The Forbidden City

You are the Wizard Grey Star. Your quest is to retrieve the legendary Moonstone and with its power throw down the evil Wytch-king. You must find the Shadow Gate — doorway to the magic realm where it lies hidden. When the moon is full, the Shadow Gate appears — in Desolation Valley beyond the Mountains of Morn, where you must dare The Forbidden City.

The Wytch-king will try to track you down. His slaves will dog your every step — the cruel warriors of Shadaki, the phantom spirit of the Deathgaunt and the dark horror of the demon Kleasá. Only your Magical Powers and the might of your Wizard's Staff can protect you in a terrifying adventure of madness, magic, and menace!

The World of Lone Wolf is an exciting adventure series in which you are the hero, you make the decisions, and you fight the combats using the unique systems included in the book.

Ian Page was born in London in 1960. Since the age of sixteen he has pursued a successful career as a singer/songwriter. With the band Secret Affair, he had a string of chart hits to his credit including Time for Action and My World. His interest in the fantastic worlds of ‘Sword and Sorcery’ dates back to his early teens, and to his love of the novels of J.R.R. Tolkien and Michael Moorcock. It was in 1979, when Joe Dever introduced him to role-playing games, that his involvement in the world of Magnamund began. He contributed greatly to the development of the southern reaches of this fantastic world, and worked closely with Joe on several other role-playing games projects that include TV and radio appearances.

Ian has since re-entered the music industry with a band known as The Affair.

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels and editor for the World of Lone Wolf series, 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.

Joe has continued to work in the games industry as script writer and games design consultant.

Paul Bonner is the illustrator of the World of Lone Wolf series of gamebooks. His childhood love of ‘folk-tales, fairy-stories, The Hobbit, Scandinavian tales, myths, and sagas’ led Paul Bonner to spend four years at Harrow, a London art school, on an illustrating course of study.

His artwork for the World of Lone Wolf series is among his earliest professional work. He subsequently started freelancing for Games Workshop and later accepted a full-time position. He worked there for a few years before moving on to produce full-colour artwork (which Games Workshop had not required from him). He moved to Copenhagen, Denmark and again began to work as a freelance illustrator.

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

Publication Date: 15 February 2018

Concept copyright © 1985 Joe Dever and Gary Chalk.

Text copyright © 1985 Ian Page.

Illustrations copyright © 1985 Paul Bonner.

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

Table of Contents

- Title Page

- Dedication

- Acknowledgements

- Of the Coming of Grey Star

- The Story So Far …

- The Game Rules

- Magical Powers

- Equipment

- Rules for Combat

- Sage Advice

- Numbered Sections

- The Shadakine Empire

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Dedication

For Julie

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

Ryan Cross

Illustration Transcription

Jonathan Blake

Simon Osborne

XML

Jonathan Blake

Jeff Dougan

Simon Osborne

Thomas Wolmer

Replacement Illustrations

JC Alvarez (Action Charts)

Jonathan Blake (Extramatter Charts and Tables)

Christopher Lundgren (Map and Small Illustrations)

Proofreading

Simon Osborne

Editing

David Davis

Ingo Klöcker

Benjamin Krefetz

LeRoy McSwain

Simon Osborne

Timothy Pederick

Coordination

Jonathan Blake

Thomas Wolmer

Special Thanks

Marc Cassel, Thomas Frost, Kayvohn Kazemi, Michael Kelly, David Ratliff

Of the Coming of Grey Star

Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests, and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this newfound land.

To the delight of the Shianti, the race of man first emerged at this time and they watched his early struggle towards civilization with eager concern. Like gods, the Shianti seemed to the minds of primitive men. Tall and proud, shining with a radiance that spoke of magic and arcane mystery, the Shianti moved among them and with their powers of wizardry, aided man in his development.

As the centuries passed, man fell to worship of the magical Shianti and the power of these wizards grew even stronger. With hungry hearts they sought to unlock the mysteries of knowledge, sending their minds into other planes of existence and strange worlds beyond the sphere of the material plane. Their foresight was now unmatched and the power of their thought was mighty indeed. It was at this time that they created the Moonstone. Woven of the very fabric of the astral plane of Daziarn, this translucent gem was the greatest achievement of Shianti wisdom. It was the binding force of all Shianti magic, containing the combined might of all their wizardry, the sum of all their knowledge. The Golden Age of the Shianti had come and the Moonstone was the instrument of their dominion throughout all Magnamund. Man stood as little more than a shadow, blinded by the shining white light of Shianti glory. But, in creating the Moonstone, the unwritten laws of nature had been transgressed. For the Moonstone, like the Shianti themselves, was something outside of man's own world; it defied the natural order laid down by the creators of Magnamund and disrupted the balance that the gods had designed.

The Goddess Ishir, High Priestess of the Moon and mother of all men, showed herself to the Shianti and spoke to them of the destiny of man: ‘The children of this world must claim their inheritance. Their time has come and they must learn to stand alone. They are lost in their worship of you and the day draws ever nearer when they will covet the power of the Moonstone.’

And the Shianti said: ‘Forgive us, Great Goddess, for we intended no harm. We love mankind even as you do. We have sought to do good and protect your children from harm.’

But Ishir replied, ‘Of this there can be no doubt, but this world is not your realm. Man must be free to pursue his destiny alone, and you must leave, for you trespass on his domain.’

The Shianti were filled with sorrow. They feared a return to the void and to their lonely wandering, and pleaded with Ishir that she might allow them to remain. Ishir was filled with pity for them. She spoke again, saying, ‘If you are to remain, you must obey my command. You must take a vow never to interfere with mankind's fate. As a token of good faith you must lay aside the Moonstone, and return it to the plane where it belongs.’

Solemnly, the Shianti agreed. The vow was sworn before Ishir, and the Moonstone was returned to the Daziarn. The Shianti then moved south to the Isle of Lorn. They encircled their new home with a web of enchantments, magical mists, and mage winds to prevent man from ever finding their place of refuge in the Sea of Dreams. Knowledge of the Shianti faded with time, save in southern Magnamund where it became enshrined in legend, and the worship of them endured. Priests of the Shianti religion preserved their teachings and patiently awaited the day when the ‘ancient ones’ would return, bringing with them lasting peace and the blessing of a new golden age.

Two thousand years strode by and man advanced as Ishir had foretold. He built great cities and cultivated the land; his kingdoms rose and fell; he made war and loved and laughed and became master of his fate. But a new power was emerging in the province of Shadaki. There Shasarak the evil Wytch-king ruled. The black necromancer commanded an army of brutal soldiers and had a devoted following of men who upheld his religion of demonic worship and sacrificial rites. Devotees of the Shianti and other religious cults were persecuted in a merciless purge. Ruthlessly, the Wytch-king destroyed all his opponents and began a terrible war with the peoples of the neighbouring provinces. From the ruins of war Shasarak shaped the Shadakine Empire, subjugating whole nations to his evil rule. As the provinces fell to his might, the Shianti looked on helplessly, bound by their vow to the Goddess Ishir never to interfere in the affairs of man.

On the night of the crowning of Shasarak as Overlord of the Shadakine Empire, a great storm broke upon the Sea of Dreams, a storm that raged with unnatural intensity. Lashed by wind and rain, illuminated by wild lightning, the waters heaved and danced in fury to the thundering music of the storm, unchecked by even the enchantments of the Shianti. When finally the tempest died, the Shianti looked out in amazement on the shattered hull of a ship drifting towards their shore. Never before had this occurred, for the enchantments and mage winds had kept them secure from the curiosity of man by forcing him to sail close to his own land.

The Shianti went quickly to the ruined ship where they found only one survivor — a baby. They perceived the sudden arrival of this human child as a sign of great portent, and they conceived a plan by which they might lawfully aid mankind. They named the orphan child Grey Star, because a star is the symbol of hope in the Shianti faith, and because of the silver streak in the child's jet-black hair. In the shadow of the wrath of the Goddess Ishir, they raised the child as one of their own and taught him their secrets. Diligently they set about their instruction, for their aim was to provide a saviour for mankind. Armed with the might of Shianti wizardry and wisdom, their hope was to create an adversary equal in power to the evil Wytch-king of Shadaki, for they realized that only with the death of Shasarak would man once more be free to determine his destiny.

The Story So Far …

You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you dwelt in safety on the Isle of Lorn, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti sent you upon a dangerous quest to save your own people, the race of man, from Shasarak, the tyrannical Wytch-king of Shadaki. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island and come to the aid of man themselves. As a human, no such promise prohibits you from leaving the island and you have been sent to recover the Moonstone and use its power to throw down the Wytch-king.

The Moonstone, an artefact possessing the combined force of all Shianti power, is hidden on the Daziarn plane, which can only be entered by finding one of its portals. You seek the Shadow Gate, but it never remains in one place for longer than a day and is invisible to human sight. For this reason you began to search for the ‘Lost Tribe of Lara,’ a race of magical, but primitive creatures called the Kundi. They possess the gift of Astral Vision, enabling them to see magic portals and gateways to other planes and dimensions. Once, the Kundi inhabited the forests of the Mountains of Lara. When Shasarak's Shadakine army first invaded the free provinces of the south, they came by way of the Mountains of Lara, through the Morn Pass. The Shadakine armies were constantly ambushed and delayed by the Kundi as they made their way south, and the Kundi always eluded them, disappearing into the dense forest before the Shadakine could retaliate. Finally, in desperation, the Wytch-king burnt down the mountain's forests and the Kundi were forced to flee from his wrath and disappeared. Only the vision and the guidance of a Kundi man will enable you to enter the Daziarn plane and find the Moonstone, and less than a month ago you began your search.

Voyaging across the Sea of Dreams, you came first to the city of Suhn, the largest port in the Shadakine Empire. There you befriended a cheerful merchant named Shan Li, a widely travelled man with a wry sense of humour. Your questions about the Lost Tribe, enemies of the Shadakine Empire, aroused much suspicion. You were taken to the dungeons of the House of Correction, the Shadakine prison of Suhn and subjected to the truthsay of Mother Magri, Shadakine Wytch and Law-giver. With the power of the Kazim Stone, she attempted to read your mind, but you were able to preserve the secret of your quest.

It was with the help of Tanith, a young, beautiful girl, learning the ways of wytchcraft in the service of Mother Magri, that you made your escape from the House of Correction. Her courage and intelligence were invaluable as you escaped the pursuit of the Shadakine. With Shan as your guide you eventually turned south and headed toward the region known as the Azanam, for it seemed likely that the Lost Tribe might be found there. But the vengeance of Mother Magri was not so easily avoided. Using the power of the Kazim Stone, she summoned a Kleasá, a demon shadow that feeds upon the soul and will of others, since it has no soul of its own. Neither your Magical Powers, nor the might of your Wizard's Staff seemed able to defeat the Kleasá and it had almost destroyed you when Tanith cast a spell and called the demon against her. She was totally consumed by the Kleasá and both disappeared in flame. Her brave sacrifice saved your life.

With a heavy heart, you and Shan continued south, entering the arid desert of the Azagad Gorge. Here, Shan fell, poisoned and consumed by a Quoku, the flying amphibian indigenous to those parts. After a desperate chase through the tunnels of a Cave Mantiz nest (giant insects that lair within the cliff) you eventually reached the jungles of the Azanam, and there, high in their towering treetop home, you found the Lost Tribe of Lara. But your arrival was met with great suspicion: the Kundi did not believe that you had been sent by the Shianti. In the house of Okosa, the Kundi King, Urik the Wise, their strange, eccentric shaman and elder of their tribe, challenged you to prove you were truly sent by the Shianti by answering a strange riddle:

‘Wise Shianti and Kundi man,

Look eye to eye in tree,

Shianti man see Kundi man,

But what does Kundi see?’

To discover the answer to the riddle and to continue your search for the Moonstone and the Shadow Gate that leads there, turn to Section 1.

The Game Rules

If you have already completed Grey Star the Wizard (Book 1 of the World of Lone Wolf series), you already have your COMBAT SKILL, ENDURANCE and WILLPOWER points and your Magical Powers. In the course of your adventure your powers of wizardry have grown and so you may add 10 to your WILLPOWER total^1 and choose one more Magical Power.2 All weapons and Special Items that you held at the end of Book 1 should be entered on a fresh Action Chart. You are now ready to begin this adventure.

If this is your first adventure, read on …

To keep a record of your adventure, use the Action Chart.

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess — COMBAT SKILL — your state of mind — WILLPOWER — and your physical stamina — ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it onto the Random Number Table. If you pick 0 it counts as zero.

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

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g. if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero or below, you may not use any of your spells^3 or your Wizard's Staff.4 Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

[1] If you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

[2] If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

[3] There are sections of this book that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.

Alternatively, you may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero or below, you are dead and the adventure is over.

Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient WILLPOWER points. This method also cannot be used in cases where you lose WILLPOWER points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative WILLPOWER score.

[4] It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

Magical Powers

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. All of the Lesser Magicks may be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.

Sorcery

This Power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.

If you choose this Power, write ‘Sorcery’ on your Action Chart.

Enchantment

The Power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another's mind, or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment.

If you choose this Power, write ‘Enchantment’ on your Action Chart.

Elementalism

The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth, and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.

If you choose this Power, write ‘Elementalism’ on your Action Chart.

Alchemy

A wizard who possesses the Power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e. ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g. COMBAT SKILL). The use of Alchemy may also allow a wizard to alter the nature of substances (e.g. change lead into gold), but the necessary ingredients and the correct equipment (e.g. a pestle and mortar) must be at hand. The use of the Power of Alchemy drains no WILLPOWER.

If you choose this Power write ‘Alchemy’ on your Action Chart.

Prophecy

The Power of Prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the Power of Prophecy.

If you choose this Power, write ‘Prophecy’ on your Action Chart.

Psychomancy

This Power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.

If you choose this Power, write ‘Psychomancy’ on your Action Chart.

Evocation

Mastery of this Power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult, may result in the wizard losing his life.

If you choose this Power, write ‘Evocation’ on your Action Chart.

Wizard's Staff

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.5

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

[5] If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

Equipment

You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your Action Chart under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your Action Chart), and you have been given a map of the Shadakine Empire (note under Special Items on your Action Chart) which you place inside your robe.

If you have chosen Alchemy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:

- 2 empty Vials for carrying potions

- 1 Vial containing Saltpetre

- 1 Vial containing Sulphur

Mark these 4 items in your Action Chart.

Your Herb Pouch will carry a maximum of eight items.

How to Carry Equipment

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

- Wizard's Staff — carried in the hand.

- Backpack — slung over the shoulder.

- Meals — carried in the Backpack.

How Much Can You Carry?

Weapons

The maximum number of weapons that you may carry is two. Your Wizard's Staff counts as one weapon.

Backpack Items

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

Special Items

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

Nobles (Shadakine currency)

These are carried in the pocket of your robe.

Food

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

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given Capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.6

How to Use Your Equipment

Weapons

Your COMBAT SKILL depends on your Wizard's Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two Weapons at once.)7

Backpack Items

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

Special Items

Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.

Currency

The currency of the Shadakine Empire is the Noble, which is a small jade stone. The system of money is alien to the Shianti, and for this reason you begin your adventure with no money. Whenever you kill an enemy, you may take any Nobles belonging to him and keep them in the pocket of your robe.

Food

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points.

[6] If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

[7] The Collector's Editions of the Lone Wolf books clarify that ‘You may only use one Weapon at a time in combat.’

Rules for Combat

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

At the start of a combat, enter Grey Star's ENDURANCE and WILLPOWER points 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. Calculate your current COMBAT SKILL total, based on the weapon you are using. (Remember, if you enter combat without your Staff, you must deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points.)

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

3. If you are using your Wizard's Staff, decide how many WILLPOWER points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked WILLPOWER.

Example

Grey Star (COMBAT SKILL 15, WILLPOWER 23) is ambushed by a Deathgaunt (COMBAT SKILL 20). He is not given the opportunity to evade combat, but he can use his Wizard's Staff against the creature as it swoops down on him. He subtracts the Deathgaunt's COMBAT SKILL from his own, giving a Combat Ratio of −5. (15 − 20 = −5). −5 is noted on the Action Chart as the Combat Ratio. Grey Star decides to use 2 WILLPOWER points, which is noted on the WILLPOWER box of the Combat Record.

4. When you have decided upon the number of WILLPOWER points you wish to use, and you have determined your Combat Ratio, pick a number from the Random Number Table.

5. 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 Grey Star. To calculate the number lost by the enemy, multiply the number listed for the enemy by the number of WILLPOWER points that Grey Star elected to use. Now you have the final number of ENDURANCE points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)

Example

The Combat Ratio between Grey Star and the Deathgaunt has been established as −5, and Grey Star's WILLPOWER points used as 2. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

- Grey Star loses 4 ENDURANCE points.

- Deathgaunt loses 5 ENDURANCE points, multiplied by 2 WILLPOWER points, giving a total of 10 ENDURANCE points lost in all.

6. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat, and Grey Star's amended WILLPOWER points total.

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

8. Repeat the sequence from Stage 3.

This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero or below, at which point that combatant is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER 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 Grey Star may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

Sage Advice

You are about to embark on a quest of great peril, for your journey will take you to an unknown land that is dominated by evil. Refer to the map and make notes as you progress through the story: they are sure to be of great help to you in future adventures.

You will discover items that could be of help to you on your quest. Some Special Items may aid you in future Grey Star adventures, others may be red herrings of no real use at all; so be selective in what you decide to keep.

Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizard's Staff. A WILLPOWER score of zero or below will leave you weak and vulnerable to attack, unable to offer effective resistance.

Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction.

Good luck.

1

The room is silent. Okosa, the Kundi king, his servants, and Urik, the old Shaman of the Kundi tribe, look on intently as you concentrate on the strange riddle. Suddenly, the solution crystallizes in your mind.

Wise Shianti and Kundi man,

Look eye to eye …

Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see himself reflected there.

Shianti man see Kundi man

But what does Kundi see?

The Kundi man would see himself!

You give your answer. At once, the tension in the atmosphere evaporates. The expressions on the faces of the assembled Kundi men change to a mixture of awe and respect, and Urik bows low. ‘Welcome friend,’ he says, simply.

King Okosa steps forward and grips your hand firmly. ‘Forgive us,’ he says. ‘These troubled times … Shadakine wear many disguises. Evil have many faces. We give all help to Shianti child now we know he speak truth.’

You breathe a great sigh of relief, for without the aid of the Kundi your quest is doomed to failure. Only the eyes of a Kundi man are able to see the magical Shadow Gate, the door you must open before entering the realm of the Daziarn Plane where the Moonstone of the Shianti is hidden.

The exhaustion and fatigue of your adventure on your way to the cloud forest floods through you like a great wave that washes through your tired limbs. Before you can speak your thanks, you fall into a faint.

Through the haze of a dream, your senses pass from sleep to waking. Opening your eyes, you see the wrinkled face of Urik, gazing intently into your own. ‘How … how long?’ you falter.

‘Three days. Three nights. Deep sleep have healing ways — is true?’ Urik replies. You sit up in the hammock that has been your resting place these past three days and look around. Bright sunlight streams in through the window of the wooden chamber. The events of the past weeks rush through your mind. With some surprise, you note that your body is unmarked after the horrors of your ordeal. Even the Mantiz bite on your leg has disappeared.

‘Kundi magic,’ Urik explains, mysteriously. Your tattered, grey robes, washed and repaired, are laid out for you, and when you have breakfasted on fresh rainwater and honey cakes, you are led out to meet King Okosa once more. You marvel at the breathtaking beauty of the cloud forest that is the home of the Kundi people. Urik leads, shambling along with his comical, bow-legged walk and toothless smile and you cross the wooden walkways that connect the tree houses of the Kundi. They nestle amongst the highest branches of giant Azawood trees, whose towering heights and leafy peaks draw moisture from the clouds themselves: the wooden turrets of a forest castle surrounded by an ocean of cloud.

Illustration I—The wooden turrets of a forest castle, surrounded by an ocean of cloud.

You are brought before the Kundi king once more. He and his advisers are gathered in the largest of the tree houses and old Urik ushers you in. ‘You are well?’ the king asks. You nod your head and thank him and his people for treating you with such kindness.

‘Long ago,’ the king continues, ‘before Wytch-king, Shasarak, rose in the north, the Shianti and Kundi tribes — great friends. Shianti need magical sight of Kundi to look into other worlds, see other planes. Only Shianti can go there. Only Kundi can see there … We help each other. Learn many things. But when Shianti leave, Wytch-king lead Shadakine peoples against us, burning the forests of our home in Mountains of Lara. Now, Shianti send great wizard to destroy evil Wytch-king, throw down Shadakine. Kundi men give all their help, in honour of our friendship. How we aid you?’

‘I must travel to the Daziarn plane and reclaim the Moonstone of old,’ you reply. ‘My masters tell me that I must seek out the Shadow Gate, the doorway that is invisible to all but the eyes of the noble Kundi. I ask you for a guide to take me there.’

The king creases his brow. ‘Shadow Gate come and go; never in one place for long,’ says King Okosa. ‘Kundi eyes must see far; make prophecy for next place Shadow Gate appear. Only the keenest eyes among us can help you. I will name your guide.’ You search amongst the faces of those present, wondering which of the brave Kundi men will be chosen. ‘Grey Star, I give you Urik the Wise,’ says the king, with a gesture of the hand.

You look with some surprise at Okosa's choice. Urik smiles back, a great toothless grin, and bows humbly. The Shaman looks far too old and frail to be able to face the likely dangers ahead, but without the ‘sight’ of the ageing Shaman, your quest is hopeless. Perhaps, you think doubtfully, he has other talents?

‘Waste no time. Start now,’ Urik says. ‘Urik find Shadow Gate. Wizard see some Kundi magic now!’ He flashes you a sly smile. Not for the first time, you get the feeling that Urik is mocking you with his jibes about magic and wizards, as if he knows some great secret that others do not.

‘I work a great spell,’ he announces to everyone, like an actor addressing an audience. ‘Stand back! Give me room! I must find the Shadow Gate.’ A large circle forms and you watch Urik stride to the centre, his tail lashing and eyes glaring. You watch with some curiosity as he turns around and around, slowly at first, gradually increasing speed. He breathes deeply and often, hissing as he expels each breath from his lungs. Rags and feathers flutter and the tiny bells that he is wearing ring furiously. Soon, he is shouting and gibbering like a lunatic, arms waving in the air. You are barely able to suppress a snort of laughter but quickly check yourself, noticing that the Kundi look on with sombre expressions. Suddenly, Urik gives an ear-piercing scream, ceases his crazed, whirling dance, and spins to the floor, where he collapses in a heap. Startled, you go to help him but feel a restraining hand on your arm. ‘No,’ a young Kundi man whispers. ‘It is the trance. The rite is over — the visions come.’

‘You mean there's more!’ you exclaim. Indeed, the show is not yet over. Urik has been silent for a short time, save for the panting of his protesting lungs. He sits up, straight-backed and stiff-limbed, his eyes wide and staring.

‘I see mountains!’ he moans. ‘Black mountains! And beyond … a wide valley, dead land, ash and dust. Everywhere darkness, darkness and … I … I see it — the Shadow Gate — beneath the light of a full moon.’

After heated discussion, all are agreed that the black mountains of Urik's vision must be the infamous Mountains of Morn, and the dead lands beyond, Desolation Valley, a wasted plain that lies on the other side of the mountains — the site of an ancient calamity. As Urik saw a full moon shining above the Shadow Gate, the Kundi are sure that it will appear somewhere in Desolation Valley at that time.

‘Already it is the time of the new moon,’ says King Okosa.

‘Two weeks,’ you breathe.

‘Two weeks, Grey Star,’ says the king, ‘and two hundred miles of Shadakine country, difficult mountains, and unknown wilderness, lie ahead. You have little time.’

‘What do you think, Urik?’ you say.

Urik's ugly old face breaks into a knowing smile. ‘Little time … much to do!’ he says, jovially. ‘Urik have plan — cover many miles in just one day, leave Azanam far behind.’

‘But how?’ you ask. ‘When?’

‘Great wizard must learn much patience,’ he replies. ‘You will see. Be ready to leave tomorrow at first light.’ Urik will say no more and quickly leaves. You turn to the Kundi king. He merely shrugs his shoulders.

‘Ways of the wise are strange,’ he says, ‘and who dare question the path of wisdom?’ he finishes, cryptically. Like many Kundi sayings, it is one that begs no answer. It seems you have no choice other than to wait until tomorrow's dawn to find out the Shaman's plan.

Turn to 126.

2

Urik has routed out a supply of Lianor and hands you three of the blue tubers. Each tuber counts as one Meal and you store them in your Backpack. You set off at once, for the success of your quest depends on haste.

You travel for two days, through the swamp forest, clambering over a jumble of twisted roots. It is a tiring journey.

If you have the Magical Power of Alchemy, turn to 45.

If you do not have this Power, turn to 71.

3

You draw out the Pipes and blow but no sound emerges. Despite your brave efforts, you are cut down by the brutal Shadakine before the howling mob has reached you.

Your quest has failed and your life is over.

4

A vast, amorphous mass of slime and mud, wreathed with vines and dead vegetation, rises up out of the quagmire you have just passed. It reaches out and grabs you while you remain entranced, and presses you against its filth-encrusted body in a crushing bear hug. (Lose 2 ENDURANCE points.) You are being held by a Swamp Giant and it intends to squeeze the life out of you.

Illustration II—A mass of slime and mud rises up out of the quagmire; it is a Swamp Giant.

Swamp Giant: COMBAT SKILL 16   ENDURANCE 30

If you win the combat, turn to 65.

5

Pick a number from the Random Number Table.

If you possess the Magic Talisman of the Shianti, add 2 to this score.

If you possess the Silver Charm of Jnana the Wise, add 1 to this score.

If your total is now 0–7, turn to 236.

If your total is now 8–12, turn to 74.

6

A wizard skilled in the use of Sorcery is able to use the power of a Mind Gem.

If you possess this Special Item, turn to 238.

If you do not have a Mind Gem, turn to 55.

7

Still within the vision, you point towards the Element of Air. It floats towards you and you feel it entering the domain of Earth. The use of this Magical Power has cost you 2 WILLPOWER points.

When you open your eyes, you see that the Shadakine have already reached the edge of the lake. Their leader shouts commands and they move into position, loading their weapons and preparing to fire. There is no sign of the Air Elementals.

The Shadakine leader gives a shout and the Shadakine warriors release a volley of crossbow bolts in your direction. Instinctively, you and Urik dive to the ground. You are dismayed; it seems that the Elementals have failed you. Then suddenly, a burst of astonished cries comes from the Shadakine as a colossal gust of wind tears past you. Looking up, you watch as the volley of quarrels is swept up and away by a whirlwind of dust and debris. The Elemental stands, man-high before you, the faint outline of a pair of eyes shining up from within the depths of its form. It is a Whirlghast, and the bolts of the Shadakine are unable to pass through it.

‘Urik,’ you call, ‘can we do anything about the Eijalfish?’ Another volley of bolts flies towards you, but they are spun in all directions by the Whirlghast. Urik produces a small boomerang from his tunic. Its edge is lined with a row of razor-sharp teeth. ‘I try,’ he says.

Taking careful aim, he throws the boomerang towards the eyestalks of the Eijalfish. His aim is true; the boomerang slices an eye from its stalk before returning to land at his feet. Green blood marks the spot where the Eijalfish once lingered. ‘We go now?’ Urik asks, a mischievous grin on his face as he bends to pick up his weapon.

Turn to 74.

8

When you regain consciousness you find yourself in a bed in the Shadakine fortress. Urik is with you, his eyes full of concern. ‘How did I get here?’ you ask.

‘Samu, he carry you here. Him big man … fierce warrior.’

