyen.

163

You reach the top of the wall and are settling your feet securely between the spikes in readiness to leap into the training field that lies beyond, when suddenly you see a guard standing directly below. Alerted by the sound of your feet scraping the crumbling brickwork, he has come to investigate. A dagger is raised in his hand and, the moment your eyes meet, he hurls this blade at your chest.

If you possess Magi-magic, turn to 216.

If you do not possess this Discipline, turn to 107.

164

Your Kai Sixth Sense prompts you to retrieve the horn from your Backpack. The pain in your head is growing more intense, and you can see that Prince Karvas is so badly affected that he is close to falling from his saddle. Yet, the moment you blow the horn, the pain subsides. No sound issues from this golden horn, yet your senses detect it has the power to counter the psychic assault you are suffering. Prince Karvas revives and he is able to pull himself upright on his horse. The hunters, however, do not fare as well. The psychic assault that they inflicted upon you is turned back on them by the power of your horn. You watch with grim satisfaction as they wheel their horses about and gallop away, desperate now to put distance between themselves and the piercing sound of your horn which is filling their heads with an agonizing clamour.

Turn to 144.

165

‘Well met, my lords,’ calls the ginger-haired magician as he waits on the quayside for you and Lord Zinair to disembark. As you descend the gangplank, you are struck by the young man's resemblance to Melchar, the journeyman whom you met in Caeno during your long voyage south to the Isle of Lorn. As you step ashore, the magician greets you with a broad smile and a firm handshake.

Illustration X—The magician greets you with a broad smile and a firm handshake.

‘I am Acraban, of the Brotherhood of the Crystal Star. I had not expected we would rendezvous so soon. I arrived here myself only this morning aboard my skyship Starstrider,’ he says, earnestly. His facial similarity to Melchar is so striking that you feel compelled to ask if he knows of the journeyman. ‘Why, yes, Grand Master. Melchar is my brother. On his return from Caeno he told me all about your escapades at the races there. I have looked forward to meeting you in person.’

Then the young magician excuses himself before turning away to face his flying ship. He raises his right hand and a shimmering blue flame suddenly engulfs his open palm. From the rear deck of the hovering skyship you see a flashing pinpoint of light. It is an acknowledgement of Acraban's signal to his watching crew that you have arrived.

‘Come, my lords, let us return to the Starstrider. We have much to discuss and time is precious.’

Turn to 90.

166

You run your eye over the items stored on the dusty shelves, and note that their prices are displayed on small scraps of parchment attached to them by twine. Only the following items are worthy of your interest:

- Meals — 4 Lune (each)
- Arrows — 4 Lune (each)
- Rope — 8 Lune
- Lantern — 8 Lune

- 1 Potion of Alether — 12 Lune (increases COMBAT SKILL by 2 for the duration of one combat only)

- Quarterstaff — 20 Lune

- Bow — 32 Lune

The trader will accept Gold Crowns in payment for any of the above items, at the rate of 1 Gold Crown for 4 Lune. He will not accept Ren.

If you wish to purchase any of the above items, make the appropriate adjustments to your Action Chart.

To leave the trading post, turn to 58.

167

You offer the ticket seller half of the money in your Belt Pouch, but he refuses to accept this generous bribe. It is all or nothing. Disgusted by the man's shameless greed, you leave the jetty and hurry to the tavern in the hope that you will be able to purchase some tickets there.

This riverside inn is in urgent need of some paint and repair, yet for all its shabby outward appearance it is a very popular tavern. Its taproom is filled to overflowing with customers. The sound of lyre and pipe music mingles with the chatter and raucous laughter of its patrons, many of whom are river travellers bound for Seroa within the hour. You push your way through the noisy crowd and climb a flight of stairs that give access to rooms on the upper storey. From the top of the stairs you are able to get a better view of the crowded bar room. Karvas points out two men who are standing at the tavern counter. They are dressed in dandified court costumes and they wear Sadanzo's eagle's-head emblem pinned to velvet berets that are resting on their coiffured heads.

‘I'd wager those two dandies have tickets for the riverboat,’ says Karvas, conspiratorially. You focus your concentration on the two men and your Kai Sixth Sense confirms that the Prince's assumption is correct.

If you wish to approach them and offer to buy their riverboat tickets, turn to 17.

If you wish to wait outside the tavern and approach the men when they leave, turn to 111.

168

The smooth surface of the tower wall proves to be more difficult to climb than expected. You come to within an arm's length of the window ledge before your fingers slip and you fall into the street, striking your head on the cobblestones as you land heavily on your back: lose 3 ENDURANCE points.

When the throbbing pain in your skull diminishes to a dull ache, you make a second attempt to reach the window. This time your efforts are rewarded. On reaching the window, you haul yourself through its open frame and drop down onto the steps of a stone stairway beyond. This circular staircase leads to the top of the tower and offers you a magnificent view of the city. Aided by your night vision, you are able to locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs and return to the window. Once more you use your climbing skills, this time to make a speedy descent to the street below.

Prince Karvas is delighted to hear that there are stables in the city, and he insists that you set off for them at once. He is leading the way out of the warehouse ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.

Turn to 100.

169

You climb the steps to a landing on the level above where you hear loud voices and raucous laughter echoing from an archway. A glance through the arch reveals the chamber beyond to be a guards' dormitory and mess hall. Over a dozen citadel guards and gaolers are gathered here, celebrating the capture of Prince Karvas with a cask of strong mead provided by the Knight Bachelor.

You continue up the circular stairs to the next level where you discover a hall that is lined with stands of armour and hung with tapestries. You remember being brought along this hall on the way to the dungeons, and you hurry through it to a pair of stout oak doors at its far end. To your disappointment you discover the doors are locked and bolted from the other side. At first there appears to be no other way out of the hall. Then your keen eyesight detects that one of the tapestries is moving slightly and, when you pull it aside, you discover a narrow archway and a flight of stairs leading up to a burnished iron door. As you climb towards the door, you see a small lever set into the centre of its shiny, smooth surface.

If you possess Grand Pathsmanship and Telegnosis, turn to 349.

If you possess Kai-alchemy and wish to use it, turn to 91.

If you possess none of these skills, or if you choose not to use them, turn to 229.

170

Slowly you step away from the boulder and motion Acraban to follow as you descend the steep trail to the beach. Prince Karvas walks towards you, his right hand resting purposefully on the hilt of a short sword sheathed by his side. Despite his dishevelled appearance, he moves with a proud aristocratic gait that reveals his noble ancestry.

With a polite formality usually reserved for the King's court and council chambers, Acraban bows to the Prince and makes his introductions. In sober tones he informs him of the unhappy events which have transpired in Siyen, events which have brought you both to Sheasu in search of him. Prince Karvas is saddened to hear of the death of his father. He glances at the mound of sand close to the base of the trail and you notice a tear in his eye. Lying alongside this mound is a plank of driftwood carved with the name Amarelda. It marks the last resting place of the Prince's young wife.

‘This is bitter news you bring, my lords,’ says Karvas, his sonorous voice wavering with emotion, ‘for my grief is doubled. I have now lost my wife and my father — the only two people I have ever truly loved.’

You and your companion offer the Prince your deepest condolences, and Acraban suggests that perhaps it would be best if you all left the beach. Karvas nods his consent and together you climb the trail back to his house atop the cliffs.

Over a cup of berry wine, Prince Karvas tells you the story of how he came to Sheasu to live the life of an outcast. A decade earlier, during a chance encounter in a foreign court, he had met and fallen helplessly in love with Princess Amarelda — the daughter of the King of Lunarlia. She, too, had fallen for him, and had accepted his offer of marriage. For centuries the neighbouring lands of Lunarlia and Siyen have been enemies, yet the sudden prospect of a marriage between Prince Karvas and Princess Amarelda promised to put an end to many years of rivalry and bloodshed. At first his father, the King of Siyen, approved of their union. But later he changed his mind and forbade his son to marry her on pain of exile. Karvas defied his father and was forced to leave his homeland. He travelled to Sheasu where he was later joined by his beloved Amarelda. She, too, had disobeyed her father's command and had been cast out for her act of defiance. Karvas talks fondly of the years they spent here alone together. Then, with sadness, he tells you that she recently fell ill with a fever from which she never recovered. For more than a month she fought the illness until, only three days ago, she passed away quietly in her sleep.

The news that Baron Sadanzo plans to steal his birthright enrages the Prince. For years he has blamed the Baron for his exile, for he alone openly opposed the marriage that would have healed the rift between Lunarlia and Siyen. Karvas is convinced that the Baron turned his father's mind with sorcery, and he agrees readily to leave Sheasu and journey with you aboard the Starstrider to Seroa to thwart Sadanzo's plan. The Prince's willing acceptance to return to his homeland raises your spirits. Acraban proposes a toast to the future King of Siyen and Karvas accepts the gesture in good humour. Then Acraban imparts the glad news to Lord Zinair by means of the seeing stone given to him by the elder magician. Zinair, who is sailing back to Suhn, congratulates you both for successfully finding the exiled Prince and he wishes you all a safe and speedy air voyage to Siyen.

Turn to 63.

171

You take it in turns to keep watch throughout the night in case a pursuit party is sent from Cavalia to track you down. Fortunately, the night passes peacefully and you leave the wood shortly before dawn. As the sun crests the eastern horizon, you see a signpost at the roadside which says: ‘VAREDO — 150 miles’.

‘Normally one could expect to reach Varedo in three days by horse,’ says Karvas, ‘but if we use every hour of daylight and rest our mounts briefly, every hour, we may be able to cover the distance in half the time.’ Mindful that you now have only nine days in which to reach Seroa to be in time for the crowning, and wary that a pursuit party could still be sent from Cavalia to hunt you down, you spend this day in the saddle riding as far and as fast as your horses are able. By nightfall, you have made excellent progress and you are confident that the threat from Cavalia is no more. You camp for the night beside a stream and, before you sleep, you use your Magnakai skills to assist the horses to recover fully from their hard day's ride.

The following day is spent crossing the seemingly endless Lucien Plain, the monotony of the grasslands broken only occasionally by an isolated hamlet or farmstead. You have no need to approach these settlements for the rich prairie yields enough game to keep you well fed while you are on the move. It also provides surplus food equivalent to 2 Meals (adjust your Action Chart accordingly if you wish to keep one or both of these Meals).

During the afternoon, you see a group of riders approaching from the north, from out of the wooded foothills of the Ioma Range. You magnify your vision and your stomach churns when you see that they are carrying spears which display the black eagle's-head pennant of Baron Sadanzo. You focus your Kai senses upon this distant group of riders and detect that they are not soldiers. They are a hunting party seeking wild deer. The open plain offers no place to hide from these approaching horsemen and the lack of cover makes you feel especially vulnerable. You remain stationary for a few minutes while you watch them draw closer. You are hoping that they are too preoccupied with their hunt to pay you any attention. However, you soon realize that they have lost the trail of their wild deer and have decided to track new quarry — you and Karvas.

If you wish to stand and face this hunting party, turn to 93.

If you wish to attempt to evade them, turn to 277.

172

You launch a pulse of mental energy at the archer and it sears his mind (use of this Grand Master Discipline costs you 1 ENDURANCE point). The man screams and recoils from the sudden pain that has invaded his head. As he falls backwards, he releases his arrow and it arcs through the air to shatter uselessly against the wall of the stables.

Karvas leaps into the saddle and you toss him the reins. With a cry of elation, you wheel your horse about and spur him towards an avenue on the east side of the square. You and the Prince gallop side by side along this broad thoroughfare as fast as your mounts will carry you, trampling any Bakhasian who is foolish enough to stand in your way. The road leads directly to the city's east gate where a bell is tolling loudly. A crowd of militiamen have gathered at the gate, summoned from their beds by the alarm, but they are without their officer and in the chaos and confusion they have forgotten to close the gate. They scatter in all directions as you thunder along the avenue towards them and you are able to escape through the open archway without challenge.

Whooping with excitement, you race away from Bakhasa along a dusty trail that heads towards the foothills of the Dammerdon Mountains. You glance to your side and see Prince Karvas punch the air victoriously. Clearly he is as excited by this daring escape as you are; he has a grin fixed to his sweat-streaked face that stretches from ear to ear.

The strong Bhanarian stallions carry you swiftly into the foothills and never once do they falter in their stride nor slacken their impressive pace. Only when you can no longer see the lights of Bakhasa do you let them slow to a canter. For more than an hour you travel the trail as it meanders through pine-covered hills and shallow valleys. The night sky is clear and the way ahead is illuminated by bright starlight. When you come to a shallow ford that crosses a fast-flowing stream, you stop here awhile to let your horses drink their fill.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 323.

173

‘So you're on your way to Seroa, eh?’ says the Knight Bachelor. ‘If you are there in time for Harvestmas then you'll see the crowning of Baron Sadanzo. I only wish I could be there myself to celebrate that happy day. Alas, someone must remain to protect Cavalia while our master, our future king, is away.’

Karvas asks the young knight why he and his men are wearing the crown of Siyen upon their shields and surcoats. ‘I thought,’ he says, taking care to mask his native Siyenese accent, ‘that it is customary here in Siyen for only soldiers of the King's Guard to wear the royal crown? Is it not so?’

The Knight Bachelor glares at Karvas and you sense that the Prince's comments have stung him. ‘Our master is … will be … the King of Siyen,’ he blusters. ‘There is no other who claims the throne of our realm. We wear the crown in honour of his right to ascendance. Perhaps you foreigners oppose our Baron's right?’

The Knight Bachelor stares accusingly into your eyes. When he gets no reaction, he jerks his head back to Karvas and fixes the Prince with the same cold, unblinking gaze. Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. Unwittingly, Karvas has insulted his honour and, to save face in front of his men, he is thinking of arresting you both on the suspicion that you are spies. You know that you must act swiftly if you are to avoid this.

If you wish to apologize to the Knight Bachelor and tell him that your companion did not mean any insult by what he said, turn to 95.

If you wish to offer the Knight Bachelor a bribe in the hope that he will allow you and Karvas to go on your way, turn to 161.

174

You gallop out of the courtyard amid a hail of bolts, and race east along the forested hill trail. The Cavalian crossbowmen have hidden their horses in the woods surrounding Baron Jayde's chateau, and when they see you escaping, they quickly abandon their positions around the courtyard wall and mount up to give chase. Your daring escape puts you more than a mile ahead of your ruthless pursuers, but this trail is difficult to ride at night for you are guided only by the light of the moon. You have little difficulty keeping your horse to the twisting trail for you are aided by your Kai night vision, but Karvas is not so fortunate. Some parts of the trail are covered by a thick canopy of branches which shut out the ashen moonlight. Whenever you pass through these sections, Prince Karvas is plunged into darkness and he is forced to slow his pace dramatically. Rather than risk having him lose the trail completely and crash headlong into the trees, you call to him to leave the trail at a place where it passes over a wooden bridge. You hide with your horses beneath this bridge and wait for the Cavalians to pass. You hear their horses' hooves thunder across, but you do not emerge when they have gone. Patiently you wait, and within the hour you hear them returning. They have lost your trail and they are going back to Baron Jayde's chateau in the belief that you have slipped past them and doubled-back to rescue the few wounded troopers who survived the ambush.

The Cavalians return across the bridge, and when you can no longer hear their horses, you emerge from your hiding place and continue east along the trail. During your night ride to Oberra, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Shortly after daybreak, you emerge from the dense timberland and pass through a region where the hills are given over to the cultivation of grapes and vines. During the day, you and Karvas take it in turns to sleep in the saddle. While one is asleep, the other leads his companion's horse by the reins. By this method you are able to overcome the fatigue of your recent ordeals and still make good progress along the trail to Oberra.

It is early in the morning, four days before Harvestmas, when you crest a ridge of high ground and see Oberra in the distance. This populous city nestles in a bowl-shaped valley at the eastern edge of the Lucien Hills, where the uplands meet the softly undulating flood plains of the River Seroa. Prince Karvas tells you that his old tutor, Florin Sainus, resides in Oberra. He proposes that you ride to the city and visit his house in the northern quarter. Karvas is confident that Sainus will help you reach Seroa in time for the crowning. Your spirits are lifted by this welcome news, and you ride with renewed vigour until you reach the gates of Oberra late in the afternoon.

Turn to 280.

175

The tower wall is constructed from smooth blocks of lemon-yellow stone, perfectly fitted in unmortared joints. You commence your climb towards the open window with confidence in your natural agility, but you soon discover that the smooth wall offers very few places for your fingers and toes to find purchase.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE points score is 15 or lower, deduct 1.

If your total score is now 4 or lower, turn to 168.

If it is 5 or higher, turn to 294.

176

Moments after you land your killing blow, your enemy's magical sword flares up and disappears in a puff of vile-smelling vapour. The fighting has been heard throughout the tavern and a group of anxious locals, led by the tavern-keeper and armed with pitchforks and staves, are gathering outside in the courtyard. Rather than attempt to reason with them, you and Karvas saddle two fresh horses and gallop out of the stables as fast as you can. The tavern-keeper and his patrons scatter in all directions to avoid being trampled as you race across the courtyard and escape onto the highway beyond.

Despite the fatigue of your deadly combat, you force yourselves to ride all night. Early next morning, you stop to rest in a small coppice that borders the highway. You are exhausted, but before you sleep you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 267.

177

The Prince's scream came from the south side of the hall. As you run towards it, your heart misses a beat when you see that a large section of the stone flooring has collapsed. With trepidation, you reach the edge and look down into a yawning hole. Prince Karvas is hanging by one hand to an outcrop of jagged rock some 15 feet below. Over 100 feet below his dangling legs there rages an underground river, swollen by the flash flood.

Illustration XI—Prince Karvas is hanging by one hand to an outcrop of jagged rock.

‘Hold on, sire!’ you shout in desperation, as helplessly you watch his bruised fingers slowly losing their grip.

If you possess Kai-alchemy and wish to use it, turn to 110.

If you possess a Rope and wish to use it, turn to 13.

If you do not possess this skill or this Backpack Item (or if you should decide not to use either of them), turn to 326.

178

Beyond the draperies you find a circular chamber with a polished wooden floor. The dark oak surface is inlaid with lighter woods which form intricate pentagrams and other mystical patterns. The walls are lined with shelves which store a vast number of books, scrolls, and parchments. Your Kai senses warn you that these are works of great evil; it is a library of sorcerous manuals and tomes of worship dedicated to Naar. Prince Karvas is repulsed by the sight of this evil repository. It confirms the suspicion he has held for many years, that Baron Sadanzo is a secret disciple of the Dark God.

You scan the walls and your Kai senses reel in the face of the evil that festers here. Your instincts tell you to destroy these vile works, to put them to the torch, yet to do so could jeopardise your chances of making a successful escape from the citadel. Rather than take that risk you decide to leave this evil library at once, but as you are retreating towards the archway you notice a square plate of steel sandwiched among the books on a middle shelf. A closer look reveals it to be the door of a wall safe. There is a dial at its centre, similar to the cylinder lock which secured the door to your prison cell. Your Sixth Sense reveals that only two digits are required to open this safe.

The first number in the sequence is equal to the number of bonus points added to COMBAT SKILL when the Kai Weapon ‘Alema’ is used against undead enemies. The second is equivalent to half of the Starstrider's full complement of crewmen (not including Acraban).

When you think you know the two-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.11

If you are unable to determine the correct solution, turn instead to 258.

[11] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

179

It is a struggle to keep the skyship on a straight and level course for she is veering continually towards starboard. To counter this persistent drift you pull the wheel hard over to port, but the effects of her damaged stabilizer are unpredictable, making it almost impossible for you to maintain sure control of the helm. You over-compensate for the drift and quickly find yourself directly above the left-hand fissure, gliding helplessly into the path of a cluster of soaring energy bolts. Desperately you pull the wheel hard over to the right to avoid a collision but it is already too late. One of the powerful bolts strikes the hull and a stunning flash of white light obliterates your senses.

Pick a number from the Random Number Table.

If the number you have picked is 0–2, turn to 152.

If it is 3 or higher, turn to 338.

180

Word of the shrine's destruction spreads quickly. Within minutes of your escape, the sleeping city is rudely awakened by a cacophony of alarm bells and discordant horns. Search parties are mustered and soon the major avenues of the city echo to a new sound — the tramp of vengeful patrols dispatched to track you down. By using your advanced Kai tracking skills and taking care to avoid the main thoroughfares, at length you are able to reach the stables that you saw from the top of the temple bell-tower. From the cover of a cart parked across a square from its double-gated entrance, you observe the building and the passing patrols and wait patiently for the commotion to die down.

The stables are surrounded by a high brick wall topped by a row of foot-long spikes embedded in mortar. A sign hangs above the main entrance that reads TEHDA STABLES. The tolling bells have roused the stable guards and this entrance is now heavily guarded, as are three smaller entrances set at intervals along its perimeter wall. Only one door has no armed guard posted before it, but when you magnify your vision you quickly see why this is so. It is secured by three steel bolts and a heavy iron lock.

If you possess a Tehda Key, turn to 136.

If you do not possess this Special Item, turn to 274.

181

‘Perhaps I have not made myself clear,’ says Karvas, his voice now deep and menacing. ‘My friend and I need your tickets. Kindly hand them over without a fuss.’ The Prince pulls his sword a few inches from its scabbard to reinforce his demand.

Normally these two fops would blanch and faint in the face of such an open threat, but a night spent drinking at the tavern has filled them with liquid courage. The taller man stares Karvas defiantly in the eye and then he begins to shout at the top of his voice: ‘Robbers! Footpads! Cut-throats!’

Karvas reacts instinctively. He punches the dandy squarely on the jaw and leaves him sprawled unconscious on the ground. His stout companion freezes and his mouth drops open with shock. Before he, too, can scream out in alarm, you knock him out with a sharp blow to the nape of his neck.

Quickly you drag their bodies into the alleyway and rifle their pockets in a search for their tickets. Karvas finds both of them in the jacket pocket of the stout lordling, and he hands one to you. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep in the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having now obtained what you need to reach Seroa by boat, you leave the alleyway and hurry back to the jetty.

Turn to 2.

182

While observing the soldier who is seated in the alcove to the right of the city gate, your keen eyes notice that beneath his bench there rests a small pot of ink, a feathered quill pen, and a large leather-bound book for the recording of tolls and charges. Using your power of Elementalism, you focus on the quill pen and cause its feathers to ignite spontaneously. Within a matter of seconds the flames spread to the vellum pages of the book and the hem of the soldier's woollen cloak. With a scream of shocked surprise, the guard leaps to his feet and fumbles to unfasten the clasp of his burning cloak. As the other guards desert their posts and rush to his aid, you motion to Prince Karvas to follow your lead. Swiftly you climb out of the ditch and hurry towards the now unguarded entrance.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or less, turn to 29.

If it is 4 or more, turn to 248.

183

You are desperate to keep ahead of the herd for fear of being trampled under their pounding hooves. Yet, as you approach the fast-flowing river, you are forced to tug hard on your horse's reins to slow him to a walk. The bank ahead is steeply undercut. If you were to rush headlong over the edge, you and your horse would plummet more than 20 feet into the rushing river.

Fortunately, Karvas reacts swiftly when he sees you slowing your horse and he is able to rein in his mount behind you. Following your lead, he coaxes his horse over the edge of the steep bank and he is able to control his descent down the bank towards a narrow strip of muddy clay at the water's edge. Above you, the leading fanji come thundering over the edge to tumble into the river with a mighty splash. They barely break the surface before they are swept downstream by the strong current. More than a hundred fanji crash into the river and are washed away before the remainder of the herd comes to a halt. You coax your horse forward and for two miles you keep him to the narrow strip of sticky soil which borders the river, until you reach a place where the steep bank tapers away to a gentle incline. Here, you are able to leave the river and climb the bank to the grassy plain. As you crest the top of the bank, you see the remaining herd scattering in all directions as, relentlessly, the hunters pursue them.

To continue, turn to 80.

184

The troopers tie your hands with cord before they take you and Karvas to Cavalia under close escort. As you ride through the city's grand west gate, the guards on duty here come stiffly to attention. The Gate Sergeant salutes the Knight Bachelor with great exaggeration, and some of the older guards bow and doff their helmets as he passes, but their actions are not born of a respect for him or rank. You sense that they despise the haughty knight, and this is their way of mocking his insufferable arrogance.

Beyond the gate, you enter a wide avenue flanked by a well-ordered collection of houses and richly-appointed public buildings. Cavalia is a wealthy city, yet many of the citizens that you glimpse in passing have a strained and uneasy look about them. At length you arrive at a fortified citadel — a huge, square, moated edifice built on four levels around a central courtyard. Its upper floors contain the Baron's luxurious personal chambers, as well as other apartments used by those who have his favour. The middle level is occupied by provincial officials and the ground floor by the Citadel Guard. There is also an underground level, which is used for the imprisonment and torture of Sadanzo's enemies. Vaingloriously the Knight Bachelor leads his horsemen across the citadel drawbridge and through a torchlit tunnel that gives access to the central courtyard. Here, you and Prince Karvas are pulled from your saddles by Citadel Guardsmen and dragged away to the dungeons where you are thrown into a dark, windowless cell.

If you possess Grand Weaponmastery and have attained the rank of Kai Grand Sentinel, turn to 306.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 113.

185

You draw your Kai Weapon and touch the surface of the emblem with its gleaming blade. Instantly the concealed panel slides away to reveal a recess which contains a dagger crudely carved from a strange, scarlet-veined stone. Its rough-hewn blade is stained with dried blood and your stomach churns when your Sixth Sense detects that it has been used for human sacrifices.

