You examine the copper lockplate and determine that its mortise lock can be picked, although you suspect that it will not be an easy task.
If you wish to attempt to pick this lock,
turn to 57
.
If you do not,
turn to 189
.
You snatch your Bow from your shoulder and an Arrow from your Quiver. Hurriedly you load, and the instant the bowstring touches your lips, you release the drawstring and send your feathered shaft whistling towards the Urgaroh's skull.
Pick a number from the
Random Number Table
. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.
If your total score is now 5 or lower,
turn to 92
.
If it is 6 or higher,
turn to 280
.
You retrieve the Iron Key from your Backpack and insert it into the keyhole. It fits, but when you twist it, the brittle shank snaps off in the lock. Your misfortune is compounded when suddenly you hear gruff noises echoing from the tunnel behind. Anxiously you look over your shoulder and glimpse four Drakkarim in the distant mess hall. They are heavily armed and they are striding purposefully towards the tunnel. Galvanized into action by the shock of their appearance, you abandon the lock and resolve instead to attempt a leap across the open drawbridge.
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
score is 25 or lower, deduct 2 from the number you have picked.
If your total score is now 3 or lower,
turn to 297
.
If it is 4–8,
turn to 316
.
If it is 9 or higher,
turn to 114
.
You are struggling to unshoulder your Bow in the confines of the cage, when Lone Wolf turns his outstretched hands towards the speeding orb. He mouths the words of an Old Kingdom Spell and a sudden gust of wind deflects the deadly device away from the cage. With grim satisfaction, you watch as the orb and its trailing chain explode above a crowded avenue, showering flaming oil upon the heads of the Hammerland bandits who have gathered there to watch your dramatic escape.
Your Magnakai Discipline of Curing eventually overcomes the powerful venom that has entered your bloodstream, and it reduces the swelling around the site of the wound. But recovery is a long and painful process and you are left weakened by this attack: lose 5
ENDURANCE
points.
If you have survived this attack, you can continue by
turning to 330
.
Despite the weight of his battle-armour, the Drakkar reacts swiftly and he blocks your missile. Your Arrow thuds into the rim of his shield, and you hear his comrades let out a triumphant cheer. Spurred on by his bravery, they increase their pace and rush up the stairs to support him.
If you possess another Arrow and wish to fire again,
turn to 98
.
If you do not have another Arrow, or if you should choose not to fire at the Drakkar again,
turn instead to 216
.
You draw an Arrow to your Bow and let fly at the swooping Kraan. The shaft drives deep into the creature's throat, and the sudden pain of the wound makes it abort its deadly attack. Cawing with agony and frustration, the wounded Kraan circles once around the chamber and then hurls itself upon you in a desperate, vengeful attack.
Kraan (wounded):
COMBAT SKILL
32
ENDURANCE
38
If you win this combat,
turn to 157
.
Hurriedly you recite the words of the Brotherhood Spell
Counterspell
and point your right hand at the speeding bolt. There is a splash of sizzling sparks, and the deadly ball of energy evaporates within inches of your face.
To continue,
turn to 287
.
You call upon your Magnakai Discipline of Animal Control in an attempt to deter the creature from attacking, but the giant spider resists your mental command and is angered by your psychic intrusion. With a frightening turn of speed, it comes scuttling towards your hiding place. You gasp in disbelief as you unsheathe your Kai Weapon and brace yourself to repel its swift, vengeful attack.
Skryza:
COMBAT SKILL
48
ENDURANCE
40
If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.
You may evade this fight after five rounds by
turning to 21
.
If you win the combat,
turn to 340
.
Your Arrow whistles through the air to strike the Urgaroh squarely between the eyes, and the force of the impact sends the creature somersaulting backwards to land in an untidy heap. You shoulder your Bow and unsheathe your Kai Weapon, and then you hurry across the platform towards the Urgaroh with the intention of dealing it a killing blow. The creature is howling in agony and writhing on the floor as it struggles to wrench the Arrow from its skull. As the shaft comes free, the Urgaroh emits a last, terrible shriek. Then spontaneously its body ignites and burns fiercely, giving off a choking black smoke.
Above the noise of the wind that rushes through the shattered glass dome, you suddenly hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you sheathe your Kai Weapon and pick up the Urgaroh's crystal rod which lies near your feet; then you turn and rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are now racing up the stairs.
If you possess Telegnosis,
turn to 298
.
If you do not possess this Discipline,
turn to 42
.
You use your Magnakai power of Invisibility to contort your features so that your face takes on the hard and brutal countenance of a Drakkarim warrior. Then you raise the hood of your cloak and cover the Kai insignia that adorns its clasp. Boldly you stride towards the two bandits and they take a few uneasy steps backwards, fearing that you could be about to attack them.
‘Move that whining cur!’ you bark, cocking your thumb at their whimpering wolfhound, ‘or I'll report you both to Xaol, you incompetent dolts!’
