Behind the trees you notice a wide coast road running from east to west.
If you wish to head east,
turn to 27
.
If you wish to head west,
turn to 114
.
Your Kai sense warns you that there is something evil hiding in the darkness of the platform.
If you wish to climb the stone steps and confront it,
turn to 52
.
If you wish to sprint past the steps and platform,
turn to 256
.
If you want to run back to the junction and take the left path,
turn to 64
.
You enter a magnificent emporium in which are displayed some of the finest goods of northern Magnamund. Even at this late hour, the trading post is busy, as captains and rich merchants haggle over the sale or exchange of their cargoes. The owner of the trading post appears to be a young warrior, who presides over the auction of goods from an ornate chair held up by four massive chains. His men are all dressed in black armour, and on their shields they bear the emblem of a black ship on a red crest.
Then, by chance, you notice a small boy steal a money pouch from the belt of a merchant, and slip it into his boot.
If you decide to grab the boy and make him hand back the pouch,
turn to 91
.
If you follow the boy outside and steal the pouch from him,
turn to 6
.
If you just ignore what you have seen and examine the goods for sale,
turn to 283
.
The knight steps towards you and says, ‘I've yet to meet a peasant who could afford to buy his own horse. You are not a peasant, but I'd wager you to be a thief.’
With a flick of his broadsword, he unhorses you and heavily you fall to the ground. Instinctively, you draw your weapon in self-defence as the knight attacks you.
‘It seems our bird has flown,’ says the captain, pointing to a longboat moving swiftly towards another ship on the horizon. ‘She flies no flag, and her hull is of a strange shape. I've ne'er before seen the like.’
You watch as the longboat reaches the mysterious ship. As if by magic a sea fog appears from nowhere and engulfs the vessel. Moments later, both the ship and the fog have disappeared.
Pick a number from the
Random Number Table
.
If the number you have picked is 0–4,
turn to 53
.
If the number is 5–9,
turn to 209
.
For three days and nights, you have ridden along the highway as it follows its route up the river valley of the Durenon. In the distance are the peaks of the Hammerdal Mountains, one of the highest ranges in all Magnamund. The capital lies at the very centre of those mountains.
It is now the morning of the fourteenth day of your quest. You have made camp near a waterfall where the fast-flowing Durenon drops over 120 feet. You are about to leave, when a group of six hooded riders appears on the forest highway above, blocking your exit from the camp.
Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offence to hinder a King's messenger, but unfortunately, the cloaked riders do not seem impressed by his warning, and they remain where they are.
‘If you do not care for reason, perhaps our swords will turn your tails,’ says Rhygar. He draws his sword, and orders his men to attack.
If you have the Kai Discipline of Sixth Sense,
turn to 322
.
If you wish to follow Rhygar,
turn to 45
.
If you do not want to attack the riders,
turn to 277
.
As you re-enter the tavern, you can see that most of the sailors are clustered around the centre table to watch an arm-wrestling contest.
If you wish to enter the contest,
turn to 276
.
If you wish to talk with the innkeeper,
turn to 342
.
Although the delicious smell of the food is making your mouth water, you suspect that something is very wrong. You set the tray down by the door. Your hunger has made you tired, and you decide to take a short nap before meeting the others in the bar.
When you awake, you see the bodies of two dead rats lying beside the food tray — they have been poisoned. The shock soon turns to anger when you realize that the poison was in the food intended for you.
You grab your equipment and leave the room, intent on discovering your would-be assassin.
Using your Kai Discipline of Camouflage, you can hide undetected in the hay-cart until it is safe to come out.
If you wish to hide in the hay-wain,
turn to 82
.
If you would rather take a horse and leave the village,
turn to 150
.
If you wish to enter the wheelwright's shop,
turn to 71
.
You conclude that the crew are either blind or have no intention of rescuing you. The fishing boat continues on its course out to sea and, without seeming to notice you, disappears over the horizon. Pulling off a loose plank from the hatch cover, and using it as a makeshift oar, you set about paddling towards the shore.
