You detect a faint shimmer of crimson light radiating from the druid's giant spyglass as he sweeps it back and forth along the river's edge.
Pick a number from the
Random Number Table
. If you possess Kai-screen, add 3 to the number you have picked.
If your total score is now 5 or less,
turn to 248
.
If it is 6 or more,
turn to 197
.
You give thanks for the Platinum Amulet, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, the amulet alone is not sufficient to keep you safe from the creatures that are now advancing rapidly towards the Shadow Gate.
On the far side of the river you notice a milestone half-buried in a roadside ditch. Etched on its granite surface is a small arrow which points eastwards, and below reads the message ‘Abisko — 25 miles’.
Later, as you approach the outskirts of this town, you notice a large flock of carrion crows circling above its timbered buildings. You sense that plague has recently visited this town, and so you leave the road and spend the night in woodland a few miles to the south.
The next day, the weather changes for the better. The temperature rises and the surface of the muddy road quickly becomes dry and hard. Ten miles east of Abisko you see a small regiment of Eldenoran soldiers camped out beside the road. They are busy with their luckless duty of having to burn the bodies of Abisko's plague victims, which number in the hundreds. So preoccupied are they with their grim task that they fail to see you steal one of their horses and make off with it along the road which leads to Duadon — their capital city.
The road which crosses the plains to the east of the river is deeply rutted. Fortunately, though, it is dry, there having been little rain in these parts for weeks. Progress is good and by midday you and your troop have covered more than thirty miles. You pass many wagons on this road, mostly driven by farmers who are taking their crops to the markets and wharves of Garthen. These wagon drivers seem an unusually loyal and friendly breed; invariably they wave and cheer the moment they recognize the uniforms of Queen Evaine's Court Cavalry.
After a brief rest at a village on the road, you continue your ride across the open plains and descend into a wide valley where a shallow stream winds its way through a mass of reed-beds and willow copses. Beyond this valley, the land becomes increasingly hilly. The sun is almost touching the horizon when you come to a small wayside shrine dedicated to the Goddess Ishir. Here a track leads off to the north and, a mile distant, you can make out the walls and tall bell-tower of a chateau high in the hills.
‘That's the monastery of the Vaderish Brethren,’ says Nathor. ‘They're a holy order devoted to the worship of the Goddess Ishir. We will find safe shelter with them this night.’
The sun has set and dusk is quickly turning to darkness by the time the troop reaches the gates of the Vaderish Monastery. The brothers of this holy order are led by an elderly monk called Rasbarin whom Nathor has met once before. The old cleric welcomes him warmly, as if he was his son, and then he invites you to stay here overnight.
The monks' evening meal is simple fare but well-prepared and wholesome nonetheless (restore any
ENDURANCE
points you may have lost during your adventure so far). Afterwards, Rasbarin invites you and Nathor to his chambers to sample some of the monks' speciality — a fine liqueur called Aquas. You are raising a glass of this golden liquid to your lips when suddenly the peace is shattered by a loud, cawing shriek which echoes through the surrounding hills.
If you possess the Discipline of Telegnosis,
turn to 61
.
If you do not possess this Grand Master Discipline,
turn to 198
.
As you enter the courtyard, a boy rushes out of the stables and eagerly takes charge of Wildwind's reins. He praises your horse enthusiastically and promises that he will look after him well while you are enjoying your visit to the tavern. On entering the taproom, you are welcomed by the mouth-watering smell of roasting beef and fine ale. The tavern is busy and nobody pays you any special attention as you take a seat by the counter.
At a nearby table, you notice an argument is brewing between a merchant and a man dressed in a shabby hide coat. The merchant is accusing the man of stealing a purse of gems from his pocket, and the confrontation is being made worse by a third man, a lank-haired bargee, who is siding with the merchant. The accused man pleads that he is innocent but the other two give no credence to his pleas. Suddenly, the merchant draws a dagger and threatens to slit the man's throat unless he hands over the stolen gems at once.
If you possess Telegnosis and have attained the Kai rank of Grand Thane,
turn to 26
.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 294
.
While you are observing the town, your thoughts wander to your homeland and the threat that is confronting the New Order acolytes at the Kai Monastery. Your fervent desire to be with them is rekindled, making you wish that you possessed a horse to help speed your journey to Casiorn.
Near the junction at the centre of the town, you see a large timbered building. Painted on its facia and roof are two words ‘Nursha Stables’.
If you wish to enter the deserted-looking town and go in search of a horse,
turn to 349
.
If you would rather avoid this town, you can skirt around its perimeter and take the road which heads east towards Abisko, by
turning to 3
.
Your quick reactions have saved you from being burnt alive, but this feat does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. In a fit of pique, he stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.