Your bold and convincing threat unnerves the two bandits, and they plead with you not to say anything to their master. Cringingly they apologize for their hound's behaviour and promptly they drag him away. ‘Bah! Stupid fools!’ you growl, as you watch them enter the tunnel that leads to the exterior platform. Then as soon as they disappear from view, you turn and hurry around the gallery to the staircase opposite.
A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.
If you possess Telegnosis,
turn to 107
.
If you do not,
turn to 174
.
Lord Rimoah wishes you good luck as you step into the boarding cage in readiness to be winched up to the flying ship. Banedon is waiting on the stern deck to meet you and together you wave farewell to Rimoah as
Cloud-dancer
gets underway. Rapidly the monastery recedes from view as the ship ascends into the clouds and forges a course across the grey Durncrag Mountains. You retire with Banedon to his quarters where together you study his navigational charts. The Shezar Hills lie a thousand miles away on a southwesterly bearing, and Banedon anticipates your arrival there within twelve hours. During the voyage, Banedon recalls the year MS 5075 when he was abducted by Nadziranim sorcerers and imprisoned in the Darklord fortress of Kaag. Had it not been for Lone Wolf's brave and determined effort to save him, he would have surely perished there. Although anxious about Lone Wolf's abduction, Banedon is also grateful to have been given this chance to help you save his friend from a similar predicament. ‘The task you've undertaken will be difficult and dangerous,’ he says, ‘but I beseech you, Grand Master, not to forswear your vow to save your master.’ Readily you reassure Banedon of your iron resolve to rescue Lone Wolf, no matter what difficulties lie ahead.
It is shortly before dusk when
Cloud-dancer
approaches its destination. This is a shallow valley at the northwestern edge of the Shezar Hills, close to its border with the petrified forest of Helkona. You heed the lookout's cry and go up on deck to observe the sullen landscape from the port rail. Meanwhile, Banedon takes command of the ship's helm in readiness for a landing. As the craft descends, you survey the surrounding deadlands with trepidation. To the west, beyond the barren hilltops, a dull orangey light glows amidst the dust-choked clouds, proclaiming the hour of sunset. There is a strong sulphurous smell, and the distant hiss and rumble of active volcanoes lend further menace to this bleak, inhospitable landscape.
Banedon brings
Cloud-dancer
gently to earth where it settles into the smooth, dusty soil. As his crewmen busy themselves securing its anchorage, he helps you to disembark.
‘Godspeed and good fortune, Grand Master,’ he says, as you get ready to descend to the ground by ladder. ‘I shall await Lone Wolf's signal with optimism. Remember, when you have freed your master, he must speak to me telepathically. Only when I have received his mental command shall I approach Gazad Helkona. I will bring
Cloud-dancer
into the centre of the city-fortress and look for your signal. May Ishir protect you both.’
You heed Banedon's words and bid him farewell before descending to the ground. Then, with a final wave, you turn and trek north across the barren valley floor. In the distance there is an undulating ridge of hills which lie between you and the petrified forest of Helkona. In order to reach your final destination, the fortress at the heart of this dead timberland, you must first traverse this range of hills. You stop for a few moments to observe the hills in the failing light and determine two places where you may be able to cross them. The first is a narrow gully that bisects the range, and the second is a winding, windswept trail that ascends to the peak.
If you wish to traverse the hills by way of the gully,
turn to 87
.
If you decide to follow the winding trail to the crest of the ridge,
turn to 304
.
The speedy use of your elemental skill saves your equipment and clothing from going up in flames. You are able to tread a difficult path along the crumbling edge of this rent, and then pass through the fire-blackened breach in the fortress wall. When you come to the end of the fissure and the dust clears, your heart sinks like a stone. Another wall looms before you.
This second barrier has only recently been constructed to shield the stronghold's inner buildings from the fiery heat of the fissure. Its rough-hewn blocks offer many handholds to assist a climb, but the dry stone and mortar crumble under the slightest pressure. Your first attempt to scale the wall comes to an abrupt end when a toehold collapses and you fall backwards to the ground: lose 1
ENDURANCE
point.
If you possess Kai-alchemy,
turn to 221
.
If you do not,
turn to 144
.
The Drakkar yelps with pain and lets his shield fall from his grasp. To your dismay, you see him wrench the Arrow from his helmet and hurl it contemptuously to the floor. The tip of your shaft has pierced his throat-plate, but it did not penetrate deeply enough to cause him a serious wound. He turns and beckons to his comrades and they let out a triumphant cheer. Inspired by his toughness, they increase their pace as they rush up the stairs to support his attack.
By the use of your Magnakai Discipline of Nexus, you are able eventually to unlock this door. However, it is a tedious and difficult task that saps your mental strength: lose 2
ENDURANCE
points.
When at last you hear the mortise click open, you twist the steel handle and silently the door swings open to reveal a hall beyond. You enter, and the door closes behind you with a dull boom.