‘How did the battle go?’ Urik tells you of the victory of the Freedom Guild and the complete rout of all Shadakine forces within the city. A small blow has been struck for freedom against Shasarak, the evil Wytch-king.

Turn to 133.

9

You slip into a deserted side street, Urik tut-tutting in your ear.

‘Such noise! Such fuss! Wizard like to prove himself, eh?’

You give Urik a hard stare but resist the urge to snap back at him. ‘How are we going to get out of here?’ you mutter.

‘Who knows; start another fire perhaps?’ replies Urik, sarcastically. You turn to face Urik and begin to argue until suddenly Urik falls quiet and pales; he points behind you. You turn to see a tall shadow looming towards you out of the darkness, a huge, bloody broadsword in one hand.

Turn to 211.

10

The great shambling mass moves ponderously towards you. You can discern the outline of arms and legs but no more. It reaches out, seeking to hug you in a deathly embrace.

Swamp Giant: COMBAT SKILL 16   ENDURANCE 30

If you win the combat, turn to 65.

11

The gap in the undergrowth that leads into the clearing is very narrow and the Shadakine can pass through only a few at a time. Three Shadakine warriors charge towards you, bellowing a savage battle-cry. To your surprise, Urik produces a small boomerang edged with razor-sharp teeth. He wields it with great skill and accuracy. With a stunned cry, the first of the Shadakine falls to the ground, his sword arm severed by Urik's deadly weapon. Two Shadakine remain and you must fight them as one enemy.

Shadakine Warriors: COMBAT SKILL 18   ENDURANCE 24

If you win the combat, turn to 82.

12

Since the swamp region is an infertile place unlikely to yield food, Urik hands you enough Lianor for three Meals. Each tuber counts as one Meal and you store them in your Backpack. As you descend the hill, the air becomes increasingly humid, impairing your breathing. You step onto the mud flat and begin to make your way across. You have travelled no more than a mile when, suddenly, Urik sinks into a bog. With great effort, you manage to pull him free. Another mile or so and it is you who stumbles into a bog. Fortunately, Urik acts quickly and pulls you to safety. Solemnly Urik informs you that the bogs are likely to become more frequent from now on. If you should both become trapped at the same time, there will be no escape.

If you have the Magical Power of Prophecy and wish to use it to lessen the danger, turn to 67.

If you do not have this Magical Power, or if you do not wish to use it, turn to 89.

13

You leave your state of trance in time to see a large greenish mass of slime and mud rise from the mire. You step back and prepare for combat. The amorphous mass of dead vegetation and trailing creepers is a Swamp Giant and it is hungry for your blood.

Turn to 10.

14

You locate the glow of the Kazim Stone. There, you encounter the mind of the Shadakine Wytch, intent upon her labours over the Stone — so intent, in fact, that she fails to notice your presence, hovering at the edges of her mind, gauging its power.

Turn to 142.

15

The answer comes swiftly. A crossbow bolt sings through the air, released by a Shadakine who is hidden by the tall marsh grass. The Ooslo screeches with pain as the bolt penetrates its body.

You, Urik, and the wounded Ooslo drop like a stone towards the murky waters of a shallow lake that is dotted with small sand banks. As you fall, you pray that the water will be deep enough to save you.

Turn to 125.

16

You are loath to waste time: only ten days remain for you to reach Desolation Valley. Nevertheless, you cannot but wonder just who, or what, could be following you.

The evening draws in and still there is no sign of your pursuer. Urik sights a small grove of trees and suggests that you shelter there for the night.

If you wish to do as Urik suggests, turn to 57.

If you wish to trap your pursuer before sleeping, turn to 22.

If you have the Magical Power of Prophecy and wish to use it to discover the identity of your pursuer, turn to 35.

17

When you wake, a chill fever grips your body; it is the touch of the Deathgaunt, spreading through your veins like a river of ice. You are too weak to travel any further today and your body is hungry for sleep.

If you possess the Magical Power of Alchemy and have an Azawood Leaf or a portion from a Bundle of Azawood Leaves in your Herb Pouch, turn to 299.

If not, turn to 265.

18

You walk down to the bank of the fast-flowing river. It is not particularly wide, but Samu warns you that its current is swift enough to sweep a man away if due caution is not exercised. He goes first, diving into the river and swimming with long, powerful strokes. Each of you follows in turn.

As you reach the centre of the river, you gasp as the current buffets you and, inadvertently, you swallow some of its brackish water.

If your ENDURANCE points total is 15 or higher, turn to 62.

If your ENDURANCE points total is 14 or lower, turn to 70.

19

The momentum of your attack carries you past the shouting courtiers and through the archway.

If you wish to turn left along the passage outside, turn to 135.

If you wish to turn right along the same passage, turn to 248.

20

The path back to the waterway is blocked by the advancing Shadakine and you are forced to enter a dense border of gnarled, lichenous trees, which hamper your movement. Within minutes, the Shadakine are upon you. A large Magdi hound breaks through their ranks and leaps towards you before you are able to unleash an attack with your Staff.

You cannot evade combat with the Magdi and must fight it to the death. Due to the magical powers of their maker, Shasarak, the Magdi have a natural resistance to magic and you must subtract 2 from your COMBAT SKILL for the duration of the combat.

Magdi Hound: COMBAT SKILL 20   ENDURANCE 30

If the combat lasts for more than 4 rounds, do not continue with the combat but turn immediately to 149.

If you win the combat in 4 rounds or less, turn to 97.

21

The Shadakine have seen you and are howling into the attack, as you propel the power of your thought towards the Elemental Plane. Which Element do you require to aid you?

If you choose Air, turn to 167.

If you choose Fire, turn to 109.

If you choose Water, turn to 239.

If you choose Earth, turn to 244.

22

‘I think we should find out who it is,’ you say. ‘We'll lay a trap.’

‘I am a warrior of the plains,’ says Samu. ‘This is an easy matter.’ You make camp and build a huge fire. As soon as you have done this, Samu leaves, telling you not to move from the grove until he returns.

Dusk gives way to dark, and you and Urik grow more and more apprehensive. Suddenly you hear a strangled cry.

Turn to 60.

23

The passage eventually opens on to the Mountains of Morn. It is night and a full moon shines brightly in the sky. Below is the barren expanse of Desolation Valley: a vast wasteland of melted rock and craters. The plain is covered with pot-holes, and, as the wind blows across them, they sigh like a tortured soul moaning at the mountains. ‘How long has the full moon shone?’ you ask Urik.

Illustration III—The barren expanse of Desolation Valley. A vast wasteland of melted rock and craters.

‘I know not,’ he says, ‘but Shadow Gate very near. Down below ground.’ Without hesitation, you begin to sprint across the plain and Urik follows. Gone is all your weariness and fatigue now that you are near your goal. The pot-holes lead downwards but there are hundreds of them; which way should you go?

Suddenly, a gruesome sight slithers from one of these holes. Its long, snaking body is bone white and skeletal; but its pale eyes, without pupils, reveal a deadly malice, a blind evil. It is a Scree Wyrm and it is slithering towards you.

If you wish to fight the Scree Wyrm, turn to 273.

If you wish to evade combat, turn to 243.

24

Your Sorcery has no effect on the Deathgaunt. The creature's body is formed in the spirit world and is invulnerable to your attacks.

Turn to 169.

25

Cautiously, you follow the winding course of the waterway. Your nerves are racked with tension as you hear the Shadakine beating at the tall marsh grass. The Magdi hounds have been unable to pick up your scent and Urik's animal cunning ensures that you remain hidden from them. The terrain lends itself to easy concealment and soon the frustrated cries of the Shadakine fade into the distance.

Turn to 252.

26

Samu throws the door shut and Hugi, with his vast knowledge of locks, triggers the door lock with one of the many strange tools he carries for that purpose. The passage winds on for many miles and soon you have lost all sense of direction, and can no longer tell whether you are travelling towards the Mountains of Morn or away from them. Finally, the passage ends and a secret hatch opens on to the balcony of an ornate building. The balcony overlooks a vast hall where you witness a strange sight.

An old man in tattered ermine robes sits upon a broken throne, surrounded by a bizarre gathering of people. Two guards in rusty armour stand either side of him as the ragged assembly of mad courtiers dances a stately pavane without music. Two stairways lead from either side of the balcony into the hall and these are the only exits; it is impossible to walk down these stairs without being seen.

If you wish to walk down the stairs, turn to 284.

If you wish to charge through the strange court and try to fight your way out, turn to 87.

27

You are weak with exhaustion, your strength is waning, and you have taken a number of small but painful wounds all over your body. You stumble but Samu bears you up, and you are rushed through the archway and into the passage beyond.

If you wish to turn left along the passage, turn to 135.

If you wish to turn right, turn to 248.

28

The shrill sound of exotic bird song rouses you from your light, uncomfortable slumber, and the red stain of the morning sun regards you balefully. Your body is a mass of insect bites and you have lost 2 ENDURANCE points due to the assault of vampiric Blood Nymphs. Urik has also suffered and, for the first time since you have known him, displays an ill-tempered frown.

You continue your journey and, by late afternoon, you have left the peril of the swamplands behind. You now stand at the northern edge of the Gurlu Marshes. Gleaming in the distance you glimpse the faint outline of the city of Karnali, overlooking the sparkling waters of the Suhni River.

Turn to 204.

29

Sustaining your Staff's energy against the Kazim light costs you 1 WILLPOWER point. You must attempt to master the Kazim light through the force of your will to prevent its owner from exerting her will over the Shadakine.

If you wish to use 2 WILLPOWER points, expending a total of 3 WILLPOWER points this turn, turn to 112.

If you wish to use 3 WILLPOWER points, expending a total of 4 WILLPOWER points this turn, turn to 136.

If you wish to use 4 WILLPOWER points, expending a total of 5 WILLPOWER points this turn, turn to 219.

30

You turn and run in the opposite direction, following Urik, who takes great care to skirt the edges of the bog that held you so recently. Unaware of the lurking peril, the Shadakine swordsman blunders forward and immediately sinks in the bog. You hear him shouting frantically for help as you press on anxiously.

Urik leads as you trace the winding course of a shallow waterway that cuts through the tall grass. An unnatural howl sounds from somewhere behind you; it is the chilling call of the Magdi, the monstrous two-headed hounds created by the Wytch-king Shasarak. You keep to the line of the waterway in the hope that it will disguise your scent from the Magdi hunting dogs, and try to put as much distance between them and yourself as possible.

Turn to 156.

31

The Warward's mind is already weak with fear and it is a simple matter to exert your power over his brain and grip it with a murderous compulsion. Suddenly, the Warward walks towards the Shadakine Wytch, unable to resist the desire to slay that you have placed in his mind.

Illustration IV—The Warward walks towards the Shadakine Wytch, unable to resist the desire to slay.

Before the Wytch can resist, the Warward strangles her to death. Immediately the light of the Kazim Stone is extinguished and the Shadakine warriors before the fortress falter. With a jubilant cry, the soldiers of the Freedom Guild charge forwards.

Turn to 48.

32

Urik and Samu volunteer to hunt out some wild game in order to collect enough food for the remainder of your journey.

Pick a number from the Random Number Table.

If the number you have picked is 0–3, turn to 106.

If the number you have picked is 4–6, turn to 217.

If the number you have picked is 7–9, turn to 173.

33

You have been severely weakened by your combat with the madmen and lack the strength to escape from the throne room as fast as your companions. As you fall behind, the mad courtiers leap upon you. They are vicious and unrelenting in their attack and before Samu can help you, you have been torn to pieces by the howling mob.

Your life and quest end here.

34

Within the vision in your mind, you point towards the Element of Fire and, crackling with energy, it moves forwards. The use of this Magical Power has cost you 3 WILLPOWER points.

You open your eyes to see the Shadakine moving into position at the edge of the lake. The Shadakine who leads them is shouting instructions as they load their crossbows and prepare to attack. Unsuspecting, they take aim, failing to notice the smoke that is rising behind them.

Then before a single bolt has been released, a startled Shadakine breaks cover, leaping to his feet and slapping maniacally at his clothes. Within seconds he is wreathed in flames and the uniforms of his comrades have begun to smoulder. Desperately, one of the Shadakine hurls himself into the lake, and immediately the Eijalfish speeds towards him. Urik does not wait to see the outcome of this encounter and dives into the waters of the lake, splashing out towards the farther shore. Without hesitation you follow his example, the sound of the screaming Shadakine ringing in your ears.

You reach dry land and scramble out of the water. A fearful howl crosses the lake and your blood runs cold. Urik cocks his head to one side. ‘They have fierce Magdi hounds, their hunting dogs,’ he says. He points to a shallow waterway that winds its way through the tall grass. ‘We move now. Keep to water. Hide scent. Come!’ You both move off, stepping cautiously along the channel.

Turn to 25.

35

Whoever is following bears you no malice. You sense that you have encountered this person before but the meeting must have been very brief, since you cannot identify him. The use of this Magical Power has cost you 1 WILLPOWER point.

You stop and make camp in the grove of trees as Urik suggested. Samu volunteers to scout out the area to make sure that you are not attacked in the night and he has been gone only a few minutes when you hear a strangled cry.

Turn to 60.

36

At the cost of 3 WILLPOWER points, the Shadakine fortress erupts into flames, sending Shadakine warriors rushing from their barracks into the street.

Turn to 207.

37

You walk along the west passage. It rises steadily and eventually opens into a small cave with an opening that overlooks a large gorge. Beneath the light of the full moon you see miles and miles of contorted rock. It looks as if it has been melted in a furnace.

You find the skeletal remains of several bodies but as you lift a skull to examine it, it crumbles to dust in your hand.

You search the cave and find a Silver Knife. You may keep this Special Item, which can be worn on your belt. (Remember to mark it on your Action Chart.) You head back along the passage until you come to the circular cavern once more.

If you wish to take the passage leading east, turn to 46.

If you wish to take the passage leading north, turn to 23.

If you have the Magical Power of Prophecy and wish to use it, turn to 64.

38

The room is dark and empty. You can see no other way out of the throne room and turn to leave.

‘Wait!’ says Hugi, suddenly. ‘I thought … yes, I'm sure … ’

‘What's up?’ asks Urik. ‘Thief go mad too?’

Hugi traces a line with his finger along a panel in the wall behind the throne. Suddenly, the panel swivels to reveal a passage leading down. ‘I thought as much,’ he grins. ‘The gap looked too wide; it reminded me of the Great Tomb of Naugorin, far to the east in the Shuri Mountains.’

Before Hugi launches into a long dissertation on his past criminal conquests, you step forward. ‘Into the passage,’ you order and, dutifully, they all file in.

Turn to 168.

39

Hugi selects a key and opens the door with consummate ease. The room is full of shadows but, as your eyes adjust to the light, you see a huddle of people crouched in the corner. They are gnawing on a large bone. They seem frightened by your appearance. Suddenly the largest of them stands, screams a frantic cry, and runs straight at you.

Wildman: COMBAT SKILL 14   ENDURANCE 20

If you win the combat, turn to 259.

40

You seize the chance to slip away and, turning down a side street, you and Urik leave the battle far behind you. However, almost immediately, you are forced to stop. At the end of the street stands a tall, shadowy figure, a huge broadsword in his hand.

Turn to 211.

41

You are taken to a building that might once have been a temple. Here, the ragged crowd throws you into a deep pit. You are now in total darkness.

If you wish to make a light from your Staff, at the cost of 1 WILLPOWER point, turn to 307.

If you do not, turn to 150.

42

You almost succeed. But, as the Shadakine step back, looking ready to break and run, and Sado's brave army of freedom fighters charge forward, the Shadakine Wytch tightens her grip over the minds of her countrymen and they hold their ground. Shifting emotions of fear, anger, and frenzy contort their snarling features. The use of this spell has cost you 2 WILLPOWER points.

As the line of freedom fighters collides with that of the Shadakine warriors you give a smile. The Freedom Guild are superb soldiers, and despite the power of the Shadakine Wytch, the strength of their charge punches a great hole in the Shadakine defence.

Turn to 48.

43

The wall of fire glows more brightly, for a moment only, before returning to its normal intensity. The use of this Power has cost you 1 WILLPOWER point.

If you have the Magical Power of Prophecy and wish to use it, turn to 201.

If you wish to fire at the wall of flame with your Staff, turn to 117.

If you wish to walk through the wall of fire, turn to 240.

44

A crossbow bolt flashes through the air, heading straight for you, but your Shield of Sorcery deflects it and you are unharmed.

The Ooslo bird is flying lower now, as it approaches its nesting place in the Gurlu Marshes. As soon as you are flying low enough to jump to the ground, Urik tells you to untie the vine that is knotted around you. You do as he asks and you both fall to the ground, tumbling through a swathe of marsh grass, which cushions your landing. Sitting up, Urik gives the Ooslo bird a comic wave as it continues, unheeding, back to its nest.

‘Shadakine near. We go now,’ Urik states. Immediately, he breaks into a stumbling trot, following the course of a shallow waterway that cuts through the tall marsh grass. A few minutes later, a chilling howl stops you dead in your tracks: the Shadakine have hunting dogs, the terrible Magdi hounds. As you move away once more, you keep to the waterway in an effort to hide your scent.

Turn to 25.

45

Growing beside a small pool of murky water, you notice the yellow flowers of a Karmo bush. If you possess an empty Vial, you may squeeze the clear liquid that is contained within the buds of the flower into the Vial. This potion, when taken before combat, will double your ENDURANCE and WILLPOWER point totals for the duration of the combat. However, the side effects of the Karmo potion can be fatal. After taking the potion you must pick a number from the Random Number Table. The number that you pick equals the number of ENDURANCE points that you lose due to the side effects (0 = zero).8

Turn to 71.

[8] After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

46

You follow the dingy passage as it wends its way through the slate grey rock. Soon, you reach a wider cavern, where the ceiling is much higher. In the faint glow of a swarm of mineflies, you make out a staircase that ascends to the surface. Shafts of moonlight shine down the stairwell, twinkling on the wet stone steps. By the stairs you notice a large sack propped against the wall.

If you wish to examine the sack, turn to 233.

If you wish to ignore the sack, you can climb the stairs to the surface, turn to 245.

47

To your frustration, the wind begins to blow but gently — the Elementals have misunderstood your need. The use of this Magical Power has cost you 2 WILLPOWER points.

If you wish to try again, return to 290 and choose a different Element.

If you have the Magical Power of Enchantment and would prefer to use it, turn to 139.

48

You totter on unsteady feet. Your struggles have made you feel faint with exhaustion. A strong hand grips your shoulder to steady you. You look up and see Samu, the giant warrior that you freed from the slave train of the Shadakine, outside the walls of Karnali. He has joined the Freedom Guild, it seems. ‘Are you all right?’ he asks.

You nod. ‘I will be.’

‘Then I must away,’ says Samu, drawing his massive broadsword and brandishing it in the air. ‘The Shadakine filth must be purged from the face of the world!’ He speaks with a terrible vehemence, as if he would be happy to complete the whole task himself. He then turns and lopes towards the Shadakine with an easy, athletic stride.

Turn to 133.

49

Although the Wytch's attention is concentrated elsewhere, your initial assault on her mind proves unsuccessful: the power of the Kazim Stone protects her. Now, completely alerted to the peril that threatens her, she wrenches her attention away from the warriors at the fortress and focuses all her powers, and those of the Kazim Stone, upon you. At once, the morale of the Shadakine warriors sinks and they flee in confusion. With a cheer, the men of the Freedom Guild move forward to storm the fortress, but you barely notice them, for you are now locked into a duel of wills with the Shadakine Wytch. A crimson haze fills the sky where the forces of the Mind Gem and the Kazim Stone clash.

The combined WILLPOWER score of the Wytch and the Stone is 40. Add together your current ENDURANCE and WILLPOWER scores and subtract this total from 40.

If your final score is 15 or higher, turn to 280.

If your final score is 14 or lower, turn to 205.

50

You leave the city far behind, as you and Urik struggle to match the pace of the giant's long stride. You head north for the Belzar River, which traces a westerly course towards the Mountains of Morn and the infamous dead lands. By the time you reach the river, night is upon you and you are nearly asleep on your feet. You tell the giant that you are too exhausted to continue and he stops to allow you to make camp. He has a supply of food which he shares with you before you fall into a deep sleep by the gentle lapping of the waters of the Belzar River.

The following morning, you continue on your journey. The Belzar Hills on the far side of the river seem to frown upon you as you pass and you are troubled by a gnawing doubt. Urik seems to share this doubt and he continually looks over his shoulder with an anxious expression on his face. When you stop at midday to rest, you voice your doubt to your companions.

‘There is a simple explanation,’ says Samu, confidently. ‘We are being followed.’

You dart a startled look at Urik. ‘I think Samu speak truth,’ he says.

If you wish to lie in wait and ambush whoever is following you, turn to 22.

If you wish to press on, turn to 16.

51

Inside the vision of your mind, you point towards the being that represents the Element of Earth. Slowly, it lumbers forward as if its body is too heavy for the strength of its limbs. The use of this Magical Power has cost you 2 WILLPOWER points.

You open your eyes and see that the Shadakine have reached the edge of the lake. The officer in command is shouting orders as the warriors take cover, loading and priming their weapons and preparing to fire. There is no sign of the Earth Elemental and, fearfully, you reflect on the notorious stupidity of Earth Elementals.

If you decide that the Earth Elemental will fail, have the Magical Power of Sorcery, and wish to create a Shield of Sorcery about yourself to deflect the arrows of the Shadakine, turn to 226.

If not, turn to 56.

52

Standing before a crumbling bridge that crosses the left-hand fork of the Belzar River, you gaze, awestruck, at the desolate city that rests beneath the shadow of the mountains. In your darkest dreams, you have never known a place so eerie and forbidding: the blackened shards of the city walls reach hauntingly into the sky; clumps of black weed grow between pieces of crumbling masonry, and the twisted heights of ancient spires and crippled towers point accusingly at the heavens; an awful gloom hangs in the air and an atmosphere of brooding menace emanates from the heart of the city.

You look at the faces of your brave companions: Urik's wrinkled face, so often creased with laughter, now set in a frown; the hard countenance of brave Samu, the sundered king; and the angular, hawkish features of Hugi, whose eyes gleam greedily. You notice how pale they look, almost sickly, and a vague disquiet stirs in the back of your mind.

You approach the bridge and Hugi looks at it, his eyes full of doubt. ‘Is it safe?’ you ask.

‘It's stood here for centuries,’ Hugi answers.

The swift-flowing water looks black and uninviting.

If you wish to cross the bridge, turn to 186.

If you wish to swim across the river, turn to 18.

53

‘I can guarantee your safety when you leave Karnali if you will agree to aid an attack we have planned against the Shadakine garrison of the city,’ offers Sado. ‘Help us, Grey Star; we need you.’

If you wish to aid Sado in his struggle against the Shadakine, turn to 91.

If you decide to refuse, turn to 287.

54

You are standing in a huge cavern. Eyes gleaming greedily, Hugi shoulders past you and runs headlong down the carved stone steps that lead to the cavern floor. ‘This must be the place!’ he says, excitedly. Immediately, he begins to search the chamber, scrabbling among the rocks and debris and then, with a jubilant cry, he unearths an old and rusty chest. In an instant, he has removed his wallet of thief's tools and, with practised ease, sets about the lock. Swiftly, he masters the challenge, flicking open the lid with a hungry look. His face drops. ‘Books!’ he snarls contemptuously.

You walk over to his side and peer down at the leather-bound tomes. A closer examination reveals a shocking surprise.

Turn to 103.

55

Drawing on the magical energy of the Astral Plane, you hurl your power against the Kazim light that shines above the heads of the advancing Shadakine warriors. At first, you throw 1 WILLPOWER point against it, but this challenge serves only to attract attention to yourself and the Shadakine Wytch immediately sends the full power of the Kazim Stone against you. The numbing blast that washes through your mind loses you 8 ENDURANCE points, but because the Wytch has diverted the power of the Kazim Stone away from the warriors, the morale of the Shadakine is severely shaken and, with a cheer, the men of the Freedom Guild move forward to storm the fortress.

If you have survived the initial blast of the Kazim Stone, turn to 141.

56

The Earth Elemental does not come in time. A volley of quarrels flies towards you, ripping into your flesh and inflicting terrible wounds.

Your quest is over. When the Earth Elemental does eventually arrive, he takes you down into the cold dark earth of his home — your final resting place.

57

You make camp in the small grove of trees. Samu scouts the area to make sure that your pursuer is not lurking nearby. Suddenly, you hear a strangled cry.

Turn to 60.

58

Several minutes pass. With familiar tardiness, the Earth Elemental obeys your summons and the ground beneath the fortress begins to tremble. Great blocks of masonry tumble to the ground, driving the Shadakine from their barracks and out into the street. You have used 2 WILLPOWER points.

Turn to 207.

59

Now you must run to keep away from their deadly touch. Fortunately, the Deathgaunts are unable to move quickly and you are able to create some distance between them and yourselves, but you are weary from past assaults, and soon find yourself stumbling and staggering through the grey dust of the dead plain. You trip and fall, exhausted, but Samu sweeps you up in his strong arms.

For a full day, Samu carries you but, despite his enormous strength, eventually he, too, becomes too tired to continue. Panting for breath, he sets you down before collapsing to the ground. Hugi estimates that you are now only a day away from the Forbidden City.

If you wish to go without sleep and continue travelling through the night, turn to 129.

If you have the Magical Power of Evocation and wish to use it to protect yourself while you sleep, turn to 137.

If you have the Magical Power of Alchemy and a remaining Azawood leaf, and wish to use it, turn to 138.

60

Samu enters the grove of trees. Held in a headlock, and gurgling pleas for release, is a scrawny-looking man, dressed in a leather jerkin and bright scarlet breeches. Immediately you recognize him as the thief who tried to steal your money in the cavern of the Freedom Guild. ‘What are you doing here? State your purpose!’ you say, leaping to your feet. The thief lets out a long gurgle by way of reply.

Illustration V—Held in a headlock is a scrawny man, the thief from the cavern of the Freedom Guild.

‘What are you doing here?’ you repeat, angrily. Samu tightens his grip on the thief's neck.

‘Being … strangled!’ he squawks, clawing desperately at the thick arm around his neck.

You give Samu a nod and the brawny giant releases his grip. The thief collapses to the floor in an untidy heap, choking for breath and rubbing his bruised throat. Urik chortles with laughter. ‘Get up!’ you command.

The thief staggers to his feet, an indignant expression on his face as he brushes the dust from his clothes. ‘What have you got to say for yourself, thief?’ you ask.

‘I am Hugi of Suhn,’ he says, haughtily.

‘Was it you who tried to rob me in Karnali?’

‘For that oversight I apologize, Master Wizard,’ he says, barely disguising the smirk on his hawkish face. ‘If I had known that you were bound for the Forbidden City, I would have offered my services at once.’

‘How came you by that information?’ you snap angrily.

‘I … er … listened at the door after Sado sent me out,’ he replies innocently.

‘Shall I kill the spy now?’ asks Samu, menacingly.

‘Spy? — Spy?’ Hugi chokes. ‘I am no spy. I am the greatest thief in all Karnali! What need have I for spying?’

‘You not very good at picking Grey Star's pocket,’ Urik points out.

‘Nevertheless,’ says Hugi, testily. ‘Thief I am. Spy I am not.’

‘That still does not explain why you are following us. Why should the Forbidden City interest you?’

‘Ahhh!’ sighs Hugi, ‘the Forbidden City! Legends speak of priceless statutes — remnants of the ancient people who once lived there. But I have found none who dared go there. When I heard that you were bound for the City of the Dead, I chose to follow. Then, this great brute stepped out of nowhere and tried to strangle me to death.’

Samu glares at Hugi. ‘Shall I kill him now?’ bellows the giant, eagerly. Hugi steps back in alarm.