(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item.)

To continue, turn to 329.

186

As the last of the huntsmen falls from the saddle, run through by Karvas' sword, you hear the rumbling sound of hoofbeats approaching from the north. The remainder of the Inquisitor-major's hunting party is galloping towards you, drawn by the sounds of combat and the dying screams of their confederates. You warn the Prince and he sheathes his sword and follows as you gallop away along the road, heading east towards the city of Varedo.

Turn to 55.

187

You spend the evening aboard the Starstrider in the company of your two companions. In the comfort of Acraban's quarters, you study charts and maps of the Isle of Sheasu in preparation for tomorrow's voyage. The northern coastline stretches for more than 200 miles and it is indented with hundreds of bays and tiny inlets. Searching this territory for Prince Karvas' home will be a difficult task, yet, thanks to the Starstrider, not an impossible one.

Lord Zinair gives Acraban a small seeing-stone, one of a pair that he possesses. It will enable him to stay in contact with the elder magician and inform him when the Prince has been found. Lord Zinair has decided it is best that he go back to Suhn aboard The Azaktana. He has fulfilled his promise to Lone Wolf that he would escort you swiftly and safely here to Mydnight, and the time has now come for him to return to his ambassadorial duties. Before he leaves for his ship moored in the harbour, he wishes you both a swift, sure, and successful voyage.

‘I look forward to the day we shall meet again, my lords,’ he says. ‘Though I shall not be with you in body, my spirit will travel with you all the way to Seroa. Good luck and godspeed.’

You rise before daybreak and as the first rays of the morning sun creep over the horizon, you hear Acraban giving the order to commence the voyage north. From the forward deck rail you watch in fascination as the hovels and harbour of Mydnight slide gently away beneath the keel. The hum of the skyship's engine increases in pitch as it steadily gains speed and altitude, until soon all you can see are the hills and valleys of Sheasu whirling past far below.

The flight to the north coast takes a day to complete. Upon arriving in this remote region you soon realize that the shoreline will prove more challenging to explore than had been expected. Much of the coast is forested, and there are countless miles of undercut cliffs and steep ravines that could keep entire villages hidden from the air. For two days the Starstrider follows the coastline with all hands on lookout duty, yet no human habitation is sighted. It is not until the afternoon of the fourth day of your voyage that your luck changes for the better. An eagle-eyed crewman on the forward deck spots a tiny clearing on a wooded peak overlooking a crescent-shaped bay. You magnify your vision and see, in the centre of this clearing, a single-storey house with a split log roof, surrounded by animal pens and shelters. You feel sure that you have found the Prince's retreat and you ask Acraban to bring the skyship down within a mile of the settlement so as to avoid the risk of frightening him away. He complies, and within a matter of minutes the Starstrider is hovering above the tree-line less than a mile from the clearing. Acraban hands over command of the skyship to Gora, his bo'sun, and then you and he are lowered to the ground in the boarding cage.

After landing, you quickly discover a narrow trail that wends its way through this thickly-wooded headland. You volunteer to take the lead and you follow this track as it meanders towards the clearing. Wind whistles through the surrounding pines but the timberland itself is strangely silent; you can hear no sound from the beasts and birds that dwell herein.

If you possess Grand Pathsmanship, turn to 214.

If you do not possess this Discipline, turn to 315.

188

You take a scroll, one of many that are crammed between the books that line the surrounding shelves, and you place it in the empty safe. Then you recite the words of the Brotherhood Spell Lightning Hand and point your right index finger at the scroll. An arc of crackling fire jumps from your hand and ignites the yellowed parchment, causing it to burn fiercely. You wait for a few moments until all that remains of the scroll is a layer of flaky ash, and then you slam shut the door and spin its dial. Now, should Sadanzo open his safe, he will find that his contract with the Assassins' Guild has mysteriously combusted.

Your work done, you turn away from the safe and motion Karvas to follow as you hurry to leave this evil library. But, as you are approaching the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you both stop dead in your tracks.

Turn to 86.

189

You spur your horse to the gallop and steer him towards the palisade. The guards see you bearing down and one of them panics and flees. Yet the other man bravely stands his ground and he gets ready to stab at you with his spear as you race towards the open gate.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 281.

If it is 5–9, turn to 99.

190

The courtyard is bounded on three sides by paddocks, tack rooms, and an equestrian training park. There are only two guards on duty here inside the compound, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.

You lead the horses across the courtyard and as you approach the stables' main doors, you mount one of them and fix the reins of the other to your stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.

The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The Prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap for its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.

If you possess Kai-surge, turn to 172.

If you do not possess this Discipline, turn to 313.

191

You speak the words of the Brotherhood Spell Net and level your right hand at the onrushing lancer. Waves of energy ripple down your arm and then a mass of sticky fibres gushes from your open palm. The lancer's eyes are wide with terror as the sticky strands engulf his head and shoulders. With a muffled scream, he drops his lance and tumbles backwards out of the saddle to crash down heavily upon the cobblestoned passageway.

Turn to 207.

192

You fix the trader with a piercing stare and quietly breathe the words of the Brotherhood Spell Mind Charm. As the spell takes hold, you command him mentally to signal to his men that all is well between you. Your magical charm instils a sense of calm well-being into the man and he begins to relax and smile. He complies with your command and the two Mythenians turn away. When you are sure that they are out of earshot, you ask the trader if he knows the whereabouts of Prince Karvas of Siyen. He tells you that the Prince does not reside in the city. There is a rumour that he lives somewhere on the remote northern coast of Sheasu. He also tells you that Karvas is not alone. Shortly after he came here, almost a decade ago, he was joined by a young woman. They were married by a sea captain in Mydnight harbour, on board the deck of his trading ship, and ever since their wedding day they have rarely been seen again.

You thank the trader for his help and leave the warehouse before the effects of the spell wear off. On returning to the quayside you set out to explore the tangle of alleyways that make up the city's eastern quarter in the hope of discovering more about the Prince and his wife. Unfortunately, your efforts garner no new information. As the sun begins to settle on the horizon, you abandon your search and hurry back through the darkening passageways towards the market square.

Turn to 308.

193

You pay the farmer (erase the appropriate sum from your Action Chart) and he ferries you and your horse across the river. Then he goes back to collect Karvas and his mount. Once the Prince is safely across, you bid the cheerful farmer farewell and ride away from the river, heading east. You notice that Prince Karvas is smiling as he rides across this lush river valley and you ask him why this is so. He explains that the Ioma is the political boundary between the realms of Lunarlia and Siyen, and that you are now on Siyenese soil. After ten years in exile he has, at last, returned to his homeland.

Dusk is turning to darkness when you come to a road that crosses the valley to the east of Voshno. Your horses are tired and so you decide to camp for the night in a small wood that borders this road. Before you rest, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 125.

194

As you ride through the fields that border upon the packed highway, you receive a chorus of catcalls from the queue that alerts the gate guards to your approach. You rein in your horses at the South Gate and Karvas demands that you be allowed in at once. An angry guard demands to know why you should not wait in line like everyone else, and Karvas says: ‘We are court riders from Oberra. We carry an important message for Marshal Phedros. Let us in at once.’

You pray that the guard will believe the Prince's bluff and let you enter, but you can tell by the man's grim expression that he is not impressed. The Prince sounds convincing, but his Sommlending clothes do not lend credence to his story. The man beckons to a group of his fellow guardsmen who are standing at an archway in the gatehouse wall. ‘You'll have to see the captain first,’ he says, brusquely.

You dismount and the guardsmen escort you and Karvas into the gatehouse, to an empty chamber where they tell you to wait for the guard captain. After several minutes he arrives and you notice that he is cradling a crystal sphere in his gloved left hand. ‘So you're messengers from Oberra with an important message for the Marshal, are you?’ he says, and he holds up the crystal as he awaits your reply. ‘Yes,’ says Karvas, impatiently. The clear crystal sphere becomes milky white, and then its hue changes to crimson.

‘You're lying,’ he says impassively, and he withdraws a slim glassy rod from his sword belt and points it at your face. Suddenly a blinding white light flashes before your eyes and you feel yourself rapidly slipping into unconsciousness.

Turn to 332.

195

The rock gashes your neck (lose 3 ENDURANCE points) and you nearly fall from the saddle, but you manage to keep hold of the reins and pull yourself upright.

The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm's way. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to an inner hall and you enter to take shelter from the torrential rain.

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.

196

You draw upon your Magnakai Discipline of Psi-screen to protect your mind from these powerful pulses of psychic energy. The physical pain of this attack builds rapidly and you fear that your mental defences will not prove strong enough to withstand this terrific onslaught: lose 4 ENDURANCE points.

If you have survived this mental wounding, you may continue by turning to 237.

197

You rely upon your Magnakai skill of Nexus to assist you to open the door. But it quickly proves to be a more difficult task than you expected, for this door is secured by an elaborate and complex locking mechanism.

Pick a number from the Random Number Table. If you possess a Dagger, you may add 2 to the number you have picked.

If your total score is 5 or lower, turn to 21.

If it is 6 or higher, turn to 4.

198

Karvas suggests that perhaps you should destroy the safe in order to hide the fact that you have taken Sadanzo's scroll. You ponder his suggestion and agree that this could be advantageous to you.

If you possess the Grand Master Discipline of Elementalism and you have attained the rank of Kai Grand Sentinel, turn to 23.

If you possess Kai-alchemy and wish to use it, turn to 188.

If you possess neither of these skills, have yet to attain the required Kai rank, or if you choose not to use either of them, turn to 232.

199

You brace yourself against the ship's rail and watch with trepidation as Acraban fights to maintain control over his ailing skyship. Your stomach churns as the deck heaves from side to side, and your heart misses a beat when there is a sudden jolt and a fearful sound of screeching metal.

‘We've lost the second stabilizer!’ shouts Acraban in alarm. The wheel is suddenly wrenched from his grasp and it begins to spin out of control. The Starstrider has been losing height for several minutes, but now its angle of descent becomes far steeper. The skyship dives through a bank of low cloud and a great sea of trees comes rushing up to meet the bow. You grip the rail as tightly as you can and await the dreadful moment of impact. There is a splintering crack of timber when the hull collides with the treetops, and then, moments later, there is a terrific jolt as the craft's bow slams into the rocky soil and comes to an abrupt halt.

The impact of the crash wrenches your hands from the rail and sends you tumbling across the stern deck.

Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 1 to the number you have picked.

If your total score is now 4 or lower, turn to 68.

If it is 5 or higher, turn to 328.

200

For two frustrating days and nights the ferocious storm continues unabated. Floods and mudslides render the mountain trail impassable, and you are unable to leave the shelter of the ancient keep until early on the morning of the third day. Anxious to make up for lost time, you depart as soon as the rains cease.

A further two days are spent riding the treacherous trail. It takes you across the northern foothills of the Dammerdons to the Lunarlian settlement of Jaroc. It is mid-morning, fifteen days before Harvestmas, when finally you enter the palisade wall of this sprawling border town. Few of the people you find here are natives. Most are nomadic horsemen from the Great Lunarlian Plain who have come to barter and trade their wares at its famous tented market. As you ride through the bustling marketplace, you pause for a few moments to observe a quarrel between a trader and a nomad. The nomad is accusing the trader of selling him some rotten food, and he demands the return of his money. The trader refuses. In desperation, the nomad turns to you and holds out his purchase at arm's length.

‘Stranger, would y'say this meat is fit to eat?’ he pleads, inviting you to inspect an unappetizing haunch of maggoty meat.

If you possess Herbmastery and have attained the rank of Kai Grand Sentinel, turn to 259.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.

201

You fight hard to keep the Starstrider on a straight and level course, yet, despite your best efforts, she veers continually towards starboard. Now the effects of the damaged stabilizer are making it almost impossible for you to maintain control of the helm. You steel yourself as the skyship drifts above the right-hand fissure, directly into the path of the soaring energy bolts. Desperately you pull the wheel hard about to avoid a collision but it is already too late. A powerful bolt strikes the hull and a stunning flash of white light obliterates your senses.

Pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 38.

If it is 6 or higher, turn to 7.

202

The riverboat fare to Seroa is normally 20 Orla (10 Gold Crowns) per person. Karvas offers the ticket seller the pouch of 50 Orla that Sainus gave him, together with your horses. A flicker of interest lights up the man's insipid eyes, but then he shakes his head solemnly and dismisses the Prince's generous bribe. You sense that he is holding out in the hope that you will increase your offer.

If you wish to offer the ticket seller some of your money in addition to the Orla and horses that Karvas has already proposed, turn to 89.

If you do not wish to increase the size of the bribe, you can leave the jetty and go in search of tickets at the riverside tavern by turning to 256.

203

Your worthy attempt to disengage the lock proves unsuccessful and so you decide on a different course of action. You and Karvas agree that you will try to attack and overpower the gaolers at the first opportunity. Patiently you bide your time until, an hour later, you hear footsteps in the corridor outside. They are followed by the sound of the tumbler lock spinning. Then the door creaks open and in strides the Knight Bachelor, accompanied by an escort of six armed guards. The knight is holding a short-bladed sword in one hand, and a wooden bowl filled with vile-smelling gruel in the other. He offers the bowl to Prince Karvas at arm's length.

Illustration XII—The knight holds a short-bladed sword in one hand and a wooden bowl in the other.

‘Welcome to your royal apartment,’ he says, in a sneering tone. ‘I've had the cook prepare you some food after your long journey home, Prince Karvas. I do hope it meets with your approval. It's a meal fit for a king who will never be.’

Karvas is angered by the knight's insolence and he slaps the bowl of gruel out of his hand. The arrogant knight laughs, but before he can step away and leave the cell, you spring forward like a pouncing tiger and attempt to grab the sword from his hand.

‘Slay him!’ screeches the knight, as he struggles to free himself from your grasp. Instantly the guards rush at you with their weapons raised in eager readiness to carry out his order.

Knight Bachelor & Citadel Gaolers (6): COMBAT SKILL 43   ENDURANCE 38

Prince Karvas is unarmed and unable to assist you during this combat.

If you win this fight, turn to 324.

204

You dig your heels into your horse's flanks and urge him along the trail towards the blazing trunk. You sense that he is terrified of the fire, but you use your Magnakai Discipline of Animal Control to calm his fears as he gets ready to jump through the crackling flames.

Pick a number from the Random Number Table. If you possess Animal Mastery, add 2 to the number you have picked. If you possess Grand Nexus, add 1.

If your total score is now 1 or less, turn to 319.

If it is 2–6, turn to 158.

If it is 7 or higher, turn to 5.

205

You utter the words of the Old Kingdom Spell Invisible Fist as slowly you clench the fingers of your right hand. Upon the final word, you thrust your clenched fist at the gem in Sadanzo's hand and the Baron screams with fear. The brute power of your spell hits the gem and smashes it to dust.

Turn to 250.

206

Drawing upon your Magnakai Discipline of Animal Control, you focus your special powers upon the line of sleeping crows and command them to awaken. Suddenly the birds erupt into life and begin cawing and flapping their wings excitedly. You will the startled crows to swoop down on the guardsmen below and, while they are fighting vainly to fend them off, you tell Karvas to follow your lead as you climb out of the ditch and hurry towards the open city gate.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 4 or less, turn to 29.

If it is 5 or more, turn to 160.

207

As the remaining rider presses home his attack, you draw your Kai Weapon and get ready to strike as he passes. Karvas sidesteps the tip of his weapon and simultaneously you stab at the lancer as he gallops his horse between you. His lance spins through the air and you hear his plaintive death-cry as he tumbles out of the saddle. As you glance over your shoulder, you see him crash to the ground and roll limply across the cobblestones. The citizens who crowd this passageway cheer the lancer's demise and some rush forward to pick his pockets and loot his armour.

You focus your Magnakai Discipline of Animal Control upon the two horses and you summon them to approach yourself and Prince Karvas. Obediently they obey your mental commands, and quickly you are able to mount them and make good your escape from this passageway into a wider street at its eastern end.

Turn to 67.

208

Your advanced Discipline reveals to you that the fanji are not migrating at all: they are fleeing for their lives. You magnify your vision and glimpse a number of horsemen who are galloping with the herd. They are picking off the best specimens at close quarters with their bows and spears. The leading fanji are constantly changing direction in an effort to lead the rest of the herd away from these merciless hunters. To your dismay, as the herd are passing within a mile of the trail, you see the leaders suddenly switch direction and come thundering towards you and Karvas.

With a frantic waving of your arm you signal to Karvas to follow your lead. Then you veer away from the trail, ahead of the onrushing herd, and gallop through the waist-high grassland towards the banks of the River Ioma.

Turn to 183.

209

You reach to your pouch, remove 2 Gold Crowns, and offer the coins to the blacksmith. He reaches out to take them but then he hesitates and quickly withdraws his hand. He is having serious doubts about selling what he knows of Prince Karvas.

Pick a number from the Random Number Table (0 = zero). For every Gold Crown that you are willing to give the blacksmith, in addition to the 2 you have already offered him, you may add 1 to the number you have picked.

If your total score is now 7 or lower, turn to 141.

If it is 8 or higher, turn to 347.

210

You utter the words of the Brotherhood Spell Lightning Hand and level your right arm towards the creature's torso. An arc of electrical power leaps from your hand and stabs the beast's chest, making it shriek with pain, yet it does not deter it from continuing its hungry advance towards your horses. As is stalks closer, you see that it is drawing in great gulps of air to inflate its chest. Its rib cage expands and suddenly there is a sharp popping sound. You gasp with fear as dozens of horned spikes shoot out of its skin and come hurtling towards you like a volley of deadly darts.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is 4 or less, turn to 96.

If it is 5 or more, turn to 269.

211

The final tumbler clicks into place and the door creaks open a few inches.12 The corridor outside the cell is unguarded, and you beckon Karvas to follow as you push the door wide and leave. As you step out, you see the door to the cell that contains your Weapons and equipment and you pause for a few moments to work on its tumbler lock. Your efforts are quickly rewarded and you discover all of your confiscated equipment lying here on the floor. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)

In addition to your equipment you also discover Prince Karvas' sword and belt, together with the following:

- Bow
- 6 Arrows
- Enough food for 1 Meal
- Spear
- Axe

Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.

Turn to 169.

[12] This is the correct answer to the tumbler lock puzzle in Section 306.

212

You are stunned by the shock of impact upon hitting the water (lose 2 ENDURANCE points), but you swiftly muster your senses and fight to stay astride your horse. Prince Karvas and his mount come crashing down into the water nearby and, in a tangle of flailing limbs, you are all swept away by the river's irresistible current.

You are sped along by the rushing water for more than 5 miles before you reach a stretch of shallows at a bend in the river. Here you are able to regain control of your frightened horses and coax them towards the bank. Bruised and bedraggled, you stagger out of the water and collapse on the muddy shore, gasping for breath.

When you fully recover, you find that you have lost 1 Special Item, 1 Weapon, 2 Backpack Items, and half of the money in your Belt Pouch during your ordeal in the river. (Make the necessary adjustments to your Action Chart — you may choose which items to erase.)

To leave the river and return to the trail, turn to 80.

213

You look to the nearby barge, with its cargo of logs strapped to its deck, and a bold plan forms in your mind. Drawing upon your mastery of Elementalism, you cause one of these canvas straps to ignite spontaneously. Rapidly the fire burns through the strap and, with a thunderous roar, five of the heavy logs roll off the deck and splash into the river. Sped along by the swift current, they ram into other barges moored downstream and punch holes through their hulls at the waterline. When the guards on the parapet see one of the barges sinking, they raise the alarm and muster a rescue party to attempt to save its valuable cargo.

Under cover of the sudden commotion, you and Karvas creep towards the river arch and pass beneath it without being seen.

Turn to 304.

214

Your advanced tracking skills alert you to the presence of a concealed pit which bisects the trail ahead. It has been covered with pine branches and camouflaged with a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. Cautiously you approach this trap and, using your Kai Weapon, you lift away some of the branches. Beneath you discover a deep pit lined with sharpened stakes.

Carefully you and Acraban skirt around the edge of this trap and then continue along the track towards the clearing.

Turn to 282.

215

The sound of fighting has been heard in the tavern and a group of anxious locals, led by the tavern-keeper and armed with pitchforks and staves, are gathering outside in the courtyard. Rather than attempt to reason with them, you and Karvas saddle two fresh horses and gallop out of the stables as fast as you can. The tavern-keeper and his patrons scatter in all directions to avoid being trampled as you race across the courtyard and escape onto the highway beyond.

Despite your fatigue, you force yourselves to ride all night. Early next morning, you stop to rest in a small coppice that borders the highway. Before you sleep, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 267.

216

Hastily you utter the words of Old Kingdom Spell Shield and make a circular motion with the palm of your right hand. The shield of energy you create has only partially formed when the dagger strikes, yet it is sufficient to deflect it away from your chest.

The guard gasps with shock and turns to run, but you leap on him and drag him to the ground. In his blind panic he is able to squirm from under you and scramble to his feet. He tries to land a kick to your chin but you turn his foot aside with your forearm and it brushes harmlessly past your head. As he struggles to regain his balance, you spring to your feet and attack.

Tehda Stables Guard: COMBAT SKILL 24   ENDURANCE 24

(You fight this combat without weapons; ignore all weapon bonuses.)

If you win the fight, turn to 316.

217

You speak the words of the Brotherhood Spell Counterspell and direct its power at the whirling swords. The blades are slowed by the effects of your spell, but the magic that animates them is far stronger than your own. You have slowed them but this will not prevent them from attacking again.

Once more the deadly blades draw sparks from the stone ceiling, and then they come whirling down towards your head.

Sadanzo's sorcerous blades: COMBAT SKILL 40   ENDURANCE 20

These blades are immune to all forms of psychic attack. If you possess the Kai Weapon ‘Valiance’, you may add the additional COMBAT SKILL bonus (versus magicians) to your score when calculating your Combat Ratio.

If you win the fight, turn to 106.

218

You draw upon your Kai Mastery to protect your mind from these powerful pulses of psychic energy. The physical pain of this attack rapidly fades as you feel your mental defences strengthening and locking together to form an impenetrable wall. The attacking pulses break like waves smashing themselves against a rocky shore, and then abruptly their energy dissipates and the attack ceases.

Turn to 327.

219

Confident in your natural agility, you descend the rough stone wall until you are able to lower the buckle-end of your belt within reach of the Prince's free hand. The instant he grabs the buckle, you assist him to climb back to the surface. Gasping for breath, you drag yourselves over the lip of the cavity and collapse onto the cold stone floor. When Karvas reaches over to shake you by the hand, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist. Between gasps of breath, he thanks you earnestly for your timely help. Had you not acted when you did he feels certain that he would have lost his grip and fallen into the raging river.

Turn to 200.

220

The rolling plain to the west of Bakhasa is a bleak and barren steppe that is studded with countless thousands of sawn-off tree stumps. Once this region was part of the Great Forest of Kelderwood, yet in recent times the ruler of Bhanar, Autarch Sejanoz, has commanded the Bakhasians to harvest the forest's valuable hardwood and dispatch it downstream to feed the insatiable imperial shipyards of Otavai. Travelling on foot, the stumps are no obstruction to your progress and you are able to press on without stopping until late in the afternoon. As you crest a ridge of high ground, you spot a troop of horsemen escorting a line of wagons laden with timber. They are less than a mile distant and they appear to be heading towards a settlement on the banks of the River Tehda. You wait and watch them until they are dots on the horizon before continuing your trek towards the city of Bakhasa.

You are within 20 miles of Bakhasa when dusk begins to darken the gloomy sky. Karvas requests that you stop and rest awhile before making a final push for the city. You are feeling hungry after your long day's march and you readily agree. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.)

Night falls within an hour of you resuming your trek, yet the distant lights of Bakhasa and its surrounding settlements enable you to stay on course and maintain an impressive pace. The city is lit by hundreds of fiery beacons which mark the outline of its ancient perimeter wall and angular watchtowers. These fires also illuminate the surface of the River Tehda which passes through the centre of Bakhasa. To the south of the city, lines of tethered barges stacked high with logs lie moored along both of its paved banks. Under cover of the night, you are able to move through the outlying settlements without being seen. When at last you hear a bell in the city tolling the midnight hour, you find yourself upon a knoll overlooking a rutted road which approaches Bakhasa's west gate. Using your night vision, you scan the high perimeter wall and note the positions of guards posted around its tiled parapet. They are greatest in number above a wide stone archway where the glimmering river flows out of the city. Prince Karvas is eager to enter the city before dawn and he asks you to choose the way. Aware that it may prove easier to find and take some horses while most of Bakhasa's inhabitants are still asleep, you scan the perimeter wall once more and consider how best you can pass beyond it.

Illustration XIII—Fiery beacons illuminate the surface of the River Tehda.

If you wish to attempt to enter Bakhasa by way of its west gate, turn to 311.

If you decide to attempt entry to the city by way of the river arch, turn to 94.

221

The man pockets your money (erase the appropriate amount from your Action Chart) and chuckles to himself as he swaggers to the side of the bridge. Karvas asks that he pull the cart aside so that you can ride across, but the man sneers at the Prince's request.

‘Move it y'selves!’ he bellows. Cursing his insolence, you jump down from the saddle and drag the cart lengthways to make room enough to pass. Then you remount your horse and ride with Karvas, in single file, across to the other side.

The River Ioma is the political boundary between the realms of Lunarlia and Siyen. For centuries, Voshno has been claimed by both kingdoms and its inhabitants have grown used to the disruption that comes from living astride a border between two frequently-warring nations. Currently the hamlet is divided evenly. You notice that Prince Karvas is smiling as he rides with you away from the river, and you ask him why this is so, especially after having just been fleeced by the boorish toll collector. He explains that this half of Voshno is Siyenese territory, part of his native country. After ten years in exile he has at last returned to his homeland.

