You cross to the far side of the river and wait there as the first few wolf-creatures come racing towards the bridge. The pack leader is a massive brute with chillingly yellow eyes that seem to follow your every move. The moment he reaches the bridge approach, you focus your Kai powers of Animal Control at him in a desperate attempt to turn him away.
Pick a number from the
Random Number Table
. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.
If your total score is now 0–4,
turn to 179
.
If it is 5–8,
turn to 214
.
If it is 9 or higher,
turn to 266
.
As you draw an Arrow and raise your Bow at the dragon's massive head, you hear the Lavas emitting a sound that approximates laughter. Clearly they are amused by your reliance on such a primitive weapon. Undaunted by their cackling sneers, you pull the bowstring as taut as you can and place your trust in the Gods Ishir and Kai to guide your aim.
If you possess Magi-magic and have attained the Kai rank of Sun Lord or higher,
turn to 297
.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 334
.
After a few minutes the druid ceases to sweep the river's edge with his curious-looking device, and you watch him disappear below the parapet of the trench.
Rather than attempt to exit the water here, you allow the current to carry you a few hundred yards downstream. Here you discover a shallow bay in the river bank which affords you better cover from the nearest enemy trench. Quickly you crawl out of the water and slither like a snake up the muddy bank to drop silently into this trench. A dull-witted Eldenoran is swiftly dispatched with a blow from the edge of your hand, enabling you to move further along this log-walled ditch. Just as you are passing the opening to a makeshift dugout, you sense danger ahead. A single file of Eldenoran swordsmen is marching along the trench in your direction: it will only be a matter of seconds before they are close enough to see you.
If you wish to dive into the dugout to avoid being seen by these men,
turn to 185
.
If you choose to unsheathe your weapon and prepare for combat with this advancing file of troops,
turn to 57
.
‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’
You hurry to the window and see a large, bat-like shape silhouetted against the moon. A man-sized rider clings precariously to the creature's back as it swoops and soars among the hills and gullies. A knot of fear tightens in the pit of your stomach.
‘A Kraan,’ you say, recognizing at once the outline of this unwelcome creature.
‘You had best come away from the window, my lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’
You take heed of the Lord Constable's advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.
‘It is not the first time,’ says Rasbarin. ‘Every night for the past ten days we've heard it circling the hills. Sometimes there is more than one of its kind.’ He offers you a bunk in the cellar of the monastery where you may be safe from detection, and you accept gladly.
The accused man thanks you profusely for proving his innocence, and the merchant, while on his hands and knees gathering up his scattered gems, offers the man one of his glittering stones by way of an apology.
Red-faced with embarrassment, the merchant then offers you 10 Gold Crowns for having rid him of a thief whom he was about to entrust with his entire cargo of gems and spices from Casiorn. (If you choose to accept the crowns, be sure to adjust your
Action Chart
accordingly.)
The tavern owner, however, is not so understanding. He does not like blood being spilled on his premises and he asks you to leave at once. You bid all three goodnight and then return to the stables to collect Wildwind.
You lead the regiment along the trail to where the surrounding forest opens out into a shallow meadow. Along the centre of this grassy clearing there meanders a small stream, where a dozen of the winged creatures are spread unevenly along the muddy banks. They are staring intently at the water, seemingly fascinated by the sight of the trout swimming there, and at first they do not see the regiment approaching. You give the signal to change formation, to form into two lines abreast for the charge. Then you glance at the wooded rise on the far side of the meadow, knowing that beyond this ridge lies your goal — the Kai Monastery.
Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the King's Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: ‘For Sommerlund and the Kai!’
The King's Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air. You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force is sufficient to stun the beast. As it staggers drunkenly in your wake, Captain D'Val, who is leading the second line, veers towards it and runs it through with his lance.
Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It fixes you with its glowing eyes and extends its talons as it comes screaming down towards your face.
If you possess Kai-alchemy and wish to use it,
turn to 129
.
If you possess Magi-magic and wish to use it,
turn to 37
.
If you possess neither of these skills, or if you choose not to use them,
turn to 303
.
Intrigued by the young woman's high-bred charms, you step away from the bushes and approach her carriage door.
‘Why, yes,’ she says, excitedly. ‘You are the Northland warrior they call Lone Wolf, are you not? I was in attendance at the Elector's court the day he awarded you the Star of Palmyrion for your victory over the Cener Druids of Ruel. I am honoured to meet with you in person, brave sir.’
