This narrow lane is flanked by hovels and makeshift shelters for the poor of the city. Beggars assail you from all sides, pleading for money with outstretched hands, but there are so many of them that you quickly abandon the idea of making a donation.
At length, the lane opens into a rubbish-strewn square faced by a shadowy, unsigned building. As you draw nearer, its grey door creaks open and a curly-haired youth beckons you to approach.
‘Welcome, stranger,’ he says, in a syrupy voice. ‘You look lost. Why don't you rest here a while. I'm sure I can help you find your way.’
If you possess Kai-alchemy,
turn to 2
.
If you do not possess this Discipline,
turn to 155
.
The owner of this emporium is a grizzled old veteran of many wars. As you enter, you see him and his son busy at a workbench, shaping and flattening squares of rusty iron into poor-quality breastplates. A sign fixed to their bench reads:
Armour & Weapons | we buy | we sell |
---|---|---|
Swords | 2 GC | 4 GC |
Spears | 3 GC | 6 GC |
Axes | 1 GC | 2 GC |
Daggers | 1 GC | 2 GC |
Bows | 3 GC | 6 GC |
Arrows | ½ GC | 1 GC |
Broadswords | 3 GC | 6 GC |
Maces | 1 GC | 2 GC |
Helmets | 3 GC | 6 GC |
Breastplates | 3 GC | 6 GC |
Full suits of armour — by special arrangement | ||
GC = Gold Crowns |
If you wish to purchase or sell any of the above weapons for Gold Crowns, remember to make the necessary adjustments to your
Action Chart
.
4
To leave this weapons shop,
turn to 36
.
[4] According to The Game Rules section of
Flight from the Dark
, a Helmet ‘adds 2
ENDURANCE
points to your total.’ Additionally, in The Game Rules section of
Fire on the Water
, a Chainmail Waistcoat (which is probably the closest approximation to a Breastplate) ‘adds 4
ENDURANCE
points to your total.’ You may decide to apply these bonuses should you purchase the items from this shop. However, bear in mind that neither Helmets nor Chainmail Waistcoats may be brought over from the
Lone Wolf Magnakai
series into the
Lone Wolf Grand Master
series, so the bonuses for wearing these Special Items are purely speculative and do not form part of the official rules.
You reach the city of Vanamor late in the evening, long after the sun has set beyond the western horizon. The guards at the west gate do not, at first, look kindly upon a travel-stained rider of unknown origin, but when you show them the Star of Palmyrion — the medal that their leader, the Elector Manatine, awarded you for your victory over the evil druids of Ruel — their cold attitude undergoes a dramatic change. The guard sergeant apologizes profusely and escorts you personally through the capital's streets, past a well-ordered collection of dwellings and public buildings, to a grand palatial edifice in the city's northern quarter. It is the Elector's Hall — the seat of the Palmyrion republic.
Trumpets announce your arrival as you stride through the hall's great arched doors. Senators and officials stop momentarily to stare; then their attentions return to their affairs of state which strike you as unusually urgent. It is almost midnight, yet the Elector's Hall is a buzzing hive of activity. You meet with Elector Manatine in his War Room where he and his generals are poring over maps and battle reports. He welcomes you with a warm handshake but his countenance seems unusually dour and agitated. You are soon to learn why.
You draw and fire an Arrow in the blink of an eye. The shaft whistles through the trees and hits the war-dog squarely between its hideously yellow eyes. For a few seconds it continues to bound forward; then its front legs collapse beneath its weight and it crashes, nose-first, into the soft forest earth.
Swiftly you shoulder your Bow and run headlong into the trees, desperate to make use of what little time you have gained by slaying the pack leader.
Pick a number from the
Random Number Table
. If you possess Grand Pathsmanship, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.
If your total score is now 0–4,
turn to 73
.
If it is 5–9,
turn to 12
.
You leave the cell and return to the State Hall where Lord Constable Nathor reports what has happened to the Queen. Concerned for your safety, she suggests that you spend the night at the Royal Citadel as her guest. You accept her gracious invitation and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion — Lord Ardan — a fond farewell before beginning the next stage of your long journey home.
Mindful of the dangers, the Queen gives her Lord Constable a Royal Seal and places him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.
Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east. It reads ‘Vanamor 280 miles’.