There is less than an hour left before it will be dark, and so you suggest to him that you stop at an inn to celebrate his return home over a tankard of Siyenese ale. He agrees, and you ride into the courtyard of the nearest tavern. Outside its door there hangs a board displaying the prices of its food, ale, and lodging. Its list of charges have all been struck out and replaced with new figures that are ten times more than the original costs. Shocked by the exorbitant prices, you decide to forgo your celebratory ale and leave Voshno.

You camp for the night in a copse of elm trees that borders the trail, a mile to the east of the hamlet. Before you sleep, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 125.

222

You cross the narrow village street and approach the two Cavalian lordlings as they stroll leisurely towards the jetty.

‘Good evening, my lords,’ says Karvas, politely. ‘My friend and I were wondering if you two gentlemen would care to sell us your tickets for the riverboat to Seroa?’

The taller man utters a terse laugh and he flicks his fingers at Karvas dismissively. ‘We've waited many years for Baron Sadanzo to come to power and we do not intend to miss his crowning.’

‘ 'Tis so,’ whines his stout companion. ‘We have no tickets to sell and we are fast growing tired of your impudence. Begone, you fellows. Leave us be.’

If you possess Kai-alchemy and wish to use it, turn to 65.

If you do not possess this skill, or if you choose not to use it, turn to 181.

223

You are leaving through the portal when the missile strikes Karvas a glancing blow on his left shoulder and sends him tumbling past you into an alleyway outside the warehouse. You rush to his side and hurriedly you staunch the flow of blood from his injured shoulder by the use of your Magnakai Discipline of Curing. (Use of this skill to aid the Prince costs you 2 ENDURANCE points.)

With the Bakhasians close on your heels, you help the Prince to his feet and support him as you make a hurried escape along the dark alleyway towards an adjoining torchlit street.

Turn to 88.

224

Arrows are splashing into the slimy water all around you yet you survive them without sustaining a scratch. However, two shafts pierce your Backpack and destroy the item that you have recorded as the second one on your list.

You must now erase the second item from your Backpack Items list before continuing by turning to 342.

225

You are within a few feet of the Prince when suddenly your fingers lose their purchase on the crumbly rock-face and you fall headlong towards the river. As you plummet, you collide with Prince Karvas and together you tumble into the raging waters, never to be seen again.

Tragically, your life and your mission come to a watery end here, in the subterranean river beneath the ancient ruins of Castle Dascallo.

226

Having agreed the places where each of you will begin your search for the whereabouts of Prince Karvas, you follow Acraban to the rear deck and enter the skyship's boarding cage. Swiftly it is winched down to the market square where you are met unexpectedly by a jostling crowd of grimy-faced street urchins. They have been gathering here since dawn to stare in wonderment at the Starstrider hovering motionless in the cloudless sky above. Acraban hurls a handful of copper coins across the cobblestones and the children scramble to retrieve them. This creates enough space to allow Zinair to push open the cage door and the three of you to step out. After agreeing to return to the skyship no later than sunset, you split up and go in search of your chosen destinations.

Unlike the urchins, the adult population of Mydnight appears less than fascinated by the imposing sight of the Starstrider hovering above their city, and few give it a second glance. This seeming lack of interest does not surprise you. For centuries this port has been a refuge for exiles from the many nations of Magnamund who, for their own individual reasons, have chosen to forsake their native lands. They are, by nature, a secretive community. Any overt interest in the affairs of another is commonly viewed with suspicion and distrust.

You retrace the route you took last night and soon find yourself at the harbour. The Azaktana is still moored at the quayside and you give the crew a friendly wave as you stride across the quayside towards The Smitheries — the city's west quarter. This district of Mydnight is crowded with the workshops of skilled artisans and craftsmen — ironsmiths, potters, carpenters, weavers, wheelwrights, and glassblowers to name but a few. Most are honest men seeking refuge from the greedy barons and landlords of their native lands. Some have come to escape their debts, while others have found themselves brought here by some misfortune. The noise that fills this quarter of the city is almost deafening. The ceaseless hammering of iron and copper blends with the cries of sellers to create a reverberating wall of sound.

You enter a blacksmith's shop that has an impressive display of knives, tools, and other utensils fixed to the beams which support its slated roof. You hope that Prince Karvas may have purchased items from this shop sometime in the past and you ask the owner if he knows of him and his whereabouts. The blacksmith scowls with disdain and turns his back on you. Your Kai Sixth Sense tells you that he suspects you to be an assassin who has come here to Mydnight to find and murder the Prince. He motions to his son who is working the bellows of a furnace nearby. You realize you must act quickly if you wish to allay the blacksmith's suspicions and avoid a confrontation with his son.

If you possess the Grand Master Discipline of Kai-alchemy and wish to use it, turn to 14.

If you do not possess this skill, or if you should choose not to use it, turn to 260.

227

Early next morning, before dawn, you meet with Karvas and Sainus and go to collect your horses from the stable. As you mount them, the old man bids you good luck and he gives the Prince a pouch containing 50 Orla, a sum that could prove useful during the ride to Seroa.

Dawn breaks as you leave Sainus' house, and you hear a bell which signifies that the night curfew has now come to an end. You ride along the streets of the north quarter and enter a broad avenue that leads directly to the east gatehouse. The guards posted here are opening the great east gate as you approach, and you gallop through the widening gap.

The sun shines brightly all day and you make good progress along the King's Highway. By nightfall you have covered more than 80 miles and have reached a small village called Landsdorf. You decide to stop and rest at the village's solitary tavern — the Golden Plough Inn — and as you ride into its courtyard a young stable boy runs to greet you and take care of your horses. Two rooms here cost 10 Orla, a sum which Prince Karvas pays in full using part of the money given to him by Sainus. The jovial tavern-keeper hands you each a key and he offers you a tankard of his best ale, on the house.

You accept his generous offer and enter the taproom of this hospitable tavern. As your frothing beer is being drawn from the cask, you overhear a conversation at a nearby table. Three farmers are discussing the crowning ceremony and one of them says that it is to take place at noon. This news unsettles Karvas, for traditionally the ceremony of ascendance begins at dusk, as soon as the sun disappears below the horizon. If what the farmer says is true, you now have only one and a half days left in which to reach Seroa in time for the crowning. You resolve to get as much sleep as you can this night, and then ride for Seroa at dawn. If you forgo sleep tomorrow and journey through the night, you can still arrive at the capital before noon on Harvestmas Day. Karvas prays that your horses are fit enough for the gruelling ride, and you are both glad that you have decided to rest them here tonight. They will need all their strength come the morning.

As you sip your ale, your rumbling stomach reminds you that you have not eaten for several hours.

If you wish to order and eat a meal in the taproom, turn to 142.

If you decide to ignore your rumbling stomach and retire to your room as soon as you have finished your ale, turn to 41.

228

You speak the words of the Brotherhood Spell — Levitation — and feel your feet leaving the dusty street as you ascend effortlessly towards the second-storey window. When you draw level with the window you counter the spell and step through its tall frame onto a stone stairway beyond. This circular staircase leads to the top of the tower which commands a magnificent view of the city. Aided by your night vision, you are able to locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs and return to the window. Once more you use your Brotherhood magic, this time to slow your descent as you step through to the street below.

Prince Karvas is delighted to hear that there are stables in the city, and he insists that you set off for them at once. He is leading the way out of the warehouse ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.

Turn to 100.

229

Your Kai Sixth Sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution and inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever, yet you are unable fathom its true purpose. You suspect that it is likely to be some kind of locking or holding spell.

If you wish to pull the lever with your hand, turn to 49.

If you wish to try to pull the lever without touching it directly, turn to 122.

230

Beyond the east gate of Battle Pass, the trail winds down through craggy borderland towards the lush river valley of the River Ioma, where an ocean of sun-yellowed grasses sways languidly in the warm afternoon breeze. This rolling vista has a graceful tranquillity that reminds you of the Southlund Marches of southern Sommerlund. It stirs fond memories of childhood days in that distant province and prompts an unexpected bout of homesickness that dampens your spirits. Karvas, too, is feeling a little melancholy. Yet his mood is not born out of a longing for his homeland, but from a sense of loss. You ask what ails him and, with some reluctance, he tells you:

‘The beauty of this valley belies its bloody past,’ he says, and he sweeps his arm across the distant horizon. ‘Many of my ancestors and countrymen have fought and died here in battle. For the Siyenese it is a land filled with proud and bitter memories.’ He points to a distant spire of rock and, when you magnify your vision, you see that its grey granite surface is too smooth and symmetrical for it to be a natural feature of this rolling plain.

‘There stands the Oridon Stone,’ he says. ‘It marks the graves of ten thousand men who fell at the battle of Inkil Reach.’

Prince Karvas regards the monolith with a mixture of sadness and pride, and you sense that quietly he yearns to visit this battlefield marker.

If you wish to leave the trail and ride with Karvas to the Oridon Stone, turn to 104.

If you wish to dissuade the Prince from visiting the monolith by reminding him of the urgent need for his swift return to Seroa, turn to 139.

231

You climb the wall with little difficulty. As you settle your feet securely between the spikes in readiness to leap into the training field that lies beyond, you see that there is a guard standing directly below your position. Without a moment's hesitation, you leap onto his back and bring him crashing to the ground. He tries to shout out but a sharp blow to the base of his skull renders him unconscious before his cry has left his lips. Instinctively you scan the perimeter of the field and the buildings beyond in case you have been seen, but there appear to be no other guards on duty. (If you made use of a Rope during your climb you must now erase it from your Action Chart. In your haste to silence the guard you have left it behind, fixed to a spike, and hanging down the far side of the wall.)

Turn to 16.

232

Karvas takes a scroll, one of many that are crammed between the books that line the surrounding shelves, and places it inside the empty safe. Then he takes a tinderbox from his pocket and sets the scroll alight. You wait for a few minutes until all that remains of the scroll is a layer of flaky ash, and then he slams shut the door and spins its dial. Now, should Sadanzo open his safe, he will find that his contract with the Assassins' Guild has mysteriously combusted.

Having completed the deception, you are both eager to leave this evil library without delay. But, as you are approaching the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you stop dead in your tracks.

Turn to 86.

233

For several minutes you struggle in vain to unlock the door. (If you used a Dagger, unfortunately the blade snapped during your attempt to pick the lock and you must erase this Weapon from your Action Chart). When you hear the sound of footsteps approaching from the temple hall, you are forced to abandon your efforts and return to the street. Once outside, you glance up at the open second-storey window and you resolve to try to gain entry that way.

If you possess Kai-alchemy, turn to 228.

If you do not possess this skill, turn to 175.

234

Hastily you recite the words of the Brotherhood Spell Invisible Shield and sweep your hand in a circle behind your head. The spell materializes barely moments before a speeding crossbow bolt hits it and is deflected away from your neck. Its buckled point trails a line of sparks as it gouges a furrow in the flagstones.

Turn to 174.

235

Your Kai senses lead you to believe that a storm is brewing, but it is unlike any you have encountered before. The blanket of cloud, which has been a constant feature of the voyage so far, is beginning to dissipate. As it thins out it reveals a stark landscape of black volcanic rock far below. This tortured landscape is scarred by deep chasms and fissures, some of which emit jets of steam that roar skywards to buffet the hull of the Starstrider as it flies past. Some of these colossal jets condense to form strange green-grey clouds which slowly drift and tumble back to the ground. One such cloud forms in the air and begins to fall on a collision course with the ship. Acraban sees the threat and he orders Kuo, his helmsman, to descend 300 feet in order to evade the falling cloud mass.

As the Starstrider begins its descent there is a startlingly loud explosion. From his nest atop the mainmast, the lookout shouts a warning and points frantically towards the ground. You rush to the rail and peer over the side, your stomach churning with fearful anticipation of what you will see. Deep within the fathomless reaches of the fissures and chasms passing below, you glimpse flashes of blue-white energy. These bolts are growing brighter and louder as they streak towards the surface. One bolt escapes from a vent in the middle distance and rips open the sky. It skewers a cluster of steam clouds and blows them apart in a loud and spectacular explosion of gas and flame. You urge Acraban to order his helmsman to ascend, to avoid the new and deadly danger that is striking at you from below. The wizard turns to Kuo, but before he can issue the order, there is a deafening Crack! from somewhere beneath the stern.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 268.

If it is 4–6, turn to 149.

If it is 7–9, turn to 341.

236

The Knight Bachelor recognizes the linen currency of Sheasu and a flicker of fear registers in the depths of his cruel eyes. He glances at Karvas and then he bellows a command to his men to move in and take you both captive.

Reluctantly you raise your hands. Better to surrender to these horsemen and live to fight another day than attempt to resist such overwhelming odds and place the Prince's life in peril.

Turn to 130.

237

The pain fades as you feel your mental defences strengthening and locking together to form an impenetrable wall. The attacking pulses break like waves smashing themselves against a rocky shore, and then abruptly their energy dissipates and the attack ceases.

Turn to 327.

238

It is early in the afternoon when you see the ruins of an ancient fortress. They lie less than a mile from the trail, on a plateau of rock at the base of a shallow ravine. As you descend the trail and draw closer to the ruins, you hear a distant rumble of thunder. Within minutes it has begun to rain and soon you find yourself caught in a torrential downpour. Your Magnakai Pathsmanship skills warn you that heavy rain in these barren mountains brings with it the danger of a sudden flash flood.

The sheeting rain is making it impossible to see the trail ahead. Rather than continue and risk flood or fall, you leave the trail to seek shelter in the ruined fortress.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 72.

If it is 5–9, turn to 310.

239

The barrel of oil explodes with a bright yellow flash and the searing blast knocks you flat onto your back.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), reduce your current ENDURANCE score by 3. If the number is even (i.e. 0, 2, 4, 6, or 8), reduce your current ENDURANCE score by 5.

Wincing from the stinging pain of your burns, you pull yourself into a sitting position in time to see a billowing mushroom of oily flame rising up into the darkening sky above. Instinctively you draw upon your Magnakai skill of Nexus to extinguish the fire at the base of the mast and, as these tongues of flame wither and die, Prince Karvas rushes forward to smother the smoking remains with his journeyman's cloak.

Turn to 121.

240

When the final tumbler clicks into place, you press your shoulder gently against the door and it creaks open a few inches.13 The torchlit corridor outside the cell is unguarded, and you beckon Karvas to follow as you push the door open and leave.

Turn to 150.

[13] This is the correct answer to the tumbler lock puzzle in Section 113.

241

The tavern-keeper looks at the Ren with a mixture of suspicion and disdain. ‘Bah, lousy Bakhasian coinage,’ he spits, and he takes away the frothing tankards and places them under the counter.

‘I'll not accept Ren in my tavern. There's some in this town that do, but I'll touch nothing that comes from Bhanar since my son, Foulse, was murdered last year in Bakhasa.’ The tavern-keeper looks to the garrison soldiers seated at the table and indicates, with a jerk of his thumb towards the door, that he wants them to throw you out.

‘That won't be necessary,’ says Karvas, and he tugs at your sleeve. ‘We'll leave of our own accord.’

You abandon the Ren (erase these from your Action Chart) and return to your horses. You are disappointed that you have not been able to slake your thirst, but you are also mindful that you still have many miles to travel before you reach Seroa.

If you wish to visit the trading post before you leave Battle Pass, turn to 120.

If you decide to depart without further delay, turn to 230.

242

You recite the words of the Brotherhood Spell Lightning Hand and extend your right arm towards the nearest shrine-bearer. A crackling arc of magical energy leaps from your fingers and strikes the man in the chest, knocking him to the ground. As he releases his grip of the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, breaks in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.

Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.

Turn to 180.

243

You reach to your Belt Pouch and withdraw a handful of shiny Gold Crowns. The sight of the glimmering coins makes the trader's eyes widen with avarice, but you sense that his greed is tempered by a gnawing fear that you are really an assassin.

If you wish to offer some Gold Crowns to the trader in return for what he knows about Prince Karvas, turn to 112.

If you decide to put the coins back in your pouch, turn to 276.

244

Once more the deadly blades draw sparks from the stone ceiling as they whirl about. They gather speed until you can no longer focus on them, and then they come screeching down towards your head.

Sadanzo's sorcerous blades: COMBAT SKILL 46   ENDURANCE 20

These blades are immune to all forms of psychic attack. If you possess the Kai Weapon ‘Valiance’, you may add the additional COMBAT SKILL bonus (versus magicians) to your score when calculating your Combat Ratio.

If you win the fight, turn to 106.

245

During your wait to enter the city, you must eat a Meal or lose 3 ENDURANCE points. (You are unable to use Grand Huntmastery in this instance, for you are unable to leave the queue in order to forage for food.)

It takes you more than an hour to reach the South Gate, even though you give up your horses in exchange for better positions in the queue. As soon as the gate guards nod their approval, you hurry through the gatehouse arch and into the city beyond.

Turn to 12.

246

Your search of the guard's pockets uncovers the following items:

- 20 Ren (equivalent to 2 Gold Crowns)

- Dagger

- Potion of Laumspur (restores 4 ENDURANCE points when swallowed after combat)

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

To continue, turn to 16.

247

The Marshal of the Guard has his men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time.) Then he marches you and Karvas under close escort to the cells below the main hall, where you are shackled to the wall in irons. Karvas is shocked by this brutal treatment and he cannot reason why Lodamos would treat you both this way.

An hour passes before the door to the cell is thrown open and in strides Baron Lodamos, escorted by a bodyguard of his toughest fighting men. Prince Karvas pleads for your immediate release, but his pleas fall on deaf ears.

‘Do you not recognize me, my lord?’ he asks. ‘Do you not remember the days we spent hunting wild boar in the Ioma Forest?’

Cautiously the Baron approaches the Prince. He has one of his bodyguards come forward with a torch so that he may look at his face. The elderly Baron scrutinizes the Prince's every feature, including the birthmark on his wrist.

‘The resemblance is uncanny, I grant you that,’ he says, ‘but you are most likely another impostor, another of Sadanzo's sorcerous creations sent here to assassinate me. No, I refuse to believe that you are Prince Karvas.’

The Baron turns to leave the cell and signals to his bodyguard to follow, but Karvas begs him to stay. Hurriedly he recalls some of the visits he made to Varedo when he was a young boy, and he recounts the summer Lodamos spent teaching him to hunt and ride. Some of the details he recalls would only be known by the real Prince Karvas, and this is enough to make Baron Lodamos stop and hesitate.

‘You have a persuasive tongue,’ he says, ‘but I am not convinced. Sadanzo is a cunning foe. Yet there is one way I can be sure.’

Baron Lodamos turns to the sergeant of his bodyguard and says: ‘Very well, Guntor. Take them both to the chapel. Only there will their true identities be revealed.’

To continue, turn to 300.

248

You hurry past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the city's west quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters.

The avenue leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You study the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

249

You urge your horse towards the wooded hillock and enter the trees with just seconds to spare before the leading fanji come flashing past. You look about you but Karvas is nowhere to be seen. You fear he has been trampled by the stampede, but then he suddenly appears from out of the thundering wall of beasts. He is bruised and battered but he is still astride his horse and in full control of him. He veers his frightened steed away from the herd and comes galloping up the slope of the hillock towards the sanctuary of the trees. He pulls to a halt by your side and strokes the neck of his whinnying horse to reassure and calm him.

As the herd rush past the hillock, you glimpse more than a dozen horsemen who are galloping close behind them. They are hunters and they are picking off the best fanji at close quarters with bows and spears. Two of these fur-clad plainsmen see you and Karvas recovering among the trees, and instantly they steer their horses away from the herd and urge them towards the hillock. You sense that they suspect you and the Prince are after their quarry and, as they ride closer, they mouth curses and fire their bows at you.

Their steel-tipped shafts arc through the air and thud into the trees close by.

If you possess a Bow and wish to return fire at these hunters, turn to 278.

If you wish to attempt to evade them, turn to 133.

250

Sadanzo clutches his injured hand to his chest and falls to his knees exhausted. You sense that the destruction of his gem has greatly weakened him. It has also freed the Siyenese nobles from his evil influence, an influence that robbed them of their free will.

If you possess Sadanzo's Scroll, turn to 61.

If you do not possess this Special Item, turn to 296.

251

You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Magnakai Pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.

You reach a plateau strewn with boulders where a smaller track branches away from the main trail. It leads to a large stone hut that stands perched upon a spur of granite. Further along the trail you can see a ledge of rock that overhangs a narrow gully.

If you wish to seek shelter in the stone hut, turn to 84.

If you choose to shelter beneath the rocky ledge, turn to 53.

252

Hurriedly you retrieve the seal from your Backpack and thrust it before the Inquisitor-major's face. The man blanches when he recognizes the object you hold and immediately he stops blowing his horn.

‘Please, please accept my apology,’ he begs, his voice suddenly dripping with fear. ‘I did not know that you were travelling with the Baron's Seal. Your mission must be of great importance. I … I trust I have not caused you too great a discomfort. I am truly sorry.’

Without saying a word, you return the seal to your Backpack and watch as the Inquisitor-major and his hunting party make a hasty departure. As they gallop away across the plain towards the distant foothills, you use your Magnakai Curing skills to revive Prince Karvas fully before you continue your ride east towards Varedo.

Turn to 55.

253

‘Hail, Prince Karvas,’ you call, trying hard to make your voice sound as unthreatening as you can. ‘You have no need to fear us — we come as friends. We have journeyed far to find you and we bring important news from Siyen. Please, sire, put down your bow and let us talk.’

The blond-haired man hesitates, and then he lowers his crossbow just enough for you to be able to see his face clearly. Now you are sure that he is the man you seek.

‘Who are you?’ he shouts. ‘And what do you want from me?’

Turn to 170.

254

With a sneer on his face, the man snatches his hand away. He then raises his empty pipe and waves it in the air above his head. He is signalling to someone behind you, and when you turn to look, you see eight grim-faced mercenary knights emerging from hiding places at the entrance to the bridge. They unsheathe their weapons as they swagger towards the middle of the bridge.

Illustration XIV—Eight mercenary Knights swagger towards the middle of the bridge.

‘We've got ourselves a pair of troublemakers,’ shouts the man with the pipe to his confederates as they draw closer. ‘They say they won't pay us the toll.’ You sense that these robber knights cannot be reasoned with. All they are interested in is taking your money and your horses. Karvas draws his sword and you unsheathe your Kai Weapon in readiness to do battle as these ruthless robbers quicken their pace.

Robber Knights of Voshno: COMBAT SKILL 47   ENDURANCE 50

You cannot evade this combat. However, you may add 5 points to your COMBAT SKILL for the duration of this combat for support given by Prince Karvas, who is fighting by your side.

If you win the fight, turn to 77.

255

You pull hard on the reins and twist in the saddle to avoid the onrushing shaft. Your swift reactions save you from being struck in the body, yet the arrow gouges your leg before it shatters into the ground: lose 2 ENDURANCE points.

Karvas leaps into the saddle and you toss him the reins of his horse. With a cry of elation, you wheel your stallion about and spur him towards an avenue on the west side of the square. You and the Prince gallop side by side along this broad thoroughfare as fast as your horses will carry you, trampling any Bakhasian who is foolish enough to stand in your way. The road leads directly to the city's east gate where a bell is tolling loudly. A crowd of militiamen have gathered at the gate, summoned from their beds by the alarm, but they are without their officer and in the chaos and confusion they have forgotten to close the gate. They scatter in all directions as you thunder along the avenue towards them and you are able to escape through the open archway without challenge.

Whooping with excitement, you race away from Bakhasa along a dusty trail that heads towards the foothills of the Dammerdon Mountains. You glance to your side and see Prince Karvas punch the air victoriously. Clearly he is as excited by this daring escape as you are, for he has a grin fixed to his sweat-streaked face that stretches from ear to ear.

Your strong Bhanarian stallions carry you swiftly into the foothills and never once do they falter in their stride nor slacken their impressive pace. Only when you can no longer see the lights of Bakhasa do you let them slow to a canter. For more than an hour you travel the trail as it meanders through pine-covered hills and shallow valleys. The night sky is clear and the way ahead is illuminated by bright starlight. When you come to a shallow ford that crosses a fast-flowing stream, you stop awhile to let your horses drink their fill.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 323.

256

You leave the jetty and hurry to the tavern. This riverside inn is in urgent need of some paint and repair, yet for all its shabby outward appearance, its taproom is filled to overflowing with customers. The sound of lyre and pipe music mingles with the chatter and raucous laughter of its patrons, many of whom are river travellers bound for Seroa within the hour. You push your way through the noisy crowd and climb a flight of stairs that gives access to rooms on the upper floor. From the top of the stairs you are able to get a better view of the crowded bar room. Karvas points out two men who are standing at the tavern counter. They are dressed in dandified court costumes and they wear Sadanzo's eagle's-head emblem pinned to velvet berets that are resting on their coiffured heads.

Illustration XV—Karvas points out two men standing at the tavern counter.

‘I'd wager those two dandies have tickets for the riverboat,’ says Karvas, conspiratorially. You focus your concentration on the two men and your Kai Sixth Sense confirms that the Prince's assumption is correct.

If you wish to approach them and offer to buy their riverboat tickets, turn to 17.

If you wish to wait outside the tavern and approach the men when they leave, turn to 111.