You are woken from a fitful slumber by the sound of shouting. Cautiously you part the foliage to see a group of Duadon guardsmen scouring the river bank in search of your body. A brutish garrison sergeant is questioning a scrawny beggar whom he holds by the neck, lifting him several inches off the ground. The beggar, shaking with fear, points a finger towards the wood. The sergeant gives him a sneering smile, and then rewards him for his cooperation with a dagger in the guts.
‘Search the copse!’ bellows the sergeant, wiping the blood from his blade on the dead beggar's coat. ‘Damned Northlander's gone to ground in there.’
Quickly you retreat deeper into the wood as a line of soldiers comes crashing through the foliage, hacking and slashing with their broad-bladed swords. Using your camouflage skills, you slip through their line and make your way back towards the river road, to the place where they have left their horses. A blow to the base of the skull puts paid to the soldier who is standing guard there and, as quietly as you can, you take a horse and escape towards the east.
When you can no longer see the walls of Duadon, you rein in your horse and take stock of the equipment contained in its saddle-bags. You discover the following items:
(Record these items on your
Action Chart
. They replace those that were confiscated from you in Duadon.)
Determinedly you continue your ride east and, by mid-afternoon, you come to the banks of the mighty River Storn. From the cover of a derelict barn you observe a group of merchants and travellers who are waiting at a ferry post for the boat to Rhem. The post is controlled by Eldenoran soldiers who check the ferry passengers thoroughly to make sure they are not enemy agents or deserters from the army. After an hour or so, you see the boat from Rhem approaching the post. The waiting crowd gather their belongings and get ready to board what will be the last crossing of the day.
If you wish to go to the ferry post and try to board the boat to Rhem,
turn to 97
.
If you decide to avoid the ferry, you can attempt to swim the half-mile stretch of river to Rhem by
turning to 30
.
Your Kai Mastery alerts you to a beam of ultraviolet light at the exit from the ford. This pencil-thin beam emanates from behind the age-worn keystone of the old bridge, crosses the exit just inches off the ground, and disappears into some bushes opposite.
‘Column halt!’ you shout, bringing the regiment to a stop at the approach to the ford.
‘Is something wrong, Grand Master?’ asks D'Val, anxiously.
‘Perhaps,’ you reply, staring at the beam which is invisible to the captain's eyes. ‘Wait here, captain, while I satisfy my curiosity.’
You urge your horse forward and approach the fallen keystone. As you draw closer, you sense that it conceals an explosive device constructed from materials not of this world. It is an elaborate booby trap planted here by Naar's minions, and it is set to detonate should any large creature unwittingly break the beam.
If you possess Kai-alchemy and wish to use it,
turn to 274
.
If you possess Grand Nexus 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 22
.
At once you recognize the captain: it is Cearmaine, the brave hero of the Darklands War, who guided you to Stonewatch and the Forest of Ruel during your quest to thwart the Cener Druids, two years previously.
‘Hail, Grand Master!’ he says, his battle-scarred face beaming with delight. ‘I am pleased to have been chosen by the Elector to escort you north to Holona.’
‘Well met, captain,’ you reply, shaking his steel hand. ‘I could not have wished for a better travelling companion.’
As the ghastly spectre comes galloping towards you on its hellish black steed, your Kai senses warn you that it is the spirit of the evil lord who once ruled this city. His name was Roark and he was once a secret practitioner of the dark arts of the Cener Druids. He has long since perished in the flesh but his evil spirit lives on, tortured and restless, doomed to ride the deserted streets of his shattered domain.
As the spectre of Roark comes closer, his mouth opens and a hideous shriek fills the air. You feel a pressure rapidly building in your head; it is an agonizing force that threatens to tear your skull apart.
If you possess Kai-screen,
turn to 39
.
If you do not possess this Discipline,
turn to 253
.
The brigand leader mounts his horse, but before he can make good his escape, you take a running leap over the abbey wall and drag him out of the saddle. Together you crash to the frost-hardened ground and desperately he kicks and struggles to break free from your steely grip. Out of his boot he snatches a stiletto blade and thrusts it viciously at your throat. You dodge your head aside, avoiding its razor-sharp tip, but in doing so you let the brigand slip out of your hands. He rolls away and begins to rise to his feet, but then he freezes, his eyes wide with fearful recognition, as he stares at your face.
‘L … Lone Wolf!’ he gasps, mortified, as if he is confronting a ghost.
‘Drop the dagger and surrender!’ you order, levelling your weapon at his head to reinforce your command. Swiftly the brigand's expression changes from one of shock to one of sneering defiance.
‘You'll never take me alive!’ he spits, and to your shocked surprise he thrusts his dagger deep into his chest.
If you possess the Grand Master Discipline of Deliverance and have attained the Kai rank of Sun Knight or higher,
turn to 337
.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 35
.