‘No, wait. Hugi, what do you know of our quest — whom do you serve?’ you ask.

‘I know nothing of any quest and I serve no man but myself. All I ask is that you allow me to accompany you to the Forbidden City. I am not unskilled in my own small way,’ he sniffs, immodestly.

‘If he is half as good as he thinks, he could be useful,’ comments Urik.

‘Yes, and if he is a spy, we daren't let him go, though I'll not kill a man for the sake of a suspicion. You're coming with us, Hugi.’ Broadly, the thief begins to smile. ‘And Samu, if he tries to escape … break one of his legs.’ Samu grins ferociously as Hugi's face drops.

Turn to 214.

61

Before you can fire your Staff again, the Magdi lunges at you. You attempt to parry the beast's charge with your Staff but its weight and the momentum of its attack hurl you to the ground. You thank the gods that there is only one of them to contend with as you grapple with the enraged animal. The Magdi's jaws snap dangerously close to your throat but you twist your body away and leap to your feet.

You cannot evade combat, and must fight the creature to the death. Due to the Magdi's resistance to magic, you must subtract 2 from your COMBAT SKILL for the duration of the combat.

Magdi: COMBAT SKILL 20   ENDURANCE 30

If the combat lasts for more than 5 rounds, do not continue with the combat but turn immediately to 149.

If you win the combat in 5 rounds or less, turn to 271.

62

The water is poisonous and, as it affects your body, you panic and begin to sink. Hugi and Urik have already reached the other side but, as soon as Samu sees you struggling, he strikes out towards you. With strong hands he grabs your robe and pulls you to the surface. Panting and gasping for breath, he hurls you to the safety of the river bank and slowly you crawl up the bank. The water you have swallowed has cost you 2 ENDURANCE points. Suddenly, Urik gives a cry: ‘Samu!’

You turn in time to see Samu's flailing arms disappear beneath the surface of the water. You are stunned and dismayed. He disappears completely from sight, swept away by the waters of the poisonous Belzar River.

With tears in your eyes, you walk in silence towards the walls of the Forbidden City.

Turn to 124.

63

You cast 2 WILLPOWER points into the Red Jewel in an effort to control the Deathgaunt. But the Deathgaunt's mind is not its own; it is being commanded from a point outside this world and the sinister spectre advances.

Turn to 169.

64

At the cost of 1 WILLPOWER point, your Magical Power of Prophecy tells you that the north passage leads out of the tunnel complex and on to the plain of Desolation Valley.

If you wish to take the passage leading north, turn to 23.

If you wish to take the passage leading east, turn to 46.

65

As the creature dies, its body melts away, leaving only a pile of mud and filth that once gave it form. Urik gives a shout of congratulation and you nod in acknowledgement; you are too tired to talk.

If you wish to continue with your previous use of the Power of Prophecy, turn to 165.

If you do not, turn to 71.

66

Within the darkness of a dream, you hear a voice whispering; it is calling your name, over and over again. Glowing with a sickly light, the figure of a man stands like a sinister vision, his face obscured by shadow. His grey robe is tattered and torn; his long, bony, claw-like fingers are covered by charred, black flesh. He points a crooked finger at you. ‘You will fail. Your power does not suffice. This fool's errand is to no end.’

‘NO!’ you shout into the emptiness.

‘Turn aside, Grey Star. Turn aside. You dare not stand against me.’ The grim figure casts aside his hood and the shadow passes to a blood-red light, revealing a hideous face. Half of the face is missing and, in its place, a metal plate gives shape to the ruined visage of wasted flesh and scarred tissue. One eye is shrunken and sightless, while the other burns with the intensity of the sun. A gaze of unbearable malice focuses on your heart. ‘Desist, Wizard — or I will rend the very soul from your body.’

‘I will not!’ you scream into the darkness. A look of rage contorts his twisted features and the single eye burns into you. You are looking upon the face of Shasarak, Wytch-king of Shadaki, who has come to taunt and torment you as you sleep.

Illustration VI—A gaze of unbreakable malice focuses on your heart: you look upon Shasarak, Wytch-king of Shadaki.

‘You fear me now, foolish child, and you think that you have mastered fear. I will teach you the true meaning of terror. I will make you yearn for death as if it were your true love!’ Shasarak raises his clawed, decaying hand and clutches his fingers in the air: 1 WILLPOWER point is drawn effortlessly from your body.

You wake up screaming.

Turn to 291.

67

By sustaining a trance, you will be able to predict the location of the bogs and quicksand before you come across them. A prolonged trance will cost you 4 WILLPOWER points. If, for some reason, you have to break your trance before you have crossed the swamps, and you wish to use the spell again in order to continue, you will need to use a further 4 WILLPOWER points.

If you wish to use the Power of Prophecy, turn to 79.

If you do not, turn to 89.

68

You draw more energy into the Shield, restoring it to is former strength at a cost of 1 WILLPOWER point, but there is no third volley, only an unnerving silence. The Eijalfish is joined by another, and together they begin to circle the islet.

You are trapped without food or supplies and the Shadakine seem content to wait it out. As the sun begins to set, you hear the sound of movement from the direction of the Shadakine.

If you wish to fire in the direction of the movement, turn to 223.

If you would prefer to attack the Eijalfish, turn to 258.

If you have the Magical Power of Prophecy and wish to use it, turn to 147.

If you would prefer to wait for nightfall, turn to 102.

69

Uselessly, it begins to rain. The use of the Magical Power has cost you 2 WILLPOWER points.

If you wish to try again, return to 290 and choose a different Element.

If you have the Power of Enchantment and would prefer to use it, turn to 139.

70

The water is poisonous and the shock, as the poison runs swiftly through your system, throws you into confusion. You are already weak from your exertions and unable to resist the strong current. Before Samu is able to swim back and attempt to rescue you, you have sunk to the bottom of the river.

Your life and your quest end here.

71

The atmosphere is heavy and humid, and it is hard to breathe. The effort of walking causes you to lose 1 ENDURANCE point as your lungs labour against the damp, cloying air. The sun begins to set and the exhausted state of your body requires that you stop to rest for the night even though you are still within the confines of the swamp. Urik locates a bare, dry hillock and you stop there for the night. The air is alive with nocturnal insects and among them, to your dismay, you notice the distinct vermilion bodies of winged Blood Nymphs.

If you have the Magical Power of Alchemy, turn to 121.

If you do not, turn to 28.

72

The Deathgaunt looks on as you usher your three companions within the protection of the pentacle. You possess no Magical Power capable of damaging this creature, for its body is not of the real world; your Wizard's Staff cannot help you here. You remain within the pentacle and continue to chant the warding words of Evocation. Eventually, with a whispered cry of frustration, the Deathgaunt dematerializes.

You press on through the barren wilderness, more anxious than ever to reach your goal. The Deathgaunt has given up its attack for now but it is not destroyed and could return at any time. That night, with the black Mountains of Morn looming above you, you stop to make camp.

If you possess the Magical Power of Alchemy and have an Azawood Leaf or a portion from a Bundle of Azawood Leaves in your Herb Pouch, turn to 299.

If not, turn to 265.

73

Walking along the dusty street, a sudden prickling sensation at the back of your neck warns you that danger lurks nearby. You feel as if a hundred pairs of eyes are watching your every move.

If you possess the Magical Power of Prophecy and wish to use it, turn to 231.

If you do not possess this Power, or if you do not wish to use it, turn to 116.

74

You give Urik a nod and then dive into the water, swimming with all your might away from the Shadakine. A flurry of quarrels slices the water around you. Unharmed, you splash to the water's edge, grateful to be moving into the cover of the tall reeds that line the bank.

Panting for breath, both you and Urik run, half-crouched, through the undergrowth. A desperate chase begins as the Shadakine leave their hiding places and start to run after you. Urik leads the way, running along a shallow waterway that cuts through the tall marsh grass like a path. From behind, the chilling howl of hounds reaches your ears. Urik stops briefly and turns to you. ‘They have hunting dogs, terrible Magdi Hounds. We move slow and quiet now — keep to water — hide scent. I am old Kundi — cannot run,’ he wheezes, the hint of an apology in his voice.

Stealthily, you both creep away with all the speed you can muster.

Turn to 25.

75

You leave the city by the north gate. Here the Suhni River and the Belzar River meet. By following the Belzar River west, you will come directly to the Mountains of Morn and the Forbidden City of Gyanima. You set off.

You have travelled only a short way when you see a tall figure running towards you at great speed. It is Samu and you stop to wait for him.

‘You go to the Mountains?’ he asks, pointing to the west. You tell him that this is so. ‘Once, I was king of a great tribe — the Masbaté nomads of the Great Lissan Plain. Now, I am the only survivor. The Wytch-king saw the end of my people. The Shadakine fought and hounded us across the plains in their great chariots, led by the evil Wytch-king. Long we resisted him, but what use are swords and spears and brave warriors against the black arts? A great plague of demons sealed our doom. Shasarak has deprived me of my family and my people.’

He looks at you with smouldering eyes. ‘I will come with you. You will have need of strength as well as bravery. You have mine.’

Turn to 81.

76

Urik gives you a look of bewilderment. You nod confidently, as if you know exactly what you are doing. The bizarre procession of madmen and mad women moves at a stately pace through the wide archway that leads from the throne room. Samu looks as solemn as ever but Hugi's face wears an expression of astonishment. You enter a dim, candlelit hall dominated by a long table. Rats scuttle across the table, running for their bolt-holes as the assemblage enters the room. You sit down and wait to see what happens next. ‘Dinner is served,’ announces a gaunt, grey-faced servant. A limping, squeaking, three-wheeled trolley is pushed into the room. At the far end of the table, the deranged king moistens his lips with his coated tongue and tucks the table cloth into the top of his torn silk shirt. The tarnished silver dish is uncovered and a wave of revulsion churns your stomach: on the silver platter is a hideous array of human limbs.

Illustration VII—The deranged king prepares to dine.

The king stands up, brandishing a rusty carving knife. ‘Would you like an arm or a leg?’ he enquires innocently.

If you wish to accept, turn to 108.

If you wish to refuse, turn to 220.

If you have the Magical Power of Prophecy and wish to use it to help you make your choice, turn to 281.

77

The wretches fight with each other in a contest to be the first to leave. Once they have slain one of their kind they rush through the door. Outside, the street is now full of wretches and you scour the room to try to find another exit.

Turn to 246.

78

Hurriedly, you unfasten the knotted vine. Urik lets out a yell as you both plummet towards the ground at frightening speed. Your fall is broken by the sucking ooze of the marshy ground below, but you are still bruised and must lose 2 ENDURANCE points.

Nearby, you can hear the shouts of the Shadakine Warriors as they search for you. You are surrounded by tall reeds and rushes and, for the moment, you are out of sight. You keep very still. The Shadakine are beating at the marsh reeds with large sticks, trying to flush you out. Just as a booted foot passes inches from your face, you suddenly realize that you are sinking.

Illustration VIII—You hide in the tall reeds as the Shadakine seek you out.

If you wish to struggle out of the quicksand into which you are being drawn, turn to 115.

If you would prefer to keep still, at least until the Shadakine have passed, turn to 235.

79

Carefully, Urik leads you along while you sustain a trance state. Your mind is full of a thousand images of future events and you are able to discern which is solid land and which is not until suddenly, a disturbing vision forms in your mind. You see yourself in combat with a terrible monster that has risen from a dark pit.

If you wish to break your trance, turn to 13.

If you wish to continue as you are, turn to 4.

80

You begin to chant, scratching the shape of the pentacle into the ground. The Deathgaunt gives a cry of frustration and surges towards you. You feel its frozen touch before the pentacle is fully formed and you lose 4 ENDURANCE points. The deadly chill fever drags you into unconsciousness as the Deathgaunt's spell takes effect.

Turn to 66.

81

Samu sets the pace, reaching forward with great strides to lead you across the gently undulating plain that lies between Karnali and the mountains of the west. The Belzar Hills on the far side of the river cast a shadow across the waters, as though disapproving of your choice of destination.

As the miles slip by, a growing feeling of uneasiness nags at your mind. You notice that Urik is constantly looking over his shoulder, his face clouded with uncertainty. In the afternoon, you stop to rest and you voice your doubts to Samu and Urik. ‘Ah! So you, too, have noticed!’ says Samu. ‘I felt this just after we set out. I fear we are being followed.’ Startled, you flash a look at Urik.

‘Me think it true,’ he says.

If you wish to lie in wait to ambush whoever is following you, turn to 22.

If you wish to continue, turn to 16.

82

Although you have defeated the Shadakine warriors, the clearing is now full of raging soldiers. Wary of the power of your Staff they avoid further risk to themselves and send in a Magdi. The beast lunges at you, its claws and fangs thirsting for your blood. Due to the magical powers of their maker, Shasarak, the Magdi have a natural resistance to magic and you must subtract 2 from your COMBAT SKILL for the duration of the combat.

Magdi Hound: COMBAT SKILL 20   ENDURANCE 30

If you win the combat, turn to 247.

83

Stunned by the swiftness of your evasion, the wretch stands back, immobile, as you charge into the attack. Add 2 points to your COMBAT SKILL for the duration of the combat, due to the speed of your manoeuvre.

Dead City Wretch: COMBAT SKILL 15   ENDURANCE 25

If you win the combat, turn to 197.

84

Soon, you are lost in a maze of alleys and side streets, all lined with small buildings. Above are a confusion of criss-crossing walkways.

If you wish to climb a wooden stair that leads up to one of the walkways, turn to 221.

If you wish to enter one of the small dwellings, turn to 166.

85

Urik points to a place directly below him. ‘Here,’ he says. ‘It is here!’ There is no way down, other than via the pot-holes. Another Scree Wyrm slithers out of one of the holes and crawls towards you from out of its shadowy lair.

If you have a Rope, turn to 157.

If you do not have a Rope, turn to 304.

86

You point towards the Water Elemental and it rolls forward, cascading towards the earth. The use of this Magical Power has cost you 2 WILLPOWER points.

You open your eyes to see that the water of the lake is starting to boil with activity. The Eijalfish begins to circle in confusion, distressed at the buffeting it is receiving. Urik regards the bubbling water with interest. ‘You want to swim?’ he asks.

Turn to 74.

87

You tell your companions of your intention and, at your word, and praying that your bravado will discourage attack, all four of you run down the stairs, yelling and shouting. It is an ill-founded hope. The dancers stop and stare at you with crazed expressions.

The mad guards of the insane king are the first to countercharge, with the raving courtiers at their back.

Turn to 251.

88

The Shadakine falls, his body a smouldering ruin and, under the command of their tall, ferocious-looking leader, the Shadakine warriors fall back into the cover of the tall grass. A fearsome howl alerts you to a further danger. Two large hounds, each with two monstrous horned heads, come bounding out of the grass towards you. They are Magdi, hideous creations of the Wytch-king, Shasarak.

Your nerve almost fails you at the sight of these terrifying beasts and you stand transfixed. Then, you hear Urik shout at you: ‘We must flee.’

If you wish to stay and fight the Magdi, turn to 123.

If you would prefer to run, turn to 156.

89

You labour through the mud and slime, gingerly probing ahead with your Staff as you pass among the rancid pools and dark, sluggish streams.

Pick a number from the Random Number Table. If you have the Magic Talisman of the Shianti, add 2 to this number.

If your total is 0–4, turn to 110.

If your total is 5–11, turn to 100.

90

‘Air!’ you shout in the sibilant tongue of the Elementals. At once, a host of Gale Wraiths sweeps across the lake, fanning the flames to white-hot. Eventually they blow out the fire, but the massive rise in temperature has burnt both you and Urik to cinders.

Your life and your quest end here.

91

‘I have great need for haste, Sado,’ you say, ‘but I will help you this night. What must I do?’

A fire lights in Sado's eyes. ‘I thank you, Grey Star, in the name of the people of Karnali.’

He tells you of his need for a diversion that will lure the bulk of the Shadakine force outside their walled city-fortress. You consider your Magical Powers, trying to decide which would best accomplish this.9

If you have the Magical Power of Enchantment and wish to use it, turn to 139.

If you have the Magical Power of Elementalism and wish to use it, turn to 290.

If you have the Magical Power of Alchemy and wish to use it, turn to 208.

[9] You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

92

You run forward along the main street as fast as your legs will carry you. The deserted street is full of old buildings, many of which are still intact. Their strange designs prevent you from guessing their original purpose.

If you wish to enter one of these buildings, turn to 175.

If you wish to leave the main street in case the summons of the Gatekeeper is answered, turn to 84.

93

You wake to the sound of exotic bird song. You resume your journey and, by late afternoon, have left the peril of the swamplands far behind. When you reach the northern edges of the Gurlu Marshes, you see, gleaming in the distance, the city of Karnali and the bright waters of the Suhni River.

Turn to 204.

94

All you find in the banqueting room is a pile of human bones and some rats that are gnawing on them.

If you wish to look for Hugi in the throne room, turn to 306.

If you wish to leave the palace without Hugi, turn to 127.

95

All is silent once more. A third volley of bolts does not appear. Fortunately, the Shadakine are unaware that their attacks are weakening your Shield of Sorcery and have decided that further assaults are useless.

An hour passes. Then, from out of the reeds, a large barrel arcs through the air, a dark liquid spurting from holes drilled into the sides. It splashes into the lake. ‘What are they up to?’ you murmur.

‘Who can say?’ replies Urik. ‘Shadakine have much cunning.’ More barrels are thrown into the lake. Gradually, the thick liquid they contain forms a film on the water, reflecting the light of the setting sun, and soon the entire lake is polluted by the black liquid.

Suddenly, a lighted torch sails through the air and, as it hits the water, ignites the oily surface, transforming the lake into a raging inferno. You are surrounded by flames and soon your clothes begin to smoulder; you wince as the intense heat sears your flesh. Urik fixes you with a panicked stare, primeval fear of fire twisting his features.

If you have the Magical Power of Elementalism and wish to use it, turn to 210.

If you wish to attempt to swim underwater, turn to 297.

96

As you remove the Black Rod from the pocket of your robe, you feel the latent energy that it contains. This was Shasarak's master key, an instrument of his power when Taklakot was his domain. Your skill enables you to detect that it will open the door.

The use of this Magical Power has cost you 1 WILLPOWER point.

Turn to 148.

97

As the Magdi falls to the ground dead, you turn and race through the thickening trees with Urik labouring above you, clinging to the branch of a tall tree. He offers you his hand and hauls you up onto the branch. Silently you hide in the tree and watch as the Shadakine dash past. When they are out of sight, Urik gives you a wink and you drop to the ground and head back the way you came. When you return to the clearing there is no sign of the Chaksu.

Turn to 249.

98

Grimly, you ignore the searing pain in your shoulder and clamber to your feet. Immediately, you are spotted by the Shadakine and a hail of quarrels flies towards you. You slump unconscious to the ground, your heart punctured by one of the many bolts penetrating your body.

Your life and your quest end here.

99

The warrior is amazed when an old beggar carrying a stick comes charging to attack him. He pays you scant regard until your Staff springs into life, shattering the illusion that deceived him. Owing to the surprise of your attack, ignore any ENDURANCE points lost in the first round of combat.

Shadakine Warrior: COMBAT SKILL 17   ENDURANCE 20

If you win the combat, turn to 40.

100

The ground ahead, which looks so solid, gives way as you prod it with your Staff. Instinctively you take a step backwards. Ripples cross the surface of the quagmire and it starts to bubble furiously. Suddenly, a huge greenish mass of slime and mud, bedecked with trailing creepers and dead vegetation, rises up out of the pit. You have disturbed a Swamp Giant and now you must fight it!

Turn to 10.

101

By using the summons of the Chaksu Pipes, you could seek the aid of the mighty Chaksu in fighting the Shadakine. An attack from the swamp would also serve to divert attention away from any action within the city.

If you wish to aid Sado and the Freedom Guild in this way, turn to 222.

If not, turn to 53.

102

Sadly, you do not live long enough to see the sun set. The source of the movement amongst the Shadakine is a warrior who is creeping into position behind you. As you stare intently ahead, a crossbow bolt thuds into your back, throwing you forwards into the murky green water.

Your life and your quest end here.

103

The cover of the tome is emblazoned with a Shianti rune. A deep dread stirs in your heart as you slowly translate the meaning of the symbol — Shasarak. This symbol can mean but one thing: your mortal enemy, Shasarak the Wytch-king, is a Shianti Master! If you decide to keep the book, mark it on your Action Chart as a Backpack Item. At the bottom of the chest you notice a slender Black Rod, with the rune of Shasarak upon its silver tip. If you wish to keep this Black Rod, mark it on your Action Chart as a Special Item (which you carry in a pocket of your robe).

Meanwhile, Hugi has busied himself with his search for gold. ‘No gold … nothing,’ he blubbers.

‘Come now, we have no time for this, Hugi. Is there another way out of here?’

Disgruntled by the lack of treasure, Hugi ambles to the far side of the cavern and points to an outcrop of rough-hewn granite. ‘Here is a door,’ he says, ‘but it is magic-locked. A problem for you to solve, eh Wizard?’

If you possess the Power of Psychomancy and wish to use it, turn to 170.

If you have the Magical Power of Prophecy and wish to use it, turn to 224.

If you have the Power of Sorcery and possess 3 or more WILLPOWER points to use on the door, turn to 279.

If you possess insufficient WILLPOWER points to use any of these powers, turn to 242.

104

You pass through the archway and into the city. ‘Gatekeeper, would you mind holding my horse for me?’ asks Hugi, holding out the reins of an imaginary horse. The Gatekeeper accepts the non-existent reins and leads the imaginary horse away. Hugi shrugs. ‘Sorry, I couldn't resist it,’ he says with a smirk.

You walk along the deserted street, past old buildings, many of which are still intact, although, due to the strangeness of their designs, it is impossible to guess their original purpose.

If you wish to explore one of these buildings, turn to 175.

If you wish to continue along the main street, turn to 73.

105

The Magdi leap into action as the quailing slave unchains them. You unleash a mighty blast from your Staff at one of the hounds, knocking the Magdi off its feet but, to your dismay, despite the intensity of your attack the Magdi clambers snarling to its feet, shaking both heads, as if dazed. The attack has cost you 2 WILLPOWER points. The Magdi have a high resistance to magic.

Meanwhile, the other Magdi continues towards you at an alarming speed, its great drooling jaws thirsting for your flesh. The hound is almost upon you and its muscles coil, ready to leap.

If you wish to stand and fight the Magdi, turn to 61.

If you prefer to evade the attack, turn to 185.

106

Samu and Urik do not return until nightfall. You cook the fresh meat they have caught over the fire and, when their catch is shared equally among the party, you find you have enough food for four Meals.

The following morning you enter the region called the dead lands.

Turn to 195.

107

Your Shield of Sorcery forms around you but its power cannot resist the translucent creature that advances towards you, for it is a Deathgaunt, a creature from the spirit world, raised by the Wytch-king to assail you.

Turn to 169.

108

With a weak smile, you thank the king. ‘Either,’ you say with a gulp of dismay. As the nightmare banquet continues, you and your companions watch with mounting horror as the court feasts on human flesh.

‘We have to get out of here,’ whispers Hugi, his face tinged with green.

Having dined to satiety, the king rises. ‘And now, dear guests and friends of Gyanima,’ he nods in your direction, ‘I must retire to my chamber. A good morrow to you all.’ The king departs. Soon, the courtiers leave and you make your way from the banquet hall. Now you are alone, you decide to try to find a way out of the palace.

If you wish to return to the throne room, turn to 38.

If you wish to enter a passage to your left, turn to 184.

If you wish to enter a passage to your right, turn to 248.

109

A wall of fire six feet high springs up in front of you, forcing the Shadakine charge to halt abruptly. You beat a hasty retreat while the civilian mob and the Shadakine stare at each other in stunned silence, separated by a widening sheet of flame.

Turn to 9.

110

The ground certainly felt solid enough when you probed ahead with your Staff but with your next step you are sucked down with great force. You disappear below the surface so quickly that Urik is unable to help you.

Your life is over and your quest ends here.

111

‘The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great gift — so they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the world. The barren land you see around you is the result of that fateful day; its curse still lingers.’

‘But what of the Forbidden City? Why does it still stand?’ asks Samu.

‘The mountains that surround the valley held the blast. The Forbidden City, or Gyanima as it was called, stands beyond those mountains. It was built to guard the pass through the mountains and is the only remnant of a dead civilization.’ A greedy light gleams in Hugi's eyes. ‘The value of its treasures is immeasurable,’ he breathes.

Your Shianti training and lifestyle have taught you to place no value on material wealth and you soon lose interest in Hugi's tales of hidden gold. Once more, you ponder the incredible bleakness of the place. You gaze across the Belzar River, and to the hills beyond, and an involuntary shiver runs down your spine. Drifting down from the hills, you see an eerie, chilling sight. A ghostly, pallid form floats across the river, its hands outstretched towards you; it whispers with a voice like grating stone.

If you wish to fire a bolt of magical energy from your Staff at the ghostly form, turn to 132.

If you wish to wait for it to come closer, turn to 209.

If you have the Magical Power of Sorcery and wish to use it, turn to 227.

If you have the Magical Power of Elementalism and wish to use it, turn to 256.

If you have the Magical Power of Enchantment and wish to use it, turn to 269.

If you have the Magical Power of Evocation and wish to use it, turn to 295.

112

The Kazim light begins to falter. The Shadakine Wytch is weakening. Sustaining the challenge against the Kazim light costs you 1 WILLPOWER point.10

If you wish to maintain the same level of attack, expending 1 WILLPOWER point altogether this round, turn to 286.

If you wish to increase your attack by 1 WILLPOWER point, giving a total of 2 WILLPOWER points expended this round, turn to 190.

If you wish to increase your attack by 2 WILLPOWER points, giving a total of 3 WILLPOWER points expended this round, turn to 253.

[10] Remember to deduct the total from your WILLPOWER score before continuing your adventure.

113

The Kleasá does not advance; it is reluctant to leave the defence of the Shadow Gate. Tanith looks out to you with hope in her eyes. You lift your Wizard's Staff and aim it at the demon shadow, which radiates a strange black light.

Tanith's expression changes to one of horror. ‘Grey Star!’ you hear her cry, her voice muffled by the proximity of the other world. ‘Stay your hand!’ The wild fire of your Staff tears towards the Kleasá and, as the bolt of energy hits the creature, it is Tanith who recoils in pain. Somehow, the Kleasá is making Tanith the victim of its pain. The Kleasá emits a chilling laugh full of scorn.

If you have the Magical Power of Sorcery and with to use it to attack the Kleasá, turn to 122.

If you have the Magical Power of Sorcery and possess the Mind Gem, and wish to use them both against the Kleasá, turn to 143.

If you wish to use the Black Rod of Shasarak, turn to 229.

114

You fall to the ground, unconscious. Your efforts have tested your body to the limit and you have lost a further 8 ENDURANCE points due to mental and physical exhaustion.

If you are still alive, turn to 8.

115

Your struggling only causes you to sink deeper into the mire. Urik reaches out with his long tail and loops it around your Wizard's Staff. He pulls hard as you cling to the Staff with both hands. ‘No struggle,’ Urik whispers. ‘Relax and quicksand let you free. If you resist, quicksand drag you harder.’ You do as he says and, immediately, you stop sinking. Within minutes, Urik is able to grab your hand, and soon you are free.

Before you can thank Urik, you hear a loud cry. ‘There they are!’ A crossbow bolt whistles past your face — you have been seen by the Shadakine huntsmen.

If you wish to turn to face your enemy, turn to 163.

If you would rather evade them, turn to 283.

116

Suddenly, a wild, dirt-encrusted man, clothed in tatters of dusty rags, jumps on you from the roof of a small building to your left, sending you sprawling to the floor in a cloud of black dust. With an animal howl, he attempts to tear out your throat with his bare teeth.