257

Beyond the arch there is a narrow brick walkway which borders on the river. You hurry along this unlit footpath until you come to a flight of stone steps. You are about to climb the steps when suddenly an armed soldier appears from out of the shadows. He raises his spear and commands you to halt.

If you wish to attack this soldier, turn to 115.

If you decide to obey his command, turn to 132.

258

You back away from the safe and hurry to leave this evil library. As you approach the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you stop dead in your tracks.

Turn to 86.

259

It is plain from the sight and evil smell of the haunch that this meat is rotten to the bone. Yet, by drawing upon your advanced knowledge of Herbmastery, you are able to cause a seemingly miraculous change to take place. You pull from your pocket some roots and grasses that you have gathered during your ride to Jaroc, and you rub them vigorously into the offending meat. Within a matter of seconds the meat is transformed into a condition fit for human consumption.

The nomad looks at the haunch and his jaw drops open in disbelief. The trader, grinning with delight, promptly tells the nomad to stop complaining and go away. As he does so, the trader steps from behind his stall and approaches you. Impressed by your skills, he offers you the pick of any one item of food that is laid out on his stall.

If you choose to accept his offer, you may add 1 Meal to your Action Chart.

To continue, turn to 47.

260

‘I mean the Prince no harm,’ you say. ‘I have word of his homeland that is of vital importance. I must find him and speak with him as quickly as I am able.’

The blacksmith glances over his shoulder and looks at you with undisguised suspicion. He takes note of the cut and style of your tunic and cloak, and his eyes linger momentarily when he sees your Belt Pouch. The thought occurs to you that perhaps the blacksmith might be persuaded to talk in exchange for some gold.

If you wish to offer some Gold Crowns to the blacksmith in return for what he knows about Prince Karvas, turn to 209.

If you choose not to offer him a bribe, turn to 31.

261

Your speedy reactions save the Prince from being struck by a crossbow bolt, but in so doing, you place yourself in the line of fire. An iron bolt strikes your leg, gouging a furrow of skin and muscle from your left thigh: lose 3 ENDURANCE points.

To continue, turn to 159.

262

Mentally you recite the words of the Brotherhood Spell Mind Charm and attempt to use its power to command the Knight Bachelor to let you go on your way. As the waves of your psychic energy reach his mind, you are shocked to see that a green gemstone ring on the index finger of his right hand is beginning to radiate bright pulses of light. Your Sixth Sense warns you that this ring has the power to protect its wearer from the effects of charms and illusions. It also alerts him to the fact that you are attempting to use such magic on him.

The Knight Bachelor looks at the pulsating ring and then he glares at you. With a cry of rage he unsheathes his sword and attempts to strike out for your head, but you pull away and the point of the blade flashes past to gash your shoulder: lose 2 ENDURANCE points.

‘You sorcerous spy!’ he exclaims. You glance at Karvas and shout for him to follow your lead. The Prince nods in acknowledgement and you dig your heels into your horse's flank, causing him to rear up and scrabble at the air with his forelegs. The Knight Bachelor pulls back on his reins and turns his steed aside to avoid being struck by the flailing hooves. At this moment, you press yourself flat against your horse's neck and urge him forwards. The knight's men bring their mounts together to block your escape, but your horse is quick to the gallop. He surges forwards and forces himself between two troopers, barging them from the saddle as he pushes through their stationary ranks. As you break from the circle, you hear Karvas cry out and the sound sends a shiver racing down your spine. When you glance back you see that he has been unsaddled and he is now lying on the ground, helpless before the stamping steel-shod hooves of the Knight Bachelor's warhorse.

‘Surrender yourself, you trickster!’ commands the arrogant Cavalian knight. ‘Or your journeyman companion dies!’

Reluctantly you rein in your horse and raise your hands. Better to surrender and live to fight another day than permit Prince Karvas to be crushed beneath the hooves of this arrogant knight's horse.

Turn to 130.

263

You dive to avoid your enemy's lance, timing your move to perfection. As you roll over and spring back to your feet, so you lash out with your Kai Weapon and its tip cuts clean through the belly-strap of his saddle. Moments later, he tumbles from his horse and crashes heavily among the trees that border the trail.

His followers curse you bitterly when their leader fails to stand. They fear he is either unconscious or has broken his neck in the fall. Using your Kai skills, you command your horse to come to you and he obeys at once. Before the Bakhasians can enact their revenge, you are able to mount up and ride back towards Karvas. In the distance you can see that the tree is now burning less fiercely. On approaching the Prince, you call for him to follow as you race along the trail towards the flaming pine. Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. The Bakhasians choose not to follow you. They break off their pursuit and allow you to make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.

264

You retrieve the seal from your Backpack and offer it to the Inquisitor-major. The man blanches when he recognizes the object.

‘Please, accept my apology,’ he says, in a quiet and humble tone. ‘I did not know that you were travelling with the Baron's Seal. Your mission must be of great importance. I … I trust I have not caused you too great a delay.’

You return the seal to your Backpack and watch as the Inquisitor-major and his hunting party make a hasty departure. As they gallop away across the plain towards the distant foothills, you and Karvas breathe a sigh of relief before you continue your ride east towards Varedo.

Turn to 55.

265

You call upon your Grand Mastery of Nexus to extinguish the deadly flames and, within seconds, they sputter and die.

Turn to 121.

266

After tethering your horses to a rail outside the Stonefist Tavern, you pause to stretch your travel-weary limbs before entering by a red oak door. The interior is pleasantly cool, yet the air is soured by the smell of sweat and stale beer. A gaily-coloured parrot is perched in the rafters, squawking tunefully. Below its perch is a circular table where seven soldiers from the town's garrison sit playing cards. You approach the bar and the weaselly tavern-keeper unhooks two pewter tankards from the wall and thuds them down onto the beer-soaked counter.

‘Ale for two?’ he enquires, and you nod your ascent. As he fills the tankards with frothing beer he says: ‘That'll be 8 Lune, if you please.’

The Lune is the currency of Lunarlia: 4 Lune are equivalent to 1 Gold Crown (or 10 Ren). Prince Karvas has only linen Torqs which are not readily accepted beyond the shores of Sheasu. You can pay for the ales either in Gold Crowns or Ren.

If you wish to pay the tavern-keeper 2 Gold Crowns, turn to 37.

If you choose to pay him 20 Ren, turn to 241.

267

You awaken shortly before noon and, with some difficulty, you stir Karvas from a deep sleep. You are both feeling refreshed after your rest, but there are still more than 100 miles to cover and time is fast running out. You now have little more than twenty-four hours to reach Seroa before the crowning ceremony is set to take place.

Fortunately, the weather is fair and you do not encounter any unforeseen delays during your long ride to the capital. During your journey, you recall Lone Wolf's famous ride from Varetta to Casiorn that he made six years earlier. He rode the magically-gifted horse Wildwind during his return home to Sommerlund in time to break the siege of the Kai Monastery. Your memory of his courageous feat inspires you to press on. Your only regret is that you and Karvas do not have Wildwinds of your own.

As night falls, your way ahead is guided by the light of a waxing moon which glimmers brightly in a cloudless sky. You forgo rest and push your horses hard, travelling all night to come within sight of Seroa's southern wall and gatehouse by mid-morning. As you approach the South Gate, you see that the highway ahead is blocked by a long queue of travellers who are waiting patiently to enter the city. Prince Karvas is anxious to reach the gate as quickly as possible, but he is also wary of going to the front of this long queue. The Siyenese, and the city's gate guards, do not take kindly to queue-jumpers.

If you wish to take your place at the rear of the queue, turn to 245.

If you decide to ride to the front of the queue and attempt to gain entry to the city as quickly as you can, turn to 194.

268

The concussive force hits you a moment after you hear the noise of the explosion. It hurls you sideways across the deck, but your Kai skills and swift reactions save you from sustaining any serious injuries during your fall. Swiftly you are able to regain your composure and get back on your feet.

To continue, turn to 51.

269

You throw yourself to the ground and the deadly cloud of spikes whistles over your body to splinter against the rocky walls of the gully. Your swift reactions save you from being peppered by these spiteful darts, but in your haste to avoid them you strike your forehead against a boulder: lose 1 ENDURANCE point.

To continue, turn to 10.

270

News of Karvas' return spreads like wildfire through the capital. Hundreds of cheering citizens enter the square and surround the platform on all sides, weeping and shouting with joy that they are to be spared the tyranny of Sadanzo's rule. With the blessing of the gathered nobles, Marshal Phedros proclaims Karvas the King of Siyen and he places the State Crown upon his head. Gladly Karvas accepts his birthright and he rises to receive the adulation of the excited crowd. As the cheering gradually subsides, he turns to you and bids you kneel before him. You obey his command and Karvas unsheathes his sword. He dabs its blade lightly upon your head and smiles:

‘Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.’ The crowd cheer loudly, though not for their king. This time their cheers are for the Kai Grand Master of Sommerlund without whom their beloved Prince would never have claimed his throne.

You accompany King Karvas and his noble entourage to the Royal Palace where the celebration of his ascendance to the throne begins with a banquet, and concludes with a procession of royal coaches that visits every quarter of the city. The citizens of Seroa shower their new king with flowers. They also call for the swift execution of the traitor Sadanzo. The following day you learn that Karvas has granted his citizens their request for justice. Baron Sadanzo is sentenced to death, the execution to be carried out at noon in the Palace Square. Upon the platform on which he sought to be crowned king, the Baron loses his head to the executioner's axe.

Turn to 350.

271

You are getting ready to leave the derelict warehouse when the tower bell starts to toll. Minutes later a long line of black-clad figures, mostly soldiers, comes filing along the street towards the building. Two great doors swing open to receive this procession and you catch a glimpse of the building's cavernous interior. It is richly appointed with tapestries and golden ornaments, yet, despite its beautifully crafted opulence, you feel nothing but a sense of revulsion. Your Kai Sixth Sense informs you that this place is a temple wholly devoted to the worship of an evil deity.

As soon as the procession has entered, the doors are closed and the bell ceases to toll. Shaken but undeterred by what you have witnessed, you leave the warehouse and hurry across the street towards the base of the tower.

If you possess Kai-alchemy, turn to 228.

If you do not possess this skill, turn to 175.

272

While you are enjoying your ale, you watch the garrison soldiers playing cards at the nearby table. After a few minutes, your Magnakai Discipline of Animal Control informs you that the parrot which is perched in the rafters above is helping one of the soldiers to win. Its tuneful squawking is a secret code that tells him when his comrades are bluffing. Mentally you command the parrot to be silent and immediately it obeys you, to the bitter regret of the cheating soldier who promptly loses all of his ill-gotten gains.

Having finished your ales, you and Karvas leave the tavern and return outside to your horses.

If you wish to visit the trading post before you leave Battle Pass, turn to 120.

If you decide to depart without further delay, turn to 230.

273

You flatten yourself against your horse's neck and pray to Ishir to protect you as you race towards the open courtyard gates. As you are approaching its tiled archway, a speeding bolt clips your shoulder and makes you cry out in pain: lose 2 ENDURANCE points.

To continue, turn to 174.

274

The number of guards and the frequency of the patrols make it too dangerous to attempt to gain entry to the stables from the square, and so you decide to search around the perimeter wall to see if there is an easier way. Karvas gets ready to move from behind the cart, but you tell him to stay here and wait for your signal.

‘Better I should go alone, my lord,’ you say. ‘It will halve the risk of being seen. Wait here for my signal and be prepared to act quickly when you see it.’ The Prince nods his agreement and he wishes you good luck before you depart.

Using your Kai camouflage skills to keep yourself hidden from the watchful guards, you scurry away from the cart and skirt around the high perimeter wall. On the west side of the compound you discover that the wall is lower and the number of passing soldiers is fewer and less frequent. You run to the base of the wall and, as you look up at its spiked top, you ponder the best way you can reach the other side.

If you possess Kai-alchemy, turn to 336.

If you do not possess this skill, or if you choose not to use it, turn to 76.

275

Your brave attempt to disengage the lock proves unsuccessful and so you decide on a different course of action. You and Karvas agree that you will try to attack and overpower the gaolers at the first opportunity. Patiently you bide your time until an hour later, when you hear footsteps in the corridor outside followed by the sound of the tumbler lock spinning. The door creaks open and in strides the Knight Bachelor, accompanied by an escort of six armed guards. The knight is holding a short-bladed sword in one hand, and a wooden bowl filled with vile-smelling gruel in the other. He offers the bowl to Prince Karvas at arm's length.

‘Welcome to your royal apartment,’ he says, in a sneering tone. ‘I've had the cook prepare you some food after your long journey home, Prince Karvas. I do hope you enjoy it. It's a meal fit for a king who will never be.’

Karvas is angered by the knight's insolence and he slaps the bowl of gruel out of his hand. The arrogant knight laughs, but before he can step away and leave the cell, you spring forward like a pouncing tiger and attempt to grab the sword from his hand.

‘Slay him!’ screeches the knight, as he struggles to free himself. Instantly the guards rush at you with their weapons raised in eager readiness to carry out his order.

Knight Bachelor & Citadel Gaolers (6): COMBAT SKILL 43   ENDURANCE 38

Prince Karvas is unarmed and unable to assist you during this combat. If you win this fight, turn to 39.

276

The trader becomes flustered and angry when you put away your gold, and he signals to his henchmen to throw you out of his emporium. They move towards you in eager readiness to obey their master's command. Rather than resist and risk slaying them in a fight, you allow yourself to be manhandled out of the warehouse.

Back on the quayside you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone who is more willing to talk about the Prince. Unfortunately, your efforts garner no useful information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.

Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair's efforts have been more fruitful.

‘Prince Karvas is not here,’ he says. ‘He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.’

Turning to Acraban, Zinair says: ‘I propose we travel north at first light and commence a search of the northern shoreline. I suspect it will be easier to espy their retreat from the air than to attempt any search by land.’

Acraban nods in agreement. Then he passes word to his young crew to prepare the Starstrider for a voyage north at first light.

Turn to 187.

277

You urge your horse to the gallop and steer him across the grassy plain towards a distant farmstead. But soon your young mount begins to tire and lose speed. Karvas, too, is having difficulty with his horse and he cannot keep up the pace. Steadily the hunters close the gap between you. When they are less than 100 yards distant, you see their leader place a horn to his mouth and you hear a shrill and piercing tone echoing across the plain. Pressure builds in your head and sharp stabbing pains burn at your temples. You glance over your shoulder and see that Prince Karvas and his horse are both suffering badly from the insidious sound of the hunter's horn.

If you possess a Golden Hunting Horn, turn to 164.

If you do not possess this item, turn to 9.

278

You draw an Arrow from your Quiver, take aim, and fire in one smooth movement. Your shaft speeds towards the leading hunter and burrows deep into his chest, knocking him clean out of his saddle. Upon seeing his comrade fall, the other hunter tugs hard on his horse's reins and turns him around to gallop back to the others. Rather than risk having to face them all, you decide that now would be a good time to leave. You motion to Karvas and he follows as you thread your way through the trees to the far side of the hillock. As soon as you are clear, you race away together as fast as your horses will carry you.

You are more than two miles from the hillock when you bring your panting steeds to a halt and look back. You see the fanji herd have been scattered by the hunters and they are running in all directions. The hunters show no interest in pursuing you; their only concern appears to be slaying as many fanji as possible. The sight of this wanton slaughter raises your ire, but you quell your anger and ride on with Karvas through the tall grass, back towards the trail.

Turn to 80.

279

Your skill and persistence pay off when you hear the dull click that tells you that you have successfully picked the lock. You twist the iron door handle and push it open to reveal a circular stone staircase which leads all the way to the bell chamber at the top of the tower. Here you are treated to a spectacular view of the city. Aided by your night vision, you locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs to the antechamber below.

On your return to the warehouse, Prince Karvas is delighted to hear that there are stables in the city and he insists that you set off for them at once. He is leading the way out of the ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.

Turn to 100.

280

The city of Oberra is still mourning the death of King Oridon. Its scarlet-and-yellow flags hang at half-mast, and many of its citizens wear black armbands and shawls as visible marks of their respect for the memory of Prince Karvas' father. As you ride along its paved streets, you see that many of its shops and public buildings bear proclamations announcing the forthcoming crowning of Baron Sadanzo on Harvestmas Day. Most of these notices have either been torn or defaced with black paint, and this cheers Karvas, for it shows that the citizens of this wealthy city do not welcome the prospect of having Baron Sadanzo as their future king.

It is nearing darkness when you find the residence of Florin Sainus. It is a well-appointed townhouse built on three levels with its own walled garden and stables. You dismount and pull a bell rope that hangs beside its arched door. The Prince's aged tutor is overwhelmed with surprise and delight when he opens the door and sees his former pupil standing on the steps before him. The old man ushers you both inside and orders his servants to attend to your horses. Over a reviving meal of steamed fish and oatmeal bread, Karvas recounts the perilous events of the past few weeks which have brought you here to seek his help. Gladly he pledges his assistance, but he cautions you that your time has nearly run out. Carefully he considers the ways by which you could still reach Seroa in time for the crowning, and at length he tells you of two routes. Both offer an equal chance of success.

The first is the most direct route: the King's Highway from Oberra to Seroa. Normally this road would take four days to travel, but there are now only three full days left before Harvestmas, and so you would have to ride hard to make up for the missing day. The second route is partly by road and partly by river. Seventy-five miles due east of Oberra is the hamlet of Xaia. It lies on a bend of the River Seroa and is a boarding point for the boats that carry cargo and travellers along this major waterway. By this route the journey to Seroa can be completed in three days, ‘assuming that the riverboats are running to schedule,’ warns Sainus. ‘They are the swiftest means of reaching the capital, yet they can be unreliable during spells of bad weather.’

Karvas proposes that you decide which route to take and then leave Oberra at once. ‘If we commence our journey this night, we may gain a few precious hours that could ensure our success.’ You agree with the Prince that you should go at once, but Sainus informs you that it will not be possible for you to leave Oberra until dawn. He tells you that the city council have imposed a curfew during the hours of darkness, following an outbreak of thefts and murders among its prominent citizens. Sainus believes that Baron Sadanzo's robber knights are responsible for the crimes, for many have become residents of the city since King Oridon passed away. He fears that they are plotting to overthrow the council and will act as soon as Sadanzo is crowned king.

In light of the situation, you decide to stay here and rest, and then leave the city at first light. Before you retire, Karvas asks you to decide which route you should use to travel to Seroa.

If you wish to travel the King's Highway, the road that leads directly from Oberra to Seroa, turn to 227.

If you decide to travel to Seroa by way of road and riverboat, turn instead to 59.

281

The Holtor lunges at you as you speed past him. The tip of his spear rips a strip of cloth from the knee of your breeches, yet it fails to draw blood. Without looking back, the two of you gallop out of Jaroc and escape across the open plain that lies beyond.

Turn to 303.

282

As you near the clearing, you leave the trail and take cover among some bushes that fringe the tree-line. For a few minutes you wait here and observe the settlement for signs of life. You can see a log cabin with a veranda, three small sheds, and a picket-fenced enclosure containing goats and chickens. When your senses detect no human presence, you enter the clearing and signal to Acraban to follow as you make your approach towards the cabin.

From the veranda you can see a second track which descends steeply towards a sandy cove. You intensify your vision and catch sight of a man on the beach who is kneeling beside a stone-covered mound. He has blond shoulder-length hair and he is dressed in breeches and a jerkin made from tanned goat hides. From the descriptions given to you by Lord Zinair, you feel sure that he must be Prince Karvas.

Illustration XVI—A man is kneeling beside a stone-covered mound.

Elated by your discovery, you motion Acraban to follow as you leave the cabin and hurry down the steep path towards the beach. You are within 100 feet of the kneeling man when he hears you approaching. He turns to face you and, in an instant, he grabs a loaded crossbow that is lying beside him on the sand and he aims it at your chest.

If you wish to raise your hands to show the man that you mean him no harm, turn to 253.

If you decide to dive for cover among the boulders that lie on either side of the path, turn to 85.

283

You rise at dawn and, after a hearty breakfast in the tavern kitchen, you and Karvas collect your horses from the stables. The tavern-keeper and his wife bid you a cheery farewell, and you set off from Voshno along a road that crosses the plain to the east.

The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. To your surprise you find that the Prince is a little less optimistic. He tells you that you are now approaching the western province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas cautions you to remain vigilant until you are safely beyond the borders of his enemy's province.

It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle's head emblazoned upon their white surcoats and shields. A golden crown surmounts these eagle's heads and Karvas gasps when he sees them. He signals to you to rein in your horse and, as you come to a halt, he tells you that the approaching horsemen are wearing the livery of Baron Sadanzo. The black eagle's head is his mark, but it is the addition of a golden crown that has shocked Karvas. It is the sign of royal ascendance. Karvas is fearful that Baron Sadanzo has already been crowned King of Siyen.

As they ride nearer, the leader of the troop — a Knight Bachelor — motions his horsemen to leave the trail and encircle you and the Prince. As they obey his command, the Knight Bachelor brings his snorting steed to a halt alongside your horse.

‘Hail, fellow riders,’ he says, with forced politeness. He raises the steel visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.

‘You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?’

If you wish to answer that you are journeymen from Sommerlund who are travelling across Southern Magnamund to learn about its peoples and customs, turn to 140.

If you wish to answer that you are on your way to Seroa for the Harvestmas Day festival, turn to 173.

If you choose not to answer the Knight Bachelor's questions, turn to 43.

284

You tell Karvas the bad news and quietly you both slip away from the taproom by a rear door. Beyond this door is a corridor which passes through the tavern's kitchen and out into the courtyard. Once you are outside, you hurry across to the stables to fetch your horses. You are about to enter when suddenly you notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who are lying in wait for you and Karvas.

Cavalian Bandits: COMBAT SKILL 40   ENDURANCE 36

You may add 5 points to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.

If you win the combat in four rounds or less, turn to 215.

If it takes five rounds or more to win this combat, turn to 103.

285

Your leap across the burning tree has created a temporary gap in the flames. Karvas is able to exploit this by jumping his stallion at exactly the same place. As they emerge from the flames, you cheer his masterful display of horsemanship and beckon him to follow as you gallop along the trail. Your pursuers are not so daring. When they reach the burning tree they halt and give up the chase, allowing you and Karvas to make good your escape into the foothills of the Dammerdon Mountains.

Turn to 251.

286

In one fluid practised movement, you draw an Arrow to your Bow and let it fly towards the onrushing lancer. The man's eyes widen with terror as he sees your deadly shaft hurtling towards him, and desperately he twists aside to avoid it. The Arrow misses by a hair's breadth, yet the lancer does not survive your shot. He loses his balance and tumbles out of the saddle to crash down, head-first, upon the cobblestoned passageway.

Turn to 207.

287

The horseman stops to stare out across the endless rows of tree stumps. Slowly he shakes his head, and then he looks up at the darkening sky and you hear him curse the failing light. In the distance, one of his comrades shouts his name and beckons him to rejoin the wagons. Begrudgingly he acknowledges the call. He slams his sabre back into its steel scabbard and returns to his horse. Patiently you watch him climb into the saddle and ride away before you rise from your hiding place and call for Prince Karvas to show himself.

Turn to 54.

288

While you are examining the valuable items that fill the shelves of this luxurious apartment, you become aware that this is Baron Sadanzo's personal chamber. Karvas inspects the golden ornaments and tapestries with a critical eye. He informs you that most of this treasure has been ill-gotten, either looted from the estates of the Baron's enemies, or purchased abroad with tax money extorted from the citizens of Cavalia. From among the vast array of treasures hoarded here, there are only three items that catch your eye: a Golden Hunting Horn, a Jewelled Tankard, and Sadanzo's Seal. If you decide to take any of these three treasures, you must carry them in your Backpack.

Having satisfied yourself that you have examined every item of interest in this chamber, you motion Karvas to follow as you draw aside the draperies and explore the adjoining chamber.

Turn to 178.

289

As you race towards the ruined stronghold ahead of the surging flood, you are struck on the neck by a fist-sized chunk of granite.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 195.

If it is 4–8, turn to 8.

If it is 9, turn to 147.

290

As the Starstrider begins to descend there is a loud explosion. From his nest atop the mainmast, the lookout shouts out a warning and frantically he points towards the ground. You rush to the rail and peer over the side, your stomach churning with fearful anticipation of what you will see. Deep within the fathomless reaches of the fissures and chasms passing below, you glimpse flashes of blue-white energy. These bolts are growing brighter and louder as they streak towards the surface. One bolt escapes from a vent in the middle distance and rips open the sky. It skewers a cluster of steam clouds and blows them apart in a loud and spectacular explosion of gas and flame. You urge Acraban to order his helmsman to ascend, this time to avoid the new and deadly danger that is striking at you from below. The wizard hesitates before turning to Kuo, but before he can issue the counter-order, there is a deafening Crack! from somewhere beneath the stern.

Pick a number from the Random Number Table.

If the number you have picked is 0–2, turn to 268.

If it is 3–7, turn to 149.

If it is 8 or 9, turn to 341.

291

Using your mastery of Elementalism, you stir up the dirt around the feet of the nearest shrine-bearer and project this cloud of grit at his face. Instinctively he releases his hold of the platform and cups his hands to his stinging eyes. Without his support the platform tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, shatters in two, and releases a whirling cone of red flame from its hollow core that engulfs the bearers. In the blink of an eye the four men are transformed into smouldering heaps of ash.

Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.

Turn to 180.

292

The morning sky is filled with brooding clouds and the surrounding granite peaks appear hostile and unforgiving, but you draw some comfort from the fact that the rain has ceased and you are able to ride this ancient mountain trail with little difficulty. It is nearing midday when you catch your first glimpse of the wastelands that lie to the east, far beyond the Dammerdon Range. These are the Doomlands of Naaros and your heart fills with dread when you recall something of what you learned about this region during your teachings at the Kai Monastery.

