At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque above the door.
You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.
If you wish to enter the port watchtower,
turn to 318
.
If you wish to approach the red gate,
turn to 246
.
The drunken sailors roar with delight, money changes hands and bets are settled. You notice your opponent wink at two of his henchmen. They begin to move towards you. Without a moment's hesitation, you rise from the table and punch the sailor so hard in the face that he somersaults backwards crashing into his surprised friends. You leave them sprawled in a heap on the floor.
As you reach the tavern door, an ugly sailor draws his sword and blocks your escape. But before you have a chance to do anything, there is a loud thud and he falls to his knees. Behind him stands the serving girl, a large wooden club in her hand, smiling at you. You thank her, and wink as you race out of the door and into the darkened street beyond.
After running blindly in the dark for many minutes, you notice a stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you run to the building and climb a ladder where you spend the night safely hidden in the hay-loft.
The voyage to Sommerlund is one of ill omen. Deep black storm clouds gather on the horizon, and a fierce wind relentlessly torments the restless sea. At night, great bolts of lightning tear open the darkness, followed by a rolling thunder so loud that it shakes every timber of the flagship. Many of the soldiers aboard the fleet are mountain-dwellers, unaccustomed to the shift of the sea. By the third day, over half their number are so ill as to be unable to stand. Lord Axim is close to despair.
‘How I pray that this storm will lift, for even if the fleet arrives intact, I fear our men will be too weak to break the enemy.’
Then, as if in answer to his prayer, the dawn of the next day heralds an end to the raging storms. But the calm waters now surrounding the fleet contain a danger far greater than any storm.
When you awake, you are shocked to find yourself lying beneath a wooden jetty, and the shallow water surrounding you fills your nostrils with a foul stench. As you stand, your head throbs violently as if you had been knocked unconscious. This is exactly what has happened to you, and your Gold, your Backpack, your Weapons, and all your Special Items (including the Seal of Hammerdal) have been stolen by the fishermen.
10
With a groan of despair, you climb out of the slimy water and pull yourself onto the jetty. Looking up you see a faded sign.
You fear the rumours about this place are true. It is nearly dark and it has started to rain. You must find the Seal if you are to persuade the Durenese to give you the Sommerswerd. Looking round, you see a large market square with a stone signpost in the centre, indicating the various roads that lead off the square.
If you wish to go east along Barnacle Street
turn to 215
.
If you wish to go south along Eastbank Wharf,
turn to 303
.
If you wish to go north along Booty Walk,
turn to 129
.
If you would rather go west back to the jetty and search for the fishing boat,
turn to 86
.
[10] In the Collector's Edition, you lose only your Weapons and the Seal of Hammerdal here. You may choose to follow these instructions instead.
You have been travelling for nearly two hours when the driver shouts, ‘Toll bridge ahead. One Crown apiece.’
Looking out of the window, it is pouring down with rain but you can just make out a wooden bridge and a log cabin in the distance. The driver halts the coach at the log cabin and an ugly creature appears at the doorway. It is a warty-skinned Szall, a harmless and cowardly breed of Giak. They have been natives of the Wildlands since the Age of the Black Moon, when thousands of their kind migrated from the Durncrag Mountains to avoid the tyranny of Vashna, the mightiest of the Darklords.
The Szall demands one Gold Crown from each passenger before the coach will be allowed to pass. The other passengers each place one Crown upon a small plate and hand it to you.
If you have enough gold to pay the toll, do so and continue on your journey by
turning to 249
.
If you have no money,
turn to 50
.
King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King's side. (Remember to erase the Seal of Hammerdal from your
Action Chart.
) For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.
‘Alas, the Darklords have woken once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfilment, but in my heart I knew it was to be otherwise.’
The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the centre of the chamber. A gentle humming fills the room, as the stone cover slides back to reveal the hilt of a golden sword.
‘Take the sword, Lone Wolf. It is foretold that only a true son of Sommerlund can release the powers that lie within its blade.’
As you grasp the glowing hilt, a tingling sensation runs up your arm and radiates throughout your body.
If you have the Kai Discipline of Sixth Sense,
turn to 79
.
If you do not possess this skill,
turn to 123
.
As dawn breaks, a fierce storm rises and you are woken by the violent rocking of the ship. The floor of your cabin is awash, and the shouts of the crew can hardly be heard above the howling wind. You quickly dress, gather up your equipment, and make your way to the deck.
You are soon joined by the captain, who takes hold of your arm and orders you to return to your cabin. Suddenly, as you start to go down, there is a thunderous crack as, high in the rigging, part of the mast snaps. You look up to see the shattered pole falling towards you.
Pick a number from the
Random Number Table
.
If the number you have picked is 1–4,
turn to 78
.
If the number is 5–9,
turn to 141
.
If the number is 0,
turn to 247
.
You have covered less than twenty yards when your horse rears up and bolts. You are thrown to the ground and you lose 1
ENDURANCE
point. Brushing the dirt from your cloak, you curse as the animal disappears out of sight. You will have to continue your journey from here on foot.
The innkeeper pockets the Crown and says in a mocking voice, ‘You can get there by putting one foot in front of the other — like this,’ and with a loud laugh he walks behind the counter and disappears into the kitchen beyond. You curse his trickery and leave the inn, pausing only, in your anger, to kick over his bucket of dirty water.
By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you realize you have found your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travellers carefully and then make your decision.
If you wish to attack the Knight of the White Mountain called Dorier,
turn to 7
.
If you wish to attack the merchant called Halvorc,
turn to 60
.
If you wish to attack the adventuress called Viveka,
turn to 85
.
If you wish to attack the priest called Parsion,
turn to 158
.
If you wish to attack the Knight of the White Mountain called Ganon,
turn to 270
.
As you rise, the snake hisses and strikes at your arm. You dodge to one side, but are you quick enough to avoid its deadly fangs?
Pick a number from the
Random Number Table
to find out.
If the number you have picked is 0–4,
turn to 285
.
If the number is 5–9,
turn to 70
.
The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.
As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.
‘Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.’
You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.
‘Feeling hungry?’ you say, peering at the two busy house mice in the far corner. ‘Perhaps you would care for some cheese?’
Using your Kai Discipline, you order the two mice to bring the cheese to you. The sailor looks on in amazement as the two furry creatures deposit the cheese at your feet and then scurry away.
The keen sight you have developed through your Kai Discipline of Tracking has enabled you to identify the talisman that sits on top of the black staff. It is the crescent and crystal star emblem of the Magicians' Guild of Toran in northern Sommerlund. This man is a renegade of the guild and a traitor to your country.
If you wish to climb the tower and attack this treacherous magician,
turn to 73
.
If you do not wish to risk your life against this powerful sorcerer, jump overboard by
turning to 267
.