Owing to the surprise of the wretch's attack, subtract 2 from your COMBAT SKILL for the duration of the fight.

Dead City Wretch: COMBAT SKILL 15   ENDURANCE 25

If you win the combat, turn to 197.

117

You decide to fight fire with fire and hurl a bolt of flaming energy at the wall of fire. Your attack is ineffective: the wall of flame neither flickers nor wavers. You have expended 2 WILLPOWER points in your attack. (Remember to make the necessary adjustment to your Action Chart.)

Turn to 240.

118

Hidden in the tall marsh reeds, a Shadakine takes careful aim and fires a crossbow bolt at you. The Ooslo screeches with pain as the bolt penetrates its body. It is a deadly wound and you fall like a stone, hurtling towards a shallow lake that is dotted with small sand banks. You pray that the water is deep enough to contain your fall.

Turn to 125.

119

At the cost of 1 WILLPOWER point you concentrate on the future. You perceive that there are four humans in the building and that one of them is ready to pounce. If you wish to enter this building, you may add 2 to your COMBAT SKILL for the duration of the fight that is sure to follow.

If you wish the enter the building, turn to 39.

If you wish to continue down the main street, turn to 116.

120

‘Old Kundi have idea,’ says Urik, suddenly. He produces a small hollow sphere of metal, which is attached to a short metal chain. ‘Give me Azawood leaf!’ he demands. He places the Azawood leaf inside the hollow sphere and asks you to light it with your Staff. As the smoke of the slow-burning leaf begins to drift up from holes in the sphere, he whirls the ball above his head. You see his plan, recalling that, with a similar device, the Kundi men saved you from certain death when the Cave Mantiz attacked you in the cloud forest of the Azanam.

Urik steps outside the circle of protection and begins to advance on the Deathgaunts. Immediately, they step back in fear of the cloud of smoke that Urik is carrying towards them. As they retreat, Urik breaks into a shambling run and plunges into their midst. With a fearful moan, the Deathgaunts fade and Urik shouts in triumph.

You have used 3 WILLPOWER points through the use of Evocation, and one Azawood leaf. Adjust your Action Chart accordingly.

Turn to 129.

121

Before sleeping, you hunt out a Yabari bush. When pounded into an ointment and smeared into the skin, its roots are a potent protection against insect bites. Eventually, despite the half-light of the gloaming, you find a Yabari and set about making the ointment. When you have finished, you take the ointment back to Urik and you both cover yourselves thoroughly before settling down to sleep.

Turn to 93.

122

The Kleasá remains within the Shadow Gate, for its purpose is to guard it. Tanith gazes out at you with a tormented expression on her face. Using 2 WILLPOWER points, you throw the Power of your Sorcery at the shadow creature. Tanith staggers with a mute cry. ‘No, Grey Star!’ she screams. ‘The Kleasá is using me as a shield.’ The Kleasá laughs maliciously.

If you have the Mind Gem and wish to use it, turn to 143.

If you wish to use the Black Rod of Shasarak, turn to 229.

123

The Magdi leap at you, their fangs and claws seeking your vulnerable throat. You cannot evade combat and must fight the Magdi as one enemy. Due to the magical skills of their maker, Shasarak, the Magdi have a strong resistance to magic. You must therefore subtract 2 from your COMBAT SKILL for the duration of the fight.

Magdi Hounds: COMBAT SKILL 25   ENDURANCE 35

If you win the combat, turn to 177.

124

You come to the remains of an elaborate archway carved into the city wall. The gate collapsed long ago and the street beyond is bleak and deserted. You take a deep breath and start forward. You have taken one step when a voice cries out: ‘Who goes there?’

The head and shoulders of a bony old man pop through a window high above the shattered gate. He regards you suspiciously with wild, bloodshot eyes. His filthy, matted hair hangs down over his shoulders and he waves a broken, rusty sword. ‘Speak now!’ he continues. ‘I can't open the gate until you tell me.’

Illustration IX—A bony man regards you with wild eyes.

Puzzled, you look at the archway and then up at the grime-encrusted man. You can see no gate.

If you wish to humour the Gatekeeper, turn to 212.

If you wish to ignore the ravings of the old man, turn to 254.

125

Water explodes around you as you hit the lake. You career downwards, water swirling and bubbling all about you, until you hit the bottom. Fortunately, the water has slowed your descent and you survive the fall without injury.

Although encumbered by your Backpack and Staff, you manage to kick out strongly towards the surface, your lungs bursting for air. Emerging into the air, gasping for breath and choking, you look around for some sign of Urik. Moments later, he breaks through the surface of the water, grinning fiercely. ‘Greetings, Wizard,’ he says, spitting water and coughing, ‘you are well?’ You give a curt nod before splashing towards a sandy islet.

The islet is located near the centre of the lake. Dense clumps of reeds surround its dull, green waters and beyond them, you can hear the shouts of the Shadakine as they seek you out. ‘We must hide — get away from here. We're too exposed,’ you say urgently to Urik, making to step into the water. You feel Urik's restraining hand on your shoulder.

‘Wait!’ he says, pointing ahead. You follow the direction of his arm. A host of multi-coloured birds has taken off in alarm from the surface of the lake. The blur of colour draws your eye to something immediately below them that is moving straight towards you.

Two pale eyes on slender stalks protrude above the water, cold and emotionless, their irises no more than red slashes. ‘Eijalfish,’ says Urik. ‘Very big. Very poisonous. Very dangerous! And now, Shadakine come … is not good.’ Sure enough, you hear the sound of the Shadakine hunting party, beating at the dense foliage as they draw closer. In a few minutes, they are sure to discover you, stranded here in the middle of the lake.

Illustration X—Two pale eyes protrude above the water, cold and emotionless.

If you have the Magical Power of Sorcery and wish to create a magical shield capable of deflecting missiles, turn to 181.

If you have the Magical Power of Elementalism and wish to use it, turn to 230.

If you wish to attack the Eijalfish with your Wizard's Staff, turn to 274.

126

It is still dark when you are woken by Urik the following morning. ‘Come, Wizard — no time for sleep now; time for haste.’ Still groggy with sleep, you rise, take up your Backpack and Staff, and make ready to leave.

‘What about food?’ you ask.

‘Food?’ Urik sniffs, derisively. ‘Food grows on the land … water falls from sky … down from mountain river … only foolish man wish to carry the earth and the sky upon his back in little bag. Come now.’

Urik disappears through the door of your room and you have no choice but to follow. You follow Urik in the half light as he clambers along the wooden walkways of the Kundi colony. The air is warm and damp with dew and the clouds hang low above the trees of the Azanam. Already, Urik has nearly disappeared from sight in the thick mist and you struggle to match his pace as he steps nimbly from one platform to another. Soon the Kundi village is far behind and you are travelling along the thick branches of the giant Azawood trees.

If you have the Magical Power of Alchemy, turn to 216.

If you do not possess this Power, turn to 257.

127

It takes more than a day to find your way out of the palace and even longer to escape the Forbidden City. The slow and laborious climb into the Mountains of Morn takes a further three days and on the eve of the third day, you look up with a sinking heart to see the shining face of a full moon. The Shadow Gate appears somewhere in the desolate valley below. When the moon eventually passes to its next phase, you are still searching for a way down from the mountains. The sickness that afflicts the dead lands and the Mountains of Morn eventually takes its toll and one by one you and your companions die in the desolate wilderness.

Your life and your quest end here.

128

It does not require a prophet to predict the outcome of your situation. As you attempt to gaze into the future, twenty trained soldiers aim their crossbows at you. You tumble to the ground, a mass of bolts buried in your chest, and pass swiftly from this world.

Your life and your quest end here.

129

Steeling yourself for the long march through the night, you strike out and pray that the Deathgaunts do not appear. You are already tired, and the chill fever that the Deathgaunts have inflicted on you is wearing down your resistance.

Stumbling with fatigue through the inky black night, you lose 2 ENDURANCE points through lack of sleep, but your heart lifts when, with the coming of dawn, you see the shattered outline of a city couched in the hills at the foot of the mountains at the point where the Belzar River forks.

Turn to 52.

130

You run down a long road that runs parallel to the city wall, the mob still at your back. You are forced to an abrupt halt by the sight of another pack of madmen heading straight towards you.

If you wish to climb a flight of stairs that leads to a wooden walkway above your head, turn to 221.

If you decide to enter one of the small houses that face the city wall, turn to 301.

131

You take the jewel and stare at it intently. The giant continues to look confused.

If you have the Magical Power of Sorcery, turn to 282.

If you do not possess this Power, turn to 305.

132

You release the might of your Wizard's Staff and its flame shoots towards the spectre on the water. To your surprise, however, it passes straight through, inflicting no damage. This creature is a Deathgaunt, an undead being summoned to the world of the living by the Wytch-king himself. Your unsuccessful assault has cost you 2 WILLPOWER points.

Turn to 169.

133

That night, the streets of Karnali are filled with joyous celebration. The surviving Shadakine are flushed out from their bolt-holes and imprisoned in the dungeons beneath their own fortress. It is a great victory for the brave fighters of the Freedom Guild, for at last, after many years of oppression, the people in this small corner of the Shadakine Empire are free.

In a chamber in the Shadakine fortress, you sit with Urik and Sado of the Long Knife, who toasts you with a huge goblet of wine. ‘To you, Grey Star,’ he says, ‘I give my thanks and good wishes. Long may you endure.’

But Urik sits in the corner and grumbles: ‘Much celebration. Small victory. Shadakine Empire,’ and he stretches his arms wide apart, ‘big!’ Then placing his thumb and forefinger together, ‘City of Karnali, small.’

‘Urik is right,’ you say, ‘but at least this is a beginning.’ And you smile warmly at Sado.

‘Where will you go now, Grey Star?’ he asks.

‘West, to the Mountains of Morn — and beyond.’

Sado gapes. ‘To “the dead lands”!’ he exclaims. ‘But this is folly. None return from there. There is a sickness on the land that kills all, and the Mountains of Morn are impassable.’

‘There must be some way through them,’ you say, ‘and I will find it.’

‘There is only one known pass,’ Sado continues, ‘but it holds the greatest peril of all — Gyanima, the Forbidden City … the City of the Dead!’ He shakes his head solemnly. ‘Will you not turn away from this reckless course?’

You shrug. ‘There is no other way. Urik's vision leads to Desolation Valley and my quest takes me there.’

Sado falls silent and an uncomfortable quiet follows. Finally, you rise and bid Sado goodnight, for you intend to leave Karnali the following morning. ‘I had hoped you would remain, Grey Star,’ he says. ‘You are a powerful ally and I have great need of strength. Soon, the Wytch-king will seek to destroy our freedom. Without your help, our liberty may prove short-lived. Moreover, you choose a path of doom, heedless of my words of warning.’

‘Fear not, Sado of the Long Knife,’ you reply. ‘If I achieve my goal, there will be freedom for all ensnared by the cruel grasp of the Wytch-king. I do not intend to fail.’

You leave the chamber, and close the door behind you. Despite your courageous words, a creeping uncertainty is stirring in your heart. ‘Hmph!’ snorts Urik. ‘Him brave man … but have small mind.’ He places a finger to his nose. ‘Him see only this far. Young Wizard learn quickly … carry blessing of wise Shianti. You will not fail.’ You pray that the old Kundi man is right.

You rise the following morning and prepare to leave. Your sleep has restored to you 1 ENDURANCE point and 1 WILLPOWER point. Sado enters your chamber to bid you farewell. ‘I have come to apologize for my harsh words last night,’ he says. ‘It is not for me to question the way of Wizards. I am but a simple soldier. I have brought gifts by way of recompense.’ He lays before you the following items:

- Enough food for 5 Meals

- Short Sword and Sheath (hung on a belt)11

- Backpack

- 2 Potions of Laumspur (swallowing one potion restores 4 ENDURANCE points)

- Coil of Rope

You may take any or all of these items. Remember to make the necessary adjustments to your Action Chart.

Turn to 75.

[11] If you wish to take the Sheath, record it as a Special Item on your Action Chart.

134

Samu has a great, bloody gash on his shoulder but he has managed to slay his opponent. Now the crowd of mad courtiers attempts to halt your path; they are unarmed but filled with a raging intensity. Desperately, you try to fight your way out of the throne room.

Mad Courtiers: COMBAT SKILL 18   ENDURANCE 23

If you survive 3 rounds of combat, turn to 153.

135

Unsure of your direction and physically exhausted, you move along the passage, unable to run any faster than a slow trot. Suddenly you hear the shouts of the enraged courtiers pursuing you once more and Hugi gives a shrill whistle. ‘Let's hide in here,’ he calls.

If you wish to do as Hugi suggests, turn to 270.

If you possess the Magical Power of Enchantment and wish to use it, turn to 178.

136

You increase the power of your attack and, for one brief moment, the Kazim light is extinguished, but only to flare again with increased vigour. The Shadakine look around them; a strange mixture of fear and ferocity contorts their faces.12

If you wish to sustain the same intensity of attack, expending 1 WILLPOWER point this round, turn to 286.

If you wish to increase your attack by 1 WILLPOWER point making a total of 2 WILLPOWER points expended this round, turn to 253.

[12] Remember to deduct the total from your WILLPOWER score before continuing your adventure.

137

You draw a wide pentacle around the area you have chosen to rest in. At the cost of 3 WILLPOWER points you chant a spell of protection that will prevent the Deathgaunts from attacking. Fighting your sense of unease, you settle down to sleep.

Turn to 298.

138

As before, you soak the leaf and leave it to smoulder at the centre of the company. You then lie down on the ground, hungry now for sleep. (Remember to delete the Azawood leaf from your Action Chart.)

Turn to 298.

139

You set about the task of creating a grand illusion. A Guildsman guides you to the fortress and you begin to focus your power upon it. There are many soldiers within and it takes a considerable time to exert your influence over them. Finally, after exerting 4 WILLPOWER points, you are able to cease your trials. Hundreds of Shadakine pour forth from their barracks, slapping and scratching at the hordes of crawling insects that only they can see and feel. They open the gates to the fortress and run into the street where Sado's army, disguised as civilians, lies in wait.

Turn to 207.

140

A crossbow bolt slices through the air. You gasp with pain as it penetrates your shoulder (lose 3 ENDURANCE points). Urik looks up in alarm. ‘Grey Star!’ he shouts. ‘You all right?’ You grit your teeth against the pain and nod. A dark stain of blood spreads across your robe. The Ooslo bird is losing height rapidly and, before the Shadakine are able to release another bolt, you are flying low enough to jump to the ground. At Urik's instruction you untie the vine, wincing with the pain of your wound, and fall to the ground without further injury.

You tumble through a vast swathe of marsh grass that grows chest-high, and stretches in all directions. Urik gets to his feet and comes to inspect your wound. Bravely, you make to withdraw the shaft that protrudes from your shoulder but Urik stays your hand. ‘No, not yet. Much bleeding if you pull the spike. We need herbs … stop bleeding … stop infection, yes?’ You nod in agreement. ‘Come follow old Kundi. Find good herbs very near.’ He moves away, his eyes searching the ground, and you follow. Soon you reach a shallow waterway that cuts through the tall marsh grass like a trail. There, Urik finds what he is looking for and sits you down beside the little stream. ‘Urik cannot find anything to stop pain but make sure wound heal. I must hurt you now — I am sorry.’

With a hand both swift and sure, he pulls the bolt from your shoulder; you hiss with pain. He tears away the material of your sleeve and presses his steady hand to the wound. Then, cupping his hand, he takes some water from the stream and cleans the wound. Next, to your surprise, he grabs a handful of mud from the bottom of the stream and smears it over the injury. The cool mud eases the fire in your shoulder and, as it dries, quickly staunches the bleeding. He cleans the torn shreds of your sleeve and knots them like a bandage around your shoulder. ‘Is good?’ he asks.

‘I thank you, Urik,’ you reply. He pats your hand, affectionately.

‘No need for thanks,’ he says. ‘Wise old Kundi know healing ways. Pain stop soon.’

Suddenly, a terrible sound reaches your ears: a moaning howl like that of an animal in pain. Urik's face darkens and he helps you to your feet. Crouching, so that you remain hidden, you both peep across the top of the marsh grass in the direction of the sound. In a small clearing, some two hundred yards away, you see a frightened peasant — a Shadakine slave. He is struggling to control two snarling hounds who tug at the lengths of thick chain fixed to their harnesses. They are huge and fierce: each has two heads with a single horn growing at the centre of each, and outsized fangs show through their slavering jowls. ‘Master! Master!’ the slave calls to a tall Shadakine, undoubtedly the officer in charge. ‘The Magdi — they smell something.’ The tall Shadakine officer screws up his eyes; a wicked smile plays across his face.

If you wish to attempt to evade by following the waterway, turn to 25.

If you wish to attempt a long-range attack with your Wizard's Staff, turn to 105.

141

You are now engaged in a duel of wills. The combined WILLPOWER score of the Wytch and her Stone is 40. Add together your current ENDURANCE and WILLPOWER scores and subtract this total from 40.

If your final score is 15 or higher, turn to 280.

If your final score is 14 or lower, turn to 205.

142

Taking care to shield yourself from the yellow glare of the Kazim light, you trace the shaft to its source within the fortress. The Shadakine Wytch fails to notice your presence, lurking like a crimson corona at the edge of her mind. The strain of her effort to uphold the courage of so many of her countrymen shows plainly on her pock-marked face.

You then notice another mind in the chamber of the Wytch. It is that of the Warward, Kiro, the hard-faced military governor of the Shadakine garrison in Karnali. He is sweating profusely, his fear of the wrath of the Wytch-king weakening him.

If you wish to control the mind of the Warward, Kiro, turn to 31.

If you wish to control the mind of the Shadakine Wytch, turn to 49.

143

You take out the red jewel. Drawing on the Power of Sorcery from the Astral Plane, you project your will into the Gem and it begins to glow, shining with a blood-red light. You throw this power at the Kleasá and attempt to bend it to your will. Tanith's body becomes rigid and, stiffly, she turns her head towards you. The Kleasá remains unaffected and emits a chill laugh. You have used 2 WILLPOWER points.

If you wish to use your Magical Power of Sorcery against the Kleasá, turn to 122.

If you wish to use the Black Rod of Shasarak, turn to 229.

144

With the evil cunning that you have come to expect of the Shadakine, they use their slaves as a human wall, thus preventing the masked attackers from bringing their full force to bear for fear of killing the innocent people they have come to free.

You notice that the chains that manacle the slaves are all linked to one metal ring at the end of the line. If you can break the chain at this point, you will be able to free all the slaves at a stroke. Standing by this link-pin is the Shadakine slavemaster. Fearlessly, you charge. The slavemaster's eyes widen with surprise but he appears unshaken by your advance. He clutches at a red Gem at his neck and, as he does, his personal slave steps forward. Seven feet tall and with powerful muscles bulging beneath his ebony skin, he fixes you with a blank expression as he raises his huge broadsword.

If you wish to attack the black giant, turn to 179.

If you wish to unleash a long-range attack on the slavemaster, turn to 196.

If you have the Magical Power of Sorcery and wish to use it, turn to 266.

145

You mark your pentacle in the dust and begin to chant. The Deathgaunts come no further but remain outside the reach of the spell, whispering. The four of you stand huddled within the pentacle, each regarding the Deathgaunts with frightened eyes.

Illustration XI—The Deathgaunts come no further but remain outside the reach of the spell, whispering.

‘Grey Star,’ says Samu in a hushed tone. ‘They have not departed. We cannot remain here forever.’

‘They can,’ comments Urik.

If you possess an Azawood Leaf or a portion from a Bundle of Azawood Leaves, turn to 120.

If you do not have any Azawood leaves, turn to 162.

146

There is no time to cast an illusion as the Shadakine are advancing fast. Instead, you try to place the compulsion to flee into their minds.

Pick a number from the Random Number Table. You may add 3 to this number if you possess the Chaksu Pipes.

If the number you have picked is 0–5, turn to 42.

If the number you have picked is 6–12, turn to 289.

147

You close your eyes and send the power of your thought forwards in time. The use of this Magical Power costs you 1 WILLPOWER point. The source of the movement is a Shadakine warrior attempting to get behind you, and your best course of action is to fire at the warrior before he can make his move.

Turn to 223.

148

You raise the Black Rod and point it towards the door.13 Willing the door to open, you notice a thin beam of yellow light strike the surface and silently it swings open to reveal another passage sloping upwards into the distance.

If you wish to pass through the door, turn to 267.

If you prefer to stay where you are, turn to 213.

[13] If you have not already done so, mark the Black Rod as a Special Item on your Action Chart.

149

Despite the great damage you are inflicting on the Magdi, the enraged beast refuses to die. Try as he might, Urik is of no use — his old limbs and physical weakness make him incapable of hand to hand combat. He can only watch with fear and apprehension. His concern is so great that he fails to notice the band of Shadakine warriors stealing up on you through the dense undergrowth. As a result, you are quickly overpowered by the gloating Shadakine and, at a word from their tall sour-faced captain, the Magdi obediently ceases its attack.

‘Not much of a catch,’ sneers the captain, ‘but good sport, eh?’ Your Staff and Backpack are taken from you and your wrists and ankles are tightly bound with leather thongs. ‘And this is a pretty toy,’ he says, weighing your Staff in his hands. ‘But tell me, who are you, boy? Speak!’ You remain silent. ‘Lost your tongue, have you? Well that can be arranged, permanently!’ He gives you a stinging blow across the face, smiling grimly. Urik struggles angrily against the restraining hands that hold him. ‘Be still “monkey-man”,’ he scowls, ‘or you'll be tasting some of the same.’ He returns his hateful gaze to you. ‘What are you then, boy? What do you know of the Freedom Guild? You are their spy perhaps? You serve the rebel army, do you not?’

Still, you remain silent. You have no knowledge of the Freedom Guild he has mentioned but the thought that there exists a form of organized resistance to the evil of the Shadakine Empire is a comfort. With a look of disgust, the captain turns away. ‘The Warward, Kiro, will find out all he needs to know on our return to Karnali,’ he says threateningly, ‘and Mother Niya's truthsay is hard to refuse.’

You are unable to repress a shudder as you are reminded of the truthsay of Mother Magri and her awful Kazim Stone when first you came to the traders' city of Suhn. The Wytches of Shadaki are among the most powerful of Shasarak's servants, upholders of his corrupt law in all the major cities of the Empire.

‘Move, you scum!’ the captain shouts at his men. ‘We must reach Karnali as soon as possible.’ He glances sideways at you, one eyebrow raised. ‘There's more to this strange pair than meets the eye,’ he says under his breath.

You and Urik are carried by slave bearers, slung to long wooden poles like hunting trophies. Your ankles and wrists are constantly bound and you are offered the barest of scraps of food and a minimum of water. By the second day of travelling, you have lost 3 ENDURANCE points and you begin to wonder if you will survive the journey as you linger in a weak, semi-conscious haze that makes the casting of any spell impossible.

Turn to 200.

150

You must eat a Meal now or lose 3 ENDURANCE points. Time passes and soon you lose track of the passing hours in the pitch dark. You curse your ill-fortune, thinking that you will have to use the power of your Staff to blast a way out of your prison, but you are feeling weak and still you have to reach Desolation Valley, which is bound to hold other dangers for you. You are roused from this moody reflection by the sound of shouting voices and the noise of a struggle from above. Suddenly, the door of your prison is thrown open. Looking down on you is the broad smiling figure of Samu, bloodied broadsword in hand. ‘But how … ?’ stutters Hugi.

‘The river carried me way downstream before I was able to resist its current,’ says Samu. ‘I've been looking all over for you. Fortunately, I was nearby when you were captured. I saw them bring you down into this crypt.’ He turns and slashes at a wretch who is trying to drag him away from the door. The wretch is swatted like a fly and Samu turns back to face you. ‘Come now. We must hurry.’

He pulls you out, each in turn, stopping to deliver a kick at two wretches who block the doorway from the crypt. ‘This way,’ he says, indicating a narrow passage that leads upwards. ‘These creatures seem reluctant to travel this passage. They will not follow us, I think.’ You run along the passage as fast as you can with Samu protecting the rear. At the end of the passage is a heavy door. Urik swings it open and charges through.

Turn to 26.

151

Hardly daring to breathe, you and Urik remain crouched within the dense marsh grass. A Shadakine warrior pauses to look around only a few yards from your hiding place. He takes a step towards you, and then gives a startled cry as he sinks into the quicksand which once held you. His cries for help alert a number of his fellow warriors who come to his aid, hurling jeers and insults at his apparent stupidity.

Urik gives a satisfied nod and gestures for you to follow him. With quiet, tentative steps, you move away from the clamour of the Shadakine warriors, exploiting this unexpected distraction to the full. When Urik is satisfied that you have placed a sufficient distance between you and your enemy, he motions for you to sit down. With sure hands he breaks the quarrel that is embedded in your shoulder. ‘Make no sound,’ whispers Urik, before pulling the bolt. You grit your teeth as he tugs at the shaft and ‘swallow’ the pain. A shallow stream trickles close by and he uses its waters to clean the wound. ‘There is good medicine here,’ he says, plunging his hand into the stream and withdrawing a fistful of mud, which he daubs liberally over your injury. The mud feels cool against the throbbing pain of your shoulder and, as it dries, it staunches the bleeding. You thank Urik for his aid.

Suddenly a chilling howl reaches your ears, sending a shiver of fear down your spine. Cautiously, Urik rises to peer along the tops of the chest-high marsh grass, searching for the source of the howl. He quickly ducks his head and turns to speak, a worried look on his face. He tells you that the Shadakine have hunting dogs and are preparing to release them. They are the Magdi: ferocious hounds with two heads — the creation of the Wytch-king Shasarak.

If you wish to stand and fight the Magdi, turn to 123.

If you prefer to run from the Magdi, following the shallow waterway that cuts through the grass, turn to 156.

152

You shake your head, moulding the force of your will in an attempt to draw a Shield of Sorcery before you once again. ‘We must,’ says Urik, urgently. But it is too late. Before you are able to complete the Shield, a hail of bolts darkens the sky. With a gasp of pain, you expel your last breath, falling back into the murky waters of the lake, your body pierced by several crossbow bolts.

Your life and your mission end here.

153

The overwhelming cut and thrust of your attack has cleared a path to the large archway that is the only exit from the throne room. ‘Now, Grey Star!’ shouts Samu, and with Urik and Hugi between you, you run towards the archway, thrusting glancing blows at anyone who comes too close.

If your current ENDURANCE total is 10 or more, turn to 19.

If your current ENDURANCE total is 9 or less, pick a number from the Random Number Table.

If the number you have picked is 0–5, turn to 27.

If the number is 6–9, turn to 33.

154

You ignore their evil taunting and continue towards the mountains. Slowly, the Deathgaunts drift towards you, filling your heart with panic as they draw closer and closer.

Turn to 59.

155

The confidence of the Shadakine is visibly shaken when your discharge of fiery magic completely incinerates a warrior. The use of your Staff has cost you 2 WILLPOWER points. You are amazed, your powers seem greatly increased since last you used them. A blast as potent as the one you have just released would normally have drained a great deal of your WILLPOWER. You smile with grim satisfaction as the shocked Shadakine dive for cover.

The Shadakine officer is quickly trying to restore order as the shaken Shadakine scramble behind the cover of the tall marsh grass. He orders them to ready weapons and prepare to fire. Soon, the Shadakine will be able to bring the full force of their weapons against you. You feel that you are in a hopeless situation. The Shadakine are not short of supplies and will be content to wait out this siege. Meanwhile, you have no food and no cover.

If you wish to attempt to swim away, turn to 5.

If you possess the Magical Power of Prophecy an wish to foresee the outcome of your predicament, turn to 128.