This vast wasteland of dust and ash was formerly the seat of power of the greatest, most evil being who ever ruled Magnamund — Agarash the Damned. At its centre there once stood his mighty fortress-city of Naaros; now all that remains is a titanic chasm of molten lava and heat-fused rock. Ten millennia ago, the gods Ishir and Kai sent forth the magical Elder Magi to challenge the rule of Agarash, and they undertook a daring assault upon Naaros and its fell inhabitants, the Agarashi — the Creatures of Darkness. This attack precipitated a war which lasted a thousand years and culminated in the destruction of Agarash and his accursed empire. Once there were many cities and fortresses in the Doomlands; now there are none.

As you continue along the trail you pass several waystones that are set into the ground at regular intervals. They are not ancient stones for they each bear the symbol of Sejanoz, and your Kai senses detect that these carvings are no more than a decade old. Karvas suspects that Sejanoz has had them placed here as a form of homage to the memory of Agarash. Throughout Southern Magnamund it is rumoured that the spirit of Agarash lives on, imprisoned within the molten ruins of Naaros.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel, turn to 348.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 238.

293

When the Prince recovers consciousness he can hardly believe his eyes. The chill, spartan surroundings of the chapel have somehow transformed into the warm, rich opulence of Lodamos' personal chamber. The fearsome ghost of Knight Ranald has disappeared, yet he is now confronted by a sight he finds equally difficult to reconcile: Baron Lodamos happily conversing with you over a plate of roasted pheasant and sweet potatoes! The Baron, upon seeing that the Prince has regained consciousness, goes and kneels at the side of his divan. Carefully he explains all that has occurred since Karvas lost consciousness, and he begs the Prince to forgive him for the ordeal he has been made to suffer. To redress his conduct, the Baron pledges that he will do all he can to help you both reach Seroa in time for the crowning ceremony on Harvestmas Day.

If you possess Sadanzo's Scroll, turn to 126.

If you do not possess this Special Item, turn to 317.

294

The smooth surface of the tower wall proves to be a minor obstruction to someone of your ability and you ascend effortlessly, like a spider, towards the second-storey window. On reaching the window you pull yourself through the open frame and drop down onto the steps of a stone stairway beyond. This circular staircase leads to the top of the tower which commands a magnificent view of the city. Aided by your night vision, you are able to locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs and return to the window. Once more you use your climbing skills, this time to make a speedy descent to the street below.

Prince Karvas is delighted to hear that there are stables in the city, and he insists that you set off for them at once. He is leading the way out of the warehouse ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.

Turn to 100.

295

You stagger painfully to your feet and try to focus on your surroundings. Through a pall of smoke you hear the groans of wounded crewmen and the crackling buzz of electrical arcing. Steam rises from a gaping hole in the stern deck and a fire rages around the base of the mainmast. Prince Karvas emerges unscathed from the rope locker and quickly he helps you to smother this fire. Then he gives first aid to a crewman who is lying nearby, nursing a broken knee. Acraban comes staggering out of the smoke. His robes are torn and a trickle of blood runs from a cut above his right ear. You use your Magnakai Curing skills to heal the wizard's wound and then together you help evacuate the injured crewmen from the crippled skyship. Acraban orders Bo'sun Gora to go and assess the state of the crew. He returns shortly and reports that from the ship's original complement of ten men, three are now missing, three are wounded, and one is dead. The remaining three crewmen, himself included, have survived the crash with only minor injuries.

Illustration XVII—Prince Karvas emerges unscathed from the rope locker.

Using your Magnakai Curing skills, you ease the pain of the badly-injured crewmen before helping Karvas and Gora to bury the dead man — Kuo the helmsman. The area surrounding the crashed skyship is thickly wooded and, with night fast approaching and a sky heavy with clouds, it is impossible for you to determine your exact location. Acraban proposes to contact Lord Zinair to inform him of the disaster by means of his seeing stone. But, to his dismay, he soon discovers that the magical artefact has been lost in the crash.

As the darkness of night envelops the smouldering wreck of the Starstrider, you find it hard to suppress a growing sense of despair. It is a mood shared by the other survivors, and few words are exchanged as you work together to erect a makeshift shelter for the wounded beside the ship's battered keel. When the shelter is finished, you each look for a place nearby where you can lie down and attempt to recover from the fatigue of your terrible ordeal.

Before you try to get some sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 331.

296

In the ensuing confusion, Sadanzo attempts to flee the platform and escape with his entourage of robber knights. Marshal Phedros rushes forward to examine the shattered pieces of Sadanzo's gem, and at once he recognizes that they are the remnants of an evil artefact crafted by Naar — the King of the Darkness.

He turns to the bewildered crowd and denounces Sadanzo as a disciple of Naar: a treasonable offence in Siyen that is punishable by death. He orders the Royal Guard to pursue and arrest Sadanzo immediately. ‘Find him and take him to the palace dungeons,’ he commands. Upon hearing this, a vast section of the stunned crowd roar their approval and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down Sadanzo's robber knights, in every quarter of Seroa, and bring them to justice. As these noble troopers eagerly set about their task, Phedros turns to Prince Karvas and hugs him to his chest.

‘Welcome home at last,’ he says, his voice wavering with emotion. ‘Welcome home … King Karvas.’

Turn to 270.

297

Your blow unsaddles your enemy and sends him crashing into the trees that border the trail. His followers curse you and they raise their swords and maces in readiness to strike as you come towards their line. But you do not give them this opportunity. Hurriedly, you rein your horse about and gallop back along the trail towards Karvas. In the distance you can see that the tree is burning less fiercely now. On approaching the Prince, you call for him to follow as you race along the trail towards the flaming pine.

Turn to 92.

298

As you watch the migrating fanji, your Sixth Sense warns you that something is wrong. The leading beasts are constantly changing direction and the rest of the herd are following blindly in their wake. They are passing within a mile of the trail when suddenly you see the leaders switch direction once again. To your dismay, you see they are now thundering towards the trail on a collision course with yourself and Prince Karvas.

Frantically, you wave your arm and signal to Karvas to follow your lead. With your heart pounding fit to burst, you veer away and gallop your horse through the waist-high grass that borders the trail. As you race before the thundering herd you can see only two places ahead that promise safe sanctuary from this stampede: the River Ioma, and a small tree-fringed hillock.

If you wish to head for the river, turn to 114.

If you choose to head for the hillock, turn to 249.

299

‘Well met, my lords,’ calls the ginger-haired magician as he waits at the end of the gangplank for you and Lord Zinair to disembark. You gather together your equipment and, as you step ashore, he greets you with a broad smile and a firm handshake. ‘I am Acraban, of the Brotherhood of the Crystal Star. I had not expected we would rendezvous so soon. I arrived here myself only this morning aboard my skyship Starstrider,’ he says, earnestly.

Then the young magician excuses himself before turning away to face his flying ship. He raises his right hand and a shimmering blue flame suddenly engulfs his open palm. From the rear deck of the hovering skyship you see a flashing pinpoint of light. It is an acknowledgement of Acraban's signal to his crew that you have arrived.

‘Come, my lords, let us return to Starstrider. We have much to discuss and time is precious.’

Turn to 90.

300

The sergeant has his men unchain you from the wall and march you at spear-point along the lower corridors and passages of the citadel, to a small chapel of worship that is dedicated to the Goddess Ishir. You and Karvas are pushed into this chapel and its heavy door is slammed shut and bolted behind you. Moonlight filters into this place of worship through leaded stained glass set into star-shaped alcoves near its vaulted ceiling. It casts a pale rainbow of colour upon a marble tomb which occupies the centre of the chapel floor. Its heavy stone lid is carved in the likeness of a recumbent knight whose hands are folded around the hilt of a broadsword.

Karvas is about to beat his fist on the bolted door and demand that he be allowed to speak to Dunwayne, but you stay his hand. Your Magnakai Discipline of Divination warns you that you and Karvas are not alone in this chapel. You detect a strong psychic presence that is centred upon the tomb. A sudden gust of wind sweeps through the chapel and you feel the air temperature plummet to near-freezing. Ice crystallises on the sides of the tomb and a ghostly plume of vapour seeps from cracks in the stone. This translucent mist swirls and condenses, and gradually it adopts the recognisable form of a knight in armour clutching the hilt of a broadsword. It is the ghost of the warrior whose remains are entombed here. He is a paladin knight, and his ghost has arisen to test your true purpose. The ghostly warrior raises his mighty sword and rays of eerie blue light flood out from the slits in the visor of his spectral helm. As this light washes over you and Karvas, you feel pulses of psychic energy assaulting your mind. The Prince lets out a scream and then he falls unconscious to the floor as the waves of energy increase in intensity.

Illustration XVIII—The mist adopts the form of a knight in armour.

If you possess Kai-screen, turn to 218.

If you do not possess this Grand Master Discipline, turn to 196.

301

The drooling horror suddenly gathers speed when it catches the enticing scent of horseflesh drifting on the chill night wind. You unsheathe your Kai Weapon and move forward to block its approach to the narrow gully. You must now fight the creature.

Bavazanur (Winged Agarashi): COMBAT SKILL 38   ENDURANCE 35

This enemy is immune to Mindblast (but not Kai-surge). You may add 5 points to your COMBAT SKILL for the duration of this fight, for Prince Karvas is supporting your battle with this foul creature. If the Kai Weapon you wield is ‘Raumas’, you may apply the bonus gained due to its unique properties.

If you win the combat, turn to 129.

302

You are three miles clear of the fissures when the steering becomes dangerously erratic. The Starstrider is losing altitude and her deck is beginning to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright. Acraban appears from below and struggles valiantly across the sloping deck to join you at the helm. The young sorcerer is gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies.

‘We have lost one stabilizer and the other is badly damaged,’ he says, grimly. ‘I have done all I can to repair it but I fear it may fail at any moment. Without stabilizers we will not stay airborne.’

Acraban takes the helm and orders his crew to prepare for a crash landing. Some of the men tie themselves to the ship's superstructure, whilst others stand free of the rails and pray for the protection of Goddess Ishir. Prince Karvas has found refuge in a rope locker bolted to the main deck. He lifts the lid and urges you to join him. There is sufficient room for two.

If you wish to climb into the rope locker alongside Prince Karvas, turn to 79.

If you choose to stay with Acraban at the ship's helm, turn to 199.

303

Over the next two days you ride away from Jaroc in a northeasterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of Siyen — Prince Karvas' homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.

It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.

Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.

If you wish to visit the tavern, turn to 266.

If you prefer to visit the trading post, turn to 120.

304

Beyond the arch is a narrow brick walkway which borders the river. You hurry along this unlit footpath until you come to a flight of steps that lead to a flagstoned loading area crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected.

Soon you come to a stone bridge that traverses the River Tehda. You hurry across and enter a wide avenue which leads to the city's east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

305

You utter the words of the Old Kingdom Spell Invisible Fist and thrust your right arm stiffly towards the onrushing lancer. A wave of energy surges from your clenched fist and strikes the man squarely in the chest. With a muffled scream, he flings his lance into the air and tumbles backwards out of the saddle to crash down heavily upon the cobblestoned passageway.

Turn to 207.

306

The instant the cell door crashes shut, you use your Magnakai Discipline of Nexus to loosen the cords that bind your wrists and then you untie the Prince. The air in this dark prison cell is dank and stifling. What little ventilation there is comes from the narrow crack that runs around the iron cell door. Your advanced Weaponmastery tells you that your Kai Weapon is close by, and when you close your eyes and concentrate, you detect it lying in an empty cell located directly opposite the door of the one you now occupy.

You vow to Karvas that this foul dungeon will not hold him for long, and you set about examining its walls and floor in the hope of finding a way to escape. However, you quickly discover that you have been locked in the securest cell of the citadel, deep below the ground. Beyond its slimy walls there lies nothing but solid earth. Only the cell door offers a glimmer of hope, yet it has no handle, hinges, or keyhole visible on the inside. It is not secured by a key but by a tumbler lock, similar to the lock of a safe, and it is opened by means of a dial on the outside of the door. Placing your ear to its surface, you use your Magnakai Discipline of Nexus to will the lock tumblers to move. After a few moments you hear them begin to click over.

You discover the lock has three tumblers. To open the door, each tumbler has to be turned to the correct position in a sequence. Using your Sixth Sense, you determine that the first number in the sequence is equal to the number of horses you took from the Tehda Stables. The second is equivalent to the number of seeing stones that Lord Zinair gave to Wizard Acraban. The third in the sequence is equivalent to the number of additional Grand Master Disciplines acquired upon reaching the rank of Kai Grand Master Superior.

When you think you know the three-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.14

If you are unable to determine the correct solution, turn instead to 275.

[14] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

307

As you are leaping through the portal, the projectile whistles past within inches of your head and slams into the brick wall of an alleyway running alongside the warehouse. With the Bakhasians close on your heels, you signal to Karvas to follow your lead as you make a hurried escape along the passage towards an adjoining torchlit street.

Turn to 88.

308

Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. Both are anxious to hear your news of Prince Karvas' whereabouts for their own enquiries have yielded little useful information. You inform them of what you have learned — that the Prince has a wife and they are living somewhere on the island's northern coastline. Lord Zinair has discovered that Amarelda is the name of Karvas' wife, and Acraban has learned that they last visited Mydnight a year ago.

‘You have done well, Grand Master,’ says Lord Zinair. ‘The citizens of this city are a secretive breed, yet you may have prised enough from them to help us find our reclusive Siyenese Prince.’ Turning to Acraban, he says: ‘I propose we travel north at first light and commence a search of the northern shoreline. It will be easier to espy his retreat from the air than to attempt a search by land.’

Acraban nods in agreement and passes word to his young crew to prepare the Starstrider for a voyage north at first light.

Turn to 187.

309

Quietly you recite the words of the Brotherhood Spell Mind Charm and focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental command. You ask them to give their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep in the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having obtained what you require, you mentally command the two fops to forget that they have ever set eyes on you and Karvas. As they resume their conversation, you and the Prince slip away through the crowd.

Turn to 2.

310

On reaching the fortress ruins, you dismount and lead your horses through its rubble-strewn main gate. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to the inner hall and hurriedly you enter to escape from the torrential rain.

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you find that there is enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat)

Illustration XIX—In an alcove you discover a shrine dedicated to the God Kai.

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177.

311

You approach to within 100 feet of the west gate by means of a drainage ditch that runs parallel to the rutted road. The heavy iron gate is open but the way through to the city beyond is blocked by four soldiers, each clad in a suit of shiny armour made from lacquered steel scales and hardened leather. They are armed with spears and maces, and their shields display the head of a tiger-like creature with ferocious fangs. It is the emblem of Autarch Sejanoz — the ruler of Bhanar.

Two of the soldiers stand rigidly to attention in the middle of the road with the hafts of their spears crossed to bar entry. Their comrades are seated beside them on benches set into alcoves on either side of the open gateway. A ragged white line appears to have been drawn along the threshold of the gate, but when you magnify your vision you realize that this line is nothing more than a trail of bird droppings. On a tiled ledge above the arch of the gateway you can see a long line of roosting crows. They appear almost invisible against the jet-black stonework of the parapet.

After watching the guards for several minutes you are sure that they are all alert and observant. It would be difficult to get past these men without their knowledge. If you are to gain entry to the city by this route, first you will have to create a diversion to draw away these vigilant guards.

If you possess the Grand Master Discipline of Elementalism, turn to 182.

If you do not possess this skill, or if you choose not to use it, turn to 206.

312

An arrow, fired from the drawbridge, glances your shoulder and gouges a furrow of skin from your back: lose 3 ENDURANCE points.

If you have survived this wounding, you can continue by turning to 342.

313

Hurriedly the archer takes aim at Karvas and releases his straining bowstring. The arrow whistles through the air, yet the trajectory is too high for the missile to hit the Prince. It arcs over him and you gasp aloud when suddenly you see the arrow is falling towards your chest.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 255.

If it is 5–9, turn to 33.

314

You draw upon your psychic Kai Disciplines to block the insidious effect that Sadanzo's gem is having upon the minds of the Siyenese noblemen. Your attempt to disrupt its power requires a great effort that drains you of mental and physical strength.

Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, 9), the effort costs you 4 ENDURANCE points. If the number is even (i.e. 0, 2, 4, 6, 8), you are drained of 7 ENDURANCE points. If you possess Kai-screen, you may reduce your ENDURANCE point loss by 2.

By creating a psychic block, you divert the energy of the gem and turn it back on itself with a dramatic consequence. Sadanzo screams with shock as the gem in his hand suddenly crumbles and disintegrates to dust.

Turn to 250.

315

You are moving along the trail when suddenly your Magnakai Pathsmanship skills alert you to danger. Immediately you halt and scan the surrounding woods, fearing an ambush. Seconds later you detect the danger; it is a concealed pit which bisects the track a few yards ahead. It has been covered with pine branches and camouflaged by a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. You warn Acraban of its position and motion him to leave the trail and skirt around this hidden trap. He obeys, but within moments you detect a second pit hidden amongst the undergrowth. You hiss a warning to Acraban to halt just as he is about to step upon it.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 57.

If it is 4–9, turn to 134.

316

You hide the guard's body among some long grasses at the base of the perimeter wall and then hurry across the field to a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms, and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.

You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.

You lead the horses across the courtyard and as you approach the stables' main doors, you mount one of them and fix the reins of the other to your stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.

The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who his waiting patiently for your signal. The Prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.

If you possess Kai-surge, turn to 172.

If you do not possess this Discipline, turn to 313.

317

Baron Lodamos asks that you and Karvas accompany him to the citadel's main hall.

‘If you are to reach Seroa in time to foil Sadanzo, you must set off without delay. The ascendance ceremony will take place one week from today, and you still have many miles to travel. Time is against you, my lords, but I will do all I can to help your vital mission.’

Turn to 70.

318

‘Please forgive me, sir,’ you say, ‘but my companion and I are just simple journeymen from Sommerlund. We are not spies. Please, we did not mean to insult you with our silence. We are not familiar with your customs. In our land, it is not permitted for men of our lowly rank to speak to a Knight until he gives his permission. Please, kind sir, let us go on our way.’

Coolly the Knight Bachelor stares into your eyes. When he gets no reaction from you, he turns his head and fixes the Prince with the same cold, unblinking gaze. He knows nothing of Sommlending custom but he does know that the clothes you are wearing support your story. Yet he appears to be not entirely convinced. Your horses are Bhanarian steeds and he recognizes them to be so by the distinctive embellishments that adorn their bridles and saddles.

Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. He is thinking of arresting you and Prince Karvas on the charge that you are spies in order to impress his peers in Cavalia. You know that you must act swiftly if you are to avoid this.

If you wish to offer the Knight Bachelor a bribe in the hope that he will allow you and Karvas to go on your way, turn to 161.

If you decide not to attempt to bribe him, turn instead to 95.

319

You are less than 10 yards from the blazing trunk when suddenly your horse refuses to jump. He dips his head and veers away, sending you somersaulting from the saddle to crash head-first against the burning trunk. The force of the impact snaps your neck and, in a terrifying instant, you are swallowed up by total darkness.

Tragically, your life and your mission end here.

320

You cross the narrow village street and approach the two Cavalian lordlings as they stroll leisurely towards the jetty. ‘Good evening, my lords. We meet again,’ says Karvas, in a deep and menacing tone. ‘My friend and I still wish to acquire your tickets. Kindly hand them over.’ The Prince pulls his sword a few inches from its scabbard to reinforce his demand.15

Normally these two fops would blanch and faint in the face of such a threat, but a night spent drinking at the tavern has filled them with liquid courage. The taller man stares Karvas defiantly in the eye and then he begins to shout at the top of his voice: ‘Robbers! Footpads! Cut-throats!’

Karvas reacts instinctively. He punches the dandy squarely on the jaw and leaves him sprawled unconscious on the ground. His stout companion freezes and his mouth opens wide with shock. Before he, too, can scream out in alarm, you knock him out with a sharp blow to the nape of his neck.

Quickly you drag their bodies into the alleyway and rifle their pockets in a search for their tickets. Karvas finds both of them in the jacket pocket of the stout lordling, and he hands one to you. (Record the Riverboat Ticket on your Action Chart as a Special Item which you keep in the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having now obtained what you need, you leave the alleyway and hurry back to the jetty.

Turn to 2.

[15] Ignore the Prince's comments in the first paragraph if you have not spoken with these men before (cf. the route from Section 256 through Section 111).

321

Once you have decided the places where each of you will search for the whereabouts of Prince Karvas, you follow Acraban to the rear deck and enter the skyship's boarding cage. Swiftly it is winched down to the market square where you are met unexpectedly by a pressing crowd of grimy-faced street urchins. They have been gathering here since dawn to stare in wonderment at the Starstrider hovering motionless in the cloudless sky above. Acraban scatters a handful of copper coins across the cobblestones and the children scramble to retrieve them. This creates enough room to allow Zinair to open the cage door and the three of you to step out. After agreeing to return here to the skyship no later than sunset, you split up and go in search of your chosen destinations.

Unlike the urchins, the adult population of Mydnight appears less than fascinated by the imposing sight of the Starstrider hovering above their city. Few pay it a second glance, yet this seeming lack of interest does not surprise you. For centuries this port has been a refuge for exiles from the many nations of Magnamund who, for their own individual reasons, have chosen to forsake their native lands. They are, by nature, a secretive community. Any overt interest in the affairs of another is most often viewed with suspicion and distrust.

You retrace the route you took last night and soon find yourself at the harbour. The Azaktana is still moored at the quayside and you give the crew a friendly wave as you stride across the quayside and enter a wide avenue that leads to the Hall of the Judicars.

By the lowly standards of the city, this hall could almost be considered grand in comparison to the neighbouring hovels. You pass beneath its façade of crumbling marble and walk through a stone archway that leads to a gloomy, torchlit interior. Here you discover over a hundred men and women standing patiently in two separate queues. One line ends at an open window where a clerk is busily exchanging gold and silver coins for linen Torqs, the woven currency that is used here on Sheasu. The other queue ends at a marble-topped desk where a man in the uniform of a reeve-sergeant is listening with bored indifference to a citizen who is reporting the theft of a goat.

If you wish to join the queue for the reeve-sergeant, turn to 127.

If you choose to stand in line for the Clerk of the Hall, turn to 334.

322

You use your Magnakai Discipline further to calm the two horses and summon them to approach you and Prince Karvas. Obediently they obey, and quickly you are able to mount them and make good your escape from this passageway into a wider street at its eastern end.

Turn to 67.

323

While the horses are drinking, you laugh with Karvas when you recall the startled faces of the militiamen as you galloped through their dithering ranks at Bakhasa's east gate, and you take the opportunity to give him the sword and belt that you took from the sleeping guard at the Tehda Stables. He smiles as he buckles it on his hip and then he unsheathes the blade to gauge its weight and balance.

‘Not the best steel I've ever handled,’ he muses, ‘but better than no steel at all. I'm indebted to you, Grand Master.’16

It is an hour past midnight and the passing of another day rekindles thoughts of the road ahead. With only nineteen days to Harvestmas, the city of Seroa still seems a very long way away. But you draw some comfort from the fact that you now have two fine stallions. They are sure to make the long road seem far shorter. You are admiring them when suddenly they stop drinking and become agitated. You scan the surrounding trees yet you detect nothing untoward. Then you hear the sound of approaching hoofbeats and you curse yourself for being complacent.

‘I should have known they would not let us get away with two horses as fine as these,’ you say, as hurriedly you and Karvas climb back into the saddle. You urge your horses across the ford and, as you take to the trail beyond, you look over your shoulder to see half a dozen armed Bakhasians come galloping along the trail towards the stream. They are led by a warrior who is sheathed from head to toe in shiny black armour and he holds a metal staff raised in his gauntleted hand. Beyond the stream the trail narrows as it ascends into the forested hills.

As you reach the crest of a ridge, you glance back to see that your pursuers are gaining on you. The leader aims his staff and a ball of flame hurtles from its tip to come streaking between you and the Prince. This fiery missile fails to strike its target, but the heat and noise of its passing startles Karvas' horse. The Prince controls his mount with admirable skill, yet in so doing he loses speed and is soon left trailing over 100 yards behind. You wave to him, urging him frantically to catch up, and he signals to you to ride on. When you turn to look at the trail ahead, you are shocked to see that it is now blocked by a burning tree. The fiery missile has struck and felled a pine and ignited its inflammable sap. As you gallop towards this blazing trunk, your heart sinks when you see that it blocks the narrow trail: there is no clear way around it.

If you wish to attempt to jump your horse over this blazing pine trunk, turn to 204.

If you decide to rein in your horse and turn to face your pursuers, turn to 60.

[16] The reason that the Prince is unarmed remains unexplained. He is armed in Section 170, and no explicit statement since then explains why he has lost or forsaken his short sword.

324

You and Karvas step over the lifeless bodies of the knight and his escort, and hurry out into the corridor beyond. You slam the cell door shut behind you and, with a powerful kick of your heel, you cleave away the dial of the lock to prevent the door from being opened easily.

Once outside, you notice the door to another cell directly opposite and instantly your Kai Sixth Sense alerts you to the presence of your Weapons and equipment. They are being stored in this adjacent cell and you pause for a few moments to work on its tumbler lock. This time your efforts are rewarded. The lock disengages and, when you pull open the door, you discover all of your confiscated equipment lying on the floor of this cell. (You may erase the asterisks [*] from your Action Chart now that your arms and equipment have been restored.)