You use this opportunity to retreat towards the Shadow Gate, but you do not get very far before the great beast sees you and comes lumbering forwards with his jaw agape.
Unless you possess a Platinum Amulet, a Talisman of Ishir, or the Discipline of Grand Nexus, you must now deduct 3
ENDURANCE
points due to the debilitating effects of the heat and atmosphere.
The pack leader is a ferocious creature whose supernatural will is far too strong to be turned by your powers of Animal Control. Some of the pack, however, are affected by your psychic suggestion and break away from the main body to cower by the side of the bridge. But the majority continue to follow their leader, and with their prey now in sight, these howling beasts are increasing the pace of their loping stride.
Suddenly you hear Captain D'Val's strident voice rising above the din of the battle: ‘Ride on, Lone Wolf!’ he shouts. ‘Ride to the monastery!’
You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D'Val's men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain's plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.
With a terrifying howl, the war-dog pack launches a simultaneous attack and come leaping at you from all sides.
Eldenoran war-dogs (in blood-frenzy):
COMBAT SKILL
42
ENDURANCE
47
Due to their frenzied state, these war-dogs are immune to all forms of psychic attack, except Kai-surge and Kai-blast.
If you win the combat,
turn to 295
.
You have ventured less than a few hundred yards across this stagnant bog, taking care to avoid its bubbling pools and treacherous tracts of quicksand, when suddenly you find yourself sinking knee-deep into a treacly black ooze. What you had at first thought to be firm earth has, to your growing dismay, turned out to be a cloying, semi-liquid morass of rotting vegetation.
If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher,
turn to 66
.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 296
.
You are halfway across the ford when alarm bells sound on both sides of the river.
‘Deserter at the ford!’ goes the cry from the Eldenoran fort. ‘Enemy spy approaching!’ shout the Slovian guards.
Moments later, a hissing cloud of arrows and bolts descend on you from both sides and your horse is killed instantly in the crossfire. It crashes head-first into the water and you are thrown out of the saddle to land heavily amongst the rocks which lie strewn along the Slovian bank. You try to rise but suddenly an explosion of white light fills your vision and the taste of blood fills your mouth: you have been hit in the head by an armour-piercing arrow. Mercifully, death is virtually instantaneous.
Sadly, your life and your journey home come to an abrupt end here, on the Slovian banks of the River Storn.
For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then you glimpse the flagstones of the keep and the roof of the castle stables, more than a hundred feet below, and your stomach churns with fear.
Steeling yourself for impact, you smash through the thatched roof of the stables and land amidst a tangle of hay and broken timbers. Moments later, Nathor comes crashing through the roof and lands just a few yards from where you are lying. You are badly bruised but you have survived the fall (lose 3
ENDURANCE
points). Nathor, too, is alive, but his injuries are more severe. His left ankle is badly broken and his face is a mess of cuts and contusions. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.
If you wish to use your Kai healing skills on the Lord Constable,
turn to 269
.
If you decide to concentrate on escaping from the castle as quickly as possible,
turn to 41
.
You press on through the trees, your senses alert to the slightest sound. After an hour or so, you stumble across a stream where you stop briefly to gulp a mouthful of icy fresh water. Beyond this stream the trees become far denser, offering you better cover from the wandering groups of Eldenorans who seem to be positioned all over this vast timberland. It is not until later that you realize that they have not been posted here; they are deserters, hiding out in the forest to avoid a certain death at the Reloni Bridge.
By morning, you have covered several miles of forest and avoided all contact with the Eldenorans. Then, shortly before midday, you come across the outlying huts of a fortified town which sits astride a busy woodland trail. A glance at your
map
reveals this to be Fabri, an Eldenoran outpost close to the Slovian border. From the top of a pine tree you look down on this settlement which is ringed by a palisade. Five cavalry regiments are camped within its perimeter wall of sharpened logs, and you note several Cener Druids conversing with the regimental commanders. It would seem that Prince Lutha is in league with the evil Plague Lords of Ruel.
While you are observing Fabri from your vantage point high above, you notice a patrol of horsemen wending their way through the trees towards one of the outlying huts. On arriving, they dismount and enter, leaving their horses tied to a split rail but otherwise unattended. Tempted by the opportunity, you descend the tree and make your way towards the hut.
If you possess Animal Mastery,
turn to 260
.
If you do not possess this Discipline,
turn to 189
.
Instinctively you crouch down and take cover amongst the nearby foliage. You also call upon your Kai camouflage and psychic skills to help mask your presence from the creature which is circling high above the trees. For several minutes you stare at the loathsome creature, not daring to move a muscle; then you see it fly away and you breathe a sigh of relief.
A chill night wind whistles through the trees and you shiver. But it is not the cold that is chilling your blood — it is the sudden fear that you may never see your homeland again.