156

The thick foliage of the marsh makes for ideal cover and the latticed network of small waterways and streams, tributaries of the Suhni River delta, are sure to confuse any tracks that you might leave. The whole verdant expanse of the Gurlu Marshes is one huge natural maze.

The air is thick with humidity and an abundance of insect life. Splashing through the dark mud of the stream, you struggle to maintain a fast pace, and your efforts are well rewarded. Eventually, the sound of pursuit and the hoarse cries of the Shadakine fade into the distance. It seems that you have shaken off your pursuers.

Turn to 252.

157

You call over to Samu. ‘Guard this entrance,’ you say, tying the Rope around you and indicating the hole you intend to descend into. He gives a grim nod. ‘Hugi!’ you say. ‘Feed the Rope down gently.’

With these words, you leap to the edge of the hole and begin to lower yourself down slowly. You land safely at the bottom and wait for Urik to clamber down. A lifetime of tree-life has made him more than capable of climbing safely to the ground beside you.

You are standing in the middle of a honeycomb made of stone. The light of the full moon streams through the holes in the surface of the plain and the maze is bright with translucent light. Urik sniffs the air. ‘Follow me,’ he says. With tension mounting in your heart, you prepare to meet your enemy.

Turn to 272.

158

As you strike a final blow, the Gatekeeper falls dead. Suddenly a host of half-naked, wild-eyed people round a street corner and surge towards you. There are over a score of men, women, and children, all howling with murderous intent. Horrified, you turn and run.

Turn to 130.

159

The urgent fury of your Staff throws the Shadakine warrior into the air and he falls to the ground, a scorched and bloody thing. The attack has cost you 2 WILLPOWER points. The mob surges forward to attack the Shadakine, hurling bricks and stones at their hated enemies.

Turn to 40.

160

You deepen your concentration, pouring more energy into your Shield of Sorcery, so that it grows in size to include Urik within its field of protection. This costs you another 2 WILLPOWER points. Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 118.

If the number you have picked is 7 or higher, turn to 44.

161

A long and thorough search reveals nothing. He is not in the passage.

If you wish to look for Hugi in the banqueting room, turn to 94.

If you wish to look for Hugi in the throne room, turn to 300.

If you wish to continue without Hugi, turn to 127.

162

You are trapped. The Deathgaunts remain where they are, whispering taunts and goading you to attack them if you dare. You have no choice other than to step outside the pentacle.14

Turn to 59.

[14] As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points (cf. Section 120).

163

Heedless of the danger to yourself, you turn and fire at the Shadakine as they tramp through the marsh grass. A bolt of force rips into the nearest Shadakine as he fumbles to reload his weapon and he falls to the ground in a blinding sheet of magical flame. Your attack has cost you only 1 WILLPOWER point. You are amazed at the effect of your attack at such little cost. You conclude that your powers must have increased greatly since last you used your Staff in combat.

A second Shadakine warrior confronts you, his crossbow levelled at your chest. Suddenly, before you are able to attack, Urik produces a weapon of his own. It is a small boomerang, its edges lined with a row of razor-sharp teeth. With great skill and accuracy he hurls the boomerang at the Shadakine, inflicting a fatal neck wound. Urik runs forward and retrieves his weapon from the Shadakine's neck.

An enemy swordsman bursts out of his hiding place among the foliage and charges towards you, his scimitar whirling above his head.

Shadakine Warrior: COMBAT SKILL 18   ENDURANCE 25

If you wish to evade combat altogether, turn to 30.

If you win the combat, turn to 88.

164

You remove the long sturdy Rope from your Backpack and tie it around your waist. ‘If I should fall, haul me up,’ you say. Samu nods. ‘We'll do the same for you on the other side.’

With your heart in your mouth, you run across the bridge; you feel a slight tremor through the stone. ‘It doesn't look too good!’ you shout across to Samu. He ties his end of the Rope around his waist and, gingerly, begins his crossing. He has reached the middle of the bridge when it starts to crumble. Large slabs of stone fall away and Samu is forced to run. But he is too late — the bridge collapses at the centre and Samu disappears. Although Hugi and Urik have a tight hold of the Rope, Samu's great bulk, plus the downward pull of his fall, snatches it from their hands. You are dragged forward: the Rope is still tied around your waist!

If your current ENDURANCE total is 12 or higher, turn to 191.

If your current ENDURANCE total is 11 or lower, turn to 277.

165

At the cost of 4 WILLPOWER points, you return to the trance state that has guided you through the swamp. The air is teeming with life: the song of strange birds; the scurrying of furred rodents disturbed by your passing; and the steady hum of insects. Yet, all your attention is focused on the dim and distant future as you steer an eccentric course between the stagnant pools and ponds that are alive with creatures of every imagining.

The humid atmosphere makes every step a labour and you make slow progress. When sunset finally comes, you are still in the swampland, and fatigue forces you to rest for the night. The sheer exertion of walking causes you to lose 1 ENDURANCE point. Urik sights a stretch of dry land and you head towards it, relieved to cease the strain of maintaining your trance. The air is alive with nocturnal insects and, to your dismay, you notice the distinct, vermilion bodies of winged Blood Nymphs.

If you have the Magical Power of Alchemy, turn to 121.

If you do not possess this Power, turn to 28.

166

You throw open the nearest door and enter the building which, after a quick search, proves to be empty. As you start to leave, Urik shouts a warning, but it is too late. Just as you walk through the door a Dead City wretch coshes you with a wooden club. You do not have time to react and the blow knocks you unconscious. You lose 1 ENDURANCE point.

When you regain consciousness you are lying in the dark with your Wizard's Staff by your side.

If you wish to make a light from your Staff at the cost of 1 WILLPOWER point, turn to 307.

If you do not, turn to 150.

167

A powerful wind blows through your hair as the Shadakine fall upon you, cutting you to pieces with their curved scimitars.

Your life and your quest end here.

168

The passage has been carved from the bedrock of the Mountains of Morn. At the end of the corridor is a wall of fire, burning with a fierce intensity. You stop, deep in thought. ‘How are we to pass through that?’ Samu asks.

If you have the Magical Power of Elementalism and wish to use it, turn to 293.

If you have the Magical Power of Prophecy and wish to use it, turn to 201.

If you wish to fire at the wall of flame with your Staff, turn to 117.

If you wish to pass through the wall of flames, turn to 240.

169

Bravely, Samu charges at the Deathgaunt, launching a flurry of strokes at it with his broadsword. To your dismay, the blade passes through the body of the Deathgaunt, which remains completely unaffected. ‘Grey Star,’ the Deathgaunt says, in a soft echoing whisper. ‘I have come for you.’ It reaches out a transparent hand and lays it on your head. An icy chill rushes through your body and you are instantly drained of 8 ENDURANCE points.

If your current ENDURANCE total is now 10 or higher, turn to 232.

If your current ENDURANCE total has now fallen to 9 or lower, turn to 202.

170

You place your hand upon the door and concentrate hard. The key that opens the door is the Black Rod.

The use of this Magical Power has cost you 1 WILLPOWER point.

If you wish to use the Black Rod to open the magic-locked door, turn to 148.

If you would rather use the Magical Power of Sorcery to open the door and possess 3 or more WILLPOWER points, turn to 279.

171

Cowering with fear, you step back, flinching at the sight of the sinister spectre. Silently, it reaches out a transparent hand and touches your forehead. The cold of the Deathgaunt's touch freezes your very soul. You fall to the ground, plunging into the dark well of unconsciousness. You have lost 4 ENDURANCE points.

If your current ENDURANCE total is now 10 or higher, turn to 66.

If your current ENDURANCE total is now 9 or lower, turn to 202.

172

In desperation, you hurl the Black Rod of Shasarak at the shadow beast. The demon towers above you and your heart is filled with dread as the Kleasá is unharmed by the impact of the Black Rod. The rod falls with a clatter to the rocky floor and swiftly, the Kleasá stoops and picks it up.

Turn to 310.

173

That evening, Samu and Urik return with an abundance of game, wild berries, and Lianor. After the meat has been cooked and the food shared out, you find that you have far more food than you can carry. You may carry as much food as you wish but remember that one Meal counts as one item in your Backpack.

The following morning you pass into the region known as the dead lands.

Turn to 195.

174

You draw on the energy of the Astral Plane, the source of power for the magic of Sorcery. You draw just 1 WILLPOWER point of energy (cross this off your Action Chart) and cast it at the Gem. Immediately, it begins to glow with a rosy hue. As you merge your power with that of the Gem you begin to understand its true nature. The Gem is a transmitter of thought, a device capable of increasing and amplifying mental energy. This is how it enables others, even the unskilled, to exert control over the minds of men. Your Magical Power of Sorcery will allow you to transmit this power great distances.

If you wish to exert 2 WILLPOWER points in your attempt to control the mind of the user of the Kazim Stone, turn to 14.

If you wish to exert 3 WILLPOWER points in your attempt to control the mind of the user of the Kazim Stone, turn to 142.

175

You approach a tall, dusty building with a high-domed roof. You turn the door handle. Nothing happens; it is locked. As you release the handle, you hear the scuffle of naked feet coming from behind the door. The thief, Hugi, produces a large set of keys. ‘Do you want it opened?’ he asks, confidently.

If you want him to open the door, turn to 39.

If you have the Magical Power of Prophecy and wish to use it, turn to 119.

176

You jump to the door to impede their escape and deal wide, slashing blows at the wretches. Despite their fear, they fight back with all the strength their wasted bodies will allow.

3 Dead City Wretches: COMBAT SKILL 18   ENDURANCE 25

If you win the combat, turn to 308.

177

Finally the second dog weakens and dies and you breathe a sigh of relief. You have expended a great deal of energy in the fight but, at Urik's insistence, you travel as fast as the muddy ground will allow, following the winding course of the shallow waterway and crouching low below the line of the tall marsh grass.

Turn to 156.

178

At the cost of 1 WILLPOWER point, you cast an illusion transforming your companions and yourself into the guise of ragged courtiers. When the guards and the crowd have rushed past, you run in the opposite direction. ‘Follow me!’ says Hugi. ‘I've found a way out of here.’ He leads you back to the throne room.

Turn to 38.

179

You lunge at the giant but his reflexes are surprisingly quick and your blow misses. With colossal strength, the giant brings his sword down on your neck, killing you instantly.

You are dead. Your quest has failed.

180

After a brief pause, the group of Shadakine warriors comes wading through the marsh grass. The leader barks commands, ordering his men into positions that provide them with cover. There is no sense of urgency in their actions and they seem unconcerned by the possibility that you may pose any kind of threat to them.

If you wish to make a long-range attack with your Wizard's Staff, turn to 155.

If you possess the Magical Power of Sorcery and wish to form a Shield of Sorcery around you, turn to 199.

181

You draw on the vibrant energy of your will, shaping it to your needs by creating a shimmering force field before you. ‘Urik,’ you call, ‘behind me quickly.’ Urik obeys. The tension mounts as you await discovery.

The use of this Magical Power has, so far, cost you 2 WILLPOWER points.

Turn to 183.

182

Samu appears at your side and attacks the writhing creature with his broadsword. Hugi and Urik grab you by your cloak and pull you away from the fight as Samu's sword cuts back and forth in wide sweeping arcs. ‘He more danger to you than Scree Wyrm,’ shouts Urik, pointing at Samu, who is lost in a berserk fury.

Illustration XII—Samu, lost in a berserk fury, battles with the Scree Wyrm.

Suddenly, a loud cry makes you start. It is Hugi — he is struggling in the bony coils of another Scree Wyrm. You dare not attack the creature with a blast from your Staff for fear of hitting the struggling thief.

If you decide to engage the creature in close combat, turn to 206.

If you do not wish to attack the Scree Wyrm, turn to 255.

183

The brief moments that pass before the first of the Shadakine spots you feel like an eternity. Instantly he throws himself to the ground and rolls behind a rock at the edge of the lake. He shouts to his comrades and the tall rushes shiver and sway as the warriors approach.

You hear a sharp command and, immediately afterwards, a dozen crossbow bolts whistle through the air only to be deflected by your Shield of Sorcery. All falls strangely silent. Suddenly, a second volley of quarrels shoots towards you, only to be deflected in the same way. This time, however, you feel your Shield weaken.

If you wish to expend more WILLPOWER points to strengthen your Shield of Sorcery, turn to 68.

If you wish to leave it at the same strength, turn to 95.

184

You have been walking down the passage for several minutes when Samu suddenly notices that Hugi is missing.

If you wish to go back along the passage to look for Hugi, turn to 161.

If you wish to look for Hugi in the banqueting room, turn to 94.

If you wish to look for Hugi in the throne room, turn to 302.

If you wish to continue without Hugi, turn to 127.

185

With the ferocious hound snapping at your heels, you and Urik thread your way along the shallow waterway leading from the bog. Sadly the muddy ground slows your progress and you are unable to outrun the wild beast. Instead, you stop suddenly and swing your Staff in an arc that smashes into the Magdi's snout. It is not a serious injury but your bravado has paid off. The Magdi is too stunned to move against you, one head lolling uselessly to one side in a daze and the other too confused to understand what has happened.

If you wish to kill the Magdi, turn to 149.

If you wish to flee, turn to 156.

186

Hugi examines the bridge closely. After a short spell of deliberation, he turns and says, ‘It will bear our weight, but it would be best if we cross one at a time. Who wants to go first?’ He steps away, indicating that he has no intention of crossing first.

Urik gives him a disapproving look and steps forward. ‘I am Kundi, an old man, but do not fear to cross.’ After scowling at Hugi, he runs across the bridge as fast as his old bones will allow. A cloud of dust falls from the bridge and a couple of loose stones tumble and fall into the black water below.

‘Me next,’ says Hugi, running across the bridge with nimble feet before anyone can try to take his place. His light passage makes no impression on the bridge and he calls across to you and Samu. ‘It's perfectly safe,’ he says, unhelpfully.

Samu turns to you: ‘I am the heaviest. You should go next.’

If you have a Rope, turn to 164.

If you do not have a Rope, turn to 294.

187

After a short wait, a Rock Giant burrows its way into the passage. It strides purposefully through the wall of flame and does not return. You have learnt nothing and the wall of flame remains. The use of this spell has cost you 1 WILLPOWER point.

If you have the Magical Power of Prophecy and wish to use it, turn to 201.

If you wish to fire at the wall of flame with your Staff, turn to 117.

If you wish to walk through the wall of fire, turn to 240.

188

You aim a bolt of energy from your Staff at the nearest crossbowman and fire. A streak of white-hot fire slices through the air, exploding into a massive wall of flame that engulfs the howling Shadakine warrior. The man is completely incinerated and all that remains is a smoking crater in the ground. The Ooslo gives a cry of distress, soaring up into the air at high speed. Below, the Shadakine break and scatter in all directions, plunging into the tall marsh reeds that surround them.

The effect of your attack leaves you quite amazed. Your powers are greatly increased since last you used them. At the cost of only 2 WILLPOWER points (remember to deduct these from your current WILLPOWER points total), you have delivered an attack that, previously, would have drained a great deal more.

You are now high in the air and the Shadakine have all moved out of sight. You begin to wonder, however, exactly how to control your feathered mount. Pick a number from the Random Number Table.

If the number you have picked is 5 or lower, turn to 15.

If the number you have chosen is 6 or higher, turn to 140.

189

You totter on unsteady feet. The exertion has made you weak but the supportive hand of Samu bears you up. ‘Are you all right?’ he asks. You nod. ‘Then I must away,’ says Samu, drawing his great sword. ‘The Shadakine must be purged from my land forever!’ He turns and runs towards the noise of battle with an easy, athletic stride. Your efforts have drained you of 4 ENDURANCE points.

If you are still alive, turn to 133.

190

The Kazim light gutters as the energy of your Staff absorbs and consumes its fulvous light. The Shadakine stand frozen, their faces racked with fear and uncertainty.

Turn to 286.

191

You are wrenched towards the very edge of the falling bridge. Helplessly, Samu dangles at the end of the Rope, looking at the fast-moving waters of the Belzar. ‘I … I can't hold it,’ you shout in a strained voice to Urik and Hugi. They start forward, but as they step onto the bridge, bricks and stones fall into the river at an alarming rate. ‘Stop!’ you scream, ‘or we're all doomed!’

Before anyone can act, the strain on the Rope is suddenly released and you fall backwards. Samu, seeing your plight, has cut the Rope with his sword, allowing himself to fall into the running water. Horrified, you watch as Samu struggles against the current. Then he is gone; there is no trace. ‘Grey Star!’ Urik shouts. ‘Come away … the bridge!’ Eyes blurred with tears, you stagger away from the bridge. Too numb to speak, the three of you walk towards the gate of the Forbidden City.

Turn to 124.

192

You pour more energy into your Shield of Sorcery so that Urik and the Ooslo bird are secure within its protection. This exertion costs you 4 WILLPOWER points. It is a wise move as you soon find out.

Turn to 44.

193

The Black Rod suddenly erupts into flame in your hand. You scream with pain as the yellow fire shoots up your arm and explodes within your body. You fall to the ground before the Shadow Gate. Tanith calls out your name but you have no ears to hear; you are a victim of the malignant fire of Shasarak. The last sound that you hear is the Wytch-king's snarling laughter.

You have failed before the very gateway of your quest.

194

The following morning, Urik scouts the ground. You both decide to head for the city of Karnali which stands on the northernmost edge of the Gurlu Marshes, on the far side of the Suhni River. Urik explains that you are about to enter the heart of the swamp and the danger is sure to increase. He takes you to the top of a low hill and you survey the land ahead. You have the choice of two routes. To the northwest, the land comprises a mixture of low, twisted bushes and shrubs, and further on, a jungle of gnarled, lichenous trees. The more direct route lies to the north but the land there is more perilous. Tall marsh grass abruptly gives way to a broad expanse of quagmire and bog, interspersed with squat, black trees and stagnant pools. Urik tells you that the ground is highly treacherous, containing concealed quicksand and soft mud.

If you wish to take the slower route to the northwest, turn to 2.

If you wish to take the more direct route to the north, turn to 12.

195

The stark land is silent: no bird sings, no flower grows. The silence is oppressive and your senses recoil against the evil of the place. You have entered ‘the dead lands’.

As you walk, you kick up clouds of ash and dust. Everywhere it is impossibly grey — the very soil has been charred to cinders. ‘How … ’ you breathe into the silence, ‘how in the world did this happen? What could blight the land as utterly as this?’

‘You do not know the legend?’ asks Hugi, surprised.

You shake your head. ‘Go on,’ you say, if only for the comfort of another human voice.

Turn to 111.

196

As the giant charges towards you, the silver flame of your Staff kills the slavemaster instantly. The use of this spell has cost you 2 WILLPOWER points. The giant falters, apparently confused. He shakes his head and looks at his sword as if it were not his own. The Gem around the slavemaster's neck continues to glow.

If you wish to attack the giant, turn to 179.

If you wish to take the Gem from around the dead slavemaster's neck, turn to 131.

197

The wretch lies dead at your feet. Hugi taps you on the shoulder and points down the street. A swarm of howling wretches is charging towards you. There are hundreds of them: a ragged, tattered army of madmen, besmirched with grime and dust. The curse of the city of the dead is upon them. It is the curse of a life spent amongst mouldering ruins and decay, of an existence that has endured against the utter desolation of ‘the dead lands’.

Immediately, you turn and run, as do Hugi and Urik. The wailing pack are close behind.

Turn to 84.

198

You hold the Gem tightly in your hand and allow its power to flood through you. Immediately, your mind is assailed by a multitude of memories, for the Gem is ancient. You sense the good and ill wills of those who have possessed the Gem in the past; easiest to define is the evil of the Shadakine slavemaster who owned it last. Uncomprehending of its power, he had used it for petty thefts and crimes, manipulating those who had earned his displeasure.

You gradually come to understand the true nature of the Gem. It is a transmitter of thought, a magical item capable of increasing and amplifying mental energy. It is capable of controlling only one mind at a time, but your Magical Power of Sorcery will enable you to transmit this power across a great distance. The use of the Power of Psychomancy has cost you 1 WILLPOWER point.

You exert 2 WILLPOWER points and attempt to control the mind of the user of the Kazim Stone.

Turn to 14.

199

You concentrate the power of your mind, shaping your will to the creation of a magical force field. You complete your spell just in time to deflect the dark cloud of crossbow bolts that whistle towards you. Angered by his failure, the Shadakine officer orders his men to reload. A second volley comes hurtling towards you, only to be deflected in the same way, but this time, your Shield weakens.

If you wish to expend more WILLPOWER points on strengthening your Shield of Sorcery, turn to 68.

If you do not, turn to 95.

200

It is the last day of your tortuous journey. You are roused by the cries of the Shadakine and, a few minutes later, you are dumped on the ground by the slave bearers. ‘Beware, the fighters of the Freedom League!’ You see little of the battle that ensues. You glimpse many soldiers with red veils over their faces and the fall of the cruel Shadakine captain.

Finally, the battle ceases and you and Urik are freed from your bonds by the red-veiled soldiers. ‘My thanks,’ you say, as your Staff and Backpack are returned to you.

‘You are lucky, friend,’ says one of the soldiers. ‘We are only scouts, clearing the way for tomorrow's attack upon a Shadakine slave train.’ You are given food and enjoy a comfortable sleep that restores to you 2 ENDURANCE points and 1 WILLPOWER point.

Turn to 275.

201

Closing your eyes, you summon a vision of the future at the cost of 1 WILLPOWER point. Your Power of Prophecy tells you that the wall of flames will not burn you.

Turn to 240.

202

The deadly clutch of the Deathgaunt forces you to your knees. You are already too weak to resist and you quickly pass into the realm of the undead to join the ranks of Shasarak's army of tormented souls.

Your life and your quest end here.

203

At the cost of 2 WILLPOWER points, you cast about yourself the illusion that you are an old beggar and hurriedly cross the street. The escort looks on in amazement and, totally confused, flee the wrath of the advancing Shadakine. Urik, however, with his long tail and eccentric feathered dress, attracts the attention of the Shadakine, one of whom charges straight at him with his sword held high.

If you wish to fire a long-range attack from your Staff at the Shadakine warrior threatening Urik, turn to 159.

If you wish to charge the Shadakine and fight with him in close combat, turn to 99.

204

A wide road, the great Suhn Road, runs parallel to the river. You see a long line of men, women, and children marching slowly along the road away from the city like forsaken souls journeying towards their doom. Shadakine warriors walk up and down the line, brandishing their flails brutally.

‘Grey Star,’ says Urik, ‘I thought … There are others here in marsh. They … ’ Before he can finish, a wave of men pour out of the brush that lines the marsh and run towards the column of slaves with a roar, waving their swords above their heads. They wear veils over their faces, but otherwise share no common uniform.

The few Shadakine guards fall into defensive positions along the road, but the swiftness of the ambush prevents them from deploying effectively. Only a few of the veiled soldiers are felled by a volley of crossbow bolts before the Shadakine are beset by their attackers. ‘Shall we?’ you ask Urik. A broad smile creases his old face and he gives vent to a bellowing yell as he shambles out of the brush towards the fray as fast as his old bones will permit. You follow close behind.

Turn to 144.

205

You sense the dismay of the Wytch as plainly as if it were your own, as you quench the light of her Kazim Stone. Quickly, you withdraw your power before she finds some other way to attack you — you feel very faint after your prolonged test of minds. You have exerted 4 WILLPOWER points and lost 5 ENDURANCE points. Remember to adjust your Action Chart accordingly.

If you are still alive, turn to 114.

206

Wielding your Staff high above your head, you wait for your chance to strike. Hugi manages to wriggle free from the coils of the beast and, as he rolls clear, you bring your Staff down with a mighty blow. A crackle of energy rips through the creature as your Staff crushes its head. The Scree Wyrm contracts into a knot and flips over and over in the throes of death to disappear from sight into one of the many pot-holes that dot the plain. You have lost 1 WILLPOWER point effecting this attack.15

Turn to 85.

[15] If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

207

Sado prepares his men to charge. A familiar yellow light attracts your attention, shining from the highest turret of the fortress. It can only be the light of the Kazim Stone, a powerful instrument of pain in the hands of a Shadakine Wytch.

The yellow glow expands and then envelopes the flagging soldiers who stand before the fortress. You see their resolve tighten as the Kazim Stone robs them of their fear. ‘Sorcery!’ breathes Sado in a desperate voice. You feel the gaze of Sado and his men burning into you like an accusation. Slowly, the Shadakine advance, tightening the ragged line of their defence in preparation for a counterattack; they move like automatons as the Kazim Stone burns into their minds.16

If you have the Magical Power of Sorcery and wish to use it against the Kazim Stone, turn to 6.

If you have the Magical Power of Enchantment and wish to use it against the Shadakine, turn to 146.

If you wish to challenge the power of the Kazim Stone with your Staff, turn to 234.

[16] You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

208

Casting your mind back, you recall seeing a proliferation of Mustow pods growing in the Gurlu Marshes. These strange, fungal growths are renowned for their pungent odour when broken open. At your command, a large number of these are brought to you by some of Sado's followers. You order that the Mustow pods be hurled over the walls of the fortress in large numbers, and soon many Shadakine can be seen pouring out of their barracks, eyes streaming, as the Mustow pods explode within the fortress, emitting great clouds of foul-smelling gas. The gates are thrown open and a horde of Shadakine spill into the street where Sado's army, disguised as civilians, lies in wait.

Turn to 207.

209

The creature floats across the river. Within the shimmering tatters of its grey robe, you perceive the dim outline of a tormented and eyeless face. It is a Deathgaunt, an undead spirit raised by Shasarak, the Wytch-king, to roam the world of the living.

Turn to 169.

210

As the fire rages all around, you fall into the trance state necessary to transport your mind to the Elemental Plane. A silent scream of fear howls amidst images of fire and such is the urgency of your need, you expend 3 WILLPOWER points. The smoke and heat are beginning to choke you and still no answer comes from the Elemental Plane. Urik suddenly slumps to your feet, barely conscious.

Your mind is then offered a strange vision, further evidence of the growth of your powers and the strength of your mastery over the Lesser Magicks. Four humanoid figures appear, representatives of the four Elements of Earth, Wind, Fire, and Water, their bodies formed of the Element they represent. Each bows in turn, arms outstretched in a humble gesture. You must choose the Element you wish to help you.

If you require the aid of the Element of Air, turn to 90.

If you choose the Element of Water, turn to 228.

If you choose the Element of Fire, turn to 261.

If you choose the Element of Earth, turn to 309.

211

You brace yourself for combat but the man in the shadows quickly sheathes his sword and steps out of the darkness. It is Samu, the ebony giant you saved from the mind grip of the slavemaster. He strides towards you, hand outstretched in a gesture of greeting. ‘You are leaving Karnali?’ he asks.

‘I must,’ you say, solemnly. ‘I must reach Desolation Valley beyond the Mountains of Morn before the turning of the next full moon.’

Samu raises his eyebrows in surprise. ‘You are going into the dead lands?’ he asks. ‘None has ever returned from there: you will perish for sure.’

‘I have to try, or die in the attempt. There's too much at stake.’ You briefly describe the nature of your quest and its ultimate goal: to throw down the Wytch-king and all his works.

Samu is silent for a while, deep in thought. Once, he was a proud king, the ruler of a nomadic people called the Masbaté, a warrior nation that dwelt upon the rolling savannah of the Great Lissan Plain. Of his brave people, only he remains, the sole survivor of the depredations of the Wytch-king of Shadaki, riven of his family, his nation, and of hope by the cruelty of an inhuman tyrant. With smouldering eyes that hint at his bitter loss, he looks down on you. ‘I will come with you, I think,’ he says. ‘You will have need of my strength to partner your bravery.’

You thread your way among the dark, deserted streets of Karnali and leave by the west gate. With a man such as this by your side, how can you fail?

Turn to 50.

212

‘We are friends, Gatekeeper. Open up now,’ you say, uncomfortably.