In addition to your equipment you also discover Prince Karvas' sword and belt, together with the following:

- Bow
- 3 Arrows
- Enough food for 1 Meal

Karvas buckles on his sword belt and, before you leave, he unhooks a coil of rope from the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon back in your hand once more, you begin to climb the steps, retracing the route that you committed to your memory when you were dragged to your cell more than an hour ago.

Turn to 169.

325

As the soldier approaches you realize that he is only aware of Prince Karvas. You have not been seen; the darkness and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shallow archway of an adjacent house and unsheathe your Kai Weapon. Karvas stands in the avenue, his eyes fixed on the approaching guard so as not to betray your presence. Nervously the soldier approaches the Prince with his spear levelled at his chest. He commands Karvas to state the name of his regiment, and when he refuses to reply, your Sixth Sense suddenly warns you that the guard is about to raise the alarm.

Like an attacking panther, you leap from the shadowy arch and strike the guard at the base of the neck with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious to the ground. Quickly you and Karvas drag his body away from the avenue and hide it in an alleyway. Before you leave, you make a quick search of the soldier's pockets and backpack and discover the following items:

- 30 Ren (equivalent to 3 Gold Crowns)
- Spear
- Sword
- Dagger
- Bottle of Rice Wine
- 1 Meal
- Ivory Comb

If you wish to keep any of these items, adjust your Action Chart accordingly.

You hurry away from the alley and continue along the avenue, past grimy two-storey houses of carved hardwood that are silent behind their bolts and shutters. It leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You observe the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. All are almond-eyed and they have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place even at this late hour. Rather than risk being seen and captured, you decide to remain hidden in the timber yard and attempt to get a few hours' sleep before dawn.

Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.

326

You unbuckle your tunic belt and lie flat on your stomach with your arms dangling over the edge of the hole. You extend your right hand as far as you are able, offering the end of your belt to the Prince, but he is just out of reach and he is unable to grab it with his free hand. You see his fingers slipping and you know that this perilous situation calls for drastic action. If you are to save Karvas from falling to his doom, you will have to climb down into the hole and get him.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total score is now 0, turn to 225.

If it is 1–5, turn to 333.

If it is 6 or higher, turn to 219.

327

The air temperature begins to rise and you sense a benign aura of tranquillity radiating from this spirit. The ghostly knight lowers his broadsword and bows at the waist; you have passed a great test and clearly you have won its respect. Your Sixth Sense tells you that it has looked into the depths of your soul and it approves of what it has discovered there.

As the temperature approaches normal, the apparition shrinks and its vapours are drawn back into the tomb. You hear the bolts being pulled on the chapel door, and then it bursts open and in rushes Baron Lodamos with his Marshal and a dozen of his armed guards. He sees Karvas lying on the floor and he pulls to a halt. ‘Aha! Just as I thought. Another of Sadanzo's assassins.’ Then he notices you standing before the tomb and a look of puzzlement creases his noble brow. The Marshal of the Guard kneels beside Karvas and touches his fingers to the side of his neck, seeking a pulse. ‘He's alive, my liege,’ he says, incredulously.

‘Then it's true,’ retorts the Baron. ‘He really is our Prince returned from exile. Quickly, Guntor, take him to my chambers at once.’

To continue, turn to 131.

328

As you tumble across the decking, you rely on your advanced Kai agility and Sixth Sense to avoid hitting the many obstacles that are strewn in your path. Unfortunately, you are unable to avoid them all and you come to a sudden halt when you collide with a crewman on the middle deck: lose 3 ENDURANCE points.

To continue, turn to 295.

329

You climb out of the chamber and slam the trapdoor shut. Then, using your Kai Weapon, you cleave the iron ring from the stone so that the trapdoor cannot easily be opened. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. You spend your watch listening to the rain beating on the slate roof and the desolate sound of the wind whistling through the mountains. When Karvas takes over, you pull your warm cloak close around your shoulders and settle down on the floor to sleep. Karvas wakes you shortly after daybreak. You have slept for only three hours yet you open your eyes feeling refreshed and alert (you may restore 3 ENDURANCE points).

Before you leave the hut and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

To continue, turn to 292.

330

Karvas suggests that you use the rope he found in the dungeon cell below. Taking one end, you tie a slip knot and make it into a lasso. Then you cast the loop of rope at the lever it the hope of catching it and pulling it down. Your aim is true. Yet, upon the instant that the rope touches the lever there is a tremendous flash of yellow light, and a searing wave of energy hits you in the chest and knocks you backwards down the stairs.

Pick a number from the Random Number Table. If the number you have picked is even (i.e. 0, 2, 4, 6, 8), deduct 1 ENDURANCE point from your current total. If the number is odd (i.e. 1, 3, 5, 7, 9), deduct 3 ENDURANCE points.

To continue, turn to 69.

331

You pass the hours before daybreak in a restless, semi-conscious state. You cannot sleep properly for your mind is tormented by the gnawing fear that your mission has come to an early and tragic end. You rise before dawn and try to overcome your melancholic mood by tending to the three wounded crew members. Through the use of your Magnakai Curing skills you are able to accelerate their own natural healing processes so that, when daybreak finally arrives, they are no longer incapacitated by the injuries they received in the crash.

As the grey morning light filters down through the canopy of the forest, it reveals a corridor of smashed and flattened trees lying in the wake of the crippled Starstrider. Acraban and his bo'sun make a lengthy inspection of the craft and then report their findings.

‘The glad news is that she's repairable,’ pipes Bo'sun Gora, confidently. ‘She looks bad but her engine's as sound as a bell. We've the materials and tools aboard to fix 'er stabilizers, and there's mor'n enough timber 'round here to patch up the decks and hull.’ Acraban nods his agreement yet, unlike his bo'sun, his face remains dour.

‘Aye, she'll fly again,’ confirms Acraban, ‘but it'll take us close to a month to craft the parts we need to repair the stabilizers.’ He turns to Prince Karvas and says: ‘Alas, my lord, by then it will be too late to reach Seroa in time for your crowning.’

‘What if we were to seek aid from the craftsmen of Bakhasa?’ you say, knowing by instinct and a brief study of your map that this city can be no further than 100 miles away to the east. ‘Could the repairs be made any sooner with their help?’

‘Expect no help from that quarter,’ replies Karvas, coolly. ‘During my time in Mydnight I heard many stories about Bakhasa and its ruler — the Imperial Autarch Sejanoz. They were all chilling tales. They say it's a cruel and evil place — a city without a soul where human life counts for little. If you wish to live to see your homeland again, Master Acraban, you should not seek the help of the Bakhasians. Better by far to keep your work hidden from their eyes.’

‘But, my lord,’ replies Acraban, ‘what of your kingdom? Are you prepared to surrender your birthright to Baron Sadanzo?’

‘No, never!’ retorts Karvas, suddenly angered by the wizard's suggestion. ‘There are twenty-one days yet before the feast of Harvestmas. With the blessing of the gods, I vow I shall be in Seroa on that day to claim my ascendance.’

The Prince proposes to set off for Seroa on foot. He says that he will go alone and that you should stay here to help Acraban restore the Starstrider, returning with him to Sommerlund once the repairs are complete. Politely you refuse his proposal. You have vowed to Lone Wolf that you will carry out your mission and, despite adversity, you will not abandon your duty. It is a matter of Kai honour that you should escort him to Seroa.

Turn to 124.

332

When consciousness returns and you prise open your eyes, to your dismay you discover that you are lying upon the straw-covered floor of a prison cell. Prince Karvas is lying unconscious at your feet. Carefully you raise his head and, by the use of your innate Kai healing skills, you are able to coax him back to full consciousness.

Through the bars of a high cell window you can see that night has fallen. The noise of raucous celebration is being carried on the evening breeze, and it is a sound that strikes a chill into your heart, for it tells you that your mission has failed. Sadanzo has been crowned King of Siyen, and in every tavern throughout this capital his robber knights are celebrating their leader's rise to power.

The iron door clangs as its bolt is pulled. It creaks open and a grim-faced gaoler throws your Weapons and equipment into the cell. ‘You're free to go,’ he growls, ‘not that you're likely to be free for long now that Sadanzo rules the roost.’ The gaoler turns you and Karvas out onto the street, and as you walk dejectedly away from the gaol, you witness a band of Sadanzo's robber knights looting houses and shops. They pillage the homes and livelihoods of the innocent in defiance of the city guard who are now powerless to stop them.

The sight makes Prince Karvas' blood boil and he resolves to do something about it. ‘Come, Grand Master,’ he says, excitedly. ‘We may still have one chance left to triumph over Sadanzo. We must seek out Phedros — the Marshal of the Realm.’

Turn to 118.

333

Confident in your natural agility, you descend the rough stone wall until you are able to lower the buckle-end of your belt to within reach of the Prince's free hand. The instant he grabs the buckle, you assist him to climb back to the surface. Gasping for breath, you drag yourselves over the lip of the cavity and collapse onto the cold stone floor of the hall. When Karvas reaches over to shake you by the hand, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist. Between gasps of breath, he thanks you earnestly for your timely help. Had you not acted when you did he feels certain that he would have lost his grip and fallen into the raging river.

It is only later, when you are re-threading your belt through the loops in your tunic, that you discover you have lost one item from your Backpack. It fell out during the rescue and was carried away by the underground river. You may erase any one item of your choice from your list of Backpack Items.

To continue, turn to 200.

334

You queue for over three hours before eventually you reach the clerk's window. When you ask the mousey-looking man if he knows where you can find Prince Karvas of Siyen he shakes his head. Irritably he stabs an ink-stained finger in the direction of the reeve-sergeant's table, over on the far side of the hall.

‘You should ask Sergeant Hozla that question. I only change money here. If you have nothing to exchange then move on and let the next man step forward to the window.’

If you wish to take the clerk's advice, you may join the queue for the reeve-sergeant's table by turning to 127.

If you choose to exchange some of your Gold Crowns for Torqs, the linen currency of Sheasu, turn instead to 74.

335

You call upon your Magnakai Discipline of Psi-screen to protect your mind from this psychic attack. The pain in your head lessens, yet your protection does not extend to Prince Karvas who is now on the verge of unconsciousness. You sense that a psychic assault this powerful, and at such close quarters, could permanently paralyse or kill him outright within a matter of seconds.

If you possess Bardsmanship and a Flute and have attained the rank of Kai Grand Sentinel, turn to 81.

If you possess Kai-surge and wish to use it, turn to 344.

If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 25.

336

Using the Brotherhood Spell Levitation you rise effortlessly to the top of the wall. You then counter the effects of the spell and step between the spikes. You are getting ready to leap down into the training field that lies beyond the wall when suddenly you see a guard standing directly below you. Instinctively you leap onto his back and force him to the ground. He tries to shout out but a swift blow to the base of his skull renders him unconscious before his cry has left his lips. Immediately you scan the perimeter of the field and the buildings beyond in case you have been seen, but there appears to be no other guards on duty.

If you wish to search the guard's pockets, turn to 246.

If you do not, turn to 16.

337

Quickly you intone the words of the Old Kingdom Battle-spell Shield and circle your right hand behind your head. The spell materialises barely a second before a speeding crossbow bolt hits it and is deflected away from your back. Its buckled tip trails a line of sparks as it skims across the flagstones and embeds itself in the courtyard wall.

Turn to 174.

338

The searing flash of the lightning strike burns the skin on your face and hands (lose 4 ENDURANCE points), and leaves you blinded for a few fearful minutes. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-racking miles the fissures eventually taper off and then disappear completely.

As the Starstrider emerges from the gauntlet of deadly white fire, the crew gives a loud cheer in appreciation of your skilful helmsmanship. Gladly you acknowledge their praise, but you keep a grip on the helm for your Kai senses are screaming a warning that the danger is not yet over.

Turn to 302.

339

You are stunned by the shock of impact upon hitting the water and unable to avoid Prince Karvas and his horse when they come crashing down on you from above. The collision knocks you unconscious and your arms become entangled with your horse's reins. As he is drawn under by the strong current, you are dragged with him to your doom at the bottom of this deep river. Death is mercifully swift.

Tragically, your life and your mission end here in the murky depths of the River Ioma.

340

You are woken at daybreak by the rattling sound of heavy chains and the mechanical thumping and buzzing of a steam-driven sawmill. The fearful noise is almost deafening, yet it fails to awaken Karvas who is sleeping deeply after yesterday's tiring trek. You let him sleep on for another hour before you are forced to awaken him. A trio of rugged timber workers have arrived in an ox-drawn wagon to collect logs for transportation to the river barges. Unfortunately, they have decided to take the logs behind which you are hiding. As they busy themselves fixing hooks and chains, you and Karvas slip aboard their wagon and cover yourselves with a tarpaulin. Once the loading is complete, the men take their seats at the front of the wagon and set off for the river.

Through a rent in the oily canvas sheet you watch the drab houses and streets of Bakhasa filing past. The wagon slows as it approaches the city's main bridge, and then it comes to an unexpected halt. A black-clad guardsman appears and you hear him say to the driver that he wants to inspect his cargo. The driver argues with the guard, insisting that he be allowed to continue on his way. Fearing that you may be detected if the guard prevails, you and Karvas slip away from the wagon and hurry into the ruins of a warehouse close by.

From the cover of this derelict warehouse you watch the soldiers and citizens of Bakhasa going about their daily business. Only twenty days remain before Harvestmas, and as the hours tick by, you become uncomfortably aware that time is running out. With 1,200 miles yet to cover, you know that the success or failure of your mission now hinges on your being able to find some sturdy horses. Throughout the long day you observe the traffic of people who are using the surrounding streets, yet rarely do you see any on horseback.

On the north side of the warehouse there stands a domed building with an adjoining bell-tower. As dusk approaches, you propose to Karvas that you should try to reach the top of this tower. Using your keen sight you will get a better view of the city from there and, with luck, you may be able to locate the nearest stables. The Prince agrees to your plan. He will remain here in the warehouse while you attempt to gain access to the bell-tower. Night is closing and, as you wait for the streets to empty, you study the building opposite and determine two ways by which you may enter its tower: by a side door at street level, or by an open window in the second storey of the tower.

If you wish to try to enter the building by the side door, turn to 154.

If you choose instead to attempt to climb the tower wall and enter through the open window, turn to 271.

341

A concussive blast of air strikes you less than a second after you hear the noise of the explosion. It hurls you sideways across the deck and slams you head-first against the base of the mainmast: lose 5 ENDURANCE points.

Stunned, shaken, and barely conscious, you take hold of the mast and use it to help you pull yourself back onto your feet.

Turn to 51.

342

You swim to the edge of the moat and drag yourself out of the stinking water. As you take hold of the Prince's hand and haul him out onto the bank, you see a group of horsemen riding across the drawbridge. Most are armed with lances bearing Sadanzo's eagle's-head pennant, and their red-faced leader is shouting and pointing at you with his sword.

Illustration XX—You see a group of horsemen riding across the drawbridge.

Arrows continue to fall. They thud into the muddy rim of the moat and splinter on the paved road that encircles the citadel. You grab Karvas by his cloak and pull him to his feet. It is too dangerous to stay here a moment longer. On the far side of the paved road you can see a row of boarded-up houses, an alleyway, and a baker's shop.

If you wish to attempt to escape from the deadly hail of arrows by running into the alleyway, turn to 157.

If you wish to try to escape by entering the baker's shop, turn to 30.

343

Desperately you attempt to dodge the tip of your enemy's lance, but your reflexes have been dulled by the shock of your fall and you react too slowly to avoid being hit. The razor-sharp tip penetrates your chest and punctures your heart, bringing a death that is mercifully swift and painless.

Tragically, your life and your mission end here on the Bakhasa Trail.

344

You launch a sharp pulse of psychic energy at the Inquisitor-major's mind which leaves him reeling (deduct 1 ENDURANCE point for the use of this Discipline). He drops his accursed hunting horn and lolls drunkenly in his saddle before the pain in his mind dissolves and his senses return. He fears that you are a powerful sorcerer and, with a look of abject terror in his eyes, he orders his hunting party to return at once to the foothills. Blindly he wheels his mount about, trampling and crushing his horn beneath his horse's hooves in his desperation to get away.

As the hunters gallop off across the plain, towards the distant horizon, you use your Magnakai Curing skills to revive Prince Karvas fully before you continue your ride east towards Varedo.

Turn to 55.

345

You draw an Arrow to your Bow and let it fly towards the nearest shrine-bearer. The shaft buries itself in his chest and the force of its impact knocks him to the ground. As he releases his grip of the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the ground with a mighty crash, breaks in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.

Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.

Turn to 180.

346

You hand over all of your money (erase everything from the Belt Pouch section of your Action Chart) and the ticket seller pockets the coins with glee. ‘Where are our tickets?’ demands Karvas, but the thin man merely waves his hand disdainfully and retorts: ‘I told you, all tickets are sold. Just go aboard and lie low with the cargo 'til tomorrow. Once she's underway, you'll not be needing tickets. It's a straight voyage down the river to Seroa. She'll not be stoppin' along the way.’

You hurry aboard and make your way to the cargo hold in the belly of the boat. You make yourselves as comfortable as you can among the bales of linen and flax stored here. After a short while you hear the clang of the riverboat's bell. It is a signal that she is about to set off for Seroa in fifteen minutes' time, and a last call for passengers who are still in Xaia. Once everyone is aboard, the gangplank is raised and the riverboat's waterwheel begins to turn. As you feel the boat getting underway, you settle yourself down among the bales and quickly drift off to sleep.

To continue, turn to 46.

347

The blacksmith pockets your bribe and bids you follow him to a smaller room at the rear of his workshop. In the quiet privacy of this adjoining room he tells you all he knows about Prince Karvas of Siyen.

‘The Prince don't live here in Mydnight,’ he says. ‘He did once, when he first came to Sheasu … that be ten years ago now. Then this woman arrived and they got wed. He took her up-country. They live up there on the north coast somewhere. They rarely visits Mydnight these days. Fact is, I haven't seen them for more than a year.’

You thank the blacksmith for the information and leave his workshop. On returning to the quayside you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone else who is willing to tell or sell what they know about the Prince. Unfortunately your efforts garner no further information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.

Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. Both are anxious to hear your news of Prince Karvas' whereabouts for their own enquiries have yielded little useful information. You inform them of what you have learned — that the Prince has a wife and they are living somewhere on the island's northern coastline. Lord Zinair has discovered that Amarelda is the name of Karvas' wife, and Acraban has learned that they last visited Mydnight exactly a year ago.

‘You have done well, Grand Master,’ says Lord Zinair. ‘The citizens of this city are a secretive breed, yet you may have prised enough from them to help us find our reclusive Siyenese Prince.’ Turning to Acraban, he says: ‘I propose we travel north at first light and commence a search of the northern shoreline. It will be easier to espy his retreat from the air than to attempt a search by land.’

Acraban nods in agreement and passes word to his young crewmen to prepare the Starstrider for a voyage north at first light.

Turn to 187.

348

Your advanced Pathsmanship skills reveal to you that the weather is going to deteriorate over the coming few hours. The rain will return, and it will be far heavier than you experienced last night.

Turn to 238.

349

Your combined Kai skills warn you that the door is guarded by a powerful spell of protection. This spell, in turn, is masked by another spell to prevent its detection. Karvas reaches out to pull the lever but you quickly snatch his hand away. To touch this spell-protected lever with a bare hand could prove fatal.

If you wish to attempt to discharge the spell by throwing something at the door, turn to 330.

If you wish to try to open the door by striking the lever down with the tip of your Kai Weapon, turn to 146.

350

Congratulations, Grand Master. Your mission is complete. In the face of great adversity you have met the challenge and you have triumphed. You have upheld the highest traditions of the Kai with honour and dignity, and you have displayed exceptional strength and bravery throughout your ordeal. The succession of Karvas is an important victory in the war against Evil, for it has prevented the throne of Siyen, Sommerlund's richest ally, from falling into the hands of an agent of Naar. You have earned the respect of the Siyenese people and they will never forget the debt of gratitude they owe you.

Following the celebration of his succession, King Karvas arranges for you to return home to Sommerlund by sea aboard his royal caravel. The voyage is swift and uneventful, yet upon reaching Holmgard you learn of a new and deadly threat that has arisen to challenge the Kai. If you wish to confront this threat, the nature of the challenge will be revealed in the next exciting Lone Wolf New Order adventure, entitled:

Rune War

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

Central Southern Magnamund

Action Chart

Combat Rules Summary

1. Add your COMBAT SKILL to any bonus points given to you by your Kai Weapon, Special Items, or Grand Master 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 along the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GM indicates loss of ENDURANCE points to yourself.)

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 you lose 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 or any subsequent round (unless specifically stated otherwise).

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

(Title) Replaced ‘MYDNIGHT'S HERO’ with ‘Mydnight's Hero’. Replaced ‘Sheasu — ‘the Isle of Lost heroes’.’ with ‘Sheasu — ‘the Isle of Lost Heroes’.’.

(The Story so Far … ) Replaced ‘MS5075’ with ‘MS 5070’. Replaced ‘Kai monastery’ with ‘Kai Monastery’. Replaced ‘freestate’ with ‘Freeland’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced ‘world of Sommerlund’ with ‘world of Magnamund’. Replaced ‘gods of Good’ with ‘Gods of Good’. Replaced ‘southern-most’ with ‘southernmost’. Replaced ‘Cloud Dancer’ with ‘Cloud-dancer’. Replaced ‘Supreme Lone Wolf’ with ‘Supreme Master Lone Wolf’. Replaced ‘most-talented’ with ‘most talented’. Replaced ‘Dessi capital’ with ‘Dessian capital’. Replaced ‘mists and’ with ‘mists, and’. Replaced ‘flora and’ with ‘flora, and’. Replaced ‘Dessi consulate’ with ‘Dessian consulate’. Replaced ‘the baron’ with ‘the Baron’. Replaced ‘Magician's Guild’ with ‘Magicians' Guild’. Replaced ‘have also pledged their’ with ‘has also pledged its’. Replaced ‘despatched’ with ‘dispatched’. Replaced ‘constitution of Siyen’ with ‘Constitution of Siyen’. Replaced ‘Korlinium’ with ‘korlinium’. Replaced ‘kingdom of Siyen’ with ‘Kingdom of Siyen’. Replaced ‘prince’ with ‘Prince’. Replaced ‘Darklord armies’ with ‘Darkland armies’. Replaced ‘King's army’ with ‘King's Army’. Replaced ‘the agent of’ with ‘an agent of’. Replaced ‘the First Order of the Kai were almost’ with ‘the First Order of the Kai was almost’. Replaced ‘MS5083’ with ‘MS 5083’. Replaced ‘MS5063’ with ‘MS 5063’. Replaced ‘MS5077’ with ‘MS 5077’.

(The Game Rules) Removed ‘that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages’. Removed ‘on the last page of this book’. Replaced each occurrence of ‘ie’ with ‘i.e.’. Replaced ‘fall to zero’ with ‘fall to zero or below’. Replaced ‘fall to zero’ with ‘fall to zero or below’. Replaced ‘on to’ with ‘onto’. Replaced ‘weapons and’ with ‘weapons, and’. Replaced ‘Book 22’ with ‘Book 23’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(Your Kai Name) Replaced ‘elite’ with ‘élite’. Deleted ‘You can record your personal Kai name on the book plate which appears on the inside front cover of this book.’.

(New Order Disciplines) Replaced ‘venoms and’ with ‘venoms, and’. Replaced ‘symbols and’ with ‘symbols, and’. Replaced ‘gases and’ with ‘gases, and’. Replaced ‘honour and’ with ‘honour, and’. Replaced ‘Four Disciplines’ with ‘four Disciplines’. Replaced ‘COMBAT SKILL is reduced’ with ‘ENDURANCE is reduced’. Replaced ‘Grand masters’ with ‘Grand Masters’. Replaced ‘Old Kingdom battle magic’ with ‘Old Kingdom battle-magic’. Replaced ‘magi-magic spells’ with ‘Old Kingdom Spells’. Replaced ‘Moon and’ with ‘Moon, and’. Replaced ‘individual (or combinations of) elements that are available,’ with ‘individual elements that are available, or combinations thereof,’. Replaced ‘remove or’ with ‘remove, or’. Replaced ‘eg’ with ‘e.g.’. Replaced ‘multitalented’ with ‘multi-talented’. Replaced ‘dialect and’ with ‘dialect, and’. Replaced ‘Weapon and’ with ‘Weapon, and’. Replaced ‘Book 22’ with ‘Book 23’. Replaced ‘in Book 23’ with ‘in Book 24’. Replaced ‘Mydnight's Hero’ with ‘Rune War’. Replaced ‘1 to 3’ with ‘one to three’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘guild of magicians’ with ‘Guild of Magicians’. Replaced ‘For every adventure that you complete successfully in the New Order series, you will gain proficiency with one additional weapon.’ with ‘For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.’. Replaced ‘Fire and’ with ‘Fire, and’. Replaced ‘battle wounds’ with ‘battle-wounds’. Added ‘ If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.’ to the section on Grand Huntmastery. Replaced ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘Duration of the spirit-walk, and the protection afforded to his inanimate body, increases’ with ‘Duration of the spirit-walk and the protection afforded to his inanimate body increase’. Replaced ‘predictions increases’ with ‘predictions increase’. Replaced ‘will be of use’ with ‘may be of use’. Added ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘EQUIPMENT’ with ‘Equipment’. Replaced ‘undertaken then’ with ‘undertaken, then’. Replaced ‘Lone Wolf (New Order) series’ with ‘Lone Wolf New Order series’. Replaced each occurrence of ‘New Order series’ with ‘New Order series’. Replaced each occurrence of ‘New Order adventure’ with ‘New Order adventure’. Replaced ‘any other Special Items that’ with ‘any other Special Items and Backpack Items that’.

