The guard begins to cough. He pleads with you to slacken your grip or he will choke to death. You ask him one more question: does he know where your confiscated equipment is? He says he does not know. Then, suddenly, he elbows you in the chest and breaks free. You are winded, but you are determined to stop him from escaping.
The Sharnazim surround you and drag you to your feet. They take your Backpack, your Weapons, your Gold Crowns, and all your Special Items. (Make all the necessary adjustments to your
Action Chart
, but note your lost possessions elsewhere in case you find them again later.) Your hands are tied with wire, and you are frogmarched back to the plaza. A carriage is waiting. As you are thrown in head-first, Maouk climbs aboard and, gloating with triumph, gives the command: ‘Back to the Grand Palace. The Zakhan awaits his prize.’
You struggle to free yourself from the wire that cuts into your wrists, but Maouk is quick to see the danger. He grabs your arm and forces a dart into your skin. As sleep numbs all your senses, the last sound you hear is Maouk's wicked laughter.
To reach the north door without being seen, you must work your way carefully around the chamber, dodging from one pillar to the next.
Pick a number from the
Random Number Table
. If you possess the Kai Discipline of Camouflage or Hunting, deduct 2 from the number you have picked.
If your total is now -2–2,
turn to 167
.
If your total is now 3–9,
turn to 190
.
You are in underwater combat with a deadly salt water scavenger.
Bloodlug:
COMBAT SKILL
17
ENDURANCE
11
Deduct 2 points from your
COMBAT SKILL
due to the speed of its attack. This creature is immune to Mindblast.
If you win the fight,
turn to 95
.
You force yourself along the canal, which is thick with green and black scum, clotted with a hideous variety of filth and debris. Huge cockroaches crawl in and out of the cracked ceiling. The vile water is waist deep, and as the surface scum breaks, a cloud of putrid gas wafts up and engulfs you. The stench is appalling; choking, you cover your mouth and nose with the edge of your Kai cloak. A sudden splash warns you that Maouk's men are not far behind so you quicken your step.
You have waded only a few yards when you hear a soft rustling noise. You freeze. It is the unmistakable sound of scaled skin slithering softly over stone. Fear turns to blind terror as you catch your first glimpse of the creature now advancing towards you.
If you have the Kai Discipline of Animal Kinship,
turn to 187
.
If you do not possess this skill,
turn to 110
.
You step into a perfect hemisphere. The walls of the chamber curve smoothly into the ceiling, where a small window casts a splash of light across the floor. There is a large circular dais in the centre of the room laden with incense burners, decanters, quilts, scrolls, cloaks, urns, and all kinds of fruit and sweetmeats. A drawer catches your eye, protruding from beneath the lip of the dais; you recognize the contents. You have found your confiscated equipment. Restore to your
Action Chart
all the Backpack Items, Special Items, Weapons, and Gold Crowns you lost when you were imprisoned.
Elated by your discovery, you resolve to escape from the Grand Palace as quickly as possible. There is only one other door, apart from the one by which you entered the chamber, which is set into the north wall.
If you wish to leave the chamber,
turn to 58
.
If you wish to search the chamber for useful items,
turn to 131
.
The tunnel is dark and shadowy. Much of it is in a poor state of repair, and many cracks and fissures scar the walls. You must search for one large enough in which to hide. Pick a number from the
Random Number Table
. If you have reached the Kai rank of Guardian or higher, deduct 1 from the number you have picked.
If your total is now -1–7,
turn to 151
.
If your total is now 8–9,
turn to 175
.
You rush into the cellar and bolt the door. Pressing your ear to the gnarled timber, you listen intently to the noise of Maouk's angry soldiers. They have entered the building and it will only be a matter of time before they notice the cellar door. You cast your eyes around the room. It is empty except for a Coil of Rope and a Tinderbox. Then you notice that there is another way out of the small stone room — an iron grille in the centre of the floor. However, the horrible stench rising from it turns your stomach.
If you wish to leave the cellar by the grille,
turn to 51
.
If you decide to stay in the cellar, prepare for combat and
turn to 123
.
It takes a long time for the fear and nausea to subside, but you push on through the slimy water, almost oblivious to your dreadful surroundings. Eventually you reach a junction where a wider tunnel crosses your path.