‘State your business,’ the Gatekeeper replies.

‘We are merchants,’ continues Hugi, taking up the charade. ‘Here to trade our silks for the rich treasures of Gyanima.’

‘What's the password?’ the Gatekeeper snaps. ‘You can't come in if you don't know the password.’

‘Crows foot!’ says Hugi immediately and more than a little hopefully.

The Gatekeeper holds his hand out in front of his face and looks it up and down as if checking off an invisible list. ‘No, that was yesterday. You've given me the Luneday password.’

‘But today is Luneday,’ replies Hugi indignantly.

‘It is?’ says the Gatekeeper, astonished. Mutely, all three of you nod your heads. ‘Very well then, you may pass.’

The Gatekeeper vanishes and moments later reappears in the archway, lifting the non-existent bar on the non-existent gate and ushering you in with a show of great respect.

Turn to 104.

213

A minute passes and the door slides shut as silently as it opened. Gradually, you sense that the room is becoming colder. A chill wind rises from nowhere, sending a shiver down your spine. It is not ordinary cold air causing you to tremble — it is the familiar presence of a Deathgaunt. It materializes in the centre of the cavern, close to where you stand. ‘Welcome,’ it hisses menacingly, as it stretches out its wispy fingers to claw at your soul. You fight to hang on to life, but it is a fight that you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist, and you are borne swiftly from the realm of the living.

Your life and your quest end here.

214

Before going to sleep that night, you must eat a Meal or lose 3 ENDURANCE points. The following morning you continue your journey. Hugi has made no attempt to escape, but he keeps very quiet, especially when Samu is around.

As the miles pass by, the Mountains of Morn loom larger in the distance, aloof and forbidding. The land is becoming sparse of vegetation as you approach the region known as ‘the dead lands’.

If you do not have enough food in your Backpack to complete your quest and want to gather supplies before going any further, turn to 32.

If you have enough food, turn to 195.

215

Steeling yourself, you launch a massive bolt of mental energy at the magic-locked door. There is a deafening shriek as the bolt glances off the granite surface and explodes into the ceiling of the chamber. A shower of rock and dust rains down and a shock wave throws you to the floor. You realize that the door is held by a power far greater than your own.

If you have the Magical Power of Psychomancy and wish to use it, turn to 170.

If you have the Magical Power of Prophecy and wish to use it, turn to 224.

If you do not possess either of these skills, or if you do not wish to use them, turn to 242.

216

The broad, dark leaves of the Azawood tree are much sought after by alchemists and magicians, for the smoke of the burning leaves is said to grant protection against the forces of evil, and when dried and crushed, they can be sprinkled into various potions as a charm to increase magical potency.

You may break off three of these leaves and place them in your Herb Pouch. Remember to mark these items on your Action Chart and don't forget that your Herb Pouch can hold only a maximum of eight items at any one time.

Turn to 257.

217

Night falls before Samu and Urik return. They have caught fresh game and Urik has discovered a store of Lianor. After the meat has been cooked over the fire and the food shared equally amongst the four of you, you discover that there is enough food for six Meals.

The following morning, you come to the region that men call ‘the dead lands’.

Turn to 195.

218

Dwarfed by the looming shadow beast, you step forward. You offer the Black Rod of Shasarak with a terrible fear in your heart. The demon surges towards you and the Black Rod is drawn from your grasp.

Turn to 310.

219

A flash of gleaming white light leaps from your Staff, tearing open the darkness of the night. The pallid glow of the Kazim light shrinks, curls, and is utterly consumed by the force of your challenge. The Shadakine panic and run, casting their weapons and armour aside as they scatter in all directions. The soldiers of the Freedom Guild give vent to a victorious cry as Sado of the Long Knife leads them into the fortress of stone.

Illustration XIII—A flash of gleaming white light leaps from your staff, tearing open the darkness of the night.

If your current WILLPOWER total is 15 or higher, turn to 48.

If your current WILLPOWER total is 12–14, turn to 189.

If your current WILLPOWER total is 11 or lower, turn to 114.

220

As politely as you can, in the face of your obvious horror at the provender laid before you, you refuse. The deranged king's face contorts with fury. ‘You dare to insult the Imperial Court of Gyanima!’ he roars. At once the assembled nobles turn into a snarling mob.

‘Guards!’ The guards of the king, armed with javelins, enter the banqueting room. Their aim is deadly and true. Before you have had the opportunity to defend yourself, your heart is impaled upon a steel point.

Your life and your quest end here.

221

You begin to climb the stairway but you have only taken a dozen steps when suddenly they collapse, dropping you, Urik, and Hugi to the ground in a cloud of dust and rotten wood. You have lost 1 ENDURANCE point due to the fall.

As you are picking yourselves up, a crowd of wretches pours into the side street. A large, hairy man carrying a wooden club, gives you a malicious grin. ‘Big trouble,’ comments Urik, as you are led away by the mob.

Turn to 41.

222

You tell Sado of your plan and he nods his approval. You leave the large cavern and ascend into the city. Standing on a city wall, you place the Pipes to your lips and blow. The sound is very high-pitched and you can hear nothing but Urik places his hands to his ears. An hour later, you see some movement on the edge of the swamp: the Chaksu have answered your call just as you had hoped. Quickly, you leave the city wall and tell Sado to proceed with the rest of his plan — to attack the Shadakine garrison housed in a fortress in the heart of the city.

Disguised as ordinary citizens, you, Urik, and Sado lie in wait on a street that borders the granite fortress of the Shadakine. As the first of the Chaksu smashes down the east gate of the city, the alarm is raised and a host of Shadakine warriors pours out of the fortress to meet the peril.

Turn to 207.

223

You drop your Shield of Sorcery and fire. At the cost of 2 WILLPOWER points, you hurl a bolt of force in the direction of the movement. A bright plume of flame erupts among the marsh reeds and a terrible scream breaks the heavy silence of the swamp. A Shadakine warrior staggers to his feet, a ball of raging fire. Wreathed in flames, he stumbles through the foliage, clawing desperately at his body before plunging into the lake to extinguish the fire. As he hits the water, the two Eijalfish dart towards him.

‘We go?’ asks Urik, half-rising to his feet.

If you wish to use this chance to swim away, turn to 74.

If you would prefer to recreate your Shield of Sorcery instead, turn to 152.

224

You stare at the magic-locked door and concentrate on the secret that will open its lock.

If you possess the Black Rod, turn to 96.

If you do not possess this Special Item, turn to 170.

225

You enter a small clearing that is sheltered by a toa tree. Curled in its shade, you see a strange, reptilian creature, four feet long, with large, soft eyes that look at you pleadingly with more than a hint of human intelligence. A large wound oozes blood from its side. Urik explains that it is a young Chaksu, a much sought after beast. The adult grows to as much as ten feet in height and Chaksu hide is an expensive commodity, much in demand due to its toughness and elasticity. It is said that the wealth of the city of Karnali that stands on the edge of the Gurlu Marshes was built upon its trade in Chaksu hides and hunters frequently come to the marshes in search of their fortune.

Illustration XIV—A young Chaksu, a much sought after beast.

Chaksu are capable of a primitive form of mind speech and you can clearly sense its distress. As Urik moves to tend its wound, the Shadakine break from cover and come running straight at you. It was these same Shadakine that injured the young Chaksu, leaving it for dead when they sighted you and Urik.

If you wish to make a stand in this clearing and protect the Chaksu from further harm, turn to 11.

If you wish to flee, turn to 20.

226

In a state of anxiety, you throw the force of your will into the formation of a Shield of Sorcery. Your undisciplined state of mind and the need for haste rather than precision causes you to expend as much as 4 WILLPOWER points.

The air shimmers before you but you have acted wisely and just in time to deflect the volley of quarrels that flies towards you. At last, the Earth Elemental makes his presence known. A ripple, like a single fold moving across the land, emerges beneath the feet of the Shadakine warriors. Then, suddenly, a miniature earthquake erupts beneath their feet scattering those not killed.

‘Urik,’ you say, ‘is there anything you can do about the Eijalfish?’ He gives you a broad grin and produces a small boomerang lined with rows of tiny, razor-sharp teeth. He throws the boomerang at the eye stalks of the Eijalfish. Neatly, it slices an eye before twisting in the air and returning to land at his feet. A slick of green blood discolours the water where the Eijalfish was.

‘Time to go?’ says Urik, still grinning.

Turn to 74.

227

If you wish to build a Shield of Sorcery around yourself at the cost of 2 WILLPOWER points, turn to 107.

If you have the Mind Gem and wish to use it, turn to 63.

If you wish to draw on the energy of the Astral Plane and throw it against the creature at the cost of 3 WILLPOWER points, turn to 24.

228

You call on the Element of Water in the language of the Elementals. In the space of a heartbeat, the waters of the lake swirl and rise high into the air dispersing the flames.

A ball of water and flame splashes your arm, burning through the material of your robe and scorching your flesh. Lose 2 ENDURANCE points. However, the crisis has passed and the water settles back to its former self, the flames now extinguished.

Turn to 74.

229

The rippling shadow of the Kleasá blurs momentarily and the yellow eyes like fangs shine with hunger that almost forces you to step back: such is the intensity of the malice glinting there.

If you wish to fire a beam at the Kleasá using the power of the Black Rod, turn to 264.

If you wish to throw the Black Rod at the Kleasá, turn to 172.

If you wish to give the Black Rod to the Kleasá, turn to 218.

230

With eyes closed, you send the power of your thought racing out to the Elemental Plane, the realm of the powers of Earth, Air, Fire, and Water. At the expense of 2 WILLPOWER points, you make contact but a strange phenomenon occurs that you have never encountered before. Instead of the silent aid of the Elementals, you are confronted by four humanoid beings of normal stature but each composed of the element that it represents. You give a grim smile; surely this is evidence of the growing mastery of your Power? Each of the beings gives a bow, their arms opened wide in a gesture of humble service.

You must choose which Element you wish to aid you.

If you choose the Element of Air, turn to 7.

If you choose the Element of Fire, turn to 34.

If you choose the Element of Earth, turn to 51.

If you choose the Element of Water, turn to 86.

231

With closed eyes and at the cost of 1 WILLPOWER point you concentrate on the future. You try to uncover the nature of your peril and your vision warns you of an imminent attack. A wild, filth-encrusted man, dressed in rags, jumps from the roof of a small building to your left. With a sure-footed sidestep you dodge aside and then turn to face him.

If you wish to fire a long-range attack at the man who claws the ground where you once stood, turn to 241.

If you wish to close in and fight him hand-to-hand, turn to 83.

If you wish to evade combat by running into a side street, turn to 84.

232

Trembling as the icy cold washes through your body, you sink to your knees, hovering on the very edge of unconsciousness. The Deathgaunt fades and as you see it dematerialize, you fall into darkness.

Turn to 17.

233

You tip the contents of the sack onto the rough stone floor. The moonlight illuminates a grisly assortment of bones and skulls. Hugi wanders over to your side, his curiosity aroused by the promise of plunder. He kicks the tangle of bones and uncovers a small velvet pouch. Eagerly, he snatches the bag to his chest and rips open the drawstring. The little sack contains five Nobles and a Gold Tooth. Hugi grins, his teeth glinting in the ashen light as he swiftly pockets the money. He offers the Gold Tooth to you as your share of the loot. If you wish to keep the Gold Tooth, mark it on your Action Chart as a Special Item and keep it in a pocket of your robe.

The others are getting restless — they are eager to reach the surface. Without further delay you lead them up the stairs.

Turn to 245.

234

You release a beam of radiant energy at the sickly yellow light of the Kazim Stone. The Kazim light flickers and fades briefly before surging back with renewed vigour. Your attack has cost you 2 WILLPOWER points.

If you wish to throw more WILLPOWER points into your attack, turn to 29.

If you possess the Magical Power of Sorcery and wish to use it, turn to 6.

If you have the Magical Power of Enchantment and wish to use it, turn to 146.

235

Waist-deep in the marsh, you keep perfectly still, counting the rapid beat of your heart but not daring even to breathe. Very gradually you feel yourself sinking. Urik has fallen on solid ground, but looks completely unharmed. You look towards him, helplessly. He places a finger to his lips and slowly reaches out for your Staff which, miraculously, you have managed to retain. After what seems an eternity, he grasps the end of your Staff and begins to pull. As the shouts of the Shadakine grow fainter, Urik manages to pull you free.

Just as you are thinking how lucky you have been, you hear a new and ominous sound, a discordant howling that makes your blood run cold. Cautiously, you raise your head and peer along the tops of the rushes. Standing in a small clearing, some two hundred yards off, you see a frightened-looking peasant — a Shadakine slave. He is barely able to control two snarling hounds, who tug at the lengths of chain attached to their harnesses. These are no ordinary hounds: they each have two heads with a single horn protruding from each, and a pair of outsized fangs showing through their slavering jowls. Urik peers over your shoulder and swears under his breath. ‘Big trouble, Wizard,’ he mutters. ‘They catch our scent pretty soon.’

Suddenly the peasant calls out. ‘Master! Master!’ he cries to a tall Shadakine, undoubtedly the officer in charge. ‘The Magdi — they smell something.’ The tall Shadakine officer screws up his eyes, a wicked smile playing across his face. You must act and quickly. There is no time to prepare any elaborate magic before the Shadakine officer releases his monstrous hounds.

A shallow waterway leads away from the bog and if you wish to enter this, turn to 25.

If you prefer to attempt a long-range attack with your Wizard's Staff, turn to 105.

236

You plunge into the waters of the lake and splash your way to the far shore. Suddenly a volley of arrows burrows into your flesh, inflicting mortal wounds. Your body stiffens and you sink to the bottom of the lake.

Your life and your quest end here.

237

You wield the Power of Sorcery against the door. In a flash of sparks, your energy bolt ricochets off the granite surface and slams into the cavern floor inches from Hugi's feet. You sense that the door is held by a power far greater than your own.

If you have the Magical Power of Psychomancy and wish to use it, turn to 170.

If you have the Magical Power of Prophecy and wish to use it, turn to 224.

If you do not possess either of these skills, or if you do not wish to use them, turn to 242.

238

You draw out the red Mind Gem and stare at it for a few minutes — you have never used anything like this before. You must now decide on the most effective way of fighting the Kazim light that controls the Shadakine like puppets.

If you wish to attempt to control the mind of the user of the Kazim Stone, turn to 174.

If you wish to try to wrest control of the minds of the approaching Shadakine, turn to 292.

If you have the Magical Power of Psychomancy and wish to use it, turn to 198.

239

The sky darkens and storm clouds gather to hurl gouts of rain upon you, as you are cut to pieces by the advancing Shadakine.

Your quest is over.

240

This wall of fire is nothing but an illusion, cast long ago by the wizard of Taklakot. Something of great importance must lie beyond this stone doorway. You pass through the flames and, as you cross the threshold, the flames simply melt away: you have dispelled the wizard's illusion.

Turn to 54.

241

The wretch tumbles across the floor in a cloud of dirt and dust, stunned and dazed by the speed of your evasion. He never regains his feet; you throw a blast from your Staff that tears his body apart. Your attack has cost you 2 WILLPOWER points.

Turn to 197.

242

Gradually you become aware that the temperature is dropping. A chill wind rises from nowhere and a shiver runs down your spine. But it is not the cold air that causes you to shake; it is the familiar presence of a Deathgaunt. It materializes in the centre of the cavern, close to where you stand. ‘Welcome,’ it hisses, menacingly, its icy talons clutching at your life and soul. You fight to hold on to your life but it is a fight you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist and swiftly you are borne away from the realm of the living.

Your life and your quest end here.

243

You turn and run across the plain, half-dragging Urik along with you. ‘Where is it?’ you cry, desperately.

‘Down … below our feet. I feel it but cannot see it.’

The Scree Wyrm slithers towards you and Samu battles the monster as it tries to coil around him.

If you wish to try to help Samu, turn to 262.

If not, turn to 85.

244

It is well known by experienced Wizards that Earth Elementals are notoriously stupid and slow to act. Before you have a chance to discover what kind of help was sent, the Shadakine have hacked you to pieces.

Your life and your quest end here.

245

Cautiously, you ascend the staircase, taking care not to slip on the slimy steps. As you near the surface, you catch your first glimpse of the full moon that shines down on the desolate plain of Taklakot. It is covered with pot-holes and as the night wind blows across them, they sigh and wail like some monstrous creature in pain. ‘How long has the full moon been shining?’ you ask Urik.

‘Me know not,’ he says, shrugging his shoulders. Once more you push on across the moonlit valley, taking pains to avoid the many fissures and holes that crack the surface. ‘I feel the Shadow Gate,’ says Urik suddenly. ‘It below the ground.’

At that moment there is a long, baleful cry and a gruesome sight emerges from the shadow of a crevice; a snake-like creature, its body is bone-white and skeletal. ‘Scree Wyrm,’ breathes Hugi, his voice shaking with fear.

If you wish to stand and fight the Scree Wyrm, turn to 273.

If you wish to evade it, turn to 243.

246

You discover a small door at the far end of the hall which opens on to a narrow alley. A loud banging warns you that the wretches are attempting to break down the door of the hall.

If you wish to stand and fight, turn to 260.

If you wish to enter the alley, turn to 84.

247

The Magdi crumples and falls lifelessly to the ground but still the Shadakine remain. They each wear a menacing grin, sensing victory. The tall Shadakine captain steps forward. ‘Surrender yourself, Wizard. You cannot hope to win.’ As he speaks, the Chaksu utters a long trilling cry like a forlorn plea for help. The captain laughs scornfully, but his smug, self-satisfied expression changes to one of terrified disbelief as two large Chaksu burst out of the undergrowth, roaring with fury and searching for their lost offspring. The largest of the Chaksu, and mother of the young Chaksu you have protected, reaches out and grabs the Shadakine officer by the neck. With a deathly grip, she lifts him off the ground. His eyes bulge and his face turns purple; he is asphyxiated before she hurls him to the ground breaking his body in several places. With a triumphant howl, the Chaksu rush towards the Shadakine, who are running in all directions. Those Shadakine who are too slow of foot are mercilessly broken underfoot; the carnage is terrible to behold.

Illustration XV—Two large Chaksu burst out of the undergrowth, roaring with fury in search of their lost offspring.

When no Shadakine remain, the Chaksu turn and bow low before the mother sweeps her baby into her arms. Although they do not speak, their thanks echo in your mind. They give you a small set of wooden pipes. Should you need help, you have only to blow the pipes and they will come to your aid. Gratefully, you accept the Chaksu Pipes and place this Special Item in a pocket in your robe. (Remember to mark it on your Action Chart.) Then, the Chaksu are gone, trampling the thick foliage as if it were matchwood.

‘ “Great in might is the power of kindness”,’ says Urik, quoting from The Way of the Shianti.

‘ “Oft comes help when help is unlooked for”,’ you reply, anxious not to be outdone. Urik chuckles.

Turn to 249.

248

After you have been going down the passage for a few minutes, you notice that Hugi is missing.

If you wish to walk back along the passage and search for him, turn to 161.

If you wish to look for Hugi in the throne room, turn to 302.

If you wish to continue without Hugi, turn to 127.

249

The darkening sky blossoms like a vast purple flower as the sun sets. The chirping of cicadas fills the air and you both decide to stop and rest. Urik gathers up handfuls of berries and offers you a strange new food, a blue fungus that grows beneath the soil. Cautiously you bite into it then smile with surprise, for it is delicious and tastes remarkably like cured meat.

‘It is called Lianor,’ says Urik. ‘Grows everywhere, yet hard to find. The secret gift of Magnamund. Urik sees the secret places below the ground. Is it good?’ You nod and hungrily finish the delicious fungi. The Lianor is packed with goodness and you may restore 1 ENDURANCE point. You rest beneath a twisted toa tree while Urik stands watch; eventually you drift off into a peaceful sleep.

Turn to 194.

250

A patch of brush and foliage is pulled aside to reveal a concealed entrance. Following Sado, you enter a wide tunnel lit with torches. ‘This tunnel leads all the way to our secret headquarters beneath the city of Karnali,’ he says.

The tunnel twists and turns for many miles before opening into a large cavern. You and Urik are given food and wine, and while you eat, he tells you of his army — the Freedom Guild, a rebel band resisting the rule of the Shadakine Empire.

‘Karnali was the last city to fall to Shasarak,’ Sado explains. ‘The spirit of unrest was never truly crushed, and so we fight on in our small way, striking blows against the Wytch-king whenever we may. Our attacks are based in the marshes, for we hope to avoid the retribution of the Warward, Kiro, against our people by making him believe that we come from outside the city. The Shadakine waste much effort patrolling the marsh, seeking to flush us out, and attention is drawn away from the city. Only our fear that the citizens of Karnali would be punished for our actions prevents us from rising up within the city walls. And,’ he shrugs, ‘our numbers are small while the Shadakine maintain a heavy garrison. But what of you?’

A thin man comes and begins to clear away your plates and empty wine goblets. He brushes past you and, to your amazement, attempts to pick your pocket. ‘You, man!’ shouts Sado, ‘What do you think you're doing? Guards, arrest this man.’

He turns and apologizes to you, explaining that the bulk of his army is recruited from the criminal ranks of the city. You explain your quest and the land that you seek. Sado's eyes widen with astonishment. ‘Then the legends are true?’ he gapes. ‘The Shianti still exist!’

You nod. ‘If my quest should finally succeed and I retrieve the Moonstone, the full might of their wisdom and magic will be turned against Shasarak,’ you tell him.

‘How the people would rejoice to know that a Shianti walked among us once more,’ says Sado, ‘though I understand the need for secrecy. Nevertheless,’ he continues, his eyes lighting up, ‘I would ask a boon of you. Tonight, we attempt our most daring stratagem against the corrupt rule of the Shadakine. Stand with us in battle tonight; aid us if you will. With the might of a Shianti Wizard in our ranks, who knows what we could achieve! Help the Freedom Guild, Grey Star, in our struggle to free the people of Karnali.’

He looks, a searching gaze on his face, with an intensity that almost crackles with energy.

If you have the Chaksu Pipes, turn to 101.

If you do not have the Chaksu Pipes, or if you do not wish to use them, turn to 53.

251

Samu engages the first of the guards and you are both surprised at his ability to match Samu's fighting skill, for the guard looks so ill and pale. However, he is a trained soldier and he fights with the preternatural strength of a madman.

You are distracted from Samu's confrontation as the second guard charges at you.

Mad Guard: COMBAT SKILL 20   ENDURANCE 25

If you win the combat, turn to 134.

252

The evening is drawing in. Suddenly, Urik stops and bids you listen. Just off the waterway, you can hear the quiet whimpering of a creature in distress.

If you wish to investigate the sound, turn to 225.

If you prefer to ignore the sound, turn to 249.

253

Jaws clamped together with grim determination, you increase the power of your attack. Your nerves scream and your body protests at the concentration of life-force that you are transmitting through the incandescence of your Staff.

The Kazim light is faltering to a jaundiced glow in the sky. The Shadakine Wytch is weakening.

‘Now I've got you!’ you whisper, hoarsely, clinging to your power with every fibre of your being.

Turn to 286.

254

You pass through the archway and into the main street. Immediately, the gatekeeper rings a cracked bell and hurries down the stairs of his guardroom to charge at you in a raging fury. He wields his broken sword with little skill but he seems possessed of unnatural strength and savagery.

If you choose to fight, you must fight the Gatekeeper to the death.

Gatekeeper: COMBAT SKILL 10   ENDURANCE 28

If you wish to avoid the combat completely, turn to 92.

If you win the combat, turn to 158.

255

A missile whistles past your shoulder and embeds itself in the throat of the deadly Scree Wyrm. It is a razor-edged boomerang — Urik's weapon. The Scree Wyrm convulses violently, hurling Hugi to the ground close by your feet. The little Kundi man waits patiently for the creature's death-throes to cease before daring to retrieve his weapon. With a swift tug, he wrenches it free and kicks the lifeless carcass into the crevice from which it emerged.

Turn to 85.

256

The creature floats towards you across the Belzar River, its tattered robe shimmering with a silvery light. You can see the dim outline of an eyeless face locked in torment.

You send your thoughts racing out to the Elemental Plane in a desperate plea for help but the Elementals do not answer your plea, for this is a Deathgaunt, one of the undead raised by the Wytch-king Shasarak, and against it the Elemental powers cannot prevail. The use of this Magical Power has cost you 2 WILLPOWER points.

Turn to 169.

257

You soon realize that Urik's eccentric, shambling gait is not due to senility, but is one that he has adapted to suit his environment: his bow legs, the rolling rhythm of his stride, and his long tail enable him to trot along the narrowest of branches with ease. Meanwhile, you are left tottering along, your back bent in a curious balancing act, and your eyes averted from the ground, far below.

By mid-morning, you have reached the edge of the rain forest of the Azanam and are overlooking the Azagad Gorge. Far below, you can make out the sharp pinnacles of rock known as the ‘Dragon's Teeth’ which cover the canyon floor. It was through this gorge that you came in search of the Azanam, and the lost Kundi tribe. There it was that your friend and guide, Shan Li the merchant, died so terribly, devoured by poisonous Quoku, the flying amphibians that inhabit the desolate land. Your silent reverie is interrupted by the sound of Urik calling to you from above. ‘Azagad hold sad memories for Grey Star?’ he enquires sympathetically. You nod your head, not thinking to ask how he knew what was on your mind. ‘No time for sorrow now … time fly! Catch.’ He throws you a length of vine cut from the tree on which he stands. You take up the creeper and look at it in puzzlement. ‘Make yourself a harness and tie it on — good and tight,’ he orders. You do as he suggests and before you can question his purpose, he produces a carved flute. He places it to his lips and begins to play a strange melody quite unlike any music you have ever heard before.

The music lasts for some time. Eventually, Urik puts down his pipe and looks expectantly at the sky. ‘What now?’ you ask, a hint of cynicism in your voice.

‘Look … see!’ he replies. Far away you can see a tiny speck on the skyline. ‘Ooslo bird … love Kundi music.’ The dark speck grows larger and soon you are able to make out the awkward, disproportionate shape of an Ooslo bird. Long-necked and small bodied, the bird's great wings flap without rhythm or grace. It is a strange creature.

Illustration XVI—You make out the awkward shape of an Ooslo bird, a strange creature.

As the bird draws nearer, Urik takes up his pipe once more and plays. Eventually, the bird settles on a nearby branch, craning its neck and twisting its head, an expression of rapt fascination in its big, saucer-like eyes. Urik ties the other end of the vine into a lasso. He stops playing and, with amazing accuracy, throws the lasso over the Ooslo's head. As the loop of the vine falls and tightens around the bird's neck, it gives a squawk of alarm. Only now does the nature of Urik's plan to ‘cover many miles in just one day’ dawn on you.

Suddenly, you are dragged up into the air by the Ooslo bird. Urik gives an excited whoop of delight, leaping into the air and grabbing at your legs, dangling there as the bird flies higher. ‘What do we do now?’ you shout, swinging wildly in the air, the old Kundi man clinging to your legs and grinning maniacally.

‘Ooslo bird fly home now … back to Gurlu Marshes. Ooslo — strong flier. Take us far … and good fun, eh?’ The Ooslo bird squawks loudly and Urik hoots back with a howl of wild laughter.

Despite the discomfort of the vine that chafes under your arms and the dizzying heights of your aerial journey away from the Azanam, you finally admit to yourself that Urik's dangerous and eccentric plan has saved you many miles of walking and perhaps days of wandering. Far below, the landscape rushes by and by late afternoon the scenery has completely changed. Ahead lie the marshy wastes of the Gurlu swamplands, the nesting place of the Ooslo bird.