This street seems dirtier and smellier than the one you have just been down. The cluttered window of a shop to your left catches your attention. In the window are many useful items, all of which bear a price tag.
You may enter and purchase any of the above items. Remember to mark them on your
Action Chart
. When you have completed your purchases, you continue your way along Sage Street, towards the Ragadorn Bridge. This bridge is the only connection between the east and west sides of the port and you push your way through the crowds of people and carts. You find yourself in a rubbish-strewn thoroughfare known as East Trade Lane.
[9] According to
Lone Wolf Club Newsletter #12
: ‘Realistically, you can only wear one Backpack at a time, and carry a maximum of eight Backpack Items (Special Items not included).’
You must find shelter for the night or you will risk being arrested by the city guard. Your Kai sense tells you that the best course of action is to return to the tavern and ask the innkeeper for a room. Refreshed by a comfortable night's sleep, you can then make plans to reach Durenor first thing in the morning.
The forest drops away steeply at the edge of your campsite, and in your haste you trip and fall headlong through the trees.
Pick a number from the
Random Number Table
.
If the number you have picked is 0–8,
turn to 311
.
If the number is 9,
turn to 159
.
As the Drakkar dies at your feet, the pirates falter at the sight of such a powerful warrior floored, and then flee to their sinking ship. Captain Kelman rallies his crew and leads them against the retreating enemy, driving them into the water with the fury of the attack.
The
Green Sceptre
pulls free of the pirate ship, which keels heavily to starboard.
‘Our thanks, Kai Lord.’ The captain grasps your hand. ‘We are proud and thankful to have you with us.’ A cheer resounds along the deck, and the crew voice their praise.
You help tend the wounded whilst repairs are carried out to the damaged prow. Within the hour, the wind fills the sails and you are back on course for Durenor once more.
As you race along the corpse-littered deck, two Drakkarim warriors emerge from a doorway and attack you by surprise. You must fight them one at a time.
Drakkar 1:
COMBAT SKILL
17
ENDURANCE
25
Drakkar 2:
COMBAT SKILL
16
ENDURANCE
26
You may evade at any stage of the combat by diving into the sea.
Turn to 286
.
If you kill them both in combat, you can then jump to the deck of a nearby Durenese ship by
turning to 120
.
You are standing opposite a large building with a sign on the wall:
A green-clad coachman is sitting next to a notice board that reads, ‘Port Bax — Journey Time — 7 Days’.
If you wish to approach the coachman and ask to buy a ticket for the journey to Port Bax,
turn to 136
.
If you have no money,
turn to 238
.
A quick search of their bodies reveals the following items:
If you decide to take any of these, remember to mark them on your
Action Chart
.
You roll the bodies into the Rymerift and then run across the bridge in case anyone saw the incident. The forest track continues for over an hour before you arrive at a junction, where you see a signpost.
You adjust your equipment and set off towards the east.
Your quick wits and skill have saved you from a venomous bite. As the snake disappears into the long grass beyond the road, you gather together your Backpack and climb the tree, where you spend the rest of the night safely above the ground.
‘Impostor!’ he cries, and draws his weapon. Before you can react to his attack, his sword has grazed your arm and you lose 2
ENDURANCE
points. He runs at you and knocks you backwards through the open doorway. In a tangle of limbs and curses, you both fall headlong down the watchtower stairs. You stagger to your feet, but the knight is already up and searching for his broadsword.
If you wish to fight him,
turn to 162
.
If you would rather abandon your horse and run for the safety of the trees,
turn to 244
.
Using the edge of a steel rule to prise open the lock, you suddenly feel a sharp pain in your chest. A cunning trap has been laid, and as you open the box, a small needle shoots out and embeds itself in your flesh. It is tipped with a deadly poison. You die instantly.
Your mission and your life come to a tragic end here.