It is near midnight when you arrive at a ridge which commands a view of the mighty River Storn. Moonlight pours molten silver over the rushing water, illuminating a ford where a crossing can be made over this unusually deep and fast-flowing river. To the far horizon stretch the plains of Slovia, peaceful and inviting. You long to be on the other side, but you suspect that crossing here, despite the ford, will not be an easy task. Heavily fortified border posts stand at the approaches to the ford, and many keen-eyed sentries are scanning the surrounding countryside on both sides of the river. The Eldenorans are watching for deserters attempting to flee to the safety of Slovia, a neutral territory in the war against Palmyrion; the Slovians keep watch for signs of an Eldenoran attack. It would not be the first time an invasion by their hostile neighbour had come this way.
Patiently you observe the ford for more than an hour, trying to determine the optimum time to make your move, but then suddenly the choice is taken out of your hands. In the middle distance you see an Eldenoran patrol riding towards the ridge. Unless you abandon the ridge at once, they will be sure to see you and raise an alarm.
Taking your courage in both hands, you spur your horse to the gallop and rush headlong down the rocky slope that leads directly to the ford.
Pick a number from the
Random Number Table
. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. And if you possess Kai-alchemy, add 1.
If your total score is now 2 or less,
turn to 218
.
If it is 3–6,
turn to 87
.
If it is 7 or more,
turn to 119
.
Gradually the wounded dragon yields his ground. He twists his head violently back and forth, as if he is trying to cast away the pain; then slowly he turns his back on you and lumbers towards his herd.
You seize this opportunity to make a dash for the Shadow Gate. However, the wraith-like manifestation of Naar senses your intention and sends his Lavas swooping down to block your path. Hurriedly they form up in a line at the entrance to the Shadow Gate, forcing you to fight or retreat. Knowing that they block your only means of escaping from this nightmare realm, you draw your weapon and hurl yourself against them in a frenzied attempt to break through their line.
Lavas:
COMBAT SKILL
50
ENDURANCE
45
If you win the combat,
turn to 145
.
The tip of the swirling vortex connects with your chest and, in a moment of terrifying agony, you are lifted into the air and hurled against the wall: lose 10
ENDURANCE
points (only 6 if you possess the Grand Master Discipline of Kai-screen).
If you are still alive and you possess Grand Nexus and have reached the rank of Sun Knight or higher,
turn to 149
.
If you are still alive and you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 257
.
As the last of the winged horrors comes crashing to the ground, slain by your deadly blows, you take off at a run towards the trees. You rush headlong into the forest and glance overhead to make doubly sure that you are not being tracked by more of the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.
Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost
ENDURANCE
points).
Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.
‘Gr … Grand Master!’ he stammers, hardly daring to believe his eyes. ‘You have returned. Praise the gods! Our prayers have been answered!’
You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.
‘Yes, Sabre Fox,’ you reply, ‘I have returned. Now let us vanquish this foe and rid our land of their evil shadows.’
You fight with the devastating speed and skill that only a Kai Grand Master possesses. Despite the overwhelming odds against you, you succeed in defeating every last one of these vicious hounds. As the last one falls to your blows, you urge your horse away from the coppice and set off along the river track to Scade.
On returning to the Lucky Bucket Inn, you break the news of your encounter at Castle Tranius to the remaining five troopers. It comes as a shock, both to them and to the innkeeper, who fears for the safety of the real Knight Tranius.
‘I haven't seen him in the town for near-on a week,’ he says, anxiously rubbing his many chins. ‘We 'ere had no inkling that somethin' bad was happenin' up there at the castle. It's right put the shakes up me, I can tell you.’
Immediately you recognize the kindly face of Gwynian the Sage.
‘Fate calls us together once more, Lone Wolf,’ he says. ‘Come, we have much to discuss.’
And with that he ushers you through the archway into an adjoining chamber, where floating bulbs of light illuminate a stone table covered with charts and scrolls.
‘What news have you of Sommerlund?’ you ask, anxiously.
‘Grave news,’ replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.
‘The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures — the Lavas — to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar's servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.’
‘But how?’ you ask, shaken by Gwynian's account of the events which have occurred during your absence from the monastery. ‘If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?’
‘Do not despair, Lone Wolf,’ replies Gwynian, reassuringly. ‘All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.’
You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.
‘Patience for just a moment, Lone Wolf,’ he says, and he allows himself a smile. ‘I, humble Gwynian, possess the means by which you can thwart the Dark God's murderous plan.’