If you possess the Kai Discipline of Sixth Sense,
turn to 47
.
If you wish to continue along the west channel,
turn to 73
.
If you wish to turn north into the new tunnel,
turn to 112
.
If you wish to go south along the new tunnel,
turn to 128
.
The cell door does not open again until the sun has dipped below the peaks of the Dahir Mountains. You prepare yourself to meet the Zakhan, to demand your immediate release and safe passage back to Sommerlund, but it is not only the Zakhan who awaits you in the Grand Hall. He has a guest who has travelled many miles for this special meeting. His name is Haakon. He is a Darklord of Helgedad.
Unarmed and helpless, you are forced to kneel before the Darklord. With wicked relish, Haakon squeezes the life from your body with his own hands.
Your life and all hopes for your country end here.
You raise the hood of your Kai cloak in order to keep your face in shadow as you approach the guards. They eye you suspiciously but are obviously reassured by your mastery of their language. You pretend to be a merchant whose goods have been confiscated and ask to be allowed to plead your case to the Judicar of Barrakeesh. The guards chuckle to themselves, and then demand two items from your Backpack before they allow you into the Grand Palace. They wink at each other, for they know that the Judicar never returns confiscated cargoes. They think you will be thrown in the palace cells for your insolence, like every other aggrieved merchant who has tried to plead for justice.
If you wish to give the guards what they demand, erase any two Backpack Items (except Meals) from your
Action Chart
. You may now pass through the gate and enter the palace gardens.
Turn to 137
.
If you do not or cannot give the guards two Backpack Items, you must leave the gate and search for some other means of entering the palace.
Turn to 49
.
Frantically the warrior pulls on the reins and tries to trample you beneath the hooves of his startled horse.
1
Horseman:
COMBAT SKILL
21
ENDURANCE
28
If you wish to evade combat at any time by jumping into the sea,
turn to 142
.
If you wish to evade combat by surrendering,
turn to 176
.
If you win the combat in three rounds or less,
turn to 125
.
If the fight lasts longer than three rounds, do not continue the combat but
turn immediately to 82
.
If you lose the combat,
turn to 161
.
[1] Restore half of any
ENDURANCE
points that you lose (fractions rounded down) during this combat if you win or evade (note what happens if you lose).
Your lightning-fast reactions have saved you from being hit. You dive forward and roll, so that the needle pierces your cloak but not your skin. However, the trident-armed guards close in, confident that the needle has found its mark, and you are tranquillized. The instant they lower their weapons you attack.
You have sustained a deep chest wound that has penetrated your right lung. Lose 8
ENDURANCE
points.
If you are still alive and possess the Kai Discipline of Healing,
turn to 107
.
If you do not possess this skill,
turn to 63
.
The climb would be easy if it were not for the scalding steam. It stings your face and hands, making the skin puffed and sore. Lose 1
ENDURANCE
point.
Pick a number from the
Random Number Table
. If you have lost the use of one arm, deduct 3 points from the number you have picked. If you possess the Kai Discipline of Hunting, add 2 points to your total.
If your total is now -3–-1,
turn to 77
.
If your total is now 0–6,
turn to 192
.
If your total is now 7–11,
turn to 114
.
The man slams the gate and draws the bolt. Seconds later you hear the footfalls of the Sharnazim as they rush into the courtyard. ‘Go inside,’ whispers the man, pointing to the darkened interior of his house. ‘I shall get rid of the soldiers.’
You enter the house and climb a staircase to a large airy room, which looks out over a marketplace. Long, black flags hang from the windows of a hall opposite, and the sounds of mourning can be heard through its open doors.
If you have the Kai Discipline of Sixth Sense,
turn to 147
.
If you do not possess this skill,
turn to 196
.
The dart sinks into your chest. You pull it free, but a wave of nausea makes you fall to your knees. The tip of the missile is drugged and you cannot fight the darkness that now engulfs your vision.
Peering through the keyhole, you can see that the lock is unusual; a small metal plate blocks the mechanism, so that it is impossible to pick the lock.
If you have the Kai Discipline of Mind Over Matter,
turn to 48
.
If you wish to try to break down the door,
turn to 127
.
If you decide to leave the door and head off along the other passage towards the stairs,
turn to 93
.