(Equipment) Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘eg,’ with ‘e.g.’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced each occurrence of ‘arrow’ with ‘Arrow’. Replaced each occurrence of ‘bow’ with ‘Bow’. Replaced each occurrence of ‘quiver’ with ‘Quiver’. Replaced each occurrence of ‘arrows’ with ‘Arrows’. Deleted ‘(see the inside front cover of this book)’. Added a paragraph about Gold Crowns to the section ‘Equipment — How to use it’. Replaced ‘have to your’ with ‘have on your’. Replaced ‘Before you leave Elzian and begin your long voyage south to the Isle of Lorn, you take with you a map of south-eastern Magnamund’ with ‘Before you leave the Port of Suhn and begin your long voyage to the Isle of Sheasu, you take with you a map of central Southern Magnamund’. Set the items on the list of equipment in Initial Capitals. Replaced ‘the previous New Order adventure (Book 21)’ with ‘completed either of the previous adventures in the Lone Wolf New Order series (Books 21–22)’. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘weapon’ with ‘Weapon’. Deleted ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 points to any number you pick from the Random Number Table, when using the Bow.’. Replaced ‘record these on your Weapons List’ with ‘record these on your Action Chart’ for clarity. Replaced ‘the total sum of’ with ‘the number of’. Replaced ‘Disciplines then’ with ‘Disciplines, then’. Added the section on ‘Gold Crowns’ which reads: ‘The currency of Siyen is the Lune. These are always carried in the Belt Pouch. It will hold a maximum of 200 Lune or 50 Gold Crowns. Gold Crowns are also readily accepted at a rate of 1 Gold Crown for 4 Lune. In the course of your journey you may also come across Ren. Ren is accepted at a rate of 10 Ren for 1 Gold Crown, and accordingly your Belt Pouch can hold a maximum of 500 Ren.’. Replaced ‘normal weapons’ with ‘normal Weapons’. Replaced each occurrence of ‘weapon’ with ‘Weapon’ in the ‘Equipment — How to Use It’ section. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the Collector's Edition.

(Kai Weapons) Replaced ‘elite’ with ‘élite’. Replaced ‘new-found’ with ‘newfound’. Deleted ‘at the front of the book’. Replaced ‘cave or’ with ‘cave, or’. Replaced ‘magical Axe, Sword or Broadsword’ with ‘magical Axe, Sword, or Broadsword’. Replaced ‘broadsword “Illuminatus”’ with ‘Broadsword “Illuminatus”’.

(Rules for Combat) Removed ‘on the inside back cover of this book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘to zero’ with ‘to zero or below’. Replaced ‘at which point the one with the zero score is declared dead’ with ‘at which point that combatant is declared dead’. Replaced ‘sumary’ with ‘summary’.

(Levels of New Order Grand Mastership) Replaced ‘rank and titles’ with ‘ranks and titles’. Replaced ‘New Order series’ with ‘New Order series’. Replaced ‘New Order adventures’ with ‘New Order adventures’.

(Improved Grand Master Disciplines) Replaced ‘Weaponmastery’ with ‘Grand Weaponmastery’. Replaced ‘Kai Grand Master Superior’ with ‘Kai Grand Sentinel’. Replaced each occurrence of ‘Kai Grand Master Sentinels’ with ‘Kai Grand Sentinels’. Replaced ‘three hours’ with ‘3 hours’. Replaced ‘fifteen square kilometres’ with ‘ten square miles’. Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’. Replaced both occurrences of ‘steadily increases’ with ‘steadily increase’. Replaced ‘Lone Wolf New Order series’ with ‘Lone Wolf New Order series’. Replaced ‘Lone Wolf New Order books’ with ‘Lone Wolf New Order books’.

(New Order Wisdom) Replaced ‘You are about to embark upon the final stage of a vital mission to return the fabled Moonstone of the Shianti to its creators.’ with ‘You are about to embark upon a vital mission to save the realm of Siyen from the clutches of the evil Baron Sadanzo and his robber knights. It is a noble quest and its success will bring great honour upon you and the Kai.’. Replaced ‘Books 1–21’ with ‘Books 1–22’. Replaced ‘gods’ with ‘Gods’. Italicised ‘Lone Wolf’ when referring to the series. Replaced ‘New Order adventure’ with ‘New Order adventure’.

(1) Replaced ‘Dessi consulate’ with ‘Dessian consulate’. Added a paragraph break between ‘orb of light.’ and ‘ ‘Ah,’. Italicised ‘Lone Wolf New Order’ when referring to the series. Replaced ‘adventure)’ with ‘adventure),’. Replaced ‘30 metres’ with ‘100 feet’. Replaced ‘The Captain’ with ‘The captain’.

(2) Replaced ‘under way’ with ‘underway’. Replaced ‘clang’ with ‘clang’. Replaced ‘fifteen’ with ‘five’, since the fifteen-minute call was sounded earlier in Section 78.

(3) Replaced ‘river (Make’ with ‘river. (Make’. Replaced ‘kilometre’ with ‘mile’. Replaced ‘which weapon’ with ‘which Weapon’. Replaced ‘five kilometres’ with ‘three miles’.

(4) Replaced ‘Items (Ren’ with ‘Items. (Ren’.

(6) Replaced ‘prince’ with ‘Prince’.

(7) Replaced ‘rolling clouds’ with ‘roiling clouds’. Replaced ‘grimly, ‘I’ with ‘grimly. ‘I’. Replaced ‘the crew give’ with ‘the crew gives’.

(8) Replaced ‘speed an’ with ‘speed and’. Replaced ‘Each potion’ with ‘Each Potion of Laumspur’. Replaced ‘gleaming bronze now’ with ‘gleaming bronze, now’.

(9) Replaced ‘emmissaries’ with ‘emissaries’. Replaced ‘mules and’ with ‘mules, and’. Replaced ‘Kai curing’ with ‘Magnakai Curing’. Changed the link to Section 166 to Section 116 instead, as the original is clearly wrong. Replaced each occurrence of ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(10) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘gulley’ with ‘gully’. Replaced ‘agarashi’ with ‘Agarashi’. Replaced ‘add 5 to’ with ‘add 5 points to’. Added the illustration caption ‘The drooling horror utters a chilling cackle and quickly moves towards the narrow gulley.’ that was missing from the first printing of the book. Added ‘If the Kai Weapon you wield is “Raumas”, you may apply the bonus gained due to its unique properties.’.

(12) Replaced ‘Merchant's Quarter’ with ‘Merchants' Quarter’. Replaced ‘upon him’ with ‘upon the Baron’. Replaced ‘Disciplines or weapon’ with ‘Disciplines, nor a Bow’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘constitution of Siyen’ with ‘Constitution of Siyen’. Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘The crowd give’ with ‘The crowd gives’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Bow, and’ with ‘Bow and’.

(13) Replaced ‘prince’ with ‘Prince’.

(14) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘well being’ with ‘well-being’. Replaced ‘effects of the mind charm’ with ‘effects of the spell’. Replaced each occurrence of ‘prince’ with ‘Prince’.

(16) Replaced ‘rooms and’ with ‘rooms, and’. Replaced ‘patrols who’ with ‘patrols that’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘tunic, then’ with ‘tunic, and then’. Replaced ‘prince’ with ‘Prince’.

(17) Removed the paragraph break between ‘politely.’ and ‘ ‘My’. Replaced ‘this night?’ with ‘this night.’ Replaced ‘Yay’ with ‘Yea’. Replaced ‘t'is’ with ‘ 'tis’. Replaced ‘nerve.’ with ‘nerve?’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(18) Replaced ‘death of’ with ‘deaths of’. Replaced ‘jaw, then’ with ‘jaw; then’.

(19) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘my lord. Will’ with ‘my lord, will’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(24) Replaced ‘carrying (Erase’ with ‘carrying. (Erase’. Replaced ‘Backpack list’ with ‘list of Backpack Items’. Replaced ‘backpack’ with ‘Backpack’.

(25) Replaced ‘prince's’ with ‘Prince's’. Replaced ‘add 5 to’ with ‘add 5 points to’. Replaced ‘Inquisitor-Major's’ with ‘Inquisitor-major's’. Replaced ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(26) Replaced ‘prince’ with ‘Prince’.

(28) Replaced ‘ribcage’ with ‘rib cage’. Replaced ‘sharp, popping’ with ‘sharp popping’.

(30) Replaced ‘face, then’ with ‘face, and then’. Replaced ‘prince’ with ‘Prince’.

(31) Replaced ‘prince’ with ‘Prince’.

(32) Replaced ‘30 kilometres’ with ‘30 miles’. Replaced ‘Action Chart).’ with ‘Action Chart.)’. Replaced ‘prince’ with ‘Prince’.

(34) Replaced ‘add 5 to’ with ‘add 5 points to’. Replaced ‘combat skill’ with ‘COMBAT SKILL’. Replaced ‘Cavalian bandits’ with ‘Cavalian Bandits’. Added the illustration caption ‘As soon as you pass through the stable door, you are attacked by six Cavalian bandits.’ that was missing from the first printing of the book. Replaced ‘four (or more) rounds’ with ‘four rounds or more’. Replaced ‘prince's’ with ‘Prince's’. Replaced each occurrence of ‘Karvas's’ with ‘Karvas' ’.

(35) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘kilometre’ with ‘mile’. Replaced ‘20 kilometres’ with ‘20 miles’. Replaced ‘20 metres’ with ‘20 yards’. Replaced ‘ten metres’ with ‘10 yards’. Replaced ‘saddle is’ with ‘saddle are’. Replaced ‘great forest of Kelderwood’ with ‘Great Forest of Kelderwood’.

(36) Replaced ‘loaded ready’ with ‘loaded, ready’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘backpack’ with ‘Backpack’. Replaced each occurrence of ‘men at arms’ with ‘men-at-arms’.

(37) Replaced ‘your crowns’ with ‘your Crowns’.

(38) Replaced ‘five kilometres’ with ‘5 miles’. Replaced ‘struck’ with ‘strikes’.

(39) Replaced ‘1 Bow’ with ‘Bow’. Replaced ‘1 Spear’ with ‘Spear’. Replaced ‘1 Axe’ with ‘Axe’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘confiscated weapons’ with ‘confiscated equipment’. Replaced ‘less than’ with ‘more than’ since Section 275 states ‘you bide your time until an hour later’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(40) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(41) Replaced ‘first floor corridor’ with ‘first-floor corridor’. Replaced ‘stairs, ‘we’ with ‘stairs. ‘We’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(42) Replaced ‘rolling clouds’ with ‘roiling clouds’. Replaced ‘the crew give’ with ‘the crew gives’.

(43) Replaced ‘accept and’ with ‘accept it and’.

(44) Replaced ‘Inquisitor-Major’ with ‘Inquisitor-major’. Replaced ‘this Special Item’ with ‘this item’ for consistency with changes made to Section 288.

(45) Replaced ‘timber-yard’ with ‘timber yard’. Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘arm band’ with ‘armband’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’.

(46) Added a paragraph break between ‘wistfully.’ and ‘ ‘Yes’. Added the illustration caption ‘Two Seroan City Guardsmen stop passengers at the end of the gangplank to collect their riverboat tickets.’ that was missing from the first printing of the book.

(47) Replaced ‘Dammerdon mountains’ with ‘Dammerdon Mountains’. Replaced ‘an north-easterly’ with ‘a northeasterly’. Replaced ‘200 kilometres’ with ‘200 miles’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(48) Added a paragraph break before ‘You have no difficulty’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’.

(50) Replaced ‘emotion, ‘welcome’ with ‘emotion. ‘Welcome’.

(51) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘shock-wave’ with ‘shock wave’. Replaced ‘30 metres’ with ‘100 feet’. Replaced ‘a second deafening’ with ‘another deafening’.

(52) Replaced ‘the river’ with ‘the river.’. Replaced ‘kilometres’ with ‘miles’. Replaced ‘equivalent = 2 Gold Crowns’ with ‘equivalent — 2 Gold Crowns’.

(53) Replaced ‘skills, or’ with ‘skills, nor a Bow, or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(54) Replaced ‘by way of its east gate’ with ‘by way of its west gate’.

(55) Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘half mast’ with ‘half-mast’. Replaced ‘muses out aloud’ with ‘muses aloud’. Replaced each occurrence of ‘Guard Captain’ with ‘guard captain’ when it is not followed by a specific name.

(57) Replaced ‘crack’ with ‘crack’. Replaced ‘spell of levitation’ with ‘Levitation spell’.

(59) Replaced each occurrence of ‘river boat’ with ‘riverboat’. Replaced ‘to try and’ with ‘to try to’. Replaced ‘75 kilometres’ with ‘75 miles’. Replaced ‘prince’ with ‘Prince’. Replaced ‘Sainus's’ with ‘Sainus' ’.

(60) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘battle cry’ with ‘battle-cry’. Replaced ‘30 metres’ with ‘100 feet’. Added the illustration caption ‘The armour-clad leader bellows a challenge, demanding that you face him in personal combat.’ that was missing from the first printing of the book.

(61) Replaced ‘emotion, ‘welcome’ with ‘emotion. ‘Welcome’.

(62) Replaced ‘stuck by’ with ‘struck by’. Replaced ‘knight, ‘or’ with ‘knight. ‘Or’. Replaced ‘prince's’ with ‘Prince's’.

(63) Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(64) Replaced ‘Each potion’ with ‘Each Potion of Laumspur’. Replaced ‘gleaming bronze now’ with ‘gleaming bronze, now’.

(65) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’.

(66) Replaced ‘Dagger you’ with ‘Dagger, you’.

(67) Replaced ‘shortlived’ with ‘short-lived’. Replaced ‘prince's’ with ‘Prince's’.

(70) Replaced ‘loathe to’ with ‘loath to’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced each occurrence of ‘kilometres’ with ‘miles’. Replaced ‘choice; these’ with ‘choice: these’. Replaced ‘the troop unfurl’ with ‘the troop unfurls’. Replaced each occurrence of ‘Lodamos's’ with ‘Lodamos' ’.

(71) Replaced ‘to go and save’ with ‘to go to save’. Replaced ‘crack’ with ‘crack’.

(72) Replaced ‘a solid wall of water and loose rock come rushing’ with ‘a solid wall of water and loose rock comes rushing’. Replaced ‘Animal Control’ with ‘Animal Mastery’.

(73) Replaced ‘Kai rank of Kai’ with ‘rank of Kai’. Replaced ‘Inquisitor-Major’ with ‘Inquisitor-major’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(74) Replaced ‘Belt pouch’ with ‘Belt Pouch’. Replaced ‘Reeve-sergeant's’ with ‘reeve-sergeant's’. Replaced ‘Torq’ with ‘Torqs’ as everywhere else in this book.

(75) Replaced ‘and wax’ with ‘and a wax’. Replaced ‘return of’ with ‘return for’. Replaced ‘Assassin's Guild’ with ‘Assassins' Guild’.

(76) Replaced ‘4 metres’ with ‘12 feet’.

(77) Replaced ‘hush, then’ with ‘hush, and then’. Replaced ‘that has’ with ‘that have’.

(78) Added a paragraph break between ‘tavern door.’ and ‘ ‘Have you’. Replaced ‘clang’ with ‘clang’. Replaced ‘prince’ with ‘Prince’.

(79) Replaced ‘crack’ with ‘crack’.

(80) Replaced ‘Magnakai hunting’ with ‘Magnakai Huntmastery’.

(81) Replaced each occurrence of ‘flute’ with ‘Flute’. Replaced ‘agonising’ with ‘agonizing’. Replaced ‘prince’ with ‘Prince’. Replaced ‘backpack’ with ‘Backpack’. Replaced ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(82) Replaced ‘timber-yard’ with ‘timber yard’. Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘arm band’ with ‘armband’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’. Replaced ‘you wait for them to reach the bridge yet, as they do so, another patrol’ with ‘you wait for them to reach the bridge, yet as they do so, another patrol’.

(83) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Added the illustration caption ‘Sadanzo draws his sword and pulls a glowing green gem from the pocket of his robes.’ that was missing from the first printing of the book. Replaced each occurrence of ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Phedros, ‘I’ with ‘Phedros. ‘I’.

(84) Replaced ‘Kai pathsmanship’ with ‘Magnakai Pathsmanship’. Replaced ‘tiger's head emblem’ with ‘tiger's-head emblem’.

(85) Replaced ‘prince, ‘And’ with ‘Prince. ‘And’.

(86) Replaced the first occurrence of ‘blades’ with ‘swords’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(87) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’. Replaced ‘you two’ with ‘the two of you’.

(88) Replaced ‘bow or’ with ‘Bow, nor’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘group of Bakhasians appear’ with ‘group of Bakhasians appears’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(89) Replaced ‘belt pouch’ with ‘Belt Pouch’.

(90) Replaced ‘Magician's Guild’ with ‘Magicians' Guild’. Replaced ‘30 metres’ with ‘100 feet’. Added the illustration caption ‘A large iron cage is attached to the stern of the Starstrider which hovers 100 feet overhead.’ that was missing from the first printing of the book. Replaced ‘prince’ with ‘Prince’.

(91) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Removed the dashes around ‘Counterspell’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(92) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(93) Replaced ‘emmissaries’ with ‘emissaries’. Replaced ‘mules and’ with ‘mules, and’. Replaced each occurrence of ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(94) Replaced ‘jet black’ with ‘jet-black’. Replaced ‘spears and’ with ‘spears, and’. Replaced ‘40 metres’ with ‘40 yards’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(95) Replaced ‘day then be’ with ‘day than be’.

(97) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(98) Replaced ‘steam-clouds’ with ‘steam clouds’.

(100) Replaced ‘stubby spears, that’ with ‘stubby spears that’. Added the illustration caption ‘Four Bakhasians carry a platform on which rests an elaborate shrine crafted into the likeness of a tiger's head.’ that was missing from the first printing of the book. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(101) Replaced ‘buzz’ with ‘buzz’.

(102) Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘ribcage’ with ‘rib cage’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘sharp, popping’ with ‘sharp popping’.

(103) Replaced ‘despatch’ with ‘dispatch’. Replaced ‘death cry’ with ‘death-cry’. Replaced ‘add 5 to’ with ‘add 5 points to’.

(104) Replaced ‘kilometres’ with ‘miles’. Replaced ‘great, great grandchildren’ with ‘great-great-grandchildren’.

(105) Replaced ‘prince’ with ‘Prince’.

(106) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘10 metres’ with ‘30 feet’. Replaced ‘centimetres’ with ‘inches’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(108) Replaced ‘prince’ with ‘Prince’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(110) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’. Replaced ‘when you did he feels sure’ with ‘when you did, he feels sure’. Replaced ‘prince’ with ‘Prince’.

(111) Replaced ‘clang’ with ‘clang’.

(112) Replaced ‘gold crowns’ with ‘Gold Crowns’.

(113) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’.

(114) Replaced ‘6 metres’ with ‘20 feet’.

(115) Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘off balance’ with ‘off-balance’. Replaced ‘arm band’ with ‘armband’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’.

(116) Replaced ‘emmissaries’ with ‘emissaries’. Replaced ‘horse-thieves more like’ with ‘horse-thieves, more like’. Replaced ‘Inquisitor-Major’ with ‘Inquisitor-major’. Replaced ‘this Special Item’ with ‘this item’ for consistency with changes made to Section 288.

(117) Replaced ‘this expert horsemen’ with ‘this expert horseman’. Replaced each occurrence of ‘ie’ with ‘i.e.’. Replaced ‘prince’ with ‘Prince’.

(118) Replaced ‘blood-shot’ with ‘bloodshot’. Replaced ‘prince’ with ‘Prince’.

(119) Replaced ‘parallel with’ with ‘parallel to’. Replaced ‘shockwave’ with ‘shock wave’. Replaced ‘30 metres’ with ‘100 feet’.

(120) Replaced ‘poorly stocked’ with ‘poorly-stocked’. Deleted each occurrence of ‘=’ from the table.

(121) Replaced ‘Zinair and’ with ‘Zinair to’. Replaced ‘compliment’ with ‘complement’. Replaced ‘badly injured’ with ‘badly-injured’. Replaced ‘Kai curing’ with ‘Magnakai Curing’. Replaced ‘Huntmstery you’ with ‘Huntmastery, you’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(122) Replaced each occurrence of ‘ie’ with ‘i.e.’.

(123) Added a paragraph break between ‘men, excitedly.’ and ‘ ‘We're’. Added a paragraph break between ‘says another.’ and ‘ ‘Come’. Replaced each occurrence of ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(124) Replaced ‘says, ‘so’ with ‘says. ‘So’. Added a paragraph break between ‘his head.’ and ‘ ‘Perhaps’. Replaced ‘plains and’ with ‘plains, and’. Replaced ‘north-east’ with ‘northeast’. Replaced ‘Bakhasa of’ with ‘Bakhasa, of’. Replaced ‘roots and’ with ‘roots, and’. Replaced ‘1,200 kilometres’ with ‘1,200 miles’. Replaced ‘60 kilometres’ with ‘60 miles’. Replaced ‘50 kilometres’ with ‘30 miles’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘great forest’ with ‘Great Forest’. Replaced ‘determination and you’ with ‘determination, and you’.

(125) Replaced ‘birdsong’ with ‘bird song’. Replaced ‘villages where you’ with ‘villages when you’. Replaced ‘eagle's heads’ with ‘eagles' heads’. Replaced ‘evil baron’ with ‘evil Baron’. Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘eastern province’ with ‘western province’, since although you are heading eastwards, Cavalia is the westernmost province of the Kingdom of Siyen.

(127) Replaced ‘Siyen, that’ with ‘Siyen, and that’. Replaced ‘queuing’ with ‘queueing’. Replaced ‘Judicar's Hall’ with ‘Judicars' Hall’. Replaced each occurrence of ‘Reeve-sergeant’ with ‘reeve-sergeant’. Replaced ‘prince’ with ‘Prince’.

(128) Replaced ‘add 5 to’ with ‘add 5 points to’. Replaced ‘combat skill’ with ‘COMBAT SKILL’. Replaced ‘Cavalian bandits’ with ‘Cavalian Bandits’. Replaced ‘six (or more) rounds’ with ‘six rounds or more’.

(130) Replaced ‘exclaims, ‘he’ with ‘exclaims. ‘He’. Added a paragraph break between ‘Crown Prince Karvas!’ ’ and ‘Instantly the’. Replaced ‘weapons’ with ‘Weapons’. Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’.

(131) Replaced ‘confiscated weapons’ with ‘confiscated Weapons’. Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced each occurrence of ‘Lodamos's’ with ‘Lodamos' ’.

(132) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘44 Ren’ with ‘30 Ren’. Replaced ‘arm band’ with ‘armband’. Replaced ‘prince’ with ‘Prince’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’. Replaced ‘darkness, and your innate Kai camouflage skills have’ with ‘darkness and your innate Kai camouflage skills have’.

(133) Replaced ‘two kilometres’ with ‘2 miles’.

(134) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(135) Replaced ‘bow shot’ with ‘bowshot’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(136) Replaced ‘TEHDA STABLES’ with ‘THIS KEY IS THE PROPERTY OF THE TEHDA STABLES’ in line with Section 132. Replaced ‘drawbolts’ with ‘bolts’. Replaced ‘prince’ with ‘Prince’. Replaced ‘stables door’ with ‘stables' door’.

(137) Replaced ‘lancer's horses’ with ‘lancers' horses’. Replaced ‘nerves break’ with ‘nerve breaks’.

(139) Added the illustration caption ‘You see a herd of migrating fanji.’ that was missing from the first printing of the book. Replaced ‘horizon, then’ with ‘horizon; then’.

(140) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’.

(141) Replaced ‘gold crowns’ with ‘Gold Crowns’. Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘prince’ with ‘Prince’.

(142) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Karvas's’ with ‘Karvas' ’. Replaced ‘Cavalians, here’ with ‘Cavalians here’.

(143) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘prince’ with ‘Prince’.

(144) Replaced ‘Kai curing’ with ‘Magnakai Curing’.

(145) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘head, then’ with ‘head, and then’.

(147) Replaced ‘Dammerdon mountains’ with ‘Dammerdon Mountains’.

(148) Replaced ‘despatched’ with ‘dispatched’. Replaced ‘king of Siyen’ with ‘King of Siyen’. Replaced ‘city and’ with ‘city, and’. Added the illustration caption ‘ ‘Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.’ ’ that was missing from the first printing of the book. Replaced ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘their cheer are’ with ‘their cheers are’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(149) Replaced ‘shockwave’ with ‘shock wave’. Replaced ‘mainmast — lose’ with ‘mainmast: lose’ as elsewhere in this adventure.

(150) Replaced ‘1 Bow’ with ‘Bow’. Replaced ‘1 Spear’ with ‘Spear’. Replaced ‘1 Axe’ with ‘Axe’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘confiscated weapons’ with ‘confiscated equipment’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(151) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(152) Replaced ‘The lightning bolt hit the skyship's hull directly below the helm, rendering you unconscious as the concussive force of the blast was transmitted upwards through the deck’ with ‘The lightning bolt hits the skyship's hull directly below the helm, rendering you unconscious as the concussive force of the blast is transmitted upwards through the deck’.