The Ooslo bird begins to fly lower, its voluminous wings flapping erratically as it checks its speed. You are wondering how you are to land safely when Urik shouts up to you. He is pointing ahead. ‘Big trouble. Hunters,’ he says. Sure enough, you can see a party of men armed with crossbows. With horror, you recognize the party to be comprised of Shadakine warriors, soldier slaves of the Wytch-king, Shasarak. It is evident that you have been spotted, as the warriors are running this way and that, shouting and busily priming their weapons. The ground speeds by over twenty feet below.

If you wish to untie the vine and risk the fall, turn to 78.

If you prefer to attack the party of hunters with your Wizard's Staff, turn to 188.

If you possess the Power of Sorcery and prefer to create a magical shield about yourself, turn to 278.

258

Before you are able to fire your Wizard's Staff, you must drop your Shield of Sorcery. Taking careful aim, you hurl the might of your Staff at the Eijalfish. Immediately, a sheet of flame blankets the water of the lake, throwing the charred body of the Eijalfish into the air atop a great waterspout. Radiant droplets of fire and water are flung in all directions across the boiling lake. The use of your Staff has cost you 2 WILLPOWER points.

‘Time to go?’ asks Urik.

If you wish to swim away, turn to 74.

If you prefer to recall your Shield of Sorcery, turn to 263.

259

At the sight of your Wizard's Staff and in the light of the damage it has inflicted on their fellows the wildmen rise up in fear and make a run for the door.

If you wish to stop them from leaving by attacking them, turn to 176.

If you wish to conserve your energy and let them go, turn to 77.

260

The wretches break down the door. Many fall dead before they are able to reach you; however, the overwhelming press of numbers is too much, even for the might of the Wizard's Staff. You are taken prisoner and kept in a dark room for many days before you are killed by the wretches of the Forbidden City.

You have failed in your quest.

261

‘Fire!’ you shout in the language of the Elementals. Suddenly the lake erupts into one gigantic fireball that engulfs both you and Urik in searing flame.

Your life and your mission have come to a fatal end here.

262

Staff raised above your head, you wait for your chance to strike. Samu's defence against the Scree Wyrm is a dizzying blur of sword strokes. The Wyrm's attack weakens and, as it does, you strike out with the might of your Staff. A bolt of power shudders through the fearful creature as its body tenses before flopping lifelessly to the ground.17 Disdainfully, Samu gives the carcass a kick and the creature disappears through one of the pot-holes that litter the desolate plain.

Turn to 85.

[17] As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

263

You begin to call up your Shield of Sorcery as before. Then suddenly you realize the reason for the movement amongst the Shadakine. The realization comes too late: a crossbow bolt thuds into your back, fired by a soldier who has crept behind you. With a shout of pain you fall, face forwards, into the water of the lake.

Your life and your quest end here.

264

You point the Rod at the Kleasá and its yellow beam of light strikes its body. You watch as the light is absorbed by the darkness of the creature; the Black Rod begins to feel warm.

If you wish to stop your attack, turn to 229.

If you wish to continue with your attack, turn to 193.

265

You are alerted by the cries of your companions. The Deathgaunt has returned! It ignores the efforts of the company to block its advance and speeds towards you.

If you have the Magical Power of Evocation and wish to use it, turn to 80.

If you do not have this Power, or if you do not wish to use it, turn to 171.

266

With your Magical Power of Sorcery, you are able to free the giant's mind of the control that the slavemaster has over him. At the cost of 1 WILLPOWER point, you extinguish the light of the jewel around his neck. It is a Mind Gem and, with the fading of its power, the giant returns to true consciousness. As he does, he turns and deals the slavemaster a killing blow. In turn, you raise your Staff and shear through the master link that holds the other slaves in chains. With a cheer, they break away from the battle.

If you wish to take the Mind Gem from the slavemaster's dead body, mark it as a Special Item on your Action Chart. The Mind Gem is worn around your neck. The giant offers you his thanks before turning to charge into the battle. You follow close behind.

Turn to 276.

267

You climb the steeply sloping passage. An hour passes and Urik begins to sniff the air. ‘Shadow Gate drawing near,’ he says. You increase your pace to match the quickening beat of your heart. At last, the passage opens on to a small, circular cavern: exits lead north, east, and west.

If you wish to take the passage leading north, turn to 23.

If you wish to take the passage leading west, turn to 37.

If you wish to take the passage leading east, turn to 46.

If you possess the Magical Power of Prophecy and wish to use it, turn to 64.

268

You decide to conserve your WILLPOWER in case you are required to face greater perils in the future. Now pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 44.

If the number you have picked is 7 or higher, turn to 118.

269

You can see the dim outline of an eyeless, tormented face. The shimmering, silvery creature is a Deathgaunt, an undead spirit freed by Shasarak, the Wytch-king, to roam the world of the living.

You attempt to cast the illusion of a warrior moving to attack it but the Deathgaunt is not fooled. It passes through the illusion and dispels it. The use of this Magical Power has cost you 2 WILLPOWER points.

Turn to 169.

270

He throws open the door and you slip inside. Panting, Urik slams the door shut behind him. Within moments it seems that the whole of the mad court of the king is hammering on the door. You survey the interior of the room with dismay for there is no other exit. Samu is trying to keep the baying crowd from forcing the door but even his great strength cannot hold it shut for long.

‘There must be another way out,’ says Hugi, calmly, as if he has all the time in the world. He begins to run his hands along the walls of the small room, knocking with his knuckle against the smooth stone. Then he hears a hollow tone. ‘Here!’ he exclaims.

A wooden panel falls away in Hugi's hand to reveal the latch of a hidden door. It is locked but Hugi produces a wallet full of small knives and pieces of wire and selects a length of fine copper with which to pick the lock. ‘Hurry!’ says Samu. ‘This door will not hold.’

Skilfully, Hugi opens the door to reveal a passage leading downwards. You run down into its darkness, little knowing what lies ahead.

Turn to 168.

271

No sooner have you slain the Magdi than the second hound comes charging towards you. Without hesitation, you turn and run, the Magdi in hot pursuit.

Turn to 185.

272

‘There!’ says Urik, pointing. Beneath the opalescent light you see a great pool of darkness.

‘Where?’ you say. ‘I see only a dark … ’ You stop abruptly in the middle of your sentence as a vast, looming shadow ripples and takes shape. Standing guard over the site of the Shadow Gate is a creature of shadow — a Kleasá, sent by Shasarak to thwart your final attempt to step through the door and into the Daziarn plane. These servants of evil feed on the energy of human souls, draining their being like a vampire drinking of life's blood.

Cowering within the black light of the Kleasá, you see Tanith — tormented prisoner of Shasarak and victim of the Kleasá.

If you wish to fire a blast from your Staff at the creature, turn to 113.

If you have the Magical Power of Sorcery and wish to use it, turn to 122.

If you have the Magical Power of Sorcery and the Mind Gem, and wish to use them both against the Kleasá, turn to 143.

If you wish to use the Black Rod, turn to 229.

273

The slithering Scree Wyrm snakes towards you, the bones of its opaque body clacking as they pass through the cinders and dust of the valley. You raise your Wizard's Staff and prepare for combat.

Scree Wyrm: COMBAT SKILL 18   ENDURANCE 22

If you win the combat in 3 rounds or less, turn to 85.

If the fight lasts for more than 3 rounds, do not continue with the combat but turn immediately to 182.

274

Taking careful aim, you hurl the might of your Wizard's Staff at the Eijalfish. A sheet of flame blankets the water of the lake, throwing the charred body of the Eijalfish high into the air atop a great waterspout. Radiant droplets of fire and water are flung in all directions across the boiling lake. The distant cries of the Shadakine warn you that they have seen the conflagration and now know your position. The use of your Staff has cost you 2 WILLPOWER points.

If you wish to use this chance to swim away, turn to 74.

If you wish to wait and do battle with the Shadakine, turn to 180.

275

The following day, you, Urik, and the fighters of the Freedom Guild are ensconced in the tall grass at the edge of the marsh. In the distance gleams the city of Karnali overlooking the Suhni and Belzar Rivers. Along the Great Suhn Road that leads east away from Karnali, you see a long line of men, women, and children: slaves of the Shadakine. Warriors walk up and down the line, brandishing flails with needless ferocity. Suddenly, the charge is sounded and a wave of men pours out of the brush and runs towards the column of slaves.

Illustration XVII—Suddenly, the charge is sounded and the fighters of the Freedom Guild fall upon the slave train.

The Shadakine guards fall into defensive positions along the road, but the stealth of the ambush outmanoeuvres them and they have no time to deploy effectively. ‘Shall we?’ you ask Urik. He grins broadly and gives vent to a bellowing yell before shambling out of the brush towards the fray as fast as his old bones will allow. You follow behind.

Turn to 144.

276

The battle is nearly won. Able to avoid killing the slaves, the veiled soldiers overwhelm the Shadakine slave guards. As the last cries of battle fade away, the few surviving Shadakine attempt to flee: to a man they are cut down without mercy.

One of the masked attackers approaches you. ‘Stranger,’ he says, ‘our leader, Sado of the Long Knife, wishes to speak to you.’ You follow the soldier and arrive before Sado of the Long Knife. He has put aside his veil to reveal a lean, haggard face and eyes of piercing blue.

‘My thanks,’ says Sado with a polite bow. ‘Your timely arrival was most welcome. We return now to the marshes; the attack will not have gone unnoticed and we must move swiftly to avoid the retribution of the Shadakine of Karnali. Will you accompany us?’

You and Urik walk beside Sado as his small army of a hundred men move into the cover of the marshes.

Turn to 250.

277

The abruptness of Samu's fall drags you forward with a jolt. At the same time the Rope is pulled from Hugi and Urik's grasp.

The Rope is still tied around your waist but, already weakened by the rigours of your adventure, you lack the strength to hold Samu's bulk and you too are dragged into the fast running waters of the Belzar River. The current and the poisonous black waters swiftly overwhelm you.

Your life and your quest end here.

278

You shape the force of your will, building a shimmering Shield of Sorcery around yourself at the cost of 2 WILLPOWER points. This will only serve as protection for yourself.

If you wish to expend further WILLPOWER points and extend your Shield to protect Urik, turn to 160.

If you wish also to include the Ooslo bird behind your Shield, at a still greater cost of WILLPOWER points, turn to 192.

If you wish to conserve your WILLPOWER points, turn to 268.

279

You draw on the energy of the Astral Plane and focus it upon the door.

If you wish to use 2 WILLPOWER points in your attempt to open the door, turn to 288.

If you wish to use 3 WILLPOWER points in your attempt, turn to 237.

If you wish to use 4 WILLPOWER points in your attempt, turn to 215.

280

With a tremendous effort, you endure the rigours of the mental duel for over an hour but eventually you succumb to the power of the stone. You sink into a dark well of insanity. The Kazim Stone breaks your spirit and your will to live and finally the tiny conscious part of your being still remaining lets go and your heart forgets to beat.

Your life and your quest end here.

281

You concentrate your mind on the events of the near future at a cost of 1 WILLPOWER point. If you do not accept the king's offer, he will have you killed. Your vision extends no further than this.

Turn to 108.

282

The Special Item that you hold in your hand is a Mind Gem. The magical jewel holds the mind of the giant under its malign control. With a small exertion of your will, you snuff out the Mind Gem's light. Awareness floods back into the giant's mind as he recovers control of his own mind. ‘My thanks,’ he bellows. If you wish to keep the Mind Gem, you may wear it round your neck.

You raise your Staff and, at the cost of 1 WILLPOWER point, use it to shear through the master link that holds the Shadakine slaves in chains. They give a cheer and break away from the battle in great numbers.

Turn to 276.

283

You turn and run, plunging into the cover of the dense undergrowth. With a gasp of pain, you suddenly pitch forward, landing face downwards in the muck of the swamp with a crossbow bolt protruding from your shoulder. You lose 3 ENDURANCE points. With a groan, you attempt to rise to your feet but Urik urges you to remain where you are. The shouts and movements of the Shadakine tell you that they are very close.

If you wish to get to your feet and continue with your escape, turn to 98.

If you wish to follow Urik's advice, turn to 151.

284

You descend the stairway with as much dignity as you can muster. The dancers continue as if your appearance were the most natural thing in the world. The old man gets to his feet and waves a regal hand.

‘Welcome friends. Welcome!’ he says. ‘Your arrival is most timely. The banquet is about to begin. Pray tell me your names.’ His mad, red-rimmed eyes glint dangerously.

If you wish to continue with your bluff, turn to 76.

If you wish to make a run for it, turn to 296.

285

A great gust of wind blows down the shaft towards the flame but the fire does not flicker. Suddenly, you realize that the wall of fire is an illusion. The use of this Power has cost you 2 WILLPOWER points.

Turn to 240.

286

Beads of perspiration form on your forehead and your whole body trembles with the strain of sustaining your attack. Your senses whirl and you feel as if you are going to black out. ‘Now!’ you shout to Sado. ‘Charge your men … now!’ you repeat through clenched teeth.

Instantly, Sado gives the command and his small heroic army charges forward with blood-curdling cries. The light above the Shadakine warriors is abruptly snuffed out and the Shadakine quail with fear.

If your current WILLPOWER total is 12 or higher, turn to 48.

If your current WILLPOWER total is 11 or lower, turn to 189.

287

‘Sado, I am sorry but I must refuse. My quest demands it.’

A look of fury passes momentarily over Sado's face. ‘Very well,’ he answers sadly. ‘Then I will ensure your safe conduct from the city to aid you on your quest.’

A small escort of soldiers in disguise leads you and Urik through the city streets. Suddenly, you notice that you are passing the stone fortress of the Shadakine — you have been duped by Sado; he has gone ahead with his plan. A huge mob of Karnalese civilians armed with sticks and stones charges towards the fortress, and you are trapped between the enraged mob and the Shadakine who are leaving the fortress to counterattack. Urik curses as you turn to face the Shadakine.18

If you have the Chaksu Pipes and wish to use them, turn to 3.

If you have the Power of Enchantment and wish to conceal your appearance, turn to 203.

If you have the Magical Power of Elementalism and wish to use it, turn to 21.

If you wish to release a long-range attack at the advancing Shadakine, turn to 303.

[18] You may be forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

288

You hurl the force of your will against the door. The rock trembles and a crackle of energy snakes across its surface, but to no avail. The door is held by a force far greater than your own.

If you have the Magical Power of Psychomancy and wish to use it, turn to 170.

If you have the Magical Power of Prophecy and wish to use it, turn to 224.

If you do not possess either of these skills, or if you do not wish to use them, turn to 242.

289

Beset by perils and magic, the Shadakine line breaks in fear and confusion. Sado of the Long Knife gives the command and his brave army surges forward with a victorious cry to storm the fortress. The use of the Power of Enchantment has cost you 2 WILLPOWER points.

Turn to 48.

290

You concentrate hard, sending your thought to the Elemental Plane of existence. Humanoid representatives of the four Elements of Earth, Air, Wind, and Water appear before you and you must choose which one you wish to aid you.

If you choose Air, turn to 47.

If you choose Fire, turn to 36.

If you choose Earth, turn to 58.

If you choose Water, turn to 69.

291

It is dawn and you are sweating with a fever (lose 2 ENDURANCE points).

You wake your companions and begin your journey without delay, your heart still quaking with fear. Your leaden feet carry you through the fields of dust and the grim monotony of the landscape dampens your spirits. Your companions eye you with concern. When you stumble and fall with weariness, they lift you to your feet and you are comforted a little.

Suddenly Hugi gives a cry of alarm and you spin round. You gasp with fear as you see three Deathgaunts drifting after you, their arms outstretched in a sinister greeting, as if you were already one of their kind. You hear their evil voices whispering insidiously in your mind. ‘Go no further — only doom awaits you,’ they chant.

If you have the Magical Power of Evocation and wish to use it, turn to 145.

If you prefer to continue, turn to 154.

292

You draw the power of the Astral Plane to the jewel and it begins to glow. However, as you try to impose your will upon the Shadakine, you realize that the Mind Gem's power can only be brought to bear on one mind at a time. You have used 1 WILLPOWER point in your attempt.

If you wish to attempt to control the mind of the user of the Kazim Stone, turn to 174.

If you have the Magical Power of Enchantment and wish to use it against the Shadakine, turn to 146.

If you wish to challenge the power of the Kazim Stone with your Staff, turn to 234.

293

You reach out to the Elemental Plane and ask for the help of the Elementals. Representatives of the four Elements appear before you and you must choose which one you wish to help you.

If you wish to be aided by the Element of Air, turn to 285.

If you wish to be aided by the Element of Earth, turn to 187.

If you wish to be aided by the Element of Water, turn to 240.

If you wish to be aided by the Element of Fire, turn to 43.

294

With your heart pounding you scamper across the bridge; a slight tremor runs through the stone. ‘I think it's starting to go!’ you shout across to Samu.

Gingerly, he starts to cross but as he reaches the middle of the bridge, the stone cracks and, abruptly, Samu disappears from view. You rush to the edge of the collapsing bridge and look down into the water. Briefly, you see a pair of flailing arms as Samu struggles valiantly against the fast current, and then he is gone. The bridge continues to crumble but, unheeding, you stare at the black water, your eyes blurred with tears.

‘Grey Star!’ Urik shouts. ‘Come away … the bridge!’ Heedless of its fragile state, you walk slowly from the bridge, too numb to speak. Without looking back, the three of you walk towards the gate of the Forbidden City in silence.

Turn to 124.

295

As the creature draws nearer, hurriedly you scratch a pentacle into the dusty ground with the tip of your Staff. The shining being is a Deathgaunt, an undead spirit raised by Shasarak to roam the realm of the living. As you begin to chant the warding words of Evocation, the creature hesitates, and then stops, hanging as if suspended just above the ground. The use of this Magical Power has cost you 3 WILLPOWER points.

Turn to 72.

296

The elegance of the mime is interrupted by the clatter of your feet and shout of the king, who stares at you, furiously. ‘Stop them!’ he cries.

The mad guardsmen of the insane king's court charge you, with a mass of raving courtiers at their back.

Turn to 251.

297

Taking a deep breath, you plunge into the water. Urik follows directly after. Hampered by your Staff and Backpack you make slow progress and soon your lungs feel ready to burst but you cannot surface for air. You must discard your Backpack to avoid drowning. (Remember to cross this item and all its contents from your Action Chart.)

Freed of the encumbrance of your Backpack, you kick out and soon reach the edge of the lake. You break the surface, gulping at the air as you scramble away from the flame. As you cross from the water to the land, you suffer mild burns on the exposed flesh of your hands (lose 1 ENDURANCE point).

Injured and exhausted, you throw yourself into the haven of tall marsh grass. Urik staggers to your side, water cascading from his sodden clothes. You lie still for a while to regain your breath; then suddenly a chilling howl freezes your blood. Urik cocks his head to one side, and then wearily clambers to his feet. ‘They have hunting dogs,’ he says, urgently. ‘One … maybe two terrible Magdi Hounds.’ He points to a shallow waterway that disappears through the tall grass like a trail. ‘We move now — slow and silent. Keep to water. Hide scent. Come.’

You both creep away, stepping tentatively along the channel between the reeds as a knot of fear rises in your stomach.

Turn to 25.

298

It is a sleep that gives you no rest. Through a dark haze, the ghastly figure of Shasarak appears. ‘And still you persist — fool!’ he spits. ‘I see that my friends were unable to make you see the error of your ways,’ he says, scornfully. ‘Perhaps this will better persuade you.’

Illustration XVIII—Through a dark haze the ghastly figure of Shasarak appears.

With a gesture of his ruined hand, he shows you the vision of a young girl, sobbing, surrounded by a pool of darkness. With a dull ache in your heart you recognize the girl. It is Tanith, the Wytch girl who helped you escape from a Shadakine prison in the Port of Suhn and finally leapt to her death to save you. Now, trapped upon another plane, she weeps alone, her eyes wild with fear. ‘Tanith!’ you call into the void of your dream.

Shasarak laughs, savagely. ‘She cannot hear you, Wizard. No one can hear her now. She is mine to torment as and when I wish. And my imagination knows no limit in the matter of torment — in that field I rule supreme.’ The Wytch-king begins to laugh with malicious glee, relishing Tanith's plight and your misery at witnessing it. ‘Turn aside, Grey Star, or she is lost.’ With the howl of Shasarak's mocking laughter ringing in your ears, you wake with a start. You have lost 1 ENDURANCE point and 1 WILLPOWER point during the night.

In the grey light of dawn you trudge towards the Forbidden City, your companions walking silently by your side. Soon, you are able to see the outline of the city in the distance. A few more hours and you will be standing before its gates. There is only one solution to the sinking of your heart and the mounting ache that racks your mind: you must complete your quest.

Turn to 52.

299

You take out one of the huge leaves and unfold it. Before going to sleep, you soak the leaf in the river and place it on the dying embers of the fire. The smoke of the Azawood leaf should, hopefully, prevent the Deathgaunt from approaching. You have used one Azawood leaf. Adjust your Action Chart accordingly.19

The pungent aroma of the Azawood leaf fills your nostrils as you sink into a deep sleep.

Turn to 66.

[19] If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.

300

You enter the throne room once more and see Hugi, scratching around in the dark, searching the chamber and examining the walls. He turns with a startled look and regards you with a guilty expression.

‘Still looking for treasure?’ you say.

He smiles nervously and shrugs. ‘I thought there might be another way out of here,’ he says.

‘Thief is good liar,’ says Urik, nodding to himself.

Turn to 38.

301

You burst into the crumbling house and Hugi slams the door shut. The room is full of cobwebs and shadows. As your eyes adjust to the light, you see a huddle of ragged people gnawing on a large bone. They look at you with starving eyes and the largest gets up and charges at you with an animal yell.

Wildman: COMBAT SKILL 14   ENDURANCE 20

If you win the combat, turn to 259.

302

You walk along the dark passage and enter the throne room once more. Hugi is there, searching the chamber and testing the walls by knocking them. He turns with a startled expression and looks at you, guiltily.

‘Still looking for treasure?’ you say. He smiles nervously and shrugs.

‘I thought there might be another way out of the palace,’ he says.

Turn to 38.

303

As the line of Shadakine warriors charge towards you, one of them, a burly spearman, charges straight at you with a blood-curdling scream. You raise your Staff and attack.

Turn to 159.

304

You turn to Samu. ‘Guard this entrance,’ you say to him, ‘I'm going down.’ Gingerly, you lower yourself into a hole and begin to clamber down. Halfway down the pot-hole, you slip and fall to the bottom, slightly injuring your leg, though you are still able to walk on it. You lose 1 ENDURANCE point.

Urik follows you down. After a life spent among the tree tops, he has no difficulty with the climb. You are both standing in the midst of a honeycombed labyrinth of stone. The light of the full moon streams through the holes in the surface of the plain and the maze is bright with translucent light.

Urik sniffs the air and points. ‘Follow me.’ With tension mounting in your heart, you prepare to meet your goal.

Turn to 272.

305

The Special Item that you hold in your hand is a Mind Gem. As the light of the jewel fades, Samu, the giant slave, shakes his head and then looks at you, a spark of intelligence in his eyes as he recovers the control of his mind.

‘My thanks,’ he says with a bow.

With one mighty blow, Samu shatters the master link that holds the Shadakine slaves in chains. They give a cheer and break away from the battle.

If you wish to keep the Mind Gem, you may wear it around your neck.

Now turn to 276.

306

You leave the banqueting room and walk down the passage to enter the throne room once more. Hugi is there, searching and scratching around the dark chamber. As you walk into the room he turns with a startled expression on his face. ‘Ah, there you are!’ he says guiltily, with a nervous laugh.

‘Still looking for treasure eh, thief?’ says Samu with a grim look.

Hugi shrugs sheepishly by way of apology.

‘I thought there might be another way out of here,’ he says.

Turn to 38.

307

You cause the tip of your Staff to emit a dim glow that illuminates the interior of your prison. You are in a large, low-ceilinged chamber, littered with shards of fallen masonry. Urik and Hugi lie in a far corner. They both remain silent. What use are words now? (The cost of creating a light from your Staff has been 1 WILLPOWER point.)

You curse your bad luck. You are sure that some wizardry is required to free you from this prison, but you are weak and still have to reach Desolation Valley. It is sure to hold other dangers for you. You are suddenly distracted from this moody introspection by the sound of shouting voices, and the noise of a struggle coming from above. Suddenly, the door of the chamber is thrown open. Looking down on you is the figure of Samu, smiling broadly, sword in hand. ‘How?’ you cry in disbelief.

‘The river carried me downstream before I was able to resist its current,’ says Samu. ‘I've been looking for you everywhere. Luckily for you, I was nearby when the wretches of this city caught you. I saw them bring you to this crypt. Wait a moment.’ Swiftly, he turns and slashes at a wretch who is trying to drag him away from the door. He swats his assailant like a fly then turns to face you once more. ‘Come, we must hurry.’

Illustration XIX—Samu turns and slashes at the wretches who try to drag him from the door.

He pulls each of you out in turn, and stops to deliver a kick at two wretches blocking a doorway that leads from the crypt. ‘This way,’ he says, indicating a narrow passage that leads upwards. ‘These creatures seem reluctant to travel this passage. They will not follow, I think.’

You run down the passage as fast as you can with Samu protecting the rear. At the end of the passage is a heavy door. Urik swings it open and you all dash through.

Turn to 26.

308

As the last of the Wretches falls to the ground, you hear the angry roar of a mob that has formed outside. Desperately, you look around the room and try to find another exit.

Turn to 246.

309

You call out to the Element of Earth in the strange language of the Elemental Plane. As the fire around you burns brighter, the exposed flesh on your face and hands suffers minor burns; lose 2 ENDURANCE points. Then, looming like a giant shadow in the fire, the huge form of an Earth Demon storms towards you. It is impervious to the flames and quickly it reaches towards you with huge, gnarled hands, sweeping you both up into a protective embrace. You can smell the damp scent of freshly turned soil as it holds you close. ‘Where?’ it asks impassively.

Earth Elementals are noted for their stupidity but when you point to the far edge of the bank, it begins to stride forward deliberately. Its vast bulk shields you from the burning lake and it sets you down safely among the chest-high marsh grass. Wordlessly, it turns away, slowly melting back into the ground until it is gone.

A shallow waterway leads out of the marsh grass, cutting through it like a path. Suddenly, a terrible sound rends the air, a howling that holds your spine in an icy grip. The Shadakine have hunting dogs — the ferocious Magdi Hounds.

Turn to 25.

310

Despite the soullessness of the being, the Kleasá emits a great howling yell of triumph and expands like a great black cloud of terror. With the Black Rod in its possession it is freed from the mastery of Shasarak — free to roam the universe at will.

Illustration XX—The Kleasá emits a great howling yell of triumph.

As the Kleasá soars up into the air, its shape extended like a great bat's wing, the Shadow Gate truly appears before you: a great, grey arch, a window to other worlds filled with formless mists and nightmare glimpses. Tanith stands before you on the other side of the threshold and, without hesitation, you step through.

Your further journeys in the Daziarn plane will be chronicled in book three of the Grey Star series, entitled:

Beyond the Nightmare Gate

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

The Shadakine Empire

Action Chart

Combat Rules Summary

1. Calculate your COMBAT SKILL based on the weapon that you are using.

2. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.

3. If using your Wizard's Staff, note the number of WILLPOWER points you wish to expend.

4. Pick a number from the Random Number Table.

5. Turn to the Combat Results Table.

6. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GS indicates loss of ENDURANCE points to Grey Star.)

7. Multiply the enemy's lost ENDURANCE points by the number of WILLPOWER points used.

8. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0 or below.

To Evade Combat

1. You may only evade combat 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 Grey Star loses ENDURANCE points.

3. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.

Combat Results Table

Random Number Table

Errata

Introduction

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

Errata List

(Title Page) Replaced ‘THE FORBIDDEN CITY’ with ‘The Forbidden City’. Replaced ‘Kleasa’ with ‘Kleasá’. Replaced ‘magical powers’ with ‘Magical Powers’. Replaced ‘THE WORLD OF LONE WOLF’ with ‘The World of Lone Wolf’. Replaced ‘magic and’ with ‘magic, and’.

(Of the Coming of Grey Star) Replaced ‘wizadry’ with ‘wizardry’. This was fixed in later editions of the book. Replaced ‘new found’ with ‘newfound’. Replaced ‘the Earth’ with ‘Magnamund’. Replaced ‘mists and’ with ‘mists, and’. Replaced ‘forests and’ with ‘forests, and’.

(The Story So Far … ) Added ‘,’ at the end of the first line of the riddle. Replaced ‘section 1’ with ‘Section 1’. Replaced ‘Urik the wise’ with ‘Urik the Wise’.

(The Game Rules) Removed ‘at the front of this book. If you run out of space, you can copy out the chart or have it photocopied’. Removed ‘on the last page of this book’. Replaced ‘adventure and’ with ‘adventure, and’. Replaced each occurrence of ‘eg’ with ‘e.g.’. Replaced ‘GREY STAR THE WIZARD’ with ‘Grey Star the Wizard’. Replaced each occurrence of ‘magical power’ with ‘Magical Power’. Replaced ‘fall to zero’ with ‘fall to zero or below’. Replaced ‘falls to zero’ with ‘falls to zero or below’. Replaced ‘on to’ with ‘onto’. Replaced ‘Action Chart. (eg, if’ with ‘Action Chart. (e.g. if’. Replaced ‘of 14.) When’ with ‘of 14). When’.

(Magical Powers) Replaced each occurrence of ‘ie’ with ‘i.e.’. Replaced each occurrence of ‘eg’ with ‘e.g.’. Replaced ‘quarterstaff yet’ with ‘quarterstaff, yet’. Replaced ‘alchemy’ with ‘Alchemy’. Replaced each occurrence of ‘prophecy’ with ‘Prophecy’. Replaced each occurrence of ‘lesser magicks’ with ‘Lesser Magicks’. Replaced each occurrence of ‘five powers’ with ‘five Powers’. Replaced each occurrence of ‘power’ with ‘Power’, except in the description of the Wizard's Staff. Replaced ‘are, is’ with ‘are is’. Replaced ‘Earth and’ with ‘Earth, and’. Replaced ‘mind or’ with ‘mind, or’. Replaced ‘will be of use’ with ‘may be of use’.

(Equipment) Replaced ‘sulphur’ with ‘Sulphur’. Replaced ‘saltpetre’ with ‘Saltpetre’. Replaced ‘vial’ with ‘Vial’ within the Herb Pouch contents list. Replaced ‘notes but’ with ‘notes, but’. Replaced ‘Shakadine’ with ‘Shadakine’. Replaced ‘Shianti and’ with ‘Shianti, and’. Replaced ‘two weapons’ with ‘two Weapons’.

(Rules for Combat) Removed ‘ on the inside back cover of the book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘the one with the zero score’ with ‘that combatant’. Replaced ‘reduced to zero’ with ‘reduced to zero or below’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘multiply this by’ with ‘multiply the number listed for the enemy by’.

(Sage Advice) Removed ‘ at the front of this book’. Replaced ‘score of zero WILLPOWER points’ with ‘WILLPOWER score of zero or below’. Replaced ‘all, so’ with ‘all; so’. Replaced ‘Grey Star adventures’ with ‘Grey Star adventures’ when referring to the series.

(1) Replaced ‘ ‘ Stand back!’ with ‘ ‘Stand back!’. Replaced ‘rain-water’ with ‘rainwater’. Replaced ‘ahead, You’ with ‘ahead. You’. Replaced ‘see themselves’ with ‘see himself’. Replaced ‘mountains and’ with ‘mountains, and’. Replaced ‘But how,’ with ‘But how?’. Added a period to the end of the illustration's caption. Replaced ‘dance and’ with ‘dance, and’.

(4) Replaced ‘quagmire, it’ with ‘quagmire; it’ in the caption of the illustration. Added a period to the end of the illustration's caption.

(6) Replaced ‘special Item’ with ‘Special Item’.

(7) Replaced ‘elementals’ with ‘Elementals’. Replaced ‘elemental’ with ‘Elemental’. Replaced ‘of the Earth’ with ‘of Earth’.

(11) Replaced ‘battle cry’ with ‘battle-cry’.

(12) Replaced ‘more that’ with ‘more than’. Replaced ‘Power or do’ with ‘Power, or if you do’. Replaced ‘on to’ with ‘onto’.

(14) Replaced ‘presence. hovering’ with ‘presence, hovering’.

(17) Replaced ‘some Azawood leaves’ with ‘an Azawood Leaf or a portion from a Bundle of Azawood Leaves’ as there is confusion over the number of Azawood Leaves a player might be carrying. In Grey Star the Wizard Section 183 you may buy ‘1 Bundle of dried Azawood Leaves (a base constituent that will charm up to 4 magical potions)’ from Madame Tarlas; however, in Section 216 of this book, you may ‘break off three of these leaves and place them in your Herb Pouch’.

(20) Replaced ‘less than 4 rounds’ with ‘4 rounds or less’. Replaced ‘turn to 149’ with ‘do not continue with the combat but turn immediately to 149’.

(21) Replaced ‘Elemental plane’ with ‘Elemental Plane’.

(23) Replaced ‘says. ‘but’ with ‘says, ‘but’. Added a period to the end of the illustration's caption.

(29) Replaced ‘staff's’ with ‘Staff's’.

(31) Added a period to the end of the illustration's caption.

(34) Replaced ‘lake and immediately, the’ with ‘lake, and immediately the’.

(37) Added ‘ with an opening that overlooks a large gorge’ and added an extra paragraph break before the last sentence of the first paragraph, in order to make text make sense.

(39) Replaced ‘consumate’ with ‘consummate’. Replaced ‘appearance, Suddenly’ with ‘appearance. Suddenly’. Replaced ‘frantic cry and’ with ‘frantic cry, and’.

(41) Replaced ‘If, at the cost of 1 WILLPOWER point, you wish to make a light from your Staff’ with ‘If you wish to make a light from your Staff, at the cost of 1 WILLPOWER point’.

(42) Replaced ‘hole on’ with ‘hole in’. Replaced ‘aner and’ with ‘anger, and’.

(43) Replaced ‘this power’ with ‘this Power’.

(44) Replaced ‘Gurlu Swamp’ with ‘Gurlu Marshes’.

(45) Replaced each occurrence of ‘vial’ with ‘Vial’.

(48) Replaced ‘Guild it’ with ‘Guild, it’.

(49) Replaced ‘fortress but’ with ‘fortress, but’. Switched the section numbers given for the two choices, to avoid unreasonable consequences of high ENDURANCE and WILLPOWER scores.

(51) Replaced ‘fail, and have’ with ‘fail, have’. Replaced ‘Sorcery and’ with ‘Sorcery, and’.

(52) Replaced ‘companions;’ with ‘companions:’.

(55) Replaced ‘8 WILLPOWER’ with ‘8 ENDURANCE’. Since there is a question of whether you have survived this section or not, and WILLPOWER loss cannot kill you, ENDURANCE was likely what was intended. Replaced ‘points but’ with ‘points, but’. Replaced ‘warriors the’ with ‘warriors, the’. Replaced ‘Astral plane’ with ‘Astral Plane’.

(58) Replaced ‘tremble.Great’ with ‘tremble. Great’.

(59) Added ‘, and wish to use it’ to the last choice, as there is no reason why it should be mandatory to use an Azawood leaf.

(60) Replaced ‘purpose?’ with ‘purpose!’. Added a period to the end of the illustration's caption.

(61) Replaced ‘turn to 149’ with ‘do not continue with the combat but turn immediately to 149’.

(62) Replaced ‘cry ‘Samu!’ ’ with ‘cry: ‘Samu!’ ’.

(66) Replaced ‘vision. His’ with ‘vision, his’. Replaced ‘long bony claw-like’ with ‘long, bony, claw-like’. Added a period to the end of the illustration's caption.

(67) Replaced ‘continue you’ with ‘continue, you’.

(72) Replaced ‘Wizard's staff’ with ‘Wizard's Staff’. Replaced ‘Black Mountains of Morn’ with ‘black Mountains of Morn’. Replaced ‘some Azawood leaves’ with ‘an Azawood Leaf or a portion from a Bundle of Azawood Leaves’ as there is confusion over the number of Azawood Leaves a player might be carrying. In Grey Star the Wizard Section 183 you may buy ‘1 Bundle of dried Azawood Leaves (a base constituent that will charm up to 4 magical potions)’ from Madame Tarlas; however, in Section 216 of this book, you may ‘break off three of these leaves and place them in your Herb Pouch’.

(73) Replaced ‘Prophecy, and’ with ‘Prophecy and’. Replaced ‘Power or do’ with ‘Power, or if you do’.

(76) Replaced ‘of table’ with ‘of the table’. Added a period to the end of the illustration's caption. Replaced ‘bolt holes’ with ‘bolt-holes’.

(78) Replaced ‘below but’ with ‘below, but’. Added a period to the end of the illustration's caption.

(81) Replaced ‘wait, to’ with ‘wait to’.

(82) Added ‘Due to the magical powers of their maker, Shasarak, the Magdi have a natural resistance to magic and you must subtract 2 from your COMBAT SKILL for the duration of the combat.’ as per Sections 61 and 123.

(83) Replaced ‘immobile as’ with ‘immobile, as’.

(86) Replaced ‘towards the Earth’ with ‘towards the earth’.

(87) Replaced ‘counter-charge’ with ‘countercharge’.

(90) Replaced ‘fire but’ with ‘fire, but’. Replaced ‘a cinder’ with ‘cinders’.

(91) Replaced ‘city fortress’ with ‘city-fortress’.

(95) Replaced ‘and as’ with ‘and, as’. Replaced ‘under water’ with ‘underwater’.

(96) Replaced ‘robe you’ with ‘robe, you’.

(97) Replaced ‘on to’ with ‘onto’.

(102) Replaced ‘Sadly you’ with ‘Sadly, you’.

(103) Added ‘If you possess insufficient WILLPOWER points to use any of these powers, turn to 242.’.

(108) Replaced ‘king.‘Either’ with ‘king. ‘Either’.

(111) Replaced ‘gift, so’ with ‘gift — so’. Replaced ‘the Earth’ with ‘the world’.

(113) Replaced ‘If you wish to attack the Kleasá with the Magical Power of Sorcery’ with ‘If you have the Magical Power of Sorcery and with to use it to attack the Kleasá’ in the first choice. Added ‘ and wish to use them both against the Kleasá,’ in the second choice. Replaced ‘If you have the Black Rod of Shasarak and wish to use it’ with ‘If you wish to use the Black Rod of Shasarak’. Replaced ‘advance, it’ with ‘advance; it’.

(116) Replaced ‘combat turn’ with ‘combat, turn’.

(121) Replaced ‘half light’ with ‘half-light’.

(122) Replaced ‘If you have the Black Rod of Shasarak and wish to use it’ with ‘If you wish to use the Black Rod of Shasarak’.

(124) Replaced ‘forward, you’ with ‘forward. You’. Added a period to the end of the illustration's caption.

(125) Replaced ‘Urik ‘Very’ with ‘Urik. ‘Very’. Added a period to the end of the illustration's caption.

(126) Replaced ‘this power’ with ‘this Power’. Replaced ‘now, time’ with ‘now; time’. Replaced ‘Staff and’ with ‘Staff, and’.

(129) Replaced ‘sleep but’ with ‘sleep, but’.

(131) Replaced ‘this power’ with ‘this Power’.

(132) Replaced ‘however it’ with ‘however, it’.

(133) Replaced ‘farewill’ with ‘farewell’. Replaced ‘BIG’ with ‘big’. Replaced ‘the deadlands’ with ‘ ‘the dead lands’ ’. Replaced ‘all and’ with ‘all, and’. Replaced ‘A Short Sword’ with ‘Short Sword’. Replaced ‘A Backpack’ with ‘Backpack’. Replaced ‘2 potions of Laumspur ’ with ‘2 Potions of Laumspur ’. Replaced ‘swallowing 1 potion’ with ‘swallowing one potion’. Replaced ‘A coil of Rope’ with ‘Coil of Rope’. Replaced each occurrence of ‘Items’ with ‘items’.

(135) Replaced ‘exhausted you’ with ‘exhausted, you’.

(140) Replaced ‘asks’ with ‘asks.’. Replaced ‘out-sized’ with ‘outsized’. Replaced ‘shoulder:’ with ‘shoulder;’. Replaced ‘ears;’ with ‘ears:’. Replaced ‘long range’ with ‘long-range’.

(141) Switched the section numbers given for the two choices, to avoid unreasonable consequences of high ENDURANCE and WILLPOWER scores.

(143) Replaced ‘If you have the Black Rod of Shasarak and wish to use it’ with ‘If you wish to use the Black Rod of Shasarak’. Replaced ‘Astral plane’ with ‘Astral Plane’.

(145) Replaced ‘spell whispering’ with ‘spell, whispering’ in the caption for the illustration. Added a period to the end of the illustration's caption. Replaced ‘some Azawood leaves’ with ‘an Azawood Leaf or a portion from a Bundle of Azawood Leaves’ as there is confusion over the number of Azawood Leaves a player might be carrying. In Grey Star the Wizard Section 183 you may buy ‘1 Bundle of dried Azawood Leaves (a base constituent that will charm up to 4 magical potions)’ from Madame Tarlas; however, in Section 216 of this book, you may ‘break off three of these leaves and place them in your Herb Pouch’.

(146) Replaced ‘7–12’ with ‘6–12’.

(149) Replaced ‘Kiro will’ with ‘Kiro, will’. Replaced ‘eyebow’ with ‘eyebrow’. Replaced ‘trader's city’ with ‘traders' city’.

(151) Replaced ‘and as’ with ‘and, as’. Replaced ‘you, then’ with ‘you, and then’.

(153) Made the choice leading to Section 27 its own paragraph to better fit our format for the choices.

(157) Replaced ‘the air,’ with ‘the air.’. Replaced ‘say, ‘feed’ with ‘say. ‘Feed’.

(158) Replaced ‘women and’ with ‘women, and’.

(159) Replaced ‘The mob surge forward’ with ‘The mob surges forward’.

(163) Replaced ‘swordman’ with ‘swordsman’.

(165) Replaced ‘this power’ with ‘this Power’.

(168) Replaced ‘magical Power’ with ‘Magical Power’.

(170) Removed ‘ that lies within the chest’. Replaced ‘If you wish to take the Black Rod and use it to open the magic-locked door’ with ‘If you wish to use the Black Rod to open the magic-locked door’.

(171) Replaced ‘your Current’ with ‘your current’.

(173) Replaced ‘backpack’ with ‘Backpack’. Replaced ‘one Item’ with ‘one item’. Replaced ‘berries and’ with ‘berries, and’.

(174) Replaced ‘Magical power’ with ‘Magical Power’. Replaced ‘Astral plane’ with ‘Astral Plane’.

(175) Replaced ‘Prophecy, and’ with ‘Prophecy and’.

(180) Added ‘possess the Magical Power of Sorcery and ’ to the second choice.

(182) Added a period to the end of the illustration's caption.

(184) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.

(185) Replaced ‘out-run’ with ‘outrun’.

(186) Replaced ‘closely, After’ with ‘closely. After’.

(189) Replaced ‘right? he’ with ‘right?’ he’.

(191) Replaced ‘on to’ with ‘onto’.

(192) Replaced ‘Shield of sorcery’ with ‘Shield of Sorcery’.

(194) Replaced ‘guagmire’ with ‘quagmire’. Replaced each occurrence of ‘north-west’ with ‘northwest’. Replaced ‘Gurlu Marsh’ with ‘Gurlu Marshes’. Replaced ‘shrubs, further’ with ‘shrubs, and further’.

(196) Replaced ‘giant. turn’ with ‘giant, turn’. Replaced ‘as if it was’ with ‘as if it were’.

(198) Replaced ‘magical Item’ with ‘magical item’. Replaced ‘good and ill-wills’ with ‘good and ill wills’.

(201) Replaced ‘power of Prophecy’ with ‘Power of Prophecy’.

(203) Replaced ‘escort look’ with ‘escort looks’.

(204) Replaced ‘women and’ with ‘women, and’.

(207) Replaced ‘counter-attack’ with ‘counterattack’.

(208) Replaced ‘lie in’ with ‘lies in’.

(210) Replaced ‘Fire and’ with ‘Fire, and’. Replaced each occurrence of ‘Elemental plane’ with ‘Elemental Plane’.

(211) Replaced ‘Masbalé’ with ‘Masbaté’. Replaced ‘Lisson’ with ‘Lissan’. Replaced ‘Shadaki; riven’ with ‘Shadaki, riven’. Replaced ‘nation and’ with ‘nation, and’.

(212) Replaced each occurrence of ‘luneday’ with ‘Luneday’.

(213) Replaced ‘menacingly as’ with ‘menacingly, as’. Replaced ‘tremble, it’ with ‘tremble — it’.

(214) Replaced ‘mountains of Morn’ with ‘Mountains of Morn’. Replaced ‘If you have no more food in your Backpack and want to gather supplies before going any further’ with ‘If you do not have enough food in your Backpack to complete your quest and want to gather supplies before going any further’. Replaced ‘If you have enough food to complete your quest’ with ‘If you have enough food’.

(215) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added ‘If you have the Magical Power of Prophecy and wish to use it, turn to 224.’. Replaced ‘If you do not possess this skill’ with ‘If you do not possess either of these skills, or if you do not wish to use them’.

(216) Replaced ‘six’ with ‘eight’. Replaced ‘257’ with ‘257.’. Replaced each occurrence of ‘Items’ with ‘items’.

(217) Replaced ‘the dead lands’ with ‘ ‘the dead lands’ ’.

(219) Replaced ‘12 to 14’ with ‘12–14’. Added a period to the end of the illustration's caption.

(221) Replaced ‘Urik and’ with ‘Urik, and’.

(222) Replaced ‘high pitched’ with ‘high-pitched’. Replaced ‘Urik and’ with ‘Urik, and’.

(225) Replaced ‘Toa-tree’ with ‘toa tree’. Added a period to the end of the illustration's caption.

(226) Replaced ‘Then suddenly a’ with ‘Then, suddenly, a’. Replaced ‘you broad’ with ‘you a broad’. Replaced ‘precision, causes’ with ‘precision causes’.

(227) Replaced ‘Astral plane’ with ‘Astral Plane’.

(229) Replaced ‘step back, such is’ with ‘step back: such is’. Replaced ‘Kleasá, using’ with ‘Kleasá using’.

(230) Replaced each occurrence of ‘your power’ with ‘your Power’. Replaced ‘Fire and’ with ‘Fire, and’. Replaced ‘Elemental plane’ with ‘Elemental Plane’.

(231) Replaced ‘side step’ with ‘sidestep’. Replaced ‘rags jumps’ with ‘rags, jumps’.

(233) Replaced ‘on to’ with ‘onto’.

(234) Changed the third choice which led to Section 289 to lead to Section 146 instead. This section fits better in the context of the story as it goes into particulars about how Enchantment is actually used.

(235) Replaced ‘Waist deep’ with ‘Waist-deep’. Replaced ‘out-sized’ with ‘outsized’. Replaced ‘wizard's Staff’ with ‘Wizard's Staff’.

(237) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added ‘If you have the Magical Power of Prophecy and wish to use it, turn to 224.’. Replaced ‘If you do not possess this skill’ with ‘If you do not possess either of these skills, or if you do not wish to use them’.

(242) Replaced ‘shake, it’ with ‘shake; it’.

(247) Replaced ‘purple, he’ with ‘purple; he’. Made Urik's quote from The Way of the Shianti a separate paragraph. Added a period to the end of the illustration's caption.

(249) Replaced ‘Toa tree’ with ‘toa tree’. Replaced ‘of the Earth’ with ‘of Magnamund’.

(250) Replaced ‘Kiro against’ with ‘Kiro, against’. Replaced ‘battle tonight, aid’ with ‘battle tonight; aid’. Replaced ‘or do’ with ‘or if you do’.

(253) Replaced ‘life force’ with ‘life-force’. Replaced ‘staff’ with ‘Staff’. Replaced ‘that your are’ with ‘that you are’.

(254) Replaced ‘fight you’ with ‘fight, you’. Replaced ‘completely turn’ with ‘completely, turn’.

(255) Replaced ‘Scree Wrym’ with ‘Scree Wyrm’. Replaced ‘death throes’ with ‘death-throes’.

(256) Replaced ‘Shazarak’ with ‘Shasarak’. Replaced ‘Elemental plane’ with ‘Elemental Plane’.

(257) Replaced ‘day’, dawn’ with ‘day’ dawn’. Replaced ‘tail, enable’ with ‘tail enable’. Replaced ‘by a poisonous’ with ‘by poisonous’. Replaced ‘end of vine’ with ‘end of the vine’. Added a period to the end of the illustration's caption. Replaced ‘Gurlu Swamplands’ with ‘Gurlu swamplands’.

(258) Replaced ‘Wizard's staff’ with ‘Wizard's Staff’. Made the last sentence a separate paragraph.

(260) Replaced ‘you, however’ with ‘you; however’.

(265) Replaced ‘Evocation, and’ with ‘Evocation and’. Replaced ‘or do’ with ‘or if you do’.

(266) Replaced ‘The Mind Gem may be placed in your Backpack where it will count as a Backpack Item, or it can be worn around your neck.’ with ‘The Mind Gem is worn around your neck.’, in order to avoid rules ambiguities.

(267) Replaced ‘near.’ he’ with ‘near,’ he’. Replaced ‘east and’ with ‘east, and’.

(268) Replaced ‘Random Number table’ with ‘Random Number Table.’.

(269) Replaced ‘eyeless tormented’ with ‘eyeless, tormented’. Replaced ‘magical Power’ with ‘Magical Power’.

(272) Replaced ‘say ‘I’ with ‘say. ‘I’. Replaced ‘If you have the Black Rod and wish to use it’ with ‘If you wish to use the Black Rod’. Replaced ‘shadow. A’ with ‘shadow — a’. Replaced ‘Mind Gem and’ with ‘Mind Gem, and’.

(273) Replaced ‘for 4 rounds or more, turn to 182’ with ‘more than 3 rounds, do not continue with the combat but turn immediately to 182’.

(274) Added a period to the end of the illustration's caption.

(275) Replaced ‘guards falls’ with ‘guards fall’. Replaced ‘Urik and’ with ‘Urik, and’. Replaced ‘women and’ with ‘women, and’.

(276) Replaced ‘ ‘Stranger’ he’ with ‘ ‘Stranger,’ he’.

(279) Replaced ‘Astral plane’ with ‘Astral Plane’.

(280) Replaced ‘Kazim stone’ with ‘Kazim Stone’.

(284) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.

(286) Replaced ‘Sado, ‘Charge’ with ‘Sado. ‘Charge’.

(287) Replaced ‘counter-attack’ with ‘counterattack’.

(288) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added ‘If you have the Magical Power of Prophecy and wish to use it, turn to 224.’. Replaced ‘If you do not possess this skill, or do not wish to use it’ with ‘If you do not possess either of these skills, or if you do not wish to use them’.

(289) Replaced ‘power of Enchantment’ with ‘Power of Enchantment’.

(290) Replaced ‘Huminoid’ with ‘Humanoid’. Replaced ‘Wind and’ with ‘Wind, and’. Replaced ‘Elemental plane’ with ‘Elemental Plane’.

(291) Replaced ‘Magical power’ with ‘Magical Power’.

(292) Replaced ‘the Jewel’ with ‘the jewel’. Changed the third choice which led to Section 208 to lead to Section 234 instead. Section 208 is clearly inappropriate, and this change was made in some editions of the book. Replaced ‘Astral plane’ with ‘Astral Plane’.

(293) Replaced ‘Elemental plane’ with ‘Elemental Plane’.

(294) Replaced ‘its starting’ with ‘it's starting’.

(295) Replaced ‘hesitates, then’ with ‘hesitates, and then’.

(297) Replaced ‘breath, then’ with ‘breath; then’. Replaced ‘side, then’ with ‘side, and then’.

(298) Added a period to the end of the illustration's caption.

(299) Replaced ‘Azawood leaves’ with ‘Azawood leaf’. Replaced ‘You have two Azawood leaves remaining.’ with ‘You have used one Azawood leaf.’, as you did not necessarily have three leaves to begin with.

(303) Replaced ‘staff’ with ‘Staff’.

(305) Removed ‘ or keep it in your Backpack where it will count as a Backpack Item’, in order to avoid rules ambiguities.

(307) Replaced each occurrence of ‘staff’ with ‘Staff’. Replaced ‘Samu, ‘I've’ with ‘Samu. ‘I've’. Added a period to the end of the illustration's caption.

(309) Replaced ‘elementals’ with ‘Elementals’. Replaced ‘Elemental plane’ with ‘Elemental Plane’.

(310) Replaced ‘Beyond The Shadow Gate’ with ‘Beyond the Nightmare Gate’. Replaced ‘series entitled’ with ‘series, entitled’. Added a period to the end of the illustration's caption.

(Map) Added label ‘Dagorlan’ to the nameless village in harmony with recent maps of Magnamund.

(Combat Rules Summary) Added a fourth step ‘Pick a number from the Random Number Table.’ in the first step list. Replaced ‘of chart’ with ‘of the chart’. Replaced ‘to random’ with ‘to the random’. Replaced ‘to 0’ with ‘0 or below’. Replaced ‘to Combat’ with ‘to the Combat’. Replaced ‘cross reference’ with ‘cross-reference’.

Footnotes

[1] (The Game Rules) If you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

[2] (The Game Rules) If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

[3] (The Game Rules) There are sections of this book that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.

Alternatively, you may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero or below, you are dead and the adventure is over.

Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient WILLPOWER points. This method also cannot be used in cases where you lose WILLPOWER points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative WILLPOWER score.

[4] (The Game Rules) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

[5] (Magical Powers) If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

[6] (Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

[7] (Equipment) The Collector's Editions of the Lone Wolf books clarify that ‘You may only use one Weapon at a time in combat.’

[8] (Section 45) After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

[9] (Section 91) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

[10] (Section 112) Remember to deduct the total from your WILLPOWER score before continuing your adventure.

[11] (Section 133) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

[12] (Section 136) Remember to deduct the total from your WILLPOWER score before continuing your adventure.

[13] (Section 148) If you have not already done so, mark the Black Rod as a Special Item on your Action Chart.

[14] (Section 162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points (cf. Section 120).

[15] (Section 206) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

[16] (Section 207) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

[17] (Section 262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

[18] (Section 287) You may be forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

[19] (Section 299) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 1)

- Illustration II (Section 4)

- Illustration III (Section 23)

- Illustration IV (Section 31)

- Illustration V (Section 60)

- Illustration VI (Section 66)

- Illustration VII (Section 76)

- Illustration VIII (Section 78)

- Illustration IX (Section 124)

- Illustration X (Section 125)

- Illustration XI (Section 145)

- Illustration XII (Section 182)

- Illustration XIII (Section 219)

- Illustration XIV (Section 225)

- Illustration XV (Section 247)

- Illustration XVI (Section 257)

- Illustration XVII (Section 275)

- Illustration XVIII (Section 298)

- Illustration XIX (Section 307)

- Illustration XX (Section 310)

- The Shadakine Empire

- Action Chart

Secondary Illustrations

- Magical Powers

- 37

- 50

- 52

- 71

- 72

- 81

- 103

- 117

- 133

- 163

- 188

- 200

- 209

- 213

- 222

- 223

- 249

- 256

- 258

- 261

- 269

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.

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