(156) Replaced each occurrence of ‘100 metres’ with ‘300 feet’. Replaced ‘pressure; it’ with ‘pressure: it’.

(157) Replaced ‘skills, or’ with ‘skills, nor a Bow, or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Bow, and’ with ‘Bow and’.

(158) Replaced ‘Kai curing’ with ‘Magnakai Curing’.

(159) Replaced each occurrence of ‘combat skill’ with ‘COMBAT SKILL’. Replaced ‘add 5 to’ with ‘add 5 points to’. Replaced ‘gutteral’ with ‘guttural’. Replaced ‘Farwell Prince Karvas’ with ‘Farewell, Prince Karvas’. Replaced ‘eagle's head emblem’ with ‘eagle's-head emblem’.

(160) Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘arm band’ with ‘armband’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’.

(161) Replaced ‘belt pouch’ with ‘Belt Pouch’.

(162) Added a paragraph break between ‘Royal household’ ’ and ‘ ‘It’. Added a paragraph break between ‘recognize me?’ ’ and ‘ ‘Prince Karvas’. Replaced ‘Royal Cavalry barracks’ with ‘Royal Cavalry Barracks’. Replaced each occurrence of ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘Karvas, ‘do’ with ‘Karvas. ‘Do’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘Phedros's’ with ‘Phedros' ’.

(164) Replaced ‘agonising’ with ‘agonizing’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘backpack’ with ‘Backpack’.

(165) Replaced ‘return to Starstrider’ with ‘return to the Starstrider’. Added the illustration caption ‘The magician greets you with a broad smile and a firm handshake.’ that was missing from the first printing of the book.

(167) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘prince's’ with ‘Prince's’.

(169) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(170) Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’.

(171) Replaced ‘you ee a’ with ‘you see a’. Replaced ‘white eagle's-head pennant’ with ‘black eagle's-head pennant’.

(172) Replaced ‘prince’ with ‘Prince’.

(173) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’.

(174) Replaced ‘double-backed’ with ‘doubled-back’. Replaced ‘Lucien hills’ with ‘Lucien Hills’. Replaced ‘Huntmstery you’ with ‘Huntmastery, you’.

(177) Replaced ‘30 metres’ with ‘100 feet’. Replaced ‘5 metres’ with ‘15 feet’. Added the illustration caption ‘Prince Karvas is hanging by one hand to an outcrop of jagged rock.’ that was missing from the first printing of the book. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Rope, and’ with ‘Rope and’.

(178) Replaced ‘combat skill’ with ‘COMBAT SKILL’. Replaced ‘compliment’ with ‘complement’. Replaced ‘scrolls and’ with ‘scrolls, and’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(180) Replaced ‘drawbolts’ with ‘bolts’. Replaced ‘30cm-long’ with ‘foot-long’.

(181) Replaced ‘prince’ with ‘Prince’.

(184) Replaced ‘tunnel that give’ with ‘tunnel that gives’. Replaced ‘Weaponmastery, and’ with ‘Weaponmastery and’.

(185) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Deleted ‘which you carry in your backpack’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(186) Replaced ‘prince’ with ‘Prince’. Replaced ‘Inquisitor-Major's’ with ‘Inquisitor-major's’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(187) Replaced ‘The Azaktara’ with ‘The Azaktana’. Replaced ‘look-out’ with ‘lookout’. Replaced ‘treeline’ with ‘tree-line’ Replaced ‘thickly wooded headland’ with ‘thickly-wooded headland’. Replaced ‘200 kilometres’ with ‘200 miles’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(188) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Lightning Hand’.

(190) Replaced ‘rooms and’ with ‘rooms, and’. Replaced ‘patrols who’ with ‘patrols that’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘prince’ with ‘Prince’.

(191) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Net’.

(192) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘well being’ with ‘well-being’. Replaced ‘effects of the mind charm’ with ‘effects of the spell’. Replaced each occurrence of ‘prince’ with ‘Prince’.

(193) Replaced ‘prince’ with ‘Prince’.

(194) Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘that alert’ with ‘that alerts’. Replaced ‘Guard Captain’ with ‘guard captain’ when it is not followed by a specific name. Replaced ‘the Captain’ with ‘the captain’.

(195) Replaced ‘Each potion’ with ‘Each Potion of Laumspur’. Replaced ‘gleaming bronze now’ with ‘gleaming bronze, now’.

(197) Replaced ‘Dagger you’ with ‘Dagger, you’.

(198) Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Elementalism, and’ with ‘Elementalism and’.

(199) Replaced ‘crack’ with ‘crack’.

(200) Replaced ‘market place’ with ‘marketplace’. Replaced ‘Herbmastery, and’ with ‘Herbmastery and’.

(202) Replaced ‘prince's’ with ‘Prince's’. Replaced ‘money, in’ with ‘money in’.

(203) Replaced ‘Citadel gaolers’ with ‘Citadel Gaolers’. Added the illustration caption ‘The Knight holds a short-bladed sword in one hand and a wooden bowl in the other.’ that was missing from the first printing of the book. Replaced ‘The Knight’ with ‘The knight’ in the illustration's caption.

(205) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’.

(208) Replaced ‘at all; they are’ with ‘at all: they are’.

(210) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘ribcage’ with ‘rib cage’. Removed the dashes around ‘Lightning Hand’. Replaced ‘sharp, popping’ with ‘sharp popping’.

(211) Replaced ‘1 Bow’ with ‘Bow’. Replaced ‘1 Spear’ with ‘Spear’. Replaced ‘1 Axe’ with ‘Axe’. Replaced ‘timber lock’ with ‘tumbler lock’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘confiscated weapons’ with ‘confiscated equipment’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(212) Replaced ‘five kilometres’ with ‘5 miles’. Replaced ‘belt pouch’ with ‘Belt Pouch’.

(214) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(216) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Shield’.

(217) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Counterspell’. Replaced ‘vs.’ with ‘versus’.

(219) Replaced ‘prince's’ with ‘Prince's’.

(220) Replaced ‘kilometre’ with ‘mile’. Replaced ‘by way of its east gate’ with ‘by way of its west gate’. Replaced ‘east gate’ with ‘west gate’. Added the illustration caption ‘Fiery beacons illuminate the surface of the River Tehda.’ that was missing from the first printing of the book. Replaced ‘great forest of Kelderwood’ with ‘Great Forest of Kelderwood’. Replaced ‘within an hour of your resuming your trek’ with ‘within an hour of you resuming your trek’.

(221) Replaced ‘forego’ with ‘forgo’. Replaced ‘frequently warring nations’ with ‘frequently-warring nations’. Replaced ‘ale and’ with ‘ale, and’. Replaced ‘a copse of elm trees that border’ with ‘a copse of elm trees that borders’. Replaced ‘kilometre’ with ‘mile’. Replaced ‘prince's’ with ‘Prince's’.

(222) Replaced ‘T'is’ with ‘ 'Tis’. Replaced ‘my Lords’ with ‘my lords’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(223) Replaced each occurrence of ‘prince’ with ‘Prince’.

(224) Replaced ‘backpack’ with ‘Backpack’. Replaced ‘continuing, by’ with ‘continuing by’.

(225) Replaced ‘rockface’ with ‘rock-face’. Replaced ‘prince’ with ‘Prince’.

(226) Replaced ‘workships’ with ‘workshops’. Replaced ‘wheelrights’ with ‘wheelwrights’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’. Replaced ‘Kai-alchemy’ with ‘Kai-alchemy and wish to use it’.

(227) Replaced ‘forego’ with ‘forgo’. Replaced ‘prince’ with ‘Prince’. Replaced ‘Sainus's’ with ‘Sainus' ’.

(228) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘kilometre’ with ‘mile’.

(229) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(230) Replaced ‘the Southlund Marches of Southern Magnamund’ with ‘the Southlund Marches of southern Sommerlund’. Replaced ‘prince’ with ‘Prince’. Replaced ‘sway languidly’ with ‘sways languidly’.

(234) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Invisible Shield’.

(235) Replaced ‘100 metres’ with ‘300 feet’. Replaced ‘ ‘Crack!’ ’ with ‘Crack!’. Replaced ‘steam-clouds’ with ‘steam clouds’.

(236) Replaced ‘prince's’ with ‘Prince's’.

(238) Replaced ‘Kai pathsmanship’ with ‘Magnakai Pathsmanship’.

(239) Replaced each occurrence of ‘ie’ with ‘i.e.’.

(240) Replaced ‘push the door and’ with ‘push the door open and’.

(242) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘death of’ with ‘deaths of’.

(243) Replaced each occurrence of ‘gold crowns’ with ‘Gold Crowns’. Replaced ‘belt pouch’ with ‘Belt Pouch’.

(244) Replaced ‘vs.’ with ‘versus’.

(245) Replaced ‘food).’ with ‘food.)’.

(246) Replaced ‘Gold crowns’ with ‘Gold Crowns’. ‘1 Dagger’ with ‘Dagger’. Replaced ‘1 Potion’ with ‘Potion’.

(247) Replaced ‘imposter’ with ‘impostor’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘your backpack’ with ‘your Backpack’. Replaced ‘belt pouch’ with ‘Belt Pouch’. Replaced ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’.

(248) Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘arm band’ with ‘armband’. Replaced ‘bridge but as they do so another’ with ‘bridge but, as they do so, another’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’.

(249) Replaced ‘bow and’ with ‘Bow and’. Replaced ‘prince’ with ‘Prince’.

(251) Replaced ‘Dammerdon mountains’ with ‘Dammerdon Mountains’. Replaced ‘Kai pathsmanship’ with ‘Magnakai Pathsmanship’.

(252) Replaced ‘Baron's seal’ with ‘Baron's Seal’. Replaced ‘Kai curing’ with ‘Magnakai Curing’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced ‘Inquisitor-Major's’ with ‘Inquisitor-major's’. Replaced each occurrence of ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(253) Replaced ‘shouts, ‘and’ with ‘shouts. ‘And’.

(254) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘add 5 to’ with ‘add 5 points to’. Added the illustration caption ‘Eight mercenary Knights swagger towards the middle of the bridge.’ that was missing from the first printing of the book.

(255) Replaced ‘prince’ with ‘Prince’.

(256) Added the illustration caption ‘Karvas points out two men standing at the tavern counter.’ that was missing from the first printing of the book. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘You push you way’ with ‘You push your way’.

(259) Replaced ‘herbmastery’ with ‘Herbmastery’.

(260) Replaced ‘gold crowns’ with ‘Gold Crowns’. Replaced ‘belt pouch’ with ‘Belt Pouch’.

(261) Replaced ‘prince’ with ‘Prince’.

(262) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘stuck by’ with ‘struck by’. Removed the dashes around ‘Mind Charm’. Replaced ‘sixth sense’ with ‘Sixth Sense’.

(263) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘prince’ with ‘Prince’.

(264) Replaced ‘Baron's seal’ with ‘Baron's Seal’. Replaced each occurrence of ‘backpack’ with ‘Backpack’. Replaced each occurrence of ‘Inquisitor-Major’ with ‘Inquisitor-major’.

(265) Replaced ‘they splutter and die’ with ‘they sputter and die’.

(266) Replaced ‘tavern keeper’ with ‘tavern-keeper’. Replaced ‘weasly’ with ‘weaselly’.

(267) Replaced ‘forego’ with ‘forgo’. Replaced ‘100 kilometres’ with ‘100 miles’.

(270) Replaced ‘prince’ with ‘Prince’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(271) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘line of black-clad figures, mostly soldiers, come’ with ‘line of black-clad figures, mostly soldiers, comes’.

(274) Replaced ‘prince’ with ‘Prince’. Replaced ‘the number of passing soldiers are’ with ‘the number of passing soldiers is’.

(275) Replaced ‘Citadel goalers’ with ‘Citadel Gaolers’.

(276) Replaced ‘prince’ with ‘Prince’.

(277) Replaced ‘100 metres’ with ‘100 yards’. Replaced ‘this Special Item’ with ‘this item’ for consistency with changes made to Section 288.

(278) Replaced ‘quiver’ with ‘Quiver’. Replaced ‘horses's reins’ with ‘horse's reins’. Replaced ‘arrow’ with ‘Arrow’.

(279) Replaced ‘kilometre’ with ‘mile’.

(280) Replaced ‘river boats’ with ‘riverboats’. Replaced ‘river boat’ with ‘riverboat’. Replaced ‘kilometres’ with ‘miles’. Replaced ‘arm bands’ with ‘armbands’. Replaced ‘prince’ with ‘Prince’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘half mast’ with ‘half-mast’. Replaced ‘scarlet and yellow flags’ with ‘scarlet-and-yellow flags’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(281) Replaced ‘you to gallop’ with ‘the two of you gallop’.

(282) Replaced ‘30 metres’ with ‘100 feet’. Added the illustration caption ‘A man is kneeling beside a stone-covered mound.’ that was missing from the first printing of the book.

(283) Replaced ‘birdsong’ with ‘bird song’. Replaced ‘villages where you’ with ‘villages when you’. Replaced ‘evil baron’ with ‘evil Baron’. Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘eastern province’ with ‘western province’, since although you are heading eastwards, Cavalia is the westernmost province of the Kingdom of Siyen.

(284) Replaced ‘add 5 to’ with ‘add 5 points to’. Replaced ‘Cavalian bandits’ with ‘Cavalian Bandits’. Replaced ‘5 (or more) rounds’ with ‘five rounds or more’. Replaced ‘4 rounds’ with ‘four rounds’.

(286) Replaced ‘bow’ with ‘Bow’. Replaced each occurrence of ‘arrow’ with ‘Arrow’.

(287) Replaced ‘head, then’ with ‘head, and then’.

(288) Replaced ‘one (or more)’ with ‘any’. Replaced ‘These three treasures are all Special Items. If you decide to take any of them, you must carry them in your Backpack. Each of these Special Items will take up one space in your Backpack. You must discard a Backpack Item in their favour if you already carry the maximum number permissible.’ with ‘If you decide to take any of these three treasures, you must carry them in your Backpack.’ and amalgamated the text into the preceding paragraph.

(289) Replaced ‘5–8’ with ‘4–8’.

(290) Replaced ‘Once more you urge Acraban’ with ‘You urge Acraban’, since the only option leading here is in Section 156 where you don't urge Acraban to change course. Replaced ‘steam-clouds’ with ‘steam clouds’.

(292) Replaced ‘Dammerdon range’ with ‘Dammerdon Range’. Replaced ‘milleniums’ with ‘millennia’. Replaced ‘Pathsmanship, and’ with ‘Pathsmanship and’.

(293) Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘Lodamos's’ with ‘Lodamos' ’.

(294) Replaced ‘kilometre’ with ‘mile’.

(295) Replaced ‘Zinair and’ with ‘Zinair to’. Replaced ‘compliment’ with ‘complement’. Replaced ‘badly injured’ with ‘badly-injured’. Replaced ‘ships' battered keel’ with ‘ship's battered keel’. Replaced each occurrence of ‘Kai curing’ with ‘Magnakai Curing’. Replaced ‘Huntmstery you’ with ‘Huntmastery, you’. Added the illustration caption ‘Prince Karvas emerges unscathed from the rope locker.’ that was missing from the first printing of the book.

(296) Replaced ‘emotion, ‘welcome’ with ‘emotion. ‘Welcome’.

(297) Replaced ‘prince’ with ‘Prince’.

(298) Replaced ‘that promised safe’ with ‘that promise safe’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘kilometre’ with ‘mile’.

(300) Replaced ‘spearpoint’ with ‘spear-point’. Replaced ‘his first’ with ‘his fist’. Added the illustration caption ‘The mist adopts the form of a knight in armour.’ that was missing from the first printing of the book. Replaced ‘prince’ with ‘Prince’. Replaced ‘near freezing’ with ‘near-freezing’.

(301) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘gulley’ with ‘gully’. Replaced ‘(Winged agarashi)’ with ‘(Winged Agarashi)’. Replaced ‘add 5 to’ with ‘add 5 points to’. Added ‘If the Kai Weapon you wield is “Raumas”, you may apply the bonus gained due to its unique properties.’.

(302) Replaced ‘five kilometres’ with ‘three miles’.

(303) Replaced ‘a north-easterly’ with ‘a northeasterly’. Replaced ‘a barracks and’ with ‘a barracks, and’. Replaced ‘200 kilometres’ with ‘200 miles’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(304) Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘arm band’ with ‘armband’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’.

(305) Replaced ‘Old Kingdom spell’ with ‘Old Kingdom Spell’. Removed the dashes around ‘Invisible Fist’.

(306) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’.

(308) Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced each occurrence of ‘Karvas's’ with ‘Karvas' ’.

(309) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Removed the dashes around ‘Mind Charm’. Replaced ‘prince’ with ‘Prince’.

(310) Replaced ‘Each potion’ with ‘Each Potion of Laumspur’. Added the illustration caption ‘In an alcove you discover a shrine dedicated to the God Kai.’ that was missing from the first printing of the book. Replaced ‘gleaming bronze now’ with ‘gleaming bronze, now’.

(311) Replaced ‘jet black’ with ‘jet-black’. Replaced ‘30 metres’ with ‘100 feet’. Replaced ‘east gate’ with ‘west gate’.

(313) Replaced ‘prince’ with ‘Prince’.

(314) Replaced ‘the number you have chosen’ with ‘the number you have picked’. Replaced each occurrence of ‘ie’ with ‘i.e.’.

(315) Replaced ‘pathsmanship’ with ‘Pathsmanship’. Replaced ‘metres’ with ‘yards’.

(316) Replaced ‘rooms and’ with ‘rooms, and’. Replaced ‘patrols who’ with ‘patrols that’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘prince’ with ‘Prince’.

(318) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘I and my companion’ with ‘my companion and I’. Replaced ‘prince’ with ‘Prince’.

(319) Replaced ‘10 metres’ with ‘10 yards’.

(320) Replaced ‘centimetres’ with ‘inches’. Replaced ‘prince’ with ‘Prince’.

(321) Replaced each occurrence of ‘Reeve-sergeant’ with ‘reeve-sergeant’.

(323) Replaced ‘Tehda stables’ with ‘Tehda Stables’. Replaced ‘100 metres’ with ‘100 yards’. Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(324) Replaced ‘1 Bow’ with ‘Bow’. Replaced ‘swordbelt’ with ‘sword belt’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘confiscated weapons’ with ‘confiscated equipment’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(325) Replaced ‘Kai weapon’ with ‘Kai Weapon’. Replaced ‘two-storeyed’ with ‘two-storey’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘arm band’ with ‘armband’. Replaced ‘prince’ with ‘Prince’. Replaced ‘a patrol of armed guards who are marching’ with ‘a patrol of armed guards which is marching’. Replaced ‘darkness, and your innate Kai camouflage skills have’ with ‘darkness and your innate Kai camouflage skills have’.

(326) Replaced ‘prince’ with ‘Prince’. Replaced ‘If your total score is now 0–4, turn to 219’ with ‘If it is 1–5, turn to 333’. Replaced ‘If it is 6 or higher, turn to 333’ with ‘If it is 6 or higher, turn to 219’. Replaced ‘If it is 5, turn to 225’ with ‘If your total score is now 0, turn to 225’.

(327) Replaced ‘A-ha! just as I’ with ‘Aha! Just as I’. Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘prince’ with ‘Prince’.

(328) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(329) Replaced ‘Kai weapon’ with ‘Kai Weapon’.

(330) Replaced each occurrence of ‘ie’ with ‘i.e.’.

(331) Replaced ‘master Acraban’ with ‘Master Acraban’. Replaced ‘100 kilometres’ with ‘100 miles’. Replaced ‘Kai curing’ with ‘Magnakai Curing’. Replaced ‘bo'sun Gora’ with ‘Bo'sun Gora’.

(332) Replaced ‘jail’ with ‘gaol’. Replaced ‘excitedly, ‘we’ with ‘excitedly. ‘We’. Replaced ‘your weapons’ with ‘your Weapons’. Replaced ‘Karvas's’ with ‘Karvas' ’.

(333) Replaced ‘Backpack items list’ with ‘list of Backpack Items’. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘backpack’ with ‘Backpack’. Replaced ‘backpack’ with ‘Backpack’.

(334) Replaced ‘Sheasu, then turn instead to 74’ with ‘Sheasu, turn instead to 74’. Replaced each occurrence of ‘Reeve-sergeant's’ with ‘reeve-sergeant's’.

(335) Replaced ‘Kai rank of Kai’ with ‘rank of Kai’. Replaced ‘Bardsmanship, and’ with ‘Bardsmanship and a Flute and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(336) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’. Replaced ‘appear to be’ with ‘appears to be’. Replaced ‘slam him’ with ‘force him’ as per Joe Dever's original text.

(337) Replaced ‘Old Kingdom battle spell’ with ‘Old Kingdom Battle-spell’. Removed the dashes around ‘Shield’.

(338) Replaced ‘rolling clouds’ with ‘roiling clouds’. Replaced ‘kilometres’ with ‘miles’. Replaced ‘the crew give’ with ‘the crew gives’.

(340) Replaced ‘1200 kilometres’ with ‘1,200 miles’. Replaced ‘saw mill’ with ‘sawmill’. Replaced ‘prince’ with ‘Prince’. Replaced ‘tick by you’ with ‘tick by, you’. Replaced ‘cover you’ with ‘cover, you’.

(341) Replaced ‘mainmast — lose’ with ‘mainmast: lose’ as elsewhere in this adventure.

(342) Replaced ‘alley way’ with ‘alleyway’. Added the illustration caption ‘You see a group of horsemen riding across the drawbridge.’ that was missing from the first printing of the book. Replaced ‘prince's’ with ‘Prince's’. Replaced ‘his feet; it is’ with ‘his feet. It is’.

(343) Replaced ‘Bakhasa trail’ with ‘Bakhasa Trail’.

(344) Replaced ‘Kai curing’ with ‘Magnakai Curing’. Replaced ‘Inquisitor-Major's’ with ‘Inquisitor-major's’.

(345) Replaced ‘death of’ with ‘deaths of’. Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’.

(346) Replaced ‘clang’ with ‘clang’. Replaced ‘belt pouch’ with ‘Belt Pouch’.

(347) Replaced each occurrence of ‘prince’ with ‘Prince’. Replaced each occurrence of ‘Karvas's’ with ‘Karvas' ’.

(348) Replaced ‘pathsmanship’ with ‘Pathsmanship’.

(350) Replaced ‘sailing ship’ with ‘caravel’. Replaced ‘Congratulations Grand’ with ‘Congratulations, Grand’. Replaced ‘RUNE WAR’ with ‘Rune War’. Replaced ‘Lone Wolf adventure’ with ‘Lone Wolf New Order adventure’.

(Combat Rules Summary) Replaced ‘Items or’ with ‘ Items, or’. Replaced ‘falls to 0’ with ‘falls to 0 or below’. 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’.

Footnotes

[1] (The Game Rules) If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

[2] (New Order Kai Grand Master Disciplines) Given the rules for the previous Lone Wolf books, it seems odd that a Grand Master is only allowed to choose to be proficient in one of the few Weapons listed in the Equipment section. In view of the unprecedented nature of this rule, you might decide that it is acceptable to be proficient in any of the ten Weapons that the Kai typically train to use.

[3] (New Order Kai Grand Master Disciplines) The rules in the Collector's Editions state that the bonus for Grand Weaponmastery with Bow is 5. Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] (New Order Kai Grand Master Disciplines) Details about the Kai Weapon appear in the next section of the game rules.

[5] (Equipment) If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

[6] (Equipment) These bonuses are not cumulative.

[7] (Equipment) ‘Valiance’ is also effective against magical creatures.

[8] (Levels of New Order Kai Grand Mastership) It is unclear why a New Order Grand Master becomes a Supreme Master by mastering only 15 of the 16 Grand Master Disciplines. It is also unclear why New Order Grand Masters must master four extra Disciplines in order to receive the same improvements to their Disciplines as Lone Wolf did with fewer.

[9] (Section 75) This is the correct answer to the cylinder lock puzzle in Section 178.

[10] (Section 113) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[11] (Section 178) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[12] (Section 211) This is the correct answer to the tumbler lock puzzle in Section 306.

[13] (Section 240) This is the correct answer to the tumbler lock puzzle in Section 113.

[14] (Section 306) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

[15] (Section 320) Ignore the Prince's comments in the first paragraph if you have not spoken with these men before (cf. the route from Section 256 through Section 111).

[16] (Section 323) The reason that the Prince is unarmed remains unexplained. He is armed in Section 170, and no explicit statement since then explains why he has lost or forsaken his short sword.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 10)
- Illustration II (Section 34)
- Illustration III (Section 46)
- Illustration IV (Section 60)
- Illustration V (Section 83)
- Illustration VI (Section 90)
- Illustration VII (Section 100)
- Illustration VIII (Section 139)
- Illustration IX (Section 148)
- Illustration X (Section 165)
- Illustration XI (Section 177)
- Illustration XII (Section 203)
- Illustration XIII (Section 220)
- Illustration XIV (Section 254)
- Illustration XV (Section 256)
- Illustration XVI (Section 282)
- Illustration XVII (Section 295)
- Illustration XVIII (Section 300)
- Illustration XIX (Section 310)
- Illustration XX (Section 342)
- Central Southern Magnamund
- Action Chart

Secondary Illustrations

- Equipment
- Grand Master Disciplines
- Section 9
- Section 12
- Section 18
- Section 45
- Section 46
- Section 54
- Section 84
- Section 100
- Section 104
- Section 125
- Section 270
- Section 327

Project Aon License

21 August 2009

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:

http://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 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 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.

Table of Contents

- Title Page

- Table of Contents